TEXT: 1 
  Talislanta is a detailed, colorful, and culturally-rich 
  roleplaying setting, its feel and flavor a far cry from that 
  of most other roleplaying games. Although this exotic 
  nature and depth are among its greatest strengths, they 
  are also the aspects of the game many new players can 
  find overwhelming. Furthermore, the game's system is 
  extremely flexible, and leaves a great deal to the play-
  ers' and GM's judgment and creativity, especially as 
  regards imaginative use of the Mode-based magic sys-
  tem. This chapter presents information that will help 
  players and GMs new to Talislanta to get more out of 
  their games. It includes: 
   
  •     Creative Characters: a thorough selection of 
  questions on Background, Personality, and Appear-
  ance designed to prompt thought and detail when 
  creating a new Talislantan character. 
   
  •     Creative Combat: helpful advice on how to make 
  the most of Talislanta's fluid combat rules, and cre-
  ate exciting conflicts that are as much about role-
  playing as roll-playing. 
   
  •     Creative Cantrips: a step-by-step guide and exam-
  ple of how to create evocative and imaginative 
  spells based on even the most seemingly mundane 
  of ideas. 
   
  •     Creative Compendium: useful hints and tips for 
  players on creating and keeping a grimoire for their 
  magically adept characters, and on using the gri-
  moire as an involving prop as well as a record-
  keeping device. 
   
  Creative Characters 
   
  Many players new to the Talislanta milieu feel con-
  strained by the rich cultural details the game presents, 
  and can find it difficult to portray their character as any-
  thing but a stereotypical member of its culture. How-
  ever, the cultural details presented in the game are 
  merely representative of the broad traits ascribed to 
  those cultures, and just as people in the real world 
  rarely fit a stereotype exactly, the same is true of Talis-
  lantans. 
   
  Even in cases where a character is fairly typical, many 
  aspects of personality, not to mention background and 
  appearance, are not mentioned in the cultural guides, 
  such as sense of humor, personal quirks and prefer-
  ences, and so on. These present any player with a wide 
  number of ways in which to personalize the archetype 
  they choose, without contradicting the broad cultural 
  description if they don't wish to. 
   
  Three factors contribute to the overall quality and depth 
  of any given character: Background, Personality, and 
  Appearance. When creating a character it is not neces-
  sary to write chapter upon chapter, painstakingly detail-
  ing the character's life, outlook, and appearance, but by 
  simply considering the questions put forward in this 
  document, and writing a handful of short answers, a 
  character can be given a life and personality beyond 
  that of a simple archetype. Each of the three sections 
  will present twenty appropriate questions, not all of 
  which need be answered, and not all of which will nec-
  essarily be applicable. If possible, the player and GM 
  should work together to create the character, ensuring it 
  is playable and not overly disruptive to the game they 
  wish to play. 
  By: Colin Chapman 
  Chapter One: Roleplaying 
  
  2 
  Background  
   
  Arguably the most important aspect of character crea-
  tion, a character's background provides a sense of per-
  sonal history, and existence, and it is often the charac-
  ter's upbringing and experiences in life that most define 
  their personality and outlook. Remember: significant 
  events, personages, and the like, need not necessarily be 
  notable for good reasons; bad events can be just as 
  memorable. 
   
  Family  
  •     What were the character's parent(s) or guardian 
  like? 
  •     Does the character have any siblings? 
  •     Does the character have a family of their own, or 
  did they? 
  •     Do they ever intend to settle down if they don't? 
  •     What about other relatives; were any memorable 
  for any reasons? 
  •     What is the current status of any of the character's 
  relatives, i.e. alive, dead, missing, estranged, ill, 
  enslaved, imprisoned, or divorced? 
  •     Were there any skeletons in the family closet? 
   
  Home  
  •     Where was the character raised? 
  •     What was the family's status in terms of wealth, 
  social, and local standing? 
  •     Did the family move at all? 
  •     Does the character have a home of their own? 
   
  Childhood/Adolescence  
  •     What was the character like as a child/adolescent? 
  •     Were any childhood/adolescent friends or enemies 
  particularly memorable? 
  •     Were any childhood/adolescence events particu-
  larly memorable? 
  •     Did the character learn any skills as a child/
  adolescent? 
   
  Professional History 
  •     Why did the character enter the profession they 
  did? 
  •     How did the character receive their training? 
  •     Did they find any of it particularly difficult or 
  easy? 
  •     Has the character done anything particularly nota-
  ble since completing their training? 
  •     What contacts, friends, enemies or mentors did the 
  character make while training, or pursuing their 
  career? 
   
  Personality  
   
  The character's personality defines how they are role-
  played, and should be detailed bearing in mind the char-
  acter's Background, as described above. Consider how 
  the character's upbringing, family, past experiences, etc. 
  affected their worldview, morality, and so on, and if 
  they turned out the way they did because of, or in spite 
  of, their Background. Consider how they fit their cul-
  tural stereotype, and how they differ from it. 
   
  Attitudes  
  •     What does the character like/love? 
  •     What does the character dislike/hate? 
  •     What is the character's attitude to sex? 
  •     What is the character's attitude to religion? 
  •     What is the character's attitude to magic? 
  •     What is the character's attitude to illegal activities? 
  •     What is the character's attitude to conflict, physical 
  or otherwise? 
  •     Does the character have any misconceptions/
  bigoted outlooks? 
   
  Conceptions  
  •     How does the character see themselves? 
  •     How do other people see the character? 
  •     If the character could be summed up in one word, 
  what would that word be? 
  •     What would the character change about them-
  selves, if they could? 
   
  Directives  
  •     What is the character's greatest fear/worst night-
  mare? 
  •     What is the character's greatest hope/dream/
  aspiration? 
  •     What motivates the character? 
  •     Is there anything the character will not do? 
   
  Miscellaneous  
  •     What is the character's sense of humor like? 
  •     Does the character have any hobbies/pastimes? 
  •     How does the character relax? 
  •     Does the character have any mental or behavioral 
  quirks, flaws, or aberrations? 
   
  Appearance  
   
  The character's appearance is usually the first thing any-
  one notices about them, and can say a lot about their 
  personality, profession, and background. Detailing what 
  the character looks like gives the player a good mental 
  
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  image of the character, vital in imagining scenes in the 
  game. The character's appearance also helps other play-
  ers visualize the character, and enables GMs to deter-
  mine how NPCs might react to the character. However, 
  the character's appearance need not necessarily reflect 
  all of their qualities, although it will always reflect 
  some; not every warrior looks grim and determined, and 
  not every magician looks thin and bookish, for exam-
  ple. Also bear in mind the exotic and unusual possibili-
  ties that alchemical and magical enhancements can pre-
  sent when detailing a character's appearance; such en-
  hancements can be eccentric to say the least. 
   
  Physicality  
  •     How tall is the character? 
  •     What kind of build and proportions does the char-
  acter have, and are they muscular, toned, scrawny, 
  or overweight? 
  •     How much does the character weigh? 
  •     What kind of style, color, and texture is the charac-
  ter's head/facial/body hair, if indeed they have hair? 
  •     What shape and color(s) are the character's eyes? 
  •     What color is the character's skin? 
  •     Does the character have any distinguishing marks 
  such as birthmarks, scars, disfigurements, tattoos, 
  or brands? 
  •     What does the character's expression usually con-
  vey, i.e. disdain, friendliness, surliness, calm? 
  •     What does the character's voice sound like? 
  •     Does the character have any favorite sayings or 
  catch phrases? 
  •     How does the character move, walk, and carry 
  themselves? 
  •     What would the character like to change about their 
  appearance? 
  •     If the character's appearance could be summed up 
  in one word, what would that word be? 
  •     How would others generally describe the charac-
  ter's appearance? 
   
  Apparel  
  •     How does the character dress when relaxing? 
  •     How does the character dress when they wish to 
  make an impression? 
  •     How does the character dress when traveling? 
  •     How does the character dress when working? 
   
  Belongings  
  •     What item(s) is the character rarely without? 
  •     Does the character have any particularly cherished 
  possession(s), such as an heirloom, memento, gift, 
  or childhood possession? 
  Creative Combat 
   
  All too often, combat in the game consists of little more 
  than "I hit him with my sword", "I do 13 damage", "I 
  dodge", "I parry". With the dramatic opportunities com-
  bat presents in Talislanta, this monotonous approach 
  fails to enliven the game, or fire the imagination. Role-
  playing need not stop when combat begins. 
   
  Description is Everything  
   
  Combat is full of sensations. Describe the grunts and 
  cries of combatants, the thud and clash of weapons, the 
  expressions on individual faces, the moves opponents 
  make, their actions and reactions, the smells and emo-
  tions. 
   
  No combatant is ever completely aware of everything 
  going on around them in a fight. A good GM trick is to 
  occasionally, secretly, tell one player that their charac-
  ter notices something another character doesn't, such as 
  a pit their colleague may be about to step backwards 
  into, a hidden sniper drawing a bead on their friend, an 
  opponent blindsiding their unsuspecting compatriot, 
  and so on, and give them a round or two to do some-
  thing, even if only to quickly shout a warning. This 
  trick can bolster the sense of camaraderie and teamwork 
  among the players surprisingly well, and adds more dy-
  namism to the conflict. 
   
  Consider the Consequences  
   
  Only psychopaths and other miscreants enter combat at 
  the drop of a hat. Use of force should be appropriate to 
  the situation, and bear in mind the character's outlook 
  on life. Like people in the real world, Talislantans are 
  almost always aware of the possible consequences of 
  their actions, and if their actions go counter to morality, 
  local law, or common sense. Lethal force should only 
  be used when faced with little recourse, unless the char-
  acter is a deviant, or a native of a violent culture, such 
  as Arim. For example, someone using a knife in a bar-
  room brawl would be considered a sick thug, unless 
  their assailants were also brandishing such lethal weap-
  ons. Characters who behave in violent fashion, or react 
  with disproportionate force, should expect to be reviled, 
  hunted, imprisoned, or executed, by local authorities, 
  relatives and allies of their victims, and so on. Conse-
  quences are something every character should consider 
  and expect. 
   
   
  
  4 
  Think About the Environment  
   
  One of the most overlooked aspects of any combat, and 
  the first that should be born in mind, is the actual loca-
  tion of the fight. Considering the characters' surround-
  ings for a moment can add a whole new dimension to a 
  conflict. Ask yourself such questions as: 
   
  •     Are there potential obstacles or obstructions that 
  can be ducked behind, jumped on, off, or over, in-
  terposed between the attack and target, or that 
  might impede a combatant, such as boulders, ta-
  bles, pillars, trees, balconies, etc.? 
  •     Are there perils in the surroundings that might 
  harm, kill, or otherwise inconvenience an incau-
  tious or unlucky combatant, such as a cliff-edge, 
  open pit, lava flow, untriggered trap, or patch of 
  ice? 
  •     Does the environment in any way prohibit the use 
  of certain weapons, or make their use more diffi-
  cult? Some weapons, for example, require consid-
  erable space to be swung effectively, such as 
  greatswords, so a fight in a short, narrow corridor 
  would make their use very difficult. Similarly, 
  fighting in close formation may make it hazardous 
  to use some weapons, as the space needed to use 
  them may be occupied by an ally.  
  •     Weather conditions, such as powerful gales, thick 
  fog, etc. can make the use of missile weapons prob-
  lematic at best, and even melee combat can be ef-
  fected if you can't see any opponent more than a 
  yard away, or if a lot of flying debris, sand, etc. 
  makes life difficult. 
   
  With a good grasp of the environment comes the ability 
  to bring it into the conflict. Imagine how it can be used 
  to the benefit or detriment of the combatants. Oppo-
  nents can be forced towards perils, boulders can be used 
  as cover, and so on. A Mishap on any roll during the 
  combat may also involve the environment somehow, 
  such as a trip or blunder into an object, suddenly find-
  ing oneself maneuvered to the brink of the lava flow, a 
  missed attack resulting in the weapon getting stuck in a 
  tree or pillar, etc. 
   
  Avoid getting caught up in precise details; keep the play 
  fast and fluid. Accurate distances are not important; use 
  vague terms such as "close", "a stone's throw away", or 
  "right next to you", and if ranged combat or distance 
  matters, simply make a rough judgement of how long 
  (in rounds) it will take to cover the area, or if the attack 
  is basically close, short, or long range. You don't even 
  need to consult the ranges of the weapons to make such 
  a call. Just keep things moving. Stopping to check 
  ranges, the amount of area someone with X SPD can 
  cover in a single round just slows the action down. 
   
  Beware of Bystanders  
   
  The presence of bystanders during a fight is also often 
  overlooked. Crowds often gather to watch fights, and 
  may goad the opponents on, and even place wagers on 
  the outcome. Not only can bystanders get in the way, 
  they can easily be hit by stray shots or blows, taken 
  hostage or used as shields by nefarious individuals, or 
  even enter the combat themselves on either side, or 
  against both, the classic example of which is the local 
  military or law enforcement attempting to stop the con-
  flict and incarcerate the combatants. 
   
  Firing into any melee, whether bystanders or involved 
  or not, is a very dangerous proposition, due to the con-
  tinual movement of the combatants. Missed shots may 
  easily hit an unintended target, such as an ally.Aside 
  from intelligent bystanders there are always cases of 
  animals becoming involved somehow. Herd animals 
  may stampede, posing a threat to everyone, while a 
  predator may leap unexpectedly into a melee, in the 
  hopes of taking a wounded individual on the periphery 
  of the fight. Certain motive plants can also provide an 
  added element to a fight, especially if they are not rec-
  ognized as such from the onset. 
   
  Use Your Surroundings  
   
  The character should also exploit the environment of 
  the fight. Many objects, such as chairs, rocks, ropes, 
  nets, wall hangings, and pots of oil. may be used as im-
  promptu clubs, missiles, entangling implements, incen-
  diaries, and so on. Rugs may be pulled from under as-
  sailants, barrels of oil spilled to create slick patches, 
  chandeliers shot down to fall on assailants below, and 
  so on. Even an unskilled or unarmed combatant can be 
  terribly effective if they make intelligent use of their 
  surroundings. 
   
  Wanton Destruction  
   
  A battle can take a serious toll on the surrounding envi-
  ronment, and the effects are worth thinking about. Use 
  of fire in any form may ignite combustibles, and create 
  a hazard. Attacks that miss their intended target may hit 
  something else, thereby damaging it, and the use of 
  items as cover, fighting platforms, etc. will almost cer-
  tainly result in them being ruined in some way. A fight 
  will practically always leave signs of its occurrence, 
  even if only in the form of splashes of blood. 
  
  5 
  Fight with Style  
   
  The majority of weapons can be used to perform a vari-
  ety of strikes, in a variety of ways. Give some thought 
  as to what form an attack takes. Is it a thrust, a lunge, a 
  wild swing, an overhead blow, a feint, or a backhanded 
  swipe? A weapon can even be used in unorthodox 
  ways. A strike may be made with the flat of the blade, 
  possibly subduing or intimidating an opponent. A staff 
  may be used to thrust. A blow to knock out can be made 
  with a weapon's handle or pommel. Many melee weap-
  ons can even be thrown if the situation is desperate 
  enough.  
   
  The reach of a weapon (its comparative length) is also 
  worth bearing in mind. A character with a notably 
  longer weapon than their opponent (such as a halberd 
  being used against an opponent with a sword), may not 
  only keep their opponent at bay, and strike them first, 
  but they may effectively prevent their opponent from 
  attacking, if the opponent is unable to get inside the 
  reach of their weapon. However, should the opponent 
  with a shorter weapon manage to step inside the reach 
  of the longer weapon, they may make its use next to 
  impossible as well. 
   
  The sword the character bears is not their only weapon. 
  Try and add the occasional unarmed strike into a com-
  bination of blows; it is more interesting, and can sur-
  prise an unexpecting opponent. A swift kick can force 
  an opponent back, giving the character room to maneu-
  ver or flee, while a solid punch can stun, and a headbutt 
  can bring you in so close that your opponent cannot 
  bring any weapon larger than a dagger to bear. 
   
  Consider how a combatant can be taken out of the fight 
  quickly without necessarily being gradually bludgeoned 
  or sliced in a protracted melee. Opponents can be dis-
  armed, tripped, pinned, grappled, thrown, knocked out, 
  entangled, or knocked over, for instance. 
   
  Few combats should ever be to the death; only the most 
  deeply unintelligent, insane, frenzied, or foolishly cou-
  rageous combatants will continue fighting when badly 
  wounded or outclassed. A hasty retreat is a key survival 
  strategy for practically every living being. Particularly 
  bloodthirsty or lethal maneuvers, such as attempts to 
  slice an opponent's head off, pierce their eyes, or evis-
  cerate them should be rare, and used only when dra-
  matically appropriate. Should players continually at-
  tempt such maneuvers against every opponent, they 
  should expect all of the NPCs they fight to respond in 
  like fashion. 
   
  Don't Just Stand There  
   
  The way some combats are conducted, it is hard to 
  imagine the combatants doing much more than standing 
  toe-to-toe trading blows. In truth, combat is continually 
  in motion. Bear some thought as to how the characters 
  move about, and how this can be used to advantage or 
  disadvantage. 
   
  •     Do they try and outflank an opponent, or move to a 
  better attacking position?  
  •     Do the combatants circle each other warily?  
  •     Do they attempt to close in, or move away?  
  •     How do they dodge: duck, sidestep, roll, or leap?  
  •     Do they press an opponent, forcing them back, or 
  yield and give ground?  
  •     Do they charge or leap into a fight, weapon raised 
  high, calmly walk forward, or wait for their oppo-
  nent to come to them? 
   
  Once again, the environment is very important when 
  considering the motion of the various characters. Chan-
  deliers or ropes may be swung from, sails slid down 
  with a dagger, pillars ran around, tables dived under, 
  jumped on or over, and so on. Characters with the Ac-
  robatics  
  skill can make particularly impressive use of motion, 
  such as cartwheeling, backflipping, somersaulting, and 
  going into elaborate springs or rolls, although anyone 
  can roll, leap, or dive. 
   
  Combatants who find themselves on the ground may be 
  in peril if their opponent is still standing, and may be 
  forced to roll or flail wildly in an attempt to avoid being 
  struck, and provide themselves with the moment needed 
  to regain their feet. 
   
  Motion in certain environments can add a whole new 
  dimension, quite literally, to a fight. Airborne combats, 
  for example, can feature attacks from above or below, 
  diving attacks, swoops, and so on, while underwater 
  combats also occur in three dimensions, but slow down 
  motion, and make non-thrusting weapons far less effec-
  tive. 
   
  Keep Talking  
   
  Just because the action has started, doesn't mean the 
  talking has ceased. Characters should engage in appro-
  priate dialogue when fighting, hurling expletives, in-
  sults, and imprecations at opponents, shouting warnings 
  and encouragement to colleagues, screaming battlecries, 
  engaging in the cut and thrust of witty repartee with 
  
  6 
  like-minded antagonists, and so on. Just as players 
  speak the words of their characters when roleplaying 
  any other situation, they should do so in combat sec-
  tions of the game. 
   
  Combat is a Bloody Affair  
   
  The damage opponents suffer can be as detailed or 
  vague as befits the gaming group's tastes, playing style, 
  and campaign style. 
   
  Never simply state the amount of Damage inflicted by 
  any blow -- describe it. Small amounts of damage com-
  parative to the character's HPs might be cuts, nicks, 
  grazes, or bruises, while heavy damage can be bone-
  crunching impacts, deep slices causing blood to flow, 
  and so on. GMs of truly Grim campaigns may even in-
  flict penalties on a character's actions if they are signifi-
  cantly hurt, and may interpret particularly damaging 
  strikes as incapacitating or mutilating. Likewise, Heroic 
  campaigns may seldom involve damage worse than bad 
  cuts, or broken bones, all of which they recover from 
  very quickly. At worst, a Heroic character might lose an 
  eye or limb, giving them a dramatic reason to seek re-
  venge. 
   
  Combat in a game can, and should, be as gripping and 
  exciting as any fight scene in an action movie, and if 
  given as much thought and effort as possible, will take 
  its place alongside any other roleplaying scene for a 
  sense of character and drama. 
   
  CREATIVE CANTRIPS  
   
  Magic, in particular spellcasting, is one of the corner-
  stones of the Talislanta setting. The great masters of the 
  past wove enchantments so potent that modern magi-
  cians can but marvel at their achievements. Even so, 
  latter day magicians are still capable of producing won-
  drous magics, though these are but a pale shadow of the 
  past. With magic being of such importance to the game, 
  it is worth making it that bit more exotic, and enriching 
  the roleplaying experience in the process. The Talis-
  lanta magic system actively permits and encourages 
  players and GMs to create their own, unique, imagina-
  tive spells, and presents fantastic opportunities for the 
  creative individual. 
   
  However, creating a spell, especially on the spot, can 
  prove daunting for some players, and as a result, many 
  spellcasting descriptions in-game can become seem dull 
  or cliched. This need not be the case, for creating a 
   
  memorable spell requires but a little thought, and is eas-
  ier than might at first be believed. 
   
  Here is a step-by-step guide: 
   
  Intent  
   
  When creating a new spell, the first thing to do is de-
  cide precisely what you want it to achieve. This might 
  be as simple as "Hurt my enemy at range", or as in-
  volved as "Steal the keys from the guard's belt and 
  place them in my grasp". 
   
  Basic Idea  
   
  Taking your Intent, and the restrictions of your Order 
  into account, think for a moment of how it might be 
  achieved. Take a moment to consider what the spell 
  could possibly do. In the case of one designed to cause 
  injury, think what things can hurt someone. For exam-
  ple: being cut, impaled, burnt, bludgeoned, frozen, 
  crushed, or electrocuted. 
   
  Describing the Spell  
   
  Suppose you decide that you want your enemy to burn 
  in a ball of flame (in essence the classical "Fireball"). 
  Well, now you have the idea, you can go on to describe 
  the spell itself. Just by considering each of the follow-
  ing components of a spell's description, you can make it 
  far more unique: 
   
  Appearance  
  What exactly does the spell look like? What substance 
  forms the physical aspect of the spell? A Fireball, for 
  example, need not look like a simple ball of flame. It 
  could like a flaming winged skull, a fiery fist, incandes-
  cent heart, or glowing phoenix. It's still a fireball, but it 
  need not look so basic. Also consider the color or colors 
  of the spell; where magic is concerned you need not 
  adhere to the expected. Why not make the fireball 
  green, blue, purple or even pink? Giving the spell an 
  unusual appearance is entirely permissible, providing it 
  makes no change to the effect of the spell (in this case, 
  burning someone). 
   
  Another part of the spell's appearance is its motion. If 
  the spell has to cover a distance, how does it do so? 
  Does it erupt, or does it travel? Following the fireball 
  example, does it fly through the air, and if so, does it fly 
  straight, spiral, or zigzag? Does it simply appear out of 
  nowhere to engulf the target? Does it bounce or roll 
  along the ground? 
  
  7 
  Sound  
  What does the spell sound like? Sound accompanies the 
  casting of many spells, and can range from the tinkling 
  of bells to the rumble of thunder, from echoes of chill-
  ing laughter to the crackle and sizzle of energy. Once 
  again, giving just a little thought to this aspect of a spell 
  gives it much more depth, and the sound need not nec-
  essarily match the spell. Why not have your fireball 
  sing as it flies through the air? 
   
  Smell  
  The least important of the descriptive elements in most 
  cases, describing the scent of the spell can make it seem 
  far more real in the mind's eye. Once again, the scent of 
  the spellcasting, if indeed there is any, can be unique or 
  unexpected. For example, the fireball may well smell of 
  brimstone, but it could just as easily smell of lavender, 
  or anything else. 
   
  Naming the Spell  
  Now you have decided what your spell does, and de-
  scribed it, it is time to give it its all-important name. 
  Even the most mundane spell can be made exciting 
  when given an impressive title. 
   
