TEXT: ISSUE NINE
  JUNE 2018
  ALL CREATURES GREAT AND SMALL…
  • Creating Custom Fantasy Races: A step-by-step guide to designing 
  unique races for your campaign
  • Hauberks and Hobbits: Armor weight and cost for small and large 
  creatures
  • Folks Fair and Foul: Beware the faerie, nymph, and jinn!
  • Noncombatant Characters: A new approach to handling normal men, 
  decadent nobles, noncombatant monsters, and more
  9
  
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  CREDITS
  Publisher & Editor-in-Chief: Alexander Macris
  Issue Contributors: Cole Kelland, Pat Kilbane
  Art Director: Todd Crapper
  Interior Artists: William McAusland, Michael Syrigos
  AXIOMS™ ISSUE NINE
  Axioms Issue 9 ©2018 Autarch™ LLC. Adventurer Conqueror King System © 2011-2018 Autarch LLC. Domains at War © 2013-2018 
  Autarch LLC. The Auran Empire™ and all proper names, dialogue, plots, storylines, locations, and characters relating thereto are copyright 
  2011-2015 by Alexander Macris and used by Autarch LLC under license. Some artwork is copyright 2012 William McAusland and used 
  with permission. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized 
  use of the material or artwork contained herein is prohibited without the written permission of the copyright owners. Autarch™, Adventurer 
  Conqueror King™, Adventurer Conqueror King System™, ACKS™, Domains at War™, and Guns of War™ are trademarks of Autarch™ LLC. 
  This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. 
  3
  
  CREATING CUSTOM FANTASY RACES
  A STEP-BY-STEP GUIDE TO DESIGNING UNIQUE RACES FOR YOUR CAMPAIGN
  By Alexander Macris
  4
  CREATING CUSTOM FANTASY RACES
  With the release of Player’s Companion, Lairs & Encounters, and 
  Axioms I, the Adventurer Conqueror King System now provides 
  rules for creating custom classes, custom spells, custom monsters, 
  and custom magic types. What it does not yet provide, however, is 
  a set of rules for creating custom playable fantasy races. This article 
  fills that gap, elaborating on some mechanics we initially presented 
  on the Autarch forums.
  Follow these steps to create a custom fantasy race for your 
  campaign:
  1. 
  Develop a name and concept for the fantasy race. Is it a 
  sinister race of serpent-men with access to dark magic? Is it a 
  titanic race of giant-sized humanoids? Perhaps it is a race of 
  human-sized talking rabbits. The concept should drive your 
  choices in the remaining steps.
  2. 
  Determine the ability score requirements for the race (see 
  Requirements below).
  3. 
  Determine any modifications or restrictions that may apply 
  to the race’s allocation of build points to the class category 
  values (see Class Category Values below).
  4. 
  Select one or more custom powers for the fantasy race and 
  assign them to the racial values of 0, 1, 2, 3, and 4 (see Racial 
  Powers below)
  5. 
  Calculate the cost for racial value 0. 
  a. 
  Count the total number of racial powers available at 
  racial value 0. Remember that some racial powers count 
  as negative, half, two, or other variable numbers of 
  powers.
  b. 
  For each racial power, increase the cost of the race at this 
  value by 40 XP, or more if the power is directly applicable 
  to all of the race’s likely classes (see Racial Powers below). 
  c. 
  For each racial power that is a spell-like ability, increase 
  the cost of the race at this value by 65 XP + 5 XP per level 
  of the spell (see Racial Powers below).
  d. 
  If the race’s racial value mimics or stacks with a class 
  category value (such as Elf and Arcane), add the cost of 
  the mimicked class value at that level.
  e. 
  If the race’s racial value mimics or stacks with a negative 
  class category value (such as Halfling and HD), subtract 
  the cost of the mimicked class value.
  f. 
  Subtract 40 XP from this total to represent the fact that 
  racial classes lose maximum levels of experience.
  6. 
  Calculate the cost for racial value 1, 2, 3, and 4 by repeating 
  these steps. 
  7. 
  Calculate the additional cost per level after 8. 
  a. 
  If the race’s racial value mimics a class category value 
  (such as Elf and Arcane), divide the Racial Value XP cost 
  at Value 4 by the cost for Elf 4 (2,625) and multiply the 
  result by 50,000. Round to the nearest 5,000. This is the 
  additional cost per level after 8.
  b. 
  If the race’s racial value does not mimic a class category 
  value (such as Dwarf), divide the Racial Value XP cost at 
  Value 4 by the cost for Dwarf 4 (1,400) and multiply the 
  result by 10,000 for 2 class types and 30,000 for 2 class 
  types. Round to the nearest 25,000. This is the additional 
  cost per level after 8.
  c. 
  If the race is monstrous (as determined by the Judge), the 
  cost per level after 8 continues to double. Apply this rule 
  for races that are particularly inhuman and powerful. 
  You’re finished. Time to build a class using your new fantasy race!
  REQUIREMENTS
  All fantasy races should have at least one ability score requirement 
  of 9 or higher. Races whose racial value mimics the Arcane value 
  should require Intelligence 9 or higher. Races whose racial value 
  mimics the Divine value should require Wisdom 9 or higher. 
  Other ability score requirements are at the Judge’s discretion. 
  Fantasy races with higher ability score requirements will tend to be 
  CREATING CUSTOM FANTASY RACES
  
  5
  CLASS CATEGORY VALUES
  available for play much less often, so setting high requirements is a 
  useful tool to keep some races comparatively rare and exceptional. 
  Apart from the mechanical effect on the die roll, what does it mean 
  for a race to have ability score requirements? For instance, what 
  does it mean to say that “all gnome classes require a minimum 
  Intelligence and Constitution of 9 or better”? There are many ways 
  of interpreting the requirement. Here are a few:
   » G Factor: The natural floor for gnomish intellect and health 
  may simply be higher than it is in humans. The smartest gnome 
  is no smarter than the smartest human, but the least intelligent 
  gnome is as smart as the average human. (Tolkien’s elves seem 
  to just not have any weak, dumb, slow, sickly, or unattractive 
  members of their species.)
   » GNASA Dungeonauts: Gnomish culture might carefully 
  regulate entry into the adventuring classes. Only the most 
  intelligent and healthy applicants are able to become adventurers. 
  Entire government programs may exist that inflict annoying 
  gnomish tricksters on an unsuspecting host populace.
   » No Gnome Left Behind: Gnomish culture might have 
  wonderful public schools with a commitment to education and 
  physical fitness that assures that all gnomes reach a comfortable 
  baseline. Those that drop out of higher education end up as 
  tricksters, obviously. 
   » This Is GNOMELAND: Gnomes may systematically kill the 
  slow and weak during childhood, allowing only those capable 
  of bare-chested war cries in red cloaks to survive. This seems 
  unlikely, but it’s hard to know what these diminutive races are 
  capable of.  
  Which interpretation is “true” is a matter of world-building, not 
  mechanics. For instance, in my own campaign, the Auran Empire, 
  the meaning of the requirements varies from race to race. The 
  ability score requirement for dwarves is because dwarves simply 
  “are” hardier than humans; all dwarven classes require a minimum 
  Constitution of 9 because there are no dwarves with less than that. 
  Conversely, the nigh-impossible ability score requirements for 
  Nobirans represent the rarity of their manifestation. Nobirans 
  are drawn from those humans who have some divine ancestry or 
  blood, but that divine blood only manifests rarely (only when all 
  ability scores are 11 or above). The offspring of a dwarf is always 
  going to be a dwarf with a minimum Constitution of 9, but the 
  offspring of a Nobiran is only potentially a Nobiran.
  Since the choice of how difficult to make the requirements to meet 
  is a matter of world-building, rather than a matter of mechanics, it 
  does not adjust the cost of the class’s racial value. 
  CLASS CATEGORY VALUES
  One of the most effective tools to create a distinct fantasy race is 
  to adjust, modify, or limit the effects of the various class category 
  values.
  FIGHTING VALUE
  Races that are less than man-sized, such as gnomes and dwarves, 
  may be prevented from using two-handed swords or longbows. 
  This does not adjust the cost of the class’s racial value. If the race 
  is so small that it cannot wield any large weapons at all, and must 
  wield medium weapons with two-hands, this counts as the Short-
  Statured custom power (-0.5 power cost).
  Races that prefer particular weapons might encode these 
  preferences with limitations on choices for narrow or broad 
  weapon selections. For instance, dwarves with narrow or broad 
  weapon selections must include at least four axes, flails, hammers, 
  and/or maces among their selections, while elves with narrow 
  or broad weapon selections must include at least two bows, 
  crossbows, swords, or daggers. Gnomes with narrow or broad 
  weapon selections must include arbalests, crossbows, and war 
  hammers among their selections. Halflings with narrow weapon 
  selections are limited to choosing from bola, dagger, darts, hand 
  axe, javelin, sling, short bow, or short sword, while  halflings with 
  broad weapon selections can also choose battle axe, crossbow, 
  mace, or sword. Racial weapon preferences do not adjust the cost 
  of the class’s racial value.
  Races that are pacifistic, small, or otherwise ill-equipped for melee 
  combat may have their Fighting Value limited. For instance, 
  Halflings cannot allocate more than 2 points to Fighting.
  Races that have extraordinary fighting skills, or who often practice 
  fighting in addition to another profession, might allow build 
  points allocated to the Fighting Value to stack with build points 
  allocated to the racial value for purposes of determining the class’s 
  fighting ability. Add the effective values to find the class’s fighting 
  ability, up to a maximum of 4 points.  
  DIVINE CATEGORY
  Fantasy races that lack a relationship or devotion to the divine 
  may be forbidden from allocating build points to the Divine value, 
  or limited in the number of points they can allocate. If the race’s 
  racial value indicates something like its caste (as in Thrassians, or 
  a hypothetical serpentman race), the race may be limited in the 
  number of points it can allocate to this category by its racial value. 
  Limits on the Divine value do not adjust the cost of the class’s 
  racial value.
  Races that have an extraordinary relationship or devotion to 
  the divine, or who often practice divine spellcasting in addition 
  to another profession, might allow build points allocated to the 
  Divine Value to stack with build points allocated to the racial value 
  for purposes of determining the class’s divine spellcasting ability. 
  Add the effective values to find the class’s spellcasting abilities, up 
  to a maximum of 4 points.  Stacking increases the cost of the racial 
  value by the equivalent value of the benefit provided. For instance, 
  if Race 4 provides the equivalent of Divine 4, the cost of Race 4 
  must be increased by the cost of Divine 4.
  CLASS CATEGORY VALUES
  
