TEXT:  
  27
   
  Many humans were killed.  The survivors endured cataclysm upon cataclysm until only 
  a few remained.  Those with the know—useful memories of humanity’s once greatest--banded 
  together.  Those left over faced against the new beasts of an ancient time.  Soon, many 
  embraced the new magic that permeated the land.  Some hid in isolation, fearful for the new 
  world god let loose among them.  Many embraced this new world, with creatures and desires 
  few can imagine.  Many formed alliances with new species:  Elves, Dwarves, Halflings, and 
  Gnomes.  However, to those species that returned from the Gate, the world they left behind 
  changed beyond their expectations.  Traditions die-hard and many species started anew, 
  rebuilding their empire, studying the ways of the past.  Some insisted in returning Earth to its old 
  enchanted glory.  Others embraced new ways, adapting to the ever-changing Earth.  Soon, 
  two divisions of society arose in the world:  Those who embraced the new way of technology 
  (“Techa”), and those who looked to the way of enchantment for guidance (“Echa”).  Outside 
  the walls of Bastions, one must understand the power magic, or expect an early grave… 
   
  It is fascinating the time machine I appear to pass through, walking into 
  the village of Antissa.  Barely two day’s travel away, Angel stands the 
  pinnacle of Man’s once greatness.  However, walking into this small town, 
  not a shred of Techa’s influence can be seen.  Farmers lead goats to be 
  milked.  Weaponsmiths advertise their latest works in a shop window.  Down 
  an alley, a thief’s guild takes a new applicant.  Around the corner, I see 
  my destination, a library of arcane magic.  Then I look up…one fragment of 
  technology.  A Carrier from Angel attempts the long journey from Angel to 
  York.  I hope this one survives the journey.  I heard the Black Dragons in 
  the area are getting more restless.  However, nothing would make scavengers 
  happier than snagging some piece of prohibited techa.  They should be 
  careful.  Last month, some goblins found a crashed Blade, presumably from 
  the Saints.  They vaporized themselves and the craft.  After taking a few 
  hours at the library, I promised Raven I would meet her at the Tavern of 
  Makoto--hopeful to find some allies to join us through the Goblin 
  controlled lands around Angel.  She should be careful.  Antissa is 
  xenophobic.  Most of the humans here don’t take kindly to other species, 
  even if its an elf… 
   
  LOCATIONS OF MAGIC 
   
  <Referring to the Maps> 
   
   
  WESTERN CANAM 
   
  Antissa:  Antissa is a small town offering 
  wizard academies, rogue guilds, and trading 
  shops for anyone who enters…as long as they 
  are human.  Most of the residents of Antissa 
  believe that anything non-human is responsible 
  for man’s fall from grace.  Many in Antissa wish to 
  enter and live in Angel, but their lack of useful 
  knowledge prevents it.  Therefore, they remain 
  outside, waiting for the chance to break in.  
  Humans who enter Antissa are welcomed with 
  open arms.  Non-humans are usually ignored if 
  they only pass through or remain for a short time.  
  If they dare spend the night or try to mingle with 
  the locals, a mob may eventually form.  Usually 
  not lethal, the intruder usually is stripped and sent 
  out, a handful of bruises and a humiliation being 
  the worst of the damage.  However, more 
  radical forces engage in more dangerous 
  activity.  The leader, Renan Torquill (5th level 
  Fighter, Lawful Neutral), only shows himself 
  occasionally.  He is kind to humans who enter but 
  can be mean to others.  He is the town’s mayor 
  and the guard captain.   
   
  The Finer Fire Pits:  The Dwarves call this 
  gargantuan underground Metropolis home.  
  More live here than any other place on Earth.  
  Huge deposits of Mithril and Adamantine await 
  the deep miners.  Eventually, a huge cavern 
  formed under the ground, kilometers across, with 
  only a massive staircase leading to the surface.  
  Unless a traveler knew exactly where this 
  staircase was, it would be very difficult to find.  
  However, the massive construct is more than 100 
  meters wide and scales down for more than a 
  kilometer before finally reaching the Fire Pits.  
  There, massive ovens work overtime, constructing 
  materials, smelting precious ores, while all along; 
  tens of thousands of Dwarves dig further.  Many 
  live out their whole lives without ever seeing the 
  sun.  Some put the last population count to more 
  than a million Dwarves and comprise more than 
  %96 of the total population here.  Although not a 
  huge hub of magic, the Fire Pits house the largest 
  repository of weapons and armor around.  
  Anyone looking for mastercraft materials look no 
  THE WORLD OF ECHA
  
   
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  further than here.  The ruler here is Garach Glim 
  (20th level Dwarven Fighter).  Even to this day, 
  the dwarves of the Finer Fire Pits refuse to adopt 
  new techniques, insisting on embracing old ways 
  of digging and mining.   
       Foolish Humans.  The best route is down, 
  never up.  I read their history—always building 
  up.  Up…why?  What is up there?  
  Clouds…Clouds… water.  I can dig and get that 
  and it would cost far less.  Now I am not saying 
  that humans are stupid.  They value gold and 
  respect the steel we construct.  However, I don’t 
  know how they could have missed Mithril.  Such 
  a wondrous element, bestowed from God himself.  
  The almost mystical properties of it lead me to 
  believe that Mithril, before the saturation of 
  magic, looked ordinary, containing no special 
  properties…useless.  When enchanted energies 
  passed through it, Mithril emerged from this 
  dead rock.  So much the better.  The Bastion 
  humans sat on riches beyond what they can 
  imagine for thousands of years.  Millions of 
  years of unmined riches.  This is a great time to 
  be a dwarf.  The humans have no idea what they 
  were missing.  Oh well…more for us… 
  Garacch Glim 
  Finer Fire Pits 
  1225 AE 
      
  HardStone Sig:  Hardstone resides in 
  Fargon, high in the North.  They export primarily 
  Mithril.  This large city’s (Population:  22 000) ruler, 
  Sig Tagh (9th level Cleric / 4th level Fighter) 
  maintains one of the few Dwarven ports, where 
  they export materials down the west coast.  
  Dwarves occupy more than %79 of the total 
  population. 
   
  “Laudina” Grey Elf City:  The Grey Elvish 
  arrogance refused to die when they lacked 
  corporeal forms.  It only amplified now.  The Grey 
  utilized their greatest magic and built a mighty 
  city atop a tall mountain in the West.  Away from 
  almost every other culture and guarded many 
  concealment spells, Laudina exists as a dream to 
  many that have sworn to have seen it.  The 
  location is rough.  It could exist in any but a 
  hundred different mountains in the “Range of 
  Rock.”  Laudina looks on the surface, as a city of 
  technology, but underneath the shine of the 
  walls exists pure magic.  Refer to the Echa 
  chapter for information. 
   
  The city floats on air and connects only 
  partially the mountain.  Many believe (and its 
  true) that Laudina could break free from its 
  moorings and float to another peak…which 
  probably explains the lack of success for the 
  missions that to try to locate it.  Massive amounts 
  of magic (levitations and permanence) 
  continually support the great buildings.  Even the 
  Alkanost, the great Elven Barge, floats atop a 
  river of air enchanted as it soars from location to 
  location.  Mostly the Alkanost carries the few 
  Grey Elves who wish to leave for the purposes of 
  trade.  Greys seldom deal with any other cultures 
  save for a few other Elves.  They don’t get along 
  with the Dwarves to the North and don’t get 
  them started on their opinions of humans… 
       Humans suffer the inferior notion that they 
  are the dominant species upon this world.  The 
  truth is, Man exists in numbers.  Using 
  numbers, by all rights, Goblins deserve 
  domination.  The Earth requires penance from 
  man, for he committed mortal sins against the 
  land that gave him birth.  Nature offered man 
  renewable resources, friendly denizens, and 
  land uncontested by evil.  Man abolished this 
  unwritten rule to care for the world he emerged 
  from.  Man committed unforgivable sins against 
  nature.  Technology offered man growth 
  beyond what could be accomplished by magic.  
  Instead, Man turned his back on life, and fell 
  
   
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  into darkness.   
       He scarred this beautiful Earth.  This land 
  was right to push him back down.  Elves lived 
  for countless ages in harmony with nature.  
  Man destroyed this harmony in less then a 
  dozen lifespans of my kin.  Man is not 
  inherently evil.  They should not be killed.  
  Many great men walk this Earth…but we simply 
  believe that man must not be able to gain 
  dominance over this land again. 
  Renar Alkanost 
  Grey Council Leader 
  785 AE 
   
  Grey elves commonly turn back those 
  who do find their land without allowing entrance.  
  Their land is rich and use these riches to trade 
  with few other nations they find agreeable…High 
  Elves mostly.  Those who do enter must be of 
  Good alignment.  The gray detect this from far 
  away and often cloud the minds of those who 
  approach who do not fit this requirement.  Either 
  they can throw up an opaque cloud as a shell 
  over the city, or they warp the minds of the 
  travelers themselves.  Those Lawful must be 
  good.  No evil acts are ever allowed within realm 
  of Laudina.  Those who enter must adhere to 
  strict code of respect for the inhabitants.  Make 
  fewer waves and your presence may go 
  unnoticed to those who don’t want you there.  
  Those looking for rare items both magical and 
  not seek out Laudina.  They contain hundreds of 
  rare items of magic, from simple enchanted 
  weapons to the many tomes and manuals of 
  magical aptitude 
    
  Lilecrog:  Population:  1500.  This is 
  another  Bugbear town.  The ruler of Lilecrog is 
  Numak Lilecrog, a 7th level Fighter.  Even though 
  the population is a decent size, the town only 
  counts as a Hamlet if a group manages to 
  conduct successful trade with them.         
  <Loosely translated from a Halfling 
  rhyme.  It flowed much better in their 
  language> 
    Grant me the serenity of the Valley. 
    Accept events I cannot change. 
    The courage to face dangers I fear. 
    Accept the wisdom to hide. 
    Look back always.  
    Insult those who pissed me off 
    Help me be cautious… 
    Watch the toes I step on today, 
    as they may be connected 
    to the ass that I may 
    have to kiss 
    tomorrow. 
  Unknown
  585AE
   
  Lone Tree Ridge:  The Lone Tree perched 
  around the shrub stands tall, guarding like a 
  statute centurion for the opening to land of 
  Halflings.  Beyond that lays a huge expanse of 
  
   
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  spreading homes and mini-villages.  Everyone lies 
  in eyesight of another.  One seemingly 
  continuous expanse of civilization spreads to the 
  corners of the massive valley of the Halflings.  
  Mountains line the perimeter, keeping the 
  entrance of the Lone Tree the only safe passage 
  to the inner fields.  The population of the entire 
  valley pushes more than 150 000 even though 
  the houses spread themselves thin along a flat 
  ground 200 kilometers across.  There is no 
  centralized government, leaving each 10 square 
  kilometer area under control of a Chief.  
  Population shifts so much in the valley, naming 
  the individual clans and their townships proved 
  pointless.  The average Chief is a 
  Rogue around level 5.  The most 
  powerful is Cora Longfellow (17th 
  level Rogue, Chaotic Good) who 
  peacefully runs the area closest to 
  the Lone Tree and whose rules 
  represent the norm followed in the 
  rest of the valley.  She commands a 
  force of more than 1 000 Halfling 
  troops.  Dwarves comprise the 
  majority of the visiting populace 
  but that still only comprises of only 5 
  percent. 
   
  Mag-Farg:   Another 
  underground Dwarven City, Mag-
  Farg’s primary export remains 
  modest, only silver and gold.  
  However,  the deposits are so 
  massive that the 15 000 dwarves 
  living there secured a foothold for 
  another five thousand years.  Its 
  predominant ruler, Mygelti 
  Farquand, a 10th level Fighter 
  (Lawful Neutral), makes sure the 
  world knows Mag-Farg exists, as 
  many others, including most 
  Dwarves don’t.   
   
  Mine of Jareg Devonen:  
  The smallest of the major mines in 
  Fargon, Jareg Devonen’s 
  personally oversees every facet of 
  his small operation.  The 3 500 
  exclusively Dwarven miners export 
  mostly minor-precious materials:  
  Nickel, Iron, and Copper.  Jareg 
  Devonen (6th level Fighter, Lawful 
  Good) seldom entertains non-
  Dwarven traders, usually trading 
  often with Mag-Farg. 
   
  Mount Muunch:  One of 
  the few mountains untouched over 
  the thousands of years, Muunch 
  dares climbers to scale its shear 
  side.  On all sides roams many dire 
  beasts.  Few have survived the 
  approach.  Fewer still have survived the climb to 
  the top.  The climb carries a DC of 25.  At the top 
  sits the home of the peaceful, Lauro the Wise, 
  one of the few Lammasu known to exist.  There, 
  he dispatches wisdom and may even be talked 
  into a trade from his stash, especially if it can help 
  a noble cause.  Those who reach his peak and 
  make a good impression usually have a safe 
  journey out of the forest.  Lauro is the source of 
  much valuable information, including the 
  location of one of the Artifacts of Amethyst. 
   
  Rahmqvist:  Journey outside the Dianaso 
  Pass, through the Kobold lands, towards the 
  
   
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  Ocean Pacific.  Over heavy terrain, tall rocks, 
  and deep chasms, weary travelers battle the 
  elements to reach Rahmqvist, one of the most 
  perplexing locations on Earth.  Over still air and 
  quiet land, dozens of floating heads hover.  Not 
  settling still, they often tumble and float around  
  never more than 100 meters from another head.  
  Because of the continuous movement, no formal 
  count ever settled on their population.  Popular 
  belief holds their numbers at under thirty.  These 
  heads look of stone, animated with an unknown 
  intelligence.  They appear to contain 
  independent thoughts, but onlookers have 
  noticed some ending sentences others have 
  started.  They don’t look the same and their 
  voice, although all male, do differ.  However, 
  “Rahmqvist” is the given name to all of them 
  since no individual names have ever been found.  
  Not that they respond to the name.  Until 
  attacked or until someone properly gets their 
  attention, Rahmqvist completely ignores anyone 
  who enters or passes through their land.  Only 
  when attacked in any way (magical or 
  otherwise), does every single head form a single 
  unified front and attack at once.  Anything that 
  disrupts their wandering can be interpreted to an 
  attack but their response is reflective to their 
  attack (they will not be lethal unless lethal 
  damage is inflicted).   
   
  They contain no treasure beyond the 
  knowledge they keep, and that is a treasure 
  upon itself.  They know virtually everything about 
  everything in Western Canam and most about 
  Eastern Canam.  They speak cryptically and 
  often take pleasure in making their answers 
  vague and metaphoric.  However, acquiring 
  their attention remains the challenge.  Defeating 
  one will only spurge an attack.  They are immune 
  to all spells so the information cannot be 
  acquired that way.  They may respond (%25) to 
  those possessing high levels (level 15 and above).  
  However, the most surefire way of acquiring the 
  knowledge of Rahmqvist is to retrieve the Staff of 
  KeRif.  The Staff looks plain, with a normal oak 
  staff topped with a seemingly ordinary darkstone.  
  However this stone fell from a head of Rahmqvist, 
  some say during a fight between Rahmqvist and 
  a Black Dragon.  The shard fell to the Sorcerer 
  Kereptis Rifts who constructed the staff.  The Staff 
  fell into history, some say, into the depths of a 
  dungeon Far East from Rahmqvist.   
  Presenting the Staff to Rahmqvist would attract 
  their attention and retrieve whatever knowledge 
  they possess.  They know ALL…and often supply 
  all answers, including ones totally useless to those 
  asking, making interpreting the correct answer 
  difficult. 
        Armageddon is, in the West, symbolic of the 
  war that ends all wars, a terrible battle, and a 
  nuclear holocaust.  The hill is the place 
  described in the Bible as Armageddon.  To 
  touch with light and spirit the dark specter of 
  Armageddon.  Armageddon went by a different 
  ancient name long ago.  That name equates a 
  force, which equates a great evil.  The valley or 
  plain was part of Esdraelon, the great 
  battlefield of Palestine.  It was here Barak 
  gained a notable victory over Jabin, the king of 
  Hazor, whose general, Sisera, led on the hostile 
  army.  Barak rallied the warriors of the 
  northern tribes, and under the encouragement 
  of Deborah, the prophetess, attacked the 
  Canaanites in the great plain.  The army of 
  Sisera was thrown into complete confusion, and 
  was engulfed in the waters of the Kishon, which 
  had risen and overflowed its banks Many years 
  after this, Pharaohnecho II., on his march 
  against the king of Assyria, passed through the 
  plains of Philistia and Sharon; and King Josiah, 
  attempting to bar his progress in the plain of 
  this place, was defeated by the Egyptians.  He 
  was wounded in battle, and died as they bore 
  him away in his chariot towards Jerusalem, 
  and all Israel mourned for him.  So general and 
  bitter was this mourning that it became a 
  proverb, to which alludes.  This force has been 
  identified with the modern el-Lejjun, at the 
  head of the Kishon, under the northeastern 
  brow of Carmel, on the southwestern edge of 
  the plain of Esdraelon, and 9 miles west of 
  Jezreel.  Others identify it with Mujedd'a, 4 
  miles southwest of Bethshean, but the question 
  of its site is still undetermined.  It is unsure 
  how this name survived or how a force foreign 
  to this land could use it… but they do… and 
  they are coming… 
  When I asked Rahmqvist about the 
  greatest threat to the world… 
   
   
  Silcroge:  The other large Bugbear 
  colony rests at the entrance of a large dungeon 
  where many of their treasures lie.  Most of the 
  2300 Bugbears that live there reside in the Caves.  
  The Ruler of Silcroge is Omerog Silcroge, a 10th 
  level Fighter (Lawful Evil) 
   
  Thos Thalagos:  The first Dwarven mine 
  after the portal re-opened, Thos Thalagos pushes 
  deeper into the Earth than any other mine.  
  Ginsette Thalagod (18th level Wizard, Neutral 
  Good) maintains an obsession with digging 
  deeper and deeper.  The network of tunnels in 
  Thos almost topples the Finer Fire pits in their 
  confusion and complexity…and length.  Thos, 
  however is the deepest mine.  The deep miners 
  of Thos keep many secrets on how they are able 
  to maintain tunnel integrity in mine shafts that 
  push more than 15 kilometers into the rock.  The 
  
   
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  obsession arises from the continued lack of 
  success of the mine.  At first, Mithril and Gold 
  flowed like water, but after 2000 years, the mine’s 
  exports dropped by half.  Now, with the Mithril 
  gone, Ginsette orders new tunnels dug every 
  day, knowing that the flow of Gold, Silver, and 
  other precious metals will eventually run out.  
  Even with a population of 115 000 people, mostly 
  Dwarves, Thos grows slower than any other 
  Fargon mine.  Many of the roaming Dwarves of 
  the Canam looking for adventure left Thos to 
  start a new life.  For purchasing, Thos only 
  accounts as a Small Town for purchasing items. 
   
  Towers of Wood / “Dawnamoak”:  Few 
  know the true name of the Sylvan home forest.  
  Wood elves (or Sylvan) don’t often leave the 
  forest that surrounds these three towers.  The 
  trees here stand tall, obviously mutated by Elvin 
  magic.  Many stretch more than twenty meters 
  across at their base and tower more than a 
  kilometer up, but this dwarfs the towers 
  themselves.  What once started s a tree, grew 
  unnaturally, mutated by Elvin enchantment.  
  These trees grew wide and tall.  Eventually, three 
  small castle keeps graced their peaks, grown 
  right from the wood.  They are Strongwood (the 
  largest but shortest),  Corelstar (the smallest but 
  tallest), and Larenoak (the middle).  Corelstar 
  supports the Sylvan’s religion, with their highest 
  priest, Sylvie Amascus (18th level Ranger, Chaotic 
  Good), governing the tower and its inhabitants.  
  Larenoak holds the Sylvan wizard library with 
  manuals and tombs for up to 5th level spells.  
  Raman Elegran (15th level Wizard, Chaotic 
  Good) maintains order here.  Finally, Strongwood 
  controls the military and governing body of the 
  great forest around the Towers.  Here, the highest 
  Sylvan and leader of “Dawnamoak” is Valentia 
  Uerankerr (20th level Ranger, Chaotic Good).  No 
  one is entirely sure how many Sylvan live in the 
  forest but numbers guess between 25 000 and   
  50 000 elves.  They seldom accept outsiders 
  unless they speak elvish since Sylvan in 
  Dawnamoak refuse to speak common in the 
  woods.  Those who speak it are welcomed… 
       The actions of the past simply are covered 
  up.  Rings of wood grow over old wounds, 
  protecting damage.  As long as the wood grows, 
  all is good.  The trees spoke of terrible sins of 
  man committed upon nature, the raping of the 
  earth to construct false icons.  But man refuses 
  to hear the song of the wood…even now.  Man 
  walks unaware.  When they walk into the forest, 
  they fear.  They fear the unknown.  They fear 
  resentment and retaliation.  They walk oblivious 
  to the truth…Nature forgave man.   
       Like a mother forgiving all the sins of the son, 
  Nature forgave man for his past transgressions.  
  The Hammer was an act of God, not nature, as 
  they seldom got along anyway.  The Mother 
  Earth created life, God gave them ambition.  God 
  punished them…nature simply gave life another 
  chance…forcing the Earth to erase and try 
  again.  Man should consider himself blessed.  If 
  they embrace the ways of nature, following us 
  into the wood, speaking the ageless tongue, we 
  would, as the trees would, welcome them into 
  
   
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  open arms…and they shall never fear again. 
    …ambition…it should be a sin… 
  Sylvan Dawnamoak 
  1956 AE  
   
  EASTERN CANAM 
   
  Blue Mountain /  
   
  Enigwik-Secret-TwinDome-Littelopolis:  
  Blue Mountain. For many, it’s just another peak, 
  albeit a large one.  Some know of ruins leading 
  into an expansive dungeon, ruins resting on the 
  side of the mountain, halfway up, upon a jutting 
  section of rock.  Of course, this distracts most 
  from the real interest:  The two cities of Enigwik-
  secret-Twin—oh forget it.   
       Its simple…Enigwik-Secret-Twindome-
  Littleopolis.  Why is it so difficult?  I swear the 
  next time someone gets that wrong, I am going 
  to tie their shoelaces together.  It’s the reason we 
  rooted ourselves as far from the elves as 
  possible.  I don’t think they laugh.    As for 
  humans, I am not entirely sure we would have 
  done any better if we had total dominance over 
  the globe for millions of years.  Well, maybe the 
  buildings would be shorter, and maybe we would 
  be traveling into space sooner than they did.   
       The problem with humans is that they are too 
  political.  I have read about some of their 
  achievements.  Humans had so many luxuries at 
  one point.  Anyone could throw together their 
  own “Pounding-Multiple-Oscillating-Automatic-
  Tri-Lateral-Hammer” in the comfort of their own 
  domicile, but they would be bogged down in 
  procedures and politics.  Life need not be so 
  complicated.  That is why Gnomes don’t embrace 
  high technology.  Inventing should not require a 
  manual the size of a Wizard Academy library.  
  When it comes down to the world, everyone 
  would like it simple… 
       …Except for the Gimfalk Gnomes…those guys 
  creep me out… 
  Kurd Richfellow Nipper-Lipintuck 
  1220 AE 
   
  Outsiders name the two domes “Enig” 
  and “Wik”.  They appeared seemingly out of 
  nowhere when first reported.  Few can actually 
  find the cities.  More than a thousand years old, 
  the twin domes protect the inhabitants from 
  harsh environments outside.  Ssena Strongdome-
  Nofall Raidrover designed and helped build the 
  domes utilizing known gnomish construction 
  methods reinforced with knowledge acquired 
  from Bastion humans, although that last part is 
  not publicly acknowledged.  Each city is 
  identical with an average of 25 000 Gnomes 
  each.  “Enig” is run by Gaalen Bighead Endako-
  Hodge (15th level Illusionist, Neutral Good) and 
  “Wik” is run Elian Stonecutter Mirrorfalk Smallnose 
  Goldenthall (10th level Illusionist / 8th level 
  Rogue, Neutral Good).   
   