  Given the eccentricity and egotism of many magicians, 
  it is hardly surprising that even the most banal of can-
  trips may often bear a flamboyant title. Precious few 
  magicians, having spent weeks or months in toil creat-
  ing a new spell, would then give their unique creation a 
  humdrum name. Instead, they would make it grandiose, 
  taking pride in their personal achievement. 
   
  Giving a newly created spell a good title is satisfying 
  and easy. All spell-titles are composed of one or more 
  of the following components, although two-three com-
  ponents is the optimum: 
   
  Descriptor  
  The most vital part of any spell name informs of the 
  spell's effects, appearance, or less commonly, results, 
  and in many cases, a truly evocative Descriptor is often 
  all that's needed to make a spell sound fantastical. 
  When describing the spell, try to avoid the most mun-
  dane descriptions, and choose those less immediately 
  obvious. For example, while "Fireball" does accurately 
  describe the spell producing the ball of fire, it is hardly 
  flamboyant. Take a second to think of alternate or re-
  lated words that can be used to describe the same thing. 
  In this case, such words as Flaming, Blazing, Incendi-
  ary, Conflagrating, Scorching, Burning, Searing, and 
  Lambent, as well as Sphere, Orb, and Globe, are also 
  appropriate substitutes for "Fire" and "Ball". "Searing 
  Orb" sounds far more exotic than "Fireball". 
  Creator's Name  
  A common spell-naming convention, especially as re-
  gards the more egotistical or famous creators of spells, 
  is that of appending the individual's name to the front of 
  the spell's title. For example, the infamous pyromancer 
  Sassan may very well have created the Searing Orb 
  spell, and named it "Sassan's Searing Orb". 
   
  Below is a brief list of magical luminaries responsible 
  for creating many existing spells, along with their ap-
  propriate Orders, although one should not feel restricted 
  to these names; there were a multitude of powerful and 
  creative magicians, so making up a name is always a 
  viable option. 
  Wizardly Luminaries 
   
  •     Archimandius - Wizardry 
  •     Arkon - Wizardry 
  •     Cascal - Cryptomancy, Wizardry (focus on the Illu-
  sion Mode) 
  •     Cerene - Elemental Magic (Aquamancy - Ice) 
  •     Drax - Necromancy 
  •     Enchantress, the - Wizardry (focus on the Influence 
  Mode) 
  •     Hotan - Mysticism, Wizardry 
  •     Ilse - Witchcraft 
  •     Kabros - Cryptomancy 
  •     Koraq - Cryptomancy, Wizardry 
  •     Magian - Wizardry 
  •     Malderon - Wizardry 
  •     Miraja - Wizardry (Illusion specific) 
  •     Mordante - Invocation (Demonology and Diabo-
  lism), Necromancy 
  •     Narishna - Necromancy 
  •     Nauticus - Elemental Magic (Aeromancy, Aqua-
  mancy) 
  •     Rodinn - Wizardry 
  •     Sassan - Elemental Magic (Pyromancy) 
  •     Shaladin - Cryptomancy, Wizardry (focus on spells 
  intended to deceive  
  •     thieves and protect valuables) 
  •     Solimorrion I - Cryptomancy 
  •     Sylan - Cryptomancy, Wizardry 
  •     Thystram - Cryptomancy, Natural Magic 
  •     Viridian - Natural Magic (flora based) 
  •     Xanadas - Mysticism, Natural Magic 
  •     Zanillo - Wizardry (focus on trickery, deception 
  and entertainment) 
  •     Zorion - Wizardry (focus on spells of a martial na-
  ture) 
  
  8 
  Embellishment  
  Spell creators sometimes added certain extravagant de-
  scriptors to their spell titles, particularly if especially 
  proud of a spell, or excessively egotistical. For exam-
  ple, if Sassan was particularly delighted with his Sear-
  ing Orb spell, he might add such a word as Excellent, 
  Magnificent, Superior, Superlative, Brilliant, or Trium-
  phant, to the spell's title. It might have been named 
  “Sassan's Triumphant Searing Orb" in this case. 
   
  Spell, Cantrip, or Dweomer  
  Another common spell-naming convention is the actual 
  referral to the spell as being a spell, placed before or 
  after the main description. For example, Sassan might 
  have named his Fireball spell, "Sassan's Searing Orb 
  Spell" or "The Spell of Searing Orbs". Alternately, he 
  could have chosen to use a different word, such as Can-
  trip, Dweomer, Enchantment, Charm, Glamour, Weird, 
  or Incantation. 
   
  Mode Name  
  Adding a direct referral to the type (i.e. Mode) of the 
  spell is also a common spell-naming option. For exam-
  ple, Sassan might have named his Searing Orb spell, 
  "Sassan's Searing Orb Attack", or might have substi-
  tuted such words as Assault, or Strike. In the case of an 
  Illusion spell, such words as Illusory, Phantasmal, 
  Ephemeral, Deceptive, or False, can just as easily be 
  used, and so on. 
   
  Signature Spells  
   
  The ability to be truly individual when creating new 
  spells means that it is quite possible for all of a magi-
  cian's spells to bear some kind of personal trademark or 
  signature, if desired, that makes all their spellcastings 
  instantly recognizable as their work, for better or worse. 
  For example, the spells of Moncarr the Mauve might 
  always feature a particular red hue in some way, irre-
  spective of the spell's appearance or effect. His 
  "Crimson Fist of Justice" spell might resemble a 
  clenched fist of cracking red energy, while his 
  "Invocation of Carnelian Regeneration" might turn the 
  skin of the individual he is healing temporarily red. A 
  signature need not be a color, nor necessarily even a 
  visual clue. A specific scent, sound, or other theme, is 
  just as appropriate. 
   
  Making magic memorable does take imagination, and a 
  little thought, but the result is always worth it, as it will 
  entertain all concerned, enrich the game, and perhaps 
  even garner an additional XP or two from an apprecia-
  tive GM. Any semi-encephalon can say "I cast a Fire-
  ball! A ball of fire flies forth and strikes my target!", 
  but stating something like "I invoke Sassan's Searing 
  Orb! A ball of vivid green flame spirals swiftly through 
  the air, shrieking, the scent of brimstone in its wake!" 
  makes the tired old fireball exciting, and magic as 
  magical as it should be. 
   
  Creative Compendia 
   
  Maintaining a spellbook is an integral part of playing 
  any spellcasting character in Talislanta, and although 
  the bookkeeping aspect can put some players off, it can 
  be a very involving exercise. 
   
  Sample Spells  
   
  Talislanta presents a variety of sample spells for each 
  Order, and these can always be used when personal in-
  spiration fails, or time is of the essence. Indeed, even 
  though the sample spells have effective Levels, Ranges, 
  etc. already worked out, it is entirely possible to ignore 
  these factors, and simply use the description of the 
  spell, allocating the mechanics as desired. Another way 
  to get more use out of the sample spells is to slightly 
  tweak the description, and give the spell a different 
  name. 
   
  Preparing Spells  
   
  Although the sample spells can prove their worth sev-
  eral times over, it is infinitely more rewarding to per-
  sonally create spells. Creating spells in-game can be 
  exciting, but does require some quick thinking and crea-
  tivity, and can be cause for some players to panic. By 
  spending a little non-gaming time preparing some 
  spells, the entire spellcasting process can be speeded up 
  significantly during play, and the pressure to create 
  imaginative spells on the spur of the moment is notably 
  alleviated. 
   
  It is not necessary to prepare a multitude of spells, nor 
  is it necessary to decide on the mechanics of the spell 
  before a game. All that is required is a description of 
  the spell effect, and a name for the spell; the rules can 
  be added in-game thereby ensuring the spell is appro-
  priate to the situation at hand. 
   
  When deciding how many spell descriptions it is neces-
  sary to prepare, and what kind of spells will be needed, 
  bear in mind the current campaign, the personality of 
  the spellcaster, and the Modes they possess. For exam-
  ple, an action-packed military campaign will require 
  more Attack Mode spell descriptions, while one based 
  
  9 
  on intrigue might require spells of the Reveal and Influ-
  ence Modes. Similarly, a magician known as a practical 
  joker will have several elaborate Illusion, Conjure, or 
  Transform spells useful for such antics, while one 
  famed for their attunement to nature will inevitably 
  have a few peaceful, nature-based spells. One good 
  guideline when preparing some sample spell descrip-
  tions is to look at the various Modes the character's Or-
  ders have bonuses or penalties for. Although it is im-
  possible to take every game factor into account, it is 
  advisable to prepare at least one spell description for 
  each Mode the spellcaster possesses, or two to three 
  descriptions for those Modes the character has Order 
  bonuses to using, or will obviously be using a great deal 
  in the current adventure. 
   
  After this initial investment of time and imagination, 
  playing the spellcaster will be much easier, and far less 
  daunting. The same spells can be used time and again 
  by the same character, and as the character is played 
  their repertoire of spells will be rapidly increased with 
  the addition of spells created in-game. Merely creating 
  a few extra spell descriptions between each session also 
  makes life much easier for the player of a spellcasting 
  character, and it is surprising just how large, and 
  quickly, a character's grimoire can grow. 
   
  Creating and Maintaining the 
  Grimoire  
   
  As any experienced roleplayer knows, keeping notes 
  can be vital to the success of a game, and scraps of pa-
  per, torn notes, and other hastily scribbled messages can 
  be easily lost. When keeping a record of a character's 
  spells, relying on scraps of paper to record the charac-
  ter's them can waste a lot of time if such pieces are mis-
  placed. 
   
  It is worthwhile investing in an attractive notebook to 
  act as the character's spellbook; one with an unusual 
  cover, such as a mottled or marbled effect, or a fake 
  leather binding, is especially appropriate. Such a note-
  book can even be used as a physical prop, embellished 
  as desired with gold pen, transfers, or stickers, and need 
  not be expensive. Treat the notebook as if it is the char-
  acter's traveling spellbook, and record any prepared 
  spell descriptions in it; use pencil when scribbling down 
  spontaneous creations, or descriptions that lack spell 
  mechanics, as these can easily be written in properly 
  with ink later, and the pencil erased. Try and use the 
  same color ink throughout the notebook to give the 
  spellbook a more uniform look. Using a fountain pen or 
  quill, while extremely authentic, is not necessary. Don't 
  worry about ink blotches or errors either, as magician's 
  spellbooks are stereotypically replete with such marks. 
  If possible, try and write as the character would, be-
  cause doing so is a good roleplaying experience, and 
  can provide the character with more depth. 
   
  The spellbook need not be restricted solely to the con-
  tainment of the character's spells either. Magicians of-
  ten scribble notes in their traveling grimoire, especially 
  in the margins, and many also keep their journal, details 
  of notable events, dates and times of meetings, impor-
  tant clues, personal theories, and so on, in them as well. 
  Some even add sketches and diagrams of things they 
  have seen, such as magical symbols they wish to inves-
  tigate or research later. Few magicians are particularly 
  artistic in nature, so it doesn't matter if these illustra-
  tions are rough. Physical clues, such as fragments of 
  parchment, and letters used as props in a game can also 
  be kept in the pages of the spellbook, or even glued in. 
  Printing off pieces of text using the Talislan font 
  (available on the Talislanta website) on a computer, or 
  any number of arcane-looking fonts, can add even more 
  realism to the grimoire, and the translated or legible text 
  can even be printed off and glued onto the back of the 
  page, so it can be easily read. 
   
  Just a little preparation and thought when playing a 
  spellcaster can make the game more enjoyable for all 
  concerned, and keeping and maintaining a notebook as 
  if it is the character's eclectic traveling grimoire, can be 
  one of the most enjoyable aspects of playing a spellcast-
  ing character. 
   
   
   
   
   
   
   
   
   
  
  10 
  The Seven Kingdoms 
  Astar 
  The Dryad Bushes  
   
  Dryad Bushes are among the least numerous, and most 
  exotic, of Talislanta's multitudinous sentient beings. 
  Attractive flowering shrubs during the hours when the 
  twin suns caress the continent, Dryad Bushes undergo a 
  remarkable metamorphosis when night falls, becoming 
  nymphs of surpassing beauty. 
   
  As shrubs, they are slender and graceful, with glossy 
  disk-like leaves and many richly scented blooms of sin-
  gular hue, including lilac, crimson, sunburst yellow, 
  soft orange, deep blue, and violet. In nymph form they 
  are lithe and fluid of motion. Their skin is the lush 
  green of new growth, their flowing hair akin to supple 
  grass. Fresh leaves and blossoms are woven into their 
  tresses, complementing large, expressive eyes, the color 
  of their bush's flowers. Possessions mean nothing to 
  these wild spirits, and clothing does not adorn their al-
  luring bodies. 
   
  Ancestry  
  Elemental beings somewhat akin to the Woodwhisps, 
  these nymphs spend the daylight hours in their native 
  plane, the Green World, only venturing into the mate-
  rial world, and assuming humanoid form, during the 
  hours of darkness. Their bush in the material world acts 
  as the portal for their entry and the foundation of their 
  physical form. 
   
  Given the female appearance of the Dryad Bushes, the 
  lack of a male of the species, and the fact that there ap-
  pears to be no logical reason for their display of female 
  characteristics, it is widely accepted that the species 
  was created by some unknown magician of eons past. 
  Aeriad scholars contend that this unknown creator was 
  the esteemed botanomancer, Viridian, who created the 
  Dryad Bushes as a companion race suited to his rather 
  particular tastes. For his part, Viridian only professed to 
  have been married to such a being. 
   
  Society  
  Found almost exclusively in the sylvan glades and 
  woodlands of Astar, Dryad Bushes have little in the 
  way of organized society. They require neither food nor 
  sleep while in nymph form, remaining spirited and ac-
  tive as long as their bush is healthy. As only the most 
  extreme weather conditions, such as damaging frost and 
  storm-force winds, bother Dryad Bushes, they also have 
  no need for clothing and consider the wearing of gar-
  ments to be a puzzling affectation. Because their tough 
  skin and command of natural magical forces provide 
  them with ample means of survival, they see no need 
  for weapons and other tools, the creation and use of 
  which they view as wastes of time better spent in more 
  enjoyable pursuits. Dryad Bushes learn their skills, as 
  do other humanoids, primarily through observation, 
  practice, and a little instruction; however, their magical 
  proficiency is innate, rather than the result of arcane 
  studies. 
   
  These spirits are not truly born, but multiply by means 
  of their bush's pollination. As a result, they are gener-
  ally found in small groups of around half a dozen to a 
  dozen individuals. Dryad Bushes do not undergo their 
  first metamorphosis until the bush has reached full ma-
  turity; there are no sapling nymphs. The mature bush 
  seems to be an irresistible lure to the Dryad spirits of 
  the Green World, and it is seldom any length of time 
  before a Dryad claims the bush as its own and bonds 
  with it. 
   
  As immortal entities, Dryads do not suffer the depreda-
  tions of age, and they simply return to the Green World 
  upon the death of their host plant. Because Dryad 
  Bushes have been known to thrive for well over one 
  hundred years, many of these nymphs can demonstrate 
  an awesome command of natural magic, even if their 
  outlook changes little over the years. 
   
  Active, energetic, and full of vitality, Dryad Bushes are 
  social creatures and crave companionship, finding it 
  among themselves, as well as any local Muses, Wood-
  whisps, or Mang. Typical Dryad Bush gatherings are 
  festive celebrations of life, the nymphs dancing, frolick-
  ing, and clambering amid the boughs of nearby trees 
  and otherwise luxuriating in physical existence. 
   
  Outsiders are objects of curiosity, and will be watched, 
  teased, and flirted with according to the whimsy of 
  these wildling spirits. 
   
  Customs  
  Dryad Bushes have few customs, although certain be-
  haviors are typical of these entities. 
   
  Chapter Two: New Cultures 
  
  11 
  They take an almost child-like delight in the simple 
  pleasures of physical existence, much in the way a 
  young Archaen adolescent might do. They throw them-
  selves into play with vigor and abandon, chasing each 
  other, dancing wildly, hiding and seeking, and climb-
  ing. Other times they relax and admire the beauty 
  around them, soaking up sensations of sight, sound, 
  smell, and touch. This innocent hedonism also ex-
  presses itself in an appreciation of sensuality, as Dryad 
  Bushes freely dally with each other and those few out-
  siders that captivate their attention, such as Muses. 
   
  Despite the common view of these beings as somewhat 
  flighty, it is unwise to underestimate them. They can be 
  frighteningly stubborn and discerning, picking up on 
  many of the subtle nuances that may escape the notice 
  of others. Due to this, they are difficult to take advan-
  tage of, and they have few qualms about demonstrating 
  their displeasure, should an individual be unwise 
  enough to try to manipulate them. Dryad Bushes prize 
  honesty, and the honest and open expression of feel-
  ings. 
   
  They are also possessed of all the fury of a tempest, and 
  although they are slow to anger and more than willing 
  to forgive minor infractions and the truly repentant, 
  those who despoil nature will incur their ire. Enraged 
  Dryad Bushes do not fall shy of using lethal force and 
  every magical power at their disposal, as a few disre-
  spectful and arrogant interlopers have discovered. 
  Dryad Bushes that are wronged, or feel they have been 
  wronged, display a remarkable capacity for spite. 
   
  Though curious and occasionally mischievous, these 
  traits are far less pronounced among Dryad Bushes than 
  they are among Woodwhisps. Similarly, Dryad Bushes 
  also lack subtlety and any concept of selfishness or per-
  sonal possession, but they are more respectful of outsid-
  ers and their bizarre customs than are Woodwhisps. 
   
  Government  
  While more experienced Dryad Bushes provide a little 
  instruction to those younger than themselves, they have 
  no social order and absolutely no concept of ranking 
  and leadership among them. Each Dryad Bush does as 
  she wishes, although given the fact that these entities 
  share an almost identical outlook, they usually end up 
  working to the same ends. In those few cases where a 
  Dryad Bush feels she needs advice, she will most often 
  seek the wisdom of the nearest Mang. 
   
  Magic & Religion  
  Dryad Bushes worship no gods but have a great deal of 
  kinship and respect for their fellow natural spirits, in-
  cluding Mang, Woodwhisps, wood elementals, and 
  other Green World inhabitants. As wildling spirits, they 
  have inborn powers of natural magic and utilize these 
  instinctually. Death is incomprehensible to these im-
  mortal and ageless entities, who regard the physical 
  form as nothing more than a shell. 
   
  The Arts  
  Wild dance and the creation of blossom garlands are the 
  only art forms pursued by Dryad Bushes, though they 
  demonstrate a deep appreciation of beauty and the natu-
  ral world. They delight in the music of the Muses and 
  have been known to stare in rapt wonder at those works 
  of art they have encountered. 
   
  Language  
  Dryad Bushes speak the Sylvan tongue fluently, with a 
  lilting or trilling voice and the carefree laugh of a young 
  girl. Many also pick up a smattering of the High Talis-
  lan tongue following their encounters with Whisps and 
  Muses. Dryad Bushes see little use for names, being 
  content to accept whatever names their Muse or Whisp 
  companions see fit to give them. 
   
  Defenses  
  Dryad Bushes possess ample means of defending them-
  selves. Their natural coloration and grace enable them 
  to hide in the woodlands with ease, while their resilient 
  skin provides a degree of protection. However, their 
  most potent defensive tool is their command of natural 
  forces, and interlopers facing them have described how 
  the woodland seems to come alive at the behest of these 
  nymphs. Woodwhisps have also been known to fight 
  alongside these nymphs, and their combined forces can 
  see off even the most determined of assailants. Wood-
  whisps are even known to guard Dryad Bushes during 
  the daylight hours, when these nymphs are otherwise 
  defenseless. 
   
  Commerce  
  Trade and barter are alien to the Dryad Bushes, who 
  produce nothing of value to others and have no require-
  ments of their own. They share what little they have 
  freely and are more than willing to aid others in genuine 
  need. 
   
  Worldview  
  Dryad Bushes see the physical world as a place of ex-
  periences to be savored. The pursuit of pleasure and 
  enjoyment fills their nightly endeavors, and anything 
  new is investigated with fascination, tempered with but 
  a little intelligent caution. Due the obvious limitation 
  presented by their metamorphosis into the form of a 
  normal shrub during the day, with its requisite need for 
  
  12 
  soil into which to sink its roots, their ability to travel is 
  severely curtailed, however much these gregarious be-
  ings might wish otherwise. As a result, few Dryad 
  Bushes have ever experienced anything beyond the 
  bounds of their woodland home. 
   
  The Woodwhisps  
   
  Woodwhisps are tiny slender humanoids, four to six 
  inches in height. Genderless creatures, they have large 
  iridescent butterfly wings, a shock of vivid green hair, 
  long sinuous tails, and only three digits on each hand 
  and two toes on each foot. Their features are impish and 
  expressive, with large sapphire or emerald eyes, wide 
  mouths, and long pointed ears. Their skin is verdant 
  green in Spring and Median, darkening to soft brown in 
  the Fall. They eschew attire of any sort. 
   
  Ancestry  
  Woodwhisps are a race of minor plant elementals from 
  the Green World who are voluntarily born of trees into 
  corporeal form in order to experience physical exis-
  tence. They are related to the Waterwhisps, those born 
  of aquatic plants, and Nightwhisps, those born of fungi 
  and other plants preferring dark and shadowed areas. 
   
  Society  
  As their name implies, Woodwhisps are native to for-
  ests and woodlands across the continent, most notably 
  Astar and Silvanus, where they dwell in small tribal 
  units amid the boughs of the trees. 
   
  The birth of a new Woodwhisp--a process called 
  "budding"--is a communal affair, with the local tribe 
  gathering on the branch of a tree and coaxing the minor 
  elemental to grow forth. Over a period of several 
  weeks, a fresh green bud will appear, gradually growing 
  and unfurling until it reveals itself to be a newborn 
  Whisp. While the bud is developing, the local Wood-
  whisps visit it continually, whispering their knowledge 
  and secrets to it. As a result, the newly budded Whisp 
  already possesses much of the knowledge it will need to 
  survive. 
   
  Woodwhisps are foragers, with pollen, nuts, berries, 
  herbs, and certain edible blooms and fungi forming 
  their diet. They are also extremely fond of cakes, sweet-
  meats, and blossom nectar, all of which they will go to 
  insane lengths to acquire. 
   
  Those Woodwhisps native to Astar have an almost 
  symbiotic relationship with the Muses. Recognizing the 
  semi-elemental nature of their tall, butterfly-winged 
  compatriots, Woodwhisps, being considerably more 
  mature and practical than their larger cousins, have 
  adopted the mantle of guardianship. They gather food, 
  provide protection, and even raise and teach the Muse 
  children. In return, the Muses provide the Whisps with 
  stimulating telempathic visions, companionship, and aid 
  on tasks that require someone of considerably larger 
  stature to perform. So strong is this partnership that in-
  dividual Woodwhisps will usually accompany Muses 
  traveling beyond the bounds of Astar, acting as transla-
  tors for them and doing their best to look after their of-
  ten distracted charges. 
   
  Unaging, and technically immortal, Whisps do not 
  spend more than a fraction of their existence in the 
  physical realm, invariably returning to the Green World 
  after mere decades, their need for experience sated. 
  This return results in their corporeal body curling up 
  into a bud again, which then turns brown and crumbles. 
   
  Customs  
  Woodwhisps crave companionship and excitement, and 
  although they are considered wiser and less mischie-
  vous than other Whisps, they are still possessed of 
  boundless curiosity and a penchant for practical jokes. 
  These traits can be somewhat hazardous to their health, 
  given their complete lack of subtlety and disregard for 
  such niceties as privacy and ownership. 
   
  If irritated or bored, Woodwhisps can be excruciatingly 
  sarcastic and can even display great ferocity if threat-
  ened or cornered. Much like newborn children, Wood-
  whisps experience all of their emotions as overriding 
  extremes. 
   