  6
  CUSTOM POWERS FOR YOUR FANTASY RACE
  Races that are mechanically-inclined and worship craftsmanship, 
  such as dwarves, might gain the ability to create divine constructs 
  when they reach 9th caster level. This is such a minor benefit that 
  it does not add to the race’s XP cost, though such “freebies” should 
  always be used sparingly. 
  Remember that races whose racial value mimics the Divine value 
  should require Wisdom 9 or higher.
  ARCANE CATEGORY
  Fantasy races that lack innate magical abilities may be forbidden 
  from allocating build points to the Arcane category, or limited in 
  the number of points they can allocate. If the race’s racial value 
  indicates something like its caste (as in Thrassians, or a hypothetical 
  serpentman race), the race may be limited in the number of points 
  it can allocate to this category by its racial value. Limits on the 
  Arcane value do not adjust the cost of the class’s racial value.
  Races that exceed the spellcasting abilities of humans, or who often 
  practice arcane spellcasting in addition to another profession, 
  might allow build points allocated to the Arcane Value to stack 
  with build points allocated to the racial value for purposes of 
  determining the class’s arcane spellcasting ability.
  Unlike stacked racial and Divine values, stacked racial and Arcane 
  values can reach values of 5 or greater. If so, apply the following 
  rules. When calculating number of spells available, round fractions 
  of ½ or more up; round any smaller fractions down. 
   » Arcane + Race = 5: The class has the ability to cast spells and 
  engage in magical research as a mage, with the class’s spells per 
  level increased by 33%. The class uses its class level for all level-
  dependent spell ranges, durations, and damages; these are not 
  increased.
   » Arcane + Race = 6: As above, but the class’s spells per level are 
  increased by 50%.
   » Arcane + Race = 7: As above, but the class’s spells per level are 
  increased by 66%.
   » Arcane + Race = 8: As above, but the class’s spells per level are 
  increased by 100%.
  Stacking increases the cost of the racial value by the equivalent 
  value of the benefit provided. For instance, if Race 4 provides the 
  equivalent of Arcane 2, the cost of Race 4 must be increased by the 
  cost of Arcane 2.
  Note that it is possible for a fantasy race to be forbidden from 
  selecting the Arcane value while simultaneously having a racial 
  value that stacks with Arcane. For instance, gnomes may never 
  allocate build points to the Arcane category, but gnomes may gain 
  the ability to cast arcane spells by allocating points to the Gnome 
  Value.
  CUSTOM POWERS FOR YOUR 
  FANTASY RACE
  Custom powers for your fantasy race can be selected from the 
  Custom Power Index in the Player’s Companion or built using 
  the rules for Creating New Custom Powers found in the same 
  chapter. Except as noted below, they function exactly like class 
  custom powers.
  COST OF RACIAL CUSTOM POWERS
  Some Judges will have noticed that, if they calculate the cost per 
  custom power from the Fighting or Thievery value, it typically 
  costs 67 to 150 XP per power. Why, then, is the default cost just 40 
  XP to acquire a custom power for a race? 
  The reason is that races are intended to serve as the chassis for 
  multiple classes. Therefore, the racial powers should be more 
  general in nature and less specifically useful to any given class. 
  They are costed with a discount to reflect the fact that a typical 
  character will find its class custom powers more important in play 
  than its race custom powers. 
  However, sometimes racial powers do apply directly to the class’s 
  function. If a particular race tends to specialize in only one type of 
  class, and the racial powers are directly applicable to the function 
  of that class, then the Judge should charge 75, 100, or even 125 XP 
  per racial power to maintain balance. The Halfling Skills gained 
  from Halfling 1 – 4 cost 75 XP each, for instance, as they are 
  specially chosen to compliment the type of classes and functions 
  that halflings fulfill in the game, and for balance purposes cannot 
  be costed at less than equivalent Thievery value skills. 
  Powers such as Child-Like or Inhuman, which apply both a bonus 
  and a penalty to reactions with specific creatures, are typically 
  costed at 0 custom powers.
  COST OF RACIAL SPELL-LIKE ABILITIES
  A related issue is the cost of spell-like abilities. Spell-like abilities 
  taken as racial powers cost at least 70 XP each, more as the spell 
  level increases. This escalating cost is contrary to the approach 
  taken in the Player’s Companion, where spell-like abilities count as 
  one custom power each as long as they follow the usage limits (1st 
  level spells usable at will with a casting time of 1 turn, etc.). 
  However, the Player’s Companion also specifies that “spell-like 
  abilities should generally not appear as a class power at a level of 
  experience lower than the spell’s level.” Racial spell-like abilities 
  violate this rule, as the example of the gnome race shows: 1st 
  level gnomes can begin play with 2nd level spell-like abilities. The 
  special rules for costing racial spell-like abilities are intended to 
  reflect this.
  
  7
  EXAMPLES OF RACE CREATION
  EXAMPLES OF RACE CREATION
  In order to better illustrate the creation of fantasy races using this 
  system, they are organized from the least complex to the most 
  complex designs.
  NOBIRANS
  The Nobiran race is a very simple design that relies on a few 
  racial powers for flavor combined with racial value / Divine value 
  stacking. 
  Requirements: Since Nobiran value mimics Divine value, the 
  race must have a minimum Wisdom requirement. Here the rule 
  is moot, as we decided that Nobiran classes require a minimum 
  11 or better in all ability scores. This requirement makes Nobiran 
  racial classes exceptionally difficult to qualify for. Nobirans aren’t 
  limited in number because they have especially powerful racial 
  powers (they don’t), but simply to reflect an in-world conceit that 
  they are rare, divinely-touched, descendants of the gods.
  Nobiran 0: The race receives Divine Blessing (1 power), Blood of 
  Kings (1 power), Heroic Spirit (1 power), and Longevity (1 power), 
  for a total of 4 powers. None of these are spell-like abilities, so the 
  cost for them is 4 x 40 = 160 XP. However this is reduced by 40 
  XP in step 3(c). Therefore the cost for Nobiran 0 is 120 XP, which 
  rounds to 125 XP.
  Nobiran 1: The race’s racial value mimics Divine 1, so we add the 
  cost of the mimicked class value at that level to the total. Divine 1 
  costs 250 XP, so the cost is 375 XP. The value in Player’s Companion 
  is listed as 250 XP, but this is incorrect! The editors responsible for 
  this error have been sentenced to indenture in the salt mines of 
  Alakyrum.
  Nobiran 2: The race’s racial value mimics Divine 2, so we add the 
  cost of the mimicked class value at that level to the total. Divine 2 
  costs 500 XP (i.e. an additional 250 XP over Divine 1), so the cost 
  is 625 XP.
  Nobiran 3: The race’s racial value mimics Divine 3, so we add the 
  cost of the mimicked class value at that level to the total. Divine 3 
  costs 1000 XP (i.e. an additional 500 XP over Divine 2), so the cost 
  is 1,125 XP.
  Nobiran 4: The race’s racial value mimics Divine 4, so we add the 
  cost of the mimicked class value at that level to the total. Divine 4 
  costs 2000 XP (i.e. an additional 1000 XP over Divine 2), so the 
  cost is 2,125 XP. 
  ZAHARANS
  The Zaharan race is another very simple design. It relies on a few 
  racial powers for flavor combined with racial value / Arcane value 
  stacking. This parallels the design of the Elf value (see below) and 
  was intended to showcase an “evil elf” type race such as the Drow, 
  Melnibonéans, or Black Numenoreans. 
  Requirements: Zaharans require Intelligence, Wisdom, and 
  Charisma of 9 or higher. Since Zaharan value mimics Arcane 
  value, the race had to have a minimum Intelligence requirement. 
  Having two more requirements makes the race considerably more 
  difficult to qualify for than more common races like dwarf or elf, 
  but not nearly so difficult as Nobiran.  
  Zaharan 0: The race receives Ancient Pacts (1 power), Zaharan 
  Tongues (1 power), Inexorable (1 power), Dark Soul (-1 power), 
  and After the Flesh (3 powers). None of these are spell-like abilities, 
  so the cost for them is 5 x 40 = 200 XP. This is reduced by 40 XP in 
  step 3(c). Therefore the cost for Zaharan 0 is 160 XP, which rounds 
  to 150 XP. The value in Player’s Companion is listed as 200 XP.
  Zaharan 1: The race’s racial value mimics Arcane 1, so we add the 
  cost of the mimicked class value at that level to the total. Arcane 1 
  costs 625 XP, so the cost is 825 XP.  
  Zaharan 2: The race’s racial value mimics Arcane 2, so we add the 
  cost of the mimicked class value at that level to the total. Arcane 2 
  costs 1,250 XP, so the cost is 1,450 XP.
  Zaharan 3: The race’s racial value mimics Arcane 3, so we add the 
  cost of the mimicked class value at that level to the total. Arcane 3 
  costs 1,875 XP, so the cost is 2,075 XP.
  Zaharan 4: The race’s racial value mimics Arcane 4, so we add the 
  cost of the mimicked class value at that level to the total. Arcane 4 
  costs 2,500 XP, so the cost is 2,700 XP.
  GNOMES
  With the gnome, we begin to introduce spell-like abilities, custom 
  powers that accumulate over the various racial values, and partial-
  level stacking with Arcane. It’s a complex design but it all adds up.
  Requirements: All gnome classes require a minimum Intelligence 
  and Constitution of 9 or better. In the Auran Empire setting, 
  gnomes are a relatively rare hybrid descended from dwarven and 
  elven stock, so it made sense to impose the elf’s Intelligence and 
  dwarf’s Constitution requirement. 
  Gnome 0: The race receives Nose for Potions (2.5 powers), 
  Gnome Tongues (1 power), Gnomish Infravision (2.5 powers), 
  and Resistance to Illusions (1 power), for a total of 7 racial powers. 
  None of these are spell-like abilities, so the cost for them is 7 x 40 
  = 280 XP. However this is reduced by 40 XP in step 3(c). Therefore 
  the cost for Gnome 0 is 240 XP, which rounds to 250 XP.
  Gnome 1: The race receives faerie fire (level 1), ventriloquism 
  (level 1), and speak with animals (level 2). These are spell like 
  abilities which increase the cost for Gnome 1 by 70 XP, 70 XP, and 
  75 XP, or 215 XP total. The cost for Gnome 1 is therefore (240 XP 
  + 215 XP) or 455 XP, which rounds to 450 XP.  
  Gnome 2: The race gains the abilities of a mage of 1/3rd the 
  character’s class level. This is the equivalent of Arcane 1, so it 
  increases the cost by 625 XP to 1,080 XP. That rounds to 1,075 XP.
  Gnome 3: The race gains mirror image (level 2) and phantasmal 
  force (level 2). These are spell-like abilities which increase the 
  cost of Gnome 3 by 75 XP each. In addition, the race gains access 
  to all magic items usable for thieves (1 power). Collectively this 
  
