TEXT: © Palladium Books®
  Bizantium
  and the Northern Islands
  Brian Hite (Order #17180059)
  
  1
  Warning!
  Violence and the Supernatural
  The fantasy world of The Palladium Role-Playing Game® is violent, deadly and filled with magic 
  and monsters. Other-dimensional beings, demons, and sorcerers torment, stalk and enslave humans. Mon-
  sters, gods, magic, insanity, cannibalism, war and heroic adventure are all elements of this book.
  Some parents may find the violence and supernatural elements inappropriate for young readers/players. 
  We suggest parental discretion.
  Please note that none of us at Palladium Books condone or encourage the occult, the practice of magic, 
  the use of drugs, or violence.
  An epic sourcebook for the Palladium Fantasy RPG®, 2nd Edition.
  Brian Hite (Order #17180059)
  
  2
  PDF Edition – October 2018
  Copyright 2015 Palladium Books Inc. and Kevin Siembieda
  All rights reserved under the Universal Copyright Convention, World Wide. No part of this book may be reproduced in part or whole, 
  in any form or by any means, without permission from the publisher, except for brief quotes for use in reviews. All incidents, situations, 
  institutions, governments and people are fictional and any similarity, without satiric intent, of characters or persons living or dead, is 
  strictly coincidental.
  Palladium Books®, The Palladium Fantasy RPG®, Rifts®, The Rifter®, Chaos Earth®, Dead Reign®, Megaverse®, Powers Unlim-
  ited®, Coalition Wars®, Wormwood®, and After the Bomb® are registered trademarks owned and licensed by Kevin Siembieda and 
  Palladium Books Inc.
  Adventures on the High Seas, Algor, Algorian Sea, Baalgor Wastelands, Bearmen, Beastla, Bizantium, Bizantian, Bizas, Island 
  Kingdom of Bizantium, Brgg, Dragons & Gods, Age of a Thousand Magicks, Age of Purification, Corpse Jelly, Coyles, Deevil, De-
  filers, Diabolist, Dragondactyl, Dragonwright, Empire of Sin, Eandroth, Eastern Territory, Eoten, Epim, Floenery Islands, Great Ice 
  Shelf, Great Northern Wilderness, Hoknar, Iceborn, Icy Ocean, Kankoran, Land of the Damned, Land of the South Winds, Library of 
  Bletherad, Mind Mage, Od, Old Kingdom, Psi-Healer, Rurga, Monsters & Animals, Nimro, Northern Hinterlands, Palladium of De-
  sires, Wolfen, Emerin, Gigante, Old Ones, Rock Claw, Northern Hinterlands, Sea Ghoul, Sea of Despair, Sea Unicorn, Serpent Chaser, 
  Shadow Coast, Shadow Coast Colonies, Skinbinder, Summoner, Timiro Kingdom, Tristine Chronicles, Waterchanter, Western Empire, 
  Wolfen, Wolfen Empire, Wolvenar, Yin-Sloth Jungles, and other names, titles and likenesses of characters are trademarks owned by 
  Kevin Siembieda and Palladium Books Inc.
  Palladium Online: www.palladiumbooks.com
  Also visit us at facebook.com/PalladiumBooks
  Bizantium and the Northern Islands™ – A sourcebook for The Palladium Fantasy RPG®, 2nd Edition is published by Pal-
  ladium Books Inc., 39074 Webb Court, Westland, MI 48185. Printed by McNaughton & Gunn in the USA.
  Dedication
  To Kevin Siembieda and Erick Wujcik for making a wonderful fantasy setting that has allowed me to spend part of my life in a won-
  drous world whenever I need a little escapism.
  To my best friend Miles who helped bring Bizantium to life with his diligence and mapmaking skills.
  To my Fantasy Players, John, Paul, Richard, Andy, Brent and Okey, for all the good times sitting around the table even when we 
  failed to get any adventuring done.
  But above all to my buddy Herbert Nielsen, you were there for me during the lowest point in my life, I’ll never forget our “going to 
  breakfast mornings,” they always cheered me up during the sad days. You forced me to become a better Game Master so in return I be-
  came a better story teller. Without you this book and everything I’ve accomplished with Palladium Books would not be possible. While 
  Bizantium is not the proper setting for the Elf Paladin Garret Oakenshield, his adventures remain some of the happiest times in my life. 
  It was destiny that you rolled those natural 20s to defeat the Orcish Warlord; roll another, and keep playing my friend.
  – Glen A. Evans, 2015
  To friends and fond memories . . . of happy times, grand adventures, the Detroit Gaming Center, The Defilers, Erick, Kay, Kevin 
  Lowery, Kevin Long, Thom, Ken, Tony, Julius, Alex, Rusty, Ziggy, Kerry, Al, Dave, Mark, Bill, Robin, and all the rest. And to the 
  many friends and memories that would follow and are yet to come.
  – Kevin Siembieda, 2015
  Brian Hite (Order #17180059)
  
  3
  Palladium Books® Presents:
  Bizantium
  and the Northern Islands
  ™
  Written by: Glen Evans
  Additional Text and Ideas: Kevin Siembieda
                                              Matthew Clements
  Editors: Matthew Clements
                Alex Marciniszyn
                Wayne Smith
  Proofreader: Julius Rosenstein
  Cover Painting: Charles Walton II
                            Eduardo Dominguez S.
  Interior Artists:
                Amy L. Ashbaugh
                Mark Dudley
                Tanya Ramsey
                Benjamin Rodriguez
                Kevin Siembieda
                Charles Walton
  Map Artist, Back Cover: Tad Davis
  Map of Bizantium & Region: Will Erwin
  Other Maps: Kevin Siembieda
  Art Direction & Layout: Kevin Siembieda
  Typography: Wayne Smith
  Based on the RPG rules, text, characters,
  concepts and Megaverse® created by Kevin Siembieda.
  Special Thanks to Glen Evans who has never given up on honing his craft and making his dreams come true; 
  to Matthew Clements, writer and friend who is chasing dreams of his own; to Chuck, Amy, Mark, Ben, Eduardo, 
  Tad, Will and all the artists who visualize the stuff of dreams and bring them to life on paper; and to Palladium’s 
  crew of hardworking adventurers – Alex, Wayne, Julius, Kathy, and Jeff – who have been helping me realize my 
  dreams for decades.
  – Kevin Siembieda, 2015
  Brian Hite (Order #17180059)
  
  4
  Contents
  Map of the Known World .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 7
  Bizantium .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 8
  The Northern Kingdom of Man .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 8
  An Overview of the Island Kingdom  . . . . . . . . . . . . . . . . 9
  Reputation  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Safety in Isolation  . . . . . . . . . . . . . . . . . . . . . . . . 10
  Serpents all around  . . . . . . . . . . . . . . . . . . . . . . . 10
  Global Influence .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 10
  The Timiro Kingdom  . . . . . . . . . . . . . . . . . . . . . . 10
  Attitudes Toward Outsiders .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 11
  Human Elitists .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 11
  Relations with the Wolfen .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 11
  Political Unrest at Home  . . . . . . . . . . . . . . . . . . . . . . 11
  The King Must Go  . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Warlock Council .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 12
  Bizantium’s Origins  . . . . . . . . . . . . . . . . . . . . . . . . 13
  Eoten Creation Myth  . . . . . . . . . . . . . . . . . . . . . . . . 13
  The Eoten  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  The Northern Mysteries .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 15
  The Eoten in Recorded History  . . . . . . . . . . . . . . . . . . . 15
  One Possible Origin of the Eoten  . . . . . . . . . . . . . . . . 16
  The Recorded History of Bizantium  . . . . . . . . . . . . . . . 16
  Origins of the Eoten: 10,000 Years Ago  . . . . . . . . . . . . . . 16
  The Time of Bizas: 2,325 Years Ago .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 18
  The Western Empire Invasion: 1,020 Years Ago .  .  .  .  .  .  .  .  .  . 18
  The Great Chain  . . . . . . . . . . . . . . . . . . . . . . . . . 18
  First Contact with Wolfen: 600 Years Ago .  .  .  .  .  .  .  .  .  .  .  .  . 18
  Battle of the Frozen Plain  . . . . . . . . . . . . . . . . . . . . 18
  Modern Bizantium & Global Outreach: 409 Years Ago  . . . . . . 19
  Stonebrook .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 19
  Establishing the Shadow Coast Colonies .  .  .  .  .  .  .  .  .  .  .  .  . 19
  Shadow Coast Established: 104 Years Ago .  .  .  .  .  .  .  .  .  .  .  .  . 19
  Council of Elements .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 20
  Bizantium Today .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 21
  King Raedaen IV  . . . . . . . . . . . . . . . . . . . . . . . . 21
  Iceborn .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 21
  The Kingdom of Bizantium  . . . . . . . . . . . . . . . . . . . . 22
  Seven Main Islands Population  . . . . . . . . . . . . . . . . . . . 22
  Social Classes  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
  Slavery .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 23
  The Monarchy .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 23
  High Father of the Church of Algor .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 23
  King Raedaen IV  . . . . . . . . . . . . . . . . . . . . . . . . 23
  Judicial Authority  . . . . . . . . . . . . . . . . . . . . . . . . 23
  Silent Council  . . . . . . . . . . . . . . . . . . . . . . . . . . 23
  Noble Houses .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 24
  Some Noble Houses of Note  . . . . . . . . . . . . . . . . . . . . 24
  House Bardomus .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 25
  House Vatatzes  . . . . . . . . . . . . . . . . . . . . . . . . . 26
  Freemen  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
  Laborers and Peasantry  . . . . . . . . . . . . . . . . . . . . . . . 27
  Fiefholders/Farmers .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 27
  Women  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
  Non-Humans  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
  Taxes and Obligations .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 28
  The Great Requirement  . . . . . . . . . . . . . . . . . . . . . . . 29
  Laws and Legal System .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 30
  The Crown Commissions  . . . . . . . . . . . . . . . . . . . . . 31
  The Warlock Council  . . . . . . . . . . . . . . . . . . . . . . 31
  The Bizantian Military  . . . . . . . . . . . . . . . . . . . . . . . 32
  Royal Navy  . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
  Bizantium’s Economy .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 33
  Imports .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 34
  Iron and Coal  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
  Fishing and Hunting Sea Creatures  . . . . . . . . . . . . . . . . . 35
  Sea Serpents  . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
  Sea Serpent Oil  . . . . . . . . . . . . . . . . . . . . . . . . . 35
  Magic  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
  Warlocks and Waterchanters  . . . . . . . . . . . . . . . . . . 36
  Religion  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
  The Shipyards of Bizantium  . . . . . . . . . . . . . . . . . . . . 37
  Bizantium’s Laws of Salvage .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 38
  The Bai Regatta  . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
  Bizantium Foreign Relations  . . . . . . . . . . . . . . . . . . . 38
  The Wolfen Empire  . . . . . . . . . . . . . . . . . . . . . . . . . 39
  The Kiridin Barbarians  . . . . . . . . . . . . . . . . . . . . . . . 40
  The Eastern Territory  . . . . . . . . . . . . . . . . . . . . . . . . 41
  The Western Empire  . . . . . . . . . . . . . . . . . . . . . . . . 41
  The Timiro Kingdom  . . . . . . . . . . . . . . . . . . . . . . . . 42
  The Island of Bizantium .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 43
  The City of Stonebrook  . . . . . . . . . . . . . . . . . . . . . . . 44
  Bizas Inlet and Inland Sea .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 45
  The City of Bizantium  . . . . . . . . . . . . . . . . . . . . . . . 46
  City Map .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 48
  The Market Star District  . . . . . . . . . . . . . . . . . . . . . . 49
  The City Dock District  . . . . . . . . . . . . . . . . . . . . . . . 50
  Temple of Light  . . . . . . . . . . . . . . . . . . . . . . . . . 51
  Notes about Inns in the City .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 52
  Visitor bylaws of the city  . . . . . . . . . . . . . . . . . . . . 52
  The Grinning Goblin  . . . . . . . . . . . . . . . . . . . . . . . . 53
  The Stone Hearth Inn  . . . . . . . . . . . . . . . . . . . . . . . . 53
  Elenor Rosario (Selkie)  . . . . . . . . . . . . . . . . . . . . . 53
  The Purple Rose .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 54
  Celeste Loveless .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 54
  The Sailor’s Sackhouse  . . . . . . . . . . . . . . . . . . . . . . . 54
  Kirsgen Yard .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 55
  Other Cities of Note on Bizantium  . . . . . . . . . . . . . . . . 56
  The City of Wujcik  . . . . . . . . . . . . . . . . . . . . . . . . . 56
  Wujick Catherdral & High Sister Latharsis  . . . . . . . . . . . 57
  The Thankful Trader .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 57
  Tavern District (West Side) .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 58
  The Kraken Inn & Tavern  . . . . . . . . . . . . . . . . . . . . 58
  Bai .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 60
  Bean .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 60
  Gate Fort  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
  Homesight .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 61
  Kallico .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 61
  Letia .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 61
  Northomber  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
  Plu .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 62
  Southomber  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
  Timsink  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
  Stonebrook (Dwarven City) .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 62
  Tree of Life  . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
  The Great Oak  . . . . . . . . . . . . . . . . . . . . . . . . . . 63
  Geographic Overview  . . . . . . . . . . . . . . . . . . . . . . . 64
  Map of Bizantium and its Colonies .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 65
  The Strait of Forlorn Hope  . . . . . . . . . . . . . . . . . . . . . 66
  Goblin Rock .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 66
  Sea of Despair .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 66
  Icy Ocean  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
  Island of Borich  . . . . . . . . . . . . . . . . . . . . . . . . . . 67
  Cities on the Island of Borich .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 68
  Cantock Island .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 70
  The Island of Wyst .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 70
  Worms of Taut  . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
  The Island of Yufel .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 71
  The Isle of Acta .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 71
  Brian Hite (Order #17180059)
  
  5
  House Selernani  . . . . . . . . . . . . . . . . . . . . . . . . . 71
  The Island of Sinza .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 71
  Ogres .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 72
  Ancient Elven Monastery .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 72
  Artifacts and Tombs .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 72
  Sun-Sphere of Osiris .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 73
  Wolf-Son’s Sword .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 73
  The Island of Torn .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 73
  Ghost City of Valsk  . . . . . . . . . . . . . . . . . . . . . . . 74
  Other Places of Note .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 75
  The Shadow Coast  . . . . . . . . . . . . . . . . . . . . . . . . . 75
  The Council of Elements  . . . . . . . . . . . . . . . . . . . . 76
  The Hil-Santo Colony .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 77
  The Me’zfii Onh Colony  . . . . . . . . . . . . . . . . . . . . . . 77
  Lyrna Colony  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
  Noatun Colony  . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
  The Great Ice Shelf  . . . . . . . . . . . . . . . . . . . . . . . . 78
  Map of the Known World  . . . . . . . . . . . . . . . . . . . . 78
  The Frozen Coast  . . . . . . . . . . . . . . . . . . . . . . . . . . 79
  The Land of the Iceborn .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 80
  The Heart of Evil (Ay-Ezan)  . . . . . . . . . . . . . . . . . . 80
  The Edge of the World  . . . . . . . . . . . . . . . . . . . . . . 80
  Key Figures of the Kingdom of Bizantium .  .  .  .  .  .  .  .  .  .  .  . 81
  King Raedaen IV  . . . . . . . . . . . . . . . . . . . . . . . . . . 81
  Merchant-Prince Wilgan Vatatzes  . . . . . . . . . . . . . . . . . 82
  Hanta Farrip, Chief of the Warlock Council  . . . . . . . . . . . . 83
  Airen Roth, High Minister Northern Pantheon  . . . . . . . . . . . 85
  Merchant-Prince Grayen Bardomus  . . . . . . . . . . . . . . . . 86
  High Sister Olevea Lathrsis .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 87
  Powerful Individuals Looking to Subvert the King  . . . . . . . 88
  The Council of Elements  . . . . . . . . . . . . . . . . . . . . . . 90
  Bizantium O.C.C.s .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 91
  Fisherman O.C.C. .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 91
  Bizantium Marine O.C.C. .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 93
  Bonuses to Specific Marine Groups .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 94
  Serpent Chaser O.C.C.  . . . . . . . . . . . . . . . . . . . . . . . 95
  Waterchanter O.C.C.  . . . . . . . . . . . . . . . . . . . . . . . . 98
  Bizantium Warlocks .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  100
  Ocean Magic Descriptions .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  100
  New Earth Warlock Spells  . . . . . . . . . . . . . . . . . . . 104
  New Fire Warlock Spells  . . . . . . . . . . . . . . . . . . . . 105
  New Skill Descriptions .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  106
  Experience Tables  . . . . . . . . . . . . . . . . . . . . . . . . 108
  Animals of the Northern Sea  . . . . . . . . . . . . . . . . . . 109
  Black Whale .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  109
  Corpse Jelly  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
  Green Fin Shark .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  111
  Harbor Seal  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
  Wolf Seal  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
  Sea Unicorn  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
  Ice Bear  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
  Rock Claw .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  116
  Walrus .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  118
  Sea Serpents & Monsters  . . . . . . . . . . . . . . . . . . . . 119
  Ice Bearman .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  120
  Sea Ghoul  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
  Selkie  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
  Sea Serpents .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  127
  Jormund Serpent .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  127
  Northern Strangler .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  128
  Winterserpents .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  130
  Random Monster Generator  . . . . . . . . . . . . . . . . . . 132
  Strange Abilities Table  . . . . . . . . . . . . . . . . . . . . . . 135
  Sea of Despair Animal Mutations .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  136
  The Iceborn .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  136
  Male Iceborn R.C.C.  . . . . . . . . . . . . . . . . . . . . . . . 138
  Iceborn Raider O.C.C. .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  141
  Iceborn Captain O.C.C.  . . . . . . . . . . . . . . . . . . . . 142
  The Tribe is All  . . . . . . . . . . . . . . . . . . . . . . . . 143
  Female Iceborn R.C.C.  . . . . . . . . . . . . . . . . . . . . . . 144
  Skinbinder Female O.C.C. .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  145
  Iceborn Sea Witch O.C.C. .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  146
  Iceborn Ships .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  148
  Iceborn Necroilus  . . . . . . . . . . . . . . . . . . . . . . . . . 148
  Sinking a Necroilus near shore  . . . . . . . . . . . . . . . . 149
  Necroilus Warship, the Iceborn’s Home  . . . . . . . . . . . . . 149
  Necroilus not reliant on Sails or Oars  . . . . . . . . . . . . . 150
  Necroilus Warship Stats .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  150
  Bone Longboats .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  151
  The Necromancer O.C.C.  . . . . . . . . . . . . . . . . . . . . 152
  Necromancer O.C.C. Abilities and Bonuses  . . . . . . . . . . . 152
  Necromancy Magic  . . . . . . . . . . . . . . . . . . . . . . . 155
  Level One  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
  Level Four .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  159
  Level Eight  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
  Level Twelve  . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
  Wizard Spells Available to the Necromancer .  .  .  .  .  .  .  .  .  .  .  169
  Weapons & Armor .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  170
  Bizantian Harpoons  . . . . . . . . . . . . . . . . . . . . . . . . 170
  Iceborn Gnagawa  . . . . . . . . . . . . . . . . . . . . . . . . . 170
  Iceborn War Club  . . . . . . . . . . . . . . . . . . . . . . . . . 170
  Bizantium Armor of Note  . . . . . . . . . . . . . . . . . . . . 171
  Navigational Equipment .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  171
  Bizantium Navy  . . . . . . . . . . . . . . . . . . . . . . . . . 172
  Ships of Bizantium  . . . . . . . . . . . . . . . . . . . . . . . . 172
  Biremes  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173
  Whaling Ship  . . . . . . . . . . . . . . . . . . . . . . . . . 174
  Icebreakers .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  176
  Battleships  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  177
  Stone Ships of Bizantium  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  178
  Foreign Ships  . . . . . . . . . . . . . . . . . . . . . . . . . . . 180
  Dangers from the Past .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  181
  Beastla, Queen of Sea Monsters  . . . . . . . . . . . . . . . . . 181
  The Binding of Brrg .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  183
  Brgg the Destroyer  . . . . . . . . . . . . . . . . . . . . . . . . 184
  The Prison Chamber of Brgg  . . . . . . . . . . . . . . . . . 185
  Releasing Brgg .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  186
  The Trove of Oddgeir  . . . . . . . . . . . . . . . . . . . . . 186
  The Seven Treasures of the North  . . . . . . . . . . . . . . . 186
  Aragat, Sinker of Ships  . . . . . . . . . . . . . . . . . . . . 189
  Avenues of Adventure  . . . . . . . . . . . . . . . . . . . . . . 190
  Close Encounter of the Iceborn Kind  . . . . . . . . . . . . . 190
  Investigate Torn  . . . . . . . . . . . . . . . . . . . . . . . . 190
  Sailing with the Fourth Fleet  . . . . . . . . . . . . . . . . . . . 191
  Pirate Hunting  . . . . . . . . . . . . . . . . . . . . . . . . . 191
  The Enemy from the North  . . . . . . . . . . . . . . . . . . . . 191
  Iceborn attack Bizantium  . . . . . . . . . . . . . . . . . . . 192
  Also for the Palladium Fantasy RPG® Series  . . . . . . . . . . 192
  Color Map of the Known World  . . . . . . . . . . . .Back Cover
  Quick Find Index
  Acta, Isle of (Mermaids & Resorts) .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 71
  Adventure Ideas .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  190
  Age of a Thousand Magicks  . . . . . . . . . . . . . . . . . . . . 15
  Animals of the Northern Sea  . . . . . . . . . . . . . . . . . . . 109
  Ay-Ezan, Iceborn City  . . . . . . . . . . . . . . . . . . . . . . . 80
  Beastla, Queen of Sea Monsters  . . . . . . . . . . . . . . . . . 181
  Bai Regatta  . . . . . . . . . . . . . . . . . . . . . . . . . . 20 & 38
  Bizantium: Armor of Note  . . . . . . . . . . . . . . . . . . . . 171
  Brian Hite (Order #17180059)
  
  6
  Bizantium: At a Crossroads .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 12
  Bizantium: Battle of the Frozen Plain .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 18
  Bizantium: Church of Algor  . . . . . . . . . . . . . . . . . . . . 37
  Bizantium: City of .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 46
  Bizantium: Cities of Note .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 56
  Bizantium: Economy  . . . . . . . . . . . . . . . . . . . . . . . . 33
  Bizantium: Elven Monastery, Ruin & Treasure  . . . . . . . . . . 72
  Bizantium: Elves on the Islands .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 15 & 72
  Bizantium: Fleet (see Great Requirement)  . . . . . . . . . 29 & 172
  Bizantium: Foreign Relations .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 38
  Bizantium: Freemen .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 26
  Bizantium: Human Elitists  . . . . . . . . . . . . . . . . . . . . . 11
  Bizantium: Hunting Sea Creatures  . . . . . . . . . . . . . . . . . 35
  Bizantium: Kingdom of .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 22
  Bizantium: Laws and Punishment  . . . . . . . . . . . . . . . . . 30
  Bizantium: Laws of Salvage  . . . . . . . . . . . . . . . . . . . . 38
  Bizantium: Map of  . . . . . . . . . . . . . . . . . . . . . . . . . 65
  Bizantium: Marines  . . . . . . . . . . . . . . . . . . . . . . . . . 93
  Bizantium: Military  . . . . . . . . . . . . . . . . . . . . . . . . . 32
  Bizantium: Modern Bizantium Global Outreach  . . . . . . . . . . 19
  Bizantium: Monarchy .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 23
  Bizantium: Navy  . . . . . . . . . . . . . . . . . . . . . . 32 & 172
  Bizantium: Noble Houses .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 24
  Bizantium: Non-Humans  . . . . . . . . . . . . . . . . . . . . . . 28
  Bizantium: Ogres (see the Island of Sinza)  . . . . . . . . . . . . . 71
  Bizantium: Overview and Other Islands  . . . . . . . . . . . . . . 64
  Bizantium: Plague (see Island of Yufel)  . . . . . . . . . . . . . . 71
  Bizantium: Pirates (see House Malemore)  . . . . . . . . . . . . . 25
  Bizantium: Political Unrest at Home  . . . . . . . . . . . . . . . . 11
  Bizantium: Population Breakdown  . . . . . . . . . . . . . . . . . 22
  Bizantium: Remote location  . . . . . . . . . . . . . . . . . .9 & 10
  Bizantium: Reputation  . . . . . . . . . . . . . . . . . . . . . . . 10
  Bizantium: Shadow Coast .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 19 & 75
  Bizantium: Social Classes .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 22
  Bizantium: Ships  . . . . . . . . . . . . . . . . . . . . . . . . . 172
  Bizantium: Shipyards  . . . . . . . . . . . . . . . . . . . . . . . . 37
  Bizantium: Stonebrook  . . . . . . . . . . . . . . . . . . . . 19 & 62
  Bizantium: Stone Ships  . . . . . . . . . . . . . . . . . . . 20 & 178
  Bizantium: Weapons & Gear of Note .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  170
  Bizantium: Western Empire Invasion .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 18
  Bizantium: Wolfen  . . . . . . . . . . . . . . . . . . . . .9, 11 & 39
  Bizantium: Worms of Taut (see Island of Wyst)  . . . . . . . . . . 70
  Bizas .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 14 & 18
  Brgg (Ancient God; Evil)  . . . . . . . . . . . . . . . . . . . . . 184
  Brgg: High Priestess Olevea Latharsis  . . . . . . . . . . . . . . . 87
  Brgg: Binding of  . . . . . . . . . . . . . . . . . . . . . . . . . 183
  Brgg: Island of Torn (prison)  . . . . . . . . . . . . . . . . . . . . 73
  Brgg: The Seven Treasures of the North  . . . . . . . . . . . . . 186
  Council of Elements .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 21 & 90
  Demon Black Ships  . . . . . . . . . . . . . . . . . . . . 10, 19 & 20
  Dwarven City (see Stonebrook) .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 19 & 62
  Elf-Dwarf War  . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
  Experience Tables .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  108
  Eoten: Founding Leader (see Bizas)  . . . . . . . . . . . . . 14 & 18
  Eoten: Creation Myth  . . . . . . . . . . . . . . . . . . . . . . . . 13
  Eoten: Origins .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 16
  Eoten: Ruins of City (see Valsk)  . . . . . . . . . . . . . . . . . . 74
  Great Oak, The  . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
  Great Ice Shelf  . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
  Ice Bearman .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  120
  Iceborn, The .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  136
  Iceborn, Attacks (adventure hooks) .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  191
  Iceborn, Bone Longboats  . . . . . . . . . . . . . . . . . . . . . 151
  Iceborn, City of Ay-Ezan  . . . . . . . . . . . . . . . . . . . . . . 80
  Iceborn, Land of (see Great Ice Shelf)  . . . . . . . . . . . . . . . 78
  Iceborn, Failure at Conquest  . . . . . . . . . . . . . . . . . . . 148
  Iceborn, Female R.C.C.  . . . . . . . . . . . . . . . . . . . . . . 144
  Iceborn, Male R.C.C.  . . . . . . . . . . . . . . . . . . . . . . . 138
  Iceborn, Necroilus .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .136 & 148
  Iceborn, Necroilus, sinking near shore  . . . . . . . . . . . . . . 149
  Iceborn, Technology  . . . . . . . . . . . . . . . . . . . . . . . 138
  Iceborn, Weapons of Note  . . . . . . . . . . . . . . . . . . . . 170
  Icy Ocean  . . . . . . . . . . . . . . . . . . . . . . . . . . . 67 & 79
  Ice Shelf, Great  . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
  Island of Torn (prison of Brgg)  . . . . . . . . . . . . . . . . . . . 73
  Island of Torn (Aragat, one of the 7 Treasures) .  .  .  .  .  .  .  .  .  .  189
  King Must Go .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 12
  King Raedaen IV  . . . . . . . . . . . . . . . . . . . 11, 12, 23 & 81
  Kiridin Barbarians .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 40
  Magic Items: Great Oak .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 63
  Magic Items: Seven Treasures  . . . . . . . . . . . . . . . . . . 187
  Magic Spells: Earth Warlock  . . . . . . . . . . . . . . . . . . . 104
  Magic Spells: Fire Warlock .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  105
  Magic Spells: Necromancy  . . . . . . . . . . . . . . . . . . . . 156
  Magic Spells: Ocean Magic .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  100
  Make Sea Monsters (Random Tables)  . . . . . . . . . . . . . . 132
  Map of Bizantium and its Colonies .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 65
  Map of the Great Ice Shelf  . . . . . . . . . . . . . . . . . . 78 & 79
  Map showing Ice Shelf and Edge of the World .  .  .  .  .  .  .  .  .  .  . 78
  Navigational Equipment  . . . . . . . . . . . . . . . . . . . . . 171
  Necromancer O.C.C.  . . . . . . . . . . . . . . . . . . . . . . . 152
  Necromancy Components .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  169
  Necromancy Magic Spells  . . . . . . . . . . . . . . . . . . . . 156
  Necroilus, Iceborn Dead Serpent Ships .  .  .  .  .  .  .  .  .  .  .  .  .  .  148
  North Folk (see Eoten)  . . . . . . . . . . . . . . . . . . . . . . . 14
  O.C.C.s  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
  Sea Ghoul  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
  Sea of Despair .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 66 & 67
  Sea of Despair Animal Mutations .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  136
  Sea Serpents .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  127
  Sea Serpent Attack (story)  . . . . . . . . . . . . . . . . . . . . . . 8
  Sea Serpent Hunting  . . . . . . . . . . . . . . . . . . . . . . . . 35
  Sea Serpent Hunter (see Serpent Chaser) .  .  .  .  .  .  .  .  .  .  .  .  .  . 95
  Sea Serpent Meat, Oil & Values  . . . . . . . . . . . . . . . . . . 35
  Sea Serpent/Monster Generator .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  132
  Selkie R.C.C.  . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
  Selkie NPC (see Elenor Rosario)  . . . . . . . . . . . . . . . . . . 53
  Seven Treasures of the North  . . . . . . . . . . . . . . . . . . . 186
  Shadow Coast  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 11, 19 & 75
  Shadow Coast: Council of Elements  . . . . . . . . . . . . . . . . 76
  Shadow Coast: Time Line .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 19
  Skill Descriptions  . . . . . . . . . . . . . . . . . . . . . . . . . 106
  Slayer of Mountains .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 16
  Stonebrook  . . . . . . . . . . . . . . . . . . . . . . . . . . 19 & 62
  Timiro .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 17
  Tree of Life (see Great Oak)  . . . . . . . . . . . . . . . . . . . . 62
  Tristine Chronicles  . . . . . . . . . . . . . . . . . . . . 15, 16 & 80
  Trove of Oddgeir  . . . . . . . . . . . . . . . . . . . . . . . . . 186
  Warlocks  . . . . . . . . . . . . . . . . . . . . . . . . . . 36 & 100
  Warlock Council  . . . . . . . . . . . . . . . . . . . . . . . 12 & 31
  Warlock Hanta Farrip .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 12 & 83
  Waterchanter  . . . . . . . . . . . . . . . . . . . . . . . . . 36 & 98
  Western Empire .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 17 & 41
  Wolfen: Relations with Bizantium  . . . . . . . . . . . . . . . . . 39
  Wolfen: Shadow Coast Colonies  . . . . . . . . . . . . . . . . . . 11
  Wolfen: Trade Partner Me’zfii Onh Colony  . . . . . . . . . . . . 77
  Wolfen: Trade Partner House Lamrith  . . . . . . . . . . . . . . . 25
  Wolfen: Trade Partner House Yinxner  . . . . . . . . . . . . . . . 26
  Wolfen: The Battle of the Frozen Plain .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 18
  Wolfen: Twelve Tribes Unite .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 20
  Brian Hite (Order #17180059)
  
  7
  Brian Hite (Order #17180059)
  
  8
  Bizantium
  The Northern Kingdom of Man
  Hirren leaned on the rough-hewn railing that wrapped around 
  the edge of the fishing boat. They were sailing through the wa-
  ters north of the Isle of the Cyclops, trawling for the rich shoals 
  of sardines that frequented the area in autumn and fetched such 
  a good price back home. Two weeks had passed since their de-
  parture from Rallian in the Western Empire, the boat’s home 
  port; two weeks since Hirren had drunk ale from the tap or tasted 
  fresh-baked bread or glimpsed a woman that wasn’t the mermaid 
  carved on the fishing vessel’s bow. It had either been a life on the 
  high seas or the Imperial Army for him, and lately he had begun 
  to doubt his choice.
  “Whale-sign to starboard!” called the lookout, who had 
  been slouched lazily in the crow’s nest, half-asleep, until a wave 
  passed under the boat crosswise and shook him awake.
  The line in Hirren’s hands twitched and his eyes lifted. Sure 
  enough, a Black Whale leapt from the water as he watched, a 
  magnificent display for an animal as big as their boat, and 
  splashed back down into the sea.
  “Twenty-five, maybe thirty barrels of oil in that beast, I wa-
  ger,” said first mate Alivar Mortsa, watching with a certain nos-
  talgia in his eyes. “Served on a whaling ship for four seasons. 
  Pay was fine, I tell you that. Better than any fishing vessel. But I 
  never worked so hard in my life.”
  “Never thought you to be afraid of hard work, Mortsa.”
  “Didn’t leave it due to the toil, left it due to the smell. A dozen 
  giant vats – bubbling with fat, day and night, cooking it all down 
  into whale oil. I couldn’t go back for a fifth season, not for any 
  price.”
  “Worse than being up to your waist in sardines?”
  Mortsa nodded, the smell still fresh in his memory. “Tells you 
  something, doesn’t it?”
  “Ahh!” Hirren winced as the line he held was suddenly jerked 
  away. A long, dark form crossed under them, and the big whale 
  twisted and writhed as massive jaws clamped onto its side. Blood 
  and blubber filled the water, beaten into bubbles and oily froth as 
  an immense sea serpent devoured the whale in incredible, rend-
  ing bites. Hirren had always heard that huge serpents were com-
  mon in northern waters, nearing the Sea of Dread, but the fishing 
  was just too good for the captain to pass up.
  With the best parts of the whale consumed, the sea serpent 
  lifted its head out of the waves, water streaming down off its ar-
  mored face and scowling jaws. Then, it turned back toward the 
  ship. Hirren certainly wished he was in the Imperial Army now!
  “All hands – hold fast!” yelled Mortsa. Hirren wrapped an 
  arm around the railing, but it was no use. The little fishing boat 
  shattered into splinters, parting before the serpent’s hillocks of 
  scaled coils. The lookout fell onto the creature itself and was cut 
  deeply by the jagged ridges that lined its sides, rolling into the 
  water clutching his wounds.
  The great beast slipped beneath the waves as swiftly as it had 
  appeared, leaving a dozen men floating in the water with the 
  smashed boards and nets of fish that had been their ship and their 
  livelihood a moment before. Hirren saw the captain swimming 
  for an overturned ship’s lifeboat, saw Mortsa trying to help the 
  injured lookout keep his head above water with one hand, hold-
  ing onto a barrel with the other.
  A net-full of sardines exploded in a storm of burning eyes and 
  gulping jaws, a passing snack that would have fetched two-thou-
  sand gold back in the fish market.
  The sea serpent reared back, sardines spilling out of its 
  mouth, and darted downward, toward the water’s surface, to 
  snatch Mortsa up out of the sea. Hirren could only watch and 
  tread water as the monster tossed the flailing whaler into the air 
  and caught him in its giant jaws, gulping him down like a fish 
  taking bait off a hook. The lookout was next, and then the beast 
  vanished back under the waves.
  The silence as the survivors waited for the sea monster to 
  reappear was painful. Seconds felt like minutes. Then the sea 
  bulged and the captain was taken just as he climbed into the 
  lifeboat, pulled under, forever gone. A heartbeat later, the sea 
  serpent rose steadily, coil after coil, looking back. It slithered 
  through the water like the sea snakes Hirren had seen as a boy 
  – the poisonous creatures his grandfather had told him never to 
  touch, lest they be the death of him. Well, the king of all the sea 
  snakes was about to be the death of him.
  Hirren covered his eyes. If he had joined the Army at least he 
  would have met his death on his feet, at the hands of some Orc 
  or Ogre, not struggling in the water. Those wealthy nobles back 
  home, those fat priests and merchants, were about to cost him his 
  life. They had killed him with their willingness to pay good gold 
  for salty little fish to adorn their crackers and bread rolls.
  A horn sounded in the distance and the serpent turned. 
  Through a fog bank, bearing down from the north, Hirren’s sal-
  vation appeared: a pair of streamlined warships, flying on wings 
  of silk and canvas, casting up sea spray from their bows as they 
  cut through the water.
  They were beautifully handled, practically racing each other. 
  Sailors called back and forth as they closed in on the serpent. 
  Brian Hite (Order #17180059)
  
  9
  The lead ship rammed fearlessly into the monster, shouldering 
  the beast aside. Harpoons, javelins and arrows showered the 
  animal, lodging in between its scales, stabbing into its eyes and 
  face, harassing it to no end. Several of the harpoons were fixed to 
  lines, and sailors pushed huge barrels over the side of the ship; 
  floats that would stop the monster from diving, forcing it to re-
  main near the surface and tiring it out as it tried to escape. Nets 
  were thrown about its fins and tail, too, and suddenly the monster 
  from the deep did not seem quite so fearsome or unstoppable.
  Hirren cheered his rescuers, feeling revenge every time the 
  serpent recoiled from a blow delivered by the men onboard. He 
  watched the graceful ships, their billowing sails hurrying them 
  on in their deadly game of cat and mouse with the struggling 
  monster.
  He watched as the ships glided across the waves – right past 
  him and the other fishermen still flailing about in the water.
  “Wait!” he yelled, waving his arms. “Come back!” Despair 
  settled over him anew. The ships shrunk from view with every 
  passing moment, and before long were lost on the horizon, their 
  horns blaring in the distance.
  Hirren’s hopes sank as the distant sound of trumpets faded 
  away. Saltwater stung his eyes and he rocked back and forth in 
  the rolling waves. He watched the water for signs of sharks, or 
  worse, another sea serpent. As long minutes stretched on, he 
  feared his end would be slow and maddening. Many sailors re-
  fused to learn how to swim. Now Hirren could see why. A fast 
  death could be considered a blessing.
  Suddenly, a tender appeared; a sturdy little cutter following 
  the warships. Mercifully, it dropped its sails as it approached 
  Hirren and his fellow sailors, lowering a pair of smaller boats 
  over the side.
  Rough seafarers’ hands pulled him up out of the water. A 
  sailor with a long scar across his face that could only be from 
  a cutlass looked him over, patted him on the back and thrust a 
  waterskin into his hands.
  “Southomber Brandy,” he said. “Trust me.”
  Hirren took a swig and gasped as the fiery liquid hit him. He 
  coughed up seawater. The sailors laughed.
  “Now he’s breathing,” said the scarred sailor. The four men 
  manning the boat’s oars laughed in agreement, each smacking 
  Hirren on the back as a sign of friendship.
  Hirren caught his breath, gratefully taking the dry blanket that 
  was offered to him. “Where ...” he gestured toward where he had 
  last seen the two ships. “Where did they go?”
  “Why they’re after the serpent, sir! A grand chase, indeed. No 
  telling how many barrels of oil and tons of meat to take off that 
  beast.”
  Hirren was dumbstruck. He had once seen a half-grown tiger 
  shark snagged on a tuna line and accidentally dragged aboard. 
  That thrashing fish had been dangerous enough, but a serpent 
  was a thousand times its size.
  “I owe you my life,” he said, still in shock.
  “You owe us nothing, young gentleman. The sea god smiles 
  upon those who save the needy from the sea.”
  “Where do you sail from, sir? What kingdom do you call your 
  own?”
  The old seadog grinned, amused, but said not a word. In the 
  distance, a horn cried out again from the ships chasing the ser-
  pent. Hirren realized he had heard the sound before, seen the 
  carved ivory instrument that made it. It was the Call of the North. 
  The Horn of Bizantium.
  An Overview of
  the Island Kingdom
  Standing proudly upon the remote Northern Islands is the 
  Kingdom of Bizantium. No other human sovereignty in the Palla-
  dium World is known to exist so far from contact with the rest of 
  human civilization. Even humans living in the Commonwealth, 
  deep in the Yin-Sloth Jungles and surrounded by the Orcish Em-
  pire, still relish the comfort that comes from being within easy 
  reach of the Western Empire. Not so for the Island Kingdom 
  of Bizantium. Apart from the Shadow Coast colonies, there is 
  nothing but the vast wilderness of the Northern Hinterlands to 
  the south and the fearsome and forbidden Land of the Damned 
  just a stone’s throw away to the southwest. To the north, east, and 
  west is open ocean, and beyond that, nothing but the uncertainty 
  of the Edge of the World.
  Its remote location has given Bizantium centuries of isolated 
  peace and prosperity, with the Western Empire, its hated en-
  emy, as the Kingdom’s only consistent threat. Despite being so 
  close to the shores of the Land of the Damned and the Wolfen 
  Empire in the Great Northern Wilderness, the island kingdom 
  has never experienced any sort of demonic attack or invasion 
  from monsters, nor experienced the wrath of the dragons of the 
  icy north. Sea serpents, yes, but those slow-witted monsters in-
  habit the northern waters all around their island kingdom. There 
  is more to fear from other “civilized” people and their fellow hu-
  mans than the denizens of the North.
  As for the Wolfen, those canine humanoids are not the savage 
  barbarians that human kingdoms further south make them out to 
  be. Truth be told, Wolfen can be more noble and trustworthy than 
  most of the Western Empire’s nobles. The people of Bizantium 
  have spent centuries trading and sharing with the canine races 
  of the Great Northern Wilderness, so they have little to fear 
  from the Wolfen, Kankoran or even the massive and terrifying 
  Bear Men. Only the barbaric Coyles are a problem from time to 
  time, but even those lazy savages have learned it is better to leave 
  Bizantian ships and citizens unharmed and engage in trade rather 
  than fight them. That said, bands of Coyles do sometimes conduct 
  raids against Bizantian people on the mainland. Open communi-
  cation occurs almost weekly between the island kingdom and the 
  canines of the Great Northern Wilderness, especially among the 
  Wolfen. When skirmishes break out with the canine peoples, they 
  are usually isolated incidents, often with troublesome Coyles or 
  members of the monster races, and the rulers of Bizantium wisely 
  Brian Hite (Order #17180059)
  
  10
  recognize them as isolated incidents not involving the whole of 
  the Wolfen Empire.
  Reputation
  Every nation of the known world has its own unique reputa-
  tion and stereotypes. The Western Empire has its reputation for 
  decadence, sin and corruption; Timiro is known for clinging to 
  the past and its antiquated regime, and the Eastern Territory as 
  the new frontier filled with knights and adventurers. The Land 
  of the South Winds is a land of mystery and forbidden magicks, 
  and home to ten thousand cults and impoverished nobles. The 
  Old Kingdom, by comparison, is a shadow of the past and home 
  to the faded empires of Elves and Dwarves – and a land quickly 
  being overwhelmed by conquering hordes of Orcs, Ogres and 
  Goblins. The Bizantium stereotype, at least to the those living 
  south of the Great Northern Wilderness, is that of wild-haired 
  warriors, hard-bargaining merchants and serpent-hunting sailors 
  who devote their lives to the sea and associate with the “baby-
  eating” Wolfen. The Western Empire loves to paint Bizantians 
  as barely more civilized than the Wolfen, uncouth louts two steps 
  away from being barbarians themselves. This harsh and untrue 
  portrayal is perpetuated by rival kingdoms in the Eastern Ter-
  ritories and many ignorant people in the south who have never 
  seen a soul from Bizantium. Many priests from the Church of 
  Light and Dark, which has never been able to gain a foothold in 
  the Northern Islands, also like to portray and think of the people 
  of Bizantium as uneducated ruffians who cannot be trusted or 
  treated like “civilized people.” Priests, acolytes, and churchgoers 
  exaggerate and misreport the behavior and culture of Northern-
  ers in an effort to convince their superiors that the Bizantians are 
  a people that need saving and the deities they worship are to be 
  rejected and reviled.
  As one might expect, none of this is true. The people of Bi-
  zantium are every bit as educated and civilized as any kingdom 
  on the mainland, and in many cases, they are much more noble 
  and respectable than those who speak so poorly of them. With 
  their island nation a relative safe place to live, without threat from 
  monsters or invasion by neighboring rivals, the Kingdom of Bi-
  zantium is a place that has preserved its time-honored traditions, 
  customs and values.
  Safety in Isolation
  The Kingdom of Bizantium is predominantly human but is 
  isolated from other human kingdoms, most of which are located 
  thousands of miles to the south. Even the self-proclaimed Wolfen 
  Empire, their most immediate neighbor, has shown them little 
  hostility and maintains good diplomatic relations with the king-
  dom. The Western Empire is its closest “civilized” neighbor, but 
  the two kingdoms are separated by more than a thousand miles of 
  sea and an equal amount of hostile and savage wilderness by land. 
  To get to Bizantium without using ships, the Western Empire 
  would have to skirt around the infamous Land of the Damned, 
  a place of mystery and monsters, and still need to launch a sea 
  attack from the northern shores of the Great Northern Wilder-
  ness to do any real harm. This is completely unfeasible, as the 
  canine people and other monster races would never tolerate mass 
  troop movements across “their” land, and would tear such an 
  army to pieces before it was halfway to its destination. Travel by 
  sea is equally arduous, as it would require the Western armada to 
  travel around the Land of the Damned, whose waters are home 
  to legions of monsters and demons. Even worse, the last leg of 
  the trip requires going through the Sea of Despair with waters 
  infested with more sea monsters than anywhere in the Palladium 
  World, and subject to rough waves and strange weather phenom-
  ena. To avoid the Sea of Despair, the fleet would have to push 
  further north into waters also rife with aquatic horrors, dangerous 
  patches of floating ice, terrible storms and monsters the likes of 
  the Iceborn and sea serpents. Many foreigners have risked their 
  lives sailing these treacherous northern waters around the Land 
  of the Damned, never to be seen again. Only the seafarers of Bi-
  zantium demonstrate the necessary knowledge and seamanship 
  to successfully navigate the Sea of Despair and the Northern Sea 
  with regular success.
  Sea serpents all around the Kingdom of Bizantium help to 
  keep potential invaders at bay. The seafarers of Bizantium have 
  come to terms with the monsters that infest the waters all around 
  them. They understand the creatures, have learned the best lanes 
  of traffic to avoid them, and have developed strategies and tactics 
  to repel their attacks as well as the means to hunt the monsters 
  for sport and profit. While outsiders might be concerned that the 
  number of sea serpents across the Northern Sea seems to be in-
  creasing despite being hunted in great numbers, the Bizantians 
  see this only as a source of greater riches waiting to be plumbed 
  from the icy depths. What most outsiders don’t know (and the 
  leaders of the kingdom never reveal) is that sea serpents threaten 
  the shores of the islands only a few times a year. Sea serpents tend 
  to avoid the warm and well-traveled waters immediately around 
  Bizantium. It is 10-20 miles (16-32 km) and farther out to sea 
  where the serpents are most numerous and present a serious dan-
  ger to oceangoing vessels. That said, there are vast numbers of 
  sea serpents in the northern waters, so many that Bizantium has 
  turned hunting sea serpents into an industry that has surpassed 
  traditional whaling by ten-fold. It is the serpent trade, with their 
  valuable meat, oil and bones, that has helped make the kingdom 
  so prosperous and powerful.
  Still, rumors persist that the Empire of Sin (a.k.a. the West-
  ern Empire) is in the process of rebuilding its fleet of Demon 
  Black Ships, and has plans to conquer the island Kingdom and 
  make it part of the Empire. These rumors have so unnerved the 
  Crown that it has authorized the creation of the revolutionary 
  Stone Ships.
  Global Influence
  Robust sea-trade is Bizantium’s response to its isolation, and 
  their ships can be found in virtually every port city throughout 
  the nations of man, and beyond. For a thousand years, Bizantian 
  shipbuilding technology has been the envy of the world. This in-
  fluential capability has waxed and waned over the centuries, yet 
  remains ahead of most, if not all, competitors. The Timiro King-
  dom has the largest and most powerful navy afloat, yet, without 
  question, Bizantian shipbuilding technology is more advanced, 
  making them arguably the greatest sea power in the world.
  Bizantium’s influence across the known world is more than 
  wealth, mastery of the north seas, and the exercise of imperial 
  power. Though its sway is hard to grasp, difficult to place, and 
  somewhat obscure to the casual observer, modern historians 
  claim the current domination of humankind throughout the Pal-
  Brian Hite (Order #17180059)
  
  11
  ladium World could not have existed, nor been nurtured, without 
  numerous contributions brought on by the human inhabitants of 
  the Northern Islands.
  Unlike the Western Empire and the southern kingdoms, Bi-
  zantium does not have a reputation for plots, assassinations and 
  campaigns of conquest coupled with unquenchable greed. Dur-
  ing its 1,200 year history, Bizantium has had its share of treach-
  ery, hypocrisy, obscurity and avarice, but has persevered better 
  than most and is seen as a noble kingdom with its integrity intact. 
  Over the centuries, the monarchy has produced a large number 
  of intelligent leaders, brilliant military generals and innovative 
  clergymen.
  Bizantians thoroughly believe in cultural isolationism and xe-
  nophobia, and even today only humans are allowed citizenship. 
  There is also plenty of mystery associated with the islands’ “lost 
  history,” which is difficult to research, partly because ancient 
  Northerners left behind virtually no written records. Their history 
  remains hidden behind the glories of cave art, stone sculptures, 
  and oral stories passed on over the generations. Stories that reveal 
  details of the old way of life, before the influence of imperialism 
  and the Church of Algor. But the trouble with mythic stories and 
  tales of old is discerning what is truth and what is legend.
  The grandeur of Bizantium, with its inherited system of im-
  perial government and the divine source that inspired it, works 
  to give enormous confidence to its rulers and those they rule. 
  The kingdom has been centered around its sailing, shipbuild-
  ing and serpent-hunting industries for so long, that they have 
  become firmly embedded in the mindset of its people and ap-
  pear unchangeable. All Bizantians, from the lowliest citizen to 
  the highest of ruling families, seem to share the same enduring 
  strength and pride in themselves and their nation. As a society, 
  they are honest, hardworking and fiercely loyal to one another. 
  Their religious beliefs help establish a cultural framework that 
  unites everyone with a shared sense of belonging and a dedica-
  tion to the greater glory of the island nation. They are as proud 
  of their humble origins as their position in the modern world. Yet 
  while the people and industries of Bizantium function with pride 
  and competence, the high courts have been plagued with kingly 
  ineptitude that may make Bizantium vulnerable to its enemies.
  Attitudes Toward Outsiders
  For any man or woman who finds themselves in the frozen 
  North, Bizantium represents the only human civilization for thou-
  sands of miles. The Bizantians have a tradition of coming to the 
  aid of seafarers in need, and any vessel is likely to deposit rescued 
  castaways or shipwrecked sailors safely ashore.
  While sailors and merchants are welcome to trade and visit, Bi-
  zantium severely limits immigration to its islands. Humans from 
  the Western Empire, Yin-Sloth Jungles and Land of the South 
  Winds are the least welcomed (in that order). Northern mainland 
  people and citizens from Timiro are the most welcomed. Humans 
  from the Old Kingdom and Eastern Territory are also generally 
  allowed to settle on the Island Kingdom, but Bizantium is wary 
  of imperialist attitudes that seem to be taking hold in the Eastern 
  Territory and unsure about how many of its people to take in. 
  Those who are fleeing these nations’ rule are the most welcome, 
  but it can be difficult or impossible to determine the true loyalties 
  of new arrivals.
  Bizantium is truly a “human” elitist society. Only humans 
  are allowed to remain indefinitely on the islands. Bizantium’s 
  small non-human population lives in the cracks and crevasses 
  between functioning society, and is regularly rounded up and 
  deported to the Shadow Coast Colonies or the Great North-
  ern Wilderness on the mainland. Still, there are Orc laborers, 
  Goblins who beg or steal to get by, Elven merchants, and even a 
  community of Dwarves hidden away within the woods near Lake 
  Kosin and celebrated by Bizantium’s leaders. Overall, however, 
  Bizantium is very much a kingdom of humans dominated by their 
  species. All others are, at best, second-class citizens, or “legal” 
  labor.
  Relations with the Wolfen, so numerous on the mainland, 
  are more complicated. While the giant canines may be monstrous 
  in appearance, most Wolfen are smarter and more civilized than 
  most people give them credit for. To the people of Bizantium, it 
  is the fact that the Wolfen are followers of Algor and the North-
  ern Pantheon, the major religion of Bizantium, that makes the 
  Wolfen a people to be considered in a positive light and tolerated 
  by the kingdom. The people of Bizantium are amongst the very 
  few who recognize the Wolfen as a nascent civilization with hon-
  or and nobility. Moreover, because the Wolfen worship the same 
  Northern gods, the North Folk see them as brothers of a sort, 
  and even grant them the right to come ashore and worship at the 
  islands’ temples of Algor and the Northern Pantheon. Prejudice 
  and mistrust remains a problem between the human North Folk 
  and the canines, but several Bizantium Noble Houses have been 
  building an economic relationship with the Wolfen. Trading and 
  working side-by-side for more than a few centuries has brought 
  about cultural exchange and interaction that has bred understand-
  ing and tolerance between the two species. This is particularly 
  true within the Shadow Coast colonies. Very few Wolfen live 
  on the islands of Bizantium, and those who do are usually priests 
  of Algor, but the canines are becoming a more and more common 
  sight in the nation’s ports and have established trading posts 
  along the coast of the Great Northern Wilderness.
  Political Unrest at Home
  Bizantium continues to demonstrate its naval superiority to 
  the rest of the world, but the Crown and the Noble Houses have 
  allowed the effectiveness of the government to decline sharply. 
  Bizantium has remained proud and independent throughout its 
  history due to a tradition of strong leaders willing to use their 
  power and influence to assist and protect the nation’s merchants, 
  sailors and common man. That tradition of strength and self-re-
  liance continues in all of Bizantium’s common folk who call the 
  islands home, in the Marines who protect its shores, and the colo-
  nists who have settled the Shadow Coast, but the Crown itself has 
  become complacent and weak, especially in the last three genera-
  tions. The current king, Raedaen IV, is particularly ineffective 
  in his role as monarch and merchant-king, and the level of grum-
  bling and dissatisfaction amongst nobles and wealthy merchants 
  has never been more pronounced.
  Threats of a rebellion along the Shadow Coast on the main-
  land are becoming routine. Unless things change soon, the 
  colonies will openly revolt. The Crown possesses far superior 
  military might, but the colonists wield the motivation and the ex-
  perience to bring on a civil war that Bizantium will find painful to 
  quell without great bloodshed or in a short amount of time. Many 
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  12
  colonists have been preparing for war throughout the last two 
  decades, and if the Kingdom of Bizantium engages in a full-scale 
  civil war now, they are likely to lose the battle. While the loss 
  of the Shadow Coast colonies would not seriously hurt the na-
  tion’s economy even if it turns out to be a rather lengthy war (2-8 
  years), the effects will ripple worldwide and no doubt awaken an 
  enemy that has been lying in wait for the island nation to make 
  a critical error for generations. That enemy is the Western Em-
  pire, ever hungry for new conquests, and only too happy to get a 
  foothold within the rebellious colony.
  locks’ heads. In any case, there are several divisions within the 
  Warlock Council, from the handful of Crown-loyalists, to those 
  who think they can negotiate with the King to create a Warlock-
  state on the Shadow Coast, to a faction who think regicide is the 
  only option. If it comes to war, the Warlocks have a great amount 
  of faith in their Elemental magic abilities. The reality is, there is 
  little risk of the Warlocks actually replacing the long-established 
  royal family and Noble Houses, but if their actions do come to 
  bloodshed, the King is likely to be one of the first to die.
  As his reign enters its twenty-sixth year, King Raedaen IV 
  has unknowingly placed himself in a very dangerous position. 
  The King’s lack of judgment, unwillingness to involve himself in 
  the nation’s economic affairs, awkward performance of religious 
  duties, total dearth of military experience, poor treatment of many 
  Noble Houses, neglect of the Shadow Coast colonies and general 
  incompetence make him ripe for replacement as monarch. While 
  large portions of the peasantry love him as they would any king 
  they see as their own, Bizantium’s military, political, religious 
  and economic leaders have little respect for King Raedaen. Peo-
  ple like Merchant-Prince Wilgan Vatatzes and Chief Warlock 
  Hanta Farrip try to exert their will through the King, and often 
  have to work around him for his own good, but most other influ-
  ential figures in Bizantium have gradually realized that the King 
  has to go. Another twenty-five years of Raedaen IV’s rule and the 
  Western Empire or some other enemy will sail right up and take 
  the Northern Islands, something no true Bizantian could ever live 
  with.
  There are a dozen different factions within Bizantium eager 
  to unseat the King, from merchants to religious leaders, to War-
  locks, to virtually every Noble House on the Islands. Outside the 
  kingdom, powerful people like Emperor Itomas of the Western 
  Empire and groups of nobles from the Eastern Territory are try-
  ing to put their own candidates on the throne, people who are 
  willing to help them pursue their respective agendas in the North.
  So it is that the Kingdom of Bizantium finds itself at a 
  crossroads. Dissatisfaction with the King amongst some pow-
  erful merchants, nobles and Warlocks has built up until some-
  thing must be done. The only question now is, who makes the 
  The King Must Go 
  The real danger to the kingdom comes from within, as many 
  believe the King is a detriment and he must removed from the 
  throne, one way or another. A number of groups vie for power 
  and control of Bizantium. One such group is the Warlock Coun-
  cil, who believe that the King and other members of the royalty 
  have grown complacent and sloppy. An example of this is the 
  Crown’s lack of firm control over the Warlock Council, which 
  has given the Council too much freedom over the affairs of Bi-
  zantium, and too much influence with the King. A hundred years 
  ago, the state-run Council was a mix of a guild and regulatory 
  body that allowed the Crown to keep close tabs on all Warlock ac-
  tivity. Today, the number of Warlocks has grown so large that the 
  regulatory body is almost entirely comprised of Warlocks them-
  selves, with a select few nobles and merchant-princes who do 
  little but subvert the Crown’s authority whenever its suits them. 
  Moreover, the Warlock Council is quietly encouraging their War-
  lock brethren on the Shadow Coast to sow the seeds of rebellion 
  that could bring war between Bizantium and its colonies on the 
  mainland. If open war begins, the Warlock Council will turn a 
  blind eye to any atrocities committed by their fraternal brothers 
  during insurrection. The Council plans to wait patiently until the 
  Crown has no choice but to ask them to mediate with the Shadow 
  Coast colonies to negotiate terms for peace. Secretly united be-
  hind the scenes, the Warlocks will be essentially negotiating with 
  themselves; putting their power bloc in a perfect position to free 
  the colonies from Bizantium rule to form an independent king-
  dom lead by men of magic. At least that is the dream and goal of 
  many within the Council. How realistic it is remains to be seen.
  Until then, the Warlock Council is trying its best to manipulate 
  the King like a puppet to do their bidding. They do this because 
  they know the people of Bizantium will never accept an outright 
  Warlock monarch. Not all Warlocks feel this way, however, and 
  there are a few Warlocks on the Council who are still loyal to 
  King Raedaen. That means any planning by the insurrectionists 
  happens out of sight and earshot of those loyal to the King. Should 
  the Warlock Council’s intentions be revealed, it would be diffi-
  cult to convince the King himself of their treachery, but powerful 
  figures like Bizantium’s merchant-princes might call for the War-
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  first move? And how? Can the King be “leveraged” to abdicate 
  the throne, or must more brutal and bloody measures be taken? 
  Another assassination attempt on King Raedaen, a declaration of 
  independence from the Shadow Coast colonies, a call to abdicate 
  the throne; any such development could be enough to set events 
  in motion that could strengthen the kingdom or leave it vulner-
  able. While Bizantium’s military, particularly its navy, remains 
  strong and determined, and its people go about their lives un-
  aware, a redistribution of political power at the top of Bizantian 
  society could come any day now, and with it, murder, mystery 
  and magic the likes of which the Island Kingdom has not known 
  for centuries.
  Bizantium’s Origins
  Eoten Creation Myth
  During the Age of Chaos, while the Alliance of Light warred 
  against the Old Ones and their minions, the Eoten crossed the 
  Veil, leaving behind their island kingdom in the Great Sky in or-
  der to escape the wrath of Zymir and Beastla, King and Queen 
  of Sea Monsters. Nine Eoten ships met with a great storm; three 
  sank beneath the clouds, never to be seen again. Four were set 
  upon by the minions of Zymir; their crews died in agony. One 
  vanished, gone to the great beyond. The last ship began to fall 
  beneath the clouds, but was lifted up by the hands of Algor. The 
  Eoten asked the great sea giant for protection, but he told them 
  to seek the advice of his older brother Brgg, Xy’s Destroyer of 
  Wyrms. When Algor took the Eoten before Brgg, he agreed to 
  shelter them – if they named him their godly master. The Eo-
  ten agreed, and with lordly might, Brgg’s spear tore through the 
  flesh and bones of Beastla’s children. He took Zymir’s bottom 
  jaw with one hand, his upper jaw with the other, and tore the 
  beast apart.
  With her mate dead, Beastla fled in fear, but the Veil turned 
  black as night, cutting her off from the Great Sky. With no place 
  to turn, she dove beneath the waves to seek shelter from Brgg’s 
  spear. With the Wyrms vanquished before him, Brgg brought up 
  seven islands from the sea floor as a gift to the Eoten. If they 
  served him well, paradise would be their just reward.
  But soon the Destroyer of Wyrms found himself besieged by 
  the victors of the Chaos War. They demanded he choose a side, 
  Light or Dark, but Brgg chose neither, having no desire to share 
  his domain. Next they asked the same of Algor, but Brgg forbade 
  his brother to have voice. The Great Wyrms still seethed with 
  hatred, for Brgg’s spear had killed hundreds of their kin. Ven-
  geance never dies in the heart of a Wyrm, and they vowed to bide 
  their time.
  During the Battle of the Gods, while the Great Wyrms waged 
  war in the Southern Jungles, Brgg allowed himself to be seduced 
  by the charms of Beastla, who birthed him a son. She summoned 
  Algor and demanded he take the boy to his father. Brgg named 
  the boy Od. Brgg taught his son to fight, to think, to rule and 
  serve, but most importantly, to kill Wyrms.
  When he was old enough to understand, Od asked his father, 
  “Shall we kill all the dragons?” “Yes,” his father said. “In time, 
  all Wyrms must die.”
  Od then turned himself into a dragon, to the shock of Brgg, 
  who dropped his axe upon his foot and became angry. He came 
  upon three elderly Jotan women gathering water from a well, 
  and asked them to watch his son until nightfall. They agreed. 
  Brgg went off to find Beastla, but his search was fruitless. Fi-
  nally, he returned to reclaim his son. He searched the world for 
  the boy until he found him and the three Jotan women beside 
  the Great Tree. Brgg did not realize that he had given his son 
  to the Na’runs. The youngest said, “You laid with your foe and 
  spawned a son; your next decision will bind you to your fate.”
  “The boy must die,” Brgg replied. “He is Wyrm, thus he is 
  my enemy.”
  Od spake: “Mother said one day you would try to kill me. That 
  is why we waited for you beneath the Great Tree.”
  A host of twelve Wyrms attacked Brgg, using weapons gifted 
  from the tree. Brgg’s bones were broken, and the Wyrms took 
  Brgg to a twilit cave and bound him in chains forged of blood, 
  earth, and runes. There Od left his father to his fate.
  With Brgg gone, Beastla and her spawn rose once more from 
  beneath the sea. Her poison breath killed many Faerie-kind and 
  almost ended the Great Tree. Her Horde of servants raced across 
  the waters, bringing death to anyone their bone swords met. They 
  came to the Seven Isles, but Beastla’s spawn were repelled by 
  the combined magic of the sorceress Epim and the weaponsmith 
  Belimar. Od rallied the Eoten to his banner. “Name me King of 
  the Islands, and these man-beasts shall fall before us.” And name 
  him King they did, and the Horde army died on the shores of 
  Wyst. As Beastla turned to flee, Algor caught her remaining kin 
  in a great net, burying them beneath the waves, never to be seen 
  again. Beastla alone escaped the net, swimming far to the north, 
  beyond the Seven Isles.
  After the battle, Od and Epim married, inviting Algor and 
  many renowned Eoten champions to join them in insuring Brgg’s 
  imprisonment. Od and his cohorts were elevated to godhood, but 
  none of the dragons responsible for Brgg’s downfall received 
  praise or recognition. The ancient Wyrms declared Od and his 
  allies the enemies of all Wyrm-kind. Proud and defiant, Od did 
  not apologize, instead punishing the Wyrms to no end, slaying 
  those he once considered his closest friends. Those he did not 
  slay, he bound to his will. This arrogance and bloodshed was too 
  much for Algor, already troubled after helping the Wyrms im-
  prison his brother. Algor departed to seek solitude, yet his name 
  was never forgotten by the Eoten.
  After the Battle of the Gods, word spread of the heroics of 
  the Northern Pantheon, creating thousands of new worshipers, 
  especially amongst those fearful of the newly established Cult 
  of Dragonwright, whose fifty year war devastated the Southern 
  Jungle and annihilated many human kingdoms that were poised 
  for greatness. Humans not already claimed by the Southern Gods 
  quickly found favor with these new deities and within a thousand 
  years, the Northern Pantheon became one of the world’s domi-
  nant religions, second only to the Church of Light and Dark.
  At the beginning of the Age of a Thousand Magicks, the vile 
  mage Zelru Aooz led a Horde of ten thousand Iceborn to destroy 
  the Eoten. He came not alone; the mage opened a hole to Ha-
  des, unleashing countless Worms of Taut. Despite suffering many 
  losses, of heroes and chieftains, warriors and shield-maidens, the 
  Eoten defeated the Iceborn army. Clan Chief Valyr disembow-
  eled Zelru, but not before the dark mage cursed the land with 
  undeath. Unable to repel the Worms of Taut, and with the land 
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  14
  forever a bane to the living, the Island of Torn and the holy city 
  of Valsk were abandoned. Valyr tried to sail to the Isle of Algron 
  (Bizantium) but the sea god Algor was angered by Valyr’s greed 
  and ordered the great sea beast Gggnathu to destroy the Eoten 
  village of Fensalir.
  At the end of the Age of Thousand Magicks, the Svart Clan, 
  the last of the Eoten who worshiped Brgg, were driven into the 
  mountains, hunted and persecuted. They learned to live off the 
  land and became filled with hatred and enmity. During the next 
  five hundred years, these “tribal savages” made attacks upon the 
  outlying settlements, exacting revenge upon those who betrayed 
  their Lord Master.
  At the beginning of the Age of Elves, the Svart invaded the set-
  tlements of the other Eoten. They brought death and destruction 
  to those who had once been their cousins. Having failed to heed 
  his demands, Od allowed the Svart to destroy the last remaining 
  Eoten city, reducing it to rubble. Those on Yufel had feasted upon 
  each other. This sacrilegious act angered Od, and no offender 
  was allowed to live.
  The Horde army now returned, and with the Eoten no longer 
  empowered by their faith in the Northern Gods, the Iceborn con-
  quered the Northern Islands, forcing the Eoten to abandon their 
  Seven Isles and flee to the great wilderness across the sea. There 
  they made a good life for themselves, and for many generations 
  the Eoten lived in the woods, hunting and fishing, yet every son 
  observed his father turn to the north and yearn for their home-
  land.
  One day, Agmundr, son of Báulfr, was sleeping by the shore 
  when he received a divine message ordering him to bring the Eo-
  ten home. Agmundr knew the voice he had heard was that of Od, 
  and he told his people to build boats, to craft spears and axes.
  Men and women, old and young, the strong and the weak, 
  they joined together and paddled back to their homeland – but 
  the Horde stood ready for their arrival, outnumbering the Eo-
  ten three to one. Battle was joined, and the blood of Agmundr’s 
  people ran like rivers to the sea. With his Eoten near defeat, a 
  wounded Agmundr raised his arms and begged the gods for mer-
  cy, when Algor the Giant rose from the waters – accompanied by 
  schools of legged fish and pods of whales that walked upright like 
  men, marching ashore to fight for the sea god. The Eoten rallied 
  around Agmundr and fought like giants themselves, and the Ice 
  Horde was cast out of the Seven Isles. Agmundr fell to his knees 
  before the sea god and asked, “How do I serve thee?”
  The Lord of the Sea replied, “These islands are yours to rule, 
  but the waters are mine. Yet I will teach you to fish and to sail, to 
  travel far across the oceans, if you pledge your devotion to me, as 
  you once prayed to Brgg.” Agmundr and his people agreed – and 
  the Eoten became the vassals of Algor forevermore.
  – The Saga of Agmundr, from the Northern Mysteries.
  The Eoten
  For nearly two thousand years, citizens of the Western Empire, 
  Timiro Kingdom, Eastern Territory and Land of the South Winds 
  have used the term “Northerner” to describe any human who lives 
  in the Great Northern Wilderness, along the Northern Sea, or on 
  the Northern Islands that make up Bizantium. Generally, Bizan-
  tians don’t mind the term “Northerner” being ascribed to them, 
  but they prefer being called Bizantians. The term “North Folk” 
  applied to members of the ethnic group of humans who inhabited 
  the Northern Islands (known to them as the “Seven Isles”) long 
  before Western traders and settlers from the south arrived. These 
  hardy tribesmen and seaborne raiders have evolved into a cosmo-
  politan culture over the centuries, but their traditions, their tough-
  ness and their mastery of the sea live on down to the modern day. 
  Without them, there would be no Kingdom of Bizantium. They 
  are the real Northerners, the North Folk, the Eoten.
  Before the time of contact with the outside world, the tribal 
  North Folk led an existence very similar to the Kiridin Barbar-
  ians, and lived primarily on the Island of Borich, with the island 
  of Algron (Bizantium) dotted with fishing villages and hunt-
  ing camps, but few real settlements. Thousands of miles from 
  other human civilization, with Wolfen, Bearmen and the like as 
  neighbors, the Eoten believed they were the only humans in the 
  world for more than a thousand years. They lived primarily by 
  fishing, hunting sea serpents and raiding; such was their mastery 
  of seamanship and shipbuilding that they voyaged across the en-
  tire Great Northern Wilderness, sometimes attacking villages and 
  towns as far south as the Eastern Territory or the Isle of the Cy-
  clops in the West. The speed and daring of their attacks was leg-
  endary, but with humans few and far between, Wolfen, Coyles, 
  Elves and Dwarves bore the brunt of the Eoten’s coastal raids.
  Eventually, canine races like the Wolfen became numerous 
  and prevalent throughout the North. Similar in many ways, and 
  fellow worshipers of Algor, trade relations between the North 
  Folk and the canine races flourished. They could exchange stolen 
  items that they had each taken from humans and Elves living in 
  the Eastern Territory. Iron for making tools and weapons was 
  highly valued to the North Folk, so they started bartering with 
  their own resources (glassware, salt, fish, sea serpent meat, bones 
  and ivory) for the canines’ iron and various types of herbs and 
  vegetables.
  By the time of Bizas, the North Folk were conducting limited 
  trade and were known to the other human nations of the West, 
  East, and South. The arrival of outsiders on the Northern Islands 
  brought something no one could prepare for, however: diseases 
  that the North Folk had no natural defense against. Before long 
  they were dying by the thousands. Some retreated further into the 
  wilderness of the Northern Islands, away from foreigners. Others 
  departed for the Hinterlands or the Great Northern Wilderness, 
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  never to be seen again. The North Folk who remained on the is-
  lands and survived, believed they were spared only thanks to the 
  divine protection of Algor, forging a direct and physical connec-
  tion to the mighty sea god himself. They believed outsiders were 
  destined to come to the Northern Islands, making it the North 
  Folk’s sacred duty to incorporate them into their society. By the 
  time of Bizas’ grandson, King Joshius, the two ethnic groups had 
  already thoroughly blended. No longer were they North Folk and 
  displaced Easterners and Westerners; they had become Bizan-
  tians.
  Today, the pure blood North Folk population numbers less 
  than 2% of the entire population of Bizantium, roughly 11,000 
  people. Traditional North Folk have well-groomed beards and 
  long hair kept tied in braids and knots, hair that slowly turns 
  white and gray as an individual ages, but with distinct touches 
  of light blue. Blue eyes are also very common amongst the de-
  scendants of the Eoten, usually a dark, deep blue, unlike the light 
  blue eyes found in other populations. Many continue to hold on 
  to their ancient traditions, beliefs, and practices. Some still bear 
  resentment toward the interbred Bizantians. To them, those who 
  did not die from the accursed diseases the “invaders” brought still 
  lost their culture and way of life. Even their pure-blood children 
  will never know their traditional tribal existence, and with each 
  passing year, more elders die, taking with them folklore, cultural 
  traditions and sagas of old that are lost forever. Many of these 
  traditional Eoten North Folk fear their people will likely become 
  extinct within a century or so, joining the other Forgotten Races.
  The large majority, however, embrace the modern world of 
  mankind and the new, more civilized existence granted to them 
  thanks to the will of the sea god. They still tend to be somewhat 
  nomadic, living as fishermen, farmers, and traders in remote ar-
  eas far from the major port cities, preferring humble fishing vil-
  lages or small farming communities. Though it is true that the 
  Eoten are being assimilated until they will one day be no more, 
  their lineage lives on in Bizantium, and this new brand of “North 
  Folk” has been able to shape world history. The toughness and 
  tenacity inherited from the original Eoten, married to the bold 
  spirit of the seafarers who dared to journey to Bizantium, makes 
  a kingdom of seven tiny islands a competitor to much larger pow-
  ers like the Western Empire and Timiro.
  The Northern Mysteries
  The Sagas of the Eoten, often referred to as the Northern 
  Mysteries, are stories from tribal North Folk history. Long reci-
  tations and poetic passages, they tell tales of early voyages, great 
  battles, the journey to the Seven Isles and feuds between ancient 
  warriors. These stories are incredibly long and detailed. Writ-
  ing them down is forbidden amongst the North Folk themselves, 
  though there are Bizantian scholars who have transcribed many 
  of the tales. Still, it is estimated that, because they were never 
  recorded, approximately seventy percent of the sagas are lost to 
  history.
  The tales are usually realistic, although sagas of high minis-
  ters and clan chiefs are sometimes romanticized and fantastic, but 
  always attempt to deal with the human experience by conveying 
  a useful lesson without stating it explicitly. Furthermore, regard-
  less of inconsistencies in the telling of a saga, to traditional North 
  Folk the words are binding and eternal; many of the stories have 
  been repeated again and again over the past ten thousand years.
  For the last six hundred years, though, scholars and histori-
  ans outside of Bizantium who have attempted to study Northern 
  history have found nothing but inconsistencies and erroneous in-
  formation. The sagas themselves have been continuously proven 
  unreliable, as they do not separate fictional elements from real, 
  historic events. Since ancient North Folk never wrote down their 
  history, and they remained isolated from the established societ-
  ies of Dwarves, Elves, and Gnomes, all there is to rely on are the 
  events told within the sagas and artifacts found on the various 
  islands or on the sea floor.
  The Eoten in Recorded History
  The main reason so many people and races tend to overlook 
  the role tribal North Folk have played in the world is because 
  their accomplishments and historical figures are unknown to any-
  one who is unfamiliar with the sagas. Nothing of any historical 
  significance from the Northern Islands has ever been authenticat-
  ed before the last two millennia, and even some of that is suspect. 
  There is not a single passage in the famed Tristine Chronicles 
  referring to the Northern Islands, or for that matter, even men-
  tioning the Northern Gods. As such, the history of Bizantium is 
  less understood and authenticated than even the Age of a Thou-
  sand Magicks. There are only a handful of datable facts or history 
  mentioned, even in the most recent sagas. One that stands out to 
  many scholars is believed to have occurred before the start of the 
  Elf-Dwarf War about 10,000 years ago: an account made by an 
  Elven merchant who was following old maps and trade routes 
  that were ancient even in his time.
  According to the author, the Elven ship followed the instruc-
  tions on the maps, passing through waters infested by sea ser-
  pents and along snowy coasts lined by pine trees and forbidding 
  mountains. They eventually arrived at a series of islands inhabit-
  ed by a race of humans calling themselves the Eoten. At first, the 
  Elves were welcomed amongst the inhabitants, fishermen, hunt-
  ers and raiders who resided on the temperate Seven Isles, molded 
  by the harsh reality of Northern winters and life on the sea. The 
  Elves noticed old Elven weapons and objects hung above mantels 
  and fireplaces, artifacts from long ago that the Eoten claimed had 
  been made by their ancestors. When an Elf tried to secretly take 
  one of the objects to be studied by scholars back in the Elven 
  kingdoms, his theft was discovered, and the offender was put to 
  death on the spot. The other Elves were horrified by his murder 
  and barely made it back to their ship. One of the ancient sagas re-
  iterates the same events, only from the point of view of the Eoten, 
  seemingly confirming the text.
  The journal is on display at the College of Old Timiro (once 
  the center of higher learning when Elves ruled the Timiro King-
  dom some 4,000 years ago). Yet what most monks, scholars and 
  historians find fascinating is that the Eoten were apparently living 
  on the Northern Islands long before their warlike barbarian and 
  nomadic human counterparts migrated from the southern jungles 
  and settled in the West, South and East after the Elf-Dwarf War 
  ended some 8,000 years ago. The assumption was always that 
  some of these humans must have continued northward. For this 
  to be true, however, they would have had to sail over the Great 
  Inland Sea, then make the long trek over Ophid’s Grasslands into 
  the Northern Hinterlands, then sail the final stretch to the North-
  ern Islands. Such a journey seems highly unlikely, considering 
  the distance, dangerous animals, hostile locals and the difficulty 
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  16
  of navigating two unknown bodies of water. In addition, the like-
  lihood of barbarians building seaworthy boats and sailing from 
  the southern jungles around the Isle of Cyclops, through the sea 
  serpent-infested waters of the Sea of Dread, before entering the 
  even more dangerous waters of the Sea of Despair to arrive at 
  the Northern Islands is even more improbable. The only logical 
  conclusion seems to be that the Eoten lived on the islands or the 
  shores of the Great Northern Wilderness across the strait from 
  them since before the recorded Time of Man.
  What little physical evidence has been gathered confirms some 
  of the elements within the sagas. The Eoten were master masons, 
  extremely skilled in art and construction, and capable of craft-
  ing weapons from stone and bronze. They could also forge iron 
  weapons, but did so only if the weapon held special significance, 
  or was to be wielded by elite Eoten warriors and chieftains. They 
  worshiped the Northern Pantheon exclusively, yet Algor the Gi-
  ant seems to have played the biggest role in their lives and is held 
  in greater esteem than Od.
  All of this is in sharp contrast to the human barbarians depicted 
  by the Elf merchant some 10,000 years ago, or the Northern raid-
  ers who used their expertise in seamanship to attack towns and 
  churches along coastlines across the northern half of the world. 
  The nomadic tribal folk encountered by the Elves were farmers, 
  fishermen, and merchants. Algor was worshiped as the central 
  deity, with the claim that the Northern Gods were a part of his 
  pantheon. They understood very little of smelting iron, relying 
  strictly on tools and weapons made out of wood, stone, bone and 
  bronze.
  The arrival of modern humans from the West and East further 
  changed North Folk society, providing them with advances in ag-
  ricultural technology that let them grow more food and farm more 
  land. Soon they no longer needed to raid, but engaged in trade for 
  iron and precious metals, livestock, finished goods, spices, works 
  of art, and raw materials that did not exist in their native land. 
  Eventually, the Western and Eastern settlers absorbed the North 
  Folk through intermarriage and adoption of their customs and tra-
  ditions. Bizantium became a land of kings, nobles, free people, 
  sailors, merchants and farmers. Yet even today, some traditional 
  North Folk view the modern world in a sharp contrast to their 
  social needs. They long to return to the days of old: fishing and 
  gathering, hunting and raiding. Some even refuse to accept any 
  modern technology, like iron tools, choosing instead to embrace 
  bronze, bone, wood, and stone, just as their ancestors did.
  The Slayer of Mountains, the legendary wizard of the West-
  ern Empire, is convinced that the sagas retain too much genuine 
  memory of North Folk lifestyle to have been composed any more 
  than a few generations after the Elf-Dwarf War. His theory was 
  defended by the last gathering of Sages, who disputed whether 
  the Eoten may even have existed alongside Elves, Changelings, 
  Titans and Dragons during the Age of Chaos. If true, it would 
  make them the second group of humans to thrive during this pe-
  riod (the Kawan of the southern jungles being the first). However, 
  if this is to be believed, then why is there no mention of them in 
  the fabled Tristine Chronicles? Arguments have been made that 
  the Chronicles themselves can neither identify nor prove the ex-
  istence of most of the accounts written within their own text. The 
  oral traditions of the Eoten are continually met with resistance, 
  because they stand contrary to the popular notion that human bar-
  barians did not appear until thousands of years after the Age of 
  Chaos, and because their own history via oral tradition is filled 
  with inconsistencies, half-truths and pure fantasy.
  One Possible Origin of the Eoten
  The roots of the Eoten reach far back into ancient history, 
  obscured by mythology and the passage of thousands of years. 
  Their sagas speak of coming from “beyond the Veil,” a phrase 
  that has been interpreted to mean different things. Some scholars 
  believe “the Veil” is the limit of cultural memory, as far back as 
  the Eoten’s oral traditions can remember. Others think they came 
  from beyond the Edge of the World, or that the Veil is simply an 
  ancient term for the coast of the Great Northern Wilderness.
  While these stories vary widely, there is some physical evi-
  dence of Bizantium’s ancient past. When wells and mines are dug 
  in the Northern Islands, particularly around the City of Bizantium 
  itself, they often turn up Elven relics from a time long forgotten. 
  These are leftovers from a colony of Elves for which there are no 
  historical records, but who clearly once lived upon the Northern 
  Islands, the most distant outpost of Elven civilization. Long be-
  fore the Elf-Dwarf War, the Elves of the Northern Islands fell to 
  destruction. As there is no record of them, their existence and fate 
  is also a mystery.
  Lost in antiquity, the true origins of the Eoten may never be-
  come known. The only beings who might know the truth are a 
  handful of gods or dragons, but they aren’t sharing. So the debate 
  rages on. Did they migrate north from the Yin-Sloth Jungles or 
  other southern lands? Were they already living in the northern 
  part of the world, similar to the Kiridin Barbarians? Or, as the Eo-
  ten sagas could be interpreted to suggest, is there an ancient Eo-
  ten homeland that now lies lost beneath the waves or, as impos-
  sible as it may seem, that originated from somewhere beyond the 
  Edge of the World? And if they came from “beyond” the Edge 
  of the World, does that mean there is more of the world yet to be 
  discovered? Why would any god or man create a wall to seal off 
  a portion of the world? Who could wield such power? And what 
  might exist “beyond the Veil?”
  The Recorded History of
  the Kingdom of Bizantium
  The origins of the Eoten: 10,000 Years Ago. The ancient 
  Eoten, the original inhabitants of the Northern Islands and an-
  cestors of modern Bizantians, lived in a legendary civilization 
  centered around the capital city of Valsk on the island of Torn. 
  Once a proud race of warriors and coastal seafarers, generations 
  of warfare with the inhuman Iceborn of the Great Ice Shelf laid 
  their people low and even forced the Eoten to abandon the North-
  ern Islands for a time and live on the shores of the Great Northern 
  Wilderness. They eventually reclaimed their homeland, but the 
  rustic grandeur of the ancient Eoten was lost forever, never to be 
  restored.
  It was these people who were encountered by Elven explorers 
  and colonists long ago, before the Elf-Dwarf War, and reduced 
  to a state of servitude. When the Iceborn attacked the Northern 
  Islands again, having laid low for centuries, these Elves were 
  caught off guard, and abandoned both the islands and the Eoten 
  who had been their slaves and workers. The Iceborn eventually 
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  retreated back to the Great Ice Shelf, and the Eoten took back the 
  islands as their own. The cultural memory of the Elves would 
  fade over the millennia, but many new concepts and ideas had 
  been introduced into the minds of the Eoten by their former mas-
  ters.
  Raiders from the North: 10,000-2,355 Years Ago. For 
  millennia, the only contact between the Eoten and the out-
  side world comes in the form of seasonal raids up and down 
  the coast of the Great Northern Wilderness. Striking from the 
  northwest coast of the Western Empire to the area around the 
  islands of Y-Oda and Zy, they rarely venture further south, due 
  to both religious beliefs and the sheer distances involved. Early 
  sailors from the Western Empire and frontiersmen across the 
  north report raiders with sophisticated longboats and advanced 
  sailing techniques, but their point of origin is unknown. These 
  mysterious people worship Algor and the Northern Pantheon 
  and have their own distinct language and culture, but are hos-
  tile towards outsiders and relentless in their raids and pirate 
  attacks. During this period, the Eoten fight countless wars with 
  the Iceborn of the Great Ice Shelf and lose many longboats to 
  sea serpents and monsters, one of the major reasons they never 
  grow beyond being a small society of tribal warriors and north-
  ern seafarers.
  The Northern Islands are discovered by the outside world: 
  2,355 Years Ago. A trade fleet from the Western Empire, sup-
  posedly following ancient Elven maps, attempts to sail north, 
  around the Great Northern Wilderness, in an effort to find a faster 
  route to the eastern half of the world. Several ships are damaged 
  during the dangerous journey through the Sea of Despair, but 
  the fleet is unwilling to even anchor offshore in the Land of the 
  Damned to attempt repairs.
  Finding the Northern Islands by blind luck, the trade fleet 
  takes shelter in the Inland Sea. The Eoten who live along its 
  shores are awed by the huge number of mighty ships, and make 
  peaceful contact rather than attempt to attack these newcomers. 
  When the trade fleet departs, dozens of sailors remain on the is-
  lands rather than continue onward, and their shipbuilding knowl-
  edge and the few ships left behind are a massive boon to the Eo-
  ten. With this leap forward in naval technology and the Northern 
  Islands’ bounty of untouched, old-growth lumber, the islanders 
  will be producing the best ships in the world within just a few 
  generations.
  Human explorers from the Timiro Kingdom arrive on the 
  Northern Islands soon after, possibly as part of an attempt by Ti-
  miro to circumnavigate the Palladium World. They recognize the 
  Eoten as the same raiders who have been plundering coasts to the 
  north for centuries, yet they are eager to do business, primarily in 
  an effort to prevent the Northern Islands from becoming a West-
  ern Empire ally. Traders on both sides swap furs, ivory and cod 
  for silks, spices and precious metals.
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  The population of outsiders from the Western Empire, Ti-
  miro and other places begins to grow, including landless knights 
  and nobles eager to find fiefdoms of their own in the North, and 
  Priests of Light and Dark looking for converts. The Eoten, iso-
  lated from the outside world for so long, have little immunity to 
  diseases introduced by these newcomers, and typhoid, smallpox 
  and scarlet fever decimate the native population of the Northern 
  Islands. It doesn’t take long before Easterners come to believe 
  the Gods of Light are punishing the “primitives” who refuse to 
  forsake their barbarian gods.
  Soon, Eastern and Western people on the islands outnumber 
  the Eoten five to one. The line between “North Folk” and outsid-
  ers starts to blur as the two live side by side and intermarriage 
  becomes the norm. More and more islanders start referring to 
  themselves as North Folk, speaking the Northern language and 
  writing in the newly created alphabet. The arrival of new outsid-
  ers also brings scholarly knowledge and trade skills, leading to 
  schools and craft guilds that enrich the islands.
  The Time of Bizas: 2,325 Years Ago. It is this changing 
  world into which is born Bizas, the man destined to be the first 
  leader of a united Northern Islands. The son of an Eoten priestess 
  and a Western merchant, he represents the two worlds that will 
  combine to create modern Bizantium. Bizas unites the dwindling 
  Eoten tribes into one royal house as a counterbalance to the grow-
  ing power of outsiders – but then proceeds to include displaced 
  nobles, warriors and traders from both Timiro and the Western 
  Empire in the system of fiefdoms he creates. Bizas establishes 
  Algor as the patron deity of the islands, while codifying his peo-
  ples’ right to follow other religions, particularly the politically 
  powerful Church of Light and Dark.
  Many of the Noble Houses of Bizantium trace their origins to 
  this period in history. Some, like the Vatatzes, grew out of pow-
  erful noble families that relocated to the Northern Islands from 
  abroad, bringing with them their wealth, their guards and retain-
  ers. Others like House Arfox and Yinxner were once Eoten tribes, 
  their chieftains adopting the title of “merchant-prince” as the old 
  ways fell out of style. At least one Noble House, House Norbert, 
  simply purchased their “noble” status by handing over cartloads 
  of gold to Bizas and his new government.
  Scouring the Northern Islands for both Eoten longboat crafts-
  men and shipwrights born abroad, Bizas also personally oversees 
  the construction of Kirsgen Yard, the first real shipyard on the 
  islands. The Noble Houses follow suit, competing to create ship-
  yards of their own, and soon Bizantium is producing merchant 
  vessels, warships and entire trade fleets to rival anything from 
  the Western Empire or Timiro. Bizas dies as High Chieftain of 
  the Eoten and Merchant-Prince of the Northern Islands, but many 
  argue that he was truly the “First King” of Bizantium. For a thou-
  sand years, the Northern Islands are ruled by the Noble House 
  system put in place by Bizas, but without an official king.
  The Western Empire Invasion and Bizantium’s Rise to 
  Sovereignty: 1,020 Years Ago. A fleet of Demon Black Ships 
  and war galleys is spotted in the Strait of Forlorn Hope by a 
  serpent-hunting ship from Bizantium. The Serpent Chasers race 
  home in time to raise the alarm on the Northern Islands. Unbe-
  knownst to Emperor Jonali and his admirals and war planners, 
  High Chieftain/Merchant-Prince Joshius and his military advi-
  sor, Admiral Svend Yinxner, have been preparing for this day, 
  specifically with the creation of a massive, defensive chain to 
  protect the Inland Sea. After the invasion fleet sails into the Bizas 
  Inlet, the Great Chain is raised, trapping the fleet in place, its 
  ships too numerous to reverse course or maneuver back out the 
  way they came. The Demon Ships are set upon by the defenses 
  of Gate-Fort and the young Bizantian Navy. Survivors who wade 
  ashore are speared in the shallows by fishermen and militias, and 
  the entire fleet is sunk and its demons destroyed. Joshius hopes 
  this display of power will make the Emperor rethink his notions 
  of conquest, but he knows Bizantium cannot sustain a drawn-out 
  fight with the much larger Western Empire. Fortunately, the utter 
  defeat of the Western Imperial Navy convinces Emperor Jonali 
  to postpone any further thoughts of invasion until a “new assess-
  ment” of Bizantium’s military capabilities can be made. Rumor 
  has it that the Emperor orders the execution of more than fifty 
  individuals who he blames for the embarrassing debacle.
  Bizantium is now a fully modern nation, a series of fiefdoms 
  run by Noble Houses, all loosely organized under the largest 
  Noble House, the House of Bizas, descended from the old Eo-
  ten warrior elite and powerful foreign merchants. The conflict 
  with the Western Empire is the last step in uniting Bizantium as 
  a single nation. Westerners, Easterners and the Eoten have now 
  fused into one people, generally referring to themselves as “North 
  Folk.” After his bravery and foresight in repelling the Western 
  Empire invasion, Joshius is crowned King Joshius, First King of 
  the Northern Islands. In honor of his famous ancestor, Bizas, he 
  names his kingdom Bizantium.
  First Contact with the Wolfen: 600 Years Ago. After gen-
  erations of frontier people telling stories about Wolf-Men in the 
  woods of the Great Northern Wilderness, a Bizantian logging 
  camp is found burned to the ground, the bodies of both human 
  defenders and wolf-like attackers mixed together. Sir Ervun 
  Malemore assembles a force to investigate, and its soldiers de-
  stroy several Wolfen encampments. The expedition culminates 
  in the Battle of the Frozen Plain, where Sir Malemore’s troops 
  defeat a small Wolfen army by launching a cavalry charge up a 
  frozen river and catching their enemies off-guard. Malemore’s 
  men are about to start executing the Wolfen prisoners taken after 
  the battle when he realizes that these “monsters” are praying to 
  Algor, the chief deity of the Northern Pantheon also worshiped 
  by the Bizantian people. A pious man himself, and seeing the po-
  tential to stop further conflict, Sir Malemore has a Priest of Algor 
  bless each of the prisoners, then sets them free and sends them 
  on their way. Sir Malemore also sends gold, silver and an assort-
  ment of weapons, armor and horses with the confused prisoners 
  as a gift to their leaders, along with a request for a formal meeting 
  in the spring. The freed Wolfen prisoners speak of the Bizan-
  tians’ mercy, their faith in Algor, and of their deadly prowess in 
  battle. The Wolfen meet Bizantium’s diplomats, accompanied by 
  Priests of Algor, on equal terms and vow to keep the peace, for 
  they are kindred children of Algor. Over the next few centuries, 
  trade between Bizantian frontiersmen and the Wolfen increases 
  the pace of cultural exchange and gradually acclimates North 
  Folk and the canine people to one another. With few Wolfen (or 
  humans, for that matter) along the northern edge of the Great 
  Northern Wilderness, other than some tiny Bizantian fishing vil-
  lages, hunting lodges and trading posts, there is little pressure to 
  create conflict between the two peoples. Though the North Folk 
  come to the mainland to hunt, fish and, for knights and warriors, 
  to seek adventure or test their mettle against “monsters,” the hu-
  man kingdom makes no claim to any part of the Great North-
  ern Wilderness, so the Wolfen do not feel threatened. Likewise, 
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  the Wolfen leave Bizantium’s ships unmolested and have never 
  tried to invade the Northern Islands. Moreover, Bizantians know 
  the difference between Wolfen and the more savage Coyles, and 
  don’t blame Wolfen for acts of violence by their lesser canine 
  cousins. Over time, these two people will come to respect each 
  other.
  Of course, this great boon would earn the Crown and the people 
  of Bizantium their eternal favor and loyalty.
  After long deliberation, the King and Noble Houses begrudg-
  ingly agree. There is some apprehension about this formal, writ-
  ten agreement, but over the decades that follow, the Dwarves 
  prove themselves master builders and artisans, as well as loyal 
  and trustworthy. They do not even ask to break ground on their 
  own city, named Stonebrook, until one hundred and one years 
  later, after most of the castles, fortifications and sea ports of the 
  island kingdom are finished or substantially improved.
  True to the original agreement, the Dwarves are granted per-
  mission to build their city. More than that, they are heralded as 
  friends and defenders of the realm, a title of honor never given to 
  any other nonhumans in the kingdom, and are treated with great 
  respect and tolerance to the present day. The canny Dwarven 
  builders wisely make sure no building in Stonebrook outshines 
  the human castles and cities they helped to build, and maintain 
  a low profile. The Dwarves are quiet, peaceful and always at the 
  service of the Crown and Kingdom of Bizantium. Though the 
  Dwarves of Stonebrook are allowed to govern themselves, they 
  must pledge allegiance to the throne and follow the laws of the 
  land like everyone else. Despite this level of privilege and auton-
  omy, Bizantium’s Dwarves remain second-class citizens. They 
  have no political power, no voice in the kingdom’s affairs and 
  remain on the island because the humans allow it. However, in 
  a world where Dwarves are often treated poorly and are slowly 
  becoming extinct, life on Bizantium is like living in paradise. If 
  the kingdom is ever attacked, they will fight to defend the realm 
  down to the last man.
  Establishment of the Shadow Coast 
  Colonies & the Last Century
  104 Years Ago: With the Northern Islands’ stands of lumber 
  depleted and the debtors’ prisons overflowing, King Raedaen the 
  First orders those unable to pay off their debts to work as in-
  dentured servants in a series of new colonies planned along the 
  Shadow Coast, already lightly inhabited by frontiersmen, log-
  gers, fishermen, and a number of outcast Warlocks. Seabright 
  becomes the first of these Shadow Coast colonies, a perfect place 
  to deport criminals, non-humans and those critical of the Crown’s 
  rule. Lumber imports from the Shadow Coast increase tenfold, 
  much to the relief of Bizantium’s shipyards.
  95 Years Ago: Bizantium’s economy surges with the creation 
  of three additional Shadow Coast Colonies and a subsequent in-
  crease in trade and production. In a show of Bizantium’s domi-
  nance, King Raedaen I orders the construction of another ship-
  yard, specifically to build the fastest and most powerful warship 
  ever designed. Lord Hathyl Vatatzes takes charge of the project 
  and gathers the foremost shipwrights, mariners, and mathema-
  ticians together in an effort to gain glory for his Noble House. 
  Five years later, the first Brigantine sails out of the Vatatzes 
  shipyard. Word of this impressive ship reaches the other human 
  nations of the world. Nothing like it has ever been seen before.
  82 Years Ago: Crown Prince Bafag takes the title Raedaen 
  the Second and assumes the throne after his father dies of a stroke. 
  He imposes a multilayer system of taxation on any goods going 
  to and from the Shadow Coast. Since half of the colonies are 
  not self-sufficient, they need plenty of supplies from the islands, 
  supplies that they pay for with raw materials and finished goods 
  Modern Bizantium and Global Outreach: 409 Years Ago. 
  After the Western Empire’s disastrous expansion attempt and 
  thwarted invasion of the Timiro Kingdom, the Land of the South 
  Winds, Timiro and Bizantium join together to force the Empire to 
  surrender and sign the White Paper, an acknowledgment of its ut-
  ter defeat, and a vow to never again build or use the hated Demon 
  Black Ships. Emperor Hazo is unwilling to either admit defeat or 
  sign the treaty, and vanishes, taking as much of the royal treasury 
  with him as he and his retainers can carry. The new Emperor, 
  Chuliyi XII, agrees to the treaty’s terms and the remaining Demon 
  Black Ships are sunk under the watchful eyes of the Bizantium 
  and Timiro Navies.
  With its own large navy, far-reaching system of merchants and 
  trading ships, and long diplomatic history with the Timiro King-
  dom, Bizantium is now truly a player on the world stage. Made 
  up mainly of veterans of the naval expedition to the Western 
  Empire, Bizantium’s famous Fourth Fleet is formed, expressly 
  to chart the globe, hunt pirates and explore distant lands, stretch-
  ing the reach of the Bizantian people even further. Trade with the 
  Wolfen continues and remains peaceful, but Iceborn Necroilus 
  vessels, rarely seen for hundreds of years, begin to appear more 
  and more regularly and even launch raids against small villages 
  on the smaller Bizantian islands.
  These attacks, and the ever-looming threat of the Western Em-
  pire, prompt the leaders of Bizantium to launch an ambitious plan 
  to fortify their kingdom and personal holdings. To that end, they 
  make a deal with five clans of Dwarves who had been hired to 
  work on Bizantium’s construction projects for generations. The 
  Dwarves agree, on two conditions:
  One, they will need to bring in an estimated 2,000 additional 
  Dwarven stone masters for an operation like this. They will also 
  require human laborers placed under Dwarven management, 
  workers who will be required to follow their instructions with 
  precision and without question.
  Two, in return, the Dwarves desire a permanent place of their 
  own within the kingdom. This would be a City of Dwarves exclu-
  sive to their five clans, self-governed by the Dwarves themselves. 
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  produced by their own labor. Since the Crown taxes both transac-
  tions, the colonists see the majority of their profits going into the 
  Crown’s pocket, distributed back into the King’s treasury and the 
  Noble Houses – but not back to the people on the Shadow Coast. 
  Although the colonists object to this treatment, there is nothing 
  they can do as of yet to change their circumstances. A year later, 
  the Hil-Santo colony is founded at the foot of Orgod’s Backbone.
  75 Years Ago: The King, eager for a new royal palace, com-
  missions the Dwarves of Stonebrook to build him a castle fit for 
  a monarch of his wealth and prestige. However, he wants to de-
  part from tradition and invites a few hundred Dwarven masons, 
  architects and craftsmen from the Western Empire and Timiro 
  Kingdom to “consult” and help build a more modern and exotic 
  palace, one with more of a Western flare. This does not sit well 
  with the loyal Dwarves of Stonebrook, who feel insulted and dis-
  respected for the first time in generations. Several of the noble 
  families are also put off. For hundreds of years they have tried 
  to keep themselves removed from all things Western Empire, 
  and now this homage to their enemy feels like an insult to their 
  heritage. Others worry there may be spies and even saboteurs 
  amongst the new arrivals. Later that same year, the first Frigates 
  sail out of the Vatatzes shipyard and help to restore a sense of 
  national pride and accomplishment.
  67 Years Ago: The twelve Wolfen tribes unite into a single 
  Wolfen Empire. These Wolfen are ten times as numerous and 
  far better organized than their ancestors at the time of the Battle 
  of the Frozen Plain. King Raedaen II does not want this new 
  monster empire to have any reason to vilify Bizantium, and asks 
  Merchant-Prince Malcor Yinxner, who has spent many years liv-
  ing among the Wolfen of the Oak People Tribe, to petition for a 
  formal state of peace between their two kingdoms. Old agree-
  ments between Bizantium and various Wolfen tribes are updated 
  to encompass the entire Wolfen Empire.
  65 Years Ago: Seven Sisters becomes the last of the Shadow 
  Coast Colonies. Rumor has it that the King fathered a child with 
  one of the Fayd Sisters for which the colony is named, but it is 
  never proven.
  60 Years Ago: The first Bai Regatta takes place within the 
  Inland Sea.
  50 Years Ago: Construction of the new royal palace is com-
  plete, but King Raedaen II doesn’t live long enough to enjoy his 
  new home. He dies of a severe illness and his son, Crown Prince 
  Raedaen the Third, takes the throne. To show his appreciation, 
  King Raedaen III allows many of the foreign Dwarves who 
  helped build the palace to remain and settle in Stonebrook. As 
  it turns out, the Dwarves from Timiro and especially the West-
  ern Empire were oppressed and treated poorly in the kingdoms 
  from whence they came. They have worked hard to prove them-
  selves worthy to the task at hand. Perhaps all the more important, 
  they deferred to the Dwarves of Stonebrook in the creation of the 
  King’s palace. They made certain it was elegant and unlike any 
  other castle on the islands, with tall spires and domes, but not a 
  copy of buildings in the Empire of Sin or Timiro, either. This pre-
  serves Bizantium’s own, unique look, and pleases all parties. As a 
  result, when work is completed and the King suggests any Dwarf 
  who wishes to remain in Bizantium could become a citizen of 
  Stonebrook, there are few objections by their fellow Dwarves. If 
  there are any spies or enemies amongst the Dwarves who remain, 
  which are the majority, they have not yet shown their hand.
  45 Years Ago: In a show of strength, King Raedaen III orders 
  a dozen warships to the capital city of Credia in Timiro, Caer 
  Zeketrius (now Caer Itom) in the Western Empire, Haven/New 
  Haven in the Eastern Territory, and Sulanok in the Land of the 
  South Winds. With impressive seamanship, the warships arrive 
  almost simultaneously at the four cities despite the vast distances 
  between them. This is Bizantium demonstrating to the other hu-
  man kingdoms that they are to be regarded as a world power, end-
  ing the kingdom’s long-held stance of general neutrality. At the 
  same time, official trade between Bizantium and the Wolfen Em-
  pire begins in earnest, thanks in part to the Yinxner Noble House.
  30 Years Ago: The first attempt made by a Bizantium ship 
  to circumnavigate the world fails when the ship disappears in 
  southern waters. Meanwhile, the people of the Shadow Coast 
  are becoming more self-sufficient and no longer require constant 
  supplies from Bizantium. King Raedaen III punishes the Hil-
  Santo Colony for engaging in acts of rebellion by ordering the 
  execution of hundreds of colonists and repossessing dozens of 
  ships under charges of smuggling and disloyalty.
  25 Years Ago: King Raedaen falls from his horse and suffers 
  a spinal injury, leaving him paralyzed from the neck down. He 
  begs High Minister Ljot Thorald to plead to Algor for his restora-
  tion. The High Minister makes three separate pleas, yet the sea 
  god does not respond. Not wishing to be an invalid for the rest 
  of his life, he orders his Marines to throw him into the sea. Rae-
  daen’s wife, Queen Angelita, begs him to reconsider, but King 
  Raedaen III refuses and as he is thrown into the sea by his loyal 
  retinue, Queen Angelita jumps in after him. They both drown 
  together while their son, the Crown Prince Raedaen the Fourth, 
  looks on in horror. The event forever traumatizes the young no-
  ble, and he ascends to the throne inexperienced and weak, leav-
  ing the administration of his kingdom to a large and fairly self-
  serving body of advisors. He orders High Minister Ljot to be put 
  to death for the failure to heal his father, then bestows his position 
  to Minister Airen Roth.
  20 Years Ago: The Shadow Coast Colonies exploit the in-
  efficiency and lack of oversight from the King to begin trading 
  raw materials, as well as finished goods, amongst themselves, al-
  lowing them to make money without being taxed for it a second 
  time by the Crown. The Shadow Coast Colonies’ Council of 
  Elements does not openly suggest seceding, but the underlying 
  current of rebellion is there, spoken about in whispered tones in 
  homes and meeting lodges.
  10 Years Ago: After years of trial and error, Merchant-Prince 
  Grayden Bardomus, with the help of a Summoner, a Diabolist, 
  and a Warlock, creates the first Stone Ship of Bizantium. He 
  promises the King that Bizantium will soon have the most pow-
  erful navy in world history, more than a match for the Western 
  Empire’s Demon Black Ships or any sea serpent on the high seas.
  5 Years Ago: Inner Cadath becomes the de facto capital of the 
  Shadow Coast. While the Noble Houses make the lion’s share of 
  the profits from the colonies, the colonists themselves face pov-
  erty and harsh weather conditions. Things go from bad to worse 
  when the King reveals his plan to blockade the Shadow Coast, al-
  legedly to stop smugglers and protect the colonists, but really just 
  as a means to enforce the oppressive tax code. This incites cries 
  for rebellion, with numerous protests, work stoppages, sabotage, 
  brawls, and general loud dissent amongst the colonies’ population.
  2 Years Ago: Bizantium unveils another shipyard, thus giv-
  ing the kingdom a grand total of nine. To further boast of his 
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  kingdom’s naval superiority, King Raedaen IV orders Sir Jona-
  than Fairchild, arguably the finest captain in the Royal Navy, to 
  take his ship Turaline and circumnavigate the world. It takes the 
  captain and his crew 481 days (a year and three months), but they 
  manage to complete the journey. Word of this incredible voyage 
  is spread to further the glory of Bizantium and its mighty ships. 
  Sir Jonathan is promoted to Admiral and given command of the 
  Fourth Fleet.
  Six Months Ago: A string of strange events spread rumor and 
  hearsay throughout the Northern Islands. First, a series of fishing 
  boats disappear in the Northern Sea, leaving no trace, no survi-
  vors, no lifeboats or evidence of any kind. A pair of full-sized 
  whaling ships vanish a week later, and the merchant Fair Rita is 
  discovered floating adrift to the north of Aquafel without a single 
  man, woman or child aboard. Things get even stranger when a 
  fishing village on the northern coast of Yufel is found completely 
  empty and stripped of its fishing boats, its inhabitants never seen 
  again. Some blame magic or monsters from the ocean, but others 
  whisper of the return of the Iceborn, Bizantium’s age-old nem-
  esis. The King vows to investigate but little is actually done.
  Bizantium Today
  It is only a matter of time before the colonies of the Shadow 
  Coast revolt. The Crown and the Noble Houses have underes-
  timated the colonists’ frustration and anger, as well as their 
  strength and resolve. They have become an independent and ca-
  pable people with the fortitude to challenge the island kingdom 
  to a lengthy, planned battle for resistance that will cause count-
  less problems for Bizantium’s economy. The kingdom could 
  quite possibly lose the colonies, a display of potential weakness 
  that might make it a target for the Western Empire’s well-funded 
  Imperial Navy, or if the rumors are true, an opportunity to see 
  how well the recently reinstated Demon Black Ships perform 
  in battle.
  Hanta Farrip, advisor to King Raedaen IV and leader of Bi-
  zantium’s Warlock Council, is keenly interested in the ruined 
  city of Valsk on the island of Torn. She is searching for explorers 
  who would be willing to investigate, excavate and report back 
  any findings. If her research is correct, one of the answers to the 
  great Northern Mysteries lies within the holy city. She has al-
  ready had a Diabolist decipher the markings on the Ozurr Rune-
  stone, but it tells her nothing about its function or creation. She is 
  aware of the saga of the stone, but she’d like to learn and master 
  the stone’s capabilities if at all possible. Hanta is always look-
  ing for new recruits, offering them the false opportunities of a 
  lifetime to explore the Island of Torn as well as the other islands 
  for information. She knows better than anyone about the island’s 
  haunted history, having barely escaped it alive herself.
  Airen Roth, the High Minister of the Cathedral of Algor, is 
  plagued by terrible visions of sea serpents. He is not entirely sure 
  why, but he knows it has something to do with the Great Ice 
  Shelf to the north and the rise in attacks by the Iceborn. He is 
  looking to recruit adventurers to explore the region, but he must 
  do so without allowing Warlock Hanta or King Raedaen IV to 
  find out about it. High Minister Airen has heard rumors of large 
  gatherings of Iceborn on the Great Ice Shelf, and though it is 
  a considerable distance from Bizantium, he is worried that they 
  have assembled a new Horde and will soon return to the Northern 
  Islands to sow terror and death. If his persistent dreams truly are 
  a premonition, he fears that these attacks by the Iceborn shall 
  culminate in terrible battles like those spoken of in the sagas from 
  Bizantium’s distant past.
  King Raedaen IV is the most dysfunctional monarch in Bi-
  zantium’s long and illustrious history. Between his incompe-
  tence, abuse of power, laziness and corruption, he has severely 
  weakened the kingdom’s position throughout the Palladium 
  World. While every nation agrees the island kingdom possesses 
  one of the most impressive navies of all time, their ability to with-
  stand a land invasion is questionable at best. Both the Western 
  Empire and the Timiro Kingdom have learned from their spies of 
  the volatile situation coming to a head with the Shadow Coast 
  colonies and plan to take advantage of it.
  These same spies have learned of a growing number of dis-
  sidents who are tired of King Raedaen IV appointing incompe-
  tent cronies to important positions. The dissidents not only want 
  the Warlock Council and Council of Elements eliminated, they 
  will take extreme measures to rid the entire Kingdom of the pres-
  ence of Warlocks. Ninety percent of these extremists trace their 
  origins back to true “North Folk” who are fanatical in their faith 
  to Algor, despise nonhumans, and treat all practitioners of magic 
  as if they were wicked people, on par with Necromancers and 
  Witches. The problem is, Warlocks and mages play an important 
  role in the kingdom’s defenses, commerce, and ability to domi-
  nate the seas. Few people, even amongst the fanatical dissidents, 
  recognize the close relationship between the sea god’s control of 
  ocean waters and the power wielded by Warlocks; they are one 
  and the same, but the zealots will hear none of it. They shall not 
  rest until every Warlock is removed from the islands and pun-
  ished for crimes against the sea god, Algor. The majority of these 
  fanatics and separatists live in the city of Wujik, guided by the 
  clerical leadership of High Sister Olevea Latharsis. Thankfully, 
  the zealots’ numbers are quite small. Still, they can stir up plenty 
  of trouble and under the right circumstances (and perhaps with 
  help from outside nations), will make a grab for power when the 
  opportunity appears.
  As the Crown and its military prepare themselves for civil war 
  with a barely capable leader at the helm, no one seems to notice 
  the slow encroachment of the Iceborn and their Necroilus sea 
  serpent-ships around the Northern Islands. Attacks are becom-
  ing far more frequent, with some raiders even going ashore on 
  Bizantium’s smaller islands and the coasts of the Great Northern 
  Wilderness. The Western Empire looks on greedily, waiting for 
  a weakness to exploit, while Timiro stands by idle and distracted 
  with its own problems. As for the fledgling Eastern Territory, 
  its diplomats and rulers try to manipulate Bizantium into a war 
  with the Wolfen. The Eastern Territory criticizes the Kingdom of 
  Bizantium for its relationship with, and tolerance of, “monsters.” 
  The Eastern Territory, and most people south of the Northern 
  Wilderness, choose to believe the Wolfen and their kin are noth-
  ing more than savage monsters who eat babies and feast upon the 
  flesh of every human they slaughter. The size and appearance of 
  the canine races make this fallacy easy to believe, and for Bizan-
  tium’s enemies and rivals, it is a convenient lie to paint them in 
  a bad light.
  With so many groups vying for power both inside and outside 
  the Northern Islands, and the King seemingly oblivious to it all, 
  there is no telling what the future holds for the Island Kingdom of 
  Bizantium and its erstwhile citizens.
  Brian Hite (Order #17180059)
  
  22
  The Kingdom of 
  and rudder. Everything was intact, no trace of the kind of dam-
  age that would result from a collision with a rock or other ship. 
  The Fair Rita was in good order and condition. There was no 
  evidence of foul play from the crew, of mutiny, struggle or vio-
  lence other than the fact the crew were all missing. I believe in 
  my heart that the captain and crew of the Fair Rita met with the 
  displeasure of the sea god, who in his infinite wisdom, punished 
  them with evanescence.”
  – A report to the Admiralty by Captain Dyri Ljotson
  In spite of their enduring image as fearless sailors and explor-
  ers, most Bizantians make their living as farmers, fishermen, 
  lumberjacks, merchants, shipbuilders, craftsmen, blacksmiths 
  or carpenters. Many of them, however, lead a life that combines 
  multiple trades. An able-bodied Bizantian sailor is not just an in-
  dividual who can hoist the mizzenmast, but someone who can 
  make a living on land as well. A farmer might have to leave his 
  farm or estate at least once a year to further his own ends, whether 
  it be for a two week fishing expedition, a trade mission to sell 
  produce in faraway markets, or even sailing off with explorers 
  in search of treasure, adventure and new lands. Most Bizantians 
  make these decisions not because they are searching for glory, 
  but out of a desire to provide for their families, and to get some 
  use out of the nautical skills that most islanders learn at a young 
  age.
  Social Classes
  At the apex of the social pyramid of Bizantium stands the roy-
  al line of kings and queens. Below them are the rich and powerful 
  merchant-princes who head the Noble Houses. Under them is 
  a diverse group of merchants and guild members, shipwrights, 
  skilled craftsmen and professional warriors, known collectively 
  as freemen. This group is the most influential layer of Bizantian 
  society, as their social class creates most of the wealth of the en-
  tire kingdom.
  Below them are the peasantry and laborers, the hardworking 
  individuals who live and work in the cities and coastal towns, 
  who also make up the bulk of the kingdom’s population. The 
  Dwarves of Bizantium fall somewhere between freemen and la-
  borers. In fact, they are treated as celebrated craftsmen and he-
  roes of the island kingdom, but possess no real power within the 
  government or economy. At the base of the pyramid are the fief-
  holders (farmers) whose sole purpose in life is to work the fields 
  Seven Main Islands
  Estimated Total Population: 653,400 Humans.
  Island of Bizantium – 400,000
  Island of Borich – 85,000
  Island of Yufel – 5,000
  Island of Acta – 3,000
  Island of Sinza – 100
  Island of Wyst – 300
  Shadow Coast Colonies (mainland) – 160,000
  “We encountered bad weather a month after leaving port. Just 
  before midday, second mate Epor Dufnial sighted a ship through 
  his spyglass, maybe five miles off the port bow. He said something 
  was wrong with the other vessel. She was yawing slightly, and 
  her sails did not look right, torn and damaged. Gauren Eyars, 
  first mate, agreed, and we decided to investigate. As we moved 
  closer we saw the ship was the Fair Rita. I immediately wondered 
  why the Fair Rita had not already reached the Broken Horn, as 
  she had such a head start on us. We approached to within a few 
  hundred yards and continued to cautiously observe her until the 
  start of twilight. She was under sail, but moving erratically on a 
  starboard tack, and slowly heading toward the Horn. I could tell 
  she was drifting after seeing no one at the helm or even on deck, 
  though the ship was flying no distress signal.
  “I ordered Eyars to take five men and board, to make a de-
  termination of her troubles. He reported that there was no one 
  aboard, and said that ‘the whole ship was a thoroughly wet mess. 
  There was a lot of water between decks, up to our knees down in 
  the hold.’ Half-flooded or not, she was still seaworthy, but all of 
  the ship’s papers were missing, except for the captain’s logbook. 
  The fore hatch and the storage locker were both open, although 
  the main hatch was sealed. The ship’s clock was not functioning 
  and the compass was destroyed; the sextant was gone. The only 
  rowboat on the Fair Rita was also missing. The peak halyard, 
  used to hoist the main sail, had disappeared. A rope, perhaps 
  the peak halyard, was found tied tightly to the ship with the other 
  end, frayed, trailing in the water behind.
  “A six-month supply of biscuit, serpent meat, salt pork and 
  fresh water was still aboard, and the crew’s personal possessions 
  and artifacts were untouched, ruling out an attack by pirates. It 
  appeared the vessel had been abandoned in a hurry. There was 
  no clear sign of a struggle or violence.
  “I decided to go aboard myself. Upon arriving on the Fair 
  Rita, I examined the whole of the hull; the stern and keel, post 
  Brian Hite (Order #17180059)
  
  23
  and tend to the livestock, a permanent lifestyle from which there 
  is no upward mobility to aspire to.
  Slavery, per se, does not exist in Bizantium, for its people are 
  traditionally accustomed to hard work and a backbreaking life. 
  The closest thing to slavery on the Northern Islands is the treat-
  ment of non-humans. Not only does the Crown not recognize any 
  civil rights for non-humans, including Elves and Dwarves, but 
  Bizantians in general disregard them. This does not mean non-
  humans are not tolerated – on the contrary, any non-human is 
  welcome to visit any Bizantian city or town – but monster races, 
  including, but not limited to, Ogres, Trolls, and Canines, will be 
  stopped and thoroughly questioned (not interrogated). Only those 
  coming to purchase goods or seeking temporary employment will 
  be allowed to stay for any length of time. In other words, Bizan-
  tians will take a non-human’s money, but then he’d best be on his 
  way. Non-humans cannot open any sort of business anywhere in 
  the kingdom because one must be a legal citizen in order to do so, 
  a status non-humans can never attain.
  The Monarchy
  The Bizantian monarchy traces its origins back to when the 
  Northern Islands’ surviving native people united with the descen-
  dants of the first colonists and crews of shipwrecked vessels from 
  the Timiro Kingdom and the Eastern Territory under the rule of 
  King Joshius the First, grandson of Bizas the Wise. The reign 
  of Joshius has long been overlooked and overshadowed by the 
  achievements of his grandfather, but ask most any Bizantian and 
  they will tell you that Joshius the First is the greatest king in the 
  island’s history. Joshius ruled by the same principle established 
  by his grandfather, the divine right of the sea god, a tradition 
  that continues today with the absolute monarchy. Both Bizantium 
  and Timiro share this type of regime. The monarch exercises ul-
  timate governing authority as the head of state and the chief of 
  the government, and has total power over the land and its subject 
  people. The principle difference comes from how the monarchy 
  established divine authority. In Timiro, it comes from the Sword 
  of Light, the legendary magic sword found by Spatenrok the First 
  that enabled him to take the land of Timiro from its Elven rul-
  ers, a duty that was granted to him by the Gods of Light, at least 
  according to Spatenrok. Because the sword cannot be wielded 
  by anyone who is not a blood descendant of Spatenrok or his 
  brother, Gregory the Just, to the mindset of the Timiro populace, 
  only the royal family line can lay claim to the throne of Timiro 
  and rule over its people. Yet none of this is supported by any 
  eyewitness testimony or actual factual accounts, just the word of 
  Spatenrok himself.
  Not so in Bizantium. Today the title of High Father of the 
  Church of Algor is held by the ruling Bizantium monarch, sig-
  nifying titular leadership over the Church of Algor. Although the 
  monarch’s authority over the Church is largely ceremonial, once 
  a year the monarch must validate his position as emissary of the 
  sea god to the Noble Houses and the people of Bizantium. In order 
  to prove this, the monarch performs a clerical ability; something 
  to demonstrate his faith and the power of the god flowing from 
  his person. This priestly act is performed while standing waist 
  deep in the cold waters of the Inland Sea without the assistance 
  of anyone or any kind of magical aid. This supreme requirement 
  makes it necessary for every royal family member for the last 
  eleven centuries to swear an allegiance to Algor or to one of the 
  other gods within the Northern Pantheon (which does include all 
  the Northern deities). Some have taken their clerical duty a step 
  further by becoming true priests of the faith, such as King Harald 
  the Holy (8th level Noble and 5th level Priest of Light at the time 
  of his death). Then there are those, like the current monarch, 
  King Raedaen IV, who have studied the religion just enough to 
  be an Acolyte (one who wields only the famed priestly Healing 
  Touch). Part of the monarch’s duty as High Father is to appoint 
  high-ranking members of the church authority, specifically its 
  High Minister, the principal leader of the Bizantium Church of 
  Algor and the symbolic head of its worldwide followers.
  In Timiro, the monarch is the supreme judicial authority. He 
  or she can condemn any Timiro citizen to death without the right 
  of appeal. It is the ruling king or queen’s duty to punish offend-
  ers, take reasonable measures to administer justice and keep their 
  people safe. The monarch also has the power to make and imple-
  ment laws, and to change, amend, or annul them merely by giving 
  his or her decree. In Bizantium, the monarch also possesses this 
  power, but the judicial authority must be shared with a body 
  of fourteen nobles who advise the monarch when such matters 
  affect the affairs of state. In the beginning, this Silent Council 
  met in secret to debate government policy. Two hundred and 
  twenty years ago, the council was given the power (by issue of 
  King Jonsen) to approve and publicly accept any decree made 
  by the monarch, thus making it a law. Should the Silent Council 
  disapprove or denounce the monarch’s decree, the issue cannot 
  be made law until the monarch convinces eight of the fourteen 
  nobles to change their minds via deliberation. Autocracies like 
  the Western Empire have never found the logic with this. Why 
  Bizantium
  Brian Hite (Order #17180059)
  
  24
  create the means to undermine the monarch? Yet the masterful 
  strategist who established the council, King Jonsen, understood 
  the eventual outcome. The monarchy selects which Noble Hous-
  es sit on the council. Therefore, only Noble Houses who are held 
  in good standing with the Crown receive the numerous benefits 
  of sitting on the Silent Council, such as reduced taxes on property 
  or grants of land. This ensures the merchant-princes more or less 
  feud with each other, trying to increase their own resources while 
  holding other Noble Houses in check, always giving the Crown 
  the superior bargaining position.
  The monarch’s decisions control almost every aspect of Bizan-
  tian life, from financial matters to commercial and trade regula-
  tions, to the introduction of new laws. A hierarchy of bureaucrat-
  ic officials sustains the highly centralized system, even overseas, 
  thus ensuring Bizantians, regardless of where they might be in 
  the world, generally obey Bizantium’s laws. The kingdom em-
  ploys an endless supply of scribes and diplomats to collect taxes, 
  impose tariffs, track shipments and monitor who comes and goes 
  from the nation’s ports.
  As the emissary for the sea god Algor, the monarch of the 
  Northern Islands receives a reverence from the populace that is, 
  in many ways, equivalent to the worship of a demigod. Insult the 
  monarch or threaten him in any manner and you risk invoking the 
  sea god’s wrath as well, or so it is commonly believed. The con-
  nection between religious piety and respect for the king makes it 
  especially difficult for clergymen and highly-religious peasants 
  to be critical of their nation’s leader.
  Noble Houses
  The primary duties of Bizantium’s nobility are to oversee their 
  estates, collect tax revenue, supervise the maintenance of proper-
  ties, and provide ships to the Royal Navy. Some of the families, 
  through trade and banking, have risen to such wealth that they 
  exercise both political and cultural power that is nearly the equiv-
  alent of the Crown. Noble Houses are represented by the male 
  head of the household, the Merchant-Prince. These individuals 
  do not hold any connection to the royal family. The “prince” title 
  is merely given because they are wealthy and/or influential indi-
  viduals and heads of various Noble Houses. The most powerful 
  Houses rival the royal family in power, wealth, and/or the size of 
  their warrior retinues, but of course they lack the “divine author-
  ity” that only royal blood can bring.
  That being said, not all Noble Houses are large and powerful. 
  In some cases, they are quite small; just an agricultural holding 
  that owns a single ship that is pledged to the Crown, year af-
  ter year. Some of the larger and richer Houses provide ships for 
  lesser Houses that join with them to form power blocs. Presently, 
  the Crown recognizes 273 separate and distinct Noble Houses. 
  Many have come and gone several times, and those listed be-
  low are not only the most powerful, but culturally influential, and 
  have large numbers of warriors, scholars, merchants and sailors 
  at their disposal.
  Rather than invest in economic activity, most of the Bizantian 
  elite nobility prefer to buy land and acquire administrative posi-
  tions, from which they make extra money on the side. They also 
  purchase honorific court titles, putting themselves in service to 
  the Crown. These titles not only grant them considerable influ-
  ence with the monarch, but also come with a state pension. After 
  a while, some of the nobles grow tired of the need to accumulate 
  wealth, especially those who possess so much they can live com-
  fortably on the interest earned by their fortunes. Purchased titles 
  are not inheritable, and the original sum invested in the purchase 
  is never repaid, so in the end, many noble lords are motivated to 
  hold on to their positions only for the honor and status given to 
  them.
  Despite the power the Noble Houses wield, they do not pos-
  sess the authority to defy the monarch, at least not easily. If the 
  King wishes it, he can enact any provision against any Noble 
  House he wishes. Thus the Noble Houses that are held in good 
  standing and well received in court can count on favorable atten-
  tion, while those nobles the monarch finds disfavor with may be 
  exiled. Such exile is rarely permanent. The nobles are quite aware 
  of the political nature of their exile and almost always continue 
  to serve as loyal subjects from afar. After a cooling off period 
  (the duration of which is up to the monarch), if the Crown has 
  continued to receive the exiled lord’s ship commitment from 
  his Noble House, along with generous presents and occasional 
  pleas for clemency, the monarch might forgive an arrogant noble 
  and restore his status among his peers. Whether or not the Noble 
  House returns to its former status is left entirely up to the King.
  Some Noble Houses of Note:
  House Arfox (Matchmaker): This Noble House owes much 
  of its influence to the shrewd matchmaking of its house elder, 
  Prince Thiodolf Arfox. Five of his six children are married into 
  foreign royal families; his eldest daughter married King Hafton, 
  ruler of the City of Wisdom in the Eastern Territory, his eldest 
  son married the youngest daughter of King Edmund Penington, 
  ruler of the Kingdom of Peningshir (also in the Eastern Terri-
  tory). Hafton’s other son and two other daughters are married into 
  influential Provincial Houses of the Western Empire. Presently, 
  he is debating whether or not to send his youngest daughter, 
  Ashild, to Caer Itom in the Western Empire in the hope of seduc-
  ing Emperor Itomas or to Credia in the Timiro Kingdom to try for 
  Crown Prince Tarat. When Prince Arfox is not trying to marry 
  off his children, he spends a surprising amount of time with his 
  house’s shipwrights, personally advising them in the design of 
  newer and faster vessels. Prince Thiodolf also sends information-
  gathering agents along with his royal sons and daughters, trained 
  sailors keen to lookout for ship designs that are innovative, for-
  Brian Hite (Order #17180059)
  
  25
  eign, inhuman or otherwise remarkable. House Arfox also rules 
  over the Shadow Coast colony of Oceali.
  House Bardomus (Magic): Rumors have surrounded House 
  Bardomus for generations, and many are the tales of consorting 
  with wizards and witches. The rumors must be true, at least in 
  part, for the Warlocks and shipwrights of House Bardomus are 
  responsible for designing Bizantium’s infamous Stone Ships. 
  Merchant-Prince Grayen Bardomus has been known to associ-
  ate with men of magic since his youth, for better or for worse; a 
  reputation that makes many Bizantians suspicious of his entire 
  House. Along with House Baarten, they rule over the Shadow 
  Coast colony of Stone Coven, and are using its resources to make 
  the Stone Ships. Of course, few realize that this is all a ruse in 
  order to convince the Church and the Crown that the stone that 
  makes up the ships actually comes from natural sources.
  House Conemus (Merchant Fleet): Seated at Northomber, 
  House Conemus is a family of merchants and traders, closely 
  connected to House Rhangnable. However, where Rhangnable 
  is famous for its marines, Conemus is known for its huge fleet 
  of over three hundred merchant vessels. They have control over 
  their own shipyard that produces and maintains these vessels, 
  but with so many new keels being laid down, ships rolling off 
  the piles and a dozen others being rebuilt in dry-dock, shipbuild-
  ing quality is sometimes compromised. House Conemus has a 
  fifty percent interest in the Hil-Santo Colony, along with House 
  Vatatzes, but also splits management of the colony of Outer Ca-
  dath with the smaller Noble Houses Hidkun and Vorolf.
  House Ducasian (The Matriarch): For several generations, 
  House Ducasian has maintained close ties to the Western Empire, 
  both in blood and in gold. Lady Lesyta Zeketri, nearly eighty, 
  has been the matriarch of the Ducasian family since she married 
  Prince Vander Ducasian in her youth. The fact that she is also 
  half-sister to Emperor Zeketri (previous leader of the Western 
  Empire) has been highly beneficial to House Ducasian; giving 
  them an inside advantage in procuring land, property and profit-
  able businesses in the Western Empire, primarily the Imperial 
  Province and Upper Kighfalton. On Bizantium, the Ducasian fief 
  includes profitable tracts of agricultural land to the south of the 
  city of Vicer, as well as the Shadow Coast colony of Tohatha.
  House Gareth (Friend to the Crown): This House is quickly 
  losing its status as one of the prominent Noble Houses, accord-
  ing to everyone but King Raedaen. The King wishes all the other 
  Houses managed and maintained their colonial holdings with 
  similar success. In truth, House Gareth is led by Prince Thorarin 
  Gareth, a childhood friend of the King who is regarded by all as a 
  childish, spoiled, bumbling fool who spends money extravagant-
  ly, especially on clothes and “alleged” magic items. Besides con-
  trol of Inner Cadath, the de facto capital of the Shadow Coast 
  colonies, House Gareth makes most of its gold off the entertain-
  ment industry that caters to sailors in the city of Homesight; part 
  Noble House, part crime syndicate.
  House Lamrith (Wolfen Traders): The Noble House of 
  Lamrith uses the City of Kallico as the seat of their House, but 
  their fief also includes Cantock Island, at least in name. Over the 
  last few years, House Lamrith has begun to form a commerce-
  based relationship with the Ursa Rex Wolfen Tribe. By royal de-
  cree from the King, the Lamrith traders are not allowed to trade 
  war materials with the King Bears, but what qualifies as “war 
  materials” has been left open to interpretation. King Raedaen has 
  also instructed House Lamrith to keep their trading partnership 
  a secret. The last thing he wants is for the Eastern Territory to 
  believe Bizantium is forging a military alliance with the Wolfen 
  Empire.
  Despite the wealth of their holdings, House Lamrith is cur-
  rently in debt to the Crown, so much so that Geoffrey Lamrith, 
  Merchant-Prince, is living in exile on the mainland. To save face, 
  Prince Geoffrey continues to promise a ship to the Crown on an 
  annual basis, though he is committing most of his resources to-
  wards building up an armed faction of supporters on the Shadow 
  Coast. With the Council of Elements on his side, some fear that 
  he will claim the Shadow Coast as his own and attempt to secede 
  from Bizantium.
  House Malemore (Pirates): Long years ago, Duke Greganz 
  Malemore was serving on a merchant vessel that was attacked 
  by pirates. When the pirates realized that they had the heir to a 
  Bizantian Noble House on their hands, they took him with them 
  to ransom, leaving the rest of the ship’s crew to their lifeboats and 
  whatever fate awaited them. Only fourteen, Greganz was a true 
  Bizantian, already a skilled sailor, and gradually evolved from a 
  captive into more of an unwilling member of the pirate crew. He 
  learned much from the pirates, and when he was ransomed back 
  to his House, Greganz took that knowledge with him. For years, 
  ships under his command would drop the Bizantian colors and fly 
  flags of other nations when a potential target loomed, willing to 
  “go pirate” at a moment’s notice against enemies and rivals such 
  as the Western Empire.
  Now, as Duke, Greganz has many captains under his com-
  mand who sail lone, heavily-armed vessels, looking for prey, dis-
  guising their true intent; pirates behind a thin veil of legitimacy. 
  The House’s shipwrights have even designed shallow-draft ves-
  sels that can enter rivers as shallow as 12 feet (3.6 m), supposedly 
  for trading with downriver settlements along the Shadow Coast 
  and Northern Islands, but also perfect for raiding, evading pursu-
  ers and hiding out in unlikely locations.
  House Malemore lords over the land around the River Bai and 
  Lake Fielder, but it is the Shadow Coast colony of Lothea that 
  they rule with an iron fist. The elder Duke’s only son John, along 
  with John’s three sons, Alex, Quentin, and Dagan, have turned 
  the colony into a stronghold where pirates and privateers come 
  and go and normal citizens feel like they are living under martial 
  law.
  Brian Hite (Order #17180059)
  