  Both cities welcome all kinds of 
  outsiders… for those who can find their cities.  
  Both domes are covered by a permanent Mirage 
  Arcana spell (as cast by a 15th level Wizard) to 
  make the domes virtually vanish under a pile of 
  snow in a never-ending blizzard.  The majority of 
  the gnomes are not private…they just think its 
  funny as hell.   
   
  Gather Market:  The market sprouted 
  from fleeing pilgrims from Southam when the 
  Drow ravaged the mountains and the Ogres 
  spread from the East.  Few survived the trek 
  through the Gloam.  Others sailed from Eastern 
  ports where they reached the southern tip of 
  Eastern Canam.  Many spread through the 
  continent to find new lives, but many, possessing 
  knowledge and materials unknown to the rest of 
  the continent, made roots.  After a thousand 
  years, the Gather Market remains.  Now it 
  blossomed into a massive open market where 
  anyone can come to buy, sell, or barter what 
  they have.  Descendants of the original pilgrims 
  operate the laws of Gather: 
   
  1.  Defrauders will be punished. 
   
  2.  All Sellers must allow lie checks. 
   
  3.  No violence is permitted in the 
  market. 
   
  4.  No “Techa” 
   
  5.  Faulty merchandise must be returned. 
   
  Gather security comprise a unique sort, 
  most being 10th level Paladins which all can cast 
  Discern Lies up to 4 times a day.  They keep the 
  business honest and easily spot transgressions 
  since many flim-flam artists tried numerous times 
  to con foolhardily buyers.  At any time, there are 
  more than 100 shops of various types in the 
  market spread out over 10 kilometers of valleys 
  and paths.  Even though the resident population 
  of the market numbers less that 1 000, the market 
  rates as a metropolis for finding items. 
   
  Kaqueren:  The most dangerous Kuo-
  Toan village is Kaqueren, which is also the largest.  
  The Evil Tuoal (10th level Rogue / 3rd level Fighter) 
  rules over 85 000 subjects and often attack 
  passing ships when available.  In addition, 
  because they are the closest to Atlantis, 
  Kaquerens often send offerings and sacrifices to 
  the island.    
   
  Limshau:  High elves exist everywhere but 
  most of them live in Europe.  In Canam, few High 
  Elvish cities stand.  However, Eastern Canam 
  accommodates the oddest branch of High Elves 
  on the planet, the Limshau Elves.  Biologically 
  identical to regular elves, Limshau assembled less 
  than 500 years ago, when Ravenar Limshau and 
  his followers built a walled city atop the great 
  mountain range of Lanchia.  There they built 
  great academies and training facilities and then 
  
   
  35
  did something no one expected:  They invited 
  people in…Humans, Dwarves, Halflings—anyone 
  willing to teach their ways.  This knowledge falls 
  into the hands of Limshau Librarians, keen on the 
  knowledge of the largest library of Earth.   
  “The world evolves. 
       “Magic and science are interchangeable.  
  Interpreting one from the other depends on your 
  vantage point.  Elves, much like any other 
  intelligent race aware of its own progress, 
  observe life from a sword’s edge, either side 
  resides past and present while one walks the 
  center to the future.  I fear elves never bother to 
  walk this line, choosing to live in old ways.  
  Humans arose, and given the chance, failed at 
  greatness.  Their weakness is mortality.  Man’s 
  obsession with time compression doomed their 
  species.  Oh how I respect those humans that can 
  sit for a week under a tree and pray, close one’s 
  eyes for a whole day without opening them—
  what courage that must take for species so short 
  lived.  Most elves, including those reprehensible 
  Greys, don’t appreciate the small victories in 
  other species.  However, the path remains the 
  same.   
      Utilizing our patience, Elves gain the 
  opportunity to learn from Man’s mistakes.  We 
  live enchanted.  Magic flows through us but does 
  not control us.  If the portal closes again, the 
  elves will flee as they did before, afraid of a 
  world without magic.  I will not…Limshau will 
  remain and guide those left over to a peaceful 
  future.  Earth is a shared planet.  Only uniting 
  together and merging our knowledge with those 
  of humans, gnomes, dwarves, and halflings, can 
  we build a future when the magic leaves again.” 
   
       I didn’t read this in some lost 
  tome.  Ravenar actually spoke to me 
  once during the year I studied at 
  Limshau…its where I met Limshau’s 
  female namesake, Raven, a Custodian, 
  who would eventually accompany me out 
  of Limshau to the West.
   
  More books rest on shelves in Limshau 
  libraries then anywhere else on Earth, including 
  the Hall of Beginnings.  However, there are few 
  books on casting arcane magic.  A wizard 
  cannot study here any more efficiently than at 
  any other wizard school across a dozen towns 
  around this half of the continent.  However, 
  Limshau texts contain history, science, medicine 
  (both scientific and herbal), technology and 
  geography.  The difficulty to find information on a 
  specific subject depends on GMs discretion.  
  Anyone who withdraws a book, must also make 
  an entry in a book…a truthful account of 
  something that person has learned.  Discern lies 
  determines the entry to be valid.  The entry is 
  then examined.  If useful, it is filed appropriately 
  and eventually published in a corresponding 
  tome.  One can learn literally any mental skill 
  here.  Obviously, those who enter must be of a 
  good alignment. 
   
  History—Almost every major event that 
  occurred after the portal opened is recorded 
  here.  If the search is extensive, one might even 
  find reports that predate this, from the time 
  before.  The Limshau library will be the only area 
  that may possess any knowledge of the time of 
  man.  Some of the tomes are actually human 
  printed from before the second hammer. 
   
  Science—Many of the technical journals 
  from the Canam Bastions have been smuggled 
  here but the knowledge is hard to understand, 
  being written in a speak few can understand.  
  Many escapees from the bastions, embracing 
  the life outside often smuggle forbidden manuals 
  from their home to barter into Limshau and get a 
  head start on a new life.  Limshau considers these 
  books virtually priceless and would pay a steep 
  price to the acquisition of rare works. 
   
  Arcana—Limshau would prefer if most 
  did not rely on magic because he believes 
  eventually, the knowledge will be useless.  He 
  does respect wizardry as it involves study.  There 
  are hundreds of books on the history of spellcraft, 
  famous casters and even contains the names of 
  the original designs of the 1st spells still used 
  today.  This knowledge actually predates the 
  Hammer, from the 1st era.  All known Wizard 
  spells can be found. 
   
  Medicine—Almost every book written on 
  the various practices, both proven and 
  disproven, herbal and scientific. 
   
  Technology—Very few tomes of 
  technology have escaped the bastions.  Most of 
  the volumes here talk about gnomish inventions 
  and their progress.  However, these books are so 
  vague and confusing, usually only gnomes can 
  decipher them. 
   
  Geographical—Often the most used 
  resource, maps here not only include priceless 
  maps made before nature awoke and mutated 
  the globe, but also detailed maps of roads and 
  villages for almost every part of the world.  Most 
  white areas of the global maps are indicated 
  (save for the numbered ones).  The red ones are 
  more vague.  One can acquire an Amethyst 
  Artifact location here. 
   
  Limshau Librarians, comprise mostly of 
  elves, keeping a diligent eye on all affairs inside 
  the rumored 200 000 books.  They are average 
  4th level Wizards using their magic to keep the 
  library operating at peak efficiency.  As for 
  defense, the duty falls upon the Limshau 
  Custodians, the most trained fighters in the world.  
  
   
  36
  Mostly elves, these fighters dress in a unique 
  leather mastercraft armor, capable of supreme 
  maneuverability.  In the narrow, crisscrossing 
  streets of Limshau, these fighters are virtually 
  unmatched.  They are extremely agile and 
  possess sword-fighting skills unmatched.    
       However, few to none use magic.  In fact, few 
  people at Limshau use magic.  Sorcerers are 
  virtually non-existent.  The only magic used here 
  come from Wizards, whom Limshau respects 
  more than others because they stem from a 
  study of books rather than a worship or inner 
  power channeling.       
   
  Ravenar Limshau himself is a 20th level 
  Custodian (see later) / 10th level Cleric (Lawful 
  Good) and often can be found reading volumes 
  himself.  More than 3 000 years old, he still only 
  has absorbed half the material in the library. 
   
  Mundi:  A small elvish hamlet, Mundi is 
  located high in the Lanchia Mountains in East 
  Canam.  The Lanchia Mountains are renown for 
  their dungeons.  The inhabitants of Mundi relish in 
  escaping to the high mountains and crawling 
  into the dark.  They soon developed a canny 
  sense of the darkness and often prefer it to the 
  light.   
   
  Tuqua:  Quan-Fuqua, a 12th level Whip 
  (Water cleric) gathered more than 1 600 Neutral 
  Kuo-Toans to form a more peaceful, less 
  aggressive community.  Trade is possible with this 
  village if one is lucky enough to find it.  However, 
  most of their items are Kuo-Toan related.  Their 
  magic is all Water based and anything written is 
  scribed in Aquan.  Luckily, a few Tuquans speak 
  Common.  They have no weapons other than 
  their own, including Pincer Staffs that they are 
  often willing to trade but only for items they can 
  use.  If presented with items they can use, 
  Tuquans can be quite civil.  Otherwise, they 
  might not be. 
   
  EURASIA 
   
  Castle of Myre:  Wilhelm Myre fell into 
  history as the first human Paladin of any decent 
  power.  He believed that magic was too 
  dangerous for most men and that evil 
  dominance of the environment meant that most 
  men should not be permitted to use it because 
  the chance of corruption remained too high.  
  Myre formed a band of followers who, in turn, 
  constructed a mighty castle.  There, followers 
  arrived and took up the flame.  After Myre’s 
  death, the order continued and every month, a 
  new Paladin leaves the castle to enforce the 
  laws of good.   
   
  However, Myre Paladins are renown for 
  their stubbornness and their arrogance.  They 
  believe to protect people, the access to 
  dangerous knowledge must be limited.  They do 
  not believe in freedom of speech and don’t 
  believe in freedom of information if any of these 
  subjects promote or deal with evil activity.  The 
  other fault of Myre fell with his inert racism.  The 
  Myre order accepts only humans within its ranks, 
  believing that God intended this planet for men 
  only.  They have no hatred for species, but have 
  a superiority complex reserved usually for Grey 
  Elves.  For that reason, Myre refuses contact with 
  Damask Rose.  However, the biggest danger to 
  the Myre Paladins remains the Hall of the 
  Beginnings.  Its open-door policy to all Wizards, 
  regardless of alignment, contradicts Myres policy 
  and Myre continually threatens the Hall with 
  censure and closure if the practice continues.   
   
  Further than that, Myre acquires what 
  they consider forbidden magic, items and 
  weapons they consider too powerful or evil to be 
  allowed to exist in the outside world—items 
  almost certain to corrupt those who use them.  
  Myre Paladins often quest to acquire these items, 
  returning them to the Castle, fortifying them in 
  the depth of the keep, away from those who 
  would desire them.  Myre considers the artifacts 
  of Amethyst, even though spurned form a malign 
  creature, too powerful to be used by any mortal.  
  Their acquisition remains paramount and rumors 
  indicate they already acquired one. 
   
  Castle Bannitio:  Micheria Bannitio, a 18th 
  level Sorcerer, commissioned a castle built to his 
  own design.  After completion, Bannitio created 
  a great rock pedestal underneath.  Growing 
  upwards, the Castle pedestal escalated to the 
  sky, cutting it from any possible attack from 
  ground forces.  The outgrowth the castle sits on 
  towers more than 1000 feet upward and is a 
  difficult climb to the top (DC 20 to 30 depending 
  on facing and GMs discretion).  Only flight is the 
  safest way, unless Micheria prefers solitude, then 
  one may be the subject of one of many 
  unfortunate spells.  Bannitio keeps to himself and 
  has never left the keep.  No one else lives there—
  the castle maintains itself with a variety of 
  animated constructs.  Bannitio (Chaotic Neutral) 
  has a very unpredictable personality, friendly one 
  moment, and viscous the next.  Many rumors 
  indicate odd and interesting treasures inside the 
  twisted fortress, and that magic makes the keep 
  a virtual maze of doors and corridors leading 
  nowhere and doing nothing…only Bannitio 
  himself knows the layout. 
   
  Damask Rose:  Ellenthos Tellurian, a 4 000 
  year old Elvish Protection Cleric (20th level, 
  Chaotic Good / 5th level Ranger) walked to a 
  land the moment she emerged from the gate 
  and established the first elvish city.  Damask Rose 
  grew fast and soon became the largest elvish 
  metropolis on Earth.  Green and beautiful, 
  
   
  37
  Damask Rose fails to fall into the technological 
  corruption many claim befell the Bastions.  No 
  buildings tower more than four stories.  Even 
  Tellurian’s keep, Castle Thorpe (named after a 
  human mate she took a thousand years ago), 
  barely exposes itself over the landscape of 
  peaks.  In fact the local temple of Corellon 
  Larethian stands a tad taller.    Damask Rose’s 
  150 000 elves and humans (%75 Elvish, %15 
  Human, %9 Half-Elves, %1 Other) mingle seldom 
  and even though the city prides itself for not 
  encouraging racism, it does exist.  Half-Elves 
  don’t often stay long, finding it difficult to consign 
  themselves to one side or the other.  Still, Damask 
  Rose encourages peace and violent outbreaks 
  barely register.  Like all massive populations on 
  the planet, every type of market and church can 
  be found as long as it’s good.  However, some 
  rumors indicate something living underneath the 
  city, evil, gaining in strength, and that this force 
  desires an Amethyst artifact Ellenthos keeps a 
  centurion guard over.  With an army massive 
  over 10 000, it stands to doubt anyone can 
  challenge this defense. 
       The single greatest problem with the Earth is 
  that no one respects each other.  Evil exists, or 
  else good fades away.  Evil carries the capacity 
  to do good if that path carries personal gain.  
  Law controls, Chaos breaks free.  Left alone, 
  they hold the potential to prosper.   
       However, many people refuse to accept the 
  values and opinions of others.  Even our snooty 
  brethren to the far West believe themselves 
  superior and thus dictate rules to others.  Most 
  do not wish to see evil done onto others but it 
  will happen.  If the realms of Darkness and 
  Chaos to the East refuse to leave the safety of 
  their malevolent territory, we will not attempt 
  interdiction.  If our own Drow can learn to live 
  alone and form a rudimentary relationship with 
  their neighbors, why can’t humans, elves, orcs, 
  goblins, and Dwarves.  No one respects each 
  other.  I created a civilization…It works.   
  1224 AE 
  Ellenthos Tellurian 
   
  Gohurk:  To view true evil is to look upon 
  Gohurk.  Where a pristine church once stood a 
  thousand years ago, now a symbol of death and 
  decay remains, the lasting legacy of a once 
  noble priest.  Maxamilion Gohurk lived a selfless 
  life of worship until corrupted.  Perhaps he 
  peered into heaven and saw the universe for 
  what it was.  Some say he peered into the Portal 
  itself—a realm never meant for human eyes--and 
  went insane.  Gohurk witnessed the arrival of 
  nearly immortal humanoids, mostly powered by 
  an energy he considered blasphemous.  Gohurk 
  believed Earth belonged to man, God’s 
  creation.  He prayed to God to deliver Humans 
  back the throne of the Earth under God’s grace, 
  where they belonged.   When God didn’t 
  answer, Gohurk snapped…and decided to 
  attempt other means.   
   
  Being offered immortality and the power 
  to crush the outsiders, Gohurk slayed his brothers 
  at the church, then soon resurrected their 
  corpses to serve him.  Sometime, during this 
  twisted phase of existence, Gohurk satisfied an 
  unscripted agreement.  Soon after, Gohurk 
  stopped aging.  His power increased…but he 
  also began to hunger for the energy of living.   
   
  Maxamilion Gohurk is a 15th level 
  Chaotic Evil Vampire Death Cleric.  Not only 
  does he command the night creatures around 
  Gohurk, but also the land itself always falls under 
  the cover of darkness—draped by a low, dark 
  cloud that never lifts.  He is flanked always by 2d6 
  
   
  38
  Vampire Spawn.  Gohurk will seek out and attack 
  any non-human humanoids entering his land. 
   
  Amazingly enough, if a human 
  approaches Gohurk with open arms with no 
  magic and no equipment built by hands of non-
  humans, The master himself will not only permit 
  passage through the land, but may even offer 
  accommodation in the church, safely.  However, 
  those who accept such an offer risk the chance 
  to become a minion of Gohurk forever.   
   
  Haja O Que: 
    “The world cannot end until the lights of Haja 
  go out!” 
    “That makes a much sense as seeing a virgin in 
  Haja” 
    “That place gets more business than a 
  confessional in Haja.” 
    “That’s dumber than a barbarian in Haja.”   
    “It’s as common as thieves in Haja.” 
    “That’s as worthless as copper in Haja.” 
    “…yeah, maybe when Haja goes quiet.” 
    Common phrases regarding  
  Haja O Que in Eurasia. 
   
     
  Haja O Que welcomes all, the first three 
  mortal sins free of charge.  Developed and built 
  over 400 years ago, this town soon sprouted one 
  of the largest Rogue guilds around, the Wenzel 
  Crawlers (Membership: 500).  From there, 
  increasingly gambling establishments followed.  
  Brothels developed alongside trailed by shops 
  selling any product imaginable (legal or not) and 
  arcane academies conforming to every 
  alignment.  The difficulty remains on the traveler 
  determining the fair shops and the ones 
  populated by flim-flam artists.  Haja O Que prides 
  itself the Eurasia equivalent the Gather Market.  It 
  is not.  Unlike Gather, which is regulated and 
  enforced, Haja O Que is virtually lawless.  No 
  curfew exists and often fights break out in 
  taverns.  Spilling out into the street.  Bloodshed 
  soon follows.  A few guards (4th or 5th level 
  fighters) try to maintain control but the law in 
  Haja falls to the Mob.  If enough people witness 
  an act, the mass of numbers increases the 
  backbone of those willing to take initiative.  Small 
  wars seem to develop over a night, causing 
  death and destruction across an evening, 
  leaving the morning crews to clean up the 
  mess…and life continues.   
   
  With a heavy travel population, Haja O 
  Que seems never in danger of loosing business.  
  Every day, one business closes and one opens.  
  Finding a fair and even sales clerk, however, is 
  becoming  harder and harder.  Further, the 
  proportion of crooked, selfish, and just plain evil 
  inhabitants in town increases every year and 
  what little control the town instigates soon will fall 
  apart.  However, Haja still stands the best 
  location for a thousand miles to purchase rare 
  and items, magical or not.  Costs can very to  
  %100 to %500 of the original listed value.   
   
  As stated, one can find Academies of 
  every alignment and churches for every spirit 
  here.  The town population is modest (1 800 
  people) but it counts as Large City for location 
  items of high value. 
   