  8
  increases the cost of Gnome 3 to (1,080 XP + 150 + 40) to 1,270 
  XP, which rounds to 1,275 XP. 
  Gnome 4: The race gains the abilities of a mage of ½ the character’s 
  class level. This is the equivalent of Arcane 2, so it increases the 
  cost by another 625 XP. In addition, the race gains Innate Illusion 
  Mastery (1 power), as well as the ability to use magic items usable 
  by mages (1 power). The cost for Gnome 4 is therefore (1,270 + 
  625 + 40 + 40)  1,975 XP.
  HALFLINGS
  The halfling design is unusual in that its racial values run negative 
  – in other words, halfling classes cost less XP than human classes. 
  The reason for the negative XP cost of the halfling value is the 
  class’s Weak custom power, which imposes a HD type reduction. 
  Since increasing HD by one type increases a class’s XP cost by 500 
  XP, reducing HD by one type is modeled by reducing the race’s XP 
  cost at each point by 500 XP. 
  Another unusual aspect of the halfling design is that the halfling 
  value affords the race a series of “halfling skills” which are especially 
  suited to halfling adventurers. Therefore these powers are costed at 
  75 XP each rather than the usual 40 XP. 
  Requirements: Halfling classes require a minimum Dexterity 9 or 
  better. The halfling race is easy to qualify for without any special 
  rules.
  Halfling 0: The race receives Child-like (0 powers), Demi-Human 
  Ancestry (0.5 powers), Difficult to Corrupt (1 power), Easily 
  Encumbered (-1 power), Halfling Tongues (1 power), Heroic 
  Breakfast (1 power), Underfoot (1 power), Short-Statured (-0.5 
  powers), and Weak (-1 power), for a total of 2 custom powers. 
  None of these are spell-like abilities, so the cost for them is 2  x 
  40 = 80 XP. However, this is reduced by 40 XP in step (3)c) to 40 
  XP. In addition, the Weak power imposes a HD type reduction, 
  which is the equivalent of a -1 value in the HD category (-500 XP). 
  Therefore the cost for Halfling 0 is -460 XP, which rounds to -450 
  XP.
  Halfling 1: The race receives one halfling skill. Halfling skills cost 
  75 XP each, so the cost for Halfling 0 is increased to -375 XP.
  Halfling 2: The race receives one halfling skill. Halfling skills cost 
  75 XP each, so the cost for Halfling 0 is increased to -300 XP.
  Halfling 3: The race receives one halfling skill. Halfling skills cost 
  75 XP each, so the cost for Halfling 0 is increased to -225 XP.
  Halfling 4: The race receives one halfling skill. Halfling skills cost 
  75 XP each, so the cost for Halfling 0 is increased to -150 XP.
  ELVES
  The elf race was not so much designed as it was reverse engineered 
  from the elf class in ACKS’s predecessor game (Classic Dungeons 
  & Dragons). The result was that, although it’s similar to the 
  Zaharan design, elven classes enjoy a 125 XP discount for the 
  Arcane Value, a necessity to keep the Elven Spellsinger at 4,000 
  XP for 2nd level. This mechanic in turn led to the cost of the Elf 
  4 value being reduced by 125 XP to avoid an asymmetry (Elf 3 + 
  Arcane 1 costing less than Elf 4). Judges who wish to “play by the 
  meta-rules” should raise the cost of Elf 4 by 125 XP and eliminate 
  the 125 XP discount for Arcane points. 
  EXAMPLES OF RACE CREATION
  
  9
  EXAMPLES OF RACE CREATION
  Requirements: All elven classes require a minimum Intelligence 9 
  or better. Since Elf value mimics Arcane value, the class must have 
  a minimum Intelligence requirement.
  Elf 0: The race receives Attunement to Nature (0.5 powers), Elf 
  Tongues (1 power), Keen Eyes (1 power), Connection to Nature (1 
  power), and Animal Friendship (0.5 powers), for a total of 4 racial 
  powers.  None of these are spell-like abilities, so the cost for them 
  is 4 x 40 = 160 XP. However this is reduced by 40 XP in step 3(c). 
  Therefore the cost for Elf 0 is 120 XP, which rounds to 125 XP. 
  Elf 1: The race’s racial value mimics Arcane 1, so we add the 625 
  XP cost of the mimicked class value to the total, bringing it to 750 
  XP.
  Elf 2: The race’s racial value mimics Arcane 2, so we add the 1,250 
  XP cost of the mimicked class value to the total, bringing it to 
  1,375 XP.
  Elf 3: The race’s racial value mimics Arcane 3, so we add the 1,875 
  XP cost of the mimicked class value to the total, bringing it to 
  2,000 XP.
  Elf 4: The race’s racial value mimics Arcane 4, so we add the 2,500 
  XP cost of the mimicked class value to the total, bringing it to 2,625 
  XP. At this point, we take the unusual step of reducing the cost of 
  Elf 4 to 2,500 XP. The reason for this reduction is that otherwise 
  it creates an asymmetry in the build point cost for two otherwise-
  identical classes. HD 1, Fighter 2, Arcane 1, Elf 3 costs 4,000 XP, 
  while HD 1, Fighter 2, Elf 4 would cost 4,125 XP.
  DWARVES
  Like the elf race, the dwarf race was not designed so much as 
  reverse engineered from the dwarf class in ACKS’s predecessor 
  game (Classic Dungeons & Dragons). Unlike the elf, which in 
  B/X was built as the equivalent of HD 1, Fighting 2, Arcane 1, 
  Elf 3, the B/X dwarf was built with HD 2, Fighting 2, Dwarf 0, 
  meaning it offered no guidance as to what the higher Dwarf values 
  should offer. If the most elven elves are arcane casters, what are 
  the most dwarven dwarves? The choice of cumulative additional 
  proficiencies and bonuses to proficiency throws was intended to 
  reflect the trope of superior dwarven craftsmanship.
  The tricky question for evaluating the dwarven design is to how 
  to cost the +1/+2/+3/+4 bonus to proficiencies and thief skills. 
  In general, a +4 bonus to a proficiency throw counts as a custom 
  power, so a +1 bonus should equate to 0.25 custom powers. Since 
  the bonus is applicable so widely, it should be costed at 75 XP rather 
  than 40 XP per power. But the bonus applies to all proficiencies 
  and thief skills, so the cost needs to be 75 XP x 0.25 per +1 per 
  proficiency or thief skill. How many is that?
  Calculating the average number of proficiencies or thief skills 
  requires making some assumptions. We know every character 
  will have two proficiencies at 1st level. Let’s assume a typical class 
  build of HD 1, Fighting 2, Thievery 0 with two Fighting Value 
  trade-offs. The class could have another five proficiencies or 
  thief skills. It will gain another proficiency at 3rd, 5th, 9th, 11th, 
  and 12th level, which (using trade-off mechanics) is worth a bit 
  more than two proficiencies. The class might have one or more 
  bonus proficiencies from Intelligence. This suggests around 10 
  proficiencies is a serviceable baseline, and is used for the suggested 
  costs below.    
  Requirements: All dwarven classes require a minimum 
  Constitution 9 or better. The dwarf race is easy to qualify for 
  without any special rules.
  Dwarf 0: The race receives Sensitivity to Rock (0.5 powers), Dwarf 
  Tongues (1 power), Detect Traps (1 power), and Hardy People (2.5 
  powers), for a total of 5 racial powers.  None of these are spell-like 
  abilities, so the cost for them is 5 x 40 = 200 XP. However this is 
  reduced by 40 XP in step 3(c). Therefore the cost for Dwarf 0 is 
  160 XP, which rounds to 150 XP. The value in Player’s Companion 
  is listed as 200 XP.
  Dwarf 1: The race gains one extra proficiency (1 power), for a 
  cost of 40 XP. The race gains a +1 bonus to all proficiency throws. 
  Above we calculated a baseline of 10 proficiencies for the typical 
  dwarven class, so the +1 bonus must cost [(10 + 1) x (1 x 0.25)] 
  2.75 powers. Those powers cost another (2.75 x 75) 206 XP. 
  Therefore the additional cost for Dwarf 1 is (160 + 206) 366 XP, 
  which rounds to 375 XP. The value in Player’s Companion is listed 
  as 400 XP.
  Dwarf 2: The race gains an additional proficiency (1 power), 
  for a cost of 40 XP. The race gains an additional +1 bonus to all 
  proficiency throws. Again using a baseline of 10 proficiencies for 
  the typical dwarven class, the +2 bonus must cost [(10 + 2) x (2 
  x 0.25)] 6 powers. Those powers cost another (6 x 75) 450 XP. 
  Therefore the additional cost for Dwarf 2 is (160 + 450) 610 XP, 
  which rounds to 600 XP. The value in Player’s Companion is listed 
  as 600 XP.
  Dwarf 3: The race gains an additional proficiency (1 power), 
  for a cost of 40 XP. The race gains an additional +1 bonus to all 
  proficiency throws. The cumulative +3 bonus must cost [(10 + 3) 
  x (3 x 0.25)] 9.75 powers. Those powers cost another (9.75 x 75) 
  731 XP. Therefore the additional cost for Dwarf 3 is (160 + 731) 
  891 XP, which rounds to 900 XP. The value in Player’s Companion 
  is listed as 900 XP.
  Dwarf 4: The race gains an additional proficiency (1 power), 
  for a cost of 40 XP. The race gains an additional +1 bonus to all 
  proficiency throws. The cumulative +4 bonus must cost [(10 + 4) 
  x (4 x 0.25)] 14 powers. Those powers cost another (14 x 75) 1050 
  XP. Therefore the additional cost for Dwarf 3 is (160 + 1050) 1,210 
  XP, which rounds to 1,200 XP. The value in Player’s Companion is 
  listed as 1,400 XP.
  EXAMPLES OF RACE CREATION
  