  The typical Talislantan both baffles and intrigues 
  Woodwhisps, who cannot easily grasp the often seem-
  ingly pointless mores of alien cultures. The exuberance, 
  curiosity, and optimism of Woodwhisps lead them to 
  approach outsiders boldly, poking their noses into every 
  matter, touching every object, and bombarding the out-
  siders with questions, a situation understandably annoy-
  ing to many individuals so pestered. Unfortunately, 
  snapping at a Woodwhisp angrily will almost always 
  result in the offending individual being singled out for 
  incessant teasing and pranks. Should an outsider be so 
  foolish as to actually attack a Woodwhisp, any nearby 
  Whisps will attack en masse and without restraint, lone 
  Whisps fleeing to gather reinforcements. Only an apol-
  ogy that satisfies the offended Whisp's childlike ego 
  will result in the halt of hostilities. 
   
  Given the swiftness and agility with which Wood-
  whisps fly, it is of no surprise that one of the primary 
  
  13 
  skills those in Astar teach the Muse children is how to 
  fly properly. Somewhat secondary to this is the tutoring 
  of effective foraging techniques. 
   
  Government  
  Although whimsical in nature, Woodwhisps do pay 
  some credence to the oldest and wisest among them. 
  However, they have no formal system of governance or 
  leadership, and disputes that are not resolved through 
  reason and compromise can lead to insults, pranks, and 
  competitive feuding. 
   
  Magic & Religion  
  Although not religious, Woodwhisps are respectful of 
  older, larger, elemental spirits and are innately magical 
  themselves. Due to their bond with their native Green 
  World, they all instinctively know a dint or two of natu-
  ral magic, although these abilities may be improved 
  with practice and experimentation. 
   
  The concept of death as a final state is alien to these 
  immortal beings, as they believe that the spirit cannot 
  be destroyed and that physical death is therefore not a 
  tragedy in any way. They believe that Muses also live 
  on in the Green World, although they do partake in 
  Muse funeral rites in order to ease their companions' 
  suffering. 
   
  The Arts  
  Notorious for their off-key, high-pitched singing and 
  their chaotic aerial dances, Woodwhisps nonetheless 
  appreciate beauty, be it the natural splendor of a wild 
  moonflower or the exquisite performance of a Bodorian 
  Virtuoso. They themselves are skilled, if practical, 
  craftsmen, making miniature bows from flexible stems 
  and spider silk, tiny arrows and spears with thorn tips, 
  and woven pouches of down, grass, and silk. Such ma-
  terials are also used to construct defensive snares and 
  traps that are placed around the tribal home to deter in-
  truders. Their lore of flora also serves them in the crea-
  tion of soporific toxins, medicinal purges, and all man-
  ner of useful concoctions. 
   
  Language  
  Woodwhisps speak whatever language is most common 
  to the area in which they dwell, but they also demon-
  strate a notable aptitude for interpreting the telempathic 
  communications of Muses. Unlike their larger kin, 
  Woodwhisps show no disdain for verbal communica-
  tion; in fact, getting a Woodwhisp to shut up can actu-
  ally prove something of a challenge. Whisp names con-
  sist of a single syllable, such as Migg, Glif, and Whir. 
   
   
  Defenses  
  Despite their diminutive stature, Woodwhisps are more 
  than capable of fending for themselves. They have 
  waged sporadic war on the sniper bugs for untold years, 
  for reasons neither side recalls, their often brutal clashes 
  going unnoticed by other Talislantans. 
   
  The small size of the Woodwhisps often means that 
  they have to ward off attacks by small predators and 
  carnivorous flora. Fortunately, their many advantages--
  aerobatic agility and speed, natural magical ability, pro-
  pensity for stealth, miniature armaments, intimate 
  knowledge of their surroundings, and cunning use of 
  boundary traps and snares--make a Woodwhisp tribe a 
  force to be reckoned with. 
   
  Commerce  
  Although Whisps make no use of coin, they do occa-
  sionally barter with--or raid--caravan bugs in order to 
  procure blossom nectar and other foodstuffs. The 
  Woodwhisps of Astar, however, will look after their 
  Muse companions' financial interests, although they are 
  seldom wise in the application of funds. 
   
  Worldview  
  Woodwhisps view the world as a vast and exciting 
  place, full of beauty and danger. Despite this, few leave 
  their beloved forest homes, save in the company of a 
  traveling Muse. They love and respect Muses, but con-
  sider other races to be equal parts fascinating and silly; 
  most other races, for their part, view Whisps as pests, 
  and some even resort to whispbane, serpentvine or other 
  means of deterrence. Woodwhisps have little to do with 
  their Waterwhisp cousins, whom they consider too mer-
  curial, and have a fierce rivalry with their Nightwhisp 
  kin, whom they consider too cruel.  
   
  THE WESTERN LANDS  
  Werewood  
  The Banes  
   
  Sleek, muscular and strangely attractive, the Banes of 
  Werewood have coal-black skin, wild and tangled black 
  hair, and eyes like burning embers, a disconcerting 
  sight when viewed at night. They are vampiric preda-
  tors armed with a pair of long sharp ivory fangs and 
  rending claws. Both genders wear loincloths, as well as 
  armbands that serve both decorative and symbolic func-
  tions. 
   
  
  14 
  Ancestry  
  Thought to be a bizarre and sinister Archaen-created 
  hybrid of Darkling, night demon, the now-extinct bab-
  bling howler, and perhaps even Ariane, Banes are 
  feared and little understood. Although speculation still 
  continues as to the exact components of their biological 
  ancestry, many scholars have agreed with the postula-
  tion that Banes are neomorphs created to serve as assas-
  sins, a task to which they are extremely well-suited, 
  both in terms of prowess and psychology. 
   
  Society  
  Predominantly solitary in nature, Banes lair in caves 
  and old ruins during the hours of daylight. However, 
  contrary to the questionable theories of several natural-
  ists, Banes are not solitary because they cannot abide 
  each other's feeding habits or because of any inclination 
  to prey upon each other. Rather, Banes are solitary be-
  cause they need large territories to support themselves, 
  and more Banes means more competition for food. De-
  spite this, Banes have been known to operate in small 
  groups in the handful of areas in Werewood where prey 
  is plentiful, much to the consternation of those unfortu-
  nate enough to encounter such "packs." 
   
  The thrill of the hunt and kill is what drives a Bane, be-
  yond merely providing sustenance, it also hones the 
  Bane's skills and provides entertainment. Banes will 
  hunt sentient individuals, regarding them as a fitting 
  challenge, especially when one considers the fact that 
  most trespassers into Bane territory are slavers intent on 
  capturing female Banes or are the employees of alche-
  mists hoping to kill a Bane in order to harvest it for al-
  chemical components. In the experience of nearly every 
  Bane, outsiders are just as predatory as they are. How-
  ever, there is a single exception to this belief that all 
  outsiders are predators: the Dhuna. Banes hold the 
  Dhuna somewhat in awe for their ability to thrive 
  within the treacherous bounds of Werewood, especially 
  when they are so lacking in the skills of a killer. Bane 
  folklore also speaks of occasions when the mysterious 
  witches have aided injured Banes, freed captive ones, or 
  blighted foolish attackers with their dark powers. As a 
  result, no Bane will attack the Dhuna or those under 
  their care. 
   
  Banes rely primarily on cunning while hunting and 
  make intelligent use of their uncanny mimicry skills to 
  lure, unnerve, and misdirect their prey. They seldom 
  stand and fight, preferring to use any advantage they 
  can. 
   
  When a female Bane is in season, she fills the night air 
  with a low, hissing cry, repeating it until any nearby 
  males arrive. Should more than one male approach, 
  they will often initiate a vicious brawl, with only the 
  winner being permitted to approach the female. After 
  mating has occurred, the male invariably returns to his 
  own territory, leaving the female to rear the children. 
   
  Bane children are born with fangs, but they are pro-
  vided for by the mother until they are mature enough to 
  hunt for themselves. 
   
  Customs  
  Before approaching full physical maturity, many Banes 
  will have hunted small prey, but until they single-
  handedly hunt and slay a significantly dangerous crea-
  ture, such as a werebeast or slaver, they are not consid-
  ered adults, and males will find it difficult to gain the 
  acceptance of females as prospective mates. As a means 
  of displaying their maturity, it is customary for Banes to 
  carve decorative armbands from the bones of their most 
  challenging prey, as well as rings, earrings, and torcs 
  from other creatures that were difficult to hunt and 
  overcome. 
   
  Government  
  Banes have no government or laws. When conflicts be-
  tween Banes do occur, such as territorial disputes, in-
  timidation is the usual tactic employed; with vicious 
  fights breaking out should one of the parties involved 
  fail to back down. 
   
  Magic & Religion  
  Despite possessing no magical lore, Banes have, on rare 
  occasions, displayed the somewhat unnerving capability 
  of mimicking a magician's spellcasting perfectly, cast-
  ing the exact same spell themselves. Talislantan magi-
  cians are at a loss to explain this peculiar ability, which 
  they consider theoretically impossible. Banes consider 
  death part of the natural cycle and a necessity in ensur-
  ing the continuation of life. 
   
  The Arts  
  Despite their reputation as baleful monsters, Banes are 
  keenly intelligent and self-aware, possessed of their 
  own culture, as alien as it seems to outsiders. Although 
  they are largely nocturnal in habit, they do not spend all 
  of the daylight hours asleep. One craft they do practice 
  during the day is weaving, and they pad their lairs with 
  woven mats for warmth and comfort. Such weaving 
  skills also serve to create the loincloths they wear, and 
  they use thin tendrils of vine, strips of hide, fur, and 
  grasses to produce their rough fabric. They also show 
  some basic artistic appreciation, as can be seen in the 
  carved bone armbands and jewelry adult Banes wear, 
  these serving to commemorate victories and impress 
  
  15 
  prospective mates, as well as being attractive. 
   
  Language  
  All Banes speak their own language, which consists of 
  a combination of low sibilant hisses and intricate hand 
  and facial gestures that resemble Sign. Scholars have 
  pointed to this variant of Sign as further proof that 
  Banes were created as assassins, for a silent language 
  would certainly be beneficial when conducting such a 
  stealthy enterprise. Captive Banes have a remarkable 
  aptitude for learning other languages, although this is 
  hardly surprising given their intellect and their powers 
  of mimicry. 
   
  Bane names are expressed as short but complicated se-
  ries of interlocking hand gestures, which have no trans-
  latable equivalent in any existing Talislantan tongue. 
   
  Defenses  
  Although Banes are efficient hunters, Werewood is a 
  dangerous place that requires them to remain constantly 
  vigilant. The fact that they do thrive is testament to their 
  intellect, cunning, and superior natural skills. 
   
  Commerce  
  Banes do not trade goods among themselves, nor do 
  they have a desire for goods or currency. However, they 
  are themselves something of a commodity, and heavily 
  armed slavers frequently enter Werewood to capture 
  female Banes for sale as slaves. Several Bane body 
  parts are also coveted by alchemists, so other enterpris-
  ing individuals hunt Banes to supply that demand. 
  There has been an increasing demand for exotic gladia-
  tors for the arenas of such nations as Hadj, and fight 
  organizers have found captive Banes to be especially 
  popular with their customers. 
   
  Worldview  
  The only sentient individuals the Banes encounter with 
  any great regularity are the Dhuna, whom they fear. Be-
  yond this, those few others they meet seldom have the 
  welfare of the Banes in their interests. As a result, 
  Banes regard outsiders as predators and potential 
  threats. Those Banes taken as slaves or gladiators have 
  demonstrated a remarkable ability to adapt to their new 
  situations, as one would expect from such intelligent 
  beings. Despite this, they still despise being held cap-
  tive and strive to escape at every opportunity. 
   
   
   
  The Wilderlands 
  The Aberrant Forest  
  The Arborin  
   
  Tall and sturdy, Arborin have frames covered in rough 
  bark-like skin, their faces akin to strange elongated 
  masks from which small green eyes malignantly peer. 
  Veins like thin green tendrils crisscross their wood-like 
  flesh. Arborin wear no garments or ornamentation, save 
  for vine tendrils wrapped around their wrists and an-
  kles. 
   
  Ancestry  
  Naturalists have postulated that the Arborin are related 
  to the Verdir, or possibly even the Mandragore. 
   
  Society  
  Arborin tribes make no dwellings of any kind, sleeping 
  and resting amid the trees, where they are well camou-
  flaged. Respecting little save individual strength, Ar-
  borin males constantly vie with each other for the rights 
  to choose the best females with whom to mate, the best 
  branches on which to sleep, and the best share of the 
  stump water and humus on which they live. 
   
  Tool-making within Arborin society is primitive at best, 
  focusing on the weaving of vines to create nets and 
  ropes, as well as the creation of crude blowpipes and 
  containers for soporific plant toxins and foodstuffs. 
   
  These plant-folk reproduce in a manner that combines 
  humanoid and plant activity. The female is penetrated 
  by the male's pollen-bearing stamen, permitting fertili-
  zation. A single young Arborin then gradually grows 
  like a shoot from the mother's back, reaching two feet 
  in length after two weeks and sprouting its arms and 
  head at this juncture. At this point it is ripped off the 
  female's back and planted in the ground, where it grows 
  roots and feeds, maturing and developing for another 
  three weeks, at the end of which it uproots itself, a fully 
  formed Arborin sapling. 
   
  Customs  
  Aggressive gatherers and raiders, Arborin tribes war 
  with each other incessantly to increase the size of their 
  territories. Raids on their peaceful Verdir neighbors are 
  also frequent, female Verdir being born away for sport, 
  along with the potent hallucinogen sashesh, for which 
  many Arborin have developed a taste. 
   
  
  16 
  Beyond gathering food, fighting other Arborin tribes, 
  and raiding the Verdir, Arborin tribesmen spend the rest 
  of their waking hours patrolling their territory and fight-
  ing among themselves. 
   
  Government  
  Such leadership as exists within Arborin tribes is based 
  purely on strength, with the Arborin most able to bully 
  and physically beat the other tribe members acting as 
  the leader. Fights for dominance are common, although 
  these seldom result in death or permanent injury. All 
  Arborin disputes are settled through intimidation, con-
  flict, and bickering. 
   
  Magic & Religion  
  Arborin have no belief in a higher divinity, nor do they 
  practice any form of spiritualism. Indeed, they find such 
  notions irritating, consider themselves superior to all 
  other life forms, and believe the Kagan to be nothing 
  more than a myth. Their dead are merely left where 
  they fall, and the Arborin evince no sorrow over the 
  loss of fellow tribe members. 
   
  The Arts  
  The Arborin have no time for, or appreciation of, the 
  arts, and what crafts they do practice are crudely utili-
  tarian and practical. 
   
  Language  
  Arborin speak the secret language of plants and have no 
  use for names. 
   
  Defenses  
  Extremely territorial, all Arborin are able to use crude 
  clubs, blowguns, and nets with some proficiency. De-
  spite their hatred of intruders into their domain, they 
  rarely kill opponents outright, preferring instead to sur-
  prise and overpower them, before hanging them from 
  the trees surrounding their territory in nets of woven 
  vines. Such unfortunate individuals are left to hang until 
  they starve and rot, as a warning to others who would 
  dare to trespass. 
   
  Arborin are masters of the ambush, following targets by 
  moving stealthily through the forest canopy, using their 
  natural camouflage and ability to remain motionless for 
  hours to allay any suspicions. The Arborin then drop 
  nets, before firing a volley of toxin-laden darts and 
  dropping down to club the drugged and entangled inter-
  lopers. If faced with powerful opposition, the Arborin 
  will flee, only to continually plague the intruders by 
  sniping at them and disturbing them at every possible 
  opportunity. 
   
  Given that they dwell amid the forest canopy, the Ar-
  borin themselves are beyond the reach of most preda-
  tors, with the exception of other Arborin, although they 
  still fear the horrific Ravant and consider fire a terrible 
  bane. 
   
  Commerce  
  The Arborin make no use of currency or barter, relying 
  on strength to take what they want. 
   
  Worldview  
  Disdainful of all outsiders, and even of rival tribes, the 
  Arborin have no dealings with the outside world and 
  prefer it that way. Outsiders and rival Arborin are vigi-
  lantly guarded against, and the tribe's territorial bounda-
  ries are vigorously watched. The only non-Arborin 
  these plant-folk have any regular contact with are the 
  Verdir, who are the victims of many Arborin raids. 
   
  The Borderlands 
   
  The Skanks  
   
  Among the most peculiar of Talislanta's intelligent spe-
  cies, Skanks are small lizard-like quadrupeds, with 
  green-brown skin, antennae, and bulbous gray-brown 
  shells of marbled calcinate. Capable of adhering to 
  practically any surface and burrowing through soil, they 
  are otherwise slow and ineffectual beings. 
   
  Ancestry  
  Given the inherent intellect of the Skank species, as 
  well as their command of Talislan, many naturalists be-
  lieve these creatures were created to serve the Archaens 
  as entertaining and exotic pets and familiars. Although 
  several eccentric sages have remarked on a possible 
  ancestral connection between the Skanks and the Snipes 
  of the Sinking Land, these claims have been dismissed 
  as tenuous at best. 
   
  Society  
  Skanks inhabit most of Talislanta's wilderness areas, 
  demonstrating a surprising degree of adaptability. Om-
  nivorous, they subsist on roots, grubs, mosses, fungi, 
  and lichens--all foodstuffs that do not require any par-
  ticular level of speed or dexterity to acquire. 
   
  Gregarious entities with fevered imaginations, Skanks 
  gather to exchange gossip, weave tales, and flirt with 
  potential mates. In all cases, Skanks are prone to embel-
  lishing their gossip and tales, and they can prove ex-
  tremely flamboyant and inventive in this regard. 
  
  17 
  Skanks mate frequently and with great tenderness, pri-
  marily as a means of recreation, for the females may 
  choose when they wish to conceive. Only when deep 
  mutual respect and admiration is expressed by both 
  partners, do Skanks enter a monogamous bond and raise 
  hatchlings, both parents striving to tutor and provide for 
  the hatchlings after they emerge following their two-
  month incubation period. The female typically lays one 
  or two eggs, and Skanks take two years to reach full 
  maturity, during which time they absorb their parents' 
  teachings with astounding speed. 
   
  Customs  
  Considering their lives are somewhat dull and uninspir-
  ing, Skanks are driven by their inquisitiveness to seek 
  out any news and information they can. Skanks will 
  commonly approach any seemingly non-hostile travel-
  ers, politely offering their knowledge of the local area, 
  plus whatever news and gossip they are privy to, in ex-
  change for further news, gossip, and interesting or ex-
  citing tales. Although this exchange of information can 
  benefit both parties, it is unwise to place any great faith 
  in the veracity of a Skank's information. 
   
  Government  
  Content to live on their own, individual terms, Skanks 
  seldom encounter anything that needs to be addressed 
  by all of the local Skanks as a whole. In extremely rare 
  cases, they will debate the matter at hand and vote on 
  which course of action to take. 
   
  Magic & Religion  
  Skanks have no organized concept of religion nor com-
  mon belief in any higher entity. Given that much of 
  their private time is spent pondering many aspects of 
  life, individual Skanks may express rather unique views 
  on religion and existence, although even these view-
  points are seldom immutable. 
   
  Magic is considered extremely enticing--although 
  Skanks possess no magical tradition to speak of--and 
  they will investigate anything obviously magical with 
  unbridled fascination and excitement. In a few rare in-
  stances, eccentric magicians have taken Skanks as fa-
  miliars (Skanks prefer the term "aides"), and in such 
  cases Skanks have even demonstrated some aptitude for 
  the arcane arts themselves. 
   
  Many Skanks fear death and grieve deeply when a 
  friend or loved one perishes. Such a bereaved Skank is 
  likely to wail and weep for days over the loss, com-
  forted only slightly by the happy tales other Skanks tell 
  of the lost Skank's life. 
   
  The Arts  
  Beyond their love of storytelling, Skanks have no par-
  ticular artistic inclinations, talents, or aspirations, al-
  though they have been known to sing--badly, in the 
  opinion of most non-Skanks. 
   
  Language  
  All Skanks are fluent in Low Talislan, which their high, 
  squeaky voices render almost comical. They also tend 
  to acquire a dint or two of other tongues through their 
  interactions with travelers from far-flung lands. Skank 
  names have a peculiar "pipping" rhythm, such as Bib-
  biot, Sissipi, Tipoppin, and Ribbibo. 
   
  Defenses  
  The Skanks' uncanny ability to adhere to any surface 
  enables them to exploit rock faces, trees, and the walls 
  of ruins as safe havens. Indeed, they are even able to 
  cling to the undersides of outcrops, ceilings, and tree 
  limbs, without any apparent discomfort, making it diffi-
  cult for all but a handful of predators to reach them ef-
  fectively. Add to this their abilities to burrow into the 
  soil and retract into their shells in the blink of an eye--
  the only swift movement, beyond speech, of which they 
  seem capable--and Skanks have a notable capacity for 
  survival, despite lacking swiftness and any natural 
  weaponry. 
   
  Commerce  
  Skanks lack any use of currency or barter, as they are 
  entirely self-sufficient on an individual level and freely 
  share what knowledge they are privy to with other 
  Skanks. The closest they come to "trade" is the ex-
  change of information they engage in with travelers. 
   
  Worldview  
  With their sporadic contact with outsiders, as well as 
  their propensity for inventing or embellishing news, 
  tales, and other gossip, the Skank worldview is often far 
  removed from reality. 
   
  Continent Wide 
   
  The Equs  
   
  Prized as steeds by sentient races the continent over, 
  Equs are distinct quadrupeds: bizarre hybrids of mam-
  mal and reptile. Equs are sleek and muscular, with scaly 
  hide and a long tail and mane. There are four sub-
  species of Equs, each with its own distinct attributes. 
  By far the most common are the sturdy and reliable 
  Graymanes, with their dusty gray hide and widespread 
  
  18 
  distribution. The forest-dwelling Silvermanes, with 
  their lustrous silver hides and superior speed, are the 
  rarest and most prized of Equs, though they are some-
  what lacking in durability. The alabaster-scaled Snow-
  manes have adapted to the frigid northern climes and 
  are sure-footed on ice and snow, making them ideal 
  mounts for the Mirin. Finally, there are the wasteland-
  dwelling Darkmanes, surly beasts with ebony scales, 
  sharp hooves and fangs, and foul dispositions. 
   
  Ancestry  
  Equs are natural, native inhabitants of Talislanta and 
  have changed very little over the centuries. However, 
  scholars have noted that very early textual references to 
  Equs make no mention of their intellect or linguistic 
  capabilities, leading to speculation that these traits are 
  the result of Archaen experimentation, mutations 
  spawned by the Great Disaster, or a rapid and inexplica-
  ble evolution. 
   
  Society  
  Social creatures with strong herd instincts, Equs are 
  considered to be barely intelligent by most Talislantans, 
  who are largely ignorant of the fact that Equs are sen-
  tient, capable of speech, and possessed of their own cul-
  ture and language. 
   
  This lack of knowledge concerning the intelligence of 
  the Equs is largely the product of the Equs tendency to 
  secrecy. Equs have little desire to end up as sideshow 
  curiosities and prefer to keep to themselves anyway. 
  Only the Ariane, and a few Sarista clans, have earned 
  the trust and respect of the Equs to the extent that the 
  creatures are openly conversational with them. 
   
  In the wild, Equs travel in herds of up to sixty individu-
  als, with each sub-species of Equs inhabiting certain 
  types of habitat. The Graymanes prefer open tracts of 
  land, such as grassy plains and hills, while Silvermanes 
  favor the shelter of woodlands, Snowmanes, the frigid 
  tundra and snowfields of the north, and Darkmanes, the 
  bleakest of wastelands. 
   
  They find shelter as best as they can in inclement 
  weather and huddle for warmth when necessary. All 
  Equs are grazing herbivores, with the exception of the 
  Darkmanes, who take great delight in running down 
  small rodents and other such prey. 
   