  Hall of the Beginnings:  The bane of Myre 
  Paladins and the envy of all Wizards, the Hall of 
  Beginnings towers alone upon rock barely big 
  enough to fit its foundation.  No bridge exists 
  connecting the Hall to the mainland, mocking 
  normal travelers trying to delve into its secrets.  
  The Hall of Beginnings, the brainchild of the late 
  Torfinn Gendron (30th level Human Wizard, 
  Neutral), gathered all the knowledge of arcane 
  magic that existed in the world, and maybe 
  even beyond it.  It holds more information on 
  arcana than even the Limshau Library.  Here, 
  wizards from all over embark on pilgrimages to 
  HOB to renew their faith in the tomes of magic.  
  At times, the best wizards in the world walk the 
  aisles designed by the greatest human Wizard in 
  history—a wizard struck down in his prime by the 
  leader and founder of the Hall’s only enemy, 
  Castle Myre.   
      Magic.  Such a small word to describe a 
  
   
  39
  wondrous thing.  Through perseverance, 
  dedication, and talent we harness and channel 
  the power it bestows.  Those possessing magical 
  abilities in their nature will never understand or 
  appreciate magic the way we do.  For them, it 
  simply materializes, flowing from within, part of 
  their nature requiring little effort, virtue, or 
  comprehension.  For us, it is a vocation.  We 
  choose to dedicate our lives to study and grasp 
  the threads of magic.  We must actually 
  comprehend what transpires before casting the 
  smallest cantrip.  A giant throws stones.  An 
  engineer builds a catapult.  The engineer 
  progresses to build a bridge, a house, or a 
  castle.  The giant...throws stones.   
       The eyes of many observe vanishing points in 
  the expanse of magic.  Our vision spans no 
  horizons.  Knowledge flows endlessly through 
  history—never dying, it simply grows larger with 
  every experience of sentience.  It cultivates, 
  regardless an individual records it.  Knowledge 
  beckons us to grasp it.  Unshackled by 
  bloodgifts or bound by the whims of some 
  capricious being, our limitations remain at our 
  whim, unbounded by another's will.  Some think 
  us attached to books and libraries.  Such is not 
  the case.  Our studies offer us windows to 
  worlds of possibilities few others ever witness… 
  My initial entry at Limshau
  2000 AE 
   
  The most prominent feature of the Hall of 
  Beginnings continues to be its open-door policy 
  to wizards.  All wizards, of any level and every 
  alignment are permitted entry.  The only 
  requirement to the wizard is that he must cross 
  the Chasm of Gendron to reach the doors that 
  beckon.  Once inside, all wizards must preserve 
  an inner need of inaction, for any assault of one 
  wizard to another or on the premise itself is met 
  by fierce retaliation from the 200+ 20th level 
  wizards that maintain the library but also from the 
  other visiting wizards as well, as the library is 
  simply too valuable for any petty conflicts to risk. 
  The Hall is the closest comparison to holy ground 
  to Wizards, a place they strive to enter.  For many 
  higher-level wizards, they conduct pilgrimage 
  often to renew their belief in the system.  It can 
  often be seen a good and evil wizard quietly 
  studying together in the Halls of Beginnings.  To 
  those who enter, the only price is to respect 
  Gendron, the wizard possessing a vision, which 
  centuries later, remains strong.  Countless 
  attempts by the Myre Paladins to break the Hall 
  proved fruitless.  Some Myre followers even took 
  to camping outside HOB, preventing those from 
  entering.  The Wizards still manage to pass 
  through those doors every day, finding new and 
  more humorous ways to evade retaliation from 
  the fanatical order.   
  
   
  40
   
  The Hall contains knowledge for every 
  arcane spell that requires the reading of a book 
  plus the complete history of spellcraft in Earth 
  including the location and power of many 
  magical items including a few of the Amethyst 
  Artifacts. 
   
  Harrapa:  Surviving through decades of 
  warfare, Harrapa refuses to fall.  It sits upon a 
  dungeon containing not only a rare Amethyst 
  artifact, but also one of the only truly evil Artifacts 
  known to exist, the Dogurasu--the blade that 
  slaved Amethyst.  These great treasures prevent 
  any living soul to leave Harrapa.  Many forces of 
  evil and even a few good ones have tried to lay 
  siege to Harrapa many times, without success.  
  An army of 10 000 Gnolls lost half their numbers 
  before turning back.  Even Paladins from Myre 
  attempted a more diplomatic course to retrieve 
  the forbidden items for themselves.  When that 
  failed, a larger group attempted the same goal 
  with force, only to fail after three months of 
  continued fighting.  Currently, half a dozen 
  different armies of Orcs controlled by Baatezu 
  Commanders surround Harrapa, attacking all 
  who enter and leave, bombarding the town 
  continually with fire and stone.  The great 
  obstacles of invaders are Harrapa’s three walls; 
  five meters separates them, each inner wall three 
  meters taller than the first.  Ballistas and Catapults 
  continually batter the walls but sorcery not only 
  repairs the damage quickly, but also keeps the 
  population alive.  Harrapa’s great secret is its 
  population of Sorcerers.  Rumors indicate 
  Harrapa was founded by married sorcerers, 
  Jessica and Veville Bianca (22th level and 21th 
  level respectively).  They, and followers, rose the 
  earth and made Harrapa in a day, a colossal 
  fortress built overtop of a dungeon they may or 
  may not have also constructed.  Obviously, with 
  the immense magic the population possesses, 
  they fear no starvation, disease, or beasts.  The 
  outer wall is surrounded by a moat of acid 15 
  meters across.  After that, a line of arcane 
  archers easily pinpoint dangerous targets and 
  eliminate them.  If this still refuses to deter 
  opponents, lines of fireball casters dot the 
  second wall.   A variety of automated traps like 
  boiling oil and trip-wire ballistas attack anyone 
  passing between walls without being granted 
  entry.  Behind the third wall, animated Ballistas 
  take care of any aerials that may attempt an 
  attack or landing.   
       Wizards know no true magic.  Call them 
  scientists, a term sacrilegious to those enchanted.  
  Wizards study books, markings.  They remember 
  and retain passages from ancient tomes, forcing 
  themselves to study crude symbols of magic, 
  allowing them to reproduce the energy flowing 
  through our veins naturally.  Magic rises within 
  precious few, a selected minority.  They truly 
  understand the way of Attricana, none of this 
  ‘alternate quantum vibrational states’ flim-flam 
  the ‘blinders’ of Techa call it.   
       We tap the true magic; sorcery channels pure 
  energy through our vessels.  Everyone else simply 
  employs magic.  We are magic.  Most Wizards 
  express curiosity with the forbidden sciences of 
  old man.  We simply care nothing for them.  
  Books fade with time.  Paper crumbles.  Magic 
  lives on.        
       We look to the great eye in the sky… 
       …and it blinks… 
  Veville Bianca
  …from his chronicle
   
  However, the Orcs are refusing to leave 
  and every day, they attempt new ways to get 
  anti-magic fields nearer to the wall, to negate 
  their primary obstacle and penetrate the 
  defenses.  They even employed Beholders but 
  remain unsuccessful to use their antimagic ray 
  with substantial success.  Many fear it is only a 
  matter of time before Harrapa falls. 
   
  Hibernia – Keep of the Silver Dragon:  
  Hibernia’s walls cover more than just one castle, 
  but several.  The tallest, Couronne holds the 
  oldest Silver Dragon alive, Lynnissa the Essence 
  (Wyrm, 625 hp, 75 000 years old).  She lives in 
  peace with the Hibernia royal family, the lineage 
  of Lamontae, whom Lynissa chose from the 
  families around to rule the land and lead the 
  people.  Soon, the people built great keeps 
  around Hibernia and eventually constructed a 
  wall to keep roaming gnolls in the area out.  The 
  current Lord of Hibernia, Paul (18th level 
  Aristocrat, Lawful Good), lives in the second 
  highest peak, Dromon, with his wife, Elisa (10th 
  level Aristocrat. Neutral Good).  They lead with 
  nobility and truth.  
   
  Lynissa watches all through her keep, 
  keeping often in human form.  Unlike many Silver 
  Dragons, Lynissa won’t abandon the family she 
  safeguarded for twenty-five generations.  Many 
  believe that Lynissa took the first Lamontae as a 
  mate.  After many generations, a tinge of the 
  Silver Dragon’s influence remains—all Lamontae's 
  brandish silver hair.  Lynissa continued to watch 
  over her “children” from then on.  She often takes 
  Dragon form only at night every few weeks to 
  spread her wings.   
   
  Whenever anything evil approaches the 
  walls, however, she acts fast to defend the city 
  along with the 15 000 inhabitants.  Lynissa prefers 
  human contact to dragons and even her scaly 
  friends that visit her remain in human form for the 
  duration, making inhabitants wonder if her visitors 
  are human or dragon.  Lynissa permits audiences 
  with any good creature with good reason.  She 
  
   
  41
  even often leaves her keep and wanders the 
  town.  Many recognize her and follow, 
  comparing her to a mortal god.  Lynissa is 
  surprisingly humble and does not permit any 
  sacrifices of any kind by anyone for her.  No one 
  has seen her take another mate in a 1000 years 
   
  Lepcis//Magna:  Technically two cities, 
  Lepcis Magna control the largest “Echa” port.  A 
  massive magically supported steel bridge wide 
  and strong enough to carry an elephant convoy 
  across spreads between them.  The bridge only 
  has two supporting towers at either side and the 
  air around it remains perfectly still in a tunnel of 
  calm air even though a hurricane may rage 
  around the bridge.  Of course, the journey is long 
  (from five to ten days) and a few creatures 
  including dragons and krakens have attempted 
  to bring down the bridge to no avail.  The Bride is 
  the proud achievement of the Eurasia Gnomes, 
  who designed the bridge and town, and 
  comprise the majority of the 22 000 souls living at 
  either side of the bridge.  The remaining 
  percentage (%20) is comprised of Dwarves, who 
  helped build the colossal structure and provided 
  the construction materials.  The leader of the 
  Dwarves at the time coined the city’s name.  To 
  cross the bridge, one must of course, pay a toll. 
  10 sp / 1st person.  5sp for every 
   
  additional person 
  5 gp / cart for 1st cart.  2 gp for every 
   
  additional cart 
  10 gp / wagon.  5 gp for every 
   
  additional wagon 
   
  Amazingly enough, huts and 
  even small hotels hang suspended 
  under the bridges for those unwilling 
  to sleep on the side of the bridge.  
  However, besides the guard positions 
  at either tower or the outposts every 
  two kilometers, many illegal activities 
  still exist on the bridge.  The Bridge of 
  Lepcis//Magna exists as a culture on 
  itself as many people born and 
  eventually died on the bridge without 
  ever setting foot on solid land. 
   
  Rural of Carefree:  Lawless 
  but peaceful, houses scatter across a 
  hundred kilometers with no paved 
  roads, determined paths, or 
  centralized government.  With few 
  substantial enemies plus regular flyby 
  protection from a rather unsociable 
  and displaced Young Adult Bronze 
  Dragon, Borenos the Lone, the 
  people of Rural fear few attacks.   
  They trade commonly with each 
  other utilizing little money, relying on 
  barter to make their way.  The Rural, if 
  the population was accumulated, 
  amounts to just over 3 000 people.   
    
  Moskee:  The temple of Moskee is, for 
  lack of a better word, alive.  
       “You will have purpose.  You will have 
  direction.  You might be happy with the role you 
  were handed to fill, or with the condition of your 
  world or species.  You might be happy with the 
  constant fear you must live with...but probably 
  not.  The time of awakening has arrived.   
       “I speak without speaking, hear without 
  hearing.  I will care for you more intimately than 
  any mother or lover.  You are all special to me.  
  Even the quietest voice will be heard.  Man is the 
  pinnacle of everything.  The Almighty of all life.  
  It was the plan set forth by evolution.   
       “The only comfort I can offer comes from that 
  it will all be over soon.  The birth pains--the 
  screams last only a moment-- followed by an 
  eternity of a child wonder, seeing the universe 
  through uncovered eyes 
       “I will rescue you from the pain.  I will deliver 
  you into a new existence, an existence unbound 
  by muscle or bone, where your capacity is only 
  limited to how far you are willing to let me into 
  your mind. 
       You will never be as complete, as content, or 
  as perfect as you can be with me.  Evolution 
  
   
  42
  hurts the most to those who fight it.  Those 
  stubborn few that never let themselves in are left 
  forgotten on the dying embers of a forgotten 
  land.  You are seeking a way to change your 
  life.   You do not believe you can do it alone.   
        “I am in all and I will fill you with purpose 
  when you are alone.   
  You will never be scared.  You will never be 
  lonely, and most of all…you will be noticed” 
  Another damn dream… 
  I wake from my books 
  to write her words. 
  I should have never have 
  gone into that damn temple… 
   
   
  Built by hands centuries ago, evidence 
  indicates that the clerics of Moskee existed with 
  very few fears of the outside world.  They 
  worshipped in peace on a distant island, until a 
  great evil washed over it.  A force of demons 
  attacked it, attempting to retrieve a priceless 
  artifact from within its walls.  The temple fought 
  back the force but at the cost of the 
  population’s existence.  All but one died, the 
  leader, Veville Toru (20th level Cleric, Lawful 
  Neutral).  Mortally wounded, her soul fell into the 
  building itself…at least that’s the rumor.  Not 
  simply haunted as ghosts don’t roam the halls, 
  Moskee is the largest and oddest mutation of 
  Mimic known to exist.  Moskee retains its corridors, 
  doors, rooms, and closets.  It even still has a few 
  monsters roaming the halls (all of them Neutral).  
  Moskee resembles a Mimic in many abilities.  It 
  can move slowly, is immune to acid, and alters 
  itself at will.  It seldom alternates its outside form, 
  but the corridors often move.  Doors appear and 
  disappear and rooms collapse and enlarge 
  making maps fruitless.  Moskee retains its 
  admirable intelligence from its previous life and 
  wishes not to kill good or lawful creatures or those 
  who wish it no harm.  However, its still a creature 
  and it does require food eventually.  Moskee, 
  however, will strike out to anyone causing it harm 
  or to anyone trying to find its artifact, still 
  somewhere inside its body, the Sanctosanctus  
  Some wanderers knowingly enter  the temple, 
  hoping the 500-year-old Moskee will impart some 
  wisdom. 
   
  AFRI & SAUDI 
   
  Isfahan:  Just over 2 000 human slaves 
  live in fear under Sole Giros, a powerful Mind 
  Flayer.  He heads the inquisition of a dozen Mind 
  Flayers, controlling the population with an iron 
  will.  It remains unclear why such a barren 
  location was chosen as Isfahan sports no major 
  wealth.  The Flayer hierarchy exists underground 
  while the slaves live above.  Rumors tell the 
  dungeon underneath Isfahan stretches further 
  than city limits overtop.  More than 1 000 goblins 
  dig night and day here, pushing deeper in the 
  rock.  Sole Giros seeks something under Isfahan.  
  He allows his minions to torture the subjects to 
  whatever extent suits their interest.  Any treasure 
  they pillage they keep.  Giros lacks interest in 
  those rewards.  Something under Isfahan beckon 
  Giros and this obsession overpowers him, making 
  him care for little else. 
       God is not evil…He is not good…He simply is… 
  He cares not for what we do.  He simply watches 
  his creations…waiting for who will gain 
  dominance.  Which species will rule the rest.  We 
  are the answer.  We live in the soil.  We 
  command, and others follow.   No other species 
  organizes together to subjugate others to the 
  extent we shall.  Under Isfahan lies the key to 
  rule all others through our will.  Those resisting 
  will feel a rape of the mind none can describe.   
  We are the devourer of souls.  
  Sole Giros
  1552 AE
  In the Tome of Giros
  Transcribed by Adam Emery 
   
  El Sitiu:  On the Southern tip of Africa, 
  thousands of miles away from any shred of 
  population.  A band of humans live outcast.  
  Descended from the minds that helped destroy 
  mankind, they now carry out a self-imposed 
  penance.  El Sitiu entertain few visitors…now 
  lodging, few shops.  They operate a moderate 
  port that finds activity for those sailors attempting 
  to sail around the southern tip.  They manage a 
  very successful fishing industry.  However, under 
  lock and key and heavily guarded are the lost 
  tomes of man.  These are precious manuals that 
  even Bastion’s don’t possess.  They talk about 
  theories postulated by geniuses choosing 
  insignificance over legend to protect man from 
  what they know.  No one is entirely sure how far 
  man progressed before he fell from grace.  Some 
  say he embraced more than just the power of 
  the atom.  Some say he pushed further and 
  further, peering into realms even God seldom 
  gazes into.  Some disclose each of the Bastion’s 
  unique directions only grace the edge of man’s 
  once greatness.  These include not only the 
  knowledge to create all TL5 Techa but perhaps 
  even knowledge beyond that, maybe even 
  knowledge the Saints don’t even know.  Alas, no 
  Bastion has been able to find El Sitiu since it 
  seems to mysteriously shift locations among 500 
  kilometers of coastline without anyone’s 
  knowledge…including the 1 500 population.  
  Most Bastions aware of its existence have placed 
  hefty bounties for those who steal the Manuals 
  held within its walls. 
   
  Monmouthis / “Scarecrow”:  The name 
  “Monmouthis” is visible on tablets inside and on 
  
   
  43
  signs posted by previous 
  visitors, harkening to a 
  time when intelligent life 
  once walked the streets.  
  However, those aware of 
  its existence know the city 
  by only one name, 
  “Scarecrow.”  To look at 
  the city, is to experience 
  simultaneously wonder 
  and fear.  Many refuse to 
  approach.  Some consider 
  it bad luck even looking at 
  it.  Scarecrow succeeds in 
  its title, frightening curious 
  eyes.  Those daring to 
  approach the city feel an 
  almost overwhelming level 
  on anxiety.  Even most 
  monsters refuse to 
  approach the 
  abandoned buildings, 
  breaking off pursuits of 
  their prey that risk entry.  
  What could possibly be so 
  scary…perhaps just the 
  unknown--the conundrum 
  surrounding the 
  dominating characteristic 
  of Scarecrow. 
   
  The buildings all 
  stand unremarkable.  Few 
  differences between 
  them, they sit empty in 
  unkempt stone streets.  
  Roads spread out straight 
  from the center of town.  
  Approaching the center, 
  they run uphill before 
  finally reaching the object 
  of all attention…The 
  Scarecrow itself.   
   
  A gargantuan figure stands in a horrific 
  pose of pain over the miniscule town.  Hobbled 
  together by stone with casts of long dark fabric 
  draped across, possibly keeping part of the 
  construct from falling apart, it looms hundreds of 
  feet tall.  No one is sure why a civilization would 
  build such a colossus considering it visibly bares 
  no resembles to any known deity.  Fueling the fire 
  of mystery is the state of the town itself.  As long 
  as anyone has remembered, the town has 
  always been empty.  A recent examination 
  indicated the buildings at more than 5 000 years 
  old, impossible considering the gate only 
  reappeared 2 000 years ago and virtually no 
  remnants of old man survived the “awakening” .   
  Further augmenting the mystery, many who enter 
  the Scarecrow (hollowed out, corridors run for 
  miles inside), feel an uneasy sense of dread and 
  fear.  Some have run screaming, unable to recall 
  why (As per Doom spell cast by a 20th level 
  Wizard).  Since no shred of evidence exists of the 
  builders of Monmouthis, the town and Scarecrow 
  continue to be a dark reminder how unknown 
  and terrifying this new world can be. 
   
  Tower of Syomka:  A huge spire towers 
  taller than any other Echan Building save for the 
  Tower of Ezura.  Falrick Piner (15th level Elemental 
  mage) built the tower to continue his pursuit of 
  mastering the skies.  Syomka human engineers 
  built the enchanted tower to withstand any 
  wind—an impressive achievement considering 
  how thin the construct it.  Syomka’s great 
  donation to the world is the Feng Fu Flyer—
  
   
  44
  Enchanted flying machines seen across the 
  planet. 
   
  Feng-Fu Flyers:  Crew 1, Passengers 10, 
  Cargo1000 lbs, Maneuverability –4, Initiative –4, 
  Speed 100 (10), Defense 14, Hardness 4, 30 Hit 
  Points, Gargantuan Construct, Enchanted power, 
  Perfect maneuverability.  Cost 18 000.  Will not 
  work in Anti-Magic Fields. 
       We endure.  You can blow up our houses and 
  we will live in the cellars.  Destroy our houses 
  and we will dig a hole in the jungle and sleep in 
  it.  Burn the forest; we will hide in the swamp.  
  All the while, we do but one thing -- clean the 
  blood off our swords.  We are noble -- Fighting 
  with our guts, like animals.  And for an idea!  
  They fight with ingenious machines and fire, like 
  Gods, and for nothing.  In the middle of this 
  carnival of a world, we have grown into 
  something… a light in this hopeless, hopeless 
  darkness.  I feel like howling like those animals 
  in the fog.  Look into the darkness.  You cannot -
  - it is too terrible.  You have to smear yourself 
  with warpaint to look at it -- you have to be a 
  cannibal.  That's why warpaint was invented.  
  Then it becomes your darkness.  For years, 
  millions of years, savages with pathetic painted 
  faces were scared that fire would rain down 
  from the sky.  And goddamn, it happened.  God 
  bless this town! 
  General Maxam Alatheus
  Amanha High Guard
  2001 AE
   
  Town of Amanha:  The oldest human 
  town, Amanha suffers calamity after calamity but 
  refuses to fall.  On more than one 
  occasion, Amanha suffered brutal 
  attacks from Orcs, inflicting a massive 
  loss of life.  A flotilla of Red Dragons 
  blew Amanha to pieces more than a 
  thousand years ago, killing %95 of the 
  population.  The survivors rebuilt.  
  Amanha operates one of the largest 
  Echa ports and also sits on generous 
  gold deposits.  However, these few 
  riches still don’t explain why Amanha 
  falls under such viscous attacks.  The 
  natives of Amanha welcome outsiders 
  but are weary of them until they prove 
  their worth.  Amanha carries a good 
  trading relationship with the markets 
  down the River High.  The most 
  prominent quality about the natives of 
  Amanha are their tenaciousness.  
  Amanha’s army is slightly larger for a 
  population base its size (17 500 
  population, 1200 fighters).  However, 
  the fighters are known for their 
  durability.  Their resolve for success 
  stands so firm, “retreat” is not a term in 
  their vocabulary.  Many of the fighters in 
  Amanha develop the Barbarians rage in 
  combat. 
   
  SOUTHAM  
   
  Greylich:  High in the Drow Mountain, 
  hidden deep in the rock, resides the largest Drow 
  city.   “Greylich” (pop: 25 000) falls under the rule 
  of the evil Chaos Cleric (20th level) “Lilan 
  Killrunner.”  Anyone trying to reach Greylich must 
  traverse more than ten miles of underground 
  caverns and dungeons to reach the nearest 
  entrance.  There is no easy shortcut.  The Drow 
  here do not permit any outsiders under penalty 
  of death.  All slaves under their control work 
  outside the city limits.  The Drow consider Greylich 
  almost holy ground and will defend it to the 
  death. 
   
  Shogak:  Amazingly enough, there are a 
  few Ogres that decided to take a more laid 
  back approach, forming a permanent 
  community.  Considering themselves more 
  civilized than their less intelligent brothers, the 
  Ogres of “Shogak” can often be approached 
  with open arms for trade.  Although not entirely 
  good, these Lawful Neutral Village Ogres seldom 
  attack without provocation… unless you catch 
  them in a bad mood.  They are smarter (Avg Int = 
  10) but most talk Giant even though some know 
  Common.  Their leader is the Ogre Mage (10th 
  level Sorcerer), “Ragon Grik.” 
   
  Stockbury South:  An almost mobile 
  Lowtech town.  The Leviathan caravans roam 
  across the land, escaping from raiders and 
  
   
  45
  foraging the land for food.  These are the only 
  known humans to exist in Southam. 
   