  26
  House Norbert (Shipmakers & Bankers): This is the 
  wealthiest of Bizantium’s Noble Houses, due in part to careful 
  management of the city of Southomber and its fine shipyard, in 
  part to its massive merchant fleet, and in part to its control over 
  the largest individual bank in Bizantium. The saying, “Raedaen 
  is King of Bizantium, but Norbert is King of Gold” is still spoken 
  throughout the kingdom, and Prince Humberg Norbert, now in 
  his sixties, is fiercely determined to hang on to every piece of 
  gold that passes through the House’s hands. House Norbert has 
  also recently been placed in charge of the Shadow Coast colony 
  of Deridan, and reaps the lion’s share of the colony’s profits. The 
  House only acquired Deridan four years ago from House Redriv, 
  who initially bankrolled the colony until they lost their privileged 
  status when Lady Gudny Redriv canceled her betrothal to King 
  Raedaen; an act that almost cost her her head.
  House Rhangnable (Soldiers): Descended from soldiers rath-
  er than sailors, House Rhangnable is the only Noble House that 
  does not contribute ships to Bizantium’s fleets. Over the centuries 
  since the kingdom’s founding, the family’s retainers and house-
  hold sentries grew into a sizable military unit, the Northomber 
  Guard, named for the City of Northomber, the Rhangnable’s seat 
  of power. Every year, a company of the Guard is sent to serve 
  the Crown in lieu of a warship, a compromise King Raedaen is 
  happy to accept thanks to the high quality of the Guard’s marines. 
  Northomber Guardsmen often form the professional core of mili-
  tary units raised from across the islands, and every able-bodied 
  male citizen of Northomber serves in the Guard from the ages 
  of sixteen to twenty-four. House Rhangnable also controls the 
  relatively new Shadow Coast colony of Seven Sisters. They al-
  low the colony the liberty to run itself without too much outside 
  influence, as long as, like its parent city, it contributes fighting 
  men to the Northomber Guard.
  House Selernani (Independent): The Island of Acta is the 
  smallest of the populated Bizantian islands, the fief of Noble 
  House Selernani. Since they control the entire island, they have 
  no need to squabble with other Houses over dividing lines be-
  tween property, rights to natural resources or shared use of roads 
  or rivers. This security makes House Selernani less ambitious 
  than other Noble Houses, content to farm and fish their property 
  and conduct trade with the few merchant ships they maintain. 
  While they do have the ear of the Crown, they are limited in men, 
  vessels and resources.
  House Vatatzes (First among Nobles): For many years, 
  Vatatzes has been regarded as the strongest and most influential 
  of Bizantium’s Noble Houses. Its leader, Merchant-Prince Wil-
  gan Vatatzes, is a direct descendant of Artus Vatatzes, long ago a 
  usurper to the throne. Centuries later, however, the Vatatzes fam-
  ily has been redeemed. They are connected to the royal bloodline 
  by a dozen marriages, and Prince Wilgan is a close friend and 
  advisor to the King, regarded as a sharp and competent leader 
  with a much better head for politics and military strategy than that 
  which actually wears the crown. The House maintains control 
  over the farmland immediately surrounding the capital of Bizan-
  tium, but technically has no authority within the city itself. The 
  Vatatzes Yard is the biggest shipyard in Bizantium, specializing 
  in military vessels. Despite their proud history, the Vatatzes have 
  no plans to attempt to supplant the King; being first amongst the 
  Noble Houses has many of the same benefits, with little of the 
  risk. The Vatatzes manage the Hil-Santo Colony on the main-
  land to the south, as well as the original Shadow Coast colony 
  known as Seabright. With these holdings so close together (Hil-
  Santo is located just west of the Shadow Coast), they are also 
  planning to merge Hil-Santo, basically a fishing port with a few 
  hundred residents, with Seabright, a thriving colony with nearly 
  fifty-thousand inhabitants.
  House Yinxner (Wolfen Liaisons & Traders): Yinxner has 
  long held territory near Gate Fort, and conducted countless in-
  teractions with Wolfen traders and fur-trappers on the mainland. 
  After generations of living nearby and quietly trading with each 
  other, the House’s merchants and soldiers have formed a trusting 
  relationship with their Wolfen counterparts. They brokered the 
  treaty that allowed Bizantium to establish colonies on the main-
  land without Wolfen interference, and every year they exchange 
  a growing amount of goods and information with the Wolfen.
  Instead of worrying the Crown, House Yinxner’s actions are 
  seen as positive, bringing in new sources of trade, whether it is 
  human hands or Wolfen paws on the other end of the deal. To 
  further capitalize on this arrangement, Yinxner’s scholars have 
  established a Wolfen language school with the help of the Oak 
  People Wolfen Tribe, training the sons and daughters of mer-
  chants, frontiersmen and tradespeople in the Wolfen tongue and 
  aspects of canine culture. This influx of new translators makes it 
  easier and cheaper to conduct business with the Wolfen; much to 
  the chagrin of House Lamrith, who has its own Wolfen connec-
  tions. Wolfen-speakers are still rare enough that they can charge a 
  five or ten percent commission on the deals they negotiate.
  Freemen
  Forming the backbone of Bizantium society are its merchants, 
  fishermen, shipwrights, carpenters, builders, artisans, and profes-
  sional sailors and soldiers. Since the days of Bizas, every Bizan-
  tian leader knows allegiance is not automatically bestowed by 
  its citizens, it must be earned and maintained. The loyalty of its 
  proud and outspoken freemen cannot be priced, for in times of 
  war, famine, and pestilence, it is they who ensure the kingdom’s 
  survival. If the monarch rules unjustly, or his decisions bring mis-
  fortune and misery, it is always the freemen who suffer, rise up 
  and revolt against the royal family. Afterward, they quickly look 
  for new leadership among the Nobility, someone who can ensure 
  the will of Algor is felt strongly amongst his chosen people.
  Brian Hite (Order #17180059)
  
  27
  Unlike the peasantry, freemen are self-sufficient city-dwellers 
  or land-owning farmers. Freemen possess the knowledge and the 
  economic capability to work their land, cut and sell timber, con-
  struct and maintain buildings, operate smithies and textile opera-
  tions, sew clothes, make sails, manufacture their own tools, herd 
  and pen livestock and own or run small and medium inns, tav-
  erns, shops, bakeries, stores and other businesses. As a rule, the 
  children of freemen are expected to work hard and learn the skills 
  and inherit the businesses that their fathers have mastered. Free-
  men also live comfortably enough to enjoy leisure time, meaning 
  recreation is just as important to their lives as it is for royalty and 
  nobility. Freemen have the right to own a weapon larger than a 
  knife and may carry a shield adorned with their own coat of arms.
  Laborers and Peasantry
  Recognized by their close-cropped hair and simple garments, 
  peasants and laborers include apprentice craftsmen, woodwork-
  ers, city-dwelling workers, servants, warehouse workers, and 
  transportation workers, and most are poor and uneducated. The 
  least fortunate perform the heaviest of tasks, like cutting trees, 
  digging ditches, building canals, shipbuilding, working in the 
  lumber mills and stone quarries, working the fish markets, gutting 
  and butchering livestock and sea serpents, hauling cargo, and do-
  ing other unskilled (or little skilled) work. Most are uneducated 
  and subject to a life of backbreaking labor. They have little time 
  for rest and relaxation, leading some to feel trapped in a life of 
  hard labor, while others enjoy their work. Some are independent 
  fishermen, hunters, fur trappers and farmers/homesteaders who 
  live off the sea or land, eating what they catch or raise and sell-
  ing what extra they might have to whoever is willing to offer a 
  fair price. What land they own will be small plots, and personal 
  belongings will be heavy on the tools of their trade and light on 
  everything else. Most small fishing villages are home to such in-
  dependent workers.
  Occasionally, one hard-working peasant might find himself 
  elevated to the status of a work steward, a person who has not 
  earned enough money to emerge from a life of servitude, but has 
  enough status and resources to live essentially as a freeman. Very 
  few peasants earn enough money to find true freedom, and most 
  work till they drop. If anything, they may save enough money to 
  send their oldest born son (or daughter if an only child) to learn a 
  trade skill, so at least the next generation will enjoy the blessing of 
  being a “freeman.” Many peasants will gladly volunteer to crew a 
  ship, hoping to earn or win enough to elevate their position in life. 
  Of course, not every peasant wants to crew a Bizantian ship – nor 
  should. Only the strongest, most seaworthy or most eager to learn 
  is likely to be hired on at all, much less survive his maiden voy-
  age. The risks are great, but the opportunity is out there for those 
  brave enough to leave their dreary existence behind.
  Compared to more despotic or unstable kingdoms, however, 
  most laborers and peasants in Bizantium have large families and 
  are reasonably happy. Life is hard, to be sure, but life is hard for 
  most people other than royalty, merchants and the rich.
  Fiefholders/Farmers
  The difference between a peasant and a fiefholder is simple. 
  Peasants are treated as people, while fiefholders are serfs who, all 
  too often, are barely noticed or considered, and treated little bet-
  ter than the crops and animals they care for. Fiefholders work the 
  fields, farm, tend to livestock, perform unskilled labor – and noth-
  ing else. Both genders work in the fields, as do their children over 
  the age of five, each day, six and seven days a week, with little or 
  no leisure time allowed. Fiefholders earn a pittance for their hard 
  work. They own little more than the clothes on their back, a few 
  tools and one or two niceties we would take for granted. They are 
  given simple food, basic tools, and a place to live that can range 
  from a shack to a hut, to a small house to a barracks-like work-
  house. They cannot own land for themselves, and work property 
  owned by someone else. Fiefholders are expected to ensure the 
  fields are plowed, the dung used to fertilize them is spread, and 
  the crops and livestock are properly cared for and harvested on 
  time.
  Fortunately, not all fiefholders are badly treated by their land-
  owner masters (a freeman or a noble). The luckiest are appreci-
  ated by their landowner and given good housing and supplies, 
  live decent lives, and are given time off for being ill, birthing 
  children, and special celebrations. The class of fiefholders are es-
  sential to the Bizantian way of life, for without them it would be 
  impossible for the kingdom to support its present day population; 
  someone has to work the fields and provide the food that feeds 
  the kingdom.
  Women
  Bizantian women enjoy certain advantages that females in 
  other kingdoms generally do not. Because freemen and peas-
  ants are given the opportunity to serve the kingdom by work-
  ing aboard a ship, the males may be away from their homes for 
  an undetermined amount of time – weeks, sometimes months 
  or even years. This means no source of income is available for 
  the family, unless a wife is allowed to work and exercise com-
  plete authority over all household and business matters. Unlike 
  the women of kingdoms such as Timiro, the Eastern Territory, 
  or even the Western Empire, Bizantium’s women do not neces-
  sarily have to chain themselves to a life of spinning, weaving, 
  stitching, brewing and preparing food (which some certainly do). 
  Female citizens hold equal status as their husbands; even when 
  the husband is home, his wife shares in complete authority over 
  the house and supervision of servants or hired help. From an early 
  age, Bizantian women are encouraged to be self-reliant and re-
  Brian Hite (Order #17180059)
  
  28
  sourceful. Since the likelihood of a husband never returning from 
  a sea venture is a real possibility, widows are free to choose new 
  husbands, or retain their independence, rightfully inheriting all 
  things belonging to their spouse. Northern women are imbued 
  with a strong sense of their own worth, and many become influ-
  ential and wealthy figures.
  For those men who rise to the elite ranks of Bizantian society, 
  court ceremonies bestow titles, costumes and insignia of office 
  which confirm not only their own role but also that of their wives. 
  When military and civilian officials receive an honorary title, 
  their wives are endowed with a feminine form of that title as well.
  cannot be trusted, and must be carefully observed – or else will 
  start to practice their pagan rituals, consorting with demons and 
  other supernatural menaces.
  Non-human communities have existed in the Cities of Bizan-
  tium and Wujik ever since the time of Bizas, but they are typi-
  cally tiny and insular. And while Elves and Dwarves may be the 
  victims of subtle racism and prejudice, monster races are often 
  pushed into the least desirable areas or off the islands entirely. 
  Those who manage to stay in the kingdom usually make their 
  homes in trash-strewn alleys, crowded slums, abandoned build-
  ings, woodlands and along the banks of streams or canals where 
  a city’s refuse is pitched.
  Non-humans have no rights, which places them even lower 
  than fiefholders. In some places, they are forbidden to intermin-
  gle with citizens unless they accept Algor or one of the Northern 
  Gods as their protector. Non-human visitors are typically met on 
  the docks by a Waterchanter or Priest of Algor, waiting to bless 
  them in an effort to remove the taint of heresy before they bring 
  it into the city. Oddly enough, this gives Wolfen an advantage 
  over the more human-looking races, at least those Wolfen who 
  are part of the majority who already worship Algor, Wolvenar 
  and the Northern Gods.
  Another quirk of the system is that non-human “guests” and 
  “visitors” are treated with a fairness that non-human inhabitants 
  of the islands will never see. An Elf, Dwarf or Wolfen who steps 
  off a ship could be an emissary or trader from afar looking to 
  pursue trade agreements or temporary alliances, or might sim-
  ply be in possession of a ship’s worth of valued goods. The mo-
  ment a Goblin, Orc, Wolfen, or even an Elf attempts to make the 
  Northern Islands his permanent home, however, he is seen as a 
  troublemaker, spy or dangerous foreigner. Fairness ceases and 
  fear and persecution begin. The only non-humans who can hope 
  to assimilate are those who demonstrate themselves to be authen-
  tic Priests of Algor, yet even still, the Priest will have to prove 
  him or herself before the High Minister before being allowed to 
  perform any clerical service, is likely never to be accepted as an 
  equal or trustworthy, and can never become a citizen. And while 
  non-humans are the victims of prejudice, the Elven language was 
  assimilated into the islands’ culture centuries ago as a necessity 
  to conduct business, just as Wolfen is being slowly absorbed to-
  day. Most Bizantians (90%) speak Elven, still used as a lingua 
  franca and trade language by mariners, merchants and travelers. 
  Many traditional North Folk also remark at the similarities be-
  tween Elven and Eoten, the old language of the Northern Islands’ 
  original inhabitants.
  Taxes and Obligations
  The power of Bizantium’s Noble Houses is a strong coun-
  terpoint to King Raedaen and the Bizantian Crown. Though the 
  many powerful bloodlines of Bizantium all overlap to some de-
  Non-Humans
  Bizantium is known for the welcoming nature of its rich and 
  metropolitan capital city, but the same is also true of its many 
  smaller port cities, towns and villages. Nowhere else in the world 
  are the “Rules of Hospitality” so well observed – at least if one 
  is human.
  The attitude toward others represents the prevalent Bizantian 
  view that all non-humans, including Elves and Dwarves, are sim-
  ply inferior beings. Humans are the sea god’s chosen people, en-
  titled to a world free of monsters and old magicks. Non-humans 
  Brian Hite (Order #17180059)
  
  29
  gree, and the kingdom is considered one, single state, most Bi-
  zantians feel as much loyalty to their Noble House as to the King 
  himself. And while many Bizantians share similar interests politi-
  cally, economic self-interest is the real driver behind the island 
  kingdom, and nowhere is the relationship between money and 
  power more complicated than when it comes to taxes.
  Bizantium’s tax policy reflects a traditional assumption about 
  the economy: that taxing the land and its population is the most 
  efficient way to finance government expenditure on military 
  needs, maintain the imperial court, provision the capital and other 
  coastal cities, and produce highly sought-after luxury goods, such 
  as sealskins, furs, lumber, ivory, cod, sea serpent meat, and fin-
  ished glass. There is limited space available on the islands, and 
  the Crown is by far the largest landowner, giving it access to a 
  much greater share of tax revenue. Taxing trade makes up a large 
  portion of the overall budget of the Bizantian state, but land tax is 
  far more reliable and provides a steady source of revenue, in part 
  due to investments in the land made by the Crown and societal 
  elite. Besides, too much tax on shipping only makes captains look 
  for other ports, particularly along the Shadow Coast, and the Bi-
  zantian leadership has always been keen to encourage sea trade.
  Throughout its history, the monarchy often rewarded suc-
  cessful generals, administrators, and churchmen with grants of 
  land, which, in time, became the core of large estates controlled 
  by the Noble Houses. Sometimes this donated land was granted 
  a tax exemption, despite the economic wealth which the Noble 
  House accumulated. Such gifts, however, could easily be taken 
  back. The Crown regularly confiscates the wealth and land of any 
  Noble House or single individual who falls into disfavor and/or 
  finds himself exiled.
  Villages throughout the Northern Islands are expected to pay 
  a lump sum to the tax collectors when they arrive on their annual 
  visit, usually after the harvest in autumn. While each household 
  and land owner is taxed individually, the entire community pro-
  vides the total sum due in gold and/or goods. In this process, the 
  village leaders bear the responsibility for insuring any deficit is 
  made up. If a woman loses her husband and sons, for instance, 
  and is unable to cultivate the family’s land, her neighbors are 
  encouraged to help do the work, share in the harvest and make it 
  possible for her to pay her taxes. Tax officials might also grant 
  tax reductions or even exemptions in such cases. Eventually, the 
  neighbors might take possession of the land, especially if they are 
  the ones who work it season after season.
  During the early years of King Joshius’ rule, he vowed the 
  monarchy could not impose any kind of new tax without the 
  consent of those who would pay the tax. In other words, if the 
  King wishes to impose a new tax on the Noble Houses, then each 
  and every one of the Houses must agree to the tax before it be-
  comes law. Since then, no tax has ever been revoked, because it 
  is too difficult to pass them in the first place, and no one is fool-
  ish enough to approve new taxes, at least not more than once a 
  century or so. This makes the tax code of Bizantium one of the 
  oldest in existence (over 1,100 years old), and it remains rela-
  tively unchanged despite the passing of kings and queens over 
  the centuries.
  This rigid tax code means Bizantium’s royalty is always 
  strapped for cash. Some of this could be relieved if the monarchy 
  would stop senselessly spending money, but King Raedaen IV 
  takes after his recent forebears, with a taste for private yachts, 
  royal hunting grounds stocked with elk captured and imported 
  from the Great Northern Wilderness, and lavish banquets and 
  celebrations. The Crown is also spending huge sums funding 
  House Bardomus’ creation of Stone Ships and House Norbert’s 
  Ice Breakers, as well as other ventures.
  During times when the Kingdom’s finances are stretched, the 
  Crown can do nothing but rely on its traditional tax system, even 
  though one or several Noble Houses might possess enough capi-
  tal to bail out the entire nation. Over the centuries, the Crown has 
  taken two routes to access this untapped source of income. One 
  is to “borrow” the money, and the other is to seize it by royal de-
  cree. Sometimes, both end up in a similar outcome for the Noble 
  House. Money borrowed is usually returned with interest paid, or 
  returned along with something of near or equivalent value: land, 
  trade goods, tax exemption, marriage proposals, etc. Other times, 
  the interest payments are made, yet the principle tends to remain 
  and eventually, the occasional, unpaid interest inflates to more 
  than the amount owed. The Noble House can either complain or 
  say nothing at that point. In truth, it depends upon the monarch. 
  The Crown currently owes tens of thousands of gold to several 
  Noble Houses, but nothing is ever said. Those who complain 
  might be declared a traitor, which results in seizure of all assets 
  and any unpaid loans declared forfeit. The Crown could ask to 
  borrow more money, and the Noble House may refuse or comply 
  – at its own risk. Money is the main reason why Noble Houses 
  continually fall in and out of favor with the Crown.
  There is little the Noble Houses can do to solve this continual 
  cycle. Attempts have been made to limit the monarchy’s power, 
  yet these efforts have all met with failure. Even when a monarch 
  is disposed of, all that comes about is a period of unstable govern-
  ment, with a potential civil war brewing or freemen and peasantry 
  in a near state of revolt. The populace of the Northern Islands is 
  also very religious; the King is an agent of Algor, not bound by 
  earthly authority or subject to the will of penny-pinching nobles. 
  Any attempt to depose the King or to restrict his powers runs 
  contrary to the will of Algor and may be considered a sacrilegious 
  act.
  The Great Requirement
  Besides paying their share of taxes, every Noble House is re-
  quired by royal decree and ancient tradition to support the Bi-
  zantium Naval Fleet. This practice has been handed down from 
  Brian Hite (Order #17180059)
  
  30
  ancient Eoten times, when each family in a tribe was expected 
  to maintain a longboat for raiding and fishing purposes. Each 
  and every lord of a Noble House must contribute one ship to the 
  Royal Navy annually. This includes the ship itself, all the ship’s 
  supplies and stores, a crew, and payment of the crew’s salary for 
  as long as the Crown holds the ship. There are Seven Rules of 
  Requirement to meet the conditions:
  1. The Crown may keep the ship for as long as it wishes. 
  During this period, the noble making the contribution must con-
  tinue to keep up the ship’s supplies, ammunition, and spare parts. 
  The lord must also continue paying the crew as long as the vessel 
  is in service.
  2. Every lord must contribute a new ship every year. This 
  applies even if the Crown still has a ship from the previous 
  year(s); indeed there is no limit to the number of ships that the 
  Crown may retain.
  3. It is customary for the Crown to return the pledged ship 
  at the end of five years’ service. Generally, this custom is only 
  violated in the case of war or other emergency (if the ship is un-
  salvageable, sunk, or lost at sea).
  4. If the Crown is in any way dissatisfied with the contrib-
  uted ship, it may select any other ship from among the entire 
  merchant fleet of that Noble House.
  5. If the Crown is displeased with the contributed ship, and 
  can find no adequate replacement in the Noble’s fleet, then the 
  Crown may commission a shipyard to build a ship to any order. 
  Of course, the Noble House will be responsible for the bill.
  6. Should a Noble House fail to provide a pledged ship, then 
  the Crown is entitled to seize all lands and titles from that Noble 
  House. Such lands and titles cannot be restored until the death 
  of the offending parental nobility (both husband and wife) and 
  the firstborn offspring. However, any ships, money, and personal 
  possessions are left to the remaining members of the disenfran-
  chised family.
  7. It is possible for any family to become a Noble House by 
  royal definition. The requirements are the annual ship, the own-
  ership of at least 100 acres of land somewhere in the Kingdom 
  of Bizantium (colonial lands and unrecognized islands do not 
  count), and five years of prior service to the Crown, either as a 
  military officer, as a personal attendant, or as an officer of one of 
  the Crown Commissions.
  Laws and Legal System of Bizantium
  By strict legal definition, the only one person capable of ren-
  dering judicial authority within Bizantium is the monarch him-
  self, but in some instances, the Heads of the Noble Houses may 
  pass judgment in crimes or legal disputes that occur on their 
  property involving the peasantry or fiefholders. There are far too 
  many legal disputes and crimes to be managed by the King and 
  nobility, however, so a system of royal “proxies” has been es-
  tablished, courts that bear the authority of the King. There is a 
  proxy for each class of Bizantian society, from noblemen down 
  to fiefholders, consisting of three learned men familiar with the 
  Bizantian legal code. By Northern traditions, one is called “The 
  King’s Right Ear,” who listens to the charges and accusations. 
  The second is “The King’s Left Ear,” who hears the defendant’s 
  pleas and explanations. “The King’s Voice” is the third member 
  of the proxy, and listens to the cases as they are made and passes 
  final judgment. This proxy group is always the one designated 
  for the social class of the defendant. In other words, if a noble 
  accused a fiefholder of a crime, the case would be heard by the 
  fiefholder’s proxy. Non-humans have no rights in any Bizantian 
  court of law. Even Elves and Dwarves, although otherwise re-
  spected, are not valid witnesses and have no rights of citizenship.
  Most of the laws of Bizantium are quite similar to those of the 
  Timiro Kingdom (see Old Ones, 2nd Edition), with the follow-
  ing additions:
  Brawls/Street Fights: All involved in public brawls or street 
  fights are required to make a donation to the Church of Algor. 
  Anything broken during the fight must either be repaired or paid 
  for.
  Four-Inch Weapon Rule: Peasants and fiefholders are for-
  bidden to carry any weapon longer than four inches (10 cm) on 
  their person. Freemen and nobility are forbidden to carry any 
  weapon longer than four inches (10 cm) in the presence of royalty 
  unless they are currently serving in the military or are acting as 
  royal bodyguards. Visitors to Bizantium must license all weapons 
  longer than four inches (10 cm) with the Office of Numbers. The 
  cost is four gold per week, per weapon. Failure to provide a valid 
  license will result in a fine of 250 gold and confiscation of the 
  weapon for the first offense. A second offense doubles the fine 
  and the individual loses the right to ever purchase a weapon li-
  cense within the Kingdom of Bizantium. Which means he cannot 
  carry a weapon of any kind within the Kingdom. A third offense 
  results in imprisonment (6D6 days) followed by permanent ex-
  pulsion from the city. Licensed weapons are given a strip of white 
  cloth (the cloth is stamped and signed by the individual issuing 
  it). Anyone carrying a weapon that does not display the white 
  cloth is guaranteed to be confronted by the local authorities.
  Magic: Assault with Magic (includes magic weapons/ob-
  jects). Using magic or magical means to assault royalty or no-
  bility is punished by immediate imprisonment, a beating by the 
  authorities, expulsion from the Kingdom and being permanently 
  banned from ever returning (cannot step off a ship). Depending 
  on the severity of the offense, such as extortion, kidnaping, at-
  tempted murder, rape, and murder, the punishment may be public 
  execution.
  For assault against freemen, the punishment is imprisonment, 
  a 2,000 gold fine and a stern warning usually accompanied by a 
  beating. If the assault was serious (see above), public execution is 
  the punishment. The misuse of magic is not tolerated.
  Brian Hite (Order #17180059)
  
  31
  Even against a peasant or serf, the punishment is imprison-
  ment, a 1,000 gold fine and a stern warning usually accompanied 
  by a beating. If the assault was serious (see above), the fine will 
  be 10,000 gold and immediate expulsion from the Kingdom, but 
  not a permanent banishment. If the attempted murder, murder, 
  rape or torture was witnessed by many or done in public, perma-
  nent exile or execution is the punishment.
  If the victim is a non-human, the fine is 100-600 gold, a night 
  in jail, and strong encouragement to leave the island.
  Even if committed in self-defense, such a use of magic carries 
  a fine of 100 gold and a night in jail.
  Magic: Practice of Witchcraft and Necromancy is for-
  bidden. Engaging in witchcraft, Necromancy and other dark 
  magicks is punishable by death. Public execution after torture is 
  the official punishment, but no man will be charged for murder-
  ing a Witch or Necromancer for any reason. Neither magic disci-
  pline is tolerated in any manner and they are NEVER practiced or 
  allowed on the Northern Islands.
  Magic: Selling or Instructing Magical Service (spells, mag-
  ic items, etc.): Magic is discouraged in Bizantium, and there is 
  no place in the Kingdom where magic is taught or encouraged. 
  The people are fine with this as all citizens regard magic as dan-
  gerous, evil and best to be avoided.
  Only Warlocks and Waterchanters (and Priests of the North 
  Gods) are regarded as acceptable and legal users of magic. While 
  there are visiting mages, and even a few “citizens” who quietly 
  practice Wizardry and other magicks, magic is regarded as dan-
  gerous and evil. Foreign mages visiting the Kingdom are treated 
  like lepers and regarded as wicked. This includes the so-called 
  Mind Mage who doesn’t actually cast spells at all, but uses for-
  midable psionic powers. Any serious crime in which magic was 
  involved, especially murder, is likely to end in torture, followed 
  by public execution.
  Prostitution: Seen as a necessary evil that accompanies ports 
  and sailors, prostitution is legal in certain districts of Bizantium, 
  including the Dock District and in and around the Star Market. 
  Failure to pay for services may result in a night in jail and a fine 
  that is three times a prostitute’s regular fee. Assault against a 
  prostitute: Imprisonment (short) along with a fine of 100-400 
  gold, plus payment of all medical expenses and reimbursement 
  equal to five times the regular fee. Murder of a prostitute: Flagel-
  lation (20-30 lashes) and imprisonment for 6D6 years.
  Using Algor’s Name in Vain: Algor’s name is holy, which 
  means it should only be said in praise and blessing. One has to 
  speak his name with continual awareness of his presence (the sea) 
  and without abuse by careless speech, false oaths, words of ha-
  tred, reproach or defiance toward the god, or used in magic. Of-
  fenders who curse in the name of Algor are looked down upon, 
  treated with disdain and might find themselves tossed out on the 
  street or punched in the face. Public speakers who debase, defile 
  or condemn the name of Algor are likely to be arrested in a rough 
  manner and forced to spend 1D4 nights in jail, as well as pay a 
  fine of 1D4x10 gold to the church. If an offender cannot pay the 
  fine, he will be made to work for the church for a brief duration.
  Removing/Salvaging Property from any Shipwreck within 
  Bizantium’s Coastal Waters: Goods lost at sea are considered 
  the property of the Crown as part of its holy writ to rule from 
  the sea god Algor. Recovering said property within 50 miles (80 
  km) of the island chain without permission results in a fine equal 
  to the value of the total property taken or imprisonment for 2D6 
  years, or forced hard labor on a warship, the Shadow Colony or 
  on the mainland.
  Stowaways Aboard Bizantian Ships: Bizantium’s citizens 
  are subject to imprisonment (3D4 weeks) or a fine of 1D6x10 
  gold if found aboard a ship without permission from the cap-
  tain; triple if discovered at sea. And at sea, the captain can put 
  the stowaway to any work deemed appropriate or, like a non-
  citizen or non-human, may deal with them as the captain sees fit; 
  set ashore, tossed overboard, made to work off their debt in the 
  ship’s galley, etc.
  The Crown Commissions
  The central government of Bizantium is organized into vari-
  ous Crown Commissions, tasked with specific duties and respon-
  sibilities in service to the King. The major commissions are listed 
  below, but there are many minor commissions, including the 
  Timekeeper Royal, the Astronomer Royal, the Crown Gallery of 
  Art, and the King’s Own Academy of Arts and Letters.
  The Warlock Council. The Warlock Council is charged with 
  overseeing all Warlock activity, including the actions and con-
  duct of guilds, and the worship of the Four Elements. Members 
  consist of non-Warlocks and Warlocks alike, with non-Warlocks 
  in the minority.
  Warlocks play an important role in safeguarding the king-
  dom’s ship traffic, defenses, ship-to-ship warfare, manufacturing 
  and commerce, but suspicion regarding them is deeply entrenched 
  in the kingdom’s populace. The Crown, Noble Houses and mili-
  tary may all see the value of Warlock magic, but the Church of 
  Algor’s grip on the populace is incontestable. While Elemental-
  ism is not outlawed in the Northern Islands, the teaching of it to 
  others, outside the guilds, is forbidden; thus there are no schools 
  teaching the Warlock arts in Bizantium. However, the College 
  of the Elements (located in the city of Credia in Timiro) has a 
  complex set of legal, political and financial agreements between 
  Bizantium and the Timiro Kingdom that allow its graduates the 
  opportunity to serve either kingdom regardless of religious or 
  political allegiance. Presently, Hanta Farrip holds the coveted 
  position of head of the council.
  The Office of Numbers. Larger than the Admiralty, larger 
  than the Warlock Council, larger than any of the other Crown 
  Brian Hite (Order #17180059)
  
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  Commissions – is the Office of Numbers, Bizantium’s tax col-
  lection agency and census bureau. Staffed by professional scribes 
  and scholars, the Office of Numbers collects taxes, fines, duties 
  on ships’ cargo, interest payments owed to the state, etc. They 
  also audit the Bizantian Navy; the only group apart from the 
  Crown and Noble Houses that has power over the ships and fight-
  ing sailors that defend Bizantium. The Office of Numbers is infa-
  mous for its “Inquisitors of Numbers,” royal officials who track 
  down anyone who owes gold to the Crown.
  The Admiralty. Arguably the most respected institution in 
  the nation of Bizantium is the Admiralty. Even during times 
  when the population was highly suspect of the king and/or nobil-
  ity, the Bizantian Navy stood strong, the defense of the islands 
  more important than any internal political squabbling. Members 
  of the Admiralty are all experienced ship captains, and appoint-
  ments last for life. In addition to managing Bizantium’s ships and 
  sailors, armies and armories, the Admiralty is also responsible for 
  maintaining Gate Fort and doing what it can to protect Bizan-
  tium’s shipping overseas. The Admiralty is also able to exercise 
  the king’s authority in the form of a “Crown Writ of Seizure,” 
  claiming any ships, men, property or resources necessary to safe-
  guard the kingdom or found to be in violation of Bizantium’s 
  laws.
  The Forester Royal. Lumber is vital to ship construction, re-
  pairs and export to other nations. The Crown has its own special 
  commission to monitor the kingdom’s forests and woodlands, 
  whether they are technically found in the fiefs of Noble Houses, 
  offshore islands or along stretches of the mainland. The Forester 
  Royal employs woodland inspectors composed mainly of Rang-
  ers and Earth Warlocks whose job is to make sure that prime 
  stands of lumber are not being cut down, that woodrot and inva-
  sive insects are not introduced into valuable tracts of trees, that 
  Noble Houses are not hoarding lumber to raise prices, and that 
  everyone involved is using conservation methods and regrowing 
  the forests that are cleared for lumber operations. They oversee 
  all lumber operations, including mills and shipbuilding.
  The Forester Royal has a large staff of inspectors who also 
  work on Bizantium’s docks, responsible for issuing a “Certificate 
  of Inspection” to ships as they enter port, insuring the vessel is 
  clear of rot, mold and fungus. Smuggled goods, castaways and in-
  fectious diseases are all a concern of the normal port authorities.
  The Office of Farm, Fish & Food. The royal overseers of Bi-
  zantium’s agriculture, farmland, and fishing work for the Office 
  of Farm, Fish and Food. Like the Forester Royal, they employ 
  rangers and trappers, but also fishermen, Warlocks, Druids, and 
  Beastmasters to make sure Bizantians and foreigners obey the 
  Crown’s laws on farming, fishing, and hunting. In short, their 
  duty is to protect the kingdom’s natural resources, which also in-
  cludes fresh water usage, conserving animal populations and pre-
  serving wildlife habitats for the continued benefit of the kingdom. 
  With limited natural resources, everything must be conserved as 
  much as it can. Penalties include severe fines and possibly im-
  prisonment. The hunting of North Elk is another issue; only the 
  Crown and Noble Houses have permission to kill these prized 
  animals on the islands.
  The Bizantian Military
  The Royal Army of Bizantium. It is difficult to envision, but 
  the Kingdom of Bizantium does have an army of professional, 
  full-time troops assigned to protect the capital. They are gar-
  risoned in the city and provide bodyguard services for visiting 
  dignitaries and diplomats that come to visit the King. Surpris-
  ingly enough, most people (even a few Noble Houses) believe the 
  Royal Army is nothing more than an enlarged city guard, capable 
  of defending the city of Bizantium from land-based attacks and 
  nothing more. They would be surprised to learn that the Royal 
  Army is run by Bizantian generals who can initiate campaigns 
  aimed not only to retake territory lost to sub-human armies or 
  peasant revolts, but also to annex territory in far more distant re-
  gions. Bizantium is well prepared if, for any reason, enemy forces 
  penetrate their naval defenses and attempt to besiege the city.
  Presently, the Royal Army is under the command of General 
  Deres Markenn, a Bizantian Marine (10th level, Scrupulous) 
  and formerly the head of House Ducasian’s private guard. Bad 
  blood still exists between the Crown and House Ducasian after 
  the King pulled him away from his old position to oversee the 
  Royal Army, and Markenn maintains close ties and loyalty to his 
  former House. Markenn is intelligent, serious, and dutiful, recog-
  nizing that King Raedaen IV is a fool and it is only a matter of 
  time before the Shadow Coast openly rebels against the kingdom. 
  He is looking to reclaim his honor through glorious battle, a feat 
  that can only be achieved by winning a decisive victory for the 
  Kingdom of Bizantium.
  Royal Navy of Bizantium. It may be referred to as the Royal 
  Navy, but Bizantium’s fighting fleets are actually an excellent 
  representation of the islands’ ability to work together. The ad-
  mirals who supervise the Navy are appointed by the Crown, but 
  every ship in the fleets comes from a sponsor; a Noble House 
  satisfying its yearly obligation to offer up a warship to the central 
  authority of the Crown Admiralty.
  While the vessels and crews might come from all over the Bi-
  zantian Islands, those who serve in the Navy must swear an oath 
  of loyalty to the Crown and to their brothers in arms, making the 
  defense of the kingdom their first priority, above any kind of in-
  ternal rivalry or feud between neighboring Houses. Fighting side-
  by-side against the enemies of Bizantium forges close bonds, and 
  many ambitious officers and skilled sailors join the Royal Navy 
  full-time, given commissions as officers or specialists, devoting 
  the remainder of their careers to serving the King, whether di-
  Brian Hite (Order #17180059)
  
  33
  rectly in the Navy, as an official at the Admiralty, or working as 
  an inspector in the Kingdom’s shipyards.
  Crewed by sailors and seamen who have plied the seas since 
  birth, the Bizantian Navy’s ships enjoy the benefit of excellent 
  navigation and skilled handling. Their fighting spirit may vary de-
  pending upon a particular commander, how long they have been 
  at sea or the odds of surviving an engagement, but the actual sea-
  manship of Bizantium’s vessels is never in question. Most Navy 
  personnel have served for years on merchant ships, and have 
  more actual experience on the high seas than their equivalents in 
  the Western Empire or Timiro, both of which maintain excellent 
  navies. When it comes to handling sails and ropes, navigating 
  through difficult waters, skimming close to a coastline, surviv-
  ing difficult weather or outpacing a hungry sea serpent, Bizantian 
  sailors are the best in the world.
  Bizantium’s Navy is divided into four separate fleets. The 
  First Fleet is charged with protecting the Inland Sea and the im-
  mediate approaches to Bizantium. The First Fleet is made up of 
  three “wings” of fifteen ships each, one of which is generally out 
  on patrol, staying within a day’s travel of Gate Fort, the second 
  kept in a state of readiness in case of emergency, and the third 
  undergoing repair, refit and resupply. The First Fleet is based out 
  of Bizantium itself.
  The Second Fleet makes its home at Port Lila on the Island of 
  Borich. Its two main battle formations are composed of twenty-
  five ships each, assisted by five patrol flotillas of four ships each. 
  As they are expensive to deploy, the battle formations typically 
  stay in port or go on short cruises within the Northern Islands or 
  between them and the Great Ice Shelf, while the patrol flotillas 
  range far and wide into the Sea of Despair and beyond. When a 
  patrol flotilla finds a target, it dispatches its fastest ship back to 
  Port Lila to summon up one of the battle fleets on a mission of 
  destruction or a mighty show of force.
  The Third Fleet monitors the waters that separate Bizantium 
  from the Shadow Coast and the Great Northern Wilderness. As 
  the first line of defense against a potential invasion by sea, and 
  the natural choice to repress any kind of hostile action on the 
  Shadow Coast, the Third Fleet is huge, well-manned, and oper-
  ates out of a heavily protected military dockyard at Gate Fort. 
  The fleet includes one battle formation of twenty-five ships, three 
  wings of fifteen ships, and five patrol flotillas of four ships each. 
  The patrol flotillas ply up and down the Shadow Coast, offering 
  assistance to colonists, chasing away pirates and smugglers, and 
  keeping an eye out for trouble. The battle formation and wings 
  are currently tasked with forming a blockade along both sides of 
  the Shadow Coast, keeping any non-Bizantian vessels away from 
  the colonies. This action is supposedly to help the colonies eco-
  nomically develop by limiting competition from outside sourc-
  es, but in reality, is a move calculated to intimidate the Shadow 
  Coast colonies and show them that rebellion or secession would 
  be decidedly unwise.
  Sailing from the port city of Gideon is the Fourth Fleet. Its 
  mission is to conduct journeys of exploration and serve as the 
  outermost “eyes and ears” of Bizantium, scouting for pirates and 
  enemies approaching from across the open sea. The fleet has forty 
  ships in total, but most of them are deployed in pairs on long-
  duration missions, mapping coasts, hunting pirates and assisting 
  Bizantian vessels the world over, sometimes even conducting 
  rescue missions to free Bizantium’s citizens if they are held in 
  foreign or inhuman hands. The Fourth Fleet generally operates in 
  the northern half of the Palladium World, between the Western 
  Empire and the Eastern Territory, but strong winds, pressing mat-
  ters and impetuous captains might send a single ship or a pair of 
  vessels almost anywhere.
  The Royal Marines: See the Marine O.C.C. on page 93 for 
  further information on these elite warriors.
  Bizantium’s Economy
  Bizantium is a nation of islands dependent on connections 
  with the outside world to maintain its population and standard 
  of living. If the islands were ever deprived of their ships and sea 
  trade, prosperity and the Noble Houses would suffer, and they 
  would have to become much more reliant on fishing, hunting, 
  raising sheep and goats and raiding outsiders, with limited space 
  fit for real agriculture. The nation would not fall apart, but it 
  would no longer be a world power capable of sending mighty 
  fleets across the seas.
  Even before the arrival of outsiders to the Eoten’s Seven Isles, 
  the North Folk were changing their attitude toward commerce, 
  beginning to regard trade as an alternative to farming, trapping, 
  sea raids and piracy. As the islands’ natural resources were taxed 
  by a growing population, North Folk were obligated to trade by 
  sea in order to improve their living conditions, and made the con-
  struction of boats for fishing and commercial exchange a central 
  feature of their lives. This open, capitalist view towards trade 
  lasted for several generations, even after the age of Bizas and the 
  influence of Easterners, but around the time Bizantium gained its 
  sovereignty, a gradual change in attitude had already come about. 
  The Crown and Noble Houses began to involve themselves heav-
  ily in trade as well, basically forming the equivalent of corpora-
  tions that had the resources to establish colonies, outfit ships and 
  buy and sell in volume. With this system, Bizantium soon gained 
  a dominant economic position in the Palladium World, a pres-
  ence which is still felt at the heart of the world market.
  Today, Bizantium dominates the sea trade routes between the 
  Eastern Territory, Timiro Kingdom, Western Empire and Land 
  of the South Winds, as well as Bizantium itself, of course. One 
  of the major reasons Bizantian merchants are so popular is that 
  Bizantian insurers legally must provide compensation to anyone 
  who does business with Bizantium and loses their goods during a 
  Brian Hite (Order #17180059)
  
  34
  sea voyage. While it may be difficult for some to prove or claim 
  losses, this extra layer of security lets big investors rest at ease, 
  and makes Bizantian ships seem like a safe bet when establishing 
  new trade routes, putting Bizantians at the center of sea trade the 
  world over. There are Bizantian merchant captains who have not 
  seen the Northern Islands in years, having found profitable ship-
  ping routes for themselves elsewhere.
  There are a few restrictions on trade that the Crown keeps in 
  place. Enslaving humans is illegal and slave ships that dock at 
  Bizantium’s ports will be seized, their living cargo released, and 
  often deported shortly after, typically to the Shadow Coast. Slav-
  ery involving non-humans is generally ignored, however, even 
  though it is not technically allowed on the islands. Products es-
  sential to the survival of the Kingdom are also not to be exported. 
  Large weapons like catapults and ballista, supplies of gold, salt, 
  and iron for making weapons or wood for shipbuilding, naviga-
  tional charts – anything that might aid the enemy – will never be 
  exported from the Kingdom. Ships built or sold to other nations 
  are supplied unarmed, and without charts, compasses or other im-
  portant navigational tools.
  Imports have even fewer restrictions. Much of the timber 
  Bizantium uses in shipbuilding is imported, most of it from the 
  Shadow Colonies, some from much farther away. Furs, metals 
  and gemstones are commonly brought in from the Great Northern 
  Wilderness, while spices, silks, books, magic items and alcohol 
  are imported from human kingdoms like the Western Empire, 
  Eastern Territory and Timiro. Rubber from the distant Yin-Sloth 
  Jungles and Land of the South Winds is particularly sought after 
  in Bizantium, fetching twenty times the price one pays for it in 
  Timiro!
  Glass was used by ancient North Folk in the manufacture of 
  a large range of objects, including drinking vessels, beads, win-
  dows, and jewelry. After the creation of the Bizantian monarchy, 
  the use of window glass became more frequent as the Church of 
  Algor expanded its faith and constructed newer churches along 
  the shores of the Eastern Territory and Timiro Kingdom. As the 
  centuries passed, the demand for Bizantian glassware has in-
  creased, and more glass-working furnaces were built in a number 
  of cities along the Inland Sea. Glass workers were soon travel-
  ing around the Kingdom producing glass on demand and teach-
  ing their skills to other craftsmen. Today, Bizantian glassware is 
  highly prized, incorporating potash as well as metallic impurities 
  to provide the glass with vivid colors.
  Iron and Coal
  Besides importing timber to support its extensive shipping in-
  dustry, Bizantium is the only major, human-controlled nation that 
  has to look outside its borders for the two most vital materials 
  essential to industry: coal and iron. Although the ancient North 
  Folk knew of mining and at some point in their history mined 
  iron ore, such deposits simply do not exist in large amounts in 
  the Northern Isles. Even today, there have been few discoveries 
  of economically viable mineral resources on any of the Northern 
  Islands, besides a handful of copper and tin mines.
  When Western and Eastern merchants and explorers first came 
  to the Northern Islands, the islanders still generally used weapons 
  and tools made of bronze, stone and bone. If they owned anything 
  iron, it was either stolen during a coastal raid or a treasured item 
  passed on through the family lineage. Excavated bronze objects 
  from numerous sites or found in traditional North Folk burials 
  often feature unidentifiable ancient writing on them and appear 
  to have been forged and crafted with superior workmanship. 
  Clearly ancient North Folk had a connection with some earlier 
  people or other race who taught them traditional metalworking 
  skills, knowledge that was slowly being lost and forgotten when 
  foreigners colonized the Northern Islands. Exactly who enlight-
  ened the ancient North Folk is unknown, but a skilled craftsman 
  or historian who studies an artifact might recognize techniques 
  similar to those of the Elves who once lived in the Old Kingdom 
  thousands of years ago.
  For centuries, coal and iron were necessary imports, but with 
  the establishment of Bizantium’s Shadow Coast colonies and 
  trade agreements with the Wolfen Empire, Bizantium now has 
  more access to coal, iron ore and finished iron items than at any 
  other time in its history. Trade in iron continues with Timiro and 
  the Eastern Territory, but competition has driven down the price, 
  making iron goods easier to obtain for freemen and leading to 
  stockpiles amongst the Noble Houses and the Crown. For the 
  peasantry and fiefholders, iron tools and weapons remain highly 
  valued. The loss of an iron tool for a fiefholder is a disaster, es-
  pecially if it is a major tool like an axe or scythe. Despite easier 
  access to iron, the price of iron-made items in the Kingdom of 
  Bizantium is still 5-15% higher than elsewhere in the Palladium 
  World.
  Should the Shadow Coast openly rebel against the kingdom 
  that founded it, the import of iron from them will come to an 
  immediate halt, forcing Bizantium to rely on the Wolfen Empire 
  and overseas trade as its only sources of iron ore and coal. This 
  will drive the price up an additional 5-20%, depending on the se-
  verity of the conflict. A single, standardized iron bar is valued at 
  6-9 gold in Bizantium, while in Timiro, the Western Empire, and 
  Eastern Territory, it could be purchased for 1-3 gold.
  Old Northern iron arms and armor remain treasured by Bizan-
  tians (especially traditional North Folk) and end up passed down 
  from generation to generation. Old weapons, armor and tools, es-
  pecially if not actively used, will last for hundreds of years. When 
  one compares the probable date of manufacture with the probable 
  date of burial of some archeological finds, one is forced to con-
  clude that some iron items were used and repaired for centuries 
  before being buried with their final owner.
  Brian Hite (Order #17180059)
  
  35
  Fishing and Hunting Sea Creatures
  Many varieties of fish live in the ocean surrounding the is-
  lands, and the fishing industry is a major part of Bizantium’s 
  economy, accounting for approximately one-third of its total ex-
  ports. More if one includes the sale of sea serpent meat, oil and 
  products. But of all the fishing, none is more important than the 
  cod industry. Nearly two thousand years ago, tribal North Folk 
  were using dried cod as food during their travels, and it wasn’t 
  long before their preservation techniques spread to others. Many 
  merchants from Timiro and the Eastern Territory came to trade 
  for Northern cod and to learn the Northern way of preserving fish. 
  Salted cod from Bizantium is still found in ports the world over, 
  and is a common import in the Western Empire, Eastern Territory 
  and Timiro.
  Trade in walrus ivory has also been part of the Bizantian 
  economy since the time of the North Folk. Tribal North Folk 
  used the ivory for practical reasons; harpoon points, tools, etc., 
  and occasionally to make games for festivities or children’s toys. 
  Once outsiders started asking for it, and paying premium prices, 
  the city of Topaz became a major hub for the trade, providing 
  the commodity to a large foreign market. At the beginning of the 
  Bizantian monarchy, sealers and fishermen hunted these animals 
  intensely and greatly reduced walrus populations. As their num-
  bers diminished, ivory became less and less available. For the last 
  three hundred years, Bizantium outlawed walrus hunting until the 
  population could be replenished. Today, with numbers back up 
  to around 200,000 according to the Ministry of Farm, Fish, and 
  Food, Bizantium has reopened the market on ivory and hunting 
  of these animals has begun once again.
  Northerners have also hunted seals for thousands of years, re-
  lying on their pelts, flesh, and fat, which can be used as an effec-
  tive lamp fuel, ship lubricant, and as a ingredient in soap. As Bi-
  zantium increased its presence throughout the Palladium World, 
  so grew the exportation of seal pelts, meat, and fur (the latter is 
  from Northern Sea Lions only). Sealing remains a small-scale 
  operation because Northern tradition requires seals to be killed 
  using a hakapik, a heavy wooden club with a hammerhead and 
  metal hook. The Ministry of Farm, Fish, and Food regulates the 
  dimensions of all hakapiks and anyone discovered killing a seal 
  without one is subject to a fine of 200-400 gold per seal carcass 
  and 3D4 days of imprisonment.
  The coastal communities of the Northern Islands also have 
  a long history of whaling and harvesting beached whales that 
  wash up on shore. The meat and blubber of whales and dolphins 
  was always an important part of the tribal North Folk diet. They 
  held whale blubber as particularly valuable: both as food and for 
  processing into oil, which they used for both heat and light, but 
  more recently it is being replaced by the sea serpent trade. Tribal 
  North Folk did not hunt whales on the open sea, but instead drove 
  them ashore by placing a number of small boats between the ani-
  mal and open water, then frightening their quarry with noise and 
  activity, herding them towards shore or rocks and beaching them 
  helplessly. Centuries later the hunting of whales is still part of 
  Bizantian life, but many whalers now go after them with harpoon 
  and lance.
  Once they’ve slain the animal, they will tow its carcass ashore, 
  usually waiting for high tide to beach the whale, where its blub-
  ber can be cut open. Recently, a Bizantium scholar discovered 
  the oil in the blubber of Black Whales is superior for making 
  candles, cosmetics, other specialized lubricants, pencils, leather 
  waterproofing, rust-proofing materials, and lamp oil. Of all the 
  applications, the lamp oil was in most demand until the oils of 
  sea serpents replaced it. Still the oil from Black Whales is consid-
  ered a “premium” product as the oil retains its viscosity in high 
  temperatures better than any other, though serpent oil is close. 
  Both oils do not tend to become rancid, dry out, or corrode met-
  als. It is fairly resistant to oxidization and it burns more brightly 
  and cleanly than any other available oil without giving off a foul 
  odor. (Serpent oil has a noticeable scent. Not terrible, but no-
  ticeable.) The demand for this whale oil is starting to reach the 
  Western Empire, Eastern Territory, Timiro, and even the Land of 
  the South Winds and it is only a matter of time before it becomes 
  a tradable commodity (within a year or so). When it does, Bizan-
  tium will start selling the oil at 10 gold per pint, compared to sea 
  serpent oil at one gold per gallon.
  Far beyond whaling, the hunting of sea serpents is without a 
  doubt the most dangerous job in the Palladium World. Only the 
  bravest of fishermen and most fearless whalers dare to venture 
  out into the Northern Sea or the edges of the Sea of Despair with 
  the purpose of hunting and slaying a sea serpent. For those who 
  successfully catch and kill one, there is big money to be made 
  from the animal’s teeth, claws, scales, meat, blubber, and oil.
  Meat from many types of sea serpent ranges from surprisingly 
  good to absolutely delicious. In Bizantium and the Shadow Colo-
  nies, where sea serpent meat is everywhere, it sells for one or 
  two gold per pound (0.45 kg); double that to the outside markets, 
  and triple for the most premium cuts. Considering the size of the 
  average sea serpent, tons of meat can be brought in with a single 
  catch. Serpent meat is looked down upon in many human king-
  doms, but sells well in native Bizantian markets and is considered 
  a delicacy in the Wolfen Empire. Likewise, people in the Eastern 
  Territory are rapidly developing a taste for sea serpent steaks. 
  The meat is sold fresh, cubed, salted, smoked and dried, making 
  it the most common provision found on Bizantium sailing ves-
  sels. Sea Serpent blood can also be turned into a stew and blood 
  sausage, but both are losing favor amongst Bizantians.
  Serpent oil harvested from sea serpents is similar to whale oil, 
  but lasts twice as long in storage. Oils are used as lamp fuel, heat-
  ing and in the making of soap and perfume. The massive bones 
  of serpents can also be used just like whalebone or walrus ivory, 
  selling for 5 gold coins per pound (0.45 kg) in Bizantium, but 
  Brian Hite (Order #17180059)
  
  36
  double and triple in foreign markets. Common practice in the old 
  days, now used mainly in emergencies, sea serpent bones can be 
  burned like coal or logs of wood in fireplaces and furnaces, and 
  actually burn slower and hotter than wood. Those who truly profit 
  from the remains of sea serpents sell certain parts to alchemists, 
  but the flesh is difficult to preserve (-15% to the Preserve Food 
  skill) and alchemists don’t officially exist within the Kingdom of 
  Bizantium. Some might even try to pass off sea serpent bones as 
  dragon bone, but any good alchemist and most practitioners of 
  magic can tell the difference. They’ll have better luck trying pass 
  it off as Walrus ivory to landlubbers who don’t know better.
  Magic
  Any practitioner of magic who comes to the Northern Islands 
  will quickly discover that, while magic is officially tolerated, it is 
  informally and openly scorned. Its use is generally treated with 
  skepticism and a large amount of distrust and disdain. During the 
  time of the ancient North Folk, all magic was considered evil and 
  heresy, in defiance of the worship of Algor. Anyone found prac-
  ticing magic was given a death sentence without trial.
  When Easterners began to arrive on the Northern Islands, they 
  brought with them the worship and practice of Elementalism. At 
  first, Warlocks were viewed as apostates to be shunned or sub-
  jected to punishment. It was Bizas’ grandson, Joshius the First, 
  and his Warlock advisor, Elhacl Ivorysailor, who finally brought 
  the persecution of Elementalism to an end. It wasn’t long before 
  the powers of Warlocks became sought after by the seafaring na-
  tion – their magic could be used to calm the seas, dispel storms, 
  and strike with avenging force, the same abilities worshiped by 
  Priests of Algor, and didn’t require a ship’s crew to participate 
  in elaborate rituals or prayers. One simply paid the Warlock for 
  his services and he ensured the ship would have good weather 
  and calm seas throughout the voyage. Today, Warlock magic and 
  Waterchanter magic are the only magical practices encouraged 
  (and Waterchanters are generally regarded as a sort of priest rath-
  er than a mage). It is approved by the Crown and tolerated by the 
  Church of Algor in Bizantium. As such, Warlocks are the only 
  mages who can garner any measure of acceptance and respect 
  within the Kingdom.
  Warlocks and the priest-like Waterchanters are also the only 
  spell casters in Bizantium allowed to serve in high-ranking posi-
  tions within the military or in service to the Crown. Some become 
  diplomats, captains of military or civilian vessels, administrators, 
  teachers, and writers. In many cases, these Warlocks must sever 
  any attachment to a Warlock guild to undertake such positions, 
  especially for diplomatic or military service.
  While Warlocks are allowed to practice the worship of El-
  ementalism and perform Elemental Magic, the Crown and the 
  Church forbid the teaching of Elementalism anywhere on the 
  Northern Islands. Warlock guilds in Bizantium are among the 
  largest in the Palladium World, with 100-400 members in any 
  one guild at a time (typical experience level is 1D6), yet despite 
  their cultural acceptance and formal allegiance with the Crown 
  and the Church, every Warlock in Bizantium must be instructed 
  outside the Kingdom. Potential students are almost always sent 
  to Timiro to be instructed at the College of Elements, the largest 
  collective gathering of Warlocks in the known world. Those who 
  do not wish to make the long journey to Timiro have the option of 
  being sent to the Western Empire or finding an independent com-
  munity of Warlocks somewhere in their travels. In an effort to 
  ensure Warlocks govern themselves properly within the laws and 
  traditions of the kingdom, all Warlocks and their guilds answer 
  to the Warlock Council (see the Crown Commission for further 
  details).
  All other schools of magic – Wizardry, Diabolism, Summon-
  ing, etc. – are outlawed throughout the Northern Islands. Anyone 
  caught selling magical services or instructing others in magic 
  without Crown or Church approval are prosecuted, tortured and 
  publicly executed.
  Foreign and local magic users alike are treated as if they are 
  damaged people, not exactly evil, but fools who risk the corrup-
  tion of their minds and souls on forbidden knowledge. While it is 
  not outlawed to utilize magic, they must do so without commit-
  ting assault on another person, unless the mage is acting in self-
  defense, which must be proven at trial. The chance of avoiding 
  the penalty depends upon the individual who has been assaulted 
  by the magic. The higher the victim’s social status the less likely 
  the Crown or Merchant-Prince will believe anything a mistrust-
  ful mage has to say. The use of any form of Necromancy magic 
  or Witchcraft is a capital crime punishable by torture and a swift 
  public execution.
  Summoners and Diabolists are being hired in the city of 
  Wujik for reasons relating to the creation of the newly devel-
  oped Stone Ships. House Bardomus is without question the best 
  chance a magic user has to receive sponsorship within the North-
  ern Islands. Sponsorship means the Noble House will accept re-
  sponsibility for ensuring the mage’s proper behavior during his 
  or her stay in Bizantium. The mage is free to come and go, but 
  the Office of Numbers knows of his existence, and every time he 
  arrives in the Northern Isles he ought to behave himself, or could 
  end up costing his sponsor several hundred or thousands in gold. 
  Presently, those living and working in Wujik are receiving not 
  only the best care but silent recognition for their contribution to 
  the Kingdom.
  Those who come to Bizantium hoping to find an Alchemist 
  to identify magical objects or foretell information will be disap-
  pointed to find that there is not a single alchemist’s shop to be 
  found on the Northern Islands – at least not in the open. They 
  need to work underground, out of sight of the authorities, which 
  means that prices for alchemist services and magic items – if they 
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  can be found at all – are generally 50% to 300% higher in Bizan-
  tium than elsewhere.
  Mind Mages, in particular, are hated and severely distrusted, 
  as are many psychics. There are no guilds for psychics in Bizan-
  tium, but it is not illegal to instruct anyone in the utilization of 
  psychic abilities, and Psi-Healers are grudgingly accepted, espe-
  cially within naval operations.
  Anyone who brings magic weapons or any magic items to Bi-
  zantium may do so without having their items confiscated as long 
  as they register every item with the Office of Numbers and leave it 
  under lock and key while their owner is on the islands. Of course, 
  this means revealing the nature of such items to strangers (some 
  of them psychics, after all). Failure to do so means putting one’s 
  life, liberty, and coin purse at risk. This can be avoided simply by 
  leaving such items on a boat or hidden away in a private room, or 
  any number of other hiding places.
  Religion
  The Church of Algor is the official religion of the Kingdom 
  of Bizantium, with the worldwide seat of the religion found at 
  the Cathedral of Algor in the City of Bizantium. The Crown and 
  most of the Noble Houses worship Algor exclusively. The North-
  ern Gods are worshiped extensively in Bizantium under their own 
  religion or as members of Algor’s pantheon. The Shadow Coast 
  Colonies and those found in the Great Northern Wilderness have 
  at least a dozen churches devoted to the god Algor, the Northern 
  Pantheon, and Elementalism, viewed with far less suspicion on 
  the mainland than Bizantium itself. Even in the Colonies, how-
  ever, magic is looked down upon and generally avoided by the 
  citizenry. The Kingdom of Bizantium is also one of the few hu-
  man domains in the world that embraces the druidic religion and 
  houses a large number of Druids and their faithful. An estimated 
  10% of the Northern Islands’ peasant and fiefholder population 
  follows the Druid faith, but only a tiny fraction are practicing 
  Druids (i.e. are the Druid O.C.C.). The Church of Light and Dark 
  is also present, but these worshipers are more likely to be found 
  in the larger cities and represent perhaps 5-10% of the overall 
  population at the most.
  The Shipyards of Bizantium
  Building ships is the most sophisticated and complicated tech-
  nological undertaking that occurs in the Palladium World. Even 
  nations known specifically for their ships and navies might still 
  only possess one or two shipyards. There are only two in all of the 
  Eastern Territory, (Kenington Shipyard in Llorn and the Backlor 
  Shipyard in New Crest), two in Timiro (one in Calra and one in 
  Media) and four in the Western Empire (the Royal Docks and 
  Shipyard at Caer Itom, the Caer Kurgas Shipyard, the Lower Bar-
  raduk Commercial Shipyard and the Epiphany Shipyard.) Bizan-
  tium, despite being smaller in both land area and population than 
  any of the aforementioned kingdoms, has nine fully functional 
  shipyards that turn out ships for both war and trade.
  Kirsgren Yard: Not affiliated with any specific Noble House, 
  Kirsgren yard was established in the charter of the City of Bi-
  zantium. It is the busiest shipyard in the entire Kingdom, with 
  700 or so workers and an average yearly output of roughly 130 
  ships and large boats. Ships of many different designs and sizes 
  can be found at the Kirsgren Yard, from full-sized military ves-
  sels to fishing boats and skiffs. Unlike many shipyards run by 
  Noble Houses, officials at the Kirsgren Yard are willing to sell to 
  the Wolfen Empire, Eastern Territory and to interests within the 
  Western Empire as well.
  Vatatzes Yard: Run by House Vatatzes, their shipyard builds 
  military vessels almost exclusively, and the largest Bizantian war-
  ships are laid down here. They are currently building the King-
  dom’s newest type of warship, the Battleship class. The Vatatzes 
  Yard is the biggest shipyard in Bizantium, due to the needs of 
  accommodating large vessels, but only has about 400 highly-spe-
  cialized workers and produces a limited number of ships.
  Bardomus Yard: The Bardomus Yard in the city of Wujik 
  is the source of Bizantium’s mighty Stone Ships. Once a normal 
  shipyard like any other, now the Bardomus Yard focuses virtual-
  ly all of its space and resources on Stone Ship construction. They 
  employ a large number of Warlocks, and are always looking for 
  more. The process of creating Stone Ships also has to be kept a 
  closely guarded secret, not only from spies from other countries, 
  but from the ever-watchful eyes of the Church of Algor – who 
  could declare the creation of the mysterious warships an act of 
  blasphemy punishable by death.
  Arfox Yard: The shipyard in the city of Letia is controlled 
  by the Arfox Noble House. All the ships built at this yard are 
  designed for speed, and they are constantly reworking old de-
  signs in an effort to improve upon them. Currently, they are ex-
  perimenting with the outrigger design popular in the Yin-Sloth 
  Jungles and Land of the South Winds. Despite its small size, this 
  shipyard produces Corsairs, Lighters, Schooners, and Sloops that 
  travel 2-3 mph (3.2-4.8 km) faster than others built within the 
  Kingdom, and are sold at a premium price.
  Malemore Yard: Located in the city of Bai on the mouth of 
  the river of the same name, Noble House Malemore has chosen 
  to build ships with a shallow draft that can freely move in shallow 
  water such as rivers or lakes with a depth of only 12 feet (3.7 m), 
  but are also capable of performing a suitable ocean journey. That 
  being said, Malemore ships are often a bastardization of the usual 
  Bizantium design, only with a few modifications. Perfect for raid-
  ing, some Malemore ships fly under flags of different nations, 
  and there have been several Malemore vessels in the past whose 
  crews have been charged with piracy.
  Norbert Yard: Located in the city of Southomber, the Nor-
  bert Noble House controls the third largest shipyard in the King-
  dom, employing roughly 500 workers and maintaining a fleet of 
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  over 700 ships. House Norbert is the largest producer of merchant 
  vessels and barges on the islands, with Schooners and Corsairs as 
  the most popular models. Norbert is presently building Ice Break-
  ers and expects to have more than enough to start putting them to 
  work within three months.
  Conemus Yard: This shipyard is located in the city of Nor-
  thomber and is controlled by the Conemus Noble House. With a 
  merchant fleet numbering around 300 ships, Conemus is looking 
  for an opportunity to restore its good name by producing high-
  quality landing craft for Bizantium’s Royal Marine Corps. Their 
  reputation for building large ships is currently very bad, partly 
  because eighteen Conemus ships were sunk in a memorable 
  and catastrophic storm. Of course, that was eight years ago, and 
  Conemus continues to apologize with the utmost sincerity. Still, 
  other Noble Houses and the Crown refuse to buy any large Cone-
  mus ships, forcing them to seek customers outside the country.
  Ortang Yard: With over 600 workers, Ortang is Bizantium’s 
  number two shipyard. Ortang Yard is controlled by House Torg-
  er, a minor house whose influence is increasingly being felt by 
  the other major houses. They specialize in refitting and repairing 
  ships, and the yard has several dry docks that make it possible to 
  work on hulls outside of the water. The yard produces Biremes, 
  60 foot (18.3 m) oared galleys that tow barges and pull other ves-
  sels. Ortang’s operations expand every year, with ships damaged 
  in the Sea of Despair stopping in Port Lila frequently.
  Terenal Yard: The city of Homesight is the first familiar sight 
  Bizantian mariners see when returning to their homeland, giving 
  it its name and ensuring a steady flow of vessels that must stop for 
  emergency repairs. Specializing in repair and salvage operations 
  has slowed the overall growth of Terenal Yard as a shipbuilding 
  center, and it only produces a half-dozen new vessels in a year, 
  most of them Lighters, Sloops and other merchant ships.
  Bizantium’s Laws of Salvage
  Bizantium’s principles of salvage and salvage law have 
  evolved over many centuries. Anyone who salvages a vessel that 
  is sunken or abandoned takes full ownership of the vessel and/or 
  any cargo they can recover. The original owner may file a suit in 
  Bizantian court if they intended to salvage a lost ship themselves, 
  but possession is nine-tenths of the law in salvage cases, and the 
  intent to salvage a wreck does not necessarily mean one has the 
  capability to do so.
  There are specific rules for captains that rescue other vessels 
  as well. Towing a sinking ship back to port entitles the rescuer to 
  50% of the cargo’s value (or 50% of fares paid by passengers), 
  while failing to help a fellow Bizantian ship in life-endangering 
  distress can get someone tossed in a dungeon, have their ship 
  repossessed by the Crown or even see them banished from the 
  Northern Islands. Assisting in necessary repairs entitles one to 
  10% of the value of a ship’s cargo, though in most such cases, 
  an arrangement is made ahead of time between the ship in dis-
  tress and the ship offering aid, depending on the severity of the 
  situation and what kind of expertise/replacement parts the ship 
  offering aid will provide. Rescuing a ship from attack by pirates 
  or sea monsters also entitles the rescuers to 10% of the value of 
  goods carried on the ship, but often leads to intense arguments in 
  Bizantian court as to whether or not a ship actually needed to be 
  rescued.
  Taking on crew, passengers and cargo from a sinking vessel 
  entitles the rescuer to 30% of the value of cargoes or passenger 
  fares. An age-old tradition, the Bizantian Crown is also willing 
  to pay a reward of 50 gold for every one of its sailors, soldiers, 
  priests or citizens saved on the high seas, in addition to fares, car-
  go and gifts received from rescued people happy just to be alive.
  The Bai Regatta
  This yearly racing event is a national tradition within the 
  Northern Islands, and every Noble House sends at least one sail-
  ing ship. It is not required that a Noble House sponsors a vessel, 
  but most do so; entry fee is 500 gold. The start of the race begins 
  in Letia, the halfway point is in Bai, before turning around to fin-
  ish back at Letia. The winner receives a prize of 5,000 gold and 
  the choice of any sailing vessel that participated in the race! As 
  a result, the fastest vessels in the Islands tend to change hands 
  regularly, and some Noble Houses enter their best ships in this 
  race rather than use them to conduct commerce or in the defense 
  of the Kingdom. The regatta also hosts a number of smaller com-
  petitions in rowing, swimming, and a game called “Plank” where 
  teams engage in ship-to-ship combat wearing padding and armed 
  with blunt staffs and clubs. Plank is becoming so popular that 
  Prince Wilgan Vatatzes is thinking about petitioning Empress 
  Jeslyunn to make it an event at the Olympic-style games held in 
  Lopan.
  Every five years, the Crown also sponsors a grueling, long-
  distance race, beginning in Letia, heading out through Gate Fort 
  into the open ocean, following the Bizantian coast up to Aquafel 
  – before turning around and repeating the voyage all the way 
  back to Letia! Depending on weather, the race can take days to 
  complete, and there are no rules apart from a ban on ballista, de-
  signed to keep things friendly after an unlucky cabin boy was 
  impaled during the last competition.
  Bizantium
  Foreign Relations
  To most of the world, Bizantium is the premier international 
  sea power and commercial trader of the era, bringing lumber, 
  animal furs, skins, sea serpent and whale oils and meat, ivory, 
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  fish, and glassware, to ports around the known world. They are 
  so reliable that other nations often hire Bizantian ships and crews 
  to transport their goods. In order to obtain maximum profit, a Bi-
  zantian merchant travels alongside his goods to safeguard against 
  theft, loss or damage. In essence, a Bizantian merchant is just as 
  important as a diplomat when it comes to a foreigner’s first im-
  pression of Bizantium, for he is just as likely to be the one nego-
  tiating a trade agreement than an educated ambassador working 
  for the Crown.
  When it comes to official conduct of foreign policy and di-
  plomacy, for which Bizantium is famous, corps of Royal inter-
  preters deal with foreign embassies and translate all diplomatic 
  letters addressed to the Kingdom into the northern and/or Elven 
  language. Everything the ambassadors do must be ceremonially 
  translated into Northern prior to being read by the Bizantian mon-
  arch, even if the current king is perfectly fluent in the outsiders’ 
  language. Diplomats are usually selected from among the edu-
  cated elite, including priests of the Church of Algor, as well as 
  military and civilian officials.
  The Wolfen Empire
  The Kingdom of Bizantium is, and shall always remain, an 
  independent and sovereign nation. As such, it politely declined 
  to sign the Eastern Territory’s Charter of Dominion as well as 
  a number of agreements suggesting the Kingdom unite with the 
  Territories against the burgeoning Wolfen Empire.
  For centuries, the people of Bizantium and the Wolfen have 
  managed to live in relative piece. Though there have been plenty 
  of small skirmishes over decades past, especially with the Coyle 
  savages that even the Wolfen have trouble controlling, Bizantium 
  and the Wolfen have never been at serious odds. This has to do 
  with the fact that both people have a very similar background. 
  Both evolved from tribal hunters and warriors in a hostile wilder-
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  ness. Both are fiercely independent, brave and industrious people. 
  Both worship the god Algor and the Northern Pantheon. Both are 
  maligned and looked down upon by the kingdoms and nations 
  to the south, and both have grown into an underappreciated and 
  vastly underestimated civilization. And though neither party may 
  openly admit it, both understand and respect the other.
  In the last few centuries, the Kingdom has established ever 
  increasing trade with the Wolfen and is the first and only nation 
  to recognize the Wolfen Empire. This has put Bizantium in good 
  standing with the Empire and given the Kingdom virtually unin-
  hibited access to the resources of the Great Northern Wilderness, 
  particularly the Wolfen lumber industry. Having heavily defor-
  ested their own islands, and with a limited amount of space on the 
  Shadow Coast, it makes sense for Bizantium to trade with those 
  who control the largest supply of hardwood in the world. Raids 
  by Coyles still occur, and sometimes there is mistrust between 
  human and Wolfen settlers, but the Wolfen Empire has officially 
  promised to respect Bizantium’s borders, colonies and tradespeo-
  ple. Should the northlands ever fall under attack, it is very likely 
  the two powers would join forces to defend “their” homeland.
  Furthermore, because members of House Lamrith and House 
  Yinxner have lived among canines for decades, they have an 
  excellent understanding of Wolfen society and culture, and can 
  explain the Wolfen philosophy of assimilation to the Crown, 
  military and other Noble Houses. This knowledge and genuine 
  friendship prevents Bizantium’s rulers from being too quick to 
  violence and gives them a view of canines not shared by the rest 
  of the world. Bizantians are human supremacists. Non-human-
  oids are to always be regarded as inferiors, and the canine race is 
  no exception. Nevertheless, Bizantians recognize a bit of them-
  selves in the Wolfen people and admire many of their qualities, 
  including living by their word of honor, hard work, similar values 
  and fighting prowess. Where Bizantium has the greatest navy on 
  the high seas, the Wolfen are quickly developing the largest and 
  most capable standing army in the world, a fact that has not gone 
  unnoticed in the island Kingdom. Although Bizantium has little 
  to fear from the small and primitive Wolfen navy, they do not 
  have the manpower to resist the sheer numbers of the Wolfen 
  Imperial Army.
  Bizantians have no desire to be dragged into a war with the 
  Wolfen Empire simply because the kingdoms of the Eastern Ter-
  ritory cannot find a way to share the Disputed Lands with their 
  canine neighbors. Moreover, they recognize the politics and sa-
  ber-rattling of the Western Empire on the matter as nothing more 
  than agitating a volatile situation to their own benefit (including 
  turning other human powers against Bizantium), or that Timiro 
  and others are blinded by fear of the “Wolfen monsters.”
  While Bizantium was quick to establish diplomatic ties with 
  the new Empire, thanks in part to Houses Yinxner and Lamrit, 
  to the rest of the world, Bizantium tries to maintain a policy of 
  peaceful neutrality. The Kingdom neither endorses nor defends 
  the Wolfen, and pleads ignorance to knowing the Empire’s plans, 
  motivations or intentions. The Wolfen are savvy enough to real-
  ize Bizantium’s awkward position within the global community, 
  and are careful not to do anything that might compromise the 
  Kingdom.
  Should one or more nations declare war against the Wolfen 
  Empire, Bizantium shall try its best to remain neutral. This will 
  require tremendous diplomacy, because the Western Empire’s agi-
  tators have already whipped up emotions in the East and are getting 
  people there to accuse Bizantians of being “Wolfen lovers” and of 
  “turning their back on their own race for financial gain.”
  The Kiridin Barbarians
  The nearest humans in the Bizantium region are those who 
  live on the mainland in the forests of the Northern Hinterlands. 
  Known as the Kiridin Barbarians, these tribal nomads live much 
  like the ancient Eoten once did. The main difference is these bar-
  barians have remained unchanged for thousands of years, pos-
  sibly as far back as the Age of a Thousand Magicks. They speak 
  an ancient dialect of Northern and Elven, yet they have never 
  put their words into a written alphabet. They care little about the 
  concept of reading, writing, or identifying letters other than ink 
  pictures on paper. In many ways, they are just as savage and bru-
  tal as the Coyles.
  Neither Bizantium or the Kiridin tribes have any interest in es-
  tablishing trade relations or having anything to do with each oth-
  er. Kiridins despise “weak, civilized people” and the Bizantians 
  regard them as ignorant and ruthless savages. As long as the peo-
  ple of Bizantium kept to their island and out of the Hinterlands, 
  the barbarians didn’t care about “the islanders.” However, the es-
  tablishment of the Shadow Coast colonies has changed all that. 
  Now the barbarians see the Kingdom of Bizantium as a growing 
  threat. Though the barbarians have no means to launch an attack 
  against the Kingdom itself, they have begun to kill huntsmen, 
  trappers and explorers who travel too deep into “Kiridin Terri-
  tory” and some bands of warriors have begun to raid settlements 
  along the Shadow Coast. So far, the raiders have targeted lumber 
  camps and stolen livestock and dry goods from the edge of a few 
  colonies. The raids have been few and far between, with only a 
  handful of people hurt or killed, but that could change as the colo-
  nies grow in size and push deeper into the Hinterlands.
  Bizantium’s official policy is non-involvement when it comes 
  to the affairs of these primitives, and to ignore the occasional bar-
  barian raid. Meanwhile, most people living on the Shadow Coast 
  have no idea that there are entire tribes of barbarians in the forests 
  and foothills of the Great Northern Mountains, or that Kiridin 
  tribes are not entirely comprised of humans, but include members 
  of the monster races which have no love for “civilized people” in 
  their forests. Violent conflict, though perhaps years away, seems 
  inevitable.
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  The Eastern Territory
  Diplomatic relations between the Kingdom of Bizantium and 
  the Eastern Territory are probably best described as “mixed” or 
  strained. There are a growing number of leaders within the Do-
  minion Army, nobles, and church of Light and Dark, especially 
  from the cities of Dain-Rurga, Hadrian’s Cove, and Llorn, who 
  regard Bizantians as “sell-outs” and “human traitors.” This is be-
  cause Bizantium refused to sign the Charter of Dominion and 
  have not sided with them against the Wolfen monsters. Some 
  have gone so far as to suggest punishing the Kingdom with sanc-
  tions targeted against the Crown and Noble Houses. Cooler heads 
  have so far prevailed, and though rhetoric and name-calling is 
  heating up, little is likely to change.
  Many within the Eastern Territories fear that a new king in 
  Bizantium could lead to a number of changes in trade and politi-
  cal policies that could do more harm than good for the Territo-
  ries. Merchants and other leaders work to keep tempers down 
  and limit posturing to a minimum. They point out that all-out 
  war with the Wolfen, even with Bizantium as an ally, could be 
  ruinous to both nations and result in a loss of life and property 
  not seen since the Elf-Dwarf War. Besides, the two nations need 
  each other, especially as the Eastern Territory receives more and 
  more homesteaders and settlers who see the Territory as a place 
  to claim land and build a better future for themselves. No one has 
  seen growth and expansion the likes of those in the East since 
  the early decades of Timiro and the Western Empire. Condemn-
  ing Bizantium and severing ties with the Kingdom during such 
  a boom-time would crush growth. War with the Wolfen would 
  see entire villages and towns of humans wiped out, the loss of 
  countless lives.
  Bizantium’s noble houses attribute such talk to chest-thump-
  ing fueled by heated emotions, the greed to claim as much land 
  as possible and Western Empire spies agitating for trouble. The 
  Western Empire has its own agenda for undermining both Bi-
  zantium and the Eastern Territories. However, the actions of 
  King Raedaen the First do not help when he is outspoken about 
  Bizantium’s denouncement of the Charter, and then receives 
  Wolfen ambassadors in his court with the same pomp and respect 
  he would have for their human counterparts. Whenever human 
  diplomats from other kingdoms ask Bizantium’s representatives 
  to explain the Kingdom’s position regarding the “barbaric mon-
  sters” (the Wolfen and Coyles), somehow the message is always 
  perceived as, “We do what is best for Bizantium in this matter.”
  The Western Empire
  The “Empire of Sin” has been jealous of Bizantium’s success 
  and growth as a mercantile and political power for decades. They 
  resent the accomplishments of the “Northern backwoods bump-
  kins” and at the same time want the Kingdom for themselves. 
  With the expansion of the Eastern Territory and the advantages 
  held by Bizantium to fully exploit trade, shipping and commerce 
  with the new nations sprouting up there, Western blood boils. 
  The fact that Bizantium has bested them in naval combat in the 
  past and is so smug about their Northern “sensibilities, virtues 
  and bravery,” adds insult to injury in the West. As a result, the 
  Western Empire wants nothing more than to conquer and claim 
  Bizantium for itself. In the meantime, it works to undermine its 
  continuing success by any means possible and isolate the King-
  dom from potential allies like the East, hence the Empire of Sin’s 
  ongoing campaign to instigate resentment and trouble between 
  the East and North. If Western spies and diplomats can drive a 
  wedge between the two, it weakens both nations, making them 
  vulnerable to Western conquest. At least, that’s the current plan 
  in operation – and why the Western Empire is quietly building up 
  its navy and armies. The rulers of the West long to become the 
  single, great power in the realm and force all others to submit to 
  their will. The Western Empire’s Imperial House, the regional 
  houses, and 90% of provincial houses believe Bizantians to be an 
  inferior lot of fishermen, smugglers and pirates. Emperor Itomas 
  sees Bizantium as a “minor obstacle” to be done away with when 
  the time is right.
  Bizantium’s leaders are equally guilty of underestimating the 
  Empire’s Imperial Navy and mistakenly believe the Empire of 
  Sin is ready to collapse under its own decadence, and no longer 
  a real military threat. Emperor Itomas is quite aware of this men-
  tality and has chosen to use such overconfidence to the Empire’s 
  advantage. Ever so quietly, he has increased the number of troops 
  in both the Army and Navy, recruited skilled military leaders, 
  and placed spies inside every major Bizantian Noble House, the 
  Crown and the church. And because Bizantium distrusts the use 
  of magic, prevalent in every avenue of Western society, he in-
  tends to unleash magic fury upon the Kingdom and their inept 
  monarch, with little or nothing the Warlock Council or Church of 
  Algor can do about it.
  Isle of the Cyclops
  Though they covet the Cyclops’ lightning arrows, javelins and 
  spears, the Kingdom of Bizantium would refuse to do business 
  with the giant monsters even if they were not under the thumb of 
  the Western Empire. That doesn’t stop some Bizantian merchants 
  and adventurers from making purchases via third parties, but it is 
  a strongly held belief that every sale of lightning weapons puts 
  coins in the hands of the Empire of Sin. No ship of Bizantium nor 
  official from the Kingdom sets anchor at this island.
  Lopan
  The island of Lopan shares a common history with Bizan-
  tium. Both were originally inhabited by a native population that 
  was eventually supplanted by outsiders, both have depleted their 
  natural forests in an effort to protect themselves, both are inde-
  Brian Hite (Order #17180059)
  
  42
  pendent kingdoms (Lopan signed the Charter of Dominion, but 
  still retains its sovereignty) and both believe they will one day be 
  invaded by the Western Empire. Therefore, it was only natural 
  they use their common ground to forge an alliance. Unfortunate-
  ly, Lopan has been isolated within the Great Inland Sea for 300 
  years since the Western Empire assumed complete control over 
  the Straits of Thunder (also called the Gedorma Strait), the nar-
  row channel connecting the Great Inland Sea to the outer ocean, 
  sealing Lopan off from any commercial and military sea traffic 
  the Empire desires, including that of Bizantium. As the dominant 
  sea trading kingdom, having the Great Inland Sea denied to them 
  is a spot of contention, especially considering Lopan was once 
  Bizantium’s third largest importer of goods (behind the Eastern 
  Territory and Western Empire).
  For the last three centuries, the Bizantian Crown and Noble 
  Houses have given Lopan little regard, with no hope of resum-
  ing extensive trade. Twelve years ago, however, Prince Wilgan 
  Vatatzes came to Lopan to meet with Empress Jeslynn to restore 
  the once-great alliance. Vatatzes came without the consent of 
  King Raedaen or the backing of any other Noble House, but he 
  did bring several of the best shipwrights from the Vatatzes Ship-
  yard. Long before the interference of the Western Empire, Lopan 
  made the best ships and boats in the Eastern Territory, and they 
  continue to do so to this day. Now, together with Bizantium’s 
  premier shipbuilding Noble House, the two have formed a joint 
  operation in an effort to build a rigged sailing ship for use in the 
  Great Inland Sea and Eastern ocean waters, a ship capable of not 
  only enduring ocean voyages but also traversing the Great River 
  of the Eastern Territory, the Old Kingdom River and other shal-
  low bodies of water. This will not change the Western Empire’s 
  control over the Great Inland Sea, but will provide more options 
  for Bizantian and Lopani merchants.
  Bizantium’s renewed relationship with Lopan also puts a 
  thorn in the side of the Western Empire. Prince Vatatzes knows 
  he serves a spoiled-imbecile of a king who refuses to heed his 
  council, but his family has maintained its steadfast loyalty to the 
  Crown for generations. Vatatzes will not have his Noble House 
  shamed by usurping the will of Algor or Algor’s emissary, but 
  that does not stop him from looking after Bizantium’s best in-
  terests on his own. Besides improving each other’s ships, the 
  arrangement with Lopan is entirely self-serving. If the Emperor 
  sees Lopan’s fleet build-up as a possible threat, he will order it 
  destroyed. This will force the Empire to show its hand, dem-
  onstrate naval capabilities and prove if the rumors are true that 
  the Empire has once again reinstated the Demon Black Ships. If 
  Lopan and its people end up defeated and subjugated, it will be a 
  terrible tragedy, but will have little impact on Bizantium. A win 
  for Bizantium either way.
  The Timiro Kingdom
  The Northern Islands’ oldest trading partner is the Timiro 
  Kingdom. At one time, the alliance between Timiro and Bizan-
  tium was the strongest in the Palladium world. The Timiro Royal 
  bloodline flowed in the veins of Bizantium’s Royalty, and the 
  arranged marriages between the two kingdom’s Noble Houses 
  were too many to count. Together, Timiro and Bizantium not only 
  defeated the Imperial Army of the Western Empire, but captured 
  the Imperial Capital and held the Emperor for ransom. With the 
  Western Empire in constant disarray, the Southland in economic 
  ruin, and the Eastern Territory still searching for its identity as it 
  battled monster races for the right to claim the eastern frontier, 
  Bizantium and Timiro are powers to be reckoned with. The al-
  liance might have continued had it not been for powerful Noble 
  Houses in both kingdoms trying to outdo each other.
  Greed and rivalry have led to acts of treachery and long-last-
  ing hard feelings. Centuries later, the Royal families and Noble 
  Houses on both sides, distant cousins, have tried to repair their 
  relationship. Trade between the two nations remains constant and 
  both sides have no problem accepting the other’s currency, but 
  trust is far more difficult to establish. Three years ago, King Rae-
  daen IV and King Gedro III made a deliberate effort to restore the 
  alliance, but the bumbling monarch made an indecent proposal 
  to Gedro’s daughter, Princess Lucretia, ruining the entire affair.
  Today the once great alliance between the two kingdoms re-
  mains stifled and less than it should or could be. Whether or not 
  either Kingdom would come to the other’s aid in a crisis is en-
  tirely uncertain. The “Wolfen matter” has also created tension 
  between Timiro and Bizantium. The former fears the Wolfen and 
  cannot understand why the Kingdom will not join the knights 
  and heroes of the Eastern Territory to destroy the “baby-eating 
  monsters.”
  The Isle of Lemaria
  The largest known island in the Sea of Despair, Lemaria is 
  a source of strange rumors and unfounded suspicions, clearly 
  marked on charts and carefully avoided by Bizantium’s sailors 
  and ship captains. It was known as a hazard to ships even in 
  ages past, but for the last five-hundred years the island has been 
  claimed by a society of warrior women descended from ship-
  wreck survivors, and those who go ashore are never heard from 
  again.
  A few, foolhardy smugglers sometimes land on Lemaria, 
  some simply for the tale to tell, others who have heard legends 
  of the isle’s women, to those who think they may actually have 
  something to trade. Officially, setting foot on the island is out-
  lawed, and most navigators refuse to even travel within sight of it 
  for fear of the reefs and rocky seamounts that threaten to tear the 
  bottoms out of ships.
  Brian Hite (Order #17180059)
  
  43
  For decades, Bizantium’s Admiralty has toyed with the idea 
  of taking control of Lemaria for use as a Serpent-Hunting base 
  and naval station to keep watch for fleets from the Western Em-
  pire. The isle’s small population could never resist a determined 
  invasion, though the hazards in the waters around Lemaria pose a 
  serious threat to any large vessel. For now, however, the situation 
  on the Shadow Coast takes precedence, and Bizantium’s Serpent 
  Hunters are having no problem finding sea monsters without the 
  need for a safe anchorage right in the middle of the Sea of De-
  spair.
  Note: The people of Lemaria are protected by an elite unit of 
  female Warlocks known as the Elemental Sisters. Should the 
  Council of Elements or other Warlocks from Bizantium be made 
  aware of their existence, they might think this could be the begin-
  ning of regular contact between Lemaria and the outside world, 
  and possibly reshape Lemaria’s future as a haven for Warlocks 
  who would prefer their own little island-nation to the Kingdom of 
  Bizantium or the Shadow Coast. However, the Lemarian people 
  have a long-standing hatred for Bizantium which would color any 
  contact from the Kingdom, even if they too are unhappy with 
  the Kingdom, even Warlocks. Likewise, the dominance of the 
  females over males in Lemarian culture would be hard to over-
  come. Most important, as per Lemarian law, outsiders who visit 
  the island are not allowed to leave the island. Ever. They will find 
  themselves permanent residents or slaves of Lemaria, forbidden 
  to ever leave, the ship they arrived upon attacked and scuttled. 
  Those who try to escape are subdued and enslaved, or slain where 
  they stand.
  The Island
  of Bizantium
  In many regards, the Kingdom of Bizantium, especially on 
  its most populated islands, looks like something out of a story-
  book. There are magnificent stone castles and keeps flying the 
  banners of their respective noble families and merchant-princes, 
  stone bridges, cobblestone roads, walled fortifications, fountains, 
  grand malls, courtyards, gardens, verdant woodlands, and ship-
  yards. Knights ride upon their warhorses, marines and sailors are 
  everywhere, and Warlocks and other mages work their magic to 
  calm storms and settle rough waters.
  The people are hardy and muscular from a life of hard work, 
  but honest, sincere and playful. Seabirds soar and dance amongst 
  the clouds and boats of every size, type and style fill the water 
  around the islands. There are tiny rowboats, small skiffs for rec-
  reation and travel, sailboats, schooners, fishing boats, trawlers, 
  whaling and serpent-chasing ships, bloated merchants and cargo 
  carriers, naval vessels, warships and even Wolfen longboats. 
  With all the boats and activity around the two big islands and 
  their seaports, you would never know this is one of the harshest 
  and most dangerous places in the world, for Bizantium exists on 
  the edge of the Great Northern Wilderness, just a stone’s throw 
  from the fabled Land of the Damned. Beyond it, there is only the 
  frigid northern ocean and the Great Ice Shelf, home to ice bears, 
  monsters and worse. The next nearest civilization – not includ-
  ing the demon-filled Land of the Damned, from which few ever 
  return – is thousands of miles away.
  The largest and most heavily populated island is the Island of 
  Bizantium. It is surprisingly flat with a few areas of gently rolling 
  hills. Unlike some places in the world, Bizantium is a picturesque 
  kingdom of stone castles surrounded by lush and bountiful farm-
  land, light forests and bustling seaports. Even within the cities 
  themselves are hundreds of well-tended gardens and small parks, 
  making even the urban areas of Bizantium lush and inviting. The 
  ancient North Folk called the big island Isle Grana Algron, or 
  the “Green Island of Algor,” a name it keeps to this day amongst 
  locals who trace their heritage back to the Eoten. After countless 
  centuries of human habitation and agriculture, only one-fifth of 
  the island’s natural forests remain; mainly beech, oak, elm, lin-
  den, spruce, pine and fir.
  Traveling across the countryside reveals neatly divided 
  fields of crops and cattle farms, punctuated by small to medium-
  sized towns protected by castles and keeps belonging to the noble 
  families and rich merchants. Forested areas are generally light, 
  especially compared to the nigh-impenetrable northern forests on 
  the mainland. Meadows are covered in wildflowers, berries, and 
  tall grasses where, if quiet, visitors may spy Faeries or Sprites 
  playing among the butterflies and insects. Northern Elk roam 
  the remaining forests, and it is illegal for anyone except for no-
  bility to hunt them, much less make use of their pelts or meat. 
  Throughout the kingdom, one can find foxes, martens, rabbits, 
  red northern squirrels, raccoons, and a vast array of butterflies, 
  moths, and birds, including ducks, geese, quail, pheasants, puf-
  fins, sparrows, starlings, blackbirds, chickadees, cardinals, rob-
  ins, hawks, seagulls, and pelicans, amongst many other species. 
  Though there are amphibians and snakes, there are no lizards on 
  the islands, and the Northern Cottonmouth is the only poisonous 
  reptile.
  Counted among the most exotic and rare fauna are Drakin, 
  Wing Tips and the occasional Pegasus, as well as Faerie Folk, 
  particularly Faeries, Sprites, Pixies, Frost Pixies and Nymphs. 
  Mermaids and Merrows are rumored to be found on the island, 
  but they are more likely to be found sunning themselves on re-
  mote shores of the mainland and on the less inhabited islands. 
  Seeing a Pegasus and even a mated pair or small family of 3-4 
  in the wild is always a treat even for residents of the island. A 
  Brian Hite (Order #17180059)
  
  44
  few Gryphons often make their way to the skies above Bizan-
  tium, as does the occasional murderous Peryton Demon Deer, 
  Dragondactyl, and Sphinx, but these creatures haven’t roosted on 
  any of the islands in decades, and are always driven away. The 
  same is true of Harpies and all variety of the demonic Worms of 
  Taut which, due to Bizantium’s close proximity to the Land of 
  the Damned, simply seem to appear from time to time.
  One of the most dangerous indigenous animals on the islands 
  are Suckers. Hundreds can always be found on every cliff fac-
  ing the seashore and sometimes as many as a dozen can be seen 
  clinging to the exterior walls of castles, towers, the underside of 
  bridges, and sometimes even on the sides of large ships! Suckers 
  are a constant threat to livestock and a pain in the neck for resi-
  dents. Thankfully, they are nocturnal hunters on the prowl when 
  most people are tucked away safely inside their homes. Suck-
  ers also tend to avoid the bigger cities at night while they are 
  lit up with torches and candles, and a lot of people are moving 
  about. However, Suckers may creep into town to hunt during the 
  wee hours after the lights have been mostly extinguished. Suck-
  ers prey upon livestock that have not been put inside a barn and 
  on animals running loose in the streets, including dogs, cats and 
  rodents, but they’ll attack sailors or adventurers stumbling home 
  after an evening at the tavern too.
  From time to time, ice bears find their way onto one of the 
  islands after hitching a ride on a winter ice floe. Wolves and coy-
  otes, however, have not been seen on the island in nearly 1,000 
  years. All dangerous creatures are exterminated or chased off as 
  quickly as possible, but try as they might, the Bizantians have 
  been unsuccessful in exterminating Suckers.
  The big island has an abundance of freshwater ponds, streams 
  and lakes, the largest being Lakes Fielder, Kosin, and Trembley. 
  The low hills and flat plains make traveling across the big is-
  land very easy. The highest point is a hill just outside the city of 
  Vicer that stands 568 feet (173 m) high. The island’s eastern half 
  has suffered from considerable deforestation, particularly during 
  the last three hundred years, with much of its forest replaced by 
  farms and pastures, towns and cities. These days, lumber comes 
  from the Shadow Coast colonies and lumber operations in the 
  Great Northern Wilderness.
  The southern section, from the Bizas Inlet to Lake Fielder, 
  is the most extensively farmed agricultural region. Fiefholders 
  (farmers) grow a wide range of crops, most notably wheat, oats, 
  rye, barley, sugar beets, turnips, beans, cucumbers, potatoes, 
  squash, pumpkins, melons and tobacco. Livestock consists pri-
  marily of chickens, turkeys, ducks, geese, sheep, pigs, and dairy 
  cows. There are some cattle and horses brought in from the main-
  land, and plenty of hunting and trapping along the coast of the 
  Great Northern Wilderness. The fur trade is the kingdom’s fifth 
  largest industry after sea serpent related products (oils, perfume, 
  hides, meat, etc.), fishing, logging, and shipbuilding. The main 
  island produces plenty of food, especially when augmented by all 
  the fishing and sea serpent meat, and there has been a surplus of 
  grain for many years.
  The central interior (west and north of the Inland Sea) con-
  tains the last remnants of the original, old growth known as the 
  Grand Forest. This region remains deliberately uninhabited and 
  kept wild as part of a conservation program and from fear of the 
  Faerie Folk and “spirits” said to live in these woods and protect 
  the island. If one is to find Mermaids and Merrow on the big is-
  land, this is the location. This forest has been considered sacred 
  since the time of the ancient North Folk and is kept in its original 
  condition. If there is such a thing as a wilderness on the island of 
  Bizantium, the Grand Forest is it.
  The City of Stonebrook
  On the outskirts of the Grand Forest is Stonebrook, a small 
  but impressive city of stone that seems out of place amongst the 
  pastures and forest nearby. There is a castle and keep, low tow-
  ers, stone bridges, fountains and cobblestone streets lined with 
  stone walls and buttresses. Stonebrook is home to the Dwarves 
  responsible for the most magnificent architecture found all across 
  Bizantium and the Northern Islands. They are the geniuses and 
  builders behind the designs and construction of Bizantium’s capi-
  tal city, the King’s Palace, the Temple of Algor, and almost all of 
  the castles, defenses and stone buildings in the kingdom. Though 
  the Dwarves do not have political influence or a say in govern-
  ment, they have earned themselves a place of eternal honor among 
  the people of Bizantium, and have been part of the kingdom for 
  600+ years. The majority of the Dwarven citizens of Bizantium, 
  approximately 5,500 hundred of them, live here, in Stonebrook, 
  with perhaps another thousand scattered across the island king-
  dom, usually working on new construction or the upkeep of exist-
  ing buildings, bridges and roads. A few hundred Spriggans, a few 
  dozen Brownies, a couple hundred humans (mostly artisans and 
  assistants) and 1,000 Orc laborers also make Stonebrook their 
  home. The latter are viewed as less than second-class citizens, 
  but their treatment is better than most other parts of the world and 
  the majority are loyal to their Dwarven masters. The Dwarves 
  of Stonebrook live in Bizantium without persecution or preju-
  dice, and when a Dwarven architect visits other towns and cities 
  throughout the Island Kingdom, they are treated with the utmost 
  respect and tolerance.
  Stonebrook is isolated for a reason; the Dwarves like to be 
  away from the hustle and bustle of human civilization. They pre-
  fer living among their own kind and being close to nature. Their 
  city is filled with courtyards and gardens, as well as terraces and 
  rooftops covered in vines, plants and gardens of their own. It 
  is the Dwarves’ designs that gives Bizantium its storybook ap-
  pearance with castles and wondrous stone architecture. Visitors 
  anywhere in the kingdom, but especially at the capital city and 
  Stonebrook, cannot help but stop and wonder if they are getting a 
  glimpse of what the Dwarven Kingdoms of old must have looked 
  Brian Hite (Order #17180059)
  
  45
  liked during the height of the Elf and Dwarf Empires of eons 
  past. Visitors to Stonebrook, especially those from other lands, 
  are a rarity. The Dwarves prefer to remain sheltered and out of 
  the limelight.
  Further west and north, the terrain remains relatively flat, with 
  low hills, heaths, plains and peat bogs in the west and a more 
  elevated and slightly hilly terrain to the north.
  Bizantium
  For thousands of years, the Island of Bizantium was never col-
  onized by the tribal people of the Great Northern Wilderness. To 
  this day the Wolfen and others in the region consider the Northern 
  isles to be sacred or cursed, unfit for habitation. Legends among 
  the Wolfen and other canines of the Great Northern Wilderness 
  warn that the island chain has been the location of violent battles 
  between the gods of light and dark forces of magic. According to 
  other legends, the islands have been colonized many times, but 
  each civilization fell into ruin or vanished. These legends tell of 
  Minotaurs that once flourished on the islands long ago. Later, 
  Titans came to live on the big island before suffering a terrible 
  fate. After them, an ancient and enlightened Elven civilization. 
  All met with destruction. The Elves were the most recent to fall 
  victim to the curse, a short time before humans came into pos-
  session of the islands. The ruins of the Elves are sometimes un-
  earthed and relics of their civilization (and some say, dark magic) 
  can still be uncovered. Other legends speak of the islands having 
  been visited by demons and ghosts, Faerie Folk and monsters.
  According to the legends of the canine people, the islands are 
  a favored place of the sea god, Algor. He uses them as a place to 
  escape from his troubles and engage in the pleasantries of fish-
  ing, sailing and hunting. According to Wolfen lore, when Algor 
  finds his islands have been overrun and despoiled by intruders, he 
  destroys them so that they may return to nature once more.
  As a result, Wolfen, Coyles and most people of the Great 
  Northern Wilderness have kept their distance from the islands. 
  Even today, most Wolfen, Coyles, Kankoran and Bear Men who 
  find they must journey to the kingdom on business keep their 
  visit short and leave at their earliest convenience – but only after 
  paying homage to Algor at one of the many temples, and begging 
  his forgiveness for treading upon his favored place of relaxation.
  It was not until the legendary Bizas united Bizantium – either 
  by luck or by divine intervention – more than 2,000 years ago, 
  that modern human civilization took root on the islands. Being 
  located on the other side of the known world, surrounded by vast 
  wilderness and hostile seas, had much to do with the Northern 
  Islands remaining untouched by people in the south. In the north, 
  the fact that these “new men” worshiped Algor, suggested, at 
  least to the Wolfen, that their presence may be the will of the sea 
  god, and is another reason the canine people have refrained from 
  violence against the current inhabitants of the islands, and why 
  both Wolfen and Bizantians regard each other as unlikely broth-
  ers in the eyes of their god.
  Much of the history of Bizantium and the Northern Islands is 
  steeped in mystery and lost to time and legend. One such mystery 
  involves the Iceborn. It is also said that a darkness looms hid-
  den in the bowels of one of the Northern Islands, and from that 
  darkness came the Iceborn. According to legend, during a time 
  long before the arrival of humans, Algor was sickened to find 
  the islands overrun by a savage and wicked people. He showed 
  his displeasure with a storm that brought a great calamity down 
  upon them. Though Algor had intended to wipe the Iceborn from 
  the face of the world, some were washed into the sea where they 
  found their way to the Great Ice Shelf, a place that has come to 
  be known by Bizantians and Wolfen alike as a place of “death 
  and ice” – the new home of the Iceborn. The monsters loathe 
  Algor and hate all to whom he shows the slightest favor. Truth 
  be told, the Iceborn seem to hate everyone and raid the vessels 
  of all nations who venture too far out into the Icy Ocean or too 
  close to the Great Ice Shelf. To mock the sea god, they turn dead 
  Steeds of Algor (sea serpents) into monstrous necromantic ships 
  to rain vengeance down upon all who travel the northern waters 
  or dare to live upon what was once their homeland, Bizantium 
  and the Northern Islands. Thus, the people of Bizantium are 
  hated above all others, why the Iceborn attack their ships and raid 
  their shores and villages. They might seem to vanish for years 
  – decades – at a time, and just when Bizantium’s sailors start to 
  think they must have finally perished, they reappear in greater 
  numbers, more hateful than ever. Ghost ships found without their 
  crews and villages without their population smacks of the return 
  of the Iceborn after decades of absence.
  Historically, the Iceborn reappear, attack ships and coastal 
  communities for a few years and vanish back into the frozen mist 
  of the Icy Ocean. That means if the Iceborn have returned, ships 
  at sea and the Shadow Coast colonies are the likeliest of targets, 
  not the isles of Bizantium, and even an attack on the colonies 
  seems doubtful. Still, the recent disappearances have put some 
  of the Noble Houses and merchant-princes on edge. They point 
  to Bizantium’s seers who tell of omens and premonitions of a 
  great danger born in darkness that could rise to threaten the whole 
  of the kingdom. And though it has never happened in recorded 
  memory, some wonder how Bizantium might fare under this 
  weak king against a full-scale invasion from the monstrous Ice-
  born. Most naval and military authorities scoff at the very notion 
  and dismiss it out of hand. Besides, while there have been some 
  unexplained disappearances, no one has seen the Iceborn in the 
  Northern Sea for two generations.
  Bizas Inlet and the Inland Sea
  The southern coastline is the only section of Bizantium, be-
  sides the northern city of Aquafel, where it is possible to form 
  the kind of natural harbor that allows for the easy establish-
  Brian Hite (Order #17180059)
  
  46
  ment of fishing communities. Located at the southeastern tip 
  of the island is the mouth of the Bizas Inlet, the entrance into 
  Bizantium’s Inland Sea. Frequent fog, strong winds and cur-
  rents and rocky coasts along the island makes the Bizas Inlet 
  the only entry into the island’s interior, forcing all shipping to 
  and from Bizantium to converge at this narrow point. This can, 
  on occasion, create a bottleneck and slow traffic in the sea lanes 
  on busy days.
  The winds in the Strait of Forlorn Hope blow from east to 
  west, giving rise to gusts that can help or harm sailing vessels. 
  Wind blowing in from the Northern Sea also gives rise to cor-
  respondingly large waves that attain enormous size as they roll 
  across the ocean free of any interruption from land until they 
  reach the Bizantium island chain. These winds and waves are fur-
  ther exacerbated by the unusual funneling effect of the Northern 
  Hinterlands and the Island of Bizantium, which channels them 
  into the Strait of Forlorn Hope. When the winds exceed 40 mph 
  (64 km), they are hazardous enough that ships traveling westward 
  sometimes sail north around the island chain to avoid them. Ves-
  sels coming from the southeast ride with the winds and make 
  excellent time, though care must be taken to maintain control and 
  avoid capsizing or damage to the rigging.
  The prevailing winds and currents make gaining entry to the 
  Bizas Inlet a bit tricky for sailors unfamiliar with this part of 
  the world, but Bizantium’s vessels come and go with practiced 
  ease. Besides, most captains of large Bizantian vessels, warships, 
  merchant vessels and Serpent Chaser ships employ one or more 
  Warlocks, Waterchanters and/or other men of magic as a member 
  of their crew, all people who can alter the wind and make safe 
  passage easier. Likewise, the most dangerous waters and loca-
  tions of heavy traffic on the seas have Waterchanters or Warlocks 
  in lighthouses or lookout towers placed at strategic locations 
  on shore. When the water or weather gets rough, they use their 
  magic to calm things down and help lead vessels through the saf-
  est waters. Air and Water Warlocks may even summon Lesser 
  Elementals to guide ships through the strait to gain access to the 
  Inlet, while Fire Warlocks light the way.
  At the mouth of the Bizas Inlet is the city of Homesight, rest-
  ing atop cliffs rising straight up 100 feet (30.5 m) above sea level. 
  The moment one enters the inlet, both wind and waves are re-
  duced by half and the shallower water is much calmer.
  The Bizas Inlet nearly divides the Island of Bizantium in 
  half, and connects Bizantium’s Inland Sea with the Northern 
  Sea. The two seas flow into each other, but recent findings by 
  the Warlock Council have revealed that there is an underwater 
  channel of cold, high-density water flowing across the floor of 
  the inlet, caused by the difference in temperature and salinity of 
  the two seas. The inlet’s maximum width is 11 miles (17.6 km) 
  between the Lighthouse Tanng and Grisni, and a minimum 
  width of 2,300 feet (701 m) between the towers of Gate Fort. 
  The depth of the Bizas Inlet varies from 43 feet (13 m) to 361 feet 
  (110 m) in midstream with an average depth of 213 feet (65 m). 
  The deepest location is between the lighthouse Tanng and Grisni. 
  The shallowest locations are between Gate-Fort at Tower One 
  and Tower Two.
  Compared to the ocean waters, Bizantium’s Inland Sea, 275 
  miles (440 km) long from end to end, is calm, peaceful and beau-
  tiful. The landscape gives way to natural harbors, flat, sandy 
  beaches, lush farmland and impressive cities. The winters here 
  are mild compared to the mainland and some of the other islands, 
  and the sea never freezes. Two-thirds of the entire population 
  lives in its inviting cradle. Divided into two halves, the East Sea 
  supports the bulk of the human population while the West Sea 
  has less in the way of boat traffic and more fishing villages, farms 
  and light forest.
  Marine life is rich and varied in these waters. Porpoise, cod, 
  herring, northern flatfish and many others swim freely. Cockles, 
  mussels, crabs, lobsters and starfish are plentiful, as are harbor 
  seals and a wide assortment of seabirds. Corpse jellyfish and the 
  occasional shark near shore are the most dangerous creatures in 
  the sea. In fact, with the blessings of Algor, there has never been 
  a report of a sea monster in the Inland Sea. Sightings of the oc-
  casional Mermaid or Merrow, on the other hand, always create 
  excitement, with people running to catch a glimpse before they 
  vanish back under the waves. Though both of these Faerie Folk 
  tend to avoid places heavily occupied by humans, there remains 
  enough sea and shore for them to visit. In fact, though seldom 
  seen, there are several clans of Mermaids and Merrows living in 
  and around the Northern Islands, but humans are unaware, and 
  for their own good, as a mischievous or angry Mermaid or Mer-
  row can lead to plenty of trouble.
  In addition to its flora and fauna, and overall gentle beauty, 
  the Inland Sea is Bizantium’s greatest strategic asset, basically 
  a massive bay capable of sheltering every ship on the Northern 
  Islands from outside attack or ferocious winter storms whenever 
  necessary. It is also its greatest strategic weakness. Bottle up en-
  try to the mouth of the Bizas Inlet, and Bizantium’s mighty fleet 
  is trapped.
  The City of Bizantium
  The City of Bizantium, known by many sailors simply as 
  “Main Port,” is an industrious and wealthy community. It is here, 
  more than any other city in the kingdom, that you will find for-
  eign dignitaries, merchants, immigrants and visitors from human 
  kingdoms all over the world. The palace of the King of Bizantium 
  is here, along with the offices of various Crown Commissions, 
  bureaucrats, administrators, many shops and taverns, churches, 
  shipyards, and the Royal Marines, amongst others. The Church 
  of Algor has its official seat and headquarters in Bizantium, so 
  many pilgrims can be seen walking in the streets and congregat-
  ing in temple courtyards and gardens. The city also houses two 
  major shipyards, the Vatatzes Yard and the Kirsgren Yard, 
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  both continually turning out new vessels and repairing ships that 
  have grown old or been damaged in their travels.
  Being the largest city in the northern hemisphere of the Pal-
  ladium World (Shadowfall only has a population of 105,000), Bi-
  zantium is the largest concentration of humankind for a thousand 
  miles (no one knows how many humans may live in the Land of 
  the Damned). The very fact that the Kingdom of Bizantium offers 
  the only truly safe harbors for “civilized” people in this part of the 
  world attracts numerous foreigners. Adventurers, explorers, and 
  merchants flock to the City of Bizantium and other major ports 
  to buy and sell goods, trade in its markets, and enjoy its hospital-
  ity. For many adventurers out in the wilds of the mainland, just 
  finding a warm bed in a safe town is reward enough. The City of 
  Bizantium is the main trading hub where the greatest number of 
  merchants and foreigners are found, making it one of the most 
  lively, diverse and somewhat dangerous cities on the islands. For 
  it is here where mercs, mages and nonhumans come for rest, re-
  laxation and the pleasures big cities have to offer. It is also where 
  they can find work of all kind and patrons to finance their explo-
  rations and adventures.
  The sea serpent trade, fur, lumber and fishing industries 
  bring in merchants worldwide, as does Bizantium’s glassware 
  and artistry in ivory and the bones and teeth of sea serpents. Bi-
  zantium’s naval academy educates sailors, soldiers and ambitious 
  noblemen, the Church of Algor draws in pilgrims, and Bizan-
  tium’s strictly human society appeals to many immigrants and 
  visitors from the Eastern Territory.
  Merchant caravans enter the city, bringing in handcrafted 
  items from the dozens of smaller villages and other islands, in 
  exchange for gold, foreign imports and trade goods. The trunks of 
  great trees are also brought into the city’s shipyards and lumber-
  yards so they can be turned into masts for sailing vessels.
  Literacy is for the rich and noble. Some visitors are sur-
  prised by the number of citizens and people who are literate. 
  Trades such as Warlocks, physicians, lawyers, moneychangers, 
  clerks, scriveners, accountants, navigators and educators (most-
  ly for the wealthy and nobility) are all well educated in mathe-
  matics and can read and write in both Elven and Northern, some-
  times an additional language or two. Likewise, most – but not 
  all – Dwarven builders, merchants and nobility (85%) can read 
  and write Northern and Elven, and are proficient in math. Within 
  the clergy, half are educated and literate, as are most (95%) ship 
  captains, first officers and navigators, and maybe as many as 30 
  percent of skilled tradesmen and artisans. Most fishermen, car-
  penters, mariners, warriors, entertainers, laborers, farmers and 
  common folk are illiterate. Only one in 200 can read or write at 
  least a little bit, though one in four knows basic math.
  Bizantium is an unofficial news and information center in this 
  part of the world. Sailors and merchants who sail frequently be-
  tween Bizantium and the Eastern Territory and Timiro Kingdom 
  bring news of the latest events and gossip from the southeast. 
  Fewer ships travel back and forth to the Western Empire and 
  Land of the South Winds, so information is not as in-depth nor 
  up to date. Any news regarding the Land of the South Winds or 
  Yin-Sloth Jungles is simply not reliable and is usually considered 
  gossip and rumor rather than hard fact.
  Of course, the people of the Kingdom of Bizantium are the 
  resident experts about all things regarding the Northern Sea, Icy 
  Ocean, the Great Ice Shelf, the northern coast of the mainland 
  and things in general about the Wolfen Empire and the Great 
  Northern Wilderness. Most Bizantians throughout the kingdom 
  pride themselves on the quantity of their “worldly knowledge,” 
  and feast upon every tidbit of gossip, news, rumor and specula-
  tion about other human (and non-human) kingdoms and exotic 
  lands. However, this is nowhere more true than on the big island 
  of Bizantium itself. The people on the island of Bizantium and 
  the City of Bizantium are almost always the very first to receive 
  news, which means they are also the first to dissect it and pass 
  it along to other communities. The most scandalous and juici-
  est news and gossip gets distributed first, and that includes gos-
  sip about the Shadow Coasts colonies and Wolfen Empire on the 
  mainland, and rumors about the return of the Iceborn. Hearing 
  stories from many diverse viewpoints (the Western Empire for 
  example, will have a very different view of events than sailors 
  from Timiro or the Eastern Territories) gives Bizantium and its 
  leaders a very unique and more complete perspective than other 
  human kingdoms. Knowledge is power, after all, and the Crown, 
  Merchant-Princes, Warlocks and even individual ship captains 
  are all happy to be at the center of communications. They may 
  also pay for lesser-known information, news and gossip that 
  might give them an advantage in defense and conducting trade 
  or defeating rivals.
  Updated City of Bizantium Highlights
  Population: 120,000
  1. Royal Palace of Kings: King Raedaen’s home and seat of 
  governance, the palace covers a two square mile (5.18 sq km) 
  section of the city. It is surrounded by tall, guarded fences, ring-
  ing a luxurious, five-story central keep, gardens, a horse barn, 
  guard post and various other buildings. The general public are in-
  vited to tour the grounds several times annually, on holy days and 
  specific occasions, though the palace itself remains off-limits.
  2. The Maritime Arena: Bizantium’s largest arena is located 
  by the sea. Valves and waterways allow the arena to be easily 
  flooded for mock naval battles and spectacles involving sea ser-
  pents or Warlock magic. Juvenile sea serpents are typically used, 
  as they are easier to restrain, but the walls around the combat 
  floor are also studded with claw-like, down-turned bronze spikes 
  that keep dangerous animals from escaping. The simple “contain-
  ment system” is highly effective, but it also makes the Maritime 
  Arena’s showrunners confident enough to continually up the ante 
  with bigger and bigger creatures, a practice that they might come 
  to regret one day. Warlocks also put on spectacular shows for 
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  wide-eyed crowds, one of the reasons the public is beginning to 
  accept Elemental magic. The arena floor can also be drained in 
  a matter of hours, making it suitable for chariot races, gladiator 
  games, sporting events, theatrical performances and official cer-
  emonies. 12,000 people can be seated inside the spacious venue, 
  16,000 if standing room is allowed, making it the largest single 
  gathering place in the kingdom. Thus, it is sometimes used for 
  mass political assemblies or religious ceremonies as well.
  3. City Bath: Designed and built by the Dwarves, it is the 
  city’s largest and most splendid public baths with elegant and 
  ornate stone carvings, statues and engravings. Hot and cold baths, 
  swimming pools, saunas and areas for exercising are all part of 
  this massive four level structure; three levels are below ground. 
  Tradition and standing policy dictates that free women and chil-
  dren use the baths in the morning, free men in the afternoon, and 
  anyone of either gender or social class is allowed inside during 
  the evening. There is no fee for citizens of Bizantium, and a mod-
  est three gold for visitors/outsiders.
  4. The Bizantium Royal Theater: A new building put up a 
  few years into the reign of King Raedaen IV, the Royal Theater 
  is a cultural fixture where music, dance and theater are brought to 
  the people, but particularly patronized by the wealthy and educat-
  ed elite. Farce and spectacles from the Western Empire, Timiro 
  and Elves from the Old Kingdom are popular, as well as operas 
  based on the traditional mythology of Algor and the North Folk. 
  Musicians from the Eastern Territory, Timiro, and elsewhere are 
  also commonly found amongst the theater’s performers, bringing 
  with them songs and tales from their homelands.
  5. Embassy of the Western Empire: Built near the City 
  Bath by Western Empire builders and artisans, the Empire’s 
  embassy is one of the most impressive, ornate, and many would 
  say, pretentious buildings in the city. It is tolerated as a mea-
  sure to maintain trade and peaceful relations with the Western 
  Empire. In the last few years it has been refurbished and oc-
  cupied by Western Ambassador Lord Jucen Brthic, who was 
  handpicked by Emperor Itomas to help him maintain regular 
  communication with Bizantium’s monarchy and Noble Houses. 
  Unbeknownst to anyone on the Northern Islands, Lord Jucen 
  is also a Summoner (6th level) and counted among his small 
  staff is a shape-changing Succubus and Incubus who regularly 
  spy for their master, using seduction and disguise to glean in-
  formation from amongst Bizantium’s nobles, the wealthy and 
  influential. Lord Jucen is presently searching for a good crew of 
  adventurers or mercenaries to investigate alleged rumors about 
  a hidden treasure within a sea cave on the Island of Wyst, as 
  well as other plots and schemes.
  The Market Star District
  The Market Star is Bizantium’s largest, open-air market is 
  found at the city center. A huge variety of goods are sold here, 
  including commodities imported from around the world. This in-
  cludes rubber and fruit harvested in the Yin-Sloth Jungles, silks 
  and spices from the Western Empire and Timiro, to furs, serpent 
  oils, and fresh produce grown in the farmland right outside the 
  city. Most sales booths have distinctive and decorative signs that 
  tell the illiterate their trade; pictures or symbols of the goods they 
  sell or services they provide. Vendors with small and large mar-
  ket stalls call out to passers-by, identifying their wares, throw-
  ing around compliments and pitching their goods. The smaller 
  merchants selling out of single stalls or carts tend to be more 
  aggressive, with some making often dubious claims of quality or 
  uniqueness. There are no alchemists or magic tradespeople, as 
  it is illegal to teach or sell magic or magic items throughout the 
  Northern Islands. Magic is reserved for the clergy and Warlock 
  Guilds. That said, there is a decent underground market for magic 
  in the City of Bizantium, and one can make contacts with such 
  sellers in the Market Star, and even buy and sell magic items 
  under the table at the market, if one is savvy and discreet enough.
  The Bright Star Shopping District is located north of the 
  Market Star. In addition to the arena itself, there are many pur-
  veyors of luxury goods and expensive imports found in this dis-
  trict, as well as fine restaurants and hotels, some of which specifi-
  cally cater to specific foreign nations, most notably the Western 
  Empire, Timiro, the Eastern Territory and Land of the South 
  Winds. There is also a hotel that caters to Elves and Dwarves, and 
  another for Wolfen and other canines from the mainland (quietly 
  tucked away from the rest and near a park and a temple of Algor). 
  Jewelry, perfumes, Western Empire olive oil, spices, pastries and 
  high quality wine, ale and brandy are all available to those who 
  can afford it. A typical room here is 90-200 gold per night, but 
  comes with the finest bedding, a bath and fireplace.
  Star-Side Residences: To the east of the Market Star are Bi-
  zantium’s residential districts. Most homes are two and three sto-
  ries tall, often built atop one another and sharing balconies, roof-
  tops and walkways. The wealthiest areas are found to the south, 
  with seaside mansions, large homes and fine apartments. Any 
  non-humans who choose to make the city their home are required 
  to live on the outskirts of the city or stay in the Dock District.
  6. Castle Joshius: Just southeast from the Market Star is what 
  was once the Royal Palace of Kings, the old Bizantian palace and 
  royal residence, but it has been rebuilt into a defensive position 
  and headquarters for Bizantium’s Royal Army. Fences and or-
  namental partitions have been replaced with 16 foot (4.8 m) thick 
  stone walls, towering 52 feet (15.8 m) over the surrounding city. 
  Soldiers and Marines come and go and ranking generals and of-
  ficials have their offices within the refitted palace. If the city ever 
  comes under attack, Castle Joshius will serve as a redoubt and 
  strong-point with room to shelter civilians and marshal soldiers in 
  defense of Bizantium. Much to the annoyance of the profession-
  al military men who work there, the city’s children are fond of 
  climbing on the architecture and battlements and playing on the 
  grounds. Unbeknownst to anyone else, the castle’s gardens are 
  inhabited by a Frost Pixie and two Brownies who enjoy playing 
  with the children. In another part of the castle are six poltergeists.
  7. Temple of Algor: On the southern boarder of the Star Mar-
  ket district, is the majestic the Temple of Algor is the largest 
  temple dedicated to Algor and the Northern Gods in the world. 
  The main temple took centuries to complete and the Dwarven 
  masonry is without equal. Statues and etched walls display Algor 
  riding sea serpents, controlling the weather, fighting, driving the 
  Iceborn from the islands, welcoming humans and dozens of other 
  scenes. Other Northern gods are depicted on walls and statuary, 
  but none as prominently or as frequently as Algor. Not even Od. 
  Natural life, animals and scenes from the island are portrayed in 
  the stained-glass windows, as are the kings of Bizantium and the 
  founder of the Island Kingdom, Bizas. As a Dwarven construct, 
  rumors abound regarding hidden doors and passageways within 
  its walls and beneath its floors, and some claim there is an entire 
  subterranean level to the temple filled with relics, magic items 
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  and treasure that no one has ever seen. The clergy denies such 
  stories, but they would, wouldn’t they?
  The Temple of Algor is a destination for pilgrims from all over 
  the Northern Islands, and they are joined by devoted followers, 
  acolytes and priests who visit from everywhere in the world. King 
  Asser is the only monarch to be entombed in the temple, but al-
  legedly the bones from the left arm of Bizas are buried beneath 
  the altar as well. (Note: Any Priest of Algor who performs a spe-
  cial prayer or priestly ability at the altar enjoys a +5% bonus to 
  succeed; +15% when the prayer is for the defense of the city, 
  kingdom or islands.)
  The Trade District
  8. Office of Numbers: Headquarters of the Crown’s tax col-
  lectors and census takers, the Office of Numbers is a warren of 
  bureaucrats, scrolls, books and notes. Inquisitors of Numbers 
  have personal offices here where they audit the merchants, Navy 
  and Noble Houses, and supervise the collection of tariffs and 
  trade duties.
  9. Temple of Hoknar. This is a small stone temple surrounded 
  by a well kept garden. Within the garden, hidden by tall shrubs, 
  is a shrine to Wolvenar and another to Algor. Both are frequented 
  by Wolfen, Coyle and Bear Men visitors.
  10. Norbert Bank. A large bank run by House Norbert, its 
  vaults are rumored to contain a number of confiscated magic 
  items in addition to a small mountain of gold, silver and pearls.
  11. Bizantium Exchange & Stock Market. Many of Bi-
  zantium’s merchant ventures are funded by shareholders; be it 
  the journey of a single ship to bankrolling entire seasonal fish-
  ing fleets, merchant companies or privateering ventures. Noble 
  Houses, merchants and ambitious individuals buy and sell shares 
  in potential profit-making operations, exchanged for a percentage 
  of profits at a future date. If a voyage or commercial undertaking 
  is successful, those shares can increase a little or massively in 
  value depending on the success of the business funded. And some 
  may have long-lasting potential that earns them more money (or 
  prestige) in the future. There are experienced brokers who have 
  worked their entire lives in the Exchange, and conducting busi-
  ness without one’s assistance is not recommended. In addition to 
  trade missions, Noble Houses have funded expeditions into the 
  Northern Hinterlands and Great Northern Wilderness in search 
  of gold, silver, and ancient ruins (where precious stones, gold, 
  silver, magic and/or lost secrets can be procured). Pedestrian en-
  terprises may include logging operations, the fur trade, and min-
  ing and exploration. Sometimes missions of exploration are to 
  unearth history and knowledge, not just valuable artifacts. Any 
  good enterprise that is likely to result in a profit can be posted 
  at the market, but whether anyone bids on it or not is a different 
  story. Only expeditions and business ventures whose key partners 
  have been examined and vetted by the Exchange, and deemed 
  to have true potential, are approved and authorized by the Ex-
  change, which is why it is the leading fund-raiser of such ven-
  tures. Those that are rejected must find private funding.
  12. Title, Bonding and Trade Building: Every ship that flies 
  the flag of Bizantium must be registered with the Crown, and 
  these titles are kept at the Office of Title, Bonding and Trade. 
  Establishing clear ownership over vessels is necessary for sal-
  vage and insurance purposes, and many merchants sometimes 
  bond their vessels, using ships as collateral to borrow money. 
  Bizantium maintains regional title offices in the Shadow Colo-
  nies, Western Empire, Eastern Territory, Timiro Kingdom and 
  Land of the South Winds that send updated information back to 
  Bizantium on homeward-bound ships.
  13. Justice House: The Capital’s main courthouse, the Justice 
  House has stood for nearly 400 years, delivering justice and set-
  tling disputes. It also serves as a site for sentencing and the oc-
  casional public execution.
  14. The Northomber Marine Club: This is a local brewery 
  that has a modest alehouse and restaurant open to all members 
  of the Bizantium Marine Corps and retired military officers. The 
  nobility are also welcome, but seldom come here.
  The City Dock District
  The City Dock District is located several blocks west of the 
  Market Star, along the shoreline. This is one of the busiest sea-
  ports in the kingdom and another other popular retail and enter-
  tainment area. There are a vast number of friendly (if rowdy) tav-
  erns and markets, bait and tackle shops, boat shops, boat rental, 
  fresh produce markets, stables, tobacco shops, beer halls, bars, 
  fish markets, meat markets (mostly sea serpent), flower venders, 
  oil venders, tattoo parlors, dance halls, boarding houses, inns, and 
  other goods and services that cater to sailors and visitors. Sev-
  eral small shops that specialize in scrimshaw, jewelry and other 
  works of artistry using pearls, seashells and the ivory tusks of 
  sea mammals and the bones of whales and sea serpents are ex-
  tremely popular with foreigners visiting the kingdom and looking 
  for a keepsake or bit of artistry. Some of the shops and markets 
  in the bustling dock district are massive, like the lumberyards, 
  shipwright, and hardware stores, while others are much more 
  modest, and many others are dives. Lantern oil, cooking oils, and 
  perfumes made from sea serpent are plentiful and usually sell 
  for half the price they sell for at the more upscale shops in the 
  kingdom and on the mainland. Fresh, smoked, salted and jerked 
  sea serpent meat and bones from the great beasts for stew are also 
  available in great abundance.
  Many good deals can be had at the docks, provided one is will-
  ing to put up with the smell of fish and sweaty bodies, the noise, 
  and raucous bawdiness of the many sailors and other hardworking 
  citizenry of Bizantium. After a long day’s work, these salty char-
  acters unwind with strong ale, stronger language, laughter and the 
  camaraderie of friends and coworkers. The docks also attract the 
  poor, beggars and unsavory types, as well as outsiders visiting the 
  island. The docks are where one is most likely to rub shoulders 
  with Marines and defenders of the realm, sailors, mercenaries, 
  adventurers, mages, foreigners, non-humans (including Wolfen), 
  and spies from other countries as well as encounter prostitutes, 
  pick pockets, thieves, con-artists and other shady characters and 
  rough and tumble folk.
  Across the street where the Dock District officially ends are 
  numerous offices of the Crown, moneychangers and ware-
  houses, as well as the offices for many of the Merchant-Princes 
  and guilds. All are well kept, clean, respectable buildings that 
  contrast greatly with the more heavily trafficked streets, build-
  ings, markets, brothels and beer houses of the Dock District 
  across the way.
  A short distance away is a large commercial district where 
  ship captains and independent merchants, as well as some of the 
  Merchant-Prince’s that lord over Bizantium’s Noble Houses, op-
  erate their businesses and keep warehouses. Small Houses may 
  have cramped, shared offices here, but the largest Noble Houses 
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  base their shipping and commercial operations out of imposing, 
  full-sized office buildings.
  15. Temple of Light: Although the Church of Algor is the 
  official religion of the Northern Islands, this beautiful Cathedral 
  Basilica is still a landmark structure in the city. There have been 
  four previous churches built to serve the spiritual and physical 
  needs of Bizantians, and visitors, who worship the Gods of Light. 
  The first church was destroyed by a devastating storm 300 years 
  ago. The second burned to the ground during a raging fire 225 
  years ago. The third structure, built 163 years ago, was the scene 
  of a terrible tragedy when the central bell tower collapsed, killing 
  not only the Elf priest but over a dozen Elven children as well.
  The current cathedral-like temple was built with the assistance 
  of Dwarves and has endured for over 150 years, but bears the 
  scars of injustice. More than ninety years ago, King Raedaen 
  the First made a decree that only humans were fit to serve as 
  priests in Bizantium. High Priest Alegaen, the Elven high priest 
  of the temple, protested and was imprisoned for disobeying and 
  defaming the king. The Crown later took grudging pity on the 
  High Priest and released him on the condition he left the kingdom 
  forever. Instead of abandoning his position, Alegaen barricaded 
  himself in a room on the top floor, in further protest. The human 
  priests did everything they could to convince High Priest Alegaen 
  to come out, but to no avail. After a week, the king himself went 
  to the temple and demanded the priest come out, in the name of 
  the Crown and almighty Algor. Alegaen was foolish enough to 
  proclaim that Algor had no power over him or within the Temple 
  of Light. This enraged the king. Though the other priests of Light 
  pleaded with the king on Alegaen’s behalf, the king’s mercy had 
  run dry. He ordered the door to be bricked over, sealing the Elf 
  inside forever. The bricks have never been removed, and acolytes 
  who serve in the temple claim that the ghost of High Priest Ale-
  gaen haunts the top floor. Many have reported hearing prayers or 
  muffled words as well as pounding on the other side of the wall 
  late at night, even all these decades later.
  Rumor has it that praying to one of the Gods of Light in front 
  of the walled-in door, or asking the ghost of High Priest Alegaen 
  to put in a good word to a God of Light, increases the chance of 
  a successful prayer from a Priest of Light (+10%). Psychics and 
  mages who can speak to spirits may also have a chance to speak 
  to the priest and get information from him. Should they make 
  contact, devout worshipers and priests of the Gods of Light will 
  ALWAYS win his favor and help if he can provide any. Worship-
  ers of Algor and the Northern Pantheon never get his help, nor do 
  those who worship dark gods or enemies of his pantheon. Despite 
  his unjust death, the spirit of High Priest Alegaen remains loyal to 
  the kingdom and will do nothing to bring it harm.
  16. Crypt of the Seas: One of the defining images of Bizan-
  tium is the Crypt of the Seas, a series of stone walls that bear the 
  names of every Bizantian sailor lost at sea since the kingdom de-
  clared its independence six centuries ago! New names are added 
  with sad regularity, and official Days of Mourning are held twice 
  each year where the king, his entire court and a procession of 
  priests of Algor honor the dead and pray for their souls.
  17. The Admiralty: Overlooking the military section of the 
  docks that houses Bizantium’s warships, the Admiralty is charged 
  with maintaining and deploying the Four Fleets of Bizantium’s 
  Royal Navy. Its headquarters is an ancient fortified building, re-
  plete with artifacts from famous ships and statues of the proud 
  sailors who made Bizantium the sea power that it is today. Ad-
  mirals and commodores work out of the marble floored offices, 
  and eager new captains wait, hat in hand, hoping for the chance 
  to command one of the kingdom’s mighty warships.
  18. The Blue Ribbon Club: A captains’ club for seafarers 
  only. The captain of any ship is welcome, as long as they are 
  sponsored and vouched for by a current club member. As part of 
  an age-old tradition, members of the Noble Houses and Warlocks 
  are NOT allowed. With the absence of blue bloods, merchants, 
  and bosses, independent captains tend to talk more openly about 
  things than they would elsewhere. There are many private sit-
  ting rooms where 2-6 captains can gather behind closed doors 
  to drink, smoke, share stories and engage in complaint sessions 
  about their leaders, bosses and rivals without fear of retribution. 
  It is also a place where some can hatch plots or even exchange 
  contraband.
  19. Customs House: An extension of the Office of Numbers 
  and Office of Title, Bonding and Trade, Bizantium’s Customs 
  House receives captains of vessels putting into port, reviews their 
  papers and cargo manifests, and collects tariffs and trading fees. 
  The Customs House also has the most up-to-date list of which 
  ships are currently in port, and is sure to be the first stop for of-
  ficials looking to find a specific vessel, captain or crew member.
  20. Forester Royal: Headquarters of the Crown Forestry Ser-
  vice.
  21. Temple of Od: This is one of the oldest temples on the 
  island, but is well kept. It has a special shrine for warriors and 
  marines, as well as a well-sculpted statue of Od striking down a 
  sea serpent.
  22. Temple of Epim: This temple of Epim, the All-Mother, is 
  modest in size but elegant and somehow comforting. It is popular 
  among healers, farmers, Warlocks and women.
  23. King Garvan’s Lighthouse: Just to the south of Bizan-
  tium’s main docks is the Lighthouse of King Garvan, a 300 foot 
  (91.4 m) building that towers over even the capital city’s palaces 
  and temples. Using an arrangement of mirrors, the light from its 
  beacons burns brilliantly, and is visible on a clear night far out 
  into the ocean and clear across Bizantium’s Inland Sea as far 
  away as Vicer and Wujik. One Fire Warlock, two Air Warlocks 
  and three Water Warlocks are part of the staff and live nearby. 
  They are always on call, and present whenever foul weather or 
  danger manifests. Each is 5th level and loyal to the kingdom.
  Other Places of Note in Bizantium
  24. Headquarters of The Warlock Council: From this ala-
  baster building, all Warlock activity within the Northern Islands 
  is planned and monitored.
  25. The Ministry of Farm, Fish, and Food: Headquarters 
  of the royal overseers of Bizantium’s agriculture, farmland, and 
  fishing industry.
  26. Western Unity Correspondence and the Eastern Coast 
  Post: In addition to their cargo and passengers, many merchant 
  ships and military vessels also carry bags of letters and small 
  packages destined for sailors and foreign ports. There are two 
  specialty services, however, run by two brothers – the younger 
  sons of House Norbert – that do nothing but deliver mail back 
  and forth between distant destinations. Western Unity Corre-
  spondence, run by Hazik Norbert, services the Western Empire. 
  The Eastern Coast Post, managed by Renfer Norbert, delivers to 
  the Eastern Territory and Timiro Kingdom. For 35 gold they will 
  deliver a letter, or 50 gold per pound (0.45 kg) for a package, 
  Brian Hite (Order #17180059)
  