  Needless to say, most of those Equs herds "allied" with 
  the "two-leggers"--as the Equs refer to most Talislan-
  tans--sleep in stables and are provided with fodder and 
  water, although they are otherwise little different from 
  their wild cousins. 
  Equs familial bonds are strong, even among the vindic-
  tive Darkmanes, although the latter think nothing of 
  pursuing brutal feuds with other families in the same 
  herd. Equs males must impress the females they wish to 
  mate, displaying strength, skill and appropriate physical 
  condition under intense female scrutiny. The personal-
  ity of the Equs also plays a part in the attraction be-
  tween prospective mates, save among the Darkmanes, 
  whose females only respect physical power and aggres-
  sion in their mates. Equs have no concept of privacy as 
  pertaining to the act of love, which further marks them 
  as common beasts in the eyes of most Talislantans. 
   
  Each herd is led by the strongest stallion who chose to 
  come forward and compete for the honor of leading the 
  herd. Once per year, at the onset of the Median season, 
  each herd stages a competition to determine who will 
  lead the herd for the year. The competing stallions un-
  dertake several races to determine speed and stamina, as 
  well as tests designed to gauge their strength, such as 
  tugs-of-war. The competition can be fierce, and fights 
  do break out, especially among Darkmanes. The final 
  two stallions then clash in a vicious fight, which usually 
  results in the death of the loser. Although the weaker 
  Equs of the two has been known to surrender, this is 
  considered a disgrace, and the loser is banished from 
  the herd, or torn apart in the case of the Darkmanes. 
   
  Herds allied with the two-leggers often find that the 
  clash between stallions is prevented by well-meaning 
  bipeds. In such cases, the Equs will attempt to hold the 
  fight as surreptitiously as possible, or they will resort to 
  a final test of strength if continually thwarted. 
   
  Customs  
  Gossiping, storytelling, mating, and running are the 
  main pastimes among the Equs, who spend the rest of 
  the time eating and sleeping. Darkmanes also take sa-
  distic pleasure in bullying weaker herd members, 
  brawling, and tormenting the small animals they hunt. 
   
  The need for secrecy around two-leggers is instilled in 
  young Equs from birth, and maintaining the illusion that 
  they are mere animals is considered a source of pride 
  and amusement. 
   
  Herds and individuals allied with the two-leggers take 
  pride in the training they receive and the tasks they un-
  dertake, be they trained as war steeds, strengthened by 
  labor, or simply required to ferry passengers. In ex-
  change they receive food, stabling, and occasional 
  grooming--worthy trades in the eyes of the Equs. 
   
   
  
  19 
  Government  
  The most powerful stallion leads each herd, and his 
  leadership is acknowledged without question in nearly 
  every situation, although he will often heed the counsel 
  of older, more experienced males, when necessary. In 
  most cases, the lead stallion is expected to make his 
  own decisions, demonstrating his capability and 
  strength; among the Darkmanes, such demonstrations 
  are often quite savage. 
   
  When traveling with two-leggers, Equs are generally 
  content to play the part of "dumb animal," although 
  they will not allow this charade to overrule their sense 
  of self-preservation. 
   
  Magic & Religion  
  The concepts of magic and religion are alien to the 
  Equs, who consider such pursuits to be entirely too 
  cryptic and time-consuming. Death is regarded as part 
  of "the way of things" and is to be expected but not 
  feared. When an Equs dies, its family and herd friends 
  pause to grieve briefly in silence over the fallen corpse, 
  before moving on. Darkmanes gloat or grieve over the 
  fallen, depending on their loyalties, and fights break out 
  between these rivals in such circumstances. 
   
  The Arts  
  Lacking the manipulative abilities required to truly cre-
  ate anything artistic themselves, Equs nonetheless dem-
  onstrate a primitive appreciation of certain art forms. 
  Those Equs who have had their manes and tails braided, 
  tied in loops, dyed, or bejeweled or have had their hides 
  painted with colorful designs by two-legger compan-
  ions are considered somewhat exotic. Music is also con-
  sidered to be fascinating, and no few "adventuring" 
  Equs have quietly sung along to the songs they hear 
  being played in the inns next to their stables. 
   
  Language  
  The Equs language is characterized by whinnies, nick-
  ers, and head motions, and is called "Equan" by the few 
  Talislantan scholars even aware it exists. Those Equs 
  who can speak Talislan, or any of the other humanoid 
  tongues they might have learned through observing 
  their two-legger companions, do so with remarkable 
  clarity, as well as remarkable bluntness. Equs names 
  reflect certain personality and physical traits of the 
  Equs in question, such as Fleet Runner, Twisted Mane, 
  and Stern Hoof. 
   
  Defenses  
  Equs rely on two main factors for their defense: speed, 
  and strength of numbers. There are few predators that 
  an adult Equs cannot outpace, and even fewer that can 
  easily tackle a determined herd, although flight is al-
  ways the first option in any dangerous situation. Only 
  Darkmanes, and those other Equs trained for battle, 
  readily stand and fight a threat. 
   
  Commerce  
  Equs have no interest in or use for trade, barter, or cur-
  rency, although their typical interactions with two-
  leggers are considered "trades," at least in the minds of 
  most Equs, who trade their superior strength, speed, and 
  ability to act as a mount or beast of burden for warm 
  shelter, a ready supply of food, and the opportunity to 
  see new things. 
   
  Worldview  
  Wild Equs experience little beyond the limited scope of 
  their life in the herd and have little desire to do so, but it 
  is not entirely unusual for curious young Equs to grow 
  bored and allow themselves to be "captured" by two-
  leggers, in order to experience life beyond the herd. 
   
  In the minds of those Equs from herds that serve as 
  mounts or beasts of burden for two-leggers, they lead a 
  life of luxury and excitement compared to the life they 
  would live in the wild. In fact, these Equs erroneously 
  believe that they have the better end of the deal than the 
  two-leggers, which, if nothing else, demonstrates that 
  although Equs are sentient, they are far from being as 
  intelligent as they like to believe themselves to be. 
   
  The Satada  
   
  Powerful reptilian bipeds, Satada possess sinuous necks 
  and scaled leathery hide of a light sandy hue. Long 
  forked tongues flicker between their fanged jaws, scent-
  ing the air, and baleful golden eyes glare out from be-
  neath a thick ridge of scaled bone. Ivory claws adorn 
  hand and foot, and a heavy muscular tail lashes the 
  ground behind, as long as the Satada is tall. Only weap-
  ons and packs adorn their otherwise naked bodies. 
   
  Ancestry  
  An ancient and malefic race, Satada are believed to be 
  the progenitors of the Saurans and possibly the mutated 
  descendants of the great Drakken, who once ruled the 
  continent. The renowned naturalist, Thystram, claimed 
  to have traced the origins of the species as far back as 
  the Time Before Time, though this may be an exaggera-
  tion. For their part, the Satada have legends of a time 
  when they were masters of the surface world, until they 
  were usurped and cast down by the "Lightbearers" to 
  dwell beneath the ground. 
   
   
  
  20 
  Society  
  These reptilian predators are found in hot, arid regions 
  from Kasmir and Sindar of the Seven Kingdoms to the 
  Red Desert and the Graylands of the Kang Empire. The 
  great range of these nomadic creatures is due to their 
  utilization of the extensive maze of subterranean tun-
  nels known as the Underground Highway. 
   
  Satada organize themselves in clans of between 25 and 
  100 individuals, including immature hatchlings, and a 
  slave population of surface dwellers equal to approxi-
  mately ten percent of the clan's numbers.  
   
  The clans wander the Underground Highway, surfacing 
  briefly only to hunt, raid, and capture slaves before 
  moving on again. Slaves are shackled and forced to 
  serve the Satada as beasts of burden, menial laborers, 
  and livestock. 
   
  Satada females come into season but once a year, at the 
  onset of Median, and will mate only with the most pow-
  erful and cunning of males. There is no love or loyalty 
  in these matings, just the drive to procreate. After mat-
  ing, the clan makes its way swiftly to the nearest subter-
  ranean hot spring or lava flow, where the impregnated 
  females lay their eggs, which are partially buried near 
  the heat source. At this point, the clan camps down for 
  two weeks to guard the hatchery until the juvenile Sa-
  tada emerge. During this brief period, many unfortunate 
  slaves may be butchered and consumed, as hunting is 
  not undertaken while guarding the hatchery, and the 
  newly emerged Satada must feed ravenously. The 
  hatchlings are raised by the community as a whole and 
  carried in the backpacks of the adults until they are old 
  enough to walk, a month later. 
   
  Parties of Satada make regular sorties to the surface 
  world, purposefully frequenting trade routes throughout 
  the continent's arid regions, as these are recognized as 
  rich sources of food, slaves, and useful goods. Satada 
  prey on any given route for only a few days before 
  moving on again, lest travelers become too wary to be 
  easily ambushed. They are patient and opportunistic, 
  and they will readily hunt any nearby animal they think 
  they can tackle, preferring to strike with the element of 
  surprise. Despite the claims of certain scholars, they 
  recognize no other creatures as kin and bear an ancient 
  hatred for all other intelligent life forms, feeding with 
  equal relish on both warm and cold-blooded prey, in-
  cluding humanoids. 
   
  Prey is either eaten raw or cut into portions and smoked 
  over a lava flow. Underground streams and lakes pro-
  vide the Satada with adequate access to water. 
  Satada clans travel light, tying any bulkier possessions 
  and provisions to their slaves to bear. Although the Un-
  derground Highway can present many obstacles, such 
  as chasms, lakes, and sheer surfaces, Satada are more 
  than capable of handling most such obstructions. Their 
  talons, great strength, and superior coordination enable 
  them to climb freely, and they are skilled swimmers, 
  propelling themselves swiftly through the water using 
  their powerful tails. Their cunning and intellect grant 
  them the problem-solving skills necessary to overcome 
  most other hindrances. 
   
  Customs  
  Satada customarily settle most minor disputes with tests 
  of strength, such as wrestling bouts. However, major 
  disputes may result in a challenge being issued, usually 
  in the form of a duel. Duels to the death are tradition-
  ally fought on a ring of boulders placed to encircle a 
  pool of lava. 
   
  Government  
  Satada make no discrimination on the basis of gender, 
  and each clan is ruled by the most cruel, ruthless, and 
  cunning of their number; although physical power and 
  prowess are respected, Satada recognize the superior 
  role of a calculating mind and the success it can garner. 
  This chieftain usually appoints the most skilled warrior 
  as their second, thereby cementing their position. 
   
  Although the chieftain's orders are followed without 
  question for the most part, those leaders considered 
  weak or foolish may find themselves constantly chal-
  lenged, and those that displease their clan may be set 
  upon en masse and torn apart. 
   
  Magic & Religion  
  Satada consider themselves superior to all other life 
  forms, and they regard belief in any higher being as in-
  dicative of personal weakness; humbling oneself to an-
  other is unthinkable in Satada culture. The arcane arts 
  are roundly despised as the unnatural tools that the 
  Lightbearers used to drive the Satada from the surface 
  world. 
   
  The Satada spurn and mock death, believing that only 
  the weak and misfortunate welcome it. As a result, 
  death is regarded as a failure and as something to be 
  inflicted upon others. 
   
  The Arts  
  Satada appreciate but one art form: storytelling. It is 
  customary for these reptilians to recount tales when at 
  rest, including stories of notable deeds or failures, par-
  ables that highlight Satada virtues, and legends of the 
  
  21 
  past. Although they practice no visual art forms, they 
  are reasonably skilled smiths and artificers, fashioning 
  implements and weapons of fair quality from crude ore 
  and the loot from raids. Lava pools are used as ready-
  made forges when need be. 
   
  Language  
  Satada converse in an ancient variation of the Sauran 
  tongue, and they may also speak a handful of words 
  from common surface-dweller languages, the better to 
  order the clan's slaves about. They also use a form of 
  signaling, wherein they thump their muscular tails upon 
  the ground in order to communicate over short dis-
  tances. 
   
  Satada names are sibilant and harsh, reflecting their ser-
  pentine tongue. Male names begin with "Ss" (an ex-
  tended hiss), such as Ssishtuk, Ssakir, and Ssertik. Fe-
  male names begin with a short "S" and end with an 
  longer "ss": Sashiss, Sarass, and Suultiss. 
   
  Defenses  
  Satada are formidable opponents, being both coldly ag-
  gressive and physically powerful. They are also alarm-
  ingly swift and intelligent combatants, with an arsenal 
  of natural weapons. Their patience and ambush skills 
  can enable them to take down even superior targets, and 
  their trademark capture-bow is a fearsome weapon. In 
  melee, they utilize highly portable weapons that can 
  easily be wielded in an confined tunnel, favoring dag-
  gers and shortswords. They eschew armor as uncom-
  fortable and unnecessary given their natural defenses, 
  and their knowledge of the Underground Highway per-
  mits them to mislead or evade practically any pursuer. 
   
  Commerce  
  Satada do not trade or barter, even among themselves. 
  Clan members look out for each other and cooperate 
  extensively. 
   
  Worldview  
  In the Satada view of things, there are only Satada, 
  prey, and those things best avoided--anything a Satada 
  raiding party cannot overcome. They clash infrequently 
  with Subterranoids, Gnomekin, Vajra, and Darklings, as 
  well as rival Satada clans. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  22 
  Seven Kingdoms 
  Dryad Bush Nymph (NPC) 
   
  You dwell within two worlds, resting securely in the 
  warm embrace of the Green World while the fiery orbs 
  of the twin suns race across Talislanta's skies, and 
  bursting forth with unbridled joy and passion at night, 
  when you assume the form of a winsome nymph under 
  a dark sky lit with stars. You savor every drop of your 
  existence, every breath, every pleasurable sensation--
  from the intake of pristine air to the cool kiss of dew-
  drops on your naked feet, from the thrill of physical 
  motion to the rapture of physical intimacy. At your 
  beckoning, plants sway and dance and flowers unfurl 
  their scented petals to see the night. At your passing, 
  Muses' eyes glitter with longing, and Mang grumble 
  about the frivolity of passion. That you cannot see more 
  of the world is a minor misfortune, but you are not dis-
  mayed, for there is enough to delight you for eternity in 
  the idyllic surrounds of Astar. 
   
  Appearance: 5'-6', 60-120 lbs. Verdant green skin, hair 
  like long soft grass, exquisite features, lissome phy-
  sique, eyes the color of blossoms. A slender and grace-
  ful flowering shrub during the daylight hours. 
   
  Attributes: STR -2*, DEX +2*,  CON +2, SPD +1*, 
  PER +2*, CHA +7*, WIL +3, INT +1*, CR -3*, MR 
  +4*, HP 14 
   
  * Attributes in nymph form; otherwise, not applicable 
   
  Special Abilities: Metamorphose from plant to nymph 
  form from dusk until dawn; although skin is smooth and 
  supple, it has all the resilience of bark (PR 4). 
   
  Skills: Natural Magic: <3 Modes of choice> +3, Evade 
  +2, Dance +4, Seduce +3, Herb Lore +3, Stealth +4, 
  Climb +2, Sylvan – native, High Talislan – basic. 
   
  Equipment: No possessions; no wealth. 
   
  Woodwhisp Companion 
   
  "Aw, did the big silly hurt himself while chasing me? 
  I'm so sorry." 
   
  The world is huge and full of things to enjoy. You re-
  cline in the branches of generous trees, supping the 
  delicate nectar of their flowers and nibbling on their 
  fruit. You practice the aerobatics of flight, admire the 
  telempathic artistry of your Muse friends, and talk 
  ceaselessly with everyone who'll listen. You delight in 
  teasing, pranking, and infuriating the peculiar giants 
  who inhabit this overlarge world; you know you will 
  probably never understand them, but that doesn't mean 
  you can't have fun trying. Even the Muses, whom you 
  love dearly, are strange in their own way and obviously 
  incapable of fending for themselves. This world is dan-
  gerous, too, and although it falls upon your tiny shoul-
  ders to look out for your giant cousins' interests, you are 
  determined to protect them from harm. When angered, 
  you unleash your full arsenal of tricks in the most mali-
  cious manner you can, and you muster the support of 
  dozens of your fellow Whisps. Only a foolish giant 
  would underestimate you, for you fight fiercely when 
  need dictates it. You guard against other types of harm 
  as well: you don't tolerate insults, and the giants are of-
  ten surprised by the wit and sarcasm you can muster 
  when annoyed by their carelessness. Most of all, you 
  ward against boredom; you fear it above all else, as do 
  your cousins. Luckily for you both, there is nothing you 
  are better at fighting. 
   
  Appearance: 4"-6", 2-3 oz. Slender and diminutive 
  build, green or brown skin, shock of green hair, gender-
  less, large blue or green eyes, large pointed ears, wide 
  expressive mouth, long sinuous tail, iridescent butterfly 
  wings. 
   
  Attributes: STR -10, DEX +8, CON -1, SPD +8*, PER 
  +4, CHA +1, WIL -2, INT +1, CR +3, MR +3, HP 3. 
   
  Special Abilities: Flight; *SPD -3 on the ground; 
  Whisp-sized weapons inflict DR 1; Whisps count as 
  "smaller than man-sized" targets for ranged attacks (-10 
  penalty to hit them). 
   
  Skills: Natural Magic: <3 Modes of choice> +3, Al-
  chemy (Poison) +1, Aerial Combat +4, Bow +3, Evade 
  +2, Spear +3, Dance or Song +1, Artificer +1, 
  Weaponer +1, Guide +3, Herb Lore +3, Stealth +3, Sur-
  vival +3, Traps +2, Low Talislan – native, Sylvan – na-
  tive. 
   
  Equipment: Tiny thorn-tipped spear; tiny bow; quiver 
  Chapter Three: New Archetypes 
  
  23 
  of 20 thorn-tipped arrows; small woven pouch; material 
  for traps; nutshell full of soporific plant toxin; no 
  wealth (unless carrying it for a Muse companion). 
   
  Cymrilian Stage Magician 
   
  "Prepare to be dazzled, ladies and gentlemen, as I, the 
  Magnificent Mandrakus, perform the mystical arts of 
  chicanery and display powers envied even by the most 
  potent of sorcerers!" 
   
  It never ceases to amaze you how many people assume 
  that simply because you are from Cymril, you must be a 
  wizard, casting bolts of energy hither and yon, or 
  spending countless days scrabbling through musty old 
  tomes. Foreigners so rarely understand that fewer than 
  ten percent of your people possess any arcane skills 
  whatsoever and that even fewer are capable spell-
  casters. As a child, you and your peers spent your hours 
  at play pretending that you were great sorcerers. You 
  would have given much to have become part of that 
  elite, but as you grew older, you found that you pos-
  sessed none of the requisite talent nor the wealth to bol-
  ster your chances with tutors. However, the idea of 
  learning magic would not let you rest, and your oppor-
  tunity came one day when you watched with awe as a 
  magician entertained the crowd with seemingly impos-
  sible acts, without the use of the arts arcane. This, you 
  decided, was a more subtle form of magic, a form you 
  could master, and so you became an apprentice, and 
  finally a master, of the art of producing magic without 
  magic. It is somewhat irksome that few Cymrilians are 
  themselves impressed by your tricks, but you have 
  found more appreciative audiences among visitors to 
  your city and you have found occasion to stage your 
  performances in foreign locales. 
   
  Appearance: 6'-6'4", 120-160 lbs. Pale green skin and 
  hair, golden eyes, slender build, handsome features, 
  may alter appearance with magical enhancements 
  (Koresians); lime green skin and hair dyed with bright 
  iridescent colors, slender build (Pharesians). 
   
  Attributes: STR 0, DEX +2, CON 0, SPD 0, PER +2, 
  CHA +1, WIL 0, INT +2, CR 0, MR +1, HP 19. 
   
  Special Abilities: None. 
   
  Skills: Weapon <choice> +2, Legerdemain +6, Oratory 
  +3, Sideshow Talent (Contortion) +4, Sideshow Talent 
  <choice> +3, Locks +3, Ride +4, Low Talislan – native, 
  Archaen – basic. 
   
  For Koresians, add: Arcane Lore +1, Etiquette +4, 
  Fashion +4, High Talislan – fluent. 
   
  For Pharesians, add: Streetwise +3. 
   
   
  Equipment: High-collared cloak and robes of spinifax 
  in various colors with concealed pockets (Koresians); 
  patchwork cloak and robes of bright colors with con-
  cealed pockets (Pharesians); dyed leather boots; choice 
  of weapon; leather- and silver-bound book with hidden 
  compartment; pouch; carved wand; quatrillion deck; 
  embroidered sack; several chains, padlocks and keys; 
  several small vials of smoke and sparkle powder; 
  thieves' tools; two magical trinkets (Koresians); 30 gold 
  lumens in gold pentacles or other assorted coins. 
   
  Gnomekin Wayfarer 
   
  "Have seen many strange and wondrous sights within 
  the veins of the Great Mother." 
   
  You were always among the most adventurous of your 
  playmates, exploring new tunnels with excitement and 
  continually winning games of "Hide-Hole." The laby-
  rinthine tunnels became as familiar to you as Terra's all-
  encompassing love, and you undertook your training 
  with eagerness tempered with responsibility. As a way-
  farer, your role is of great importance to your home-
  land, for you strike out into the uncharted passages of 
  the Underground Highway, mapping and exploring the 
  depths and reporting any unusual findings to your supe-
  riors. Though you have received martial training, you 
  are not truly a warrior, and such skills serve you as 
  tools of defense rather than conflict. Indeed, you take 
  pains to evade obstacles, sentient or otherwise, that 
  could halt or slow you in your mission. Your excep-
  tional knowledge of the tunnel network, skill in setting 
  up tripwires and other protective snares, and talent for 
  remaining unseen most often enable you to avoid trou-
  ble. When they fail, you are glad the crystalblade at 
  your side is for more that mere decoration. Your life is 
  full of uncertainty, for who knows what lies around the 
  next twist of the tunnel? Caverns so vast as to be awe-
  some? Caves of glittering crystals? Pools ancient and 
  deep? An encampment of Satada? You would not trade 
  the excitement and mystery of your profession for any 
  other. 
   
  Appearance: 2'10"-3'6", 60-100 lbs. Nut-brown com-
  plexion, wide green eyes, childlike features, muscular 
  physique, crest of soft black fur from center of forehead 
  to small of back. 
  
  24 
  Attributes: STR 0, DEX +4, CON +7, SPD 0, PER +2, 
  CHA +2, WIL 0, INT +1, CR +3, MR 0, HP 18. 
   
  Special Abilities: Night vision; natural climbing ability 
  (+5); poor vision in sunlight (PER -3) without amber 
  cusps. 
   
  Skills: Crystalblade +2, Evade +4, Short Staff +2, Car-
  tography +7, Geography +7, Guide (Underground 
  Highway) +7, Scout +7, Stealth +4, Tracking +2, Traps 
  +3, Climbing +5, Swim +3, Durnese – native, Low Tal-
  islan – fluent, Quan, Northron, or Sauran – basic 
   
  Equipment: Mossweave vest over rough linen tunic; 
  cloak; crystalblade; short staff; amber cusps; flask of 
  mushroom ale; backpack; scroll case; 20 sheets of 
  parchment; pouch with vial of ink and three crystal 
  writing quills; 50 feet of rope; grapnel; spy-tube; tools 
  and material for making and disarming traps; 75 gold 
  lumens in crystals and gold pentacles. 
   
  Kasmiran Engineer 
   
  "Hmm, the structural integrity of this wall has been se-
  verely compromised, but I am certain I can reinforce it 
  adequately enough to resist anything short of a rampag-
  ing land dragon. You speak of cost? What is cost com-
  pared to peace of mind?" 
   