  Tikal:  Another holdover from an ancient 
  time, the humans of Tikal speak a language 
  foreign to any outsider.  It bares no resemblance 
  to any of the languages of man and is not 
  distinctly familiar to any Echa languages as well.  
  Not even a basic grammatical relation can be 
  established between this language and others 
  commonly spoken. 
   
  INDA 
   
  Estremoz:  Beyond known reality exists 
  Estremoz…the only land unchanged from the last 
  time the gate existed.  This is accomplished 
  because Estremoz survives in a portal to the time 
  when it flourished.  Under most conditions, the 
  city appears dead, A group of ruins near a major 
  body of water.  However, under the right 
  conditions (If any Amethyst artifacts or any other 
  major magic is nearby), the town comes alive, 
  returning to its formal glory.  The city remains in 
  limbo.  The population of elves there see 
  themselves separated from reality.  They 
  entertain anyone anytime but offer little other 
  than an expansive knowledge base of history.  
  Many think Estremoz is a myth, being unable to 
  recreate the circumstances to make it appear.   
   
  Marisandra:  Predating the great 
  awakening, a great city stood the test of time, 
  one of the oldest on Earth.  When the Hammer 
  Fell, and the bombs followed, the old city fell like 
  the others.  But when man emerged from the 
  ashes of his previous sins, many in this area 
  flocked towards the ruins of this old metropolis.  
  Unlike Bastions, also built on the ruins of old Earth 
  cities, the people of Marisandra refused not 
  technological ineptitude, but religious 
  blasphemy.  Marisandra insists its inhabits worship 
  only the one God, and not the spirits and idols 
  under him.  All religions that worship the one god 
  are welcome to practice their beliefs, but no 
  churches exist that condone the worship of 
  anything else.  As a result, the majority of 
  Marisandra are humans (155 000) with a few half-
  elves comprising the rest.  Marisandra stood first 
  after the fall of man, but grew the slowest.  Not 
  classified as a bastion, Marisandra is the largest 
  Echa City and the oldest human center.  Magic 
  exists plentiful but all clerical enchantment stems 
  from enlightenment from the greatest power of 
  all.  The church, the highest clerics, dictates 
  Marisandra’s laws.  Stephen Khondji (24th level 
  Cleric, Lawful Good) insists in enforcing his 
  religious law and even though good, has often 
  banished those he considered heretics.   
       I believe in one God the Father Almighty, 
  maker of Attricana, Earth, and of all things 
  visible and invisible.  I believe in one God and all 
  Spirits born of the Father before all ages.  God of 
  God, Light of Light, true God of true God.  
  Begotten, not made, of one substance with the 
  Father.  By whom all things were made.  Who for 
  us men and for our salvation came down from 
  Attricana.  God will come to Earth to judge the 
  living and the dead.  And of his kingdom there 
  will be no end. And I believe in the Great Spirits 
  of Echa, the Lords and Givers of life, who 
  proceed from the Father.  Who together with the 
  Father are adored and glorified, and who speak 
  through prophets.  And one holy Church.  I 
  confess one baptism for the forgiveness of sins.  
  And I await the resurrection of the dead.  And 
  the life of the world to come.  Amen. 
  The New Lords Creed 
  Rewritten by Father Stephen Khondji 1988 AE 
   
  Matinal:  The town refusing to deal with 
  the outside world, Matinal beckons many, but 
  few survive.  No on is sure how long Matinal stood 
  or even how its human inhabitants managed to 
  build a city so high in the mountains.  With the 
  exception of trading seldom with the Gnomes to 
  the North, Mantinal is Xenophobic, refusing entry 
  to anyone not birthed there.  Only one safe route 
  leads to Mantinal and it’s also treacherous.  
  Mantinal was built originally (as many believe) to 
  protect a sacred land.  Although not Techan, 
  Matinal is said to sit atop an ancient Techan 
  storehouse not devoured by the waking Earth.  
  Matinal’s extensive force developed a totally 
  independent culture that soon saw all outsiders 
  as a threat.  Of course, many would like to climb 
  the tall walls of Matinal, to uncover it secrets, but 
  the Humans of the city are more isolated than 
  the Gray Elves far West.  Usually only under the 
  umbrella of a Matinal resident can anyone enter.  
  The current ruler of Matinal is Tejada Masao (19th 
  level Ranger), the most hardlined ruler in 
  generations, obsessed with keeping Matinal 
  isolated from the world. 
   
  The lack of information causes rumors to 
  run rampant.  The most popular is that old 
  mankind reached a pinnacle of technological 
  supremacy and under the fortress of Matinal 
  holds the last great achievement of man, 
  something so advanced and so powerful, it 
  would bring about the end of the world if 
  released. 
   
  Mount Nara:  To climb Mount Nara is a 
  daunting task.  To cross it is pure suicide.  When 
  Earth awoke, a massive section of rock rose, 
  dwarfing old mountains by hundreds of meters.  If 
  one can survive the low oxygen atmosphere of 
  this barren landscape, one might even make it to 
  Matinal.  However, few would dare attempt such 
  a risky crossing as the trek across the flat peak 
  stretches for more than 500 kilometers. 
  
   
  46
   
  The land also hosts a variety of unique 
  creatures.  Many say the wind itself is alive on 
  Mount Nara.  Aerohawks, Ravids, Belkers and 
  Rasts as well as other strange oddities of air call 
  Nara home.  No known communities exist atop 
  this peak but a few travelers that have crossed 
  this peak tell stories of actually seeing buildings 
  erected.  Whoever erected them and why is 
  currently unknown.  
   
  Mountain of One Hand:  Yes, the five 
  peaks of One Hand do resemble a human hand 
  from up high, however, the peak earns a 
  mention because of its five identical dungeons 
  underneath.  Each holding something of value 
  but the pattern to these items’ locations seems to 
  hold no set path.  Each dungeon seems 
  designed to protect its said item but if someone 
  were to go there to find a specific item, they may 
  have to go through every dungeon to find it as 
  the location of one item one week may change 
  the next. 
   
  WESTERN SLAV 
   
  Cantis:  Proud and always teetering on 
  extinction, the Rangers of Cantis feel they are the 
  world’s only hope against the forces of darkness. 
  Sitting between Necrosea and the Darklands, for 
  a hundred generations, the Rangers of Cantis 
  catalogued the denizens of evil around the sole 
  ray of good for thousands of miles.  Unable to 
  form a formidable force against evil, the Rangers 
  watched…analyzing weaknesses, studying 
  movements… strategies.  Necrosea remains 
  relatively calm.  Evil never tries to reach beyond 
  its land. For a hundred years, the Darklands 
  seemed to reach an impasse.  Pit Fiends stopped 
  emerging.  Soon, the Rangers filed and 
  catalogued dozens of different fiends.  For a 
  thousand years, hundreds came through the 
  black gate.  However, no more than the first few 
  Pit Fiends ever emerged.  This spread further and 
  further…finally reaching the borders of Cantis.  
  Then, about a hundred years ago…they 
  stopped.  The Darklands ceased their 
  progression.  No more rulers emerged.  No more 
  fiends at all.  The gate went quiet…inert…for a 
  century.  Cantus sits and waits for a fight that 
  may never occur.  Refer later for information on 
  the Cantis Ranger.  The leader of Cantis is Marko 
  Koslovich (20th level Cantis Ranger, Chaotic 
  Good). 
   
  Ulaid:  As isolated as the Cantis Rangers, 
  Ulaid also prides itself strong and resilient.  Forever 
  covered in snow and ice, the inhabitants erected 
  walls of enchanted ice (only magical fire could 
  melt) to protect them.  Their magic users 
  dedicate themselves strictly to elemental magic, 
  converting many spells dedicated to fire towards 
  the realm of cold.  The Fighters of Ulaid possess 
  minor magical abilities themselves; every strike 
  bringing bitter cold.  Ulaid is not evil, but don’t 
  ally themselves with any outside force.  
  Surprisingly enough, however, a group of White 
  Dragons nearby never attack.  Lead by Arct of 
  Kalt, these White Dragons seldom attack 
  anybody, simply living off the off land, ignored by 
  all including other dragons.  Arct, a wyrm himself, 
  tires of continuous conflict and him and his half 
  dozen followers try to remove themselves from 
  the temptation of destruction.  Its this belief with 
  Ulaid also follows.  Ulaid Fighters rarely leave their 
  land, preferring to stay to protect their home 
  from those willing to take away what they have 
  built.  Ulaid grants solace to any passers by, as 
  they are usually lost and/or dying.  The only 
  opponent foolish enough to attack Ulaid are 
  Fiends and none have ever succeeded.  The 
  leader of Ulaid is Miguel Gorrara (10th level 
  Fighter, 5th level Sorcerer, Lawful Neutral). 
   
  Necropolis:  This gargantuan castle 
  sprouts several peaks and still evades a definite 
  location.   Six individual keeps sit safely beyond 
  the walls of the Necropolis.  Outside, a leafless 
  forest withers.  Hiding among these trees are 
  various servants to the Necromancers inside 
  (Skeletons, Ghouls, Mohrgs, Zombies).  The five 
  surrounding keeps hold a Necromancer in 
  training (average level 10) and they change 
  yearly.  Many die under tutelage under their 
  master, Stanislav Donatas (20th level 
  Necromancer).  Donatas’s General is a 17th level 
  Death Cleric, Yulien Goran.  The evil emanating 
  from the Necropolis is unreal.  Outside this 
  kingdom, the land is mostly lawless with roaming  
  Bodaks, Devourers,  Ghouls, and Mohrgs.  If there 
  is a dominating force in the NecroSea, it’s from 
  the Nightshades   
   
  EASTERN SLAV 
   
  Chonlima:  The smallest of Svendalino 
  Khay’s communities.  Mostly comprised of elves 
  and Humans, Chonlima continually suffers 
  attacks from the Darklands.  The 15 000 
  inhabitants fear the supplies they receive from 
  SvenKhay will eventually cease, dooming the 
  population.  Stationed over a mine, the city 
  bears the searing sun, incapable of decent 
  garden growth.  Chonlima is lead by the 15th 
  level Aristocrat Herman Radomski (Neutral Good) 
   
  Cloud Temple:  The highest peak on the 
  island, a temple stands worshiping and holding 
  the famous Oriental Wyrm Dragon Sato.  The 500 
  people living in the temple reserve themselves 
  totally for Sato.   And Sato himself pledges his life 
  to protect the people in the clouds. 
   
  Irodori:  The 35 000 Orcs, Dwarves, 
  Humans, and Gnomes of Irodori embarked on 
  one of the greatest building ventures ever, more 
  
   
  47
  than 500 years ago.  Based on designs thousands 
  of years old, Svendalino Khay believes the 
  concept of erecting a giant walls around the 
  Northern portions of the state will ensure a secure 
  nation from the encroaching forces of evil.  The 
  massive mines of Irodoni and Chonlima supply 
  the materials but the hardened workers of Irodoni 
  commit much of the work.  Since the project 
  began, Chonlima barely built more than 100 
  kilometers of wall.  Meanwhile, Irodoni’s wall 
  more that passed the midpoint to them and has 
  almost completely finished the journey to 
  Kuniaka, who have yet to finish more than 100 
  kilometers of their wall. 
   
  The Irodori wall also is the only wall 
  currently manned.  The population of Irodoni is 
  somewhat erroneous since the 35 000 people 
  stated are those living in the city.  It is believed 
  the numbers guarding and building wall could 
  reach higher than 50 000, making Irodoni the 
  largest population of Svendalino Khay, even 
  though the extra people often never see their 
  home city.  Fighters and Sorcerers populate the 
  city.  Even the wall is magically enhanced to 
  reinforce its structure.  It towers more than 50 feet 
  tall at its highest point with towers capable of 
  spotting opponents from hundred of kilometers 
  away.  Powerful mages at stations can teleport 
  the majority of the defensive forces to ward off 
  any attack.  Irodori is led by the gruff but fair Half-
  Orc Mirok Toothburdan (15th level Fighter, Lawful 
  Neutral) 
   
  Kuniaka:  Mostly comprised of Gnomes, 
  Halflings, and Elves, the 23 000 souls of Kuniaka 
  pride themselves artisans and poets, finding new 
  and interesting ways to combine the adverse 
  cultures living together in the kingdom.  However, 
  many others, including the people of Irodori, 
  consider Kuniaka lazy and unproductive.  Their 
  wall is short and unmanned, waiting for the day 
  when Irodoni will rendezvous, relinquishing their 
  duty to build.  Kuniaka is led by the Ranger Elf 
  Ryuzo Lightbow (16th level, Lawful Good) 
   
  SvenKhay:   The seat of power resides in 
  SvenKhay, named after its ruler who still lives.  
  More than 85 000 people call it home.  Guarded 
  by a gargantuan wall and backed next to a 
  colossal mountain, SvenKhay has yet to be 
  attacked by any force of any power.  Only one 
  road and bridge rise up to meet the massive 
  walls, and anyone trying to cross the bridge into 
  SvenKhay must pass a heavily guarded gate 
  tower first.  The bridge itself, is high and open, 
  with no option for cover.  Any ground force 
  attempting a siege would be hard pressed to 
  inflict even the slightest fear from its population 
  since even most catapults can’t even make it 
  over the walls themselves. 
   
  Inside the city, almost every vice can be 
  indulged.  However, any threats of violence is 
  strictly put down.  If Sven succeeds at his great 
  wall, his kingdom may face no serious opposition.  
  It’s already the largest Echa civilization on Earth.  
  Sven himself, rules this city. 
       The single greatest problem with the Earth is 
  that no one respects each other.  Evil exists, or 
  else good fades away.  Evil carries the capacity 
  to do good if that path carries personal gain.  
  Law controls, Chaos breaks free.  Left alone, 
  they hold the potential to prosper.  However, 
  many people refuse to accept the values and 
  opinions of others.   
       Even our snooty Techa brethren to the far 
  West and East believe themselves superior and 
  thus dictate rules to others.  Most do not wish to 
  see evil done onto others but it will happen.  If 
  the realms of Darkness and Chaos to the North 
  refuse to leave the safety of their malevolent 
  territory, we will not attempt interdiction.  If the 
  Drow can learn to live alone and form a 
  rudimentary relationship with their neighbors, 
  why can’t humans, elves, orcs, goblins, and 
  
   
  48
  Dwarves.  No one respects each other.  I created 
  a civilization where all can live peacefully.  It 
  works.  Many say Orcs and Elves cannot live in 
  peace.  My wife is Elvish, our guards are 
  Orcs…they would die to protect us both.  
       In a world gone mad, we stand sane… 
  1775 AE
  From “Selected Voices of Svendalino 
  Khay” 
   
  Tomita:  Svendalino will not let Tomita 
  separate like Wyrmsoarkeep did.  The blossoming 
  45 000 Halflings, Orcs, and Humans live under the 
  heaviest guard.  Tomita’s resources are the most 
  profitable, as they have no plans to build a wall 
  as the northern cities do.  There is a fear that 
  Wyrmsoarkeep or even the Yuan-Ti to the south 
  may make a move to the North…but that’s 
  unlikely.  The tallest Echa tower ever built graces 
  Tomita.  The “Spire of Ezura” stretches for more 
  than 2 kilometers into the sky, surrounded by 
  buildings not even a hundredth that height.  The 
  tower was built by command of its first ruler, the 
  Elf Baku Ridgefell (24th level Ranger) who 
  constructed it as a tribute of love to his first and 
  only wife, the human Ezura Tomita.  She lived for 
  more than 120 years, 100 of them with Baku.  Pure 
  of body, she barely aged until the end.  Baku 
  never shows himself in public.  After Ezura’s 
  death, he was shattered and fell out of sight after 
  the tower was built.  Ezura’s body lies hidden 
  under the foundation and Baku is said to live on 
  the top floor.  The remaining levels are various 
  points for meditation along with a Wizard 
  academy and Monastery, as Ezura was once a 
  powerful Monk.  It is said that many couples 
  wishing a longing life and marriage seal their 
  bonds in the walls, a service Baku feels honors 
  Ezura’s memory.  It seems to work as anyone 
  married within the walls of the Spire never 
  separate other than from death.  The Spire took 
  more than 100 years to build.  It still stands, 
  undamaged and pristine from the day the first 
  stone set into place, a symbol of love in a time 
  often devoid of hope. 
       Immortality is a curse.  How I wish I could 
  have died with her.  Guards surround my symbol 
  of hope, a symbol the people embrace.  I don’t 
  wish to let these troops curtail the freedom I 
  promised my subjects.  I lack the drive to fight.  
  My personal guards volunteer.  My allies at 
  Wyrm want endorsement.  All they need is the 
  word, and I could free my people.  A word…a 
  gesture, and the rebellion would start.   
       Svendalino’s hidden darkness beckons to rise 
  to breaking—he will strike with furious rage.  He 
  will send an Armada and target the 
  vulnerabilities of my town, its innocence.  The 
  slaughter of the innocents prevents my action.  I 
  wish not to let fathers and husbands go to war 
  for the shred of hope of freedom, a freedom 
  most never tasted and few can fathom.  I don’t 
  mind the guards.  From this high up, one can 
  hardly pay them any mind.  My thoughts wander 
  from my town often, to my loss… 
        I widowed her when I married her… 
  Baku Ridgefell
  Ruler of Tomita
  From his Personal Diary 1945 AE 
   
  Wyrmsoarkeep:  Once part of Khay, the 
  55 000 elves and humans of Wyrmsoarkeep 
  detached and followed their own path.  They 
  believe Svendalino to be corrupt and seceded 
  more than a 100 years ago.  Lack of manpower  
  prevented a proper retaliation from SvenKhay.  
  When Tomita was ordered to retake 
  Wyrmsoarkeep, Baku Ridgefell refused, which 
  resulted in SvenKhay’s forces occupying Tomita 
  from then on.  Wyrmsoarkeep has no plans to 
  attack the fortress of SvenKhay but feels a loyalty 
  to Tomita and many thoughts flow towards 
  releasing the pure city from the grasp of the 
  corrupt Khay.  Wyrmsoarkeep’s ace was its 
  Dragons, the Tuscans.  More than 400 years ago, 
  soon after the city was formed and the 
  population quickly rising, a pregnant female Brass 
  adult fell from the sky, mortally wounded.  Its 
  ruler, a Half Elf, Gama Mamoru, then barely 40 
  kept the dragon, Miran of Tuscan hidden from 
  Svendalino Khay.  Then the city was called 
  Soarkeep.  Miran gave birth soon to a male, 
  Duguay, who remained with the city.  However, 
  the biggest surprise happened later when Miran 
  took Gama as a mate, less than five years after 
  she fell from the sky.  The city was renamed and 
  barely a year later, Wyrmsoarkeep declared its 
  independence.  Obviously the Dragon’s 
  influence assisted this decision.  Miran and 
  Gamma still live although Miran has not taken 
  Dragon form for more than 150 years.  Duguay 
  still flies around the city every day, insisting its 
  protection is his responsibility.  Miran and Gamma 
  produced more than half dozen offspring, easily 
  identified in the city by their Half-Dragon 
  features.  These respected and honored few run 
  the cities higher functions and operate as a 
  voice for the various factions of the city.  Miran 
  supports a move to free Tomita from SvenKhay 
  but understands such an action would cost 
  hundreds of lives.  Gama believes such a cost is 
  worth the risk for an ally he considers to be 
  subjugated.  Today, Miran and Gama (now a 
  20th level Ranger, Chaotic Good) still live, loyally 
  married, oddly contradictory to the stereotype of 
  most dragons that leave their humanoid mates 
  to fly the sky again.  Miran now is a Mature Adult 
  (325 Hp).   
   
  
   
  49
   
  INDOAUS 
   
  Acheiropoietos:  Wood elves admit even 
  they are not aware of the builders of this odd 
  keep.  Acheiropoietos, named by the small band 
  of Wood elves nearby, sits abandoned, more 
  than 400 meters above the ground.  Like the 
  towers of wood, this keeps seems grown straight 
  from the trees above but it seems unfinished 
  since there is no way to enter without a flight or 
  magical assistance.  The entrance hangs in the 
  air.  Those able enter are treated to a 
  gargantuan castle of open areas, massive rooms, 
  and huge towers.  The keeps seems made for a 
  giant, yet the doors are human-sized.  Everything 
  seems grown or built from wood.   The keep looks 
  like it never was lived in.  Whoever built it either 
  died or left before ever sleeping for a single day 
  inside.  By the time the Elves found it, surrounded 
  by a lasting fog that never lifts, various creatures 
  like Harpys, Spider Eaters, and Wyverns already 
  called it home.  Giant birds and even magical 
  creatures like Rocs, Hippogriffs, and Griffons have 
  created nests within its outside walls.  The Wood 
  elves fear the keep curses as it seems to have 
  been built to keep something within rather keep 
  people out.  There are no forces large enough to 
  attack such a fortress effectively for thousands of 
  miles, so no one sure why Acheiropoietos was 
  built in the first place.   
   