  52
  up to a maximum of fifty pounds (22 kg). The services both use 
  fast Corsairs as their post-ships, and the average delivery time for 
  the services’ experienced captains who have made the run is 4-6 
  weeks to the Western Empire or Eastern Territory, 6-8 weeks to 
  the Timiro Kingdom. The two mail services have storefronts fac-
  ing in opposite directions, but are based out of the same building 
  where the Norbert brothers have offices side-by-side.
  27. Residence of Merchant-Prince Wilgan Vatatzes: The 
  home of Noble House Vatatzes, which includes the Prince, his 
  four sisters, and their children (14 total). The residence is a small 
  palace. Other homes and cottages are located across the Bizantian 
  countryside.
  28. Residence of Hanta Farrip: Home of the Leader of the 
  Warlock Council. A Phantom (see Warlock Air Elemental spell 
  of the same name) protects her bedroom from intruders. Her 
  basement has a hidden chamber where she keeps all her precious 
  books and scrolls.
  29. Surgery: A team of professional medical doctors plus a 
  few psychic healers, a Druid and nurses.
  30. Locksmith’s Shop & Armorer: A facility run by humans 
  that sells locks, chain, metal boxes, fishing hooks, body armor 
  and a selection of hardware.
  31. Kel the Oarmaker: Specializes in making and repairing 
  oars and other components for boats and ships.
  32. Coppersmith: An establishment owned by humans, but 
  which also employs several Dwarves.
  33. Dockside Blacksmith: An establishment owned by hu-
  mans, but which also employs several Dwarves and specializes 
  in making fittings and parts for ships, fishing equipment, knives, 
  spears and harpoons.
  34. Evanglen Compassmaker: Compasses, large and small.
  35. Cooper: A very large barrel-making operation that mass 
  produces barrels of all types and sizes for every purpose: fish, 
  water, wine, lantern oil, fruit, vegetables, etc. Also manufactures 
  the large drogue barrels Serpent Chasers use to keep sea monsters 
  on the ocean surface. Cost varies by size; watertight barrels cost 
  an extra 10 gold. Reasonable prices.
  36. Wheelwright: Specializes in making and repairing wheels 
  for carts and carriages. Also makes and offers wheelbarrows and 
  small carts and wagons.
  37. Cartwright: A huge operation that specializes in making 
  and repairing work carts and wagons of all types and sizes from 
  small to huge for transporting cargo. A large stable with a legion 
  of mules and workhorses is part of this operation and available 
  for rent on a first-come, fist-served basis. Fair prices, but always 
  super-busy and sometimes certain sized carts are not available for 
  rent or purchase.
  38. Northern Wolf Management: Professional Wolfen-in-
  terpreters and guides to the Shadow Coast colonies and the Great 
  Northern Wilderness. Can provide interpreters and liaisons for 
  buying and selling to Wolfen, traveling through Wolfen territory, 
  hunting expeditions, and similar travels. Owned and operated by 
  House Yinxner.
  Notes about Inns in the City
  As home to countless sailors, and a safe port to countless 
  more, the City of Bizantium features dozens of inns, hostels, flop-
  houses and places where visitors can rest for the night or stay for 
  weeks on end. During religious festivals and holidays, many of 
  the city’s residents rent out spare rooms for 10-30 gold a night, 
  rig tents, or even just offer floor space to pilgrims and travelers 
  (5-15 gold per night); all part of the spirit of hospitality that has 
  been tradition handed down from the ancestral North Folk.
  A typical room at a hotel in the City Docks District pro-
  vides a bed, closet, dresser, water bowl, and pot for a toilet (the 
  outhouse is outside) for 20-40 gold a night; a bath is an extra 15-
  20 gold. Boarding houses and bed and breakfast houses usually 
  cost the same but are a bit nicer and provide a hot breakfast for 
  the same price, but are almost always booked up, especially by 
  people staying for more than a week.
  The better inns on the Docks offer a slightly larger and nicer 
  room with similar amenities as above for 50-60 a night. The best 
  rooms of the docks come with a private bath and toilet and cost 
  80-100 gold per night.
  Flophouses get you a place on the floor, a pillow and a blanket 
  for 4 gold a night.
  Visitor bylaws of the city – a holdover from the old Eoten 
  Rules of Hospitality – “unofficially” requires private citizens, 
  clergy and innkeepers to offer “visitors to the Islands” a place to 
  sleep, whether they are on foot, horseback, or arriving by ship. 
  Many of Bizantium’s innkeepers do not follow the old ways of 
  the North Folk, and will send guests who cannot pay out into the 
  cold to find lodging on the floor of a temple or in the home of a 
  more generous citizen. Visitors who are broke and other indigent 
  people find shelter wherever they can on the streets and in back 
  alleys, as well as behind a barn, in a field or in the wilderness. 
  Most temples and clergy will provide a place to sleep and in-
  expensive meals (oatmeal, corn mash, scrambled eggs and pota-
  toes, cheese and bread, and similar) for a day or two before either 
  asking the person to move on or informing them they will need 
  to “earn their keep,” by performing chores (cleaning, scrubbing, 
  milking cows, making repairs, painting fences, pruning gardens, 
  and so on). Only those of the same faith and in serious need (were 
  beaten and robbed, husband died and there is a wife and children 
  in need, etc.) will be extended free room and board for a week 
  or two before they are asked to pitch in or leave. The same holds 
  true for the occasional generous innkeeper or private citizen, but 
  all are fairly savvy in recognizing con-artists and brigands, es-
  pecially innkeepers and clergy. Lowlifes looking for a free-ride 
  are likely to be turned away before they can place a foot through 
  the door.
  People down on their luck, but willing to do physically de-
  manding work or tasks most people would like to avoid (shovel-
  ing manure, pitching hay, loading and unloading for hours on 
  end, chopping wood, cleaning fish by the ton, dumping fish guts, 
  digging ditches, tending crops or livestock, hauling lumber, etc.) 
  can often find backbreaking employment in exchange for 2-6 gold 
  a day plus three hot meals (breakfasts, lunch and dinner) and a 
  place to sleep. The latter may be nothing more than a bedroll and 
  blanket in a barn or a shed, or on the deck of a ship or in its hold, 
  but sometimes it is a backroom or a barracks-style workman’s 
  house. It may not be much, but it is honest work, good chow, a 
  place to sleep and better than being stuck out in the weather.
  The following are descriptions of just a few of the City of 
  Bizantium’s most famous lodgings, from notorious dives to fine 
  establishments, which can also be used as examples for creating 
  your own inns and hotels.
  Brian Hite (Order #17180059)
  
  53
  A Few Notable Inns
  The Grinning Goblin: Located west of the Market Star, 
  this ever-popular tavern and hotel franchise has only recently 
  branched out to the Northern Islands. The three story, timber 
  building has a steep, shingle-covered roof. There are doorways 
  on the upper floor, reached by external staircases and galleries, 
  as well as on the ground floor. In the courtyard, riders dismount 
  and leave their animals in the hands of stableboys who hurry out 
  to take charge of the horses. This service is included in the cost 
  of a single night’s stay (50-100 gold per night), though tips are 
  appreciated. A variety of poultry, fish, seal and, the house’s most 
  famous dish, grilled shark, is served along with high-quality beer 
  and spirits for the cost of 10 gold per plate. This is one of the 
  best locations in the city of Bizantium for adventurers to seek 
  out information, other adventurers, successful mercenaries, ship 
  captains, pirates and visitors from the mainland and other realms.
  The Stone Hearth Inn: Located north of the Market Star, this 
  two-story inn has a high-class feel at reasonable prices. The inn-
  keeper is a cultured woman of good character (Scrupulous) and 
  reputation named Elenor Rosario. She is the widow of a promi-
  nent noble who was convicted of treason and executed by drown-
  ing, as decreed by the king. Now she makes a good living running 
  the inn. In addition to rooms for the night, Elenor sells a variety of 
  delicious ales and wines, including some rumored to be the best 
  on the island because they are made by a secret supplier from the 
  Western Empire or Land of the South Winds (actually made by 
  Grogach and other Faerie Folk on the island). Her best ales fetch 
  6 gold a glass, her brandy 12 gold and her best, “imported” wines 
  get 100-400 gold for a single bottle. The people who purchase 
  them insist they are well worth the price. She even has a regular 
  clientele of merchants and nobles who come to her establishment 
  to discuss business and purchase her fine wines and ales.
  The inn is a stone building that looks to be quite old. The Great 
  Room is the first thing you see when you enter. In the back of the 
  room is a long bar, with a large room that has open seating and 
  several round pine tables with 6-8 wooden chairs, giving the area 
  more the look of a nobleman’s hunting lodge than an inn and tav-
  ern. There is a massive fireplace in the center, animal hides, large 
  fish and taxidermied heads mounted on plaques and hung on the 
  wall. Fur rugs cover the floor, and patrons sit at the finely crafted 
  wooden tables and chairs kept in fine condition even though they 
  look to be antiques. There are no windows in this room and it is 
  lit only by the fireplace and some strategically placed lanterns, 
  so it is always dark, but cozy and inviting, even during the day. 
  Merchants and nobles (and spies and thieves) like to meet here 
  because there is no outside noise, no windows to be seen from, 
  and the low light makes it easy to conceal one’s identity, espe-
  cially in the corners away from the fireplace and dim lanterns.
  The 24 bedrooms are much larger than most available in town, 
  each with a fireplace, dimly lit lamps, a large, cushy bed, luxu-
  rious down feather pillows, and piles of soft furs for blankets. 
  The bedposts, trunk, table and two wooden chairs have the same 
  quality and etched designs as the furniture in the great room of 
  the tavern. Here, for 110 gold a night, you can sleep in a large 
  king-size bed or sleep several travelers in the same bed. Each bed 
  is built in the traditional style of the North Folk and is designed to 
  comfortably accommodate three or four sleepers (6-7 cramped), 
  or one or two giant-sized individuals. Her 10 suite rooms are 
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  54
  twice the size, for 300 gold, and come with the same, single over-
  sized bed, a large table with six chairs, two easy chairs, a dresser 
  and a private bathroom.
  Elenor is beautiful (P.B. 23), kind and extremely well-liked 
  (M.A. 20), but there is a melancholy sadness about her, even 
  before her husband’s death. She can be flirtatious at times, but 
  does so in an innocent manner, almost as if she is not aware of 
  what she is doing. When men make advances toward her, she 
  becomes shy and dismisses them. Elenor has a secret, she is a 
  Selkie – a type of aquatic Faerie Folk whose natural form is that 
  of a seal. A Selkie can shed her seal skin to appear human and 
  walk amongst them. However, if their seal skin is stolen by the 
  mortal and hidden, the Selkie must become that human’s mate. 
  This is sad because the Selkie is a creature of the sea, and will al-
  ways long to return. This is exactly how Elenor became the wife 
  of her late husband. He stole her seal skin and has kept it hidden 
  for years. Though she has come to enjoy her life in Bizantium, 
  Elenor would love to get her “seal skin” back so she could enjoy 
  life as both a human and as a Selkie swimming in the sea. To 
  transform into her animal-Faerie form she must recover her seal 
  hide. Even facing execution, her husband would not reveal where 
  it had been hidden. Elenor will pay handsomely (50,000 gold; 
  most of her savings) for the return of her Selkie seal skin, a quest 
  she asks of heroes and adventurers she believes can be trusted 
  with her secret and who seem up to the task. As a Faerie Folk, she 
  has friendships with various Brownies, Pixies, Faeries, Grogach, 
  and Mermaids that live on the big island – all in secret, of course. 
  In fact, a trio of Brownies named Glitch, Mitch and Michelle and 
  a Frost Pixie named Ragah secretly work at the inn, cleaning and 
  helping their beloved friend Elenor.
  The Purple Rose: Located east of the Market Star, the Purple 
  Rose is a high-class bordello with some of the prettiest and priciest 
  ladies of the evening in town. A room for the night filled with pil-
  lows and silks is 500 gold, and that’s without a “companion” (add 
  another 500-1,500 gold an hour for that). The brothel is very dis-
  creet with a number of secret doors, rooms and passages to “hide 
  and protect” clients from their angry spouses, jealous lovers and, 
  well, anyone looking for them. There are also several back doors 
  and secret exits, including a tunnel that leads to the Star Market 
  district and another that leads to a small garden and statue of Algor.
  The brothel looks like something teleported from the Empire 
  of Sin and is run by Celeste Loveless, a Western Empire actress 
  (9th level; Anarchist, I.Q. 13, M.A. 24, P.B. 20), who involved 
  herself in far too many goings-on at the Imperial Court. She came 
  to Bizantium to hide from assassins and bounty hunters who are 
  looking to cash in on the 25,000 gold bounty on her head – set 
  by Emperor Itomas himself! She is wanted for the murder of De-
  clar Decurance, the only son of House Decurance, a long-time 
  friend and political ally of House Itomas. Rumor has it his death 
  may have something to do with his sister Gievi, a concubine of 
  the Emperor who bore him an illegitimate son. Celeste still has 
  a weak-spot for intrigue and nobility, lives for rumors and in-
  volves her in politics and affairs better left alone – she just can-
  not help herself. This means she personally knows many nobles, 
  merchants, spies and assassins – and some of their secrets, weak-
  nesses, desires and fears, as well as how to contact them – which 
  means it is only a matter of time before she gets herself into hot 
  water in Bizantium as well. She is addicted to gossip, secrets and 
  courtly intrigue, and already knows too much about too many 
  shady characters and affairs of the court.
  The Sailor’s Sackhouse: Located in the Dock District, this 
  two-story, timber-framed building has accommodations consist-
  ing of 60 small rooms with straw mats, plus a large common 
  room with 100 places to sleep on mats on the floor and another 
  100 hammocks strung to posts in the big room for a better sleep-
  ing experience.
  The innkeeper is a heavyset, male human named Tindyr Ae-
  gfrid, a retired sailor (7th level, Scrupulous). He charges 5 gold 
  a night for a mat on the floor, 10 for a hammock and 30 for one 
  of the small, private rooms regardless of how many people cram 
  themselves inside (three fit laying on the floor comfortably, 6-10 
  crammed in like sardines). He sells a bowl of his famous vegeta-
  ble and mystery meat stew for one gold and a mug of strong stout 
  for an additional one gold. Those truly in need get the stew for 
  free and are charged half the cost to spend the night on the floor 
  in the common room. The place is usually packed to the gills with 
  sailors sleeping off a night of too much revelry, and fishermen, 
  dockworkers and adventurers who just need a place to sleep for 
  the night or are down on their luck.
  The Sackhouse is extremely safe, and troublemakers are 
  tossed out on their ear by Tindyr’s “associate,” Greyrok the 
  Wolfen (6th level Warrior, Unprincipled) and his two Ogre en-
  forcers, Bruli and Duully (3rd and 4th level Sailors respectively, 
  both Anarchist). Tindyr’s four adult sons are also quick to settle 
  down troublemakers. Patrons are either passed out or appreciate 
  this place, so serious trouble is rare. The Sailor’s Sackhouse is 
  much nicer, cleaner and safer than a common flophouse, which is 
  usually filthy and dangerous.
  The Sailor’s Haven: Located in the Dock District, this three-
  story, stone structure is said to be one of the oldest taverns and 
  boarding houses on the docks. Rooms are basic and clean, a 
  night’s stay is 40-70 gold depending on how many it can sleep 
  (2-6), and is free from crooks and riffraff. The many regulars 
  who frequent the tavern and stay at the place help handle secu-
  rity and bounce troublemakers and criminals. Rumor has it that 
  non-humans who are willing to remain quiet and unobtrusive can 
  also get a room. This is true. What most people don’t know is the 
  Sailor’s Haven was built by Dwarves 379 years ago, and there 
  are another two, subterranean levels of rooms reserved for non-
  humans and regulars who like the peace and quiet.
  The tavern attached to the inn is always a lively place filled 
  with sailors, Dwarves and visitors. There is a large variety of 
  beers, ales, wine and some hard liquor (many imported). Soups, 
  stews, tuna, and sea serpent steaks are all part of the food menu 
  and cost 3-10 gold and come with a strong drink.
  The Sleepy Captain: Located in a ramshackle portion of the 
  City Docks is a tavern and inn that is little more than a large, 
  wooden shack, with several shuttered windows and a dirt floor 
  covered in straw. There are a few rows of benches for seating 
  along the wall, otherwise people sit on the floor. A small bar at 
  one end sells cheap beer (one gold per glass) and moonshine 
  (three gold per glass). A large iron cauldron sits in the center of 
  the common room. Each day something “new” is cooking in the 
  pot. A bowl of soup or stew, or mush (or whatever is cooking), a 
  slice of oat bread, and a pint of ale costs 5 gold. The innkeeper is 
  an eccentric Serpent Chaser (7th level; Anarchist) named Knorr 
  Granason, a devotee of Algor. Anyone bearing a tattoo of a tri-
  dent – the mark of Algor – gets his first bowl of soup and pint of 
  ale for free.
  Brian Hite (Order #17180059)
  
  55
  Kirsgen Yard
  The Kirsgen Yard is the only shipyard in Bizantium estab-
  lished and run by the Crown and the Bizantian people, rather than 
  one of the powerful Noble Houses. It is the largest shipyard in the 
  entire Kingdom, not just on the island, with a few thousand work-
  ers that turn out several full-sized vessels and dozens of small 
  boats every month.
  Most shipyards in the Palladium World have many of the same 
  features as the Krisgen Yard. The following description can be 
  used as a template for any Bizantium shipyard, or, for that matter, 
  any shipyard found in the Western Empire, Eastern Territory, Ti-
  miro Kingdom, Phi, and Lopan. Shipyards of the Wolfen, Elves, 
  Cyclops or other inhuman species, as well as those in the Land of 
  the South Winds, are different, but organized along similar lines.
  A. Brickyard and Kiln: Bricks, surprisingly enough, are 
  needed in many aspects of ship construction. Everywhere on a 
  ship where there is to be fire, from the main galley to the small-
  est watch lights, must be lined or constructed from brick. The 
  shipyard also produces brick for sale to the city and for export, 
  mainly to the Shadow Colonies, always in need of new building 
  materials.
  B. Sail Yard: Sail-making is an industry in and of itself. Tons 
  of hemp must be imported from Timiro and the Eastern Territory 
  (it grows poorly any farther north), separated into long strands, 
  then spun into thread and woven into the canvas used for sails. 
  Silk sails are also used, but the cost is almost thirty-times higher 
  since they must be woven to order and imported from the distant 
  Western Empire or Land of the South Winds. The yard is also 
  used for storing bolts of sail cloth, as well as coils of rope (also 
  made from hemp).
  C. Wood Seasoning: This huge, open building houses all the 
  wood while it is pressed and/or seasoned. Preparing wood is a 
  process that can take three years of storage or more.
  D. Stables: Four teams of six, giant draft-horses and another 
  four teams of mules and their handlers are based here. Mostly 
  they are used for hauling wagons or timbers (remember, a single 
  tree-trunk could weigh several tons). The teams and their han-
  dlers also have to be expert enough to help in the actual ship con-
  struction, such as when the two, massive sides of a ship are lifted 
  up against the keel. For the assembly of a major ship, weighing 
  1500 tons or more, every man and animal in the yard, plus a few 
  hundred recruits from town, are needed.
  E. Main Slips: This area is part wood structure and part earth-
  works. A roof protects the ship construction from rain and snow, 
  but there are no walls. In heavy weather, or during cold months, 
  large tarps are put up along the sides. The area is designed to be 
  flooded, either in whole or part, so that the completed ship can 
  float during high tide.
  The Shipwrights: The following three buildings all fall under 
  the auspices of the Master Shipwright: Joiners’ Shop, Carpentry 
  Shop, and Blockmakers.
  F. Joiners’ Shop: A large, open building used for forming 
  and joining the various wooden parts of the ship. Most wood-
  work is done either in this building or on the partially constructed 
  ship itself. Hundreds of special woodworking tools are stored and 
  guarded in this building. It also contains the office of the Master 
  Shipwright, the person ultimately in charge of the ship’s con-
  struction and the one who makes sure that the plans are followed 
  correctly. Under the Master Shipwright are the other master jour-
  neymen and apprentice shipwrights; perhaps half the entire work-
  force of the yard.
  G. Carpentry Shop: This is where rough logs are sawed into 
  finished pieces. The Master Carpenter’s main job is to recognize 
  the best way to cut up a tree. For a straight Forest Oak, it’s just a 
  matter of deciding the thickness of the planks and the best angle 
  of attack on the grain. Crooked trees, bent trees, and trees with 
  large branches, however, are outlined and cut into the various 
  curved and angled pieces of wood needed for shipbuilding.
  H. Blockmakers: Here are the workrooms where all the 
  ship’s smaller wood objects are made. These include blocks for 
  block-and-tackle systems, belaying pins, spars, oars, and ballista 
  weapons.
  I. Clock Tower: Unlike most of the Palladium World, where 
  time is measured by the position of the sun in the sky, shipbuild-
  ing is often an around-the-clock enterprise. Long hours and even 
  extra shifts are often necessary to meet deadlines and avoid late 
  payments. A full-time Keeper of the Clock lives and works here 
  with his family. He also serves as one of the twelve night watch-
  men who patrol the yard at night and on holy days.
  J. Caulking Shop: Caulking is the waterproofing technique 
  used in all of Bizantium’s wooden ships. It involves applying 
  hot pitch to the cracks between the boards or driving hemp, im-
  pregnated with pitch, between the cracks. This is steady work for 
  the 40 caulking specialists who work on new ships and refurbish 
  older vessels.
  K. Main Stores: This warehouse holds most of the import-
  ed items that are used in bulk by the yard. Barrels of tallow for 
  candles and for treating wood; turpentine for tar thinner, wood 
  varnish, and sulfur.
  L. Smithy: Up to 50 workers, under the direction of the Mas-
  ter Smith, operate the eight, huge furnaces that supply the yard 
  with its iron and steel. The factory is never idle, since the yard 
  will take contracts to produce anything from plowshares to darn-
  ing hooks. Iron rings, bolts, screws, nails, spikes, anchors, chains, 
  and all the woodworking tools of the yard are produced here. Not 
  surprisingly, in Bizantium there are no Dwarves or Kobolds to be 
  found in this area, unlike other shipyards throughout other human 
  controlled nations.
  M. Main Offices: There are actually several buildings used to 
  house the various Crown and Noble House officials who oversee 
  ship construction. The main business offices of the yard are here, 
  as well as the office of the Naval Engineer, the man responsible 
  for the design, construction, and/or repair of ships, boats, other 
  marine vessels, and offshore structures, both commercial and 
  military.
  N. Temple of Algor: In Bizantium, this is a small temple 
  where several Priests of Algor live to service the needs of the 
  yard. Before the launch of any Bizantian ship, a Priest of Algor 
  must first give it a proper blessing and anoint it with holy seawa-
  ter.
  Brian Hite (Order #17180059)
  
  56
  Other Cities of Note
  The City of Wujik
  Population: 50,000
  Wujik, Bizantium’s second largest city, has not traditionally 
  enjoyed the best of reputations. Set on the banks of the mighty 
  River Krkyn, this industrial giant is a gray and soot-covered city. 
  However, in the last decade, House Bardomus has set in motion 
  numerous work projects that are slowly bringing change to the 
  city.
  The town is based around the production of lamp oil, turpen-
  tine, pitch, and pine tar. Processing pine trees to make these ship-
  building necessities results in a stench that lingers over the city 
  and as far as 15 miles (24 km) downwind, noticeable to all, but 
  particularly pungent to first-time visitors. This is why some visit-
  ing sailors refer to it as the “Black City” and “Port Brimstone.”
  Though Wujik is a huge, sprawling city with a river running 
  through the middle, it is well laid out and a visitor can walk 
  from one end of the city to the other in just a few hours along 
  its network of paths and bridges. There was once a canal system 
  planned to let boats move through the city, but the operation was 
  abandoned and many canals are now filled in.
  Shipbuilding and logging are still major industries along the 
  upper stretches of the river, but the city has suffered some eco-
  nomic decline. For several decades, House Bardomus and their 
  shipyard suffered from a lack of investment and innovation due 
  to growing competition from other Noble Houses and their ship-
  yards like Norbert and Vatatzes, further weakening the once pre-
  eminent position of Wujik’s industries.
  Ten years ago, the creation of the Stone Ships caused a signifi-
  cant resurgence for House Bardomus and Wujik’s economic for-
  tunes. Re-energized, Wujik’s role as the city of invention brought 
  new business and finances, and with them, the means to improve 
  conditions and make it more attractive to outsiders to come and 
  visit, especially during the annual Trade Festival, a showcase for 
  inventors, tinkerers and engineers. This festival is not just for 
  shipbuilding anymore, but for any invention that might promote 
  “a better world.” Sponsored by House Bardomus, the winner re-
  ceives 10,000 gold and the right to sell their products in the city 
  with the Noble House’s approval and endorsement. This has led 
  to the establishment of the Arok College of Engineering and In-
  vention, that is attracting and keeping inventors and builders in 
  the city.
  The Stone Ship industry and advancement of engineering and 
  sciences attracts both scholars and practitioners of magic. No-
  where else in the entire Northern Isles can mages be seen openly 
  conversing on city streets. The laws of Bizantium regarding the 
  teaching and selling of magic are strictly enforced in Wujik, how-
  ever, especially by the ever watchful eyes of the Church of Algor. 
  Every mage who comes to the city stands before the congregation 
  and swears: “I will be a lawful man and bear loyalty to our lord, 
  the king and his heirs, and to my lord Bardomus and his heirs, 
  and I will be a servant to the people of Bizantium, so help me in 
  the name of Algor the mighty.”
  All visiting mages must be sponsored by a merchant Noble 
  House in order to set foot on Bizantium soil. Their name, where 
  they are staying, their sponsor and purpose for the visit are all re-
  corded. They are warned that when one mage breaks the law, two 
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  additional sorcerers associated with the sponsoring Noble House 
  are deported from the island. The one guilty of the actual crime 
  may suffer additional fines, punishment, imprisonment or pub-
  lic execution, and the sponsoring House also suffers steep fines. 
  This is done to keep magic practitioners in line or else. And it 
  works. Many Noble Houses won’t even risk bringing mages into 
  the Kingdom.
  The process of creating Stone Ships is legal according to Bi-
  zantium law, but the teaching of the magic behind it is not, at 
  least not on Bizantium itself. Therefore, House Bardomus in-
  structs its Warlocks and mages at the colony of Stone Coven, far 
  enough away to avoid offending anyone’s religious sensibilities. 
  As far as the Crown is concerned, this is more than satisfactory. 
  The Church of Algor remains suspicious, but finds itself power-
  less in the face of the Crown’s desire for Stone Ships. Meanwhile, 
  Prince Grayen and his associates continue to look for mages will-
  ing to work for the good of the Kingdom. The creation of Stone 
  Ships is too important for the future of Bizantium to allow the 
  Church to stop it based on accusations of breaking religious and 
  social protocol. House Bardomus and its supporters have a fleet 
  of Stone Ships to build, and will not let anyone or anything get 
  in their way.
  Despite Wujik’s economic renaissance, the East End of the 
  city remains the “Black City,” and where the working class live. 
  The gap between prosperous and deprived areas of the city is 
  widening as the benefits of new industry are unevenly distributed. 
  Freemen make up only 30% of the workforce in Wujik, the rest 
  are peasantry and city laborers who barely make enough to sup-
  port their families.
  Notable Locations in the City of Wujik
  The Old City (City Center)
  1. Wujik Cathedral: One of the oldest religious sites on Bi-
  zantium, an ancient Eoten place of worship existed here for a 
  thousand years. The later North Folk eventually built a much 
  larger and modern-looking cathedral dedicated to the Northern 
  Gods. Though quite a bit smaller than the Temple of Algor, Wujik 
  Cathedral is the second most popular place of worship within the 
  Northern Isles due in large part to its history. The site is consid-
  ered sacred, and many claim they hear the voice of Algor when 
  they pray. High Sister Olevea Latharsis runs the cathedral. She 
  is a very public worshipers of Algor and the Northern Pantheon, 
  but secretly, she and her priestess promote the Cult of Brgg. Brgg 
  is an ancient god, the outcast brother of Algor and the father of 
  Od, but his wicked and chaotic ways got him banished by the rest 
  of the gods and removed from the pantheon. Some Eoten tradi-
  tionalists, like Sister Olevea, quietly and secretly hold onto the 
  old ways and revere the ancient dark god. They claim their devo-
  tion is pure and dedicated to creating balance amongst the North-
  ern Pantheon, but their true ambitions are much more sinister. 
  (See Olevea Latharsis in the Key NPCs section for more details.)
  2. The Necropolis Cemetery: Located on a prominent hill to 
  the east of Wujik Cathedral is the city’s largest cemetery. Fifty 
  thousand individuals are buried here, most of them victims of 
  the Western Empire’s invasion or the Great Plague. There are no 
  traditional North Folk buried in the cemetery as the old Northern 
  death rites require burial at sea, and is still a common practice.
  3. Hospital.
  4. 10 foot Statue of Bizas.
  5. Nalur’s Brewery: Ale can be bought here for 5 gold per 
  gallon; sold in 5 gallon barrels. The brewery supplies most of the 
  taverns of Dockside.
  6. Arok College of Engineering and Invention: This is the 
  newest building in the city. It is located on a small campus sur-
  rounded by other schools and workshops where students and vol-
  unteers can work on their inventions for House Bardomus. In-
  struction in seamanship, shipbuilding, mathematics, all aspects of 
  engineering and different sciences are taught, and experimental 
  concepts explored. The school also provides courses in astrono-
  my, art, language, masonry, music and writing.
  The Merchant City (East Side)
  7. The Old Sailor Inn. The exterior of this building is as black 
  as the pitch made in this part of town. The decor inside is comfy, 
  its furniture a bit worn and overdue for repair or replacement. 
  Visiting sailors looking for a safe, warm, no-frills place to sleep 
  for the night flock to the inn. One night’s stay costs 30 gold.
  8. The Green Shark Tavern. A huge neighborhood pub and 
  local hangout where workers come to unwind, complain, play 
  darts, play cards, roll dice and relax with their hard-working 
  brethren. Visitors and adventurers are instantly recognized as 
  outsiders and regarded with considerable suspicion. Those who 
  look puny, well-educated or wealthy are subject to pranks, prac-
  tical jokes, cruel tricks, and snide remarks. In short, they don’t 
  belong here with the underpaid working class, and resentment 
  quickly turns hostile and may lead to harsh words, tripping, push-
  ing, shoving, brawling, and very possibly physically thrown out 
  of the tavern. Any display of magic other than by a Warlock or 
  priest causes an all-out riot with the mage and his friends likely 
  to get the snot beat out of them unless they can get outside and 
  run for their lives.
  There are two large bars, but both only serve a selection of 
  beer, including Dwarven ale, and hard liquor. A mug of beer is 
  one gold, two for Dwarven ale, hard liquor costs two gold, and 
  a hearty sea serpent stew, two gold, a serpent steak, four gold. 
  There are a few back rooms reserved for card and dice games 
  involving serious money, and for private meetings, and one room 
  with six bunks where some of the regulars sleep it off when they 
  drink too much. The atmosphere is usually loud and rowdy, with 
  plenty of laughter and drunken singing.
  9. The Thankful Trader: Franmar, a true North Folk descen-
  dant (7th level merchant, Unprincipled alignment), is masterful 
  at accurately appraising goods as well as identifying ancient ar-
  tifacts and items that date back to the Eoten. He charges 70 gold 
  for providing detailed information about archaic artifacts, map 
  reading, and language deciphering. His shop is full of new and 
  used trade goods sold 20% below the standard price. No weap-
  ons, armor, or magic, but he offers a good range of tools and com-
  mon items for adventuring, hunting, fishing, and sailing, as well 
  as a handful of small statues and objects items with old Eoten 
  writing on them. Note: Well versed in Eoten myths and Bizan-
  tium history, Franmar would instantly recognize any of the Seven 
  Treasures and knows the powers each holds.
  10. Thordril’s Leatherworker.
  11. Snikdreg’s Tannery.
  12. The Ruddy Dog: A North Folk Glassblower who can trace 
  his lineage back 2,000 years. His work is of excellent quality and 
  he makes an excellent living with his blown glass. However, 
  he supplements his income by trading in contraband, including 
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  magic items, and can put “clients” in contact with members of 
  the Thieves’ Guild or men willing to work as hired muscle (ex-
  pirates, ex-marines, and mercenaries, levels 1D6).
  13. Cartographer. He reads and deciphers maps and sells ba-
  sic maps of the Northern Islands and Northern Sea. He has no 
  trouble informing the Crown about people who have acquired 
  navigational maps that the Crown would declare illegal to own 
  and confiscate for its own archives.
  14. Office of Nathaniel the Scribe (11th Level Scholar). He not 
  only writes letters, but transcribes almost all human and ancient lan-
  guages for 30 gold per page. He has four scribe assistants (all level 
  1D4+2 Scholars), one of whom is a spy for the Western Empire.
  15. Gautrek’s Silk Shop: A large business run by a 10th level 
  trader who deals in textiles, bolts of cloth, fur and handmade cloth-
  ing imported from outside the Northern Islands. There are plenty 
  of silks from the Western Empire and Land of the South Winds, 
  as well as fabrics from Timiro, the Eastern Territory and the Old 
  Kingdom (usually Elven). Tailors on site make excellent cloth-
  ing at fair prices. Gautrek employs 136 people, amongst them at 
  least one Western assassin and a couple of spies for the Western 
  Empire and Eastern Territory. The business owner doesn’t know 
  anything about spies and would be surprised to learn any of his 
  employees are such scoundrels.
  16. The Wujik Steeple: The 126 foot (38.4 m) bell tower 
  chimes during festivals and special occasions as well as warn-
  ings. It also serves as the place for public hangings.
  17. Hodbrodd Theater: This 1000 year old building is the 
  home of the Wujik Theater Club, where the entertainers produce 
  their own shows in-house. It is also a receiving house for visiting 
  shows, including comedy and music from the Western Empire, 
  Timiro, and Eastern Territory.
  18. Guthrom Fruit Market: Nowhere else will one find sell-
  ers of such a wide variety of fruits, vegetables, and herbs from all 
  over the Palladium World.
  19. Residential Square: Here are found the lavish homes of 
  the city’s wealthiest merchants and Freemen.
  20. The Winterless Garden. This 2,000 square foot (186 sq. 
  m) garden is magically preserved by permanent spells of Atmo-
  sphere Manipulation and Grow Plants, and summer flowers and 
  staple crops grow year round. The garden has existed for millen-
  nia, and legend say it is a gift from Algor, and that as long as it 
  stays in bloom, the city and its people shall enjoy the blessings 
  of the sea god.
  The Tavern District (West Side)
  21. The Wandering Rat Tavern: This seedy dive is a tavern 
  and flophouse that also functions as the secret headquarters of 
  the Bizantium Thieves’ Guild, Murderers of the Sea. A number 
  of professional assassins’ are part of the guild, but they rarely 
  take jobs against Bizantians unless the punishment fits the crime. 
  Drinks are cheap at the Wandering Rat, but the place is crawling 
  with thieves, pirates and other unsavory individuals.
  22. The Wujik Grinning Goblin Tavern: A smaller version 
  of the Grinning Goblin found in Bizantium, it is an ever-popular 
  tavern and hotel franchise found at many locations in the North-
  ern Islands. This one is a two story, timber building. In the court-
  yard, riders dismount and leave their animals in the hands of sta-
  bleboys who hurry out to take charge of the horses. This service 
  is included in the cost of a single night’s stay (50-100 gold per 
  night), though tips are appreciated. A variety of poultry, fish, seal 
  and, the house’s most famous dish, grilled shark, is served along 
  with high-quality beer and spirits for the cost of 10 gold per plate. 
  Adventurers and outsiders welcomed, and it is often filled with 
  other adventurers, successful mercenaries, ship captains, pirates 
  and visitors from the mainland and other realms.
  23. The Kraken Inn and Tavern: This establishment is 
  always filled with fishermen, whalers and Serpent Chasers. A 
  preserved piece of a “kraken tentacle” hangs from the ceiling. 
  The owner, Hamal Kol (9th level, retired Serpent Chaser, Scru-
  pulous), claims to have fought and slain the beast himself, just 
  ten miles (16 km) northwest of the Island of Torn. Hamal is a 
  wealth of information, rumor and stories about the Iceborn and 
  their dead serpent ships, and claims to have seen their Necroilus 
  from a distance on two separate occasions, and actually fought 
  the Iceborn when his captain thought he was rescuing a couple 
  of shipwreck survivors fished out of the Northern Sea. The pair 
  of monsters slew five crewmen and injured six others, including 
  himself, before they were slain. Hamal claims the long, wicked 
  scar across his chest (which he is proud to display at the slightest 
  hint of interest), is a souvenir from that encounter. So is the bone 
  sword that hangs below the Kraken tentacle.
  Perhaps, needless to say, the Kraken Inn is a favorite place for 
  Serpent Chasers, monster hunters, sailors, adventurers and out-
  siders. The owner, Hamal, is a gregarious and friendly guy who 
  loves to hear stories, rumors and gossip so that he can add them 
  to his already impressive repertoire. A natural born storyteller, 
  himself, Hamal’s stories never seem to get old and many regular 
  patrons enjoy hearing the same tales, time and time again. Any-
  one looking for the latest gossip, news abroad, rumors about the 
  Noble Houses and info about sea monsters, Wolfen or the Iceborn 
  need to speak with Hamal.
  Drinks range from 1-4 gold, food includes perfectly prepared 
  dishes of squid and octopus for 9-12 gold a plate, as well as sea 
  serpent and rice, sea serpent and potatoes, and sea serpent steak 
  with big hunk of bread and cheese, all for 8 gold a plate. Sea ser-
  pent tongue, a delicacy said to increase a man’s virility, costs 20 
  gold a plate and is very popular. Rooms are simple but clean for 
  35-60 gold a night.
  24. The Toad and Horse: This inn is owned by a heavyset hu-
  man woman named Wene Gelnne. She is a retired mercenary (9th 
  level, Anarchist) who served aboard the pirate ship Nightmare 
  of the Sea. Rumor has it she keeps a collection of navigational 
  charts of distant lands, including one for the island of Lemaria, 
  one with for getting to the Ilse of the Cyclops and the Sea of 
  Dread, and one to the Great Ice Shelf (though she claims to never 
  have been to the latter).
  25. The Sea Gallery: Home to the strange taxidermist, Edge 
  Seagrave, a retired 11th level Water Warlock (Anarchist align-
  ment), who has preserved hundreds of species of fish, sea crea-
  tures, and aquatic humanoids. Edge claims to know the Sea of 
  Despair like the back of his hand.
  26. Bekkhild Boarding House: This place is a high-end 
  brothel that allows for lots of extracurricular activities.
  Riverside (North Side)
  27. Wujik Sawmill.
  28. Lumberyard.
  29. Turpentine and Pine Tar Production.
  30. Moldan’s Paper Mill.
  31. Equipment and Supply Storage.
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  32-34. Warehouses.
  35. Barge Repair & Storage.
  36-37. Log Corral.
  38. Warlock Guild: This three-story mansion is home to the 
  local guild and includes a Temple for Elementalism. The guild 
  is under constant surveillance by the Church of Algor. So far, 30 
  Warlocks (11 Earth, 7 Water, 7 Air, and 5 Fire, ranging from lev-
  els 4-10) make up the guild and serve as the mystical workforce 
  employed by House Bardomus. Unlike the Warlock Council in 
  Bizantium and the Shadow Coast colonies, each is loyal to house 
  Bardomus and the Kingdom of Bizantium. All are sworn to se-
  crecy regarding the processes used in making the Stone Ships, 
  though truth be told, each only knows a tiny fragment of the pro-
  cess in which they are directly involved. Even all together, they 
  know less than half of what’s needed to build the vessel.
  39. Klym’s Furniture Manufacturing and Retail Store. 
  This is a massive compound with a storefront that sells a vast 
  range of furniture and trunks at reasonable prices. 190 people are 
  employed, and it seems they can always use part-time or tempo-
  rary work from those with a strong back and are not afraid of a 
  little hard work. Artisans can also find work here.
  40. Wagonsmith: Builds and repair wagons.
  41. Bizantium Smelting Works: Iron ore and coal must be 
  imported into Bizantium. Both are brought to this smelter. The 
  melted refined metal is poured into molds and cooled into ingots. 
  The bars and rods made here are sold to blacksmiths, armorers, 
  and weaponsmiths all over the Northern Islands.
  42. The North Kingdom Smelting Works: A separate fur-
  nace building that appears to be part of the Smelting Works, but 
  is secretly used for smelting silver and gold. Very few know of 
  its true purpose as the official Royal Bizantium Mint where the 
  ingots are turned into coin of the realm. This secret location is 
  known only to the Crown, House Bardomus and House Norbert. 
  According to rumor, wherever the “secret location” is, Dwarves 
  perform the smelting underground. Another rumor claims that the 
  Royal Mint is disguised as a fishing village or remote farm. No-
  body suspects the Smelting Works.
  43. Bori’s Tannery and Leather Supply: A middle-aged, 
  traditional North Man (8th level Trapper, Scrupulous) produces 
  raw materials for making leather goods, but also offers a nice 
  selection of leather clothing, gloves, boots, long coats, and armor. 
  He makes some of the best leather armor in the entire Kingdom.
  Wujik Dockside (South Side)
  Shipyard compound. Essentially the same buildings found in 
  the Kirsgen Yard in Bizantium.
  A. Brickyard and Kiln.
  B. Sail Yard.
  C. Wood Seasoning.
  D. Stables. Horese and mules.
  E. Main Slips.
  F. Joiners’ Shop.
  G. Carpentry Shop.
  H. Blockmakers.
  I. The Stone Yard: The area is surrounded by a massive stone 
  wall 40 feet (12.1 m) high and 20 feet (6 m) thick. Stories claim 
  the four walls were built using elemental magic (each bears sev-
  eral prominent wards of permanence). The building of the Stone 
  Ships takes place behind these walls. There is no gatehouse; peo-
  ple come and go via the stone towers (see below). The yard is 
  large enough to build four ships at the same time. Presently, two 
  Frigates are being worked on, with the hulls of two other ships 
  beginning to take shape.
  J1 and J2. Stone Towers: Three-story buildings guarded by 
  sixteen soldiers each. Inside Tower 1, a large staircase descends 
  22 feet (6.7 m) beneath the surface into an underground tunnel 
  of Dwarven construction. The tunnel runs beneath the elemen-
  tal walls and connects to the other tower, inside the Stone Yard, 
  guarded by a dozen soldiers and the tower captain, a 9th level 
  Earth Warlock. Two Stone Golems under the complete authority 
  of the Warlock serve as additional tower guardians, standing at 
  full attention within the inner tower.
  K. Main Stores: This warehouse holds most of the supplies 
  used by the shipyard’s workers.
  L. Smithy: Same as found in Kirsgen Yard.
  M. Main Offices: Same as found in Kirsgen Yard.
  N. House Bardomus Mansion: Seaside residence of Prince 
  Bardomus and the rest of his family, a large stone building with 
  verandas and well-maintained gardens. The front of the home 
  faces the ocean; the back looks out over the shipyard.
  O. Towers of the Magi: Four stone towers that provide hous-
  ing for the ever-growing number of Diabolists, Summoners and 
  Warlocks (the latter usually prefer the Warlock Guild) employed 
  by House Bardomus. Presently, fourteen Diabolists and half 
  a dozen Summoners are under contract with the Noble House. 
  These mages range from 3rd to 7th level, with three of the Diabo-
  lists and two Summoners 8th to 10th level. For now, everyone is 
  a loyal and willing worker, but rivalry and jealousy are common 
  amongst those who wield magic powers.
  P. Weaponsmith: Mottull Jostein (9th level Blacksmith) is 
  Bizantium’s preeminent weaponsmith, and a distant relative of 
  the royal family. He and his two dozen assistants make metal 
  weapons and armor, and have also developed the secretive pro-
  cess used to make Red Barnacle armor. His workshop is the only 
  place on the Northern Islands where the armor is produced. With 
  three months of back orders to finish, Jostein is working like mad 
  to get them out. Mottull, Bori the Tanner, and Prince Grayen have 
  monthly meetings to discuss Wujik politics and future innova-
  tions for the city and Kingdom in general.
  Other Cities on the
  Island of Bizantium
  Aquafel
  Aquafel was originally the location of a fort constructed by 
  Eastern settlers just a few years after the arrival of Bizas, and 
  eventually, a small settlement grew up around the fort. During the 
  Western Empire’s invasion, the fort and town was seized by the 
  Imperial Navy and expanded into the command center for their 
  entire occupation effort. Two days after King Usamo’s assassina-
  tion, Bizantian Warlocks destroyed nearly all the Imperial Ships, 
  including several merchant vessels, one rumored to be carrying a 
  gift from the Emperor to Usamo. There has been much speculation 
  as to what that gift could have been, from a piece of gold jewelry to 
  a Lesser Rune Weapon, but nothing was recovered at the time, and 
  whatever the vessel carried is still buried in Aquafel’s bay.
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  Once the Western invaders were gone, Aquafel was governed 
  by an oligarchy of fourteen merchant families, as opposed to a 
  single Noble House. Lumber had always been the city’s biggest 
  industry, and once the eastern forests of Bizantium were severely 
  depleted, it became necessary to begin lumbering in the western 
  and central interior of the island. Aquafel quickly grew into the 
  destination of choice to pick up lumber floated downstream from 
  Lake Trembly. Timber-cutting operations have turned this once 
  small settlement into a boom-town of over 7000 inhabitants, even 
  with growing restrictions on logging on the island of Bizantium 
  itself and competition due to imports from the Shadow Coast and 
  the Great Northern Wilderness.
  Bai
  Located at the mouth of the Bai River, the city was founded 
  by a famed Easterner fisherman and companion of Bizas. In time, 
  he established a close relationship with the North Folk living on 
  the opposite side of the river, and soon a trading center was erect-
  ed. Four hundred years later, the Bai Bridge was built across the 
  river, allowing the Bizantians and traditional North Folk to travel 
  back and forth without the use of boats. As the centuries passed, 
  Bai continued to prosper, but the plague years took a devastat-
  ing toll on the city, wiping out a staggering 95% of the town’s 
  population! With so many dead, most of the bodies were simply 
  weighted-down and tossed into the sea, creating a massive grave-
  yard of unsanctified human remains just off the coast. It has taken 
  almost one hundred and fifty years for the city to recover from 
  this devastating loss, and there are still parts of the city that are 
  basically uninhabited. Along the beaches, Banshees are said to 
  wail for those who died too soon. Today, Bai continues to be a 
  major exporter of dried cod and has established itself as the center 
  of the trade for Southern Bizantium.
  As the largest port in House Malemore territory, Bai is also the 
  home base of many of Duke Malemore’s “House Mariners” and 
  “privateers,” pirates in everything but name. Despite his standing 
  decree that they be on good behavior in Bizantium’s ports, these 
  are professional thieves and killers and their presence cannot help 
  but transform Bai’s downtown and dockside districts. Gambling, 
  prostitution, smuggling and other activities mean the town’s 2000 
  native residents tend to only go down to the docks when they 
  have to, and tend to lock their doors at night.
  Bean
  The town was originally established as a trading post by House 
  Ducasian shortly after the Western Empire Invasion. Years later, 
  in an effort to protect the remaining family members from perse-
  cution, the family gave up all right and claims to the city to House 
  Bardomus. As fiefholders found it increasingly difficult to raise 
  crops in the area’s long-cultivated soil, House Bardomus decided 
  to industrialize the city, building warehouses, textile mills and 
  lumberyards. Before long, the small trading town grew into a 
  thriving city, and now has over 3000 inhabitants. Many of its 
  people work in a ‘cannery’ established by Prince Grayen, a fac-
  tory that uses boiling and strong salt solutions to preserve food 
  for long sea voyages. Only time will tell if these ‘canned goods’ 
  catch on, but Bizantium’s mariners are starting to spread them 
  across the entire world in their voyages.
  Gate Fort
  This fabled landmark is the Kingdom of Bizantium’s stron-
  gest military fortification. Gate Fort’s two stone towers stand two 
  hundred feet (61 m) high, on each side of the Bizas Inlet, the only 
  entrance into the Inland Sea. The northeast tower compound is 
  much larger, with a dozen Warlocks and three dozen siege weap-
  ons for attacking enemy ships that might attempt to invade. A 
  port and town of 4,000 people, either employed by, or active of-
  ficers in, the Bizantium Navy surrounds the northeast tower. The 
  southwest tower is manned only by a military garrison of 200 sol-
  diers, six Waterchanters, five Fire Warlocks, four Air Warlocks, 
  three Water Warlocks and two Earth Warlocks.
  Both towers are built along thick walls equipped with more 
  than two dozen ballista mounted on carts to give them increased 
  maneuverability. Manned by crews of three gunners, the ballista 
  can be moved up and down the wall while continuously firing 
  upon ships caught within the inlet. Each ballista is equipped with 
  an arsenal of no less than 50 spear-sized projectiles (1D4x10 
  points of damage). These crews are so well trained that they can 
  fire each ballista once every four minutes (16 melee rounds).
  Besides the ballista, each tower has six Mangonels, wheeled 
  catapults that are designed to fire a variety of massive projectiles, 
  from stones to flaming pitch to rotting carcasses. Range: 1,300 
  feet (396 m). The garrisons at Gate Fort practice twice a week 
  shooting at moving targets, usually the hulks of burnt or rotting 
  merchant ships towed through the inlet, but sometimes they’ll 
  target a sea serpent, whale or school of fish. So well trained are 
  the garrisons, they suffer no W.P. penalty when firing at a mov-
  ing target or at maximum distance. The typical stone ammunition 
  utilized inflicts 1D6x10+10 points of damage.
  For additional support, there are 16 long-bowmen (level 1-4), 
  and two 6th level Warlocks, one Air and one Water, on duty at all 
  times on top of the tower. The garrison is commanded by Arthell 
  Izengel, a 7th level Palladin formerly of the Order of the Scale, 
  who left the order after disagreeing with the Sect of Rurga and the 
  Eastern Territory’s desire to go to war with the Wolfen Empire.
  While all the weaponry upon the walls are powerful and in-
  timidating, Gate Fort’s best defense goes unseen below the wa-
  ter. Between the two forts (a distance of 2,300 feet/701 m) is 
  stretched the Great Chain, a wonder of magical construction 
  built during the reign of King Harald, 1,100 years ago. The chain 
  sits on the floor of the channel, allowing ships to pass overhead, 
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  but winches within each fort can be turned to lift it up to the sur-
  face, to block ship passage. The Chain is virtually indestructible, 
  making it impossible for any vessel to pass, even tiny rowboats 
  and canoes. This bottleneck tactic lets the garrison lay siege to 
  any entrapped vessels, but likewise the chain, if captured, could 
  be used to “bottle up” Bizantium’s ships, trapping them in the 
  Inland Sea.
  For security reasons, the fortified town of Gate Fort itself is 
  rarely visited by travelers and outsiders. Most of the residents are 
  family members of the soldiers who man the defenses, so unau-
  thorized visitors are noticed immediately in this small, close-knit 
  community or warriors and their military families.
  Homesight
  Homesight is a small fishing town with a population of rough-
  ly 2,000 people. The coast along Homesight is more famous 
  than the town itself, as it is the first true city that returning Bi-
  zantian ships pass on their way into the Inland Sea, and the last 
  Bizantium’s sailors see as they leave their homeland behind. In 
  addition to its fishing vessels, Homesight contains the Terenal 
  Shipyard, specialists in salvage and repair, a few offices of the 
  Bizantium Navy, and drinking halls and other establishments that 
  cater to sailors.
  Agriculture remains the dominant industry in the city, and 
  has been since its founding. During the last century, potatoes re-
  placed wheat and grain as the dominant crop, now accounting 
  for one-third of the farmland in the area. The city was almost 
  completely destroyed during the first invasion of the Western 
  Empire, and that fear of being attacked continues to haunt its in-
  habitants, many of whom are ready to retreat back to Gate Fort 
  at a moment’s notice. With the Great Northern Wilderness just 
  across the Strait of Forlorn Hope, Homesight is also where one 
  is most likely to encounter canine merchants, Sea Huntsmen and 
  explorers, along with vessels entirely crewed by Wolfen, since it 
  is more comfortable stopping here than in a big city like Bizan-
  tium or Wujik.
  Kallico
  A fishing village and popular retreat for Bizantian nobility, 
  a large expanse of untouched wilderness reaches out from the 
  city’s western tip. Kallico itself has a population of 5,000 perma-
  nent residents, but about 9,000 people actually live in this region, 
  most of whom are traditional North Folk who continue to live as 
  their tribal ancestors did for thousands of years. This part of the 
  kingdom is considered to be its largest remaining undeveloped 
  area, making it ripe for cultivating and harvesting future natural 
  resources. Of course, this talk is usually confined to small circles 
  amongst the major Noble Houses. Few are willing to challenge 
  the true North Folk inhabitants, who may seem to be simple farm-
  ers, trappers, and hunters, but band together quickly to defend 
  their traditional way of life.
  Letia
  For centuries, Letia was a small fishing and hunting village 
  located on the eastern shore of the Inland Sea. Then, roughly a 
  century ago, House Arfox learned that a region offshore called 
  the Whale’s Eye was filled with spawning halibut during the 
  warmer months. To take advantage of the seasonal fish run, they 
  developed Letia into a busy fishing port, filled with small, fast 
  fishing vessels designed to carry nets, cast lines and make count-
  less runs in and out of harbor during the brief window available 
  to catch halibut.
  During the long, lazy months of casual fishing between halibut 
  runs, the fishermen of Letia began to compete amongst each oth-
  er to see who had the fastest vessel. House Arfox’s shipwrights 
  eventually became involved, always trying to outdo one another 
  with faster new designs. It was not long before the legendary 
  speed possessed by the Arfox boats began to intrigue other Noble 
  Houses who wished to put their own ships to the test. Racing 
  these vessels attracted public attention and quickly received ap-
  proval from the Crown.
  Sixty years ago, King Raedaen II, at the behest of House Arfox 
  and Letia’s racing captains, announced the first Bai Regatta. The 
  race begins and ends at Letia, and has transformed the village 
  from a fishing and farm community into a major Bizantium port 
  with a population of 11,000 inhabitants. Letia continues to be one 
  of the major fishing centers for the Kingdom, but tourism and 
  shipbuilding have become the city’s main sources of income. Be-
  tween the yearly Regatta and the race held every five years by the 
  Crown, Letia has become a popular destination for visitors not 
  just from the Northern Islands, but for wealthy Westerners and 
  Easterners as well. Letia is also known for its waterproof sealskin 
  gloves and boots, a craft perfected by monks living in an ancient 
  convent along the coast 900 years ago. The convent closed after 
  the monks died out during the plague years, but the traditional 
  glovemaking methods are being carried on by dozens of shops 
  throughout the city. This is also the place to purchase small, fast 
  sailing ships and racing boats.
  Northomber
  The city of Northomber is named after the Eastern merchant 
  who settled here to establish a fish and fur trading business. Elev-
  en years later, he left to build a sister city fifty miles (80 km) fur-
  ther down the coast which he named Southomber. Though Lord 
  Northomber maintained business interests in both cities, his heirs 
  eventually sold them off to various Noble Houses. Northomber is 
  a major city and port on the western Inland Sea. Home to 12,500 
  inhabitants, Northomber is mainly a trading and industrial town, 
  but is also well known for the beautiful, five-spired Church of the 
  North, which, despite being dedicated to the Northern Pantheon, 
  is closely associated with King Harald the Holy, making it a pop-
  ular destination for worshipers of both Algor and the Church of 
  Light.
  Wages in Northomber are high because there are plenty of jobs 
  to go around, but that doesn’t stop the infighting between those 
  loyal to the city rulers, House Rhangnable, and House Conemus 
  who control the shipping yard. Caught in the middle is the Nor-
  thomber Guard, who try to maintain civility between the two 
  Noble Houses, but owe their existence to House Rhangnable. 
  There is talk amongst lesser nobles and within the Crown that 
  the best way to solve the feud between the Houses is by mar-
  riage, and as it turns out House Rhangnable has many sons while 
  House Conemus mostly has daughters. If the two Houses are un-
  able to produce a match soon, the King will order a wedding to 
  take place, choosing the bride and groom himself.
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  Plu
  Plu is a fishing town that serves as a hub for roughly twenty 
  small villages that line Bizantium’s southwestern coast. Some of 
  the villages are as small as a few dozen people. In addition to 
  the fishing villages, there are numerous abandoned towns. Places 
  where an entire settlement’s population was killed off during the 
  plague so long ago, but where locals are fearful to return, not just 
  because many of the dead were never properly buried, but also 
  because these ghost towns are said to be inhabited by numer-
  ous Entities, Ghouls and supernatural creatures, some say this 
  includes Sea Ghouls. The Church of Algor is just now mount-
  ing a campaign to exorcize these places, urged on by the Crown 
  and various Noble Houses looking to reclaim their lost property. 
  These “ghost towns” have become refuges for bandits, fugitives 
  from the law, and people on the run who use them as hideouts.
  Southomber
  The fourth largest city in the kingdom (population 21,000), 
  Southomber includes the second biggest fishing harbor in Bizan-
  tium, the driving economic force for the entire city. Besides the 
  fishing and sea serpent industry, Southomber is also home to the 
  kingdom’s largest textile manufacturing interests and stockyards. 
  Most of the town’s wealth and property is owned by the richest 
  family in the kingdom, House Norbert. Most of the Freemen and 
  laborers have no choice but to buy their food, clothing, and fire-
  wood exclusively from Norbert owned stores, whose prices are 
  10-30% higher than the standard cost of goods found throughout 
  the rest of the kingdom. In the last ten years, both Freemen and 
  Fiefholders have joined forces to announce their protest against 
  this price gouging. Sometimes the Norbert mercenary guard (600 
  strong) must be called in to break up large protests when supplies 
  run short or prices rise to be unaffordable for the average worker. 
  Despite their heavy-handedness, some workers have formed the 
  Consolidated Bizantium Workers’ Guild. Its primary goals are to 
  force House Norbert to increase pay and end the monopoly on 
  necessities that the House controls.
  Timsink
  Timsink, with a population just under a thousand, is a small 
  settlement built around a stockyard and dock that specializes in 
  cattle raised in the surrounding countryside, and dairy products 
  like milk, cheese and butter, and ships them off to the City of 
  Bizantium and Wujik on a daily basis. Just outside town is a large 
  cemetery. Among the graves lies the tombstone of the Elf Water 
  Warlock, Elhacl Ivorysailor, a well known royal adviser to a past 
  king.
  Vicer
  The architecture at the city of Vicer, population 4,000, is an 
  anomaly within the Northern Islands. Visitors familiar with the 
  Western Empire will swear they are no longer in Bizantium, as 
  the city core is laid out in the Western style, with similar road 
  designs, wooden houses and buildings with courtyards. The main 
  reason is that House Ducasian is linked by marriage and com-
  merce with powerful families in the Western Empire. The House 
  manages Vicer, sending its wood, wool and sea serpent oil abroad 
  and turning a permissive eye towards Western attitudes, cultural 
  practices and indulgences. It is the only place in the North where 
  one is likely to see a Western merchant ship or Western mer-
  chants and immigrants openly walking down a city street. The 
  city is rumored of becoming a reflection of the Empire of Sin, 
  with all the corruption and decadence that comes with it. Rumors 
  suggest that Vicer is home to Western spies, assassins, merchants 
  and magical contraband.
  Stonebrook
  The city least known to outsiders and seldom visited by any-
  one, including the people of Bizantium, is the Dwarven City of 
  Stonebrook. This is the community where the Dwarven engi-
  neers, builders, masons and their families live, away from the 
  hustle and bustle of the human dominated kingdom. These are the 
  Dwarves responsible for centuries of building castles, cathedrals, 
  churches, stone buildings, roads, bridges, walls and fortifications 
  found across the Kingdom of Bizantium. As non-humans, they 
  are not allowed to become citizens, but the Dwarves hold an hon-
  ored place within Bizantium for their centuries of service and 
  loyalty. Their reward, to be allowed to build and live in their own 
  city, and to be celebrated by almost all residents of the Kingdom. 
  As a further honor and display of trust, the Dwarves are allowed 
  to govern themselves and are left alone by the Crown, provided 
  they continue to be loyal and maintain the buildings and forti-
  fications they have built. And speaking of fortifications, below 
  the picturesque city with its stone streets, fountains, courtyards 
  and gardens, is a network of underground tunnels and chambers 
  where the entire population can evacuate. Down in the dark, 
  Dwarf-sized tunnels, the Dwarves have the advantage in com-
  bat and have many secret passages, tricks and traps they can use 
  against a persistent enemy who follows them into their labyrinth.
  The Dwarves of Stonebrook are happy to have found a safe 
  haven in a world that is increasingly hostile to their species. Since 
  the Dwarven people and their civilization is slowly vanishing, 
  they appreciate having a wonderful home like Stonebrook where 
  they can preserve their culture and live in peace. All residents 
  of Stonebrook are loyal to the realm and will die in her defense.
  The city of Stonebrook is located on the edge of the wilderness 
  preserve, near Lake Kosin. Dwarves love nature and they volun-
  teer to work at preserving one of the last woodlands on any of the 
  islands. It is here that they have a secret they have not shared with 
  anyone, not even the Crown. This is not an act of disloyalty, but 
  rather an act of kindness to a being more rare than themselves – 
  the magical and sentient Great Oak. This is a legendary Tree of 
  life. They have successfully kept her presence in their city garden 
  a secret for years. They keep her hidden for fear that the reckless 
  monarchy or greedy Noble Houses would harm the tree; perhaps 
  even destroy it out of abuse or fear. It is almost certain that the 
  Crown, Noble Houses and Churches would fight over the Great 
  Oak, want to move her for display at a more prominent and im-
  portant place (like the palace) and try to exploit the magic tree 
  in their favor. As a result, the Dwarves, as a community, have 
  unanimously agreed the benevolent spirit of life and goodness 
  should be kept secret. If the Tree of Life is ever discovered by any 
  Noble House or the King (neither has ever set foot in their city all 
  these years), the Dwarves plan to claim that the tree asked them in 
  dream visions to keep her a secret until a time of need.
  This Tree of Life has been named by the Dwarves, the Great 
  Oak. She is a very rare mythological creature known to appear 
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  in the world as a source of inspiration and hope, but the trees are 
  almost always discovered by the forces of evil and destroyed. All 
  Trees of Life are magical, sentient plants that resemble an oak tree 
  (related to the Millennium Tree), and grow to a height of 300-400 
  feet (91.5 to 122 m). This one is only 500 years old, an immature 
  mystic tree not even close in age to the Tree of Life found in the 
  Eastern Territory. She does not yet realize exactly what she is or 
  how she even came to be. She is not subject to the seasons, so her 
  oak leaves never lose their green color. Her foliage can withstand 
  the coldest of winters or the hottest and driest summers. Her sole 
  source of nourishment comes from the ley line nexus that runs 
  along Lake Kosin and through part of Stonebrook.
  The Great Oak is very curious about the world around her and 
  openly communicates with the Dwarves who visit her via dreams 
  and inspiration. They treat her with a reverence the Great Oak 
  does not understand, but she realizes they care about her and are 
  protecting her, though from what, she does not quite get. The 
  Great Oak uses her magic powers to reduce the intensity of any 
  natural weather or geological phenomena (storms, earthquakes, 
  etc.) in and around Stonebrook and Lake Kosin. There is a com-
  plete absence of disease beneath her canopy or within one mile 
  (1.6 km) of her presence and those who visit and rest under her 
  embrace feel safe and at peace.
  The Great Oak can not, herself, speak, but she listens to every 
  word spoken beneath her canopy, regardless if they are said by 
  friend or foe (magically understands all languages 98%) and she 
  possesses the equivalent of the psionic powers of Empathy and 
  Total Recall. This enables her to remember every spoken word, 
  laughter and kindness, as well as identify specific people by the 
  sound of their voices (speech pattern, tone, inflection, choice of 
  words, etc.). She can also determine if a person under her branch-
  es is happy or sad, nervous or angry, sincere or lying (80% accu-
  racy if the person is known to her, 36% if they are not). Because 
  of her immaturity, the Great Oak is unable to manifest the greater 
  powers common to mature Trees of Life (abilities associated 
  with Millennium Trees, including generating an Avatar). She is 
  still learning about the people and the world around her. She is 
  quite naive and very trusting, especially since she has really only 
  known the good and well-intended Dwarves of Stonebrook, thus 
  she can be easily tricked or deceived. Sadly, in order for her to 
  learn about wickedness, cruelty and greed, the Great Oak must 
  be exposed to them, otherwise she simply can not believe people 
  like her Dwarven friends could be capable of hurting each other, 
  engage in war, or do anything wicked. Nor will she understand 
  why anyone might want to hurt her for any reason.
  The Great Oak possesses the following abilities as 
  an incredibly powerful Creature of Magic:
  1. Impervious to normal weapons and non-magical fire, 
  heat, and cold.
  2. Impervious to disease and chemicals – does not need wa-
  ter or air to survive.
  3. Resistant to energy attacks, including magical fire, light-
  ning, etc.; all inflict half normal damage. Blows from Supernatu-
  ral Strength, Rune Weapons, and most other magic weapons in-
  flict normal damage.
  4. The Great Oak can cast the following Earth Elemen-
  tal spells at 3rd level proficiency (requires a saving throw of 12 
  or better); Animate Plants (10), Animate Object (12), Armor of 
  Earth (12; see Mysteries of Magic: One), Armor of Stone (24; 
  see Mysteries of Magic: One), Chasm (25), Chameleon (5), 
  Close Fissures (30), Cocoon of Stone (15), Dust Storm (5), Earth 
  Rumble (10), Encase Object in Stone (10), Grow Plants (8), Hop-
  ping Stones (6), Little Mud Mound (35), Mend Stone (15), Mend 
  Wood (10), Mend Metal (30), Petrifaction (40), Quick Sand (15), 
  Repel Animal (10), Sand Storm (15), Secure Stone Foundation 
  (30; see Mysteries of Magic: One), Wall of Clay (8), Wall of 
  Stone (15), and Wall of Thorns (15). Note: The spells Chameleon 
  and Repel Animal can be used at will without any cost in P.P.E. 
  Available P.P.E.: 900, but recovers spent P.P.E. at a rate of 40 
  points per hour. Range of Spells: Double the usual range.
  5. The Great Oak inspires those who live beneath its canopy 
  to protect it from those who seek to cause it harm. So impas-
  sioned are these individuals that they are willing to fight to the 
  death in order to secure the tree’s safety. She also inspires people 
  who visit her to do good and to be more tolerant and compassion-
  ate of others.
  6. Magic Items as Gifts: In addition to her own unique pow-
  ers, the Great Oak can give gifts of magic made from her leaves, 
  bark and branches to those she deems worthy. When given to 
  the Dwarves of Stonebrook, they seldom sell such items, though 
  they do sometimes give them away as boons and rewards. Note: 
  All spells/powers are equal to a spell cast by a 5th level Wizard. 
  The “cost” is what such items can command on the open market; 
  very rare.
  Magic Potion: The bark of the tree can be brewed to make 
  holy water similar to that used by Priests of Light. Holy Water 
  typically burns like acid when it comes into contact with vam-
  pires, ghouls, witches, and other lesser supernatural menaces, 
  inflicting 3D6 points of damage. Holy water spilled in a circle 
  prevents vampires or any undead from entering.
  Magic Acorn: Consuming a single acorn provides the nourish-
  ment of an entire meal. A fistful of them could feed an adventurer 
  for a week or two. Cost: 200 gold per acorn. Once eaten, it is 
  gone.
  Magic Dew Drop: The tiny bud of a leaf or acorn containing 
  one dew drop. Swallow or eat the bud, or pour the dew drop onto 
  your tongue, and thirst is quenched; equal to drinking a 16 ounce 
  glass of water. A fistful of Dew Drop Buds could keep an adven-
  turer well hydrated for a week (would need 3-4 buds a day). Cost: 
  100 gold per bud. Once used, it is gone.
  Magic Oak Leaf: The leaves can be eaten or made into tea or 
  a potion. It instills the magic power of Chameleon, same as the 
  spell, with a duration of ten minutes. Cost: 2,000 gold per leaf.
  Magic Oak Bark: An acorn-sized piece of bark can be eaten 
  or made into a tea or potion. Instills the magic spell of Armor of 
  Earth for 20 minutes. Cost: 40,000+ gold.
  Magic Oak Root: Can be eaten or made into a tea or portion. 
  Instills the magic spell of Track for one hour. Cost: 1,000 gold.
  Magic Tea: Made from the leaf and the bark of the Great Oak. 
  Instills the magic spell of Crystal Eye for one hour. Cost: 2,000 
  gold.
  Magic Oak Throwing Stick: Returns to wielder after it has 
  been thrown, double the normal range, and inflicts 1D6 points 
  of damage against mortal foes, 2D6 points against supernatural 
  beings and creatures of magic. Cost: 55,000 gold.
  Magic Staff of Strength: A magical branch that can not be bro-
  ken or bent. As a weapon, it inflicts 4D6 points of damage to mor-
  tal foes and supernatural opponents. It also provides its owner 
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  with the following bonuses: +1 to save vs all magic and psionic 
  attacks, +1 to save vs Horror Factor, additional stamina (fatigues 
  at half the usual rate) and the ability to carry an amount of weight 
  as if the character had Supernatural Strength. Cost: 80,000 gold.
  Magic Wand of Defense: A straight piece of branch that makes 
  its wielder resistant to fire and cold (half damage) as long as the 
  wand is in his possession. The wand can also cast a total of three 
  spells in any combination per 24 hour period. They are, Armor of 
  Ithan, Blinding Flash and Sense Traps. Cost: 65,000 gold.
  Magic Wand of Dowsing: A ‘Y’ shaped branch gives its own-
  er the ability to dowse, same as the Dowsing spell with a 90% 
  skill base. In addition, three times a day the wand can also be 
  used to Create Water (a Warlock spell), Identify Plants and Sense 
  Magic. Cost: 85,000 gold.
  Magic Wand of Evasion: This is a crooked branch with two 
  smaller branches running along side the main branch at about 
  half-way up. This gives the wand something of a “forked” look. 
  The person in possession of the wand is +1 on Perception Rolls 
  concerning danger, capture and escape. In addition, the wand can 
  cast a total of three spells in any combination per 24 hour period. 
  They are, Cloud of Smoke, Escape, and Repel Animals. Cost: 
  170,000 gold.
  Magic Wand of Healing: This crooked twig has three budding 
  flowers that never dry up or drop away. The person in possession 
  of the wand heals quickly (an additional 1D6 Hit Points or S.D.C. 
  per 24 hours) and without scarring. The wand can also cast a total 
  of three spells in any combination per 24 hour period. They are 
  Heal Wounds, Cure Minor Disorders, and Negate Poison/Toxin. 
  Cost: 400,000 gold.
  Magic Wand of Hiding: This is a short, darkly colored branch 
  that has several small holes caused by insects burrowing into it. It 
  gives its owner a +10% skill bonus to Prowl and/or Camouflage 
  (if applicable), and the wand can cast a total of three spells in any 
  combination per 24 hour period. They are, Chameleon, Invisibil-
  ity: Simple, and Shadow Meld. Cost: 260,000 gold.
  Magic Wand of Travel: This ordinary looking, thin branch 
  gives its owner the skill Land Navigation at 90% and the wand 
  can cast a total of three spells in any combination per 24 hour 
  period. They are, Climb, Swim as a Fish, and Weightlessness. 
  Cost: 65,000 gold.
  Magic Wand of True Seeing: This crooked branch gives its 
  owner Nightvision (500 feet/152 m). The wand can also cast a 
  total of three spells in any combination per 24 hour period. They 
  are, See Aura, See the Invisible, and Eyes of Thoth. Cost: 135,000 
  gold.
  Magic Wand of Wind: This ordinary looking thin branch is 
  green and flexible. It gives its owner the ability to tell which di-
  rection the wind is blowing at a 92% skill ratio, and the wand 
  can cast a total of three spells in any combination per 24 hour 
  period. They are, Globe of Daylight, Fingers of the Wind, and 
  Wind Rush. Cost: 160,000 gold.
  The Great Oak Stats
  Alignment: Principled.
  Attributes of Note: I.Q. 13, M.E. 21, M.A. 23. The Great Oak is 
  an intelligent being.
  Height: 130 feet (39.6 m)
  Circumference: 30 feet (9.1 m) around.
  P.P.E.: 900
  S.D.C. by Location of the Magical Tree:
  Leaf Stem – 1
  Leaf – 7
  Twig (small) – 25
  Twig (Wand-sized) – 50
  Small Branch – 150
  Medium Branch – 300
  Large Branch – 600
  Giant Branch – 1,200
  Main Body – 12,000 (and regenerates at a rate of 1D6x100 
  per hour).
  Attacks per Melee: Three via magic only and usually done to 
  protect herself and others.
  G.M. Note: Evil beings such as Beastla, Brgg, demons and the 
  Iceborn, amongst others, are disgusted and feel threatened by all 
  Trees of Life, and will want to see the tree tormented and ulti-
  mately destroyed. The Dwarves realize the importance and value 
  of this unique magical being and will always do everything in 
  their power to protect her. Likewise, she will do all she can to 
  defend her Dwarven friends from the wicked monsters who assail 
  them. This includes giving them and other heroes of good align-
  ment or courageous spirits, “Gifts,” including magic items, armor 
  and wands (see above).
  Geographic Overview
  The Kingdom of Bizantium is made up of a cluster of islands 
  located about 100 miles (160 km) off the shore of the Northern 
  Hinterlands. In recent generations, the Kingdom has expanded 
  to include colonies of the Shadow Coast on the mainland. The 
  westernmost island of Borich is about 250 miles (400 km) from 
  the northern tip of the fabled Land of the Damned and a fright-
  ening 25 miles (40 km) from the Sea of Despair. The Kingdom 
  consists of seven islands: Bizantium (the largest), Borich (the 
  second largest), Torn (said to be haunted), Yufel, Wyst, Acta, 
  and Sinza. The smaller islands west of the mainland of Bizantium 
  are usually referred to collectively as the Windward Isles. Each 
  is part of a continental archipelago, uplifted portions of the conti-
  nental self surrounded by water. The size and shape of the islands 
  is constantly changing as the ocean erodes and adds material to 
  the coastline. Each island is less than 30 miles (48 km) from its 
  nearest neighbor, most are much closer. This makes navigation 
  between them simple.
  Virtually the entire archipelago is surrounded by a long, rocky 
  reef that extends 1.5 miles (2.4 km) from the shore and is barely 
  visible above the water’s surface. At high tide, the rock might be 
  awash or almost invisible under swells. At low tide, it looks like 
  a low table, with its highest point standing an average of 12 feet 
  (3.7 m) above the water. Because of this, there are only certain 
  routes where a boat can travel within the island chain, especially 
  at low tide. (Game Note: Those without experience in these wa-
  ters or very specific charts suffer a whopping -30% to their pilot-
  ing skill rolls. Failure means the ship will crash against the rocks.) 
  Severe weather conditions, poor visibility, and the size and speed 
  of a ship will also influence the time it takes to move amongst the 
  islands. It is for this reason that nearly all of Bizantium’s harbor 
  cities are located within the inland sea on the main island.
  The climate of the Northern Islands themselves is cool sum-
  mers and mild winters, greatly influenced by their location be-
  tween the Northern Sea and the Sea of Despair. The sea keeps 
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  winter temperatures slightly higher and summer temperatures 
  a little lower on the coast than at places inland. The maritime 
  climate produces more variable weather, ample precipitation 
  in a variety of forms, greater humidity, lower visibility, more 
  clouds, less sunshine, and higher winds than conditions found in 
  the Shadow Coast colonies and Great Northern Wilderness. 
  Winds blowing in from the west, meeting the cold temperature 
  of the north, results in sudden weather changes and powerful sea 
  storms. These storms are responsible for the worst of Bizantium’s 
  weather. High winds sweeping over a large surface of ocean can 
  build up very large waves. The frequency and severity of storms 
  is greatest in winter, although they may occur at any time of the 
  year.
  The island kingdom is also known for its fog, which occurs 
  most often in the spring and early summer because of the contrast 
  between sea and air temperatures. The fog is frequently accompa-
  nied by strong onshore winds. Temperatures average about 65-75 
  degrees Fahrenheit (18-24 degrees Celsius) in the summer to 32 
  degrees Fahrenheit (zero degrees Celsius) in the winter.
  The Strait of Forlorn Hope is the name of the navigable 
  waterway between Bizantium and the Northern Hinterlands and 
  Land of the Damned. It connects the Sea of Despair with the 
  Northern Sea. The strait is approximately 500 miles (800 km) 
  long and ranges from a maximum width of 150 miles (240 km) 
  to just 80 miles (128 km) at its narrowest. Navigation in the strait 
  can be extremely hazardous, with strong tidal currents interact-
  ing with the Northern Sea and variable weather conditions that 
  produce gales and fog that can appear out of nowhere. Such phe-
  nomena has resulted in many legends and tall tales about angry 
  sea gods, sea witches, Elementals, and evil blowing out from the 
  Land of the Damned.
  Traveling through this strait is difficult, even for a well-sea-
  soned Bizantium crew. The coastal waters are surprisingly shal-
  low in some spots, always turbulent, and subject to inexplicable 
  rogue waves. Some believe a rogue wave occurs when a slum-
  bering Old One said to be asleep under the mountains rolls over 
  or tosses and turns in its sleep. The cold ocean current from the 
  east and the warm current from the west meet within the strait, 
  making the area not only one of the richest fishing grounds in the 
  world, but also one of the foggiest stretches of water in the Pal-
  ladium World. Seafarers are quick to blame the wreckage of their 
  ships on strange phenomena, sea serpents, and the Old Ones or 
  other dark powers locked within the Land of the Damned. Many 
  believe that a sudden fog is caused by the breath of a slumber-
  ing Old One. The simpler explanation for the high number of 
  shipwrecks is weather and the rocky shoals. (Game Note: -5% 
  to pilot a ship on a clear sunny day in calm waters, -30% in fog). 
  Even with expert pilots and Bizantium’s best (and secret) naviga-
  tional charts, one in every 40 crossings ends in trouble at sea or 
  a shipwreck. Since the waters are turbulent and filled with mon-
  sters, the only viable chance of surviving a sinking ship is to row 
  a boat to the nearest shore or nearby vessel as quickly as pos-
  sible. Swimming to safety, even if one is magically enchanted, 
  is a life and death drama that often ends badly. There are places 
  throughout the strait where the reef is just 5-25 feet (1.5 to 7.6 
  m) below the water’s surface, and all it takes is one swell of the 
  ocean to dash a swimmer onto the sharp rocks. (Victims suffer 
  2D6+3 points of damage; half damage if wearing some kind of 
  armor that still enables the wearer to swim.) Worse, swimmers 
  are likely to fall victim to attack from the depths below. 01-25% 
  Giant squid or octopus, 26-50% shark, 51-60% Corpse Jelly 
  Fish, 61-70% Wolf Seal, 71-90% sea serpent/sea monster (any 
  variety) and, when close to the Sea of Despair, 91-00% aquatic 
  demons or other monsters. Such animals and monsters see swim-
  mers as a nice meal or snack. (Game Note: 01-35% chance of 
  attracting an aquatic predator for every 20 minutes in the water. 
  Fight or die. The rough waters alone inflict a -10% penalty to the 
  Swimming skill.)
  Travel to the strait from the east is relatively easy thanks to 
  Destiny’s Guide, a cold ocean current flowing out of the Algo-
  rian Sea just north of the coast of the Great Northern Wilderness 
  in a westward direction. The current eventually encounters the 
  warm currents flowing east from the Sea of Despair. The meet-
  ing of the two in the Strait of Forlorn Hope produces heavy 
  fog and unpredictable weather, but also attracts massive shoals 
  of cod and other fish, which also attracts seals, sea lions and the 
  predators that feed upon them. Of course, these southernly waters 
  are dominated by the Kingdom of Bizantium and Wolfen sailors. 
  The winter months see frequent gales and storms, some almost as 
  powerful as southern hurricanes.
  Sailor’s Dread is a narrow, crescent-shaped sandbar with a 
  surface area of 13 square miles (33 sq. km). Despite being nearly 
  13 miles (21 km) long, it is only half a mile (0.8 km) across at 
  its widest point. It emerges from vast shoals and shallows fol-
  lowing the continental shelf of the Northern Hinterlands, which, 
  along with the strait’s frequent fog, sudden strong storms and its 
  location in the middle of Bizantium’s shipping routes and rich 
  fishing grounds, have caused hundreds of ship to run aground on 
  the sandbar; some wrecked, others abandoned, but most eventu-
  ally recovered. The Sailor’s Dread sandbar is often referred to as 
  the “Necropolis of the Sea.” Few of the wrecks surrounding the 
  island are visible, as they are usually crushed and buried by sand.
  Goblin Rock is a small, diamond-shaped, uninhabited island 
  located approximately 15 miles (24 km) southwest of the Island 
  of Borich. This 30 acre dot in the Sea of Despair traditionally 
  marks the beginning of the strait. The island is composed of gran-
  ite and is extremely rugged. It is completely encircled by rocky 
  cliffs and split by a narrow channel that fills with seawater at high 
  tide. No land mammals inhabit the island, although it is home 
  to numerous seabirds. The sparse vegetation is inedible even for 
  most herbivores, and there are few sources of fresh water to be 
  found. The island is fog-bound throughout most of the year and 
  poses a significant hazard to all sea vessels whose crews are un-
  aware of its existence.
  The Sea of Despair is said to be the most dangerous waters in 
  the known world. Ocean traveling vessels have been disappear-
  ing in the sea since the Forces of Light put the Old Ones asleep 
  and formed the Land of the Damned – one of the locations where 
  one or more Old Ones are said to sleep, deep in the bowels of 
  the earth. According to legend, the Great Northern Mountains, 
  the Sea of Despair and other defenses were created for the very 
  purpose of keeping people away from the Land of the Damned 
  and holding the dark forces within from escaping into the world 
  at large. From time to time, villains and monsters from the Land 
  of the Damned manage to find a way over or through the barriers 
  in place to cause great trouble, but such incidents are few.
  It is no secret that the Sea of Despair is stocked with all man-
  ner of sea serpents, aquatic demons and monsters. Vicious storms 
  appear without warning to unleash torrents of rain, thunder and 
  lightning (even in the winter), as well as hail, ice, hurricanes and 
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  ferocious winds. Gigantic whirlpools and massive rogue waves 
  towering 50+ feet (15 or more meters) and capable of capsizing 
  even large ships are also commonplace occurrences. One mo-
  ment, the sea can be perfectly calm, five minutes later, the entire 
  area is engulfed by a huge storm. These storms, fog or rough seas 
  may vanish just as quickly as they arrived, or last for 1D4 hours. 
  The cause of such storms and strange occurrences stems from 
  both natural and supernatural forces at work, but most northern 
  sailors have given up caring about the source of turbulent weath-
  er, they focus on surviving it.
  Monsters of all kinds prowl the skies and waters of the 
  Sea of Despair. They attack any vessel that disturbs their habitat 
  or catches their eye. While it is sea serpents that outsiders speak 
  of most, danger from above is just as likely as an attack from 
  the watery depths below. Peryton, Dragondactyls, Harpies, and 
  other flying menaces, including the occasional gryphon, sphinx, 
  and dragon, may descend from the heavens to snatch sailors off 
  the deck of their ships, and swimmers from the surface of the 
  water. All these beasts roost in the Land of the Damned and the 
  Northern Mountains, and find humans to be easy prey, espe-
  cially at sea. The Sea of Despair is also visited by supernatural 
  horrors – Aquatic demons, ghosts, Entities, Elementals and all 
  manner of strange beings, mutants, and gods. All of these mon-
  sters and unpredictable weather have given the Sea of Despair the 
  dubious honor of having more shipwrecks per square mile (2.6 
  km) of any body of water in the known world. Shipwrecks that 
  remain undisturbed, because no one dares to try to recover the 
  valuables that may have gone down with the ship. With so many 
  dead, it is no wonder that demons, ghosts and Entities are said to 
  inhabit these waters. As for any vessel that makes it to the shore 
  of the Land of the Damned, its survivors are almost certain to be 
  trapped there forever with other damned souls condemned to this 
  part of the world. (Note: For additional information on the Sea of 
  Despair, check out Adventures on the High Seas, Second Edi-
  tion and the Land of the Damned series, starting with Northern 
  Hinterlands. For information on notable wildlife, see Monsters 
  and Animals.)
  The blue night waters. The Sea of Despair floats atop a sys-
  tem of ley lines that rest upon the ocean floor. These lines are 
  only visible at night, glowing an eerie, pale blue from far below 
  the waves. Bizantium’s sailors have learned to use these ley lines 
  as secret signposts that help mark their travels safely in and out of 
  the Sea of Despair. By official decree of the Bizantium monarchy, 
  this knowledge is to be left off any navigational maps and charts. 
  Note: The ley lines are part of a network of thirty underwater 
  lines and nine nexus points found on the floor of the Sea of De-
  spair. Many believe these lines of magic energy are the source of 
  the many sea monsters in these waters as well as the freak storms 
  and squalls that occur in the region. Few beings have the ability 
  to plumb such depths to access the power of the ley lines, so any 
  storms or strange occurrences are likely to be random events. The 
  energy of these ocean ley lines cannot be tapped unless the person 
  is underwater and at least one mile (1.6 km) deep.
  The Northern Sea is the vast ocean stretching beyond the Sea 
  of Despair and the northernmost shores of the Great Northern 
  Wilderness, past the Island Kingdom of Bizantium and into the 
  frozen North where few mortals dare to sail. It is said that after 
  sailing for what feels like forever – 800 miles (1,280 km) north of 
  Bizantium – is a land of death and ice. A place where the ocean 
  freezes to create a continental ice shelf and the domain of the 
  mysterious Iceborn and other monsters who prefer the cold. You 
  know you approach the Great Ice Shelf when the small ice floes 
  increase in dramatic numbers. The more floating pieces of ice, 
  the closer one is to shore. Traveling down any of the river ways 
  into the interior of the ice shelf is folly, as such passageways are 
  infamous for freezing overnight and trapping ships in solid ice. 
  It is said this is a place not fit for man nor beast, though plenty of 
  monsters make it their home. Beyond the continent of death and 
  ice is the northern edge of the world.
  The Icy Ocean. Beyond the Northern Sea is the vast, most-
  ly unexplored body of water known as the Icy Ocean. Starting 
  roughly six hundred miles (960 km) north of Bizantium, ships 
  and sailors begin to encounter icebergs and floating ice sheets 
  with increasing regularity, eventually leading to the Great Ice 
  Shelf, a massive plate of ice and monsters another two hundred 
  miles (320 km) farther north. The Icy Ocean surrounds this “con-
  tinent of ice,” its waters deep, dangerous, freezing cold and home 
  to unknown horrors and strange, Elemental beings. Few ships 
  have sailed into the Icy Ocean. Even in Bizantium, at the north-
  ern peak of the world, there is little motivation to explore what is 
  seen as an endless expanse of icy water, ice sheets and monsters.
  There are rumors of sea serpents in the Icy Ocean ten times 
  the size of anything seen in the Northern Sea, and tales of giants 
  who live along the bottom of the sea or build floating castles out 
  of icebergs. Sailors speak of strange lights visible far below the 
  surface, along with giant white whales, crabs and lobsters bigger 
  than some ships. It is difficult to separate truth from hearsay, as 
  there are few men and women brave enough to have journeyed 
  into the Icy Ocean or lucky enough to have survived. With ice-
  breaking ships being developed, however, and Fire and Water 
  Warlocks to tend to them, it might only be a matter of time before 
  Bizantium launches its first serious mission to explore the Icy 
  Ocean and the Great Ice Shelf.
  The Island of Borich
  Borich is the ancestral home of the Eoten and their North Folk 
  descendants. It is the site of the longest continuously inhabited 
  settlements on the Northern Islands, and the most densely popu-
  lated of Bizantium’s Windward Isles. It is 51 miles (81.6 km) 
  long and 20–30 miles (32-48 km) wide. The coastline is long, 
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  rocky and dangerous, offering little shelter for ships except at the 
  port cities of Gideon, Port Lila, and Topaz. The land is rocky 
  and weather-beaten, with immense boulders scattered over the 
  landscape, some over 120 feet (36.6 m) tall. The oral history of 
  the North Folk claims the island was once covered in conifer-
  ous forests, mostly pines, spruces and larches. There are no un-
  touched forests remaining (they were depleted 300 years ago), 
  and wild animals are not a common sight. Fish, whale meat, 
  sheep, oats, and rye are the main products of the island. As the 
  oldest of the inhabited islands, most of its natural resources have 
  dwindled away, forcing some individuals to relocate to the main 
  island of Bizantium. The island supports a small population of 
  traditional Eoten purists (numbering around 1,000), which con-
  tinues to shrink each year as elders die and young Eoten marry 
  into families on the other islands or descended from sailors and 
  outsiders who herald from Timiro, the Eastern Territories, or the 
  Western Empire.
  Borich is believed to be the “original” island inhabited by the 
  Eoten and where their unique culture first developed. Artifacts 
  uncovered on the island prove the Eoten have lived on Borich 
  for millennia, and were visited by both Elves and Iceborn as their 
  weapons and tools have been uncovered when digging founda-
  tions and wells.
  Cities on the
  Island of Borich
  Gideon
  Gideon is the oldest human city in the Northern Islands. Cen-
  turies before the time of Bizas, Gideon was home to the most 
  dominant and successful tribe of the Eoten, the Svart Clan. Ac-
  cording to the sagas of old, the tribe built a hill-fort in order to 
  keep watch over the increasing number of foreigners coming to 
  the island.
  As the years passed, the Svart Clan merged with Bizantium’s 
  Noble Houses and Gideon turned into an impressive stronghold, 
  mainly as a display of strength to ward off the Western Empire, 
  making them think twice about any attempt at an invasion. By the 
  time of King Joshius’ rule, Gideon was the most powerful city-
  state on Borich, a position it held for nearly eight hundred years 
  until a peasant revolt beginning in Topaz destabilized Borich’s 
  social order and Bizantium assumed direct control over the entire 
  island.
  Today, Gideon’s traditional industries of whaling and fish-
  ing are being joined by papermaking, brewing and distilling, but 
  most of its rising prosperity comes from it growing importance as 
  a banking hub. The city center is a major commercial and shop-
  ping district, while the west side of the city is becoming increas-
  ingly dilapidated, an overcrowded slum with high mortality and 
  crime rates.
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  69
  Gideon is one of the most densely populated, overcrowded 
  and unsanitary cities in the Palladium World, and the Kingdom 
  of Bizantium’s third largest city. Visitors are often awe-struck 
  by the fact that the various social classes share the same urban 
  space, even inhabiting the same buildings, but Gideon is crowded 
  enough that no one has an abundance of elbow room. The origi-
  nal hill-fort still stands, rebuilt with stone walls and fortifications, 
  home to a garrison of 300 troops, captained by an 8th level Fire 
  Warlock.
  Port Lila
  Like Gideon, Port Lila was originally a permanent village of 
  the tribal Eoten, mainly a trading post for the selling of fish, ivory 
  and animal skins. It didn’t take the new settlers long to recognize 
  Port Lila’s strategic importance, looking out over the Sea of De-
  spair. Within a few years, a one hundred foot (30.5 m) tower was 
  erected to serve as a lighthouse and signal platform and watch-
  station to spot approaching ships, storms and monsters. As Port 
  Lila grew into a city-state, it began to rival Gideon in size and 
  importance.
  After the Crown assumed control over the Island of Borich, 
  the tiny Ortan Shipyard was placed under House Torger, a mi-
  nor house of little influence but a close ally to the King. Today, 
  House Torger’s attempts to wield greater influence within the city 
  are being met by increasing resistance, though many who refuse 
  to submit have left for Bizantium. Choosing to fight adversity 
  with pleasantries, House Torger has decided to turn the city from 
  a failed military port into a tourist attraction. A Merchants Fes-
  tival is held at the docks throughout the summer, where anyone 
  who pays a 100 gold permit and agrees to a 10% sales tax can 
  sell their wares (legal goods, mind you) all summer long. Thanks 
  to the dockside festival, Lila’s harbor is packed with boats of all 
  sizes during the summer months, bustling with both visitors and 
  locals.
  In the heart of the town is a large naval library where one can 
  find records for most of Bizantium’s sea battles and ships listed as 
  being lost at sea and their assumed last known location, an impor-
  tant resource for salvagers. There is also a large, popular theater, 
  well known for a few troupes of actors who perform comedic and 
  tragic plays. Port Lila is not nearly as overcrowded as Gideon and 
  much cleaner. The total population is only about half as large and 
  the wealthy live in large villas and small but picturesque cottages 
  scattered around the perimeter of the town, but even the Freemen 
  live in nice simple homes. Life in Port Lila is generally relaxed 
  and the crime rate is low. The city’s fortunes can be attributed 
  partly to House Torger’s management skills, and partly because 
  the Ortang shipyard is always packed with ships that have sus-
  tained damage in the Sea of Despair.
  City of Topaz
  Like the other two cities on Borich, Topaz was originally 
  a tribal stronghold for an Eoten clan that once held the largest 
  population of tribal people on the island. Then, a few centuries 
  before contact with the Western Empire, the entire population 
  vanished. There are no skeletal remains to be found anywhere, 
  yet old homes and belongings lay abandoned, mostly-buried over 
  the centuries. There are no sagas mentioning what happened to 
  the people, and none of the other tribes ever claimed to know 
  what disaster befell the inhabitants. Over time it was resettled.
  Among the settlers was a man named Brock Gethe, who found 
  a 75 carat, uncut topaz while digging in his yard. Instead of keep-
  ing the stone for himself, he made it into the town’s symbol, a 
  source of inspiration for anyone coming to seek their fortune. 
  Soon, prospectors and merchants from the Old Kingdom, East-
  ern Territory, Timiro Kingdom and even Western Empire came 
  to seek their fortune. Many would end up settling in the region. 
  Topaz quickly became a bustling boomtown, with taverns, inns, 
  trade posts, and brothels.
  Unfortunately, only a few clusters of gems and rusted weap-
  ons were found near where the topaz was found, suggesting it 
  may have been pirates’ loot, not a natural mineral deposit. When 
  no gem deposits were found, the mining operations and landown-
  ers sold their interests off to the highest bidder. Which was not 
  much when the boom went bust. A Borich born noble named 
  Skuli Frostson, bought 80% of the offerings, making him one 
  of the richest landowning nobles on the Northern Islands. In less 
  than five years’ time, he transformed the city-state of Topaz from 
  a defunct mining town into an important trade port and fishing 
  center. He also owns and controls many sheep farms on the island 
  and became a rich man.
  The descendants of Frostson were not shrewd businessmen 
  like their forebear, and soon enough, the Freemen and peasants 
  of Topaz were not only living in severe poverty, but their children 
  were being stricken by an unknown disease that killed most of 
  them before the age of seven. House Frostson refused to allow 
  the Northern Church to let priests or healers into the city – with-
  out first receiving a fee for themselves. This stirred up such anger 
  that the fishermen, laborers and peasants of the island took up 
  weapons, tools, stones, whatever they could carry, and stormed 
  the home of the Noble House, killing the entire family.
  The Borich Peasant Revolt dragged on for over a month be-
  fore the arrival of Bizantium’s Marines. Instead of being pushed 
  into the sea and drowned, the rebellious peasants were told that if 
  they went peacefully back to work, they would not be punished. 
  This was a direct order of the King. Under the watchful gaze of 
  well-armed Marines, the peasants returned to their homes, their 
  shops and fishing boats, and the old order of House Frostson was 
  swept away. Since that day, the entire island of Borich has been 
  overseen by the Noble House Vatatzes.
  Since that day, Topaz has remained faithful to the Crown. 
  Fishing remains vital to the town, but it is also supported by well-
  developed trade routes, shipping and other industries. Seafood, 
  particularly haddock, halibut (a Bizantian favorite), cod, herring, 
  seal, shrimp, squid, etc. is sold in abundance. The city boasts the 
  densest concentration of fish markets in the Northern Islands, and 
  many nobles and wealthy merchants send boats to Topaz on a 
  regular basis to pay premium prices for the freshest and rarest 
  fish.
  The city of Topaz is in the process of finishing a university 
  with departments of economics, language, literature, history, fish-
  ing and religion. Presently the city’s population is 20,000, which, 
  thanks to a recent influx of merchants and students planning to 
  attend the university, is expected to increase by 30% within four 
  or five years.
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  70
  Cantock Island
  and the Lighthouse of Konur
  Just off the southern coast of Borich, directly in the path of 
  Port Lila, is a tiny island, actually the top of an underwater moun-
  tain rising from the ocean sea floor. This barren rock is only 300 
  feet (91 m) in diameter, and just barely pokes up out of the water. 
  The rock has been the scene of many shipwrecks as it lies just 
  below the surface of the sea for all but a few hours at low tide.
  Seventy years ago, the merchants of Port Lila proposed the 
  construction of a lighthouse, but cost concerns and the difficult 
  nature of its design led King Raedaen II to cancel the project. A 
  year later, the ship Prophecy struck Cantock and sank, with the 
  loss of all 191 men and boys aboard. One of the boys was King 
  Raedaen’s second-born son Konur, so just days later, the King 
  authorized the Bizantium Warlock Council to use any means nec-
  essary to make the lighthouse a reality. King Raedaen II asked 
  Merchant-Prince Andor Lamrith (his personal advisor) to over-
  see the construction of the project, and put at his disposal all the 
  resources of the Bizantium Crown. Minor and Major Earth El-
  ementals were summoned in order to provide the protection the 
  Warlocks needed to finish the project.
  The completed lighthouse stands 180 feet (55 m) tall. Both the 
  living quarters and light tower are housed in the same fortress-like 
  structure, sitting on a 30 foot (9.1 m) high foundation, giving the 
  tower an actual height of 210 feet (64 m) above the water. Its light 
  is visible up to 25 miles (40 km) away. Although the lighthouse 
  is built on solid rock, it is surrounded by water on all sides. The 
  Warlocks specifically designed the building to withstand constant 
  impact from waves and wind. Since the lighthouse’s completion, 
  not a single ship has been lost off the coast of Port Lila.
  The Island of Wyst
  This is one of the Windward Isles not inhabited by humans. 
  It is predominantly ringed with steep cliffs that rise 500-1,000 
  feet (152-305 m) above sea level, making the vast majority of the 
  island inaccessible from the sea. The cliffs are broken in a few 
  places by deep ravines, allowing access to the flat plateau at the 
  center of the island, 16 miles (25.6 km) wide and 35 miles (56 
  km) long. Seabirds live on ledges along the cliffs surrounding 
  the island, as do Peregrine falcons that hunt them. Wolf seals live 
  on the only natural beach (and best potential boat landing site) 
  on the island, and tend to stay within 5 miles (8 km) of shore. In 
  addition to birds and small animals, the strange island is home 
  to countless demonic creatures known as the Worms of Taut, 
  Nippers and Blow Worms in particular. There have been several, 
  perilous attempts to clear the island of the demon worms, but 
  despite best efforts the monsters always return, seemingly out of 
  nowhere. Most people blame the Land of the Damned and/or Sea 
  of Despair. Others point to an unknown dark magic at work or 
  to the ancient serpent goddess Beastla, but the truth is nobody 
  knows why the island is inhabited by the monsters.
  Of course, this has spawned all sorts of rumors, any or none of 
  which may be true. Here are but a few notable rumors: 1. There 
  is one or more portals to Hades on this island. That’s how the 
  Worms of Taut reappear and how mortals can reach the pits of 
  Hades if they can find the portal. 2. Beastla is not imprisoned in 
  a block of ice, but someplace on the island, probably inside one 
  of the many caves. The Worms of Taut are there to keep mortals 
  from ever freeing her. 3. It is said there are hundreds of caves on 
  the island (true). Inside one or more is the treasure trove of Brgg 
  (or other ancient god, or Old One, or pirates, or Iceborn, etc., as 
  the legends vary greatly). Powerful magic brings the Worms of 
  Taut to guard the treasure. 4. The Worms guard lost magicks of 
  the ancient Elves, or Dwarves, or Titans, or an archaic race, and 
  those who can survive long enough to search the right caves, will 
  find ancient tombs, forges and hiding places containing ancient 
  Rune Weapons and/or magic items. 5. Other rumors and tall tales 
  suggest a powerful mage – some say the Slayer of Mountains – 
  created the island, hence the tall wall-like rocks surrounding the 
  island, to keep something terrible from escaping. If true, what 
  was it and does it still roam the island?
  Ironically, all of these stories and rumors are modern inven-
  tions of the last few hundred years, and spun from pure conjec-
  ture with no bearing in fact. That doesn’t stop a few hundred 
  treasure hunters, scholars, heroes, villains and adventurers from 
  coming to the island each year in search of fortune or ancient 
  secrets. Most find only terror and death, with fewer than 30% 
  escaping to tell their tales of caves and cave networks and raven-
  ous demon worms.
  The surface of the island is a mix of scrub, forest and rocks. On 
  the north side of the island is a large sea cave accessible to kayaks 
  and small rowboats, by swimming in, or by wading through the 
  water when the cave empties out at low tide. This is how most 
  adventurers and fortune seekers gain access to the island and its 
  cave network. Inside, the sea cave may be dry or wet, depending 
  on the time of day and the tide. Colorful patterns of marine al-
  gae, lichens, and minerals adorn the ceiling. The cavern is nearly 
  1,000 feet (305 m) long, with plenty of clearance overhead. The 
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  rocks along the sea outside the cave have become home to a large 
  colony of Wolf Seals. Deep in the interior of one of the caves is a 
  natural, elevated platform on which two circles linked by a Power 
  Matrix can be found, a permanent ward-sealed Circle of Summon 
  Serpents and permanent ward-sealed Dimensional Rift connected 
  to Hades! Inside another cave is what looks to be a carved stone 
  altar. (Sacrificial altar?) Not far from the altar is a deep, manmade 
  pit, its stone cover slid away from it. Could this have been a hid-
  ing place for treasure? Is there more to be found? What most 
  caves hold are the splintered and chewed bones of adventurers 
  past, killed and eaten by Worms of Taut. But that also means the 
  occasional bit of salvageable armor, weapons and valuables that 
  were on their person when they died. (Typically not worth more 
  than 1D4x100 gold in total. But there are exceptions.) Note: One 
  of the Seven Treasures is on Wyst.
  The Island of Yufel
  This island has a pastoral landscape that includes rolling hills, 
  woods, beaches of red-hued sand, ocean coves and the famous 
  red soil that gives Yufel a reputation as a place of outstanding 
  natural beauty. The coastline is a combination of long beaches, 
  dunes, red sandstone cliffs, saltwater marshes and numerous bays 
  and natural harbors. The large dunes on the north shore are home 
  to a variety of seabirds and plants.
  Yufel’s lush landscape should have made it ripe for habitation, 
  but according to the sagas of old, the island is “cursed.” At the 
  southern end of the island are a half-dozen abandoned settlements 
  dating back hundreds of years, and which may have once even 
  been occupied by the Eoten before that. Each settlement has al-
  ways failed, sometimes its people vanishing without a trace. Oth-
  er times the settlement was struck down by mysterious raiders, or 
  disease, or weather. Many are the stories of strange occurrences, 
  lights and sounds coming from the island over centuries past, and 
  for hundreds of years the place was considered “cursed.” To this 
  day, many traditionalist North Folk refuse to set foot on Yufel, 
  fearful of tragedy.
  Modern Bizantian settlers, however, are not afraid to build 
  homes and farms on the island, and settlers from both Borich and 
  the island of Bizantium have been flocking to Yufel. In the last 
  twenty years in particular, Yufel has been heavily re-colonized. 
  Companies of Marines, Warlocks and hunters were dispatched to 
  the island to kill the Worms of Taut that had floated over from 
  Wyst, along with other dangerous wildlife. Following after them 
  were settlers, primarily displaced freemen and fiefholders look-
  ing to claim land for themselves and their families. A half-dozen 
  fishing villages developed where natural harbors could be found, 
  and Raemark, the largest of the villages, has grown into a port 
  town on Yufel’s west coast, within easy reach of Topaz and Port 
  Lila on the Isle of Borich.
  Farms dot Yufel’s interior, most of them still in the hands of 
  individual families and farmers. The Noble Houses saw Yufel as 
  a poor investment originally, and are just now starting to try to 
  buy up tracts of land and combine them into cash-crop farms, pa-
  latial estates and vast cattle ranches. Yufel has the highest popu-
  lation growth of any area within the Northern Islands; city-folk 
  from Bizantium, Wujik, Gideon or Northomber relocate to Yufel 
  when they feel like they have had enough of urban life, and peas-
  ants who have been forced off their land due to debt or the expan-
  sion of Noble Houses can try to make a fresh start on the still, 
  largely untouched island.
  The Isle of Acta
  Acta is the smallest of the seven Northern Islands, a mere 12 
  miles (19 km) in length and 10 miles (16 km) wide. The isle is 
  rugged and rocky with some low peaks; the coasts are mostly 
  cliffs, with only a handful of beaches and one natural harbor that 
  allows for large ships to dock. The highest point is Mount Faungr 
  – standing 2,894 feet (882 meters) above sea level, making it the 
  highest point in the Northern Islands. The island’s climate is in-
  fluenced by the strong warming influence of the Sea of Dread, 
  whose currents warm the island in winter and create breezes that 
  cool the island in summer. Acta is covered with lush forests con-
  sisting of pines and firs that slowly turn into meadowlands closer 
  to sea level. There is plentiful fresh water from dozens of streams, 
  fertile soil, and wildlife that includes reindeer, mountain hare, 
  sheep, game birds, mice, and even Pegasus. Faerie Folk, includ-
  ing Selkies, Mermaids and Merrows, are said to visit the island 
  and bask or dance on its beaches, while Faeries and other Wee 
  Folk make their home amongst the flora farther inland. Harbor 
  seals are common around the shorelines as are dolphins, orcas 
  and black whales.
  House Selernani rules over the entire island, but their gover-
  nance is casual and easygoing. With their island-fief surrounded 
  by water on all sides and safe from intrusion by neighbors, the 
  House does not feel the pressure of competition and political in-
  fighting that motivates other Noble Houses to attempt to outdo 
  each other. House Selernani has close connections to the King, 
  who often vacations on the island, as do many of Bizantium’s 
  wealthier citizens. The money they bring to Acta has transformed 
  its main city, Selerna, into a beautiful resort town and keeps the 
  countryside well-manicured with clear roads and trails, with good 
  game hunting in the forests. Nobles and rich merchants have also 
  bought up much of the scenic property on the small island that 
  does not already belong to House Selernani. There are still plenty 
  of farmers, shepherds and fishermen and their families who live 
  and work around the City of Selerna, but the rest of the island is 
  either beautiful forest preserves, meadows or the summer homes 
  and cottages of nobles, wealthy merchants, prosperous ship cap-
  tains, foreign delegates and the servants and retainers who ca-
  ter to their needs, surrounded by gardens, fields of flowers and 
  forest. The human population remains sparse enough, especially 
  since many of the summer homes and estates are populated for 
  only a few weeks or months out of a year, that Faerie Folk have 
  not moved away. That means a vacationing merchant or noble 
  may have the experience of seeing 1-4 Faeries or Sprites flittering 
  about with butterflies in their garden. Meanwhile, helpful Brown-
  ies have been known to protect children from danger and help do 
  chores for kind farmers who leave them a little milk and honey, 
  or jam and cookies.
  The Island of Sinza
  Sinza is the second largest of the Windward Isles, very nearly 
  as large as Borich. The entire island is a rocky desert, with two 
  peaks rising to over 760 feet (231 m) above sea level. Seabirds 
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  and Gryphons roost along cliffs and mountainsides, and the is-
  land’s desert interior tapers down to sandy beaches where colo-
  nies of harbor seals live and sea turtles come to breed and bury 
  their eggs, but there is little other indigenous life beyond a few 
  muskrats, sea otters, birds and bugs. There are a few dangerous 
  reefs in the waters around Sinza that have claimed unwary ships 
  in the past, and most mariners steer well clear.
  Those who visit the island find it barren of fresh water. When 
  it rains, flash-floods course over the rocky desert and twin peaks, 
  but what water falls seeps into the earth or runs back into the 
  sea. Pirates and smugglers are known to shelter along the coasts, 
  along with fishing, whaling or serpent hunting camps that go up 
  for a season or two before being packed up and relocated.
  Besides a few fishing camps or seal hunters and monsters like 
  a Gryphon or dragon come to roost or hunt, Sinza’s interior is 
  home to a small population of Ogres. These creatures survive 
  off rainwater, lichen, seabirds and the meat and blood of seals. 
  When times are lean, many of them starve to death. Survivors of 
  shipwrecks or unwary fishermen might be set upon, attacked and 
  robbed, perhaps even captured as slaves and eaten when times get 
  desperate. Companies of Marines are sent ashore every few years 
  to cull the Ogre population, but they have never been able to erad-
  icate them completely. Of course, as barren and unpopulated as it 
  is, securing Sinza from savage Ogres is not a high priority.
  The only shelter to be found is an abandoned, ancient Elven 
  monastery dedicated to the Church of Light and Dark. The ex-
  istence of the overgrown, half-buried monastery was spoken of 
  in Eoten sagas prior to the arrival of Eastern or Western settlers, 
  making it at least 2,400 years old, predating Bizantium’s record-
  ed history. The few scholars who have visited the island have 
  reported masonry similar to that of Elven cities, but no Elven 
  remains have ever been found on the island.
  At the Cathedral of Light and Dark in the City of Old Timiro is 
  an ancient Elven manuscript that makes reference to a monastery 
  on an island far to the north dedicated by Belbaon Nhalynnil; an 
  Elf Acamarch of the Church of Light and Dark during the Age 
  of Elves nearly 10,000 years ago. The document states that the 
  monastery remained continuously occupied for a thousand years 
  before it was mysteriously abandoned.
  The steps up to the monastery (2,109 in all) are rocky, steep, 
  and old, crumbling away beneath one’s feet (-10% to Climb 
  skill, -15% in rain or darkness). Inside are spiders and scorpi-
  ons, potentially a few Ogres trying to escape the sun or rain, and 
  the strong possibility of ghosts or other Entities. The walls are 
  lined with beautiful old mosaics, dusty but protected from the 
  elements. They depicting Elven warriors, the Gods of Light and 
  Dark, and scenes of life from ages past.
  Of course, where there are ancient ruins, there is talk of ghosts, 
  secret chambers, Rune Weapons, ancient magic and lost treasure. 
  However, no excavation – admittedly those that have been done 
  were brief – has ever turned up anything but bits of pottery, uten-
  sils and a few personal items like tarnished and half-rotten toys, 
  combs and similar things. Frequent reports of distant songs ring-
  ing through the halls and movement in the shadows confirm that 
  ghosts haunt the ruins. The real danger, of course, comes from 
  the Ogres on the island who keep an eye out for “visitors” to rob.
  A thorough or lucky exploration of the monastery will reveal 
  a number of secret passages and chambers thick with dust and 
  cobwebs, and more spiders and scorpions, including Giant Spi-
  ders. Most furnishings are in tatters, having decayed and rotted 
  into pieces of wood and debris. Likewise, any books and scrolls 
  that were not magic or marked with runes would have crumbled 
  to dust. Sifting through the debris in some of these hidden rooms, 
  one might find an item of some value (01-10% chance). Items are 
  likely to be such things as:
  01-10% 1D4 gold pieces. 11-20% 1D4 silver pieces or a 
  comb made of ivory (worth 1D6 gold). 21-30% An unbroken 
  piece of pottery (cup, mug, pitcher, bowl, plate, etc.; worth 2 gold 
  as a common item, but worth 1D6x100 gold as an ancient relic to 
  the right person). 31-40% Tiny bronze statue (1D4x10 gold, but 
  1D4x100 gold if recognized as ancient Elven). 41-50% Simple 
  clay bowl (nothing special, 1D4 silver). 51-60% Tarnished knife 
  (does 1D4 damage; value 4D6 gold). 61-70% 1D4 arrowheads 
  or spearheads (worth maybe one gold each). 71-75% One small 
  metal or brass box (tarnished, but after restoration worth 2D6 
  gold; hard to prove it is ancient or Elven). 76-80% A large bone 
  weapon. Those familiar with the Iceborn should recognize it as 
  belonging to the monsters who attack the islands every few de-
  cades. 81-85% A small, tarnished piece of jewelry, probably a 
  pin, brooch, or solid bracelet (1D4x10 gold if made of bronze, 
  2D4x10 gold if silver, 4D6x10 if made of gold). In the alternative 
  this could be a small bone, ivory or clay statue of a god. 85-90% 
  Short sword or other weapon of average quality (worth 1D6x10 
  gold when cleaned up). 91-95% Ancient map scroll of the islands 
  and coast of the Northern Wilderness. It is brittle but still intact. 
  An arrow points to a specific location on the shore of the Land of 
  the Damned but there is no annotation as to what it means. (Note: 
  It points to the location of the Citadel.) 96-00% An ancient El-
  ven book of songs and prayers preserved by the tiny silver runes 
  in the corner of each page. (It is worth 1D6x100 on the casual 
  market, 1D6x1,000 to collectors of antiquity and/or the Church 
  of Light and Dark.)
  Still hidden and undisturbed for 10,000 or more years is a 
  subterranean chamber containing six tombs. It is up to the Game 
  Master if the player group finds the tombs, but they should have 
  to work for it.
  Inscriptions on the tombs indicate two are the tombs of great 
  heroes. Two are the tombs of noble monks. One tomb is the 
  founding priest and one is unmarked and twice the size of a man. 
  Inside one warrior’s coffin is a high quality broad sword that 
  inflicts 2D4+6 damage and +1 to parry (Dwarven made) with a 
  matching dagger that does 1D4+4 damage and is +1 to parry. In-
  side the other is a full suit of ancient double mail armor, A.R. 15, 
  60 S.D.C. plus an ornate helmet with silver and gold inlay and a 
  figure that resembles a Phoenix. As a helmet it is worth 1D6x100 
  gold, as an ancient Elven artifact, it is worth 1D6x1,000 gold to 
  the right collector.
  Inside each of the monks’ stone tombs is an ancient Elven 
  book of songs and prayers preserved by the tiny silver runes in 
  the corner of each page; same as the one described under 96-00%, 
  prayer beads, a writing quill and a book. The Rune preserved 
  book in one tomb is about animals and sea life in and around the 
  islands and Great Northern Wilderness, with many drawings and 
  presumably made by his own hand. It is worth 1D4x10 gold as an 
  interesting “book,” but 1D4x1,000 to a collector of Elven antiq-
  uity. Inside the other monk’s tomb is a book filled with stories 
  about the gods. It too is preserved by runes and is worth 2D6x10 
  gold on the casual market, but 1D6x1,000 gold to the Church of 
  Light or Light and Dark.
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  Inside the High Priest’s tomb is a silver-plated iron quarter-
  staff (does 2D6+2 damage), a silver plated dagger (1D6 damage) 
  and a pristine quality copy of the Tristine Chronicles easily worth 
  1D6x10,000 gold!
  Opening the giant tomb, one finds the bones and tattered 
  clothing of a Titan Knight, his legs curled and bound in a fe-
  tal position. In a small pouch are two Dragon Coins intact with 
  their gemstones (worth 5,000 gold each). If any character of good 
  alignment is among the people rummaging through the tomb, 
  singing can be heard. If not, the place remains quiet except for 
  the shuffling footsteps of 1D4+1 Ogres trying to following their 
  trail. Another 1D6 Ogres wait outside.
  If there is singing, it sounds as if it is coming from beneath 
  the tomb. It is a male’s voice singing in the Elven or Northern 
  tongue. If singing was heard prior to this, it was soft and always 
  seeming off in the distance and impossible for its location to be 
  identified as it seemed to move. Now, however, the singing is 
  louder and clearly coming from below the tomb. If a successful 
  roll is made to find secret compartment/door, a panel pops up and 
  slides over to reveal stairs leading down 15 feet (4.6 m). Note: 
  In the alternative, the bottom of the stone sarcophagus can be 
  smashed out (60 S.D.C.) to reveal the stairs. The singing contin-
  ues until the secret door is opened or is smashed out. The singing 
  comes from one of the objects below.
  At the bottom of the stairs is a small chamber, about the size 
  of a master bedroom. There stands as stone statue of Wolvenar 
  and Osiris standing as if talking to each other. The statues are 
  human-sized.
  In Osiris’ hand is a gold orb the size of an orange that rep-
  resents the sun. A Sun-Sphere of Osiris is worth 10,000 gold 
  in metal value alone, 3D6x10,000 gold to the Church of Light, 
  or Light and Dark! It registers as magic and can create a Globe 
  of Sunlight three times per day that lasts for 3 hours at a time 
  and has a radius of 100 feet (30.5 m); no undead, animated dead, 
  werebeast or Entity may enter that sphere of light and all within 
  its radiance are +1 to save vs possession, +10% to save vs coma 
  and death, and +1 to save vs the mind control powers of vam-
  pires/undead and Entities. Any Priest of Light or the Northern 
  Pantheon will recognize this item and know what it can do.
  Strapped to the waist of the Wolvenar statue is a simple leather 
  belt and scabbard holding a short sword. The sword radiates pow-
  erful magic and is the legendary, Wolf-Son’s Sword, one of the 
  Seven Treasures of the North. (See #1 on page 187 of this book 
  for the complete description of this singing sword.) It is said to 
  have been a “dagger” once actually owned by the god Wolvenar. 
  As a Greater Rune Weapon it is worth millions in gold. As a holy 
  relic touched by a god, it is worth no less than 50 million gold 
  and perhaps as much as 100 million to a Church of the Northern 
  Pantheon or the Church of Light in Timiro. Keeping this item 
  safe from thieves should be a top priority of its owner. With it is a 
  scroll to Turn Dead (equal to a 5th level spell) and one to Create 
  Bread and Milk (also 5th level).
  The Island of Torn
  Torn, northernmost of the Windward Isles, is a rocky, moun-
  tainous island with no current human inhabitants. Difficult to 
  reach, even by boat, Torn is ringed by numerous fjords and steep 
  cliffs that make landing on shore difficult, if not impossible. A 
  large lake at the center of the island creates streams and rivers 
  that turn into waterfalls at the sea’s edge, a beautiful sight to be-
  hold from the water. The Bizantians claim that Torn is empty 
  and abandoned, an island of jagged, uninhabitable mountains 
  and scrub home to dangerous creatures and spirits. The King has 
  proclaimed the island off limits, at the advice of the Church of 
  Algor. The only real inhabitants are millions of seabirds that nest 
  along the cliffs in summer, as well as a few species of preda-
  tors that have washed ashore over the ages or crossed winter ice 
  and maintain small populations on the island, including Tomb 
  Worms, Floaters, weasels and snow foxes.
  The southern coast is almost entirely cliff faced, measuring an 
  average height of 508 feet (154 m) above sea level. The western 
  coastline is rugged, characterized by high, breaking waves, rocky 
  shores, intense erosion and steep sea cliffs. An unusual environ-
  ment is present in the north, a karst-like landscape consisting of 
  limestone bedrock, with little or no soil in the innermost areas. 
  There are numerous sinkholes where surface water disappears 
  through the porous rock surface, creating extensive cave systems, 
  home to seals and walruses, as well as the occasional supernatural 
  creature or group of smugglers.
  On the eastern tip of the island is the abandoned fishing village 
  of Ragnvald. A two hundred foot (61 m) long, dilapidated fishing 
  pier is the only means to access the village from the sea due to a 
  dense rock formation that almost completely surrounds the shore 
  of the harbor.
  In the center of the ruined village stands a reddish, granite 
  stone twice the height of a man, a three-sided megalith covered 
  in old Eoten inscriptions. Many are weathered and worn away, 
  but the primary message is still clear and legible to any Bizantian 
  who can read the North Folk’s tribal language. Any attempts to 
  identify the stone with magic or psionics only reveal the mega-
  lith’s age – it has been in place for almost five thousand years, 
  predating modern Bizantium, set and inscribed far back into the 
  history of the Eoten.
  The Eoten words read:
  “I am the instrument of Power. Where there is Wyrm, they 
  will know dread. Where there is Wyrm, they will know injury. 
  Where there is Wyrm, they will know suffering. Where there is 
  Wyrm, they will know despair. Where there is Wyrm, they will 
  know weakness. Where there is Wyrm, they will know Death with-
  out hope. O Earth Mother, grant that I may guard the skies, sea, 
  and land of the accursed Wyrm. O Master Smith, grant that I may 
  last for time eternal.”
  Anyone familiar with Eoten culture or the Northern Pantheon 
  will recognize the passage as the Litany of Brgg, a prayer called 
  upon when the faithful are threatened by dragons or sea serpents. 
  Seeing it carved into a rock is strange enough, as Brgg is no lon-
  ger worshiped amongst the Northern Pantheon and largely for-
  gotten, except by the Sisterhood of Brgg in Wujik who maintain 
  the old myths and stories. Most modern Bizantians only know his 
  name from his Saga and Litany, neither of which are given much 
  thought by modern people.
  On the outskirts of Ragnvald is a stone pathway that winds up 
  into the countryside. Those who can Sense Magic will register 
  the path as radiating with weak magical energy. The trail is eas-
  ily traversable on foot, but dangerous for horses that could easily 
  catch their hooves between the rocks and possibly break a leg.
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  74
  Three miles (4.8 km) down the road the path begins to climb 
  up into the rolling hills and rocky crags at the center of the island. 
  Here there are patches of grass, wildflowers and vine among the 
  rocks and patches of scrub. The path is littered with fallen rocks 
  and overgrown with flowering vines and scrub. It runs through a 
  vast, open plain where grass grows only in patches and the oc-
  casional rusted, half-buried helmet or shield can be tripped over. 
  Psychics register an almost tangible sense of apprehension, dread, 
  sorrow, and fear in this area. Some describe it as if the whole area 
  “feels injured.” That something terrible happened here long ago 
  and left a powerful imprint that radiates from the ground and fills 
  the air. All Psychic Sensitives find themselves struck by an on-
  slaught of emotional anguish. The sound of an epic battle roars 
  around them as if they stood right in the middle of it. The smell 
  of blood and ozone fills the air. They hear phantom shouting and 
  crash of warriors at war tinged with fear and vengeance. And then 
  there is the smell of death that can not be shaken. Only by shut-
  ting themselves down to all psychic emanations (Mind Block) 
  can they hope to avoid the voices of battle, the smell of death and 
  shadowy images of combat.
  Two trails branch from the ancient battlefield. One is a stone 
  path that leads further into the mountains, the other a winding dirt 
  trail leading to a thin, scraggly forest. Following the forest path, 
  anyone who can Sense Dimensional Anomaly detects some kind 
  of dimensional portal, but very faint. There are a number of large 
  boulders along the trail and throughout the forest itself, boulders 
  that seem to have been intentionally placed. The forest is eerily 
  silent with few indications of animal life. There is no recent evi-
  dence of humanoids, only the ghost of the past.
  At the center of the forest are several large boulders bearing 
  faint, weathered Eoten inscriptions, only one of which is still leg-
  ible: “Brandr and Eyvindr had these stones raised in memory of 
  their father Valyr, who Od betrayed on Torn. Who Algor barred 
  him from reaching Algron. Please Hel help Valyr’s spirit find 
  vengeance.”
  Anyone who enters the forest and reads the stone is likely to 
  have some kind of encounter with a Tectonic Entity that inhabit 
  this location, feeding off energy that emanates from far below. It 
  attacks mortals who linger around the stones and fights until they 
  are 500 feet (152 m) away from the markers. There are 1D4 Pol-
  tergeists in this area as well as some of the uglier and menacing 
  Faerie Folk such Toadstools, Pucks and Bogies, amongst others.
  The stone path that leads from the battlefield continues fur-
  ther up into the hills, where it arrives at the shattered ruins of 
  twin temples dedicated to the Northern Gods Epim and Belimar. 
  Amidst the ruins are broken pieces of pottery, tarnished bronze 
  weapons, stone tools and bits of animal teeth and bones. Further 
  up the trail is more rocks and scrub. The path leads further up into 
  the mountains, outstanding in the natural splendor of their stony 
  peaks, but with little greenery, just stunted pines, patches of grass 
  and brown lichens. The path arrives at another massive stone 
  marked with Eoten words. Translated, it reads: “Engli raised this 
  stone in memory of his son Eysteinn who died by the magic of 
  Zelru Aooz.”
  Finally, the stone path ends at the foot of a ruined city set in a 
  saddle between two mountains, shrouded often by low-hanging 
  clouds of mist. On one side the buildings end at a cliff, dropping 
  vertically for 1,500 feet (457 m) down to a stream at its base, and 
  offering a commanding view down the valley. The opposing side 
  is the base of one of the mountains, a near vertical climb up sheer 
  stone walls. The other mountain, on the far side of the valley, 
  is just as steep and forbidding. The city’s architecture has been 
  blended into the natural form of the mountains, and large boul-
  ders are incorporated throughout its construction. Approximately 
  200 buildings are arranged on wide, parallel terraces around a 
  central square. Numerous stone stairways set in the walls allowed 
  access to different levels across the city, but many are collapsed, 
  or once led to wooden platforms or bridges that are now gone. 
  Anyone familiar with the sagas and legends of the North Folk 
  will know that they have discovered the Lost City of Valsk, once 
  the greatest fortress of the Eoten, their refuge and capital.
  The Ghost City of Valsk
  Just looking upon the bleak, grey edifice of the ancient city 
  one gets the feeling it is a place of ghosts, and no longer meant for 
  the living. Most of Valsk’s buildings were made of heavy stone 
  masonry, or seemingly cut from the very mountain itself.
  Many parts of the structure has survived well despite their 
  age. Green moss covers many of them, and any wooden floors 
  or roofs have long ago rotted away. There are plenty of places 
  where one might make camp, sheltered from the wind and rain, 
  but the entire city carries an unsettling feeling of lifelessness and 
  dark secrets that makes staying here, uncomfortable. The entire 
  island feels like a tomb or graveyard and most people desire to 
  leave within hours of their arrival. Undoubtedly, the occasional 
  renegade, outcast, pirate and explorer must come and stay for a 
  while, but clearly not for long nor en masse. The bleakness is op-
  pressive and the city taken over by dark Faerie Folk who enjoy 
  bleak places. Which again, means it is not a place for people. Not 
  anymore. Linger too long, and mortals will be harassed, chased 
  off, captured or killed by the sinister Faerie Folk. There is also a 
  fair number of Haunting Entities, Poltergeists, and a handful of 
  Possessing Entities and Syphons living amongst the ruins. Higher 
  up in the peaks are grphon nests and even a few Dragondactyls 
  and Peryton, both of which hunt human prey. Bizantians have 
  learned to avoid Valsk entire and most stay away from the island.
  The City Gate is a huge stone wall that once stretched the 
  length of the city. The main gate is long gone. What stands in 
  its place is a massive debris pile, as if the stone structure simply 
  collapsed. Upon careful inspection, the destruction of the main 
  gate seems to have occurred eons ago, as the rubble pile itself has 
  been worn down by wind and rain, and weeds and tufts of grass 
  grow out of it.
  There is a huge statue of an Eoten mariner that greets all visi-
  tors. It is remarkably lifelike, apart from its cracks and patches of 
  moss and lichen. Carved at the base of the statue is an inscription 
  that names him, “Valsk the Protector.” Nearby is a large, three-
  story structure that at one time housed the city guard. There is 
  nothing to be found here. A mostly intact stone tower that rises 
  100 feet (30.5 m) over the rest of the city. Written on its stone 
  door are Eoten inscriptions naming this place “Rúna Tower.” The 
  interior is empty, but a good climber could scale the tower to get a 
  look at the layout of the rest of the city – a jumble of stone build-
  ings slowly crumbling away.
  What was once the palace has almost completely collapsed in 
  on itself, this rubble pile is all that remains. Chips of pottery and 
  old bronze nails can be found in the ruins, but little else. Such 
  destruction, however, is not natural. Something powerful made 
  the structure collapse.
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  75
  There is also what appears to be the remains of a massive 
  wooden ship, roughly 400 feet (122 m) long and 90 feet (27 m) 
  wide. Long, overgrown beams stick up out of the ground, and 
  pieces of the hull are half-buried. The remaining sections are 
  adorned with hundreds of Eoten symbols, most of them too faded 
  to be discerned, but the name Vanesir is visibly etched on the 
  starboard side in Elven. This huge vessel has banks of oarlocks 
  where hundreds of rowers once worked to push her through the 
  water, and anyone familiar with Elven ships should recognize el-
  ements of its design. How it got here is anyone’s guess.
  The Cavern: If one can reach the far side of the stone path, 
  they eventually come to a large cavern opening, high up on the 
  cliff face. Inside are some malicious Faerie Folk and some Worms 
  of Taut. The cavern leads down into the mountain. Legend says 
  it once led down far below the city of Valsk, down below the 
  valley floor beside the city, and into the bowels of the very island 
  of Torn itself. However, any tunnels or caves that may have once 
  existed are clearly all filled in, as if Elemental forces sealed them 
  off completely with rock and dirt. Game Master Note: It is from 
  here that one or two tiny crevices lead to the rat-sized tunnel that 
  goes down into Brgg’s prison. See The Binding of Brgg, page 
  183, for more details on what waits within. Also located in Valsk, 
  buried under tons of debris at the site of the palace, is one of the 
  Seven Treasures.
  Other Places of Note
  The Shadow Coast
  Across the Strait of Folorn Hope, on the mainland in the Great 
  Northern Wilderness, is a large body of water sheltered from the 
  worst weather of the Sea of Despair and Northern Sea. This is 
  Homeland Bay, and its shores are the Shadow Coast colonies. 
  Over the last several decades, the Shadow Coast has been settled 
  by thirteen individual colonies of Bizantium. Each one founded 
  by one of Bizantium’s Merchant Houses in the name of the mon-
  archy. Each is controlled by the Noble House that sponsored it 
  and the day to day operations and any changes within the colony, 
  including ownership, comes at the hands of the Noble Houses; 
  each selling, buying and trading charter shares to one another. 
  The Noble Houses all work to keep the growing dissension with-
  in the colonies quiet from the King, to prevent the Crown from 
  taking greater interest in the goings-on there or feel compelled 
  to take a more direct hand at governing them. The Noble Houses 
  like the absolute freedom they currently enjoy running the Shad-
  ow Coast colonies, and the large profits they make. Each colony 
  has its own charter from the king, and though a colony is part of 
  the Kingdom of Bizantium, King Raedaen IV pays little attention 
  to them or the plight of the people. As long as revenues from the 
  Shadow Coast colonies keep rolling in, the Crown is happy. The 
  actual colonists, not so much.
  The colonists have grown tired of their “noble” sponsors work-
  ing them like mules producing iron, gold, lumber, pine tar and 
  other commodities for export to Bizantium and from there, else-
  where. At the moment, the labor and resources from the Shadow 
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  Coast colonies is helping Bizantium’s economy, maintaining the 
  fleets and enriching the monied classes, while the colonists have 
  little to show for it; some live in abject poverty and are barely 
  able to feed their families. They are weary of working like serfs 
  when they are Freemen who have every right to earn a decent 
  living.
  The Council of Elements, who have tremendous influence 
  within the colonies and runs many aspects of their operations, 
  has been sowing the seeds of dissent for at least two generations 
  of colonists. A sister outfit to the Warlock Council in Bizantium, 
  they dream of Warlocks one day running the colonies and se-
  cretly have the support of the Bizantium Council. The Council of 
  Elements in the colonies functions behind the scenes, and have 
  insinuated themselves into most aspects of politics and opera-
  tions. There they work to fan the fires of discontent in the hopes 
  that the people will rebel, demand their independence from the 
  Crown and Noble Houses, and that many colonies will choose a 
  Warlock as their leader. As tensions escalate, the Warlocks have 
  made it known that they sympathize and stand by “the people,” 
  and will help them gain their independence if that’s what they 
  want. Of course, that’s very much what the Warlocks want, be-
  cause they see themselves usurping the reins of power. They long 
  to form a new nation independent and separate from Bizantium 
  with Warlocks calling the shots.
  All this rabble-rousing has finally begun to reach the ears of 
  King Raedaen IV, but his advisors and the heads of the various 
  Noble Houses who control the colonies assure him that every-
  thing is fine, and that only a few colonies have unreasonable 
  grievances. They neglect to inform him that their growing list 
  of complaints could very easily turn into violent sedition. Right 
  now, conditions are ripe for a clash or misunderstanding that 
  pushes the two sides into all-out war. The Royal Navy and Ma-
  rine Corps claim that they could quickly pacify the colonists with 
  nothing more than a show of force, but shrewd individuals like 
  Prince Wilgan Vatatzes fear that a rebellion will not be so eas-
  ily contained and are worried that Bizantium might end up in a 
  lengthy conflict that could cost the kingdom dearly. Yet each time 
  someone like Prince Wilgan expresses his concerns to the King, 
  Hanta Farrip and her loyal followers on the Warlock Council, 
  insist that Bizantium has nothing to fear. The greedy nobles who 
  don’t want intervention from the Crown concur.
  What has the King most concerned are rumors that it is the 
  hated Western Empire encouraging the people of the Shadow 
  Coast colonies to revolt in an attempt to either undermine Bi-
  zantium, or worse, claim the colonies for itself. No Bizantian can 
  imagine having colonies loyal to the Empire of Sin just across 
  the strait, and that includes the Shadow Coast colonists them-
  selves. They would never ally themselves with the Empire of Sin. 
  Though Western Empire spies are indeed spreading rumors to 
  that effect, and others that claim the Empire is providing arms 
  and magic to aid the colonists in their bid for independence, none 
  of it’s true. The Western Empire is just jerking Bizantium’s chain 
  and wants to see civil war erupt to weaken the Kingdom. Their 
  efforts are done out of spite and in case an opportunity they can 
  exploitation appears.
  In response, King Raedaen IV ordered a full naval blockade of 
  Homeland Bay by the Third Fleet. His public excuse is a desire to 
  “protect the colonies from pirates and raiders” who have been tar-
  geting goods and cargo destined for Bizantium, but his decision 
  has effectively placed all shipping going to and from the colonies 
  under his control, and granted unprecedented powers to the No-
  ble Houses. Any foreign vessel that enters the waters of Home-
  land Bay is turned away, or at least inspected, sometimes with its 
  goods seized, as only ships officially sanctioned by the Crown, 
  specifically those dispatched by the Noble Houses, can export 
  goods from the colonies, which means much more money for 
  themselves. This has further instigated talks of rebellion among 
  some colonists, agents of the Western Empire and the Warlocks 
  who desire war in the hopes the people reject Bizantium and turn 
  to them to lead them. The crazy part of all this is that two-thirds 
  of the populace remains completely loyal to the Crown, or at least 
  to the Kingdom of Bizantium. They are unhappy and feel mis-
  treated, but they see themselves Bizantians through and through. 
  If conditions improved, the level of satisfaction would rise sub-
  stantially and talk of rebellion would drop. Only one third are so 
  fed up with hard labor, harsh weather and unfair treatment by the 
  merchant nobility that they are willing to engage in open rebel-
  lion. But even most of them are likely to acquiesce if the Crown 
  or Noble Houses addressed their grievances and improved their 
  quality of life. If they saw just treatment, they too would happily 
  fall in line. So in short, the Warlocks and others have created an-
  ger and outcry, but these are not people who seek to be separate 
  from Bizantium. They see themselves as Bizantians extending 
  “their kingdom.” From a practical point of view, the bonds of 
  family (all colonists have family on the islands), history, tradi-
  tion, religious faith (and remember, the king is seen as the emis-
  sary of the Church of Algor, after all), and fear of the monster 
  races in the Hinterlands and the Kiridin barbarians and savage 
  Coyles to the south and east, are all reasons the colonists want 
  to remain loyal subjects of the Kingdom of Bizantium. It is the 
  aspiration of certain Warlocks and the foolish mistreatment at the 
  hands of the Noble Houses that is creating a problem.
  The future of the Shadow Coast is uncertain and the remem-
  brance of the massacre that took place at the Hil-Santo colony 
  lingers in the minds of many. Neither the King nor the colonists 
  want to start a war, but Hanta Farrip and her allies in the Warlock 
  Council and the Council of Elements are manipulating events in 
  the hopes of severing the Shadow Coast colonies from Bizantium 
  and forming their own Elementalism-based state. If the Warlocks 
  successfully instigate open rebellion, warfare shall ensue and 
  many innocent colonists could get hurt or killed in what may be a 
  futile dream for a Warlock ruled kingdom. And though the War-
  lock Council wants the Shadow Coast as their domain, they do 
  not intend to entirely undermine the Bizantian Crown. The last 
  thing the Warlocks want is for something to happen to the inept 
  king and his dysfunctional government, which would both make 
  their struggle for independence much harder, nor do they want to 
  risk the wrath of the sea god by doing harm to his emissary, fool-
  ish as King Raedaen IV might be.
  What none of the Warlock conspirators realize, is that the 
  bonds that make one a Bizantian are too strong for even them to 
  sever. If the Warlocks push for rebellion too hard or go public 
  with their support of rebellion, it is they who may be attacked and 
  brought down by the Crown. Should events unfold like that, the 
  authority, trust and freedom Council of Elements in Bizantium 
  will also greatly suffer, and all Warlocks will be regarded with 
  trepidation.
  For additional information about the Shadow Coast, see Pal-
  ladium Fantasy Sourcebook 13: Northern Hinterlands™.
  Brian Hite (Order #17180059)
  