  Given your culture's quite prudent preoccupation with 
  security (or, as foreigners may say, your almost para-
  noid obsession with the subject), it is little surprise that 
  Kasmir boasts some of the continent's foremost experts 
  on fortification. You are once such expert. Just as your 
  kin have nurtured their capital as moneylenders and 
  trapmages, you have found it lucrative to use your skills 
  in service to the confederation and to outsiders. Never 
  one to turn your nose at hard work or to blanch at the 
  thought of dirtying your hands with physical labor, you 
  advise individuals and military bodies on the creation 
  and repair of fortifications, both temporary and perma-
  nent, and oversee the construction of said structures. In 
  times of peace, you design and build the fortress-like 
  towers of your kin and similar buildings for other secu-
  rity-conscious individuals. In times of conflict, you 
  work in the field, setting up temporary bases, bridges, 
  and siege engines. Marketing and moneylending may 
  create wealth, it is true, but you have found that your 
  skills and hard work are like magnets to lumens. They 
  are also sources of pride, for your creations are physical 
  and enduring testaments to your capabilities. 
   
   
  Appearance: 4'6"-5', 70-110 lbs. Mahogany brown 
  skin, shriveled features, hunched posture. 
   
  Attributes: STR 0,,DEX +1, CON 0, SPD 0, PER +1, 
  CHA -1, WIL +1, INT +2, CR +1, MR +1, HP 19. 
   
  Special Abilities: None. 
   
  Skills: Spring-knife +4, Telescopic Staff +4, Engineer 
  +6, Litigator +3, Locks +4, Traps +4, Merchant +6, 
  Conveyance (Cart) +2, Low Talislan – native, No-
  madic – native. 
   
  Equipment: Hooded cloak; breeches; leather tunic and 
  apron; heavy boots; concealed coin purses; heavy brass 
  key-ring affixed to belt via chain; telescopic staff; 
  spring-knife; pouch of six blades; assorted engineering 
  and locksmith's tools; locking iron-bound ledger; land 
  lizard-drawn cart; assorted shovels, picks, and sledge-
  hammers; four-strong Monad labor team; 1,000 gold 
  lumens (hidden in vaults). 
   
  Sindaran Mesa Sentinel 
   
  "Based on the calculations I have conducted utilizing 
  the dust-settlement and erosion levels within the tracks 
  of the twelve-strong Za party we are currently pursuing, 
  I would estimate that they are two hours, six minutes in 
  advance of us." 
   
  Given the immediately apparent security provided by 
  dwelling atop such a towering edifice as a mesa, the 
  intellectually impaired mono-encephalon might be for-
  given for reaching the erroneous conclusion that your 
  people have no further requirements in terms of defen-
  sive capabilities. Such a miscalculated judgment must 
  be considered naive, for logic dictates that a substantial 
  force of invaders could lay siege to a single mesa, and 
  however slim the chances are of such an event occur-
  ring, the prudent and intelligent make allowances for 
  such an eventuality. As a member of Sindar's Mesa 
  Sentinel militia organization, you bolster the natural 
  defenses provided by the geological and climatic fea-
  tures of your people's homeland. You reconnoiter the 
  surrounding landscape, reporting substantial threats, 
  observing and tracking potential hazards, and dissuad-
  ing minor disturbances by means physical and persua-
  sive. While your skills at piloting the aerial vessels 
  known as windskiffs permit you to perform your desig-
  nated duties in a reasonably secure manner, your work 
  does on occasion necessitate more direct investigation 
  and intervention. Consequently, it is advantageous that 
  although you abhor physical violence as base, you pos-
  
  25 
  sess the requisite skills and trappings to indulge in such, 
  should circumstance require it. 
   
  Appearance: 7'-7'4", 180-220 lbs. Rough sandy-hued 
  skin, emaciated build, row of horn-like nodules running 
  from crown of head to back of neck, curved spur of car-
  tilage protruding beneath chin. 
   
  Attributes: STR 0, DEX 0, CON +1, SPD 0, PER +2, 
  CHA 0, WIL +4, INT +6, CR +3, MR -5, HP 18. 
   
  Special Abilities: Dual-Encephalon. 
   
  Skills: Alchemical Projector +5, Tactics +3, Weapon 
  <choice> +3, Trivarian +1, Scholar Skill <choice> +3, 
  Collector +2, Pilot (Windskiff) +4, Trade Skill 
  <choice> +3, Guide +3, Scout +4, Survival +3, Track-
  ing +4, Signal +3, High Talislan – native, Low Talis-
  lan – native. 
   
  Equipment: Cloak; loincloth (males) or caftan 
  (females); sandals; silver earrings and necklace; wrist 
  and ankle bracers; bandoleer pouches with ten amber-
  glass vials of various powders; alchemical projector 
  (fires vials of powder); choice of weapon; Trivarian 
  game; collection; flask of skoryx; assorted tomes; if 
  based in Sindar, may have access to a windskiff; 1,000 
  gold lumens in assorted currencies and collectibles. 
   
  Thrall Vanguard 
   
  Warfare has many complex facets, and victory comes 
  from understanding all of them. Many outsiders think 
  that Thralls lack subtlety, that they know only to engage 
  their opponents face-on, but you stand as testament to 
  your race's appreciation of all aspects of conflict, direct 
  or otherwise. In times of war and battle, you operate as 
  an effective advance scout for your regiment, gathering 
  intelligence on enemy movements and numbers, serving 
  with distinction in a cohort of archers, or engaging in 
  bloody melee with your greatsword raised high. Tacti-
  cal cunning and caution--natural parts of your engi-
  neered psyche--enable you to outflank your enemies in 
  battle and bring them down with a swift, precise and 
  effective assault. These same traits stand you in good 
  stead in your homeland of Taz, for in times of peace, 
  you hone your martial skills by hunting the fierce 
  predators of jungle and swamp. You often emerge from 
  the steaming jungle, bloodied but victorious, your latest 
  conquest in tow, providing not only proof of your valor 
  but food for your people. Scout, archer, combatant, pro-
  vider: these are fitting tasks for a warrior-born. 
   
  Appearance: 6'8", 300 lbs. (males); 6'4", 200 lbs. 
  (females); Hairless, devoid of pigmentation, muscular 
  build, all members of each gender are identical in ap-
  pearance, body covered with elaborate tattoos. 
   
  Attributes: STR +4, DEX +2, CON +4, SPD +1, PER 
  0, CHA 0, WIL +2, INT -3*, CR +6, MR -5, HP 30. 
   
  Special Abilities: Immune to fear (magical and natu-
  ral); INT +3 for tactical and combat matters and situa-
  tions; unable to comprehend magic. 
   
  Skills: Dagger +2, Greatsword +3, Mounted Combat 
  +3, Short Bow +4, Tactics +4, Tazian Combat +3, 
  Weaponer +2, Scout +4, Stealth +2, Survival +3, Track-
  ing +3, Ride +5, Low Talislan – native, Understand 
  Tattoos – native. 
   
  Equipment: Loincloth; vest (females); sandals; garde 
  (parrying armor/weapon); greatsword with shoulder 
  sheath; short bow; quiver of 20 arrows; dagger; flask of 
  Tazian fire-ale; marsh strider or graymane steed; 50 
  gold lumens in gold pentacles and assorted currencies. 
   
  Blue Aeriad River Warrior 
   
  "The Axis River is like the trunk of the Tree of Life, 
  and it's as vital to our people now as the Tree was to our 
  ancestors." 
   
  Your clutch-siblings complained bitterly about your 
  race's loss of flight, and you were no different, reveling 
  in those times you'd glide among the great viridia trees, 
  practicing your marksmanship and preparing to become 
  a hunter. But something about the sparkle of the wind-
  ing waters drew you to the river and away from the sky. 
  Or maybe it was the excitement you felt when you first 
  saw a barge fort: a majestic living vessel, vines inter-
  twined and vivid with life, a tribute to the new world 
  your race was forging. If the viridia trees are the heart 
  of Vardune, then the river and its tributaries are its 
  many veins. You travel those veins, carrying with you 
  the wares produced by the greens and the peoples of the 
  other six kingdoms. You bring back scintilla and gems 
  from Jhangara, gold and amber from Mog, and iron 
  from Arim. At other times, you patrol the Axis, wary of 
  aggression by the Aamanians, whose ancestors drove 
  yours from their homeland. Perching in the avir's nest 
  atop a barge fort's tree-mast, surveying the world 
  around you like an eager bird of prey, you know you 
  are brother to the river, forest and sky. The devolution 
  of your people both angers and saddens you, but you're 
  proud of the life you've made in spite of it. 
  
  26 
  Appearance: 5'5"-6', 80-120 lbs. Blue skin and plum-
  age with metallic sheen, slender stature, sharp bird-like 
  features, crested coxcomb of feathers, vestigial wings. 
   
  Attributes: STR 0, DEX +4, CON 0, SPD +2, PER +1, 
  CHA 0, WIL 0, INT 0, CR +3, MR 0, HP 21. 
   
  Special Abilities: Gliding up to 50 yards, wind permit-
  ting. 
   
  Skills: Aerial Combat +1, Artillerist (Ballista) +3, Cres-
  cent Knife +4, Dart-thrower +4, Guard +4, Tactics +2, 
  Tri-bow +4, Merchant +3, Pilot (Barge Fort) +5, Pilot 
  (Viridia Barge) +4, Weaponer +1, Guide +3, Swim +3, 
  Low Talislan – native. 
   
  Equipment: Short tunic, loincloth, and cloak of plain 
  viridian linen; sandals; two crescent knives; dart-
  thrower; pouch of ten darts; tri-bow with five clips; belt 
  pouch; gourd flask of vinesap; if based in Vardune, may 
  have access to a barge fort or viridia barge; 50 gold lu-
  mens in gold pentacles and assorted currencies. 
   
  Green Aeriad Scholar 
   
  "Our peoples both fell from our lives in the sky, but 
  perhaps the soil upon which we landed suits us better." 
   
  Gliding among Vardune's trees, the flora and fauna on 
  the ground below are mere shapes of color, difficult for 
  you to appreciate. Perhaps if your people had the eyes 
  of Gryphs it would have been different, but you only 
  truly noticed the world below when you were forced to 
  join it. In that way, the Great Change brought you 
  closer not only to your friends of the plant world, but 
  also to new friends, such as your fellow citizens of the 
  Seven Kingdoms. It brought into your vision an un-
  imagined beauty, and it sparked a curiosity that defines 
  you. Just as thirst drives roots ever deeper, you are 
  driven to delve into this world--its shapes and textures, 
  its creatures and peoples, their histories and cultures. 
  You could spend a lifetime among the vaults of Jalaad, 
  studying the lore of past eras. Yet you wish also to see 
  things with your own eyes, beyond what you have read 
  in books. The blues are not always there to protect you, 
  and you have learned to care for yourself and assert 
  yourself, to speak less softly and to ask questions--too 
  many, say some you meet. Only through questions can 
  you come to understand the mysteries of this world you 
  have joined and perhaps even uncover the meaning of 
  your people's evolution. 
   
   
  Appearance: 4'10"-5'2", 70-90 lbs. Green skin and 
  plumage with metallic sheen, slender stature, sharp 
  bird-like features, crested coxcomb of feathers, vestigial 
  wings. 
   
  Attributes: STR -3, DEX +2, CON -3, SPD 0, PER +1, 
  CHA +1, WIL 0, INT +3, CR +1, MR +3, HP 17. 
   
  Special Abilities: Gliding up to fifty yards, wind per-
  mitting. 
   
  Skills: Crescent Knife +2, Alchemy (plant-based only) 
  +2, Cultures +4, History +5, Horticulture +5, Natural-
  ism +4, Scholar Skill <choice> +4, Trade or Wilderness 
  Skills: <2 of choice> +3, Low Talislan – native, 
  Phaedran – fluent, Language <choice> -- fluent. 
   
  Equipment: Short tunic, loincloth, and cloak of plain 
  viridian linen; sandals; two crescent knives; scroll case 
  for writings; pouches (reed pen, inkwell, five vials of 
  plant-based concoctions); alchemical apparatus; as-
  sorted tomes; gourd flask of vinesap; 100 gold lumens 
  in gold pentacles and assorted currencies. 
   
  Western Lands 
  Arimite Highborn 
   
  "On your knees, stinking peasant!" 
   
  You were born into a life of privilege, but it's one your 
  family earned for you. Your forefathers staked their 
  claim through hard work and force of arms, and your 
  family has kept these holdings under a firm hand for 
  generations. The peasants rent the land from your fam-
  ily, paying a tithe of half of all they produce. This has 
  made your family comfortable, wealthy even, at least 
  compared to the rest of Arim. And it has enabled you to 
  hire knife-fighters to protect the peasants' paltry liveli-
  hoods from Druhk raiders, and your own life from the 
  knives of Revenants. As one of the highborn, you con-
  sider most of your countrymen to be little more than 
  riffraff, although prejudiced foreign fools, you suspect, 
  see you as little more than an uncouth ruffian yourself. 
  You were brought up well, given a proper education. 
  You know about managing people and money. You've 
  been taught the sport of knife-fighting, the noble art of 
  swordplay, the strategy of the hunt from equs-back. 
  You've even dabbled in the arcane arts and enjoyed the 
  luxurious embraces of a concubine or two. Your 
  clothes, your food, the way you speak are not those of 
  the effete Zandir, and your manor may be too much like 
  
  27 
  a fortress for their tastes. But the whimsical idiots don't 
  have to worry about keeping out assassins, do they? 
  They don't know what it's like to have all that you do, 
  and to always fear that you'll lose it. 
   
  Appearance: 5'2"-6'2", 90-170 lbs. Swarthy complex-
  ion, long black hair, dark eyes. 
   
  Attributes: STR +1, DEX +3, CON +1, SPD +1, PER 
  +1, CHA -1, WIL 0, INT +1, CR +3, MR +1, HP 21. 
   
  Special Abilities: None. 
   
  Skills: Wizardry or Witchcraft: <2 Modes of choice> 
  +1, Arimite Knife-fighting +2, Longsword +2, Mounted 
  Combat +2, Short Bow +2, Stealth +1, Administrator 
  +3, Money Lender +2, Etiquette +1, Ride +4, Low Tal-
  islan –, native, High Talislan – basic, Archaen or Elder 
  Tongue – basic. 
   
  Equipment: Leather boots, leather gloves, leather 
  breeches, linen shirt, and embroidered leather vest, all 
  of fine quality; well-made longsword with tooled scab-
  bard; two throwing knives with detailed handles; gold 
  rings, earrings and armbands; short bow; quiver of 20 
  arrows; pouch; leather flask of fine wine; leather-bound 
  spell book; fine graymane steed; 250 gold lumens in 
  silver Exarchs. 
   
  Arimite Hunter 
   
  "I've faced down a charging exomorph with nothing but 
  a bow. Leave me in peace, before I demonstrate how I 
  slew the beast with a single arrow and skinned its still 
  twitching carcass." 
   
  Many generations of your family have roamed the rug-
  ged hills and steppes of Arim, pursuing the age-old pro-
  fession of hunter and trapper. Unlike those of your peo-
  ple who dwell in the filth and squalor of the towns, or 
  that paltry Exarch who believes he has some claim over 
  you, you've remained true to the roots of your culture. 
  The wilderness is as comfortable and familiar as your 
  favorite bow and knife, and you face prey far more hon-
  est and easier to deal with than your urban cousins. You 
  can move and act freely without causing offense and 
  fearing that the Revenants will be set on you like the 
  animals they are. The town-dwellers are happy to buy 
  the hides you bring to market, but they don't conceal 
  how they regard you as nothing more than a quaint 
  throwback. Even the farmers think of you as an isolated 
  and lonely individual. They're all fools. You possess a 
  freedom they'll never experience: the liberty to control 
  your own life, free from the influence of the assassins 
  and the so-called highborn, free of the petty bickering 
  that often marks life in your country. You are content, 
  for you know that your skills will always be of value 
  and that the life of a hunter is the most honest in Arim. 
   
  Appearance: 5'2"-6'2", 90-170 lbs. Swarthy complex-
  ion, long black hair, dark eyes. 
   
  Attributes: STR +1, DEX +3, CON +2, SPD +1, PER 
  +2, CHA -1, WIL 0, INT 0, CR +3, MR 0, HP 24. 
   
  Special Abilities: None. 
   
  Skills: Arimite Knife-fighting +2, Short Bow +4, Guide 
  +3, Stealth +3, Survival +3, Tracking +4, Traps +4, 
  Climbing +3, Ride +3, Low Talislan – native. 
   
  Equipment: Fur vest; hide boots; leather breeches; 
  armbands and earrings of animal teeth and claws; short 
  bow; quiver of 20 arrows; two throwing knives; pouch; 
  ball of twine; iron flask of chakos; graymane steed; 50 
  gold lumens in hides and silver Exarchs. 
   
  Bane Pit Fighter 
   
  "Come, the crowds thirst for your blood, as do I." 
   
  Once you would thrill in the hunt, pitting your skills 
  and cunning against those of your prey. You savored 
  every delicious drop of blood you drained when finally 
  you were triumphant. Not long after you had slain a 
  Werebeast and carved yourself the armbands you 
  proudly bear from its bones, your existence was shat-
  tered. The strange outsiders your mother had told you 
  of entered your territory, crashing gracelessly through 
  the tangles of undergrowth bearing their metal claws 
  and nets. What followed was an intoxicating challenge 
  where you were both predator and prey, but ultimately 
  they were victorious, and you were bound and removed 
  to alien lands. You found yourself a slave gladiator, 
  forced to fight in the arenas of the outsiders, drawing 
  blood with claws both natural and false. What little you 
  have seen of the outsiders' lives has both puzzled and 
  intrigued you, but you are a slave, and chains prevent 
  you from sating your curiosity, as much as they prevent 
  you from sating your thirst. Eager crowds gather to 
  watch you fight these foreign creatures--Ahazu, Sau-
  rans, and many others--and they scream with delight 
  when you feast on the blood of the vanquished. It often 
  seems that the outsiders' need for blood is greater than 
  your own, although perhaps not as great as your thirst 
  for freedom. 
  
  28 
  Appearance: 5'10"-6'6", 130-220 lbs. Sleek and mus-
  cular physique, coal-black skin, wild black hair, eyes 
  that glow like burning embers, fangs and claws. 
   
  Attributes: STR +2, DEX +2, CON +1, SPD +2, PER 
  +5, CHA -1, WIL -3, INT +3, CR +5, MR +1, HP 20. 
   
  Special Abilities: Preternatural Mimicry; see clearly in 
  even magical darkness; immunity to visual illusions; 
  fangs (DR 4 per round from blood drain); claws (DR 8). 
   
  Skills: Preternatural Mimicry +1, Brawling +4, Evade 
  +4, War Claw +4, Weapon <choice> +3, Artificer 
  (Bone Carving) +2, Artificer (Weaving) +1, Guide +2, 
  Stealth +5, Survival +4, Bane – native, Low Talislan – 
  basic. 
   
  Equipment: Loincloth; carved bone armbands; war 
  claw; melee weapon of choice; no wealth. 
   
  Escaped Bane Concubine 
   
  "You call me 'savage'? What about the cruelties of your 
  own so-called 'civilized' people?" 
   
  Being enslaved filled you with rage, but worse was to 
  come. Not only did the outsiders take your freedom, but 
  they tore away your claws and filed down your fangs, 
  stripping from you the very tools of your survival. Your 
  loathing for those who had ruined you in this manner 
  was boundless, but you struggled to no avail. Still, your 
  people are nothing if not cunning, and you knew that 
  should any chance at escape present itself, you would 
  seize it and turn chance into reality. The slavers sold 
  you to a leering man bearing gold, who took you as an 
  'exotic' slave for his amusement and pleasure. It sick-
  ened you that he enjoyed it the more you fought, that he 
  relished the pain you inflicted, nearly as much as he 
  relished the torments he inflicted on you. You let your 
  hate run cold and bided you time, plotting for your 
  eventual escape, learning the tongues of your tormen-
  tors. Then, when at last the chance came, you grabbed a 
  false claw of metal and made your escape, letting noth-
  ing get in your path. Now you are alone in a strange and 
  hostile land, relying once again on your cunning. 
  Though you despise the outsiders, you know you must 
  seek allies to ensure your survival and freedom. You 
  know you can never return to Werewood, but in many 
  ways, this world is little different. 
   
  Appearance: 5'10"-6'6", 130-220 lbs. Sleek and mus-
  cular physique, coal-black skin, wild black hair, eyes 
  that glow like burning embers. 
  Attributes: STR +2, DEX +2, CON +1, SPD +2, PER 
  +5, CHA -1, WIL -3, INT +3, CR +5, MR +1, HP 20. 
   
  Special Abilities: Preternatural Mimicry; see clearly in 
  even magical darkness; immunity to visual illusions; 
  claws and fangs have been removed. 
   
  Skills: Preternatural Mimicry +2, Brawling +3, Evade 
  +4, Weapon <choice> +2, Artificer (Bone Carving) +2, 
  Artificer (Weaving) +1, Deception +2, Guide +2, 
  Stealth +6, Survival +4, Bane – native, Language 
  <choice> -- fluent. 
   
  Equipment: Loincloth; rough concealing hood and 
  cloak; carved bone armbands and jewelry; weapon of 
  choice; pouch; 20 gold lumens in stolen coins and 
  goods. 
   
  Wild Bane (NPC) 
   
  Stalking through shadows without a sound. Watching 
  your prey as it continues unaware of your presence. Un-
  nerving or lulling it with the mimicked sounds of its 
  own kind. These things fill you with pleasure. When at 
  last you attack--your prey stunned with shock and hor-
  ror, or blissfully unknowing--you are filled with fierce 
  exultation. You test your skill and cunning again and 
  again, and nourishing blood is your reward. You bear 
  the armbands of adulthood with pride and know you 
  have earned them. You are a hunter, a shadow in the 
  darkness. You are a Bane. 
   
  Appearance: 5'10"-6'6", 130-220 lbs. Sleek and mus-
  cular physique, coal-black skin, wild black hair, eyes 
  that glow like burning embers, fangs and claws. 
   
  Attributes: STR +2, DEX +2, CON +1, SPD +2, PER 
  +5, CHA -1, WIL -3, INT +3, CR +5, MR +1, HP 20. 
   
  Special Abilities: Preternatural Mimicry; see clearly in 
  even magical darkness; immunity to visual illusions; 
  fangs (DR 4 per round from blood drain); claws (DR 8). 
   
  Skills: Preternatural Mimicry +1, Brawling +3, Evade 
  +2, Artificer (Bone Carving) +2, Artificer (Weaving) 
  +1, Guide +2, Stealth +5, Survival +4, Bane – native. 
   
  Equipment: Loincloth; carved bone armbands; no 
  wealth. 
   
   
  
  29 
  Jaka Assassin 
   
  "I'm a predator; the fact that you pay me merely adds 
  reward to the joy of the hunt." 
   
  The Jaka are often described as loners, as a people with 
  mercenary tendencies and the ability to be cold-blooded 
  and ruthless when it's necessary. You've known other 
  Jaka who'd take offense at that description, but for you, 
  it's a perfect fit. Attracted to the cities of "civilization" 
  when you were a cub, you soon became enthralled with 
  the urban wilderness. Here too, amid the forests of 
  stone towers and herds of people, you quickly recog-
  nized the ancient dance of predator and prey. The 
  strong will always feast on the weak, and you knew 
  which role belonged to you. There were other ways to 
  earn a living in the city, and you sometimes took on 
  jobs as a bodyguard or bounty hunter. But as you 
  walked the streets at night, you smelled the fear of those 
  you passed and noticed the twitching of animals want-
  ing to bolt. Your instincts took over, and you began to 
  hunt, not for flesh, but for the glint of gold. Your natu-
  ral aptitudes served you well, for few of your victims 
  saw you coming, and none were ever left alive to see 
  you leave. The spoils of the urban hunt, purses of coins 
  and other valuables, were rewarding, but you craved 
  greater wealth and challenges. You became a murderer 
  for hire, and the jobs you take let you now hunt ever 
  more dangerous prey. 
   
  Appearance: 5'10"-6'2", 120-180 lbs. Sleek black fur, 
  silvery-gray mane, blazing green eyes, lithe muscular-
  ity, features a cross between wolf and panther. 
   