  10
  Value
  Dwarf
  XP Cost
  4
  Dwarf +4 proficiencies
  1,200
  3
  Dwarf +3 proficiencies
  900
  2
  Dwarf +2 proficiencies
  600
  1
  Dwarf +1 proficiencies
  375
  0
  Dwarf
  150
  From the above analysis, we can see that the Dwarf class has been 
  over-charged at Dwarf 0, Dwarf 1, and Dwarf 4. The proper XP 
  costs are shown in the accompanying table. However, adopting 
  this XP Cost progression would cause the dwarven vaultguard to 
  lose its backwards compatibility with the B/X and BECMI dwarf 
  class.
  THRASSIAN
  The Thrassian race is probably the most controversial in ACKS. 
  With its high armor class and powerful attack routine, it can 
  dominate a party’s melee capabilities.
  Requirements: All Thrassian classes require a minimum Strength, 
  Dexterity, and Constitution of 9 or better. This makes the class 
  relatively difficult to qualify for. In-world, it reflects the fact that 
  Thrassians are born into slavery, and sickly Thrassians are killed as 
  hatchlings or die in training.  
  Thrassian 0: The race receives Claws 1d2 and Bite 1d4 (2 powers), 
  Infravision 30’ (1 power), Scaly Hide +1 AC (1 power), and 
  Swimming 60’ (2 powers), for a total of 6 powers. None of these 
  are spell-like abilities, so the cost for them is 6 x 40 = 240 XP. 
  However this is reduced by 40 XP in step 3(c). Therefore the cost 
  for Thrassian 0 is 200 XP, just as listed in Player’s Companion.
  Thrassian 1:  The race receives Claws 1d3-1 and Bite 1d6-1 (3 
  powers), Infravision 45’ (1.5 power), Scaly Hide +2 AC (2 powers), 
  and Swimming 90’ (2.5 powers), for a total of 9 powers. None of 
  these are spell-like abilities, so the cost for them is 9 x 40 = 360 XP. 
  However this is reduced by 40 XP in step 3(c) to 320 XP, which 
  rounds to 325 XP. The value in Player’s Companion is listed as 400 
  XP.
  Thrassian 2: The race receives Claws 1d3-1 and Bite 1d8-1 (4 
  powers), Infravision 60’ (2 powers), Scaly Hide +3 AC (3 powers), 
  and Swimming 120’ (3 powers), for a total of 12 powers. None 
  of these are spell-like abilities, so the cost for them is 12 x 40 = 
  480 XP. The race’s racial value mimics Fighter 1, so we add the 
  500 XP cost of the mimicked class value to the total, bringing it to 
  980 XP. However this is reduced by 40 XP in step 3(c) to 940 XP, 
  which rounds to 950 XP. The value in Player’s Companion is listed 
  as 1,000 XP.
  Thrassian 3: The race receives Claws 1d4-1 and Bite 1d8-1 
  (5 powers), Infravision 90’ (2.5 powers), Scaly Hide +4 AC (4 
  powers), and Swimming 120’ (3 powers), for a total of 14.5 powers. 
  None of these are spell-like abilities, so the cost for them is 14.5 x 
  40 = 580 XP.  The race’s racial value mimics Fighter 1, so we add 
  the 500 XP cost of the mimicked class value to the total, bringing it 
  to 1,080 XP. However this is reduced by 40 XP in step 3(c) to 1,040 
  XP, which rounds to 1,050 XP. The value in Player’s Companion is 
  listed as 1,250 XP.
  Thrassian 4: The race receives Claws 1d4-1 and Bite 1d10-1 (6 
  powers), Flying (5 powers), Infravision 120’ (3 powers), Scaly 
  Hide +5 AC (5 powers), and Swimming 120’ (3 powers), for a total 
  of 22 powers. None of these are spell-like abilities, so the cost is 22 
  x 40 = 880 XP.  The race’s racial value mimics Fighter 2, so we add 
  the 1,000 XP cost of the mimicked class value to the total, bringing 
  it to 1,880 XP. However this is reduced by 40 XP in step 3(c) to 
  1,840 XP. The value in Player’s Companion is listed as 2,300 XP.
  The Thrassian race is therefore actually over-costed at Thrassian 1, 
  2, 3, and 4. But is that a fair assessment? Arguably, the Thrassian’s 
  racial custom powers should cost 75 XP each, rather than 40 XP 
  each. It’s hard to argue that an attack routine, armor class bonus, 
  infravision, or flight aren’t uniquely valuable to all classes. If the 
  Thrassian race is designed using a cost of 75 XP per power, the 
  racial value costs work out as follows:
  Thrassian 0: The cost is 6 x 75 = 450 XP. However this is reduced 
  by 40 XP in step 3(c). Therefore the cost for Thrassian 0 is 410 XP, 
  which rounds to 400 XP. 
  Thrassian 1:  The cost is 9 x 75 = 675 XP, reduced by 40 XP in step 
  3(c) to 635 XP, which rounds to 650 XP. 
  Thrassian 2: The cost is 12 x 75 = 900 XP. The race’s racial value 
  mimics Fighter 1, so we add the 500 XP cost of the mimicked class 
  value to the total, then subtract 40 XP in step 3(c), for a total of 
  1,360 XP. That rounds to 1,350 XP. 
  Thrassian 3: The cost is 14.5 x 75 = 1087 XP.  The race’s racial value 
  mimics Fighter 1, so we add the 500 XP cost of the mimicked class 
  value to the total, bringing to 1,587 XP. This is reduced by 40 XP in 
  step 3(c) to 1,547 XP, which rounds to 1,550 XP. 
  Thrassian 4: The cost for them is 22 x 75 = 1,650 XP.  The race’s 
  racial value mimics Fighter 2, so we add the 1,000 XP cost of the 
  mimicked class value to the total, bringing it to 2,650 XP. This is 
  reduced by 40 XP in step 3(c) to 2,610 XP, which rounds to 2,600 
  XP. 
  Value
  thrassian
  XP Cost
  4
  Thrassian 4
  2600
  3
  Thrassian 3
  1550
  2
  Thrassian 2
  1350
  1
  Thrassian 1
  650
  0
  Thrassian 0
  400
  Several years of ACKS playtesting certainly don’t support the idea 
  that the Thrassian race is underpowered and should have a lower 
  XP cost. For Judges who wish to re-evaluate the race as potentially 
  being more expensive than in Player’s Companion, we present the 
  costs here for consideration. 
  EXAMPLES OF RACE CREATION
  