  77
  The Hil-Santo Colony
  Hil-Santo is the second attempt of a Noble House to establish 
  a Bizantium colony on the mainland. While not “officially” one 
  of the Shadow Coast colonies, it is nearby, just northwest of the 
  Seabright, near where Orgod’s Backbone (mountains) meets the 
  Northern Sea. Hil-Santo began as a fishing village and port town 
  off the Strait of Forlorn Hope and alarmingly close to the Sea of 
  Despair. There are a number of dolmen (large rocks piled togeth-
  er to make tombs and crypts) that dot the area, inscribed with old 
  Eoten inscriptions. Many believe this proves the tribal North Folk 
  once lived on, or at least visited, the mainland thousands of years 
  ago, and established a village at the very location of Hil-Santo. 
  The sponsoring Noble House saw this as an omen of good for-
  tune, and chose to establish its colony on the “hallowed ground” 
  of their ancestors.
  Good luck seemed to smile upon Hil-Santo as it became the 
  center of trade between Bizantium and the Shadow Coast col-
  ony of Seabright. As the Shadow Coast colonies grew in num-
  ber, however, Hil-Santo’s proportion of trade declined, bringing 
  about hard times for its dwindling population. In an effort to save 
  his colony, a dying Raudr Vatatzes asked Merchant-Prince Niku-
  las Conemus of House Conemus if he would be willing to enter 
  a partnership with House Vatatzes to manage Hil-Santo. Nikulas 
  agreed. Conemus officials sought to reorganize the colony, and 
  divided the population into three districts of fishermen, farmers 
  and merchants. Not wanting to give up or exchange their homes, 
  however, the colonists resisted, and, rather than hear them out, 
  Nikulas Conemus ordered his House Guard to relocate them by 
  force. Violence ensued, as many of the locals had no idea why 
  they were being pulled from their homes. Soon gangs of mariners 
  with harpoons and farmers with pitchforks were fighting Cone-
  mus’ guardsmen in the streets.
  The “uprising” reached a fever pitch when a few dozen colo-
  nists stormed a Conemus merchant ship, murdered the crew, 
  tossed Nikulas Conemus overboard and watched him drown. A 
  young Minister Airen Roth (who would later become High Min-
  ister of the entire Northern Church), tried to stop them, but was 
  lucky to escape from the enraged mob with his life. Fearing a 
  further escalation of violence, Airen sent word of the colonists’ 
  actions to the Crown, hoping the King would defuse the situa-
  tion. When King Raedaen III learned of the civil unrest, how-
  ever, he ordered the Bizantian Marines to crush the rebellion in 
  a bloody demonstration of force. Three days later, the Bizantian 
  Navy captured most of the colony’s fishing and merchant ships, 
  and rounded up the “insurrectionists.” Nearly two hundred colo-
  nists died trying to resist, no match for the well-trained, well-
  armed Marines. As a further punishment, the King ordered the 
  execution of not only the leaders of the uprising, but their family 
  members and known associates as well. When the day was done, 
  800 colonists lay dead, and others were arrested and dragged off 
  in chains. While the Crown declared “the rebellion” brought to a 
  swift end, the truth was most of these people were not rebels at 
  all, but confused settlers who were simply fighting for what was 
  theirs. The matter was swept under the rug and forgotten, except 
  by the people of Hil-Santo and their neighbors along the Shadow 
  Coast.
  In the years to follow, Hil-Santo has struggled to survive and 
  the colony was so impoverished, it was nearly forgotten. Then, 
  in just the last ten years, House Vatatzes and Conemus have re-
  invested in the colony, building a new port and investing heavily 
  in the community. The influx of gold has attracted merchants, 
  trappers and Serpent Chasers who hunt along the Sea of Despair, 
  as well as new investors and new settlers. The expanded, state of 
  the art docks, and sea serpent slaughterhouses and warehouse, 
  have attracted a large number of fishermen, whalers and Serpent 
  Chasers who are making a very good living in the sea serpent 
  trade. This, in turn, has attracted more trading. And since House 
  Vatatzes has made a point to ensure prosperity for its “citizens” 
  – with fair pay and a share in actual profits (unheard of anywhere 
  else) – the near-dead colony is again the shining example of 
  success. This has attracted many other mariners as well as trap-
  pers, Wolfen traders, explorers and adventurers in the area. As 
  Seabright and Hil-Santo expand their holdings toward each other, 
  Prince Wilgan Vatatzes is seriously considering folding Hil-San-
  to and Seabright into one sprawling and expanding city-state. To-
  gether, they could become the largest and most powerful colony 
  in the region. Neither colony wants to give up their identity, but 
  the merger would benefit them both.
  The success stories of Hil-Santo and Seabright are the excep-
  tion, not the rule along the Shadow Coast, and their good man-
  agement, happy populations and success has only served to drive 
  home the injustice and inequity at the many other Shadow Coast 
  colonies. Colonies who feel the sting of their own discontent all 
  the greater because of these two.
  The Me’zfii Onh Colony
  Located east of the Shadow Coast, near the rivers Accalia 
  and Leidolm running south into the Great Northern Wilder-
  ness, Me’zfii Onh is a wilderness port and trading outpost whose 
  greatest asset is its position near Dragon Claw Bay. It is one of 
  the smallest and newest Bizantian colonies, serving mainly as a 
  landing point for rough and tumble woodsmen, loggers, trappers, 
  fishermen, and traders with the Wolfen. Its remoteness means 
  Wolfen can come and go freely without scaring people as they 
  do along the Shadow Coast. The town’s population is still mostly 
  human (over 80%), but an increasing number of Wolfen are set-
  tling alongside their human trading partners, and most of the hu-
  mans are accustomed to seeing and dealing with Wolfen. The 
  canines work alongside humans and other races not so welcome 
  on the islands of Bizantium to fell massive trees in the ancient 
  oak and cedar stands that surround the tiny colony. Wolfen act as 
  guides for human loggers, hunting parties, trappers, explorers and 
  surveyors, and assist the Bizantians in negotiating with the Ursa 
  Rex and Oak People Wolfen tribes, as well as the smaller Black 
  Birch and Snow Grass tribes, who live in the immediate area.
  The port has a population of less than 300 inhabitants. Lady 
  Ky’Lee Yinxner of House Yinxner is the ranking Bizantian of-
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  ficial in the town. Her duties include governing the area, as well 
  as serving as a kind of ambassador to the Wolfen. Like all in 
  her Noble House, she is fluent in the Wolfen language, and can 
  also barter with the best of them. She meets regularly with Burnt 
  Eyes, the local Oak People Wolfen leader (8th level Ranger), with 
  whom she is on very friendly terms. Ky’Lee sees the Wolfen as 
  potential allies, and, even more important, trading partners who 
  can enrich both their respective peoples by working together.
  Lady Yinxner is fair, smart and all business. She has no desire 
  to seek independence from the Crown and hopes things can be 
  ironed out without violence at the Shadow Coast colonies. Cross 
  her, however, and you realize that the fashionably-dressed noble-
  woman is also an experienced combat leader (9th level Merce-
  nary Warrior), who has no problem calling up soldiers and volun-
  teers. She deals with human criminals and renegades herself, but 
  Wolfen, Coyles and Kankoran are handed over to Burnt Eyes to 
  receive Wolfen judgment. (For additional information on Me’zfii 
  Onh, see the Wolfen Empire™ Sourcebook, page 102.)
  Lyrna Colony
  Located southeast of Me’zfii Onh, along the shore of the Drag-
  on Claw, is a human settlement called Lyrna, home to 234 people 
  who wish nothing more than to be allowed to live without inter-
  ference from Bizantium. The town was established by a 14-mem-
  ber missionary group from the Church of Light and Dark. Fa-
  ther Josurr Nayin sought a place where Bizantian citizens could 
  worship their religion without interference, and King Raedaen III 
  granted them a piece of land with limited self-rule – many miles 
  away from the Northern Islands and the Shadow Coast.
  Still there thirty years later, Lyrna is governed by a seven-
  member council which includes Father Josurr Nayin (7th level 
  Priest of Light), Kiera Hanneet (6th level female Elf Ranger), 
  and five other councilors. Fishing, hunting and trapping are the 
  main industry at Lyrna with some farming in the summer months. 
  Canine races are welcome in the town and often join humans on 
  hunting expeditions and trade furs and game animals. Recently, 
  Ice Bears have been reported in the area, creatures whose rare 
  pelts fetch a high price back in Bizantium.
  Noatun Colony
  Forty years ago, the Bizantium Navy selected a large, sandy 
  plateau not far from the Enaer River to build a landing point 
  where Marines could enter the interior of the Great Northern Wil-
  derness and for the Navy to use as a base of operations to patrol 
  the waters of the Dragon Claw in search of pirates. Basic dock-
  ing facilities were built, and soon freemen from Bizantium began 
  working on the base. A small number of settlers and merchants 
  followed. Noatun has a population of 500 people. The nearby 
  Enaer River is controlled by the Wolfen, which is why Noatun 
  was located away from a tributary, but close enough to have an 
  impact if necessary. The river current is swift and only freezes 
  during the coldest months of winter. The river is also deceptively 
  shallow, and there are a number of places where it can be crossed 
  by foot or on horseback.
  Noatun has never been declared an official colony or even 
  registered as a self-governing region, as it is as much a Navy 
  listening outpost and military base as anything else. Most of the 
  outpost’s supplies are transported by ship, but they could be self-
  sufficient, living off the land in an emergency. Wolfen, Kankoran, 
  and Bearmen are welcomed and are generally treated just as well 
  as humans. Visits by Coyles are common, but the untrustworthy 
  savages are watched closely, especially when they visit in large 
  groups. Pirates and hostile non-humans (Orcs, Ogres, Goblins, 
  etc.) resent the establishment of the Noatun outpost, but usually 
  give it a wide berth.
  The Great Ice Shelf
  Approximately eight hundred miles (1,280 km) north of the 
  Kingdom of Bizantium is a sight both wondrous and terrifying 
  for inexperienced sailors and fishermen: the Great Ice Shelf. A 
  frozen world of ice mountains and mile deep crevasses, there are 
  broad canyons, mesas, endless plateaus and entire landscapes 
  that slowly flow and move. Seasonal lakes form over low areas 
  in summer, their meltwater creating temporary rivers that run 
  down to the sea. Mighty storms blow in from the open ocean 
  and rage in the skies overhead, forming massive blizzards lit by 
  multi-colored lightning, dropping enough snow in a day to render 
  the land beneath completely unrecognizable. Sometimes the sky 
  pours down hail the size of fists, big enough to rip a ship’s sails 
  to shreds or dent armored plates. Freezing rain falls often, too, 
  covering everything in a thin veneer of slick ice.
  Spanning almost 1,200 miles (1,920 km) east to west, the vast 
  ice pack is also more than 380 miles (608 km) north to south at 
  its center, making it one of the largest single landmasses in the 
  Palladium World – only completely without land. The ice shelf 
  is nothing but frozen seawater, possibly frozen right down to the 
  Brian Hite (Order #17180059)
  
  79
  sea floor beneath. During the winter, the sea ice increases, usu-
  ally reaching a maximum extent sometime around the Winter sol-
  stice. The Ice Shelf seems to have its own self-contained climate, 
  characterized by persistent cold and a relatively narrow annual 
  temperature range. In winter there are 21 hours of darkness and 3 
  hours of twilight, along with cold, stable weather conditions and 
  clear skies. Summers feature continuous daylight with 3 hours of 
  twilight as what passes for “night,” along with damp and foggy 
  weather, rain and snowstorms. Winter conditions on the Great Ice 
  Shelf are similar to those of the Great Northern Wilderness (see 
  the Wilderness Survival section of Northern Hinterlands™ for 
  tips on how to survive cold weather and winter conditions).
  Flora does not grow on the Great Ice Shelf, but the surface is 
  home to walrus, seals, penguins, white fur bears, albatrosses and 
  seabirds. In the surrounding water are whales, fish, krill, squid 
  (including giant squid), and plentiful sea serpents. Ice Bearmen 
  live in villages along the edge of the ice pack, hostile towards 
  outsiders, but with a wary respect for the Iceborn that live fur-
  ther inland. There are camps of Frost Giants, some that have be-
  come permanent settlements, others that relocate seasonally, and 
  rumors even speak of an entire city of the giants somewhere on 
  the icy “continent.” Ice dragons supposedly make their lairs atop 
  peaks and deep in caves across the Great Ice Shelf, particularly 
  the Winterserpents that seem to embody the elemental nature of 
  ice itself. The land is harsh and unforgiving, an almost-guaran-
  teed death sentence for any ship that runs aground amidst the ice.
  The Frozen Coast
  Simply approaching the Great Ice Shelf is dangerous enough, 
  even without attempting to land along the shore. Leaving the rela-
  tively gentle Northern Sea behind, the Icy Ocean is much less 
  forgiving, with massive waves, icebergs of all sizes and deadly 
  sea life lurking below the surface. In winter, ice sheets grow out-
  ward in all directions from the Great Ice Shelf, making it difficult 
  or impossible to determine where the more permanent “ice conti-
  nent” really begins. Seals, Ice Bearmen and basking sea serpents 
  live along the edge of the water, as the coast is the most active 
  section of the Great Ice Shelf, with the largest animal population.
  In summer, cracks and temporary divisions split the Great Ice 
  Shelf into one main ice-pack and a half-dozen smaller ice sheets. 
  Rivers, bays and inlets develop that will become closed off dur-
  ing the next freeze of the cold season, and hundreds of icebergs 
  and thousands of ice sheets of all sizes break away, posing a haz-
  ard to any ship they encounter, floating unrestricted in open wa-
  ter, sometimes coming to rest lodged against the seabed. Icebergs 
  generally range from 3.5-75 feet (1-22 m) above sea level and 
  weigh up to 125,000 tons!
  Anyone who sails into the waters around the Great Ice Shelf 
  puts themselves, their crew and their vessel at risk. Getting caught 
  in ice can mean spending an entire winter onboard one’s ship, 
  surviving off fish and seals or enduring slow, brutal starvation. 
  The Kingdom of Bizantium produces the only icebreaker-type 
  ships that are capable of plowing through sea ice, and even then 
  the interior of the Great Ice Shelf freezes into thick sheets that 
  even the heaviest icebreaker cannot penetrate.
  From time to time, Serpent Chasers and whalers report to the 
  Crown attacks or sightings of Iceborn near the Ice Shelf, and the 
  Royal Navy puts together a fleet expressly for the purpose of 
  clearing out the Great Ice Shelf. It is too risky to go ashore for 
  any sustained operations, so warships cruise through the ice floe 
  and along the Ice Shelf’s southern coastline sinking any Necroi-
  lus vessels they find (a rarity) and torching the seaside camps of 
  the Iceborn, Ice Bearmen and other non-humans they find along 
  the shore. Such expeditions return with reports that the threat was 
  exaggerated and (a tiny handful of Iceborn) dealt with. However, 
  what they don’t realize is the majority of Iceborn are always on 
  the move, out to sea or located along rivers much, much deeper 
  inland and safe. Once in a great while, very brave (or foolhardy) 
  captains decide to pursue an Iceborn Necroilus ship upstream 
  into the Great Ice Shelf’s unknown interior. This is an extremely 
  dangerous practice, as shifting ice, freezing water and Elemental 
  magic can all leave a ship trapped in enemy country, surrounded 
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  80
  by strange monstrosities and the ever-present threat of the Ice-
  born. Such expeditions are usually never heard from again.
  The Land of the Iceborn
  Beyond serving as a habitat for northern animals and mon-
  sters, the Great Ice Shelf is a constant source of icebergs and ref-
  uge to the Iceborn. As nomads, the Iceborn have no true home 
  other than the Islands of Bizantium which they claim were taken 
  from them, and belongs to them, and them alone. However, the 
  Great Ice Shelf has become an Iceborn refuge, and a sort of sec-
  ond home. Sometimes smoke rising from the blubber-fires of 
  their campsites can be seen all the way from the sea, dark streaks 
  above a pure white landscape. The ancient savages gather along 
  the coast to meet and trade with other Iceborn, and to make re-
  pairs or enlarge their Necroilus vessels, the undead sea serpents 
  that serve as ships. Further inland, one may find entire villages of 
  the evil creatures, complete with “docks” carved right from the 
  ice where they can moor their monstrous ships or offload terrified 
  captives destined to die as sacrifices to some vile lord or master, 
  or be eaten.
  Leading in from the coastlines are “Iceborn roads,” age-old 
  paths beaten into the ice and snow by generations of bare feet and 
  desperate prisoners dragged behind. Along these paths are frozen 
  corpses impaled on stakes, ice encrusted skeletons of human vic-
  tims and of great creatures butchered where they fell, and statues 
  chiseled out of the ice itself, idols of long-forgotten gods and Ice-
  born champions from ages past. The trails of the Iceborn converge 
  at the center of the continent, sometimes leading over bridges of 
  ice or into tunnels that cross over and under the shallow, seasonal 
  seas that form from summer meltwater. These lakes and lagoons 
  grow in the warmer months, allowing Iceborn Necroilus ships to 
  sail right into the Great Ice Shelf’s interior. Temporary islands 
  become homes for dragons and other creatures that can withstand 
  the low temperatures and are tough enough not to fall victim to 
  the Iceborn and their insatiable appetite for living flesh.
  The Heart of Evil
  Legends say that at the heart of the Great Ice Shelf is the capi-
  tal of the Iceborn, Ay-Ezan, their only true “city.” Here, amongst 
  crystal spires of ice and a frozen labyrinth of sub-glacial caverns, 
  the Iceborn congregate in large numbers for dark ceremonies and 
  evil purposes, to worship dragons and giants and sacrifice hu-
  man victims they have taken in their raids. Ay-Ezan is defended 
  by fields of spear-like icicles that grow up out of the ground, by 
  moats of mysteriously unfrozen water, and by savage blizzards 
  and ice storms. There are almost no guards or sentries, however, 
  because the Iceborn fear no enemy in the frozen wasteland. No 
  outsider who was not a prisoner has ever reached their capital, 
  and few people on the mainland of the Palladium world even 
  know that the Great Ice Shelf and Iceborn exists, let alone an 
  entire city of ice and death. Even the people of Bizantium choose 
  to believe that such a city is the stuff of lies and myth.
  Every generation or two, as the population grows, the Iceborn 
  gather at Ay-Ezan to assemble as a single, mighty horde and 
  choose a champion, a Necromancer War Chief who works them 
  into a frenzy and inspires them to wage war on Bizantium and 
  the shores of the Great Northern Wilderness. With burgeoning 
  numbers, the Iceborn have grown restless once again. The great 
  assembly met at Ay-Ezan several weeks ago to choose a new 
  Necromancer War Chief and devise battle plans for their coming 
  attacks on the Northern Islands and mainland. Soon, whole flotil-
  las of Necroilus ships will sail southwards, raiding vessels as they 
  encounter them, landing armies and covens of witches on foreign 
  shores, and engaging in all-out war and intent on capturing vast 
  numbers of prisoners for slaves, food and human sacrifice. A few 
  clans have already begun to do so as they engage in reconnais-
  sance missions or are too excite to wait for their fellow tribesmen 
  to arrive enforce. “This time,” the Iceborn shout to the heavens, 
  “this time Bizantium shall be conquered.”
  The Edge of the World
  When it comes to strange encounters or unusual phenomena, 
  Bizantian sailors have witnessed plenty of sights that are diffi-
  cult or impossible to explain, from Elementals made of clouds 
  and air, to dragons that vanish into empty skies, to giants who 
  stride up out of the very sea. Nothing, however, compares to the 
  Edge of the World. Most scholars and historians, even men of 
  exceptional wisdom, deny it exists, possibly because its existence 
  defies logic and the known laws of magic, possibly because it is 
  terrifying to imagine. Few seafarers outside Bizantium speak of 
  it: superstition warns that to speak of the wall is to invite disaster, 
  to condemn one’s vessel to sail into total nothingness, or at least 
  to the border between the Palladium World and whatever may be 
  on the other side.
  To those who have seen it, nothing crafted by mortals (or even 
  gods) can compare. The only way to approach the Edge of the 
  World is by sea, or by somehow flying through the air. Roughly 
  one hundred miles (160 km) from the Edge, anyone nearing it 
  watches as the horizon becomes a mass of dark blue and gray 
  clouds in front of a black, lightless wall of energy, reaching as 
  far as one can see. The closer a vessel approaches, the more the 
  wall’s immensity becomes apparent. Within twenty miles (32 
  km), the sight is simply awe-inspiring, a silent expanse of mystic 
  energy spanning the entire horizon from west to east, unchang-
  ing, unbroken. The wall descends down to the floor of the ocean 
  and seems to ascend endlessly up into the sky. Furthermore, Bi-
  zantium’s sailors have basically confirmed that the wall encircles 
  the entire world; missions heading north, south, east and west 
  have all encountered the “Black Wall” at the Edge of the World, 
  and always far out to sea.
  There are references in the Tristine Chronicles that seem to 
  speak of the Edge of the World going back tens of thousands of 
  years. Some legends claim the wall came into existence when the 
  Great Old Ones were sentenced to their endless slumber, and that 
  their place of exile must exist beyond the wall’s bounds. There 
  are those who have never seen it that think the wall is a figment 
  of the imagination, a story invented by superstitious sailors to 
  frighten landlubbers. Various religions also attempt to explain the 
  wall as the work of a particular god or group of gods.
  Whatever it may be, anyone or anything that touches the wall 
  simply vanishes into thin air! Presumed to have been disinte-
  grated. For the last six years the wall has also appeared to inch 
  forward, seemingly devouring everything in its path, including 
  the sky and ocean itself. Anything (even birds and other airborne 
  creatures) that came within three miles (4.8 km) have been snared 
  by a massive maelstrom, dragged into the wall and disintegrated. 
  Fortunately, six months ago, the destructive phenomena around 
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  the Black Wall ceased. Nevertheless, the wall still devoured 
  countless miles of sky and ocean.
  Currently, the wall is found about 620 miles (992 km) south 
  of the island of West Mnn, within the Floenry Isles, or about 700 
  miles (1,120 km) south of the southernmost point in the Land of 
  the South Winds. It is about 600 miles (960 km) east of the Island 
  of Zy and west of the Isle of the Cyclops, and 1,300 miles (2,080 
  km) north of the Island of Borich in Bizantium. Reaching the wall 
  in any direction is possible by boat, but the northern approach is 
  the most difficult due to icebergs and the Great Ice Shelf. Now, 
  with the maelstrom phenomenon surrounding the wall over, the 
  Edge of the World is relatively safe to approach, no longer in-
  teracting with the ocean or the air. Clouds seem to pass harm-
  lessly through the boundary, along with the ocean itself, as if the 
  wall simply did not exist. However, should a living or inanimate 
  object come into contact with the wall, it simply dissolves into 
  nothingness. No magic can dispel the wall, and none have ever 
  crossed it and returned. Leading many to believe there is nothing 
  on the other side.
  Key Figures of the Kingdom of Bizantium
  “The sharks gather twice as fast when it’s royal blood in the 
  water.” – Bizantian Proverb.
  King Raedaen IV
  King Raedaen Jostein IV, High Chieftain of the Eoten, Lord 
  of the Northern Islands, Emissary of Almighty Algor, Merchant-
  King of Bizantium – is one of the least qualified people to ever 
  become ruler of a major nation.
  As a child, young Raedaen was spoiled and coddled, the sec-
  ond son of the King, with no prospect of ascending to the throne. 
  Crown Prince Aevarr, the heir apparent, nine years older, was 
  already a bold knight and proven sailor, and the future of the 
  kingdom seemed to be in good hands. Without the need to pre-
  pare himself to rule, Raedaen grew into a reckless, sometimes 
  even thoughtless youth with no responsibilities, no concerns, and 
  an endless number of royal retainers to clean up after him or fix 
  his mistakes.
  At the age of ten, the King sent Raedaen along with a trade 
  mission to the Yin-Sloth Jungles to earn his sea legs and see part 
  of the world. Confining himself mostly to his cabin during the 
  difficult journey, Raedaen was eager to get a look at the strange 
  ships, people and creatures of the southern jungles. In Bizantium, 
  young Raedaen was well known to the Kingdom’s seafarers, and 
  the little prince’s favorite game was to explore and play on any 
  ship he chose, indulged in his curiosity and carefully watched. 
  Wandering off in a strange, foreign port, however, the first vessel 
  to catch his eye was a pirate ship masquerading as a merchant, 
  and Raedaen was kidnaped “as easy as leading a lamb up the 
  gangplank” and held for ransom.
  When word of Raedaen’s capture reached Bizantium, Crown 
  Prince Aevarr, along with a dozen warships, sailed for the Yin-
  Sloth Jungles. Somewhere in the Sea of Dread, the fleet encoun-
  tered an enormous sea monster during a vicious storm. Only one 
  ship escaped the battle with the terrible beast and Aevarr was lost 
  at sea. The young noble was extremely popular with many of Bi-
  zantium’s Noble Houses, who in turn blamed his death (and the 
  loss of the Yin-Sloth trading partnership, worth millions of gold) 
  on prince Raedaen, the boy who would now be their future king. 
  A vast sum of gold was delivered to the pirates, and Raedaen 
  returned to the Northern Islands unharmed, but to an atmosphere 
  of ill will and whispered condemnation.
  His father never spoke of the issue and the path of succession 
  remained unacknowledged, even when the King fell from his 
  horse and broke his spine three years later, leaving him paralyzed 
  from the neck down. Not wishing to be an invalid for the rest 
  of his life, King Raedaen ordered his royal guardsmen to throw 
  him into the ocean. Young Raedaen IV watched in horror as the 
  King’s guard complied with his father’s wishes. As the King 
  sank beneath the waters, his wife, Queen Angelita, jumped in af-
  ter him. From that moment on, Prince Raedaen was haunted by 
  the image of his parents drowning and became fearful of the sea.
  After taking the throne, King Raedaen proved his worst critics 
  correct. Viewing both the kingdom and the Shadow Colonies as 
  personal possessions, the young King used his power to indulge 
  his whims and bestow important offices upon friends and cronies, 
  rather than further the interests of his country. With no under-
  standing of politics or sea trade, no forceful personality, military 
  experience, religious zeal or other admirable qualities, the King 
  has been nothing but a disappointment to the nobles and mer-
  chants that profit most from decisive leadership from the Crown.
  The King’s intellectual laziness regarding his own Kingdom 
  and conditions abroad shames not only the Crown, but everyone 
  involved in the Bizantian government. His own father understood 
  that Raedaen was not fit for the throne, but “the divine will of Al-
  gor chose this imbecile (not his brother) to serve as the sea god’s 
  emissary.” As dark clouds gather around the nation, however, 
  even the pious are starting to question their leader. King Raedaen 
  IV is not comfortable when required to perform official duties re-
  quired of the King and emissary of Algor, and the priesthood has 
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  little faith in their monarch’s ability to maintain good will with 
  their divine sponsor.
  In appearance, King Raedaen IV might be from Bizantian 
  noble stock, but nothing about him looks regal or dignified. His 
  shoulder-length blond hair is usually a tangled mess, and for a 
  king outfitted in the finest silks and rarest materials, he is some-
  how still a poor dresser, wearing the finery of a nobleman like a 
  peasant in a costume. The King’s efforts to procure a queen for 
  himself have thus far been unsuccessful, leading to awkwardness 
  amongst the Crown and Noble Houses, failed matchmaking out-
  side the kingdom and even one potential bride who was nearly 
  beheaded when she backed out of a marriage arrangement, ac-
  cepting exile on the Shadow Colonies rather than remain with 
  the King.
  Despite his obvious shortcomings, King Raedaen is embraced 
  (if not necessarily respected) by Bizantium’s people, more so as 
  a symbol of national pride than a decisive leader. He is always 
  ready to extend the generosity of the Crown to the underprivi-
  leged, even if he is incapable of understanding the economic 
  conditions or complex mercantile systems that lead to poverty 
  and inequality. By allowing most of the administrative duties of 
  the Kingdom to be run by a self-serving body of advisors, the 
  King has failed to notice that the Shadow Coast colonies have 
  nearly reached a state of open revolt. Reports of the Iceborn are 
  dismissed, and every rumor of treachery or court intrigue is ex-
  plained away as paranoia on the part of Raedaen’s advisors. The 
  ambitious Noble Houses that surround him do their best to main-
  tain the kingdom’s standing in the world, but they also have the 
  power to turn on King Raedaen IV or demand that he abdicate 
  the throne. Conflicts between the Church of Algor and the grow-
  ing number (and power) of Warlocks who practice Elementalism 
  threaten to create rifts within Bizantian society, while merchants 
  watch as competitors erode their position in certain markets.
  The King, however, cannot be bothered with these kinds of 
  boring details, and is unlikely to take action until the walls of his 
  own palace are falling down around him.
  Quick Stats for King Raedaen IV
  Alignment: Anarchist. Attributes: I.Q. 9, M.E. 7, M.A. 13, 
  P.S. 11, P.P. 8, P.E. 11, P.B. 8, Spd 14. Age: 37. Experience: 6th 
  level Noble and 1st level Acolyte. Note: It’s not that Raedaen is 
  truly an imbecile, it’s that he has no common sense nor the skill 
  or desire to be a leader. He lacks empathy with the people.
  Hit Points: 47. S.D.C.: 11. P.P.E.: 10.
  Magic Items: The Serpent Tooth of Agmundr: This item has 
  been worn by Clan Chieftains of North Folk for thousands of 
  years. One of the old sagas claims that it was first worn by the 
  legendary King Agmundr, who received it from the sea god him-
  self after reclaiming the Northern Islands from the Great Horde. 
  The 12 inch (30 cm) animal tooth of the pendant portion belongs 
  to some kind of sea serpent, or perhaps a dragon of sorts. No one 
  has ever been allowed to physically examine it to determine its 
  nature.
  Whomever wears the necklace receives a +5% bonus in all 
  prayers to Algor, and to priestly abilities. According to the saga, 
  one can also make a direct appeal to the god for an immediate 
  supreme act of divine intervention (+30%) just like a Priest of 
  Light. This means whoever is king has the power to request a 
  miracle from the sea god! The rules are relatively the same; use 
  the wearer’s M.A. attribute number plus 3% per level of experi-
  ence. Only those who are true worshipers of Algor can make such 
  appeals, and even then the sea god may determine that their cause 
  is unworthy, especially if it leads to personal glory or reward, re-
  gardless if hundreds of lives may be at stake. The saga also claims 
  that some requests have not only received the sea god’s attention 
  but also cause him to make a personal appearance!
  Money: The King has a personal fortune of at least 200 mil-
  lion in gold, jewelry, and prized trade goods, from walrus ivory 
  and rubber to animal skins. In real estate, he owns 22,000 acres 
  of woodland. As he is the King of Bizantium, it is safe to assume 
  Raedaen has access to virtually any kind of non-magical weapons 
  or armor his heart desires, yet neither he nor the Crown actually 
  owns any magic artifacts (except those on his person). However, 
  any item confiscated by any legal authority of Bizantium will be 
  taken to the Office of Numbers and, allegedly, to Norbert Bank. 
  These items “become the property of the Crown” by royal decree, 
  but they remain held in secure locations away from the palace and 
  monarch.
  Note: Raedaen suffers from an intense fear of water (hydro-
  phobia), one of the reasons why performing his religious duties 
  as a representative of Algor are so difficult. Though he may be 
  monarch of a seafaring people, the King rarely travels by water, 
  shies away from docks and shipyards, and abhors small boats.
  Merchant-Prince
  Wilgan Vatatzes
  For his first sixteen years, the boy who would one day be-
  come Merchant-Prince Wilgan Vatatzes was raised in the Timiro 
  Kingdom, practically brother to Valdin Farstalk, future Duke 
  of Aracho. His father, Merchant-Prince Symond Vatatzes, after 
  numerous affairs and children outside of marriage, consented to 
  allow his first wife to return to her home in Timiro, unknowingly 
  pregnant with the prince’s heir and firstborn legitimate son. Wil-
  gan grew up in the fashion of Timiro’s nobles, learning how to 
  court ladies and kill brigands in equal measure, but always had 
  a fascination with ships and the sea. At age sixteen, he was torn 
  away from this life and sent on a long and uncertain sea voyage, 
  a trip halfway around the world, home to the Northern Islands to 
  be with his father and learn his place within Bizantium’s nobility.
  The appearance of the young prince caused quite an uproar. 
  Symond Vatatzes knew nothing of his son, and sent this upstart to 
  the Shadow Colonies rather than face the reality of a new succes-
  sor. Wilgan made the best of his fate, however, playing an active 
  part in the governance of the Seabright colony and bolstering its 
  wealth and economic production. The Crown and the other Noble 
  Houses praised the ambitious, young nobleman, but his own fa-
  ther remained cold and aloof.
  After four years in the colonies, Wilgan was spending more 
  and more time in Bizantium, living the life of a displaced aristo-
  crat and socializing with the Northern Islands’ elite. He was also 
  sending “advice” to his half-brothers, half-sisters and cousins 
  within the Vatatzes estate, much to the outrage of his father, the 
  Merchant-Prince. The two even had a few heated confrontations 
  in the halls of power, and many powerful people in Bizantium 
  began to lose faith in the elder Vatatzes, while recognizing untold 
  potential in his son. The issue was decided permanently shortly 
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  after, though, when Symond Vatatzes died of a heart attack on the 
  eve of his marriage to his seventh wife.
  While his half-brothers bickered and debated, Wilgan invoked 
  Bizantium’s laws of succession and assumed leadership of the 
  House. He straightened out his father’s messes, found worthy 
  positions for his half-siblings and cousins, and set the Vatatzes’ 
  shipbuilders to work on newer, bigger warships. Realizing that 
  the King had no temperament to rule, Wilgan also offered his 
  services to the inept King Raedaen IV – who gladly accepted. Be-
  fore long, Wilgan became the King’s chief advisor, a role he still 
  fills to this day. He has assumed command of the Royal Army, 
  drafts laws, dispenses justice, and generally manages the day-
  to-day running of the Kingdom. Countless times he has found 
  himself acting on the King’s behalf, Raedaen either indisposed or 
  simply uninterested.
  Some claim Wilgan runs Bizantium so effectively that it 
  should be him sitting on the throne. As much as Wilgan secret-
  ly despises the inept monarch, however, he will do nothing to 
  jeopardize or bring turmoil to the Kingdom. Instability is bad for 
  business, and Bizantium survives off the profits brought in by its 
  ships and merchants. Wilgan is used to fixing the King’s prob-
  lems, and usually ends up preserving the status quo.
  Prince Wilgan is obviously a Vatatzes, with the family’s dis-
  tinct auburn hair and blue eyes. He dresses the part of a Bizantian 
  noble, but at a moment’s notice can turn into a sailor and blend in 
  with the common folk. He has handsome features and is the talk 
  of many young noblewomen of the Bizantian court who wonder 
  why he has remained unmarried for so long.
  Privately, the prince longs to return to a simple life aboard a 
  sailing vessel, and perhaps one day he will sail around the world, 
  or, better yet, return to the Timiro Kingdom and take up the of-
  fer made by his childhood friend, the Duke of Aracho, Valdin 
  Farstalk, to serve as his chief military advisor. The two share a 
  close relationship and continually update each other on what their 
  respective monarchs are doing to wreck their beloved kingdoms.
  Presently, Wilgan is looking closely into the affairs of Hanta 
  Farrip, Airen Roth, Geoffrey Lamrith, Calith Orfeld and Grayen 
  Bardomus to make sure their personal endeavors do not threaten 
  Bizantium. Should any of them truly step out of line, Wilgan shall 
  move quickly and have their agents arrested and interrogated in 
  order to bring charges of treason upon their employer. The sooner 
  these troublemakers can no longer influence the King’s decisions 
  or affect the affairs of the Kingdom, the happier Wilgan will be. 
  One day, he hopes to be able to see his own ambitions come to 
  pass – marrying one of his sons or daughters to the King’s even-
  tual children and putting a Vatatzes on the throne as the next King 
  of Bizantium.
  Quick Stats for Prince Wilgan Vatatzes:
  Alignment: Principled. Attributes: I.Q. 17, M.E. 19, M.A. 23, 
  P.S. 13, P.P. 12, P.E. 11, P.B. 18, Spd 13. Age: 42. Experience: 
  10th level Noble. Wilgan’s loyalty and devotion to the welfare of 
  the Kingdom and its citizens is second to none. It is this devotion 
  and sense of duty and honor that keeps him shackled to the affairs 
  of the court where he does what he can to keep the Kingdom run-
  ning as smoothly as possible.
  Hit Points: 49. S.D.C.: 14. P.P.E.: 7.
  Psionic Abilities: A Minor Psychic with the abilities of Te-
  lepathy (4) and Object Read (6). I.S.P.: 60.
  Magic Items: The Deceiver: Within his mansion Prince Wil-
  gan keeps his pride and joy; a powerful crystal headband created 
  during the Time of a Thousand Magicks. It provides him with 
  impressive psychic abilities. First, it alters his aura, making him 
  appear to have no psionic powers, and makes his attributes seem 
  much less than they really are. Second, he can disguise his Align-
  ment at will, making it appear to be whatever he wants. Third, 
  the Deceiver conceals its own magical and psychic abilities to ap-
  pear absolutely ordinary. Fourth, it projects “truth” and “sincer-
  ity,” making all lies sound convincing. Not even the magic spell 
  Words of Truth or psionic detection reveals his lies (10 I.S.P. per 
  five minutes). Fifth, Charismatic Aura, identical to the Wizard 
  spell (I.S.P. cost 10. Duration: One hour). (This psionic crystal 
  device is described in The Island at the Edge of the World™; 
  pages 91-92.) He has never told anyone where exactly he found 
  the rare crystal device and only if tortured within an inch of his 
  life is he likely to reveal who is on the other end (the Duke of 
  Aracho is in possession of a Crystal Communicator, which is how 
  the two stay in contact with one another across the many miles).
  Drauandvar, Ring of the North: A gold ring, etched with tiny 
  runes on the outside and inside, Drauandvar was given to Hidar 
  Vatatzes over a thousand years ago and has remained in the fam-
  ily ever since. Legends speak of the ring’s ability to blind the Ice-
  born with holy light, but the only power currently demonstrated 
  by the ring and bestowed upon its wearer is an immunity to mind 
  control & possession, +1 to save vs illusion, and the owner enjoys 
  a +10% bonus to all skills requiring a high M.A., such as diplo-
  macy, confidence-building, rallying troops, making convincing 
  appeals, etc.
  Money: He keeps most of his valuables hidden in a secret 
  vault in the basement of his mansion. His personal wealth is 
  around 370,000 gold, but House Vatatzes has access to 14 million 
  gold worth of gems, gold, jewelry, ivory, animal skins, and rare 
  articles. House Vatatzes also has 1.7 million gold in the Norbert 
  Bank and 700,000 gold in the Aracho Credit Union in the Timiro 
  Kingdom. Most of House Vatatzes’ wealth has been invested in 
  its shipyard and the Seabright and Hil-Santo Colonies.
  Hanta Farrip,
  Chief of the Warlock Council
  Hanta was born the daughter of a fishmonger in the city of 
  Plu. Her mother died when she was nine years old, making her 
  responsible for hawking the cockles, clams and mussels that her 
  father caught at sea. While working as a young street peddler, 
  pushing a wheelbarrow as her father fished, Hanta developed a 
  knack for learning the names of everyone on the city’s streets, 
  their trade, as well the locations of criminal and illegal outfits. 
  Few ever paid her any attention; after all, she was the daughter 
  of a fishmonger.
  Two years later, a terrible storm forced most of the fishing 
  fleet to flee for calmer shores or retreat into harbor. Hanta’s fa-
  ther was one of the few fishermen lost at sea. Heartbroken, but 
  knowing no other trade, Hanta continued to prepare and sell fish, 
  now employed by a stern, uncompromising fish merchant. Within 
  a few years she was smuggling for the local thieves’ guild and 
  working as a courier for sailors. When her employer found out 
  about her secret life, he confronted her with a whip, and in the 
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  ensuing melee, she stabbed him in the neck with a fileting knife 
  and fled his house, becoming a stowaway onboard a merchant 
  vessel destined for the Timiro Kingdom.
  Three days later, with the ship already out to sea, Hanta was 
  cold, wet, and hungry. She snuck into one of the cabins to try and 
  find food when she was caught by the ship’s Warlock, Tempest 
  Wavemaker. Instead of reporting her to the ship’s captain, he of-
  fered her a place as his assistant. During the long voyage, he con-
  vinced Hanta to make a better life by studying Warlock magic at 
  the College of Elements in the city of Credia. He would sponsor 
  her and she would never have to endure the harshness of living on 
  the streets or the cruelty of lesser men ever again. Hanta agreed.
  In short order, Hanta proved to be one of the most talented 
  pupils to ever attend the College of Elements. She appeared to 
  be an exceedingly quiet and studious person, but Dean Mariota 
  Aircaster came to believe Hanta might be the most brilliant stu-
  dent the college had ever seen. She decided to tutor Hanta her-
  self, teaching her some of the shrouded secrets of the Warlock 
  arts and communing with the four Elemental Planes. When Hanta 
  left the College and returned to the Northern Islands, she quickly 
  became chief Warlock in the city of Plu, and joined the Warlock 
  Council with a handwritten letter of recommendation by Mariota 
  Aircaster.
  Last year, Hanta’s political resourcefulness (and ability to sum-
  mon Elementals to assassinate her enemies), enabled her to rise to 
  the position of leader of the Warlock Council. She has vowed to 
  see the Shadow Coast become a mageocracy, ruled by the Coun-
  cil of Elements, independent of the Bizantian Crown, and to help 
  the colonies become a new center of power on the Northern Sea, 
  separate and independent of Bizantium. She has no desire to see 
  Bizantium’s Crown or Noble Houses destroyed or enslaved, only 
  for the Shadow Coast colonies to become a new kingdom under 
  her rule. Nor does she have any real desire to remove King Rae-
  daen IV from the throne. She knows the populace of the North-
  ern Islands will never accept Warlocks ruling over them, but the 
  colonies are a different story. To get what she wants, she has no 
  qualms about destabilizing Bizantium’s economy or stirring up 
  trouble in the colonies, but the inept monarch does all the damage 
  he can on his own. When necessary, she whispers a few words of 
  encouragement or suggestions into the King’s ear and he usually 
  acts upon them. Hanta tries to keep her ambitions for a Warlock-
  governed kingdom on the mainland from interfering with her af-
  fection for the Bizantian common folk. Having spent her life as a 
  peasant, she cannot stomach watching others suffer at the hands 
  of smug noblemen and greedy merchants reluctant to share their 
  wealth with those who break their backs getting it for them.
  Quick Stats for Hanta Farrip:
  Alignment: Aberrant. Attributes: I.Q. 19, M.E. 20, M.A. 18, 
  P.S. 10, P.P. 14, P.E. 14, P.B. 17, Spd 12. Age: 29. Experience: 
  9th level Air Warlock.
  Hit Points: 93. S.D.C.: 29. P.P.E.: 181.
  Spell Knowledge: Speak Elemental 98%, Sense Air Ele-
  mentals within 360 feet (109.7 m) and all other Elementals and 
  Golems within a 120 foot (36.6 m) radius automatically; 70%, 
  but if Elemental Forces appear to be at work, she gains a +20% 
  bonus and doubled sensing range, recognize/sense a fellow War-
  lock and their Elemental sign, she can always see invisible Air 
  Elementals as well as Spirits of Light and demonic Jinn, knows 
  the direction of wind and can accurately tell/sense time by ob-
  serving the sky 98%, sense precipitation (rain or snow), weather 
  patterns, and atmospheric disturbances 75%, sense impurities in 
  the air (pollutants, ash, smoke, etc.) and knows if they are haz-
  ardous to humanoid health 75%, summon any Lesser Elemental 
  55% (65% for Air Elementals) for one week without a desire to 
  return to its home plane, afterward an accumulative 6% per week. 
  Summoning only takes 15 minutes. She can summon any Greater 
  Elemental at half the normal percentile level. Note: Farrip’s War-
  lock abilities are slightly enhanced thanks to additional training.
  Air Warlock Spell Knowledge: Atmospheric Manipulation 
  (50), Breath of Life (50), Breathe Without Air (3), Call Lightning 
  (10), Calm Storms (20), Change Wind Direction (6), Circle of 
  Rain (25), Cloud of Slumber (4), Cure Frostbite (22), Fingers of 
  the Wind (8), Hurricane (60), Invisible Wall (30), Leaf Rustler* 
  (7), Levitate (7), Lightning Strike (12), Mesmerism (7), Mist of 
  Death (40), Orb of Cold (6), Phantom* (15), Phantom Footman* 
  (10), Snow Walking (8), Stop Wind (5), Tornado (60), Whispers 
  of the Wind (30), Wind Blast (40), Wind Cushion (50) and Wind 
  Rush (10).
  Note: Hanta can perform the spells marked by * with only half 
  the required P.P.E. (as noted) and double the normal duration. 
  There is no limit to how many Elementals she can command. 
  These summoned air essences Bio-Regenerate 1D6 Hit Points/
  S.D.C. per minute.
  Magic Items: Beads of Souls: Hanta wears thumbnail-sized, 
  jade marbles fashioned into a bracelet (6 beads total) around her 
  right wrist. Each stone functions as a P.P.E. battery containing 30 
  P.P.E. each. Once she draws the P.P.E. from each bead it turns 
  black and cannot be recharged.
  Cloak of Guises: The white, hooded robe worn by Hanta can 
  be turned into a full-length, fancy dress, into traveling attire to be 
  worn when aboard a ship, or almost any garment in between. The 
  cloak does not provide shoes/boots for her feet.
  Money: Her personal savings are stored in a hidden vault 
  in her house. Within this vault Hanta keeps 100,000 gold and 
  countless books on history and anthropology (each worth 50-150 
  gold). There are dozens of preserved scrolls that hold the personal 
  eyewitness testimony of individuals that have traveled the Sea of 
  Despair. Hidden beneath her bed, under a secret floorboard, she 
  keeps half a dozen star sapphires (17 carats) each. There is also a 
  detailed map of the Great Ice Shelf, including the estimated posi-
  tion of the Black Wall beyond it and the location of something 
  apparently buried under the ice.
  She owns a dozen sea serpent teeth hidden in a chest full of old 
  clothes. One, the length of a broadsword, has an inscription that 
  reads “Queen of Serpents.” As leader of the Warlock Council, 
  Hanta has access to most of its treasury (13 million in gold, gems, 
  precious metals, jewelry, animal skins, and rare articles) but this 
  doesn’t include another 3.5 million in magic items hidden in a 
  secret vault at their headquarters.
  Note: Protecting Hanta’s vault is a Phantom (same as the Air 
  Elemental spell) that Hanta has turned into a Greater Familiar! 
  The Phantom’s primary duty is to protect the vault, but when 
  Hanta is home, she can send the creature on various errands, 
  which includes dispatching some of her most hated enemies.
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  Airen Roth, High Minister
  of the Northern Pantheon
  With long, blue-white hair and pale eyes, anyone who meets 
  Airen Roth, High Minister of the Northern Pantheon, will see 
  that he is descended from the Eoten, of true North Folk blood. 
  The eldest of five children, his parents are fiefholders in service 
  to House Ducasian. Airen would have spent his life working the 
  land as well had he not become tangled in a fishing net after falling 
  off an old pier. Caught in the net’s lines, Airen thought drowning 
  was only moments away, when a beautiful mermaid appeared out 
  of the sandy water, granting him the ability to breathe beneath the 
  water and cutting his bonds away with a fishbone knife.
  Roth emerged from the waters a changed man. The next day, 
  he packed his belongings and departed for the Church of Algor 
  in Southomber. After two years as a student and acolyte, he took 
  a job onboard the merchant vessel Curious Seal, serving as the 
  ship’s pastor. During a dozen voyages through the Sea of De-
  spair, the Seal never grounded on rocks or sandbars, saw no at-
  tacks from pirates or sea monsters, and never lost a single crew-
  man. All aboard attributed their good fortune to the ship’s pastor 
  and his favored status with the almighty Algor.
  Returning to Southomber, Roth was requested by House 
  Vatatzes to serve as religious minister for the Hil-Santo Colony. 
  This lasted for only a single year as Airen became involved with 
  colonists who wanted to break away from Bizantium. Unable 
  to convince them otherwise and unnerved by the growing vio-
  lence in the streets, Airen sent word of the colonists’ plans to the 
  Crown – causing King Raedaen III to respond with the heavy 
  hand of the Bizantian military. The Navy destroyed or captured 
  most of the Hil-Santo Colony’s ships, and Marines executed not 
  just the leaders of the independence movement, but their family 
  members and associates as well, whether they were innocent or 
  guilty, young or old.
  The deaths weighed heavily on Airen, who left the colony hor-
  rified at the consequences of his own actions. Nonetheless, the 
  Crown and the Church decided to reward his loyalty by nam-
  ing him Minister of the Faith, an exalted position within the 
  church that granted him power equal, in some ways, to that of 
  a Merchant-Prince. Over the next three years, Airen became in-
  creasingly pious and removed, choosing to focus on his humility, 
  concern for the poor, and his commitment to dialogue as a way to 
  build bridges between people of all backgrounds and beliefs. In 
  addition, he became known for favoring simple vestments void of 
  ornamentation, sometimes walking the grounds in simple linens 
  or even swimming nude during personal communion with Algor 
  in the sea.
  When High Minister Ljot Thorald failed to heal King Raedaen 
  III’s injuries, leading the King to take his own life, Prince Rae-
  daen IV called for the Minister’s execution. He then named Airen 
  as Ljot’s successor, despite the protests made by several Noble 
  Houses and advisors to the King. No one in the last century has 
  been more influential in the spread of the Church then Airen, and 
  with King Raedaen’s lackluster performance of his religious du-
  ties, Airen has stepped up to fill the void. His commitment to the 
  people is unwavering. He seeks peace, not just with those who 
  follow the faith, but with all individuals and races, regardless of 
  their motives. He believes clergy should be shepherds looking 
  after the people, but knows that priests can be tempted and cor-
  rupted by power as well, making it important to live a humble 
  life. He works tirelessly with the church’s acolytes, speaks well 
  of the Wolfen, and is not above counseling the most downtrod-
  den, unfortunate and outcast individuals in Bizantian society.
  Airen is being criticized, however, for failing to respond quick-
  ly enough to allegations made by Church officials that House 
  Bardomus is using “illegal magic” in the creation of the Stone 
  Ships. As High Minister, he is in charge of all investigations and 
  policies regarding such allegations. As a Bizantian, however, he 
  sees the strategic value in the mighty ships. If arcane, untrust-
  worthy forces are involved in their construction, Airen will look 
  for the truth and close down the shipyard that builds them, but he 
  would prefer to believe that House Bardomus is acting in accor-
  dance with the tenets of the Church.
  Airen has heard stories regarding the numerous reported in-
  cidents of ghostly visions and strange phenomena on the Island 
  of Torn that the Crown and Noble Houses seem to be ignoring. 
  Though they are only rumors, Airen is looking to recruit merce-
  naries and/or adventurers to journey to the island and conduct a 
  discreet investigation into the matter, reporting back all findings 
  to him and him alone. Airen doesn’t want a repeat of the Hil-San-
  to colony incident, so he will try to handle the affair on his own.
  Likewise, Minister Airen is privy to rumors about ghost ships 
  being discovered and villages on the mainland where the inhabit-
  ants have vanished. He has prayed to Algor for insight into this 
  troublesome matter. In a dream, the giant sea god rose above 
  the waves with his hands cupped, holding something. When he 
  pointed his right hand north to the Icy Ocean, where storm clouds 
  rolled out toward Bizantium, Iceborn encased in ice fell from his 
  other hand, laughing as they dropped into the sea. In the water, 
  they turned into sea serpents. Some of the serpents circled the 
  island kingdom as if laying in wait, but the majority swam to the 
  Shadow Coast where they climbed onto the land, breathing fire 
  and bringing death to the colonies.
  Airen is sure that Algor has sent him a warning, but the priest 
  is uncertain with whom he should share this awful premonition. 
  He knows most people believe the Iceborn are long dead and of 
  no consequence, and fears that if he raises the alarm, he will be 
  dismissed as a feeble old man. He plans on speaking to Merchant-
  Prince Wilgan Vatatzes and seeking his counsel on the matter. 
  Shockingly, the King will believe the warning whether it comes 
  from Vatatzes or the High Minister directly, and while others 
  scoff, the King will put the monarchy on high alert. Sadly, the 
  Shadow Coast colonies are among the scoffers and take few pre-
  cautions to ford up their defenses. Worse, as time passes without 
  incident, they will ignore the warnings and go about life as usual.
  Quick Stats for Airen Roth:
  Alignment: Scrupulous. Attributes: I.Q. 19, M.E. 13, M.A. 21, 
  P.S. 13, P.P. 14, P.E. 15, P.B. 10, Spd 14. Age: 61. Experience: 
  10th level Priest of Algor and the Northern Gods.
  Hit Points: 54. S.D.C.: 20. P.P.E.: 82.
  Priest Abilities: Blessings, Prayer of Strength 83%, Prayer of 
  Communion 84%, Prayer of Intervention 84%/90%/84%, Mir-
  acles 41%, Healing Touch, Exorcism 70%, Resurrection 25%, 
  Turn the Dead 70%, Penance and Sacrifice, Breathe Underwater 
  (special): Same as the Water Warlock spell – (88%, starts out at a 
  base 25% at first level, +7% per level of experience), and Walk on 
  Water (special): Same as Water Warlock spell Walk the Waves 
  only the Bizantium Priests of Algor can perform it on themselves 
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  for double the duration and without limit of wave and weather 
  conditions (55% base +10% at first level and
  each additional level of experience).
  Spell Knowledge of Note: Calm Waters (15), Change Wind 
  Direction (6), Create Coal (5), Dowsing (2), Extinguish Fire (8), 
  Lightning Fist (12), Mend Wood (10), Semi-Impervious to Cold 
  (10) and Tongues (12).
  Magic Items: Mask of Algor: A ceremonial silver mask said 
  to be forged by the ancient Eoten with the likeness of Algor him-
  self. Airen wears the mask for important religious ceremonies, 
  but it also contains potent magic energies, and sometimes the 
  High Minister is seen swimming in the sea with the mask on or 
  tied to his waist. The bearer is impervious to cold (even magic 
  cold), aggressive and predatory sea animals (including sharks and 
  sea serpents) do not see the wearer as prey and leave him alone, 
  can communicate with sea creatures, and can swim same as the 
  Swim Like the Dolphin Water Warlock spell.
  Seastar Medallion: A starfish painted with silver and set in a 
  gold disc, the Seastar Medallion was supposedly given by Algor 
  to Urmangd, the first Eoten priest to apply the sea god’s bless-
  ing to ships and boats prior to their maiden voyage. The Seastar 
  grants a bonus of +10% to all priestly Miracles and attempts at 
  Resurrection or Exorcism, and creates an aura 100 feet (30.5 m) 
  around the wearer in which sea serpents, sharks and other ocean 
  creatures will become passive and refuse to attack (has no effect 
  on demons/Deevils or intelligent beings; duration is one hour per 
  level of the priest).
  Money: Airen lives a simple life. The Church of Algor re-
  ceives huge donations from its worshipers, but the large sums 
  are used to support the Church and invested in projects to help 
  the poor and widows of sailors and fishermen. Unknown to all, 
  including Airen, he is very much noticed by Algor and has per-
  sonally won the god’s favor. His dream about the Iceborn coming 
  is a direct warning from the sea god.
  Merchant-Prince
  Grayen Bardomus
  Born as the third son of a powerful Noble House, Grayen 
  Bardomus was never intended to bear the title Merchant-Prince. 
  Instead, he was sent to the Timiro Kingdom at the age of eleven 
  to study Elemental magic. For years Grayen developed his mind 
  and link to the Elemental gods and was an exceptional student. 
  At the age of fifteen the young noble returned home, now more 
  experienced and worldly – and trained as a Warlock in the ways 
  of Earth magic.
  Upon arrival in Bizantium, Grayen found his family’s Noble 
  House in tatters. Shortly after his departure, his elder brother had 
  taken up the title of Merchant-Prince, but his quick temper led 
  him into a duel he lost. The second eldest Bardomus son served 
  dutifully for two years until he died as well, his ship fallen victim 
  to a sea serpent attack in the Sea of Despair. The Bardomus cous-
  in placed in charge of the family in the interim, a brewer by trade, 
  had no mind for either politics or shipbuilding, and the quality of 
  both ships and crews being sent to the Crown dwindled.
  Though he was only fifteen, Grayen dismissed his cousin and 
  took on the responsibilities that came with the title of Merchant-
  Prince for himself. It took nearly a decade, but Prince Grayen has 
  straightened out the family’s finances, renovated the Bardomus 
  shipyards and hired scores of experienced carpenters and ship-
  wrights to turn out superior vessels. People whisper about the 
  young Prince’s religious beliefs and supposed mystic powers, but 
  they speak openly about the prosperity he brought back to his 
  House. His boldest decision, however, would unite his knowl-
  edge of Elementalism with his people’s need to be a dominant 
  sea power.
  Grayen Bardomus recruited prominent Warlocks from Bizan-
  tium and abroad to consult with him in long, secret planning ses-
  sions. His goal: the creation of the first of Bizantium’s Stone 
  Ships. The process to design such a behemoth took months to 
  develop, months in which he and his advisors were sequestered 
  away at a small, fenced-off dock. There he worked day and night 
  with both shipwrights and Warlocks. Just as other members of 
  the Bardomus family were beginning to suspect Grayen had gone 
  mad, he emerged in triumph – proudly displaying the first of Bi-
  zantium’s mighty Stone Ships.
  Stone Ships are armored giant vessels, designed to stand deck-
  to-deck against the Western Empire’s dreaded Demon Black 
  Ships. The creation process has been refined over the last few 
  years, and now House Bardomus has a growing fleet of Stone 
  Ships at its command, and is recognized as an innovator in ship 
  design, alongside Houses like Vatatzes, Arfox and Malemore.
  Still, there is a very real risk that the Church of Algor might 
  condemn the magical process behind the Stone Ships should they 
  learn that Diabolism and Summoning are involved. Having the 
  spell casters that perform the complex ritual swear an oath of 
  secrecy provides a thin veil of legal protection, and officially, 
  Stone Ships invoke only “Elemental” forces, which are allowed. 
  However, all it takes is for one Summoner, Diabolist or Warlock 
  to talk to the wrong priest or acolyte to put the entire operation at 
  risk. Bardomus keeps the Stone Yard where the ships are made 
  under heavy guard, and the actual magic ritual that creates the 
  ships is always performed at night under cover of darkness, and 
  with as few people present as possible.
  Quick Stats for Grayen Bardomus:
  Alignment: Unprincipled. Attributes: I.Q. 15, M.E. 14, M.A. 
  17, P.S. 14, P.P. 13, P.E. 17, P.B. 12, Spd 11. Age: 31. Experi-
  ence: 5th level Noble, 6th level Earth Warlock.
  Hit Points: 60. S.D.C.: 20. P.P.E.: 158.
  Spell Knowledge: Speak Elemental 92%, Sense Elemen-
  tals within a 120 foot (36.5 m) radius automatically; he gains a 
  +20% bonus and doubled sensing range, and recognize/sense a 
  fellow Warlock and their Elemental sign. There is a 75% chance 
  he can see invisible Elementals as well as Spirits of Light and 
  demonic Jinn, recognize all natural minerals from the earth 72%, 
  sense tremors in the earth from quakes, explosions, and seismic 
  disturbances within a 40 mile (64 km) area, sense the dangers 
  located in the earth like lose rocks, quicksand, pit traps, etc. at 
  52%, sense direction underground 90%, and summon Lesser El-
  ementals 25%.
  Earth Warlock Spells: Armor of Stone (24), Create Dirt or 
  Clay (6), Create Mound (8), Crumble Stone (10), Crystal Eye 
  (22), Encase Object in Stone (10), Fool’s Gold (5), Hand of Stone 
  (8), Identify Minerals (3), Mend Stone (15), Mend Wood (10), 
  Rock to Mud (6), Rust (15), Secure Stone Foundation (30) and 
  Wall of Clay (8).
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  Magic Items: The Earth Stone: Attached to a silver chain 
  necklace is a very large 3x1.4 inch (76x35mm) oval blue onyx. 
  While it is a beautiful stone (valued at 3,000 gold), the true prop-
  erties of the stone come from the fact that it came from the El-
  emental Plane. The stone possesses the ability to absorb P.P.E. 
  from living beings without their knowledge (1D4 points per vic-
  tim) unless victims make a saving throw vs magic (13 or better). 
  Those who make the save are impervious to the draining effect 
  for one hour. Draining the P.P.E. goes on without the victim tak-
  ing notice or harm (victims recover P.P.E. at the usual rate per 
  hour of sleep). The stone can contain up to 400 P.P.E. and is a 
  P.P.E. battery that only its Warlock owner can access. The stone 
  does not begin to absorb P.P.E. again until the energy held within 
  is reduced to less than 100. The radius of effect in drawing P.P.E. 
  covers everyone within 30 feet (9.1 m).
  Money: Prince Grayen has invested most of the family’s for-
  tune in its shipyard, and its success has made House Bardomus 
  one of the wealthiest Noble Houses in the Kingdom. Grayen’s 
  personal possessions include 380,000 gold and 170,000 silver 
  coins within a secret vault in the family mansion, plus 500,000 
  gold in works of art, animal skins, and jewelry held in a vault at 
  the Main Offices at the Bardomus shipyard. The Noble House has 
  a grand total of 4.4 million in gold and 1.8 million in gems and 
  jewelry spread out in half a dozen banks throughout the Northern 
  Islands. What’s not included among their wealth is the collection 
  of magic items the family has been hoarding for the last 220 years 
  – worth about 18 million in gold. Their collection would be the 
  envy of most men of magic, especially since they have no idea 
  how 80% of the items work or what they do.
  High Sister, Olevea Latharsis
  Secretly the High Priestess of Brgg
  Olevea Latharsis is the High Sister of the Church of Algor in 
  the city of Wujik. While the worship of Algor and the rest of the 
  Northern Pantheon takes place at the Wujik Cathedral during the 
  day, Olevea and her six dark priestesses (4th-6th level) hold secret 
  ceremonies to the fallen god Brgg during the night. The sisters, 
  along with their converts (at least 200 people, mostly North Folk 
  traditionalists who believe themselves to be “the Chosen”; all of 
  them worship in anonymity and keep their faith secret), wield con-
  siderable influence within the city. Despite his rivalry with Algor 
  and status as an outcast and pariah amongst the other Northern 
  Gods, Brgg is still an important figure to the North Folk and their 
  ancestors, and his priestesses are given much respect by them. 
  The Crown has owed serious political favors toward Olevea and 
  her Sisterhood for years. It was the Sisters of Brgg who instructed 
  young Raedaen IV in his religious education when all other priestly 
  teachers had failed. Olevea served as the future King’s personal 
  teacher and tutor and she holds his attention above all other advi-
  sors, more so than Hanta Farrip or even Prince Wilgan Vatatzes.
  The dark truth behind the Sisterhood of Brgg is that, for de-
  cades, they have sought to bring about the downfall of the King-
  dom of Bizantium as punishment for their ancestors’ role in be-
  traying Brgg. The Sisters are convinced that their lord Brgg is 
  somehow imprisoned magically beneath the Isle of Torn, and 
  their ultimate goal is to free him and return him to the world. 
  And when that day comes, she expects to sit at the right hand of 
  the angry god, to rule both his church and all of Bizantium. This 
  would be disastrous for Bizantium and most worshipers of Algor 
  as the entrapped god’s primary goal is to destroy the descendants 
  of the Eoten who doomed him to his fate thousands of years ago, 
  including the Bizantian royal family, Noble Houses and every 
  citizen who bears a single drop of Eoten blood. (More than 80% 
  of Bizantium’s population!) Fortunately, while the Sisters occa-
  sionally try to investigate Torn, the forbidding island’s cliffs and 
  mountains, as well as hostile wildlife and vengeful spirits, make 
  going inland for any length of time difficult.
  Olevea herself is an enigmatic figure, typically seen in a black 
  cloak when she is outside the church, but donning the full, im-
  pressive regalia of an ancient Eoten priestess during her secret, 
  midnight services to Brgg. She wants High Minister Airen Roth 
  eliminated before he can learn the truth about the true goals of 
  the Sisterhood. As for Raedaen IV, the buffoon of a King, he 
  will prove far more useful alive as her puppet. Olevea and her 
  sisters helped raise him and initiate him into the worship of Al-
  gor, and have been manipulating Raedaen IV since his childhood. 
  She believes with the Sisterhood of Brgg pulling the strings, it 
  should only be a matter of time before the worship of Brgg sub-
  verts that of Algor and the faithful restore their dark god as divine 
  ruler. She is annoyed every time the King follows someone else’s 
  counsel, and wonders if she might need to eliminate a few other 
  prominent individuals in addition to High Minister Airen, whom 
  she is constantly at work to undermine.
  Quick Stats for Olevea Latharsis:
  Alignment: Miscreant. Attributes: I.Q. 14, M.E. 13, M.A. 22, 
  P.S. 12, P.P. 15, P.E. 11, P.B. 13, Spd 10. Age: 40. Experience: 
  9th level Priestess of Darkness.
  Hit Points: 46. S.D.C.: 18. P.P.E.: 38.
  Priest Abilities of Note: Blessings, Prayer of Strength 64%, 
  Prayer of Communion 64%, Summon Minions of the Elements 
  58% (6 Elemental essences; Flame Friend, Phantom Footman, 
  Waters Wisps, etc.), Curse 46% (requires a saving throw of 15 or 
  better), Healing Touch, Exorcism 49%, Remove Curse 49%, Res-
  urrection 16%, Turn Dead 50%, Penance and Sacrifice, Animate 
  & Command the Dead 54%, Demon Familiar (a seagull), and 
  Chant of the Berserker (same as Priests of Northern Religion).
  Spell Knowledge of Note: Compulsion (20), Decipher Magic 
  (4), Domination (10), Increase Weight (4) and Tongues (12). All 
  her spell magic requires a saving throw of 13 or better to resist.
  Magic Items: Bodn, Odrorir, and Sonn: These three glass jars 
  contain the Blood of Brgg. Any living humanoid who sips but 
  a drop of the blood receives the equivalent of drinking a Might 
  of Palladium potion, with the added bonus of 1D4+1 points to 
  ALL physical attributes for an impressive 24 hours! If half the 
  contents are poured down the throat of a recently deceased person 
  (less than 72 hours dead) it functions equivalent to the Miracu-
  lous Healing of a Priest of Light and restores the person to life. 
  The three jars can only be opened by one who recites a specific 
  prayer to Brgg and speaks the jar’s True Name; otherwise, the 
  jars cannot be opened nor broken by any physical, magical, or 
  supernatural force.
  Money: The Church receives substantial offerings on a daily 
  basis. Olevea has access to these funds but generally uses them 
  to finance the activities of the church and the secret Cult of Brgg, 
  carefully skimming a few gold for her and her Sisters off the top. 
  However, a secret compartment beneath her study in Wujik Ca-
  thedral contains nearly 250,000 in gold and gems.
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  Powerful Individuals Looking to Subvert the King
  weight. They set it down in the sand and Drovas knelt, taking it 
  up effortlessly with both massive paws.
  “See if this satisfies your thirst,” said the Prince.
  Even in the darkness, the gleam of gold emanating from within 
  the chest was unmistakable. Drovas studied a single coin next to 
  the light of the fire, a little disc imprinted with the face of King 
  Raedaen IV, then tossed it back in with the others.
  “Are you convinced now? Do you believe my sincerity?” 
  Geoffrey asked.
  “You bring me a dozen more chests like this – and I’ll bring 
  you a dozen longboats; forty warriors each, arms and armor, 
  tooth and claw.”
  “And they’ll be ready to fight at my command?”
  “They’ll be ready to fight for the gold, I promise you that.”
  The City of Bizantium and the court of the King are becom-
  ing centers of intrigue as the sharks close in to usurp the crown. 
  There have already been a half-dozen assassination attempts on 
  King Raedaen’s life, only one of which he is even aware of, some 
  called off at the last second, some failing due to providence or to 
  the King’s propensity for cancelling appearances, indulging sud-
  den whims and delegating religious functions to the High Min-
  ister. Raedaen IV is unmarried, he does not have a son, or any 
  children for that matter, and his current successor is technically 
  Valen Jostein, a distant cousin whose claim to the throne could be 
  debated and contested endlessly by many Noble Houses who are 
  tied to the royal family by blood, especially the Vatatzes.
  Merchant-Prince Valen Jostein
  Raised at court, Valen has just as little practical experience as 
  his cousin the King, and, while he has a good heart, could never 
  provide the steady hand and strong leadership that Bizantium 
  needs. His good intentions, however, might, over time, make him 
  a worthwhile leader, should he get the chance. That chance seems 
  slim, as those who covet control of the Crown are likely to target 
  him for death shortly after his cousin.
  Quick Stats for Valen Jostein: Alignment: Scrupulous. At-
  tributes: I.Q. 12, M.E. 10, M.A. 9, P.S. 15, P.P. 14, P.E. 15, P.B. 
  14, Spd 12. Age: 28. Experience: 3rd level Noble.
  Merchant-Prince Geoffrey Lamrith
  Exiling nobles who are lax in paying their debts is a long-held 
  Bizantian tradition, a temporary state of affairs that serves as a 
  symbolic punishment, but Geoffrey Lamrith, sitting in exile in 
  the Shadow Colonies, is the kind of man who holds grudges and 
  takes things personally. For years, his House has been conduct-
  ing trade with the Ursa Rex Wolfen tribe on the mainland, and 
  the Merchant-Prince has made connections with various Wolfen 
  mercenary captains, princelings and chieftains, all in an attempt 
  to find warriors who can give him a surprise advantage when he 
  makes his move of declaring the Shadow Colonies independent 
  from Bizantium. It is Prince Lamrith who has worked hardest at 
  creating discord between the colonies and Bizantium itself, ac-
  tively whipping up resentment and discontent into rebellion. Of 
  course, he personally stands ready to lead the colonies into a new 
  age as an independent kingdom under the reign of King Geoffrey 
  The light of the midnight moon shimmered, reflected in the 
  dark, rippling surface of the breaking waves. They were stand-
  ing on one of the few sandy beaches along the rocky coast of 
  the Northern Sea, twenty miles east of the Seven Sisters colony, 
  tucked away within a cove that the local fishermen tended to 
  avoid. It had been a long journey by horseback, but taking a ship 
  was out of the question; no telling who they might run into sailing 
  along the colony’s well-traveled coastline, even at night.
  Beside Eristan were a dozen House Lamrith guards in mail 
  coats and breastplates, carrying long spears, and, beside them, 
  Merchant-Prince Geoffrey Lamrith himself. Unlike the guards, 
  who exchanged unsure glances between each other, the eyes of 
  the Merchant-Prince were fixed on the ocean. Eristan strained to 
  see what his lord was looking for, but the waters appeared empty 
  to him.
  A light streaked upward out of the darkness, a single line of 
  fire. The flaming arrow that left the trail arced through the night 
  sky before plunging into the surf, extinguishing itself.
  “Light it,” said the Prince, not taking his eyes off the horizon.
  Eristan uncovered the shaded lantern he carried, stooped 
  down, and lit ablaze the dry grass and kindling at the center of 
  the pile of driftwood the guards had set up. The beacon roared 
  to life, the only source of light along the shadowed forests that 
  covered the coastline.
  Soon the source of the flaming arrow became apparent. A 
  Wolfen longboat, heading straight for shore. Eristan could see 
  shields and spear points glinting in the moonlight, Wolfen war-
  riors standing at the ready, others pulling at the boat’s long oars. 
  The longboat was made for shallow waters and proved it by pull-
  ing right up onto the sand.
  Wolfen leapt off each side of the boat, landing ankle-deep in 
  water. To accompany him on this mission the Prince had hand-
  picked the biggest, toughest brutes that the House guard had 
  to offer, soldiers who towered over the average peasant or fief-
  holder, but these Wolfen were half again as big; the swords they 
  carried were as tall as grown men, their spears more like lances. 
  They studied the humans that had met them on the beach from 
  behind scowling jaws and cold eyes. A few whispered back and 
  forth in their people’s low, yowling language.
  A Wolfen wearing a black cape stepped down onto the sand 
  next, flanked by a pair of scarred and seasoned warriors, and 
  approached the Prince. The guards were hesitant, unsure, one 
  or two even visibly frightened, but Prince Geoffrey smiled and 
  confidently took the Wolfen’s bear-sized paw in both hands.
  The Wolfen delivered a respectful bow and smiled back, all 
  pointed teeth and snarled lips. “A fine night, Prince of Lamrith,” 
  he said, his Northern speech surprisingly clear.
  “Just enough moon to sail by. Allow me to welcome you to the 
  Shadow Colonies, Drovas.”
  “Shall I refer to them as your new domain?”
  “Soon enough – if you can deliver what you promised.”
  “Warriors I have in plenty, good Prince. But you know what 
  it is I thirst after.”
  “I certainly do.”
  Geoffrey snapped his fingers and two of his guards stepped 
  forward with a small chest, struggling, breathing hard under its 
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  Lamrith the First. His House Guard has grown to eight-hundred 
  strong, much more of a fighting military unit now than a ceremo-
  nial bodyguard, and he can count on support from the Warlocks 
  of the Council of Elements, and whatever varied powers they will 
  bring to battle. Whether or not they really seek to put him on a 
  throne ruling over the Shadow Colonies or are using him as a 
  means to weaken the Bizantian Crown is another matter entirely, 
  however. Prince Geoffery also secretly hires adventurers, mer-
  cenaries, thieves, pirates and Wolfen for spying and all sorts of 
  underhanded and nefarious work. Duplicity should be Lamrith’s 
  middle name, as he has little use for truth or real justice, and any 
  story he tells, though convincing, is likely a lie driven by his own 
  agenda.
  Quick Stats for Geoffrey Lamrith: Alignment: Aberrant, 
  (was Anarchist six years ago, before his exile). Attributes: I.Q. 
  15, M.E. 11, M.A. 21, P.S. 19, P.P. 15, P.E. 18, P.B. 17, Spd 15. 
  Age: 39. Experience: 9th level Knight.
  Western Emperor Itomas
  and House Ducasian
  Long ago, the Western Empire invaded the Northern Islands, 
  and almost succeeded in conquering Bizantium completely. Since 
  then, suspicions regarding the Western Empire have never gone 
  away. Today, those suspicions are well founded, as Emperor Ito-
  mas sends spies and agents to Bizantium in an effort to find some 
  way to make the island kingdom a possession of the Empire.
  House Ducasian, one of Bizantium’s most powerful Noble 
  Houses, is closely connected to the Western Empire by marriage, 
  blood and trade, and the Emperor and many powerful Western 
  merchants are highly motivated to put a Ducasian on the Bizan-
  tian throne. Where invasion failed in ages past, Itomas hopes to 
  make Bizantium a satellite-state of the Western Empire slowly, 
  through influence and manipulation, and hopefully through a Du-
  casian king who can bring about his plans easily via royal decree.
  Lady Lesyta Zeketri-Ducasian, reigning matriarch of the fam-
  ily since the death of her husband, was born in the Western Em-
  pire, and though she has lived in Bizantium for decades, would 
  still die for her Emperor. She is more than willing to commit 
  her House’s resources to put one of her sons or grandsons on 
  the throne. Almost eighty, Lady Lesyta is also totally unafraid to 
  be beheaded over the issue, if discovered, and has long years of 
  experience assimilating into Bizantian culture, perfect for a po-
  tential kingmaker seeking to bring her homeland and Bizantium 
  together. Her abilities as a Psychic Sensitive also give her a huge 
  edge when it comes to reading people and manipulating their 
  emotions and actions, whether she is dealing with a rebellious 
  grandchild, manipulating members of her House or bargaining 
  with assassins. Though she may be 78 years of age, she is as sharp 
  as ever, and much more ruthless than she was in her youth. She is 
  a like a spider spinning a web to entrap her prey, with countless 
  connections, paid informants and secret correspondence with the 
  Western Empire.
  Quick Stats for Lesyta Zeketri-Ducasian: Alignment: An-
  archist. Attributes: I.Q. 15, M.E. 20, M.A. 17, P.S. 6, P.P. 7, P.E. 
  9, P.B. 10, Spd 7. Age: 78. Experience: 14th level Psychic Sensi-
  tive. I.S.P.: 187. Psionic Abilities: Empathy (4), Meditation (0), 
  Mind Block (4), Presence Sense (4), See Aura (6), Sense Evil (2), 
  Sense Magic (3), Sixth Sense (2), Telepathy (2), and Total Re-
  call (2), plus four Super-Psionic abilities: Bio-Manipulation (10), 
  Empathic Transmission (6), Hydrokinesis (varies), and Hypnotic 
  Suggestion (6).
  The Eastern Territory and
  The League of the Northern Sword
  There are many people in the Eastern Territory who fear the 
  rise of the Wolfen Empire, and their sentiments are reflected by 
  a sizable percentage of Bizantians, traditionally suspicious of all 
  non-humans. Power-brokers in the Eastern Territory are keenly 
  aware of this, and would like nothing more than to secure Bizan-
  tium as an ally against the Wolfen, with its powerful fleets and 
  strategic position right in the canines’ backyard. A dozen lords, 
  barons and princes, along with a score of merchants and religious 
  leaders, have banded together to form the League of the Northern 
  Sword, a shadowy organization whose goal is to manipulate Bi-
  zantium into a war with the Wolfen.
  Duke Githeon VasPasseon, ruler of the city of Llorn, is the 
  League’s most prominent member, but the League is slowly 
  growing, recruiting influential individuals from cities and states 
  in or near the Disputed Lands. Any Bizantian noble who hates or 
  fears the Wolfen is viewed as a “potential ally” and “candidate” 
  for the throne of Bizantium.
  House Lamrith and House Yinxner, both of whom have deal-
  ings with Wolfen tribes, are seen as traitors to humanity and ob-
  stacles to the League’s plans.
  The Noble Houses of Bizantium
  Of the most powerful Houses, most have attained their po-
  sition due to a strong relationship with the Crown, and seek to 
  preserve the current state of affairs. Duke Malemore has his pi-
  rate interests, and his House might cause trouble if the Crown 
  attempted to prosecute him or another member of his immedi-
  ate family, but the King is oblivious to his activities, and would 
  not want to hear the truth, even if presented right to him. House 
  Rhangnable controls the Northomber Guard, the largest and one 
  of the most effective fighting forces on the Islands, but the House 
  is loyal to the King, and the Guard is divided up amongst the 
  Royal Navy’s many ships and forts. House Yinxner has connec-
  tions with the Wolfen, just like House Lamrith, but would never 
  be willing to work with them against their own people. And even 
  Geoffrey Lamrith does not seek to overthrow the Kingdom, but to 
  incite rebellion on the Shadow Coast and make Bizantium’s colo-
  nies his own. House Norbert’s immense wealth could be a threat 
  to the Crown, but financial success motivates them to preserve 
  the current system even more than anyone else. House Conemus 
  controls the largest merchant fleet, but they are reliant on other 
  Brian Hite (Order #17180059)
  
  90
  Houses and friendly Bizantian ports to repair and maintain their 
  merchant ships, having expanded well past their own capabilities.
  It is the smaller Houses that are the real threat, whether 
  or not they have a legitimate chance of claiming the throne, as 
  it only takes a single assassin to end the life of the King. With 
  273 separate Noble Houses in the Kingdom of Bizantium, there 
  is no way to predict every nobleman’s plans or level of greed 
  and ambition. Who knows what any given individual might think 
  they are entitled to thanks to their ancestry or some perceived 
  injustice, or what they might do to find wealth, power or revenge. 
  Many smaller Houses burn with ambition, eager to rise to promi-
  nence or regain lost glory. They may target the King, work at un-
  dermining one of the more powerful Houses, or both. Ambition 
  and revenge can accomplish many things.
  Calith Orfeld
  and Bizantium’s Merchants
  Fishing and timber magnate Calith Orfeld is the second 
  wealthiest man on the Northern Islands, his fortunes exceeded 
  only by the banking interests of House Norbert. He is certainly 
  wealthier than the personal holdings of the Crown, at least on 
  paper, and sees King Raedaen IV as the biggest obstacle to the 
  continued growth of Bizantium’s trade empire. Kings in ages past 
  used their role as sovereign, religious leader and commander-in-
  chief to assist Bizantium’s merchants and expand its sphere of in-
  fluence, but King Raedaen IV is utterly clueless when it comes to 
  brokering trade treaties or scaring off the competition with shows 
  of force. Nor does he seem to take Orfeld’s carefully-presented 
  concerns seriously. Orfeld and his prosperous merchant friends 
  believe that a new king could only be an improvement, especially 
  if the new king is already open to their influence and “wise coun-
  sel.”
  If they had their way they would put the noble and beloved 
  Prince Wilgan Vatatzes on the throne, but the Prince will not even 
  entertain the thought — as long as King Raedaen IV lives. If the 
  King should meet with an unfortunate accident or the blade of an 
  assassin (perhaps made to appear to serve the Western Empire), 
  however, Prince Wilgan could be motivated to take the throne 
  in the best interests of Bizantium. Prince Wilgan’s devotion to 
  the Kingdom is well known, and if the people wanted him, he 
  would assume the throne. Of course, any such action on the part 
  of Orfeld and his supporters would have to be done in secret — 
  Wilgan can never know the truth or he would bring them down as 
  traitors to the Crown. The insurrectionists have another problem; 
  though they have access to ships, warehouses, trade goods and 
  virtually unlimited funds, they are not killers or military men, 
  and are unsure how to have the King meet his fate, or his cousin 
  after that, for that matter. Discussions have leaned toward hiring 
  an assassin or small group from the outside to do the deed and 
  pay them off, but that comes with its own set of problems. If the 
  transition of power is mishandled, none of them are prepared for 
  the bloody reality of a coup or soldiers marching in the streets 
  and nobles (and wealthy merchants, perhaps?) losing their heads 
  left and right. Once anarchy is set in motion, it is a difficult beast 
  to control.
  Quick Stats for Calith Orfeld: Alignment: Anarchist with 
  leanings toward Miscreant. Attributes: I.Q. 19, M.E. 13, M.A. 20, 
  P.S. 12, P.P. 11, P.E. 12, P.B. 15, Spd 10. Age: 51. Experience: 
  11th level Merchant.
  The Council of Elements
  The true power running the colonies of the Shadow Coast is 
  the Council of Elements, one-thousand Warlocks who seek inde-
  pendence from Bizantium and the establishment of a state based 
  on the worship and practice of Elementalism. Magul Sovendris-
  en, current Prime Minister of the Council, supports independence 
  for all the right reasons: he is tired of the Crown’s mistreatment 
  of the colonies, and believes that his Warlocks can create a better 
  life for the Shadow Coast’s people. The fact that his family was 
  exiled to the mainland long ago and hates the King passionately 
  is just a coincidence.
  Hanta Farrip, leader of Bizantium’s Warlock Council, sup-
  posedly the King’s counterbalance to the Council of Elements, is 
  just as committed to establishing a Warlock-state in the Shadow 
  Coast colonies, but she is not willing to sacrifice Bizantium or 
  even King Raedaen himself to make that dream a reality. At least 
  not yet. Besides, having a weak monarch on the throne should 
  only make it easier for the Shadow Coast colonies to hold on 
  to their independence once they claim it. When that day comes, 
  Farrip plans to disappear from the Northern Islands, taking her 
  place amongst the Council of Elements as they attempt to build a 
  society on the principles of Elementalism. Currently they support 
  Merchant-Prince Geoffrey Lamrith, a seasoned soldier who 
  is assembling a military force capable of protecting the colonies 
  from the wrath of King Raedaen IV. If Lamrith is willing to em-
  brace Elementalism and further it as the Shadow Colonies’ state 
  religion, they could be willing to tolerate his presence as a king or 
  kind of military executive, but their ultimate goal is a nation gov-
  erned by Warlocks and the natural order of the Four Elements.
  Quick Stats for Magul Sovendrisen: Alignment: Unprin-
  cipled. Attributes: I.Q. 15, M.E. 17, M.A. 21, P.S. 11, P.P. 12, 
  P.E. 13, P.B. 14, Spd 12. Age: 44. Experience: 10th level Air/
  Fire Warlock.
  Algred Bruke, Water Warlock
  Cast aside from the Council of Elements, renegade Warlock 
  Algred Bruke is building up a force of spell casters and assas-
  sins with which he intends to eliminate the King and declare 
  himself as new sovereign of Bizantium. Bruke’s plan is to wait 
  until the Bai Regatta, the Kingdom’s social event of the year, 
  before he springs his trap. The King never misses the Regatta, 
  and members of the royal family, prominent nobles, religious of-
  ficials and prominent merchants are always in attendance. With 
  Bizantium’s cultural elite gathered in one place, Bruke and his 
  Warlock followers (2D4+2 Warlocks of varying Elements, aver-
  age level 1D4+2) plan to attack from the sea, while assassins in 
  the crowd prevent notable individuals from escaping. Any nobles 
  or worthy targets that can be captured will be held for ransom; but 
  a general slaughter of blue bloods should satisfy Bruke’s ambi-
  tions. Taking the Crown itself, however, is probably far beyond 
  his capabilities. The Warlock Council can meet him spell caster 
  for spell caster, and the Valgorian Guard will fight to the last 
  man to protect the City of Bizantium, whether the King is alive, 
  dead, or in enemy hands.
  Quick Stats for Algred Bruke: Alignment: Miscreant. At-
  tributes: I.Q. 14, M.E. 10, M.A. 15, P.S. 14, P.P. 12, P.E. 11, P.B. 
  15, Spd 14. Age: 24. Experience: 4th level Water Warlock.
  Brian Hite (Order #17180059)
  
  91
  Bizantium O.C.C.s
  In addition to the O.C.C.s listed below, Bizantium is replete 
  with Sailors, Mariners, and, of course, Pirates. See Adventures 
  on the High Seas™ for more seagoing O.C.C.s, as well as ships, 
  coastal kingdoms, islands and other information important to Bi-
  zantium’s people and its seafarers. On shore, Bizantium is like 
  any other kingdom, with Peasants, Nobles, Merchants (lots and 
  lots of Merchants), Knights, Squires, Palladins, Priests, Warlocks 
  and every other imaginable type of occupation and social class.
  Fisherman O.C.C.
  “Bizantium’s Ministry of Farm, Fish and Food estimates that 
  the average Bizantian consumes more than one hundred and sixty 
  pounds of fish per year, and that does not include our vibrant sea 
  serpent industry.”
  – Ministry’s Annual Report to the Crown
  Fishing is the most common means of earning a living in the 
  Kingdom of Bizantium. There are more commercial Fishermen 
  than farmers, merchants or soldiers, and virtually every sailor 
  on the Northern Islands started their career off casting lines and 
  hauling nets on a fishing vessel, or takes part in seasonal fishing 
  trips to make a few extra gold or simply indulge themselves and 
  reconnect with their roots.
  The title “Fisherman” refers to both men and women whose 
  trade is to catch aquatic animals such as shellfish, octopi, squid, 
  crabs, lobster, shrimp, starfish, sea urchins, sand dollars, and of 
  course, fish. Sealers hunt for seals and walrus, Whalers seek out 
  whales and dolphins, and Serpent Chasers stalk sea monsters, 
  the most dangerous of aquatic prey. Fishing is one of the most 
  important jobs throughout the Palladium world, and absolutely 
  essential to maintaining Bizantium’s economy and large, urban 
  population.
  Far beyond taking a rowboat and a cane-pole out and cast-
  ing a few lines for relaxation, commercial fishing is the skill of 
  catching large quantities of fish and other seafood for profit. It 
  includes the preservation, cleaning and preparation of fish for the 
  market and consumption. Fishermen often travel great distances 
  and brave severe weather conditions to reach fisheries, spawn-
  ing grounds and “lucky shoals” where fish seem to abound. Pi-
  rates are a constant threat to a working Fisherman; though they 
  have little interest in taking fishing boats they will not hesitate 
  to empty a vessel of its catch, possibly depriving a Fisherman 
  of thousands of gold. The beasts of the sea are a lurking danger 
  as well. Unlike Serpent Chasers, Fishermen prefer to steer well 
  clear of sea serpents, but generally keep a stout harpoon or other 
  weapon on hand just in case. Many of Bizantium’s Sailors, Mari-
  ners and Marines, as well as farmers and other “landlubbers,” 
  are also knowledgeable and experienced in fishing, or can easily 
  recall fishing skills they picked up in their youth.
  Attribute Requirements: None, though a good P.S. and P.E. are 
  advised.
  Alignment: Any, but typically good or Unprincipled.
  O.C.C. Bonuses: +1 on initiative and +2 to maintain balance. 
  Receives +2 to Perception Rolls when on or in the water.
  Brian Hite (Order #17180059)
  
  92
  O.C.C. Skills:
  Language: Native Tongue at 98% plus one of choice (+10%).
  Astronomy & Navigation (+10%)
  Deep Sea Fishing (+15%)
  Fishing (+20%)
  General Repair/Maintenance (+10%)
  Identify Sea Life (+16%)
  Lore: Sea (+20%)
  Physical Labor
  Pilot Small Boats, Kayaks & Canoes (+10%)
  Rope Works (+15%)
  Sailing (+15%)
  Seamanship (+12%)
  Swim (+10%)
  W.P. Knife
  W.P. Net
  W.P.: One of choice.
  Hand to Hand: Basic; can be changed to Hand to Hand: Expert 
  at the cost of two O.C.C. Related Skills.
  O.C.C. Related Skills: Choose five other skills at level one, plus 
  select one additional skill at levels 2, 5, 8, 11 and 15. All new 
  skills start at level one proficiency.
  Communication: Any (+5%).
  Domestic: Any (+5%).
  Espionage: None.
  Horsemanship: General only.
  Medical: First Aid only.
  Military: None.
  Naval: Any (+10%).
  Physical: Any.
  Rogue: Cardsharp, Find Contraband, and Ventriloquism only.
  Science: Mathematics: Basic only.
  Scholar/Technical: Any (+5%)
  Weapon Proficiencies: Any, except Siege and Lance.
  Wilderness: Any (+5%).
  Secondary Skills: The character also gets to select three Sec-
  ondary Skills from the previous list at level one, and one ad-
  ditional skill at levels 3, 7 and 11. All new skills start at first 
  level proficiency. These additional areas of knowledge do not 
  get the advantage of the bonuses listed in the parentheses.
  Starting Equipment: One suit of street clothing, two working 
  outfits (which includes bib and brace trousers), waterproof 
  gloves (sealskin or other treated skins), waterproof boots, 
  leather-brimmed cap, two sewing kits (one for mending sail-
  cloth, the other for clothing and stitching wounds), a “Sail-
  maker’s Palm” (used like a thimble, but made of leather and 
  metal, with a leather strap going around the hand and a metal 
  disk set in the palm), 200 foot (61 m) coil of rope, 50 foot (15 
  m) coil of rope, 1D6 fishing nets, a marlin spike (for splicing 
  rope), large waterproof clothing bag, 1D4+1 fishing reels, 500 
  feet (152 m) of silk line, 4D4 hooks (a variety of size, shapes, 
  and types), 2 landing nets, 1D4 filet knives (1D4 damage), 
  fishing tools (pliers, grippers, & hook removers), a complete 
  set of carpentry tools, 3D4 traps and accessories (depending 
  upon the type of aquatic animals the Fisherman intends to 
  catch), one knot-tying tool (+5% to Ropeworks skill), a wa-
  terproof purse or wallet and a waterproof sea chest to hold his 
  or her belongings.
  Armor: Fishermen do not expect combat, so armor is not a com-
  mon part of their kit. Any armor they do own will be acquired 
  for personal reasons, come out of their own pay and left on dry 
  land. Heavy armor is avoided due to its restriction of move-
  ment and instant drowning risk. Shark Leather armor is very 
  popular amongst Bizantium’s sailors and mariners, but only 
  wealthy Fishermen or those who expect to encounter pirates 
  generally wear leather armor.
  Weapons: A cutlass, a type of short sword, is the trademark 
  weapon and cutting tool for most Fishermen. Some Fishermen 
  keep one close on deck if they need to cut a line right away and 
  keep a second sword (usually hidden away) in case they need 
  to defend themselves. Almost every Fisherman keeps a good, 
  sharp knife or dagger on their person just in case they become 
  ensnared in a line or rope and have to cut themselves free as 
  quickly as possible.
  Money: The character starts with 120 gold.
  Fishing Vessel/Boat: A Player Character may own a typical fish-
  ing boat, or serve as a crew member aboard a merchantman 
  or a Jungle Boat/Mini-Merchant Vessel, (if from the Land of 
  the South Winds or Yin-Sloth Jungles). Stats for all types of 
  ships can be found in Adventures on the High Seas™. Even 
  a Fisherman who does not own a true seagoing vessel still has 
  a rowboat or canoe.
  Aquatic Animal Values: Some fish are common and draw prices 
  accordingly, while others are more expensive, only found in 
  the cold waters of the Northern Sea, or native to the Inland Sea 
  in the center of Bizantium. Fish will be judged based upon size 
  and/or sex. Adults are generally preferred, but juveniles will 
  be taken at half value.
  Herring, Haddock, or Northern Flatfish – 1 silver per five 
  fish.
  Halibut – 1 silver per four fish.
  Cod – 1 silver per three fish.
  Anchovy (sardine) – 1 silver per ten fish.
  Tuna – 1 silver per three fish.
  Flounder – 1 silver per five fish.
  Mullet – 1 silver per five fish.
  Squid (not giant) – 1 silver per three squid.
  Shrimp – 1 silver per fifteen.
  Salmon – 1 gold per fish.
  Rock Claw (native to Northern Sea only) – 50 gold per 10 
  lbs (4.5 kg).
  Bizantian King Crab (native to Northern Sea only) – 10 
  gold per adult.
  Blue Crab – 1 silver per three adults.
  Brown Crab – 1 silver per four adults.
  Bairdi Crab (native to Northern Sea only) – 1 silver per 
  two adults.
  Snow Crab (native to Northern Sea only) – 1 silver per 
  adult male.
  Scarlet Sea Lobster – 10 gold per adult.
  Scampi – 1 silver per ten.
  Oyster – 1 silver per fifteen (pearls worth 1D6x10 gold are 
  found in 1% of oysters).
  Scallops – 1 silver per ten.
  Mussels or Cockles – 1 silver per twelve.
  Octopi (not giant) – 3 gold per animal.
  Echinoderms (starfish, sea urchins, sand dollars, etc.) – 1 
  silver per three animals.
  For sharks and dolphins, see individual entries found in the 
  book. Monsters and Animals™
  Brian Hite (Order #17180059)
  
  93
  Bizantium Marine O.C.C.
  “There’s nothing in this world that gets the blood running 
  quite like drawing your sword and leaping onto the deck of an 
  enemy ship – knowing every soul you come across is trying their 
  best to kill you.”
  – Sergeant Vitel Hiyne, Bizantium Royal Marines
  A Marine is a soldier who specializes in naval operations such 
  as boarding enemy vessels, fighting ship-to-ship, and launching 
  amphibious assaults on hostile shores. Bizantium’s Marines also 
  defend merchant ships from pirates, fend off sea serpents, guard 
  and defend docks, shipyards and naval storage facilities, and 
  serve as ceremonial bodyguards for ambassadors and the king.
  The Marines are typically the smallest military division of any 
  given nation, with Bizantium being the lone exception. Most Ma-
  rine forces have consistently sought to maintain their own iden-
  tity with regards to mission, funding, and assets, while relying 
  on support from the larger army and navy. Bizantium has always 
  utilized its Marines to the fullest, but nations like the Timiro 
  Kingdom and states in the Eastern Territory are also learning to 
  use Marines to strike at unexpected targets, seize islands and ef-
  fectively board enemy ships during combat.
  Bizantium’s Marine force is the largest Marine unit in the Pal-
  ladium World, over six thousand strong. Roughly two-thirds of 
  the nation’s Marines currently serve with the Four Fleets, while 
  the remainder are stationed on land. As an island-kingdom, Bi-
  zantium’s Royal Marines are its primary fighting force, and the 
  current crop of Marines are heir to a long and illustrious history. 
  The Nibis Marines continually train to respond rapidly to any 
  immediate crisis. Their readiness gives Bizantium a fast response 
  strike force that is usually the first to answer any crisis. Famously, 
  the Marines of the Northomber Guard stormed the beaches of 
  the Western Empire and went one-on-one with Imperial Soldiers 
  at the Battle of Caer Kurgas. In the end, the sheer number of 
  Westerners carried the day, but for every Marine that lay dead, at 
  least three of the Emperor’s soldiers were slain. The Northomber 
  Guard has always trained and equipped the best of them, and 
  all Bizantian Marines now serve a term with the Guard, or at 
  least train with them in Wujik, before being assigned official du-
  ties. The Southomber Guard are a close second and there is a 
  friendly rivalry between the two units.
  So well respected are the Northomber Guard that, for the last 
  two centuries, a special unit of Guardsmen have also served as 
  the elite bodyguards to the King of Bizantium: the Valgorian 
  Guard. Actually, the best of the best around the Kingdom may 
  be invited to join the Valgorian Guard. To be a Valgorian Marine, 
  one must be born on the Northern Islands, a lifelong subject of 
  the Bizantian Crown. Second, applicants have to pay an entrance 
  fee of 1,000 gold. This means that, in practice, membership with-
  in the Valgorians is only open to men of means, though Noble 
  Houses often sponsor individuals who have proved themselves 
  with loyal service or acts of bravery even if they are of low social 
  status. In return for their service to the King of Bizantium, Valgo-
  rians receive a payment of 3,500 gold per month; 42,000 per year. 
  In addition, they get a 20% share of any booty they capture in 
  battle and war, and first choice of magic weapons. Noble Houses 
  in need of warriors can hire units of Valgorians if they are willing 
  to pay for their services (at a price of 56,000 gold per annum), but 
  the defense of the kingdom always comes first.
  The most important duty of the Bizantium Marines is to pro-
  tect the monarchy. Whenever the king travels outside the palace 
  he is accompanied by a unit of forty Marines; however, twelve 
  Valgorian Guards accompany him at all times, even in the pal-
  ace. Valgorian Marines are entrusted with keeping public order 
  in times of severe unrest, guarding the royal palace and temple 
  of Algor, and protecting the docks and shipyards should they 
  come under attack. Should a Noble House decide to openly rebel 
  against the King, it is the Valgorian Guard, reinforced by the Nor-
  thomber Guard to provide weight of numbers, sent to bring them 
  back into the fold — by any means necessary.
  The Sky Riders are members of a new, elite Marine force that 
  very few people even know about. They are the Bizantium Ma-
  rine O.C.C. with two distinct differences: they have mastered the 
  skill of riding Pegasus (78% +2% per level of experience) as their 
  war steed and primary means of attack from the air. Sky Riders 
  engage in some reconnaissance operations, but mainly they are a 
  new and secret air cavalry that functions as “special forces.” They 
  make surprise attacks upon enemy ships from the sky and engage 
  in commando-style assaults. The latter can be a surprise raid with 
  arrows notched in their bow, or via lances and spears at the ready 
  to shred both sails and sailors. For stealth missions they quietly 
  descend upon a ship, dropping down from their winged steeds 
  on ropes as to not hit the deck with a loud thump, and engage in 
  rescue, assassination, theft and sabotage – even scuttling a ship 
  or setting it on fire. Marines dropped from their flying steeds may 
  also try to seize control of a ship by capturing key crew members 
  (captain, first mate, navigator, night watch, etc.) and demanding 
  the surrender of the rest of the crew. They may even be able to 
  lock the majority of the crew below deck while they sleep. Note: 
  Though Pegasus can make surprisingly soft and quiet landings, 
  the clomping of their hooves will make a considerable noise, es-
  pecially when several Pegasus land on deck.
  On land missions, the Sky Riders may lead a beach landing, 
  charging like a cavalry squad, or fly ahead to target sorcerers, 
  siege engines, fortified positions or to take down enemy com-
  mand personnel. One or two Air Warlocks with the ability to fly 
  are usually part of any land assault. The rest all fly Pegasus.
  The Sky Riders are kept in reserve and seldom seen in public. 
  Even within the Kingdom of Bizantium their existence is only 
  a rumor, making them the secret black operations force of the 
  realm. This also means their units are small, with an estimated 
  24-36 men total. All are humans dedicated to the preservation of 
  their country. Average level of experience: 1D4+3.
  Bizantium Marine O.C.C.
  Includes Valgorian Guard, Sky Riders and Others
  Attribute Requirements: I.Q. 9, P.S. 10, P.P. 9, and a strong 
  sense of duty, honor, and desire to fight.
  Alignment: Any, but most are Principled (25%), Scrupulous 
  (40%), Unprincipled (20%), or Anarchist (10%).
  O.C.C. Bonuses (applicable to ALL Marines): +2D6 to S.D.C., 
  +1 on initiative, +2 to maintain balance, +1 to roll with punch, 
  +2 to pull punch, and +1 to save vs Horror Factor at levels 1, 
  3, 7, 10, and 13.
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  Special Additional Bonuses to a Specific Marine Group: 
  These are bonuses in addition to those received by the Bizan-
  tium Marine O.C.C. due to specialized training.
  Nibis Marines: +1 to M.E., +1 to P.E., and +1D6+2 to Spd 
  attributes. +1 on initiative, +1 to strike, +2 to roll with punch 
  and +5% to all Naval skills.
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  Southomber Guard: +1D6+1 additional S.D.C., +1 on ini-
  tiative when defending the shore against invaders, +1 to strike, 
  parry and dodge, +1 to disarm, +2 to roll with punch, +10% to 
  all Military Skills.
  Northomber Guard: +1D6+2 additional S.D.C., +1 on ini-
  tiative while engaging in amphibious warfare, +1 to strike, 
  parry and dodge, +1 to disarm, +2 to roll with punch, +10% to 
  Seamanship and Military Etiquette and +5% to all naval skills.
  Valgorian Guard: +1D6+6 additional S.D.C. +1D4 to P.S., 
  +1 to P.E. attributes. +1 additional attack per melee round, +2 
  to Perception Rolls, +2 to strike, +1 to parry and dodge, +2 to 
  roll with impact, +10% to Seamanship and Military Etiquette 
  and +5% to all Naval skills. Given free food and lodging at 
  any Church of Algor regardless of the Marine’s faith.
  Sky Riders: Attacks from behind do double damage, +1 on 
  Perception Rolls regarding secrets and sabotage, +1 to strike, 
  +1 to disarm, +3 to roll with punch/fall, replace W.P. Grap-
  pling Hook with Archery, one of the W.P. of Choice is re-
  placed by W.P. Lance or Spear, and gets the additional skills 
  of Horsemanship: Exotic Animals: Pegasus (special): 78% 
  +2% per level of experience), Exotic Animals (others) +10%, 
  Prowl (+20%) and +5% to all Espionage skills.
  O.C.C. Skills:
  Language: Native Tongue at 98% plus one of choice (+10%).
  Literacy: One language of choice (+20%).
  Body Building & Weightlifting
  Castaway/Shipwreck Survival (+20%)
  Climb/Scale Walls (+10%)
  Forced March
  Mathematics: Basic (+10%)
  Military Etiquette (+20%)
  Rope Works (+10%)
  Sailing (+15%)
  Seamanship (+6%)
  Swimming (+20%)
  Wilderness Survival (+10%)
  W.P. Grappling Hook
  W.P. Pole Arm (the Trident is a popular weapon).
  W.P. Shield
  W.P. Sword
  W.P.: Two of choice.
  Hand to Hand: Expert; can be changed to Martial Arts (or As-
  sassin if Valgorian, Sky Rider/special forces or evil) for the 
  cost of one O.C.C. Related Skill.
  O.C.C. Related Skills: Select two additional skills from one of 
  the following categories: Military, Naval or Espionage, plus 
  select one additional skill at levels 1, 3, 6, 9 and 12. All new 
  skills start at first level proficiency.
  Communication: Any, (+5% to all languages).
  Domestic: Any.
  Espionage: Any (+5%).
  Horsemanship: General or Exotic only; uncommon.
  Medical: First Aid only (+5%).
  Military: Any (+5%).
  Naval: Any (+10%).
  Physical: Any (+5% where applicable).
  Rogue: Any.
  Science: Advanced Mathematics or Astronomy only (+5%).
  Scholar/Technical: Any.
  Weapon Proficiencies: Any.
  Wilderness: Any.
  Secondary Skills: The character also gets to select four Sec-
  ondary Skills from the previous list at level one, and one ad-
  ditional skill at levels 4, 8 and 12. These additional areas of 
  knowledge do not get the advantage of the bonuses listed in 
  the parentheses.
  Starting Equipment: Uniform, set of civilian clothing, a work-
  ing sailor’s uniform (no shoes, cap, shirt, loose pants, rope 
  belt), sewing kit, waterproof boots and gloves, belt, waterskin, 
  two small waterproof sacks, tinder box, two weeks’ worth of 
  dried rations and a waterproof sea chest to hold his or her be-
  longings.
  Armor: Light armor, typically leather or studded leather, but 
  may wear plate and chain or splint armor for special missions, 
  land sieges, beach landings and defense of the Kingdom. Of-
  ficers often wear Studded Serpent Leather armor, and Val-
  gorian Guardsmen receive Red Barnacle armor as standard 
  equipment.
  Weapons: Standard is a spear, a trident, a pair of daggers, and 
  two weapons of choice; all are basic S.D.C. weapons of good 
  quality. Sky Riders get W.P. Spear instead of Grappling Hook, 
  W.P. Lance instead of Pole Arm and W.P. Archery (bow and 
  arrow) as one of their choices.
  Special or magic weapons, superior armor, additional 
  equipment or small boats may be assigned for special mis-
  sions.
  Officers will have one superior weapon (+2 to parry or +2 
  to damage, or a magic weapon with one or two abilities), and 
  one additional weapon of choice, along with a standard potion 
  of healing. Officers in among the Sky Riders will have 1D4+1 
  Cyclops Lightning arrows or javelins.
  Money: The Marine starts with 2,000 in gold (Valgorians begin 
  with 5,000 gold). Additional money will come from salary 
  (35,000 a year for most Marines), plus combat pay, and some, 
  like the Valgorians, get a percentage of captured and recov-
  ered treasure, which can increase their earnings by 3-10 fold.
  Serpent Chaser O.C.C.
  “Of course we know how dangerous a sea serpent is. Know it 
  better than anyone else on the Islands. You just have to balance 
  out the risk of death – with the risk of gettin’ rich.”
  – Kellen Dormungdr, Serpent Chaser
  Traditional Eoten whalers would catch their prey by using 
  teams of small boats to chase and frighten sea creatures into 
  beaching themselves or running onto shallow reefs. As their cul-
  ture and technology developed, the Eoten began to use harpoons 
  with bone or bronze tips, attached to lines tied to drogues, floats 
  made of sealskin or wood. Once a whale or sea serpent was har-
  pooned, the drogues would prevent the creature from diving un-
  derwater, slowing and tiring it until the whaling boats could close 
  in for the kill.
  Modern Bizantian whalers and Serpent Chasers use similar 
  techniques. They have upgraded their whaling kit with iron-
  tipped harpoons, special, oversized, reinforced barrels that serve 
  as drogues, superior small whaling boats and full-sized whaling 
  ships capable of striking out far into the Northern Sea, Sea of 
  Despair or Icy Ocean halfway to the Great Ice Shelf, not to men-
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  tion seasonal whaling “grounds” in the Algorian Sea and Sea of 
  Dread, far from home.
  Seal hunting is another common practice, with blubber and 
  sealskin making valuable commodities. Hunting walruses for 
  their ivory is even more profitable, so much so that Bizantium 
  has banned the practice repeatedly in its history, repealing the ban 
  once walrus populations recover. Some fishermen also special-
  ize in hunting sharks, giant octopi and giant squid – but the real 
  prizes to be pulled from the ocean, surprising to many landlub-
  bers – are sea serpents.
  The most daring (some would say foolhardy) of Bizantium’s 
  fishermen are known as Serpent Chasers. They hunt the mighty 
  sea serpents and sea monsters of the Palladium World, a rare 
  breed of sailor renowned for their bravery. The young and na-
  ive look upon these individuals with a kind of revelry, while old 
  sailors and sea dogs see them as fools driven by a mad desire 
  for money or revenge against the beasts that may have sunken a 
  favorite ship or killed a close friend. Working Serpent Chasers 
  know from firsthand experience just how dangerous sea serpents 
  really are, but they also might as well be made of gold, so valu-
  able are their scales, bones, meat, and, most of all, oil. Balancing 
  risk and reward is what makes the difference between a skilled 
  Serpent Chaser – and a waterlogged corpse.
  Hunting serpents is similar to hunting whales, and Serpent 
  Chasers use many of the same weapons and techniques that 
  Whalers have perfected over the centuries. Once a sea monster 
  has been sighted, the ship bears down, harpoons and ballista at 
  the ready. Unlike whales, many sea serpents will rear up out of 
  the water and try to fight, making them susceptible to ramming 
  attacks and magic. Whether the hunt turns into a racing pursuit 
  or a wild melee, the Serpent Chasers’ first goal is to spike the 
  creature with arrows, harpoons and javelins tied to drogue bar-
  rels. Once a few barrels are attached, the serpent quickly tires 
  and loses its ability to dive deep and escape. With the monster 
  pinned at the surface the ship closes in, sometimes dispatching 
  smaller whaling boats, sometimes pulling directly alongside, and 
  the crew finishes the job with ballista bolts, harpoons, spears and 
  magic. Lines are retrieved, the sea serpent is dragged next to the 
  ship, secured and the bloody, time-consuming job of processing 
  the creature and draining it of its oil begins. Even the luckiest and 
  easiest serpent chase is difficult, messy work.
  Many Serpent Chasers start out as simple fishermen who be-
  come obsessed with “catching the one that got away.” Perhaps 
  they were a survivor from a fishing vessel who watched their ship 
  sink beneath the waves after a serpent attack. With revenge al-
  ways on their mind, these fishermen make their only ambition 
  to hunt the animals down, no matter the cost, even if it means 
  their own lives! Their need for revenge or desire for wealth is so 
  strong that they risk life and limb, and put entire crews and ships 
  in danger. Others are in it only for fame and glory, but there is 
  a core of experienced, professional Serpent Chasers who live on 
  Bizantium; careful, calculating men and women who use heavy 
  weapons and specialized ships to bring in their catch, many of 
  whom have become fabulously wealthy in the pursuit of their 
  chosen prey.
  Special Abilities of the Serpent Chaser
  1. Lore: Sea Serpents: No one knows more about the myster-
  ies of what lies beneath the sea surface than a Serpent Chaser. 
  Years spent hunting sea serpents, whales, and other aquatic ter-
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  rors have given him a knack for locating his quarry and an in-
  tuitive sense for when they are near (within three miles/4.8 km) 
  or stalking a ship. Can recognize the species of sea serpent by 
  sight, and sometimes by water spouts certain serpents make when 
  breathing or patterns they leave in their wake. Base Skill: 50% 
  +5% per level of experience.
  2. Sea Monster/Aquatic Animal Slaying: Years of hunting 
  over the seas has taught the character how to slay sea monsters 
  and aquatic animals. A Serpent Chaser knows the location of 
  their weak points and the best strategies and tactics to bring about 
  a quick death. This ability applies if the Serpent Chaser (or per-
  son receiving instructions) is wielding a melee, range, or siege 
  weapon. Roll whenever a sea serpent tries to escape, when trying 
  to dodge sea monster attacks with a vessel, or when determining 
  the effectiveness of a unique ploy or tactic not listed as a skill 
  or special ability. Base Skill: 66% +3% per level of experience.
  3. Serpent Chaser O.C.C. Bonuses: +2D6 to S.D.C., +2 to 
  M.A. and P.E. attributes, +2 to maintain balance, +2 to Percep-
  tion Rolls involving hunting and slaying sea serpents, and +5 
  to save vs Horror Factor when fighting sea serpents and aquatic 
  monsters, +1 attack per melee and +2 to automatic dodge when-
  ever battling sea serpents, giant squid, whales, or other aquatic 
  monsters; the act of automatic dodging does not use up a melee 
  attack.
  Double damage from behind to sea serpents/sea monsters 
  when they are caught by surprise by an attack from behind.
  Critical strike against Sea Monsters (double damage) on a 
  roll of 19 or higher with a modified die roll (includes bonuses to 
  strike). Note: Only works on sea serpents/sea monsters/aquatic 
  animals, not land-based monsters nor aquatic humanoids.
  Death Blow vs Sea Monsters – triple damage direct to Hit 
  Points on a Natural 20 (unmodified roll of 20)! 01-50% chance 
  the sea serpent/sea monster is stunned for 1D4 melees, during 
  which the monster is -1 one melee attack and all of its combat 
  bonuses are reduced by half. Note: Only works on sea monsters/
  aquatic animals, not land-based monsters nor aquatic humanoids.
  Serpent Chaser O.C.C.
  Attribute Requirements: A high P.S. and P.E. are recommend-
  ed, but not required, and many have a surprisingly high M.A./
  charm and appeal, in part due to their reputation and daring-
  do.
  Alignment: Any, but often Unprincipled or Anarchist. Some 
  Serpent Chasers truly obsessed with killing sea serpents are 
  Aberrant.
  O.C.C. Skills:
  Language: Native Tongue at 98% plus one of choice (+10%).
  Castaway/Shipwreck Survival (+25%)
  Deep Sea Fishing (+20%)
  General Repair/Maintenance (+10%)
  Hunting
  Identify Sea Life (+15%)
  Outdoorsmanship
  Physical Labor
  Rope Works (+20%)
  Sailing (+15%)
  Skin and Prepare Animal Hides (+20%)
  Swimming (+20%)
  Track and Trap Animals (+10%)
  W.P. Blunt
  W.P. Knife
  W.P. Harpoon
  W.P.: Two of choice.
  Hand to Hand: Basic; but can be changed to Hand to Hand: 
  Expert at the cost of one O.C.C. Related Skill, or to Martial 
  Arts for the cost of two O.C.C. Related Skills.
  O.C.C. Related Skills: Choose four other skills at level one, plus 
  select one additional skill at levels 3, 6, 9, 12 and 15. All new 
  skills start at level one proficiency.
  Communication: Any.
  Domestic: Any (+10% to Dancing, Fishing, Play Musical In-
  strument and Singing, +5% to all others).
  Espionage: None.
  Horsemanship: General only.
  Medical: First Aid only.
  Military: Recognize Weapon Quality (+5%) only.
  Naval: Any (+10%).
  Physical: Any.
  Rogue: Cardsharp, Find Contraband and Prowl only.
  Science: Mathematics: Basic only.
  Scholar/Technical: Any (+5% to Navy and Lore skills).
  Weapon Proficiencies: Any, except Lance and Whip.
  Wilderness: Any (+5%).
  Secondary Skills: The character also gets to select three Sec-
  ondary Skills from the previous list at level one, and one ad-
  ditional skill at levels 3, 7 and 11. All new skills start at first 
  level proficiency. These additional areas of knowledge do not 
  get the advantage of the bonus listed in the parentheses.
  Starting Equipment: One suit of street clothing, three working 
  outfits (which includes bib and brace trousers), waterproof 
  gloves (sealskin or other treated skins), waterproof boots, 
  leather-brimmed cap, three sewing kits (two for mending 
  sailcloth, the other for clothing and stitching wounds), a “Sail 
  Maker’s Palm” (used like a thimble, but made of leather and 
  metal, with a leather strap going around the hand, and a metal 
  disk set in the palm), 300 feet (91 m) of rope and two 50 foot 
  (15 m) ropes, 2D6 fishing nets, a marlin spike (for splicing 
  rope), a large, waterproof clothing bag, 2D4+4 fishing reels, 
  1200 feet (365 m) of silk line, 1D4x10 hooks (a variety of 
  sizes, shapes, and types), 2D4 landing nets, 2 filet knives (1D4 
  damage), fishing tools (pliers, grippers, & hook removers), 
  a complete set of carpentry tools, 1D4x10 traps and acces-
  sories (depending upon type of aquatic animals the Serpent 
  Chaser intends to catch), a gallon of whale oil, one knot tying 
  tool (+5% to rope works skill), surgical supplies, a waterproof 
  purse or wallet and a waterproof sea chest to hold his or her 
  belongings.
  Armor: Serpent Chasers commonly wear light armor, but never 
  heavy. Armor is a personal choice item that must be purchased 
  by an individual character out of his or her own money. Leath-
  er and studded leather armors are the most popular in Bizan-
  tium. Most Serpent Chasers wear shark tooth gauntlets.
  Weapons: A cutlass and hakapik (the latter is the official weapon 
  to hunt seal with, but most Serpent Chasers will use it to kill 
  just about anything). Most also keep a sharp knife or dagger 
  on their person just in case they become ensnared in a line or 
  rope and have to cut themselves free as quickly as possible.
  Money: The character starts with 1D6x1,000 gold!
  Fishing Vessel/Boat: Serpent Chaser Player Characters are like-
  ly to be a member of a ship’s crew, or could be in charge of 
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  their own small vessel. Whaling ships are the most common 
  type of ship used to hunt sea serpents, though anything from 
  a warship to a fishing boat could tow a dead serpent back to 
  shore. Serpent Chaser vessels have 20% more S.D.C. than 
  standard ships or whalers (but reduce Spd 10%), and typically 
  carry even more weapons, (arbalests, catapults and ballista are 
  common), each with at least 3D6 giant arrows or stones on-
  board. In addition, Serpent Chasers usually put some kind of 
  ram prow/impaling weapon on the bow of their vessels to en-
  able them to slam into a large sea creature like a knight using 
  a giant lance. Of course, regardless of any sort of modification 
  they’ve done to the ship, ramming a large sea creature with a 
  boat jolts everyone on board (roll to Maintain Balance or ev-
  eryone is thrown to the deck for 2D4 points of damage, loses 
  initiative and two melee attacks/actions) and possibly sends 
  someone overboard. Ramming a sea creature inflict 4D6x10 
  points of damage for warships and large merchants, 4D6x10 
  points for Whalers, 3D6x10 for Schooners, and 2D6x10 points 
  for fishing boats and other small ships.
  The wealthier and more famous a Serpent Chaser becomes, 
  the more grandiose he will make his vessel. Some create veri-
  table warships, allowing them to hunt down even bigger and 
  mightier prey, but such ships have large crews and profits 
  must be divided up. For the most fearsome of sea serpents, 
  however, the Royal Navy dispatches true warships with full 
  crews of Marines and fighting sailors, often aided by men of 
  magic; usually working in teams of two or four vessels that 
  cooperate to overwhelm and destroy their prey.
  Waterchanter O.C.C.
  “Almighty Algor, guide this vessel over cold waters, over reef 
  and rock, over sandbar and sunken ship. Protect us from storm 
  and serpent, from the pirates, from the giants of the sea. Watch 
  over our humble vessel. Watch over passenger and crew, catch 
  and cargo. Bring us home again and grant us your blessing. For 
  this we beg, ever faithful of the sea god.”
  – The Prayer of the Waterchanter
  Among the believers of the Northern Pantheon are those who 
  demonstrate magic potential and devote themselves purely to 
  the worship of Algor and the mighty ocean that makes up his 
  domain. Trained specially by both Priests of Algor and veteran 
  sailors, these Waterchanters travel on Bizantium’s ships, man 
  its ports and watch its coastlines. They are part priest, adminis-
  tering to the faithful and performing the rites of Algor, and part 
  spell caster, combining magic and the blessings of the sea god to 
  favorably influence the weather, ward off sea serpents and ensure 
  a safe voyage.
  Trained at the Temple of Algor, Waterchanters spend a lot of 
  time on the beach and in the ocean itself. After a year learning 
  to wield magic and channel the power of Algor, Waterchanters 
  undertake a lone journey by kayak along the coast of the Great 
  Northern Wilderness, looking for signs of Algor’s favor. Along 
  their journey they are to rescue stranded sailors, help all in need, 
  and live as the ancient Eoten trappers and Rangers once did. After 
  2-6 months spent at sea and along the coast of the mainland from 
  the Shadow Coast colonies to the tip of the Algorian sea, and 
  back again, apprentice Waterchanters who survive the ordeal re-
  turn to Bizantium, proven worthy of the sea god, and bow before 
  the High Minister as he anoints them. From there, Waterchanters 
  may be assigned to Navy ships by the Admiralty, hired by mer-
  chant ships and Serpent Chasers (some personally requested by 
  various captains) or tasked with monitoring the nation’s coastline 
  and seaports.
  Most large ships count at least one Waterchanter and/or a 
  Water or Air Warlock amongst its crew, particularly if they are 
  setting off on a long voyage. Some will have 2-5 mages of dif-
  ferent varieties; most low level spell casters (1-4 level), unless 
  they have been part of the crew for a long time, or have enjoyed 
  the life of an adventurer away from Bizantium or served with 
  the Marines. Waterchanters pray to Algor for safe weather, tend 
  to the sick and injured, and command the powers of the sea for 
  when their mighty sea god of the North is busy with other mat-
  ters and does not hear their prayers, or is otherwise displeased. 
  While Bizantium’s Warlocks often use their abilities as potent 
  weapons, Waterchanters are better suited to supporting and as-
  sisting ships, crews and the soldiers the vessel may carry. As 
  devotees of Algor and the Northern Pantheon, Waterchanters are 
  easy for Bizantium’s superstitious seafarers to trust, with none of 
  the suspicion or second guessing that surrounds Warlocks. Many 
  of Bizantium’s captains refuse to sail without a Waterchanter, 
  and as noted earlier, many military vessels and those owned by 
  wealthy merchants will have one or two Waterchanters, one or 
  two Warlocks, and one or two Wizards or other men of magic. 
  The exact number of mages may depend on the captain, crew and 
  the wealth of the ship’s owner. Some vessels may carry only Wa-
  terchanters, only Warlocks or Wizards, or a combination of them 
  all, or entirely different masters of magic. But Waterchanters, Air 
  Warlocks and Water Warlocks are amongst the most common.
  There is some debate among scholars, clergy and spell casters 
  as to the true nature of the Waterchanter. Some insist they are 
  more mage than Priest. Others say they are an elite and special-
  ized type of priest, though most priests of Algor and the Northern 
  Pantheon consider them to be a lower subset within the clergy 
  like a monk or brother, and some priests of Algor don’t consider 
  them true members of the clergy at all, but an upstart group of 
  priest-like mages who wield magic and claim to be in commu-
  nion with the same god and pantheon. This means many priests of 
  Algor don’t like Waterchanters and consider them to be rivals for 
  the hearts and minds of the people. However, since they espoused 
  to be disciples of Algor “called to swim a different path,” the cler-
  gy has adopted them as “brethren” of the same deity; i.e. the out 
  of town cousin who has overstayed his visit. For the most part, 
  Waterchanters stay out of the politics of the Church of Algor in 
  Bizantium, and often assist the clergy when they share a common 
  cause. However, Waterchanters are much less formal than priests 
  and have thrown off the shackles of dogma and religious rites to 
  focus on their own piety and calling to help others. They func-
  tion much more like a traveling country preacher who spreads 
  the words and wisdom of Algor as he personally interprets them. 
  Which means they sometimes criticize the church and do not al-
  ways closely follow its rituals, rites and protocols.
  Waterchanter Powers & Abilities
  The Four Blessings of Algor
  1. Chalice of the Sea God: With a few whispered, spell-like 
  prayers to the sea god, the Waterchanter lifts up a bucket, pitcher 
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  or other container of seawater and transforms it into clean, fresh, 
  drinking water. Up to 12 gallons (45 liters) per level of the spell 
  caster’s experience can be transformed at a time. The blessing 
  only works on salt water taken right from the sea or ocean. Water 
  from lakes and rivers are unchanged by this magic as it has no 
  effect on fresh water even if it is muddy or contaminated. This 
  magic can be performed as many times in a 24 hour period as 
  they have levels of experience (i.e. a 7th level Waterchanter can 
  perform the rite seven times a day).
  2. Breath of the Sea God: At sea or at the water’s edge, the 
  Waterchanter is able to summon winds to push against the ves-
  sel’s sails. Adds +5 mph (8 km/4.3 knots) to the ship’s maximum 
  speed. This ability can be used three times each day, and the ef-
  fect can be maintained for 12 minutes per level of experience.
  3. Mercy of the Sea God: Once per day, the Waterchanter 
  may invoke the divine Mercy of the Sea God, the most powerful 
  of Algor’s Blessings. Mercy of the Sea God automatically cures 
  hypothermia and restores the “breath and life” to a single indi-
  vidual who has drowned within the last 12 minutes (+2 minutes 
  per level of experience). This is an automatic success that restores 
  3D6 Hit Points. There is even a chance of restoring life to those 
  who have drowned and been left in the water for as long as three 
  hours (01-68% chance) and even up to 24 hours (only 01-30% 
  chance of success). Restoring those lost at sea for more than 24 
  hours and up to four days, is a mere 1%, but it can happen. The 
  Mercy of the Sea God Algor can, in the alternative, be used to 
  heal wounds and negate poison inflicted by creatures of the sea, 
  restoring 3D6+6 S.D.C. or Hit Points, stopping blood loss, clos-
  ing the wounds and preventing infection.
  4. Ocean Magic/Spell Casting: Already sensitive to magic, 
  their training, steadfast belief in Algor and in the magic and mer-
  cy that comes from him, Waterchanters are open to a range of 
  spells they believe come straight from Algor himself.
  At level one, choose three spells from the list of Ocean and 
  Elemental Magic below. Select one additional spell at each new 
  level, starting with level two. Waterchanters can only select spells 
  listed in this book, below.
  Permanent P.P.E. Base: 6D6 plus P.E. attribute number and an 
  additional 1D6 per level of experience.
  Spell Strength: Starts at 12; +1 at levels 6 and 12.
  Waterchanter O.C.C.
  Attribute Requirements: I.Q. 10, M.E. 10, and P.P. 8 or higher.
  Alignment: Any, but most Waterchanters are of good or selfish 
  alignments.
  O.C.C. Skills:
  Language: Native Tongue at 98% plus one of choice (+10%).
  Literacy: One language of choice (usually native +10%).
  Astronomy & Navigation (+10%)
  Identify Sea Life (+10%)
  Lore: Demon & Monster or Lore: Sea (+15%).
  Mathematics: Basic (+5%)
  Rope Works (+5%)
  Seamanship (+10%)
  Swimming (+10%)
  W.P.: Two of choice.
  Hand to Hand: Basic is most common, but it can be changed to 
  Hand to Hand: Expert at the cost of two O.C.C. Related Skills 
  or Martial Arts for the cost of three.
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  O.C.C. Related Skills: Choose six other skills at level one, plus 
  select one additional skill at levels 2, 4, 7, 10 and 13. All new 
  skills start at level one proficiency.
  Communication: Any.
  Domestic: Any.
  Espionage: Escape Artist and Intelligence only (+5%).
  Horsemanship: General only.
  Medical: Any.
  Military: None.
  Naval: Any (+10%).
  Physical: Any, except Gymnastics and Wrestling.
  Rogue: None.
  Science: Any (+5%).
  Scholar/Technical: Any (+10%).
  Weapon Proficiencies: Any, except Lance and Long Bow.
  Wilderness: Any.
  Secondary Skills: The character also gets to select four Second-
  ary Skills from the previous list at level one, and one addition-
  al skill at levels three, seven, and eleven. These additional ar-
  eas of knowledge do not get the advantage of the bonus listed 
  in the parentheses.
  Starting Equipment: One suit of street clothes, seagoing attire 
  (leather-brimmed cap, jacket, shirt, leather belt, pants and wa-
  terproof shoes), waterproof boat cloak, a personal oil lantern, 
  writing supplies that include pencil, pen, ink and a supply of 
  parchment or paper, waterskin, small mirror, copy of Algor’s 
  Hymnal, and a waterproof sea chest to hold his or her belong-
  ings.
  Armor: Starts with Shark Leather armor.
  Money: The character starts with 180 gold that can be used to 
  purchase more equipment or saved.
  Bizantium Warlocks
  While practitioners of magic are often viewed with suspi-
  cion in the Northern Islands, Warlocks and Waterchanters are 
  gradually growing in acceptance. The Warlock Council manages 
  and supervises these spell casters, the worship of Elementalism 
  is proliferating swiftly on the Shadow Coast, and House Bardo-
  mus makes use of elemental magic to create Bizantium’s mighty 
  Stone Ships. Hanta Farrip, head of the Warlock Council, is one 
  of the king’s closest advisors, and the soldiers and sailors of the 
  Royal Navy and Royal Marines certainly appreciate the power a 
  Warlock brings into battle.
  One might think that every Warlock encountered on the high 
  seas is a Water Warlock, but, while their abilities are incredibly 
  powerful and versatile out on open water, Air Warlocks can also 
  have a tremendous influence over the interaction between the sky 
  and sea that creates waves and weather. They can create winds 
  that push sails, increasing a ship’s speed or forcing an enemy 
  vessel to sail in circles, bombard it with lightning bolts, hail, etc. 
  The powers of a Fire Warlock are devastating in naval combat, 
  lighting rope-rigging, sails and whole ships ablaze, or snuffing 
  out the flaming arrows or fire magic of an enemy attempting to 
  do the same. And while Earth Warlocks might feel a bit limited in 
  the water, their magic is excellent for coastal attacks and defense, 
  and absolutely vital to the creation of the Stone Ships.
  See the Palladium Fantasy RPG® for Warlock Stats and 
  spells. The following pages present what Waterchanters call 
  “Ocean Magic” or the “Guiding Hand of Algor.” Waterchanters 
  can only select spells from the category of Ocean Magic.
  Water Warlocks can also acquire Ocean Magic spells except 
  for Armor of Algor, Metamorphosis: Fish, Mystic Seahorse, 
  Senses of the Shark, and Weed Snare. Many Ocean Magic spells 
  are less known and less commonly used than Water Elemental 
  spells. Ocean Magic has been adapted from the Rifts® RPG se-
  ries, written by Kevin Siembieda, for use in Palladium Fantasy. A 
  number of the spells are the same as Warlock Elemental Magic, 
  and their description are found in the Palladium Fantasy RPG® 
  or Mysteries of Magic™: Book One, which contains a number 
  of new spells and background on spell casters.
  Ocean Magic Descriptions
  Alphabetical List of Ocean Magic
  Spells Available to Waterchanters
  Note: The number in parenthesis is the P.P.E. cost for the Wa-
  terchanter.
  Armor of Algor (20)
  Breathe Air (Without Gills; 5)
  Change Current (15)
  Communicate with Sea Creature 
  (10)
  Float on Water (4)
  Healing Waters (55)
  Impervious to Cold (12)
  Metamorphosis: Fish (50)
  Mystic Sea Horse (35)
  Ride the Waves (10)
  Sense Direction Underwater (4)
  Senses of the Shark (15)
  Speak Underwater (10)
  Transmute Water (15 or 25)
  Travel Above Water (30)
  Water of Life (30)
  Water Pulse (8)
  Water Rush (15)
  Water Seal (10)
  Water Spout (25)
  Water Wall (50)
  Weed Snare (10)
  Whirlpool (100)
  Armor of Algor
  Note: This is a Fourth Level Water Warlock spell.
  Range: Self or another person by touch.
  Duration: Three minutes per level of the spell caster’s experi-
  ence.
  Saving Throw: Standard, if the recipient desires to resist.
  P.P.E.: Twenty
  Note: In Rifts® this spell is known as Armor of Neptune.
  Magically provides the wearer with air to breathe (as long as 
  the magic lasts), makes him impervious to cold (magical cold 
  attacks do half damage), impervious to great depths/pressure (no 
  limit to depth), and provides an invisible armor with 15 S.D.C. 
  per level of the spell caster’s experience!
  Breathe Air (without gills)
  Note: This is a Second Level Water Warlock spell.
  Range: Self or two others.
  Duration: 10 minutes per level of the spell caster’s experience.
  Saving Throw: Standard, if the recipient desires to resist.
  P.P.E.: Five
  An enchantment that enables fish and gilled creatures to 
  breathe air like mammals. This is especially helpful when on dry 
  land.
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  101
  Instantly changes a three foot (0.9 m) radius of water, per level 
  of experience, into a warm bath water which soothes all aches, 
  pains, and burns, and heals 1D6 points of damage per minute. 
  Once the healing affect dissipates, the water returns to normal.
  Impervious to Cold
  Note: This is a Fifth Level Water Warlock spell.
  Range: Self or one other by touch.
  Duration: 20 minutes per level of the spell caster’s experience.
  Saving Throw: Standard, if the recipient desires to resist.
  P.P.E.: Twelve
  Those affected by this magic are impervious to normal cold, 
  including the icy waters and freezing temperatures at great depths. 
  Magic cold and magic ice attacks inflict full damage.
  Metamorphosis: Fish
  Note: Not available to Warlocks.
  Range: Self or one person (can be cast up to 30 ft/9.1 m away).
  Duration: 10 minutes per level of the spell caster’s experience.
  Saving Throw: Standard, if the recipient desires to resist.
  P.P.E.: Fifty
  A transformation spell that turns the spell caster into any type 
  of large to medium-sized fish. Abilities are fundamentally the 
  same as the fish selected. Does not include jellyfish or starfish, 
  both of which are NOT in the fish family; their names are misno-
  mers. Likewise, sea mammals such as dolphins, whales and sea 
  lions are not possible. While in this animal form, the character 
  retains his own I.Q., memory, knowledge, Hit Points and S.D.C.; 
  however, the performance of human skills is impossible. Like-
  wise, speaking and casting magic is impossible in this form. The 
  metamorphosis can be cancelled at will.
  The following are some average abilities common to most fish:
  Breathe underwater via gills.
  Swim at a speed of 15 miles per hour (24 km).
  Swim at 40 mph/64 km in short bursts that last 1D6 minutes.
  Two attacks per melee round by bite (1D4 S.D.C. points for 
  medium-sized fish while large ones do 2D4 S.D.C., 2D6 from 
  barracuda) or tail slap (1D6 S.D.C. for medium-sized fish, while 
  large, swordfish or marlin-sized fish do 2D6).
  +1 on initiative and +2 to dodge.
  Survive depths of up to two miles (3.2 km).
  Mystic Seahorse
  Note: This is a Sixth Level Water Warlock spell.
  Range: Immediate area.
  Speed (magical): Up to 40 mph (64 km) maximum.
  Duration: Ten minutes per level of the spell caster’s experience.
  Saving Throw: None.
  P.P.E.: Thirty-Five
  The spell creates a giant, magical seahorse that as many as 
  three human-sized riders mount like a horse, while another 2-6 
  can find handholds along the tail to hold onto and be pulled along 
  at a speed of 20 mph (32 km) or slower. Likewise, a net of fish or 
  net of additional people, or salvage can be carried or pulled along 
  by the seahorse’s prehensile tail (can carry one ton or pull three 
  tons). The Mystic Seahorse can also use its tail to hold on to float-
  ing debris or to secure itself and those who ride it to coral, rocks, 
  Change Current
  Note: This is a Second Level Water Warlock spell (8 P.P.E. for 
  them).
  Range: Current nearest the spell caster; affects a 1000 foot (305 
  m) radius per level of experience.
  Duration: 5 minutes per level of the spell caster’s experience.
  Saving Throw: None.
  P.P.E.: Fifteen
  The character can reverse or redirect the ocean current in an 
  isolated area, at least for a short period. This can be used to send 
  ships and drifting wreckage in a particular direction, push away 
  pollution or toxins, confuse sea serpents, fish and sailors, and so 
  on. Has no effect on wind direction or intensity.
  Communicate with Sea Creature
  Note: Not available to Warlocks.
  Range: 100 feet (30.5 m).
  Duration: Ten minutes per level of experience.
  Saving Throw: None.
  P.P.E.: Ten
  Allows the characters to speak telepathically with any sea 
  creature, including fish and sea mammals, and many aquatic 
  predators from other worlds, but not with underwater plants, in-
  vertebrates or intelligent beings. This ability to have a dialogue 
  exchange does not mean, however, that the sea creature will 
  obey, cooperate, or provide accurate information.
  Float on Water
  Note: This is a First Level Water Warlock spell.
  Range: Self or two others (can be cast on others up to 30 ft/9.1 
  m away).
  Duration: 30 minutes per level of the spell caster’s experience.
  Saving Throw: Standard, if the recipient desires to resist.
  P.P.E.: Four
  This spell makes the enchanted person so buoyant that he rises 
  to the surface and floats on the waves like a stick of wood. This 
  spell does not endow the ability to swim, although those who 
  can swim can alter their direction, try to swim against the cur-
  rent, and swim on the surface at their maximum speed at half the 
  normal exhaustion rate. Excellent for rescuing people who fall 
  into the water wearing armor and/or are unable to swim to save 
  themselves.
  Healing Waters
  Note: This is a Seventh Level Water Warlock spell.
  Range: 3 feet (0.9 m) per level of experience.
  Duration: Two minutes per level of experience.
  Saving Throw: None.
  P.P.E.: Fifty-Five
  Brian Hite (Order #17180059)
  