  Attributes: STR +1, DEX +3, CON +1, SPD +3, PER 
  +4, CHA -2, WIL 0, INT -1, CR +4, MR 0, HP 24. 
   
  Special Abilities: Land on feet after falls of up to 30 
  feet; natural Stealth ability (+3); night vision; Sixth 
  Sense; without their talismans, Jaka react to magic with 
  INT -4. 
   
  Skills: Sixth Sense +5, Assassinate +4, Brawling +2, 
  Dagger +3, Short Bow +3, Locks +2, Stealth +4, Traps 
  +3, Underworld +3, Artificer +1, Weaponer +1, Sur-
  vival +4, Tracking (by scent) +4, Ride +1, Sign – na-
  tive, Low Talislan – native dialect. 
   
  Equipment: Vest, loincloth, leg and arm bracers (all of 
  supple leather); talisman worn on thong around neck; 
  short bow; quiver of 20 arrows; dagger; thieves' tools; 
  200 gold lumens in assorted currencies and other valu-
  ables. 
   
  Zandir Bowman 
   
  "You want me to shoot an arrow into that target, while 
  seated on my steed as he leaps over that fence at a gal-
  lop? For a moment there, I thought you were going to 
  give me a challenge." 
   
  You are the bane of Zandu's enemies, galloping around 
  the flanks of their forces, unleashing volleys of arrows 
  as you do so, before wheeling back out of range of their 
  retaliatory attacks. Against the overly regimented for-
  mations of your hated Orthodoxist neighbors, you are a 
  force to be feared, beyond their ability to pin down and 
  overwhelm. Patrolling the borders of your nation or 
  scouting enemy encampments, your eyes are as sharp as 
  your arrowheads. Skilled equestrians, you and your 
  comrades are famed for your mounted archery prowess 
  and like nothing better than to boast of your unerring 
  accuracy over a few glasses of spiced wine. The bond 
  you share with your sturdy graymane steed is one 
  forged by countless hours of training and care, and to-
  gether you are like the amber wasp of the Southern 
  Rim, swift and light, but capable of delivering an inca-
  pacitating sting. Wild at work and raucous at play, you 
  thunder through life, the wind in your hair, and your 
  desires in your sights. 
   
  Appearance: 5'6"-6'2", 100-200 lbs. Copper or cinna-
  bar skin, dark hair, dark green eyes, skin enhanced with 
  vividly colored pigments. 
   
  Attributes: STR +1, DEX +2, CON +1, SPD +2, PER 
  +1, CHA +1, WIL -2, INT 0, CR +4, MR +1, HP 20. 
   
  Special Abilities: None. 
   
  Skills: Brawling +1, Swordsmanship +1, Mounted 
  Combat +5, Short Bow +5, Tactics +3, Oratory +3, 
  Weaponer +1, Scout +3, Etiquette +2, Fashion +3, Ride 
  +5, High Talislan – native, Low Talislan – native. 
   
  Equipment: Silk shirt; leather breeches; high boots; felt 
  gloves; hair confined in silver bands; fine studded 
  leather armor; short bow; quiver of 15 normal arrows, 1 
  whistler arrow, and 4 fire arrows; dueling sword; gray-
  mane steed; 75 gold lumens in Zandir crescents. 
   
   
   
  
  30 
  Zandir Causidian 
   
  "Bear witness to the wretched sorrow of my client! The 
  outrageous accusations thrust upon him are surely ab-
  surd, and it moves me to tears that we should besmirch 
  his good name in this way!" 
   
  To live the life of a Causidian is a boon indeed, for you 
  revel in the way you can sway your Sultan or his repre-
  sentatives with theatrical emotions and stirring, heart-
  felt speeches. It is true that justice is often overlooked 
  in favor of the most dramatic and convincing perform-
  ance, but no one ever said life was fair, and your purse 
  and fame grow the richer for it. It was not all that long 
  ago that you completed your apprenticeship, and after 
  that prolonged, monotonous, and difficult period, you 
  are only too glad to take, what you feel, are your just 
  rewards. You are delighted to be part of the Causidian 
  guild and fellowship, exchanging stories with your 
  comrades and selling your services as a litigator, diplo-
  mat, investigator, and scribe. The life of a Causidian is 
  not, unfortunately, without its perils, as the unscrupu-
  lous or disgruntled have been known to take issue with 
  your investigations and representations, but such threats 
  seldom dissuade you. Outsiders are often taken aback 
  by your melodramatic manner, but they are sure to ap-
  preciate your performances when you move those 
  standing in judgment, be they judges or the Sultan him-
  self, to rule on their behalf or discover the all-important 
  evidence needed to clear their names. 
   
  Appearance: 5'6"-6', 100-180 lbs. Copper or cinnabar 
  skin, dark hair, dark green eyes, skin enhanced with 
  vividly colored pigments. 
   
  Attributes: STR 0, DEX 0, CON 0, SPD 0, PER +1, 
  CHA +2, WIL -1, INT +3, CR 0, MR +1, HP 18. 
   
  Special Abilities: None. 
   
  Skills: Weapon <choice> +2, Acting +4, Oratory +6, 
  Analysis +5, Cultures +3, Diplomacy +5, Litigator +5, 
  Interrogate +3, Streetwise +3, Merchant +3, Etiquette 
  +5, High Talislan – native, Low Talislan – native, Lan-
  guage <choice> – fluent. 
   
  Equipment: Fine robes, cape, and boots of silk or vel-
  vet (all dyed a shade or combination of blues); hair con-
  fined in silver bands; leather-bound notebook; pouch 
  with quills pens and crystal vial of sepia ink; choice of 
  weapon; 150 gold lumens in Zandir crescents. 
   
  Zandir Serparian 
   
  "Hail to you, esteemed and magnificent one! Spare a 
  few coppers for this lowly wretch you see before you, 
  and may the Ten Thousand bless you for your generos-
  ity!" 
   
  The streets of Zandu's cities are dangerous places, full 
  of vermin of all varieties, where the unwary are viewed 
  as potential targets for begging, scams, theft, and vio-
  lence. You have lived your entire life on these streets, 
  and you became one of the vermin in order to survive. 
  Being a beggar, pickpocket, cheap prostitute, thug, or 
  information gatherer may not be glamorous or esteemed 
  work, but, at least in Zandu, you have some respect and 
  the loose protection of the Serparian guild. You may 
  well be rejects, even criminals, but you look out for 
  each other; after all, no one else is going to. The Sultan 
  of Beggars runs your guild, and you respect that great 
  individual for helping to maintain the loose alliance; 
  without it, you would have to compete with each other, 
  making life more difficult than it is already. Those indi-
  viduals in the know often trade for the information you 
  find, and many people would be amazed at what you 
  can uncover after rummaging through someone's litter 
  or merely begging across the street from a building you 
  are watching. If anything is going down on the streets, 
  you are sure to know about it, and that is your greatest 
  asset and means of protection. Yes, Zandu's streets are 
  tough, but you are tougher. 
   
  Appearance: 5'6"-6', 100-180 lbs. Copper or cinnabar 
  skin, dark hair, dark green eyes. 
   
  Attributes: STR 0, DEX +2, CON +1, SPD +1, PER 
  +1, CHA +1, WIL -1, INT +1, CR +1, MR +1, HP 19. 
   
  Special Abilities: None. 
   
  Skills: Brawling +2, Club or Knife +2, Evade +3, Ora-
  tory +2, Deception +5, Legerdemain +5, Stealth +3, 
  Streetwise +6, Underworld +5, Thieving Skills: <3 of 
  choice> +3, Guide (Zanth or other city) +3, High Talis-
  lan – native, Low Talislan – native. 
   
  Equipment: Tattered and dirty, but colorful, rags; con-
  cealed coin purse; begging bowl; small knife or walking 
  stick "club"; 10 gold lumens in mixed coins (primarily 
  copper and silver pieces, with maybe one or two Zandir 
  crescents). 
   
   
  
  31 
  Zandir Vermilion Thorn 
   
  "Come, let us love as if this night is our last." 
   
  Your life was one of struggle and hardship as a Serpar-
  ian on the streets of Zandu, selling your body and steal-
  ing what you could to survive. Likely you would have 
  died there, unknown and unwanted, your only friends 
  your fellow beggars and prostitutes, had not a mysteri-
  ous woman approached you in the quiet darkness of the 
  eve, offering you the chance to rise above the filth to 
  which you had become accustomed. Intrigued, you ac-
  cepted her invitation and found yourself inducted into 
  the small sisterhood of courtesan-assassins called the 
  Vermilion Thorns. The training you found yourself fac-
  ing was arduous, but it was rewarding, and you excelled 
  at your studies. You soon found yourself inundated with 
  clients who wished to have rivals or obstacles elimi-
  nated. As a courtesan-assassin, you beguile, entertain, 
  seduce, and kill, concealing cold-blooded determination 
  behind a mask of sultry gazes and honeyed smiles. The 
  demand for your talents has led you to travel to nations 
  the continent over. Even the Revenants grudgingly ad-
  mire your talents, for while they approach their unsus-
  pecting targets covertly, even the most well-defended of 
  victims unwittingly invite you into their own homes, 
  blissfully unaware of the consequences of their hospi-
  tality. 
   
  Appearance: 5'6"-6', 90-130 lbs. Copper or cinnabar 
  skin, beautiful features, dark hair, dark green eyes, skin 
  enhanced with vividly colored pigments. 
   
  Attributes: STR 0, DEX +2, CON 0, SPD +1, PER +1, 
  CHA +3, WIL -1, INT +1, CR +3, MR +1, HP 19. 
   
  Special Abilities: None. 
   
  Skills: Assassinate +5, Battle Fan +3, Butterfly Pin +3, 
  Dance +4, Music +4, Oratory +2, Song +4, Locks +3, 
  Seduce +5, Stealth +3, Etiquette +5, Fashion +5, High 
  Talislan – native, Low Talislan – native. 
   
  Equipment: Fashionable, attractive, and tantalizing 
  apparel of velvet, brocade, and silk; soft slippers; hair 
  confined in silver bands; jewelry worth 100 gold lu-
  mens; beautiful and ornate battle fan; four lacquered 
  butterfly pins (worn in hair); pouch; thieves' tools; 100 
  gold lumens in assorted currencies. 
   
   
  Eastern Lands 
   
  Kang Chirurgeon 
   
  "Stop screaming, weakling! I'm almost through the 
  bone!" 
   
  The crimson blood of your people boils with a passion 
  for conflict, and often that blood is spilled in the chaos 
  of combat, leaving mighty warriors weak, unable to 
  raise their weapons in Zoriah's name. When you were 
  but a scrug, you quickly learned that there is no place 
  for weakness in the Crimson Horde. To your shame, 
  you were never quite as strong as your siblings, but at 
  least you were not so weak as to be consigned to the 
  Trackers. Instead, you were trained as a chirurgeon, 
  learning to tend to the wounded in a ruthless, practical 
  manner, sending them back out to battle as swiftly as 
  possible. Broken bones are set with iron straps screwed 
  into flesh and bone, lacerations crudely cleansed with 
  arrack and stitched up with strider gut, damaged limbs 
  amputated with a heavy saw and replaced with crude, 
  iron prosthetics. Many of your patients scream, and 
  they lose khir for their failing. The scars earned through 
  battle and through your ministrations, however, may 
  earn them enough to be cause for celebration, and many 
  a warrior has passed around his new arm or leg amid 
  the revelry. If a patient dies, it is due to their weakness, 
  not to any incompetence on your part. Zoriah ensures 
  that the weak are excised from the Crimson Horde; the 
  body is but stronger when worthless flesh is removed. 
   
  Appearance: 6'-6'8", 120-220 lbs. Fiery red, leathery 
  skin, white pupil-less eyes, brutal features, long black 
  hair pulled back into a queue, kanjiko scars. 
   
  Attributes: STR +3, DEX +2, CON +2, SPD 0, PER 0, 
  CHA -2, WIL 0, INT 0, CR +5, MR 0, HP 28. 
   
  Special Abilities: None. 
   
  Skills: Dagger +4, Falchion +3, Kanquan +3, Mounted 
  Combat +3, Tactics +4, Chirurgery +3, Survival +3, 
  Ride +4, Quan – native dialect. 
   
  Equipment: Black iron and strider hide partial plate 
  armor, over quilted Mandalan silkcloth tunic; red cloak; 
  iron queue rings; high boots; iron bracers; falchion 
  sword; twin dragon-pommel daggers; strider hide medi-
  cal pack (containing flask of arrack, roll of strider gut, 
  iron needles, a dozen iron straps, box of iron screws, 
  iron hammer, iron saw, and rough bandages); strider 
  steed; 100 gold lumens. 
  
  32 
  Quan Militiaman 
   
  "We were once a warrior race, and we can be so again." 
   
  Your people have fallen far, and you are ashamed of 
  this ignoble failure, although looking back, you can see 
  it was inevitable. Bloated, lazy, and arrogant, your peo-
  ple, the once mighty Quan, had become weak and inef-
  fectual, a far cry from the proud, golden-skinned warri-
  ors they had formerly been. Perhaps the Silent Insurrec-
  tion was in fact a blessing, for once again your people 
  must learn to fend for themselves, rather than living off 
  of the skill and labor of subordinates and slaves. You 
  are driven to reclaim the fierce heritage of your ances-
  tors, to become again warriors to be feared, and your 
  impassioned pleas have driven several of your people to 
  embrace that ethic. Those few of you possessing that 
  fiery spark of anger and pride now serve to drive away 
  the beasts that enter Tian and are even relearning the 
  ways of the hunt. It is an arduous task you face, rebuild-
  ing yourselves in spirit and body, and at times you are 
  dragged down by the weight of despair, but you realize 
  it will take time to mend the crushed spirit of your peo-
  ple. No one ever said the path of a warrior was an easy 
  one, but the hunger in your belly is not merely for food. 
   
  Appearance: 5'-6', 120-220 lbs. Sallow skin, physique 
  lean from hunger. 
   
  Attributes: STR 0, DEX 0, CON -1, SPD 0, PER +1, 
  CHA -2, WIL -1, INT +1, CR +1, MR -2, HP 18. 
   
  Special Abilities: None. 
   
  Skills: Dagger +3, Guard +1, Sling +2, Spear +3, Ora-
  tory +2, Administrator +4, Laborer +4, Survival +5, 
  Quan – native, High Talislan – native. 
   
  Equipment: Makeshift spear (dagger lashed to a pole); 
  rag sling; pouch of ten stones; dagger; tattered finery or 
  makeshift garments; no wealth. 
   
  Mandalan Cantor 
   
  "I ask not for payment, but simply that you open your 
  spirit and listen with your soul." 
   
  When outsiders gaze upon you, they see nothing but a 
  musician, a player of instruments and singer of songs. 
  Your true calling is much deeper, and it is not your de-
  sire to simply entertain: You are instead a tool of seren-
  ity, and peace of mind begets a broader form of peace. 
  When you play a lilting and haunting melody on the 
  madao or chant a soothing mantra, you do not strive to 
  inflame the heart or rouse the senses, but to elevate the 
  spirit and enable clarity of thought and insight. The 
  rain-like rhythms of the mandola assist other Mandalans 
  in their meditations and in their resolve to resist oppres-
  sion. The pacifying lure of the silk harp's voice, espe-
  cially when woven with the essences of mysticism, 
  slowly cools the fiery blood within the Kang, and it 
  pleases you to watch them gradually succumb. Even the 
  Ispasians are susceptible, and as you perform for them, 
  you watch the fine cracks form in their icy facades. 
  They profess great appreciation for things of beauty, 
  such as your music, and they are ever keen to add your 
  services to their collection. As part of their entourage, 
  you have traveled far and met outsiders of many na-
  tions. And thus the tranquillity you foster spreads across 
  the Empire and the continent, with the same subtle 
  strength that lies beneath your music. 
   
  Appearance: 5'6"-6', 90-170 lbs. Golden skin, almond-
  shaped eyes, placid features, slender build, shaven 
  head; females wear a topknot of long black hair. 
   
  Attributes: STR 0, DEX +1, CON 0, SPD 0, PER +2, 
  CHA +2, WIL +3, INT +1, CR 0, MR +2, HP 18. 
   
  Special Abilities: None. 
   
  Skills: Mysticism: <2 Modes of choice> +3, Mandaquan 
  +3, Music +6, Oratory +5, Song +5, History +5, Medi-
  tation +4, Artificer (Mandalan Instruments) +5, Quan – 
  native, High Talislan – fluent. 
   
  Equipment: Silkcloth robe; sandals; shoulder pouch; 
  two musical instruments of choice; instrument-making 
  tools; no wealth if enslaved; escaped Mandalans may 
  have fled with up to 40 gold lumens. 
   
  Sunra Physician 
   
  "Quickly! Apply pressure here, for his heart is forcing 
  the venom through the canals in his body!" 
   
  The Sunra have always sought to understand the world 
  around them, to comprehend why things work the way 
  they do and to measure the causes and effects of actions 
  subtle and profound. This simple curiosity and appre-
  ciation of knowledge led you to swim the currents of 
  the physician, one of the rare Sunra to do so, and cer-
  tainly one of the only sentients on the continent to pur-
  sue this scholarly path. The majority of Talislantans are 
  ruled by superstition and fear when it comes to the in-
  
  33 
  ner workings of the corporeal form. You, however, find 
  the subject fascinating, and the secrets you have 
  gleaned from respectfully examining first fish, and then 
  the spiritless shells of your fellow Sunra, have a pro-
  found impact on the efficacious use of the healing arts. 
  The effects of age, sickness, injury, and toxins can be 
  discerned, and by understanding these effects, you can 
  devise methods of overcoming them. Some patients are 
  wary of your methods, and many Sunra are more com-
  fortable turning to the Aquamancers for minor ailments. 
  The truly afflicted know better than to reject your skills, 
  however, and the need for your services draws you 
  across the Empire. Yes, it is true you study corpses, but 
  you do so not out of love of death, but out of love of 
  life. You have acquired great knowledge, but you know 
  that you have but turned the first pages of a book. 
   
  Appearance: 5'10"-6'4", 120-180 lbs. Skin covered 
  with fine silvery scales, deep blue eyes. 
   
  Attributes: STR 0, DEX +1, CON 0, SPD 0*, PER +2, 
  CHA 0, WIL 0, INT +3, CR 0, MR +1, HP 19. 
   
  Special Abilities: Semi-aquatic; can breathe underwater 
  for up to 24 hours; can survive out of water for indefi-
  nite periods without discomfort; SPD +4 underwater. 
   
  Skills: Knife +1, Alchemy (Elixirs and Medicinal Mix-
  tures) +4, Art (Anatomical Illustrations) +3, Song +3, 
  Analysis (Medical Diagnosis only) +4, Anatomy +6, 
  Astromancy +1, Cartography +1, Agriculture +1, Arti-
  san or Artificer +1, Healer +6, Pilot (Dragon Barque) 
  +1, Swim +9, Quan – native, High Talislan – fluent. 
   
  Equipment: Robes, tunic, and headband of Mandalan 
  silkcloth; sandals; journal; pouch with quill pens and 
  crystal vial of sepia ink; kra-hide case containing ban-
  dages, splints, small sharp knife (DR 2), gut, needles; 
  two vials of medicinal mixture; two elixirs of choice; no 
  wealth, if enslaved; escaped Sunra may have fled with 
  up to 50 gold lumens in precious stones. 
   
  Southern Rim 
   
  Mangar Look-Out 
   
  "Haul the squirming fool up, lads! I could do with the 
  target practice!" 
   
  Whether manning the ballista emplacements and watch-
  towers surrounding the hidden coves of your home port 
  or scanning the horizon from the avir's nest of your car-
  rack, your keen eyes are your greatest asset. Artillerist, 
  archer, and look-out, you have a secure place in Mangar 
  society, warning your crew of imminent storms and at-
  tacks, alerting them to opportunities for plunder, and 
  providing cover as they board and capture other vessels. 
  They trust you to search the clouds and waves for 
  omens and stand with you when you advise your cap-
  tain not to sail. You seldom wade into melee alongside 
  your brethren, instead picking off those resisting an at-
  tack by means of well-aimed bolts, arrows, and daggers. 
  Still, no man will call you a coward, for although you 
  prefer the bow, you still enjoy the vicious cut-and-thrust 
  of close combat, and many fools have died on the tips 
  of your daggers, their faces inches from your own. Your 
  position requires more attentiveness than that of the 
  typical corsair, and it certainly requires you to work 
  longer and harder, but you also realize your chances of 
  living to enjoy your spoils are much greater. In the rare 
  times when you do relax from your duties, you cut 
  loose as wildly as any Mangar, reveling in drunken 
  brawls, dangerous games of ska-wae, and the pleasures 
  of the flesh. You may be the eyes of Mangar, but you 
  all share the same heart. 
   
  Appearance: 5'8"-6'4", 130-230+ lbs. Dark brown skin, 
  narrow eyes; shaved head and long mustache (males); 
  long scalp-lock confined by metal ring (females); sea 
  dragon tattoos on chest, back, or arms. 
   
  Attributes: STR +1, DEX +1, CON +2, SPD 0, PER 
  +2, CHA -2, WIL 0, INT 0, CR +5, MR -1, HP 24. 
   
  Special Abilities: None. 
   
  Skills: Artillerist +3, Bow or Crossbow <choice> +3, 
  Brawling +3, Dagger +2, Guard +3, Astrology +2, De-
  ception +3, Gambling +4, Torture +5, Appraiser 
  (Treasure) +2, Pilot (Carrack) +3, Swim +5, Sea No-
  mad – native, Sign – native, Low Talislan – fluent. 
   
  Equipment: High boots; loose pantaloons; blouse 
  (females only); brass armbands; earrings; belt-sash; two 
  curved daggers; bow or crossbow of choice; quiver of 
  20 arrows or bolts; hide pouch for ska-wae dice; if 
  based in the Mangar Isles, may have access to a car-
  rack; 50 gold lumens in assorted coins and valuables. 
   
  Gao Troubadour 
   
  "My music may not rival that of the Bodor, but they do 
  not give voice to passion with song, nor can they weave 
  such tales as to rend or elate the heart and transport the 
  mind to vistas of wonder." 
  
  34 
   
  Music, song, and the spin of a tale all have their place 
  in the heart when performed with passion, and your 
  people have a deep appreciation of such arts. To move 
  an audience to joy or tears, laughter or anger, is a divine 
  feeling for all involved, and you seldom have trouble 
  exchanging your talents for a room and a fine meal, in 
  Gao-Din or abroad. Audience members often show 
  their appreciation with a shower of coins; some press 
  their charms upon you in a most pleasing manner, so 
  you never want for a body to warm your bed. True, 
  your purse is seldom weighty, and although you have 
  fought off jealous spouses and taken part in pirate raids, 
  your antics rarely rival the flair of your Sea Rogue 
  brethren. Yet others would do well not to underestimate 
  your standing, for your songs and tales can make the 
  coward a hero, and the hero an immortal. It is through 
  individuals such as you that the fame and romance of 
  the Sea Rogues thrive or die. 
   
  Appearance: 5'4"-6'4", 80-240 lbs. Racially mixed; 
  features vary according to ancestry. 
   
  Note: The physical characteristics and attributes listed 
  reflect a Gao of indeterminate ancestry, the intermin-
  gled population of Gao-Din. Gao Troubadours may, 
  instead, be of practically any specific racial back-
  ground; for such a character, adjust the appearance and 
  attributes to reflect those of a member of the selected 
  race or species and add the appropriate native language 
  (Sea Nomad and Low Talislan would then be "fluent"). 
   
  Attributes: STR 0, DEX +2, CON 0, SPD +2, PER +1, 
  CHA +4, WIL -1, INT +1, CR +1, MR +1, HP 19. 
   
  Special Abilities: Possible, according to ancestry. 
   