  HAUBERKS & HOBBITS
  ARMOR WEIGHT AND COST FOR SMALL AND LARGE CREATURES
  By Alexander Macris with Pat Kilbane
  11
  HAUBERKS & HOBBITS
  Since the Adventurer Conqueror King System has only officially 
  included hobbits for a few months, it has only just now come to 
  the design team’s attention that halflings are being unfairly treated 
  when it comes to encumbrance. Leaving aside the argument that 
  being a halfling is an unfairness in itself, let’s review the situation 
  at hand.
  The weight of a set of armor for any given creature is determined 
  by the creature’s body surface area, the thickness of the armor, 
  and the density of the material. Let us assume that for any given 
  type of armor (leather, chain, plate, etc.) the thickness and density 
  does not change. That means that the weight of a set of armor is 
  proportional to the creature’s body surface area.
  Body surface area in meters squared is found with the following 
  formula:
  Body Surface Area =  
  0.007184 x (body weight)0.425 x (body height)0.725
  Body weight is a function of volume and increases with the cube 
  of body height. Therefore if we start with a human being of known 
  height and weight, we can calculate body surface area for other 
  creatures with similar proportions. Entering the formula above 
  into a spreadsheet we can calculate the following: 
   » A human, 6’ (182cm) height and 180lb (81.6 kg) weight has a 
  bsa of 2.02 meters squared
   » A bugbear, 8’ (243cm) height and 424lb (192.3kg) weight has a 
  bsa of 3.6 meters squared.
   » An ogre, 12’ (365cm) height and 1,440lb (653kg) weight has a 
  bsa of 8.13 meters squared.
   » A halfling, 4’ (121cm) height and 53lb (24kg) weight has a bsa 
  of 0.9 meters squared.
  From these outputs it’s evident that body surface area quadruples 
  when height doubles; that is to say, body surface area changes with 
  the square of height.
  Now, it’s a known physiological fact that muscle strength increases 
  with the cross-sectional area of the muscle. Assuming no change 
  in body proportion, cross-sectional muscle area quadruples when 
  height doubles; that is, strength changes with the square of height. 
  Therefore:
  Δ body surface area =  Δ height 2 
  Δ muscular strength =  Δ height 2 
  Δ body surface area =  Δ muscular strength
  Since the weight of armor is based on body surface area, armor 
  thickness, and armor density; and since we are holding armor 
  thickness and armor density constant, we can safely conclude that 
  the weight of armor should increase or decrease at the same rate as 
  the rate of strength.
  The strength in question here is, in ACKS terms, normal load. The 
  derivation of normal load for a given creature of a given body form 
  and weight is fully detailed in Lairs & Encounters and will not be 
  repeated here. Instead let’s simply list some normal loads for known 
  creatures and use that to calculate an encumbrance modifier 
  for their armor. For humanoid creatures, we calculate armor 
  encumbrance modifier as (normal load / 5). However, for non-
  humanoid creatures, we calculate armor encumbrance modifier 
  as (normal load / 10). (Lairs & Encounters allows humanoids to 
  carry more than non-humanoids of the same weight and strength, 
  so to avoid having horses unable to move from the weight of their 
  barding we have to take that into account.) Round fractions to the 
  nearest 1/6. 
  HAUBERKS & HOBBITS
  
  12
  HAUBERKS & HOBBITS
  EXAMPLE #1: Hamgee Samwhich is a halfling bounder. 
  With a normal load of 3 stone, halflings can only carry 3 stone 
  without becoming encumbered. When carrying 4 stone their 
  encounter movement rate is reduced to 90’. When carrying 
  5-6 stone, their encounter movement rate is reduced to 60’. 
  When carrying 7 stone or more, their encounter movement 
  rate is reduced to 30’. Hamgee purchases a set of halfling-
  sized plate armor. Plate armor normally has an encumbrance 
  of 6 stone, which would mean that even carrying a shield or 
  spear would push Hamgee down to 30’ movement! However, 
  halfling-sized plate armor has a reduced encumbrance of (6 x 
  .6) 3.6 stone, or 3 4/6 stone.
  EXAMPLE #2: Ashok, Crusher of Halflings, is an ogre with 
  a normal load of 20 stone. Ashok wears plate armor fitted to 
  his titanic form. Man-sized plate armor weighs 6 stone, so 
  Ashok’s plate armor weighs (6 x 4) 24 stone.
  MAGICAL ARMOR
  Magical armor reduces the encumbrance of armor by 1 stone 
  per bonus. When determining the encumbrance of magical 
  armor for creatures smaller or larger than man-sized, first apply 
  the encumbrance reduction from magic, then apply the armor 
  encumbrance modifier from creature size.
  EXAMPLE: If Hamgee is wearing plate armor +1, the armor’s 
  encumbrance would be (6-1) x 0.6, or 3 stone instead of 3 4/6 
  stone.
  COST OF ARMOR
  A suit of armor for a small creature does not cost any less than 
  for a man-sized creature, because of the technical complexity of 
  working in miniature. (A joke about the cost of children’s clothes 
  would surely insult our halfling readership and thus has been 
  edited out of this article.)
  However, the cost of armor for larger creatures is increased at the 
  same proportion as encumbrance. It simply takes more material to 
  cover a larger creature, and more material means more time spent 
  hammering plates, weaving chain links, boiling leather, fastening 
  straps, and so on.
  EXAMPLE: A normal suit of plate armor costs 60gp. Hamgee’s 
  3 4/6 st plate armor still costs 60gp. However, Ashok’s titanic 
  plate armor costs (60gp x 4) 240gp.
  BARDING
  The ACKS Core Rules offers barding costing 40gp, 75gp, 150gp, 
  300gp, and 600gp for AC 1, 2, 3, 4, and 5 respectively – an early 
  recognition that it’s more expensive to armor something the size 
  of a horse than a man. It does not, however, take into account any 
  change in encumbrance. The following table presents revised cost 
  and encumbrance of barding for various common war-mounts:
  Half-Barding: War-mounts can be equipped with half-barding 
  that only covers the front half of the mount. Half-barding costs 
  and weighs half as much as full barding. However, the AC bonus 
  from half-barding is lost if the creature (or its unit) is attacked 
  from the flank or rear. 
  Creature
  n. lD.
  armor enC.
  Creature
  n. lD.
  armor enC.
  Creature
  n. lD.
  armor enC.
  Human
  5
  x1
  Horse, Light
  20
  x2
  Goblin
  3
  x0.6
  Gnome 
  4
  x0.8
  Horse, Medium
  30
  x3
  Orc
  7
  x1.4
  Halfling
  3
  x0.6
  Horse, Heavy
  40
  x4
  Bugbear
  13
  x2.6
  Pixie
  1
  x0.2
  Elephant
  180
  x18
  Ogre
  20
  x4
  Creature
  1
  2
  3
  4
  5
  Light Horse or Dire Wolf
  25gp/2 st
  50gp/4 st
  100gp/6 st
  200gp/8 st
  400gp/10 st
  Medium Horse or Camel
  40gp/3 st
  75gp/6 st
  150gp/ 9 st
  300gp/12 st
  600gp/15 st
  Heavy Horse
  50gp/4 st
  100gp/8 st
  200gp/12 st
  400gp/16 st
  800gp/20 st
  Elephant
  240gp/18 st
  450gp/36 st
  900gp/54 st
  1,800gp/ 72 st
  2,400gp/ 120 st
  HAUBERKS & HOBBITS
  
  FOLKS FAIR AND FOUL
  BEWARE THE FAERIE, NYMPH, AND JINN!
  By Cole Kelland
  13
  In the northern realms of the Auran Empire, faeries – the Fair Folk 
  – dwell, including pixies, sprites, brownies, spriggans, redcaps, 
  knockers, piskies, and nixies. Some are helpful, some mischievous, 
  others dangerous, and all are mercurial. Nymphs inhabit the 
  southern realms of Nicea, Tirenea, and Krysea, the dryads, naiads, 
  oreads, and satyrs that embody raw aspects of nature. In Opelenea 
  and Shebatea, the elemental genies may be found, djinn, efreet, 
  dao, and marid. Following are those entities noted above but not 
  yet featured in ACKS Core or Lairs & Encounters.
  BROWNIE (BOGGART)
  % in Lair: 
  90%
  Dungeon Enc: 
  Solitary (1)/Lair (1)
  Wilderness Enc: 
  Solitary (1)/Lair (1)
  Alignment: 
  Neutral (Chaotic)
  Movement: 
  90’ (30’)
  Armor Class: 
  2
  Hit Dice: 
  1*
  Attacks: 
  1 (club or dagger)
  Damage: 
  1d4+2
  Save: 
  E1
  Morale: 
  0
  Treasure Type: 
  None
  XP: 
  13
  Resembling nothing so much as 2’ tall, wizened, bearded old men 
  wearing colored, pointed wool caps and brown, roughspun tunics, 
  brownies are faeries of household and farm. Despite their tiny 
  stature, they are immensely strong (Strength 16 in human terms) 
  and can undertake tasks appropriately.
  Brownies are naturally invisible, but may choose to become visible 
  at will. The spell detect invisibility will reveal their presence. 
  Brownie invisibility is unlike the spell of the same name in that 
  a brownie may act freely, including attacking, without becoming 
  visible. Because of this advantage, a brownie will always get surprise 
  on its opponent. An opponent cannot attack a brownie during the 
  first round they are engaged in combat, but in the second round 
  an opponent may strike due to hearing the brownie and otherwise 
  having some idea where it might be as it moves.
  A brownie labors nightly when the householders or farmers are 
  asleep, invisibly performing menial chores such as cleaning away 
  spider webs, sweeping the floor, and stacking hay bales. They avoid 
  contact with the folks they aid, and dwell within unused areas of 
  the house or farm. In exchange for their help, brownies expect 
  small gifts of food, delighting in milk, cream, butter, honey, and 
  porridge. Failure in this tribute, idleness on the part of the people 
  they support, taking their assistance for granted, lavish gifting, 
  or worse – insisting that the tribute given is payment or wage – 
  enrages these faeries. An enraged brownie becomes Chaotic in 
  alignment, and is called a boggart. A boggart will use its invisibility 
  and great strength to punish the family. It will break items, set 
  loose or attack livestock, torment children and pets, steal and hide 
  needed tools and implements, and in some cases assault and injure 
  those responsible, until finally fleeing to another habitation where 
  it feels its help is more welcome.
  KNOCKER
  % in Lair: 
  35%
  Dungeon Enc: 
  Gang (2d4)/Lair (1 troop)
  Wilderness Enc: 
  Troop (1d4 gangs)/Vault (1d10 troops)
  Alignment: 
  Neutral
  Movement: 
  90’ (30’)
  Armor Class: 
  2
  Hit Dice: 
  1*
  Attacks: 
  1 (hammer, pick, or shovel)
  Damage: 
  1d6
  Save: 
  E1
  Morale: 
  -2
  Treasure Type: 
  D
  XP: 
  13
  2’ tall old men with exaggerated features and large eyes, knockers 
  are mine faeries dwelling deep within the earth. They carry 
  picks, hammers, and shovels. They excavate and dig for metals 
  and minerals and bear no ill will towards dwarves and other 
  FOLKS FAIR AND FOUL
  