  102
  a shipwreck and similar, to prevent being carried away by strong 
  currents, storms or whirlpools. The creature is really a minor Wa-
  ter Elemental composed entirely of water and magic, and looks 
  very much like a seahorse. The mount has a low intelligence and 
  serves only as a riding/pulling animal. Maximum depth is unlim-
  ited, but most humans cannot survive depths greater than a few 
  hundred feet (90 m) below the waves.
  Ride the Waves
  Note: This is a Second Level Water Warlock spell.
  Range: Self and/or two others.
  Speed: Up to 40 mph (64 km) maximum.
  Duration: Ten minutes per level of the spell caster’s experience.
  Saving Throw: None.
  P.P.E.: Ten
  The spell caster creates a magical wave on the surface of the 
  water and rides it (standing, kneeling, or laying prone) like a surf-
  er, but without a surfboard. This spell can be cast on others, but 
  only the spell caster can control its speed and direction. Likewise, 
  the magic wave can be used to carry a raft, lifeboat or other type 
  of small boat and all occupants onboard, but at half the normal 
  speed (20 mph/32 km).
  Sense Direction Underwater
  Note: This is a First Level Water Warlock spell.
  Range: Self.
  Duration: Ten minutes per level of the spell caster’s experience.
  Saving Throw: None.
  P.P.E.: Four
  This enchantment provides the character with a flawless sense 
  of direction (north, south, east, west, up, down, etc.), the direction 
  of ocean currents, changes in the current, approximate current 
  speed, and an accurate idea of depth, even in total darkness.
  Senses of the Shark
  Note: This is a Fourth Level Water Warlock spell.
  Range: Self.
  Duration: Ten minutes per level of the spell caster’s experience.
  Saving Throw: None.
  P.P.E.: Fifteen
  Basic Senses and Bonuses: Taste blood up to two miles (3.2 
  km) away. Track the blood scent/trail to its source 80%. See 
  and follow electrical impulses and energy released by the earth 
  (electro-magnetic), and muscle movement (no blindness penalty 
  to strike, parry or dodge even in absolute darkness; range 200 
  feet/61 m plus 10 feet/3.0 m per level of experience). Nightvision 
  500 feet (152 m), +1 to save vs Horror Factor and +1 on initiative. 
  All abilities are applicable only when underwater!
  Penalties: The primitive, predatory senses of the shark makes 
  the character -20% to perform all skills and there is a chance that 
  the taste of blood (automatically tastes any blood in the water) 
  will send the character into a fighting frenzy: Compels the char-
  acter to fight against overwhelming odds, fight to the death, fight 
  without mercy and strike to kill! While in the frenzy, the char-
  acter may (1-50%) accidentally strike at a friend or ally before 
  he recognizes his friend and stops. Roll to determine (or main-
  tain) a fighting frenzy for every minute of exposure to blood. The 
  odds of falling into such a frenzy are 1-15% from small amounts 
  of blood, 1-45% from large amounts of blood, and 1-80% if en-
  gulfed/bathed in blood.
  Speak Underwater
  Note: This is a Fourth Level Water Warlock spell.
  Range: Self or two others by touch.
  Duration: 10 minutes per level of the spell caster’s experience.
  Saving Throw: Standard, but only if the recipient resists.
  P.P.E.: Ten
  This spell enables surface dwellers to speak underwater with 
  the same relative ease as they do in the air. Their words can be 
  heard at a range of 100 feet (30.5 m) +10 feet (3.0 m) per level 
  of the spell caster.
  Transmute Water
  Note: This is a Fourth Level Water Warlock spell.
  Range: Touch or up to 3 feet (0.9 m) away per level of experi-
  ence.
  Duration: Instant.
  Savings Throw: None.
  P.P.E.: Fifteen to change from one to the other, 25 to completely 
  purify.
  This spell enables the character to transform 10 gallons (37.8 
  liters) of water per level of experience from saltwater to fresh-
  water, or vice-versa. An additional 10 P.P.E. enables the spell 
  caster to remove all harmful toxins, poisons, pollution, bacteria, 
  etc. This spell is especially useful on dry land and when a water 
  creature needs either saltwater or freshwater to survive.
  Travel Above Water
  Note: This is a Sixth Level Water Warlock spell.
  Range: Self and 100 lbs (45 kg).
  Duration: One hour per level of experience.
  Savings Throw: None.
  P.P.E.: Thirty
  This spell is rarely taken by aquatic beings but can be very 
  useful for surface dwellers. It allows the character to travel one 
  to twelve inches (the spell caster’s discretion) above the waves 
  at a speed equal to the character’s normal ground speed. The hu-
  manoid can run or walk with or against the current (no penalty) 
  as if he were walking on dry land. He can also drift with the cur-
  rent laying on his stomach, side, or back, hovering a few inches 
  above the waves. The amazing part is that the spell caster and his 
  possessions will remain completely dry from the ocean mist and 
  spray, and can ride the highest waves and barely feel the motion. 
  The character can carry up to 100 lbs (45 kg). Note: The spell 
  caster can be dragged under the water by a combined strength 
  of 30 or more. However, the spell will still be in effect and the 
  magic buoyancy of the spell will attempt to cause the character 
  to surface. If forced underwater, all his possessions will get wet.
  Water of Life
  Note: This is a Fifth Level Water Warlock spell.
  Range: Touch.
  Duration: Instant results.
  Saving Throw: Standard.
  P.P.E.: Thirty
  Brian Hite (Order #17180059)
  
  103
  The Warlock or Waterchanter revives a victim of drowning, 
  turning the water in the victim’s lungs into air and negating possi-
  ble effects of hypothermia. By simply opening the victim’s mouth 
  and blowing into it, the character is revived, coughing and spring-
  ing back to life; restored to 1D6 Hit Points. Since this is magic, the 
  spell works on people who have been dead for as long as one hour 
  per level of the Warlock; e.g. an eighth level Warlock can revive a 
  victim of drowning who has been dead for eight hours.
  Water Pulse
  Note: This is a Third Level Water Warlock spell.
  Range: 100 feet (30.5 m).
  Duration: Instant.
  Saving Throw: None.
  P.P.E.: Eight
  A powerful blast of water that inflicts minor damage (1D6 Hit 
  Points/S.D.C.) and knocks human-sized and smaller targets/items 
  back/away 1D4x10 yards/meters (30 to 120 feet). The blast can 
  be used to startle an opponent, scatter fish, push away sand, knock 
  a weapon or tool out of a character’s hand (requires a called shot), 
  and similar.
  Water Rush
  Note: This is a Fifth Level Water Warlock spell.
  Range: 100 feet (30.5 m).
  Duration: Instant.
  Saving Throw: None.
  P.P.E.: Fifteen
  A powerful jet or stream of underwater currents magically ap-
  pears to sweep away anything in its path, similar to the wind rush 
  spell. Victims caught in this powerful current are swept 30 feet 
  (9.1 m) away per level of the spell caster and must roll a sort 
  of parry (needs a 15 or higher) to hang onto all of their posses-
  sions. A failed roll means the character either drops something 
  from one of his hands or 1D4 items fall from his belt, pack, etc. 
  – they slowly sink to the ocean floor (it takes 2D4 melee rounds 
  to retrieve them). The water rush can be directed at one, specific 
  target, or fired in a wide, 20 foot (6.1 m) swath.
  Water Seal
  Note: This is a Third Level Water Warlock spell.
  Range: Touch or up to 3 feet (0.9 m) away.
  Duration: One hour per level of experience.
  Saving Throw: None.
  P.P.E.: Ten
  This magic enables the character to make any container, re-
  gardless of the material it is made from (paper, sailcloth, woven 
  grass, wood, metal, etc.), completely airtight and water resistant, 
  keeping whatever is inside perfectly dry until the spell expires or 
  the container is opened. The spell can cover up to two cubic feet 
  (0.05 m) per level of experience. This spell can also be used to 
  seal leaking doors, hatches and portholes.
  Water Spout
  Note: This is a Fifth Level Water Warlock spell.
  Range: Can be cast up to 60 feet (18.3 m) away per level of the 
  spell caster. The spout shoots 100 feet (30.5 m) above the waves, 
  plus an additional 10 feet (3 m) per level of experience. The spout 
  is two feet (0.6 m) in diameter per level of the spell caster’s ex-
  perience.
  Duration: One minute per level of experience.
  Saving Throw: None.
  P.P.E.: Twenty-Five
  A magic spell that creates a tower or spout of water shooting 
  into the air. It can be used to signal vessels and flyers, to carry the 
  spell caster into the air (standing at the top of the spout; great van-
  tage point and/or opportunity to attack opponents on the water’s 
  surface or in the air), or to rock or capsize boats: 1-75% chance of 
  tipping over very small boats like canoes, rowboats, lifeboats, rafts, 
  etc., 1-25% chance against fishing boats, trawlers and small ships, 
  1-2% chance against medium-sized vessels, and no chance against 
  large vessels, warships, Stone Ships or Demon Black Ships.
  Crashing into a water spout that suddenly appears in front of a 
  ship or having one rise up under part of your vessel will make a 
  thunderous slamming noise and give the vessel a tremendous jolt 
  that sends it bouncing off like a bumper car 25 degrees to the side, 
  requiring course correction, as well as spraying the deck with sea-
  water and maybe (12% chance) 2D6 small to medium-sized fish. 
  However, it does no damage to the ship as the spout does not have 
  a tremendous amount of force.
  Targeting Note: It is very difficult to get a water spout to 
  appear directly under a small, moving target like a kayak or a 
  fish, or man to Wolfen-sized swimmer. The larger and slower the 
  target the easier it is to make a spout appear in front or under it.
  Water Wall
  Note: This is a Seventh Level Water Warlock spell.
  Range: 100 feet (30.5 m) plus 10 feet (3 m) per level of experi-
  ence.
  Duration: One minute per level of the spell caster’s experience.
  Saving Throw: None per se; dodge only.
  P.P.E.: Fifty
  A wall of water five feet (1.5 m) tall and 10 feet (3.0 m) long 
  per level of experience, rises from the water and hangs suspended 
  in the air. Hitting the wall at speed inflicts 1D6x10 S.D.C. dam-
  age and temporarily reduces speed by one-third. The wall will 
  also stop arrows, projectiles and magic energy blasts. The wall 
  is drawn from the ocean itself and is constantly flowing and re-
  newing itself. Thus, after a vessel crashes through it, there is no 
  evidence of its passage (like passing through a waterfall). Con-
  sequently, the wall has no sort of damage capacity and cannot be 
  destroyed. Instead, it melts back into the ocean once the spell is 
  cancelled or the duration has elapsed. A Water Wall can be cre-
  ated underwater that inflicts half the damage upon impact and has 
  half the duration.
  Weed Snare
  Note: This is a Third Level Water Warlock spell.
  Range: Can be cast up to 100 feet (30.5 m) away.
  Duration: Two melee rounds per level of experience.
  Saving Throw: Roll to save by managing to pull out of the weed 
  snare.
  P.P.E.: Ten
  This magic animates seaweed to clutch, entangle and hold 
  onto a single person or animal up to 30 feet (9.1 m) long/tall. The 
  Brian Hite (Order #17180059)
  
  104
  weeds are so dense and entangling that even supernatural beings 
  and giants will lose two melee attacks/actions struggling to get 
  free or trying to shred the weeds. Normal creatures, including hu-
  mans, dolphins, sharks, sea serpents and other water animals, roll 
  to save against the attack by ripping or wiggling out of the tangle 
  of weeds. A successful save means they slip the snare within 1D4 
  melee rounds. A failed roll means they are stuck until the spell is 
  cancelled or elapses.
  While ensnared, the captive can use weapons, try to fight and 
  use psionics or magic, but is -2 to strike, -4 to parry, -6 to dodge, 
  and cannot move more than a few feet from the spot where the 
  weeds have grabbed him. The spell can also be used to capture 
  fish and sea animals that are smaller than 10 feet (3 m). Real 
  seaweed must be in the area for this spell to work. One spell af-
  fects one person/captive. Not effective against boats larger than 
  10 feet (3 m), and the paddles and rudders of smaller boats will 
  get entangled and stalled same as above.
  Whirlpool
  Note: This is a Fifth Level Water Warlock spell (with a much 
  lower P.P.E. expense than what it costs the Waterchanter).
  Range: 120 foot (36.5 m) radius; can be cast up to 500 feet (152 
  m) away.
  Duration: One minute per level of the spell caster.
  Saving Throw: Not applicable.
  P.P.E.: One Hundred
  This powerful spell conjures forth a great, spinning whirlpool 
  in an ocean, sea or large lake. The watery funnel pulls and sucks 
  all objects on the water into its whirling center, crushing and drag-
  ging them down into the depths. Objects caught in the outer edge 
  will be drawn toward the center in a spiraling circle, at the rate 
  of ten feet (3 m) per melee round. Victims on boats will become 
  dizzy and disoriented; 30% will become seasick. Individuals in 
  the water are helpless to escape and will drown (50% chance in 
  2D4 minutes) unless they are thrown a line or otherwise rescued. 
  Most medium to large ships can pull out of the outer edge and 
  escape. Small vessels and life rafts only have a 50% chance to 
  escape. The outer whirlpool has a 120 foot (36.5 m) radius.
  The center of the whirlpool is 20 feet (6.1 m) in diameter and 
  inflicts 1D4x10 damage each melee round to any small object in 
  its grip. Large ships and sea serpents suffer 2D6x10 and will be 
  pulled underwater when the vessel/creature hits dead center (usu-
  ally takes 1D4 melee rounds). Getting pulled down the whirlpool 
  inflicts 1D6x10 to small items/people and 2D6x100 to large ves-
  sels, plus a 90% chance that any vessel that rides the surface of 
  the water is sunk and 90% of its crew drowns! Sea serpents and 
  other ocean creatures will take damage, but do not have to worry 
  about drowning. Note: A dispel magic barrier spell will destroy a 
  magic Whirlpool instantly.
  New Earth Warlock Spells
  Create Wood
  Level: First Level Earth Warlock spell.
  Range: 10 feet (3 m).
  Duration: Permanent.
  Saving Throw: Not applicable.
  P.P.E.: Five for soft wood for burning, ten for hardwood for 
  building.
  Create Wood does just that. It forces magical energy to draw 
  together particles and fiber from surrounding air and area, bond 
  them together and multiply them on a molecular level to create 
  wood. The shape can be two foot (0.6 m) long logs or six foot 
  (1.8 m) long, one foot (0.3 m) wide planks. Hardwood cost more 
  to make but is excellent for building; soft, weak wood is used for 
  burning. The use of this spell has allowed Bizantium (and others) 
  to use wood in buildings and in shipbuilding without chopping 
  down lots of trees.
  The amount of wood created varies: Up to 100 lbs (45 kg) per 
  every 5 (soft) or 10 (hard, building wood) P.P.E. expended.
  Mystic Fulcrum
  Level: First Level Earth Warlock spell.
  Range: Self or two others by touch.
  Duration: Five minutes per level of experience.
  Saving Throw: Not applicable.
  P.P.E.: Three
  Mystic Fulcrum is another spell that defies or tweaks the laws 
  of physics. Those enchanted by the magic can pick up and move 
  objects that they would otherwise not have the leverage and abil-
  ity to do without a lever and support. Those enchanted by Mys-
  tic Fulcrum can lift 50% more weight than usual and carry 10% 
  more.
  Shatter
  Level: First Level Earth Warlock spell.
  Range: 20 feet (6 m) or by touch.
  Duration: Instant.
  Saving Throw: None.
  P.P.E.: Three
  This spell causes brittle, comparatively fragile S.D.C. objects, 
  like glass, ceramic pottery, china, hardened clay, sandstone, ice, 
  etc., to instantly shatter into hundreds of pieces with a mere touch 
  or mean look (and foul intent). This spell is not effective against 
  objects weighing more than 100 pounds (45 kg), magic items, 
  flexible or elastic materials (cloth, plastic, rubber, etc.) and sub-
  stances with the toughness of wood or better. Likewise, it cannot 
  be used against living beings (i.e. cannot shatter bones, claws, 
  teeth, or even fingernails) or supernatural beings or creatures of 
  magic.
  Throwing Stones
  Level: Second Level Earth Warlock spell.
  Range: 200 feet (61 m) + 100 feet (30.5 m) per level of experi-
  ence. Self only.
  Damage: 2D6 points of damage, +1 point per level of experience.
  Duration: Two melee rounds.
  Saving Throw: Dodge.
  P.P.E.: Four
  This spell enables the caster to draw upon the earth to magi-
  cally make a hardball-sized, circular stone appear in his hand 
  per each of his melee actions. The stone can then be magically 
  hurled with surprising accuracy and distance. The magical stone 
  hits with the force of a ballista, and is temporarily a magical item 
  and weapon. The spell caster chooses the target, then throws the 
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  105
  magical stone as he would a ball, but with a +2 bonus to strike 
  (P.P. attribute and targeting bonuses are also applicable). The tar-
  get may attempt to dodge the attack, but the stones are thrown 
  too fast for most normal beings to parry (-4). After the stone hits, 
  it crumbles into dirt. Creating and throwing count as one melee 
  attack/action.
  Metal to Wood
  Level: Six Level Earth Warlock spell.
  Range: Touch or 12 feet (3.6 m).
  Duration: Instant and permanent.
  Saving Throw: None.
  P.P.E.: Forty
  This transformation spells changes metal into wood. The 
  Warlock can change 60 pounds (27 kg) of iron per level of ex-
  perience. Not effective on magic items, magic armor, silver, or 
  gold, but will cause 4D6 S.D.C. to metal armor and Iron Golems, 
  3D4x10 to S.D.C. metals.
  New Fire Warlock Spells
  Fire Gout
  Level: Third Level Fire Warlock spell.
  Range: 30 feet (9 m) per level of experience.
  Duration: Instant; about two seconds.
  Damage: 3D6 points of damage, +2 per level of experience.
  Saving Throw: Dodge at -3 to do so.
  P.P.E.: Ten
  This Warlock can magically conjure and direct a stream of fire 
  similar to a flamethrower, only wider. It can be directed with a 
  wave of the hands; points and shoot. The fiery stream extends the 
  full length of its range, stopped or blocked only by large obstacles 
  in its path, and is about three feet (0.9 m) in diameter. There is 
  01-70% likelihood that combustible materials will be set on fire.
  Fire Blossom
  Level: Fourth Level Fire Warlock spell.
  Range: Touch; appears above the open palm of the Warlock’s 
  hand.
  Damage: Varies.
  Duration: One month per level of the Warlock without burning, 
  but burns out within 1D6 minutes after it is activated to burn.
  Saving Throw: None.
  P.P.E.: Ten
  This is a unique spell in which the Warlock creates a Fire 
  Blossom — a small tongue of flame about three inches (8 cm) 
  tall. It flickers but does not burn and can be held, put in one’s 
  pocket or placed in a bag or backpack without fear of starting a 
  fire. The fire does not burn until the mage or the recipient of the 
  Fire Blosoom (it can be created and given as a gift) activates it. 
  Once activated, the Fire Blossom burns into a raging fire three 
  feet (0.9 m) tall and two feet (0.6 m) wide. It will burn without 
  combustibles (wood, rags, coal, etc.) for 1D6 minutes and then 
  vanishes. If placed on or stoked with combustibles, these items 
  will immediately catch fire and burn, thus the Fire Blossom can 
  be used to create a campfire; light torches, or to start a fire.
  See Through Smoke
  Level: Fourth Level Fire Warlock spell.
  Range: Self.
  Duration: Five minutes per level of experience.
  Saving Throw: Not applicable.
  P.P.E.: Twelve
  Not only can the Warlock see clearly in and through smoke; 
  but he can also breathe it without suffering from smoke inhala-
  tion. Thus, he can operate without impairment in a room or area 
  choked with smoke.
  Fire Globe
  Level: Fifth Level Fire Warlock spell.
  Range: Touch, appears above the open palm of the mage’s hand. 
  Can be thrown 200 feet (61 m).
  Damage: 5D6 at the moment of impact and 2D6 additional points 
  of damage per melee round.
  Duration: Stored as a globe for two weeks per level of the War-
  lock but burns out within 1D4 minutes after it is activated.
  Saving Throw: None.
  P.P.E.: Twenty
  This is a unique spell similar to the Fire Blossom, only in this 
  case, the Warlock creates a portable globe containing a magical 
  fire. The globe is about the size of a grapefruit and flickers as if a 
  fire burns inside (which it does), but no heat or significant amount 
  of life radiates from it. Consequently, the globe can be held and 
  put in a bag or backpack without fear of starting a fire. The fire 
  does not burn until activated by the Warlock or the recipient of 
  the Fire Globe (it can be created and given to another as a gift). 
  To activate, the character must throw the globe while wishing it 
  to ignite or damage whatever it hits. Upon impact, the fire erupts 
  like napalm, covering the surface body of it target in flame. It 
  burns without combustibles (wood, rags, coal, etc.) for 1D4 min-
  utes and then vanishes. The use of water to extinguish the fire 
  hurts, creates steam and inflicts 2D6 damage (scalding) before 
  the fire is extinguished. If placed on or stoked with combustibles, 
  these items will immediately catch fire and continue to burn after 
  the magic vanishes.
  Melt Metal
  Level: Seventh Level Fire Warlock spell.
  Range: 15 feet (4.6 m) plus five feet (1.5 m) per experience level.
  Duration: Four melee rounds per level of the Warlock.
  Damage: 1D6x10 S.D.C., but only to metal, nothing else.
  Saving Throw: None.
  P.P.E.: Fifty
  This Elemental magic enables the Warlock to melt up to forty 
  pounds (18 kg) of metal per level of his experience. This metal 
  will immediately become too hot to hold or touch and will melt 
  into slag within seconds. The Warlock does this by staring at the 
  metal objects to be melted. The spell does not melt or harm magic 
  weapons or items, but will inflict 1D6x10 to any metal or alloy. 
  Can be used twice per melee round. Note: Having one’s body 
  armor melted on top of him causes 2D4x10 points of damage, 
  the victim loses all attacks for four melee rounds/one minute, and 
  will need medical treatment for second and third degree burns of 
  his body. Reduce physical beauty by half from permanent scar-
  ring.
  Brian Hite (Order #17180059)
  
  106
  New Skill Descriptions
  HS Note: Skills with an “HS” in parenthesis are skills re-
  printed from the Adventures on the High Seas™ sourcebook 
  for your convenience.
  List of Naval Skills in this Book
  Castaway/Shipwreck Survival (27%+3%)
  Deep Sea Fishing (32%+4%)
  Flag Signaling (18%+6%)
  Identify Sea Life (27%+4%)
  Lore: Sea (25%+5%)
  Outdoorsmanship
  Physical Labor
  Pilot Small Boats, Kayaks & Canoes (30%+5%)
  Seamanship (22%+4%)
  Shipwright (26%+4%)
  W.P. Harpoon
  Other Skills
  Seduction (20%+3%)
  Spelunking (35%+5%)
  W.P. Battle Axe
  W.P. Lance
  W.P. Pole Arm (and Trident)
  Castaway/Shipwreck Survival (HS; a Naval Skill): (Also 
  available under the Wilderness Skill Category.) Surviving with-
  out a ship at sea is a specialized skill, since the seas of the Pal-
  ladium World are quite hostile. Those with this skill know how 
  to avoid being sucked down with a sinking ship, how to select 
  and assemble the best driftwood and scrap for a raft, and how to 
  float without exerting themselves (not the same as swimming) for 
  hours at a time. Once the survivor has something to hold on to, 
  it becomes possible to survive for days at a time, but only if you 
  know how to get fresh water (from fish, certain types of seaweed 
  and condensation of dew on cool metal surfaces), as well as how 
  to keep from being attacked or eaten by sea predators. Characters 
  without this skill, or without help from someone else who has the 
  skill, will likely perish immediately, or within hours. Note that 
  once on land, even the tiniest island, the skill of Wilderness Sur-
  vival takes over. Base Skill: 27% +3% per level of experience.
  Deep Sea Fishing (HS; a Naval Skill): (Also available un-
  der the Technical Skill Category.) Although similar to freshwater 
  fishing (see Palladium RPG, 2nd Edition, page 51), the meth-
  ods involved are very different. Smaller fish are generally caught 
  using a variety of different nets, and are usually caught in quan-
  tity (4D6 fish at a time). For bigger fish (50 pounds/22.5 kg and 
  up), special tackle is required, which is actually attached to the 
  ship. Those with this skill have a basic knowledge of the most 
  common fish, and know the proper techniques for preparation 
  and cooking (many Palladium World fish have poison glands, or 
  quills, that must be removed prior to cooking). For net fishing, 
  roll once every hour, but once every twenty minutes for line fish-
  ing. Base Skill: 32% +4% per level of experience. Note: While 
  someone with the Domestic Fishing skill can catch and cook fish 
  while on ship, using their usual techniques, they’ll catch only the 
  smaller fish, and they’ll only roll for success once per hour. Also, 
  they won’t have the knowledge involved in identifying which are 
  edible, or the details of how specific fish should be prepared.
  Flag Signaling (HS; a Naval Skill): (Also available under the 
  Communications Skill Category.) Ships at sea in the Palladium 
  World, often miles apart, have developed a “language” based 
  on the display of colored flags. Those with this skill can read 
  and compose messages, as well as being able to recognize the 
  banners, ensigns, pennants and standards used to communicate 
  a ship’s origin and status. Communicating basic naval messages 
  (“Turn to starboard.” “Do you have any fresh water to spare?” or 
  “Beware! Pirates sighted to the northeast!”) are easy for anyone 
  with 2nd level, or better, expertise. However, non-naval messag-
  es, including names (Sir Bertrand, Port Jarl) or messages related 
  to other subjects (magic, money or religion), are more time con-
  suming, and more difficult to compose or decipher. Since each 
  ship usually displays banners showing their nationality and other 
  information, those with this skill have the chance of identifying a 
  fake (pirates often fly false flags). In addition to the common sig-
  nal code (used by every seafaring nation in the Palladium World), 
  certain navies and merchant companies have developed their own 
  secret systems of communicating. Base Skill: 18% +6% per level 
  of experience.
  Identify Sea Life (HS; A Naval Skill): (Also available under 
  the Science and Wilderness Skill Category.) Characters with this 
  skill can identify all different kinds of fish, squid, octopus, shell-
  fish, turtles, sea mammals (whales, dolphins, seals), and sea mon-
  sters, as well as seaweed, sponges and even tiny swarms of tiny 
  life forms (such as krill, the food source for many whales, and 
  the different one-celled organisms that give off a visible glow at 
  night). Even more importantly, the character can recognize habi-
  tats, or water and weather conditions, that signal the presence of 
  certain kinds of sea life. For example, the character can attempt 
  to determine what kind of fish are feeding below the ship, or what 
  giant schools are traveling nearby, based on the appearance of 
  certain predators such as knowing where to find tuna when cer-
  tain dolphins are sighted. Includes a knowledge of which sea life 
  is edible, useful as healing herbs, or poisonous. Another impor-
  tant bit of knowledge is being able to identify which barnacles, 
  shipworms and mollusks (which live on the hull, under the water-
  line), are harmless, and which are immediately threatening. Base 
  Skill: 27% +4% per level of experience.
  Lore: Sea (HS; a Naval Skill): (Also available under the 
  Technical Skill Category.) Knowledge regarding the myths and 
  legends of the oceans and seas of the known Palladium World, 
  including the edge of the world, sea monsters, sea creatures and 
  aquatic people, ghost ships, and general knowledge about marine 
  animals and whether or not they are dangerous to humanoids. 
  Base Skill: 25% +5% per level of experience.
  Outdoorsmanship (A Physical Skill). (Also available under 
  the Naval and Wilderness Skill Categories.) Being an avid out-
  doorsman and survivalist, this character has spent a significant 
  portion of his/her life living off the land or in the wild. As a result, 
  the character is hardened to the rigors of outdoor life. Requires: 
  Wilderness Survival. Bonuses: +1 to P.E. and +2D6 to S.D.C. 
  and adds +5% to Dowsing, Fasting, I.D. Plants and Fruit, and 
  Wilderness Survival skills.
  Physical Labor (A Physical Skill). Not all strength and con-
  ditioning comes from deliberate training or sports, some comes 
  from old-fashioned hard work. This skill represents the strength 
  and endurance gained from hard physical labor either due to a 
  Brian Hite (Order #17180059)
  
  107
  physical occupation (such as brick hauling, ditch digging, ware-
  house work loading and unloading boxes, etc.) or really demand-
  ing chores at home such as chopping wood, bailing hay, mending 
  fences, etc. Bonuses: Add +2 to P.S., +1 to P.E., and 2D8 to 
  S.D.C.
  Pilot Small Boats, Kayaks & Canoes (A Naval Skill). (Also 
  available under the Technical and Wilderness Skill Categories.) 
  The skill includes the basic principles behind using currents, 
  paddles as rudders and propulsion, maintenance, and even tricks 
  like sculling and right-siding a flipped canoe, etc. The character 
  enjoys a familiarity with all types of small boats that do not use 
  sails. Kayaks and canoes have been used since old Eoten times 
  on Bizantium (and by the Wolfen) and are still popular today.
  Kayaks and canoes are one or two-man boats built for speed 
  and handling the changing currents and rapids of rivers and lakes. 
  Both function wonderfully in shallow and narrow bodies of wa-
  ter. They can also handle deep lakes and even the open sea, es-
  pecially under calm conditions, but are likely to be swamped or 
  carried out of the paddler’s control and out to sea or smashed on 
  rocks in strong currents and large waves in rough waters. Kayaks 
  and canoes can be operated by one paddler. Kayak and Canoe 
  Speed is based, point for point, on the P.S. attribute number of 
  the person paddling. Thus, a P.S. of 14 equals a maximum main-
  tainable paddle Spd of 14 or 9 mph (14.4 km), A P.S. of 22 equals 
  a speed of 22 or 15 mph (24 km), and so on. Maximum speed can 
  be maintained a number of minutes equal to the paddler’s P.E. at-
  tribute number x5. A P.E. of 14 means he can row for 70 minutes 
  before needing to stop and rest for 20 minutes. Note: Paddling 
  at half the maximum speed and taking frequent breaks to let the 
  current carry the boat for a while enables the paddler to travel for 
  up to 10 hours before starting to feel fatigued.
  Other types of small boats: Includes paddled boats, rowboats, 
  lifeboats, tenders, water barges, and river rafts. Such boats are 
  much slower than a canoe or kayak, but also function in shallow 
  or deep waters. Rowing/paddling speed in still water or against 
  current is usually equal to a character’s P.S. attribute number 
  divided by half. In the case of a boat that has two or more people, 
  they may row in tandem, together at the same pace (this skill 
  teaches that). Speed is always based on the lowest P.S. number 
  in the group of people rowing. Thus, a P.S. of 14 would equal a 
  maintainable rowing Spd of 7 or roughly 4 mph (6.4 km). Maxi-
  mum rowing speed can be maintained for the rower’s P.E. attri-
  bute number x3 minutes without pause. A P.E. of 14 means he or 
  they can row for 42 minutes before needing to stop and rest for 20 
  minutes. However, rowing at half that speed can be maintained 
  for twice as long.
  Of course, depending on the water current, a boat may simply 
  ride the current, which might be moving faster than they can row. 
  Direction and speed is controlled via the boat’s rudder (if there is 
  one) or by the positioning of the paddle(s) in the water to function 
  as a rudder. Base Skill: 30% +5% per level of experience.
  Seamanship (HS; a Naval Skill): (Also available under the 
  Technical Skill Category.) Most sailors don’t really need to know 
  how to sail, they just need to be able to follow orders when it 
  comes to belaying, hauling, dropping or trimming sail, which 
  means they need to know the difference between a crossjack, a 
  mizzenmast, a fore lower topgallant and a hundred other names 
  for specific sails, ropes, masts and cross-masts. The skill also in-
  cludes being able to judge, evaluate and repair sails, ropes and 
  rigging (every sailor has to be handy with a needle and thread, 
  as well as knowing how to braid rope). Also involves the basics 
  of ship cleaning and maintenance, as well as how to skillfully 
  operate the pumps needed to remove the water that collects in the 
  bilge. Base Skill: 22% +4% per level of experience. Require-
  ment: Must also have the sewing skill.
  Seduction (A Rogue Skill). This is the ability to make the 
  opposite sex melt with desire. This skill is somewhat similar to 
  the Interrogation skill in that the seducer knows how to ask the 
  right questions to get information without being obvious. The se-
  ducer usually seems attentive, sympathetic, alluring, and sexy. 
  Men and women who are seduced tend to have loose lips and 
  will spill secrets. They also lose track of time, spend big money 
  to impress and please their seducer, and lavish her or him with 
  their affection, time, and attention while oblivious to everything 
  else around them.
  Anyone who has been successfully seduced is distracted, 
  skill performance is half and takes twice as long as before, the 
  character doesn’t notice people and events around him/her and is 
  easily caught off guard (no initiative and all bonuses are at half 
  when attacked by a character other than the seducer). Worse, the 
  victim(s) of seduction is completely vulnerable to the seducer. 
  The seducer always gets the first attack/strike/action, and the vic-
  tim has no chance at self-defense against the first attack, plus the 
  victim loses one attack/action from surprise or horror. Base Skill: 
  20% +3% per level of experience. Bonuses: +1% for every one 
  M.A. attribute point over 20, and every two P.B. points over 17 
  (round up). So the character with a P.B. of 23 (+3) and M.A. of 24 
  (+4) would be +7% to successfully seduce. The seducer can influ-
  ence more than one person at a time; one additional victim per 
  every three levels of experience. In addition, the seducer is +5% 
  to the Cardsharp, Sing, and Dance skills. Also, Seduction victims 
  who are intoxicated or drugged are easier to seduce (+5%).
  Shipwright (HS, a Naval Skill): (Also available under the 
  Science and Wilderness Skill Categories.) Like an army’s field 
  armorer, the shipwright has the necessary skills of a naval me-
  chanic, carpenter and blacksmith needed to repair ships at sea. 
  After any storm, or any battle, numerous repairs are needed, and 
  even in peaceful, calm waters, a ship’s structure should be con-
  tinuously maintained. Another task of the shipwright, one that is 
  never finished, is directing the application of pitch (usually made 
  from pine sap) to keep the cracks between the boards waterproof. 
  Repairing weapons, armor, and other metal objects also falls 
  among the shipwrights’ responsibilities. A shipwright can make 
  finished objects out of wood (such as belaying pins, replacement 
  spars or boards) and of metal (nails, chain, etc.). Base Skill: 26% 
  +4% per level of experience. Requirement: The character must 
  also have the carpentry skill, but gets a +5% bonus to carpentry 
  with this skill-combo.
  Spelunking (A Wilderness Skill). The art and practices of 
  exploring underground caves. Spelunking is the knowledge of 
  caves and cave types and their individual characteristics. This 
  skill enables the character to navigate a cave or underground cave 
  networks, retain a sense of direction (including up and down), 
  have a sense of the cave’s depth, know how to make subtle mark-
  ings and note formations to find his way out and to better navi-
  gate the cave(s) at a later date, as well as rock climbing. The 
  Spelunker can answer questions about a cave system, such as 
  what it is called (if it is a named landmark), where it may lead, 
  how deep it continues, what type of rock it leads through and so 
  on. This skill also lends to familiarity with the correct equipment 
  Brian Hite (Order #17180059)
  
  108
  needed to go spelunking, and how to apply it. It is also the lore to 
  recognize and identify various dangers, identifying the flora and 
  fauna of cave systems and finding and climbing the best routes 
  and directions. Unskilled characters wandering about in a large 
  series of natural caverns have about the same chance of survival 
  as unskilled climbers attempting a major mountain climb with-
  out guidance or equipment. Base Skill: 35% +5% per level of 
  experience. Bonuses: +5% to this skill if the character also has 
  Climb. Underground race bonuses: Dwarves and Troglodytes 
  automatically possess this skill with a +15% bonus. Kobolds, 
  Gnomes and Goblins gain a +10% bonus if they acquire this skill.
  W.P. Battle Axe: Training with all types of large axe weap-
  ons, including single blade and double-headed axes and picks. 
  Bonuses: +1D6 damage at level two! +1 to strike at levels 1, 3, 5, 
  8, 12 and 15. +1 to strike when thrown or to parry at levels 2, 4, 
  8, and 12; not designed for throwing.
  W.P. Harpoon: Training with a type of spear designed for 
  snaring and slaying sea serpents, whales and other large sea 
  animals, and the use of drogues and ballista harpoon cannons. 
  Harpoons come in a variety of sizes but tend to be heavier than 
  traditional spears or javelins. The tip comes to a barbed point. 
  The handle has a place to secure a line because the cable is often 
  attached to a drogue – a barrel-like “float” made of sealskin or 
  wood – or anchored to a reinforced position on the ship. Drogues 
  are designed to put tremendous drag on the beast that has been 
  harpooned and forces it to stay near the water’s surface. The 
  more drogues the harder it is for the creature to submerge and 
  it tires and weakens the beast. Damage: Light Harpoon: 1D6 
  Hit Points/S.D.C., Standard Harpoon: 2D6 Hit Points/S.D.C.; 
  Heavy Harpoon: 3D6 damage. Range: 200 feet (61 m) for Light 
  and Standard, 100 feet (30.5 m) for Heavy. Bonuses: A throw-
  ing weapon designed for hitting and hooking large targets. +1 to 
  strike at levels 1, 4, 7, 10 and 13. +1 to parry at levels 3 and 7; not 
  designed for melee combat. Note: These same bonuses apply to 
  the use of spears, javelins and the trident. Characters with W.P. 
  Harpoon are really only good at throwing harpoons and spears, 
  not at using a spear in melee combat.
  The W.P. Harpoon skill also includes the use of harpoon can-
  nons, ballista-style weapons (think giant, mounted crossbow) 
  that fire a heavy harpoon roughly three or four times the thick-
  ness of an ordinary spear or harpoon. It may be fired into sea 
  monsters to hurt them or may be attached to a line connected to 
  a larger drogue or 2-4 standard flotation barrels for much greater 
  and immediate drag. Damage: 5D6+8 Hit Points/S.D.C. Range: 
  1,000 feet (305 m). Bonuses: +1 to strike at Levels 1, 3, 7, 10 and 
  14; can not be thrown.
  W.P. Lance Note: The use of the lance is limited to the 
  Knight and Palladin O.C.C. and is not normally available to other 
  O.C.C.s. See the descriptions under The Way of the Lance in each 
  of the respective O.C.C.s.
  W.P. Pole Arm: Training with all types of large axe weapons, 
  including the glaive, sabre halberd, runka, scythe and voulge, 
  among others, as well as the Trident. Bonuses: +2 damage at 
  levels two and eight! +1 to strike and parry at levels 1, 3, 6, 9 and 
  12. +1 to strike when thrown at levels 3, 7 and 12; not designed 
  for throwing.
  Experience Tables
  Fisherman
  1 
  0,000 – 1,900
  2 
  1,901 – 3,800
  3 
  3,801 – 7,600
  4 
  7,601 – 15,000
  5 
  15,001 – 30,000
  6 
  30,001 – 45,000
  7 
  45,001 – 68,000
  8 
  68,001 – 102,000
  9 
  102,001 – 132,000
  10 132,001 – 172,000
  11 172,001 – 216,000
  12 216,001 – 237,000
  13 237,001 – 260,000
  14 260,001 – 275,000
  15 275,001 – 300,000
  Bizantium Marine
  1 
  0,000 – 2,100
  2 
  2,101 - 4,200
  3 
  4,201 - 8,400
  4 
  8,401 - 15,800
  5 
  15,801 - 23,000
  6 
  23,001 - 33,000
  7 
  33,001 - 48,000
  8 
  48,001 - 68,000
  9 
  68,001 - 93,000
  10 93,001 - 135,000
  11 134,001 - 174,000
  12 174,001 - 225,000
  13 225,001 - 275,000
  14 275,001 - 325,000
  15 325,481 - 375,000
  Serpent Chaser &
  Iceborn Raider/Male
  1 
  0,000 – 2,050
  2 
  2,051 – 4,100
  3 
  4,101 – 8,200
  4 
  8,201 – 16,000
  5 
  16,001 – 32,000
  6 
  32,001 – 49,000
  7 
  49,001 – 71,000
  8 
  71,001 – 103,000
  9 
  103,001 – 134,000
  10 134,001 – 165,000
  11 165,001 – 190,000
  12 190,001 – 213,000
  13 213,001 – 249,000
  14 249,001 – 290,000
  15 290,001 – 315,000
  Iceborn Captain
  & Iceborn Sea Witch
  1 
  0,000 – 2,300
  2 
  2,301 – 4,602
  3 
  4,603 – 9,206
  4 
  9,207 – 18,414
  5 
  18,415 – 36,830
  6 
  36,831 – 56,746
  7 
  56,747 – 85,120
  8 
  85,121 – 119,169
  9 
  119,170 – 154,921
  10 154,922 – 201,400
  11 201,401 – 251,000
  12 251,001 – 313,000
  13 313,001 – 350,000
  14 350,001 – 400,000
  15 400,001 – 460,000
  Necromancer
  1 
  0,000 – 2,250
  2 
  2,251 – 4,500
  3 
  4,501 – 9,000
  4 
  9,001 – 18,000
  5 
  18,001 – 28,200
  6 
  28,201 – 38,400
  7 
  38,401 – 53,600
  8 
  53,601 – 75,800
  9 
  75,801 – 100,000
  10 100,001 – 130,000
  11 130,001 – 180,000
  12 180,001 – 240,000
  13 240,001 – 320,000
  14 320,001 – 390,000
  15 390,001 – 460,000
  Waterchanter &
  Iceborn Skinbinder/Female
  1 
  0,000 – 2,000
  2 
  2,001 – 4,100
  3 
  4,101 – 8,200
  4 
  8,201 – 17,000
  5 
  17,001 – 32,000
  6 
  32,001 – 50,000
  7 
  50,001 – 69,000
  8 
  69,001 – 105,000
  9 
  105,001 – 135,000
  10 135,001 – 180,000
  11 180,001 – 218,000
  12 218,001 – 240,000
  13 240,001 – 270,000
  14 270,001 – 295,000
  15 295,001 – 320,000
  Brian Hite (Order #17180059)
  
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  Animals of the Northern Sea
  They are smart enough to familiarize themselves with Bizan-
  tium’s shipping lanes and trade routes, and learn to avoid them 
  and the whalers operating in those waters.
  Bizantium, the Western Empire, Eastern Territory, and the 
  Isle of Cyclops possess the whaling ships and experienced crews 
  necessary to hunt whales. Centuries of whaling has led to a slight 
  reduction in Black Whale populations worldwide, and the Church 
  of Algor is discussing putting limits on how many of the revered 
  animals can be taken each season. According to a passage in the 
  Hymnal of Algor, the day the last Black Whale is slain is the day 
  when Beastla’s children rise from the deep and claim the world’s 
  oceans as their own.
  Black Whale
  Size: 40-65 feet (12-20 m). Females are typically slightly larger 
  than males.
  Weight: 25-40 tons.
  Attribute Note: Highly intelligent, equal to an I.Q. of 1D6+6, 
  M.E. 1D6+8, M.A. 1D6+4, Spd. 22 (15 mph or 13 knots).
  A.R.: 9
  Hit Points: 3D4x10+50
  Black Whales
  Also known as Humpback Whales
  The Humpback Whale, known to most Bizantians as the Black 
  Whale, is one of the largest animals in the sea. Some fear it, while 
  others worship it as a living embodiment of Algor. Stories speak 
  of sailors swallowed whole and whaleboats smashed by tail 
  flukes, but also of stranded fishermen who swear a Black Whale 
  protected them from sharks or sea serpents.
  Black Whales are solitary animals with no natural enemies 
  other than sea serpents. The whales usually associate with other 
  nonaggressive whales and dolphins. Not dangerous to humans, 
  other whales or large sea creatures, Black Whales feed on schools 
  of fish and tiny crustaceans known as krill. They are filter feeders, 
  with large mouths lined with baleen, a specific type of whalebone 
  prized by whalers and used in constructing tools, bone weapons, 
  ivory jewelry and even struts and supports for elaborate dresses. 
  Black Whales are found in the cold waters of the Northern Sea, 
  Sea of Despair and as far south as the Algorian Sea and Sea of 
  Dread. Black Whales have one of the largest brains in the ani-
  mal world and are highly intelligent (high animal I.Q. of 1D6+6). 
  Brian Hite (Order #17180059)
  
  110
  S.D.C.: 1D4x100
  Horror/Awe Factor: 11
  P.P.E.: 1D4x10+10
  Natural Abilities: Swim 98%, dive 700 feet (213 m), mid-air 
  leap 20 feet (6.1 m), hold breath 3D6+12 minutes, sense mag-
  netic north 90%, electromagnetic sensitivity, sonic echoloca-
  tion/sonar, maximum depth tolerance two miles (3.2 km).
  Average Life Span: 50-100 years.
  Attacks per Melee: Two.
  Damage: Tail swipe does 1D4x10, body nudge 3D6, head butt 
  4D6, full body ram 2D4x10.
  Bonuses: +1 to strike and +2 to dodge.
  Habitat: Open ocean, seldom comes closer than 20 miles (32 
  km) to shore.
  Range: The Northern Sea, Sea of Despair and Algorian Sea in 
  spring and summer. In winter, Black Whales migrate south 
  to breed, some heading west down to the waters off the coast 
  of the Isle of Cyclops, some heading east, ending up near the 
  isles of Y’Oda and Zy and the coast of the Eastern Territory.
  Behavior: Black Whales typically hunt alone, filter-feeding krill 
  and shrimp and using sonar and bubbles to force schools of 
  fish together before stunning them with tail-slaps or plunging 
  into a ball of fish with open jaws.
  Value: Meat & Oil (whole animal): 600 gold. Spermaceti: 200 gold.
  Corpse Jelly
  The Corpse Jelly resembles a large blue flower floating under 
  the surface of the waves. Its colors and semi-transparent body helps 
  it to blend in with the waters (equal to a Prowl of 78%). Beneath 
  its floating bell is a cluster of tentacles that dangle below, used 
  to ensnare, hold and kill its prey. Within their cluster of tentacles 
  are tiny barbs that are inserted into fish or floating cadavers. Once 
  inside their victim, they pump digestive enzymes into the prey. As 
  the internal organs and tissue of the prey liquefy, it is sucked out 
  via the tentacle to feed the giant jellyfish, turning its bell from blue 
  to red, and eventually leaving behind an empty husk. In fact, that’s 
  how it got its name, because the creature is often seen clutching 
  the dead husk or skeletal remains of its prey in its tentacles. Any 
  humanoid coming within range of a Corpse Jelly’s venomous ten-
  tacles risks envenomation. Because the Corpse Jelly can launch 
  half a dozen tentacles at a single opponent, they are considered by 
  some sailors to be as dangerous as any sea serpent.
  A Corpse Jelly’s body is made up of 92-96% water. It senses 
  movement (vibrations) with special sensory cells located in its 
  skin. It also has light-sensitive organs that do not form images 
  but are used to determine up from down, responding to sunlight 
  shining on its skin surface. It does not have complicated internal 
  organs or systems, digesting food using the gastro-dermal lining 
  of its body cavity, which manufactures powerful digestive en-
  zymes. It does not need a respiratory system since its skin is thin 
  enough to take oxygen right from the ocean. It has limited con-
  trol over movement and mostly free-floats in the water, but it can 
  use its tentacles like a lasso to wrap around a heavy object and 
  pull itself in that direction. Corpse Jellies are extremely sensitive 
  to high and low temperatures, and the animals cannot cope with 
  warm waters. They can only survive in cold water, and outside of 
  water, their fleshy bodies dry up and they die in a matter of 4D4 
  minutes; half that time in the hot sun.
  Corpse Jellies live their entire lives near the surface at a depth 
  of no more than 70 feet (21 m), using slow pulsations to drive it 
  forward. The giant jellyfish depends on ocean currents to travel 
  great distances and is a predator of opportunity, snagging fish, 
  mammals, and people as it happens upon them. Corpse Jellies are 
  most often spotted near shore during the late summer and early 
  autumn, when they grow to a large size and the currents begin to 
  sweep them closer to land. They primarily feed on fish, but sick 
  sea animals, sailors lost at sea, and corpses floating in the water 
  are all just as good.
  Corpse Jellies have low intelligence and are not social crea-
  tures, but will congregate to feed on a single large corpse such as 
  a walrus, whale or sea serpent. Such gatherings are used as a time 
  to mate, but how the process occurs remains a mystery. Corpse 
  Jellies are valued for their poisonous tentacles, but only the des-
  perate seek them out, for even a lone tentacle can still poison 
  anything that it touches for an hour after being removed from the 
  body and kept in cold water.
  Over the last ten years, Bizantium’s Inland Sea has been expe-
  riencing one of its worst Corpse Jelly infestations ever. The Min-
  istry of Farm, Fish, and Food has been reporting a steady increase 
  in the number of the creature for years, but the Crown and Noble 
  Houses never take it seriously. Now the jellyfish bloom is report-
  edly killing off countless fish and dozens of fishermen every year.
  Corpse Jelly
  Attributes of Note: I.Q. 1D4 (low), P.S. 1D6+8, P.P. 1D6+8, 
  P.E. 1D6, P.B. 1D6+8, Spd 1D4 or by water current; typically 
  floats on the current at or near the surface.
  Brian Hite (Order #17180059)
  
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  Size: Body (bell) is 8-9 feet (2.4 to 2.7 m) in diameter. The ten-
  tacles may trail as long as 90-120 feet (27-36 m).
  Weight: 350-450 lbs (157-202 kg).
  A.R.: 4.
  Hit Points: 1D6+6
  S.D.C.: 2D6 for body (bell), 1D4+1 per tentacle.
  P.P.E.: 1D6
  Horror Factor: 12
  Natural Abilities: Swim 98%, breathe underwater indefinitely, 
  impervious to cold (magic cold does half damage), track the 
  movement and location of all moving things within 100 feet 
  (30 m) 92%, knows the distance, direction, speed, and loca-
  tion of prey within 300 feet (91 m) due to vibrations caused 
  by movement in the water 82%, but can feel vibrations caused 
  by the thrashing of large animals (whales and sea serpents) or 
  passing ships up to one mile (1.6 km) away (64%), track and 
  locate the dying up to two miles (3.2 km) away (70%), identify 
  temperature (within 1D6 degrees) 75%, and stinging tentacles.
  Average Life Span: Five years.
  Attacks per Melee: One.
  Damage: Each attack consists of launching a volley of tentacles 
  (1D6). The moment a tentacle successfully strikes a target it 
  discharges dozens of tiny barbed capsules containing coiled, 
  hollow, thread-like structures. These hollow threads must pen-
  etrate the skin of the victim in order for the venom to be inject-
  ed. Roll a 1D20 for each tentacle that strikes. If the strike total 
  is greater than the Armor Rating (A.R.) of the prey, then the 
  victim must roll to save vs lethal poison (14 or higher to save). 
  If the capsules fail to penetrate, the victim takes no damage.
  Those who fail to save take 1D6 damage per tentacle that 
  has penetrated skin. The poison causes the victim to lose ini-
  tiative and feel sick and weak: -1 one attack per melee, -2 on 
  all combat bonuses, reduce speed by half and the victim has 
  trouble determining direction (-30% on Land Navigation). 
  The effects and penalties remain for 1D6x10 minutes, but the 
  effects of multiple stinging tentacles are not cumulative except 
  for the physical damage each one inflicts.
  Bonuses: +2 on initiative, +4 to strike or entangle, and impervi-
  ous to Horror Factor, psionics (those requiring saving throws), 
  mind control, possession, poison and toxins.
  Habitat: Coastal waters.
  Range: Its range is confined to the cold waters of the Northern 
  Sea, Algorian Sea, and the Sea of Despair.
  Behavior: A passive predator, the Corpse Jelly gently pushes it-
  self through the water, floating on currents, eating whatever 
  it encounters. They are simple creatures with minimal intel-
  ligence.
  Value: Alchemists, herbalist/apothecary, and assassins’ guilds 
  are interested in the tentacles for extracting their poison; a 
  maximum of 10 gold per tentacle.
  Green Fin Shark
  Also known as “the man-eater of the North,” the Green Fin 
  Shark is found exclusively in the cold waters of the Icy Ocean, 
  Northern Sea and the Sea of Despair, living farther north than any 
  other shark species. It is infamous for its aggressive nature and 
  large size, rivaling the Great Whites found in the warmer waters 
  Brian Hite (Order #17180059)
  
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  of the world, and sometimes caught by fishermen in the Sea of 
  Despair or Algorian Sea. Cousins of the Great White, Green Fins 
  are long, heavily-built fish with small eyes and gills, and a gray-
  green coloration that sometimes ranges into browns and tans.
  As much as the Green Fin is feared by sailors, it has always 
  been a staple catch of Bizantium’s fishermen. Its flesh is poison-
  ous to consume, but its hide can be used to make special leather 
  known as shagreen, and its large liver as a remedy to promote 
  the healing of wounds. Fishermen and Serpent Chasers know that 
  these fish can be highly aggressive and are extremely territorial, 
  attacking any unfamiliar animal that gets too close, sometimes 
  even ramming and biting small boats. The animal’s main prey 
  consists of marine mammals (seals, dolphins, small whales), as 
  well as fish, squid, octopus and seabirds. Humanoids killed by 
  these sharks are generally not eaten, leading to myths and tales 
  that they are cold-blooded hunters who kill for sport. In reality, 
  the sharks simply don’t like the taste of humanoids, preferring 
  fat, protein-rich seals. Still, a single ‘test-bite’ from a Green Fin 
  can kill due to massive blood loss or shock. Humanoids are actu-
  ally more of a threat to this shark than the other way around, as 
  the demand for its leather and liver increases.
  Green Fin Shark
  Attributes of Note: I.Q. 1D6+1, Spd 1D4+12 (10 mph/16 km or 
  8.6 knots), but typically cruise at a leisurely one or two miles 
  per hour (1.6 or 3.2 km).
  Size: 21-24 feet (6.4-7.3 m). Males are typically smaller than fe-
  males.
  Weight: 2,200 to 3,100 lbs (990-1,395 kg).
  A.R.: 9
  Hit Points: 2D6x10+10
  S.D.C.: 1D6x10
  P.P.E.: 1D4
  Horror Factor: 14
  Natural Abilities: Swim 100%, Nightvision 3,000 feet (914 m), 
  impervious to cold (half damage from magical cold), can lo-
  cate moving objects in water with keen hearing (up to 3,000 
  feet/914 m) 90%. Sense movement in water around them 
  (within a 60 foot/18.3 m radius), thus the shark will know 
  where its prey is even if it cannot see it (suffers no blindness 
  penalties). Its keen sense of smell is especially receptive to the 
  scent of blood. Even a few droplets of blood in the water can 
  be detected 1000 yards away and a gallon or more for one mile 
  (1.6 km)-track blood scent/trail 80%, recognize other chemi-
  cals at 60%. Its eyes are sensitive to light, thus the reason it 
  closes its eyes before attacking prey. Maximum depth toler-
  ance is unlimited.
  Average Life Span: 100-250 years.
  Attacks per Melee: Three.
  Damage: Nip does 1D6 points of damage, full strength bite 6D6, 
  slashing tail 2D6 damage, head butt 1D6, and body ram 2D6 
  damage.
  Bonuses: +2 on initiative, +4 to strike, +1 to dodge, +4 to save vs 
  poison and disease, +6 to save vs Horror Factor.
  Habitat: Open ocean.
  Range: The Sea of Despair and the Northern Sea.
  Behavior: The Green Fin normally lives deep underwater, so its 
  behavior is mostly mysterious. While notorious for eating sail-
  ors, attacks are actually very rare; most victims are whalers 
  who come into close contact with sharks trying to scavenge off 
  freshly harpooned whale corpses.
  Value: Skin: 75 gold, used in Bizantium to make a number of 
  fancy leather items (book bindings, gloves, leather armor, 
  etc.). Teeth: One gold per 30 teeth. Liver: 300 gold for an oil 
  that can be obtained from the shark’s liver that, when made 
  into a poultice, heals 1D6 Hit Points/S.D.C. once per 12 hour 
  application. The oil has a shelf-life of one year and 1D4+2 
  poultices can be made from one live. Green Fin Shark liver oil 
  sells in Northern apothecaries and Western alchemist shops at 
  100 gold per ounce.
  Note: The meat of a Green Fin Shark is poisonous to consume, 
  resulting in a high fever, nausea and the following penalties: -2 
  to initiative and Perception Rolls, -2 attacks per melee round, 
  -2 to strike, parry, and dodge, -15% on all skills and reduce 
  Spd by 30%. Symptoms and penalties last for 3D6 hours. EV-
  ERYONE in the North knows not to eat this shark.
  Harbor Seal
  Harbor seals are small to medium-sized aquatic mammals 
  with coloration that ranges from browns and blacks to tans and 
  grays. The playful, generally harmless creatures rest and congre-
  gate across the rocky coasts of the Northern Islands and shore of 
  the Great Northern Wilderness, and as far north as the Great Ice 
  Shelf. Though seals are ocean creatures, they may also be encoun-
  tered in large freshwater rivers near the sea. Resting sites range 
  from bare rocks sticking up out of the ocean to gentle shorelines 
  and open beaches to ice floes. Harbor seals are known to gather 
  Brian Hite (Order #17180059)
  
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  in ports and harbors (hence the name), and many sailors believe 
  they are a sign of good luck. Harbor Seals are often encountered 
  in groups, especially on shore, but they do not form groups as 
  large as sea lions. When hunting/fishing, seals remain out at sea 
  for days at a time, traveling long distances. Their diet consists 
  primarily of fish, but also includes crustaceans, mollusks, octopus 
  and squid. Females usually bear one pup at a time, and raise them 
  without the help of males. Pups can swim competently on their 
  own a few hours after birth. Seals tend to live along the coasts not 
  venturing more than 20 miles (32 km) offshore unless they need 
  to find new feeding grounds or are chased away by too many ag-
  gressive predators.
  Harbor Seal
  Attributes of Note: I.Q. 1D4+6 (high animal intelligence), M.A. 
  1D6+10, Spd. 1D4+2 on dry land, 1D6+12 (around 11 mph/18 
  km or 9.5 knots).
  Size: 6 feet (1.8 m) long. Females are generally smaller than 
  males.
  Weight: 200-370 pounds (90 to 166.5 kg).
  A.R.: 6
  Hit Points: 4D6+10
  S.D.C.: 4D6+4
  P.P.E.: 2D6
  Natural Abilities: Swimming 98%, dive 300 feet (91.5 km), hold 
  breath for 1D4+10 minutes, good vision, and keen sense of 
  smell (can track other seals, fish/food and other strong smells 
  up to one mile/1.6 km away; 66%).
  Average Life Span: 20-25 years for males. Females can live 30-
  35 years.
  Attacks per Melee: Two.
  Damage: Bite does 1D6 damage, head butt does 1D4 damage.
  Bonuses: +2 on initiative, +2 to strike, and +3 to dodge in water.
  Habitat: Coastal waters.
  Range: Coastal areas of the Land of the Damned, Kingdom of 
  Bizantium, Northern Hinterlands, the Great Northern Wilder-
  ness, Shadow Coast, Dragon Claw and the Great Ice Shelf.
  Behavior: Harbor seals are intelligent, social animals. They live 
  and hunt in groups, and are generally curious and unafraid of 
  humans, making them easy victims for sealers who hunt them 
  for their blubber, pelts and meat.
  Value: Fur/Hide/Pelt: 50 gold. Meat (whole animal): 40 gold.
  Wolf Seal
  Like true wolves, the Wolf seals of the North travel in groups 
  with a mated pair (both Alphas) dominating a “family clan” made 
  up of 9-18 animals – 1D4+2 juveniles/yearling pups (half the Hit 
  Points and S.D.C. of adults), 1D4+2 near-adult offspring and 
  1D4+2 adults, including the two alpha leaders. Sometimes two 
  or three such families join to form a much larger pack. In ideal 
  conditions, the mated pair produces pups every year, with such 
  offspring typically staying in the pack for 1-4 years before dis-
  persing to form a new pack of their own.
  Unlike most other seals, the Wolf seal, though gregarious and 
  playful, is much more aggressive, intelligent, and dangerous. 
  They are wary but not afraid of humanoids, and exhibit great cu-
  riosity about boats, human beings and sea mammals like dolphins 
  and whales. However, though they may look cute, like Harbor 
  seals, Wolfs have two inch (5 cm) canine teeth, and do not hesi-
  tate to attack anything that threatens the safety of a single pack 
  member. Instead of fleeing from a Green Fin shark, for example, 
  the Wolf seal charges out to confront it, jabbing the shark in the 
  belly and its nose, especially if young pups are present.
  Wolf seals are even dangerous toward humanoids. They are 
  known to steal bait and fresh catches of fish, crabs, etc. that might 
  be close to the edge of rowboats, skiffs and tenders. Likewise, a 
  pack of Wolf seals may attack a net full of fish, mussels, crabs, 
  etc., ripping holes in the net and gobbling up as many of the catch 
  as possible. As for thievery, a Wolf seal may snatch a sack or 
  just about anything hanging over the edge if it smells like there 
  is something edible in it or fun to play with. Wolf seals do not 
  commonly regard humans as prey; their normal diet consists of 
  other seals, squid, and fish, with giant octopus as a particular fa-
  vorite (attacking it as a pack). However, a seriously injured or 
  dying person on a raft or lifeboat may be pulled out of the boat, 
  under the waves and torn to pieces by a hungry pack. Attacks on 
  people and even fishing nets usually occur when food has been 
  scarce and the pack is hungry. Wolf Seals also engage in cruel 
  acts of “play” with live prey animals, tossing their bodies back 
  and forth, repeatedly chasing down crippled seals and seabirds 
  and occasionally dragging humans, especially if exhibiting weak-
  ness, below the surface to their deaths. When the playing is done, 
  the seals may just let the body sink or eat it.
  The demand for the hide and meat of Wolf seals is increas-
  ing around the world, especially in the Northern Islands and the 
  Wolfen Empire, and many Serpent Chasers and Fishermen are 
  willing to risk encounters with the big predators in order to cash 
  Brian Hite (Order #17180059)
  
  114
  in on the trend. Of course, attack one Wolf seal and you have the 
  entire pack to deal with, and it is not unheard of for the animals to 
  rock small boats to knock hunters into the water where they are 
  drowned or torn to pieces.
  Wolf Seal
  Attributes of Note: I.Q. 1D4+7 (high animal intelligence), M.A. 
  1D6+8, Spd. 1D4+3 on dry land, swimming 2D6+24 (18 to 25 
  mph/29-40 km or 15-21 knots).
  Size: 12-14 feet (3.65 to 4.26 m) long.
  Weight: 1,300 to 1,500 lbs (585-675 kg).
  A.R.: 7
  Hit Points: 5D6+6
  S.D.C.: 6D6
  P.P.E.: 2D6
  Horror Factor: Applicable only when threatening or attacking, 
  otherwise they look rather cute and friendly; 10 for one, 14 
  when facing a pack.
  Attacks per Melee: Three.
  Damage: Nipping bite does 1D4 damage, a full strength bite 
  2D6, head butt 2D4. Speeding underwater body block/ram 
  does 4D6 but counts as two melee attacks.
  Bonuses: +2 on initiative, +3 to strike, +2 to dodge underwater, 
  +3 to pull punch, +3 to roll with punch, and +4 to save vs Hor-
  ror Factor (+8 when in a pack).
  Natural Abilities: Wolf Seals can hold their breath for up to 20 
  minutes at a time, have good vision and can see in dim light 
  and murky water, keen sense of smell (track by scent 70%), 
  can smell prey on land one mile away (1.6 km), virtually 
  impervious to cold (magic cold does half-damage), tolerate 
  depths up to 300 feet (91 m), and heightened sense of hearing 
  (track by the sound of struggling or prey entering the water – 
  65%).
  Average Life Span: 15-25 years.
  Habitat: Coastal waters and along ice sheets.
  Range: The Sea of Despair, Algorian Sea and coastal waters of 
  Bizantium, the Northern Hinterlands and Great Northern Wil-
  derness, along with the Great Ice Shelf.
  Behavior: Wolf seals tend to live in social groups, but some 
  males lead a solitary existence, either young adults who have 
  not yet found a mate and built a pack, or older individuals 
  who have been defeated in mating battles and lost their alpha 
  status. They will follow prey animals (and humans) across sea 
  ice, and right up on to shore, and Wolf seal packs are known to 
  chase off dolphins, orcas and even small sea monsters.
  Value: Fur/Hide: 150 gold, meat (whole animal): 90 gold.
  Sea Unicorn
  The “Sea Unicorn,” is a medium-sized, toothed whale dis-
  tinguished by a long, straight tusk, actually an elongated ca-
  nine tooth. Growing out of the forehead of male Sea Unicorns 
  (reminiscent of the narwhal), this “tusk” is what gives them the 
  name Sea Unicorn. These gentle marine mammals are highly in-
  telligent, observant, alert, and resourceful. They are curious and 
  protective of humanoids, much like dolphins, and Eoten oral his-
  tory is filled with tales of fishermen, whalers and sailors falling 
  Brian Hite (Order #17180059)
  
  115
  overboard, only to have a Sea Unicorn appear out of nowhere to 
  rescue a drowning mariner or chase sharks/sea monsters away.
  There are old folk tales that surround the Sea Unicorn. Some 
  sailors claim powdered narwhal horn cures impotence, deafness, 
  and blindness, but the horn of a Sea Unicorn is an expensive 
  commodity, selling for more than ten times the cost of ivory that 
  comes from the tusks of walruses or elephants. What’s more, the 
  fabulous powers attributed to the horn are myths and rumors; the 
  tusk has no magical or healing properties. Nevertheless, for thou-
  sands of years, North Folk extensively hunted these whales, not 
  just for their highly-prized horns, but for meat, whale oil, skin, 
  blubber and organs. Devout followers of Algor revere these ani-
  mals and believe hunting them is wrong. They claim the slaying 
  of a Sea Unicorn for just its horn brings bad luck and could doom 
  the vessel and all crew members who condoned the killing.
  Sea Unicorns prey upon fish, squid, and shrimp. In summer 
  months, they travel out to sea, eating their fill of Northern Cod, 
  sometimes gathering in huge pods of up to a thousand individu-
  als. Groups might consist of females and young or juveniles and 
  adult males, though these groups unite for brief periods and break 
  apart just as casually. In the winter, they move close to shore, liv-
  ing under seasonal ice shelves. Sea unicorns mate in the spring 
  and give birth to their calves the following summer. Mothers stay 
  with calves for one and a half to two years, and when the whales 
  are traveling, the calf remains close to its mother for protection 
  from predators.
  Sea Unicorn
  Attributes of Note: I.Q. 1D6+7 (high animal intelligence), M.A. 
  1D6+8, Spd. 1D4+3 on dry land, swimming 2D6+24 (18 to 25 
  mph/29-40 km or 15-21 knots).
  Size: 13-18 feet (3.9 to 5.5 m).
  Weight: 1,800-3,500 lbs (810 to 1,575 kg).
  A.R.: 7
  Hit Points: 1D6x10
  S.D.C.: 2D4x10
  P.P.E.: 1D4x10
  Natural Abilities: Swim 100%, maximum depth tolerance is one 
  mile (1.6 km), hold breath 25 minutes, sense magnetic north 
  90%, electromagnetic sensitivity and echolocation/sonar.
  Average Life Span: 50 years.
  Attacks per Melee: Two.
  Damage: Tail slap 2D6 damage, horn strike 3D6 damage.
  Bonuses: +1 on initiative, +2 to strike, +2 to dodge, +2 to pull 
  punch, +2 to roll with punch, +1 to save vs disease and +2 to 
  save vs Horror Factor.
  Habitat: Coastal waters during winter, particularly the Dragon 
  Claw, Homeland Bay and the Algorian Sea. Open ocean dur-
  ing summer, living in the Sea of Despair and Northern Sea.
  Range: From the Algorian Sea to the Sea of Despair, but most 
  common around Bizantium, the Dragon Claw and northern 
  coastline.
  Behavior: During winter, Sea Unicorns live under the ice pack/
  ice sheet that forms over Homeland Bay, the Dragon Claw 
  and Algorian Sea, as well as the countless smaller bays and 
  inlets along the coastline of the Great Northern Wilderness. In 
  summer they migrate into the open ocean as far North as the 
  Great Ice Shelf and as far south as the Floenry Islands, eating 
  a diet heavy in cod.
  Value: Meat (whole animal): 600 gold, Blubber/skin: 250 gold, 
  Bones: 200 gold. Tusk: 10,000-15,000 gold!
  Ice Bear
  Ice Bears are among the largest land carnivores in the unknown 
  would. They are found almost exclusively on the Great Ice Shelf 
  and northern coastal ice sheets surrounding it where they hunt 
  seals, fish, penguins and seabirds. From time to time, one or a few 
  (1D4) find their way to one of the Bizantium islands or the shore 
  of the Great Northern Wilderness. This happens when an Ice Bear 
  or 1D4 Ice Bear hitch a ride on a iceberg or sheet of ice in the 
  winter that floats south until it hits land or melts in the warmer 
  water. Ice Bears who make it to the islands or the mainland can 
  survive for years, though they suffer during the warm spring and 
  summer months and are easy to spot against the greenery. The 
  few who survive the trip usually fall prey to hunters or monsters. 
  Bear Men and all the canine people believe to find and slay an 
  Ice Bear in single combat is a sign of greatness, and only those 
  who kill an Ice Bear in single combat may wear its fur. Such in-
  dividuals are often destined to become great warriors, war chiefs 
  or achieve a high rank/position among their people. The fur of an 
  Ice Bear slain by two or more hunters is either given to the tribe’s 
  healer or traded away to humans.
  Ice Bears are capable hunters that prey on penguins, seals, 
  squid, octopus, fish, and animals smaller than themselves, but 
  they are scavengers who eat virtually anything that’s edible, in-
  cluding carrion, bones, and bark. Ice Bears have no fear of hu-
  manoids and though they avoid large groups, they are known to 
  stalk and kill a lone traveler. A hungry or angry Ice Bear may not 
  hesitate to attack two or three people, especially if one of them is 
  sick or injured. Like most predators, Ice Bears always target the 
  easiest prey – young, weak, sick, injured, lame, and small. Seals 
  make up most of their diet and the bears survive on meat alone, 
  so the scent of any kind of fresh kill attracts their attention. They 
  also take an interest in human beings and the food and refuse 
  that people discard. Once a bear is attracted to a campsite, it is 
  likely to linger and return in search of food, or wait for an op-
  portunity to attack the weakest looking person. Prey at a human 
  camp includes any animals brought to the Great Ice Shelf such as 
  livestock, horses, mules, sled-dogs and pets, or a teammate when 
  he is alone at camp or wanders too far away.
   Although they are land animals, Ice Bears are excellent swim-
  mers and spend most of their time in water. On the Great Ice 
  Shelf that means the greatest number of bears are found along the 
  shore and on the ice sheets and icebergs all around the Ice Shelf. 
  In general, adult Ice Bears live solitary lives as hunters. Females 
  breed every 2-3 years, producing two cubs.
  Ice Bear
  Also known as Snow Bears and White Bears.
  Attributes of Note: I.Q. 1D4+6 (high animal intelligence), M.A. 
  1D6+6. Ice Bears can maintain an average walking Spd of 5 
  (3.5 mph/5.6 km) for up to five hours before needing to rest; 
  15 mph (24 km) at a running trot, and 30 mph (48 km) running 
  full tilt, but only for 1D4+2 minutes. Swimming speed is 8 (6 
  mph/9.6 km or 5 knots).
  Size: 9–11 feet (2.74-3.35 m) in total length/height. Shoulder 
  height of 4 feet, 4 inches (1.32 m).
  Brian Hite (Order #17180059)
  
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  Weight: 1,500–2,200 lbs (675–990 kg). Females are half the size.
  A.R.: 7
  Hit Points: 2D4x10+10
  S.D.C.: 1D6x10+20.
  P.P.E.: 2D6
  Horror Factor: 10 for an individual male, 13 when facing a fe-
  male with cubs or two or more bears.
  Natural Abilities: Natural swimmers 90%, dive 40 feet (12.2 m), 
  can hold breath underwater for 1D4+4 minutes, Nightvision 
  200 feet (61 m), Prowl 65%, keen vision and sense of smell, 
  track by smell 68% (+12% if following a blood scent), scale 
  sheer ice 60%, walk across ice without falling, and immune to 
  cold (magic cold does full damage).
  Average Life Span: 20-35 years.
  Attacks per Melee: Four.
  Damage: Claws do 2D6+2 points of damage, bite 2D6+2 dam-
  age.
  Bonuses: +3 on initiative, +3 to strike, +1 to parry, +4 to save vs 
  poison and disease, and +7 to save vs Horror Factor.
  Habitat: Lives along sea ice, highly dependent on seals as a 
  source of food. While they are amazingly capable in the water 
  for bears, they require dry land to rest, sleep and raise cubs.
  Range: The Great Ice Shelf and on ice sheets in the Northern 
  Sea. In winter they may make it as far as the Island Kingdom 
  of Bizantium and the shore of The Great Northern Widerness, 
  Shadow Coast and Land of the Damned. Individuals have been 
  seen in open waters as far as 200 miles (320 km) from land.
  Behavior: Highly aggressive and intelligent, Ice Bears may fol-
  low potential prey for days across extremely difficult terrain and 
  through frigid waters. They are known for fearlessly boarding 
  full-sized ships trapped in sea ice to hunt human prey.
  Value: Fur: 400 gold (uncommon). Meat (whole animal): 300 
  gold.
  Rock Claw
  Sea serpents and sharks are not the only monsters of the deep 
  to threaten fishermen and sailors from the Bizantium Kingdom, 
  there is the dreaded Rock Claw. A monster that is part giant lob-
  ster and part scorpion. An armored beast with massive claws that 
  can cut a man in half and a venomous stinger that can strike down 
  a whale if stabbed and poisoned enough times. Worse, this mon-
  ster isn’t restricted to the sea, it can climb out of water and onto 
  shore to pursue prey and even climb aboard ships to reap havoc 
  and swallow up sailors until it has had its fill. When a ship with-
  out its crew is found at sea, many assume it is the handiwork 
  of the Iceborn or pirates, but those boarding the vessel better be 
  careful, because it could be that a Rock Claw devoured the crew 
  and may still be on board to welcome new prey.
  Measuring 16-25 feet (4.6 to 7.6 m) long, if one of these mon-
  strosities grabs onto a fishing boat, whaler or small ship, the crew 
  may be in for a serious fight. Depending on where it is holding 
  on with one claw, it may be able to grab at other crewmen with 
  its other, as well as strike with its stinger tail. Should it decide 
  to climb on board to hunt humans, the creature can cause a lot 
  of collateral damage, smash items on deck, knocking items and 
  people overboard, break masts and oars, tear down sails and eat 
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  any number of the crew. It is usually content grabbing one or 
  two people to eat. If left alone, the Rock Claw snips its prey into 
  smaller pieces (a horror to witness) and eats its victims right there 
  on deck.
  If the crew continues to fight or tries to rescue their co-
  worker(s), the monster is likely to climb over the railing to drop 
  back down into the sea, its prey clutched in one or both claws, 
  so it can eat in peace. Of course, blood in the water might at-
  tract sharks and other predators. If the crew can manage to lock 
  themselves below deck, the dull-witted Rock Claw is not likely 
  to pursue them and seldom knocks down doors or hatches. How-
  ever, it may linger on deck for 1D6x10 minutes, even if the crew 
  remains silent, because it can smell them and is waiting silently, 
  for them to come back out. If the crew continues to talk and make 
  noise below deck the monster is likely to wait 2D6 hours before 
  giving up and sliding back into the sea.
  Sometimes one or more Rock Claw – they tend to travel in 
  groups of 1D6 – will climb on board a large ship, but only if the 
  vessel has been anchored in one place for more than a day, or is 
  listing and showing signs of distress. People in small, slow-mov-
  ing boats and rafts are in the most danger because a Rock Claw 
  can easily overturn the boat and pluck people out as it pleases. 
  Any vessel moving at a steady pace and faster than 3 mph (4.8 
  km/2.6 knots) is ignored by the monster.
  When 1D6 Rock Claw come on shore, it is either to sun them-
  selves or hunt. As an opportunistic hunter, the Rock Claw attacks 
  potential prey as it comes across it. People, livestock, pets and 
  any animal as large as a moose is fair game. Animals that are 
  leashed or penned are easy pickings. At sea, Rock Claw feed on 
  large fish like tuna and swordfish, seals, dolphin, baby whales, 
  and animals in distress, including juvenile or sick and injured sea 
  serpents, as well as carrion floating in the water or that drops to 
  the sea floor. In turn, giant squid and octopus, sea serpents and 
  sea monsters of all kind prey upon the Rock Claw.
  The monster is also hunted by Serpent Chasers. Though ar-
  mored, except for the claws, the armor is light, making it vul-
  nerable to harpoons, spears, swords and battle axes. Rock Claw 
  very much taste like lobster which fetches a high price from the 
  Eastern Territory, Timiro and especially the Western Empire, all 
  of whom consider lobster and Rock Claw to be a delicacy. Ironi-
  cally, neither Bizantians or the canine people eat lobster or Rock 
  Claw, except under the most dire of circumstances.
  Rock Claw
  Attributes of Note: I.Q. 1D4+2 (Low animal intelligence), Spd 
  1D6+6 on land, half that speed scurrying along the bottom 
  of the sea or lake bed. Swimming speed is 1D4+4 swimming 
  (around 4 mph/6.4 km or 3.4 knots). Backward Swimming 
  Underwater (special): When threatened, the monster can dart 
  backward in a fast burst of speed by curling and uncurling 
  their abdomen. Each burst of backward propulsion rockets the 
  creature some 1D6x10+40 feet (50-100 feet/15.2 to 30.5 m) at 
  30 mph (48 km or 26 knots), but each burst counts as one of 
  its melee attacks.
  Size: The average Rock Claw is 15 feet (4.6 m) long from the tip 
  of its face to the tip of its stinger, with the tail taking up 10 feet 
  (3 m) of that length. Add another 6-8 feet (1.8 to 2.4 m) for the 
  length of its claw arms. It stands 3-4 feet (0.9 to 1.2 m) tall, 
  and its long, narrow body is 2-3 feet (0.6 to 0.9 m) wide taper-
  ing into a thick tail that ends in the stinger. Its six legs roughly 
  double its width when crawling, climbing or running, but are 
  tucked under the body when swimming. Males are generally 
  slightly smaller than females.
  The largest Rock Claw have been known to reach 25 feet 
  (7.6 m) long and have a 15 foot (4.6 m) reach with their sting-
  er, and 12 foot (3.6 m) reach with their claw arms! Thankfully, 
  the largest of Rock Claw almost never come onto dry land 
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  around Bizantium, and seldom on the mainland, except along 
  the shore of the Land of the Damned.
  Weight: 700-1,200 pounds (315 to 540 kg).
  A.R.: 10 for the main body, tail and legs, but its big pincer claws 
  have an A.R. of 17.
  Hit Points & S.D.C. Combined by Location: Increase the Hit 
  Points/S.D.C. by 50% for the truly giant Rock Claw.
  * Head – 1D4x10+40
  * Eye-Stalks (2) – 6 each
  * Mouth Feelers (2) – 8 each
  * Fins (6, small) – 10 each
  Stinger Tail – 1D6x10+40
  Pincer Claws (2, large) – 1D6x10+80
  ** Main Body – 1D6x10+70
  * A single asterisk indicate a small, moving and difficult 
  target to hit. The attacker must make a “Called Shot” with 
  a penalty of -4 to strike, and the attack must either be with a 
  ranged weapon or thrown weapon, or the attacker must get 
  past the pincers and the stinger to get close enough to strike 
  with a handheld weapon and is open to attack from the mouth. 
  Even at close range the -4 penalty remains. Note about the 
  Head: Reduce the Hit Points/S.D.C. of the head to zero and 
  you slay the Rock Claw — mostly. The stinger tail continues 
  to slash wildly and stab blindly for 1D4 melee rounds. Anyone 
  within 10 feet (3 m) of the monster must roll to dodge (10 or 
  better) or take damage.
  ** Reduce the main body to zero Hit Points and the thing 
  drops dead.
  Natural Abilities: Natural swimmers 92%, unlimited depth tol-
  erance, fair vision (about half the range of a normal human), 
  but its eye-stalks can move independent of each other to look 
  forward and backward at the same time as both eye-stalks can 
  turn 360 degree and watch two different people/groups/loca-
  tions at the same time. Its sensitive feelers enables the Rock 
  Claw to detect movement in the water (even from behind) 
  within a 60 foot (18.3 m) radius, can determine water tem-
  perature and the speed of the water current, and function in 
  total darkness without penalty. The monster can also pick up 
  chemical scents in the air and water to determine changes in 
  salinity and chemical components. Track by taste alone: 40% 
  (+20% to follow blood trail); range one mile (1.6 km). Each 
  eye-stalk can move independently, and if destroyed, re-grows 
  in 4D6 days; claws and legs regenerate within 1D4 months. 
  Prowl 50% and immune to normal cold (takes only half dam-
  age from magical cold).
  Rock Claw can breathe air or water and can survive on the 
  surface in cool and cold climates for as long as two weeks 
  without a refreshing dip in water. They can survive for about 
  the same amount of time in freshwater; Rock Claw are sea 
  creatures and need the salinity.
  Average Life Span: 10-20 years.
  Attacks per Melee: Four.
  Damage: Claw attack 3D6 points of damage (5D6 damage from 
  giant Rock Claw), bite 2D6 damage (3D6 for giant ones), 
  slashing tail stinger 1D6, and stabbing stinger 1D6 plus poi-
  son regardless of the size of the Rock Claw. The venom from 
  the stinger inflicts 1D6 damage (+3 for giants) for 1D4 melee 
  rounds per sting. It also makes victims feel as if they are burn-
  ing up with fever, and their limbs feel heavy and clumsy. The 
  following penalties begin one melee round after being stung: 
  -1 on initiative and all combat maneuvers (strike, parry, etc.), 
  -5% to skill performance and reduce speed by 10%. Penalties 
  last for six minutes and are cumulative. If stung more than 
  five times, reduce the victim’s number of attacks by half, and 
  if stung 9-10 times, the victim is barely standing on his feet. 
  Note: Roll to save vs lethal poison (14 or higher). A success-
  ful save means one point of damage total and no penalties.
  Bonuses: +1 on initiative, +3 to strike with stinger, pincers and 
  mouth, +4 to parry, +1 to dodge in water, +4 to roll with punch, 
  +6 to save vs Horror Factor. Inflicts a critical strike (double 
  damage) on an unmodified dice roll of 20 for any of its attacks.
  Habitat: The waters and coastlines of the Northern Sea and Icy 
  Ocean.
  Range: The waters and shores of the Northern Sea and Icy 
  Ocean, including the Great Ice Shelf, the Kingdom of Bizan-
  tium, the Great Northern Wilderness, the Northern Hinter-
  lands, the Land of the Damned, and the Shadow Colonies. For 
  some reason, Rock Claw are plentiful in Homeland Bay. Rock 
  Claw like cold waters and seldom travel south beyond the Sea 
  of Despair or the Algor Mountains (rarely encountered in the 
  Algorian Sea).
  Behavior: The animal is most active when hungry or mating. 
  Aggressive when hungry and when threatened; will fight to 
  the death when cornered. Smart enough to know when it can 
  not win a fight, the Rock Claw will retreat and swim away 
  (this is likely to happen when Hit Points are reduced to less 
  than 25%). They may be encountered as a solitary hunter or 
  living in a cluster of 1D6 individuals who scavenge and hunt 
  together. They can be found underwater as well as on beaches, 
  coastlines, floating debris and sheets of ice throughout the Icy 
  Ocean and Northern Sea, but may swim to the surface and float 
  on the current or amongst a bed of seaweed. Sometimes one or 
  more climbs up onto docks or a ship anchored in one place for 
  more than a day. This happens when in search of prey or a nice 
  place to dry-off or sun itself, but Rock Claw tend to stay away 
  from busy ports and shipping lanes. When not on the prowl 
  hunting, they are sedentary creatures that hole-up in underwa-
  ter caves, ravines, caverns, reefs and clumps of seaweed.
  Value: This is a foreign export. Meat (whole animal): 800-1,400 
  gold; two gold per pound (0.45 kg) at foreign ports, with at 
  least 400-700 pounds (180 to 315 kg) of edible meat per ani-
  mal! Worth only 10% of that amount in Bizantium and the 
  canine people on the mainland who find eating Rock Claw 
  or lobster undesirable. (Crab, shrimp, mollusks, and similar 
  animals are all consumed by Bizantians.)
  Walrus
  The walrus is the largest species of seal in the known world. 
  With wrinkled brown and pink hides, walrus are distinguished by 
  their long white tusks, grizzly whiskers, flat flippers, and bodies 
  thick with blubber. Their tusks, found on both males and females, 
  are used to haul their enormous bodies out of frigid waters, and 
  to break breathing holes into ice from below. Males also employ 
  their tusks as weapons to maintain territory and protect their ha-
  rems of females. The walrus has a diverse and opportunistic diet, 
  feeding on shrimp, crustaceans, various mollusks, and clams that 
  it finds grazing along the sea bottom. Due to its great size, tusks, 
  large social groups and aggression toward predators, these ani-
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  mals have few enemies, with orcas, sea serpents, big sharks and 
  humanoids as their only threats. Walrus form massive groups of 
  hundreds of individuals on beaches or outcrops. These groups 
  migrate between the Great Ice Shelf and the coasts of the North-
  ern Islands and Great Northern Wilderness.
  Walrus
  Attributes of Note: I.Q. 1D4+5 (high animal intelligence), Spd. 
  1D4+1 on dry land (roughly 3 mph/4.8 km) on land. Swim-
  ming: 25 mph (35 km or 21.5 knots) underwater.
  Size: 12–16 feet (3.65-4.87 m) long. Tusks 2-3 feet (0.6 to 0.9 
  m) long and weigh up to 12 lbs (5.4 kg). The hide usually ac-
  counts for about 20% of the animal’s total weight.
  Weight: 4,000-5,000 lbs (1800-2250 kg).
  A.R.: 7
  Hit Points: 1D4x10+20
  S.D.C.: 1D6x10
  Horror Factor: 10 for an individual, 12 when facing a male dur-
  ing breeding season.
  Natural Abilities: Natural swimmers 100%, poor day vision (60 
  feet/18.2 m), but can see forward and backward, making it 
  impossible to sneak attack or surprise this animal from be-
  hind, sensitivity to movement within a 60 foot (18 m) diameter 
  around its body (can track the movement and location of those 
  moving around him without actually looking, even if the oppo-
  nent is invisible or prowling, half penalties), track by motion 
  detection alone 58% (+20% if target is larger than a human), 
  can hold breath underwater for up to 25 minutes, depth toler-
  ance of 260 feet (79.2 m), effectively immune to cold (magic 
  cold does half-damage), natural diggers and excavators.
  Average Life Span: 20-30 years
  Attacks per Melee: Three.
  Damage: Bite 1D6 points of damage, tusks 3D6 points of dam-
  age, critical damage (double) on natural dice roll of 19-20 for 
  tusk attacks. Walrus can drive their tusks through 3 inches (7.6 
  cm) of super-hard ice and pull their own weight across ice 
  sheets.
  Bonuses: +1 to strike with tusks, +2 to dodge underwater, and +6 
  to save vs Horror Factor.
  Habitat: Coastal waters.
  Range: The Great Ice Shelf and the Northern Sea. Can be found 
  on the beaches and reefs of Bizantium and the Northern Hin-
  terlands.
  Behavior: The breeding season is in the winter, with calves born 
  during spring. Females give birth at most every two years. 
  Walruses live in harems, where one large, dominant bull de-
  fends several females and their collective young. When left 
  alone, the walrus is of little threat to people.
  Value: Hide: 100 gold (traditional North Folk use the tough hide 
  to make rope and coverings for huts, houses and boats). Tusks: 
  100-150 gold each. Meat (whole animal): 300 gold. Oil: 3 gold 
  per pint.
  Sea Serpents & Monsters
  The majority of people don’t realize it, but most dragons are 
  excellent swimmers and unafraid of water. In the North, without 
  as many people to hunt them, dragons come to roost, particularly 
  in the mountains and hinterlands, deserted islands and the Great 
  Ice Shelf.
  Demons known as Aquatics and Harpies are notorious for 
  preying on sailors in the water or floating on lifeboats, espe-
  cially in and around the Sea of Despair. However, demons of 
  all sorts may be called forth by Summoners and practitioners of 
  dark magicks who engage in dangerous schemes and experiments 
  away from the disapproving and frightened eyes of civilized peo-
  ple.
  Faerie Folk abound in the pristine forests of the North and live 
  within its waters. The aquatic Selkies and Merrows are known to 
  help mariners, while Mermaids tend to lead them astray and en-
  gage in dangerous fun at the expense of mortals.
  Giants of frost, ice, and fur, and other large, bestial beings 
  not well known south of the Great Northern Wilderness, live in 
  the forests and stalk the coasts to prey upon humans, Wolfen, 
  Coyles and anyone who docks their vessels close enough to shore 
  to become a tempting target. Others roam the Ice Shelf or hitch 
  rides upon ice floes, letting the ocean current and Fate carry them 
  where they may.
  The Iceborn. Anyone but the people of Bizantium (and the 
  Wolfen) will tell you the Iceborn are nothing more than the stuff 
  of myth and legend. Monsters from the tall tales told by northern 
  sailors to frighten outsiders. Those people are dead wrong. They 
  don’t know better because most who come face to face with the 
  Iceborn do not live to tell the tale or vanish, never to be heard 
  from again.
  The waters of the North are also rife with sea serpents – the 
  monsters that most capture the imaginations of civilized south-
  erners, but there are also giant squid and octopi, sharks, whales 
  and fish of immense size and vast numbers. And don’t forget 
  the much maligned and misunderstood Wolfen and their canine 
  cousins.
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  Brian Hite (Order #17180059)
  
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  The animals and monsters presented in the pages that fol-
  low are beasts that inhabit the northern waters, coastlines of the 
  Northern Wilderness and the ice pack even farther North than 
  the Islands of Bizantium. Few are ever encountered further south 
  than the Algorian Sea and the islands of Y-Oda and Zy in the 
  East, or beyond the southern tip of the Land of the Damned in 
  the West. Thus, for many visitors to the North, they are new and 
  exotic monsters or creatures of myth come to life.
  Ice Bearmen
  Written by Matthew Clements
  The Great Northern Wilderness and Northern Sea are the 
  source of many tales of monsters and exotic animals. Rangers, 
  woodsmen and whalers tell stories of a different sort of Bear-
  men who feast upon raw flesh and blubber, swim like creatures 
  of the sea and have coats of stark white fur. Isolated on the edge 
  of the world, living in remote villages and temporary camps out 
  on seasonal ice shelves, these Ice Bearmen are not a myth, but 
  a rare and reclusive people with a tribal society based upon fish-
  ing, whaling and hunting. Ice Bearmen seldom travel beyond the 
  harsh lands of snow and ice that they call home, coming down 
  from the mountains and the Great Ice Shelf and into the lowlands 
  or onto the mainland only in the winter when the Great North-
  ern Wilderness is covered in deep snow. Ice Bearmen consider 
  most other humanoid species to be weaklings. These warriors and 
  huntsmen respect only the strongest and bravest of individuals, 
  and virtually all other people, regardless of race, are referred to 
  as “Greenwalkers,” a term that is not just descriptive but a de-
  rogatory reference that, to Ice Bearmen, is synonymous with soft, 
  weak, “civilized” people.
  Ice Bearmen migrate with the snow and ice. They seldom see 
  the green grass and leaves of spring, summer or autumn, for they 
  are creatures of the winter, of snow and ice, who live difficult 
  lives. Even the Wolfen are regarded as “Greenwalkers” and con-
  sidered soft; the conniving Coyles are despised as tricksters and 
  lazy cowards. Only their brown Bearmen cousins, the ferocious 
  (if minuscule by comparison) Kankoran, and Ice Giants are con-
  sidered to be equals or worthy adversaries and allies.
  Like their more widely dispersed, brown-coated cousins, Ice 
  Bearmen are believed to be few in number. Though truth be told, 
  no one really has any idea how many might exist on the Great Ice 
  Shelf or places like the Land of the Damned, and Ice Bearmen 
  have been seen in the Northern Hinterlands and around various 
  mountains. Most of the year they follow the frozen ice pack, com-
  ing to the Islands of Bizantium or the coast of the Great Northern 
  Wilderness by hitching a ride on an ice floe heading south as 
  they track seals and schools of fish to feed themselves. Some-
  times they are brought back in chains as captives by a Bizantian 
  hunting expeditions.
  Along the coast of Bizantium and the mainland, Ice Bearmen 
  may be encountered in small hunting parties (1D4+4 members) or 
  in larger nomadic tribes. They live in small tribes (1D4x10+12) 
  and family groups, gathering together into larger villages during 
  summer, and may travel vast distances following prey or in sea-
  sonal migrations. Small hunting parties and lone individuals reg-
  ularly pursue herds of elk and deer for hundreds of miles across 
  the Great Northern Wilderness. They use their natural swimming 
  skills as well as kayaks made from skin, wood and whalebone 
  to help bring in seals and whales. They may also use logs and 
  ice sheets as makeshift rafts. Most are proficient with harpoons, 
  spears, hooks and lines. Ice Bearman craftsmen make impressive 
  jewelry out of bone, tusks and walrus ivory, as well as decorative 
  items like pins and combs or handles for weapons. Ivory is as 
  close to a currency as they have, a precious substance that can be 
  traded for food, shelter, clothing or safe passage. Intact tusks and 
  large bones are particularly valuable, necessary for constructing 
  sod and animal hide shelters and used in the largest weapons and 
  artistic carvings.
  Ice Bearmen worship nature and the land itself, as well as the 
  Winter Spirit, whom they portray as an ethereal, white dragon of 
  incredible size. Some Wolfen priests who have studied the Ice 
  Bearmen believe this “Winter Spirit” might be Kym-nark-mar, 
  one of the deific God-Dragons praised by the followers of Drag-
  onwright, but anyone who has encountered the Ice Bearmen 
  knows that, while they may have had little to no contact with 
  outside religions, they definitely pray and sacrifice to Ice Drag-
  ons, particularly the Winterserpents who lord over the Great Ice 
  Shelf and frozen seas that the Ice Bearmen call home. Ice Bear-
  men have their own strong religious beliefs, rejecting the tradi-
  tional northern gods Algor and Od, the first as the deity of the 
  Bizantian humans and the second as an enemy of dragons, which 
  they hold sacred in all forms. Tribes of Ice Bearmen bring sacri-
  ficial prisoners and captured loot to the lairs of their dragon idols. 
  They have little need for gold, silver or the metal armor used by 
  humans and Wolfen, and gladly offer up such trinkets they may 
  have “acquired” in return for a dragon’s favor or in barter with 
  other humanoids. Most Ice Dragons and Winterserpents, as well 
  as any dragon that has spent time in the North, know that Ice 
  Bearmen will shower them with gold and valuables in return for 
  the “favor” of an enchanted weapon. Magic weapons are used 
  against a tribe’s enemies, prized by elite warriors and chieftains. 
  Most dragons in the know comply, because they also know that 
  Ice Bearmen will rush to the aid of a Winterserpent, Ice Dragon, 
  or other type of dragon under attack or in distress. Ice Bearmen 
  are NOT humble servants happy to wait on a dragon hand and 
  foot. Quite the contrary, they are warriors who will fight to pro-
  tect the dragons they hail as sacred, but they are no dragon’s, nor 
  man’s, lackey or servant.
  In Bizantium, the Ice Bearmen are a semi-legendary menace, 
  spoken of in the sagas of the Eoten. Mothers on the main is-
  lands sometimes tell disobedient children that the “ice bears” will 
  carry them away if they continue to misbehave, but no one takes 
  the threat seriously. To sailors and fishermen, they are very real, 
  however, and shipwreck survivors that wash up on the shore of 
  the Great Northern Wilderness or worse, the Great Ice Shelf, run 
  the risk of becoming a snack for these carnivorous warriors. Like-
  wise, sealers and whalers hunt the same blubber-rich prey that the 
  Ice Bearmen rely upon to survive, and sometimes encounter them 
  on icebergs and ice sheets and are forced to fight for their lives. 
  They typically build their temporary villages out on the seasonal 
  pack ice, but are also known to inhabit the mountains along the 
  Land of the Damned, the rough country around the Dragon Claw 
  and remote wilderness stretching east towards the Algorian Sea. 
  They, like the brown Bearman of the North, are a species that 
  seems poised for slow extinction.
  Along the Shadow Coast, colonists keep watch for the bear 
  people’s signature two-legged, pawed tracks, often organizing 
  into hunting parties/vengeful mobs that track the creatures down 
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  with torches, spears and bows. When individuals go missing, 
  they are often blamed, whether or not they are actually respon-
  sible, and the sight of an armed group of Ice Bearmen on the 
  move will send every defender and lookout for miles running for 
  reinforcements. On the rare occasions that an Ice Bearman is cap-
  tured alive, they sell for a mint in the arenas of Bizantium and the 
  Western Empire, as they are powerful, valuable, intelligent com-
  batants that can toss human beings around with ease and grapple 
  with serious monsters.
  Ice Bearman R.C.C.
  Also known as the Winter Bearman, White Bearman and Dragon 
  Bearman.
  Alignment: Any, but most often Unprincipled (10%), Anarchist 
  (40%), or Aberrant (40%); 10% other.
  Attributes: I.Q. 2D4+6, M.E. 2D4+6, M.A. 2D6, P.S. 4D6+6, 
  P.P. 3D6+4, P.E. 4D6+8, P.B. 2D6+8, Spd 4D4 running; 
  3D6+12 swimming.
  Hit Points: P.E. attribute number plus 1D6 per level of experi-
  ence.
  S.D.C.: 2D4x10+20, plus those gained from O.C.C.s and Physi-
  cal skills. Natural A.R.: 12
  Horror Factor: 14
  Average P.P.E.: 3D6+5
  O.C.C.s Available: Most tend to be Rangers, huntsmen or fight-
  ers equivalent to the Mercenary Warrior. Bearmen have no in-
  terest in learning magic, seeing it as the realm of the gods and 
  creatures like dragons, but adore magic weapons and simple 
  magic items, especially magical ice weapons.
  Level of Experience: 1D4+2 or as set by the Game Master for 
  NPCs. Player characters start at level one. Note: Use the ex-
  perience table as per the chosen O.C.C.
  Natural Abilities: Nightvision 100 feet (30.5 m), poor day vision 
  (about 120 feet/36.6 m), superior sense of smell and hearing, 
  Prowl 28%, track by smell 78%, Climb 60%/50%, Recognize 
  Poison 90% and Swim 90%. Ice Bearmen are extremely at 
  home in the water, can hold their breath for 1D4+4 minutes, 
  and can swim for up to two hundred miles (320 km) without 
  resting.
  Cold Resistance (special): Their heavy fur and blubber 
  make them resistant to cold and they are virtually impervious 
  to hypothermia and frostbite, even when immersed in freezing 
  water. Ice Bearmen only take half damage from cold-based 
  magic attacks; no damage from ordinary cold and weather.
  Consume Raw Meat (special): Ice Bearmen are accustomed 
  to a diet of raw meat, bones, fat and blubber. Their bleak habi-
  tat forces them to be both scavenger and predator, with robust 
  stomachs that can handle meat that has gone rotten or become 
  waterlogged. Their raging metabolisms need large amounts 
  of flesh, however, with an adult able to consume over 50 lbs 
  (22.5 kg) of meat in a single sitting. An Ice Bearman needs 
  at least 10 lbs (4.5 kg) of meat per day to avoid hunger, and 
  at least 1-2 lbs (0.45 to 0.9 kg) of fat alone. Away from blub-
  ber, their traditional source of calories, they will crave butter, 
  cream, lard and any other fatty food they can find.
  Ice Bearmen are known for gorging upon the bodies of their 
  enemies following a battle, sometimes out of hunger, some-
  times as part of a cannibalistic ritual in which a warrior eats 
  the heart and innards of his enemy to symbolically gain their 
  strength or to show their respect to a worthy opponent. One 
  way or another, after seven days of insufficient dietary input, 
  an Ice Bearman may not be able to resist the urge to “forage” 
  (steal food), or might even start looking at plump humans and 
  other intelligent humanoids as possible meals.
  Attacks per Melee: +1 attack per melee round, in addition to 
  hand to hand combat training.
  Damage: Claws: 2D6 plus P.S. bonus, power punch: 4D6 plus 
  P.S. bonus (counts as two attacks), bite: 2D4, head butt: 1D6, 
  or by weapon (prefer large axes, spears and harpoons).
  R.C.C. Bonuses: +1 on initiative, and +1 to save vs Horror Fac-
  tor at levels 1, 3, 4, 5, 7, 9, 10, 12 and 14.
  Magic: None.
  Psionics: Standard.
  Average Life Span: 2D6+50 years.
  Habitat: Ice Bearmen are found almost exclusively in coastal 
  regions. Most live along the northern coast of the Great North-
  ern Wilderness, with others in the Northern Hinterlands, away 
  from the Shadow Colonies of Bizantium, with the bay known 
  as the Dragon Claw playing home to many tribes. There is a 
  second population of Ice Bearmen that live in cold, remote 
  coastlines of the Land of the Damned and up in the Northern 
  Mountains, but they are primarily cut off from their brethren 
  to the east by the human Kingdom of Bizantium and its ships 
  and seafaring citizens. There is some interaction between the 
  two populations, but the journey across the Northern Hinter-
  lands and through the Northern Mountains is long, cold and 
  perilous. Going through Bizantian waters is more direct, and 
  the area around the islands is ice-free for most of the year 
  thanks to a warm gulf stream current that flows from the west. 
  Ice Bearmen stand out in the open water, though, and follow-
  ing the coast is a dangerous proposition with fishing villages, 
  ports and Bizantian soldiers to avoid.
  Languages: Most speak Wolfen, the same as other Bearmen, but 
  all Ice Bearmen are fluent in their own ancestral language ex-
  clusive to their subspecies, 25% speak Dragonese and 15% 
  also have knowledge of either Giantese or Faerie Speak.
  Enemies: Ice Bearmen are hostile towards virtually all outsiders, 
  especially humans, Coyles, Bug Bears, Harpies, demons and 
  monstrous creatures like Winter Storm Ice Demons.
  Allies: “Normal” Bearmen are seen as close cousins. Kankoran 
  are one of the few species Ice Bearmen respect, some even 
  referring to them as “Little Brothers.” Wolfen frontiersmen, 
  Drakin and Faerie Folk are tolerated. They have a special 
  affinity for fellow creatures of the North like Ice Pixies and 
  Frost Giants, and worship Ice Dragons and Winterserpents as 
  living manifestations of the Winter Spirit.
  Physical Appearance: Massive, bipedal creatures with the heads 
  of bears and thick, streamlined bodies covered in white fur. 
  They have black snouts and dark claws, and wear little more 
  than a loincloth, even in freezing weather.
  Size: 10-12 feet tall (3 to 3.6 m).
  Weight: 1,200-1,500 pounds (540 to 675 kg).
  Notes: Like their more southerly cousins, Ice Bearmen shun suits 
  of armor. Not only does heavy armor restrict movement, but 
  it also makes swimming dangerous or impossible. They will 
  wear pieces of armor made of bone, hides and treated wood, 
  but have a natural disdain for metal, except when it comes to 
  weapons. Ice Bearmen may wear armlets, wristbands, vam-
  braces, gauntlets, gloves, belts, and similar equipment, but it 
  is rare to see one even in partial metal armor.
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  Equipment & Weapons of Note: An Ice Bearman’s standard 
  equipment will include two harpoons, two wooden spears 
  and a stout club with a head made from stone or bone. Metal 
  weapons like swords and axes will have to be captured from 
  intruders like human explorers or encroaching Wolfen, Coyles 
  or demons. Ice Bearmen also typically carry 50-200 pounds 
  (22.5 to 90 kg) of blubber and preserved meat (or raw in cold 
  climes) with them to keep up their energy levels on long jour-
  neys. “Money” is usually in the form of ivory rather than gold 
  and silver.
  upon the flesh of the dead, so when it senses death or people weak 
  and nearing death, the monster will climb onto a sea vessel and 
  find a place to perch itself and wait, like a vulture, for the person 
  to die. It may, alternately, wait at the foot of a sickbed (or under 
  it), hide in a closet or chest, or dark corner. If people are around 
  it will hide someplace else, waiting until they leave and come to 
  check on the sick and dying individual to see if he has died yet.
  Malicious and cruel creatures, a Sea Ghoul may stowaway on 
  a ship or cling to its side above or below the waterline, climbing 
  out from its hiding place at night or when crew members are dis-
  tracted, to sabotage the vessel. Acts of sabotage usually focus on 
  dumping food overboard or otherwise causing food stores dam-
  age and ruination, spilling/spoiling drinking water, and stealing 
  items that might cause a fight and injury or death. The monster 
  is too timid to actually kill its own prey, but it will do things 
  to cause the suffering and death of others, or to hurry along the 
  death of the sick or injured. When the person dies, the Sea Ghoul 
  feasts on the flesh, but not until at least six hours have passed 
  since the moment of death. This means a Sea Ghoul may steal 
  corpses from the sick bay of vessels and dive into the water to eat 
  undisturbed below the waves.
  Sea Ghouls are excellent swimmers, capable of paddling 
  across an ocean without tiring. They can climb the hull of a ship 
  just as easily, and cling to it for days on end when working at 
  killing the crew via starvation or thirst. A Sea Ghoul can hang 
  from the side of a vessel or from the bottom, underwater, where 
  it cannot be easily detected.
  Sea Ghouls can come ashore, but they usually don’t linger on 
  dry land for very long. Their behavior is basically the same as 
  above, expect the monster will, after 6-12 hours on shore, go back 
  into the sea to sleep or rest in its watery embrace, climbing out 
  to check on the person it is waiting to see die over the next sev-
  eral days. Sometimes, a Sea Ghoul can be spotted walking along 
  coastlines, standing upon a rocky outcropping off shore or tread-
  ing water on a life raft or piece of debris. When approached, the 
  creature will grunt or squeal and run away. Sea Ghouls only fight 
  when they are attacked first, and even then they fight only long 
  enough to get away and hide or dive back into water. As a result, 
  Sea Ghouls seldom wander more than a hundred yards (meters) 
  from a large body of water.
  Sea Ghouls look like decaying corpses in tattered clothing. 
  The Entities can reanimate and possess the body of any mortal 
  humanoid from humans and Elves to Dwarves, Wolfen and Gi-
  ants, but usually pick human-sized beings; and with the Northern 
  Sea being dominated by humans, human bodies are the most com-
  mon. The creature has no need for clothes, so as the clothing that 
  may have been worn by the deceased ages, it tatters and shreds 
  into rags. The other feature that earmarks the creature as a Sea 
  Ghoul is that it cannot speak (grunts, growls, hisses, screams), 
  and it will have cat-like claws for climbing and clinging to the 
  hulls of ships and ripping dead flesh.
  Sea Ghoul NPC Monster
  Also known as Drowned Ghoul.
  Alignment: Miscreant.
  Attributes: I.Q. 1D6+4, M.E. 1D6+2, M.A. 1D6, P.S. 1D6+15, 
  P.P. 1D6+10, P.E. 1D6+10, P.B. 1D6, Spd 1D6+10 walking/
  running, but 2D6+20 swimming. All physical attributes are 
  equal to Supernatural.
  Sea Ghoul
  Written by Kevin Siembieda & Glen Evans
  Northern customs dictate that when a person drowns it is im-
  portant to perform some sort of burial ritual or their soul will not 
  rest. Sailors and those who live on or near the sea have followed 
  this tradition for thousands of years. There is a reason for this: 
  sometimes, when the dead is simply dropped into the sea without 
  a burial ritual, an unidentified malevolent spirit (Entity) finds the 
  body and inhabits it. When this happens, the body is brought back 
  to life as an undead monsters that pursues the living to harass and 
  torment them. Some North Folk claim these dark spirits are min-
  ions of Beastla, others that they are manifestations of the seeth-
  ing anger of the evil god Brgg.
  A Sea Ghoul, sometimes called a “Drowned Ghoul,” possess-
  es the basic intelligence of a human and the instincts of a scav-
  enging animal, but is a harbinger of death to sailors. The creature 
  can sense death and the dying – be it the fresh catch in the hold 
  of a ship, the carcass of a whale or sea serpent being butchered at 
  sea, or death from illness or battle. As a ghoul, the creature feeds 
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  Size: Depends on the race of the individual who drowned before 
  coming back as a Sea Ghoul; most are human.
  Natural A.R.: 11
  Hit Points: 4D6+20
  S.D.C.: 1D4x10+10
  Horror Factor: 11
  Average P.P.E.: Not applicable; the Entity has 1D6x10.
  Experience Level: Not applicable.
  Natural Abilities: Supernatural Strength and Endurance, Night-
  vision 1,000 feet (305 m), normal day vision, can see clearly 
  even in dark and murky water, superior swimmers (96%), nev-
  er tire or fatigue, do not breathe air and can remain underwater 
  indefinitely, can walk along the bottom of the sea (maximum 
  depth tolerance is 6 miles/9.6 km), Bio-Regenerate at a rate of 
  1D6 Hit Points/S.D.C. per melee round, are impervious to nor-
  mal fire, cold and heat as well as disease, poison, toxins, and 
  possession (magic fire and cold inflicts half damage). When 
  released from its current physical body, the Sea Ghoul Entity 
  wanders the Northern Sea and Ocean looking for a new corpse 
  floating in the water to inhabit.
  Sense the Dead and Dying (special): Sea Ghouls can sense 
  the dead and dying within a five mile (8 km) radius. This mag-
  ic ability also gives the creature an idea if it is one, a few or 
  many dead or dying and their general location. The closer it 
  gets to them the stronger the sensation.
  Corrosive Vomit (special): A Sea Ghoul can disgorge 
  whatever is in its belly along with a putrid, corrosive acid that 
  burns and stinks to high-heaven. The Sea Ghoul unleashes its 
  vomit when cornered, usually directed at the feet and legs of 
  whatever is threatening it. This attack is such a surprise and so 
  repugnant that most people jump out of the way or take several 
  quick paces back to avoid it. This gives the creature the open-
  ing it needs to run past and escape, or make a quick attack. 
  Those who get vomit on their legs or feet take 1D4 points of 
  damage per melee round for an additional 1D4 rounds. The 
  pain is worse than the actual damage and compels most people 
  to strip off their boots and/or socks and pants in an effort to 
  stop the burning. While distracted by the stench, pain and con-
  fusion of the disgusting attack, victims (it sprays a 2 foot/0.6 
  m diameter) are -3 on all combat actions and lose one melee 
  attack per round (1D4+1 if they are trying to remove boots 
  and leggings).
  The stench and disgusting nature of the attack is such that 
  everyone within a 10 foot (3 m) radius gags and must roll to 
  save vs poison (noxious fumes) to avoid vomiting themselves; 
  roll 16 or higher to save. A failed roll means the character 
  loses two melee attacks along with his lunch.
  Note: Sea Ghouls love to eat and will gorge themselves 
  whenever they get the opportunity to do so. However, they can 
  go for six months with no food without ill effect. If forced to 
  go without food for a longer period, reduce Spd by 30% and 
  subtract one attack per melee round.
  Attacks per Melee: Four.
  Bonuses: +5 on Perception Rolls when it comes to noticing peo-
  ple who are sick or injured and likely to get worse and die, +1 
  to strike, parry and dodge.
  Damage: Full Strength Punch: 1D6 damage, Claw Strike: 2D6, 
  Bite: 1D6 damage, Power Punch (counts as two attacks): 4D6 
  damage. Note: Drowned Ghouls are not known for using 
  weapons, but it does happen on occasion.
  Vulnerability: Destroy the body (reduce Hit Points and S.D.C. 
  to zero) and the evil supernatural Entity that turned the corpse 
  into a Sea Ghoul is forced to leave the body and find a new 
  host within 48 hours or vanish back to its dimension of origin. 
  Moreover, the Entity can be forced out of the corpse via Exor-
  cism and the Banishment spells, but unless the body is given 
  a proper burial, it remains vulnerable to reanimation by a Sea 
  Ghoul Entity.
  Magic weapons, holy weapons and weapons plated in sil-
  ver inflict double damage, and Sea Ghouls are repelled by holy 
  symbols and holy water.
  Magic: None.
  Psionics: None.
  Note: Sea Ghouls are usually encountered as one lone scavenger, 
  but sometimes they gather in pairs or small groups of 2D4+4. 
  Groups usually only occur when there is plenty of dead to feed 
  upon. For example, many Iceborn Necroilus serpent ships will 
  have 6-12 of them onboard. Iceborn don’t mind, and allow the 
  Ghouls to eat their dead, bones and meat scraps.
  Selkie
  Also known as Faerie Seals
  By Kevin Siembieda and Glen Evans
  A Selkie is a Faerie Folk whose natural form is that of a seal. 
  The only apparent difference between a Selkie and an ordinary 
  seal is that its eyes seem to have a look of higher intelligence 
  behind them and their faces have a greater range of expression. 
  A Selkie in seal form may smile, grimace and behave in a very 
  intelligent, human-like manner, but cannot speak except in the 
  usual animal barks and whistles of a seal.
  By going onto a dry surface, a Selkie can shed its “sealskin” to 
  become a playful and attractive human-looking woman or male, 
  depending on its gender, but female Selkies outnumber males 
  10 to 1. They shed their “sealskin” to dance on beaches, explore 
  meadows and forests – and to walk among humans. Selkies find 
  humans attractive and interesting. The Faerie Seals enjoy flirting, 
  dating, romance and sex with any human who strikes their fancy. 
  There is no malicious intent in any of these playful, sexual antics. 
  Selkies are just sexual creatures who find lovemaking with heroic 
  and attractive humans to be fun and pleasurable. Though attrac-
  tive and sexual beings, Selkies are not seductresses, vindictive 
  and dangerous. They do not rob or harm their human one-night 
  stands, and are likely to remember the person with a casual fond-
  ness.
  Despite their sexual proclivity, most Selkies are rather inno-
  cent and shy. They appreciate fun, beauty, nature, music, dancing 
  and discovering new things. In fact, Selkies often lose themselves 
  to childlike excitement and glee when having fun or enjoying a 
  delightful new experience. They love to dance and sunbathe on 
  the beach in human form, and enjoy all types of games, competi-
  tions, dancing, songs and parties. They do not like hard liquor, 
  drugs, physical pain or dark, gloomy or sad places. Selkies are 
  playful and positive by nature and trapping them and forcing 
  them to exist in a prison or a cruel or ugly environment breaks 
  their spirit and drives them into deep melancholy and despair.
  The danger of the Selkie shedding his or her “sealskin” is that 
  if it is stolen by a mortal and hidden, the Selkie must become the 
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  mate or servant of the person who possesses it. This is a very sad 
  turn of events, because the Selkie is a creature of the sea, and if 
  forced to remain in human form on dry land, will always long to 
  return to the ocean. If unable to return to the sea as an enchanted 
  seal, the Selkie’s normal playfulness turns into somberness as 
  the pitiful creature is consumed by a growing sorrow that can-
  not be soothed. Over time, the Selkie becomes a shadow of itself 
  and may be driven to commit suicide. Any children born of a 
  union between a mortal and a Selkie will be fully human/mortal. 
  However, that child will always have a deep love of the sea and 
  is a natural and gifted swimmer (+6 to swimming speed, +2 to 
  P.E. and P.B. attributes). The child is also likely to have an apti-
  tude for magic, should he or she choose that career (and enjoys a 
  1D6+6 bonus to his/her P.P.E. base).
  Recovering the sealskin enables the Selkie to return to the sea 
  as a seal and to live in both worlds if it so desires. Slipping on the 
  sealskin is as natural as putting on a pair of pants and a shirt for 
  humans, and automatically turns the creature back into its seal 
  form. Though a Selkie may stay on land for months at a time 
  (years if enslaved), it is a creature of the sea who spends the ma-
  jority of its time in the ocean. Destroying the sealskin means 
  death to the Selkie, slowly killing it over a period of 1D4 years. 
  During that time, its human form seems to grow pale and sickly, 
  the Selkie becomes weak and eventually wastes away. However, 
  a Faerie Seal whose natural sealskin is hidden from it can survive 
  for decades, provided the melancholy never becomes more than 
  it can bear. Note: A Selkie can only wear its own skin, so once it 
  is destroyed, she is doomed.
  Selkies are so playful and innocent that they don’t usually hide 
  their sealskins very well, and some just leave it where they took it 
  off and walked away, just as you might drop your shirt and pants 
  on the floor before donning pajamas and climbing into bed. To 
  walk amongst humans, the Faerie Seal must find clothing and will 
  steal whatever is handy, be it a dress, pants and blouse, or a mere 
  cape, cloak, bed sheet or towel, any of which look surprisingly 
  good on this attractive and vibrant being.
  A Selkie who falls in love with a human can be a sweet and 
  playful lover, and for a time, even a loyal partner. However, Selk-
  ies are usually too spirited and playful to stay with any one per-
  son for long. Nor are they happy living in urban environments, 
  especially big cities. A visit for a few days or weeks is one thing, 
  but living in such a place is abhorrent. Moreover, the fun-loving 
  Faerie Seals hate war, violence, cruelty and ugliness, and are hap-
  piest making love, dancing, playing, exploring and having fun. 
  But after awhile, even the most fun and loving human partner 
  must be left behind for life in the sea. That said, there are tales of 
  Selkies in love who stay true to their human lover or spouse and 
  though they are compelled to return to the ocean, and return every 
  Spring or Summer (or sometimes Winter) to spend 1-4 months 
  with their mortal lover. This visitation may go on for decades, 
  and that entire time the Selkie remains true to that person; at least 
  until the human dies of old age or sickness. Selkies are not im-
  mortal, but as creatures of magic they live for around 600 years 
  and look youthful (seldom more than 25-35 years old) until the 
  day they die.
  When not bound to a mortal, Selkies live in the ocean, playing 
  with seals and dolphins and traveling along the coastlines of the 
  North. They are very curious about humanoids, especially hu-
  mans, and their ships, and may follow ships at sea, help sailors 
  in trouble, and even climb aboard to try to interact or make love. 
  Often a Selkie will pretend to be a simple seal in order to get 
  a closer look at people. At sea, Selkies in seal form have been 
  known to rescue swimmers and survivors of shipwrecks, drag-
  ging the survivor (sometimes pulling an entire lifeboat or raft) 
  to shore before swimming away. If far from shore, a Faerie Seal 
  may bring survivors on a raft or lifeboat freshly killed fish for 
  them to eat, and if a source of it is close at hand, and if the Faerie 
  Seal has a container to put it in, it may retrieve fresh drinking 
  water too. Such rescues can be made in seal or human form, but 
  usually in animal form because in water, the Faerie Seal is at its 
  strongest and fastest.
  When out to sea without any human sailors to play with, 
  Selkies may swim and play with other Selkies, Mermaids and 
  Merrows, dolphins, whales, seals and other gentle or playful sea 
  creatures. Their enemies are ocean predators, especially sharks 
  and sea serpents, as well as the wicked and murderous Iceborn. 
  Selkies in seal form have human intelligence and can easily avoid 
  or escape Ice Bearmen and other humanoid hunters. Sometimes 
  they help dolphins, porpoises, and seals avoid hunters, and may 
  help those caught in the cages, nets and lines of fishermen escape 
  them. Note: A Selkie can only shed its “seal skin” on dry land 
  or another dry surface like the deck of a boat. They cannot shed 
  their skin while swimming in the water. Though a Selkie can be 
  forced to serve a non-human as a servant or spouse, the creature 
  finds no other beings, not even Elves and other Faerie Folk, as 
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  appealing as humans, and can bear offspring with humans, but 
  not other beings.
  Faerie Seal/Selkie Stats
  Race: A creature of magic; a type of aquatic Faerie Folk.
  As a Player Character, provided the Game Master allows it, 
  the Selkie can be a loyal and helpful teammate who loves 
  travel and adventure. However, she (or he) will behave very 
  much like a sweet, but precocious 10 or 11 year old human 
  child. She will exhibit an intense curiosity and a tendency to 
  get distracted by things that are pretty, fun, new or enticing, 
  especially if it involves music, dancing, entertainment, water, 
  swimming, sailing, fishing and other fun things. When play-
  ing or partying, the Faerie Seal is almost certain to lose track 
  of time and forget about any specific goal or mission until re-
  minded by someone. They also tend to be gullible, believing 
  lies and tall tales, and too trusting of others, again, like a child.
  Alignment: Scrupulous (30%), Unprincipled (40%), Anarchist 
  (25%), Aberrant (1%), and other (4%).
  Attributes: I.Q. 1D6+9, M.E. 1D6+9, M.A. 2D6+13, P.S. 2D6+7 
  (+9 as a seal), P.P. 2D6+5 (+5 as a seal), P.E. 2D6+10, P.B. 
  1D6+8 as a seal, 2D6+13 in human form. Spd in human form: 
  2D6+8 running, 2D6+12 swimming. Spd in seal form: 1D6+1 
  running, 4D6+30 swimming speed; maximum depth tolerance 
  in both human and seal form is a half mile (0.8 km). Note: The 
  numbers in parentheses, above, are an additional bonus added 
  when in seal form.
  Size: Males are typically 6 feet (1.8 m) tall. As seals: 9 feet (2.7 
  m) long. Females are typically 5.6 feet (1.7 m) tall in human 
  guise, and 6 feet (1.8 m) long a seal.
  Weight: In human form, males weigh around 190 lbs (85.5 kg), 
  females 115 lbs (51.75 kg). As a seal, males weigh around 525 
  lbs (236 kg), females 320 lbs (144 kg).
  Natural A.R.: 8 in human form, 14 in seal form.
  Hit Points: P.E. attribute number x4.
  S.D.C.: 3D6+32 (reduce S.D.C. by half in human form).
  Horror Factor/Awe: 11, once someone realizes what they are.
  Average Life Span: 2D4x100 years, even without her sealskin.
  Level of Experience: 1D4+1 or as set by the Game Master for 
  NPCs. Player characters start at level one. Note: Use the same 
  experience table as the Wizard O.C.C. for a player character 
  to advance.
  Natural Abilities: Magically understands all languages 96% 
  but can not speak in seal form (can understand and speak all 
  languages in human guise), swimming 98% (-10% in human 
  form), dive 1,400 feet (426 m; half in human form), maximum 
  depth tolerance 2,800 feet (853 m or roughly a half mile in 
  seal or human form), sense direction underwater 98% (-10% 
  in human form), hold breath for one hour (20 minutes in hu-
  man form), see underwater and in dim or murky water 600 feet 
  (183 m; half in human form), keen sense of smell (can smell 
  blood in the water, school of fish or crustaceans, a mass of 
  seaweed, fresh water, flowers, and the scent of humans up to 2 
  miles/3.2 km away; half that distance on dry land, and only a 
  half mile in human form), impervious to normal cold (magical 
  cold inflicts half damage), and Bio-Regenerates 2D4 S.D.C./
  Hit Points once per melee round in seal form while in water, 
  half on dry land, and only 1 point per minute in human form.
  Magical Sealskin (special): Selkies are able to take human 
  form by getting out of water and onto dry land or the deck 
  of a ship, and removing their sealskin. They turn back into a 
  Faerie Seal by putting their sealskin back on, as if it were a set 
  of clothing. Each skin is unique to the individual, they cannot 
  be exchanged or replaced with a different sealskin. A human 
  who tries to wear the skin will not transform into a Selkie nor 
  gain any powers. The sealskin is enchanted, however (A.R. 
  12, S.D.C. as 32, weighs 20 lbs/9 kg). If a skin is taken from a 
  Selkie, the Faerie Seal will search for it until he or she is suc-
  cessful in recovering it, and is willing to do almost anything 
  to recover it, even lie, steal or kill. If the sealskin is taken and 
  hidden by a member of the opposite sex, that person can force 
  the Selkie to become its spouse, concubine or servant for as 
  long as he/she possesses the sealskin. A magical residue can 
  be sensed on the person who handled the sealskin, binding the 
  Selkie to that individual until it can be recovered. Once the 
  sealskin in back in the hands of the Selkie, the bond is broken, 
  and the Selkie can become a seal again and flee into the sea.
  Also see Magic and Psionics below.
  Magic Spells: All Selkies possess the following spell Magic. 
  Spells can only be cast when the Faerie Seal sheds it skin to 
  take on human form and voice. Charm (12), Command Fish 
  (10), Communicate with Sea Creatures (12), Float on Water 
  (3), Healing Waters (15), Ride the Waves (10), Sense Direc-
  tion Underwater (4) and Water Seal (10). Spell strength, dura-
  tion, range, and damage are equal to a 5th level Water War-
  lock. Can only perform magic while in human form. P.P.E.: 
  1D6x10+40.
  Psionics: See Aura (6), Sense Evil (2), Sense Magic (3) and Total 
  Recall (2). Equal to a 3rd level Minor Psychic. Selkies pos-
  sess their psychic abilities in both human and seal form. I.S.P.: 
  M.E. attribute number x2.
  Attacks per Melee: Four.
  Damage: Hand to hand attacks in human form. In seal form a bite 
  does 1D6 points of damage, a head butt does 1D4 damage, and 
  a swimming head butt or body slam does 1D6 damage (+2 to 
  damage from a diving head butt or body slam).
  Bonuses: +2 on all Perception Rolls, +2 on initiative, +1 to strike, 
  +2 to parry and dodge, +3 to pull punch, but +4 to dodge in 
  and under water (half in human form), +2 to save vs magic, 
  psionic attacks, illusions, possession and Horror Factor.
  R.C.C. Skills: Magically understands and speaks all languages 
  96%, Acrobatics 70%, Animal Husbandry 70%, Astronomy & 
  Navigation 85% Castaway/Shipwreck Survival 85%, Dance 
  90%, Deep Sea Fishing 90%, First Aid 80%, Identify Sea Life 
  98%, Lore: Faerie Folk 80%, Lore: Sea 98%, Mathematics: 
  Basic 90%, Prowl 40% on land (80% in water), Singing 80%, 
  Swimming 88% (without sealskin) and Wilderness Survival 
  80%.
  Vulnerabilities: 1. Attraction to humans. 2. Too trusting, espe-
  cially of humans. 3. Weaker and slower in human form. 4. 
  Loss of sealskin enslaves the Selkie. Without her sealskin, a 
  Selkie is stuck in human form and the creature of magic must 
  faithfully submit to the control of whoever has taken and hid-
  den it. A Selkie cannot take its sealskin back by force, it must 
  beg for it to be returned or cut a deal and do something for the 
  thief in exchange for its return. A Selkie can also take it back if 
  she can find it, or have another person(s) recover her sealskin 
  for her. She can also get someone else to find it and return it 
  by whatever means necessary. A member of the opposite sex 
  in possession of the sealskin can make the Selkie submit to his 
  Brian Hite (Order #17180059)
  