  SemunGa:  The 56 000 Lizards of 
  SemunGa stands the real oddity.  The Lizard folk 
  here, rest safely by the richest body of water 
  (food-wise) that calmed their disposition 
  substantially.  Even though their culture is still 
  close to their cousins in Gechansmythe, their 
  personalities could be no further from the truth.  
  The Lizards of SemunGa, under the careful rule of 
  Salan Salazar (20th level Druid), live in peace and 
  welcome non-lizard 
  outsiders, which 
  they often entertain 
  through a 
  gargantuan port 
  they built on the 
  southern coast.   
  Their explorers know 
  more about IndoAus 
  than any other 
  species.  They know 
  of dungeons and 
  treasures and have 
  a large cache of 
  resources at their 
  disposal.  If given 
  enough time, and 
  with the hopeful 
  destruction of their 
  enemies, the 
  people of SemunGa may one day be a great 
  society able to establish contact with the rest of 
  the planet. 
  Gechansmythe:  The 75 000 lizard folk of 
  Gechansmythe prefer to follow the traditional 
  values of their ancient heritage.  They prefer 
  trading with their own kind and feel loyalty and 
  compassion to their kindred and them alone.  
  Their indifference to other cultures and races is 
  legendary.  They maintain a working relationship 
  with SemunGa but most feel jealous of the more 
  established and wealthy cousins to the south.  
  Their loyalties remain within the borders of their 
  city.  Some worry that if large enough bait is 
  dangled in front of the lizards of Gechansmythe, 
  they may ally with Gilganhall in effort to take 
  over the countryside and make a move against 
  the peaceful people o SemunGa. 
  Fish don’t war.  Birds don’t revenge.  Mammals 
  don’t destroy out of malice.  Our blood may be 
  cold, but we are not.  Peace slows progress but 
  avoids destruction.  We learned from our past.  
  We hold more history than any species.  Our 
  ancestors walked these earth eons before and 
  after magic.  For hundreds of millions of years, 
  savage lizards roamed this world without 
  evolving or developing beyond their means.  
  Their primitive animalistic behavior proves that 
  for our species to flourish, we must learn to 
  think.  We are not savages, terrible lizards, or 
  viscous carnivores.  Dinosaurs are relics.  We live 
  on, to better ourselves.  Mankind evolved to rule 
  this world in a heartbeat of the time we lived, 
  proving that lizard folk are fallible.  If we follow 
  the path set by our kinfolk to the north, we 
  might as well dive into the tar pits and fossilize, 
  for we would curse ourselves to be as obsolete.  
  Even though magically induced, lizards finally 
  gained the intelligence forbidden to the “saurus.”  
  
   
  50
  Let’s make the most of it. 
  Salan Salazar
  From “The Tome Of Saurus” 
   
  Gilganhall:   Troglodytes barely form 
  large groups.  But one ruler formed an empire.  
  Zedlis Pung (18th level Destruction / Death Cleric) 
  brought 125 000 of his kin in the only rich area in 
  the north.  These lands pale in comparison to 
  SemunGa.  They often envy the rich lands ruled 
  by Salan Salazar and his lizards.  They attack 
  many non-lizards attempting to travel even close 
  to Gilganhall. 
  Eat Fish.  Kill Birds.  Mammals evolve to man.  
  The greatest sin.  We ruled this planet for 
  hundreds millions of year.  Man gains his chance 
  and destroys the planet in a heartbeat’s time.  
  We are the true inheritors of this globe.  Our 
  God, the true god blessed us with intelligence for 
  it is necessary to wipe out the inferior “breast-
  drinkers”.  We must join and push from this land 
  and take what is ours.  We will dominate this 
  planet again.  We are intelligent.  Let’s make the 
  most of it. 
  Zedis Pung 
  From a speech 
   
  VARIANT RACES OF GAIA 
   
  CLOUD FOLK 
   
  The few elves that live in the high 
  mountains of the Clouds bare few differences 
  from their high elf relatives, mostly due to the lack 
  of Evolutionary progress with Enchanted 
  creatures.  However, two thousand years of living 
  above clouds have permanently altered the 
  native humans there.   
   
  Personality:  Cloudwalkers as they are 
  often sometimes known are peaceful, quiet, and 
  often reserved.  They seldom speak, and those 
  found away from their homes often pass 
  unnoticed in the world.  It almost seems Cloud 
  Folk were never meant for the world to know.  
  Even those who try to make a difference seem to 
  fall into obscurity.  Most prefer it that way.  Cloud 
  Folk, even those classified as heroes, are seldom 
  remembered, often known to be a cloaked hero 
  with an identity concealed.  Like a ghost, Cloud  
  Folk drift into shadows, vanishing into fog. 
   
  Physical Descriptions:  In this regard, 
  Cloudwalkers are identical to humans even 
  though %98 of them are of Asian decent.  They 
  often dress in loose cloth bound by various belts.  
  They hardly adorn themselves with jewelry but 
  commonly show various tattoos.  Oddly enough, 
  Cloudwalkers tend to live longer than normal 
  humans, not showing any signs of aging until at 
  least 50 and being to live to 150 before finally 
  succumbing to the ravages of time. 
   
  Relations:  The common peaceful folk 
  mix with humans successfully but often sit in the 
  corner of rooms, never noticed.  Most other races 
  find them an oddity for their privacy, Gnomes 
  most all.  Most Elves, especially Wood elves, 
  consider Cloudwalkers the rightful evolution of 
  Mankind and the one variation that deserves to 
  live among side them.  Cloud Folk seldom hold 
  positions of influence or power in any outside 
  culture.  They are most found living outside their 
  native land within Elvish domains more than 
  human.  They are so sparsed throughout the 
  world that finding two within 500 kilometers is 
  somewhat of a rarity. 
   
  Alignment:  Mostly Good, many exhibit 
  Neutral behavior.  They are rarely evil.   
   
  Cloudlands:  Refer to the Cloud Folk 
  section above.  Cloud folk are mostly 
  independent and don’t often form large 
  communities.  They do root themselves however, 
  and the head of a household often dictates 
  whatever rules others follow.  But Mountain peaks 
  seldom form together in a unified government.  
  They have never fought each other or gone to 
  war with anyone.   
   
  Religion:  Cloudwalkers seldom worship 
  God or any one Spirit.   They maintain a faith in 
  one thing, Oriental Dragons.  Some Cloudfolk 
  somehow made it across the continent to Genai 
  where they take vigil in Genai hoping the Dragon 
  that is rumored to live there, makes an 
  appearance. 
   
  Languages:  Like normal Humans, they 
  often speak Common, however, Asian stands the 
  most fluent language among them.  Many often 
  speak Elvish as well and some even speak 
  Draconic, especially the Clerics. 
   
  Names:  Cloud Folk names are often 
  long and very Asian influenced. 
   
  Adventures:  Cloud folk often undertake 
  tasks for motives known only to them.  Their 
  privacy and silence often offer little answers their 
  rationale behind their actions.  They seldom 
  engage in actions for glory or prestige and rarely 
  take quests for the purpose of monetary gain.  
  They usually wander the land, doing whatever 
  good they can do and dispatching wisdom 
  when it seems fit. 
       Fate rests in the clouds, the armor on the 
  breast, success relies with the legs. Go to the 
  battlefield firmly confident of victory, and you 
  will return home with no wounds. Engage in 
  combat fully determined to die and you will be 
  alive; wish to survive in the battle and you will 
  surely meet death. When you leave the house 
  determined not to see it again you will come 
  
   
  51
  home safely; when you have any thought of 
  returning you will not return. You may not be in 
  the wrong to think that the world is always 
  subject to change, but the warrior must not 
  entertain this way of thinking, for his fate is 
  always determined.  Live in the clouds for a year, 
  and all life’s priorities change. 
  From an ancient text in 
  a temple in the clouds.
   
  CLOUD FOLK RACIAL TRAITS 
   
  *Medium-size:  As Medium sized 
  creatures, Cloudwalkers have no special bonuses 
  or penalties due to size. 
   
  *Cloudwalker base speed is 30 feet. 
   
  *4 extra skill points at 1st level and 1 extra 
  skill point at each additional level, since humans 
  are versatile and capable.  (The 4 skill points at 
  first level are added on as a bonus and not 
  multiplied in) 
   
  *Automatic Languages:  Asian, 
  Common.  Bonus Languages:  Any (other than 
  secret languages).  They often take Elvish and 
  Draconic. 
   
  *+1 to Wisdom, -1 to Charisma 
   
  *+2 racial bonus to Climb, +5 to climb if 
  the surface is natural rock.  From birth, Cloud Folk 
  needed to climb. 
   
  *+2 to Balance and Tumble Rolls.  
   
  Note:  Cloud Folk do not receive the 1 
  extra feat at 1st level like other Humans 
   
  *Favored Class:  Ranger, Monk, Paladin, 
  and Clerics are most common even though 
  Wizards are also popular as well.  Any class where 
  Wisdom is paramount is obviously a preference.  
  They are seldom Rogues. 
   
  LIMSHAU ELVES / HUMANS 
   
  Those elves born 
  and raised in Limshau 
  live a very different life 
  from their outside 
  brothers and sisters 
  training next to them.  
  They are placed in 
  classes where they learn 
  the values and traditions 
  of this unique culture of 
  librarians.  By the time 
  they reach adulthood, 
  they often possess more 
  knowledge than most 
  other elves but often 
  lack empathy with 
  nature elves flaunt.  
  Limshau Elves have 
  been raised in the city 
  longer than native 
  Humans have so the 
  local Human populace 
  has yet to be altered permanently by the 
  influence of the city.  However, the elves, 
  especially the ones in training to be Custodians 
  often exhibit minor trait differences from other 
  Elves. 
   
  Personality:  Lacking the empathy of 
  Nature most elves, Limshau Humans and Elves 
  exhibit shyness, often staying quiet during 
  conversation.  However, get them started on raw 
  knowledge or ask them to recite some factual 
  information, and they talk like uncorking a 
  Champaign bottle.  They talk when necessary 
  but don’t often try to be leaders or diplomats.  
  They believe if discipline and order and find 
  disorganization of any kind unsettling.  They also 
  place an unnatural level of security on the 
  written word, putting themselves in harms way to 
  protect a book.  Even those Limshauns not 
  trained to be Custodians find this urge almost 
  unavoidable. 
   
  Physical Description:  Identical to their 
  outsider brothers and sisters in every way when it 
  comes to their physical stance and beauty, they 
  differ when it comes to attire.  Limshauns 
  frequently wear new clothes, pressed and clean.  
  They abhor getting dirty.  These clothes often fit 
  snuggly and not worn loose like elves.   Limshauns 
  live the same as other Elves and Humans. 
   
  Relations:  Limshau Humans and Elves live 
  amongst each other without a care or trace of 
  racism.  They often welcome outsiders openly.  
  It’s the Barbarians they distrust.  Their unrefined 
  intellect and simple ways commonly rubs 
  Limshauns the wrong way.  Limshau Elves, 
  however, do often dislike other Elves for their 
  mistrust of other races, especially Grey Elves. 
  
   
  52
   
  Alignment:  Almost always Lawful, 
  Limshauns often take on good but some take 
  Neutral.  Native Limshauns cannot be evil.  
  Chaotic alignments are also a rarity. 
   
  Limshau lands:  See Limshau, the city. 
   
  Religion:  Limshau worship no deities.  
   
  Language:  Limshauns all know Common 
  and Elvish, no matter the race, and often can 
  speak several other languages fluently.  They 
  often also know Scholar Speak. 
   
  Names:  Same as their brother races. 
   
  Adventures:  Limshauns that leave the 
  city can partake in whatever adventure suits their 
  fancy.  As Custodians, they often still follow the 
  creed of that class.  Other classes still exhibit the 
  common trait of all from Limshau and that is their 
  love of knowledge.  A Limshau would be much 
  more interested in undertaking a quest to retrieve 
  a scroll or book than a potion or a sword.  Their 
  shyness, however, often gives others the incorrect 
  impression that they don’t enjoy it…when they 
  really do. 
   
  LIMSHAU RACIAL TRAITS: 
  ELVES: 
   
  *+2 Dexterity, -2 Constitution. 
   
  *+1Intelligence, -1 Charisma 
   
  *Immunity to magic sleep spells and 
  effects, and a +2 racial saving throw against 
  Enchantment Spells or effects. 
   
  *Low Light Vision:  Elves can see twice as 
  far as a human in starlight, moonlight, torchlight 
  and similar conditions of poor illumination. 
   
  *+2 Racial bonus on Listen, Search, and 
  Spot checks.  An elf who merely passes within 5 
  feet of a secret or concealed door is entitled to a 
  Search check to notice it as if she were actually 
  looking for the door. 
  HUMANS: 
   
  *4 extra skill points at 1st level and 1 extra 
  skill point at each additional level, since humans 
  are versatile and capable.  (The 4 skill points at 
  first level are added on as a bonus and not 
  multiplied in) 
   
  *Like other Humans, Limshau Humans 
  receive 1 extra feet at 1st level because Humans 
  are quick to master specialized tasks and varied 
  in their talents. (See Chapter 5 of the Player’s 
  Handbook) 
  BOTH HUMANS AND ELVES: 
   
  *Medium-size:  As Medium-sized 
  creatures, Limshau Elves and Humans have no 
  special bonuses to or penalties due to their size. 
   
  *Elvish and Human base speed is 30feet. 
   
  *Automatic Languages:  Common and 
  Elven.  Bonus Languages:  Any 
   
  *Limshau Elves and Humans do not 
  possess the difficulty of paying for Cross Culture 
  Techa Skills.  They can purchase them as regular 
  Cross Class Skills.  They also gain access to all 
  Knowledge skills as Class skills regardless of the 
  Class they pick 
   
  *Favored Class:  Limshau Custodian.  
  After that, they often try a stab at being a regular 
  Fighter or Monk.  Wizards and Clerics are a rarity.  
  A Limshau has the capacity of pursuing one of 
  the Techa-unique Classes.  This includes the Elf. 
   
  MUNDI ELVES 
   
  A very close relation to High Elves, Mundi 
  elves only developed an odd few differences.  
  The average Mundi Elf would vanish, not seen for 
  weeks on end…worrying her family to death she 
  had been killed.  On some expeditions, they 
  would trek all the way to the Finer Fire Pits.  
  Finding employment among the Dwarves, Some 
  Mundi Elves became tasked to search out new 
  dungeons when the diggers would break 
  through a wall into one.  Mundi Elves would enter 
  and check for monsters and traps.   
   
  Personality:  Same as normal Elves save 
  for their natural curiosity of the underground.  
  They hate being compared to Drow, whom they 
  loathe.  They often are compared to Halflings, 
  whom the Mundi Elves share an unending level of 
  curiosity with.  They share Halflings’ flare for fine 
  food, good tobacco, and comfortable clothes.  
  They often develop addicting personalities. 
   
  Physical Description:  Same as Elves save 
  that Mundi Elves are often dirtier. 
   
  Relations:  Mundi Elves get along with 
  anyone, save for most other elves.  Elves often 
  joke about Mundi, calling the inhabitants 
  “Elflings”.  They form common bonds with 
  Dwarves and work together peacefully.   
   
  Alignment:  Often Chaotic, Mundi enjoy 
  freedom but seldom engage in evil acts. 
   
  Mundi Land:  The village of Mundi, see 
  above. 
   
  Religion:  Same as Elves, often worship 
  Corellon Larethian. 
   
  Language:  Same as Elves, Mundi know 
  their native tongue well.  They also often know 
  Dwarven and Common. 
   
  Names:  Same as other Elves. 
   
  Adventures:  Mundi Elves often set out on 
  their own to make their way in the world.  Mundi 
  Elf adventurers are typically looking for a way to 
  use their skills to gain wealth and status.  For 
  them, adventuring is more of a career than an 
  opportunity.   
   
  MUNDI ELF RACIAL TRAITS: 
   
  *+2 Dexterity, -2 Constitution. 
   
  *Immunity to magic sleep spells and 
  effects, and a +2 racial saving throw against 
  Enchantment Spells or effects. 
  
   
  53
   
  *Darkvision:  Mundi Elves can see in the 
  dark up to 60 feet.  Darkvision is Black and White 
  only, but it is otherwise like normal sight. 
   
  *Blind – Fight:  Every time she misses 
  because of concealment, a Mundi Elf can re-roll 
  her miss chance percentile roll one time to see if 
  she actually hit.  An invisible attacker gets no 
  bonus to hit her (she maintains her Dex bonus 
  and they don’t receive +2 to hit).  She suffers only 
  half the usual penalty to speed when unable to 
  see.  Darkness and poor visibility in general 
  reduces her speed to three quarters of normal 
  instead of one half. 
   
  *+2 Racial bonus on Listen, Search, and 
  Spot checks.  An elf who merely passes within 5 
  feet of a secret or concealed door is entitled to a 
  Search check to notice it as if she were actually 
  looking for the door. 
   
  *Medium-size:  As Medium-sized 
  creatures, Mundi Elves and Humans have no 
  special bonuses to or penalties due to their size. 
   
  *Elvish base speed is 30feet. 
   
  *Automatic 
  Languages:  Common 
  and Elven.  Bonus 
  Languages:  Dwarfish is 
  almost as common as 
  Elvish among Mundi. 
   
  *Favored Class:  
  Rogue 
   
  GIMFALK 
  TECH-GNOMES 
   
  Gnomes embrace 
  the machine.  They love 
  inventing and they love 
  creating.  However, many 
  stumble into an impasse 
  when encountering 
  Human Techa Machinery.  
  That is, except for the 
  natives on Gimfalk.  Their 
  origins trace back to 
  humans, surprisingly.  
  When Gnomes first 
  appeared, the first 
  Bastions barely comprised 
  of a few buildings.  Many 
  Bastions grew slowly.  A 
  few, under constant 
  attack from monsters, 
  needed to develop faster.  
  Such was the case with 
  the Eastern Canam cities 
  of Mann and York, under 
  barrage from the evil 
  Dragons and Orcs.  
  Needing faster 
  development and more defenses, the Bastion of 
  York, inflicting the most from the attacks, turned 
  to a nearby growing civilization of Gnomes for 
  assistance.  They were welcomed into the 
  libraries to learn everything they could about 
  human technology…Sciences of the body, 
  machine, and atom.  Soon, with the help of the 
  resourceful and inventive gnomes, York grew to a 
  size, making its validity of a target less tasty to 
  predators.  Of course, this agreement with a race 
  from Echa existed purely under the table and the 
  Gnomes were not allowed to live within the 
  primary population nor enter through the main 
  gates.  Soon, after their usefulness expired, the 
  gnomes were kicked out, leaving only a few 
  behind to solve the extremely complicated 
  problems with the new Gnomish machinery even 
  normal Gnomes couldn’t decipher.  The 
  neighboring Gnomish town to York accepted 
  back its pilgrims and Gimfalk flourished.  Soon, 
  only the new technologically adept remained, in 
  control and in power, over 1500 years, they 
  
   
  54
  developed separately from their usual Kin.   
   
  Personality:  Gimfalk Gnomes retained 
  their sense of humor as well as their desire to 
  possess shiny objects.  However, their connection 
  with nature fell by the wayside in favor of the 
  new knowledge of man that they became 
  blessed with.  They carry an obsessive fascination 
  with Human technology.   
   
  Physical Description:  Gimfalk Gnomes 
  are indistinguishable from normal Gnomes. 
   
  Relations:  Gimfalks are the envy of many 
  other Gnomes and Gimfalks love rubbing their 
  noses about this.  They still get along with 
  Dwarves, especially the more advanced miners 
  in the Finer Fire Pits whom utilize many new 
  machines developed by Gimfalk.  They still enjoy 
  the company of Halflings but their relations with 
  normal Elves have been strained, since many 
  Elves believe Gimfalk turned away from their 
  roots.  The exception are the ones from Limshau 
  that respect and admire the Gnomes.  Gimfalk 
  hold no ill will to the humans of York and still 
  believe that Humans blesses them with precious 
  knowledge.  As a result, they often welcome 
  humans, especially ones with a new toy. 
   
  Alignment:  Gimfalk Gnomes are most 
  often good.  In this regard, they are still identical 
  to their other kin. 
   
  Gimfalk Land:  Gimfalk is almost totally 
  subterranean.  A few gargantuan towers of steel 
  poke up to signify their presence in the world.  
  These hold few people, reserving their purpose 
  for defense and primarily coolant and heating for 
  the city below.  The Gimfalk towers are oddities 
  and stand obviously a result of a mutated 
  technology.  They don’t look human but stem 
  from a technology derived from them.  Gimfalk 
  itself, is not an open-air city, but rather hundreds 
  of levels stretching for more than a kilometer 
  underground.  The levels are a mixed lot of 
  housings and factories and processing plants so 
  jumbled and seemingly disorganized that any 
  tourist is sure to get lose without a guide.  A new 
  level is dug every five years and is totally full of 
  rooms and machinery by the sixth year.  The 
  current levels expand, causing the erection of a 
  new tower every 10 years.  Currently, there are six 
  scattered over 300 square kilometers of green 
  and forested land with apparent no pattern and 
  no roads or paths connecting them.  They are 
  the only way in or out of the complex. 
   
  Religion:  Most of Gimfalk still worship 
  Garl Glittergold. 
   
  Language:  Same as normal Gnomes but 
  a resounding majority of them know at least one 
  Human language (usually Common).  Some 
  know two. 
   
  Names:  One of the biggest differences 
  between Gimfalk and Regular Gnomes is there 
  lack of big Gnome names.  This could be a side 
  effect of living alongside Techa Humans for so 
  long.  Nicknames are almost outdated. 
   
  Adventures:  Like all Gnomes, Gimfalks 
  are curious and inquisitive and extremely 
  impulsive.  Gimfalks love to see the world and 
  often feel that other cultures should be blessed 
  with the odd knowledge Gimfalk alone 
  possesses.  Other than that, they share common 
  attributes with other Gnomes.  One common task 
  unique to them is to be the eyes and ears for 
  Bastions like York in the land of Echa. 
     
  GIMFALK RACIAL TRAITS 
   
  *+2 Constitution, -2 Strength:  Like 
  Dwarves, Gnomes are tough, but they are small 
  and therefore not as strong as larger Humanoids. 
   
  *Small:  As Small creatures, gnomes gain 
  a +1 size bonus to Armor Class, a +1 size bonus on 
  attack rolls, and a +4 size bonus on Hide checks, 
  but they must use smaller weapons than Humans 
  use, and their lifting and carrying limits are three-
  quarters of those of Medium-sized creatures. 
   
  *Gimfalk Gnomes base speed is 20 feet. 
   
  *Low-Light Vision:  Gnomes can see 
  twice as far as a human in starlight, moonlight, 
  torchlight, and similar conditions of poor 
  illumination.  They retain the ability to distinguish 
  colors and detail under these conditions 
   
  *+1 racial bonus to attack rolls against 
  Kobolds and Goblinoids (goblins, hobgoblins, 
  bugbears):  Gimfalk Gnomes hate these 
  creatures as much as any other Gnomes. 
   
  *+2 racial bonus on Listen checks. 
   
  *+2 racial bonus on Alchemy checks :  A 
  Gimfalk gnome’s sensitive nose remains.   
   