  14
  such miners as they encounter, though they are loathe to reveal 
  themselves directly. Indeed, given gifts of surface food and praises, 
  knockers will warn the delvers of other folk of impending danger 
  by loudly knocking on the rocks and tunnel walls nearby. Like 
  most faeries, however, they are not above minor practical jokes.
  Knockers have infravision to 90’ and may also transmute rock 
  to mud (as per the spell, but without the reverse) once per hour. 
  Characters encountering these naturally stealthy, shy faeries in 
  their natural habitat suffer a -2 penalty to surprise rolls.
  NIXIE
  % in Lair: 
  85%
  Dungeon Enc: 
  None
  Wilderness Enc: 
  Solitary (1)/Watery Lair (2d4)
  Alignment: 
  Neutral
  Movement: 
  120’ (40’), Swim 120’ (40’)
  Armor Class: 
  2
  Hit Dice: 
  2*
  Attacks: 
  1 (dagger)
  Damage: 
  1d4
  Save: 
  E2
  Morale: 
  -1
  Treasure Type: 
  B
  XP: 
  29
  These water faeries stand 4’ tall and look like beautiful elfin-
  featured men or women, the former called a nix, the latter a nixie. 
  Their flawless skin is pale with just the slightest silvery sheen, and 
  their expressive eyes are ever-shifting shades of blue.
  Waterfalls, pools, gently flowing rivers: these are the places nixies 
  call home. There they while away the hours singing and playing 
  music. As mercurial as the waters they inhabit, they can be by 
  turns helpful or vicious as the whim takes them. They may simply 
  perform for an outsider, teach them the intricacies of playing an 
  instrument, or may lure them in and drown them.
  Outsiders find the music and song of nixies attractive and 
  entrancing. Any character hearing a nixie’s magical performance 
  must make a saving throw vs Spells. Failure indicates the victim 
  has been charmed. Success grants the character immunity to the 
  effects of nixie songs for the rest of the encounter. Any being under 
  the charm of a nixie will attempt to move close to them, and will 
  not make any attacks. A nix or nixie usually dallies with a charmed 
  victim for a while before either drowning or releasing them.
  Nixies may also polymorph self (as per the spell) once per day, 
  though only to assume the form of a light horse of surpassing 
  quality. In this shape they explore the land around their lair and 
  also trick outsiders.
  OREAD
  % in Lair: 
  35%
  Dungeon Enc: 
  None
  Wilderness Enc: 
  Solitary (1)/Cave Lair (1d6)
  Alignment: 
  Neutral
  Movement: 
  120’ (40’)
  Armor Class: 
  4
  Hit Dice: 
  2**
  Attacks: 
  1 (spear or shortbow)
  Damage: 
  1d6
  Save: 
  E2
  Morale: 
  0
  Treasure Type: 
  D
  XP: 
  38
  Oreads, the nymphs of the mountains, roam the forests of their 
  rocky homes, hunting such wild beasts as take their fancy, exulting 
  in the chase.
  Like all nymphs, they look like stunning, elf-like women, though 
  their skin is like finely polished stone and their eyes the colors of 
  brilliant gemstones. As keen hunters, oreads bear spears and bows, 
  and when not hunting return to their mountain cave lairs, these 
  often accessed through solid rock. Oreads may passwall (as per the 
  spell) at will, but only through stone.
  Though somewhat less inclined to do so compared to dryads and 
  naiads, oreads still possess the ability to charm others. A victim 
  of the charm must succeed in a saving throw versus Spells or 
  approach the oread to serve her desires for a year.
  Oread lairs often contain metals, minerals, and fine furs kept as 
  hunting trophies.
  FOLKS FAIR AND FOUL
  
  15
  FOLKS FAIR AND FOUL
  PISKIE
  % in Lair: 
  10%
  Dungeon Enc: 
  Band (2d4)/Lair (1d4x10)
  Wilderness Enc: 
  Troop (1d4x10)/Lair (1d4x10)
  Alignment: 
  Neutral
  Movement: 
  120’ (40’)
  Armor Class: 
  5
  Hit Dice: 
  1*
  Attacks: 
  1 (dagger or sling)
  Damage: 
  1d4
  Save: 
  E1
  Morale: 
  0
  Treasure Type: 
  B
  XP: 
  13
  These attractive faeries resemble 2’ tall children with elfin features 
  and green eyes, clad in ragged clothes and caps. They live within 
  barrows, stone circles, and near dolmens and menhir.
  Largely benign, they spend their days dancing, wrestling, and 
  exploring. That they enjoy nothing more than riding horses or 
  ponies, whether these belong to them or not, does not endear 
  them to travelers. Piskies show little malice to others, though 
  they are mischievous by nature and delight in confusing and 
  misleading outsiders, causing confusion (as per the spell) at will. 
  Only the pixies and sprites are regarded with real enmity, and it 
  is not uncommon for conflict to break about between bands of 
  piskies and those other faeries.
  Piskies have a love of finery, and the easiest way to win their 
  cooperation is in gifting them with shiny trinkets, fine ribbons, 
  and well-made clothing in green and red as suits their stature.
  REDCAP
  % in Lair: 
  40%
  Dungeon Enc: 
  Solitary (1)/Lair (1)
  Wilderness Enc: 
  Solitary (1)/Lair (1)
  Alignment: 
  Chaotic
  Movement: 
  120’ (40’)
  Armor Class: 
  5
  Hit Dice: 
  4*
  Attacks: 
  1 (spear) or 2 claws, 1 bite
  Damage: 
  1d8+1 or 1d3/1d3/1d4
  Save: 
  E4
  Morale: 
  +2
  Treasure Type: 
  B
  XP: 
  135
  The most vile and vicious of the fae, redcaps are sinewy old men in 
  mien, 2’ tall with sharp, elongated teeth, filthy clawed fingers, and 
  staring red eyes. Rusty iron boots adorn their feet, and a woolen 
  cap their heads, stained red with the blood of those they kill.
  Redcaps live a solitary life, living within old forts and other ruins, 
  actively hunting such lone or weak-looking wanderers or beasts as 
  venture too close. They favor spears, but may resort to tooth and 
  claw when truly angered. When a victim is slain, the redcap dips 
  its cap in the blood before settling down to feast.
  Notoriously hard to kill, redcaps are resistant to all nonmagical 
  weapons as many a would-be hero has found to their ultimate cost.
  FOLKS FAIR AND FOUL
  
  16
  FOLKS FAIR AND FOUL
  SATYR
  % in Lair: 
  35%
  Dungeon Enc: 
  None
  Wilderness Enc: 
  Gang (1d6)/Lair (1d4 gangs)
  Alignment: 
  Neutral
  Movement: 
  120’ (40’)
  Armor Class: 
  2
  Hit Dice: 
  2*
  Attacks: 
  1 (two-handed club or shortbow)
  Damage: 
  1d6
  Save: 
  E2
  Morale: 
  0
  Treasure Type: 
  A (in lair)
  XP: 
  29
  The male counterparts to the female nymphs, satyrs are lustful, 
  hirsute men with horse-like ears and tails. Children born to a satyr 
  and nymph are always a nymph if female, or satyr if male. 
  Sensualists to the core, they drink to excess, dance wildly, hunt, 
  wrestle, and cavort and will happily chase and enchant any nymph 
  or attractive female that comes their way. 
  By playing the aulos (reed pipe), a satyr may entrance listeners 
  nearby. Any character who hears a satyr’s magical piping must 
  make a saving throw vs Spells. Failure indicates the victim has 
  been charmed. Success grants the character immunity to the effects 
  of satyr music for the rest of the encounter. Any being under the 
  charm of a satyr will attempt to move close to it, and will not make 
  any attacks. Satyrs themselves are immune to charm effects. 
  SPRIGGAN
  % in Lair: 
  25%
  Dungeon Enc: 
  Gang (2d4)/Camp (1 band)
  Wilderness Enc: 
  Band (1d4 gangs)/Lair (1d4 bands)
  Alignment: 
  Chaotic
  Movement: 
  120’ (40’)
  Armor Class: 
  3
  Hit Dice: 
  3*
  Attacks: 
  1 (weapon)
  Damage: 
  weapon
  Save: 
  E3
  Morale: 
  +1
  Treasure Type: 
  D x2, B x2 (per band)
  XP: 
  65
  Standing just over 4’ tall, spriggans are as malicious as they are 
  ugly, and resemble gnarled, nasty old men with overlarge heads 
  clad in rough clothing and leather.
  Bandits and thieves by nature, they lair in ruins and cairns, 
  jealously guarding their ill-gotten gains, leaving only to raid and 
  steal from others though some will hire out their services as 
  mercenaries and guards.
  Spriggans manipulate the weather near their lairs, drawing in 
  ominous and unpleasant weather to discourage outsiders from 
  approaching. A spriggan is able to summon weather (as per the 
  spell) once per day. Far more formidable, however, is their ability 
  to grow in stature, doubling in size at will to tower over and 
  menace their victims. At will they may use growth (as per the spell, 
  but with no reverse), doubling their normal attack damage and 
  enjoying a +16 bonus to force open doors. 
  FOLKS FAIR AND FOUL
  