  127
  well and make her his unwilling wife, concubine or servant. 
  She retains her own thoughts and desires, but must serve him 
  faithfully, including submitting to his sexual advances and 
  never taking a direct hand against him.
  Value: A Selkie trapped in human form can be quite valuable to 
  the right person, giving the hide a value that can range from 
  1,000-100,000 gold. As an alchemical component a Selkie 
  sealskin is worth 1,000 gold.
  Enemies: Sea serpents, aquatic demons, Baehag, Kappa, Ice 
  Bearmen, Iceborn, sharks, killer whales, pirates, and most 
  wicked beings.
  Allies: Other Faerie Folk, especially Brownies, Merrows, and 
  Mermaids, as well as Kreel-Lok, Water Bats and Flying Tur-
  tles. Curious toward humanoids in general, and very fond of 
  humans, but humans can be kind or treacherous.
  Sea Serpents
  Jormund Serpent
  Many of Bizantium’s ships, particularly lightly armed mer-
  chants, are accustomed to moving in convoys to help protect 
  themselves against threats. Most sea monsters avoid attacking 
  “fleets” of ships, even if they have intruded on their territory and 
  hunting grounds. While sea serpents are generally aggressive and 
  will attack anyone or anything they believe to be edible, instinc-
  tual behavior warns them to avoid groups of sailing ships. Known 
  to the ancient Eoten as the “Changer of Currents” or “Bringer of 
  Storms,” the Jormund Serpent is one of the rarest sea serpents in 
  the world, and one of the few that will risk attacking a full fleet 
  or convoy. These animals are simply huge, sometimes measur-
  ing over 400 feet (122 m) long! Their heads are the size of fish-
  ing boats, their maws filled with two-foot (0.6 m) long, viciously 
  pointed teeth.
  Jormund Serpents are not terribly intelligent animals, and are 
  big enough that they tend to ignore lone humanoids in the water, 
  but are extremely territorial when it comes to other sea serpents, 
  large sea creatures, and ships. They eat virtually anything that 
  lives in the water, but prefer sizable prey like whales, walrus, 
  large seals, giant squid and sea serpents smaller than themselves. 
  Jormund Serpents also seem to know when a ship is damaged 
  and crippled or sinking, and sometimes follow such vessels for 
  days, or even weeks, believing them to be injured prey and vul-
  nerable. If such a vessel sinks the Jormund will capsize lifeboats 
  and gobble down any sailors in the water; sometimes eating the 
  boat and all.
  Jormund Serpent
  Alignments: Considered Anarchist.
  Attributes: I.Q. 1D4+4 (predatory animal intelligence), M.E. 
  1D6+6, M.A. 1D6, P.S. 2D6+24, P.P. 1D6+12, P.E. 1D6+20, 
  P.B. 1D6, Spd swimming is 22 (15 mph/24 km); 1D6 on land.
  Size: 400-900 (122 to 274 m) long, roll 1D6x100+300 feet for 
  random determination of size.
  Weight: 100-400 tons.
  Hit Points: 1D6x100+100
  S.D.C.: 1D4x100
  Natural A.R.: 14
  Horror Factor: 15
  P.P.E.: 6D6
  Average Life Span: 3,000-4,000 years.
  Experience Level: Not applicable.
  Natural Abilities: Natural swimmers 98%, Nightvision 3,000 
  feet (914 m), keen vision and sense of smell, track by smell 
  or sight 70%, maximum depth tolerance is unlimited, locate 
  moving objects in water 70% by sight, track the scent of blood 
  (90%) up to two miles (3.2 km) away, impervious to cold 
  (even magic cold) and heals at a rate of 1D4x10 Hit Points/
  S.D.C. per every 24 hours. This is a predatory animal and it 
  does not speak or communicate.
  Attacks per Melee: Three.
  Damage: Bite: 1D6x10 points of damage, fin strike: 3D6, tail 
  slap: 6D6, head butt: 4D6 damage, body butt/short ram: 5D6 
  damage, or full speed ram: 2D4x10 (counts as two melee at-
  tacks).
  Bonuses: +1 on Perception Rolls regarding prey and attackers, 
  +3 on initiative, +3 to strike, +2 to dodge in the water, +1 to 
  save vs magic, and +8 to save vs Horror Factor.
  Magic: None.
  Psionics: None.
  Brian Hite (Order #17180059)
  
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  Value: Bones, teeth, blood, and other body parts are used in al-
  chemy, but are not considered true dragon parts and usually 
  command only a third of the price. The vast amount of oil that 
  can be rendered from Jormund Serpents commands a value of 
  10,000-20,000 gold!
  Habitat: Open ocean, but most common in the Sea of Despair, 
  Sea of Dread and the Icy Ocean the closer one gets to the 
  Great Ice Shelf. However, they have been sighted off coasts 
  throughout the Palladium world, even in tropical climates.
  Enemies: Humanoids, dragons, other sea serpents, and large 
  aquatic predators. Dislikes sailing vessels which it sees as an-
  other large animal and may regard them as rivals invading its 
  territory (01-50% chance). When that happens, the monster 
  is likely to follow the vessel for 2D6 days and attack people 
  and smaller boats that go into the water. If the ship becomes 
  damaged, the Jormund may become more aggressive, bump-
  ing and butting it 1D4 times a day to see if it can provoke an 
  attack. No counterattack makes it assume the “other animal” 
  (the ship) is submissive to it.
  Allies: None, other than its own kind, and even then, juvenile 
  Jormund might fall prey to a hungry adult.
  Northern Strangler
  The Northern Strangler sea serpent is a particularly dangerous 
  species found in the Sea of Despair and the cold waters of the 
  Northern Sea, Algorian Sea and Icy Ocean. They tend to float 
  and swim atop the surface of the water with their snouts barely 
  poking out, rarely lifting their head. The sea serpent swims like 
  a water snake, using an undulating motion, and has good speed. 
  The Northern Strangler usually attacks and kills small prey like 
  seals and humans by biting them a few times then eating them in 
  several giant gulps. It may also pull prey that needs to breathe air 
  underwater, locked in its coils, until it runs out of air and dies.
  The Strangler’s primary prey, however, are larger sea animals 
  such as walrus, large sharks, whales and other sea serpents. As 
  a constrictor, it will bite to grab onto a moving sea animal, then 
  wrap its long, snake-like body around the target and squeeze, 
  slowly crushing its prey, breaking bones, paralyzing muscles and 
  collapsing lungs. When its prey stops moving for a good while, 
  the Strangler loosens its coils, but still holds onto its kill as it 
  starts taking large bites out of it. The Northern Strangler may 
  gorge itself and eat all or most of its kill, releasing whatever re-
  mains of truly large prey to sink to the bottom – food for scaven-
  gers. In other cases, it may hang onto the remains still wrapped in 
  its coils to munch on later. A Strangler that catches prey near its 
  lair, such as a cave or rocky outcropping on the bottom of the sea, 
  may carry the remains home to eat later. Such lairs are always 
  littered with the bones of recent kills. Note: When coiled around 
  prey, swimming is difficult to impossible, with the serpent usu-
  ally just hanging on, carried by the current.
  Though Stranglers attack only when hungry, they have fast 
  metabolisms and are hungry often. Highly intelligent predators, 
  this sea serpent has learned that ships on the surface of the water 
  are a good source of easy food, be it trash thrown overboard, 
  large fish caught on lines, or people who have fallen over the side. 
  This has made some hyper-aggressive toward boats and sailing 
  vessels. When a Strangler spots a small or medium-sized ship 
  (less than 105 feet/32 m long), it swims after it, and attacks by 
  wrapping around it like a boa constrictor. Whaling ships and fish-
  ing boats are easily crushed by its massive coils, but the Northern 
  Strangler is likely to pick off and eat crew members on deck or 
  who try to fight it before the ship is crushed and sinks. When at-
  tacking ships, it always rears its head up, like a cobra, so it can 
  see and attack human-sized prey. The Strangler can usually coil 
  around all or half of small to medium ships and still have 30-50 
  feet (9 to 15 m) left to strike with its mouth. Meanwhile, the sea 
  serpent can usually get 2-3 coils around a ship up to 100 feet 
  (30.5 m) long, which is still enough for it to crush and sink most 
  vessels that size, given enough time. In all cases, it has that 30-
  50 foot (9 to 15 m) reach to defend itself and to kill and eat the 
  sailors on deck. Lifeboats and other small boats are likely to be 
  knocked about until those aboard fall into the water or the small 
  boat is tipped over.
  When a ship is wrapped in the coils of the Northern Strangler, 
  the monster will always try to snatch up crew members with its 
  mouth and eat them, all the while applying pressure to the vessel. 
  The Northern Strangler is smart enough to know that if it crushes 
  the vessel and it sinks, it can get to the people dumped into the 
  sea, where most humanoids make helpless, easy prey. Once the 
  ship’s hull buckles and cracks, it starts to take on water. When 
  it takes on enough water to begin to sink, the Strangler usually 
  releases it and moves a short distance away to wait for crew-
  men to take to smaller boats and rafts. The sea monster eats any 
  living beings that fall into the water, snatching them up one at a 
  time, and devours them after a few bites to kill them or after they 
  drown. In fact, the serpent may swim under them and grab a foot 
  like a shark and drag them under the waves, shaking and holding 
  them underwater until they drown. As noted earlier, a Northern 
  Strangler will not eat live prey. It has to kill its victims first. It will 
  target and eat people in the water before tipping over or crushing 
  lifeboats that may hold additional humanoid prey.
  The Northern Strangler is one of the few known sea serpents 
  that climbs onto dry land to bask in the sun or to lay its eggs 
  on reefs and beaches of isolated islands. They may also chase 
  prey (including people) up onto beaches from time to time, and 
  should not be provoked. On land, the Northern Strangler crawls 
  like a snake, which means it is deceptively fast on the ground, 
  especially in open areas. Reduce speed by half in forests and city 
  streets where the massive sea serpent has trouble moving and 
  seeing. The animal is always aggressive and becomes quite de-
  fensive if approached or startled, striking wildly at anything that 
  moves within 100 feet (30.5 m) of it. Stranglers are able to coil 
  and strike like terrestrial snakes on dry ground as well, so they are 
  never safe to approach under any conditions, even when sleeping.
  Alignments: Miscreant or Diabolic evil.
  Attributes: I.Q. 1D6+4 (high predatory animal intelligence 
  bordering on low human I.Q.), M.E. 1D6+8, M.A. 2D6, P.S. 
  2D6+18, P.P. 2D6+6, P.E. 2D6+12, P.B. 1D6+2, Spd 5D6+30 
  swimming, 1D6+8 on land.
  Size: 180-480 feet (55 to 146 m) long; roll 6D6x10+120 feet for 
  random determination of size. The head alone is 10-15 feet 
  (3 to 4.6 m) long and though large enough to swallow a man 
  whole, the Strangler never swallows anything that is still alive, 
  it must kill its prey first via bite attacks or drowning.
  Weight: 30-50 tons for juvenile serpents, up to 120 tons for 
  adults.
  Hit Points: 1D4x100+60
  S.D.C.: 5D6x10
  Brian Hite (Order #17180059)
  
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  Brian Hite (Order #17180059)
  
  130
  Natural A.R.: 13
  Horror Factor: 14
  P.P.E.: 1D4x10
  Experience Level: Not applicable.
  Natural Abilities: Swim 98%, can dive up to 2,000 feet (610 
  m) deep, breathe underwater indefinitely, breathe on land for 
  three hours before becoming weak (will die after 18 hours 
  trapped on land; reduce speed and Hit Points 10% for every 
  two hours), see the invisible, Nightvision 600 feet (183 m), 
  keen vision and sense of smell, track by smell or sight 80%, 
  maximum depth tolerance is unlimited, locate moving objects 
  in water 85% by sight, track the scent of blood (95%) up to 
  two miles (3.2 km) away, normal fire and cold do half damage 
  ( magic fire and cold do full damage), and heals at a rate of 
  5D6 Hit Points/S.D.C. per every 24 hours. This is a predatory 
  animal and it can not speak other than via its growls, roars and 
  honks.
  Psionic Communication (special): Stranglers cannot speak, 
  but can communicate via psionic Empathy and even Telepa-
  thy, but the thoughts and images and words are very rudimen-
  tary, such as hate, kill, angry, want, scared, hungry, happy, 
  more, etc.; see Psionics, below. They also use Empathy to read 
  the emotions of their prey and to tell when they are in a panic, 
  giving up the fight, about to abandon ship, or have died.
  Attacks per Melee: Three physical or psionic.
  Damage: Bite does 6D6 damage, slashing tail: 5D6 damage. 
  Constriction does 1D6x10 damage per constriction to large 
  prey, but half damage to prey under 12 feet (3.6 m; lacks a 
  firm grip on beings so small). Each constriction uses up one 
  melee attack.
  Damage to a ship’s hull is 1D6x10 per constriction. When 
  the cumulative damage exceeds the hull’s S.D.C., the ship 
  is crushed enough to split boards, take on water quickly and 
  immediately start to sink. The vessel slips under the waves 
  in 1D6 melee rounds. When a ship loses three quarters of its 
  S.D.C., it also starts to spring small leaks and show signs of fa-
  tigue and cracking as a warning of the coming danger. Should 
  the sea serpent let go before all S.D.C. is lost, this damage can 
  be repaired and the vessel, though severely weakened, remains 
  afloat. Note: The Strangler must be able to wrap itself around 
  a vessel at least three times to inflict the full damage above. If 
  only twice, damage is half, and one coil does no damage. In 
  most attacks it will try to wrap its “prey” – whether animal or 
  boat – with as many coils as possible to pin and hold it while 
  being crushed.
  Only somehow forcing the monster to let go or killing the 
  sea serpent can save the ship once the constriction begins. Re-
  ducing the monster’s Hit Points to less than 60, or rendering 
  it unconscious, causes it to release its hold and free the vessel.
  Living prey ensnared by the Northern Strangler cannot at-
  tack while trapped in the creature’s coils (limbs are pinned) 
  and only an individual with a Supernatural P.S. of 30 or better 
  can attempt to escape. However, the constriction attack of this 
  truly massive sea serpent is meant to be used on very large 
  creatures and ships, so beings who are smaller than 12 feet 
  (3.6 m) have a 01-20% chance of squirming free every melee 
  round! Of course, a constriction attack is not likely to be used 
  on such small targets. Instead, the monster is likely to bite 
  until dead or pull small prey underwater and keep them there 
  until drowned.
  Bonuses: +2 to strike with a biting attack, +3 to strike with tail 
  and coils, +2 to parry with tail, +1 to dodge, +7 to save vs Hor-
  ror Factor, and +2 on all saving throws.
  Magic: None.
  Psionics: Empathy (4), Presence Sense (4), See Aura (6), Telepa-
  thy (4) and Death Trance (1). I.S.P: M.E. attribute x3. Psionics 
  are equal to a 3rd level Minor Psychic.
  Average Life Span: 500-1000 years.
  Value: Bones, teeth, blood and other body parts are used in al-
  chemy, but are not considered true dragon parts and usually 
  command only a third of the price. Oil has a value of 2,000-
  5,000 gold.
  Habitat: The Sea of Despair and Northern Sea.
  Enemies: Humanoids.
  Allies: Other sea serpents but may associate with other evil be-
  ings.
  Winterserpents
  Lords of the icy North, Winterserpents are immensely power-
  ful and exceedingly rare dragons brimming with elemental en-
  ergy. Scholars of the more learned races have identified them as 
  cousins of Ice Dragons, a separate species with an even closer 
  relationship to the elemental forces of water and ice. Natural-
  born Warlocks, they are found almost exclusively in the north-
  ern reaches of the continent where cold temperatures, blizzards, 
  heavy snowfall, icebergs and frozen seas are the norm.
  In the southern, more temperate reaches of the Palladium 
  World, Winterserpents are almost unheard of. During win-
  ter, they sometimes venture down out of their northern habitat, 
  searching for items to fill up their treasure hoards, seeking out 
  old allies and enemies or simply enjoying their travels before 
  rising temperatures make most of the world too uncomfortably 
  hot again. One might linger for a summer, making its lair atop a 
  snow-capped mountain or in an alpine lake, but they are sure to 
  retreat back to the Great Northern Wilderness, Northern Hinter-
  lands, the Land of the Damned or Great Ice Shelf the next time 
  the seasons change.
  Like Ice Dragons, Winterserpents occupy an almost mytho-
  logical place of reverence amongst northern races like the 
  Wolfen, and, in particular, the Ice Bearmen, who see them as a 
  living link to the great Winter Spirit that brings about the blessed 
  change of seasons. Winterserpents reward their followers with 
  simple enchantments, amulets, fine pieces of ivory and even the 
  occasional Lesser Rune Weapon or powerful magic item from 
  their collections. Unlike times past, when a Winterserpent might 
  try to insinuate itself into Wolfen politics or interfere with human 
  kingdoms like Bizantium, today most Winterserpents live reclu-
  sive lives amongst their natural element and prefer the adulation 
  of the Ice Bearmen to the uncertain mix of jealousy, fear, awe 
  and respect that they receive from most other humanoid species. 
  To these favored worshipers and protectors, Winterserpents be-
  stow gifts of magic weapons, usually large swords, axes, daggers 
  and spears. The ancient Eoten knew of the Winterserpents and 
  regarded them with both terror and admiration, and Bizantium’s 
  current crop of Serpent Chasers and sailors knows to steer well 
  clear of these powerful dragons, who are far more intelligent and 
  dangerous than the average sea serpent.
  Brian Hite (Order #17180059)
  
  131
  Winterserpent R.C.C.
  Race: Dragon.
  Alignment: Any, but lean toward Anarchist.
  Attributes (adult): I.Q. 3D6+8, M.A. 2D6+12, M.E. 2D6+12, 
  P.S. 2D6+28, P.P. 1D6+16, P.E. 2D6+16, P.B. 2D6+16, Spd 
  1D4x10+30 running or 2D6x10+50 flying; Supernatural P.S.
  Attributes (hatchling): I.Q. 3D6+2, M.A. 2D6+6, M.E. 2D6+6, 
  P.S. 2D6+14, P.P. 1D6+10, P.E. 2D6+8, P.B. 2D6+8, Spd 
  3D6+30 running or 2D4x10 flying.
  Size: 25-40 feet tall (7.6 to 12 m) on average. Up to 80 feet (24 
  m) long when full grown, half that for hatchlings. Can reduce 
  its physical size by as much as 50% at will, and maintain the 
  desired size for as long as desired.
  Weight: 24-30 tons.
  Natural A.R.: Adult: 14. Hatchling: 10.
  Hit Points: Adult: 1D4x1,000 +P.E. attribute number. Hatchling: 
  1D4x100 + P.E. attribute number.
  S.D.C.: Adult: 4D6x100. Hatchling: 4D6x10 plus 3D6 per level 
  of experience.
  P.P.E.: Adult: 2D4x100; Hatchling: 2D4x10 +10 per level of ex-
  perience.
  Horror Factor: Adult: 15. Hatchling: 10.
  R.C.C. Skills: Hatchlings start with Basic and Advanced Math 
  98%, literate in Dragonese/Elven 98% and three other lan-
  guages of choice, plus speaks five additional languages at 
  98%.
  Other skills include Lore: Demons & Monsters (+20%), 
  Lore: Faerie Folk (+10%), Gemology (+25%), Sculpting & 
  Whittling (ice; +15%), as well as a total of 12 selections from 
  the following skill categories: Communications, Espionage, 
  Military, Physical (other than hand to hand combat skills), 
  Rogue, Scholar/Technical, Wilderness and Weapon Proficien-
  cies. Skill proficiency depends on the level of experience (skill 
  level should be the same as level of magic). Include I.Q. bonus 
  (if any) to all skills.
  Average Life Span: 6,000 years, but some have lived as long as 
  10,000. The dragon reaches full, adult maturity by the age of 
  1,000.
  Level of Experience: Adult is 1D6+6 or as set by the Game Mas-
  ter for NPCs. A hatchling is 1D4 or as set by the Game Master 
  for NPCs. Hatchlings start with the Basic Math skills at 96% 
  proficiency. Domestic skills, Advanced Math and all other 
  skills start at first level proficiency.
  Natural Abilities: Nightvision 200 feet (61 m), excellent color 
  vision, breathe without air/underwater indefinitely, see the in-
  visible, the Winterserpent is invisible while underwater at a 
  distance of more than 15 feet (4.6 m), Bio-Regenerates 2D4+2 
  S.D.C./Hit Points per melee round, impervious to cold (does 
  no damage, and even magic cold does no damage), metamor-
  phosis at will (duration 4 hours per level of experience; 2 hours 
  for hatchlings), teleport self 64%, dimensional teleport 24% 
  +4% per level of experience, and all other dimensional pow-
  ers, spells and knowledge common to most “true” dragons.
  Aspect of Ice (special): Conducting the elemental powers 
  of water through its body, a Winterserpent can temporarily be-
  come a creature of living ice. While in this form, the dragon’s 
  Armor Rating (A.R.) increases by two points; rising to 16 for 
  adults and 12 for hatchlings. Lasts 2D6+2 minutes per level of 
  experience, and can only be performed once every eight hours. 
  While in Ice Form, the Winterserpent is buoyant and unable to 
  swim beneath the surface of the water.
  Icewater Breath Attack (special): The Winterserpent’s 
  breath “weapon” is actually a spray of water that freezes on 
  contact. The dragon can leave a trail of slick ice behind it, 
  encrust ships and buildings, or distract opponents with fro-
  zen armor and impending hypothermia. Affects one specific 
  humanoid target (two if human-sized or smaller and standing 
  within 4 feet/1.2 meters of each other). Ships whose sails are 
  iced-over (freezing each sail counts as one attack), see their 
  top speed cut by 50%, while enemies in armor receive an ad-
  ditional -10% penalty to move, swim and Prowl. Enemies not 
  immune to the cold or not wearing waterproof clothing also 
  have to roll to save vs magic or suffer the effects of magical 
  hypothermia; -20% on all skills, reduce Spd by half, -1 melee 
  attack and -2 on all combat rolls for 2D4 melee rounds.
  Form of the Bear (special): At will, Winterserpents can 
  take on the appearance and size of either an Ice Bearman, tra-
  ditional Bearman (with streaks of gray and white in its brown 
  fur), an ordinary looking white fur bear (polar bear), or a gi-
  ant northern white bear (10-12 feet/3 to 3.6 m tall and 20-
  25 feet/6-7.6 m long). They use the Bearman form to walk 
  amongst their chosen people – or other humanoids – and as-
  sume the appearance of a giant bear to travel the surface of the 
  land without revealing its true nature as a dragon or terrifying 
  people, to battle supernatural creatures and occasionally hiber-
  nate. Can assume bear or Ice Bearman form for four hours per 
  level of experience, two for hatchlings.
  Vulnerabilities and Weaknesses: Normal fire does its usual 
  damage, while magic fire does double damage, including 
  Brian Hite (Order #17180059)
  
  132
  flaming swords. Winterserpents are not physically injured by 
  high temperatures, but become uncomfortable and distracted 
  at any temperature above 50 degrees Fahrenheit (10 C). Under 
  these conditions they are -5% on all skills, -1 on Perception 
  Rolls, -1 on initiative, and -1 to strike. Double those penalties 
  at temperatures higher than 100 degrees Fahrenheit (38 C) and 
  triple them in temps over 200 Fahrenheit (40 C).
  Bonuses (in addition to attribute bonuses): Hatchling: +1 on 
  Perception Rolls, +2 on initiative, +1 to strike, +2 to parry and 
  dodge, +2 to pull punch, +2 to roll with impact, +4 to save vs 
  Horror Factor, and +2 on all other saving throws. Considered 
  a Hatchling until 1,000 years old.
  Adult: +1 on all Perception Rolls, +3 on Perception Rolls 
  involving treasure, magic, dragons, Ice Bearmen, Iceborn and 
  heat and cold, +3 on initiative, +3 to strike and parry, +2 to 
  dodge, +4 to pull punch, +4 to roll with impact, +6 to save vs 
  Horror Factor, and +4 on all other saving throws.
  Attacks per Melee: Adult: Seven physical attacks per melee, or 
  four icewater breath and three physical, or two by magic. Pre-
  fer to fight using magic.
  Hatchling: Four physical, or two physical and two by ice-
  water breath, or four via magic only.
  Damage: Varies with Supernatural P.S. The prehensile tail can 
  be used to strike at its enemies like a whip. The tail does the 
  same damage as a punch +2D6 additional points of damage. 
  Or the dragon may use its breath, magic, or a weapon.
  Magic (Adults and NPC hatchlings over 100 years old): Adult 
  Winterserpents of 8th level or higher are likely to know ALL 
  Water Elemental Magic (levels 1-8), Wizard magic levels 1-5, 
  plus 2D6 of choice from levels 4-10, often favoring ice spells, 
  or 2D6+2 Ocean Magic spells (make selections from those 
  available to the Waterchanter). Dragons 14th level or higher 
  know all Ocean Magic spells and Water Elemental magic, all 
  spell magic levels 1-6 plus 3D4 additional higher spells. Win-
  terserpents 20th level or higher will know all Wizard magic 
  spells levels 1-12 plus 1D4 higher level spells!
  Magic Knowledge of Hatchlings: Full understanding of magic, 
  knows all Water Elemental magic levels 1-3, and can learn 
  spells with the same ease and quickness of a first level Wizard. 
  By 2nd level, the typical hatchling dragon will have learned 
  2D4 spells from levels 1-3, in addition to its innate Water El-
  emental magic. The hatchling can also intuitively use all types 
  of magic devices, can read magic, use scrolls, and recognize 
  magic circles and enchantment (the latter is at 40% +5% per 
  level of experience). The hatchling can cast a maximum of 
  two spells per level of experience.
  Psionics: Adult: I.S.P. 2D6x10 + M.E. attribute number. An 
  adult Winterserpent has all Sensitive and Physical psi-powers!
  Hatchling: Minor Psychic. The player (or G.M.) can se-
  lect a total of four psychic powers from either the Sensitive 
  or Physical categories. Select an additional power from that 
  psionic category at levels 3, 7 and 12. I.S.P.: 1D4x10 + M.E. 
  attribute number.
  Habitat: Tends to live alone on snow-capped mountains and 
  coastlines in the North as long as they have easy access to 
  water, and on the continent-sized Great Ice Shelf. The Win-
  terserpent often makes its lair underwater, sometimes below 
  sea ice. Journeys south are usually temporary, but dragons in 
  search of solitude might take refuge atop cold, tall mountains 
  or amongst glaciers anywhere. Much more likely to go explor-
  ing during winter months.
  Enemies: Winterserpents have few threats in their natural en-
  vironment and see themselves as above the petty rivalries of 
  humanoids. Their outlook is often relative to their followers; 
  if the Ice Bearman tribe(s) that worship them are at odds with 
  Iceborn, Wolfen, Coyles or other intelligent species, the Win-
  terserpent will likely develop a prejudice against them. If it is 
  the Wolfen who worship them, they will dislike humans, etc.
  Allies: Many show an affinity for Frost Giants, Ice Pixies, 
  Wolfen, Kankoran and Bearmen, particularly Ice Bearmen, 
  who worship Winterserpents and Ice Dragons like gods.
  Random Sea
  Monster Generator
  The Sea of Despair, the Icy Ocean and to a much lesser de-
  gree, the Northern Sea have always been known as breeding 
  grounds for sea serpents. These waters are full of huge, mon-
  strous creatures, and some species seem to return regularly to 
  mate, lay eggs or give birth to live young. These myriad animals 
  only add to the peril faced by anyone who dares to travel through 
  the treacherous waters that encircle the mysterious Land of the 
  Damned. For centuries, Bizantians have speculated as to why 
  the Sea of Despair is home to so many serpents. Some say those 
  who control the Land of the Damned are breeding these creatures 
  as “watchdogs of the sea.” Others claim that dimensional barri-
  ers within the Sea of Despair are weak, allowing the monsters to 
  come in from others worlds. Then of course, there is the ancient 
  saga of Beastla; Queen of Monsters and the mother of Od the 
  All Father. Many traditional North Folk, superstitious sailors and 
  country wives believe the serpents are Beastla’s children, search-
  ing for her, hoping to discover where Algor hid her away. Priests 
  of Algor have attempted to communicate with the god to learn if 
  there is any validity to these allegations, but he has so far been 
  unwilling to share any insight on the matter, not even to his most 
  dedicated followers. Regardless of how they got there, the Sea of 
  Despair and the northern waters around it are populated by some 
  very unique and strange sea creatures.
  Brian Hite (Order #17180059)
  
  133
  1. Sea Monsters: The Basics
  All species of sea serpents can breathe underwater and have 
  basic underwater navigation and sensory abilities. Sea serpents 
  start with the following basic stats unless otherwise noted:
  Attributes: I.Q. 2D4, M.E. 2D6, M.A. 1D6, P.S. 2D6+18, P.P. 
  2D6+4, P.E. 2D6+12, P.B. 1D6, Spd 2D6+24 (in water). Not 
  likely to be able to travel on land.
  Hit Points: 3D6x10.
  S.D.C.: See Body Type, below.
  Natural A.R.: See below.
  P.P.E.: 6D6
  Natural Abilities: Swim 98%, dive up to 1,000 feet (305 m), 
  breathe underwater indefinitely, nightvision 300 feet (91.4 m) 
  and can see in murky water, and maximum depth tolerance is 
  unlimited.
  Attacks per Melee: See below.
  Damage: Unless otherwise stated, bite does 3D6 damage, head 
  butt: 2D6, tail slash or tentacle or claw swipe: 3D6, ram: 4D6, 
  full speed ram: 1D6x10.
  Bonuses: +2 to strike and parry, +1 to dodge, and +2 on all sav-
  ing throws.
  Psionics: 1D4 sensitive psychic abilities, all at second level pro-
  ficiency: 6D6+10 I.S.P.
  Additional Features and Abilities: Roll once (or pick one) 
  on each of the following tables to complete your sea monster.
  2. Body Type or Appearance
  01-10% Humanoid/Bipedal: Two legs, feet, arms, and 
  hands. A.R. 8, S.D.C.: 3D4x10, Size: 16+2D6 feet (5.5-8.5 m) 
  tall. Three attacks per melee round, +1 to strike and +2 to parry; 
  and can walk on dry land (Spd 2D6+2) and can breathe air for 
  1D4 hours before needing to return to the sea.
  11-20% Large Fish (Tuna, Mackerel, Sailfish, Swordfish, 
  etc.): A.R. 8, S.D.C.: 2D4x10, Size: 40+3D6 feet (13-17.6 m) 
  long. Two attacks per melee round and +2 to dodge in water.
  21-30% Sea Snake: A.R.: 10, S.D.C.: 2D6x10, Size: 
  2D6x10+30 feet (15-45.7 m) and is a true “serpent” with scales. 
  Two attacks per melee round and +1 to dodge in water and on 
  land.
  31-40% Tiger Shark or Great White Shark: A.R. 8, S.D.C.: 
  1D4x100, Size: 1D4x10+30 feet (12–21 m). Three attacks per 
  melee round and +2 to strike and dodge in water. Full Strength 
  Bite: 1D6x10.
  41-50% Dolphin or Porpoise: A.R. 7, S.D.C.: 3D4x10, Size: 
  3D6+15 feet (5.5-10 m) long. Two attacks per melee round and 
  +2 to parry and dodge in water.
  51-55% Sea Turtle: A.R. 10, S.D.C.: 3D6x10, Size: 
  1D4x10+10 feet (6-15 m) long. Two attacks per melee round.
  56-60% Manta Ray: A.R. 7, S.D.C.: 3D4x10, Size: 2D6+20 
  feet (6.7-9.7 m) long. Two attacks per melee round.
  61-65% Giant Lobster or Crab: A.R. 12, S.D.C.: 4D6x10, 
  Size: 3D6+30 feet long (10-14.6 m). Three attacks per melee 
  round and +2 to strike, parry, and dodge in water.
  66-70% Crocodile: A.R. 9, S.D.C.: 4D6x10, Size: 2D6+30 
  feet (9.7-12.8 m). Two attacks per melee round, +1 to strike and 
  bite damage is +4.
  71-75% Sea Lion or Walrus: A.R. 7, S.D.C.: 3D4x10, Size: 
  2D6+20 feet (6.7-9.7 m). Two attacks per melee round and +1 to 
  strike.
  76-84% Giant Squid or Octopus: A.R. 7, S.D.C.: 4D4x10, 
  Size: 1D4x10+20 feet (9-18 m). Four attacks per melee round and 
  +8 to parry (2D4+2 tentacles).
  85-90% Penguin/Aquatic Bird: A.R. 6, S.D.C.: 2D6x10, 
  Size: 2D6+20 feet (6.7-9.7 m) long. Two attacks per melee round, 
  +1 to strike and +100 feet (30.5 m) on its dives.
  91-95% Seahorse: A.R. 8, S.D.C.: 2D6x10, Size: 1D4x10+5 
  feet (4.5-13.7 m) long. Two attacks per melee round and +2 to 
  dodge.
  96-00% Other: G.M.’s choice of any kind of strange creature, 
  bear, sea lamprey, whale, deep-sea fish, or aquatic or surface ani-
  mal. May not be similar to anything else seen on the Palladium 
  world. In the alternative, it is an Oarfish or Eel body: A.R. 9, 
  S.D.C.: 2D6x10, Size: 2D4x10+20 feet (12.2 to 30.57 m). Two 
  attacks per melee round and +2 to dodge in water.
  3. Number of Heads
  01-70%: One.
  71-85%: Two, +1 additional attack per melee round.
  86-96%: Three, +2 additional attacks per melee round.
  97-00%: Four, +3 additional attacks per melee round.
  4. Type of Heads
  Roll (or select) once to determine the head of the sea monster. 
  It can be completely different from its body. If the monster has 
  multiple heads, they will either all be the same type or roll per-
  centile for each (G.M.’s choice). Two or three different heads 
  creates a sort of Sea Chimera.
  01-35%: Same as body type.
  36-40%: Fish (any type).
  41-45%: Tiger Shark or Great White Shark.
  46-50%: Squid or Cuttlefish.
  51-55%: Lobster or Shrimp.
  56-60%: Turtle.
  61-65%: Seahorse.
  66-70%: Crocodile or Snake/Reptilian.
  71-75%: Eel or Lamprey.
  76-80%: Sea Lion or Walrus.
  81-85%: Hammerhead Shark
  86-90%: Dolphin or Killer Whale.
  91-95%: Humanoid (50% look relatively normal/50% look 
  monstrous).
  96-00% Other. G.M.’s choice of any kind of strange critter, 
  polar bear, penguin, whale, deep-sea fish, or any aquatic or sur-
  face animal.
  5. Intelligence & Aggression
  01-10% Basic Human Intelligence: I.Q. 1D4+9. This “ani-
  mal” displays human-like levels of intelligence and understand-
  ing. Its perspective and instincts may make it difficult for it to 
  understand humanoids, and communication will be nearly impos-
  sible without Telepathy, but this is a thinking being that weighs 
  options and uses stealth, strategy and tactics before acting. This 
  makes it the most dangerous and unpredictable sea serpent type 
  to engage in combat.
  Brian Hite (Order #17180059)
  
  134
  11-30% Near-Human Intelligence: I.Q. 1D4+8 and an intel-
  lect similar to dolphins, this sea monster demonstrates a level of 
  thinking and perception that is uncommon in animals. It recog-
  nizes patterns and specific monsters and people, types of people, 
  prey, predators/enemies, weapons and danger; uses stealth and 
  basic strategies.
  31-50% High Animal Intelligence: I.Q. 1D4+6; while still 
  an animal, this sea monster is capable of learning patterns and 
  hunting strategies, and may cautiously study potential prey (in-
  cluding ships) before attacking.
  51-70% Medium Animal Intelligence: I.Q. 1D4+4; this is 
  a creature that uses instinct as well as limited learned behavior.
  71-00% Low Animal Intelligence: I.Q. 1D4; this is a preda-
  tor that operates on a level of instinct and brute strength. Other-
  wise dull-witted and may try to eat just about anything, but gives 
  up on prey that is too big or puts up too much of a fight or proves 
  to be too elusive.
  6. Additional Appendages
  All are in proportion to the size of the creature.
  01-20% 1D6 Tentacles: Each pair adds one attack per melee 
  round, +1 on initiative and +1 to parry.
  21-40% Pair of Arms: Arms with clawed hands or webbed 
  fingers. If the creature already has arms, this is a second set. Adds 
  two attacks per melee round.
  41-50% Spiked, Prehensile Tail: A muscular tail, at least 
  half the length of the body; +2D6 damage to tail swipe and +1 
  to parry.
  51-60% 1D4 Horns: Cranial horns/spines used for stabbing 
  and impaling; +1D6 damage to head butt/ram attack.
  61-71% Crab Claws: Heavy, armored claws that do 4D6 
  damage per strike. +1 attack per melee round and +2 to parry.
  72-80% Fish Tail or Extra Fins: Fins and flippers that add to 
  maneuverability underwater; +2 to dodge, +12 to the creature’s 
  normal speed attribute.
  81-90% 1D4 Antennae: Long sensor appendages that can 
  detect minute changes in the salinity (salt) and chemical com-
  ponents of the water. This enables the creature to identify blood, 
  whale oil, wine, etc. that has entered the water. Identify chemicals 
  by taste: 68% and track by taste: 64%. Range: One mile (1.6 km).
  91-00% Giant Maw: With 1D6 tentacles used for swallowing 
  prey whole. Each pair adds one attack per melee and +1 to strike.
  7. Features & Abilities
  01-10% Natural Water Magic Abilities: Select a total of 
  1D4+2 magic spells from levels 1-4. May be Water Elemental 
  spells, Ocean Magic spells or any water or ice/cold related magic. 
  Gets an extra 1D6+10 P.P.E. bonus.
  11-16% Natural Wizard Magic Abilities: Select a total of 
  1D4+3 Wizard spells from levels 1-4. Gets an extra 1D6+6 P.P.E. 
  bonus.
  17-20% Silent: Prowl 80%, +2 on initiative, does a critical 
  strike (double damage) from sneak attack or strike from behind.
  21-30% Shark Teeth: The mouth is filled with razor sharp, 
  shark-like teeth (for each head) and bite does +1D6 extra damage. 
  If the creature has naturally sharp teeth, they are extra large and 
  inflict +3D6 extra points of damage.
  31-40% Breath Attack: Breathe Fire: 4D6 damage. Range: 
  90 feet (27.4 m). This fire attack can be used only once per melee, 
  but counts as an extra melee attack.
  Brian Hite (Order #17180059)
  
  135
  41-50% Incredible Swimming Speed: Up to 60 mph (96 km; 
  52 knots) on the surface of water, 50 mph (80 km; 43.5 knots) 
  underwater.
  51-60% Regeneration: Recovers 2D6 S.D.C./Hit Points per 
  melee round.
  61-70% Heightened Senses: In the water it can detect blood 
  and other chemical scents, garbage, ships, dead bodies, schools of 
  fish, and other sea monsters at a range of 5 miles (8 km) and track 
  them to their source with an 80% proficiency. Can smell scents 
  in the air at a range of one mile (1.6 km) with a 60% proficiency 
  to track them.
  71-80% Breath Attack: Poisonous Vapors: Toxic fumes 
  that cause 3D6 damage to everyone who breathes them in unless 
  they save vs poisoned 14 or higher. Roll to save once. A failed 
  roll means damage for every melee round exposed to the vapors. 
  Range: 50 feet (15.2 m). Area Effect: Vapors fill a 20 foot (6 m) 
  area. The vapor lingers for two melee rounds before dissipating. 
  A vapor attack can be performed only once per melee round and 
  uses up one of the monster’s attacks.
  81-90% Camouflage Self: This creature can change its body 
  color and patterns to completely match and blend in with its sur-
  rounding environment (sand, coral, rocks, cave walls, seaweed, 
  shipwreck, shadows, etc.) in the blink of an eye (counts as one 
  melee attack). When not moving or moving very slowly (Spd 5 
  or less), to see the monster one must be specifically looking for 
  it or danger, and needs to roll percentile dice and get 88-100 to 
  realize the monster is present and lurking. +2 on initiative and +1 
  to strike when prey swims right within quick striking range. This 
  ability is common to octopi, cuttlefish, and seahorses.
  91-95% Empathic: Limited psionic powers including Te-
  lepathy (4), Empathy (4) and Empathic Transmission (6). I.S.P.: 
  1D6x10+20 points and equal to a third level psychic.
  96-00% Super Regeneration: The creature regenerates 4D6 
  S.D.C/Hit Points per melee round, and grows back eyeballs, sev-
  ered limbs, its tail and appendages within 3D4 days!
  8. Strange Abilities Table
  01-10% Insatiable Hunger: Needs to consume massive 
  amounts of food in order to survive. Very aggressive; +1 to ini-
  tiative.
  11-20% Warlock Magic: Select 1D6 Water Warlock spells 
  from levels 1-4. The creature uses these spells mainly when hunt-
  ing, fighting or cornered. 3D4x10 P.P.E.
  21-30% Garbage Eater: Can metabolize virtually anything, 
  including wooden planks, fishing nets and cloth sails to spoiled 
  food, dead bodies, bone, scales, leather armor and clothing. Fa-
  vorite foods include flesh and blubber of all kinds, bones, plants, 
  leather, cloth, rubber and paper. The only things it cannot eat are 
  rocks, gems, stones, clay, metals, and ceramic compounds. The 
  creature seems to have a knack for finding and eating the most 
  valuable item(s) first, and there is no telling what might be found 
  in this sea serpent’s stomach.
  31-40% Bad Luck Aura: Something about this creature dis-
  rupts focus and concentration so that anyone within 60 feet (18.3 
  m) is -2 on all die rolls. Effect remains for 1D4 melee rounds after 
  the creatures leaves the area.
  41-50% Obsessive Imprint: The creature will choose to im-
  print itself on a particular person (ideally a player character), ship 
  or other sea creature, and follow him/it around for the next 2D6 
  days! After that, it will choose something new, possibly the same 
  person, but likely somebody or something new. All it does is fol-
  low the object of its obsession and observe it/him. It will neither 
  attack or defend the subject of its attraction, although it may leave 
  “gifts” like dead seals, fish, dolphins, a half-eaten carcass, a part 
  from a ship, or worthless (and smelly) items found at the bottom 
  of the sea. Its presence is likely to scare away fish and sea life 
  for fear the monster will eat them, which could be bad news for 
  fishing and whaling operations. Or it could attack predators that 
  usually prey upon it, or another sea monster who sees it as a rival 
  and attacks it and anyone who gets in the way. That could lead 
  to collateral damage to ships and a battle and bloodletting into 
  the water that will attract many sharks and possibly sea serpents. 
  Note: If the monster is attacked or feels threatened, it will fiercely 
  defend itself, even against the object of its attraction.
  51-60% Magic Sponge: The sea serpent’s body soaks up 
  magical energies. The creature is not immune to magic, but is +6 
  to save vs magic and magic weapons and magic attacks (Fireballs, 
  Call Lightning, Shards of Ice, etc.) inflict half damage. If there is 
  a duration, penalties or side-effects, they too are reduced by half. 
  As bad as that may sound, what’s worse is that the monster is at-
  tracted to beings with high levels of mystical energy/P.P.E. and 
  targets them as its preferred prey – Men of Magic, Faerie Folk, 
  dragons, certain sea creatures, godlings and gods, as well as pow-
  erful magic items that it may swallow whole.
  61-70% Giant: The sea monster is 2D4x10% bigger and 
  heavier than usual for a creature of its kind. Add 2D6x10 to 
  S.D.C. and 1D6x10+20 to Hit Points, but reduce normal speed by 
  half. This also means it eats twice as much as normal.
  71-80% Spasmatic Shape-changer: Every six hours the 
  creature’s shape changes into a new variation of itself: shrinks or 
  grows 1D4x10%, is covered in blotches or boils, changes color, 
  spines appear or disappear, teeth grow or shrink, mucus drips 
  from its nose and eyes or slime drools from the mouth. The meta-
  morphosis takes one minute and is such an ugly sight that a save 
  versus a Horror Factor of 16 must be made. Each transformation 
  is unique and equally terrible to look at.
  81-90% Stinks: Natural secretions from body oils create a 
  repugnant odor that cannot be stopped, covered or disguised. The 
  odor can be smelled within a 500 foot (152 m) radius in the air 
  and 4,000 foot (1,219 m) radius underwater. The repugnant smell 
  tends to keep other predators away; sneak attacks are impossible. 
  Those who fight the monster are -1 melee attack, -1 on all combat 
  moves, and -10% on the performance of skills due to the nauseat-
  ing stench and the watering eyes, assaulted senses and waves of 
  nausea it inflicts.
  91-00% Psychopathic Killer: The creature is a killing ma-
  chine that hunts for the fun and challenge, not just to eat. Though 
  it hunts all kinds of animals, it favors intelligent beings, which 
  means humanoids, Faerie Folk like Selkies, Mermaids and Mer-
  rows, Kreelok, Water Bats, Flying Turtles, and even dragons and 
  sea monsters that have high I.Q.s or great power. This man-killer 
  cannot be reasoned with and especially loves stalking humanoid 
  prey on ships and coastlines. When it is not sleeping, it spends 
  most of its time hunting, maiming, torturing, and killing its next 
  victim. This is likely to be a cunning, treacherous beast capable 
  of feigning injury or death to lure its victims to it, as well as using 
  stealth and basic strategies and tactics. +2 on Perception Roll per-
  taining to stalking, tracking, hunting and killing, +1 on initiative, 
  +3 to pull punch/bite, and +8 to save vs Horror Factor.
  Brian Hite (Order #17180059)
  
  136
  Sea of Despair Animal Mutations
  The Sea of Despair is home to the largest concentration of 
  freakish monsters, sea serpents and abominations in the world. 
  Even the heavily populated Sea of Dread and Icy Ocean pale in 
  comparison to the sheer quantity of aquatic nightmares within the 
  Sea of Despair. Unfortunately, most sea life born in and around 
  the Sea of Despair exhibits strange, magic-induced mutations. 
  Sea mammals and intelligent life forms generally don’t seem to 
  be affected, but sharks, rays, some deep-sea fish, octopus, squid, 
  eel, and crustaceans (crab, lobster, etc.) are susceptible. Sea mon-
  sters originating from here often have one of the following prop-
  erties (pick one or roll percentile dice).
  Note: There is a 01-13% chance that the sea monster will have 
  two of the abilities listed below (pick two or roll percentile dice, 
  ignore repeat rolls). Giantism and Excessive Giantism cannot be 
  added together, select a different mutation or roll again.
  01-10% Predator: A normally passive creature becomes ag-
  gressive and territorial. +1 to initiative, +1 to strike, +1 attack per 
  melee, +3 additional points of damage to all attacks. It can detect 
  blood in the water up to two miles (3.2 km) away.
  11-25% Giantism: Double the normal size with twice the 
  normal S.D.C. and 50% more Hit Points. The creature inflicts 
  +1D6 additional points of damage in any of its normal attacks.
  26-40% Excessive Giantism: Four times larger than normal 
  with four times the S.D.C. and double the Hit Points. The creature 
  inflicts triple the listed damage from any of its physical attacks.
  41-55% Super-Healing: Bio-Regenerates 1D4x10 S.D.C./
  Hit Points per melee round and will regrow any lost limbs, ap-
  pendages, eyes, teeth, legs and tail within 1D6 days!
  56-70% Legs/Ground Locomotion: The sea monster has 
  limbs to climb onto land and has decent speed, but can only stay 
  out of the water for 2D6 minutes. Spd on land is 1D6+6.
  71-80% Magic Resistant: Takes half-damage from magic at-
  tacks.
  81-90% Flyer: Can float through the air on wind currents 
  (wind direction and speed determines its speed and course) or 
  can fly under its own power at 2D6+12 miles per hour (22 to 38 
  km). However, it needs to return to the sea after 1D6+4 minutes 
  and cannot take flight again for at least one minute (four melee 
  rounds).
  91-00% Intelligent and Speaks: This monster has at least a 
  basic human intelligence, magically understands and speaks all 
  languages at 75% comprehension and likes to sing, whistle and/
  or hum loudly (carrying on the wind for 1D4 miles/1.6 to 6.4 
  km), all at a 90% skill level. It is usually cunning and duplicitous, 
  and likes to lead humanoids into danger of all kind. It understands 
  concepts like money and bartering, as well as human greed and 
  emotions, what drives them and how to appeal to them, and may 
  try to manipulate humanoids with promises of treasure, adventure 
  and other rewards. It may also try to hire people to go on quests 
  and missions for it, using loot, weapons and goods it has salvaged 
  from sunken ships. Such beasts are usually jealous of dragons 
  and like to seem them captured, tortured or cause their deaths. 
  Note: Do not use the mental attributes listed at the beginning of 
  this section, replace them with the following: I.Q. 2D6+9 human 
  intelligence, awareness and understanding, M.E. 1D6+14, M.A. 
  1D6+16 (charming and manipulative) and possesses the psionic 
  powers of Death Trance (1), Meditation (0), Object Read (6), 
  Telepathy (4) and Bio-Manipulation. I.S.P.: 2D4x10 +M.E. attri-
  bute number, and may know 2D4 human skills or 1D4+2 Wizard 
  (selected from levels 1-4) or Ocean Magic spells (any). P.P.E. 
  Bonus: 2D4x10+20.
  The Iceborn
  Those who brave the Northern Sea are well aware of its icy 
  winds, sudden storms, unpredictable currents and unexplained 
  phenomena. Yet of all the strange sights on the sea there is one 
  threat that every fisherman, sailor, and ship’s captain fears the 
  most; the Iceborn.
  Striking down from the Great Ice Shelf and the iceberg-filled 
  seas that surround it, the Iceborn are an ancient people. One of 
  the Forgotten Races, they are known only in legend and rumor 
  to most scholars and people outside the Northern Islands and the 
  coast of the Great Northern Wilderness. To the whalers and sail-
  ors of Bizantium, however, the Iceborn are very real, inhuman 
  butchers who strike in the dead of night, climbing aboard ships 
  and slaughtering entire crews. When a ghost ship is found float-
  ing down from northern waters, stripped of everything of value, 
  blood splashed across the decks, not a living soul aboard, it is said 
  to have fallen prey to the Iceborn. Seasoned captains and battle-
  hardened Marines offer up quiet prayers to Algor whenever such 
  a gruesome discovery is made. Such ghost ships are said to be 
  cursed, and even the most eager Bizantian salvager and pirate 
  will burn the hulk rather than try to recover it.
  Even more terrifying than a night raid is the sight of a Necroi-
  lus, the hideous ships and floating villages of the death-worship-
  ing Iceborn. Made from the corpses of sea serpents, each Necroi-
  lus has been hollowed out, preserved with magic, and adorned 
  with bones and serpent skins to turn it into a warship and floating 
  habitation. The head and body of the dead sea serpent is used like 
  a massive puppet, swimming with their tails and fins and lung-
  ing out to attack the ships of men. The serpent body and various 
  corpses used to make the ship are controlled by dark magic spells 
  and devoid of any will of their own, monstrous creations of Nec-
  romancy and sheer butchery.
  The Iceborn live at sea onboard their cadaverous sea serpent 
  ships and come to shore only to raid, rob, and slaughter coastal 
  communities. They are seldom interested in buying or selling 
  slaves, trade or plunder, or in any form of negotiation. The Ice-
  born are guided solely by their impulse to capture, consume, and 
  reuse the uneaten parts of any living thing they meet. Necroman-
  cy is at the heart of their society, and is their source of magic 
  and spiritual beliefs. All things are reused, nothing goes to waste. 
  Death is merely a source of food, raw materials and replacement 
  parts.
  Iceborn aboard their Necroilus prowl the northernmost wa-
  ters around the Great Ice Shelf, but sometimes venture down to 
  strike at the ships and the coastal towns of Bizantium, the North-
  ern Islands and the Wolfen Empire along the coast of the Great 
  Northern Wilderness. It is said that they are amongst the very few 
  who can sail through the Sea of Despair. Legends even claim 
  that the Iceborn are so skilled and brazen that they dare to raid the 
  monster-filled coastal towns of the Land of the Damned and live 
  to tell the tale. According to these legends, they are unafraid of 
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  any mortal enemy, and enjoy battles with demons and monsters – 
  more challenging opponents than mere mortals.
  The world of the Iceborn is a militaristic, hierarchical cul-
  ture. Though their existence may seem chaotic to an outsider, 
  there is structure and order, a chain of command that is difficult to 
  recognize through their acts of barbarism. They are savage, brutal 
  and primal, but have their own bizarre forms of social behavior 
  and cooperation. A tribe is organized enough to act purposefully, 
  and these monstrous pirate-nomads have become master sailors 
  on some of the world’s most dangerous oceans. The Iceborn 
  show absolute loyalty toward each other, or at least to members 
  of their own crew. The supreme leader of each tribe is the ship’s 
  captain. His words are never doubted, never questioned, nor de-
  fied. Failure to obey results in death. The Iceborn respect power 
  and ferocity, even more so than Orcs, but they refuse to follow 
  anyone other than one of their own, with the exception of dark 
  gods and possibly Greater Demons.
  Female Iceborn have a smaller, slighter build with a surpris-
  ingly feminine face, but have the same pointed ears, pale, icy 
  blue eyes (seemingly empty from a distance), sharp, pointed 
  teeth, physical size and lust for brutality and savagery. Unlike 
  the males who shave their heads of all or most of their hair, most 
  females grow their wiry hair into a long, scraggly mane, and have 
  long, claw-like fingernails. As they age, Iceborn women put on 
  weight, lose or shave their hair, and develop jowls, making many 
  indistinguishable from the males. Almost all females exclusively 
  devote themselves to witchcraft, making them just as abhorrent 
  as the male warriors who swarm aboard merchant ships and carry 
  off their crews. Perhaps even more so, for female Iceborn have 
  no qualms about selling their souls or their firstborn in exchange 
  for magic powers, so instinctive is the pact process and allegiance 
  to dark supernatural forces. Another reason for the living to shun 
  them.
  Iceborn spend their entire lives at sea and trekking across ice 
  floes; their feet barely know the feel of dry land or grass. The only 
  reason Iceborn come ashore is to sack coastal villages and settle-
  ments, to capture humanoids, livestock or monsters for slaves or 
  food. Once all humanoids and domestic animals are carried off to 
  be imprisoned for slavery, to be eaten at a later time, or murdered 
  and consumed on the spot, the Iceborn often leave the vessel or 
  village intact as it was — eerily devoid of the living but other-
  wise mostly untouched. This is somewhat of a trademark of the 
  Iceborn; to leave a vessel or ghost ship or ghost town empty, with 
  no clue of what may have happened to the occupants. This is 
  often a calculated strategy to create an atmosphere of terror and 
  mystery, especially when they first begin a series of raids in a par-
  ticular region. Other times they display their ire and savagery by 
  ransacking and looting the place, and take every living soul with 
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  them – or slaughter every last man, woman and child – and some-
  times burn the settlement to the ground and move on. Wholesale 
  slaughter or razing a village is either done to make a statement or 
  inflicted upon those the Iceborn hate most.
  Back in their shipboard quarters, deep within the bodies of 
  Necroilus serpent ships, skeletal remains are turned into tools and 
  weapons, skins (including those of people) sewn into clothes, and 
  organs preserved for later use. They have no need for ports or 
  dry-docks. Whatever repairs become necessary are made by the 
  warriors and Skinbinder witches using bones as nails and skins 
  and preserved flesh as building materials. Other portions are cre-
  ated via the dark magic of Necromancy. The lucky captives are 
  locked away in food pens, killed and eaten within a matter of 
  weeks. The less fortunate are used as slaves and forced to work 
  like mules until they drop from exhaustion or frequent torture. 
  When they can no longer serve their wicked masters properly, 
  they are slain, butchered and eaten. Others are repeatedly raped 
  before being turned into slaves or a meal. Few humanoid cap-
  tives, be they human, Elf, Orc or Wolfen, survive longer than a 
  few (1D6) months. Many take their own lives and those of their 
  loved ones, rather than endure such brutality.
  Everything required by Iceborn society is onboard their ships 
  and what they do not possess they take by force. Land dwellers, 
  undersea races, monsters and sea life are nothing but resources to 
  be pillaged and exploited. The Iceborn are not interested in wid-
  ening their scope of knowledge, nor the acquisition of wealth or 
  power. They are scavenging predators who live off other people, 
  instinctive fighters and seafarers who know what they need to 
  survive and ensure the perpetuation of the tribe. Despite their lack 
  of education, they are masters of the open seas, equal to the expe-
  rienced Bizantian sailors and bred to fight and survive under the 
  harshest conditions.
  Iceborn technology consists of the non-consumable parts 
  from those they hunt, slay, cannibalize, or find floating dead 
  in the water. They rely almost exclusively on the bones, teeth, 
  blood, guts, sinew and hides of humanoids, sea serpents, mon-
  sters, sharks, whales, seals and other animals, although some 
  tools are made out of worked stone. Their clothing and footwear 
  are made from animal and humanoid skins, sewn together using 
  bone needles and threads made from viscera.
  In battle, the Iceborn seem to favor close combat, although 
  they are fully capable of using projectile weapons and magic. 
  Typically, they fight as a single unit, hardly ever engaging op-
  ponents one-on-one. The entire group will rush forward in an at-
  tempt to overwhelm their enemies in a deadly charge with bone 
  blades and melee weapons. If no weapons are available, they will 
  claw and bite their foes with bare hands and teeth. Utterly fear-
  less, the Iceborn fight to the death and until they are wiped out. 
  Death is not to be feared, but embraced; in the end, victory is 
  always attained through sacrifice and loss. With Necromancy so 
  prevalent in their society, giving one’s bones, flesh, or corpse to 
  the tribe is viewed as a final contribution to the tribe/crew.
  As pirates, Iceborn do prize the possessions of others, and 
  covet that which does not come from the dead, especially metal 
  weapons, gold and jewels. A metal weapon or object is a status 
  symbol, marking an individual’s position within the tribe/crew. 
  Magic weapons are even more valued. The male Captains/chiefs 
  and female Sea Witches generally have the best metal and magic 
  weapons or items. Iceborn have no way of recognizing a weap-
  on’s quality other than to strike an opponent; weapons that kill 
  with a single blow are regarded as more valuable. As such, magic 
  weapons with special properties are likely never to be discovered, 
  unless their magic property is obvious (such as a flaming sword), 
  or demonstrated and taught specifically to the Iceborn.
  Though outsiders as nearby as the Eastern Territory believe 
  the Iceborn to be the stuff of myth and legend, the Kingdom 
  of Bizantium is well aware of the existence of the Iceborn. The 
  King may pretend otherwise, especially to visiting outsiders, but 
  everyone knows a blood-splattered ghost ship is the result of an 
  Iceborn raid. (Such ghost ships are left behind because the Ice-
  born have little use for flimsy ships and boats made of wood, and 
  rarely take nor even burn them, preferring to leave them adrift to 
  sow terror and mystery amongst their civilized neighbors.) Bi-
  zantian soldiers, sailors, scholars, and holy men, as well as the 
  traditional North Folk and Wolfen, know the stories, and know 
  the monsters are real.
  Unofficially, Bizantium has been at war with the Iceborn race 
  for at least the last 500 years. Many of the sagas of old tell of an 
  army of “man-beasts” called the Horde. The Horde always comes 
  by sea to conquer and slaughter the people of the North. While 
  the name Iceborn is never directly used, the descriptions do seem 
  to fit. In one saga, a dark mage named Zelru Aooz unites the 
  Horde under his sole authority in a bid to conquer the Seven Isles 
  of the Eoten. Tens of thousands of Eoten warriors fought them on 
  the Isle of Torn, and though the Horde was ultimately defeated, 
  the city of Valsk was sacked and brought to ruin. Another saga 
  proclaims the Horde drove the North Folk from the islands and 
  forced them to seek asylum on the shore of the Dragon Claw. 
  Bizantian scholars debate the authenticity of many of these sto-
  ries, passed on by oral tradition, due to the lack of archeological 
  evidence of an Iceborn occupation on any of the Northern isles. 
  However, while few Bizantians speak of them, most everyone 
  believes the Iceborn are real, exist to this day, and could attack 
  at any time.
  The Bizantian Navy is ordered to seek and destroy Iceborn and 
  their Necroilus vessels on sight. Some commanders are especial-
  ly vigilant after receiving a reported sighting of the sea serpent 
  ships, but others dismiss the rumors until they are unfortunate 
  enough to have an encounter of their own. Countless times, Bi-
  zantian sailors and Marines have come to the aid of humanoid 
  settlements and merchant ships after the Iceborn have been spot-
  ted in the general vicinity. Sadly, they often show up too late, 
  finding only ghost ships or smoldering ruins and trails of blood 
  leading down to the water’s edge. When a vessel in northern wa-
  ters vanishes, especially on a calm sea, it is usually assumed the 
  Iceborn are responsible.
  Male Iceborn R.C.C.
  NPC Villain and Monster
  Iceborn as an “Optional” Player Character Note: The Ice-
  born may be used as a Player Character only if the Game Master 
  allows it. If he or she says no, please accept that decision. Iceborn 
  Player Characters are those who have been abandoned or rejected 
  by their people. Alignment can be any, but traditionally evil. A 
  non-evil alignment may very well be the reason for being kicked 
  out of an Iceborn tribe (Anarchist, Unprincipled and Scrupulous 
  are most likely), but the character might have been lost at sea as 
  an infant or very young child, and raised by nurturing and kind 
  people. Or expulsion may have been the result of cowardice (a 
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  huge sin amongst the Iceborn) or being too merciful, an affair 
  with a leader’s woman, an act of betrayal or treachery, to chron-
  ic failure to fall in line and obey the hierarchy, questioning too 
  much (a more advanced thinker), or due to illness, insanity or 
  other perceived weakness. Those deemed to be “weak” are often 
  placed on an ice floe and left at sea.
  Those rare Iceborn of good alignment and unwilling to kill 
  and consume other intelligent beings will eventually be exiled 
  and likely to be regarded as mentally ill or weak, or both. How-
  ever, all Iceborn characters, even with a good alignment, remain 
  aggressive and quick to violence, making it difficult to adapt to 
  any civilized society. Most are chaotic beings who rebel against 
  rules, laws, order and authority figures. The knee-jerk reaction of 
  most Iceborn is to resolve misunderstandings with violence, even 
  over a small offense. They are roughnecks at play and don’t real-
  ize their own strength. All tend to be vicious when angered and 
  their idea of “mercy” may be a quick death. Selfish and Aberrant 
  Player Characters may work with their friends and accept the idea 
  of civilization as a whole, but still have no problem eating their 
  opponents, as well as discarded corpses, road kill, rotten meat 
  and the raw flesh of game animals. An Iceborn Player Character 
  living among other people as anything other than a slave in chains 
  will be looked down upon by all other Iceborn as tainted and unfit 
  even for consumption; the ultimate insult.
  Alignment (Males): Diabolic (76%), Miscreant (11%), Anar-
  chist (10%), Aberrant (2%), other (1%). Iceborn do not see 
  anything wrong with killing, eating people, and torturing other 
  humanoids and intelligent creatures. All Iceborn feast on the 
  flesh of those they slay and give their bodies to the Iceborn 
  Skinbinders to use them to feed the children, their skin and 
  bones used as tools and building materials.
  Male Attributes: I.Q. 2D6+3, M.E. 2D6+6, M.A. 1D6+3, P.S. 
  2D6+11, P.P. 2D6+8, P.E. 1D6+16, P.B. 1D6+3, Spd 2D6+10 
  running, 2D6+14 swimming.
  Hit Points: P.E. attribute number +1D6+3 per level of experi-
  ence.
  S.D.C.: 1D4x10+40 as well as those gained from physical skills.
  Natural A.R.: 14
  Average P.P.E.: 4D6 for the typical male Iceborn.
  Horror Factor: 10 for a single Iceborn, 13 in groups of five or 
  more.
  Physical Appearance: The male Iceborn are stocky, thickly 
  muscled humanoids with rubbery, leathery seal- or whale-like 
  skin and a subcutaneous layer of fat that keeps them warm in 
  cold weather and icy waters. Skin color is white or whitish-
  grey with hues of green and a touch of pink around the eyes, 
  mouths and the palms of their hands. Some have patches of 
  stringy, black hair on the head, though many males keep their 
  heads shaved. Most females have a long, scraggly mane. Their 
  face is menacing, with sharp, pointed canine teeth, sagging 
  jowls that overhang their jaw, large pointed ears and small, 
  deep-set, pale blue eyes that almost look white and empty until 
  one gets very close. They like to pierce their noses, ears, and 
  faces with bits of bone and jewelry made of bone, and adorn 
  their bodies with teeth, tusks and skulls. Their clothing is min-
  imal, other than a few furs around their neck and lower legs, 
  or worn as a short cloak. Iceborn also wear “plates” made of 
  animal hides, humanoid skin and bone to protect their shoul-
  ders, forearms, and legs, as well as strips of leather, pieces of 
  netting, and, of course, gloves or bits of clothing or adornment 
  that utilize animal hides and/or human flesh sewn into it.
  Size: 6 feet, 5 inches to 7 feet, 6 inches (2 to 2.3 m) tall.
  Weight: 170-300 lbs (76.5 to 135 kg).
  Average Lifespan: 80+ years is possible, but most Iceborn males 
  die before they reach 35, particularly Raiders.
  Experience Level: 1D6 for most male Raiders, or as set by the 
  Game Master for NPCs. Player characters should start at level 
  one.
  Natural Abilities: Superior physical strength and endurance, 
  good speed, natural swimmers (88% +1 per level of experi-
  ence), can hold their breath underwater for 1D6+9 minutes, 
  depth tolerance is an impressive 600 feet (183 m), Nightvision 
  600 feet (183 m), and can smell the scent of death or recognize 
  the scent of fellow Iceborn up to one mile away (1.6 km) on 
  land or three miles (4.8 km) at sea. Impervious to normal cold 
  (magic cold does full damage), immune to disease, can eat raw 
  flesh and rotting meat without ill effect; in fact they prefer raw 
  meat and are resistant to most toxins and magic (see high P.E. 
  attribute and its bonuses).
  The Iceborn communicate in a guttural, ancient dialect of 
  Elven (85%), as well as with grunts, growls, howls, yells, and 
  hundreds of facial expressions. How exactly an Iceborn Cap-
  tain is able to command his crew/tribe as a functioning unit is 
  baffling to most humans.
  O.C.C.s Available to the Iceborn: Males are generally Iceborn 
  Raiders (warriors and hunters) or Iceborn Captains (Necro-
  mancers and Leaders), but some are full-blown Necromancers 
  (2%) and Assassins (5%).
  Magic: Only via Captain and Necromancer O.C.C.s.
  Psionics: None.
  Enemies: Everyone. Humans, Elves, Titans, Dwarves, and the 
  Canine races are at the top of their hate list (human flesh is 
  a favorite), but everyone is a potential enemy. The Iceborn 
  hate (and fear) Algor the Sea God and destroy all symbols or 
  depictions of him. They also despise all people who worship 
  him, delighting in their suffering, enslavement and destruc-
  tion. That puts the people of Bizantium and the canine people 
  of the Great Northern Wilderness as Enemies Number One 
  and Number Two. They even dislike dolphins, whales, Ice 
  Bearmen, Merrows and Faerie Folk.
  Allies: Namely Iceborn. On occasion, they are willing to work 
  with and even temporarily serve intelligent undead like vam-
  pires, powerful Necromancers, dark gods and select demons, 
  provided it serves their own agenda or promotes the suffering 
  and slaughter of the beings they loathe.
  Habitat: As nomads, Iceborn are constantly roaming the seas of 
  the North in their dead serpent ships. They are most likely to 
  be found in the Icy Ocean and on and around the Great Ice 
  Shelf. When the murderous nomads travel South, they may 
  be encountered in the Northern Sea, Sea of Despair, Algorian 
  Sea and the Sea of Dread.
  Favorite Weapons: Bone knives, clubs, harpoons, tridents and 
  spears, usually magically hardened to be equal to stone or steel 
  weapons.
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  Iceborn Raider O.C.C.
  Iceborn Raiders might be thought of as the evil twin of Bizan-
  tium’s Marines. The average Iceborn tribesman is part warrior, 
  part sailor, and part butcher – monsters that plunder ships and live 
  only to kill and maim other species. In their typical day to day 
  existence aboard a Necroilus, they serve as the crew and defend-
  ers of the ship, keeping away live sea serpents, spearing seals and 
  walrus they find in the water, chopping up and processing whale 
  blubber and the bodies of humanoid captives used for food and 
  building materials.
  When it comes time to launch raids and attacks, Iceborn Raid-
  ers engage in the heaviest fighting, boarding ships, raiding vil-
  lages, carrying off captives and protecting Necromancers and Sea 
  Witches while they use their dark magic to help in battle. Raiders 
  are extremely proficient with knives, swords, spears and clubs 
  (usually spiked), but equally deadly with their bare hands and 
  happy to rip out throats and bite with their canine-like teeth and 
  powerful jaws.
  Combat tactics are more sophisticated than most “civilized” 
  men give them credit for, which give Iceborn Raiders a decided 
  advantage. Though brutal and merciless in combat, the Iceborn 
  use stealth, surprise and ambush techniques to great effect. Most 
  attacks come at night, dusk or just before dawn. Sometimes, 
  Iceborn assassins and strike teams go in first to try to neutral-
  ize guards and the greatest threats, and they always do intel and 
  reconnaissance before they attack. The Iceborn are sure to have 
  a battle plan before they make their presence known. They also 
  utilize magic and animated dead to confuse and overcome the 
  enemy. When raiding a village or town, Iceborn Raiders have 
  learned that if they can take down the community’s defenders 
  and mages quickly, most of the people will surrender without 
  much further resistence. When the most heated fighting comes to 
  an end, the villagers are gathered and herded onto the Necroilus 
  like cattle (which they are!). Kill the leaders and defenders before 
  the community knows it is even under siege, and little additional 
  bloodshed may be necessary. That’s how they leave ghost ships 
  and ghost towns behind. Furthermore, the wicked Iceborn have 
  come to realize that if you leave a town mostly intact, it is much 
  more likely to be repopulated quickly, leaving it vulnerable for 
  future raids.
  Like any good pirates, Iceborn Raiders rely on the fear gener-
  ated by their reputation, a particularly terrifying one at that. Thus, 
  a show of force and the threat of violence may convince a village 
  or town to give in to the Raiders’ demands. Many towns will 
  hand over livestock, supplies and even a percentage of people 
  without the Iceborn needing to cut a single throat. Victims may 
  be slaves, enemy captives, prisoners or outsiders, but could also 
  be their own citizens when necessary; the Iceborn rarely care who 
  they’re getting. A small army of animated dead backed by Raid-
  ers hooping and hollering make an excellent means to get people 
  to capitulate to the invaders’ demands.
  Western Empire slavers and gladiatorial arenas are willing to 
  pay good money for these rare “creatures of legend” (10,000-
  40,000 gold). The Iceborn’s aggressive nature, primal instincts 
  and hunger for humanoid and animal flesh makes them ideal 
  combatants for gladiatorial games. It also makes them impossible 
  to control or civilize.
  Iceborn Raider O.C.C.
  Alignment: As per R.C.C., above.
  Attribute Requirements: None.
  O.C.C. Bonuses: +1 attack per melee round, +1 on initiative, 
  +1 to strike, +1 to roll with punch/impact and +4 to save vs 
  Horror Factor.
  O.C.C. Skills:
  Hunting
  Identify Sea Life (+20%)
  Intelligence (+6%)
  Language: Native Tongue Elven at 85% (see R.C.C.).
  Language: Other: One of choice, usually Northern (+10%).
  Lore: Sea (+10%)
  Pilot Small Boats, Kayaks & Canoes (+10%)
  Prowl (+10%)
  Sailing (+15%)
  Seamanship (+10%)
  Skin and Prepare Animal Hides (+10%)
  Surveillance/Tailing (+15%)
  Swimming (88% to start; a natural ability; see R.C.C.)
  Track Humanoids (+20%)
  Wilderness Survival (+15%)
  W.P. Knife
  W.P. Sword
  Hand to Hand: Expert, but it may be changed to Assassin at 
  the cost of one O.C.C. Related Skill.
  O.C.C.: Related Skills: Select four W.P.s or four Physical skills 
  at level one. Select one additional Related Skill at levels 4, 8 
  and 12.
  Communication: Any, but uncommon.
  Domestic: Any.
  Espionage: Detect Ambush and Detect Concealment and 
  Traps only (+5%).
  Horsemanship: General or Exotic only, but uncommon.
  Medical: None.
  Military: Interrogation Techniques only (+10%).
  Naval: Any (+5%).
  Physical: Any, except Acrobatics.
  Rogue: None.
  Science: None.
  Scholar/Technical: Deep Sea Fishing, Fashion Tools, General 
  Repair, Rope Works, Shipwright, and Whittling & Sculpting 
  only (+10%).
  Weapon Proficiencies: Any, except Lance, Pole Arms and 
  Siege Weapons.
  Wilderness: Any (+5%).
  Secondary Skills: The character also gets to select one Second-
  ary Skill from the previous list at levels 1, 3, 5, 9 and 11. These 
  are additional area of knowledge that do not get the advantage 
  of the bonus listed in parentheses. All Secondary Skills start 
  at the base skill level. These skills are limited to those previ-
  ously noted.
  Starting Equipment: Short fur cloak, fur leggings, sharkskin 
  boots, sharkskin gloves, bedroll, three large sacks, three small 
  sacks, two waterskins, 50 feet (15 m) of rope made from ani-
  mal/humanoid parts, jewelry made of teeth, tusks or human 
  heads or skulls, and one week’s worth of food (probably blub-
  ber/seal meat or preserved humanoid flesh).
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  Armor: None to start (see Natural A.R. 14 under R.C.C.), but 
  may wear pair of bone gauntlets or forearm vambraces (+1 
  to A.R.), shoulder plating made of leather and bone, tusks, 
  teeth, skulls and skin (+1 to A.R.). A.R. bonuses noted here 
  are added to the Iceborn’s Natural A.R. of 14.
  Weapons: Characters start with one bone weapon to match each 
  W.P., plus a sea serpent bone knife and a serpent or whale 
  bone club (does 2D4 damage + P.S. bonuses).
  Money: Have no need for money. Player Characters may have 
  scrounged up 2D4x10 gold, plus 1D6 seal skin pelts and hu-
  man hides.
  one Necroilus is not enough to contain the entire tribe, a second 
  Necroilus is created, with a second Serpent Captain and the Clan 
  Captains and tribe members who serve under him on that vessel. 
  However, the original Serpent Captain remains the tribal chief-
  tain.
  Two or more Necroilus warhships in the same tribe is a rar-
  ity. Most Necroilus ships contain a village of 400-2,400 Iceborn 
  (4D6x100), including males, females, the young and elderly. It 
  is important to understand that these marine nomads do not have 
  a land base of operation or permanent villages anywhere in the 
  world. Though they may hide, hole up and hunt on the Great Ice 
  Shelf for 1D4 months at a time, these “camps” on the Ice Shelf 
  are not permanent settlements or villages. They are simply where 
  one or more Iceborn tribes have decided to set anchor for a while. 
  When the tribe picks up to go – whether it has one thousand or 
  several thousand members – they all load onto their serpent ships 
  and head out to sea together on this Necroilus. Many Iceborn who 
  live on the Necroilus never leave the deck of the ship, except to 
  go on raids, hunting expeditions, supply gathering missions, fish-
  ing or to play and explore wherever it is they have set anchor. No 
  one is left behind unless they are being exiled. When Iceborn die, 
  their flesh is eaten and their bodies de-constructed so that their 
  skin, bones and parts can be used to benefit the tribe as food and 
  components to make weapons or repairs to the ship/village. Sink 
  a Necroilus and you may wipe out an entire Iceborn tribe.
  As noted, the Serpent Captains and Clan Captains are the 
  tribes’ leaders. As such, the Captains and Sea Witches (the lead-
  ers of the female Iceborn) are the only ones taught to read and 
  write in an ancient, archaic Elven language. It is also the Cap-
  tains’ responsibilities to run a tight ship. They are the ones who 
  organize and assign duties to the crew/tribesmen, shape behavior, 
  maintain order and guide crews/people as a whole. Without an 
  Iceborn Serpent Captain and the lesser Clan Captains/warlords, 
  the tribe/crew would devolve into complete anarchy, fighting 
  amongst each other, unable to make collective decisions. When 
  a Serpent Captain dies, the next highest ranking Clan Captain 
  (the equivalent of a first mate) steps up to take the position. If a 
  Clan Captain is not available (all slain in combat), the next high-
  est ranking Iceborn Sea Witch steps in to assume command until 
  she can choose and help put into power a new, male, Serpent 
  Captain. However, a new Serpent Captain, or a Serpent Captain 
  who appears weak or is doing a poor job as tribal chief, may be 
  challenged by any Clan Captain within that tribe. This results in 
  a duel or series of duels, usually to the death, until one Serpent 
  Captain asserts his dominance. Once a new Serpent Captain has 
  risen to power, the rest of the tribe/crew settle back into sub-
  missive positions within the new hierarchy. Though females are 
  equal to males within Iceborn society, the female Sea Witches 
  seldom take permanent control over a tribe. Instead, an elder or 
  influential Sea Witch may cultivate a Clan Captain of her choos-
  ing and support his challenge to the chieftain position of Serpent 
  Captain. Otherwise it is the Sea Witches’ responsibility to lead 
  and keep order among the Iceborn females and young.
  As the tribal chieftain, Serpent Captains are the absolute com-
  mander of the ship and leader of the tribe that crews it. Captains 
  (and Sea Witches) are also the keepers of tribal knowledge and 
  the history of their people, secrets that are passed on only between 
  male and female leaders (Captains and Sea Witches), who tell 
  stories to the tribe during rituals and festivals. No Iceborn Cap-
  tain would ever consider sharing Iceborn history, much less their 
  Iceborn Captain O.C.C.
  Amongst the Iceborn, there are Serpent Captains and Clan 
  Captains. The Serpent Captain is the top man who commands 
  and directs each Necroilus warship. He is also the leader – chief-
  tain – of the specific tribe of Iceborn that inhabits each Necroilus, 
  for these dead serpent warships are also floating villages. Each 
  Serpent Captain lives aboard the Necroilus he commands, sur-
  rounded by the members of the tribe he leads.
  The lesser Clan Captains are the heads of the largest family 
  clans within a tribe. They function as the ship’s main officers 
  and warlords who lead groups of Raiders. There are many differ-
  ent Iceborn tribes with subsets of family clans within the larger 
  overall tribe. No one knows the exact number of tribes – not even 
  the Iceborn – but there are at least three dozen, and some be-
  lieve there are two or three times as many. Each tribe has one 
  (sometimes two) Serpent Captains and somewhere between a few 
  and several Clan Captains, depending on the size of the tribe. As 
  a rule, the entire tribe lives on one Necroilus warship, making 
  some of these vessels truly immense, with 2,000-8,000 Iceborn 
  (2D4x1000) living on a single ship. On the rare occasion that 
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  secrets or beliefs about their ultimate destiny, with any outsiders. 
  All Iceborn live by the Serpent Captain’s decisions, regardless of 
  their rationale, and seldom question or defy his orders.
  As the leaders, the Serpent Captain and Clan Captains encour-
  age the Iceborn traditions of hunting and killing people for food, 
  and support all manner of brutality, torture and murder against 
  other intelligent life forms – with humans at the top of that list. 
  Such is the Iceborn tradition and way of life. Their entire soci-
  ety revolves around raiding, hunting and devouring other people. 
  Too valuable to risk, Serpent Captains/Chiefs seldom leave a 
  Necroilus for anything other than the largest raids and coastal 
  attacks. However, when a Necroilus warship is under attack, it 
  is the Serpent Captain who leads the battle and commands his 
  people every step of the way.
  The Serpent Captain (1) and Clan Captains (typically 3D4 
  even amongst the biggest tribes/crews) are all educated in the 
  ways of war, Iceborn strategies and tactics, the responsibilities of 
  leadership, the command of the Necroilus and death magic. Ev-
  ery Iceborn Captain is a true Necromancer. As such, the Captains 
  animate and command the dead, and may have a few zombies 
  at their disposal. On occasion, some Captains may enslave 1D4 
  Lesser Demons or Deevils (usually Aquatics, Ghouls and similar 
  lesser supernatural beings), but these are slaves, not friends or 
  partners.
  Once in a great while, an Iceborn Serpent Captain may ap-
  pear to partner up with or serve a powerful supernatural being, 
  sorcerer, or ruthless individual in their wars and schemes, espe-
  cially if it involves mass murder and destruction. But while it 
  may appear that the Iceborn are capable of serving a non-Iceborn 
  master or partner, they can never be trusted. Sooner or later, the 
  arrangement will be dissolved or the Iceborn will turn on their 
  “partner(s).” This may involve one side or the other simply walk-
  ing away after they accomplished their goal (and for Iceborn, that 
  goal may be as simple as enslaving and killing people), or by 
  betraying or killing their “partner.” More often than not, it is the 
  latter. But such alliances and partnerships can only be made by 
  a Serpent Captain when it involves the entire tribe, or a Clan’s 
  Captain when it involves a faction within the tribe.
  The tribe is all, and the Captain is its center. It is important 
  to remember that the Serpent Captain’s “crew” is also his “tribe.” 
  Males, females and children all live inside the Necroilus and have 
  duties as crew members. The Necroilus is more than a horrifying 
  warship, it is the tribe’s home. Each Necroilus (sometimes two) 
  represents a different “tribe” within the larger Iceborn commu-
  nity. Anyone aboard who is not an Iceborn is a prisoner, a slave, 
  livestock to be eaten, or a rare, temporary ally of convenience. 
  Iceborn are fiercely loyal only to their own kind, making ALL 
  other humanoids and intelligent beings their hated rivals and en-
  emies.
  Non-Iceborn are NEVER accepted into the tribe, never trust-
  ed, nor ever regarded as an equal. A worthy adversary, perhaps, 
  but an equal? Never. Even other monster races such as Wolfen, 
  Trolls, Ogres and Orcs are seen as enemies and food. As noted 
  before, Iceborn have little desire for, or need for, wealth or pow-
  er. They are predators who prey upon other humanoids and wor-
  ship chaos and death, of which they are harbingers. The killing 
  and eating of people and their use of Necromancy is what makes 
  the Iceborn such a feared and horrifying opponent – and if people 
  knew the Iceborn secretly worship and derived their powers of 
  Necromancy from the ancient, slumbering Old One, Netosa, they 
  would fear the monsters all the more.
  Iceborn Captain O.C.C.
  NPC Villain, Leader and Necromancer
  Alignment: Any, as per male Iceborn R.C.C.
  Attribute Requirements: I.Q. 10, M.A. 10. and a desire to lead.
  O.C.C. Captain Skills:
  Anthropology: Iceborn (exclusive to a ship’s captain, +15%)
  Astronomy & Navigation (+20%)
  History (from the Iceborn’s twisted perspective; +10%)
  Identify Sea Life (+20%)
  Language: Native Tongue: Elven at 90% (see R.C.C.).
  Language: Other: One of choice, usually Northern (+10%).
  Lore: Demon & Monsters (+20%)
  Lore: Sea (+20%)
  Mathematics: Basic (+25%)
  Salvage (+15%)
  Seamanship (+20%)
  Swimming (88% to start; a natural ability; see R.C.C.)
  W.P. Knife
  W.P.: Two of choice.
  Hand to Hand: Expert, but it may be changed to Martial Arts 
  or Assassin at the cost of one O.C.C. Related Skill.
  O.C.C. Related Skills: Select two Related Skills at levels 1, 4, 8 
  and 12. All new skills start at level one proficiency.
  Communication: Any (+5%), uncommon.
  Domestic: None.
  Espionage: Any (+10%).
  Horsemanship: General or Exotic Animals only; uncommon.
  Medical: Any.
  Military: Any (+10%).
  Naval: Any (+15%).
  Physical: Any, except Acrobatics and Gymnastics.
  Rogue: None.
  Science: Any (+5%).
  Scholar/Technical: Any (+10% to Lore skills, Literacy, Writ-
  ing, Language, or History).
  Weapon Proficiencies: Any.
  Wilderness: Any (+5%).
  Secondary Skills: None.
  Special Iceborn Captain Knowledge and Necromancy: All 
  Iceborn Captains are Necromancers and possess the magic 
  spells and abilities of the Necromancer O.C.C. Captains are 
  taught the following spells and embrace the slumbering Old 
  One, Netosa, as their master and the hand that guides them 
  and their people. Captains are usually Non-Player Characters.
  ! Necromancy Magic: All Iceborn Clan Captains start with 
  the following spells: All Necromancy Spells levels 1-5, in-
  cluding Animate and Control Dead (10), plus Animate Dead 
  Greater (50), Cloak of Darkness (6), Death Bolt (30), Death 
  Trance (2), Fear (5), Fire Ball (10), Globe of Daylight (4), 
  Tongues (12), Turn Dead (6) and Shape Bone (40). Note: 
  Serpent Captains (typically a Non-Player Character/NPC) 
  know all these spells plus an additional 1D6+1 from the 
  available Wizard Invocations available to Necromancers.
  ! Additional Spell Selections: Iceborn Clan Captains usual-
  ly learn one new spell – Serpent Captains 1D4 spells – per 
  each additional level of experience, starting at level two, 
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  from elder Necromancers. Spells are selected from only the 
  Necromancy category or Wizard Invocations available to 
  the Necromancer O.C.C. The spells learned can be of any 
  level, but are seldom higher than 9th level for Clan Cap-
  tains. The Serpent Captain can learn any Necromancy or 
  related spell of any level.
  ! P.P.E. is 1D6x10+90 +10 additional P.P.E. per each ad-
  ditional level of experience.
  ! Magic Bonuses: +1 to spell strength at levels 3, 5, 10 and 
  15, +1 to save vs magic and +1 to save vs possession.
  ! Captain O.C.C. Bonuses: +1D4 to I.Q., +1D4 to M.E., 
  +2D6 to Hit Points, 5D6 to S.D.C., +2 on Perception Rolls 
  for all things regarding the welfare and security of his ship 
  and tribe, +1 to strike, +2 to pull punch, and +4 to save 
  vs Horror Factor. In addition to these bonuses, the Serpent 
  Captain gets +1 attack per melee round.
  Armor: As a rule, none. Most Clan Captains wear hooded robes 
  or long, hooded cloaks made of fur or humanoid skin deco-
  rated with skulls, heads, bones, and teeth. They may also wear 
  leather or fur gloves and boots (or sandals) and jewelry made 
  of bone and ivory.
  Weapons: A pair of knives, and one weapon for each W.P. Since 
  Iceborn Captains are leaders and managers, they usually have 
  access to humanoid skin, flesh, organs, bones, weapons, armor 
  and gear in the possession of the Skinbinders they lead.
  Experience Level: Clan Captains 1D4+3; Serpent Captains 
  1D6+4; or as set by the Game Master for NPCs. Not recom-
  mended as a Player Character, but if so, use the same Experi-
  ence Table as the Necromancer.
  Starting Equipment: Robe or cloak made from animal or hu-
  manoid skins, belt made from sinew, sharkskin gloves, bed-
  roll, backpack, large satchel, one large sack, two medium 
  sacks, three small sacks, two waterskins, 1D6 candles, a tinder 
  box, 50 feet (15 m) of rope made from animals or human-
  oid, 4D6 bones (arm, leg, rib, or any combination), two weeks 
  worth of food (probably blubber/seal meat or preserved hu-
  manoid flesh), and some personal items.
  Armor: None. Though may wear some leather, studded leather 
  or bone plating as forearm vambraces (+1 to A.R.), shoulder 
  (+1 to A.R.) and/or leg protectors.
  Weapons: As the ship’s captain and chieftain, Captains have ac-
  cess to the best weapons captured and onboard. Over time, 
  most Serpent and Clan Captains will acquire one or two magic 
  weapons. Blade weapons are usually preferred.
  Money: Though they have no need for money, a Clan Captain 
  is likely to have 1D4x1,000 in gold and/or gems and precious 
  metals, plus 1D4x10 furs, 1D4x10 animal hides and 1D4x10 
  humanoid hides, plus a stash of bones. The Serpent Captain 
  will have two or three times that in possessions, but even the 
  leaders don’t have much use or regard for treasure.
  Iceborn Female R.C.C.
  All Iceborn females are one type of witch or another, taught 
  the ways of skinning animals and humanoids and using their skin 
  and hides to make clothing, sheets, sails, walls, etc., their bones 
  into weapons, tools and building materials and their meat for 
  food. The vast majority of female Iceborn are known as Skinbind-
  ers. These spell casters and butchers have made a pact with a dark 
  god to receive special abilities and for powers of Necromancy. 
  All are disciples of darkness and a willing servant to a power-
  ful, evil supernatural force that remains unknown to the outside 
  world. Many scholars fear they are disciples of one of the Old 
  Ones; most likely Netosa, Lord of Eternal Darkness who, it is 
  said, derived pleasure from the pain and sorrow of others. That 
  certainly fits the profile of the Iceborn, and is, in fact, the truth 
  behind their dark religion.
  Iceborn Female R.C.C.
  Iceborn Player Character Note: Same as the male Iceborn 
  Raider.
  Alignment (Female): Diabolic (65%), Miscreant (15%), Anar-
  chist (10%), Aberrant (9%), other (1%).
  Female Attributes: I.Q. 2D6+3, M.E. 2D6+6, M.A. 2D6+3, P.S. 
  2D6+9, P.P. 2D6+6, P.E. 1D6+16, P.B. 2D6+3, Spd 2D6+7 
  running, 2D6+10 swimming.
  Hit Points: P.E. attribute number +10 for Skinbinders; +1D6+1 
  per level of experience.
  S.D.C.: 4D6 for Skinbinders.
  Natural A.R.: 11
  P.P.E.: 
  1D6x10+30 
  for 
  the 
  typical 
  female/Skinbinder. 
  1D6x10+70 for the Sea Witch and Sea Witch Warrior.
  Horror Factor: 10 for a single Iceborn, 13 in groups of five or 
  more.
  Experience Level: 1D6 for most female Skinbinders, +1 for Sea 
  Witches, or as set by the Game Master for NPCs. Player Char-
  acters should start at level one.
  Physical Appearance: Female Iceborn have the same general 
  appearance as the males, except that they are about a head 
  shorter, have thinner, more shapely builds, long fingernails 
  and a full crop of wiry, scraggly hair that hangs down to the 
  shoulders or a little beyond.
  Size: 6 feet (1.8 m) to 6 feet, six inches (2 m) tall.
  Weight: 150-200 lbs (67.5 to 90 kg).
  Average Lifespan: 90 years is possible, but most Iceborn female 
  Skinbinders die before they reach 60, and many Sea Witch 
  Warriors perish in combat by age 35.
  Natural Abilities: Same as the male Iceborn.
  R.C.C. Skills: In addition to O.C.C. and Related Skills, ALL fe-
  male Iceborn automatically receive the following skills:
  Castaway/Shipwreck Survival (+15%)
  Leather Working (+10%)
  Sewing (+10%)
  Skin and prepare animal hides (+10%)
  Swimming (+20%)
  O.C.C.s Available to the Iceborn: Females are generally Ice-
  born Skinbinders (86%; witches who use their magic to make 
  weapons, tools, clothing and the Necroilus ship), and 12% are 
  Iceborn Sea Witches, of which half are powerful Necroman-
  cers and leaders among the female Skinbinders, and half of 
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  which fight alongside the male Iceborn Raiders as Sea Witch 
  Warriors (the latter has all the same skills and abilities as the 
  Sea Witch, but hold a different position within Iceborn society 
  as elite warriors and troop support).
  Magic: As per Skinbinder or Sea Witch O.C.C. only.
  Psionics: None.
  Enemies: Humans and everyone else, same as male Iceborn.
  Allies: Only their fellow Iceborn. On occasion, they are willing 
  to work with and even temporarily serve intelligent undead, 
  like vampires, powerful Necromancers, dark gods, and select 
  demons, provided it serves their own agenda or promotes the 
  suffering and slaughter of the beings they loathe.
  Habitat: Same as the male Iceborn; nomads constantly roaming 
  the Icy Ocean, the Great Ice Shelf, Northern Sea, Sea of De-
  spair, Algorian Sea and the Sea of Dread.
  Favorite Weapons: Bone clubs, knives and swords, usually 
  magically hardened to be equal to stone or steel weapons.
  Skinbinder Female O.C.C.
  Only a female Iceborn may become a Skinbinder. The spe-
  cific abilities of each Skinbinder can vary quite a bit from one 
  to another, but all are practitioners of death magic and charged 
  with using that magic to create weapons and protect the home. 
  Of course, home is the Necroilus, the massive vessel made from 
  the carcasses of sea serpents that the Iceborn crew/tribe call their 
  floating home. It is the Skinbinders, along with the Sea Witches, 
  who help build the monstrous vessels, and it is the Skinbinders’ 
  duty to make repairs and changes to the Necroilus, provide in-
  frastructure support to crew and Raiders, slaughter and butcher 
  livestock (and people), torture prisoners, oversee slaves, prepare 
  food, care for the young and injured, and make different articles 
  and essential items from the remains of the dead. This includes 
  clothing and sails from the skin and flesh of humanoids and the 
  fur of animals, making armor and weapons from bone and leath-
  er, making tools and building materials from bone and skin/hides, 
  and engaging in construction projects within the vessel and to 
  expand its size as needed. Whenever necessary, Skinbinders also 
  fight with murderous fury and dark magic to defend both their 
  Necrolius and their tribe. Skinbinders should not be taken lightly, 
  as all Iceborn, be they male, female or child, are fierce and deadly 
  combatants raised within a warrior culture where killing, raid-
  ing and eating foes is their way of life. Within Iceborn society, 
  females are the equal to males and just as menacing. Some even 
  join males on raids and fight alongside the male warriors, espe-
  cially when their dead serpent ships fall under attack. The Iceborn 
  Captain is leader of the male Raiders and the Sea Witch is the 
  leader of the female Skinbinders.
  Iceborn Skinbinder
  Alignment: Any, as per Iceborn Female R.C.C., above.
  Attribute Requirements: None.
  O.C.C. Skills:
  Biology (+10%)
  Boat Building (+20%)
  Carpentry (+20%)
  First Aid (+15%)
  Language: Native Tongue Elven at 85%.
  Language: Other: One of choice, usually Northern (+10%).
  Mathematics: Basic (+20%)
  Pilot Small Boats, Kayaks & Canoes (+5%)
  Preserve Food (+10%)
  Sailing (+15%)
  Sea Lore (+20%)
  Seamanship (+24%)
  Sewing (+20%)
  Shipwright (+30%)
  Skin & Prepare Animal Hides (+30%)
  Swimming (88% to start; a natural ability; see R.C.C.)
  Rope Works (+20%)
  W.P. Knife
  W.P.: One of choice.
  Hand to Hand: Expert. Cannot be changed.
  R.C.C. Related Skills: Select one Related Skill at levels 1, 4, 8 
  and 12.
  Communication: Any.
  Domestic: Any.
  Espionage: Disguise and Escape Artist only (+5%).
  Horsemanship: General or Exotic Animals only; uncommon.
  Medical: Any (+10%).
  Military: Recognize Weapon Quality only (+10%).
  Naval: Any (+10%)
  Physical: Any, except Acrobatics, Boxing, and Gymnastics.
  Rogue: None.
  Science: Astronomy & Navigation and Math: Advanced only 
  (+10%).
  Scholar/Technical: Any.
  Weapon Proficiencies: Any, except W.P. Lance and Siege 
  Weapons.
  Wilderness: Any (+10%).
  Secondary Skills: None.
  Special Witch Gifts/Abilities of the Skinbinder: The Iceborn 
  Skinbinder (female) is a simple, less powerful form of witch 
  that is different than the Witch O.C.C. described in the Second 
  Edition Palladium RPG. The Minor Pact is always a Blood 
  Sacrifice involving the slaughter of others or the female’s first-
  born. This usually includes a ritual to the Old One, Netosa that 
  bestows a very specific arrange of abilities and Necromancy 
  magic spells.
  Skinbinder Gifts of Union: Pick a total of three “gifts”/bo-
  nuses from the following list.
  ! Bio-Regenerates 4D6 Hit Points/S.D.C. once every 24 
  hours.
  ! +15% to save vs coma/death.
  ! +2 to A.R.
  ! +2D6 to Hit Points.
  ! +3D6 to S.D.C.
  ! +2 to I.Q.
  ! +2 to M.E.
  ! +1D4 to P.S.
  ! +1D6 to Spd.
  ! +1D4 to P.B.
  ! +1D6+6 to P.P.E.
  ! +1 to save vs magic.
  ! +2 to save vs possession.
  ! +2 to save vs Horror Factor.
  Necromancy Magic: All Skinbinders start with the follow-
  ing Necromancy spells: Assemble Bones(2), Bone & Joint 
  Bonding (2), Death Trance (2), Fragile Bone to Wood (5 or 
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  30), Fragile Bone to Stone (10 or 60), Fragile Bone to Steel 
  (15 or 90), Globe of Daylight (4), Locking Hand (10 or 30), 
  Shape Bone (40; Iceborn Skinbinders and Sea Witches can 
  perform this 13th level spell at half its usual cost of 80 P.P.E.).
  Additional Spell Selections can be made only from Nec-
  romancy spells levels 1-8. Select one new Necromancy spell 
  per each new level of experience starting with level two. Any 
  Necromancy spell levels 1-8 can be provided as a “gift” to the 
  Skinbinder by the slumbering Netosa, EXCEPT for Animate 
  and Control Dead: Simple and Greater Animated Dead; they 
  are reserved for the Captain and Sea Witch O.C.C.s Note: +1 
  to Spell Strength at levels 4, 8 and 12. P.P.E.: 1D6x10+30, +4 
  additional P.P.E. per each additional level of experience.
  Starting Equipment: Two hide/skin dresses or robes, 2D4 shark 
  tooth necklaces, 2D4 animal bone bracelets, 1D4 humanoid 
  skulls, 1D4 sacks, a waterskin, 50 feet (15 m) of rope made 
  from animal/humanoid parts, 4D6 bones (arm, leg, rib, or any 
  combination), and one week’s worth of food (probably blub-
  ber/seal meat or preserved humanoid flesh).
  Armor: As a rule, none. Most Skinbinders wear a dress made of 
  human skin, which may be accented by leather or fur gloves 
  and boots (or sandals), a fur cloak and jewelry made of bone 
  and ivory.
  Weapons: Characters start with a pair of knives, and one weapon 
  for each W.P. Since Iceborn Skinbinders use humanoid skin, 
  flesh, organs, and bones to maintain and repair the Necroilus 
  and make clothing, armor, utensils, weapons and equipment, 
  the character is likely to have access to a large amount of dif-
  ferent bones and bone weapons and armor enchanted to be as 
  hard as stone or steel.
  Money: Have no need for money. Player Characters are able to 
  scrounge up 1D6x10 gold, plus 1D6 seal skin pelts, 3D6 large 
  fur pelts, and 2D6 humanoid hides.
  Iceborn Sea Witch O.C.C.
  Sea Witches are legendary, the most powerful of the Iceborn 
  females, arguably the most powerful of all Iceborn, with the pos-
  sible exception of Captains. Their spells reanimate corpses, pre-
  serve and control slaves and zombies, assist Raiders in battle, 
  heal wounded crewmen and fend off sea serpents. Sea Witches 
  function as clan leaders, first mates, managers, priestesses, inter-
  rogators/torturers and combat personnel able to fill the role of 
  warrior in the thick of battle and provide combat support. Though 
  they seldom lead male troops unless the Captain or other Iceborn 
  male leaders are all slain, a Sea Witch may gather other Iceborn 
  Sea Witches and Skinbinders (female witches) to mount an as-
  sault against the enemy, defend a Necroilus against invaders, 
  or to rescue male warriors who have been cut off behind enemy 
  lines or taken prisoner. Iceborn Sea Witches are devoted to their 
  crew/tribe and ruthless in the defense of their people.
  In the role of combat support, Sea Witches may offer strate-
  gies and tactics to the male leadership, raise and control armies of 
  animated dead for battle, keep supply lines and communications 
  open, and even fight at the side of the male warriors in open com-
  bat. In fact, half of the Sea Witches are designated combatants 
  with the title of Sea Witch Warrior. The witches’ favorite targets 
  in combat tend to be priests, mages, female warriors, knights and 
  heroes of renown. They use their limited flight powers to take to 
  the skies and spot targets for the Necroilus below, or scan coast-
  lines before a raid goes ashore.
  Iceborn Sea Witch O.C.C.
  Alignment: Any, as per Female Iceborn R.C.C.
  Attribute Requirements: None.
  O.C.C. Skills:
  Biology (+10%)
  Holistic Medicine (+15%)
  Identify Sea Life (+15%)
  Interrogation Techniques (+15%)
  Language: Native Tongue: Elven at 90%.
  Language: Other: One of choice, usually Northern (+20%).
  Literacy: Elven (+20%)
  Lore: Sea (+20%)
  Mathematics: Basic (+10%)
  Prowl (+10%)
  Sewing (+10%)
  Skin & Prepare Animal Hides (+10%)
  Surgeon (+25%)
  Swimming (see special abilities)
  W.P. Knife
  W.P.: One of choice.
  Hand to Hand: Assassin. No change possible.
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  R.C.C. Related Skills: Select four other skills at level one, plus 
  one additional skill at levels 4, 8 and 12.
  Communication: Any (+5%).
  Domestic: Any.
  Espionage: Any.
  Horsemanship: General and Exotic Animals only, but uncom-
  mon.
  Medical: Any (+15%).
  Military: Surveillance only (+10%).
  Naval: Any (+5%)
  Physical: Any, except Acrobatics, Boxing and Gymnastics.
  Rogue: None.
  Science: Any.
  Scholar/Technical: Any (+10% to Lore skills only).
  Weapon Proficiencies: Any, except W.P. Lance and Siege 
  Weapons.
  Wilderness: Any (+10%).
  Secondary Skills: None.
  Special Sea Witch O.C.C. Knowledge and Abilities: The Sea 
  Witch is similar to the Witch O.C.C. described in the Second 
  Edition Palladium Fantasy RPG®, but as one of the archaic 
  races forgotten by most of the world and servant to the slum-
  bering Old One Netosa, they have some unique and different 
  abilities. Their bond to Netosa is a Major Pact of Lifelong Ser-
  vitude and Netosa’s gift of Death and Magic. Remember, the 
  Old Ones were much more powerful than the current known 
  deities and Alien Intelligences of this world.
  ! 1D6x10+70 P.P.E.
  ! P.E. attribute number x4 determine the Sea Witch’s Hit 
  Points.
  ! +100 points to S.D.C.
  ! Fingernails are as hard and sharp as a cat’s claws; +1D6 
  damage from claw strikes, and can be used to torture, per-
  form surgery, and cut and skin a hide.
  ! Bio-Regeneration: 1D6x10 Hit Points/S.D.C. at will, a 
  maximum of four times per 24 hour period and is +20% to 
  save vs coma/death.
  Creature of the Sea and Death: The aptly named “Sea” 
  Witch has nothing to fear from the sea, not even the depths of 
  the frozen Icy Ocean. Double swimming speed (see Female 
  R.C.C.), can breathe underwater indefinitely, unlimited depth 
  tolerance (can walk along the bottom of the ocean), Nightvi-
  sion 1,000 feet (305 m) and can see in murky waters, and does 
  not suffer from cold waters.
  Demon Familiar: All Sea Witches are given a demon famil-
  iar to provide assistance and advice. The most common host 
  animals for the demonic essence fragment are birds, especially 
  seabirds (seagulls, albatross, penguin, etc.), but any bird will 
  do, and many select the raven/crow. Other animals choices 
  include the cat, otter, ferret, weasel, ermine, and rat, but never 
  canines. Some Sea Witches choose a sea creature, provided 
  it is no more than four feet (1.2 m) long. This may including 
  octopus, squid, pipefish/cuttlefish, barracuda, or shark. Obvi-
  ously, an aquatic animal is limited to water environments, but 
  since Iceborn are at sea most of their lives, it makes a certain 
  amount of sense to choose one. Juvenile sea serpents and sea 
  monsters are not an option. Note: See page 115 of the Pal-
  ladium Fantasy RPG® for complete details about Demon 
  Familiars.
  Flight: The Sea Witch has the ability to fly for 30 minutes 
  +1D6 minutes per level of experience at a maximum speed 
  of 30 mph (48 km); maximum altitude 3,000 feet (914 m) — 
  provided she has on her person the bones or feathers of a bird. 
  This can be just the remains or bones of a small dead bird kept 
  in a little bag or pouch, but often takes the form of jewelry 
  such as a brooch, hairpin, talisman or earrings made of feath-
  ers or containing the skull of a bird, or as a part on a piece of 
  armor that has bird bones or a bird skull and/or feathers as part 
  of its design. The bird can be as small as sparrow, but must be 
  a bird with the ability to fly. This ability is another reason a 
  bird is often chosen as the mortal form of the witch’s Demon 
  Familiar.
  Necromancy Magic: All Sea Witches start with the follow-
  ing spells: All Necromancy spells levels 1-4, including Ani-
  mate and Control Dead (10), plus Animate Dead Greater (50), 
  Death Trance (2), Death Mask (12), Exorcism (30), Fragile 
  Bone to Wood (5 or 30), Fragile Bone to Stone (10 or 60), 
  Fragile Bone to Steel (15 or 90), Globe of Daylight (4), Lock-
  ing Hand (10+), Mend Living Bone (20 or 100) and Shape 
  Bone (40).
  Additional Spell Selections can be made only from Necro-
  mancy spells levels 5-10. Select two new Necromancy spells 
  per each new level of experience starting with level two. Any 
  Necromancy spell from levels 1-11 is provided as a “gift” to 
  the Sea Witch from Netosa. P.P.E. is 1D6x10+80 +10 addi-
  tional P.P.E. per each additional level of experience. Magic 
  Bonuses: +1 to Spell Strength at levels 3, 6, 9 and 12, +1 to 
  save vs magic, +3 to save vs possession, and +3 to save vs 
  Horror Factor.
  Starting Equipment: Two hide/skin dresses or robes, 2D4 shark 
  tooth necklaces, 2D4 animal bone bracelets, 1D4 humanoid 
  skulls, 1D4 small sacks, 1D4 medium sacks, a waterskin, 50 
  feet (15 m) of rope made from animal/humanoid parts, 4D6 
  bones (arm, leg, rib, or any combination), and one week’s 
  worth of food (probably blubber/seal meat or preserved hu-
  manoid flesh).
  Armor: As a rule, none. Most Sea Witches wear a dress made 
  of human skin and or seaweed, which may be accented with 
  leather or fur gloves and boots (or sandals), a fur cloak or cape, 
  skulls or bones, and jewelry made of bone and ivory.
  Weapons: Characters start with a pair of knives, and one weap-
  on for each W.P. Since Iceborn Sea Witches are leaders and 
  managers, they usually have access to humanoid skin, flesh, 
  organs, bones, weapons, armor and gear in the possession of 
  the Skinbinders they oversee.
  Money: Have no need for money, but understand it has its uses. 
  For that reason a Sea Witch is likely to have 1D4x1,000 in 
  gold, gems and precious metals, plus 2D6 seal skin pelts, 5D6 
  large fur pelts, and 1D6x10 humanoid hides. Most Sea Witch-
  es will eventually procure a magic weapon and 1D4 amulets/
  talismans/charms and 1D6 magic potions.
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  Iceborn Ships
  Iceborn Necroilus
  Also known as Dead Serpent Ships
  While the most feared and powerful ships on the high seas are, 
  without question, the Demon Black Ships of the Western Empire, 
  the Iceborn Necroilus is a close second. The sight of a Necroilus 
  sends chills up the spines of seafarers everywhere, whether they 
  already know of the Iceborn or are seeing one for the first time. 
  Just the appearance of a giant, undead sea serpent rushing toward 
  you is enough to raise the hairs on the nape of the neck. As it gets 
  closer, however, one can see that it is covered in skulls, spikes 
  and buildings, crawling with half-naked, pale-skinned warriors 
  screaming like banshees; a vision right out of a nightmare. To 
  sailors in the North who know the Iceborn are real, or have heard 
  the stories about them, the mere suggestion that one of these mas-
  sive, freakish vessels is bearing down on them is enough to send 
  sailing vessels fleeing in the opposite direction.
  If such a reaction sounds like cowardice, think again. A 
  Necroilus is the terrible creation of ancient Necromancy, long 
  abandoned and forgotten by civilized people. The monstrous 
  warship doubles as the floating home to an entire Iceborn tribe 
  (several hundred to a few thousand individuals). A vessel made 
  from the rotting corpses of sea serpents lashed together and magi-
  cally brought back to life, the crew is made up of man-eating 
  savages, Witches and Necromancers, all of whom are known to 
  slaughter and eat those they capture. While people in the south 
  insist no such forgotten cannibals or vessels can possibly exist, 
  they are dead wrong. Both are very real. Their confusion comes 
  from the fact that the Iceborn prefer to strike in darkness and 
  work to keep their locations and true numbers secret. Always on 
  the move, and never gathering as a fleet, they strike like hungry 
  locusts and seemingly vanish into the spray of the sea.
  There is one other dark truth known only to the Bizantians: 
  when the Iceborn have not been seen for several decades, many 
  rejoice and claim the threat is gone, but in reality, the murderous 
  fiends to the north are letting their numbers grow. When the pop-
  ulation of the many tribes reaches some sort of unknown tipping 
  point, the monsters become emboldened and hungry for blood 
  and war. It has been twice as long as usual between the last inva-
  sion of the Iceborn, according to scholars and elders. To the most 
  astute defenders of the realm, it suggests that an Iceborn incur-
  sion is overdue and could come at any time. And when it does 
  come, it may be the biggest and bloodiest in recorded history. 
  Others pray that the Iceborn have finally perished in the frozen 
  depths of the Icy Ocean.
  If only the latter were true. Indeed, the Iceborn population has 
  risen to an unprecedented number and, soon, the people of the 
  North, both human and nonhuman, will have ample proof that 
  both the Iceborn and their terrifying Necroilus ships are real.
  Notes: Why the Iceborn fail at conquest. The Iceborn have 
  never successfully challenged the supremacy of the humans of 
  modern Bizantium (or the Wolfen) – and never will – because 
  they don’t fight as a unified force. While a war council must 
  meet out at sea or on the Great Ice Shelf to decide it is time to 
  once again assail Bizantium and the coastal mainland, there is no 
  fleet nor coordinated plan of attack. Each tribe sets out in their 
  own Necroilus, with their own independent and isolated force, at 
  their own pace, with their own agenda of vengeance and murder. 
  When the Iceborn are sighted, it is usually the sign of the begin-
  ning of a decades long (1D6+6) guerrilla war at sea. They strike 
  in what seems like waves, simply because each tribe attacks when 
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  it desires to do so. The Iceborn fail at conquest because they are 
  not conquerors, they are predators, killers driven by revenge and 
  hate. They are not the rulers of nations, they are machines of de-
  struction.
  The Iceborn use hit and run tactics to strike without warning, 
  usually at night, dusk or before dawn. As is their way, they prefer 
  to leave no witnesses or bodies, and strike fast from the silent 
  shadows of the night. They slay obvious defenders, take key posi-
  tions and try to capture the entire crew of a ship or village popula-
  tion, vanishing before the sun rises. Because they have little need 
  or desire for money or the trappings of civilization, they leave 
  behind the ship(s) or village buildings largely intact and unmo-
  lested. Ships and towns will remain stocked with food and grains, 
  fires may still smolder in the fireplace, and clothing and valuables 
  remain where they were placed. The people, however, and per-
  haps livestock, along with a few gems and odds and ends, are 
  gone. Vanished into thin air. Without bodies or hard evidence, it 
  is difficult to pin the fate of a ghost ship or the “disappearance” of 
  an entire town on the Iceborn. Until reports of Necroilus sightings 
  start to come in from reliable eyewitnesses, or survivors of Ice-
  born raids manage to escape and name the ones responsible, there 
  is no telling what may be the work of other monsters, strange sea 
  serpents, dark magic or normal human raiders/slavers. The Ice-
  born never knowingly leave any bodies behind, dead or alive, to 
  bear witness against them. That is their way. If a raid goes badly 
  and there will be survivors to identify them, the savage monsters 
  may try to sink a ship or burn a village to the ground. In the latter 
  case, to prevent identification, the Raiders are likely to surround 
  the perimeter of a village, set it on fire, and pick off survivors as 
  they try to flee.
  It is only after many successful raids at sea and against farms, 
  settlements and small villages, that the Iceborn begin to consider 
  larger targets in the Island Kingdom of Bizantium and the shores 
  of the Great Northern Wilderness and Land of the Damned. Even 
  then, the attacks are likely to be small incursions resulting in 
  people vanishing at night along the docks and back alleys, or a 
  particular, often isolated area falling under attack. Few Iceborn 
  tribes have the resources and numbers necessary to lay siege to 
  an entire city.
  As effective as these guerrilla tactics and night raids are, they 
  can only inflict so much damage and terror. At some point, the 
  Iceborn stop concealing their presence and engage in all-out war-
  fare. Even then, however, it is only one tribe fighting. When they 
  retreat for the day, they’ll take the dead from both sides with them 
  so that they can either send an army of animated dead against the 
  defenders in the next attack, or to eat them and make weapons 
  and repairs from the bodies. If there is more than one Necroilus 
  and tribe of Iceborn attacking two or more locations, it is pure 
  coincidence, as none of the tribes communicate or work together. 
  Not ever. Because of this, there is no one commander with whom 
  to make peace with (not that the Iceborn would be willing to ne-
  gotiate) nor any one leader to capture and slay to stop the war. 
  Each individual Necroilus represents a single, independent tribe 
  that must be dealt with on its own terms.
  Sink a Necroilus out to sea, and you may wipe out the ma-
  jority of an entire tribe, especially if you stick around to pick off 
  those who try to escape upon floating wreckage or swim away. 
  Sea Witches can survive underwater for an indefinite period of 
  time, and can literally walk away, across the bottom of the sea to 
  the nearest shore, or all the way back to the Great Ice Shelf. Sea 
  Witches and Skinbinders will both work to rescue as many sur-
  vivors as possible, even if all they have is a slab of wreckage, an 
  iceberg or are using dead bodies as flotation devices. Both types 
  of witches can enter into a death trance to make themselves ap-
  pear dead, and wait until the enemy gives them no further mind 
  before sneaking away. This why it is so difficult to exterminate 
  the Iceborn; they can appear dead and float away on the current 
  or slip under the waves with the truly dead. Once they are out of 
  harm’s way, they seek to make their way back to the Ice Shelf, 
  eager to raise a new generation on a lust for revenge and murder. 
  It is an endless cycle of hatred and bloodletting.
  Sinking a Necroilus near shore (within 20 miles/32 km from 
  land) is pure folly, as many members of the tribe are likely to 
  survive and make landfall. On land, they try to gather into small 
  groups of 6-18, but even one or two Iceborn spells serious trouble. 
  If there is no possible way home, the surviving Iceborn prey upon 
  their enemies like man-eating lions, killing, eating and butcher-
  ing people at will until there are themselves hunted down and 
  slain. That means citizens and livestock disappear and half-eaten 
  bodies may be left behind to create an atmosphere of terror and 
  to let everyone know exactly who is responsible. With Iceborn 
  lurking in the countryside or city alleys, no one is safe until each 
  one is hunted down like a rabid dog.
  The only thing stronger than the Iceborn’s hatred and thirst for 
  bloodshed is their instinct to survive. Though Iceborn marooned 
  in enemy territory may fight to the death, as do some Iceborn 
  raiding parties, the Serpent Captain of a Necroilus and his crew/
  tribesmen are not so inclined. When it is clear that staying in en-
  emy waters is too dangerous, the ship’s Captain will turn tail and 
  go back out to the open sea, typically retreating back into the Icy 
  Ocean where few dare to follow. When a specific Iceborn tribe 
  is done with its fighting, they go back to living on the sea and 
  eventually return for a summer to the Great Ice Shelf, the default 
  rendezvous point for survivors. If they can make it (half will per-
  ish in the attempt), odds are that, over time, they can reunite with 
  their tribe, or start a new one of their own. Iceborn survivors, 
  whether out at sea for years on a Necroilus, or on the Ice Shelf, 
  begin anew to raise the next generation of flesh-eating warriors 
  and Necromancers to seek revenge at another time.
  Necroilus Warship, the Iceborn’s Home
  Unlike most vessels around the world, a Necroilus is not built 
  from wood and metal, nor even enchanted rock like Bizantium’s 
  Stone Ships. Instead, each Necroilus is “constructed” using the 
  corpses of one, two or many sea serpents. The final size of the 
  vessel depends on the number of individuals and demands of the 
  tribe. Necromancy is used to meld and shape bones to build the 
  vessel just as humans would use wood. Hides and treated leather 
  cover the bone constructs and are used to make canvas and hard-
  ened walls, enclosures and doors. Every Necroilus has many lev-
  els and rooms within the giant gullet of the horrifying warship 
  as well as housing and towers rising above the top deck. At the 
  bow, in place of a figurehead, is the head and neck of a massive, 
  dead sea serpent, reanimated and controlled puppet-like to bite 
  and chomp at the air. The animated serpent head gives the ves-
  sel the appearance of being some kind of undead sea serpent or 
  “zombie-ship” upon which the savage Iceborn live.
  The creation of the Necroilus is a craft that the Iceborn Skin-
  binders and Sea Witches have perfected into a macabre art – each 
  vessel, regardless of size, is surprisingly strong and seaworthy. 
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  150
  Banners, flags, tarps, tents and sails, of course, are made from 
  the skin of humanoids and hides of animals. Part of the ship’s 
  defenders and labor force are skeletons and corpses of their vic-
  tims, slain and animated by the Necromancer Captains and Sea 
  Witches. In fact, there are obvious bone hands and arms built into 
  the deck platforms and railings of every Necroilus so that they 
  can be animated to help the crew or to grab and hold intruders.
  The dark magic used to preserve a Necroilus is ancient and 
  long forgotten (if ever known) to civilized people. The magic 
  prevents the corpse-ship from decomposing for decades, though 
  the smell of death and decay permeates the vessel and can be car-
  ried on the wind for miles around. Sailors often smell a Necroilus 
  coming before they see it on the horizon. Sharks and scavengers 
  follow the vessel, snapping up bits and pieces that rot off, and 
  sometimes take bites out of the ship itself. Anyone who falls 
  in the water near a Necroilus risks an immediate attack by 1D6 
  sharks.
  Necroilus ships are not reliant on sails or oars. They travel 
  using the magically animated tail and flippers of dead sea ser-
  pents built into the horrific vessel. Skin-sails are placed for stabil-
  ity and balance, with no real need to catch the wind. What ships 
  do have banks of oars use them to quickly reverse course and 
  back away from targets, or simply as a diversion to keep slaves 
  busy and physically exhausted. Iceborn Raiders and Skinbinders 
  double as “sailors” and fight from behind spikes, scales, and pro-
  truding bones. Most Necroilus warships are equipped with ram-
  prows should they get close enough to ram another vessel. From 
  far enough away it is possible to confuse a Necroilus for a living 
  serpent, but the presence of Iceborn crawling around on top of it 
  and the vessel’s odd movements soon reveal the frightening truth. 
  Upon closer inspection, you can see numerous tent-like shelters, 
  small house-sized structures and large, almost castle-like battle-
  ments on the top deck, built from bones and canvas made from 
  humanoid skin and animal hides. These structures are the domi-
  ciles of the Iceborn that live onboard, with many more inside, be-
  low deck. Oily, black smoke rises from fireplaces and numerous 
  cooking fires. Sometimes, when raiding is good, pieces of human 
  ships or entire boats and vessels are grafted onto the Necroilus, 
  even though the wood in their construction will eventually rot 
  away if not properly preserved.
  The ritual to create such a monstrosity has never been wit-
  nessed, but it enables a Necroilus to be constructed from sev-
  eral sea serpents and incorporate the bones, flesh and hides of 
  hundreds or thousands of people who fall prey to the Iceborn. 
  Without the dark magic necessary to support it, the entire ves-
  sel would putrefy and rot in a matter of weeks, dissolving into 
  ragged flesh, bone, skin, and viscera. The smallest Necroilus will 
  be made from one, massive sea serpent, its insides hollowed out 
  and rebuilt with decks, stairs, doors and living areas for the tribe.
  Unbeknownst to outsiders, the sea serpents used to make most 
  Necroilus are not fished from the sea or killed in battle. Certainly 
  the Iceborn can and do make use of any serpents taken in this 
  way, but most are scavenged, rather than hunted. Even Bizantian 
  sailors don’t know that many sea serpents in the last stages of 
  their lives are driven by instinct to travel north, and crawl ashore 
  on icebergs and the shores of the Great Ice Shelf to die. There, 
  Iceborn tribesmen seek out the serpents’ frozen bodies, chopping 
  them out of the ice and enchanting them with a series of Necro-
  mantic rituals by Iceborn witches to make them into a Necroilus 
  dead serpent ship. Once the vessel has been built to accommodate 
  the tribe and is ready to launch, it is imbued with a vile magic that 
  preserves the pieces and holds it all together. The same magic 
  enables the Iceborn Serpent Captain to trigger muscles in the tail 
  and flippers to move and swim – using the dead serpents’ own 
  fins and tail for propulsion and making sails and oars unneces-
  sary. This dark magic is not known by any other people and is ei-
  ther ancient and forgotten or was given to the Iceborn in a dream 
  by the Old One they worship, Netosa. Once a Necroilus is ready, 
  the abomination is pushed out to sea, where it serves as a warship 
  and home for the piratical Iceborn who live aboard.
  Iceborn Necroilus Warship Stats
  Also known as Dead Serpent Ship and Iceborn Serpent Ship.
  Type: Warship and mobile village.
  Crew: Each Necroilus is commanded by an Iceborn Serpent 
  Captain who is also the Chief/Tribal Leader (experience level 
  1D6+5). The exact number of Iceborn Raiders (adult males), 
  Skinbinders (adult females), Clan Captains, Sea Witches, 
  young and elderly, depends on the size of the tribe. A small 
  tribe with 2D4x100 Iceborn is likely to have 2D6+2 Clan Cap-
  tains and 2D6+2 Sea Witches. Larger tribes will have propor-
  tionately more.
  Note: To determine size, cargo capacity, attack damage and 
  S.D.C., either use the listings below for small, medium or 
  large vessels, or use common sense and wing it, with those 
  listed as your template. All Necroilus vessels have only one 
  serpent head and one tail. The number of fins and flippers 
  vary considerably. A few different types of sea serpents and a 
  random sea serpent generator are described elsewhere in this 
  book. Some additional serpents and other creatures are found 
  in the invaluable sourcebook, Monsters and Animals™.
  Length of a Necroilus: Size can vary by an immense amount. 
  Remember, many Necroilus are made from several sea ser-
  pents, but will still only have one head and one tail.
  Small Necroilus – 200-400 feet (61 to 122 m).
  Medium Necroilus – 500-900 feet (152 to 274 m).
  Large Necroilus – 1,000-2,000 feet (305 to 610 m).
  Largest Necroilus – 2,600-4,000 feet (792 to 1,219 m).
  Excess Cargo Capacity: Small: 80,000 tons. Medium: 200,000 
  tons. Large: 350,000 tons. Largest: 500,000 tons. This is cargo 
  space, not including the “village” made of improvised shelters 
  and hollows inside the serpent’s body. In their living areas, 
  Iceborn also have small caches of weapons (either stolen or 
  made), seized trade goods, odds and ends that struck their fan-
  cy and the occasional magic item. There is also one or more 
  slave pens and food pens to hold captives (humans, Wolfen, 
  Bearmen, Dwarves, etc.).
  Note: A Necroilus is likely to have 6-30 smaller Bone 
  Longboats tied to it or traveling along after it. See Bone Long-
  boats, below.
  Speed: 24 mph (38 km or 20.8 knots) for Necroilus of any size, 
  even the biggest, making them some of the fastest ships on the 
  high seas. Propulsion is via the serpent’s tail and 6-12 swim 
  fins/flippers.
  A.R.: Bone 12. Bone made stone 15. Bone made steel 17.
  S.D.C. by Location: All are presumed to have bone transformed 
  to the equivalent of stone or steel
  Serpent Head – Small: 220, Medium: 380, Large: 440, Very 
  Large: 550.
  Ram Prow (1; front) – 400
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  Front Section – Small: 500, Medium: 800, Large: 1,500, Very 
  Large: 2,400.
  Midship – Small: 450, Medium: 600, Large: 800, Very Large: 
  1,100.
  Rear Section – Small: 650, Medium: 900, Large: 1,300, Very 
  Large: 2,200.
  Bonemasts (2-12) – 150 each
  Deck Floor per 10 feet (3 m) – 50
  Hull per 10 feet (3 m) – 200
  Keel per 10 feet (3 m) – 300
  Tail/Rudder & Locomotion – Small: 300, Medium: 450, 
  Large: 600, Very Large: 800.
  Flippers for Locomotion (6-10 of them; large) – 100 each
  Fins (6-12, various) – 100 each
  Doors of Bone (many inside) – 60 each
  Hide Tents & Walls – 15
  Houses Made of Bone and Hides – 90
  Houses and Towers Made of Bone – 200
  Note: Destroy the tail and you reduce speed by 50%. Like-
  wise, destroy all the flippers and you reduce speed by 40%.
  Cost: Not available on the open market. A creation exclusive to 
  the Iceborn. Note: Without at least one Iceborn Captain, Skin-
  binder or Sea Witch and 12 Iceborn crew members onboard, a 
  Necroilus begins to rot and fall apart; 5% of it and its S.D.C. 
  rots away every 48 hours without the minimum Iceborn. A 
  decaying lump of mushy flesh and decaying bone that is fall-
  ing apart and too weak to move on within a month. Gone in 
  45 days.
  Remember, a Necroilus may be a warship, but it is a village 
  first. Each vessel is the home to a specific tribe and inhabited 
  by all or most (90%) of its people, with the rest on Bone Long-
  boats nearby or off on a mission.
  Features of Note:
  1. Preservation: The natural process of decay has been 
  stopped and magic prevents any further deterioration.
  2. Sustaining Magic: Constant Necromancy magic flows 
  through the vessel to power it and give it locomotion. It cannot be 
  dispelled, negated, or removed. Placing a Circle of Power Leech 
  on the deck, however, will deprive the Necroilus of regeneration.
  3. Regeneration: The dark magic within the sea serpent’s 
  body is the tiniest fragment of Netosa and continually restores 
  the flesh, skin, muscle and bones knitted together to make the 
  ship. Once the Necroilus has been activated and empowered, it 
  remains in its preserved dead stasis, and regenerates damage at 
  a rate of 1D4x10 S.D.C. every eight hours to the following lo-
  cations of the Necroilus: Serpent head, fins, flippers, tail, front 
  section, midship and rear section. Masts, rails, walls, keel, steer-
  ing wheel, decks, houses, towers, tents and other features do not 
  regrow and must be rebuilt as you would a ship of wood.
  4. Animate Tail and Flippers for Locomotion: The Necroi-
  lus is steered and directed by the Iceborn Serpent Captain (in 
  an emergency the First Mate, one of the Clan Captains or a Sea 
  Witch can take over). While piloting the warship, the Serpent 
  Captain keeps his hands on the wheel and cannot engage in any 
  other action. If attacked and he lets go of the ship’s wheel, the 
  fins stop paddling and the tail stops moving to let the vessel coast 
  or ride the current. To go faster or slower, the Captain shouts 
  out directions as if the head could hear him, and the Necroilus 
  responds. To change direction he must turn the wheel. Speed is 
  outstanding, especially for the large and very large Necroilus ves-
  sels. The tail can only be used to swim and propel the ship. Like-
  wise, flippers and claws are used only for swimming, not combat.
  5. Animate the Head to Attack: An assigned Clan Captain 
  or Sea Witch mans and controls the Serpent’s head and a com-
  mand by the Serpent Captain or head’s controller to “cry out in 
  vengeance” (or victory, etc.) will cause the serpent head to roar or 
  bellow. Actual attacks are handled by the Iceborn assigned to that 
  duty. The head has the same number of attacks as the controller 
  (usually 5 or 6). Damage: Small Necroilus: Bites do 3D6+2 dam-
  age. Medium: 5D6+3. Large: 1D4x10+4. Very large: 1D6x10 
  damage per bite. Half damage for a head butt.
  6. Aura of Death: While the Necroilus does not decay, the 
  entire ship smells of blood, rotted meat, decay, sweat and death. 
  This is due, in part, to the humanoid slaves kept for labor and 
  food and the frequent killing and butchering of captives for meat 
  and building materials. The Iceborn enjoy the smell of blood and 
  death, and are completely used to it, so the small has no ill effect 
  upon them. Captives, rare visitors, and boarding parties, how-
  ever, will be immediately hit by the potent array of smells and 
  must roll 16 or higher (non-lethal toxin) to avoid vomiting. This 
  applies both when boarding the ship and again when going below 
  deck. So powerful is this noxious odor that it can be smelled by 
  a human nose up to two miles (3.2 km) downwind (double that 
  for Wolfen). Any humanoid that dares to climb onboard with-
  out wearing nose plugs or a scented-cloth wrapped around their 
  face must make a saving throw of 16 or better (P.E. attribute bo-
  nuses can be applied). Those who fail are overcome by the putrid 
  stench, instantly feel nauseous, gag and retch. Vomiting causes 
  victims to lose initiative and -2 melee attacks for that one melee 
  round. The stench also makes eyes water and stomachs queasy. 
  The nausea and penalties (listed here) persist until the character 
  acclimates to it in 1D4x10 minutes; twice as long for characters 
  with a heightened sense of smell, like Wolfen. During that period 
  the victim is -1 to strike, parry and dodge and -5% on all skills.
  7. A Necroilus is not an Animated Dead nor Undead: The 
  Necroilus is not an animated dead nor is it undead, it is something 
  different, created via ancient Necro-magic and the tiniest essence 
  fragment of the Old One, Netosa. As a result, the ship is unaf-
  fected by spells like Turn Dead, protection circles, wards and any 
  magic that affect animated dead or the undead. Silver and holy 
  weapons do not cause it any additional damage.
  Bone Longboats
  The giant Necroilus warships are not the only vessels at the 
  Iceborn’s disposal. They also construct what are known as Bone 
  Longboats. These comparatively small vessels look very much 
  like a Viking longboat, complete with a figurehead that is usually 
  a sea serpent, monster, skull or skull and bones. These smaller 
  boats, driven by oars, are used by scouting parties and by Raiders 
  to quietly travel rivers and lakes, approach the shore and docks 
  of villages and towns, and to close with and board other ships. 
  A favorite tactic is to move in as silently as possible and climb 
  aboard vessels at night, slay the night watchmen, and rush the 
  sleeping crew members before they realize they are in danger. 
  Other times, Iceborn Raiders swarm over gunwales, screaming 
  like banshees and attacking everyone they encounter until the 
  crew or townspeople surrender.
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  Bone Longboats are made of bones lashed together and sealed 
  with caulk derived from serpent blubber and flesh. The hulls and 
  major parts are usually sea serpent rib bones, magically shaped to 
  fit the female builder’s need, and skulls are often mounted where 
  a human or Wolfen longboat might have a carved horse or drag-
  on’s head. Bones and the hides of animals and humanoids then 
  cover the bone construction. The oars needed to propel the boat 
  are typically made of fused bone as well. From a distance some 
  vessels may be mistaken for a Wolfen longboat, but as it comes 
  near, the Iceborn crew will become obvious.
  Type: Iceborn Longboat and Boarding Craft.
  Crew: One Sea Witch as Captain/leader, a lower level Sea 
  Witch as First Mate and 12 Iceborn Raiders as oarsmen. 12-18 
  additional Iceborn Raiders and 1D4 Skinbinders make up a typi-
  cal raiding party.
  Size: 30-45 feet (9.1 to 14 m) long; 8-12 feet (2.4 to 3.6 m) wide.
  Excess Cargo Capacity: 5 tons of cargo, captured humans, etc.
  Speed: 12 mph (19.2 km or 10.4 knots).
  S.D.C. by Location:
  Serpent Skull/Figurehead – 75
  Mast (1) – 80
  Sail (1) – 30
  Rudder – 75
  Oars (14) – 40 each
  Main Body – 800
  (Double S.D.C. if bone is equal to stone or steel; half are not).
  Cost: Only available to Iceborn. Must be captured from the Ice-
  born. Any that are brought into Bizantium’s ports will be bro-
  ken up and scattered in the sea at the insistence of Waterchant-
  ers or Priests of Algor.
  The Necromancer
  Optional O.C.C. or a great NPC villain
  By Kevin Siembieda and Erick Wujcik
  Of all the various practitioners of magic in the Palladium 
  World, there are none who are regarded with such hatred, fear 
  and downright loathing as the Necromancer. Those who meddle 
  with the dead are condemned by virtually all religions, outlawed 
  by most states, shunned by decent folk everywhere, and are the 
  subject of violent abuse and persecutions by virtually every other 
  mage.
  Why? Simply because the dead, especially the bodies of rela-
  tives and friends, are regarded as sacred. Not only is it disgust-
  ing to contemplate the defilement and desecration of the physical 
  body, but it is even more disturbing to consider that the person’s 
  immortal soul might be taken from its proper place. Cannibals, 
  while viewed with utter disgust by just about everyone, are ac-
  ceptable members of society compared to Necromancers.
  In the face of overwhelming social disapproval, the only people 
  who would choose to become Necromancers are those of evil (or 
  possibly Anarchist) alignment. Characters of a good alignment 
  simply cannot practice death magic. Even an Anarchist (selfish) 
  Necromancer is a rarity. Since the magic frequently requires the 
  manipulation, enslavement, torture and murder of living beings, 
  and since many of the rituals are repulsive and involve working 
  with the remains of the dead, very few player characters will be 
  able to take on the role of a Necromancer O.C.C.
  Nor is it possible for Necromancers to conceal their grisly pro-
  fession.
  A large part of the Necromancer’s power is the ability to 
  animate, control and draw power from the remains of the dead. 
  Consequently, these practitioners of magic are almost certain to 
  carry the remains of the dead, such as the bones of skeletons and 
  preserved claws, arms, hooves, wings, etc. These items are likely 
  to be carried in a large backpack or sack. Extremely rare and/or 
  valuable items, such as the claw of a dragon, may be concealed, 
  but always be at the Necromancer’s side. Large necromancers, 
  such as Ogres, Trolls and giants, as well as truly evil and flam-
  boyant mages, wear the bones and shriveled remains of creatures 
  as jewelry, belts, necklaces, weapons, easy-to-grab components, 
  and so on. Some traveling Necromancers even use an entourage 
  of skeletons and zombies as animated servants and protectors, 
  with additional limbs and components carried in trunks, crates 
  or wagons.
  The lair of a Necromancer, especially for high level characters, 
  will be inhabited by zombies, mummies and animated dead who 
  function as guards and servants. Additional scores of skeletons 
  and corpses will be strategically placed throughout the lair, ready 
  to be animated should the need arise. The Necromancer may also 
  enslave or employ low level demons, monsters and vampires. 
  Death Mages frequently entertain (or serve) supernatural mon-
  sters, powerful, evil sorcerers, or death cults and gods, as well as 
  manipulating those who have the political or military power to 
  serve the Necromancer’s needs.
  Necromancer O.C.C. Abilities & Bonuses
  Note: For an M.D.C./Mega-Damage version of the Necro-
  mancer O.C.C., see Rifts® World Book Four: Africa or Rifts® 
  World Book 18: Mystic Russia, or the Rifts® Book of Magic.
  The most terrifying and fundamental power of Necromancers 
  are their abilities to animate and control the dead. This macabre 
  power has three different manifestations: The union transforma-
  tion, the augmentation/additional appendages and the animate/
  control dead.
  1. Union with the Dead. This power enables the Necroman-
  cer’s own hands or feet to be transformed into the claws of an 
  animal. The transformation is temporary and is accomplished 
  by tying the claw of an animal or monster (it can be skeletal or 
  recently slain and severed) onto the appendage that is to be af-
  fected. It also requires muttering a spell incantation known only 
  to those of the Necromancer O.C.C. The hand and/or forearm is 
  then transformed into a clawed appendage that looks exactly like 
  that of the creature, as well as giving the sorcerer the creature’s 
  combat bonuses and/or abilities (as listed under the appendage 
  type, below).
  P.P.E. Cost: Varies; see descriptions of the various types of 
  appendages, below.
  Range: Self only at levels 1-4, others by touch after 4th level. 
  The animal claw must be tied to the body. At fifth level, the Nec-
  romancer can perform this transformation on others (same pro-
  cess and conditions), but the duration is half.
  Duration: 10 minutes per level of the Necromancer. The trans-
  formed limb(s) return to normal when the duration of the magic 
  has elapsed, or when the mage is killed or rendered unconscious. 
  The Necromancer can cancel the magic at any time. The entire 
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  incantation and the tying of the limbs to the subject takes one full 
  melee round.
  Limitations: The union and transformation of the dead works 
  only on the living. It cannot be used to transform the limbs of 
  dead creatures.
  Notes: The limb(s) is always proportional to the size of the 
  necromancer, never tiny or over-sized. One or both human hands 
  can be transformed. Any combination of limbs can be used, such 
  as the claw of a tiger on the right hand, the claw of an eagle on the 
  left, a pair of horse hooves for feet and the wings of a bat attached 
  to the back. Each transformed appendage adds to the Necroman-
  cer’s frightening visage and power (+1 to Horror Factor per each 
  pair of inhuman limbs).
  Union of the Dead combat bonuses and abilities via type of 
  limb:
  ! Tentacle: P.P.E. Cost: 10. Includes the octopus, squid and a 
  variety of monsters. +1 to strike, +20 to climb using suction 
  cups, +4 to damage, and can pin or entangle an opponent.
  ! Rodent claws/feet: P.P.E. Cost: 10. Including rats, mice, 
  squirrels, rabbits, and other similar, small animals provide 
  bonuses of +1 to strike and parry, +2 to damage, and +10% 
  to Climb. The claws have an opposable thumb and fingers so 
  tools and weapons can be used; roughly equal to human hands.
  ! Cat and other feline claws: P.P.E. Cost: 20. +2 to strike and 
  parry, +8 to damage, +20% to Climb and +10% to Prowl. The 
  claws are retractable, but have no opposable thumb, making it 
  impossible to grasp and use weapons or tools.
  ! Canine claws (do not make good humanoid hands): P.P.E. 
  Cost: 10. +1 to parry, and +4 to damage, but has no opposable 
  thumb, making it impossible to grasp or use weapons or tools.
  ! Bear claws, badger, wolverine and similar large claws: 
  P.P.E. Cost: 15. +1 to strike and +1 to parry, +10 to dam-
  age, and +5% to Climb. The claw is excellent for digging but 
  has no opposable thumb, making it impossible to grasp or use 
  weapons or tools.
  ! Ice Bear or Ice Bearman claws: P.P.E. Cost: 25. +1 to 
  strike and +1 to parry, +11 to damage, +5% to Climb, +10% 
  to Swim, and makes the Necromancer resistant to cold (half 
  damage, magic cold does full). The claw of a Bearman has an 
  opposable thumb, making it possible to grasp and use weapons 
  or tools.
  ! Bird claws/talons: P.P.E. Cost: 15. +1 to strike and parry, +8 
  to damage. The claws can grasp tools and use weapons at -1 
  to strike or parry. When using modern or complicated devices 
  there is a skill penalty of -20%.
  ! Sea Serpent claws: P.P.E. Cost: 25. +2 to strike, +12 to dam-
  age, +20% to Swimming skill, and makes the Necromancer 
  able to breathe underwater and resistant to cold (half damage, 
  magic cold does full). The claws can grasp tools and use weap-
  ons at -1 to strike or parry. When using modern or complicated 
  devices there is a skill penalty of -15%.
  ! Dragon claws and claws from other magical or supernatu-
  ral creatures: P.P.E. Cost: 50; Dragon claws (any kind) are 
  +1 to strike, +1 to parry, inflict 6D6 damage, make the Nec-
  romancer impervious to fire, and gives the character an extra 
  physical S.D.C. of 150 from hatchlings, 300 from adult drag-
  ons and 600 from ancient ones!
  The claws from other creatures of magic and supernatural 
  monsters, including the Manticore, Sphinx, Za, Ghouls, Gar-
  goyles and other so-called demons and others inflict 4D6 dam-
  age, and provide the Necromancer with an extra 80 S.D.C.; no 
  strike or parry bonuses. P.P.E. Cost: 35.
  The claws from a powerful, but non-supernatural creature, like 
  the Melech and Peryton, inflict 4D6 damage; no other combat 
  bonuses. P.P.E. Cost: 20.
  Hooves, hands and claws can be attached to and transform 
  the feet and legs.
  ! Hooves of any kind, including horse, ox, cow, deer, etc., add 
  +20 to the character’s speed attribute and enables him to leap 
  10 feet (3 m) high or lengthwise. P.P.E. Cost: 15.
  ! Rhinoceros or Elephant feet: P.P.E. Cost: 20. +10 to the 
  character’s normal speed attribute but can also run for a short 
  period of 30 seconds (two melee rounds) at +40. Kick or stomp 
  attacks inflict 4D6 damage.
  ! Ki-Lin hooves: P.P.E. Cost: 25. +30 to the speed attribute and 
  can leap 10 feet (3 m) high or lengthwise and kick attacks 
  inflict 4D6 damage.
  ! Unicorn hooves: P.P.E. Cost: 30. +40 to the speed attribute 
  and can leap 20 feet (6 m) high or lengthwise and kick attacks 
  inflict 5D6 damage.
  ! Dragon feet/claws: P.P.E. Cost: 30. +20 to the speed attribute 
  and can leap 20 feet (6 m) high or lengthwise and kick attacks 
  inflict 1D4x10 damage.
  ! Monkey or ape (or humanoid) hands: P.P.E. Cost: 15. +20 to 
  climb, +5% to acrobatics, plus the feet are equivalent to hands 
  and can grasp and use weapons, tools and devices. However, 
  the character’s normal running speed is reduced by half (hands 
  are clumsy at walking).
  2. Augmentation and additional appendages: This power 
  enables the necromancer to temporarily attach additional limbs 
  of dead creatures, people or animals, and animate them as ad-
  ditional parts of the character’s own body!
  The mage can attach as many as three additional pairs of arms 
  and two pairs of additional legs. If desired, it is also possible to 
  add a pair of wings, a tail, and several sets of horns to his body (in 
  any combination). Not only does this magic augment the mage’s 
  combat abilities and powers, but the mere sight of such a disgust-
  ing multi-limbed body is frightening to behold; +1 to Horror Fac-
  tor for each pair of limbs.
  Just as with the transformation of union, the appendages must 
  be strapped to his body.
  P.P.E. Cost: Varies; see descriptions.
  Range: Self only from levels 1-7, others by touch from level 8 
  on up. The appendage must be tied to the body. At eighth level, 
  the necromancer can perform this transformation on others (same 
  process and conditions) only the duration is half.
  Duration: Five minutes per level of the Necromancer. The 
  limbs return to normal when the duration of the magic has 
  elapsed, or when the mage is killed or rendered unconscious, or 
  at will. The entire incantation and the tying of the limbs to the 
  subject takes about 15 seconds/one full melee round per pair.
  Notes: The limb(s) is always proportional to the size of the 
  Necromancer, never tiny or over-sized. One or both human hands 
  can be transformed. A total of six additional appendages (arms 
  or tentacles, etc.) can be added to the body. A tail or single horn 
  counts as ONE appendage, a pair of wings counts as two append-
  ages. Of course, the Necromancer can also transform his original 
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  limbs as described in number one. Note however, that the ad-
  ditional, dead, appendages cannot be transformed as described in 
  number one and retain their original and dead appearance.
  This transformation and augmentation provides additional 
  combat abilities, powers and speed as follows:
  ! Additional Arms or Tentacles: P.P.E. Cost: 10 per pair, 5 for 
  one limb, 20 for a pair of limbs from magical, supernatural or 
  demonic creatures. Each additional pair of arms or tentacles 
  adds one to the character’s attacks per melee round, and a +1 
  bonus to strike and parry. Three additional “pairs” of arms and 
  hands (or tentacles) can be added to the body of the necroman-
  cer, for a total maximum of eight arms: the character’s two 
  natural limbs and six other limbs. The additional limbs can be 
  humanoid, animal, or monstrous. Note that attaching one giant 
  limb counts as two normal-sized limbs.
  ! Horn(s): P.P.E. Cost: 4 each. Horns are used as a weapon in 
  head-butting and ramming. A single horn inflicts 1D6 damage, 
  while a pair of horns does 2D6 damage; either adds six points 
  to the character’s physical S.D.C.
  ! Rhinoceros Horn: P.P.E. Cost: 8. The horn inflicts 3D6 dam-
  age and instills the abilities of keen hearing (+1 on initiative) 
  and keen sense of smell (55% to track by smell), plus it gives 
  the wearer an extra 20 S.D.C.
  ! Unicorn Horn: P.P.E. Cost: 10. The horn inflicts 4D6 damage 
  and can be used against vampires, zombies, and magical and 
  supernatural beings who are impervious to normal weapons. 
  It also instills the abilities to see the invisible, nightvision (90 
  ft/27.4 m), keen color vision, prowl (50%), +1 on initiative 
  and never tires.
  ! Ki-Lin Horn: P.P.E. Cost: 10. The horn inflicts 5D6 dam-
  age, and instills the abilities to see the invisible, nightvision 
  (90 ft/27.4 m), healing touch (four times per 24 hour period, 
  restoring 2D4 hit points and 3D6 S.D.C.), and sense evil (au-
  tomatic sensation).
  ! Dragon Horn: P.P.E. Cost: 30. One horn inflicts 1D4x10 
  damage, and +250 S.D.C. to the character wearing the horn. 
  Two or more horns do 2D4x10+10 damage, and each addi-
  tional dragon horn adds another 100 S.D.C. points.
  ! Dragon Tail: P.P.E. Cost: 20. Provides one additional attack 
  per melee and inflicts 1D6x10 damage per strike.
  ! Dragon Skull: P.P.E. Cost: 50. Often worn as a helmet or 
  ceremonial headdress known as the “Dragon Helm” and is 
  very coveted. It instills the following powers: 240 S.D.C., un-
  derstand and speak all languages, read and write Dragonese/
  Elf, makes the wearer impervious to fire, resistant to cold, and 
  breathe whatever type of breath weapon (if any) the dragon 
  had, i.e. fire, cold, acid, etc. In addition, the mage can cast any 
  of the spells once known by the dragon equal to a 5th level 
  spell caster!
  ! Skull of a Powerful Supernatural Monster such as a greater 
  demon or demon lord (but not elementals, vampires, or energy 
  beings): P.P.E. Cost: 120. The skull gives the necromancer an 
  additional 300 S.D.C., the ability to speak that creature’s lan-
  guage and all of the creature’s magic powers and spell knowl-
  edge (only while the skull is activated), equal to half the level 
  of ability of the creature when it was alive. Thus, if the crea-
  ture could cast magic at 10th level, the necromancer’s spells 
  derived from the skull are at fifth level power. If sixth level, 
  spells drawn from the skull are at third, and so on.
  ! A Pair of Wings from a Bird or Bat (not insects) can be at-
  tached to provide flight: P.P.E. Cost: 30. The wings must be 
  strapped to the back of the mage and can be undersized or over-
  sized, but when the magic is engaged the wings grow or shrink 
  to the appropriate size for the user. Flying speed is limited to 20 
  mph (32 km) for most songbirds and bats, game and large birds, 
  and 35 mph (56 km) from the wings of birds of prey. Large, 
  monstrous wings from such creatures as the Pegasus, Peryton, 
  Harpy, Sphinx, Gargoyle, Gryphon, Gromek, Waternix and 
  similar beasts provide a flying speed of 45 mph (72 km).
  ! A Pair of Wings from a Dragon or Powerful Supernatural 
  Creatures like the Baal-Rog, Gargoyle Lord, Night Owl, and 
  similar creatures. P.P.E. Cost: 90. Flight at a speed of 60 mph 
  (96 km), as well as adding another 100 S.D.C. to the flyer 
  (note that the wings themselves have 2D4x100 S.D.C.).
  3. Animate and Control the Dead. The Necromancer can an-
  imate and control dead bodies, skeletons, corpses, etc., as if they 
  were giant puppets. This power is very similar to the Wizard spell 
  (see Palladium Fantasy RPG, 2nd edition, page 200), only the 
  power of the Necromancer is considerably greater than the spell.
  P.P.E. Cost: 10
  Range: 300 feet (91 m), plus 20 feet (6 m) per level of experi-
  ence.
  Duration: 10 minutes per level of experience.
  ! The Necromancer can control four corpses/skeletons per level 
  of experience. The bodies or skeletons can be humanoid or 
  animal.
  ! The animated dead to be controlled must be clearly in view of 
  the spell caster in order to animate them, but the Necromancer 
  can add more to his army as he locates them.
  ! The Necromancer can also send his dead puppets on simple 
  missions such as “destroy” or “kill” and send them wander-
  ing out of his sight, swinging and smashing everything they 
  encounter. The animated dead will try to follow the command 
  until they are destroyed or until the end of the spell (maximum 
  duration). In this special case, it no longer matters whether the 
  Necromancer is in view, present, or even conscious.
  ! The animated dead can be either in skeleton or corpse form, 
  of any humanoid, animal or monster. Each of the animated 
  dead has a Spd. 7, two attacks per melee round, and attacks 
  are inflicted by punches, kick, claws, and bites (1D6 damage). 
  While swords and other weapons can be used by the animated 
  dead, they don’t have the coordination to use them any more 
  effectively than blunt clubs (in other words, they are as likely 
  to hit with the flat of the blade as the edge). Double the speed 
  and damage of giant animals and humanoids and add one at-
  tack per melee round. These robot-like animations don’t feel 
  pain, fear or emotion.
  ! Only total destruction will stop an animated dead. Whenever 
  the Necromancer is rendered unconscious (or slain), the ani-
  mated dead will immediately flop down and stop moving.
  ! S.D.C. of a small skeleton or corpse, such as a Goblin or Gnome, 
  is 50 S.D.C., human sized bodies, including Elves, Dwarves 
  and Orcs, have 80 S.D.C., larger creatures, such as Wolfen and 
  Ogres have 140 S.D.C., and giants (weighing 500 pounds/225 
  kg or more) are invested with 200 S.D.C. Note that arrows, 
  spears and stabbing weapons (knives, sword points, etc.) do 
  only one third damage, while blunt and smashing weapons or 
  attacks do full damage. Fire does double damage.
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  4. Impervious to Vampires! Necromancers are impervious 
  to the mind controlling bite of a vampire, and cannot be turned 
  into a vampire, but can be slain by them. Necromancers know all 
  legends about vampires and other undead, and know the proper 
  techniques for combating them. Vampires will be covered in de-
  tail in a future supplement.
  5. All Necromancers are inherently frightening, even if 
  their profession is unknown to observers. Horror Factor 6 at first 
  level, add one to Horror Factor at levels three, five, seven, nine, 
  eleven, thirteen and fifteen. Also add H.F. points from bonuses 
  provided by the addition of frightening appendages. Conversely, 
  it tends to take a lot to horrify them; +6 to save vs Horror Factor.
  Necromancer O.C.C.
  Alignment: Most Necromancers are Anarchist or evil, usually 
  Miscreant or Diabolic.
  Attribute Requirements: I.Q. 10 and M.E. 10 or higher, and 
  P.E. 12 or higher.
  O.C.C. Skills:
  Languages: Native Tongue at 98%, plus one of choice (+20%).
  Literacy: Two of choice (+12%).
  Lore: Demon & Monster (+20%)
  Lore: Magic (+10%)
  Mathematics: Basic (+20%)
  Skin and Prepare Animal Hides (+5%)
  Wilderness Survival
  W.P.: Two of choice.
  Hand to Hand: Basic can be selected as one O.C.C. Related 
  Skill, Hand to Hand: Expert at the cost of two O.C.C. Related 
  Skills, or Martial Arts or Assassin for the cost of three.
  O.C.C. Related Skills: Select seven O.C.C. Related Skills, plus 
  select two additional skills at level two, and one at levels 4, 8 
  and 12. All new skills start at level one proficiency.
  Communications & Performing Arts: Any.
  Domestic: Any.
  Espionage: Any.
  Horsemanship: General or Exotic Animals only.
  Medical: Any (+5%).
  Military: Any.
  Physical: Any.
  Rogue: Any (+5%).
  Science: Any.
  Scholar & Technical: Any (+10% on Lore or Literacy).
  Weapon Proficiencies: Any.
  Wilderness: Any.
  Secondary Skills: The character also gets to select four Second-
  ary Skills from those listed at level one and one additional 
  skill at levels 3, 6, 9 and 12. These are additional areas of 
  knowledge that do not get the advantage of the bonus listed in 
  parentheses. All Secondary Skills start at the base skill level.
  Standard Equipment: A good-quality hooded robe or cloak, 
  two full sets of clothing, a pair of leather gloves, belt, bedroll, 
  backpack, large satchel, two small sacks, a water skin, 2D6 
  sheets of parchment, a 100 page notebook, three crow quill 
  pens, two bottles of ink (choice of colors), 2 sticks of graphite, 
  2 sticks of chalk, two candles, a wooden cross, a small mirror, 
  a tinder box, four short pieces of rope (2 ft/0.6 m), one 12 foot 
  (3.6 m) length of rope and a ball of string (20 ft/6 m).
  Armor: Starts with a suit of soft leather (A.R. 10, S.D.C. 20).
  Weapons: One silver knife (1D6 damage), one wooden knife 
  (1D4 damage; breaks fairly easily, 6 S.D.C.), and one addi-
  tional weapon of choice.
  Money: Starts with 125 in gold. While Necromancers have dif-
  ficulty finding employment for their skills, when they do find 
  a customer, they can charge enormous amounts for their ser-
  vices. For example, many nobles and the wealthy have ques-
  tions they would like to put to the deceased (“Uncle Willy, 
  where did you bury that treasure?”), and are usually willing to 
  pay 2D4 times 1,000 gold for the answers. While only an evil 
  lord or warrior would hire a Necromancer, there is no doubt 
  that Necromancy can be valuable during a war. Payment for 
  this kind of work varies, but it starts at no less than 10,000 
  gold. Necromancers are also known to send animated corpses 
  to engage in banditry, attack merchant caravans and travelers 
  to steal, and even as a threat to blackmail merchants, churches 
  and even entire small towns and villages.
  Insanity: The necromancer often becomes deranged with the 
  passage of time. Roll once on the following table at levels 
  four, eight, ten, twelve and fifteen. Of course if you want the 
  character to be crazy, pick one or two from the very beginning.
  Necromancer Insanity Table
  Roll percentile dice.
  01-30 No insanity.
  31-40 Obsession: Likes to torture, hurt and kill others.
  41-45 Obsession: Hates the light of day and tries to avoid it.
  46-50 Obsession: Danger; loves it -- takes needless risks.
  51-55 Phobia: Gods of Light
  56-60 Obsession: Hates good druids, especially Millennium 
  druids.
  61-65 Obsession: Dead things -- loves them; surrounds him-
  self with skeletons, mummies, zombies, and the likes.
  66-70 Phobia: Ancient Dragons
  71-75 Phobia: High level shamans and priests of light.
  76-80 Phobia: Spirits of Light/angels.
  81-85 Roll for random affective disorder.
  86-90 Roll for random phobia.
  91-95 Roll for random obsession.
  96-00 Roll for random insanity.
  Necromancy Magic
  By Kevin Siembieda and Erick Wujcik
  Necromancy is a little different than the more common spell 
  magic in that many of its incantations may involve the use of 
  dead beings, skeletons, or components (pieces!) taken from the 
  dead. All necromantic spells are specifically related to the dead, 
  the undead, or to the process of death. Its practice and even usage 
  is forbidden in most human, Elf and Gnome communities. It is 
  absolutely forbidden by Dwarves and Titans and was one of the 
  “dark magics” that Elves and Dwarves tried to destroy during the 
  Millennium of Purification. In fact, Necromancy was believed to 
  have been eradicated for centuries, but has resurfaced in the last 
  400 years. Thankfully, many of the most powerful and horrific 
  necromantic secrets remain lost. Note: Most wizards, even evil 
  ones, will not learn or engage in the black arts of necromancy.
  Brian Hite (Order #17180059)
  