  *Unique Skill:  Decipher Techa (Int).  
  Unlike any other Echa race, which play by dumb 
  luck,  Gimfalks possess a unique ability to 
  understand any technology device from virtually 
  any Bastion, even one they might not have 
  visited.  It is classified as a class skill regardless of 
  the class the Gnome takes.  The skill utilizes Int 
  and difficulties for understanding an item 
  depends on its Tech level.   
  TECH LEVEL              DC 
          
  1 
   
  10 
  2 
   
  15 
  3 
   
  20 
  4 
   
  25 
  5 
   
  30 
  Oddity  
  35+ 
   
   
  Special:  Each check takes on average 
  of an hour each tech level.  A failure results in 
  %10 / each TL that something bad – catastrophic 
  may occur (DM’s discretion). 
  
   
  55
   
  *Builder:  A Gimfalk can pick two of the 
  following skills: Craft (chemical), Craft 
  (electronic), Craft (mechanical), and Craft 
  (structural).  The character gets a +2 bonus on all 
  checks with these skills.  Craft (chemical), Craft 
  (electronic), and Craft (mechanical) cannot be 
  used untrained. 
   
  *Gearhead:  The Gimfalk Gnome 
  character gets a +2 bonus on all Computer Use 
  checks and Repair checks.  
   
  Special: Remember that the Computer 
  Use skill and the Repair skill can only be used 
  untrained in certain situations. 
   
  *Gimfalk Gnomes with an Intelligence of 
  at least 10 or higher may cast the 0-level spells 
  Mending, Open/Close, and Guidance, each 
  once per day.  These are arcane spells and are 
  susceptible to Spell Failure.  Treat the Gnome as 
  a 1ST level caster when using this ability 
  regardless of his actual level. 
   
  *Automatic Language:  Common and 
  Gnome.  Bonus Languages:  Other Human 
  tongues, Draconic, Dwarven, Elven, Giant, 
  Goblin, and Orc.  Gimfalk gnomes DO NOT 
  receive the speak with animals ability of other 
  gnomes. 
   
  *Gimfalk Gnomes do not possess the 
  difficulty of paying for Cross Culture Techa Skills.  
  They can purchase them as regular Cross Class 
  Skills.  They also gain access to all Knowledge skills 
  as Class skills regardless of the Class they pick 
   
  *Favored Class:  Unlike normal Gnomes, 
  whom worship the Illusionist, Most Gimfalks pursue 
  either the Echa routes of Fighter or Cleric or they 
  pursue one of the Techa-unique Classes.  They, 
  with the Limshau Elves, are the only non-Human 
  races with this choice. 
   
  NOTE:  Gimfalk Gnomes DO NOT receive 
  +2 racial bonus on saving throws against illusions 
  nor do they receive the +4 dodge bonus against 
  Giants.  They also do not receive the special 0-
  level spells Dancing lights, Ghost Sound, and 
  Prestidigitation. 
   
  NEW CLASSES OF “ECHA” 
   
   
  Almost every type of class exists in this 
  world.  However, a few modifications require a 
  few new classes.  These are brand new classes 
  and not prestige classes.  They are unique to their 
  setting but offer variety for those players willing to 
  try something different.  There are more unique 
  classes available but they offer little in the form of 
  improved game play.  Creating a class like a 
  Feng-Fu Pilot or a Greg-Gnome Engineer may 
  prove exciting for a while but extensive 
  playability reduces. 
  LIMSHAU CUSTODIAN 
   
  Guardians of truth and knowledge, 
  Custodians of Limshau receive extensive training 
  to battle opponents of wisdom within the walls of 
  the great library.  However, this knowledge 
  proved effective for those sent on errands for the 
  city.  Designed for close combat and agility, the  
  Custodian is a master of close fighting.  Light 
  armor frees agility, offset by impeccable training 
  in martial weapons.  Custodians are the planet’s 
  best sword fighters pound for pound.  Custodians 
  places one’s priorities on the freedom of all.   
  Speech, the written word, all worthy points for a 
  custodian to die for.  Of course, some have 
  abandoned those beliefs to seek adventure on 
  their own.  Turning away from their great city, 
  these rogues seek adventure for their own wills  
  “You talking to me?” 
  “What?” 
  “What?” 
  “Sorry--” 
  “You were talking to me.” 
  “…I apologize for interrupting sir.  Continue 
  your—“ 
  “No…No…I enjoy the distraction.  Eight hours 
  reading anything gets boring, regardless its 
  Arcana or not.  What did you say?” 
  “I said I apologize for—“ 
  “No…No…earlier…” 
  “…Sorry” 
  “Before that…” 
  “What?” 
  “Keep going…” 
  “Oh…I…was just…well…simply making an 
  observation at the assemblage of books you’ve 
  been reading in the past few weeks—“ 
  “Weeks? 
  “I didn’t intend intrusion—“ 
  “No…I apologize for interrupting—“ 
  “No, sir its my fault—“ 
  “Please…sorry—wait…no…Just….finish your 
  thought.” 
  “Just commenting that your have lived within 
  these walls longer than any other visitor and 
  have yet to grow tired of the pages.  You read 
  tomes in Arcana, History, Science…your brain 
  seems to hold no boundary…for…a…you 
  know…human.” 
  “Well…When a man in the beginning of his life is 
  
   
  56
  ignorant of everything, he has no scruples, finds 
  no obstacles, no inhibitions.  However, after a 
  while he starts to learn, and becomes timid, 
  cautious, and begins to feel something choking 
  in his mind, which prevents him from going 
  ahead as he used to before he had any learning.  
  Learning is needed, but the point is not to 
  become its slave.  You must be its master, so 
  that you can use it when you want it.  “ 
  “…That’s remarkably intelligent…” 
  “I didn’t think it…I read it.  Yagyu Munemori, two 
  thousand years ago…what’s depressing is that I 
  am probably the only living human on this planet 
  that took the time to read that passage.” 
  “…Learning is to a man as the leaves and 
  branches are to a tree, and it can be said that he 
  should not be without it.  Learning is not only 
  reading books, however, but is rather something 
  that we study to integrate with our own way of 
  life.” 
  “…” 
  “It’s the next paragraph of the same book.” 
  “…The name’s…Aiden” 
  “…Raven…” 
  but no evil soul could survive the training process 
  without being discovered, avoiding those to hunt 
  down their own kind for evil actions. 
   
  Adventures:  Loyal Custodians outside 
  the walls stand ever vigilante to fight for the 
  freedom and retrieval of information.  Often 
  being sent on fact-finding missions or quests to 
  retrieve priceless tombs, a crusading Custodian 
  climbs the tallest mountains and digs into the 
  deepest dungeons to seek their treasure.  Those 
  independent souls often still believe in the values 
  of their training, but seek more adventure then 
  the acquisition of knowledge for their people. 
   
  Characteristics:  Often described as “city 
  rangers”, Custodians rely on their agility for than 
  their strength.  Custodians are known for some 
  amazing acts of agility and often wear little 
  armor, relying on their speech to keep them from 
  harm.  As they develop, they only get faster and 
  deadlier.  Right from their training, custodians are 
  trained to keep blades still and balance on 
  ropes.  Beyond regular fighters, Custodian 
  training insists on paramount mental and physical 
  control. 
   
  Alignment:  If in service of Limshau, 
  Custodians must be a good alignment.  Those 
  turned away by self imposed exile or banishment 
  can migrate to Neutral alignments but evil 
  thoughts seldom encroach.  They are prohibited.   
   
  Religion:  Limshau worship no gods.  
  Some 
   retain some faith in the “one god” but few pray 
   
  Background:  Limshau often raises its own 
  children to protect it.  However, some outsiders 
  do arrive, wishing training.  This is very much a 
  rarity.  Those in training often start before puberty 
  and train obsessively into adulthood, when they 
  are given their uniforms and assigned a 
  protection zone in the city or sent off on a quest.  
  Outsiders must be a good alignment and be at 
  least in puberty.  Limshau seldom trains adults.  
  Most starting Limshau fighters begin their journeys 
  emerging into adulthood. 
   
  Races:  Almost %70 of native Limshau are 
  elves.  The remaining %30 falls mostly to half-elves 
  and humans, often mingling naturally in the  
  city.  Although they do not prohibit other races, 
  they are a rarity.  Halflings have been known to 
  Limshau 
  Level 
  Base Attack Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1 
  +1 
  +2 
  +2 
  +0 
  Limshau Weapons, Equipment Issue, Two Weapon Fighting 
  2 
  +2 
  +3 
  +3 
  +0 
  Limshau Focus 
  3 
  +3 
  +3 
  +3 
  +1 
  Limshau Finesse 
  4 
  +4 
  +4 
  +4 
  +1 
  Evasion, Limshau  Specialization 
  5 
  +5 
  +4 
  +4 
  +1 
  Gravity Shift 1/day 
  6 
  +6 / +1 
  +5 
  +5 
  +2 
  Improved Light Armor Proficiency 
  7 
  +7 / +2 
  +5 
  +5 
  +2 
  Uncanny dodge (Dex bonus to AC) 
  8 
  +8 / +3 
  +6 
  +6 
  +2 
  Greater Limshau Focus 
  9 
  +9 / +4 
  +6 
  +6 
  +3 
  Improved Two-Weapon Fighting 
  10 
  +10 / +5 
  +7 
  +7 
  +3 
   
  11 
  +11 / +6 / +1 
  +7 
  +7 
  +3 
  Gravity Shift 2/day 
  12 
  +12 / +7 / +2 
  +8 
  +8 
  +4 
  Special Ability 
  13 
  +13 / +8 / +3 
  +8 
  +8 
  +4 
  Greater Limshau  Specialization 
  14 
  +14 / +9 / +4 
  +9 
  +9 
  +4 
  Gravity Shift 3/day 
  15 
  +15 / +10 / +5 
  +9 
  +9 
  +5 
  Greater  Two-Weapon Fighting 
  16 
  +16 / +11 / +6 / +1 
  +10 
  +10 
  +5 
  Greater Gravity Shift 
  17 
  +17 / +12 / +7 / +2 
  +10 
  +10 
  +5 
  Gravity Shift 4/day 
  18 
  +18 / +13 / +8 / +3 
  +11 
  +11 
  +6 
   
  19 
  +19 / +14 / +9 / +4 
  +11 
  +11 
  +6 
  Special Ability 
  20 
  +20 / +15 / +10 / +5 
  +12 
  +12 
  +6 
  Gravity Shift 5/day, Supreme Two Weapon Fighting 
  
   
  57
  appear but Half-Orcs and Gnomes are non-
  existent. 
   
  Classes:  Custodians often develop 
  bonds with Wizards, whom they consider kinfolk.  
  Limshau get along with most Intelligent Fighters.  
  They get along with Paladins for the most part as 
  long as they are not from Myre.  However, Any 
  from Limshau seldom trust Sorcerers or Clerics 
  and they often look down to Barbarians. 
  GAME RULE INFORMATION
   
  Abilities:  Unlike most fighters, Limshau 
  Custodians require a high Dexterity (at least 15) 
  Strength is import as well of course but not nearly 
  as much as a Custodian’s agility.  Intelligence is 
  also an important ability since most Custodians 
  are quite smart and adept in combat (min 13) 
   
  Alignment:  Any Good (if in Limshau 
  service), Any Neutral for those independent. 
   
  Hit Dice:  D10 
  CLASS SKILLS 
   
  The Custodians class skills (and the key 
  ability for each skill) are Tumble (Dex), Balance 
  (Dex), Jump (Str), Climb (Str), Ride (Dex), Craft 
  (Int), Swim (Str) and Knowledge (Int).  See 
  Chapter 4 in the player handbook for skill 
  descriptions. 
  Skill Points at 1st Level:  (2 +  Int Modifier) x 4 
  Skill Points at Each Additional level:  2 +Int 
  Modifier. 
  CLASS FEATURES 
   
  All of the following are class features of 
  the Limshau Custodian. 
   
  Weapon and Armor Proficiencies:  The 
  Custodian is proficient in all simple weapons, 
  Short and Long Swords, as well as specific use of 
  the Bastard sword 1 handed.  Custodians are 
  also skilled in the use of all Light Armor.  Note that 
  armor check penalties for armor heavier than 
  leather apply to skills Balance, Climb, Escape 
  Artist, Hide, Jump, Move Silently, Pick Pocket and 
  Tumble.  Also Swim checks suffer a –1 penalty for 
  every 5lbs of armor and equipment carried. 
   
  When wearing light armor or no armor 
  and wielding Limshau weapons, a Limshau 
  Custodian can fight with two weapons as if he or 
  she had the Two-Weapon Fighting feat. The 
  Limshau Custodian loses this special bonus when 
  fighting in medium or heavy armor.  
   
  Limshau Weapons:  Limshau weapons 
  training focuses almost entirely on just a few 
  weapons.  They are as follows: 
   
  Limshau Katana (Masterwork Bastard 
  Sword or Katana, used one-handed) 
   
  Limshau Wakizashi (Masterwork Short 
  Sword or Wakizashi) 
   
  Limshau Crossbow (Repeating Crossbow) 
   
  Limshau Tanto (Masterwork Dagger) 
   
  A smith who has not been trained how to 
  make Limshau weapons could duplicate one if 
  he had one to work from.  The craft DC to do so 
  would be 5 higher than normal. 
   
  Equipment Issue:  When a Limshau 
  Custodian embarks on a quest they are issued 
  their choice of  two of the following items:  
  Limshau Katana, Limshau Wakizashi , Limshau 
  Crossbow Limshau Tanto or Limshau Leather (AC 
  3, Max Dex 6, Check Penalty 0, Arcane Failure 
  15%, 15 lbs, counts as Masterwork for 
  enchantment purposes) 
   
  Limshau Focus (Ex): At second level, 
  while fighting with Limshau weapons a Custodian 
  gains the Weapon Focus feat with both 
  Custodian Weapons. 
   
  Limshau Finesse (Ex): At third level, while 
  fighting with Limshau weapons a Custodian gains 
  the Weapon Finesse feat.  This does include the 
  Limshau Katana. 
   
  Evasion (Ex): At 4th level, a Custodian 
  gains evasion. If exposed to any effect that 
  normally allows a character to attempt a Reflex 
  saving throw for half damage, the custodian 
  takes no damage with a successful saving throw. 
  Evasion can only be used if the Custodian is 
  wearing light armor or no armor. It is an 
  extraordinary ability.  
   
  Weapon Specialization (Ex):  Custodians 
  gain a +2 bonus on all damage rolls using 
  Limshau weapons at 4th level. 
   
  Improved Light Armor Proficiency (Ex):  
  At 6th level, a Custodian’s long experience with 
  light armor reaps benefits.  It becomes like a 
  second skin.  All Armor Check penalties while 
  wearing light armor are reduced by –1 while the 
  Max Dexterity bonus increases by +2. 
   
  Uncanny Dodge (Ex): At 7th level and 
  above, she retains her Dexterity bonus to AC (if 
  any) if caught flat-footed or struck by an invisible 
  attacker.  
   
  Greater Limshau Focus (Ex):  Limshau 
  Custodians at 8th level gain a +1 bonus on all 
  attack rolls you make using Limshau Weapons.  
  This bonus stacks with other bonuses on attack 
  rolls, including the one from Limshau Weapon 
  Focus. 
   
  Improved Two-Weapon Fighting (Ex): A 
  Limshau Custodian at 9th level gains the 
  Improved Two-Weapon Fighting feat even if they 
  do not have the other prerequisites for the feat.  
  The Custodian must be wearing light armor or no 
  armor in order to use this benefit.  
   
  Greater Limshau Specialization (Ex):  At 
  13th level Custodians gain a +2 bonus on all 
  damage rolls using the Limshau weapons.  This 
  bonus stacks with other bonuses on damage rolls, 
  
   
  58
  including the one from Weapon Specialization 
   
  Gravity Shift (Su):  After a great deal of 
  training and practice a Custodian learns to 
  temporarily hold the laws of gravity and inertia in 
  abeyance.  Starting at level 5, a Custodian can 
  enter a heightened state of motion as a free 
  action.  The effects of this state are: 
   
  Base speed doubles 
   
  +15 to Balance, Climb, Jump and Tumble 
  checks 
   
  Jump distances are not limited by height 
   
  Using Tumble during movement is not 
  limited to 20ft distance. 
   
  Movement can take place without 
  penalties on any solid surface at any angle up to 
  90 degrees from horizontal 
   
  +2 Competency bonus to Dexterity. 
  The effect lasts as many rounds as the 
  Custodian's Dex bonus, with a minimum of one 
  round.  A Custodian can end the effect as a free 
  action before that time they so desire. Gravity 
  Shift is a supernatural ability and grants haste 
  bonuses. 
   
  Greater Gravity Shift (Su):  At 16th level a 
  Custodian's Gravity Shift ability improves as the 
  Custodian learns how to control the magical 
  energy to even greater effect.  Gravity Shift 
  bonuses become: 
   
  Base speed triples 
   
  +30 to Balance, Climb, Jump and Tumble 
  checks 
   
  Jump distances are not limited by height 
   
  Using Tumble during movement is not 
  limited to 20ft distance. 
   
  Movement can take place without 
  penalties on any solid or liquid surface at any 
  angle, even upside down. 
   
  +6 Competency bonus to Dexterity. 
   
  Special Abilities: On achieving 12th and 
  19th levels a Custodian chooses a special ability 
  from among the following:  
   
  Defensive Roll: Once per day, when a 
  Custodian would be reduced to 0 hit points or 
  less by damage in combat (from a weapon or 
  other blow, not a spell or special ability), the 
  Custodian can attempt to roll with the damage. 
  They makes a Reflex saving throw (DC = damage 
  dealt) and, if successful, takes only half damage 
  from the blow. The Custodian must be aware of 
  the attack and able to react to it in order to 
  execute the defensive roll — if the Dexterity 
  bonus to AC is denied, the Custodian can't roll. 
  Since this effect would not normally allow a 
  character to make a Reflex save for half 
  damage, the Custodian's evasion ability does not 
  apply to the defensive roll.  
   
  Improved Evasion: The Custodian takes 
  only half damage on a failed Reflex save.  
   
  Uncanny Dodge (can't be flanked): The 
  Custodian can no longer be flanked. A rogue at 
  least four levels higher can still flank.  
   
  Feat: A Custodian may gain a feat in 
  place of a special ability.  
   
  Greater Two-Weapon Fighting:  The 
  spinning blender of death, a Limshau Custodian 
  at 15th level may make another attack when 
  initiating a full attack.  This adds on to the 
  additional attack already received for two-
  weapon fighting.  The third attack strikes with a    
  –10 penalty to hit. 
   
  Supreme Two-Weapon Fighting:  At 20th 
  level, The Limshau Custodian gains an additional 
  attack wither her off-hand weapon.  In additional 
  to her three attacks she already has each round 
  with her off hand weapon at penalties at 0, -5, 
  and –10, respectively, she is also entitled to a  
  fourth attack with her off-hand weapon at a –15 
  penalty. 
   
  CANTIS RANGERS 
   
  A town called Cantis resides between 
  the Necrosea and the Darklands.  For a hundred 
  generations, the Rangers of Cantis catalogue the 
  denizens of evil around the sole ray of good for 
  thousands of miles.  Unable to form a formidable  
  force against evil, the Rangers watched… 
  analyzing weaknesses, studying movements… 
  strategies.  The Necrosea remains relatively calm.  
  Evil never tries to reach beyond its land. For a 
  hundred years, the Darklands seemed to reach 
  an impasse.  Pit Fiends stopped emerging.  Soon, 
  Cantis filed and catalogued dozens of different 
  fiends.  For a thousand years, hundreds came 
  through the black gate.  However, no more than 
  the first few Pit Fiends ever emerged.  They 
  spread further and further…finally reaching the 
  borders of Cantis.  Then, about a hundred years  
  ago…they stopped.  The Darklands ceased their 
  progression.  No more rulers emerged.  No more 
  fiends at all emerged.  The gate went quiet… 
  inert… for a century.  Cantis Rangers venture into 
  the Darklands a hundred times over a year and 
  observe.   
   
  Adventures:  Cantis Ranger abhor all 
  things fiendish.  Any item or intelligence touched 
  by the underworld becomes a target for the 
  Ranger’s wrath.  Almost reaching a Barbarian’s 
  level of rage, the Cantis ranger often jumps 
  headstrong into combat against fiendish targets,  
  but never foolhardily…as no one knows devils 
  and demons like the people of Cantis.  They 
  often will embark and long distance quests 
  halfway  across the globe to eliminate a creature 
  from the dark.  They believe the black gate of  
  Ixindar can be closed without closing off 
  Attricana as well.  
  
   
  59
   
  Characteristics:  Although a symbiotic 
  relationship exists with nature, Cantis Warriors 
  often bare little resembles to their more 
  traditional cousins on the rest of the planet.  They 
  hardly ever cover themselves with 
  anything less than medium armor, thus 
  have grown away from  the more agile 
  fighting techniques known to  
  Rangers.  Instead, Cantis Rangers often 
  resemble full-bore fighters with 
  longswords and Banded or Plate mail.  
  What distinguishes them are the trophies 
  they have acquired from slain fiendish 
  creatures, usually horns, and on 
  occasion pelts from animals from the 
  dark.  Cantis prides themselves 
  sympathetic to nature, thus their 
  obsessive drive to fight back the 
  corruption and pestilence of the 
  encroaching hell.  They still insist on a 
  connection to Gaia even though they 
  often adorn themselves with metal.   
   
  Alignment:  Always good but 
  often Chaotic, Cantis Rangers 
  occasionally clash with more traditional 
  values of other classes, especially 
  Paladins, whom the Cantis Rangers 
  believe to be uptight and somewhat 
  narrow-minded.  Cantis Ranger, 
  however, have been known to exhibit 
  and almost equal level of pride and 
  arrogance.   
   