  NONCOMBATANT CHARACTERS
  A NEW APPROACH TO HANDLING 0-LEVEL NORMAL MEN, DECADENT NOBLES, 
  NONCOMBATANT MONSTERS, AND MORE
  By Alexander Macris
  17
  ACKS, unlike many other role-playing games, affords non-
  adventuring characters a means of advancement. Mages can 
  advance through spell research, thieves through hijinks, and all 
  characters through domain rulership. This is, overall, a good thing 
  for world-building and verisimilitude, but it can lead to a possibly 
  unwanted outcome: Namely, that every domain ruler ends up a 
  powerful high-level combatant. 
  Conversely, for those without domains to rule or spells to research, 
  an opposite, but equally unwanted, dynamic occurs. Each and 
  every non-adventuring and non-ruling character defaults to 
  being a “normal man” (or elf, dwarf, etc.) or “noncombatant”. 
  These “normal men” or “noncombatants” are always unclassed 
  characters with worse attack throws, saving throws, and Hit Dice 
  than their classed or monster equivalents. Class powers that might 
  seem quite applicable to a noncombatant (like those of the bard 
  or venturer) remain closed off no matter how much training, 
  influence, or knowledge the character accumulates. 
  In short, ACKS does not seem to afford any possibility for a 
  character to be highly important in society without being an elite 
  combatant, nor any way for a character to advance in knowledge 
  and ability without improving in combat. This article seeks to 
  resolve both dilemmas by introducing a unified noncombatant 
  mechanic that can be applied to any creature at any level or HD. 
  NONCOMBATANT SUB-TYPE
  A noncombatant is a character that is not devoted to adventure, 
  combat, and exploration. Characters of any class or race can be 
  noncombatants. A fighter noncombatant is someone who is 
  ostensibly a soldier, but has never fought in a war or truly risked 
  his life in combat; examples might be an overweight supply officer 
  who never goes on campaign, a raw recruit who has never taken 
  to the field, or an epicurean noble who has been placed in charge 
  of an army due to high birth. A venturer noncombatant is a 
  merchant who does not engage in risky ventures over land and 
  sea, but focuses on counting coins and trading goods at home. A 
  mage noncombatant is a wizard who studies books and conducts 
  magical research, but avoids the stress and suffering of quests and 
  adventures. 
  leVel
  XP
  Combatant
  XP
  nonCombatant
  1
  0
  Man-at-
  Arms
  0
  Man-about-Town
  2
  2,000
  Warrior
  1,200
  Courier
  3
  4,000
  Swordmaster
  2,400
  Swordowner
  4
  8,000
  Hero
  4,800
  Nero
  5
  16,000
  Exemplar
  9,600
  Unexemplar
  6
  32,000
  Myrmidon
  19,200
  Dastard
  7
  65,000
  Champion
  35,000
  Championet
  8
  130,000
  Epic Hero
  70,000
  Petty Lord
  9
  250,000
  Warlord
  120,000
  Lord
  10
  370,000
  Warlord, 
  10th lvl
  190,000
  Lord, 10th level
  11
  490,000
  Warlord, 
  11th lvl
  260,000
  Lord, 11th level
  12
  610,000
  Warlord, 
  12th lvl
  330,000
  Lord, 12th level
  13
  730,000
  Warlord, 
  13th lvl
  400,000
  Lord, 13th level
  14
  850,000
  Overlord
  470,000
  Overweight Lord
  The advantage of being a noncombatant is that the character 
  advances in level more quickly. Instead of having to maintain 
  physical fitness, practice with arms and armor, and master 
  adventuring arts, the noncombatant simply focuses on whatever 
  is most likely to advance him. A noncombatant fighter might 
  spend his time attending elite military academies, going to court 
  functions, serving as an aide-de-camp to important nobles, and 
  generally being a “peacetime soldier”. A noncombatant cleric 
  might spend his time lecturing parishioners on the need to go out 
  and fight evil, overseeing alms-giving for the poor, and studying 
  theology at the high temple.  
  The base cost of advancing from 1st level to 2nd level is decreased 
  by 800 XP, and doubles thereafter through 8th level. At 9th level and 
  above, the base cost is decreased by 50,000 XP per level thereafter. 
  The Combatant v. Noncombatant XP table above provides an 
  NONCOMBATANT CHARACTERS
  
  18
  example of the combatant versus noncombatant progression for 
  the fighter class. 
  However, the penalties of being a noncombatant are high – at least 
  for anyone who hopes to engage in combat! Apply the following as 
  custom powers to any noncombatant of any race or class.
  Indolent: A noncombatant avoids training in arms. He suffers a 
  -1 penalty to attack throws at 1st level of experience. The effects of 
  indolence become worse with time, so the penalty increases to -2 
  at 3rd level, -3 at 5th level, -4 at 9th level, and -5 at 11th level. (This 
  counts as -3 custom powers.)
  Nonaggressive: A noncombatant has never had to kill or be killed. 
  He suffers a -1 penalty to damage rolls with missile and melee 
  weapons. (This counts as -1 custom power.)
  Uncertain: A noncombatant lacks the situational awareness and 
  intensity of focus that keeps an adventurer alive. He suffers a 
  -1 penalty to saving throws, due to loss of morale. As the years 
  pass, the noncombatant becomes ever more used to a calm and 
  comfortable life, so the penalty increases to -2 at 3rd level, -3 at 5th 
  level, -4 at 9th level, and -5 at 11th level. (This counts as -1 custom 
  power.)
  Sedentary: A noncombatant’s epicurean lifestyle contributes to 
  the decrepitude of age. The penalties from age are increased, as 
  shown on the table below:
  ability sCore aDjustments by age
  age Category
  ProgressiVe  ability 
  sCore aDjustments
  CumulatiVe ability 
  sCore aDjustments
  Middle Aged
  -2 STR, -2 DEX,  
  -3 CON
  -2 STR, -2 DEX,  
  -3 CON
  Old
  -3 STR, -2 DEX,  
  -2 CON, -2 CHA
  -5 STR, -4 DEX,  
  -5 CON, -2 CHA
  Ancient
  -2 STR, -3 DEX,  
  -2 CON, -4 CHA
  -7 STR, -7 DEX,  
  -7 CON, -4 CHA
  Sedentary counts as -1 custom power. Even sedentary elves and 
  other ageless characters suffer age penalties, representing “fading” 
  or weariness with life. 
  Tender: A noncombatant has never been hardened by suffering 
  and injury. He begins play with one-half normal hit points 
  (excluding CON bonus). He gains one less hit point each level of 
  experience thereafter. (This counts as -10 custom powers.) 
  NONCOMBATANT SUB-TYPE
  
  19
  BECOMING A COMBATANT
  EXAMPLE: Let’s compare two 1st level characters, 
  Marcus Quintillus (a combatant fighter) and his brother 
  Gaius Quintillus (a noncombatant fighter). To keep 
  things even-handed, both brothers will have identical 
  ability scores - Str 11, Int 10, Wis 9, Dex 11, Con 11, Cha 
  10 – and both will roll maximum hit points at 1st level. 
   
  Based on the above, the combatant Marcus Quintillus 
  has 8 hit points, a base attack throw of 10+, and deals 
  1d6+1 points of damage. He saves as a 1st level fighter. 
  Meanwhile, his indolent brother Gaius Quintillus has 4 
  hit points, a base attack throw of 11+, and deals 1d6 points 
  of damage. He saves as a 1st level fighter with a -1 penalty, 
  which is to say, as a normal man.The noncombatant Gaius 
  Quintillus, in other words, has the characteristics of a 0-level 
  mercenary (from Domains at War), while the combatant 
  Marcus Quintillus has the characteristics of a 1st level 
  veteran mercenary. Put another way, the difference between 
  being a 1st level fighter noncombatant and combatant is 
  the difference between being a normal man and a veteran. 
   
  Now, let’s advance both brothers to age 50 (middle aged) 
  and 11th level. Marcus has been an adventurer and warrior, 
  while Gaius has advanced through politics, ruling the estates 
  of others. Assume that both brothers have rolled average for 
  hit points (4 points on even levels, 5 points on odd levels).  
   
  Marcus Quintillus now has Str 9, Int 10, Wis 9, Dex 9, 
  Con 9, Cha 10. He now has (8 + 4 + 5 + 4 + 5 + 4 + 5 + 4 
  + 5 + 2 + 2) 48 hp. His base attack throw is 3+ and he deals 
  1d6+4 points of damage. He saves as an 11th level fighter. 
   