  156
  Necromancy continues to grow in popularity among the mon-
  sters races, particularly Ogres, Orcs, Trolls and Tezcat. The only 
  exceptions are Wolfen. Although they have accepted the practice 
  of necromancy for generations, and are famous for its deft use in 
  military campaigns and sieges, they find it an evil and worrisome 
  profession/power and do not encourage or praise its use. In the 
  last 50 years, some Wolfen communities and warlords have gone 
  so far as to forbid its practice.
  Necromancy or Necro-Magic by Level
  Level One
  Animate Body Parts
  Range: 20 feet (6 m) per level of experience.
  Duration: Two minutes per level of the Necromancer.
  Saving Throw: Not applicable.
  P.P.E.: Two
  Limitations: One body part per level of the Necromancer.
  The inexperienced Necromancer is able to animate the ap-
  pendages and parts of the dead, such as hands and arms, feet, 
  legs, tail, wings, mouth (to bite or mouth words), etc., but not the 
  entire body. Also ideal for manipulating dismembered limbs. If 
  connected to an entire body, one body part (per level of the spell 
  caster) can be animated and controlled. Thus, the hand and arm 
  of a corpse or skeleton could be made to reach out and grab or hit 
  somebody, but little more. Dismembered limbs can be made to 
  move along the ground by crawling, jumping or sliding at a speed 
  factor of 5. The Necromancer has complete mental control over 
  the body parts he can manipulate. Each motion/action of the body 
  part(s) counts as one of his melee actions.
  If the Necromancer is rendered unconscious or slain, the spell 
  is immediately broken and the limb/part slumps lifelessly to the 
  ground. A successful Turn the Dead will instantly cancel the 
  spell.
  Assemble Bones
  Range: Touch or within 60 feet (18.3 m) +20 feet (6 m) per level 
  of experience.
  Duration: Permanently assembled, although the bones can be 
  easily moved or knocked apart.
  Saving Throw: Not applicable, enchantment is used on the bones 
  of the dead.
  P.P.E.: Two
  This spell magically assembles loose bones in one melee 
  round (15 seconds). As much as two complete, human-sized skel-
  etons can be pieced together (roughly 80 lbs/36 kg of bones). If 
  the bones are a loose pile of incomplete skeletons, the spell will 
  assemble what it can and then gather the rest of the bones by type, 
  i.e. all rib bones in one row, femurs in another, etc.
  Bone & Joint Bonding
  Range: Touch or within 60 feet (18.3 m) +20 feet (6 m) per level 
  of experience.
  Duration: Permanent, although the bones and joints can be 
  chopped apart.
  Saving Throw: Not applicable, enchantment is used on the bones 
  of the dead.
  P.P.E.: Two
  This spell creates permanent, sinewy-like bonds and a flexible 
  adhesive to hold bones together and create bendable joints. This 
  is part of the magic involved in animating skeletons and crawling 
  bones; how else could a skeleton stay together and move without 
  real cartilage and muscle? This magical compound is virtually 
  undetectable. One entire human-sized skeleton can be assembled 
  and bonded together, with bendable joints using this spell.
  Level One
  Animate Body Parts (2)
  Assemble Bones (2)
  Bone & Joint Bonding (2)
  Rattling Bones (2)
  Talking Bones (3)
  Level Two
  Crawling Bones (5)
  Fragile Bone to Wood (5 or 30)
  Hide Among the Dead (5)
  Stench of the Dead (6)
  Level Three
  Accelerated Decay (8)
  Animate and Control Dead: 
  Simple (10)
  Object Read the Dead (8)
  Recognize the Master (8 or 30)
  Recognize the Undead (8)
  Level Four
  Command Ghouls (10)
  Eyes of the Dead (8)
  Funeral Dirge (6)
  Kill Plants (10)
  Maggots (Insects) (20)
  Necro-Armor (16)
  Summon the Dead (10)
  Level Five
  Consume Power & Knowledge 
  (20)
  Death Mask (12)
  Divining Tombs & Graves (10 
  or 35)
  Fragile Bone to Stone (10 or 
  60)
  Grip of Death (13)
  Locking Hand (10 or 30)
  Level Six
  Poison Touch (15)
  Wear the Face of Another (15)
  Level Seven
  Chicken Bone (20)
  Curse: Death Wish (20)
  Mend Living Bone (20 or 100)
  Level Eight
  Death Bolt (30)
  Death Strike (25)
  Fragile Bone to Steel (15 or 90)
  Mock Funeral (Curse) (40+)
  Level Nine
  Curse of Hunger (50)
  Death’s Embrace (35)
  Funeral Pyre (35)
  Greater Animated Dead (50)
  Shadows of Death (45)
  Shadow of Doom (Curse) (45)
  Level Ten
  Command Vampires (100)
  Curse of Wasting (80)
  Strength of the Dead (60)
  Summon Insect Swarm (80)
  Level Eleven
  Bone of Invisibility (180)
  Bone Scepter (160)
  Summon Vampire (150)
  Transfer Life Force (150)
  Level Twelve
  Bone Staff (210)
  Necklace of Bat Skulls (290)
  Necklace of Bird Skulls (290)
  Necklace of Dragon Teeth (320)
  Necklace of Snake Skulls (300)
  Summon Worms of Taut (210)
  Level Thirteen
  Necklace of Goblin Skulls (340)
  Shape Bone (80)
  Skull with Flaming Eyes (300)
  Skull of Knowledge (320)
  Summon Magot (Monster) (320)
  To Hell & Back (Curse) (180)
  Level Fourteen
  Return from the Grave (60)
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  157
  Rattling Bones
  Range: Touch or within 60 feet (18.3 m).
  Duration: 10 minutes per level of experience.
  Saving Throw: Not applicable, enchantment is used on the bones 
  of the dead.
  P.P.E.: Two
  A Necromancer spell used to unnerve people and create an air 
  of fear. In this case, the magic can make a skeleton or equivalent 
  amount of loose bones tremble. This causes the teeth of a skull to 
  chatter and bones to rattle against each other and/or on the floor. 
  The rattling nose combined with seeing a skeleton or bones mov-
  ing, even though restricted to one place, is frightening. The effect 
  is equal to a Horror Factor of 15. Superstitious people and chil-
  dren are -4 to save vs Horror Factor. All others who fail to save 
  suffer the usual penalties for Horror Factor for one melee round, 
  but the initiative penalty remains in effect for the entire time the 
  bones rattle. Those who successfully save suffer no penalties.
  Talking Bones
  Range: Touch or within 60 feet (18.3 m).
  Duration: 10 minutes per level of experience.
  Saving Throw: Not applicable, enchantment is used on the bones 
  of the dead.
  P.P.E.: Three
  This is more of an unnerving trick, a sort of magical ventrilo-
  quism, than a powerful magic. The Necromancer can make the 
  skull of any creature seem to talk. The words are his, but the voice 
  is different, raspy and husky, and clearly comes from the skull. 
  The initial words spoken by the skull are startling and frighten-
  ing; equal to a Horror Factor of 13. Superstitious people and chil-
  dren are -4 to save vs Horror Factor and likely to flee the area. 
  All others who fail to save suffer the usual penalties for Horror 
  Factor for one melee round. As a magical form of ventriloquism, 
  even if the Necromancer is within view, his mouth does not seem 
  to move, and sound will not seem to be coming from him. In 
  addition, the mage can leave the area and have the skull repeat 
  one simple, six word phrase over and over for the duration of the 
  magic, even if he is miles away. This can be a menacing howl, 
  moaning, wailing, or diabolical laughter, or words like, “go no 
  further,” or “beyond that door awaits death,” or “now you die,” 
  or “beware,” and so on.
  Note that while most frequently used to frighten and intimi-
  date, this magic can also be used to deliver warnings or informa-
  tion, fake seances, and so on, without the Necromancer revealing 
  his true identity or nature.
  Level Two
  Crawling Bones
  Range: Touch or within 60 feet (18.3 m).
  Duration: Five minutes per level of experience.
  Saving Throw: Not applicable, enchantment is used on the bones 
  of the dead.
  P.P.E.: Five
  This is a simple and limited form of animate dead, except in 
  this case the Necromancer can only manipulate the severed limbs 
  of a corpse or skeleton. This means he can make one finger, hand, 
  hand and forearm, arm, foot, or prehensile tail crawl or snake to 
  him or do his bidding. This animated appendage can be used to 
  frighten (Horror Factor 12) or distract people by skittering across 
  the floor or a table, or made to retrieve a small object (key ring, 
  knife, cup, jewelry, etc.), or to attack (grab a leg or throat, claw, 
  punch, or stab, etc.). The animated appendage can also be used 
  as an extension of the mage’s own hand. For example, the mage 
  could hold an animated appendage such as a forearm and hand by 
  the end of the forearm to touch, move, turn, grab, etc., something 
  out of his normal reach. Skills that require manual dexterity are 
  performed at -20% when a severed hand is used as an extension.
  ! The number of appendages that can be animated at a time is 
  limited to one per every two levels of experience, rounding up, 
  so that’s one at levels I & 2, two at levels 3 & 4, three at levels 
  5 & 6, and so on.
  ! Attacks/actions per melee round by the crawling bones are lim-
  ited to three per round.
  ! Damage by the appendage is 1D6 H.P./S.D.C. damage.
  ! Speed is 15 for a hand or foot, 10 for all others.
  ! Equivalent P.S. is 9.
  ! Typical S.D.C. is as follows: Finger (2), Hand (12), Hand & 
  Forearm (24), Forearm only (12), Upper Arm only (15), Fore-
  arm and Upper Arm without Hand (27), Foot (15), Foot & 
  Lower Leg (30), Lower Leg only (15), Upper Leg (25), Small 
  Tail (10), Large Tail (20).
  Fragile Bone to Wood
  Range: Touch or within 60 feet (18.3 m).
  Duration: One hour per level of experience.
  Saving Throw: Not applicable, enchantment is used on the bones 
  of the dead.
  P.P.E.: Five points; 30 P.P.E. to make the transformation per-
  manent.
  The Death Mage can turn the equivalent of one human-sized 
  skeleton, or equivalent pile of bones (roughly 40 lbs/18 kg), from 
  ordinary bone to the consistency of wood suitable for building. 
  The “wood” bones are 20% stronger and heavier, so if the bone 
  had 15 S.D.C. it now has 18 S.D.C. The wooden bones are a 
  strong, reliable building material with properties nearly identi-
  cal to wood. They can be nailed, lashed, glued, polished, sanded, 
  etc., and used to make weapons, furniture, baskets, boats, doors, 
  fences, gates, and even entire houses, although the latter is a rar-
  ity. Most Necromancers keep the original bone look for dramatic 
  effect and personal preference (most Death Mages like the color 
  and look of bones and skulls). Note: Ordinary bone and bone 
  magically made into wood can be bent and molded via use of 
  the Shape Bone spell in order to curve, bend, twist and adjust the 
  shape of bones for use as building materials; ideal for shaping 
  the handles of weapons, the legs for tables and chairs, pieces for 
  headwear, jewelry, and so on, as well as to get a consistent size, 
  shape, look and symmetry.
  The temporary transformation of bone into wood is typically 
  used on simple items when the strength of wood is helpful but 
  long-term use is not. For example, the mage might turn a bone to 
  wood in order to use it as a cudgel/club that won’t shatter when 
  it hits. Likewise, he might turn bones into wood to use as a brace 
  or pole to jam a door open or closed, or to prop up a wagon to 
  change a wheel, and so on. The Necromancer can also tempo-
  rarily turn the bones of animated dead into wood, temporarily 
  Brian Hite (Order #17180059)
  
  158
  increasing their S.D.C. by 20%. (See animated dead under Spe-
  cial O.C.C. Powers for details on animated skeletons.) Bones are 
  made into permanent wood for long term use.
  Hide Among the Dead
  Range: Self or self and one other by touch.
  Duration: Five minutes per level of experience.
  Saving Throw: None.
  P.P.E.: Five
  Like the Chameleon spell, this magic allows the mage or 
  one other to blend in with his background, only in this case, the 
  background is limited to the remains of the dead. This means the 
  Necromancer can hide among any types of corpses, skeletons, 
  and even animated dead and appear to be just another corpse or 
  skeleton. Even the most advanced modern medical and detection 
  devices are fooled, as are magical and psionic means of detec-
  tion (see aura, sense magic, presence sense, etc.). This magical 
  concealment only works when there is at least one other corpse 
  or skeleton, and if the Necromancer stays still.
  ! 98% undetectable if unmoving.
  ! 70% undetectable if moving two feet (0.6 m) per melee or 
  slower.
  ! 20% undetectable if moving any faster.
  Yes, by the way, if the other bodies are removed (he’s the last 
  one), the magic is destroyed and the mage will suddenly appear 
  as his real, obviously living self (“How did we miss that guy?”). 
  The same occurs if he is picked up and carried away from the 
  other corpses.
  Stench of the Dead
  Range: 100 feet (30.5 m) plus 10 feet (3 m) per level of experi-
  ence.
  Duration: Two minutes per level of experience.
  Saving Throw: Standard.
  P.P.E.: Six
  A magic mist covers the area when this spell is cast. The mist 
  stinks of rotting meat and decay. The sickening smell causes all 
  who enter its area of affect to cough and retch twice per melee 
  round (15 seconds), plus the eyes water and no other odors can 
  be smelled while in the overwhelming mist. Penalties: Reduce 
  speed, number of attacks per melee and combat bonuses by half. 
  The mist can be cast up to 100 feet (30.5 m) or further with ex-
  perience.
  Level Three
  Accelerated Decay
  Range: Touch.
  Duration: Permanent results, with decay happening before one’s 
  eyes, with each melee round (15 seconds) equal to the effects of 
  one day of decay.
  Damage: Decays the equivalent of two days per level of the spell 
  caster. Fresh fish, prepared vegetables or fruit, stew, or any food 
  prepared for consumption that day is inedible after the equivalent 
  of two days of decay, fresh meat after four days, and fresh fruit 
  and vegetables after the equivalent of six days. A fresh corpse 
  can be turned to bits of flesh and bare bone after the equivalent 
  of 60 days of decay. It is unrecognizable after 20 days, and stinks 
  something terrible after four days. High level spell casters can 
  regulate the level of decay in two day increments.
  Saving Throw: None, however if protected by a magic circle, 
  sanctum spell, or against “spoiling,” the food or deceased is im-
  pervious to this spell.
  P.P.E.: Eight per corpse or 200 pounds (90 kg) of organic mate-
  rial.
  This magic accelerates the decaying process of organic ma-
  terial, from processed meat and prepared food to the body of a 
  corpse. The level of decay and deterioration is equivalent to sit-
  ting in the hot sun (even if the actual food or corpse is refriger-
  ated).
  An especially useful spell for covering up foul play by turning 
  a fresh corpse into a withered husk. This means that investiga-
  tors and pathologists are likely to overestimate the time of death 
  by days and have trouble identifying the victim or have trouble 
  determining the cause of death. The spell will also turn freshly 
  prepared food, meat, cut fruit and vegetables into spoiled mush.
  Animate and Control Dead: Simple
  Range: 400 feet (122 m); line of sight.
  Duration: Five minutes per level of experience.
  Saving Throw: Not applicable.
  P.P.E.: Ten
  This spell is identical to the standard, 7th Level Animate and 
  Control Dead invocation. The only exception being that it counts 
  as a third level spell and requires 10 P.P.E. for the Necromancer 
  (instead of 20).
  Object Read the Dead
  Range: Touch.
  Duration: Instant.
  Saving Throw: None.
  P.P.E.: Eight
  This spell gives the character a power similar to the psionic 
  ability of object read, only this power is limited to divining things 
  about the dead. Information can be gathered from a corpse, ani-
  mal carcass, skeleton, skull, or a single large bone. The data is 
  limited but helpful:
  ! General cause of death: old age, disease, plague, accident or 
  murder.
  ! Race or animal type.
  ! Whether the creature suffered or not before dying.
  ! Whether or not magic was involved.
  ! The length of time the creature has been dead: immediate (a 
  few minutes), recent (a few hours), quite a while (a few days), 
  a long time (several months), years, or decades (over 20 years).
  Recognize the Master
  Range: Within 10 feet (3 m) of the mage or by voice command 
  of the mage within 100 feet (30.5 m).
  Duration: One hour per level of experience, or permanent.
  Saving Throw: Not applicable, enchantment is used on the bones 
  of the dead.
  P.P.E.: Eight; 30 P.P.E. to make the enchantment permanent.
  This feature is typically used in conjunction with permanent 
  bone gates and doors. The spell enables the bone door, gate and 
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  159
  any locking mechanisms built into it (even if the lock itself is not 
  made of bone) to recognize the Necromancer who made it and to 
  respond by opening and closing like a modern door with an elec-
  tronic eye. It will not open to anybody but the Necromancer. To 
  force open a normal door or gate, meaning it has no special key 
  locks, sliding bolts on the inside or magical locking hands, one 
  needs a combined P.S. of 20 or must break the doorknob/handle 
  (typically 15 S.D.C.). Once broken, the door can be pushed open 
  with ease.
  If the Necromancer is within 100 feet (30.5 m), he can also 
  command the enchanted bone doors or gates to automatically 
  open and close whenever anybody approaches, but he can ver-
  bally rescind that order, effectively closing and locking all doors/
  gates under this enchantment. All doors under this enchantment 
  will respond to the Necromancer’s voice commands.
  Recognize the Undead
  Range: Self.
  Duration: Ten minutes per level of the Necromancer.
  Saving Throw: Standard.
  P.P.E.: Eight
  The spell caster is given the ability to instantly and automati-
  cally recognize all types of undead, including zombies, mum-
  mies, animated corpses, vampires and Vampire Intelligences, no 
  matter how human or innocent they may appear. This knowledge 
  enables the character to better prepare himself for conflict with 
  these monsters (or to avoid such conflicts).
  Level Four
  Command Ghouls
  Range: Self.
  Duration: 15 minutes per level of experience.
  Saving Throw: -2
  P.P.E.: Ten
  This incantation makes 2D4 ghouls per level of the spell cast-
  er’s experience fear and obey the necromancer. This spell will af-
  fect Grave Ghouls, the Dybbuk and similar creatures, but has no 
  affect on dimensional ghouls or ghoulish demon lords. Also note 
  that the Dybbuk doesn’t appreciate mind control and is likely to 
  seek revenge on the person responsible, unless the mission was 
  an enjoyable one. Grave Ghouls are too timid to consider retribu-
  tion.
  Eyes of the Dead
  Range: Self.
  Duration: Five minutes per level of experience.
  Saving Throw: None for the user. Standard for victims.
  P.P.E.: Eight
  With this enchantment, the eyes of the Necromancer become 
  black and lifeless. Besides looking creepy and enhancing his al-
  ready frightening appearance (+2 to Horror Factor), these dark 
  eyes will protect the Necromancer from hypnotic suggestion and 
  any mind control which involves eye contact. The enchantment 
  also enables him to recognize ghouls, animated dead, and the un-
  dead. Furthermore, the necromancer’s own gaze will unnerve any 
  who look into it, sending a chill running down his spine and a 
  penalty of -1 to all combat skills for one melee round.
  Funeral Dirge
  Range: Self or other by touch.
  Duration: Five minutes per level of the spell caster.
  Saving Throw: Not applicable.
  P.P.E.: Six
  Note: Has no effect unless somebody has died, although it can be 
  played for added effect during a Mock Funeral or as a warning.
  Upon recitation of this spell, the Necromancer (or another 
  person, enchanted by touch) can play a recognizable, mournful 
  funeral dirge/death or funeral march on any type of horn, piano, 
  drum, or string instrument. The music has foreboding and dark 
  undertones and can be heard for one mile (1.6 km) per level of the 
  spell caster. To ghouls, grave-robbers, demons, and other Necro-
  mancers and death cultists, it is sweet music that may mark the 
  death of an enemy, and, to those creatures who feed on or use 
  corpses, signals to them that a fresh corpse is available. All living 
  creatures who hear it know that it marks the passing of a living 
  being and may spark a moment of reflection and/or sorrow. Juic-
  ers, Crazies and Old Believers will feel so sad that they are -3 on 
  initiative, -3 to strike, parry, and dodge, and -1 attack per melee 
  round. These penalties remain in force while the music is played 
  and for 2D6 minutes after it stops.
  Kill Plants
  Range: Touch.
  Duration: Instant.
  Saving Throw: None, unless an intelligent life form, then stan-
  dard.
  P.P.E.: Ten
  This death touch inflicts 1D4X10 S.D.C./Hit Point damage to 
  plants per level of the spell caster’s experience. The killing touch 
  is usually performed as an act of vandalism, vindictiveness, or 
  cruelty.
  Maggots (insects)
  Range: Touch.
  Duration: Days unless killed.
  Saving Throw: Standard.
  P.P.E.: Twenty
  The necromancer can touch food or a dead animal and infest it 
  with maggots and worms that feed on the dead. If the victims of 
  the spell (for example, the owners of the food) acts quickly they 
  can kill the larvae and save 2D4x10% of the food by boiling, deep 
  frying, smoking, or similar measures to kill the bugs and any pos-
  sible disease. This magic cannot be used against the living.
  Necro-Armor
  Range: Self or one other by touch.
  Duration: One minute per level of the spell caster.
  Saving Throw: None for the user; onlookers must save vs a Hor-
  ror Factor of 13.
  S.D.C. of the Armor: 13 points per level of the spell caster.
  P.P.E.: Sixteen
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  160
  Within seconds, the character is covered with a mass of bones, 
  skeletal fragments and putrid remains. This disgusting coating 
  does not appear sturdy, but is, in fact, a protective barrier like 
  leather or iron. Aside from that, the sight of this armor as it en-
  velops its wearer is frightening to watch; roll to save vs Horror 
  Factor 13. The armor also exudes a horrid stench, which will im-
  pair anyone within 100 feet (30.5 m) unless they have a separate 
  oxygen supply, no sense of smell, or are supernatural predators. 
  Penalties from the stench are -1 to all combat maneuvers (strike, 
  parry, etc.). At the spell’s end, the armor sloughs right off and is 
  quickly reabsorbed into the earth. If cast upon another person, the 
  recipient must roll a successful saving throw vs Horror Factor 13 
  to fight without impairment. Failure means a penalty of -3 to all 
  combat maneuvers for the duration of the armor.
  Summon the Dead
  Range: One mile (1.6 km) radius per level of the spell caster.
  Duration: 4D6x10 minutes.
  Saving Throw: None.
  P.P.E.: Ten
  This magic is similar to the Animate and Control Dead spell, 
  except that this magic is more limited, because the spell caster 
  doesn’t actually control the dead but brings the dead to him. This 
  is especially useful when the Necromancer needs corpses in a 
  hurry, but can’t take the time to go out and, um ... dig them up.
  1D4 corpses/skeletons, +1 per every other level of experience, 
  will rise from their graves (or wherever) and march on a straight 
  path to their summoner. This can take anywhere from a few min-
  utes to a couple hours, depending on how far away the corpse is. 
  Once the dead makes it over to the Necromancer, it collapses. To 
  animate the thing further, the mage must use the Animate and 
  Control Dead spell. Summon the Dead simply brings the dead to 
  the Death Mage, exactly how he uses them later depends on the 
  character.
  Alternately, the mage can elect to summon one specific dead 
  to come to him. For this to work, the Necromancer must either 
  have personally known the deceased or have a personal belong-
  ing, or sample of his or her blood, hair, or skin. This is often done 
  to discover what has happened to a missing ally who is feared to 
  be dead, or to desecrate a specific grave. Only one of the specific 
  dead can be summoned in this manner, but the range is doubled. 
  The same limitations as the general summoning still apply.
  Level Five
  Consume Power & Knowledge
  Range: Self
  Duration: Varies.
  Saving Throw: Not applicable.
  P.P.E.: 20 per each item.
  This repulsive magic requires that the necromancer remove 
  the tongue, brain or organ of a dead being, boil or cook it while 
  reciting the magic incantation, and breathe the fumes from the 
  prepared meat. Necromancers who are monsters may tear out the 
  organ and eat it raw (or cooked) with the same magic results. 
  The basic concept behind this magic is the belief by many cul-
  tures, both human and monster, that eating the organs of one’s 
  vanquished enemies will give the eater his courage or abilities. 
  Different organs offer different powers. No powers are gained 
  from animal organs. More than one item (maximum three) can be 
  cooked up with accumulative effect.
  Heart: Courage and strength. The mage is +3 to save vs Hor-
  ror Factor, is not easily unnerved or intimidated, gets an addi-
  tional 10 S.D.C. and can lift and carry twice as much as normal. 
  Duration: One hour per level of experience.
  Liver: Sobriety. No matter how much alcohol is drunk, the 
  character cannot get drunk. Duration: One hour per level of ex-
  perience.
  Kidneys: Impervious to poisons and +2 to save vs non-lethal 
  drugs. Duration: One hour per level of experience.
  Intestines: Breathing the fumes provides physical nourish-
  ment. The character does not need to eat, and will not feel hungry 
  for at least 48 hours after completing the spell.
  Tongue: Can understand and speak all languages. Duration: 
  Two hours per level of experience.
  Eyes: The necromancer will recognize the people, places and 
  items once known by the deceased, as well as the basic back-
  ground behind those people, places or items. For example, the 
  necromancer will recognize the deceased’s friends, parents, fam-
  ily, lover, wife, enemy, murderer, home, favorite tavern, weapon, 
  clothing, etc. Duration: One hour per level of experience.
  Brains: Provides the mage with all of that person’s skills at 
  60% proficiency. Duration: One hour per level of experience.
  Death Mask
  Range: Self.
  Duration: Four minutes per level of experience.
  Saving Throw: All who see the death mask must roll to save vs 
  Horror Factor of 13.
  P.P.E.: Twelve
  The spell creates a frightening looking death mask that com-
  pletely covers the spell caster’s face. The mask provides the fol-
  lowing:
  ! Disguises the character’s normal facial features.
  ! Frightening visage evokes fear equal to a Horror Factor of 13.
  ! Wearer is impervious to all normal disease, poisons, and magic 
  sicknesses and curses.
  ! Prowl at 55%.
  Divining: Tombs & Graves
  Range: Self.
  Duration: 5 minutes per level of experience.
  Saving Throw: Standard.
  P.P.E.: 10 or 35
  This magic requires the use of a wishbone from a large bird. 
  First the bone is held in both hands. Upon activation of the spell, 
  the bone starts to vibrate, and pulls the character in the direction 
  of any nearby graves or tombs. When a grave has been located, 
  usually when the Necromancer is standing over it, the wishbone 
  stops vibrating momentarily, and then points to the next closest 
  grave. For the cost of an extra 25 P.P.E., the divining spell can 
  locate a specific grave or tomb from among many, but the char-
  acter must know the name of the deceased (true name or popular 
  name).
  Brian Hite (Order #17180059)
  
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  Fragile Bone to Stone
  Range: Touch or within 60 feet (18.3 m).
  Duration: One hour per level of the spell caster.
  Saving Throw: Not applicable, enchantment is used on the bones 
  of the dead.
  P.P.E.: Ten points; 60 P.P.E. to make the transformation perma-
  nent.
  The Death Mage can turn the equivalent of one human-sized skel-
  eton, or equivalent pile of bones (roughly 40 lbs/18 kg), from ordi-
  nary bone to the consistency of stone. The “stone” bones are twice as 
  strong (double S.D.C.) and twice as heavy. Both ordinary bone and 
  bones already permanently turned to wood (including those turned 
  into weapons, furniture, doors, fences, and other items) can also be 
  turned into stone. Real wood cannot. Additional P.P.E. will need to 
  be expended to make larger bone items into stone.
  The Necromancer can also temporarily turn the bones of ani-
  mated dead into stone, temporarily doubling their S.D.C. and 
  punch damage (becomes 2D6 S.D.C.), but weight is also doubled 
  (approx. 80-100 lbs/36-45 kg depending on the size of the skel-
  eton) and speed is reduced to 4. (See animated dead under Special 
  O.C.C. Powers for details on animated skeletons.)
  Necromancers, and certainly Iceborn Skinbenders, use this 
  spell to make tools, weapons, and pieces of armor, jewelry and 
  even parts of walls, ships, and furnishings out of bone and then 
  permanently transform them into steel structures that have the 
  light weight of bone (increase the weight of such items by 30% 
  from what it was as bone), but the resilience, strength and hard-
  ness of stone. Note: Bones can not be bent or shaped by the 
  Shape Bone spell once they are turned into stone. Bones are made 
  permanent for long-term use.
  Grip of Death
  Range: A 10 foot (3 m) diameter up to 100 feet (30.5 m) away.
  Duration: Two minutes per level of experience.
  Saving Throw: Horror Factor of 13 and dodge of 16.
  P.P.E.: Thirteen
  This magic causes 1D4+1 hands and arms of skeletons and 
  corpses to erupt from the ground to grab and ensnare everybody 
  in the radius of influence. First, each character in the area of af-
  fect must make a successful saving throw vs Horror Factor 13.
  A failed save will inhibit the character’s ability to dodge and 
  is automatically ensnared by 1D4+1 of the hands risen from the 
  grave (plus the usual penalties).
  Those who successfully save vs Horror Factor can attempt to dodge 
  in order to escape the clutches of the flailing hands of the dead. The 
  character must make two consecutive dodges of 16 or higher (uses up 
  two melee attacks) to get out of the area of affect. If even one dodge is 
  missed, the character is ensnared by 1D4+1 of the hands.
  Those ensnared are shook and pulled down on their knees, so 
  they cannot simply ignore the clutching hands in an attempt to 
  launch attacks at those outside the area of affect. Such attacks can 
  be attempted but are done without benefit of any attribute, skill or 
  combat bonuses-straight, unmodified die rolls. The same applies 
  for trying to parry or dodge attacks leveled at them while in the 
  Grip of Death! This penalty remains in effect the entire time the 
  characters are trapped by this magic.
  Only a strength of 35 or higher (or supernatural P.S. of 20 or 
  higher) can pull free of the hands, but one melee action is burned 
  up for each hand that has a hold. Others can help in the effort, 
  but they may also become ensnared by the hands from the grave 
  as well. Chopping or blasting the grasping hand off at the base 
  of the arm is another possibility but each arm has 13 S.D.C. and 
  will use up the character’s melee attacks (the hand vanishes once 
  destroyed). In either case, the character must then roll two con-
  secutive dodges of 16 or higher in order to escape other hands of 
  the dead trying to grab victims. Note: Negate Magic and Dispel 
  Magic Barrier may offer a means to eradicate the entire magic 
  spell. Anti-Magic Cloud automatically dispels it.
  Locking Hand
  Range: Touch or within 60 feet (18.3 m); not applicable when 
  permanent.
  Duration: One hour per level of experience or permanent.
  Saving Throw: Not applicable, enchantment is used on the bones 
  of the dead.
  P.P.E.: Ten points per each locking hand; 30 P.P.E. per each to 
  make the enchantment permanent.
  The hand of a corpse or skeleton can be made to grab and 
  hold tight with an equivalent P.S. of 24 (a P.S. of 25 or higher is 
  needed to pry it open). This feature is typically used in conjunc-
  tion with permanent bone gates and doors to be used as a locking 
  mechanism or defense. As a lock, the hand automatically clench-
  es onto a parallel bar or handhold as a tight, grasping fist to effec-
  tively lock/hold a door, gate, or grille shut. Anybody trying to pry 
  the hand open will be clawed (2D6 S.D.C. damage) or grabbed 
  and held until the Necromancer arrives. The hand opens when the 
  mage who created it arrives, unless it is holding an intruder in its 
  grasp, then it lets go only upon the command of the mage.
  When used strictly for defense, the hand (typically several 
  hands or hands connected to a moveable forearm for an extended 
  reach or leverage) will grab the intruder and hold him tight. If 
  there are several hands, they will try to grab and hold each of 
  the person’s arms and legs to prevent escape, and/or try to grab 
  anybody who tries to free its captive or press forward with trying 
  to open the door. Victims who have their hands/arms grabbed 
  are helpless to pull free or perform any skills unless they have 
  a P.S. of 25 or higher. Kicking and using the legs for leverage 
  is of minimal value. If all appendages are held, the character is 
  completely helpless. This locking feature can also be incorpo-
  rated into chairs, thrones, beds, prison manacles, torture tables or 
  sacrificial altars to hold victims in place and similar
  Note: This enchantment can be used on skeletal hands that 
  have been transformed into wood, stone or other materials, pro-
  vided the hand was once made of genuine bone.
  ! P.S. of each hand is 24.
  ! Magically Enhanced S.D.C.: Bone: 24, Wood: 48, Stone: 75, 
  Metal: 100.
  Level Six
  Poison Touch
  Range: Self or one other by touch.
  Duration: One minute per level of the spell caster.
  Saving Throw: 12 or higher, but victims are -2 to save.
  P.P.E.: Fifteen
  Brian Hite (Order #17180059)
  
  162
  This spell enables the touch of the Death Mage to secrete a 
  dangerous poison that is transmitted by touch. Each touch re-
  quires a separate saving throw, and damage is accumulative. Bare 
  skin must be available. Each touch inflicts 4D6 Hit Point/S.D.C. 
  damage, unless the victim makes a successful save vs poison. A 
  successful save means he suffers only 1D6 H.P. damage. A failed 
  roll to save means the 4D6 damage plus the victim feels feverish, 
  dizzy and nauseous (-1 on initiative, and reduce speed and skill 
  performance by 30%; penalties linger for 1D6 minutes per each 
  poisonous touch). The effects are immediate and cumulative.
  The magic Negate Poisons spell or potion will negate the 
  symptoms and penalties, but not the damage inflicted. Those who 
  are impervious to poison are not affected. Mega-Damage crea-
  tures only suffer one point of damage and -1 on initiative as they 
  feel a little light-headed, and suffer no effects on a successful 
  save.
  Wear the Face of Another
  Range: Self.
  Duration: One hour per level of the spell caster.
  Saving Throw: Not applicable, victim is dead.
  P.P.E.: Fifteen
  This grotesque magic enables the Necromancer to quickly (30 
  seconds/two melee rounds) remove the skin from the face or en-
  tire head (including hair) from the skull of a corpse and magically 
  adhere it to his own. The face of the dead man appears completely 
  natural and alive, as if it were the mage’s real face. It can make 
  for a completely undetectable physical disguise, unless some-
  body knows the deceased is dead. Of course the voice, memories, 
  and body remain those of the Necromancer. Note: The corpse 
  cannot have been dead for more than 24 hours.
  Level Seven
  Chicken Bone
  Range: Touch.
  Duration: One hour per level of the spell caster.
  Saving Throw: None, requires willing participants.
  P.P.E.: Twenty
  This is an odd spell that can be used one of two different ways.
  Wishbone & Luck: The ends of a dried, “U” shaped chicken 
  wishbone (found near the breast bone) is held by two different 
  people (never the Necromancer) while the mage casts the spell. 
  When he says, “luck” both parties give the bone a quick tug to 
  break it in half. Whoever gets the bigger of the two pieces (even if 
  only slightly bigger) enjoys good luck for the next several hours. 
  Being the reward of dark Necro-Magic, there is a catch. The other 
  participant suffers bad luck for the same period of time. In both 
  cases, the good fortune and penalties are minor, and typically the 
  participants are well aware of the consequences.
  Good Luck: +2 on initiative, +5% to skill performance, +2 to 
  save vs Horror Factor, poison and disease.
  Bad Luck: -2 on initiative, -5% to skill performance, -2 to save 
  vs Horror Factor, poison and disease.
  Chicken Soup: The Necromancer can brew a cauldron or 
  large pot of tasty, nourishing chicken broth from a single chicken 
  bone. There is no meat in the soup, but it tastes wonderful and 
  makes for a nourishing meal. Adding vegetables and other ingre-
  dients is optional. Cooks up in about 20 minutes and is ready to 
  eat shortly after the water comes to a boil.
  Curse: Death Wish
  Range: Touch or 10 feet (3 m) per level of the Necromancer.
  Duration: One hour per level of the spell caster.
  Saving Throw: Standard, unless a willing subject, in which case 
  the character is -3 to save.
  P.P.E.: Twenty
  Limitations: One victim per spell casting.
  This instills the recipient with no fear of death and suicidal 
  tendencies that result in foolish, death-defying, risk-taking, fights 
  to the death, and unthinking courage. Unbeatable odds and over-
  powering opponents will not give them the least bit of hesitation. 
  In fact, the victim will go out of his way to take unnecessary risks 
  or challenge others to the point of making the truly crazy look 
  like sane and reasonable people.
  The enchantment gives those affected a bonus of +5 to save 
  vs Horror Factor, +4 to save vs possession and mind control, and 
  +2 on initiative, but it also gives them a penalty of -3 to parry, 
  -6 to dodge, -6 to disarm, and -6 to roll with punch, fall or im-
  pact and have no bonuses to save vs coma/death. In fact, the vic-
  tim rarely even attempts to dodge attacks, preferring to stand his 
  ground against his opponents and fight like a man who doesn’t 
  care whether he lives or dies.
  Mend Living Bone
  Range: Touch or 10 feet (3 m) and line of sight of the Necro-
  mancer.
  Duration: Permanent.
  Saving Throw: Not applicable.
  P.P.E.: Twenty for mortal bones, one hundred for dragons, giants 
  and supernatural creatures.
  Limitations: One victim per spell casting.
  One of the few curative powers of the Necromancer, this 
  spell enables the mage to magically set and mend broken bones, 
  making them as good as new (restoring 1D6 Hit Points in the 
  process). Fractured and broken bones are instantly put back into 
  place and mended, allowing the injured to walk again without 
  lasting pain or impairment. However, this magic mends only the 
  bone, not damage done to injured or torn muscles or tissue/skin. 
  Thus, other wounds attributed to the injury (cuts, abrasions, the 
  bone puncturing the muscle or skin) will require medical treat-
  ment and/or other types of magic or psionic healing.
  Despite the spell’s name, it can also be used to mend old bones 
  that have been broken, to piece together a whole, complete bone 
  (up to half a human skeleton per spell) as if magically glued to-
  gether, and with no sign of the bone having ever been broken.
  Level Eight
  Death Bolt
  Range: 200 feet (61 m) +20 feet (6 m) per level of the Necro-
  mancer.
  Duration: Instant, plus effects linger for one minute per level of 
  the spell caster.
  Brian Hite (Order #17180059)
  
  163
  Damage: 1D6 damage direct to Hit Points per level of experi-
  ence! Supernatural opponents take half damage.
  Saving Throw: Special; potential victims are -2 to save. Those 
  who save take one third damage and suffer no penalties.
  P.P.E.: Thirty
  This magic unleashes a multi-tendrilled bolt of black lightning 
  that erupts from the Death Mage’s palm and completely bypass-
  es armor (or natural A.R.) to inflict damage direct to the target. 
  Damage is S.D.C. or M.D. depending on the nature of the victim. 
  In addition, unless the victim rolls a successful save vs magic, 
  he will suffer from the following penalties: -4 to initiative, -1 to 
  parry and dodge, and Spd. is reduced by 25% for one minute/four 
  melee rounds. The bolt can pass through full armor, but has no 
  effect on inanimate objects or materials.
  Against undead creatures, the bolt has an energizing effect. 
  Vampires, Dybbuk, Zombies, and all other sorts of undead will 
  find their Hit Points increased (or restored if injured) by 4D6 
  points the instant bolt the strikes. Used repeatedly, a Necroman-
  cer mage can increase an undead’s Hit Points by a maximum of 
  60 points. The duration of the increased durability is two minutes 
  per level of the spell caster, or until additional damage reduces it.
  Death Strike
  Range: Empowers the spell caster, not others.
  Duration: One minute (four melee rounds) per level of experi-
  ence.
  Saving Throw: Opponents are -1 to save.
  P.P.E.: Twenty-Five
  Every punch, kick, or strike inflicted by bare hands/feet or 
  by hand-held weapons such as a club or sword (excluding bow 
  weapons, thrown weapons and projectiles), inflicts double dam-
  age. Furthermore, if the opponent is a magical or supernatural 
  being, then the doubled damage will be inflicted as if it were de-
  livered by the required magical weapon.
  Fragile Bone to Steel
  Range: Touch or within 60 feet (18.3 m).
  Duration: 30 minutes per level of experience.
  Saving Throw: Not applicable; the enchantment is used on the 
  bones of the dead.
  P.P.E.: 15 points; 90 P.P.E. to make the transformation perma-
  nent.
  The Death Mage can turn the equivalent of one human-sized 
  skeleton, or equivalent pile of bones (roughly 40 lbs/18 kg), from 
  ordinary bone to the consistency of steel. The “steel” bones are 
  four times as strong and harder (quadruple S.D.C.) and three 
  times as heavy. Both ordinary bone and bones already perma-
  nently turned to wood (including those turned into weapons, 
  furniture, doors, fences, and other items) can also be turned into 
  steel. Real wood cannot. Additional P.P.E. will need to be ex-
  pended to make larger bone items into steel.
  The Necromancer can also temporarily turn the bones of one 
  human-sized animated dead into steel, temporarily quadrupling 
  their S.D.C. and doubling punch damage (becomes 2D6 S.D.C.), 
  but the weight of the animated dead is also doubled (approx. 80-
  100 lbs/36-45 kg depending on the size of the skeleton) and speed 
  is reduced to 3. (See animated dead under Special O.C.C. Powers 
  for details on animated skeletons.)
  Necromancers, and certainly Iceborn Skinbenders, use this 
  spell to make tools, weapons, and pieces of armor, jewelry and 
  even parts of walls, ships, and furnishings out of bone and then 
  permanently transform them into steel structures that have the 
  light weight of bone (increase the weight of such items by 40% 
  from what it was as bone), but the resilience, strength and hard-
  ness of steel. Note: Bones can not be bent or shaped by the Shape 
  Bone spell once they are turned into steel. Bones are made per-
  manent for long-term use.
  Mock Funeral (curse)
  Range: Line of vision.
  Duration: 24 hours +12 hours per level of the Necromancer, 
  starting with level two.
  Saving Throw: 16 +1 per every three levels of the Necroman-
  cer’s experience, so if the Death Mage is 3rd level, potential vic-
  tims must roll a 17, if 6th level they need 18, at 9th level they 
  need 19, and if 12th level or higher, they need to roll either a 
  natural 20 or 21 or higher with bonuses.
  Limitation: Only one curse can be placed on an individual at a 
  time.
  P.P.E.: Forty for one individual, +20 for each additional member 
  of a group or family included in the curse.
  A powerful method of unnerving (sometimes frightening 
  away) an enemy by placing a “death curse” on the individual and 
  leaving a coffin with his effigy as a warning. This ritual magic 
  involves making an effigy (often a scarecrow) of the character 
  to be cursed and the participants (Necromancer and at least one 
  other person) wailing, mocking, cursing, laughing and scoffing at 
  the individual, group or family characterized by the effigy. In the 
  case of cursing an entire group or family (six people maximum), 
  the effigy is the head of the family or group with small rag dolls 
  laid in the coffin with him or her to signify each family or group 
  member.
  The person(s) being “laid to rest” in effigy must, at some point, 
  see himself in the coffin for the magic curse to work. To this end, 
  the coffin is left in some obvious, often unavoidable place, like 
  an entranceway, doorway, front room, bedroom, in or on top of a 
  vehicle, etc. If the coffin is spied from a distance, the character(s) 
  is inexorably drawn to it to see who is inside. The coffin can be 
  elaborate and fancy or a simple wooden box (typically the latter).
  Note: This death curse is especially dangerous and effective, 
  because the Necromancer who inflicted it knows exactly what his 
  victim’s (temporary) fears and weaknesses are, and will exploit 
  them. So if the character is vulnerable to poison or fire, the mage 
  or his henchmen will use that against him. Likewise, if vulnerable 
  to a particular creature, like a water spirit, fire demon, dragon, 
  etc., the villain will try to pit one or more against the character. 
  These curses are designed specifically to intimidate, terrify and 
  undermine the Necromancer’s enemies.
  Types of Mock Funerals & their Curses:
  ! If the coffin is filled with dirt, the cursed individual will feel 
  trapped, pressed upon, buried by responsibility and worry. All 
  skills are performed at -20% and initiative is -2.
  ! If the effigy is torn or chopped apart, the cursed character will 
  feel lost and confused. Sense of direction/land navigation and 
  navigation skills are -70%, all other skills are -10%; becomes 
  easily lost even in familiar surroundings.
  Brian Hite (Order #17180059)
  