  Skills: Dueling Sword +2, Evade +2, Music +3, Oratory 
  +4, Song +4, Deception +3, Seduce +2, Stealth +3, Un-
  derworld +3, Thieving Skill <choice> +3, Swim +3, 
  Sea Nomad – native, Low Talislan – native, Thaecian – 
  fluent. 
   
  Equipment: Diverse, flamboyant garments--including 
  cloaks, sashes, tunics, pantaloons, bandannas, ear bau-
  bles, and high boots; dueling sword; choice of musical 
  instrument; 25 gold lumens in assorted coins and valu-
  ables. 
   
  Phantasian Astromancer 
   
  "If you will permit me to perform this trifling adjust-
  ment to the space-inertial nodule of the levitational, I 
  am certain you will find your vessel far steadier in 
  flight, captain." 
   
  You spend your days watching the endless skies, striv-
  ing to determine if the air-sailing conditions are favor-
  able and continuing with what seems like an endless 
  routine of repair on the aged windships of your people, 
  vessels that should have been retired and replaced far 
  too long ago. When you can, you scrounge together 
  enough parts to create a new levitational, but such op-
  portunities are becoming increasingly rare as the for-
  tunes of your people crumble. Now, what little profits 
  the dream merchants make are channeled directly into 
  keeping the once majestic city of Cabal Magicus aloft, a 
  task you perform out of pride and duty, but that you 
  fear will one day be for naught. Though the thought 
  pains you, you realize that your fortune, and the for-
  tunes of your people, might now rest solely in foreign 
  lands, for you know that your talents would be greatly 
  acknowledged and rewarded in the nation of Cymril or 
  perhaps, if you were less upright, in Faradun or even 
  Rajanistan. Should you leave your beloved home, you 
  fully intend to use the lumens you accrue to support 
  Cabal Magicus, as many members of the Guardians 
  Guild have done. You find it bitterly ironic that a peo-
  ple who sell dreams can do little but watch their own 
  gradually die. 
   
  Appearance: 6'8"-7'2", 120-180 lbs. Pale skin, amber-
  colored hair, narrow build, delicate features. 
   
  Attributes: STR 0, DEX 0, CON 0, SPD 0, PER +3, 
  CHA 0, WIL -1, INT +3, CR 0, MR +4, HP 20. 
   
  Special Abilities: Detect magic by sight at range of five 
  feet; requires full concentration, roll at PER versus level 
  of magic. 
   
  Skills: Elemental Magic: (Aeromancy) Enchantment, 
  plus <3 Modes of choice> +4, Astromancy +5, Artisan 
  (Levitationals, Windship) +5, Pilot (Windship) +2, Eti-
  quette +5, High Talislan –native, Archaen – fluent. 
   
  Equipment: Long robe; conical cap; necklace of col-
  ored crystals; leather-bound spell book; metal scroll 
  tube for sky charts; assorted tools; if based in Phantas, 
  may have access to a windship; 20 gold lumens in as-
  sorted currencies. 
   
   
  
  35 
  Desert Kingdoms 
   
  Dracartan Dune Trader 
   
  "We must be as tough and enduring as the red iron run-
  ners under this great vessel, slicing through the hard-
  ships that face us with determination in the sight of 
  Jamba." 
   
  The sands of the Red Desert are treacherous, forever 
  shifting beneath the scorching winds, and you must be 
  vigilant for the dangers they bring. As one of your na-
  tion's traders, you pilot the great duneships across the 
  sands of the Red Desert and beyond, bearing your car-
  goes back and forth from lands as far afield as Astar. As 
  a representative of your people, you sell goods of red 
  iron, the wondrous product of Carantheum, using the 
  wealth you gain to purchase water, timber and fine 
  wares. Your job requires a steady heart and keen eye, 
  for hazards such as sandstorms, the illusory tricks of 
  sand demons, and the assaults of your hated foes, the 
  Rajans, will be ever present, and unscrupulous foreign 
  merchants present problems of their own. Complacency 
  cannot be tolerated, for only Jamba knows what lies 
  behind the next sand dune or merchant's smile. As one 
  of Jamba's favored, you are acutely aware of the hard-
  ships arrayed against your people, but Jamba willing, 
  you will not fail and let your blood stain the already 
  crimson sands. 
   
  Appearance: 6'-7', 120-220 lbs. Jade-green skin, dark 
  hair and eyes, chiseled features. 
   
  Attributes: STR 0, DEX 0, CON +2, SPD 0, PER +2, 
  CHA 0, WIL +1, INT +2, CR +1, MR +1, HP 22. 
   
  Special Abilities: None. 
   
  Skills: Artillerist +2, Longsword +2, Cultures +2, Ge-
  ography +2, Appraiser +5, Caravan Master +2, Guide 
  +4, Merchant +5, Pilot (Duneship, Land Ark or Barge) 
  +5, Survival +2, Low Talislan – native, Nomadic – na-
  tive, Language <choice> – fluent 
   
  Equipment: White linen vest, headdress, and breeches; 
  red iron torc and bracers; red iron longsword with 
  shoulder sheath; red iron-bound ledger; pouch with 
  quill pens and inks; if based in Dracarta, may have ac-
  cess to a duneship, land ark or land barge; 500 gold lu-
  mens in red iron trade goods and Dracartan pyramids. 
   
  Djaffir Stockman (NPC) 
   
  Aht-ra are the true masters of the sands, resilient, tough, 
  enduring, and strong, and it is upon their strong backs 
  that your people have made their mark as merchants of 
  skill. You too are a merchant, though you do not deal in 
  the goods acquired by your brethren. You trade in the 
  foundation of Djaffir existence: You trade in aht-ra. 
  Your skills as a breeder and trainer are exemplary, and 
  your herd is one of good breeding and stock, sturdy and 
  valuable. Indeed, it is stockmen such as yourself who 
  have successfully bred the remarkable winged aht-ra, 
  though these beasts are reserved for those to whom a 
  few thousand gold lumens is a reasonable price. Fellow 
  Djaffir, as well as Dracartans, Yitek, and other foreign-
  ers, come to you for their beasts, recognizing the quality 
  of the aht-ra you nurture. Tu-beshal, the Kasmirans and 
  Farad, have attempted time and again to bribe you into 
  selling them non-gelded stock, though to no avail. You 
  are not so foolish as to give up the monopoly that bears 
  your people's fortunes. 
   
  Appearance: 5'-6', 80-160 lbs. Dark brown skin, hair, 
  and eyes, wiry build. 
   
  Attributes: STR +1, DEX +1, CON +3, SPD 0, PER 0, 
  CHA 0, WIL 0, INT +2, CR +3, MR +1, HP 21. 
   
  Special Abilities: None. 
   
  Skills: Dagger +1, Mounted Combat +2, Scimitar +2, 
  Short Bow +2, Naturalism +8, Animal Handler +8, Ap-
  praiser +8, Caravan Master +4, Merchant +8, Survival 
  +4, Ride +5, Nomadic – native, Low Talislan – fluent, 
  High Talislan – fluent. 
   
  Equipment: Traditional leather fetish mask; cloak, 
  robes, and headdress of linen; boots of aht-ra hide; 
  curved dagger; scimitar; horn short bow; quiver of 20 
  arrows; belt and shoulder pouches; aht-ra steed with 
  baggage; herd of aht-ra or breeding pair of winged aht-
  ra; 1,000 gold lumens in assorted coins. 
   
  Northern Reaches 
   
  Mirin Huntsman 
   
  "For all its dangers, the tundra is a place of breathtaking 
  beauty, though I thank Borean that I am immune to the 
  frigid air." 
  
  36 
  The frozen tundra is a harsh climate; the shifting drifts 
  of snow are treacherous in and of themselves, capable 
  of swallowing an incautious traveler, and the blizzards 
  that travel in Borean's breath can obscure even the 
  keenest vision. Ice can crack without warning, plunging 
  the unfortunate into isolated caves or deep waters from 
  which escape may be impossible, and fierce predators 
  such as frostweres, tundra beasts, ice dragons, and the 
  cursed ice giants, all claim the tundra as their hunting 
  grounds. You are also a predator of the frozen expanse, 
  tracking wooly ogriphants for their meat, hide, and 
  ivory, or diving for ice-water fish and the blue pearls of 
  the northern quaga. Borean's realm is unforgiving, but it 
  is also a place of great beauty: You will always marvel 
  at the sunslight glinting off surreal formations of ice 
  and sweeping seas of snow, and feel at peace when 
  watching the herds of snowmanes or ogriphants running 
  across the glittering fields. The silence of the tundra is 
  restive, and you always have companionship, for you 
  know that Borean's presence fills the very air. 
   
  Appearance: 5'8"-6'6", 110-210 lbs. Bright blue skin, 
  hair as fine and white as gossamer, statuesque figure. 
   
  Attributes: STR +1, DEX +2, CON +2, SPD 0, PER 
  +2, CHA 0, WIL 0, INT +1, CR +3, MR +1, HP 22. 
   
  Special Abilities: Immunity to cold (after several 
  weeks in temperate regions, they lose this immunity and 
  their skin fades to crystal white; the effects are reversi-
  ble); Melding (see Talislanta, Fourth Edition, p. 294, 
  Customs). 
   
  Skills: Dagger +2, Light Crossbow +4, Spear +3, Ap-
  praiser (Ivory, Quaga) +4, Fishing +4, Pilot (Sled) +3, 
  Guide +3, Mimicry +3, Stealth +3, Survival +3, Track-
  ing +4, Climbing +3, Ride +3, Swim +3, Elder 
  Tongue – native, High Talislan – basic. 
   
  Equipment: Fur-trimmed soft leather garments and 
  boots; cape of frostwere hide; snow shoes; light cross-
  bow; quiver of 20 adamant bolts; ivory spear with ada-
  mant head; adamant dagger; shoulder and belt pouches; 
  snowmane steed and sled; 100 gold lumens in L'Haan 
  adamants, hides, ivory, and blue quaga pearls. 
   
  Ariane Defender (NPC) 
   
  Though your people would gladly be at peace with the 
  world, it is a truism that the world is not always at 
  peace with the Ariane. It is for this reason that your pre-
  sent incarnation has adopted the mantle of defender, 
  striving to protect the sanctity of Altan from those who 
  would despoil it, striving to protect your people in order 
  that they may gather the fullest wisdom from their own 
  incarnations. With your brothers and sisters, you main-
  tain vigil, patrolling the bounds of the maze-city and its 
  surrounds on the backs of your silvermane partners. 
  You are loathe to send a life onto its next incarnation in 
  any but the direst of circumstances, and you have fo-
  cused your training on non-lethal means of incapacita-
  tion. When you cannot dissuade or drive off a threat by 
  means of a well-placed fusillade of blunt arrows, you 
  are more than capable of rendering such opponents tem-
  porarily powerless by means of your stunning mace or 
  magics. 
   
  Appearance: 5'8"-6'2", 100-180 lbs. Onyx-black skin, 
  snowy-white hair, silver-gray eyes, slender build, grace-
  ful and serene appearance. 
   
  Attributes: STR 0, DEX 0, CON +1, SPD 0, PER +2, 
  CHA 0, WIL +3, INT +2, CR +3, MR +3, HP 24. 
   
  Special Abilities: Immunity to spells of influence or 
  control; night vision; Commune with Nature (range of 
  ten feet, requires meditative state; see Talislanta, Fourth 
  Edition, p. 310). 
   
  Skills: Mysticism: <3 Modes of choice> +3, Natural 
  Magic: <3 Modes of choice> +3, Ariane Bow +4, Ari-
  ane Mace +4, Evade +4, Mounted Combat +4, Shield 
  +4, Doctrines (Transascendancy) +5, Meditation +5, 
  Healer +2, Guide +3, Herb Lore +2, Tracking +3, Ride 
  +4, Elder Tongue – native, Archaen – native, Low Tal-
  islan – fluent. 
   
  Equipment: Cloak, flowing garments, high boots and 
  headband (all of spinifax); pouch (herbs); shoulder 
  pack; Ariane mace; Ariane bow; quiver of 20 Ariane 
  blunt arrows; wooden shield; tamar; spell book; 
  silvermane steed; no wealth. 
   
  Wilderlands 
   
  Arborin Tribesman 
   
  The forest is your territory, and only fools do not recog-
  nize you as its master. You have fought for everything, 
  making you strong and giving you the right to claim the 
  woodland. You have quarreled with your brothers and 
  beat them into submission to win the best shares of 
  stump water and humus, and bested others in combat 
  for the right to take your pleasure with any females. 
  
  37 
  Others have not done this, so they are weak and have no 
  rights, allowing you to raid and attack them freely when 
  they enter your realm, hanging them in nets as a sign to 
  others that you are the master and this is your land. The 
  Verdir are among the weakest of the outsiders, so you 
  raid them regularly, stealing the drug that awakens the 
  spirit and bearing away their females for sport. These 
  rights you have earned. 
   
  Appearance: 6'6"-7', 160-180 lbs. Gnarled bark-like 
  skin covered with green tendril-like veins, strange 
  mask-like face and head, green eyes. 
   
  Attributes: STR +1, DEX +2, CON 0, SPD -1, PER 
  +1, CHA -4, WIL 0, INT -1, CR +4, MR 0, HP 22. 
   
  Special Abilities: Speak with plants; blend into treetops 
  (+10 to Stealth when immobile in woodlands); fibrous, 
  bark-like skin provides PR 3. 
   
  Skills: Alchemy (Poison) +2, Blowgun +4, Club +4, 
  Net +2, Artificer +1, Weaponer +2, Herb Lore +3, 
  Stealth +4, Survival +4, Climbing +8, Language of 
  Plants – native. 
   
  Equipment: Crude wooden club; wooden blowgun; 
  woven vine pouch of 20 thorn darts; small wooden jar 
  of soporific plant toxin; net of woven vines; no wealth: 
  Arborin have no concept of barter or currency. 
   
  Skank Gossip 
   
  When you were a hatchling, your parents filled your 
  head with many great tales, and you marveled at the 
  seemingly impossible adventures of which they spoke. 
  Life as a Skank can be terribly dull, digging for shelter, 
  grubs, or roots and gossiping with others of your kind, 
  so you have taken to watching the ways upon which the 
  tall beings travel, approaching them to hear of strange 
  lands and trade stories and gossip. It is a constant irri-
  tant that some of them regard you as little more than a 
  pest or, worse, a mindless pet. Of late, the tales you 
  weave have begun to ring hollow to your antennae, and 
  you hope you might convince some travelers to take 
  you with them, so you may experience the wonders of 
  which you have only heard. 
  Skank Familiar 
   
  Most Skanks can imagine living a life of adventure, 
  and, in truth, they do little else but imagine that life. 
  Your homeland is dreary, empty, as dull as the grays 
  and browns of the rocks that cover it. It was oh so fortu-
  nate that you decided to help that odd, tall being find 
  his way in all that sameness. He turned out to know 
  many fascinating stories, as well as many arcane se-
  crets. He was grateful, and he took you as his aide--you, 
  an apprentice to a true magician! It has been exciting: 
  learning bits of magic, exploring new places, meeting 
  all manner of strangers. One day, your own children 
  will grow up hearing of impossible tales that happen to 
  be true. 
   
  Appearance: 1'-2' long, 2-4 lbs. Mottled green-brown 
  skin, snout-like head, antennae, small black eyes, long 
  neck, four thin limbs with prehensile paws, thick bul-
  bous shell marbled gray-brown and covering body, 
  slender tail. 
   
  Attributes: STR -6, DEX -6, CON 0, SPD -6, PER +5, 
  CHA 0, WIL -1, INT +1, CR -3, MR +1*, HP 6. 
   
  Special Abilities: Thick shell provides PR 6, may re-
  tract into it fully at SPD +6; adhere to almost any sur-
  face (cannot fail a climbing attempt except in truly un-
  usual cases); burrow into soil at rate of 1" per second; 
  Familiars have MR +2. 
   
  Skills: Oratory +4, Cultures +2, Deception +2, Guide 
  +3, Stealth +3, Survival +3, Low Talislan – native, Lan-
  guages <2 of choice> – basic. 
   
  For Familiars, add: Magical Order <choice>: <2 
  Modes of choice> +2, Arcane Lore +2. 
   
  Equipment: No possessions; no wealth. A Skank fa-
  miliar will have a few pages of spells torn from a spell 
  book and five gold lumens in pilfered coins. 
   
  Danuvian Outrider 
   
  "I can shoot the legs off a chig at 100 paces. I can just 
  as easily plant an arrow in that foolish mouth of yours." 
   
  As one of Danuvia's proud Outriders, you patrol the 
  Wilderlands, gathering information on the movements 
  of traders and of bandits both sentient and feral. When 
  the caravans that cross Zaran are too ponderous to bear 
  messages of urgency, you mount your steed and bear 
  the requisite documents with speed and security. When 
  war beckons, you serve alongside your sisters as an 
  archer; although the bow is a weapon of distinction, the 
  truest weapons are your calm hand, steady eye, and un-
  wavering courage. Other Danuvians argue that the bow 
  is a weak weapon, used to strike down opponents from 
  
  38 
  a safe distance. They should have learned by now that 
  the Outriders are Danuvia's first line of defense, and 
  were it not for you and your sisters, the Viragos would 
  be quickly overrun by superior numbers. Many foolish 
  opponents assume that Outriders fall shy of brutal me-
  lee. They are laughably incorrect: you are no mewling 
  male who quails at the sight of blood, and enemies have 
  found to their cost that you are no stranger to the blade. 
  Now, your seven years of service are complete, but you 
  still hold fast to the Outriders' unofficial motto: "work 
  hard, play hard." Foreign lands offer excitement, adven-
  ture, and the possibility of men strong enough to be 
  nearly your equal. You intend to live your life like an 
  arrow in flight: fast and direct. 
   
  Appearance: 6'2"-6'6", 160-200 lbs. Bronze skin, black 
  mane in lacquered crest or long and braided, strong fea-
  tures, face decorated with pigments. 
   
  Attributes: STR +2, DEX +3, CON +2, SPD +2, PER 
  +1, CHA +1, WIL 0, INT 0, CR +6, MR 0, HP 26. 
   
  Special Abilities: None. 
   
  Skills: Brawling +3, Command +2, Dagger +2, Guard 
  +3, Long Bow +5, Longsword +2, Mounted Combat 
  +4, Parry Bracers +3, Tactics +6, Scout +3, Survival 
  +3, Ride +5, Low Talislan – native. 
   
  Equipment: Black iron corselet, torc, and parrying 
  bracers; padded uniform; hip-high leather boots; shoul-
  der pouch; courier satchel; long bow; two quivers with 
  20 arrows each; longsword; dagger; earrings; ontra 
  steed; 100 gold lumens. 
   
  Danuvian Nurse 
   
  "Kindly return to your bed immediately, Lieutenant. 
  You are much too sick to be wandering around, and I 
  suggest you remove your hands this instance." 
   
  In a city-state ruled by warriors, conflicts are common, 
  and victory often relies on the recovery of the wounded. 
  Since you were a youngster in your mother's household, 
  you knew you wanted to be more than a simple house-
  husband like your father, and you realized that the sight 
  of blood did not make you faint as it did most men. The 
  urge to heal called strongly to you, balancing the war-
  rior spirit of your sisters. When you were old enough, 
  you asked your mother for permission to join Danuvia's 
  nursing school, and recognizing the great service that 
  the nurses performed for the warriors of the nation, she 
  gladly granted you permission. You joined the brother-
  hood of nurses, taking the vow of chastity and living 
  quietly within the walls of the hospital itself, working 
  hard to learn the medical skills that would earn you the 
  right to wear the red robe of a qualified nurse. When at 
  last you cast aside the white robes of the novitiate and 
  could walk the halls clad in scarlet, tending the sick, 
  you knew your dream had been realized and that you 
  were something better than those who live their lives in 
  service to their wife. You serve the nation as do the 
  women, and they respect you for it. 
   
  Appearance: 4'8"-5'6", 90-150 lbs. Pale bronze skin, 
  tightly bound black mane, delicate features. 
   
  Attributes: STR -2, DEX +2, CON -1, SPD 0, PER +1, 
  CHA +2, WIL -1, INT +2, CR -3, MR 0, HP 18. 
   
  Special Abilities: None. 
   
  Skills: Alchemy (Medicinal Mixtures) +4, Art, Artifi-
  cer, Music, or Song: <2 of choice> +2, Administrator 
  +2, Healer +6, Cook +3, Etiquette +4, Laborer 
  (Cleaning) +1, Ride +2, High Talislan – native. 
   
  Equipment: Red robes; sandals; belt pouch with clean 
  bandages, splints, needles, thread, scissors, small sharp 
  knife (DR 2), several leather straps, and small bottle of 
  astringent; appropriate craft tools, art tools, or musical 
  instrument for use during off-duty hours; stipend of 25 
  gold lumens. 
   
  Marukan Salvager 
   
  "I risked my wretched life to acquire this so-called 
  'junk.' Are you certain you cannot spare a few more 
  coppers for its purchase?" 
   
  You like to think you're a salvager, but you know that 
  in truth you're little more than a scavenger, for there is 
  little to salvage in Maruk anymore; everything of worth 
  was stripped and sold a long time ago. Now, you hunt 
  for anything that might be sold for even a few copper 
  pieces, or used or recycled for some other purpose. To 
  others, much of what you salvage is little more than 
  junk, but occasionally you manage to unearth some-
  thing of moderate worth, and that helps you through the 
  lean times. You've even found a few ancient relics, but 
  you know only a little about such things, and you 
  probably bartered them to the Orgovians for less than 
  they were worth. You dream of making that one big 
  find that will allow you to raise yourself above the pov-
  erty and despair of your people, but you know it's a 
  foolish dream, for your people are accursed, and such 
  
  39 
  luck long ago deserted them. You have increasingly 
  thought of leaving the city-state and seeking richer sal-
  vage among the ruins of the Wilderlands, but the dan-
  gers there are far greater, and few adventurers will ac-
  cept one of your misfortune into their midst. You can't 
  blame them; you wouldn't want to be around someone 
  like you, either. 
   
  Physical Characteristics: 5'4"-6'2", 80-120 lbs. Pale 
  complexion, sunken eyes, limp brown hair. 
   
  Attributes: STR 0, DEX +1, CON +1, SPD 0, PER +1, 
  CHA -2, WIL 0, INT 0, CR +2, MR 0, HP 21. 
   
  Special Abilities: None. 
   
  Skills: Brawling +2, Club +1, Pickaxe +1, Sledge-
  hammer +1, Antiquarian +1, Traps +2, Appraiser +2, 
  Laborer +4, Merchant +5, Salvager +3, Climbing +2, 
  Conveyance (Cart) +2, Ride +3, Low Talislan – native, 
  Archaen – basic, 
   
  Equipment: Sackcloth garments; crowbar; shoulder 
  pouch; torch; pickaxe (treat as war axe); sledgehammer 
  (treat as war hammer); 50 feet of rope; grapnel; block 
  and tackle; makeshift tools for disarming traps; luck 
  medallion; durge-drawn cart; 10 gold lumens in copper 
  pieces and salvage. 
   
  Continent Wide 
  Wild Equs 
   
  As a newly hatched foal, you took great delight in gal-
  loping around at break-neck speed, thrilling in the exer-
  tion. It thrills you still, as does all of your life. Wise old 
  Equs would often tell tales of the strange creatures that 
  walked on two legs without falling over and of the 
  many strange sights they saw when accompanying 
  them. It made for nice stories, but they came back to the 
  herd, didn't they? That kind of adventure doesn't seem 
  worth all that you'd have to give up: the companionship 
  of the herd, the easy pleasures of gossiping, storytelling, 
  running, and mating, the freedom to roam where and do 
  what you wish. You're too smart to trade in such a per-
  fect life. 
  Allied Equs 
   
  You have carried several two-leggers upon your back, 
  but you are still unsure what to make of them. They 
  strike you as terribly weak, easily fooled and seldom 
  entirely trustworthy. Still, you are proud to live in their 
  world and happy to trade your services for all you gain 
  in exchange. Your two-legger companion pays for your 
  food, the stables are usually warm and sheltered, and 
  you have seen things beyond the imaginings of the Equs 
  stuck in the wilds. You have come to understand some-
  thing of the various two-legger cultures, because many 
  of your stable brethren have traveled far and wide, and 
  the stable gossip is fascinating. You learn more and see 
  more every day. Maybe one day you'll even encounter a 
  two-legger trustworthy enough to talk to. 
   