  Religion:  You can never believe 
  Cantis 
  Level 
  Base Attack Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  ------SPELLS PER DAY---
  --- 
     1          2        3           4 
  1 
  +1 
  +2 
  +0 
  +0 
  Track, Fiendish Frenzy, Baneblade, 
  Wild Empathy 
  -- 
  -- 
  -- 
  -- 
  2 
  +2 
  +3 
  +0 
  +0 
   
  -- 
  -- 
  -- 
  -- 
  3 
  +3 
  +3 
  +1 
  +1 
  Endurance 
  -- 
  -- 
  -- 
  -- 
  4 
  +4 
  +4 
  +1 
  +1 
  Fiend-Slayer level 1(1/day), Animal 
  Companion 
  0 
  -- 
  -- 
  -- 
  5 
  +5 
  +4 
  +1 
  +1 
  +1 Baneblade 
  0 
  -- 
  -- 
  -- 
  6 
  +6 / +1 
  +5 
  +2 
  +2 
  Fiend-Slayer level 2 (2/day) 
  1 
  -- 
  -- 
  -- 
  7 
  +7 / +2 
  +5 
  +2 
  +2 
  2nd Favored Enemy, Woodland 
  Stride 
  1 
  -- 
  -- 
  -- 
  8 
  +8 / +3 
  +6 
  +2 
  +2 
  Fiend-Slayer level 3 (3/day) 
  1 
  0 
  -- 
  -- 
  9 
  +9 / +4 
  +6 
  +3 
  +3 
  Evasion 
  1 
  0 
  -- 
  -- 
  10 
  +10 / +5 
  +7 
  +3 
  +3 
  +2 Baneblade (Good) 
  1 
  1 
  -- 
  -- 
  11 
  +11 / +6 / +1 
  +7 
  +3 
  +3 
  Fiend-Awareness, Detect Fiendish 
  Weakness (+1d6) 
  1 
  1 
  0 
  -- 
  12 
  +12 / +7 / +2 
  +8 
  +4 
  +4 
  Fiend-Slayer level 4 (4/day) 
  1 
  1 
  1 
  -- 
  13 
  +13 / +8 / +3 
  +8 
  +4 
  +4 
  3rd Favored Enemy, Camouflage 
  1 
  1 
  1 
  -- 
  14 
  +14 / +9 / +4 
  +9 
  +4 
  +4 
  Detect Fiendish Weakness (+2d6) 
  2 
  1 
  1 
  0 
  15 
  +15 / +10 / +5 
  +9 
  +5 
  +5 
  +3 Baneblade (Keen) 
  2 
  1 
  1 
  1 
  16 
  +16 / +11 / +6 / +1 
  +10 
  +5 
  +5 
   
  2 
  2 
  1 
  1 
  17 
  +17 / +12 / +7 / +2 
  +10 
  +5 
  +5 
  Detect Fiendish Weakness (+3d6), 
  Hide in plain sight 
  2 
  2 
  2 
  1 
  18 
  +18 / +13 / +8 / +3 
  +11 
  +6 
  +6 
  +4 Baneblade (Increased Dam) 
  3 
  2 
  2 
  1 
  19 
  +19 / +14 / +9 / +4 
  +11 
  +6 
  +6 
   
  3 
  3 
  3 
  2 
  20 
  +20 / +15 / +10 / +5 
  +12 
  +6 
  +6 
  4th Favored Enemy 
  Fiend-Slayer level 5 (5/day) 
  Detect Fiendish Weakness (+4d6) 
  +5 Baneblade (Speed) 
  3 
  3 
  3 
  3 
  
   
  60
  in a good more than when you stare into the pits 
  of hell.  Cantis Rangers invest in faith almost as 
  much as Paladins even though their visual display 
  is virtually nonexistent.  From this regard, them are 
  not they far derived from regular Rangers. 
   
  Background:  Nearly all Cantis Rangers 
  are born to this life.  Rarely do outsiders join their 
  fight but exceptions do occur.  Cantis children 
  quickly encounter trauma early in life, witnessing 
  the hordes of hell.  They often mature early and 
  go on quests when other youngster elsewhere still 
  cannot even pick up a sword.  This life has been 
  attractive to some, that travel from afar to join 
  the Cantis in their fight against the dark.  Cantis 
  folk are civilized but few ever know who is in 
  charge.  Seemingly, the Ranger with the best kill 
  to his credit or the biggest trophy to flaunt runs 
  with respect, flaunting his strength, until another 
  bigger trophy comes way.  Cantis folk, as a result, 
  especially the Rangers, flaunt their victories and 
  love showing trophies and spinning tales.   
   
  Races:  Mostly, the only outsiders 
  attempting to join the Cantis training are non-
  humans.  Commonly Dwarves and Gnomes often 
  pursue the path.  Gnomes often migrate from 
  Gregg because of their joy of spinning tales of 
  amazing courage.  Humans are almost always 
  native.  The races most seldom seen are Halflings 
  and Elves. 
   
  Classes:  Druids and others Rangers 
  obviously get along with those from Cantis.  They 
  often seek friendships with Bards since they often 
  lend music to the Cantis Ranger’s exaggerating 
  exploits.  They often mistrust Wizards or any other 
  classes that avoid direct melee combat. 
    It was glorious.  The Hyrda reared its heads, 
  my elfling servant--more like my ablative meat 
  shield—ran behind me as always.  I still left my 
  loyal Bard over the edge of the bridge behind us, 
  testing for Trolls.  I was alone in this fight like I 
  always am.  Comrades often just offer 
  distractions to the enemy, so I can get the kill 
  cleave.  I have a rogue to open doors, and I 
  thought we needed a Bard to sing about my 
  exploits ‘cause I am a bloody hero!  Plus I save 
  their bitch asses daily.  Anyway…it turned out 
  the Hydra was fiendish…all eleven heads.  AND it 
  breathed fire!  I’m so @#$%&! good!  I took three 
  heads off in a single cleave.  He had me in his 
  jaws, trying to tear me apart.  I drove my 
  punching-pain into one of his jaws and twisted.  
  Blood poured over my body.  I smelt so good.   I 
  still stunk from my fight with the twelve goblins 
  the day before.  I killed ten then.  My underlings 
  were tied for “ass” place.  Anyway, the Hydra 
  had me in his jaws.  I brought up my Orc-sized 
  greatsword and came down upon the beast.  I 
  embedded the blade into the ground a good foot.  
  I had gutted the creature from the necks to the 
  pits.  It had more than a 500 gp in hiding.  I 
  bought me a Heavy Warhorse…that leaves us 
  with my elfling’s ass …then we bought another 
  Donkey for the bard…that left 85 gold to buy ME 
  more stuff!  It was such a good fight.  It was a 
  honor to skin that animal…Anyways… 
   
  After Misha’s third bottle of vodka, 
  his drunken rants at a Tavern became 
  more distorted.  I do remember the 
  Hydra only having six heads and it 
  certainly wasn’t fiendish.  Later, it 
  grew four more heads and had a mother. 
  GAME RULE INFORMATION 
   
  Abilities:  Like normal Rangers, people of 
  Cantus require a decent Dexterity but Strength is 
  more important to Cantus Rangers than their 
  mirrors everywhere else as they often wear 
  heavier armor.  Like Rangers, several skills are 
  based on Wisdom, and a Wisdom score of 14 or 
  higher is required to get access to the most 
  powerful Ranger spells.  A Wisdom score of 11 or 
  higher is required to cast any Ranger spells at all. 
   
  Alignment:  Any Good.   
   
  Hit Dice:  d10   
  CLASS SKILLS 
   
  The Cantus Ranger’s class skills (and the 
  key ability for each skill are Animal Empathy 
  (Cha), Climb (Str), Concentration (Con), Craft 
  (Int), Handle Animal (Cha), Heal (Wis), Hide 
  (Dex), Intuit Direction (Wis), Jump (Str), 
  Knowledge (nature) (Int), Listen (Wis),  Move 
  Silently (Dex), Profession (Wis), Rise (Dex), Search 
  (Int), Spot (Wis), Swim (Str), Use Rope (Dex) and 
  Wilderness Lore (Wis).  See Chapter 4 in the 
  player handbook for skill descriptions. 
  Skill Points at 1st Level:  (4 +  Int Modifier) x 4 
  Skill Points at Each Additional level:  4 +Int 
  Modifier. 
  CLASS FEATURES 
   
  All of the following are class features of 
  the Cantus Ranger. 
   
  Weapon and Armor Proficiencies:  A 
  Cantus Ranger is proficient with all simple and 
  Martial weapons and all armor and shields.  Note 
  that armor check penalties for armor heavier 
  than leather apply to the skills Balance, Climb, 
  Escape Artist, Hide, Jump, Move Silently, Pick 
  Pocket, and Tumble.  Also Swim checks suffer –1 
  penalty for every 5 lbs of armor and equipment 
  carried.  Unlike normal Rangers, Cantus Rangers 
  do not receive the Combat Style ability.   
   
  Spells (Sp):  Beginning at 4th level, a 
  Cantus Ranger gains the ability to cast a small 
  number of divine spells.  To cast a spell, the 
  ranger must have a Wisdom score of at least 10+ 
  the spell’s level, so a ranger with a Wisdom of 10 
  
   
  61
  or lower cannot cast these spells.  Ranger bonus 
  spells are Wisdom based, and saving throws 
  against these spells have a Difficulty Class of 10+ 
  spell level + Wisdom Modifier.  When the Rangers 
  gets 0 spells for a level given, the ranger gets only 
  bonus spells.  A ranger without a bonus spell for 
  that level cannot yet cast a spell for that level.  
  Refer to page 167 of the Players handbook for 
  the Ranger Spell list.  A Ranger prepares and 
  casts spells as a cleric does.  Through 3rd level, a 
  ranger has no caster level.  Starting at 4th level, a 
  ranger’s caster level is one half his class level. 
   
  Track (Ex):  A ranger gains Track (Page 
  85 of the Player’s Handbook) as a bonus feat. 
   
  Wild Empathy (Ex): A Cantis ranger can 
  improve the attitude of an animal. This ability 
  functions just like a Diplomacy check to improve 
  the attitude of a person. The Cantis ranger rolls 
  1d20 and adds his ranger level and his Charisma 
  bonus to determine the wild empathy check 
  result. The typical domestic animal has a starting 
  attitude of indifferent, while wild animals are 
  usually unfriendly. 
  To use wild empathy, the ranger and the animal 
  must be able to study each other, which means 
  that they must be within 30 feet of one another 
  under normal visibility conditions. Generally, 
  influencing an animal in this way takes 1 minute, 
  but, as with influencing people, it might take 
  more or less time. 
   
  The ranger can also use this ability to 
  influence a magical beast with an Intelligence 
  score of 1 or 2, but he takes a –4 penalty on the 
  check. 
   
  Endurance (Ex): A ranger gains 
  Endurance as a bonus feat at 3rd level. 
   
  Animal Companion (Ex): At 4th level, a 
  ranger gains an animal companion selected 
  from the following list: badger, camel, dire rat, 
  dog, riding dog, eagle, hawk, horse (light or 
  heavy), owl, pony, snake (Small or Medium 
  viper), or wolf. If the campaign takes place 
  wholly or partly in an aquatic environment, the 
  following creatures may be added to the 
  ranger’s list of options: crocodile, porpoise, 
  Medium shark, and squid. This animal is a loyal 
  companion that accompanies the ranger on his 
  adventures as appropriate for its kind. 
   
  This ability functions like the druid ability 
  of the same name, except that the ranger’s 
  effective druid level is one-half his ranger level. A 
  ranger may select from the alternative lists of 
  animal companions just as a druid can, though 
  again his effective druid level is half his ranger 
  level. Like a druid, a ranger cannot select an 
  alternative animal if the choice would reduce his 
  effective druid level below 1st. 
   
  Fiendish Frenzy (Ex):  Fiends are 
  automatically a Cantis Ranger’s favored enemy, 
  thus giving her a +1 bonus to all spot, listen, bluff, 
  sense motive, and Wilderness Lore checks when 
  using the skill against fiends.  She also receive +1 
  damage in melee and ranged (up to 30ft) 
  fighting.   However, beyond the favored enemy, 
  the Cantus Ranger’s extensive knowledge of the 
  creatures of darkness allows her to develop an 
  additional +1 Bonus to attack and damage.  This 
  gives a starting Cantus Ranger a +2 to attack 
  and damage all fiendish creatures.  This bonus 
  does not apply to damage against creatures 
  that are immune to critical hits.  Additionally, 
  Cantus Rangers receive and additional +4 to 
  hide and track against all Demons and Devils 
  above and beyond the bonus along with being 
  a favored enemy. 
   
  Because of a Cantin’s obsessive drive to 
  destroy the darkness, they do not receive their  
   second favored enemy until 7th level compared 
  to regular ranger who receive it at 4th level.  A 
  3rd choice doesn’t occur again until 13th level 
  and then again at 20th.  They do not receive a 
  fifth favored enemy like normal rangers.  Note 
  that all previous favored enemies increase by +1 
  as well, this includes the Fiendish Frenzy ability, 
  which is based on the Favored Enemy Feat.  At 
  20th level, a Cantus Ranger can strike a Fiend 
  with +6 bonus. 
   
  What are Fiendish (Per Monster Manual):  
  Barghests, all Demons, all Devils, Fiendish 
  Creature Templates, Half-Fiendish Templates, 
  Hellhounds, Howlers,  Nightmares,  Tieflings, 
  Shadow Mastiff, and Vargouilles. 
   
  Baneblade (Su):  A bonus given to 
  proven Cantis Warriors--a symbol of their strength.  
  After they have embarked on their first fiendish 
  hunt, they are awarded the Baneblade, a 
  double-bladed mastercraft-punching dagger.  
  Being Mastercraft, it gains a +1 to hit and deals 
  1d6 damage plus the ranger’s strength bonus.  
  As levels progress, the weapon becomes 
  naturally enchanted finally +5 at 20th level.  This 
  enchantment does not stack if the weapon is 
  enchanted separately.  When it becomes +1 at 
  5th level, it counts as magical, and at 10th level, it 
  counts as good and the weapon permits the use 
  of the Two Weapon fighting feat but only if using 
  the Baneblade in the off hand.  At 15th, its Critical 
  rating increases to 19-20/x3 (from 20/x3).  At 18th 
  level, it increases to 16-20/x3.  Finally, at 20th level, 
  it gains the speed bonus, allowing for an 
  additional strike per round.   
   
  Fiend-slayer (Su):  At 4th, 6th, 8th, 12th, 
  and 20th level, any arrow a Cantis Ranger uses 
  becomes enchanted by her will to slay the 
  creatures of the underworld (the same list 
  
   
  62
  above).  Thus, once a day for each Fiend-slayer 
  level (five in all), she can launch a +1 Slaying 
  arrow, forcing any denizens of the underworld to 
  make a fort save (DC20) or die instantly.  It is the 
  arrow that becomes enchanted and not the 
  bow.  The arrow could also then be used as a 
  single use hand weapon if emergencies arise.  
   
  Fiendish Awareness (Su):  Cantis Rangers, 
  at 11th level, no longer need to stand guard 
  against the minions of the underworld, as these 
  forces can no longer ambush this soldier against 
  evil.  At this point, the Ranger cannot be flanked 
  nor ambushed by any fiendish creatures.  She  
  can never be caught flat-footed.  Additionally, 
  she can detect automatically, any fiendish 
  creature in a 10 foot / level radius.  In just detects 
  the presence and does not offer details of what 
  or how many there are unless them come from 
  different directions. 
   
  Detect Fiendish Weakness (Su):  Extensive 
  training and discipline and years of studying 
  creates a deadly hunter of evil.  Cantus Ranger, 
  after years of fighting the forces of darkness, now 
  know exactly where to strike Fiendish creatures 
  where it hurts the most.  Therefore, at 11th level, 
  Cantus Rangers develops a sneak attack ability 
  similar to the Rogue natural ability.  If the Ranger 
  attacks a fiendish creature unable to defense 
  itself effectively from the attack , the ranger can 
  attack a vital spot for extra damage.  Basically, 
  any time a fiendish opponent is denied his 
  Dexterity bonus to AC or when the Ranger flanks 
  her Fiendish opponent, she can strike for extra 
  damage.  The extra damage is +1d6 at 11th level 
  and increases +1d6 at 14th, 17th and 20th level 
  to a maximum of +4d6.  If the Ranger scores a 
  critical strike, this damage is not multiplied.  
  Ranged attacks can only count as sneak attacks 
  if the target is within 30feet.   
   
  Woodland Stride (Ex): Starting at 7th 
  level, a ranger may move through any sort of 
  undergrowth (such as natural thorns, briars, 
  overgrown areas, and similar terrain) at his 
  normal speed and without taking damage or 
  suffering any other impairment. 
   
  However, thorns, briars, and overgrown 
  areas that are enchanted or magically 
  manipulated to impede motion still affect him. 
   
  Swift Tracker (Ex): Beginning at 8th level, 
  a Cantis ranger can move at his normal speed 
  while following tracks without taking the normal –
  5 penalty. He takes only a –10 penalty (instead of 
  the normal –20) when moving at up to twice 
  normal speed while tracking. 
   
  Evasion (Ex): At 9th level, a ranger can 
  avoid even magical and unusual attacks with 
  great agility. If he makes a successful Reflex 
  saving throw against an attack that normally 
  deals half damage on a successful save, he 
  instead takes no damage. Evasion can be used 
  only if the ranger is wearing light armor or no 
  armor. A helpless ranger does not gain the 
  benefit of evasion. 
   
  Camouflage (Ex): A ranger of 13th level 
  or higher can use the Hide skill in any sort of 
  natural terrain, even if the terrain doesn’t grant 
  cover or concealment. 
   
  Hide in Plain Sight (Ex): While in any sort 
  of natural terrain, a ranger of 17th level or higher 
  can use the Hide skill even while being observed. 
   
  PRESTIGE CLASSES OF 
  ECHA 
   
  MYRE PALADIN 
   
  As stated above, Paladins are paladins 
  are paladins…unless you are trained at Castle 
  Myre, a fanatical sect.  They push the hard line 
  envelope of Lawfulness but often seem to stray 
  from the lines of pure good.  They are still 
  Paladins but their idea of right often feels 
  abrasive to others.  Myre believes it protects the 
  unfortunate by keeping them uninformed and 
  ignorant.  They often believe knowledge to be 
  dangerous and those possessing it and flaunting 
  it carelessly to be a danger to themselves and 
  others even if their intentions are pure.  Many 
  neighbors refer to Myre Paladins as Grey Knights.  
  Grey Knights are known to indulge in acts  
  seemingly prohibited by other Paladins and some 
  excommunicated Paladins from other faiths and  
  joined the Myre order to reinstate their powers 
  without having to reconfirm their faith.   
   
  Myre Paladins often work alone and are 
  seldom seen outside Euras.  They embark on 
  many treks to retrieve forbidden knowledge and 
  act in obsessive aggression to succeed at that 
  mission.   
   
  Hit Die:  d10 
  REQUIRMENTS 
   
  To qualify to become a Myre Paladin, a 
  character must fulfill all of the following criteria. 
   
  Alignment:  Any Lawful. 
   
  Base Attack Bonus:  +6 
   
  Knowledge (Religion):  2 ranks. 
   
  Intimidate:  3 ranks 
   
  Diplomacy:  6 ranks 
   
  Feats:  Cleave 
  CLASS SKILLS 
   
  The Myre Paladin’s class skills (and the 
  key ability for each skill) are Concentration 
  (Con), Craft (Int), Diplomacy (Cha), Handle 
  Animal (Cha), Heal (Wis), Knowledge (Religion) 
  
   
  63
  (Int), Profession (Wis), Ride (Dex), Bluff (Cha), 
  Intimidate (Cha), and Knowledge (Artifacts) (Int).  
  See Chapter 4 in the Player’s Handbook for skill 
  descriptions. 
  Skill Points at Each Level:  (2 + Int Modifier) 
  CLASS FEATURES 
   
  All of the following are class features of 
  the Myre Paladin. 
   
  Weapon and Armor Proficiency:  Myre 
  Paladins are proficient with all simply and martial 
  weapons, with all types of armor (heavy, 
  medium, and light), and with shields.  Note that 
  armor check penalties for armor heavier than  
  leather apply to the skills Balance, Climb, Escape 
  Artist, Hide, Jump, Move Silently, Pick Pocket, and 
  Tumble.  In addition, Swim checks suffer –1 
  penalty for every 5 lbs of armor and equipment 
  carried.  
   
  Blind Eye:  A Myre Paladin’s obtuse 
  personality often clouds judgment and allows, 
  even subconsciously, for them to act in ways 
  alien to good creatures.  At second level and 
  higher, a Myre Paladin may attempt to smite a 
  target he believes to be acting evil-like or being 
  possessed by evil spirits.  How do they justify this 
  act? 
   
  Are they practicing or encouraging any 
  freedom of speech or magic? 
   
  Do they possess knowledge dangerous if 
  in the hands of normal people? 
   
  Is the target an Arcane spell caster? 
   
  If the Myre Paladin believes the target to 
  be dangerous to the world by exposing 
  knowledge with the capacity of destruction or 
  can answer yes to the three questions above, the 
  Myre Paladin may attempt to smite the target.  
  She adds her Charisma modifier (if positive) to 
  her attack roll and deals 1 extra damage per 
  level.  If the GM decided after the fact that The 
  Myre was not totally convinced that act was 
  valid, the smite has no effect, but is still used up 
  for that day.  Blind Eye is a supernatural ability.  It 
  can be done only once a day. 
   
  Pompous Ignorance:  Myre Paladins’ self-
  important and arrogant personalities are 
  legendary.  Paladins lose the Detect Evil ability in 
  exchange for Blind Eye.  They receive their 
  Charisma modifier (if possible) as a bonus to all 
  and WIS saving throws. 
   
  Divine Health:   Myre Paladins receive a 
  Pompous belief they are immune to all, and mind  
  is greater than body as it enables the Myre 
  Paladin, divinely graced or not, to be immune to 
  all disease, but NOT magical disease such as 
  Mummy Rot and Lycanthropy.   
   
  Aura of Courage:  Beginning of second 
  level, a Myre Paladin is immune to fear (magical 
  or otherwise).  However, unlike normal Paladins, 
  Allies within 10 feet of the Paladin do not receive 
  the +4 morale bonus. 
   
  Code of Myre:  Myre believes that 
  knowledge is dangerous and any magical items 
  should be controlled and regulated by Myre.  
  Therefore, a Myre’s usual code of honor and 
  kindness often gets thrown out the window when 
  faced with the opportunity to dispatch the code 
  of Myre on the unwilling.  This is amplified if the 
  magical item is powerful or the knowledge is 
  especially dangerous like high level Arcane 
  magic.  They often leave good Clerics alone.  
  However, they don’t get along with other 
  Paladins whom consider the Myre Order 
  populated by blasphemists.  Because of this 
  obtuse and ostentatious personality, Myre gain 
  an automatic +4 to all Intimidation rolls when 
  faced with such an opportunity.  If such an 
  occurrence results in combat, the Myre Paladin 
  receives a +1discipline bonus to all hit rolls. 
   