  164
  ! If the effigy is holding a dagger & blood stains run down from 
  the mouth/lips, the cursed character suffers from a Death Wish, 
  same as the spell described under 7th level Necro-Magic, only 
  for the longer duration that comes from a Mock Funeral ritual 
  curse.
  ! If burned, the cursed individual will suffer double damage 
  from fire.
  ! If a metal spike is driven into the chest, the cursed individual 
  will suffer double damage from lightning and electricity.
  ! If laid upon or wrapped in a banner of a group’s ruler or other 
  power, the individual will be hounded by members of that 
  group-wanted dead or alive for crimes he may or may not 
  have committed. The latter will require the Necromancer hav-
  ing false accusations made against the individual or frame him 
  for something he didn’t do.
  ! If filled with snakes, the cursed individual cannot save vs poi-
  son and suffers double damage from poison, plus he is -1 to 
  save vs magic cast by dragons.
  ! If filled with rats or mice (dead or alive), the cursed individual 
  cannot save vs disease and suffers double damage from ill-
  ness.
  ! If drowned (the casket is either filled with water or dumped in 
  water-river, lake, pond, pool, etc.), the cursed character for-
  gets how to swim, making him vulnerable to drowning, and 
  water-based attacks by water demons, water spirits and water 
  elementals do double damage.
  ! If the casket is overturned and the effigy is dumped onto the 
  ground, the cursed individual cannot save vs punch, fall or im-
  pact and takes full damage from such attacks, including explo-
  sions. Furthermore, the character is -50% on the skills climb, 
  acrobatics and gymnastics.
  ! If left on a doorstep, or wherever the character is currently liv-
  ing or an establishment he/she frequents, it is a warning that 
  the individual or family is marked (usually by a Necromancer 
  or his friends or associates), and that the individual or family 
  member must cease his activities against them or be destroyed. 
  Often a note will be attached to the effigy to clarify exactly 
  whom should be left alone.
  Level Nine
  Curse of Hunger
  Range: Touch or 10 feet (3 m).
  Duration: 24 hours per level of experience.
  Saving Throw: Standard.
  P.P.E.: Fifty
  This magic instills an unreasoning feeling of hunger in its vic-
  tim. The feeling of hunger is so strong that even when stuffed to 
  the gills, the victim will think of nothing but eating. While hun-
  gry, the victim is -2 on initiative and all combat abilities. After 
  eating, he will be fine for the next 2D6 minutes, but will quickly 
  become hungry again. If he eats again when he’s already full, 
  he will become extremely sick and vomit 1D4 times in the next 
  twenty minutes. Penalties are the same as when hungry, except 
  that vomiting will fully impair the victim for one melee round 
  (15 seconds); this means only one melee action and no combat 
  bonuses (the act of vomiting takes up all other melee actions that 
  round). Supernatural creatures and creatures of magic are im-
  mune to the effects of the spell.
  Death’s Embrace
  Range: Touch or up to 30 feet (9.1 m) per level of experience; 
  line of sight.
  Duration: Effects last for 1D6 minutes per level of the caster.
  Damage: Special.
  Saving Throw: Standard saving throw vs magic, however, psy-
  chics with sensitive powers are -2 to save.
  P.P.E.: Thirty-Five
  A powerful force of arcane energies is summoned and directed 
  toward one particular living target. The energies take the form of 
  a black, ghostly apparition that swirls around and embraces the 
  victim. For the duration of the spell, the apparition softly weeps 
  and moans. The effect is that the character embraced by the thing 
  feels defeated and lost to the point that he simply stands or sits, 
  unable to take any initiative whatsoever. The victim will not at-
  tack, perform skills, or even shout a warning to a friend. The only 
  action he can take is in self-defense. Once gone or dispelled, the 
  character instantly snaps out of his stupor and takes action. Note: 
  This debilitating energy can be dispelled by sorcerers via Negate 
  Magic and Dispel Magic Barrier.
  Funeral Pyre
  Range: 20 foot (6.1 m) radius per level of the spell caster.
  Duration: 1D4 minutes.
  Saving Throw: None.
  P.P.E.: Thirty-Five
  This spell causes all corpses and dead bodies within range 
  to burst into flame, and only those quickly doused with a vial 
  of holy water or embraced (held) by the living will not be con-
  sumed. After 1D4 minutes, the remains will be burnt down to 
  a pile of bones. This is very useful for cleaning up after a big 
  battle or destroying evidence of a slaughter, although the surviv-
  ing skeletons will raise questions.
  Note: This spell has no affect on animated dead, mummies, 
  zombies, or the undead.
  Greater Animated Dead
  Range: 800 feet (244 m); line of vision.
  Duration: 10 minutes per level of experience.
  Saving Throw: None.
  P.P.E.: Fifty
  Virtually identical to the Animate and Control Dead spell, ex-
  cept the range and duration are all doubled (as noted above), the 
  number of dead one can animate is doubled (4), and the animated 
  dead are twice as fast (Spd. 14). They are also stronger (P.S. 20; 
  inflicting 2D6+5 S.D.C./H.P. damage), have 50% more S.D.C. 
  (75-210 depending on size) and each has four attacks per melee 
  round (instead of two).
  Shadows of Death
  Range: Self or 20 feet (6 m).
  Duration: 24 hours per level of experience.
  Saving Throw: Standard.
  P.P.E.: Forty-Five
  This spell creates strange and monstrous shadows but has two 
  different applications. If cast on himself, the Necromancer’s own 
  shadow will seem to have a life of its own, move independent of 
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  the mage, make sudden or threatening movements, and generally 
  look frightening and unnatural. This adds +2 to the Horror Factor 
  of the mage and makes opponents -2 on all combat bonuses be-
  cause the movements of the shadow are startling and distracting.
  Alternately, the shadows of death can be cast on others. In this 
  case, the spell is considered a curse. Victims have a constant feel-
  ing that they are being watched and/or in danger. They constantly 
  catch glimpses of movement and strange shadows from the cor-
  ners of their eyes. This makes the character paranoid and jumpy, 
  plus they have trouble sleeping. Penalties: Tired from lack of 
  sleep and constantly being on edge, reduce speed and endurance/
  fatigue levels by 20% and all combat bonuses are -1.
  Shadow of Doom (curse)
  Range: Touch or 20 feet (6 m).
  Duration: 48 hours per level of experience.
  Saving Throw: Standard.
  P.P.E.: Forty-Five
  This spell should be considered a magic curse. The cursed 
  character is depressed and feels like the sword of doom is about 
  to drop on him. Penalties: -2 on initiative, -1 on all other combat 
  bonuses and -20% on all skill proficiencies.
  Level Ten
  Command Vampires
  Range: Self and 50 feet (15.2 m) per level of experience.
  Duration: One hour per level of experience or less.
  Saving Throw: Special.
  P.P.E.: One Hundred
  This spell imbues the spell caster with the ability to impose his 
  will over vampires as if he were a Master Vampire of the same 
  level of experience. Effects are identical to the Mind Control: 
  Vampire over Vampire ability listed on page 212 of Western 
  Empire, except that only one vampire per level of experience can 
  be controlled this way. Only Wild and young Secondary Vam-
  pires are affected. Masters, Ancient Secondary Vampires, and of 
  course, Vampire Intelligences, are immune.
  A Secondary Vampire that fails to resist will remain under con-
  trol for 1D4 hours. A Wild Vampire will remain subservient for 
  2D6 hours. After the time period elapses, the vampire can try again 
  to resist the mind control. Should a vampire manage to resist or 
  otherwise break free of the mind control, it can attack the Death 
  Mage, but not necessarily. Vampires are evil creatures who like 
  doing evil, so they may enjoy the tasks that are asked of them while 
  under the Necromancer’s influence. They may even volunteer to 
  assist the Necromancer in his evil tasks after the spell elapses (this 
  won’t happen if the mage abuses or tortures the creatures or fellow 
  undead). Otherwise, the mage can keep trying to enforce his will 
  over vampires for one hour per level of his experience or until an 
  hour before sunrise. Vampires do need their sleep, after all.
  Curse of Wasting
  Range: Touch or 10 feet (3 m).
  Duration: 24 hours per level of experience.
  Saving Throw: Standard.
  P.P.E.: Eighty
  No matter how much the victim eats, his body begins to waste 
  away as if he hasn’t eaten in days. After 24 hours the victim’s 
  eyes are sunken and gray, the body unnaturally thin and sickly 
  looking and the character feels tired and weak. P.S., P.P., Spd. 
  and attacks per melee round are all reduced to half (also reduce 
  any attribute bonuses appropriately). In addition, skill perfor-
  mance is -20%.
  The character gets thinner and weaker with each passing day. 
  Reduce the following every 24 hours: -1 on all combat maneu-
  vers (initiative, strike, parry, etc.), -I on all saving throws, -10% 
  on skill performance, -1 on Spd.; all penalties are cumulative.
  Supernatural creatures and creatures of magic can also be af-
  fected by the curse, but only for two hours per level of the spell 
  caster’s experience (so only the initial penalties appear after one 
  hour). Vampires and other undead are not affected.
  Strength of the Dead
  Range: Self.
  Duration: 2 minutes per level of experience.
  Saving Throw: None.
  P.P.E.: Sixty
  Starting with an intact, recently dead (within a 24 hours) body, 
  the Necromancer can draw out some of the deceased’s past life 
  force. This temporarily grants the necromancer half the S.D.C. and 
  Hit Points that the creature had while it was alive. It is possible to 
  use an older, more decomposed (up to one week old) body, but the 
  amount of Hit Points and S.D.C. received will be only 25%.
  Summon Insect Swarm
  Range: 1,000 miles (1,600 km).
  Duration: 12 hours per level of experience.
  Saving Throw: None.
  P.P.E.: Eighty
  This ritual magic will cause 1000 flying insects (per each level 
  of experience of the summoner) to amass in a gigantic, blinding 
  cloud. The swarm covers a 100 foot (30.5 m) radius per level of 
  the Necromancer.
  Blinding cloud of flying insects: Thousands of flying insects 
  fill the air as a massive, living cloud. The swarm reduces visibili-
  ty to about 10 feet (3 m). The bugs are also very distracting, noisy 
  and annoying, covering the face, impairing vision even more.
  Characters not protected inside heavy cloaks and/or armor will 
  be pelted and covered by the bugs. Even though most of the in-
  sects in this swarm are harmless, they will crawl in the ears and 
  nose, fly into the mouth and eyes, crawl under clothes and so 
  on. The overall sensation is disgusting and debilitating. Penalties: 
  Characters caught in the cloud lose half of their melee actions, 
  can barely see or hear, completely lose initiative and all combat 
  bonuses, and speed is reduced by half.
  Level Eleven
  Bone of Invisibility
  Range: Wearer or holder; must be worn or held in one’s hand to 
  be effective.
  Duration: 15 minutes. The bone is so empowered until it is de-
  stroyed.
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  Saving Throw: As per spell.
  P.P.E.: One Hundred Eighty; creates a permanent magic item.
  Note: Requires one single, small bone from a rat.
  Typically a small enchanted bone that fits in the palm of the 
  hand or worn as a simple necklace. This bone can turn the holder/
  wearer invisible as often as six times per 24 hours. To activate its 
  magic, the user must close his hand around it and say, “make me 
  invisible.” This magic item has 300 S.D.C., but only suffers dam-
  age when an adversary deliberately tries to destroy it by directing 
  his attacks at it only.
  Bone Scepter
  Range: As per spell or as melee weapon.
  Duration: As per spell (3rd level potency) or until destroyed.
  Saving Throw: As per spell.
  P.P.E.: One Hundred Sixty points; creates a permanent magic 
  item.
  Typically a scepter or rod made entirely of bone and which 
  ends with a skull, skeletal jaw with teeth, or hand, claw or taloned 
  foot (bird-like). The permanent enchantment turns it into a low-
  powered magic weapon with the powers to cast three different 
  spells once each per 24 hours: Select three from the following: 
  Repel Animals, Negate Poison, Turn Dead, Fear, Spoil, and Sick-
  ness.
  It is considered a magic weapon with 500 S.D.C. The weapon 
  suffers damage only when an adversary deliberately tries to de-
  stroy it by direct attacks at the weapon only. When used as a 
  blunt weapon it inflicts 3D6 H.P./S.D.C. damage, even against 
  supernatural opponents.
  Summon Vampire
  Range: 1,000 miles (1,600 km).
  Duration: 24 hours per level of experience.
  Saving Throw: None.
  P.P.E.: One Hundred Fifty
  This ritual magic will cause 1D4 vampires within a 1000 mile 
  (1600 km) radius to come to the Necromancer within 12 hours 
  (at night, of course). If there are no vampires in the area, none 
  will come. Only wild vampires and/or secondary vampires must 
  heed the mystic summons. The master vampire and old second-
  ary vampires are not affected.
  Most vampire(s) see the Necromancer as a kindred spirit and 
  a potential ally, so they will gladly work with the death mage. 
  The magic requires the undead to stay for 24 hours per level of 
  experience of the summoner. However, they can decide to stay 
  longer if that is what they desire, the only difference is the vam-
  pire is no longer obligated to obey the Necromancer. This means 
  a free vampire may continue to work with the sorcerer, especially 
  if there is a lot of bloodshed or if the creature likes the mage’s 
  scheme. Otherwise, the vampire is free to do as he pleases.
  Transfer Life Force
  Range: 10 feet(3 m) per level of experience.
  Duration: 24 hours per level of the spell caster.
  Saving Throw: None.
  P.P.E.: One Hundred Fifty
  This spell enables the Necromancer’s life essence to inhabit 
  and animate skeletons, corpses, mummies, zombies and even 
  puppets, like a robot. The possessed dead thing has all the mental 
  and physical powers of the Necromancer, however magic spells 
  and psionic powers cannot be used, because the corpse has no 
  P.P.E. or I.S.P.!
  The body is dead so it is impervious to pain, hunger, thirst, 
  fatigue, disease, drugs, poisons, gases, heat and cold. However, 
  the sense of smell is lost and the sense of touch is about half of 
  normal. Vision and hearing are provided by mystic means. If the 
  body is destroyed, it is no big deal; the spell caster simply returns 
  to his real living body and can always inhabit another dead body 
  if so desired. The spell can be used as an offensive measure or 
  a subtle means to spy or confuse. The spell caster can disguise 
  himself completely by inhabiting a recently deceased individual 
  or conceal his identity by inhabiting a corpse or skeleton. Note: 
  The dead body looks ... well ... dead and continues to discolor and 
  decay. After a while, the dead body will smell pretty terrible and 
  parts may drop off.
  Level Twelve
  Bone Staff
  Range: As per spell or as melee weapon.
  Duration: As per spell (3rd level potency) or until destroyed.
  Saving Throw: As per spell.
  P.P.E.: Two Hundred Ten; creates a permanent magic item.
  A staff made entirely of bones. It may have a skeletal jaw with 
  teeth, one or more skulls, hands, claws, taloned foot, horns, gi-
  ant teeth, or feathers at the top or on each end. The permanent 
  enchantment turns it into a low-powered magic weapon with the 
  powers to turn the dead (equal to a 3rd level spell), hold vampires 
  at bay as if it were a holy symbol and inflicts double damage to 
  animated dead-corpses, skeletons, crawling hands, and mummies 
  (but not the undead or zombies). It is considered a magic weapon 
  with 800 S.D.C.. The weapon suffers damage only when an ad-
  versary deliberately tries to destroy it by directing his attacks at 
  the weapon only.
  When used as a blunt weapon it inflicts 4D6 H.P./S.D.C. dam-
  age, even against supernatural opponents.
  Necklace of Bat Skulls
  Range: Wearer; must be worn to be effective. Can be worn as a 
  necklace or bracelet.
  Duration: The necklace is so empowered until it is destroyed.
  Saving Throw: As per spell.
  P.P.E.: Two Hundred Ninety; creates a permanent magic item.
  Note: Must have at least four skulls.
  A necklace that gives the wearer perfect hearing (+1 on initia-
  tive) and enables him to see in non-magical darkness (nightvision 
  200 feet/61 m) as long as the item is worn. The necklace is con-
  sidered a magic item with 500 S.D.C., but only suffers damage 
  when an adversary deliberately tries to destroy it by directing his 
  attacks at it only.
  Necklace of Bird Skulls
  Range: Wearer; must be worn to be effective. Can be worn as a 
  necklace or bracelet.
  Duration: The necklace is so empowered until it is destroyed.
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  Saving Throw: As per spell.
  P.P.E.: Two Hundred Ninety; creates a permanent magic item.
  Note: Must have at least four skulls.
  A necklace of clear sight that gives the wearer perfect 20/20 
  vision (no need for eyeglasses) and exceptional long-distance vi-
  sion, plus enables him to see into the ultraviolet spectrum of light 
  as long as the item is worn. The necklace is considered a magic 
  item with 500 S.D.C., but only suffers damage when an adversary 
  deliberately tries to destroy it by directing his attacks at it only.
  Necklace of Dragon Teeth
  Range: Wearer; must be worn to be effective. Can be worn as a 
  necklace or bracelet.
  Duration: The necklace is so empowered until it is destroyed.
  Saving Throw: As per spell.
  P.P.E.: Three Hundred Twenty; creates a permanent magic item.
  Note: Must have at least three teeth.
  A necklace of clear sight that gives the wearer the ability to 
  see the invisible as long as it is worn or held in one’s closed hand. 
  The necklace is considered a magic item with 800 S.D.C., but 
  only suffers damage when an adversary deliberately tries to de-
  stroy it by directing his attacks at it only.
  Necklace of Snake Skulls
  Range: Wearer; must be worn to be effective. Can be worn as a 
  necklace or bracelet.
  Duration: The necklace is so empowered until it is destroyed.
  Saving Throw: As per spell.
  P.P.E.: Three Hundred; creates a permanent magic item.
  Note: Must have at least four skulls.
  A necklace of healing and protective magic that makes the 
  wearer impervious to disease that causes fever, snake bites, and 
  poison, plus provides a +2 bonus to save vs all types of magi-
  cal illnesses. The necklace is considered a magic item with 500 
  S.D.C., but only suffers damage when an adversary deliberately 
  tries to destroy it by directing his attacks at it only.
  Summon Worms of Taut
  Range: Not applicable.
  Duration: 24 hours per level of experience.
  Saving Throw: Standard.
  P.P.E.: Two Hundred Ten
  This ritual plucks one or more demonic worms of Taut from 
  its native dimension and magically places it before the summon-
  ing Necromancer. The creature is automatically under the spell 
  caster’s control and will obey him without question.
  Not all worms can be summoned, only the Nippers, Fire 
  Worms and Tomb Worms. As many as one per level of experi-
  ence can be summoned.
  The problem with this spell is that after the duration time has 
  elapsed, the necromancer’s control over the worms is gone but 
  they remain. All Worms of Taut are extremely aggressive and 
  dangerous predators. See Palladium Fantasy’s Monsters & Ani-
  mals for descriptions.
  Level Thirteen
  Necklace of Goblin Skulls
  Range: Wearer; must be worn to be effective. Can be worn as a 
  necklace or bracelet.
  Duration: The necklace is so empowered until it is destroyed.
  Saving Throw: As per spell.
  P.P.E.: Three Hundred Forty; creates a permanent magic item.
  Note: Must have at least two skulls.
  A macabre necklace that gives the wearer the ability to under-
  stand and speak Gobblely and Faerie Speak, as well as nightvi-
  sion (100 feet/30.5 m) as long as the item is worn. The necklace 
  is considered a magic item with 500 S.D.C., but only suffers dam-
  age when an adversary deliberately tries to destroy it by directing 
  his attacks at it only.
  Shape Bone
  Range: Self (and the bone one is working with).
  Duration: Five minutes per level of experience.
  Saving Throw: Not applicable.
  P.P.E.: 80
  This spell enables the Necromancer to squeeze, bend, and 
  shape bone as if it were made out of clay or soft rubber. Using 
  this spell, he can shape the bone into a dagger, sword, club, or 
  make parts for a bone staff or body armor (bonding the pieces to-
  gether using other magic), or make tools such as sewing needles, 
  hooks, eating utensils and so on. The only limitation is that he can 
  only work with one complete bone per spell casting, whether it 
  is tiny or large like a leg bone or skull. Note: The Iceborn Skin-
  binder and Sea Witch can perform this spell at half the P.P.E. cost 
  (40 points).
  Skull with Flaming Eyes
  Range: 300 feet (91 m) as a lantern, or by touch.
  Duration: Will function indefinitely or until destroyed.
  Saving Throw: As per spell.
  P.P.E.: Three Hundred points; creates a permanent magic item.
  A magical creation that permanently enchants the skull of 
  a human or other intelligent creature with the powers of light, 
  warmth and fire. It is considered a magic item with 1000 S.D.C. 
  The skull suffers damage only when an adversary deliberately 
  tries to destroy it by directing his attacks at it only.
  ! Flaming eyes that provide light like a lantern and which can 
  fire beams of light like a high-powered flashlight or lantern; 
  300 foot (91.4 m) range.
  ! The light from the eyes magically extinguishes during the day 
  and in brightly lit rooms, and automatically appears with the 
  coming of dusk or in darkness.
  ! The flaming eye sockets burn like hot coals and can be used to 
  light wicks or branches to build a fire by placing one end of the 
  item into the glowing eye socket. Putting a finger into the eye 
  socket will burn, inflicting 3D6 H.P./S.D.C. damage and set-
  ting any flammable items (like gloves) on fire; double damage 
  to angels/Spirits of Light, Faerie Folk, Elementals and spirits.
  ! Provides warmth equal to a large campfire or fireplace.
  ! Skull can fire Bolts of Fire six times per 24 hours: 4D6 S.D.C., 
  double damage to angels/Spirits of Light, Faerie Folk, Ele-
  mentals and spirits; range: 300 feet (91 m).
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  Skull of Knowledge
  Range: As per spell; range of vision is 1,000 feet (305 m).
  Duration: As per spell (3rd level potency) or until destroyed.
  Saving Throw: As per spell.
  P.P.E.: Three Hundred Twenty points; creates a permanent mag-
  ic item.
  Each of the following magic spells or abilities can be per-
  formed once per 24 hours and the skull relates/speaks about what 
  it has seen or learned. All spells are equal to 3rd level in potency 
  and duration, non-magical abilities are limited to 30 minutes.
  ! See the Invisible.
  ! See Aura.
  ! Second Sight.
  ! Eyes of Thoth.
  ! Cipher: Count & perform basic mathematical calculations 98%.
  ! Identify plants and fruit 98%.
  ! Translate for one particular language 90%.
  Note: The skull itself can understand and speak all languages 
  at all times at 90% proficiency, and responds in the language by 
  which it was addressed. The skull never speaks or does its magic 
  without being addressed with the opening words, “O’ Skull of 
  Knowledge, tell me ...”and whatever – “what invisible beings you 
  spy,” “what words you read,” “what of my future can you see,” etc.
  Curse: To Hell & Back
  Range: Touch or up to 10 feet (3 m).
  Duration: One melee round (15 seconds) for the initial voyage 
  to hell, but the effects linger for one hour per level of the caster.
  Saving Throw: -1 to save vs magic.
  P.P.E.: One Hundred Eighty
  Unless the targeted individual rolls a successful save vs magic, 
  this spell sends him on a mental and emotional trip through the 
  darkest corners of his mind. In a span of only a few seconds, the 
  victim will re-experience every loss he has ever felt and every 
  injury he has ever inflicted. During this mental assault, the char-
  acter is oblivious to everything around him and cannot take any 
  action. The experience is humbling to even the strongest spirit 
  and shattering to all others. After this moment of torture, vestiges 
  of the experience will continue to haunt the victim for up to one 
  hour per level of the spell caster. The effects are half for those 
  with an M.E. attribute of 20 or higher.
  For the duration of this haunting, the victim is obviously 
  shaken and emotionally feeble. During this period, the character 
  is distracted and despondent. If nothing demands his immediate 
  attention, the character will want to curl up into the fetal posi-
  tion and be left alone. The victim suffers from emotional shell-
  shock with the following penalties: -6 to initiative, -4 to parry 
  and dodge, -6 to save vs Horror Factor, and -4 to save vs mind 
  control. In addition, the speed attribute, skill performance, and 
  attacks per melee are reduced by half, and only one offensive 
  move can be taken per round, all others are defensive only. Even 
  1D4 days after the experience, the victim will be -1 on initiative.
  Summon Magot (monster)
  Range: Not applicable.
  Duration: 12 hours per level of experience.
  Saving Throw: Standard.
  P.P.E.: Three Hundred Twenty
  This impressive ritual actually plucks one hideous Magot de-
  mon from its native dimension and magically places it before 
  the summoning necromancer to do his bidding. The Magot is 
  automatically under the spell caster’s control and will obey him 
  without question. The creature’s time on the Palladium world is 
  limited and it warps out after the duration time of the summoning 
  magic elapses, or when the summoner bids it to leave, or when it 
  is slain. For a full description of the Magot, see Palladium Fan-
  tasy RPG® 2nd edition, pages 323-324.
  Level Fourteen
  Return from the Grave
  Range: Self only.
  Duration: Special.
  Saving Throw: None.
  P.P.E.: Special; a total of 60 P.P.E. and 24 Hit Points are perma-
  nently spent.
  This magic is less of a ritual and more like a full-time commit-
  ment. One evening, once a week, before going to rest, the Nec-
  romancer must conduct a ritual which requires reciting a series 
  of arcane verses, ceremonial bloodletting (human or large ani-
  mal sacrifice), and the temporary expenditure of 25 P.P.E. by the 
  mage. Furthermore, an involved ritual must be conducted every 
  full moon, during which the mage permanently sacrifices three 
  P.P.E. and two Hit Points. After a full year of conducting both 
  rituals, the magic is complete and the Necromancer must only 
  recite a mantra every night.
  The purpose of the magic is not obvious at first. But when 
  its effects are realized, they are very apparent. If the year-long 
  ritual is done properly, without missing any of the nightly ritu-
  als (if so, P.P.E. and H.P. expended are lost; start again), it will 
  enable the Death Mage to “return from the grave” as a member 
  of the undead. The willing subject of this magic will forever 
  walk the Earth as a vampire, at least until someone destroys 
  him. He is very powerful, thoroughly evil, and even more dedi-
  cated to death than before. This magic is one of the only ways 
  for someone to become a member of the undead (equal to a 
  Master Vampire) without being reliant on some other source 
  of power, such as a Vampire Intelligence. Note: Supernatural 
  creatures and creatures of magic, like dragons, cannot use this 
  magic, but mortals can.
  The basic powers and weaknesses of this creature are as 
  follows:
  ! Hit Points are equal to twice the amount of the Necromancer’s 
  base P.P.E. at the time of his death. They do not increase with 
  further experience as an undead, since it is locked at the high-
  est level he had attained before death.
  ! P.S. attribute is increased to 26 or +4, whichever is higher, and 
  is considered to be supernatural.
  ! P.P. and Spd. are identical to what the mage had during his 
  life.
  ! P.E. is no longer applicable as the creature never tires and is 
  immune to poisons, disease, cold and many forms of magic.
  ! P.B. attribute is reduced to 1D6.
  ! All mental attributes are reduced by 1D4.
  ! Horror Factor is 3, plus one per level of experience achieved 
  in life.
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  ! Attacks per melee are four, plus one for every four levels of 
  experience in life.
  ! New combat bonuses are +3 to initiative, +4 to strike and parry, 
  +2 to dodge, +3 to roll with punch/impact, +1 to entangle, and 
  +2 to disarm, in addition to any P.S. or P.P. attribute bonuses.
  ! The powers of necromancy remain, but in a diminished capaci-
  ty. All Special Abilities & Powers of the Necromancer O.C.C. 
  remain intact, but O.C.C. bonuses do not apply.
  Furthermore, the Death Mage’s usual P.P.E. level is reduced 
  by half, making spell casting limited. Moreover, reborn as a vam-
  pire, the character only turns to magic when it amuses him or 
  when desperate, otherwise the character relies on his vampiric 
  abilities.
  Half the O.C.C., O.C.C. Related and Secondary skills the 
  mage knew in life are retained, the others are forgotten. All skills 
  that remain are permanently frozen at the level they were at the 
  time of death.
  Summary of natural Vampire combat abilities (as they ap-
  ply to undead created by this sorcery):
  ! The undead creature is no longer vulnerable to normal weap-
  ons. Only magic, psionics, wood or silver weapons and physi-
  cal attacks or strikes from a supernatural creature will inflict 
  damage to the undead. In addition, weapons made of or plated 
  with silver (the bane of all undead) inflict double damage.
  ! Damage is regenerated at the rate of 1D6 Hit Points per melee 
  round. The undead creature can function even if reduced to 
  -20 Hit Points, albeit at half speed. Even when reduced to -40 
  Hit Points, he will be immobile/comatose, but will survive, 
  recover 1D6 H.P. per melee round, regaining consciousness 
  at zero.
  ! Otherwise, the Undead Necromancer has all the basic abilities, 
  bloodlust and desires of a classic vampire. The only way to 
  permanently destroy the creature is the same way as to kill a 
  vampire.
  Wizard Spell Invocations
  Available to the Necromancer
  As a spell caster, a Necromancer can learn most any spell. 
  Some spells (those listed below) fit right into the Necromancer’s 
  usual way of doing magic and can be learned quite easily and 
  among the most likely to be counted in a Death Mage’s library 
  of spells.
  All spells not listed below will be more difficult and time con-
  suming to learn (takes 1D4 times longer to master them). They 
  can still be learned if the opportunity presents itself, but the cost 
  for casting any spells not on this list is double the number of 
  P.P.E. For example, the Armor of Ithan spell normally costs 10 
  P.P.E., but will cost the necromancer 20, and the Befuddle spell, 
  normally three, will cost six P.P.E. Most of these death wizards 
  focus on spells that are directly applicable to Necromancy and 
  don’t learn a wide range of many other spells.
  Necromantic spells can be learned by other practitioners of 
  magic, especially those who specialize in spell casting (like the 
  Wizard O.C.C.), but executing any Necromantic spell by a non-
  Necromancer means spending double the usual P.P.E. cost, and 
  most mages find Necro-Magic to abhorrent to learn. Remember, 
  most Wizards, even evil ones, will not learn or engage in the 
  black arts of Necromancy.
  Note: The amount of P.P.E. needed by the Necromancer is 
  listed in parentheses (they are already double the normal cost).
  Level One
  Death Trance (2)
  Globe of Daylight (4)
  Sense Evil (4)
  Sense Magic (8)
  Level Two
  Concealment (12)
  Detect Concealment (12)
  Fear (10)
  Turn Dead (12)
  Level Three
  Breathe Without Air (10)
  Fuel Flame (10)
  Ignite Fire (12)
  Level Four
  Ley Line Transmission (60)
  Magic Net (14)
  Repel Animals (14)
  Shadow Meld (20)
  Trance (20)
  Level Five
  Circle of Flame (20)
  Horrific Illusion (20)
  Level Six
  Fire Ball (20)
  Tongues (24)
  Level Seven
  Animate & Control Dead (40)
  Constrain Being (40)
  Life Drain (50)
  Level Eight
  Commune with Spirits (50)
  Exorcism (60)
  Luck Curse (80)
  Minor Curse (70)
  Sickness (100)
  Spoil (60)
  Level Nine
  Protection Circle: Simple (90)
  Level Ten
  Banishment (130)
  Control/Enslave Entity (160)
  Level Eleven
  Create Mummy (320)
  Level Twelve
  Create Zombie (500)
  Level Thirteen
  Sanctum (780)
  Level Fourteen
  Restoration (1,500)
  Level Fifteen
  Transformation (4,000)
  The cost of some specific components
  Note: The cost can be as much as four times greater depend-
  ing on the demand, situation and exactly who the deceased may 
  have been. The costs to necromancers is usually 50% higher be-
  cause of the component has greater value to the character and 
  shop owners takes advantage of that. However, charging more 
  than 50% above common market value is rare for fear of retribu-
  tion from the sorcerer.
  Selling such items to a magic shop is likely only to command 
  10% of the average selling price.
  Brain: Cyclops – 30,000+ gold
  Brain: Dragon – 130,000+ gold
  Brain: Mage O.C.C. – 15,000+ gold
  Brain: Warrior O.C.C. – 5,000+ gold
  Brain: Priest O.C.C. – 25,000+ gold
  Claw: Animal – 1D6x10 gold
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  Claw: Bird (large) – 1D4x10 gold
  Claw: Creature of Magic (Sphinx, etc.) – 30,000+ gold
  Claw: Dragon Hatchling – 25,000+ gold per pound
  Claw: Dragon Adult – 500,000 to a million gold
  Claw: Lesser Supernatural Beings/Demon – 10,000 gold
  Claw: Greater Supernatural Beings – 50,000 gold
  Claw: Ogre, Troll, Giant – D6x10 gold
  Eye: Cyclops – 100 gold
  Eye: Dragon – 150,000+ gold
  Eye: Humanoid – 500+ gold
  Eye: Supernatural Being – 50,000+ gold
  Horn: Animal (cow, deer) – 2D4x10 gold
  Horn: Supernatural Being – 2,000 gold
  Horn: Dragon – 100,000+ gold
  Horn: Ki-Lin – 20,000+ gold
  Horn: Unicorn – 100,000+ gold
  Hooves: Animal – 1D6 gold
  Hooves: Ki-Lin – 20,000 gold
  Hooves: Unicorn – 50,000 gold
  Tail: Dragon – 150,000+ gold
  Tail: Manticore – 25,000 gold
  Tail: Monkey – 350 gold
  Tongue: Supernatural Creatures – 80,000+ gold
  Tongue: Dragon – 300,000+ gold
  Tongue: Faerie Folk – 15,000 gold
  Tongue: Humanoids (low level human, Wolfen, etc.) – 500 
  gold
  Wings: Rare Animal (Gryphon, Dragondactyl, etc.) – 
  1D6x2000 gold
  Wings: Common Bird (large) – 1D4x10 gold
  Wings: Creatures of Magic (Sphinx, etc.) – 100,000+ gold
  Wings: Dragon Hatchling – 300,000+ gold
  Wings: Dragon Adult – 750,000+ gold
  Wings: Lesser Supernatural Beings – 100,000 gold
  Wings: Greater Supernatural Beings – 500,000 gold
  Weapons & Armor
  The following are some regional weapons and armor of note.
  Bizantian Battle Hammer
  A hammer intended for use on the battlefield, found almost 
  exclusively in the north, built by traditional North Folk, Iceborn, 
  and the Kiridin Barbarians. The weapon has a blunt, hammer-
  like head on one side of the handle, and usually a beak or point 
  on the opposite side made of hard stone. North Folk and Kiridin 
  make their handles out of hardwood, while Iceborn are known to 
  use whalebone. All three often embellish the handle with carv-
  ings. Length: 2.6 feet (0.7 m). Weight: 5 lbs (2.25 kg). Damage: 
  3D6+1. Cost: 65 gold.
  Bizantian Hakapik
  A Bizantian multipurpose hunting tool, the Hakapik is a heavy 
  wooden club with a hammerhead and a hook on the end. The 
  Hakapik is the traditional weapon used to hunt seal in the North-
  ern Islands and along the Shadow Coast. The Ministry of Farm, 
  Fish, and Food regulates Bizantium’s sealing industry and any-
  one discovered killing a seal without the use of a hakapik is sub-
  ject to a fine and possible imprisonment. Length: 3.4-5 feet (1-
  1.5 m). Weight: 2.5-3.75 lbs (1.12-1.68 kg). Damage: 2D6+2. 
  Cost: 25 gold. Rarely found outside Bizantium. Penalties: -2 to 
  parry and disarm. This is not a balanced or quality weapon for 
  combat. Clubbing a seal is one thing, fighting an enemy on the 
  field of combat is another.
  Bizantian Harpoons
  These spears have wide, barbed heads used for hunting large 
  fish and aquatic mammals like seals and whales. The spearhead 
  is fitted to the shaft by a socket, and can be replaced if it breaks 
  off in the flesh of a struggling animal. The Iceborn use bones 
  as spear points, but most modern Bizantian harpoons are tipped 
  with iron, though bronze tips were used in ages past by the Eoten 
  and can still be found occasionally. Length: 5-7 feet (1.5-2.1 m). 
  Weight: 4.84 lbs (2.1 kg). Throwing Range: 100 feet (30.5 m). 
  Damage: 2D6. Cost: 20 gold.
  Iceborn Gnagawa
  Made exclusively by the Iceborn, the Gnagawa is a type of 
  grappling hook used as a tool and as a weapon. The carved bone 
  hook has several configurations, sporting from two to four sep-
  arate hooks. As for rope, the Iceborn bind together lengths of 
  treated intestine to achieve a desired length. A Gnagawa can be 
  used to scale walls and the sides of ships, to secure a boat, and 
  entangle its rigging, as well as for hanging up prisoners or equip-
  ment, binding prisoners, and used as a weapon (equivalent of a 
  chain weapon). Many Iceborn warriors are so skilled they can 
  wrap the hook and/or rope around an opponent’s ankles to trip or 
  entangle him. Length: Varies depending on purpose and length 
  of rope; typically 10-20 foot (3-6.1 m) length of rope. Weight: 
  3.75 lbs (1.7 kg). Damage: 1D6+3. Throwing Range: 30 feet 
  (9.1 m). Bonus: +1 to entangle. Penalties: -2 to strike moving 
  target and -1 to parry. Cost: Must be found or captured from the 
  Iceborn.
  Iceborn War Club
  This weapon is constructed using the jawbone of a White Fur 
  Bear or Wolf Seal, enchanted via Necromancy to have the equiv-
  alent strength and hardness of stone or steel. Iceborn sharpen the 
  striking face of the weapon while leaving the teeth inside the 
  jawbone intact. The war club is used as a close combat weapon 
  and has the ability to cut into the flesh of an opponent. Length: 
  2.3 feet (0.7 m). Weight: 4.6 lbs (2 kg). Damage: 2D6+1. Cost: 
  Must be found or captured from the Iceborn.
  Serpent Bone Swords
  A weapon crafted from sea serpent bone by Bizantium North 
  Folk of direct Eoten heritage, Iceborn, and Wolfen. Those crafted 
  by Wolfen are usually giant-sized. Length: Varies from short 
  swords (2D4 damage) to large swords (equivalent to Broad-
  sword; 2D4+1 damage), two-handed swords (equal to a Bastard 
  sword; 2D6+2 damage) and massive Claymore-like swords (3D6 
  damage); +1D6 for Giant-Sized weapons. Cost: Varies; gener-
  ally seen as inferior and sell for half the price of metal weap-
  ons. Note: Iceborn weapons are cruder than other bone swords 
  and clearly made from bone. However, they will be enchanted 
  via Necromancy to have the equivalent strength and hardness of 
  stone or steel.
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  Serpent Tooth Sword
  A serrated sword made with bronze, iron, wood or bone and a 
  row of sea serpent teeth, used by North Folk and the Iceborn. It is 
  a favorite weapon of the Iceborn, Serpent Chasers and Fishermen 
  brave enough to travel far out into the Sea of Despair. Length: 
  Varies. Weight: Varies. Damage (special): Short Sword: 2D4+2. 
  Large One-Handed Sword (Broadsword): 2D6 damage. Large 
  Two-Handed Sword: 3D6+4. Cost: 100-400 gold. The sea serpent 
  teeth enable the weapon to inflict half damage against sea monsters 
  and creatures normally impervious to “normal weapons.” Note: 
  Iceborn weapons are enchanted via Necromancy magic to have the 
  equivalent strength and hardness of stone or steel. Such swords 
  may have teeth on one side or both sides of the “blade.”
  Shark or Serpent Tooth Gauntlets
  The shark or sea serpent tooth gauntlets are used by some Bi-
  zantian seafarers, especially Marines and Serpent Chasers, for 
  melee combat. Shark teeth are embedded in the gloves/gauntlets 
  on the knuckles and top of the hand as well as along the side of 
  the forearm. When the wearer makes a fist, the sharp teeth splay 
  outward from the knuckles and can be used to punch and slash at 
  enemies, and the gauntlets help protect the hands and wrists from 
  cuts, rope abrasions and sharp serpent scales. Weight: 2-3 lbs 
  (0.9 to 1.3 kg). Damage: Adds +1D6 to punch attacks.
  Bone Knives
  Used by many sailors as well as North Folk, Iceborn, and 
  Wolfen. Knives crafted from whalebone and the bone of sea ser-
  pents can never be made as sharp as metal knives, nor do they 
  make good throwing weapons (half the range, -1 to strike), but 
  they are excellent for scaling fish and sea serpent hides, skinning 
  seals, elk and reindeer, with blades that slide through flesh rather 
  than stabbing or cutting into it. Length: Varies, typically less 
  than 1 foot (0.3 m). Weight: 8 ounces to 1 lbs (0.22-0.45 kg). 
  Damage: 1D4 (2D4 giant-sized). Cost: 10-20 gold.
  Bizantium Armor of Note
  Shark Leather Armor
  Shark leather retains its resilience and suppleness, giving it 
  better flexibility and mobility than leather from land animals. The 
  tanning methods used to turn the sharkskin into supple leather 
  while simultaneously removing the denticles (shark scales) are 
  trade secrets known only to Bizantian tanners and leatherwork-
  ers, supposedly handed down from their Eoten forefathers. Shark 
  Leather Armor is prized by Bizantian Marines, Serpent Chasers 
  and seagoing-types in general.
  Individual pieces of Shark Leather, known as shagreen to tra-
  ditional North Folk and many Fishermen, are sold as lining for 
  the handles of swords and daggers, where a firm grip could make 
  the difference between life and death. Bits of leather rejected by 
  tanners and armorers are also used as a kind of sandpaper for fin-
  ishing wooden surfaces on ships and stripping away paint.
  Soft Shark Leather Armor: A full suit of soft leather armor. 
  Weight: 8 lbs (3.6 kg). A.R.: 10. S.D.C.: 20. Cost: 60 gold in Bi-
  zantium where it is common, double outside the Island Kingdom. 
  Penalties: -3% to swim, no penalty to Prowl, Climb, or other 
  skills where mobility is important.
  Soft-Studded Shark Leather Armor: This is a full suit of 
  soft shark leather armor with metal or bone studs, and metal-plat-
  ed leather gloves or gauntlets and a bit of metal at the shoulders. 
  Weight: 14 lbs (6.3 kg). A.R.: 12. S.D.C.: 30. Cost: 150 gold in 
  Bizantium where it is common, double or triple outside the Island 
  Kingdom depending on the market. Penalties: Excellent mobil-
  ity. -5% to swim, Prowl, Climb, and other skills where mobility 
  is important. This suit and shark leather gloves are very popular 
  amongst marine warriors, pirates and assassins.
  Magic Cold-Water Shark Leather Armor: Available in all 
  styles as above. All penalties apply as per armor. This armor is 
  extremely popular among Bizantium Marines and Serpent Chas-
  ers. Waterchanters of Bizantium are able to bless the armor and 
  imbue it with the ability to keep the wearer warm in cold water. 
  This is both magic and a modification by the Waterchanter that 
  creates the effect of trapping a thin layer of water between the 
  leather and the body of the wearer. Body heat warms the water, 
  surrounding the swimming individual with what amounts to an 
  additional layer of cold protection; just like a modern-day wet-
  suit. Ship’s crew who find themselves floating or swimming in 
  the ocean will take twice as long to feel the effects of cold water, 
  including hypothermia (can survive for roughly one hour + two 
  minutes per P.E. point), and suffer no effects of cold in water that 
  is at least 40 degrees Fahrenheit (4.4 C) or higher in temperature. 
  Has no warming effect on land, or at least no more than any other 
  leather armor. This is a closely guarded secret known only to the 
  Waterchanters. Suits that are intended to be blessed by Water-
  chanters must be left in the possession of the mage-priest for at 
  least 48 hours. Cost: The price of the Shark Leather armor (does 
  not work on any other type of leather) plus 300 gold to citizens 
  of the kingdom, 900 for outsiders or suits being sold to outsiders.
  Sea Serpent Scale Leather Armor
  Working with the skin of sea serpents is similar to turning 
  cowhide into leather, but more difficult, exacting and time con-
  suming. Using bronze saws and iron blades, the tanner/armorer 
  cuts patterns out of sea serpent hide, slicing around the scales. 
  Then, with a whalebone knife, the majority of the scales are care-
  fully peeled away and removed, leaving patches of them on the 
  chest, back, shoulders, and thighs, combined with gauntlets or 
  vambraces for the forearms, vambrace plates for the lower legs, 
  and a helmet. The end result is a surprisingly flexible, natural 
  “scale” armor.
  Serpent Scale Leather Armor: A full suit of armor made 
  from the hide and scales of a sea serpent. Weight: 30 lbs (13.5 
  kg). A.R.: 14. S.D.C.: 55. Cost: 400 gold in Bizantium where it 
  is common, sells for double or triple when exported outside the 
  Island Kingdom. Penalties: -7% to swim, Prowl, Climb, and other 
  skills where mobility is important.
  Navigational Equipment
  All the following items are common in Bizantium and the 
  Northern Islands.
  Gideon Compass: First invented by Dwarves centuries be-
  fore the Elf/Dwarf Wars, early compasses relied on lodestone, 
  a naturally magnetized ore of iron. Several millennia later, Bi-
  zantian mariners on rough seas found it difficult to maintain a 
  magnetic needle floating in a bowl or chamber of water, but were 
  highly reliant on compasses due to the rarity of clear skies over 
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  the Northern Islands. A watchmaker in the city of Gideon came 
  up with a solution, inventing the first dry compass; a magnetized 
  needle set in a glass sphere within a bronze box or framework. 
  Using this device, Bizantium’s sailors are able to sail in wintry 
  weather, extend their fishing season, and navigate with better ac-
  curacy than ever before. Gideon Compasses are treasured, and are 
  now crafted by specialist shops in any major city in the Northern 
  Islands, and a half-dozen locations on the Shadow Coast. They 
  are also appearing more and more regularly in the hands of for-
  eign sailors as Bizantian merchants sell the devices at a premium 
  in foreign ports. Cost: 165 gold in Bizantium, three or four times 
  as much elsewhere.
  Looking Glass or Spyglass: Basically two lenses connected 
  by a leather, wood or metal body. More sophisticated versions 
  collapse inward for easy storage, but looking glasses made of 
  solid pieces of wood, bamboo, ivory or bone are common. Ev-
  ery ship’s officer, lookout or navigator worth his weight needs 
  a looking glass, and cheap versions often work just as well as 
  ornately carved pieces fit for an admiral. Range: 3x magnifica-
  tion up to one mile (1.6 m). Length: 12 inches (0.3 m), Weight: 
  1 pound (0.45 kg). Cost: 200 gold in Bizantium for the basic va-
  riety, up to 1,000 gold for a spyglass made by a real artist; double 
  outside Bizantium, where such items are less common and less 
  well crafted.
  Sextant: Supposedly invented by an Elf living in Bizantium a 
  thousand years ago, proof behind the story has never been forth-
  coming, or has been covered up by the Crown. Two Bizantian 
  sailors built the world’s first known octant around 730 years ago, 
  which replaced the backstaff that had been previously used by 
  Elves and Dwarves to navigate their ships. Fifty years later, Nad-
  dod Yinxner of House Yinxner retooled the octant (possibly using 
  an ancient Elven version as an example), creating the world’s 
  first navigational sextant. Over the years the secrets of its cre-
  ation were eventually learned by other nations, but those made 
  in Bizantium are supposedly more accurate because they always 
  use 2 inch (5 cm) mirrors, while most others rarely incorporate 
  mirrors larger than one inch (2.5 cm) wide. Cost: The Bizantian 
  version sells for 130 gold on the Northern Islands, twice as much 
  elsewhere. 90 gold for those made outside Bizantium.
  Bizantium Navy
  Warlocks, Priests and Waterchanters
  Virtually every warship in Bizantium’s Royal Navy has at 
  least 1D4 Warlocks and/or Waterchanters, or other spell cast-
  ers amongst its crew. Large ships like Brigs and Frigates will 
  carry several Warlocks or other magic users who work together 
  to multiply the effect of their powers. Priests of Algor are a less 
  common sight onboard Bizantian vessels, but as many as half 
  include one or two as part of the crew, often paid directly by the 
  Admiralty like any other ship’s officer, given “rank” determined 
  by their time of service, and who sail with the crew of a particular 
  ship for years. These priests tend to the spiritual and psychologi-
  cal needs of the officers, sailors and Marines who undergo severe 
  hardships in the line of duty and endure long months at sea. They 
  also bring with them their significant healing powers and ability 
  to commune with the sea god. And while many ships, particularly 
  larger vessels, go to sea carrying a ship’s priest, Waterchanters 
  are found onboard almost every vessel of the Four Fleets, as well 
  as many merchant vessels, Whalers, Serpent Chasers and even 
  some fishing boats. They can perform rites of Algor, be looked to 
  for spiritual purposes, and have abilities of their own that are best 
  suited towards life on the high seas.
  Naval Armament
  Arbalests, ballista, catapults, bows, javelins and ram-prows 
  are all common weapons on warships, whalers and Serpent Chas-
  ers. Marines, archers, spell casters and Warlocks frequently use 
  their skills and arcane powers to defend vessels, attack enemy 
  ships and kill sea serpents, and any member of a ship’s crew can 
  use their personal weapons and resolve in battle. Ramming an 
  enemy vessel can cause massive amounts of damage, and some 
  warships are outfitted with special ram-prows to absorb impact 
  and inflict more devastating blows to sea serpents and wooden 
  vessels alike. Boarding a ship is the best way to capture it undam-
  aged, however, the preferred method of attack for both pirates 
  and Marines. Killing archers, spell casters and sailors who oper-
  ate heavy weapons is the quickest way to end the threat to one’s 
  own vessel, and it becomes virtually impossible to maneuver, op-
  erate sails or pull oars while swords are cutting down sailors to 
  the left and right and arrows are flying across a ship’s deck. See 
  Adventures on the High Seas for more information on fighting 
  ship-to-ship.
  The Corvus. With its legion of well-trained Marines, Bizan-
  tium’s warriors have developed a weapon specifically designed 
  to take advantage of their prowess in boarding and taking enemy 
  ships. Getting safely from one ship to another requires Marines 
  to make a risky jump or swing/climb across with ropes and grap-
  pling hooks before they even enter combat. Enemy ships rock in 
  the water, and might be doing their best to break away and flee 
  before they are boarded. The corvus solves both problems. A long 
  bridge of planks with a hooked, downward-facing beak at the end, 
  the corvus is held upright by ropes and pulleys, then released to 
  slam down onto an enemy ship’s deck. The beak smashes through 
  boards and holds the two ships firmly together, allowing Marines 
  to rush across the planks and onto the enemy vessel. The corvus 
  can only be used when directly alongside another ship, however, 
  as even the longest versions tend to reach no further than 20 feet 
  (6 m).
  Ships of Bizantium
  Vessels of all kinds can be found in the ports of Bizantium, 
  many from distant kingdoms, like the Carracks and Caravels of 
  the Western Empire, Viscounts and Barks from Timiro, even the 
  occasional vessel crewed by Elves, Dwarves and Wolfen. Bizan-
  tian vessels tend to be superior in construction and design (10% 
  more S.D.C. for Bizantian versions of fishing boats, rowboats, 
  canoes and skiffs; see Adventures on the High Seas for full stats 
  on these boats and the foreign ships listed above), and rely on 
  sails for power as opposed to banks of oars. Complicated sets 
  of sails are difficult to rig and handle; only skilled mariners, like 
  those born and raised in Bizantium’s sailing culture, are capable 
  of handling such sophisticated ships. Powers like the Western 
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  Empire and Timiro Kingdom are studying Bizantian vessels and 
  attempting to build new designs along similar lines, but are still 
  at least 1D6+2 years away from launching even the first handful 
  of them. It will be decades before most other nations catch up to 
  Bizantium and start building vessels powered by large arrange-
  ments of complicated sails alone. Only the Western Empire’s 
  Carracks and Caravels come close.
  Northern Fishing Boat
  The fishing boats of Bizantium are built tougher and slightly 
  larger than the average fishing boat encountered to the south. In 
  the Northern Islands, fishing trips often range far from land, out 
  into the Northern Sea. Fishing vessels must be able to withstand 
  rough waves, ice and low temperatures, and also have the capac-
  ity to carry enough fish to make an expedition worthwhile. They 
  have two sails to the average fishing boat’s one, for greater speed 
  and open-ocean maneuverability. Unlike boats built as group-ef-
  forts in fishing villages worldwide, Bizantium’s fishing boats are 
  designed by shipwrights and assembled in the Kingdom’s ship-
  yards by professionals using many of the same materials found 
  on warships and expensively-built merchant vessels.
  Type: Fishing.
  Crew: 2-4, with one to work the rudder and another 1-3 to handle 
  the sail(s). Usually carries 6-10 other Fishermen to handle drag 
  nets or fishing lines. As many as 20 people can be accommodated 
  in an emergency.
  Size: 25-40 feet (7.6-12 m) long and 8-15 feet (2.4-4.6 m) wide.
  Excess Cargo Capacity: 6 tons light or 12 tons heavy. Can car-
  ry up to twenty passengers, but many are equipped with hiding 
  places in the hull for up to eight “secret” stowaways or to conceal 
  valuables, illegally caught fish, weapons or contraband.
  Speed: Sail 10 mph (16 km or 8.6 knots).
  S.D.C. by Location:
  Masts (2) – 55
  Sails (2) – 28 each
  Front Section – 110
  Midship – 110
  Rear Section – 145
  Hull per 10 foot (3 m) area – 70
  Rudder – 65
  Cost: 7,000-9,000 for an old boat (9-18 years old; reduce 
  S.D.C. 25%), from 25,000 to 50,000 for one in good condition 
  (1-3 years old), and 55,000-70,000 gold for a brand new vessel. 
  There are so many fishing vessels in Bizantium, however, that 
  an astute customer can often find a vessel for 10-15% less than 
  list price.
  Skiffs and Private Sail Boats
  Just about every human in the Island Kingdom grows up learn-
  ing how to swim, fish and sail for fun, for survival and as a means 
  of common transportation. Small boats and skiffs with one or two 
  sails are a common sight, owned and operated by all classes of 
  society, from peasant-fishermen to Merchant-Princes. They are 
  used for recreational sailing and fishing, as well as visiting neigh-
  bors, travel from one port or city to another, transporting grocer-
  ies and a small amount of goods or people and fishing to supple-
  ment food. Size varies, but these are usually small boats able to 
  accommodate only 3-8 people.
  Type: Pleasure and travel.
  Crew: One or two, working the rudder and sail(s). Usually car-
  ries one lantern, a pair of oars when there is no wind, and a couple 
  of fishing poles and a lantern. Depending on the size of the boat, 
  2-6 additional people can fit comfortably onboard.
  Size: 8-20 feet (2.4 to 6.1 m) long, and seldom more than 6 feet 
  (1.8 m) wide.
  Excess Cargo Capacity: 1,000 pounds (450 kg).
  Speed: Sail 10 mph (16 km or 8.6 knots).
  S.D.C. by Location:
  Mast (1 or 2) – 40
  Sail (1 or 2) – 18 each
  Rudder – 30
  Main Body – 220
  Cost: 2,000-8,000 gold depending on size and frills.
  Biremes (new)
  The workhorse of Port Lila, this Eastern-style, oared galley is 
  used for towing barges, recovering beached vessels or as a tug-
  boat. Configured with a single, square-rigged sail on a short mast 
  positioned amidships, the craft is rigged with two tiers of oars 
  for rowers. Although only a small number of men are required to 
  crew the boat, between fifty and eighty oarsmen are typically em-
  ployed in order to provide the necessary power to move and ma-
  neuver other boats. Recently, House Torger has begun to produce 
  a large number of bireme-type vessels with no oars and a pair of 
  additional sails. Because they can be built in a short amount of 
  time, a large number of these “sacrificial ships” have been as-
  sembled by the House for the Royal Navy, purposely designed to 
  be driven into invaders’ flagships and critical vessels or set ablaze 
  as fireships before plowing right into enemy formations.
  Type: Tugboat and Small Warship.
  Crew: 4 officers, 12 sailors, and 40-80 oarsmen. During times of 
  combat, as many as 30 additional sailors, archers or soldiers can 
  fit on the main deck.
  Size: 60 feet (18.2 m) long; 10 feet (3 m) wide.
  Excess Cargo Capacity: 3 tons light, 5 tons heavy, with up to 
  16 passengers.
  Weaponry: Can be outfitted with a ram-prow used to cripple and 
  sink enemy vessels. 3D4x10 damage at full speed, 1D6x10 at half 
  speed, but there is a 01-15% chance the Bireme will also suffer 
  1D4x10 damage to the front section of the vessel.
  Speed: All 40-80 oarsmen: 8 mph (12.8 km or 7 knots), half oars: 
  4 mph (6.4 or 3.4 knots), all oars and sail: 12 mph (19.2 km or 
  10.4 knots), sail only: 10 mph (16 km or 8.6 knots.)
  S.D.C. by Location:
  Mast – 90
  Sail – 40
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  Ram-Prow (1; front) – 330
  Front Section – 550
  Midship – 350
  Rear Section – 450
  Hull per 10 foot (3 m) area – 150
  Keel per 10 foot (3 m) area – 200
  Rudder – 100
  Cost: 250,000 gold, built fast and cheap. These ships are relative-
  ly new, the oldest being around 5 years (150,000-180,000 gold).
  Whaling Ship (new)
  Whalers are tough, hard-working ships designed for long jour-
  neys on the high seas. They are also designed as platforms from 
  which whaling boats can disembark, hunt their namesake prey, and 
  either return with the massive animals for processing or butcher 
  them right there at sea and bring back the meat, blubber and oil. 
  Sometimes whale blubber is processed into oil on land, sometimes 
  huge boiling vats are set up on deck where pieces of blubber or 
  serpent flesh are cooked down. The process is messy and requires 
  special facilities and equipment, making Whalers a bit more expen-
  sive than the standard Schooners on which they are based.
  Serpent Chasers are also Whaling-style ships in the pursuit 
  of sea serpents and other sea monsters, dragging their corpses 
  aboard just the same as they would with any black whale or be-
  luga. Serpent Chaser vessels tend to have 10% more S.D.C. and 
  carry numerous harpoons and 2-4 large harpoon launchers.
  Type: Whaling ship.
  Crew: 20 Serpent Chasers, 10-20 sailors, 6 specialists, and can 
  accommodate an additional 20-40 sailors, Whalers or laborers.
  Size: 90-120 feet (27.4 to 36.5 m) long; 20 to 25 feet (6 to 7.6 
  m) wide.
  Excess Cargo Capacity: 65 tons light or 100 tons heavy, in ad-
  dition to 4-8 whaleboats (see below.)
  Speed: 12 mph (19.2 km or 10.4 knots).
  S.D.C. by Location:
  Front Mast – 85
  Rear Mast (tallest) – 100
  Sails (7) – 35 each
  Front Section – 850
  Midship – 660
  Rear Section – 750
  Hull per 10 foot (3 m) area – 160
  Keel per 10 foot (3 m) area – 300
  Rudder – 110
  Cost: 400,000 to 550,000 gold for an old (12+ years; reduce 
  S.D.C. by 15%), seaworthy vessel; 750,000 to 1 million gold for 
  one in good condition (1-6 years old), and 1.4 to 2.3 million gold 
  for a brand new vessel.
  Whaleboats
  Whaling ships generally carry between four and eight whale-
  boats, stout, seaworthy, oversized rowboats, often equipped with 
  a single sail, that whalers and Serpent Chasers use to make the 
  final approach on their prey. These boats are small and nim-
  ble enough to come within harpoon’s reach (100 feet/30.5 m). 
  Whaleboats are pointed fore and aft, made to maneuver in either 
  direction or back away from whales and sea serpents flailing in 
  their death throes. Their sails can be quickly stowed, and most 
  whaleboats carry oars that let the crew power the boat themselves 
  and push off against sea creatures. Their speed and maneuver-
  ability also make whaleboats popular as sporting craft for racing, 
  charting reefs, exploring sea caves and traveling back and forth 
  between ships in a fleet.
  Type: Whaleboat/Ship’s Boat.
  Crew: 1-4 sailors and up to 16 whalers/oarsmen/passengers.
  Size: 15-20 feet (4.6 to 6 m) long; 6 to 8 feet (1.8 to 2.4 m) wide.
  Excess Cargo Capacity: 6 tons of cargo or whale blubber.
  Speed: 10 mph (16 km or 8.6 knots).
  S.D.C. by Location:
  Mast – 40
  Sail – 25
  Hull – 115
  Rudder – 50
  Main Body of Boat – 300
  Cost: 10,000-20,000 gold. Old whaleboats may go for as low as 
  half the price, but probably leak and need repair work.
  Lighters (Cutters)
  Lighters/cutters are relatively small ships with single masts 
  and triangular sails. Not cut out for warfare or hauling large 
  amounts of goods, they are used by many Noble Houses as plea-
  sure yachts, transports carrying light cargo or passengers from 
  port to port, or sometimes as deep-sea fishing boats, usually after 
  specific types of fish that can only be caught seasonally or by 
  using lines. The Bizantium Navy uses Lighters to deliver mail to 
  ships stationed along the Shadow Coast blockade, patrol coast-
  lines and carry personnel. There are also a dozen or so cutters 
  that act as ferries, moving people and light cargo back and forth 
  between the Northern Islands or down to the Shadow Colonies, 
  and maybe two or three times as many vessels that operate as 
  smugglers and blockade-runners out to dodge the Royal Navy.
  Type: Mostly transport and pleasure (yacht/schooner).
  Crew: 3 minimum, with an additional capacity for 10 to 20 pas-
  sengers or crewmen.
  Size: 50-70 feet (15.2 to 21.3 m) long; 15 to 20 feet (4.6 to 6.1 
  m) wide.
  Excess Cargo Capacity: 16 tons light or 48 tons heavy.
  Speed: Sailing 18 mph (28.8 km or 15.6 knots).
  S.D.C. by Location:
  Mast – 75
  Sails (4) – 30 each
  Front Section – 500
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  175
  Midship – 350
  Rear Section – 400
  Hull per 10 foot (3 m) area – 150
  Keel per 10 foot (3 m) area – 230
  Rudder – 80
  Cost: 200,000 to 350,000 gold for an old (12+ years; reduce 
  S.D.C. by 15%), seaworthy vessel; 550,000 to 750,000 gold for 
  one in good condition (1-6 years old), and 850,000 to one million 
  gold for a brand new one.
  Rudder – 110
  Cost: 300,000 to 400,000 gold for an old (12+ years; reduce 
  S.D.C. by 15%), seaworthy vessel; 680,000 to 750,000 gold for 
  one in good condition (1-6 years old), and 900,000 to 1.2 million 
  gold for a brand new one.
  Corsairs (large cutters)
  The larger version of Lighters, Corsairs are “gaff-rigged,” like 
  most full-sized Bizantian ships, with square sails that catch more 
  wind and are managed using a gaff pole. The Navy uses Corsairs 
  to dispatch messages to faraway fleets and individual ships, en-
  gage in long-range patrols and catch smugglers. There are even a 
  pair of independently run postal services that use Corsairs to de-
  liver mailbags and post to the Embassies on the main island; one 
  to the Western Empire and one to the Eastern Territory and Ti-
  miro Kingdom. Corsairs have very tall banks of sails, and some-
  times in storms and strong winds the topmast is lowered to steady 
  the ship. Bizantian Navy captains and pirates both appreciate the 
  speed and flexibility of the Corsair, with the toughness to weather 
  difficult seas and an exceptional ability to take advantage of ad-
  vantageous wind currents.
  Type: War, scout/patrol, pirate (privateer).
  Crew: 12 to 30 sailors, 6 craftsmen, and an additional 20 to 30 
  warriors, crewmen or passengers.
  Size: 80 feet (24.4 m) long and 20 feet (6.1 m) wide.
  Excess Cargo Capacity: As a warship: 14 tons light or 42 tons 
  heavy. As a merchant: 22 light or 50 tons heavy.
  Speed: Sailing 16 mph (25.6 km or 13.9 knots).
  S.D.C. by Location:
  Front Mast Pole – 45
  Main Mast – 150
  Sails (5) – 35 each
  Front Section – 600
  Midship – 450
  Rear Section – 500
  Hull per 10 foot (3 m) area – 180
  Keel per 10 foot (3 m) area – 280
  Schooners
  Schooners are the primary merchant vessels and troop trans-
  ports used by the Kingdom of Bizantium. They are fast in the 
  water and maneuver well, and some Noble Houses, as well as 
  the Crown, use them to make pleasure cruises around the North-
  ern Islands. Ambitious pirates may also use Schooners; suitably 
  quick, yet with a greater capacity to carry plunder.
  Type: Merchant and transport (also suitable for war).
  Crew: 20-40 sailors, 6 craftsmen, and can accommodate an ad-
  ditional 40 to 60 sailors, warriors or laborers.
  Size: 90-100 feet (27.4 to 30.5 m) long; 20-25 feet (6 to 7.6 m) 
  wide.
  Excess Cargo Capacity: As a warship: 15 tons light or 30 tons 
  heavy. As a merchant: 43 tons light or 80 tons heavy.
  Speed: 12 mph (19.2 km or 10.4 knots).
  S.D.C. by Location:
  Front Mast – 85
  Rear Mast (tallest) – 120
  Sails (7) – 35 each
  Front Section – 850
  Midship – 660
  Rear Section – 750
  Hull per 10 foot (3 m) area – 185
  Keel per 10 foot (3 m) area – 320
  Rudder – 110
  Cost: 360,000 to 500,000 gold for an old (12+ years; reduce 
  S.D.C. by 15%), seaworthy vessel; 700,000 to 950,000 gold for 
  one in good condition (1-6 years old), and 1.3 to 2.2 million gold 
  for a brand new one.
  Brigantines (a.k.a. Brigs)
  Suitable for use as both merchants and warships, Brigantines 
  are arguably the fastest ships that sail the seas, outpaced only 
  by the dark magicks that power the Western Empire’s Demon 
  Black Ships. Brigantines make up a large portion of Bizantium’s 
  Royal Navy, with their ability to outsail other vessels and over-
  take pirates and blockade-runners. Their speed also makes them 
  well-suited for patrols over long distances or missions to scout 
  distant coasts.
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  Type: War and merchant.
  Crew: 30-50 sailors, 10 craftsmen, and can accommodate an ad-
  ditional 60 to 90 warriors or crewmen.
  Size: 100 to 120 feet (30.5 to 36.6 m) long; 30-40 feet (9 to 12.2 
  m) wide.
  Excess Cargo Capacity: Fitted as a warship: 26 tons light or 54 
  tons heavy, fitted as a merchant: 94 tons light or 130 tons heavy.
  Speed: Sailing 20 mph (32 km or 17.3 knots).
  Features of Note: The fastest ship in the Bizantian fleet, and is 
  only slightly less maneuverable than the Frigate. Warships will 
  have a dozen different siege machines and at least a half dozen 
  Warlocks/spell casters.
  S.D.C. by Location:
  Front Mast – 100
  Main Mast (midship) – 150
  Rear Mast – 90
  Large Sails (2) – 45 each
  Small Sails (5) – 35 each
  Front Section – 1500
  Midship – 1000
  Rear Section – 1300
  Hull per 10 foot (3 m) area – 200
  Keel per 10 foot (3 m) area – 350
  Rudder – 150
  Cost: 750,000 to 900,00 gold for an old (12+ years; reduce 
  S.D.C. by 15%), seaworthy vessel; 1.2 million to 1.5 million gold 
  for one in good condition (2-6 years old), and 1.9 to 2.4 million 
  gold for a brand new one.
  Frigates
  An excellent blending of speed and power, Bizantium’s Frig-
  ates are the bane of pirates and rebels. They possess the large 
  crew and extensive heavy weapons of a true warship, but fly over 
  the water with a speed that belies their bulk. Some merchants use 
  Frigates for particularly long or dangerous runs, but the expense 
  of building and maintaining them means most are produced by 
  the Noble Houses expressly for the Royal Navy. Watching a Frig-
  ate with a skilled crew pull tight turns and cut through the water is 
  a sight to behold, and many an unwary opponent or ravening sea 
  monster has been blind-sided by the big ship’s ability to execute 
  precise ramming attacks or make sudden course changes.
  Type: Warship and some merchant duty.
  Crew: 40-60 sailors, 12 craftsmen, 1D6 Warlocks, 1D6 Water-
  chanters and/or priests, and accommodates an additional 92 to 
  144 warriors/Marines or crewmen.
  Size: 130-160 feet (39.6 to 48.7 m) long; 30-40 feet (9 to 12.2 
  m) wide.
  Excess Cargo Capacity: As a warship: 32 tons light or 50 tons 
  heavy. As a merchant: 96 tons light or 165 tons heavy.
  Features of Note: Probably one of the quickest and most maneu-
  verable ships in all the Palladium World.
  Speed: Sailing: 16 mph (25.6 km or 13.9 knots).
  S.D.C. by Location:
  Front Mast – 120
  Mid-Mast – 160
  Rear Masts (2) – 100 each
  Large Sails (4) – 40 each
  Small Sails (7) – 30 each
  Front Section – 1900
  Midship – 1400
  Rear Section – 1600
  Hull per 10 foot (3 m) area – 240
  Keel per 10 foot (3 m) area – 380
  Rudder – 150
  Cost: 650,000 to 800,00 gold for an old (12+ years; reduce 
  S.D.C. by 15%), seaworthy vessel; 1.1 million to 1.4 million gold 
  for one in good condition (2-6 years old), and 1.7 to 2.1 million 
  gold for a brand new one.
  Icebreakers (new)
  Built by Noble House Norbert, the Icebreaker’s design is that 
  of a three-masted schooner, built both unusually wide and unusu-
  ally shallow in order to withstand the forces of pressing ice. The 
  entire hull is made out of blueheart wood (a 100 foot/30 m tall 
  evergreen tree native only to the Northern Hinterlands), selected 
  carefully for its durability and resistance to cold. The vessels are 
  designed to handle shallow waters, and are equipped with rudders 
  that can be pulled up into the ship to protect them from damag-
  ing ice floes. At least one Water Warlock, one Fire Warlock and 
  one Air Warlock also serves onboard each Icebreaker, standing 
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  ready to use their magic to break up ice sheets and free the boat 
  from becoming entrapped. Currently there are four Icebreaker 
  ships ready for service, but there are no plans to deploy any of 
  the Icebreakers until winter, when one or two more should be 
  completed and the crews will be more familiar with the vessels. 
  House Norbert intends to use them to keep shipping lanes open 
  well into winter and break-up ice around the Northern Islands and 
  Shadow Coast.
  Type: Icebreaker/Exploration.
  Crew: 30-40 sailors, 8 craftsmen, and can accommodate an ad-
  ditional 50-60 sailors, warriors, and/or laborers.
  Size: 130 feet (39.6 m) long; 34 feet (10.3 m) wide.
  Excess Cargo Capacity: 56 tons light or 104 tons heavy.
  Speed: 8 mph (12.8 km or 7 knots).
  S.D.C. by Location:
  Front Mast – 100
  Rear Mast (tallest) – 140
  Sails (7) – 35 each
  Front Section – 975
  Midship – 760
  Rear Section – 875
  Hull per 10 foot (3 m) area – 220
  Rudder – 125
  Cost: Estimated at 2.5-3 million gold. Not available on the open 
  market and House Norbert has no plans to sell the vessels to out-
  siders.
  Battleships (new)
  Three years ago, when Prince Wilgan Vatatzes read the ac-
  count of the Turaline’s encounter with a Demon Black Ship, he 
  decided to take steps of his own to keep the Northern Islands 
  safe from the ambitions of the malevolent Western Empire. The 
  Prince summoned together the best shipwrights of his House (and 
  hired several away from other Noble Houses), and brought them 
  together to design a traditional warship that could (at least in 
  theory) compete with the Demon Black Ships and rival the Stone 
  Ships produced by House Bardomus. Built without the radical 
  magic of the Stone Ships or the evil forces that power the Black 
  Ships of the Western Empire, Prince Wilgan Vatatzes believes 
  his new Battleship-class vessels will provide Bizantium with a 
  reliable, conventional battle-fleet superior to that of any naval 
  power anywhere in the world.
  The first ship took over 2,000 carefully selected hardwood 
  trees to build, gathered from all over the Shadow Colonies and 
  Great Northern Wilderness, and due to the massive resources 
  necessary in their construction, only three Battleships have been 
  produced so far. Prince Wilgan intends to have a fleet of at least a 
  dozen ready within the next five years, however, and if the Crown 
  orders more to be built or other Noble Houses begin to craft simi-
  lar ships, then that pace may increase significantly. On the other 
  hand, if the Crown considers them unnecessary (and that seems 
  to be the prevailing sentiment), then the Prince may be on his 
  own and seeing more than another two warships in five years 
  seems unlikely. Ironically, these “unnecessary” vessels may be 
  Bizantium’s best weapon for battling the Iceborn and their huge 
  Necroilus ships.
  Type: Warship.
  Crew: 100 sailors, 20-30 gunners, 1D6+6 Warlocks of any and 
  all Elemental Powers, 1D4+2 Waterchanters, 1D4+2 Priests, 
  1D4+4 Psi-Healers, 1D6+12 surgeons, 20 craftsmen and other 
  specialists, and accommodates an additional 172 Marines, sol-
  diers, passengers or crewmen. Other psychics and possibly mag-
  es may be counted amongst the crew.
  Size: 174 feet (53 m) long; 50 feet (15.24 m) wide.
  Excess Cargo Capacity: 40 tons light or 70 tons heavy.
  Features of Note: Each Battleship carries a dozen ballista, as 
  well as 1D4 arbalests, catapults and onagers. There are also sev-
  eral Warlocks, Waterchanters and priests, and conjured Elemen-
  tals are also part of the ranged weapons and defenses.
  Speed: Sailing: 17 mph (27.2 km or 14.7 knots)
  S.D.C. by Location:
  Front Mast – 145
  Mid-Mast – 200
  Rear Masts (2) – 120 each
  Large Sails (4) – 45 each
  Small Sails (7) – 35 each
  Forward Ballista (4) – 165 each
  Rear Ballista (8) – 165 each
  Front Section – 2280
  Midship – 1680
  Rear Section – 1920
  Hull per 10 foot (3 m) area – 300
  Keel per 10 foot (3 m) area – 450
  Rudder – 180
  Cost: 3.5-4 million gold! Will never be offered to any other king-
  dom.
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  Stone Ships of Bizantium
  Reprinted from Adventures on the High Seas
  The Stone Ships of Bizantium are some of the largest, most 
  powerful, most unusual vessels found anywhere in the Palladium 
  World. A secretive project conceived and funded by Merchant-
  Prince Grayen Bardomus and developed in his House’s ship-
  yards, the Stone Ships met with both wonder and instant approval 
  when they were presented to King Raedaen, who ordered their 
  construction to continue. The Church of Algor is slightly more 
  suspicious, however, and has repeatedly requested to inspect the 
  Bardomus Stone Yard where the ships are created. So far the re-
  quests have been denied, and High Minister Airen Roth is reluc-
  tant to push for more oversight, even though many of his subor-
  dinates call for the process to be halted entirely, fearful of using 
  magic in shipbuilding thanks to Bizantium’s experience with the 
  Western Empire’s Demon Black Ships.
  Unlike the Black Ships, however, simple physics and natural 
  properties keep the Stone Ships of Bizantium afloat. While they 
  may be constructed with Earth Warlock magic and countless other 
  spells, buoyancy must still be carefully calculated in order to make 
  a vessel with a stone hull that doesn’t sink beneath the waves. Trial 
  and error led the shipwrights behind the process to discover the 
  necessary ratio of size and length to hull thickness. For every foot 
  (0.3 m) of overall length, the ship supports 1/10th of an inch of 
  stone for its hull. A thirty foot (9 m) vessel would only be able 
  to handle a hull 3 inches thick. This is too thin to be reliable, and 
  at least one early test ship was lost just by bumping against the 
  wooden docks beside it. Earth Warlocks attempting to repair the 
  vessels met with no luck; spells like Encase Object in Stone or 
  Mend Stone only repair missing sections smaller than 70 pounds 
  (31.5 kg), roughly a 4x4 foot (1.2x1.2 m) area. For ships that break 
  apart along their entire length, these efforts were insufficient.
  Looking at Bizantium’s forests, depleted after centuries of 
  shipbuilding, Prince Grayen knew that his Stone Ships were the 
  future, whether the early tests were successful or not. While his 
  shipwrights advised him to abandon the idea, Grayen pushed them 
  to design larger and larger vessels, until his Earth Warlocks crafted 
  a 160 foot (48.7 m) monster of a ship with a 16 inch (0.4 m) thick 
  hull, capable of shrugging off impacts from ballista bolts, catapult 
  stones, writhing sea serpents and rogue waves. These “Corsair” 
  class ships are not the fastest or most maneuverable vessels, and 
  Bizantium’s sailors are still perfecting the methods necessary to 
  properly steer them and operate out at sea. As floating fortresses, 
  however, they are incredibly intimidating just to behold, and bigger 
  and bigger versions have been produced, including the 210 foot (64 
  m) “Frigate” and 240 foot (73 m) “Titan.” Currently, experiments 
  and test-runs are also being conducted on a new 360 foot (110 m) 
  “Gargantuan” class as well, but a seaworthy vessel of this size has 
  yet to be successfully launched.
  Building the Stone Ships
  During the early days developing the Stone Ships, Prince 
  Grayen Bardomus found himself at a crossroads. Warlock magic, 
  known personally to the prince and controlled at even more pow-
  erful levels by his House’s spell casters and hired mages, obvi-
  ously did not have the capability, by itself, to produce a Stone 
  Ship. The prince knew of many other forms of magic, however, 
  and assumed there was a spell or incantation somewhere that 
  could help him in his quest.
  Grayen prayed at the Temple of Algor and made sacrifice af-
  ter sacrifice to the sea god, asking for guidance. The prince saw 
  nothing in the Temple itself, felt no divine inspiration, but heard 
  a voice telling him to look to the ocean. Grayen piloted a small 
  boat north from Wujik, alone with no crew to distract him, and 
  gazed into the reflective waters of the Northern Sea. A vision of 
  Algor slowly materialized, of the sea god building a boat using 
  three forms of magic; Elementalism, Diabolism and Summoning. 
  Prince Grayen thanked Algor for the revelation, returned to port, 
  and sacrificed a brand new ship to the sea god, setting it ablaze as 
  his confused sailors and dockworkers looked on.
  The prince’s next move was to find his most experienced Earth 
  Warlock and search out a knowledgeable Diabolist and Sum-
  moner. With the three of them united, motivated by the Prince’s 
  imposing personality and his generous promises of sacks of gold, 
  a new test ship was planned. They worked in secret, long into 
  many nights, with shipyard workers noticing strange lights and 
  terrible noises coming from the isolated dock that was guarded 
  and sealed-off by House Bardomus Marines. Rumors and specu-
  lation abounded, but one day the workers’ curiosity was satisfied 
  when they saw a vessel crafted with a hull and keel of pure stone 
  sitting alongside the dock. This Stone Ship instantly became the 
  hottest topic of conversation amongst the sailors and Mariners 
  of Bizantium, and soon enough a dozen more of the “Corsair”-
  class Stone Ships had been produced, with bigger ships being 
  laid down using a similar design. Prince Bardomus had a special, 
  heavily-guarded dock built at the Bardomus Shipyard, dubbed 
  the “Stone Yard,” and his spell casters now work round the clock 
  to expand the fleet of Stone Ships.
  The Construction Process. The early stage of constructing 
  a Stone Ship, laying down the hull and keel, requires only the 
  three principal spell casters: a Summoner, Diabolist and Earth 
  Warlock. This trio must have an extreme degree of trust and un-
  derstanding in one another, as well as the shipbuilding process 
  as a whole. The Summoner must be skilled enough to draw forth 
  an Elemental Force without losing control of it, or exposing the 
  others to a demon or Entity of some kind. The Diabolist must be 
  trusted with the Warlock’s true name, and the wards he paints 
  on the bodies of the other spell casters and dockworkers must be 
  effective enough to protect them from possession or the power-
  ful elemental forces being manipulated. The Earth Warlock must 
  be able to complete his or her portion of the job, reshaping the 
  Earth Force into the form of a ship, before the Summoner and/
  or Diabolist tire, lose focus or deplete their inner energy (P.P.E.). 
  Assembling a trio of such spell casters that are able to work to-
  gether in such a complicated, overlapping ceremony is no easy 
  task, but House Bardomus now has three or four such teams that 
  are growing more capable and confident every day.
  The first step in building a Stone Ship is to have a Sum-
  moner create a Summoning Circle, a Summon Elemental Forces 
  glyph with a few changes:
  1. The top quarter contains only the symbol of Earth.
  2. The right quarter bears the six pointed star of unbridled 
  power.
  3. In the left quarter are four triangles that represent directed 
  power – focused inward.
  4. The most radical is the change in the circle’s structure it-
  self. Unlike any other known Circles of Summoning, there is no 
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  sealed circle on the lower right arm where it intersects the circle 
  boundary.
  The circle is used to summon up an “Earth Force,” a power-
  ful embodiment of the element of Earth. Many attempts are of-
  ten necessary before an Earth Force manifests, as pesky Minor 
  Elementals often become caught up in the summoning process. 
  The open Summoning Circle cannot contain a full Earth Force, 
  however, so the Diabolist must intentionally weaken and con-
  strain the Earth Force with the power words “Ariel-Rapere-Kyn-
  Yin-Lo-Kum.” The Diabolist, other spell casters and the Stone 
  Yard’s staff of workers, masons and shipwrights have already 
  been painted with protective wards, just in case anything goes 
  wrong or they accidentally come into contact with molten rock.
  Next, the Earth Warlock must begin to reshape the Earth 
  Force, a process that the Elemental Being naturally resists. In or-
  der to give the Warlock the necessary magic power to keep the 
  Earth Force under control, the Diabolist must channel his or her 
  own power into the Warlock, using the phrase “Acba-Yin-Xy-
  Yin,” followed by the Warlock’s true name.
  With the Earth Force only temporarily subdued, the next twen-
  ty-four hours are vital. The three mages work nonstop, assisted 
  by small teams of special workers who use masonry tools to help 
  create the final shape of the hull. The spell casters must focus 
  intently on their task, as any lapse in attention or judgment could 
  release the Earth Force, now confused and enraged, resulting in 
  an Elemental bloodbath as it lashes out at anyone or anything 
  nearby. Most people think the high walls, defensive weapons and 
  Marines around the Stone Yard are there to keep curious onlook-
  ers out, but in reality they are more like prison guards, there to 
  contain any Earth Force that breaks free of its magic bonds.
  As the magic construct “solidifies,” smiths and woodworkers in-
  sert wood and metal fittings, absorbed right into the living rock with-
  out any need for nails or bolts to hold them in place. Even protected 
  by the Diabolist’s wards (along with heavy gloves and heat-masks) 
  the workers sweat profusely, partially from the extreme heat, par-
  tially from the knowledge that any mistake made by the spell casters 
  will instantly doom them to die in a morass of molten stone.
  Once something close to the final shape has been formed (bits 
  and pieces can always be chipped off later with chisels), the Di-
  abolist steps in to make the end result permanent, often just as the 
  Warlock and Summoner are becoming physically exhausted and 
  low on magic energy. Uttering the words “Ariel-Rapere-Kyn-
  Yin-Netose,” the Earth Force is locked into its current physical 
  form, becoming a mass of pure, unbroken stone – shaped in the 
  form of a gigantic ship. The Summoner then alters the Summon-
  ing Circle, erasing the minor circle from the lower right line and 
  changing the triangles in the right quadrant from directing energy 
  inward to outward. The circle is now a Dispelling Circle, releas-
  ing whatever Elemental energy might still be present safely back 
  into the Megaverse. Steam will continue to billow off the hull 
  of the ship at the waterline for a few more hours, but the magic 
  part of the process is complete. The spell casters retire for well-
  deserved rest, and teams of shipyard workers, carpenters, sail-
  makers and metalsmiths descend on the ship to install the wooden 
  decks and masts, the rigging, sails, weaponry and other interior 
  components. With the outer hull purely formed of stone, only 
  one-third of the wood used in an equivalent-sized ship is neces-
  sary, and trees suitable to be turned into deck boarding and bulk-
  heads are easier to find than the extremely tall, straight, hardwood 
  trees necessary for building keels and hulls.
  Earth Force (Elemental) Stats
  Alignment: Unintelligent Anarchist.
  Size: 50 (15 m) to 85 feet (26 m) long (before shaping).
  A.R.: 17
  Hit Points: 200-320
  S.D.C.: 2,300 to 4,600
  Average P.P.E.: 6D6x20
  Attack Damage (when control is lost): Thrashing does 1D6x10 
  damage and will affect a 20x20 foot (6x6 m) area per melee 
  round. When control is lost, the Earth Force becomes the equiva-
  lent of a River of Lava (Earth Elemental Spell, see Palladium 
  RPG, 2nd Edition, page 232), doing 4D6+10 damage to anyone 
  coming into contact with it. It also creates an area of heat, such 
  that anyone within 500 feet (152 m) failing to save against P.E. 
  will take 1D6 points of damage per melee round! If attacked, ev-
  ery 50 or more points has a 25% chance of causing the Earth 
  Force to break up into 2D4 Major Earth Elementals!
  Corsair Class Stone Ships
  The first class of Stone Ships that could actually stay afloat 
  were dubbed “Corsairs,” though they have little of the grace and 
  speed of their namesake. More of a test bed for the Elemental 
  construction process than a seaworthy design, Corsairs are no 
  longer built, as House Bardomus opts for the larger, more stable 
  “Frigate” class ships. Still, a dozen were created, though now 
  they mainly stay close to the Northern Islands and operate in 
  clear weather, often kept in or near the Inland Sea. If any invad-
  ing fleet should appear off the coast of Bizantium, however, the 
  Corsairs will be sent out to fight. Despite being the smallest of the 
  Stone Ships, they still dwarf the average wooden vessel and are 
  extremely tough, if not the fastest or most maneuverable of ships. 
  Not currently on assignment for the Navy, some are even being 
  used to carry cargo back and forth between the Northern Islands 
  and the Shadow Coast.
  Type: War and some merchant.
  Crew: 2-4 Earth Warlocks (4th level or higher), 50-70 sailors, 20 
  craftsmen, and accommodates an additional 120-200 warriors or 
  crewmen.
  Size: 160 feet (48.7 m) long; 50 feet (15.2 m) wide.
  Excess Cargo Capacity: Fitted as a warship: 40 tons light or 78 
  tons heavy, fitted as a merchant: 64 tons light or 125 tons heavy.
  Features of Note: The hull has a natural A.R. of 14, and is fire 
  resistant (but all the decks and masts are made of natural wood, 
  and the sails and rigging are highly flammable). The hold is four 
  decks deep and carries eight lifeboats, each of which can com-
  fortably hold 11 men (20 under cramped conditions).
  Speed: Sailing 14 mph (22.4 km or 12 knots).
  S.D.C. by Location:
  Front Mast – 120
  Main Mast – 200
  Rear Masts (2) – 120 each
  Sails (5) – 35 each
  Front Section – 1,800
  Midship – 1,500
  Rear Section – 1,700
  Hull per 10 foot (3 m) area – 360
  Keel per 10 foot (3 m) area – 600
  Rudder – 140
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  Cost: Is in the millions and the ships are never offered for sale to 
  other kingdoms.
  Frigate Class Stone Ships
  House Bardomus has already produced six of its new “stan-
  dard” Stone Ship design, the “Frigate” class. These are incred-
  ibly resilient, well-armed vessels, designed to compete against 
  the Demon Black Ships of the Western Empire. Unlike the earlier 
  Corsair, they have been rebalanced and redesigned, and, while 
  slightly slower, are much larger and much more capable out on 
  the open ocean. Stone Frigates are pure warships, with a limited 
  ability to carry cargo, and are being incorporated into the Four 
  Fleets as flagships and assault vessels brought in for planned en-
  gagements and attacks on coastal defenses.
  Type: War.
  Crew: 2-4 Earth Warlocks (4th level or higher), 50 to 70 sailors, 
  20 craftsmen, and accommodates an additional 120 to 200 war-
  riors or crewmen.
  Size: 210 feet (64 m) long; 60 feet (18.3 m) wide.
  Excess Cargo Capacity: 100 tons light or 200 tons heavy.
  Features of Note: The hull has a natural A.R. of 14, and is fire 
  resistant (but all the decks and masts are made of natural wood, 
  and the sails and rigging are highly flammable). The hold is four 
  decks deep and carries four large lifeboats, each of which can 
  comfortably hold 16 men (30 under cramped conditions.) The 
  ship also carries a large ship’s boat that is 36 ft (11 m) long, with 
  a mast and sails like the Bizantium Lighter (cutter), capable of 
  independent travel on the high seas at a full 12 mph (19.3 km or 
  10.4 knots), and carrying up to two tons of cargo.
  Speed: Sailing 12 mph (19.2 km or 10.4 knots).
  S.D.C. by Location:
  Front Mast – 120
  Main Mast – 210
  Rear Masts (2) – 120 each
  Sails (8) – 35 each
  Front Section – 2300
  Midship – 1800
  Rear Section – 2100
  Hull per 10 foot (3 m) area – 400
  Keel per 10 foot (3 m) area – 600
  Rudder – 180
  Cost: Is in the millions and the ships are never offered for sale to 
  other kingdoms.
  Titan Class Stone Ships
  The Battleship of the Stone Ship series, the “Titan” class is a 
  step up from the “Frigate” in size, strength and carrying capacity. 
  Though only one of the ships has been completed so far, Grayen 
  Bardomus plans on building six more Titans over the next two 
  years, and envisions a day when giant trade fleets of these ships 
  sail with impunity all over the Palladium World. Titans can act as 
  merchant vessels, but are also effective combat ships, capable of 
  transporting large forces of Marines or soldiers for shore actions.
  Type: War and merchant.
  Crew: 4-6 Earth Warlocks (4th level or higher), 60 to 80 sailors, 
  20 craftsmen and can accommodate an additional 200 to 300 war-
  riors or crewmen.
  Size: 240 feet (73 m) long and 65 feet (20 m) wide.
  Excess Cargo Capacity: Fitted as a warship: 94 tons light or 170 
  tons heavy, fitted as a merchant: 194 tons light or 375 tons heavy.
  Features of Note: Same as the Frigate class of Stone Ships.
  Speed: Sail – 11 mph (17.7 km or 9.6 knots).
  S.D.C. by Location:
  Front Mast – 100
  Mid-Mast – 240
  Rear Masts (2) – 180 each
  Large Sails (2) – 45 each
  Small Sails (6) – 35 each
  Front Section – 3,000
  Midship – 2,200
  Rear Section – 2,600
  Hull per 10 foot (3 m) area – 500
  Keel per 10 foot (3 m) area – 800
  Rudder – 200
  Cost: Is in the millions and the ships are never offered for sale to 
  other kingdoms.
  Gargantuan Class Stone Ships
  The first of the “Gargantuan” series of Stone Ships sailed 
  out of the Bardomus shipyard several months ago, accompanied 
  by much fanfare. Unfortunately, the giant vessel ran into rough 
  weather during its maiden voyage, swiftly capsized, and sank. 
  Luckily, the crew testing the ship was well aware of the risk, and 
  the numerous tenders accompanying the vessel (not to mention 
  fishing boats eager to take a look), managed to rescue all but one 
  of the sailors who set out on the test run.
  House Bardomus’ shipwrights have since examined the de-
  sign, and are close to completing a new, more seaworthy version 
  of the Gargantuan. At 360 feet (110 m) long, with three-foot thick 
  (0.9 m) stone hulls (and 40% more S.D.C. than the Titan class), 
  House Bardomus is betting that a fleet of Gargantuan battleships 
  will never even need to be used in anger; their very existence 
  should be enough to dash the hopes of anyone or anything who 
  plans to attack the Northern Islands. Given the sluggish speed 
  of the first Gargantuan, they will probably only be used for de-
  fending the Kingdom as well, as they are simply too slow and 
  resource-consuming for long voyages.
  Foreign Ships
  Wolfen vessels. Many centuries ago, Wolfen fishermen made 
  the serendipitous discovery of an old, sunken Eoten or Iceborn 
  longboat at the bottom of an icy river within the Great Northern 
  Wilderness. The Wolfen were able to fix ropes around the wreck 
  and drag it ashore, where they found the cold waters had kept its 
  timbers and beams remarkably intact. Carpenters and woodwork-
  ers studied the ship, and soon enough the first Wolfen Dragon 
  Ships appeared. Though they have evolved over the years, now 
  bigger and more robust to accommodate larger Wolfen sailors, 
  Wolfen Traders and Dragon Ships are still essentially the stan-
  dard longboat, a fact Bizantian seafarers are probably better off 
  not mentioning in front of a Wolfen captain.
  Wolfen are not frequent visitors to the Northern Islands, but 
  seeing a Wolfen ship and canines at Bizantium ports is not an 
  uncommon sight. Wolfen tend to keep to themselves, take care of 
  business and be on their way. They seldom linger any longer than 
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  necessary. Bizantian vessels are more likely to be docked along 
  the coast of the Great Northern Wilderness doing business with 
  Wolfen there, than on Bizantian soil.
  Foreign vessels. Bizantium’s ports are full of vessels from the 
  Western Empire, Eastern Territory and Timiro Kingdom. Some-
  times the owners of these ships try to sell them in Bizantium, a 
  nation where there is always demand for new seagoing vessels. 
  Unfortunately for them, Bizantium produces more ships than any 
  the Northern Pantheon. But in realms like the Palladium World, 
  these are not mere gods of myth and fantasy, they are real and 
  represent a lingering danger to their rival gods and the mortals 
  who once worshiped them. Under the wrong set of circumstanc-
  es, both Brgg and Beastla could walk rise up from the pages of 
  history to bring death and disaster, anew.
  Beastla
  Queen of Sea Monsters and
  a deity once worshiped by the Iceborn
  “There was once a season when waves rolled over the shores, 
  when fishermen died and ships were lost, and great whales were 
  frightened from the seas. Guonmer, High Priest of the Chieftain 
  Dangers from the Past
  According to legend, Brgg and Beastla were the original gods 
  worshiped by the Eoten. But then, for reasons not entirely clear, 
  they rejected them both in favor of Algor and the other deities 
  of the Northern Pantheon. Probably because Brgg and Beastla 
  were ancient gods of chaos, war and destruction, who toyed with 
  mortals and liked pitting mortals against each other. For example, 
  Brgg and Beastla were, at the time, also worshiped by the Iceborn 
  as well as the Eoten whom are their mortal enemies. The Iceborn 
  were Beastla’s pawns and the Eoten, Brgg’s chess pieces. By 
  comparison, the new Northern gods under Algor and Od, were 
  wiser, more human in their emotions and, generally, sought to 
  bring about order and advancement of civilization, not breed de-
  struction.
  In time, these two progenitors of the Northern Pantheon disap-
  peared. According to legend, they fell victim to magic and the ire 
  of other gods, were imprisoned and replaced by the newer gods of 
  other nation or kingdom, which keeps prices low. Foreign ships 
  are also generally less sophisticated and more reliant on oars than 
  their Bizantian equivalents, further reducing the demand.
  Note: For stats on the Wolfen Dragon Ships and the vessels of 
  the world, machines of war, conditions at Sea, the Sailor O.C.C. 
  and many other O.C.C.s and aspects of sailing and seafaring, see 
  the Palladium Fantasy RPG® Book 3: Adventures on the High 
  Seas.
  Brian Hite (Order #17180059)
  
  182
  Yeurlt, climbed the tallest mountain in the land, and looked off, 
  into the sea. Before his eyes, Beastla, Queen of the Sea Mon-
  sters, rose from the waters, casting tidal waves up onto the land, 
  forcing whole schools of fish from the sea, sinking ships and mak-
  ing storm clouds that rained over the Seven Isles without end. 
  Guonmer spoke of what he had seen, of the terrible monster that 
  ruled the seas.
  Chief Yeurlt gathered together the whalers and fishermen of the 
  Isles, the warriors and the mages. On a great fleet of fishing boats 
  they set out to do battle with Beastla, to challenge the mighty ser-
  pent for the seas that had been promised to them by Algor.
  In frozen waters they found their prey, the mother-serpent, 
  and beset her with harpoons and arrows. Beastla was long as a 
  river, strong as the mountains, fierce as the sea itself. She roared 
  and breathed her poison, and many ships were lost to the bite of 
  her jaws and the thrashing of her tail.
  It was then that Guonmer, High Priest, neared the serpent, 
  sitting alone in a canoe, playing notes upon the flute Eyemr that 
  had been crafted by Belimar the Dwarf. Beastla heard the mu-
  sic, and the giant serpent’s eyes began to close. Her thrashing 
  calmed, her jaws ceased to rend and tear. Yeurlt rose up and 
  speared the hated beast with a golden trident as sleep took her. 
  Whispering prayers to Algor, the whalers of the Eoten closed in 
  on Beastla with ropes and harpoons. They bound her to a berg 
  of ice, trapped and frozen, and pushed it with their ships until it 
  floated into the waters of the North, gone forever more.”
  – The Sedation of Beastla, from the Saga of Yeurlt
  For many years, scout ships have reported Iceborn Necroi-
  lus vessels anchored along the Great Ice Shelf, Sea Witches in 
  the skies and waters, and Iceborn Raiders walking along the ice, 
  sometimes trekking for miles in what appeared to be no particular 
  direction. One whaling ship noted that they looked to be digging 
  into the ice, searching beneath the surface.
  The Iceborn spend long, tireless hours hacking at ice with 
  stone and bone tools in order to free the frozen bodies of sea 
  serpents, perfect for Necroilus ships, preserved in the ice, just 
  waiting to be animated. The entire Great Ice Shelf is something 
  of a sprawling cryonics chamber where dying sea serpents come 
  to die after crawling up onto shore, curling up inside an ice cave 
  or just laying down to breathe their last breath. Over time, their 
  frozen remains are covered in snow and ice. The Iceborn seek 
  such beasts and turn their frozen corpses into building materials 
  to make their Necroilus serpent ships. Why the Great Ice Shelf is 
  a sea serpent graveyard, is anyone’s guess. The Iceborn believe 
  it’s because the goddess that spawned their ancestors also lies 
  somewhere beneath the ice, waiting to be set free.
  This hibernating monster is Beastla, the Queen of Sea Mon-
  sters and mother of Od the All-Father. She is said to be an im-
  mense serpent from a time long ago. The whole story is lost to 
  myth, but according to various tales, Beastla was defeated by the 
  sea god Algor with the help of the ancient Eoten, who are said to 
  have last seen the monster trapped inside a block of ice floating 
  out into the Icy Ocean. The Iceborn hope that, if they can find 
  and release her, Beastla will join them in fighting Algor’s craven 
  worshipers, starting with the people of Bizantium. And when Al-
  gor comes to help his chosen humans, the Iceborn will fight with 
  Beastla to destroy him!
  If Beastla is ever found and awoken from her ice prison, she 
  will seek vengeance against the descendants of those who defeat-
  ed her. Beastla’s tremendous size makes her nearly invulnerable 
  to conventional injury. She maintains total control and awareness 
  over her body’s entire length, even with it encased in ice. The 
  cold, however, has sapped her strength, and due to her long im-
  prisonment in a state of suspended animation and extreme hypo-
  thermia, she is quite impaired. Upon being freed, Beastla has no 
  initiative, all combat bonuses and attacks per melee are reduced 
  by half, Spd is reduced by 80%, -50% to all skills, and she is 
  initially incapable of casting spells. She is however, able to make 
  full use of her psionics and her power of possession.
  When Beastla is freed (if ever), she will attempt to escape 
  from the Great Ice Shelf and flee far from the debilitating effects 
  of the icy cold. After 3D6+12 days away from freezing tempera-
  tures, she is restored to her full strength. Free from numbing cold, 
  Beastla is happy to return to those who rescued her – presumably 
  the Iceborn back on the Ice Shelf – and indeed, rally them to join 
  her in a campaign of blood and vengeance against Bizantium and 
  all who choose Algor and other deities over her. As the Queen of 
  Sea Monsters, Beastla can control a dozen of them at any given 
  time. With the Iceborn at her side and sea monsters under sway, 
  she will set her sights on obliterating the entire Kingdom of Bi-
  zantium and the most obvious parts of the Wolfen Empire, be-
  fore moving on to try to claim dominion over the Land of the 
  Damned!
  Should Beastla manage to become the ruler of the Land of the 
  Damned, she will have the power to set the hordes of monsters 
  trapped there loose into the world and let chaos reign everywhere 
  once again! This could even set in motion a chain of events that 
  have the potential of releasing one or more of the slumbering 
  Old Ones, starting with Netosa, the Eternal Darkness, due to his 
  connection to the Iceborn. Ironically, the awakening of any Old 
  One will force Beastla into a submissive position as one of their 
  minions, albeit a powerful one, or lead to her destruction.
  Real Name: Beastla Rarana
  Alignment: Diabolic.
  Attributes: I.Q. 26, M.E. 23, M.A. 22, P.S. 60 (Supernatural), 
  P.P. 19, P.E. 26, P.B. 6, Spd 33 (22.5 mph/36 km) on land/
  water.
  Natural A.R.: 15
  Hit Points: 8,000
  S.D.C.: 12,000 (3,000 for her Head alone).
  P.P.E.: 6,000
  I.S.P.: 200
  Horror/Awe Factor: 19
  Size: At full size, she is 1,000 feet (305 m) long (at full stretch) 
  and between 15 and 60 feet (4.6 to 18.3 m) wide.
  Description: An immense, albino sea serpent. Her body is cov-
  ered with pure white scales and has a long, prehensile, whip-
  like tail. Her eyes are bright red. Her forked tongue extends 
  30 feet (9.1 m) and can function with the dexterity of a human 
  hand, reaching into ships and pulling individuals out. Her jaw 
  is full of teeth the size of a grown man.
  Experience Levels: 18th level Necromancer deity.
  Skills of Note: Knows all Lore, Medical, Rogue and Science 
  skills at 98%.
  Natural Abilities: Nightvision 5,000 feet (1524 m), sees in total 
  darkness, can see the invisible, immune to illusions and pow-
  ers of concealment (includes any magical or psionic power 
  of disguise or camouflage), metamorphosis – superior (unlim-
  ited), superior Bio-Regenerates 1D6x10 Hit Points/S.D.C. per 
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  183
  melee round, doesn’t need to breathe air, can swim underwater 
  indefinitely at any depth, impervious to normal energy attacks 
  (takes half damage from magical energy attacks), impervious 
  to poison and disease, impervious to mind control and pos-
  session, can animate (turn) and control 2D6x10 dead, sum-
  mon and control 2D6 sea serpents, and magically understands, 
  speaks and reads all languages (95%).
  Deific Powers: Beastla has the full range of powers over her 
  followers, and can perform all Prototypical Deific Powers at 
  double the regular cost.
  Poisonous Breath: Her toxic breath is deadly and poison-
  ous. Damage: 3D6x10, triple damage to all plants and vegeta-
  tion (including Millennium Trees). Humanoids, supernatural 
  beings, creatures of magic, and even gods feel weak and tired 
  (reduce speed and combat bonuses by half for 1D6x10 min-
  utes). Range: 200 feet (61 m). Affects everything/one within 
  50 feet (15.24 m) of the target.
  Possession: Same as the power used by Alien Intelligences.
  Priest/Healing Powers: Healing touch (restores 1D6x10 Hit 
  Points/S.D.C.), remove curse 92%, curse 80%, and resurrec-
  tion 33%.
  Magic Powers: Knows all Necromancy spells/rituals and all 
  common spells associated with Necromancy from levels 1-15. 
  She is even said to know a dozen Necromancy Spells of Leg-
  end, whatever those might be.
  Psionic Powers: All Sensitive psionics and Empathic Transmis-
  sion. I.S.P.: 200.
  Attacks per Melee Round: Six physical or magical.
  Damage: Bite: 2D6x10 points of damage, plus poison doing 
  1D6x10 additional points of damage every round for 1D6 me-
  lee rounds (one quarter damage if saving throw is success-
  ful). The poison negates the Bio-Regeneration powers of gods, 
  dragons, and supernatural beings for 2D4 melee rounds!
  Tongue Lash: Equal to a Supernatural punch: As little as 
  2D6 damage from a restrained attack, full strength: 2D4x10, 
  or power punch: 4D4x10. A crush/squeeze using her tongue 
  only does 1D4x10 points of damage per melee round. This she 
  can perform on any size individual. Her tongue has 300 S.D.C. 
  and, if severed, regrows within 1D6 minutes!
  Head Butt: 2D4x10 damage.
  Tail Strike: 3D6x10 damage.
  Ram: 1D4x100 damage.
  Crush/Squeeze: 2D4x10 damage per each contraction/
  squeeze, and each squeeze counts as one melee attack. She can 
  crush/squeeze with her coiled body or prehensile tail. Her con-
  striction attack is meant to be used against ships or extremely 
  large creatures/beings. It is impossible for her to perform this 
  attack on a single humanoid smaller than 30 feet (9.1 m).
  Bonuses (Total): +5 on all Perception Rolls, +3 on initiative, +6 
  to strike, +5 to parry, +1 to automatic dodge, +6 to roll with 
  punch, +3 to save vs psionic attack, +7 to save vs magic (+10 
  against Necromancy), and impervious to possession and Hor-
  ror Factor.
  Vulnerabilities and Weaknesses: Beastla takes double dam-
  age from cold magic, including double the effects, penalties, 
  and duration, and damage cannot be Bio-Regenerated for one 
  hour. Being trapped in an environment of extreme cold re-
  duces her number of attacks, ability to Bio-Regenerate and 
  speed by half. After 48 hours trapped in extreme cold, Beastla 
  becomes drowsy and falls asleep 2D6 hours later.
  Weapons made of wood or bone inflict triple damage 
  against her (Millennium Tree weapons do damage x10 direct 
  to her Hit Points and the wounds cannot Bio-Regenerate for 
  1D4 hours!). Holy weapons inflict normal damage against her, 
  as do Rune Weapons.
  Killing Beastla: Reducing her Hit Points to zero will seem 
  to have killed her, but is not a permanent solution. The ser-
  pentine god will slowly regenerate and rise again. Decapitat-
  ing her head and burying the body and head at two separate 
  locations is a better way to keep her from returning to life. 
  However, when head and body are rejoined, Beastla is able 
  to rise again, but very diminished. After being slain, Beastla 
  recovers Hit Points at a rate of 1000 per year. If her head was 
  removed, she starts out with only 100 Hit Points and recovers 
  100 Hit Points and S.D.C. a year. In either case, she will not 
  attack again until she has recovered at least 5,000 Hit Points. 
  One reason is that her powers are not back to full strength until 
  that point (all magic and abilities are at one third potency). If 
  her head is destroyed during this weakened state, Beastla is 
  permanently destroyed, so she will hide until she is back to 
  full strength.
  Weapons and Armor: None.
  Allies: None. There can be only one ruler of the world. Beastla 
  will try to crush any deity, demon, or Deevil that stands in her 
  way.
  Enemies: The entire Northern Pantheon, especially Algor. He 
  will pay for his chosen people entrapping her in ice. She will 
  also take great pleasure slowly killing her son Od and every 
  member of his family (including all his illegitimate children), 
  slowly hunting them down until the end of time itself.
  Technology and Notes: None.
  Minions: Beastla recruits all wicked and violent beings and will 
  consider the entire Iceborn race to be her rescuers and chosen 
  people, at least until she figures out they worship Netosa, not 
  her, and use her as a means to an end.
  Note: As they have for millennia, the Iceborn chop away at the 
  Great Ice Shelf in search of Beastla (and other sea serpent 
  carcasses), while Sea Witches devote a portion of their time 
  searching the depths of the Icy Ocean. So far, the location of 
  the serpent deity remains a mystery to men and Iceborn.
  The Binding of Brgg
  “Battered and barely conscious, Brgg the Destroyer, brother 
  of Algor and father of Od, was dragged into a darkened cave be-
  longing to bats and creatures of the night. His broken body was 
  thrown to the ground. Betrayed, in part by the Eoten whom he 
  had shown his favor, but who now sided with his enemies. A fire 
  wyrm sank his teeth into Brgg’s side. He tore out Brgg’s guts and 
  howled with glee. Another wyrm turned his entrails into chains of 
  bronze, leaving them attached to Brgg’s body. Three wyrms took 
  a great slab of rock and wrote in the language of Runes over its 
  surface. They stretched Brgg over the slab and bound him with 
  the bronze chains. One held his left hand, the other his right, and 
  the last his waist. They wrote Runes on each link of chain – and 
  when completed, the chains became unbreakable. Then an an-
  cient ice wyrm drew a great pattern, four circles in which Brgg, 
  bound to his Runestone, lay in the center, and spoke the names of 
  the Enemies of Old, infusing the circles with magic. For all his 
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  rage and venom, there was nothing Brgg could do. He lay still, 
  stripped of his power and said nothing.
  Od the Son stood before him and said, “It was settled long ago that 
  you should be forgotten. You shall have no songs, none shall chant 
  your name; your face will be lost to time and your feats will go un-
  known. I alone will speak of you, a thousand curses upon your name.”
  Brgg’s mouth twisted and his eyes shone orange and green. 
  “What does Algor say of this mistreatment? Of when you speak 
  ill to me? What say you, son of mine, born of the she-beast?”
  “Hold your tongue,” roared Od, “or my sword will cleave 
  that mouth of yours in half. Algor condemns you and serves at my 
  table. Sits in my hall. All reject you, even the Eoten.”
  “Of all the gods and Elves to ever live, you are the greatest 
  coward,” snarled Brgg. “You stole my people and befriend the 
  wyrms instead of putting them to the sword. In the end they will 
  see you imprisoned beside me.”
  “My fate is mine alone. Yours is to shudder and writhe until 
  you are remembered no more.” Od stepped away. “I take my 
  leave. I wish things could be different, but you are no better than 
  the Old Ones, and this is a new age . . . a better age.”
  Brgg paused and looked around him before bellowing, “Leave 
  me unguarded if you dare. One day I shall escape these bonds 
  and when I do, there shall be a great reckoning. You, yours and 
  all who betrayed me shall suffer like never before. I shall rule 
  these islands again and make the mortals believe they reside in 
  hell, and all my enemies shall meet with doom.”
  Od looked defiantly down upon his father. Finally, he turned 
  and was gone. For a long time the company of wyrms stared upon 
  the Destroyer, grinning with malice. In silence, they watched, 
  and in silence, they rose and left him to his fate.
  And there Brgg lies bound and helpless to this day. His exis-
  tence forgotten with each passing generation. Forgotten nearly, 
  but not quite. For he is held in memory by a loyal few Eoten. One 
  day, it is written, the dwindling faithful may find Brgg and release 
  him from imprisonment. Should that day arrive, it is said they shall 
  become the elite of the elite. The heads of a new world order.
  Until then, Brgg the Destroyer bides his time, suffering in si-
  lence until he may know freedom once again and bring about 
  destruction the likes of which will make the gods weep.”
  – The Binding of Brgg, from the Saga of Od the All Father
  Brgg the Destroyer
  The supposed creator of the Northern Isles, mythical father 
  of Od and brother of Algor, progenitor of the Eoten, Brgg the 
  Destroyer is said to be imprisoned deep beneath the earth at some 
  location known only to the Northern gods. The cult known as 
  Sisterhood of Brgg have good reason to believe he is locked in 
  a prison someplace deep below the ancient city of Valsk on the 
  Island of Torn. They just don’t know where or even how to look 
  for him. His mind cannot be reached by psionics, nor can he be 
  located by any form of magic or deific summoning. The Rune 
  and Circle Magic that binds Brgg to the earth are the creations 
  of ancient dragons and their secrets can not be easily dicerned 
  simply by studying the symbols etched onto his chains or Rune 
  stone slab. That being said, Brgg can still communicate with his 
  followers (and only his followers) via special prayers.
  Should Brgg ever become free, his first act will be to destroy 
  the Eoten civilization and make all their descendants (the Kingdom 
  of Bizantium) suffer for the sins of their forefathers. That will be 
  followed by hunting down and destroying Od and then inflicting 
  his vengeance against the rest of the Northern Pantheon, saving his 
  brother, Algor, for last. Brgg is a sort of Alien Intelligence (a dis-
  tant cousin to the Old Ones, perhaps?) but has chosen a permanent 
  humanoid form. Most of his powers were stripped away during 
  his imprisonment, but Brgg is still an incredibly dangerous, god-
  like being. Should he ever become unbound, he will become more 
  powerful and he’ll try to get new worshipers recruited through ter-
  ror. Brgg is the kind of threat only the combined might of the Bi-
  zantian Navy and another god or two could ever hope to stop.
  Real Name: Brgg Aesirvan
  Alignment: Miscreant.
  Size: 20 feet (6 m) tall in his bound form ans smallest manifes-
  tation, 100 feet (30.5 m) tall unbound and at maximum size. 
  Stats in parentheses are his true stats if he becomes unbound.
  Description: A huge, brutish, long-bearded Frost giant. He 
  is mostly-naked and chained (arms, legs, and waist) to the 
  ground in the middle of a giant power matrix circle.
  Attributes: I.Q. 16 (28), M.E. 24, M.A. 18 (30), P.S. 30 (60), 
  P.P. 18 (24), P.E. 18 (28), P.B. 8, Spd 14 (88, 60 mph/96 km).
  Natural A.R.: 11 (15).
  Hit Points: 2,000 (50,000).
  S.D.C.: 4,000 (40,000).
  P.P.E.: 480 (12,000).
  Horror/Awe Factor: Bound: 14. Unbound: 19.
  Experience Levels: Equal to a 20th level Soldier and Warlock.
  Natural Abilities: Nightvision 2,000 feet (610 m), hawk-like 
  vision, see the invisible, see through all illusions and con-
  cealment, Teleport 98%, Dimensional Teleport 88%, Bio-
  Regenerate 1D6x10 Hit Points/S.D.C. per minute, impervious 
  to cold, heat, fire, disease, poison, normal weapons, mind con-
  trol, and possession. Takes half damage from magic energy 
  attacks and can also summon 1D4 Minor Elementals of any 
  kind.
  Frost Breath: Similar to that of Frost Giants but with a 
  range of 100 feet (30 m) and inflicts 1D6x10 points of dam-
  age. Victims also must make a saving throw of 14 or better 
  (P.E. attribute bonus only) or are -2 on initiative, -1 to strike, 
  parry and dodge, and have their speed reduced by 10% for 
  1D4 minutes.
  Deific Powers: Presently, Brgg is limited to controlling only 
  those followers who are in his physical presence. He possesses 
  all Prototypical Deific Powers but at triple the cost in P.P.E. 
  and bodily damage. Brgg is unable to perform any power that 
  requires more than a Severe Body Investment. If he dies in his 
  severely weakened condition he is gone forever.
  The Blood of Brgg: Any living humanoid who drinks of his 
  blood receives the equivalent of a Might of Palladium, with 
  the added bonus of 1D4 points to all physical attributes and a 
  24 hours duration! If the blood is given to a recently deceased 
  person (less than 72 hours), it functions equivalently to a Mi-
  raculous Healing spell of a Priest of Light.
  Skills of Note: Lore: Demon & Monster, Lore: Faerie Folk, Lore: 
  Magic, and all physical, military, and wilderness skill at 98%. 
  All ancient weapon proficiencies at 20th level (+2 to strike, 
  parry, entangle, disarm, and throw, in addition to all W.P. bo-
  nuses).
  Priest/Healing Powers: None.
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  Magic Powers: All Elemental Magic spells for all four Elements. 
  Brrg, like most deities, can adjust the level of the spells po-
  tency from level 2-20! Opponents must roll an 18 or higher to 
  save vs Brgg’s magic.
  Psionic Powers: None.
  Attacks per Melee Round: Three by magic only while bound. 
  (Unbound: 10 attacks per melee or three by magic).
  Special Bonuses (including attribute bonuses – Unbound): 
  97% to intimidate or evoke trust, +6 on Perception Rolls (all), 
  +8 on initiative, +8 to strike, +9 to parry, +9 to dodge, +5 
  to pull punch, +6 to roll with punch/impact, +13 to save vs 
  Horror Factor, +8 to save vs Elemental magic, +7 to save vs 
  other magic, +5 on all other saving throws. Also see Natural 
  Abilities, above.
  Vulnerabilities and Weaknesses: Rune Weapons and rune 
  magic does double damage against him and the duration and 
  effect is double the normal amount. Holy weapons created by 
  Gods inflict triple damage direct to Hit Points. (Note: Weap-
  ons made from a Tree of Life, or Millennium Tree, inflict qua-
  druple normal damage direct to his Hit Points, and their magic 
  does triple normal damage, duration, and effect against him.)
  Power Leech Circles: The four giant, sealed power circles 
  that help to hold and bound Brgg limited his powers, S.D.C. 
  Hit Points, bonuses (all), spell magic, natural/combat abilities, 
  and deific abilities. The power matrix circles have four per-
  manence wards on them and his true name is written in silver 
  runes on the ground. The circles are indestructible. Note: The 
  Power Matrix Circle has a 1,200 foot (365 m) radius, but does 
  not show any effect on the surface. Although the circles spe-
  cifically target Brgg, each individual circle still functions as 
  normal and will affect mages and magic as usual.
  Favorite Weapons: It is rumored his weapons, armor, and helm 
  are buried somewhere on the Island of Torn.
  The Helm of Brgg: A Dragon’s Skull Helm, made from 
  one of Brgg’s vanquished dragon foes. It is indestructible, the 
  wearer takes half-damage from fire and cold, is impervious 
  to all dragon breath attacks, understands Elven/Dragonese 
  at 98%, is given Nightvision 600 feet (183 m), can breathe 
  dragon fire once per melee round (counts as an extra melee at-
  tack, inflicts 5D6 damage, range 50 feet/15.2 m.) It is the size 
  of a house and won’t fit anyone but him (shrinks and grows to 
  fit whatever size he chooses, but only when it is on his head).
  Skullcutter, Brgg’s War Axe: This monstrous weapon is 
  completely alien in origin and weighs 1,000 lbs (450 kg). This 
  Dragon Slayer weapon is said to be indestructible. A single 
  blow against non-dragon foes does 1D6x10 points of damage, 
  2D6x10+30 points of damage against dragons, sea serpents 
  and any reptilian/serpentine opponent. The wounds it produc-
  es against dragons take three times as long to Bio-Regenerate, 
  and against dragons, the weapon provides the wielder one ex-
  tra attack per melee and dragon breath weapons do half dam-
  age.
  Armor: Brgg’s Black Plate Armor: A.R. 16, S.D.C. 8,000, im-
  pervious to any kind of dragon breath (fire, cold, acid, hydra 
  attacks, etc.). Regenerates 1D4x10 S.D.C. every melee round.
  Allies: Only High Sister Olevea Latharsis and the two hundred or 
  so members of the Sisterhood of Brgg. The only person who 
  visits him (at least 1D4 times a year) is his brother Algor. His 
  only companions are the two Stone Golems buried with him.
  Enemies: He hates the Northern Pantheon, especially his son Od 
  and brother Algor. They and the Eoten are responsible for his 
  imprisonment and must be punished. Considers every dragon 
  in the Megaverse an enemy that must die and wants to make 
  all Eoten suffer for betraying him to the Northern Gods. He 
  was always cruel toward Faerie Folk, and now they laugh and 
  joke at his expense (meaning some Faerie Folk of the Northern 
  Islands may know where to find him). He’s always considered 
  humans and other mortals to be his pawns and playthings, and 
  people to be made to worship him. Only the most wicked and 
  cruel mortals are appreciated, but they are still pawns.
  Technology and Notes: No use for it.
  Minions: None. Unbound: He can summon 1D4 Minor Elemen-
  tals, but while lying in the power matrix, he holds no power to 
  summon or command any of them.
  The Prison Chamber of Brgg
  The main entrance is accessible through a natural cave on the 
  sea floor. A sea serpent lives in the caves and attacks everyone 
  who enters, fighting to the death or until the intruders flee. There 
  is a very small, natural tunnel from the surface to the man-made 
  tunnels below which lead to the basement chamber that contains 
  Brgg, but it is only large enough for a rat or small Faerie Folk to 
  negotiate. However, it could be used by people shrunken to six 
  inches, or as a path to follow for those who can Travel Through 
  Earth/Dirt and similar magic. Both end inside a small tunnel net-
  work, the sea cave leading to a tunnel and stairs that go upward 
  from the sea floor and the tiny tunnel leading down into the earth. 
  Any other tunnels that once led down from the surface have all 
  been completely collapsed.
  Deep below the sacred mountain of Valsk, beneath the ruined 
  city of Valsk (see description under the Island of Torn sec-
  tion), is an ancient, man-made section of tunnels and stairs, the 
  walls covered with strange inscriptions, images of the gods of 
  the Northern Pantheon, and warnings in both the Eoten language 
  and Elven/Dragonese scrawled like graffiti across them in blood 
  and charcoal. They warn of death and destruction for those who 
  continue onward and suggest visitors immediately “turn back.” 
  Every so often a pair of stone statues watch over an archway. 
  Such statues are always warriors but depict the many different 
  races (including Iceborn, Ogres, Elves and Dwarves, etc.), some 
  with eyes made of sapphires (1D4x100 gold each, but take 1D6 
  minutes to pry out of their sockets). Those near the entrance are 
  weathered by humidity, their eye-gems missing, but the statues 
  are in better and better condition the deeper one travels into the 
  tunnels, promising riches ahead.
  The man-made tunnels eventually lead to a chamber that was 
  once part of palace basement system. A pair of massive, bronze 
  covered doors stand silent, and painted with graffiti that says, 
  “Turn back, immediately,” “Do not open,” “Entering means 
  the end of the World.” “Death awaits,” and similar. The door is 
  guarded by two stone statues in full suits of armor (A.R. 17, 500 
  S.D.C. each) and they will let no one in. They are Stone Golems 
  that come to life to prevent anyone from entering. They fight un-
  til unwanted visitors are chased away or until the Golems are 
  destroyed.
  The door can be opened with a combined P.S. of 50, or melted 
  away using powerful fire magic, but the latter takes an hour and 
  lots of P.P.E. Anyone who can open the door will discover a large 
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  chamber, its walls ringed with statues of more of the Northern 
  Gods, this time wearing crowns and capes, and holding long 
  spears. Laying on the floor in the middle of it all is Brgg, who 
  immediately beings to laugh. When he stops laughing, he asks if 
  the person(s) will release him from his chains and help him sit up. 
  If the answer is yes, he weeps with joy. The archaic god does not 
  identify himself until completely unchained. He’ll want to leave 
  immediately, for until he leaves the chamber and its energy drain-
  ing magicks, he can not be restored.
  If questioned first, Brgg lies about who he really is, and insists 
  he is imprisoned unfairly, though his evil alignment may suggest 
  otherwise. He’ll beg for mercy and release at first, and then resort 
  to promises of treasure, power and whatever he hopes can entice 
  them to release him. Each of the chains (made from his own en-
  trails) have 1,000 S.D.C. and as soon as one is broken, there is 
  a 01-20% chance that Od or Algor will know it. Each additional 
  chain broken increases the likelihood of alerting Od or Algor (or 
  both) to the impending release of Brgg. If either deity Teleports 
  inside the chamber, he will usher the mortals away and forbid 
  them to ever return. Any who do anything other than comply 
  or drop to bended knee in worship are chased out or destroyed. 
  (Who says no to a god, or tries to impose conditions on his de-
  mand?) If the people present are obviously worshipers of Brgg, 
  they are utterly incinerated! Od and/or Algor will be angry to see 
  their sea serpent slain, their Golems destroyed and their hated kin 
  on the verge of release. If any bond is broken, the gods will have 
  to restrain Brgg and tie him down with new chains (perhaps the 
  same entrails magically restored). Despite the security breech, 
  Brgg will not be moved to a new location. Any mortals who have 
  discovered the chamber and allowed, or forced, to leave will be 
  visited by Od or Algor within 24 hours and “convinced” to never 
  speak of it to anyone nor to ever return. Compliance may win 
  them the favor of the god(s). Failure to comply brings misfortune, 
  trouble and a gruesome death on all who defy the deity(s).
  If one or both of these gods do NOT appear to stop the mad-
  ness, Brgg encourages them to continue, as he, himself, can do 
  nothing to destroy the chains and is as weak as a kitten until he 
  is able to crawl out to sea or up to the surface. Once he exits the 
  chamber, he has all the stats of a “bound” Brgg, because he is still 
  recovering from the magic used to imprison him for some time. 
  He is likely to crawl to a safe location or use Dimensional Tele-
  port to hide and recover. He gives nothing to his liberators and 
  will smite them if they try to restrain or destroy him.
  Releasing Brgg. Opening Brgg’s prison doors weakens the 
  magic that holds him in place. While his chains remain intact, 
  he remains locked inside the chamber, but once freed, Brgg 
  slowly recovers, gaining 100 S.D.C./Hit Points per hour and 
  recovering 10% of his strength/abilities per day until he eventu-
  ally reaches his full, unbound power level (stats in parentheses). 
  Only at this point can he cast magic at higher than 5th level 
  and use his Deific Powers. Once free and empowered, Brgg is 
  obsessed with revenge, murder and the enslavement of all Bi-
  zantian people — and every man, woman and child who lives 
  upon the Northern Islands must bend to his will or die. All Eo-
  tens, except those of the Sisterhood, will be tortured and slain 
  before he moves on to the rest of the world, and the slaying of 
  the gods of the Northern Pantheon. This is bad, and could lead 
  to Armaggedon as Brgg incites the monster races to join him in 
  tearing down human civilization.
  The Trove of Oddgeirr
  To help win over the Eoten long ago, Algor gathered seven 
  treasures – one for each island. Each a magic items of consider-
  able power to help the fledgling nation of humans to grow and 
  fend off Brgg’s and Beastla’s children, the monstrous Iceborn 
  and sea serpents. In legend, this collection of magic items is 
  known as the Trove of Oddgeirr as well as the Seven Trea-
  sures. However, before the treasures could be handed to the peo-
  ple, Brgg found the trove and dispatched with it. Some legends 
  say he hid them where they could not be found and then told the 
  people what he had done to taunt and torment them. Another says 
  he threw them away in a great anger and they remain where they 
  fell. Another, popular version is that Brrg hid them, and chided 
  the Eoten for their treachery, then paused, and offered them the 
  trove if – and only if – they rejected Algor and the Northern gods 
  and chose only him as their god. The Eoten recognizing what a 
  cruel and arrogant deity Brgg had become, pretended to accept 
  his offer, inviting Brgg to a great feast in which they would name 
  him their one and only, and condemn all others. But they lied. It 
  was a trap. And when Brgg arrived to accept their worship and 
  gifts of human sacrifice, he was attacked by Algor and Od. The 
  Eoten joined the battle, and though treachery and unity, brought 
  the evil god down to his knees to be dragged away by Od never 
  to be seen again.
  Since that day, the Seven Treasures have remained lost. Ac-
  cording to one legend, they will remain lost until the Eoten peo-
  ple again face a great time of need. Then, one after another, shall 
  the Seven Treasures shall be recovered and placed in the hands 
  of heroes destined to defend the northern islands from all that is 
  evil. Some of these seven magic items may have been found and 
  used by warriors over the centuries, only to be lost again. Some 
  may have made it into the hands of many people, others have re-
  mained hidden for millennia. One is even believed to have played 
  a role in the Elf-Dwarf War. Where the Seven Treasures may be 
  today, remains to be seen.
  The Seven Treasures of the Trove of Oddgeirr are sung of in 
  the sagas of the Eoten. But no one knows where Brgg might have 
  hidden them. Wherever they are, it appears no one has found 
  them in thousands of years. (Or are not aware of what they pos-
  sess.) The exact nature of the Seven Treasures is also not entirely 
  clear, whether they are Rune Weapons, holy artifacts or symbolic 
  gifts from the sea god. The stories are many and contradictory. It 
  is also said that the Treasures will not work for the unworthy, and 
  without written documents to scrutinize, it is difficult to interpret 
  what any reference entirely means. True North Folk have always 
  claimed they cannot be found or wielded by any save a rightful 
  king and North Folk champions, but that seems unlikely. Present-
  day Monk Scholars and Alchemists believe the Seven Treasures 
  are Rune Weapons, in that the stories of virtuous heroes seem to 
  establish that they can only be utilized by a person of a particular 
  good nature (alignment) for the purpose of defending the North 
  Folk and their islands.
  The Seven Treasures of the North
  The Trove of Oddgeirr is real and the Seven Treasure do exist. 
  Finding them is the tricky part.
  When Brgg was imprisoned, no amount of torture could make 
  him reveal their location, and it pleases him that his deed so vex-
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  es Od and Algor. Some myths suggests Brgg deliberately placed 
  them throughout the North, under the very noses of the gods and 
  people (North Folk) he despises. Unknown to Brgg, the Seven 
  Treasures were enchanted to make them call out to heroes and 
  adventurers of noble hearts (this may include Priests and Water-
  chanters) who are of a or good or Unprincipled alignment. Good 
  people worthy of one of the Seven Treasures may hear a pleasant 
  distant song carried on the wind when they come within a mile 
  (1.6 km) of one. A tune that is somehow alluring and compels 
  them, for a while, to seek its source.
  Those who are good and come within 100 feet (30.5 m) of one, 
  hears the singing of old Eoten folk songs louder and more clear-
  ly in the ancient Eoten or Elven language. Many mistake these 
  sounds for ghosts and spirits in the area and sometimes run away 
  rather than seek the artifact. But those brave enough may be able 
  to track the song to its source and find one of the Seven Treasures.
  According to legend, when four or more of the artifacts have 
  been recovered and placed on flat ground together, they all move 
  to point in the same direction toward the next nearest of the Seven 
  Treasures starting with the lowest number on the Treasure list.
  Each of the Treasures is said to have been crafted by the god 
  Belimar, Runesmith and Tinkerer of the Northern Pantheon. 
  Each is considered a Major Rune Weapon, is indestructible, 
  floats when dropped in water, never dulls, rusts or tarnishes, has 
  an intelligence and personality that helps those of like alignment 
  and goals, and feels slightly warm to the touch, even in the dead 
  of winter. Characters of Anarchist or evil alignments (with one 
  exception, the Stone of Locknar can be used by anyone) can not 
  touch these items without agonizing pain and take 4D6 damage 
  direct to Hit Point (double damage to supernatural beings), nor 
  can they draw upon the magic or any of the abilities provided by 
  the Seven Treasures, described below.
  1. The Wolf-Son’s Sword: According to Eoten legend, the 
  short sword once belonged to Wolvenar himself. The patron god 
  of the Wolfen offered his knife (the size of a short sword to hu-
  man beings) to the Eoten as a sign of his respect for all warriors 
  of the North. It is a Major Rune Weapon whose personality bears 
  all the energy, restlessness and ferocity of Wolvenar as well as 
  his sense of honor and fair play. It has an I.Q. of 14, Scrupulous 
  alignment, and loves to sing and hum marching songs and songs 
  of war and triumph (professional quality) as well as songs and 
  comments to taunt opponents.
  Special Rune Abilities: Six times per day, the sword can re-
  store 2D6 Hit Points and 2D6 S.D.C. to its owner; the blade re-
  turns to its owner when thrown and has a throwing range of 200 
  feet (61 m); +2 to strike when thrown, and does 4D6 damage 
  against most opponents; +10 damage against the Iceborn, Nec-
  romancers, Witches, Ghouls, death demons of all kind, animated 
  dead, zombies and other undead. Bonus: It also provides a bonus 
  of +1 to parry and +1 to disarm whenever it is used to fight a 
  group of two or more opponents, but receives no such bonuses 
  fighting against a single enemy. Note: In the hands of a Wolfen 
  or Kankoran or a pure blood Eoten (must be at least 75% Eoten), 
  the weapon does an additional 1D6 damage against all foes.
  Location: Lost to the world for at least 10,000 years, the sword 
  remains hidden in a tomb on the Island of Sinza, below the ruins 
  of the ancient Elven monastery.
  2. Hammer of Belimar’s Blessing: A hammer made by the 
  Runesmith god Belimar, the hammer is a Major Rune Weapon 
  whose personality is decidedly positive and likes to see things 
  built and restored, be it a ship or a relationship. It has an I.Q. of 15 
  and a Scrupulous alignment. The hammer has amazing balance, 
  making it wonderful for working in a forge, and being indestruc-
  tible, it can be left in the hottest fires without ever burning and re-
  mains cool to the touch. As a weapon, the Hammer of Belimar’s 
  Blessing does only 4D6 damage and offers no special bonuses.
  Special Rune Abilities: It is capable of magically repairing 
  objects and items crafted by human hands. A single tap from the 
  hammer restores 3D6 S.D.C. to metal objects (a suit of armor, 
  weapons, shields, tools, anchor chain, etc.), or 2D6 S.D.C. to 
  wooden objects (ships, carts, walls, buildings). Six times per 24 
  hour period, the hammer can restore 2D6x10 S.D.C. to an ob-
  ject made of metal or wood. Warlock Earth Spells: Chameleon 
  (5; itself and its wielder), Dowsing (2), Earth Rumble (10; upon 
  striking the ground), Identify Minerals (3), Mend Stone (15), and 
  Clay or Stone to Iron (40/60); 90 P.P.E. is available for spell cast-
  ing and regenerates 10 P.P.E. every three hours. Equal to a 6th 
  level Warlock.
  Location: Recovered during a salvage operation of a sunken 
  ship in the Strait of Forlorn Hope, the hammer looked like noth-
  ing special and was given to one of the workers helping to re-
  cover and clean the salvage. He sold it to a friend for two gold. It 
  sits, forgotten inside a spare toolbox at the Bardomus shipyard on 
  the island of Bizantium, in the city of Wujik. Its owner, a carpen-
  ter at the shipyard who thought he can always use a reliable extra 
  hammer, but he tossed it in a spare toolbox and has never used it.
  3. Stone of Locknar: The Stone of Locknar is a small Rune 
  statue of a grinning Locknar. This is a common statue in the 
  North because it is a symbol of good luck. This particular lit-
  tle statue is engraved with Runes that make it a powerful Rune 
  Weapon. It may be worn around the neck on a chain like a medal-
  lion, pinned to a shirt or cloak, or hooked to a belt, but it must be 
  displayed in some way or held in the hand for its powers to be 
  unleashed. The stone statue is imbued with the energy and quali-
  ties of Locknar. It has an I.Q. of 15 and an Anarchist alignment. 
  Since it represents the “Trickster God of the Northern Pantheon,” 
  the voice that speaks to the stone’s owner tends to be smartal-
  ecky, sarcastic, humorous, and enjoys instigating trouble, trick-
  ing people, and pulling off deceptions and confidence jobs. As 
  a “Rune Weapon,” the Stone of Locknar casts spells and causes 
  discord and confusion.
  Special Rune Abilities: Six times a day, the Stone of Locknar 
  is capable of magically creating confusion, misunderstanding and 
  general chaos to everyone within a 50 foot (15.2 m) radius. The 
  only person NOT affected is the person with the stone and any 
  “associates” he may indicate. It is he (and they) who plan to take 
  advantage of the confusion (to make an escape, steal something, 
  kidnap or kill someone, to slip away unseen, to plant evidence, to 
  make a quick investigation while people are distracted, etc.). And 
  while most of the people within that 50 foot (15.2 m) radius (100 
  foot/30.5 m diameter) are completely distracted, the confusion 
  they are experiencing is likely to affect more people around them, 
  especially in crowds, gatherings and on city streets. To save vs 
  this magic, characters need to roll a 16 or higher. This is most ef-
  fective when the possessor of the stone starts the commotion/dis-
  traction (“Fire!” “Thief, stop,” “Unhand me!” “Look out,” “Stop 
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  that man!” “Look, it’s the King!” Or pointing up toward a build-
  ing or into the sky, or out to sea and saying, “What is that?” Or, 
  “Oh my god, is that a dragon?!” Or whatever). Everyone affected 
  will turn to look that way and act in a confused and anxious or 
  excited way. (“Where? I don’t see it.” “Should we call the au-
  thorities?” “Oh my, what do should we do?” “There it is!” “Oh, 
  guess not.” “Is that it?”)
  The point is all eyes and attention are away from character 
  with the Stone, allowing him to do something nobody is likely to 
  notice or slip away in the confusion. Other times, general con-
  fusion can block traffic or start trouble. Penalties: In all cases, 
  while confusion and distraction are in play, everyone affected 
  is -10 on Perception Rolls, -2 on initiative, -1 melee attack and 
  -15% to language skills (has trouble finding the right words) for 
  the entire duration of the magic. Duration: Five minutes. Bo-
  nuses: The person wielding the Stone of Locknar gets bonuses 
  during the confusion: +20% to the following skills (when appli-
  cable), Concealment, Escape Artist, Forgery (passing off a forg-
  ery during the confusion), Intelligence (without being noticed 
  himself), Palming, Pick Pockets, Prowl, and Surveillance. Con-
  fused Compliance: In addition, people confused and distracted 
  are likely NOT to question the wielder of the Stone when he tells 
  them to do something, even if it is rather audacious or comes out 
  of the blue. “Quickly, let us through. I must warn Prince So and 
  So,” or “I must give this to So and So.” “Let us pass” (him and 
  his teammates), “Here, we’ll guard the money (or map, or digni-
  tary, etc.) while you go and get help,” or “We’re going to get out 
  of the way and wait in the back room (or basement, or upstairs 
  or whatever), call out if there is danger.” And so on, especially 
  when spoken with authority or charm. It’s not quite on the level 
  of psionic Hypnotic Suggestion, but the person is so distracted he 
  only hears part of what was said, is not entirely sure who is say-
  ing it, but under the circumstances if it seems halfway reasonable, 
  the answer is, “Uh, what? Yeah. Okay.” When asked later, who 
  that person was, the confused character won’t be sure or can’t 
  remember.
  Additional Bonuses from the stone at all times: The Stone’s 
  owner is +20% to invoke trust, impress, charm, believed when 
  lying, or intimidate, and is impervious to Seduction and Hypnotic 
  Suggestion, though he or she realizes the attempt and can play 
  along to his advantage.
  Wizard Spells: As the trickster god, this Rune item breaks the 
  rules because it is not an obvious “weapon” and it can be used to 
  cast more than the usual six spells for Rune Weapons. All of the 
  following spells may be cast: Breathe Without Air (5), Calling 
  (8), Charm (12), Charismatic Aura (10; self only), Concealment 
  (6), Death Trance (1), Decipher Magic (4), Detect Concealment 
  (6), Detect Poison (10), Escape (8), Fool’s Gold (10), Multiple 
  Image (7), Reduce Self (20), Sense Traps (7), and Tongues (12); 
  100 P.P.E. is available for spell casting and P.P.E. regenerates 
  at a rate of 5 P.P.E. every hour. Spells are equal to a 7th level 
  Wizard.
  Location: The Stone is in the hands of a pirate on the Shadow 
  Coast. The Stone of Loknar was acquired by a cutthroat of a pi-
  rate captain who calls himself the Walrus (7th Level, Miscre-
  ant). He has no idea what the Stone really is. All he knows is 
  since he has tied it to his belt five months ago, he has been the 
  luckiest sea dog on the Shadow Coast. The intelligence inside 
  the Stone doesn’t like the Walrus, and has not made its presence 
  known to the brigand. Meanwhile, a thief operating in the City of 
  Bizantium has other plans for the Walrus and is looking for some 
  reliable adventurers to help him raid the wicked pirate’s treasure 
  hoard. The thief, Thynneus Tyme (5th level, Anarchist) plies his 
  trade in Dockside, and frequents the Stone Hearth Inn located 
  north of the Market Star. The owner has confided in him about 
  her plight, and he thinks he has uncovered a solid lead on the 
  whereabouts of the seal skin of Eleanor (the Selkie). He’d like to 
  recover the seal skin to collect the reward. However, if his info is 
  correct, he’ll need help getting it from a pirate captain operating 
  on the Shadow Coast. You guessed it, the Walrus. The wretched 
  brute was hired by Eleanor’s husband, a childhood friend, to hide 
  the Selkie’s skin where his wife would never find it. The loutish 
  pirate sometimes brags about his involvement when drunk, and 
  talks about how, one day, he should use the Selkie seal skin to 
  make the beautiful creature marry him, especially now that the 
  nobleman is dead. Enter the player characters?
  4. Rauga, the Giantslayer: A tall spear of golden wood with 
  a carved dragon’s tooth at its tip. The spear was originally made 
  by Belimar for Hocknar. Rauga has an I.Q. of 13, a Scrupulous 
  alignment and the heart of a noble warrior who hates cruelty, in-
  justice and giants. As with all Rune Weapons, it is indestructible.
  Special Rune Abilities: Rauga the Giantslayer does 6D6 dam-
  age to opponents under 11 feet (3.3 m) tall, but 1D6x10+10 dam-
  age to giants, dragons and all creatures of massive size. Against 
  those of truly gargantuan size, such as the largest sea monsters, 
  sea serpents, giant squid, giant Elementals, Demon Lords, gods 
  and alien intelligences, the weapon does 2D6x10 damage direct 
  to Hit Points! The weapon also has an incredible range of 2,000 
  feet (610 m), makes a clap of thunder when it strikes, and van-
  ishes a moment later in a flash of light to reappear in the hand of 
  its “partner” (the owner of the weapon). Rauga has the ability to 
  adjust its physical size to be the ideal length for the person who 
  wields him. Wizard Spells: Giantslayer can also be used to cast 
  the following spells as long as it has the P.P.E. available: Armor 
  of Ithan (10), Blinding Flash (1), Call Lightning (15), Globe of 
  Daylight (2), See the Invisible (4) and Swim as a Fish, Superior 
  (12); 85 P.P.E. is available for spell casting and regenerates 10 
  P.P.E. every three hours. Spells are equal to a 6th level Wizard.
  Location: The Island of Wyst, up in the hills that make up the 
  southern portion of the island. Along the crest of a hill is the skel-
  eton of a long-dead giant. The skeleton with a spear in the chest 
  where the heart would be, has been regarded as an omen, and left 
  untouched by all who have seen it. At the heart of the skeleton, 
  Rauga sticks up out of the ground, frozen where it impaled the gi-
  ant. When Algor cast the Seven Treasures aside, Rauga fell in such 
  a way that it sought out one of its namesake foes, dropping like an 
  arrow out of the sky. There it has remained dormant, the victim of 
  enchantment imposed upon it by Brgg. That same magic made the 
  spear appear too old, weathered, cracking, and no good as a weap-
  on. All this time the Giantslayer has been asleep and dreaming, but 
  it has recently awakened and waits for a noble warrior to use it to 
  defend Bizantium and all people in need of a hero. When such a 
  candidate is sensed, the spear will sing out so they may unite.
  5. The Seahawk’s Eye: A magical jewel from the collection 
  of Epim, wife of Od, the Seahawk’s Eye is a legendary artifact 
  often spoken of by Bizantium’s sailors. Seahawk is indestruc-
  tible, has an I.Q. of 14, a Scrupulous alignment and a curious, 
  adventurous nature.
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  Special Rune Abilities: The jewel has a power incredibly 
  useful to mariners and ship’s captains: when looked through, it 
  shows the bearer what weather conditions will be like over the 
  next 48 hours from the current time. The Eye can see the next 
  two days’ weather, approaching storms, water conditions, cloud 
  cover, tides, wind speeds, temperature, anything related to weath-
  er. It is not a crystal ball, however, and can not show the user the 
  passage of ships or sea serpents, the locations of pirates or armies 
  nor travelers on land. The Seahawk’s Eye can also see, recognize 
  and indicate the location of shallow waters, sandbars, reefs and 
  other dangers 50 feet (15.2 m) below the surface of the water as 
  they are approached and may be avoided. Bonuses: The bearer of 
  the gemstone is +1 on all Perception Rolls, +2 on rolls regarding 
  sailing and travel on the high seas.
  Wizard Spells: The Seahawk’s Eye can also be used to cast 
  the following spells as long as it has the P.P.E. available: Breathe 
  Without Air (5), Float in Air (5), Fly as the Eagle (25), Magic Pi-
  geon (20), See the Invisible (4) and X-Ray Vision (25); 90 P.P.E. 
  is available for spell casting and regenerates 10 P.P.E. every three 
  hours. Spells are equal to a 6th level Wizard.
  Location: The Island of Borich, in the city of Gideon, in a 
  church of Algor. The jewel is part of a mosaic that covers one 
  entire wall of the church, set in the eye-socket of a seahawk flying 
  over the Seven Islands. The Priests and acolytes will be extreme-
  ly distressed if anyone tries to take the Eye, and they would never 
  willingly part with it. The town guard are called if any is found 
  trying to steal the gem, and available priests will fight and defend 
  it with all the strength (and magic) they can muster. If the gem 
  should go missing, there will be an investigation and search for it.
  6. Aragat, Sinker of Ships: A gift from Heim the Huntress, 
  this magic bow is enchanted to inflict massive damage to inani-
  mate objects, but cannot harm living things. Aragat has an I.Q. of 
  12, a Scrupulous alignment and the heart of a noble warrior who 
  hates cruelty, injustice and giants. As with all Rune Weapons, it 
  is indestructible.
  Special Rune Abilities: Perfectly normal arrows fired by Ara-
  gat devastate fortified walls, siege engines, buildings and ships, 
  yet are totally harmless against any animal, monster, person, de-
  mon, supernatural creature or god. Heim felt that the Eoten were 
  too warlike, and that Aragat would teach them a lesson regarding 
  the innate value of life. However, he knew the Iceborn would be 
  a reoccurring threat, so he wanted to give them a weapon that 
  could sink a Necroilus warship. While the bow may be able to 
  sink a ship or shatter body armor with a few well placed shots, the 
  person under the armor is unscathed. Note: Arrows fired at living 
  beings bounce off the person like they were made of soft sponge.
  Arrow Damage: 1D6x10 against most normal S.D.C. struc-
  tures from “normal” arrows made by mortals. If the arrow is en-
  chanted, such as a Cyclops Lightning Bolt arrow, the magic ar-
  row does an extra 20 S.D.C. damage. Range for a normal arrow is 
  3,000 feet (914 m) and damage is as usual. Heim Ship-Buster Ar-
  rows: 1D6x100 S.D.C. damage from the energy bolt that Aragat 
  can make appear six times per 24 hours; does no damage to living 
  beings, including Elementals. Range is 5,000 feet (1,524 m)!
  Wizard Spells: Sinker of Ships can also cast the following 
  spells as long as it has the P.P.E. available: Armor of Ithan (10), 
  Cure Minor Disorders (10), Heal Wounds (10), Levitation (5), 
  Purification (20) and Swim as a Fish (6); 90 P.P.E. is available for 
  spell casting and regenerates 10 P.P.E. every three hours. Spells 
  are equal to a 6th level Wizard.
  Location: The Island of Torn, buried somewhere under the 
  collapsed palace in the city ruins of Valsk. Aragat can sense the 
  Iceborn are coming, and for too long it has laid trapped under 
  tons of debris. When it senses a compassionate and merciful hero 
  is in the ruins it begins to sing a song of heroes. When such a 
  champion is near, it will muster the willpower to fire one arrow 
  that punches through the debris and into the air. A thin stream of 
  dust and smoke will mark the hole to follow in order to retrieve 
  the weapon. Magic such as travel through Earth or the use of an 
  Elemental may be necessary.
  7. The Seventh Treasure, The Trident of Valfdan: The most 
  powerful item in the Trove of Oddgeirr, this trident is a greater 
  holy weapon made completely out of ice that glows with a pale, 
  white, misty energy. Legend has it that Od created it for Valfdan 
  the Wise, the First High Minister and Second Son of Agmundr.
  Special Rune Abilities: The Trident of Valfdan has the power 
  to freeze areas of water, making them impassable to ships and sea 
  monsters. Touch the tip of the trident to the ocean and a 200x200 
  foot (61x61 m) area will instantly transform into ice, slowly 
  pushing ships aside and gently pressing anything from fish to sea 
  monsters down into the water below or around it. The ice bloom 
  lasts for 2D6 melee rounds, before dissolving away with no per-
  manent effects. The trident is indestructible, and can also fire a 
  bolt of freezing magic once per melee round. (4D6 S.D.C. dam-
  age, range of 500 feet/152 m, double damage to cold-sensitive 
  enemies.)
  Location: The Trident will be the most difficult of the Seven 
  Treasures to find. Chief Valyr lost the Trident when Algor de-
  stroyed his ship, and it sank below the waves where it has not 
  been seen in thousands of years, making some question whether 
  or not it even exists. The Trident is real, and it rests on the bottom 
  of the sea, directly south of Yufel and northwest of the city of 
  Letia. It would be impossible to locate, but no fish, sea mammal, 
  sea serpent or other creature is willing to go within 1000 feet (305 
  m) of the Trident itself. This effect continues upward up to the 
  surface of the water, creating a vast column empty of any living 
  thing, noticeable from below the waves if one looks carefully, 
  but much easier to spot from above the water. Pods of whales 
  and schools of fish go far out of their way to swim around the 
  location, behavior that a skilled Fisherman or Serpent Chaser will 
  surely notice, and many Bizantian mariners speak of the “strange 
  spot” out in the sea. Also, any of the other Seven objects of the 
  Trove will naturally point towards the Trident’s location when 
  carried at sea.
  Remember, once four of the Seven Treasures are recovered, 
  they can be used to locate the remaining three. The Bizantium 
  monarchy and Priests of Algor and the Northern Pantheon, as 
  well as many Waterchanters and some adventurers and Wolfen 
  know the Legend of the Seven Treasures, including what they 
  are, how they work and that four will lead to seven. Should all (or 
  most) of the Seven Treasures be located and fall into the hands of 
  heroes, they can play a huge role in the defense of Bizantium, and 
  humanity in general, from the coming Iceborn invasion – perhaps 
  the largest in history – and other possible dangers from the past.
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  Avenues of Adventure
  Business on the Mainland: There are many reasons for the 
  Crown or Noble Houses (or Warlock Council) to hire adventurers 
  to conduct business for them. This could include rooting out rebels 
  or pirates, chasing off barbarian raiders, securing the Shadow Coast, 
  hunting down a monster(s) that has been terrorizing the area or feed-
  ing upon the settlers (could be one or more man-eating Ice Bears, 
  Iceborn, or any number of monsters or madmen), seeking the cause 
  of recent and mysterious disappearances, guarding a ship or pre-
  cious cargo, protecting a particular noble or manager at the Shadow 
  Coast colonies, sniffing out Western Empire spies and conspiracies, 
  uncovering and stopping plots against Bizantium by other foreign 
  powers (most likely anti-Wolfen zealots from the Eastern Territory 
  or Iceborn advanced scouting parties), following a lead on one of the 
  Seven Treasures, exploring ancient ruins, delivering a message from 
  the King, and so on.
  Contact the Wolfen: There may be a handful of trading posts 
  and colonies where Bizantium’s frontiersmen and the Wolfen inter-
  act, but there is no real official channel between the Crown and the 
  Wolfen Empire: procuring sources of new lumber, escorting cargo 
  or ambassadors through Wolfen territory, hunting down bandits or 
  rogue bands of Coyles, reaching a new accord for sharing Dragon 
  Claw bay, or any number of assignments when the King – or more 
  likely, Wilgan Vatatzes or one of the other Noble Houses, or even 
  a foreign spy – call for it. Whoever the employer may really be, he 
  hires the player characters to travel inland into the backyard of the 
  Wolfen Empire. There, they are tasked with seeking out a particular 
  tribe, or an individual prince, chieftain, mage, seer or priest who has 
  acted as a go-between in the past. Though the players are on official 
  business, they are still humans/humanoids in Wolfen territory, and 
  misunderstandings are a distinct possibility that could end in plenty 
  of adventure and bloodshed. In the alternative, they may be hired by 
  a foreign agent from the Empire of Sin or Eastern Territory to find 
  and kill a particular Wolfen ally of Bizantium or to create trouble 
  between Bizantium and the Wolfen, or to rob Bizantium ships and 
  trading posts, or steal secrets, or stir up the Coyles and Wolfen.
  Close Encounter of the Iceborn Kind: Though more likely to 
  occur along the coastal forests of the mainland, an encounter with an 
  Iceborn scouting party could also happen on any island of Bizantium, 
  even the big island itself. How the group got on the island may remain 
  a mystery, but there they are. The scouts do not want to tip their hand, 
  so they are likely to attack any witnesses to their presence. The mon-
  sters see the unfortunate encounter as an opportunity, and rather than 
  try to just kill any witnesses (the player group?), they try to capture 
  them and take them back to their Necroilus! Game Masters, adjust the 
  number and type of Iceborn opponents to make a fair fight the player 
  group has a chance of winning. Barring that, give them a chance to 
  escape and avoid capture. Our suggestion is one low- or mid-level Ice-
  born Raiders for each player character (if the heroes are low level, then 
  one Raider for every two player characters), with the Raiders led by a 
  low level Skinbinder or Sea Witch (female Iceborn).
  Dissent on the Mainland: While the King may lie to himself 
  about the level of unrest on the Shadow Coast, the merchant-princes 
  who actually control the colonies are becoming nervous. Prince Wil-
  gan Vatatzes, chief advisor to the king, has his suspicions as to who 
  is behind the simmering state of revolt, but cannot pressure the king 
  to act without some kind of evidence. Prince Vatatzes and his closest 
  retainers are well known to the rebels on the mainland, but outsiders 
  hired on for the task may be able to pick up information and make 
  contacts without alerting anyone. The Prince is most concerned with 
  determining the genuine complaints of the people and who is insti-
  gating and inflaming talk of rebellion. He is particularly suspicious 
  of the Council of Elements and the ever-increasing role it plays in the 
  colonists’ lives, but also has his worries regarding Merchant-Prince 
  Geoffrey Lamrith, a veteran knight and ruthless warrior who is said 
  to be becoming more and more unstable as he lives in exile on the 
  mainland. Players must take care, however, as the Council of Ele-
  ments is composed of powerful Warlocks and their devoted follow-
  ers, and Geoffrey Lamrith is willing to murder anyone who stands 
  in his way without a second thought, no matter what is stated in the 
  code of chivalry he once adhered to.
  Explore the Great Ice Shelf: The Great Ice Shelf has been 
  known of since the time of the Eoten, spoken of in the Sagas as a 
  source of icebergs, sea monsters, and a refuge for the vile Iceborn. 
  With the King too distracted to investigate reports of strange events 
  to the north, other individuals, from Chief Warlock Hanta Farrip to 
  Bizantium’s admirals to the merchant-princes, are becoming con-
  cerned. Sending their own personnel on an official mission into the 
  Icy Ocean or even farther to the Great Ice Shelf could be embar-
  rassing, especially if all they find is ice and snow or a quick death. 
  Thus, they look for a group of third party adventurers who could be 
  persuaded to take a look for the right amount of gold. This would be 
  a job made through a third party to cover any trail to nobility, and 
  the group will be disavowed should anything go wrong. The party 
  will be made aware of all of this, but the price for their service paid 
  upon their return and command of a fully crewed ship (all low level 
  personnel except for the 7th Level, Lieutenant Joshua Phrilban of the 
  Bizantium Royal Marines and a 6th Level Waterchanter, both loyal 
  to their Kingdom and employer), may be too much to resist.
  Just skimming the coast may not be sufficient. For real proof that 
  the Iceborn are massing in numbers, one might have to travel down 
  one of the rivers or on foot inland, onto the Great Ice Shelf, a world 
  of frozen seas and shifting ice and untold monsters, some of which 
  may not have been seen in the outside world for centuries, if ever. 
  Good luck.
  Investigate Torn: The abandoned Isle of Torn is known for its 
  forbidding mountains, cliff-lined coasts and ancient Eoten ruins. High 
  Minister Airen Roth, however, has been having premonitions and hear-
  ing reports of evil spirits and strange encounters from fishermen who 
  land on the island. With only clergymen at his disposal, and unwilling 
  to call for the Navy to investigate what might be nothing, Roth is look-
  ing for a group of experienced warriors, scholars and men of magic 
  to travel to Torn and explore the island’s interior. Olevea Latharsis, 
  High Sister of the City of Wujik, is also offering the church’s gold to 
  adventurers willing to clear the island of monsters and ghosts. Her 
  full intentions are, however, unclear, and rumors surround the High 
  Sister that suggests she is in league with dark forces. She is known 
  to come and go at all hours of the night on mysterious errands across 
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  191
  the islands. Note: Remember, one of the Seven Treasures is located 
  among the ruins.
  Ogre Exterminators on Sinza: For as long as anyone can re-
  member, the Isle of Sinza has been home to a small population of 
  Ogres. Normally the Bizantians just ignore them, but lately the Ogres 
  have been attacking fishermen and whalers making camp along the 
  coast. House Selernani on the neighboring island of Acta is looking 
  to hire a discreet group of warriors to go ashore on Sinza and elimi-
  nate the pesky creatures, with a bounty of 500 gold on each Ogre’s 
  head! What nobody knows is that the Ogre population is at its high-
  est number ever, so if the Player Characters are not careful, they may 
  run into dozens of the big brutes or one small band after another. 
  And one more thing, one of the Ogre clans has a new leader, an Ice-
  born Sea Witch who was washed overboard during a freak storm and 
  found her way to the island. She is encouraging cannibalism amongst 
  her Ogre minions and she seeks information she might be able to use 
  against hated Bizantium. She is curious about the Monastery, but has 
  yet to visit it because it is controlled by a different clan of Ogres. 
  Note: Remember, one of the Seven Treasures is located at the mon-
  astery as well as other magic items and artifacts.
  Serpent Hunting: The whaling and serpent-hunting industries 
  are big business in Bizantium. One way for Player Characters to 
  make money and search for adventure is to sign on as part of a sea 
  serpent hunting crew, or procure their own vessel and try their hand 
  at it themselves. Magic, psychic powers, wondrous weapons, sailing 
  skills, underwater abilities and sheer strength are all of huge ben-
  efit to Serpent Chasers. And while the work may be risky, there is 
  no shortage of sea serpents in the Sea of Despair or Northern Sea, 
  so gold can be made hand over fist by those who can survive the 
  trade long enough to master the art of fishing for the most dangerous 
  catch on the high seas. Traditional whaling, sealing or net-fishing is a 
  much safer livelihood, but with a much slimmer profit margin.
  Sailing with the Fourth Fleet
  Bizantium’s legendary Fourth Fleet is known the world-over for 
  fighting pirates and sea monsters, policing sea lanes, charting coast-
  lines and staging daring rescue operations. Its warships also serve 
  as unofficial ambassadors for the Bizantian people and the Crown, 
  setting up trade deals, mapping shipping routes and sometimes using 
  the ever-present threat of their Warlocks and Marines to “encour-
  age” reluctant trading partners to open their ports to the ships of the 
  Northern Islands.
  The average Fourth Fleet mission consists of two ships working in 
  tandem on a long-range journey to some far corner of the world. Ships 
  are dispatched in pairs for several reasons. If one vessel sinks or is 
  damaged and must be abandoned, the other ship can take on its crew 
  and whatever valuables can be saved. If a ship is lost, the other will at 
  least be able to report the loss at some point, rather than leave both the 
  Admiralty and the crews’ families to endlessly wonder. A team of two 
  ships can split up to pursue separate vessels, or deliver urgent messages 
  headed in opposite directions. And lastly, two well-crewed, well-armed 
  Bizantian warships are thought to be more than a match for any single 
  vessel they are likely to encounter, no matter its size or armament.
  Sometimes ships of the Fourth Fleet have a specific objective, like 
  rescuing the crew of a merchant vessel held captive by pirates, or de-
  livering a merchant-prince or ambassador for important negotiations. 
  Other times they are assigned a specific area to patrol, or a general 
  objective, like pirate hunting or scouting for ships of the Western Em-
  pire’s Imperial Navy. Open-ended missions are undertaken as well, 
  with a loosely planned general course and timetable, and instructions 
  to seek out targets of opportunity and advance Bizantium’s interests as 
  the captains see fit.
  For adventure purposes, the players are likely to be crew mem-
  bers on a Fourth Fleet mission, and may even have command of one 
  or both of the ships involved. Sent out into the unknown, they must 
  rely on their wits and whatever resources are at their disposal, for 
  backup from Bizantium is likely to be thousands of miles away and 
  impossible to even contact without powerful magic.
  Pirate Hunting: With long stretches of coastline throughout the 
  world unclaimed by any kingdom and/or virtually unmonitored, piracy 
  is a serious problem for honest merchant ships trying to make a living. 
  Bizantium’s merchants make diligent reports of sightings and encoun-
  ters with pirates, information that is funneled back to the Fourth Fleet. 
  When attacks are frequent in an area, warships are sent out, sometimes 
  along with a merchant vessel or two to act as bait, crewed by Marines 
  and Navy sailors. They lure the pirates out and sink them on the open 
  water, search out their camps to fight them ashore, or burn ships sit-
  ting in makeshift harbors and hidden coves. A pirate-hunting mission 
  might be intended for almost anywhere in the world; wherever Bizan-
  tium’s merchant ships sail the Fourth Fleet is willing to follow, even 
  into waters around the Western Empire or hostile, inhuman powers.
  Protecting Nobility and the Wealthy: Bizantium Marines are 
  charged with protecting the holdings of the Crown and its merchant-
  princes. This can mean escorting one or more merchant ships with 
  precious cargo or important dignitaries, rescuing Bizantium people – 
  starting with the rich – from hot zones/war zones and hostile situations, 
  rescuing merchants and nobles taken hostage by pirates, kidnappers 
  or enemies of the Kingdom and kept on a ship or coastal prison, and 
  searching for merchant vessels that have gone missing.
  Show of Force: In order to make it clear to local leaders that 
  Bizantium’s ships are not to be trifled with, no matter how far from 
  home, the Fourth Fleet (and temporary fleets made up expressly for 
  the purpose) occasionally assembles into impressive sailing forma-
  tions and undertakes highly visible cruises up and down foreign 
  shores. These fleets stop in far-off ports, salute friendly leaders, con-
  duct trade deals, show off Bizantium’s superior ships and engage 
  in military exercises. Sometimes they even escort large convoys of 
  merchant vessels, flooding a city with both sailors on shore leave and 
  imports from the Northern Islands. In most nations, these displays 
  are friendly enough, but missions to the Western Empire are tense, 
  with the potential to explode into open hostilities at any moment.
  Trade Mission: Important ambassadors and trade negotiators of-
  ten travel aboard ships of the Fourth Fleet for missions to far-away 
  destinations or as a means of impressing their hosts. The goal is to 
  safely deliver the “ambassador,” often a merchant-prince, other no-
  ble, priest of Algor or wealthy merchant, to a foreign kingdom for 
  negotiations, then see to the VIP’s safety once in port. Depending on 
  the politics behind the mission, the only threat could be sea monsters 
  and bad weather during the voyage, or there could be assassins lurk-
  ing around every corner, possibly even hidden amongst the crew...
  The Enemy from the North
  The Iceborn have been a threat to the Northern Islands for mil-
  lennia, sometimes disappearing for centuries only to resume their 
  campaign of evil when least expected. With rumors of attacks by 
  Necroilus ships and Iceborn Raiders on the rise, it is only a matter 
  of time before the next great battle takes place against Bizantium’s 
  age-old enemy.
  The Iceborn establish bases along the Great Northern Wil-
  derness: Rather than attack Bizantium, its ships or its people di-
  rectly, the Iceborn may choose to establish positions along the coast 
  of the Great Northern Wilderness. From these temporary base camps 
  and landing points for their Necroilus ships, they travel inland to 
  hunt for humans, Wolfen, or any living beings they can find for con-
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  192
  sumption or use in their dark rituals. Eliminating each of these war 
  camps will spread Bizantium’s Royal Navy thin, leaving the islands 
  or the Shadow Coast vulnerable to attacks from the north or dissent 
  from within. Hiring mercenaries and heroes to handle trouble on the 
  mainland keeps the Navy free to protect its waters and the Northern 
  Islands.
  The Iceborn attack the Shadow Coast: Circumventing the 
  Northern Islands entirely, the Iceborn may decide to attack the Shad-
  ow Coast, especially if they are savvy enough to realize the state of 
  dissatisfaction amongst the colonists. While the Royal Navy might 
  have the coast under blockade, the blockading ships are watching for 
  smugglers from the south, not Necroilus vessels from the north, and 
  could fall victim to a devastating surprise attack. The populace of the 
  Shadow Colonies are self-reliant, but do not have the kind of castles 
  and forts to retreat to that are found on the main islands, or the safety 
  of the Inland Sea to shelter their ships. Realizing that the Crown is 
  unable to protect them, the colonists might finally decide that their 
  ties to Bizantium are more trouble than they are worth, and use the 
  crisis as a chance to declare independence.
  The Iceborn attack Bizantium: If they grow confident enough, 
  bear sufficient numbers, or can take advantage of a situation, the Ice-
  born could set their sights on the ultimate prize: the big island of 
  Bizantium, itself. Most likely attacking from the north, the depths of 
  the Grand Forest could conceal an Iceborn army just long enough 
  for them to build up their numbers and threaten Aquafel, Stonebrook, 
  Vicer, Wujik and Bizantium on land as well as by sea. Bizantium’s 
  defenders are strongest at sea, and a land attack could take them by 
  surprise. While it would take a truly massive army to lay siege to the 
  cities of Bizantium and Wujik, the smaller cities do not feature the 
  same grandiose walls and towers or fighting forces, and the peaceful 
  farmland of the interior is virtually undefended. The Iceborn could 
  capture or slaughter an untold number of innocent people before they 
  are stopped. That said, the city of Stonebrook is very much a fortified 
  stronghold with underground tunnels, hiding places, defenses and 
  backdoor exits the Iceborn could never anticipate.
  Depending on how many of them there are on the Great Ice Shelf, 
  an initial attack on Bizantium could just be a feint to cover a much 
  more serious attempt to take a few of the Windward Isles as a step-
  ping stone to ramp up their invasion effort against Bizantium and the 
  Shadow Coast.
  The Iceborn attack the Windward Isles: Bizantium itself is 
  a daunting target, but the virtually unpopulated isles of Wyst and 
  Torn and the lightly populated island of Sinza are places where the 
  Iceborn could land unnoticed and set up war camps. Borich is heav-
  ily populated, but not defended as well as the main island, and the 
  isle of Acta is small and comparatively vulnerable. By the time the 
  Navy can properly respond to these attacks, the Iceborn may have 
  already killed thousands, and may even have taken control of castles 
  or defended positions inland where they will be difficult to dislodge. 
  That is, unless they learn of the approaching enemy and are prepared 
  to meet them. Again, volunteers to defend the islands and hired war-
  riors help the cause. Those who volunteer to stay and fight without 
  payment are likely to be regarded as heroes who will win the respect 
  of the Crown and a special place amongst the people of Bizantium. 
  (That translates into discounts on weapons, armor and supplies dur-
  ing and after the war, and plenty of free drinks and meals.)
  Kiridin Barbarian Raiders: The Iceborn are not the only danger 
  in the northern lands. A clan of barbarians has gone berserk and have 
  attacked and slaughtered Bizantian trappers and woodsmen, and 
  have conducted raids into the Ocali and Nendalheim Shadow Coast 
  colonies, leaving dozens dead, scores injured, livestock stolen and 
  plenty of collateral property damage. They need to be stopped be-
  fore more people get hurt or their success causes others to join them. 
  Note: Barbarians can be substituted with Coyles, or a mixed group of 
  Orcs, Ogres and Goblins, or other monster races such as a couple of 
  Gigantes and a few Orcs, or a small band of Ice Bearmen, Killgore, 
  Muckers, an Angel-Demon Serpent (may lead a small group), a Win-
  ter Storm Ice Demon or other monsters come down from the Hin-
  terlands or from the Great Northern Mountains, such as Barauders, 
  Croval, Goloth, Kaejor, the Kildred, Zaranceti, Shadow Stalkers, or 
  Waghalter (see Land of the Damned One: Chaos Lands).
  Worse, the Iceborn’s war against Bizantium – which is likely to 
  come in waves over 1D6+2 years with periods of intense battle and 
  lulls that might almost appear that the monsters have gone – pro-
  vides pirates, barbarians, Coyles and other villains and enemies an 
  opportunity to engage in raids and banditry or attacks of revenge. 
  Even worse, depending on how the war goes, foreign powers like 
  the Western Empire and Eastern Territory may take action against 
  the weakened nation during or shortly after the Iceborn’s campaign 
  against Bizantium. Note: The Wolfen and other canine allies, includ-
  ing Bearmen and Kankoran, will do their best to help the besieged 
  Kingdom, especially on the mainland where their forces may arrive 
  like the proverbial “cavalry” to save the day and run off the enemy. 
  However, they are under attack by Iceborn as well. The Iceborn are 
  invading the Great Northern Wilderness and killing and eating Kiri-
  din barbarians, Kankornan, Coyles, Bearmen and most other mortal 
  beings, giving all these people a greater, common enemy to fight. 
  And fight they shall. All the canine races and northern people see the 
  Great Forest as their domain, and they are not about to let the Iceborn 
  take it from them.
  Meanwhile, the anti-Wolfen zealots of the Eastern Territory 
  are certain to use this as an opportunity to attack the Wolfen Em-
  pire from the south and east while it is engaged on other fronts. The 
  heaviest combat being in the Disputed Land, where Coyles without 
  the Wolfen to hold them in check, will engage in bloody raids and 
  massacres against humans and their allies like never before seen.
  Also for the Palladium Fantasy RPG® series
  Adventures on the High Seas™, 2nd Edition: 28 character 
  sheets, The Isle of the Cyclops, the Floenry Islands, adventures and 
  world data. Plus new O.C.C.s like the Shaman, Pirate, Sailor, Bard, 
  and Gladiator. 224 pages by Siembieda and Wujcik.
  Northern Hinterlands™: Barbarian O.C.C., more than a dozen 
  new monsters, the Wild Lords (forgotten gods of old), the 13 Colo-
  nies of the Shadow Coast, snow & cold rules, history, secrets and 
  adventure. 192 pages by Siembieda and Coffin.
  Wolfen Empire™: More on the Wolfen, six fully fleshed out 
  adventures, adventure ideas and more. A 160 page sourcebook by 
  Siembieda, Wujcik, Coffin and others.
  The Eastern Territory™: The many towns, cities and kingdoms 
  of the East mapped and described in detail, plus the ancient Danzi, 
  adventure and more! 224 pages.
  Monsters & Animals™, 2nd Edition: Over 100 monsters and 
  nearly 200 real life animals from tigers to spiders! An excellent 
  sourcebook for the Palladium Fantasy RPG®, Rifts®, Heroes Un-
  limited™ and the entire Palladium Megaverse® as well as adaptable 
  to other game systems! 240 pages by Siembieda, Wujcik and Balent. 
  Art by Kevin Siembieda.
  Dragons & Gods™: Over 40 gods from around the world, 20 De-
  mon Lords, 14 dragons, Elementals and Spirits of Light, Deific Pow-
  ers, Rune Weapons, and more. 232 pages by Wujcik and Siembieda.
  For the complete selection, visit www.palladiumbooks.com!
  Available at hobby, comic and book stores everywhere!
  Brian Hite (Order #17180059)
  
  ● Imagine Earth transformed into an alien landscape.
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  space and �me, connected to countless worlds and reali�es.
  ● Ancient gods, demons and magic have returned.
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  Other RPG Worlds from Palladium Books®:
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  ● Dead Reign® RPG – Can you survive the Zombie Apocalypse?
  ● Palladium Fantasy RPG® – Unique world, monsters as player characters, 
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  Palladium Books - 39074 Webb Court, Westland, MI 48185 USA – 734-271-2903 order line.
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  © Copyright 2017 Palladium Books Inc. All rights reserved. Rifts®, Palladium Books®, Megaverse®, Nightbane®, Dead Reign®, Heroes Unlimited and other published book titles, names, slogans and likenesses are trademarks of Palladium Books Inc.
  Beyond the Supernatural™ RPG        Nightbane® RPG
  Other horror titles from Palladium Books®
  Fear the Reaper™ Sourcebook
   Heroes who, like knights of old, travel the highways fighting zombies 
  and helping survivors.
  ● Comprehensive background on the Road Reapers.
  ● Their code, missions, weapons, strategies and tactics.
  ● The Terror Zombie and more.
  ● $12.95 
  ● $12.95 retail – 48 pages – Cat. No. 234. Available now.
  Graveyard Earth™ Sourcebook
   The Zombie Apocalypse across the globe; provides a world overview 
  and many adventure ideas.
  ● Many tables for settings, encounters and adventure hooks.
  ● Random Safe Havens by region, and Survivor Leaders.
  ● How to get home from abroad, zombie threat levels & more.
  ● $12.95 
  ● $12.95 retail – 64 pages – Cat. No. 235. Available now.
  Hell Followed™ Sourcebook
   This big, 160 page sourcebook begins to redefine the zombie genre. It 
  broadens the field of possibilities and expands upon the modern zombie 
  mythos. It is full of twists and surprises you will not expect.
  ● 11 new types of terrifying zombies.
  ● 7 player characters, plus Masked Lunatics – heroes or madmen?
  ● 21 disasters to complicate survival, and urban survival.
  ● 21 disasters to complicate survival, and urban survival.
  ● Government enclaves, conspiracy theories and more.
  ● $20.95 retail – 160 pages – Cat. No. 236. Available now.
  The Dead Reign® RPG series
  Dead Reign® RPG – “Core Rules.” It is the aftermath of the zombie 
  apocalypse. The dead reign and the living fight against impossible odds. 
  Can you survive? Find out with this fast-paced horror game. Easy to 
  learn. Fast character creation and combat.
  ● Zombie combat and survival rules, vehicles and equipment.
  ● 
  ● 6 iconic Character Classes plus Ordinary People (40+ occupations).
  ● 7 types of zombies, plus the Half-Living.
  ● 101 Random Scenarios, Encounters, Settings and other tables.
  ● $26.99 retail – 224 pages – Cat. No. 230. Available now.
  Civilization Gone™ Sourcebook
  Civilization has crumbled to nothing. There is no army. No govern-
  ment. No help coming. What now?
  ● Madmen, Psychopaths, villains, heroes and protectors.
  ● House, home and survivor camp tables, resources & encounters.
  ● $14.99 retail – 64 pages – Cat. No. 231. Available now.
  Dark Places™ Sourcebook
  Travel the rails and urban underground to move about undetected by 
  zombies.
  ● Worm Meat, Bug Boy, Sewer Crawler & Impersonator Zombies.
  ● Traveling the rails, sewers and other dark places.
  ● Random encounter tables, boxcar content tables, and much more.
  ● $12.95 retail – 64 pages – Cat. No. 232. Available now.
  Endless Dead™ Sourcebook
  The zombies grow in number and strangeness. Can humankind 
  survive?
  ● Zombie amalgamations, tables and encounters.
  ● New playe
  ● New player characters & timetables for your campaign.
  ● Weaponizing vehicles, vehicle combat rules, and military bases.
  ● Creating survivor caravans, hideouts, Safe Havens & more.
  ● $16.95 retail – 96 pages – Cat. No. 233. Available now.
  Can YOU survive the Zombie Apocalypse?
  Brian Hite (Order #17180059)
  
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         MI8002 Xiticix Pack – $18.00
         MI8004 Coalition Dog Pack – $18.00
         MI8005 Men of Magic Pack #1 – $18.00
         MI8006 Cyborgs Pack #1 – $18.00
         MI8007 Simvan & Ostrosaurus Pack – $18.00
         MI8008 Coalition Skelebots Pack #1 – $18.00
         MI8009 Coalition SAMAS Pack #1 – $22.00
         MI8010 Coalition Sky Cycle Pack – $22.00
         MI8011 Coalition Dog Pack #2 – $18.00
         MI8015 Damaged Skelebots Pack #1 – 
  $12.00
         MI8016 Cyber-Adventurers Pack – $18.00
         MI8017 Rogues & Scout Pack #1 – $18.00
         MI8018 Brodkil & Witchling Pack – $18.00
         MI8019 Damaged Skelebots Pack #2 – 
  $18.00
         MI8020 Psi-Stalkers & Scouts Pack #1 – 
  $18.00
         MI8021 Shadow Beast – $12.00
         MI8022 Mystic Knight – $6.00
         MI8023 Lord Magus – $6.00
         MI8024 High Magus – $6.00
         MI8025 Coalition Psi-Stalker – $6.00
         MI8026 Coalition Dog Boy in DPM-D1 
  Armor – $6.00
         MI8027 Coalition Dog Boy #2 – $6.00
         MI8028 Coalition Dog Boy #3 – $6.00
  www.palladiumbooks.com
  Brian Hite (Order #17180059)
  
  www.palladiumbooks.com
  ®
  Bizantium and the Northern Islands™
  To the civilized world, Bizantium and the waters and lands around it are frightening. A realm of sea serpents, monsters and barbarians. 
  To the heroes and people who live there, it is a realm of adventure and opportunity. Discover for yourself the wonders that await.
  ● The Waterchanter, Serpent Chaser, Necromancer and other character classes.
  ● The man-eating Iceborn, their Raiders, Skinbinders and Sea Witches.
  ● Vengeful gods, monsters, Sea Serpents and Sea Monster Creation tables.
  ● Bizantium as neve
  ● Bizantium as never before seen. Bizantium’s origin, history, and mysteries revealed.
  ● The Great Ice Shelf – a new continent to explore. Adventure hooks galore, and more.
  ● 192 pages of adventure written by Evans, Siembieda and Clements.
  $24.95
  Cat. No. 474
  ISBN-10: 1-57457-235-0
  ISBN-13: 978-1-57457-235-3
  © Palladium Books®
  Brian Hite (Order #17180059)
  
SOURCE: textdata/thevault/Palladium Fantasy/2nd edition/PFRPG 2nd ed - Book 16 - Bizantium and the Northern Islands.pdf