  Gaius Quintillus now has Str 9, Int 10, Wis 9, Dex 9, Con 8, 
  Cha 10. The low Con will impose a -1 penalty on hp for 1st 
  through 9th level. In addition, he will gain 1 less hp for each 
  level after 1st. Therefore he has (3 + 2 + 3 + 2 + 3 + 2 + 3 + 2 + 
  3 + 1 + 1) 25 hp. His attack throw is 8+ (the same as a 4th level 
  fighter) and he deals 1d6+3 points of damage. He saves as an 
  11th level fighter, but with a -5 penalty, again about the same 
  as a 4th level fighter. 
  BECOMING A COMBATANT
  From time to time, a noncombatant may become a combatant. 
  This may occur almost accidentally, as when a person is thrown 
  into difficult circumstances and survives; or deliberately, if a 
  character is roused by some motivation to abandon their indolent 
  lifestyle and get good. 
  A 1st level noncombatant can become a combatant simply 
  by accumulating, then expending, 100 XP from adventuring 
  (including war). These XP do not count towards his advancement 
  to 2nd level, and are expended simply to remove the noncombatant 
  sub-type from the character’s class.
  With age and advancement, a noncombatant becomes 
  increasingly set in his ways, and it becomes increasingly difficult 
  for a noncombatant to become a combatant. The Cumulative 
  Noncombatant Penalty Removal table shows the number of XP 
  that must be accumulated and expended at each level to overcome 
  that level’s noncombatant penalties. Each level’s penalty must be 
  bought off in order, cumulatively. 
  EXAMPLE: For 1st level Quintillus to become a combatant 
  he would just have to 100 XP from adventuring. But for 11th 
  level Gaius Quintillus to become a combatant is far more 
  challenging, for he is far removed from his energetic youth. 
  He has incurred a total penalty of -14 to hp, -5 to attack 
  throws, -5 to saving throws, -1 to damage, and -1 to CON. 
  After accumulating and expending 100 XP, these penalties 
  would be reduced to -10 hp, -4 attack throws, and -4 saving 
  throws. After accumulating and expending 1,700 XP from 
  adventuring total, the penalties would be -8 hp, -3 attack 
  throws and -3 saving throws, and so on. 
  Once a noncombatant decides to begin adventuring to become a 
  combatant, he can no longer accumulate XP in his character class 
  until he has removed all of his noncombatant penalties. He may 
  abandon his efforts to become a combatant at any time, but doing 
  leVel
  XP
  CumulatiVe nonCombatant Penalty remoVal
  1
  100
  +1 attack throws, damage rolls, saving throws; +1/2 HD of hp; aging penalty removed
  2
  +800
  +1 hp
  3
  +800
  +1 attack throws and saving throws; +1 hp
  4
  +1,600
  +1 hp
  5
  +3,200
  +1 attack throws and saving throws; +1 hp
  6
  +6,400
  +1 hp
  7
  +12,800
  +1 hp
  8
  +64,000
  +1 hp
  9
  +50,000
  +1 attack throws and saving throws; +1 hp
  10
  +50,000
  +1 hp
  11
  +50,000
  +1 attack throws and saving throws; +1 hp
  12
  +50,000
  +1 hp
  13
  +50,000
  +1 hp
  14
  +50,000
  +1 hp
  BECOMING A COMBATANT
  
  20
  NONCOMBATANT MONSTERS
  so causes him to revert back to his noncombatant status, with 
  penalties returning at a rate of 1 point per week. (As every athlete 
  knows, its easier to decondition than to re-condition!)
  NONCOMBATANT MONSTERS
  The following section provides the noncombatant characteristics of 
  various human, demi-human, and humanoid creatures in ACKS. 
  In calculating HD, we subtracted 0.5 for the first HD and 0.25 for 
  each HD thereafter, then converted back into standard notation 
  (+1 = 0.25 HD). Attack throws and saving throws are calculated by 
  base (combatant HD), then modified by the penalties noted above. 
   » Bugbear: AC 3, MV 90’, HD 2+1, #AT 1 (weapon) 9+, Dmg 1d6 
  or weapon, Save F1, ML +1, AL C
   » Dwarf: AC 0, MV 120’, HD ½ HD, #AT 1 (weapon) 11+, Dmg 
  1d6 or weapon, Save D1 -1, ML -1, AL L 
   » Elf: AC 0, MV 120’, HD 1-1, #AT 1 (weapon) 10+, Dmg 1d6 or 
  weapon, Save E1 -1, ML -1, AL N
   » Gnoll: AC 1, MV 90’, HD 1+1, HD, #AT 1 (weapon) 10+, Dmg 
  1d6 or weapon, Save F1, ML -1, AL C  
   » Gnome:  AC 0, MV 120’, HD ½, #AT 1 (weapon) 11+, Dmg 1d4 
  or weapon -1, Save D1 -1, ML -1, AL N
   » Goblin: AC 0, MV 60’, HD ½ -1, #AT 1 (weapon) 11+, Dmg 1d4 
  or weapon -1, Save NM -1, ML -2, AL C
   » Halfling: AC 0, MV 90’, HD ½-1, #AT 1 (weapon) 11+, Dmg 
  1d4 or weapon -1, Save E1 -1, ML -2, AL L
   » Hobgoblin: AC 0, MV 90’, HD 1-1, #AT 1 (weapon) 10+, Dmg 
  1d6 or weapon, Save NM, ML -1, AL C
   » Kobold: AC 0, MV 60’, HD 1d2 hit points, #AT 1 (weapon) 11+, 
  Dmg 1d2 or weapon -2, Save NM -1, ML -3, AL C.
   » Lizardman: AC 3, MV 60’, HD 1+2, #AT 3 or 1 (claws/bite or 
  wpn) 10+, Dmg 1d2/1d2/1d6 or wpn, Save F1, ML +1, AL C
   » Man: AC 0, MV 120’, HD ½, #AT 1 (weapon) 11+, Dmg 1d6 or 
  weapon, Save NM, ML -1, AL N
   » Ogre: AC 3, MV 90’, HD 3, #AT 1 (weapon) 8+, Dmg 1d8 or 
  weapon +2, Save F1, ML +1, AL C
   » Orc: AC 0, MV 120’, HD ½, #AT 1 (weapon) 11+, Dmg 1d4 or 
  weapon -1, Save NM, ML -1, AL C
  These characteristics stack up well compared to those noted in 
  ACKS. For instance, in ACKS gnoll noncombatants “fight as orcs”; 
  here they have nearly identical characteristics to orcs, save for one 
  additional AC point and hp. In ACKS hobgoblin noncombatants 
  “fight as goblins”, and here they are identical to goblins save in 
  movement speed. Lizardman noncombatants “fight as gnolls”; 
  the creatures here are approximately of that strength but there 
  are substantial characteristic differences. Ogre noncombatants 
  “fight as bugbears”, and these rules yield 3 HD monsters of about 
  bugbear strength. Bugbear noncombatants “fight as hobgoblins” 
  in ACKS; here they have more HD (2+1 instead of 1+1) but deal 
  less damage. 
  The only real losers are, perhaps, orcs, whose noncombatants “fight 
  as goblins” in ACKS but are more akin to kobolds using these rules. 
  As for the goblins and kobolds themselves, their noncombatants 
  “do not fight” in ACKS, so we have no characteristics to compare 
  to! However a creature that has 1d2 hp and -3 ML and deals 
  weapon damage -2 is about as close to “do not fight” as can be 
  modeled with any mechanics so we hope this will suffice.
  
  21
  OPEN GAME LICENSE
  OPEN GAME LICENSE
  DESIGNATION OF PRODUCT IDENTITY 
  The names Autarch™, Adventurer Conqueror King™, Adventurer Conqueror King System™, ACKS™, and Auran Empire™, when used in any context, are product identity. The title Ruins of Cyfandir™ is Product Identity. All artwork, 
  logos, maps, presentation, NPCs, locations, and geography are product identity.
  DESIGNATION OF OPEN GAME CONTENT
  All game mechanics and rules are open game content, with the exception of text and terms defined above as product identity.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathon Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, 
  Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
  Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, 
  and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Adventurer Conqueror King Copyright 2011, Autarch™ LLC; Authors Alexander Macris, Tavis Allison, Greg Tito, and Ryan Browning.
  Basic Fantasy Role-Playing Game Copyright 2006-2008, Chris Gonnerman.
  Castles & Crusades: Players Handbook Copyright 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden.
  Castles & Crusades: Monsters Product Support Copyright 2005, Troll Lord Games.
  Creature Compendium, Copyright 2015 New Big Dragon; Richard J. LeBlanc, Jr., “Animal Mummy,” “Flailing Spirit,” “Sarcophagal Worm.”
  Labyrinth Lord ™ Copyright 2007-2009, Daniel Proctor; Author Daniel Proctor.
  Labyrinth Lord™ Advanced Edition Companion Copyright 2010, Daniel Proctor; Author Daniel Proctor.
  Swords & Wizardry™ Monstrosities, Copyright 2012 Frog God Games; Matthew J. Finch, “Jackal of Darkness,” “Tunnel Prawn;” Scotty Wylie Roberts, Myrystyr, “Fungal Creeper”. 
  END OF LICENSE
  Copyright 2012-2014 Autarch LLC. Autarch™, Adventurer Conqueror King™, Adventurer Conqueror King System™, and ACKS™ are trademarks of Autarch Auran Empire™ is a trademark of Alexander Macris. 
  
SOURCE: textdata/thevault/Adventurer Conqueror King/Axioms/Axioms Issue 9.pdf