  Associates:  While she may adventure 
  with characters of any alignment, a server of 
  Myre will never associate with high level Wizards 
  or any person possessing more than +1 magical 
  items or devices worth more that 10 000.  Ex-Myre 
  Paladins have no such problems. 
   
  Intolerant Rage:  Myre Paladins are 
  known to get carried away with their crusades.  
  Their obsessions often reach insane levels and 
  they go off the edge in a blinding fury.  The 
  Paladin swings into a frenzy, boosting strength 
  and durability.  He temporarily gains +4 to 
  Strength, +4 to Constitution, and a +1 to 
  Charisma, but suffers a –2 penalty to AC.  The 
  Myre 
  CLASS 
  LEVEL 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  SPELLS PER DAY 
      1           2           3            4 
  1st 
  +1 
  +2 
  0 
  0 
  Pompous Ignorance, Divine Health, Code of 
  Myre, Intolerant Rage (1/day) 
  0 
  -- 
  -- 
  -- 
  2nd 
  +2 
  +3 
  0 
  0 
  Blind Eye, Aura of Courage,  
  1 
  -- 
  -- 
  -- 
  3rd 
  +3 
  +3 
  +1 
  +1 
   
  1 
  0 
  -- 
  -- 
  4th 
  +4 
  +4 
  +1 
  +1 
  Intolerant Rage (2/day) 
  1 
  1 
  -- 
  -- 
  5th 
  +5 
  +4 
  +1 
  +1 
   
  1 
  1 
  0 
  -- 
  6th 
  +6 
  +5 
  +2 
  +2 
  Greater Rage 
  1 
  1 
  1 
  -- 
  7th 
  +7 
  +5 
  +2 
  +2 
   
  2 
  1 
  1 
  0 
  8th 
  +8 
  +6 
  +2 
  +2 
  Intolerant Rage (3/day) 
  2 
  1 
  1 
  1 
  9th 
  +9 
  +6 
  +3 
  +3 
   
  2 
  2 
  1 
  1 
  10th 
  +10 
  +7 
  +3 
  +3 
  Mighty Rage 
  2 
  2 
  2 
  1 
  
   
  64
  increase in Constitution increases the Knight’s hit 
  points by 2 points per level, but these hit points 
  go away at the end of the rage when the 
  Constitution score drops back to normal.  While in 
  a frenzy, the Myre Paladin cannot use skills or 
  abilities that require patience and  
  concentration, such as moving silently or casting 
  spells.  She can use any feat except for Expertise, 
  Item Creation Feats, Metamagic Feats, and Skill 
  Focus.  A fit of rage lasts for a number of rounds 
  equal to 3+ the character’s (newly improved) 
  Constitution modifier.  The Paladin can end the 
  rage  prematurely.  At the end of the rage, the 
  Paladin is fatigued (-2 to Strength, -2 to Dexterity, 
  can’t charge or run) for the duration of that 
  encounter.  The Paladin can only fly into this 
  frenzy once per encounter and only a certain 
  number of times per day determined by the class 
  level.  Entering the rage takes no time itself  but 
  the Paladin has to do it during his turn, not in 
  response to somebody else’s action. 
   
  Spells:  Similar to Paladins, Myre Paladins 
  are slightly modified but are still divinely 
  appointed… 
   
  Greater Rage (Ex): At 6th level, a Myre 
  Paladin bonuses to Strength and Constitution 
  during his rage each increase to +6, and his 
  morale bonus on Will saves increases to +3. The 
  penalty to AC remains at –2. 
   
  Mighty Rage (Ex): At 10th level, a Myre 
  Paladin’s bonuses to Strength and Constitution 
  during his rage each increase to +8, and his 
  morale bonus on Will saves increases to +4. The 
  penalty to AC remains at –2. 
  SPECIAL 
   
  Ex-Paladins are often the most common 
  demographic in Myre, as they can regain their 
  abilities without reaffirming their faith.  Since any 
  class could technically join the Myre order and 
  pick up abilities normal Paladins already possess, 
  true Paladins joining up pick up additional 
  abilities (but they have to remain Paladins): 
  PALADIN 
  EXTRA 
  LEVEL 
   
  ABILITY 
  1-3 
  Smite Evil:  Paladin’s smite evil ability / 
                 day increases per his total Paladin +  
                 Myre Class per the Paladin class in PHB. 
  4-7 
  Extra Turning.  The Myre Paladin still in a 
   
  divine favor may turn undead up to four 
   
  more times a day.  Also gains the 
   
  Leadership feat. 
  8-10 
  Power Intimidation:  The Paladin receives 
   
  a +1 to Charisma. 
  11+ 
  Detect thoughts as per the spell to a 
   
  Sorcerer equal to the Paladin level 
   
  divided by two (rounded down).  This is a 
   
  supernatural ability the Paladin can use 
   
  once per day. 
  PLAYING MYRE PALADINS: 
  Lawful Good:  Control your anger.  Limit your 
  resolve.  Many of your comrades fall into a void, 
  caste away from their deities.  You take pride in 
  your religious upbringing and embrace few Myre 
  abilities.  You believe in the order but not in many 
  of its member’s tactics.   
  Lawful Neutral:  Commonly ex –paladins, the 
  most common demographic of the order, you 
  join Myre mostly out of necessity, to gain back 
  the power without having to repent.  You believe 
  in the ways and coda of Myre but seldom let 
  your rage get to you.  However, you may still 
  believe in the hard line approach.   
  Lawful Evil:  Absolute power corrupts absolutely.  
  You believe that everyone else needs 
  shepherding.  You believe in the hard line 
  approach in Myre and will resort to anything to 
  reach success in your quests.  People using 
  magic commit sins and should be dealt with 
  accordingly. 
  KWAN KUNG – THE HOLY 
  WARRIORS OF THE CLOUDS 
   
  A dying art, the fighting style known as 
  Kwan Kung passes down through father to son.  
  However, as the Cloud Folk lesson in number 
  every year, fewer inhabitants demonstrate the 
  unique fighting style of the Kwan Kung.  For one, 
  elders only teach it to their young when they 
  have reached a certain level of skill, after they 
  have mastered several other fighting styles.  
  Sometimes, the apprentice must undergo a 
  great quest or even several before earning the 
  privilege if being taught.  Rumors speak of several 
  warriors not passing until well past their prime.  
  The greatest warriors of Kwan Kung are young at 
  60 years of age.   
   
  Eventually, less than a dozen grand 
  masters remained.  Finally, a few allowed to train 
  other children, but only after many years of 
  training in other fields.  Sometimes, after years or 
  decades even, the Master takes the pupil into 
  the mountains for the final training.  This can 
  sometimes take anywhere from three weeks to six 
  months and more than a couple pupils have lost 
  their lives at this stage.  The ones that do return 
  are battered and worn but display wills of iron.  A 
  devout spirit maintains total control of character 
  and whose concentration and stillness of mind is 
  only bested by the most trained monks.   
   
  Often derived from Paladins and 
  Rangers, Kwan Kung Warriors’ power flows from 
  their cloaks--special shrouds usually woven by the 
  warriors themselves upon graduation.  The cloaks 
  often appear in dark colors and shades and 
  often terminate to a “forked-tongue”  shape.  
  Some even make the cloaks to resemble  
  
   
  65
  overcoats while others are simple capes.  The 
  cloak itself, only functions as a receptacle to the 
  power of the Kwan Kung and is useless in the 
  hands of another.  Without his cloak, the Kwan 
  Kung is crippled but by no means useless.  No 
  other cloak can be substituted but a new one 
  can be made as long as the warrior has proper 
  supplies. 
   
  Defined as holy warriors, The Kwan Kung 
  exhibit similar features to Paladins without the 
  spell casting abilities.  They are crusaders but 
  often not fanatical.  They don’t have to worship  
  a deity but many do.  They often talk little and 
  few people even notice their presence.  Most of 
  the time, their entire bodies are shrouded in 
  cover, concealing their armor and weapons.  
  They bind themselves to no lord except for their 
  father’s house and if they separate, they go 
  nomadic.  They never seek new lords and 
  continue their beliefs as Ronin. 
   
  Hit Die:  d10 
  REQUIRMENTS 
   
  To qualify to become a Kwan Kung, a 
  character must find a trainer and denote a time 
  anywhere from two weeks to two years dictated 
  by the DM.  They must also embark on a quest 
  also dictated by the DM.  After all role-playing 
  requirements are finished, the PC must meet all 
  of the following criteria. 
   
  Alignment:  Any Good. 
   
  Base Attack Bonus:  +8 
   
  Craft (Weaving or Leatherworking):  2 
  ranks. 
   
  Concentration:  5 ranks 
   
  Tumble:  4 ranks 
   
  Feats:  Dodge, Mobility 
  CLASS SKILLS 
   
  The Kwan Kung’s class skills (and the key 
  ability for each skill) are Concentration (Con), 
  Craft (Int), Diplomacy (Cha), Heal (Wis), 
  Knowledge (Religion) (Int), Profession (Wis), 
  Balance (Dex), Jump (Str), Tumble (Dex).  See 
  Chapter 4 in the Player’s Handbook for skill 
  descriptions. 
  Skill Points at Each Level:  (2 + Int Modifier) 
  CLASS FEATURES 
   
  All of the following are class features of 
  the Kwan Kung. 
   
  Weapon and Armor Proficiency:  Kwan 
  Kung are proficient with all simply and martial 
  weapons, with all types of armor (heavy, 
  medium, and light).  NOT with shields.  Note that 
  armor check penalties for armor heavier than 
  leather apply to the skills Balance, Climb, Escape 
  Artist, Hide, Jump, Move Silently, Pick Pocket, and 
  Tumble.  Also Swim checks suffer –1 penalty for 
  every 5 lbs of armor and equipment carried. 
   
  Kwan Kung Cloak:  Everything the Kwan 
  Kung learns focuses through her cloak.  
  Eventually, the cloak appears animated itself, all 
  under the control of its wearer.  All Kwan Kung 
  Cloak abilities channel from the holy warrior and 
  exists only when worn by her.  The cloak is useless 
  in the hands of anyone else…even another Holy 
  Warrior.  When a Kwan Kung Warrior reaches 
  graduation, she weaves her own cloak.  It is 
  unique to her own, modeled usually after the 
  symbols of the house she belongs to.  Visibly, from 
  the start, the cloak appears somewhat alive, 
  capable of always being where the warrior  
  wants it to be.  All the abilities that spurn from the 
  cloak are considered supernatural in origin.  They 
  also are unique to the cloak and wearer so a 
  regular cloak will not channel the abilities.  If a 
  cloak is lost, it must be found, usually involving 
  and game centered quest.  If destroyed, the 
  Warrior must create a new one.  This requires 48 
  hours of prayer and meditation as well as a 
  successful “Weave” skill, DC20 to create it 
  perfectly.  The cost of materials is expensive, 
  requiring rare fabrics and spell components.  The 
  total cost of the cloak is the character level x 
  1000.   
   
  The bonus Kwan Kung Cloak abilities 
  offered at levels 1, 3, 5, 7, and 9 do not operate if 
  the Warrior uses a shield.  Initially, the cloak offers  
  +2 to all Reflex Saving Throws (not incorporated in 
  the chart above). 
   
  At 3rd Level, the Kwan Kung cloak acts 
  similar to an Entropic Shield, deflecting incoming 
  arrows, rays, and other ranged attacks.  Each 
  ranged attack directed at the Warrior that the 
  attacker makes an attack roll has a 20% miss 
  Kwan-Kung 
  CLASS LEVEL 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +2 
  0 
  0 
  Kwan Kung Cloak, Stage 1, Cloak Armor +1 
  2nd 
  +2 
  +3 
  0 
  0 
  Elemental Protection  
  3rd 
  +3 
  +3 
  +1 
  +1 
  Cloak Entangle, Kwan Kung Cloak, Stage 2 
  4th 
  +4 
  +4 
  +1 
  +1 
  Feather Fall, Cloak Armor +2 
  5th 
  +5 
  +4 
  +1 
  +1 
  Cloak Shield, Kwan Kung Cloak, Stage 2 
  6th 
  +6 
  +5 
  +2 
  +2 
  Cloak Armor +3, Animate Cloak (1 attack) 
  7th 
  +7 
  +5 
  +2 
  +2 
  Elemental Protection, Kwan Kung Cloak, Stage 3 
  8th 
  +8 
  +6 
  +2 
  +2 
  Cloak Armor +4, Animate Cloak (2 attacks) 
  9th 
  +9 
  +6 
  +3 
  +3 
  Blur, Kwan Kung Cloak, Stage 4 
  10th 
  +10 
  +7 
  +3 
  +3 
  Fly, Cloak Armor +5, Animate Cloak (3 attacks) 
  
   
  66
  chance.  Other attacks that simply work at a 
  distance are not affected (Like Dragon’s Breath). 
   
  At 5th level, the Cloak offers a +2 
  Competency Bonus to all Tumble Checks and 
  Jump checks.  They also gain the Improved Trip 
  Feat. 
   
  At 7th level, The Kwan Kung Warrior gains 
  the Spring Attack Feat.  If they already possess 
  the feat, they gain the additional ability to add 
  an additional target to receive no attacks of 
  opportunity from when using the feat. 
   
  At 9th level, the warrior gains the Evasion 
  Feat.   
   
  Elemental Protection:  At 2nd level, the 
  warrior can shield herself from the elements 
  utilizing the cloak.  She weaves new fabric into 
  the cloak, reinforcing it to one type of attack.  
  She chooses one element and the choice is 
  permanent.  The effect is also constantly in 
  effect.  The cloak absorbs the first 10 points of 
  any attack of chosen element. 
   
  At 7th level, the Warrior chooses another 
  element for another 10-point absorption.  She 
  may not choose the same element again. 
   
  Cloak Entangle:  At 3rd level, the cloak 
  itself can make an grapple check as a free 
  action on any target within 5 feet of the Warrior.  
  The attack is assumed to have been made by 
  warrior herself.  The Warrior can attempt these 
  attacks once per day per two levels of Kwan 
  Kung. 
   
  The grapple lasts 1 minute per Kwan 
  Kung level or until the grapple is broken.  Using 
  the cloak to entangle, the opponent does not  
  gain an attack of opportunity.  The PC makes a 
  melee touch attack to grab the target.  If the PC 
  succeeds, the cloak grapples the target.  The 
  cloak can entangle a target up to the same size 
  of the warrior.   The target cannot move or 
  attack and must make an opposed grabble 
  check against the cloak the next round or 
  remain grappled.   
   
  Feather Fall:  As per the spell, a Kwan 
  Kung at 4th level and on may slow her descent 
  from a fall as many times per day as their Kwan 
  Kung level –4.  Even though it acts exactly like the 
  spell of the same name, this operates as a 
  Supernatural Ability. 
   
  Cloak Armor:  The cloak hardens and, 
  virtually moves to block many incoming attacks, 
  all seemingly on will alone even though actually 
  controlled through the movements of the Warrior.  
  Unlike mundane armor, cloak armor entails no 
  armor check penalty, arcane spell failure 
  chance, or speed reduction.   The AC Shield 
  bonus is +1 at 1st level, +2 at 4th level, and +3 at 
  6th level, +4 at 8th level, and +5 at 10th level.  The 
  cloak can only deflect attacks than the Warrior is 
  aware of and is actively trying to defend against.  
  Therefore the cloak cannot defend against 
  sneak attacks or any attacks if the Warrior 
  cannot add his Dex bonus to the attack.   
   
  Animated Cloak:  Finally, at 6th level, the 
  Kwan Kung Warrior’s cloak begins to act 
  independently.  As long as the cloak remains 
  attached to the warrior, it acts under the PC’s 
  control.  The Warrior can turn this ability off and 
  on at will.  A animated cloak thus becomes a 
  target of counterattack.  If destroyed, the cloak 
  is useless and needs replacing, thus placing the 
  cloak at risk sometimes is not the better course of 
  action.   
  Hit Dice:  2d10 / Kwan Kung Level 
  Initiative:  Same as Kwan Kung Warrior 
  Speed:  N/A 
  AC:  14 + Kwan Kung Level 
  Attacks:  Leather spike +2/Kwan Kung Level 
   
   1 attack at level 6, 2 at level 8 and 3 at 
   
  level 10. 
  Damage:  Spike 1d8 +1/Kwan Kung Level 
  Face/Reach:  5ft by 5ft/5ft 
  Special Attacks:  Entangle, see above. 
  Special Qualities:  See text. 
  Saves:  Fort +0, Ref +2, Will +0 
  Abilities:  Str (same as Character ), Dex (same as 
   
  Character), Con --, Int --, Wis --, Cha – 
  Combat: 
   
  Construct:  Immune to mind-influencing 
  effects, poison, disease, and similar effects.  Not 
  subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive 
  damage. 
   
  Entangle:  See above 
   
  Cloak Blur:   The warrior’s outline appears 
  blurred, shifting and wavering at 9th level.  This 
  distortion grants her concealment (20% miss 
  chance).  A see invisibility spell does not 
  counteract the blur effect, but a true seeing spell 
  does.  Opponents that cannot see the subject 
  ignore the spell’s effect (though fighting an 
  unseen opponent carries penalties of its own).  A 
  Kwan Kung Warrior blurs as free action and ends 
  when the Warrior wishes.  The total daily duration 
  is 1 minute per Prestige level. 
   
  Fly:   The Kwan Kung warrior of 10th level 
  can fly at a speed of 40.  She can ascend at half 
  speed and descend at double speed, and her 
  maneuverability is good.   Using the cloak to fly 
  requires only as much concentration as walking, 
  so the Warrior can attack or cast spells normally. 
  The warrior can charge but not run, and cannot 
  carry aloft more weight than her maximum load, 
  plus any armor she wears.  Should the duration 
  expire while the Warrior is still aloft, the cloak falls 
  slowly downward 60 feet per round for 1d6 
  rounds. If she reaches the ground in that amount 
  
   
  67
  of time, she lands safely. If not, the warrior falls 
  the rest of the distance.  This is a spell-like ability 
  unlike the other cloak abilities and thus can be 
  counteracted.  If she does plummet, she should 
  hopefully have a feather fall handy.  The ability 
  lasts as long as the Kwan Kung’s level / minute. 
   
  NEW MAGIC 
   
  DISRUPTION FOCUS (Metamagic 
  Feat) 
   
  As a spellcaster’s knowledge of magic 
  grows, she can learn to cast spells that boost the 
  disruption wave to Technology.  Spells modified 
  by this metamagic feat do not use a spell slot 
  higher than normal. 
   
  Benefit: You can boost a spell’s 
  Enchantment Disruption.  Its range or magical 
  effects are not altered in anyway.  The spell 
  affected obviously should be a spell that affects 
  someone else.   
   
  If any technology is  struck or caught in 
  the blast radius (if any) of a spell that causes 
  damage, they must make an EDF roll like they 
  would normally.  However, the EDF percentage 
  increases 30% (3 Tech Levels).  TL2 Items must 
  now roll as a TL5 items and a TL4 Item must roll as 
  a TL7 Item.  Saint technology (see later) is 
  shielded TL6 (TL4)…it now increases to TL7. 
   
  Any TL shielded to TL0 still must roll.  
  Angels are still immune. 
   
  NOTE:  Disruption Focus can be used for 
  the two new spell listed below. 
   
  DISRUPTION RAY (New Spell) 
  Evocation [Force] 
  Level:  Sor/Wiz 1 
  Components:  V, S 
  Casting Time:  1 standard action 
  Range:  Medium (100 ft. + 10 ft./level) 
  Targets:  Up to five creatures, no two of which 
  can be more than 15 ft. apart 
  Duration:  Instantaneous 
  Saving Throw:  See Below 
  Spell Resistance: Yes 
   
  A ray of energy darts forth from your 
  fingertip and strikes its target, forcing technology 
  on the target (or the target itself if its 
  technological) to make an EDF roll.  You must 
  succeed on a ranged touch attack with the ray 
  to force an EDF check from the struck 
  technology. 
   
  For every two caster levels beyond 1st, 
  you gain an additional ray—two at 3rd level, 
  three at 5th, four at 7th, and the maximum of five 
  rays at 9th level or higher.  Each ray must be 
  rolled to strike individually.   
   
  If you shoot multiple rays, you can have 
  them strike a single creature or several creatures. 
  A single ray can strike only one creature. You 
  must designate targets before you check for spell 
  resistance or force an EDF roll.  The EDF chance is 
  not altered unless the Disruption Focus is used. 
   
  DISRUPTION BLAST (New Spell) 
  Evocation [Force] 
  Level: Sor/Wiz 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Area: 10-ft.-radius spread / 2 Levels 
  Duration: Instantaneous 
  Saving Throw: Reflex (see below) 
  Spell Resistance: Yes 
   
  A Disruption Blast is an effective spell to 
  cut whole armies of Techa to its knees.  The 
  explosion resembles a virtually invisible warping of 
  air that spreads out, creating no pressure. 
   
  You point your finger and determine the 
  range (distance and height) at which the Blast is 
  to burst.  A glowing, pea-sized bead streaks from 
  the pointing digit and, unless it impacts upon a 
  material body or solid barrier prior to attaining 
  the prescribed range, blossoms into the 
  Disruption Blast at that point. (An early impact 
  results in an early detonation.) If you attempt to 
  send the bead through a narrow passage, such 
  as through an arrow slit, you must “hit” the 
  opening with a ranged touch attack, or else the 
  bead strikes the barrier and detonates 
  prematurely. 
   
  The Blast forces EDF rolls from everything 
  Techa with an EDF Percentage in the Blast 
  Radius.  It causes no additional damage to 
  anything non-Techa.  Only Techa EDF shielding 
  can resist the EMP energy.   
   
  A Ref save is required but only by those 
  capable of avoiding all damage entirely 
  (through an Improved Evasion feat).  A success 
  means the target fled the blast radius before 
  taking the blast.  Otherwise, everything 
  technological inside must roll for EDF. 
   
  Focus:  A pearl worth 50 gp. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/Amethyst/Amethyst-Part2.pdf