  Appearance: 5'+ at the shoulder, 400-600 lbs. Reptile-
  mammal hybrid, quadruped, scaly hide, mane, long 
  neck and tail. Coloring is gray, silver, white, or coal-
  black depending on breed. 
   
  Attributes: STR +3, DEX +3, CON +2*, SPD +7*, 
  PER +3, CHA -3*, WIL +4, INT -3, CR +3, MR 0, HP 
  33. 
   
  Special Abilities: CON +1 (Silvermanes); SPD +8 
  (Silvermanes); CHA -7 (Darkmanes); scaly hide pro-
  vides PR 2; kick (DR 10); bite (DR 2, Darkmanes 
  only); immune to cold (Snowmanes only). 
   
  Skills: Brawling +3, Guide +2, Stealth +1, Survival +5, 
  Swim +1, Equan – native, Low Talislan (or appropriate 
  language) – basic 
   
  For Allied Equs, add: Cultures +3, Evade or Laborer 
  +2. 
   
  Equipment: No possessions; no wealth. 
   
  Satada Predator (NPC) 
   
  The Lands Above were your ancestors' home, and they 
  ruled them unchallenged until the Lightbringers came, 
  puny beasts bearing destructive powers. They fought 
  your ancestors, casting them deep into the bowels of the 
  earth and then claimed rulership of the Lands Above. 
  For eons your people have struggled to survive in the 
  dark depths and have rekindled your strength over the 
  flames of your hatred for the surface dwellers. They 
  have forgotten your people in their arrogance, and they 
  rest their fragile bodies blissfully unaware. Now, your 
  people know the many ways that lie beneath the feet of 
  the hated ones, and you treat them with the contempt 
  the usurpers deserve, feasting on their flesh and herding 
  them like the unworthy beasts they are. 
   
  
  40 
  Appearance: 7'-7'6", 300+ lbs. Reptilian features, pale 
  sand-colored scaly hide, powerful build, heavy tail, 
  claws and fangs, forked tongue, golden eyes. 
   
  Attributes: STR +4, DEX +2, CON +5, SPD +2, PER 
  +2, CHA -6, WIL +3, INT +1, CR +5, MR -3, HP 28. 
   
  Special Abilities: bite or claws (DR 2); tail (DR 4, may 
  be used to simultaneously defend from rear assault); 
  cold does double damage; scaly hide provides PR 2. 
   
  Skills: Brawling +3, Capture Bow +3, Dagger +2, 
  Guard +2, Shortsword + 3, Oratory +3, Artificer or 
  Weaponer +3, Guide (Underground Highway) +5, 
  Scout +3, Stealth +3, Tracking +3, Climbing +4, Signal 
  +3, Swim +4, Sauran – native dialect, Language 
  <choice> – basic. 
   
  Equipment: Capture-bow with spare harpoon bolt and 
  whipcord; dagger; shortsword; backpack; coil of rope; 
  assorted tools; no wealth. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  41 
  Although players may personalize their characters in 
  terms of personality, appearance, background, and by 
  increasing/reducing Attributes by up to 2 points, some 
  players prefer a greater level of choice in their ability to 
  do so. This is especially true in those cases when a 
  player would like to disadvantage his character by giv-
  ing it a flaw or two but sees absolutely no return for 
  making such a sacrifice. 
   
  The following optional system adds considerable depth 
  to a player's ability to personalize his character, and re-
  places the existing modification of Attributes (see Talis-
  lanta, Fourth Edition, p. 11) if used. 
   
  The system operates on the principle of diminished re-
  turns: Hindrances typically garner fewer points than are 
  cost by equally powerful Benefits. Not only does this 
  reduce the advantages of "min-maxing" (playing with 
  points simply to create a more powerful character), it 
  also reinforces the notion that Benefits and Hindrances 
  should only be chosen for role playing reasons and to fit 
  a specific character concept. 
   
  This system covers only those races, both from Talis-
  lanta, Fourth Edition, and this supplement, currently 
  detailed as archetypes. Future Talislanta products will 
  include information on using this character modifica-
  tion system with any new races so detailed. 
   
  Introduction  
   
  After an archetype has been chosen, it can be modified 
  with a selection of Benefits and Hindrances, if desired. 
  Up to 15 points worth of Hindrances can be taken and 
  the points used to purchase Benefits. 
   
  Example: 
  Calinthe of Cymril, a necromancer of questionable eth-
  ics, takes the One Eye (+3 pts.) and Decreased Attrib-
  ute (+5 pts., in this case, STR) Hindrances, giving her a 
  total of 8 points to spend on Benefits. Using these 8 
  points, she buys the Familiar (2 pts., a monitor imp), 
  Wealthy (2 pts.), Attractive (3 pts.), and Concentration 
  (1 pt.) Benefits. She may be weaker than most Cymril-
  ian Magicians and blind in one eye, but she is attractive 
  and does have a faithful servitor, some good savings, 
  and the ability to block out most distractions. 
   
  It is important that any modifications selected fit the 
  concept of the character in question, and it is also im-
  portant to remember that the GM has the right to disal-
  low any modification if she feels it is unsuitable or un-
  balancing. 
   
  GMs running Heroic campaigns may wish to increase 
  the maximum number of points in Hindrances that can 
  be taken, and therefore Benefits gained. A good rule of 
  thumb in this case would be setting the maximum value 
  of Hindrances at 20 points. Similarly, GMs running a 
  Grim campaign may wish to reduce the maximum value 
  of Hindrances to 10 points. 
   
  As the various modifications are somewhat generic, it 
  should be established exactly what form they take; even 
  characters bearing the same Benefit or Hindrance may 
  have acquired it in radically different ways. The modifi-
  cation could be the result of birth or talent, experience 
  or training, background or family environment, accident 
  or injury, a magical event or simple fortune. 
   
  Example: 
  Three characters have the One Eye Hindrance. Trayus 
  One-Eye of Zanth was simply born blind in one eye. 
  Fist the Thrall had one eye clawed out during combat 
  with a Beastman. Calinthe of Cymril lost sight in one of 
  her eyes when one of her spells went awry, turning her 
  left eye into an eerie blue orb. 
   
  If a modification can be given some historical back-
  ground or description, or can be tied in with another 
  modification, it can add extra depth to a character. 
   
  Example: 
  Trayus wears an embroidered eye-patch over his blind 
  eye and tells people he lost his sight in that eye while 
  making love to the blindingly beautiful Saint Arah of the 
  Ten Thousand, retaining sight in his other eye only by 
  keeping it shut. Fist makes no attempt to cover his in-
  jury, and his blind eye is little more than a mass of scar 
  tissue. Calinthe paints the area around her blind eye 
  with a sweeping design of black dye, drawing attention 
  to it. 
   
  If a specific modification is implicit to an archetype, 
  such as Outcast for a Jhangaran Outcast or Revenge 
  (toward Torquarans) for a Xambrian, that modification 
  cannot be taken. Additionally, conflicting modifications 
  (such as Poor and Wealthy) cannot be taken, nor can 
  modifications that are somehow already exceeded by 
  Chapter Four: Character Modificaton 
  
  42 
  another modification. For example, it is impossible to 
  take both Attractive and Stunning, as the latter sur-
  passes the former. Hindrances and Benefits can only be 
  taken once, unless otherwise noted, and some modifica-
  tions are restricted to certain races for biological, psy-
  chological or cultural reasons. 
   
  Common sense should always be the guide when decid-
  ing if a specific modification is appropriate in any given 
  situation. For example, the Sensual Voice Benefit may 
  be fine for personal encounters and seductions, but it 
  provides no benefit whatsoever when trying to make a 
  rousing speech. 
   
  Modifications covering personality aspects that have 
  anything less than a profound and overriding impact on 
  a character, such as lazy, good-natured, or vindictive, 
  have not been created; such personality traits are the 
  domain of the player creating the character and should 
  be reflected solely in role playing rather than mechan-
  ics. 
   
  A Note on Parthenians:  
  Parthenians may not purchase any modifications; they 
  are identical automatons, operating under strict proto-
  cols, and repair themselves in short order. 
   
  Gaining and Losing Modifica-
  tions During Play  
   
  Benefits may not be purchased after play has begun, nor 
  may Hindrances be "bought off" with Experience 
  Points. Any changes to a character must come about 
  through the game itself and do not garner (or cost) any 
  points. It is entirely possible for a character to lose or 
  gain some kind of modification during play, at the GM's 
  discretion, but after character creation, the point system 
  plays no further part in the game. 
   
  Hindrances 
  Attribute 
   
  Decreased Attribute  
  Value: +5 pts. per decrease. 
  Every time this Hindrance is taken, a single Attribute 
  may be decreased by 1 point. For example, STR 0 
  would become -1, DEX +1 would become 0, INT -1 
  would become -2, and so on. This Hindrance may be 
  taken twice and applied to the same Attribute or two 
  different Attributes. 
  Skill / Mode 
   
  Decreased Skill/Mode  
  Value: varies 
  Any of the character's existing Skills or Modes can be 
  decreased in Level, or even removed entirely if reduced 
  to Level 0. This grants a number of points equal to half 
  the number of Levels the Skills or Modes are reduced 
  by. 
   
  Physical 
   
  Albino  
  Value: +2 pts. (+3 pts. for Ahazu and Darklings) 
  The character has a complete lack of pigmentation, 
  making bright light uncomfortable (subtract 1 from all 
  their visual PER rolls under such light conditions). 
  Ahazu that take this Hindrance lose their striations and 
  the associated Stealth bonus in their native habitat, 
  while Darklings with this Hindrance lose their Stealth 
  bonus in darkness.Restrictions: Arborin, Dryad Bushes, 
  Green Men, Thralls, Verdir, and Woodwhisps may not 
  take this Hindrance. 
   
  Alcohol Intolerance  
  Value: +1 pt. 
  The character gets drunk relatively easily. Subtract 2 
  from CON rolls to resist the effects of alcohol. 
  Restrictions: Thralls may not take this Hindrance. 
   
  Declawed / Defanged 
  Value: Beastman, Darkling, Equs (Darkmanes only), 
  Ferran, Gryph, Imrian, Moorg-Wan, Satada, Stryx: +2 
  pts., Bane and Mondre Khan: +3 pts. 
  The character has lost the use of his natural weapons. 
  Banes with this Hindrance also lose their ability to drain 
  blood, and Mondre Khan with this Hindrance also lose 
  their Climbing bonus. 
  Restrictions: This Hindrance is available to Banes, 
  Beastmen, Equs (Darkmanes only), Darklings, Ferrans, 
  Gryph, Imrians, Mondre Khan, Moorg-Wan, Satada, 
  and Stryx only. Escaped Bane Concubines may not take 
  this Hindrance. 
   
  Deep Sleeper  
  Value: +1 pt. 
  The character is all but oblivious to the world when she 
  is asleep. Subtract 2 from PER when she must make a 
  roll to notice something while asleep. 
   
  Flightless  
  Value: +5 pts. 
  
  43 
  The character cannot fly. 
  Restrictions: This Hindrance is available to Aeriad, 
  Gryph, Muses, Stryx, and Woodwhisps only. 
   
  Frail  
  Value: +3 pts. 
  The character is more susceptible to damage than most 
  members of his race. Reduce HP by 20 percent (round 
  up). 
  Restrictions: Thralls may not take this Hindrance. 
   
  Limp  
  Value: +2 pts. 
  The character's locomotion is impaired. Subtract 2 from 
  SPD when calculating rate of movement. 
   
  Missing Hand  
  Value: +4 pts. (+3 pts. if using a prosthesis; Ahazu: +1 
  pt. only) 
  The character has lost the use of one hand and cannot 
  perform tasks requiring the simultaneous use of both 
  hands. Many tasks normally requiring two hands can 
  still be performed (subtract 1-5 points from DEX if ap-
  propriate and increase time required). If the character 
  uses a prosthesis (typically a hook or similar primitive 
  appendage), these penalties are reduced, when appropri-
  ate. 
  Restrictions: Equs and Snipes may not take this Hin-
  drance. 
   
  Mute  
  Value: +5 pts. 
  The character is incapable of speech. 
  Restrictions: Black Savants and Monads may not take 
  this Hindrance. 
   
  Obese  
  Value: +3 pts. 
  The character is extremely overweight. Reduce SPD by 
  2 when calculating movement and halve her encum-
  brance limit. Finding new garments or armor that fits 
  will be difficult and costly. 
  Restrictions: Aeriad, Ahazu, Araq, Arborin, Ariane, 
  Black Savants, Dryad Bushes, Green Men, Gryphs, Mo-
  nads, Snipes, Sunra, Sun-Ra-San, Thralls, Verdir, and 
  Woodwhisps may not take this Hindrance. 
   
  One Leg  
  Value: +4 pts. (+3 pts. if using a prosthesis) 
  The character has lost a leg. Subtract 3 from SPD for 
  purposes of calculating movement and from DEX on 
  any attempts to maintain balance, and subtract 2 from 
  STR for purposes of calculating encumbrance and from 
  CON for movement-related stamina. If not using some 
  type of prosthesis, the character must use a cane, crutch, 
  etc. for movement and balance and may not use that 
  arm for other actions. If the character uses a prosthesis 
  (typically a wooden peg or similar primitive append-
  age), these penalties are reduced by 1 point each. 
  Restrictions: Moorg-Wan and Snipes may not take this 
  Hindrance. 
   
  Poor Manual Dexterity  
  Value: +2 pts. (Yassan: +3 pts.) 
  The character has poor coordination. Subtract 1 from 
  DEX for purposes of manual tasks, such as picking 
  pockets, engineering, or playing an instrument. 
  Restrictions: Equs and Snipes may not take this Hin-
  drance. 
   
  Speech Impediment  
  Value: +1 pt. 
  The character has a pronounced lisp or stammer, mak-
  ing her difficult to understand at times. 
  Restrictions: Aeriad, Black Savants, Monads, and 
  Thralls may not take this Hindrance. 
   
  Tail-less  
  Value: +3 pts. 
  The character has no tail and therefore cannot make any 
  tail attacks or perform other tail actions. 
  Restrictions: This Hindrance available to Moorg-Wan, 
  Na-Ku, Satada, and Saurans only. 
   
  Threatening Voice  
  Value: +1 pt. 
  The character's voice is unnerving. Individuals hearing 
  the character talk will consider him eerie or threatening. 
  Subtract 2 from the character's CHA for the purposes of 
  vocal attempts to charm, impress, or seduce, but add 1 
  to his CHA for vocal attempts to intimidate. 
  Restrictions: Black Savants, Monads, Skanks and 
  Woodwhisps may not take this Hindrance. 
   
  Ugly  
  Value: +3 pts. 
  The character is a decidedly repugnant member of her 
  race. Subtract 2 from CHA for the purposes of rolls to 
  charm, seduce, or determine initial reaction of individu-
  als likely to find the character repellent. 
   
  Unattractive  
  Value: +2 pts. 
  The character is less attractive than is normal for his 
  race but is not truly ugly. Subtract 1 from CHA for the 
  purposes of rolls to charm, seduce, or determine initial 
  reaction of individuals likely to find the character unat-
  tractive. 
  
  44 
  Sensory 
   
  Anosmia  
  Value: +3 pts. (Stryx: +4 pts., Jaka: +5 pts.) 
  The character has no sense of smell or taste whatsoever. 
  Jaka with this Hindrance also lose their ability to track 
  by smell, and Stryx with this Hindrance lose their abil-
  ity to detect carrion. 
   
  Blind  
  Value: +10 pts. 
  The character cannot see at all. All actions involving 
  vision are performed as if in total darkness (-10 action 
  penalty), although the Blind Fighting skill can alleviate 
  this penalty in some situations. PER rolls involving vi-
  sion are impossible, as is ranged combat. Black Savants 
  and Phantasians with this Hindrance lose the ability to 
  see invisible/astral presences and magic, respectively. 
  Banes lose their ability to see in any form of darkness, 
  Nagra lose their ability to spirit-track, Gryphs lose their 
  superior vision, and those races with night vision lose 
  that ability also. On the positive side, both Darklings 
  and Gnomekin are no longer effected by bright light. 
   
  Deaf  
  Value: +6 pts. 
  The character cannot hear anything and must rely on 
  Sign, Lip Reading, writing/reading, or some other 
  means of communication. The character automatically 
  fails any hearing-based PER rolls. 
   
  One Eye 
  Value: +3 pts. 
  The character only has the use of one eye. Subtract 1 
  from PER when making vision-based rolls. A GM may 
  also consider that the character has a potential blind 
  side. 
   
  Poor Sense  
  Value: +2 pts. per sense 
  One of the character's senses is less effective than usual. 
  Subtract 1 from PER when making rolls using that 
  sense only. 
   
  Social 
   
  Dependent  
  Value: +3 pts. 
  An individual relies on the character to look after him, 
  occupying a great deal of the character's time and effort. 
  Restrictions: Woodwhisps may not take this Hindrance 
  in regards to their Muse companions. 
  Enemy  
  Value: varies 
  An individual or organization is actively hostile to the 
  character. An enemy of equal power is worth +2 points, 
  while a more powerful enemy is worth +3 points or 
  more, depending on just how much of a threat it is and 
  if it is actively hunting the character. 
   
  Indebted  
  Value: varies 
  The character owes a powerful individual or organiza-
  tion something significant. For example, owing 2,000 g.
  l might be worth +2 points, while owing someone a life 
  might be worth +5 points. 
   
  Outcast  
  Value: +2 pts. 
  The character has been outcast from the place or group 
  she called home, never to return on pain of death or im-
  prisonment. 
  Restrictions: Rahastrans and Xambrians may not take 
  this Hindrance. 
   
  Revenge  
  Value: varies 
  The character is seeking to avenge some wrong. The 
  value of this Hindrance depends on just how powerful 
  the target of the character's vengeance is. Someone of 
  equal power is worth +2 points, while a more powerful 
  or difficult to reach target is worth +3 points or more. 
   
  Background 
   
  Destitute  
  Value: +2 pts. (Farad, Hadjin, Ispasians, and Kas-
  mirans: +5 pts.) 
  The character has no starting Wealth. In addition, most 
  of her Equipment is of poor quality. 
   
  Illiterate  
  Value: +2 pts. 
  The character never learned to read and write. 
  Restrictions: This Hindrance is available to characters 
  from a normally literate background/profession/culture 
  only. Callidians may not take this Hindrance. 
   
  Poor  
  Value: +1 pt. (Farad, Hadjin, Ispasians, and Kasmirans: 
  +3 pts.) 
  The character's starting Wealth is halved. 
   
  
  45 
  Mental 
   
  Compulsion  
  Value: +2 pts. (+4 pts. for Addiction) 
  The character has an overpowering drive to do or take 
  something as often as possible. She must make a WIL 
  roll to avoid following her drive when the opportunity 
  arises. Characters who are totally addicted to their com-
  pulsion suffer a -3 penalty to their WIL roll to resist. In 
  addition, they may be physically addicted and may suf-
  fer severe withdrawal symptoms if they avoid the ad-
  diction for any length of time. 
   
  Derangement  
  Value: +3 pts. 
  The character is insane in some way. This insanity can-
  not be suppressed and must be role played, as it domi-
  nates the way the character thinks and acts. Those 
  aware of the character's insanity will often be ill-at-ease 
  around him. 
  Restrictions: Sindra may not take this Hindrance. 
   
  Driving Goal  
  Value: +2 pts. 
  The character is obsessed with achieving a particular 
  goal; everything else is a distraction at best. The goal 
  should be far-reaching and extremely difficult, if not 
  nigh-impossible. 
  Restrictions: Xambrians may not take the elimination of 
  all Reincarnators as a Driving Goal, as they are as-
  sumed to be driven to do this anyway. 
   
  Flashbacks  
  Value: +3 pts. 
  In moments of great stress, the character has a 1-in-20 
  chance of suffering flashbacks to some traumatic event 
  of her past, lasting 1-10 rounds. A WIL roll may be 
  made each round to escape the flashbacks. While ex-
  periencing flashbacks, the character is incapable of ac-
  tion. 
   
  Nightmares  
  Value: +1 pt. 
  The character suffers from night terrors whenever he 
  sleeps. He cries out and struggles, disturbs others, often 
  wakes feeling exhausted, and often tries to avoid sleep. 
  Restrictions: Thralls may not take this Hindrance. 
   
  Phobia  
  Value: varies 
  The character is afraid of something, beyond any fear it 
  might be expected to provoke. A mild phobia has a 
  value of +2 points, and the character suffers a -1 penalty 
  on all her actions when faced with the subject of her 
  phobia. A severe phobia has a value of +4 points, and 
  the character must make a WIL roll to even stay in the 
  vicinity of whatever he is terrified of, let alone do any-
  thing nearby it, save panic. The focus of the phobia 
  must be something the character has a reasonable 
  chance of encountering, such as heights or darkness. 
  Restrictions: Thralls may not take this Hindrance. 
   
  Behavioral 
   
  Code 
  Value: +3 pts. 
  The character has a detailed and extensive code which 
  dominates her behavior. The player must work with the 
  GM to outline her character's particular code in detail 
  and then adhere to it. Breaking the code for any but the 
  most extreme of reasons means that the character re-
  ceives no experience points for role playing that ses-
  sion. 
   
  Miscellaneous 
   
  Animal Antipathy  
  Value: +2 pts. 
  Reduce the character's CHA by 2 when determining 
  how well animals react to him. This Benefit only affects 
  those creatures with an INT between -11 and -6. 
  Restrictions: Black Savants may not take this Hin-
  drance. 
   
  Benefits 
  Attribute 
   
  Increased Attribute  
  Cost: 5 pts. per increase. 
  Every time this Benefit is taken, a single Attribute may 
  be increased by 1 point. For example, STR 0 would be-
  come +1, DEX +1 would become +2, INT -1 would 
  become 0, and so on. This Benefit may be taken twice 
  and applied to the same Attribute or two different At-
  tributes. 
   
  Skill / Mode 
   
  Increased Skill / Mode  
  Cost: varies 
  
  46 
  The Level of a single Skill or Mode (existing, or pur-
  chased with the New Skill/Mode Benefit) can be in-
  creased by 1 (Cost: 1 pt.) or 2 (Cost: 3 pts.). This Bene-
  fit may only be purchased once per Skill or Mode, but it 
  may be taken for several Skills and/or Modes. 
   
  New Skill / Mode  
  Cost: varies 
  A new Skill, Mode or Order may be purchased at a 
  Level of +1. The Cost varies depending on the training 
  period of the Skill being purchased: 5 weeks, 1 point; 
  10 weeks, 2 points; 20 or 30 weeks (including Modes), 
  3 points; 40 or 50 weeks, 4 points; 100 weeks 
  (including Orders), 5 points. Special Abilities may not 
  be purchased. This Benefit may be taken multiple 
  times. 
   
  Physical 
   
  Alcohol Tolerance  
  Cost: 1 pt. 
  Add 2 to the character's CON for the purposes of resist-
  ing the effects of alcohol. 
   
  Ambidextrous  
  Cost: 2 pts. 
  The character can use either hand with equal profi-
  ciency and does not suffer a penalty for attempting any-
  thing with her off-hand. This does not mean she can 
  fight with two weapons without penalty. 
  Restrictions: Equs, Sindarans (with the exception of 
  Sindra), and Snipes may not take this Benefit. Ahazu 
  must purchase this Benefit twice, once for each pair of 
  hands. 
   
  Attractive  
  Cost: 2 pts. 
  The character is a good-looking member of his race. 
  Add 1 to CHA when making a good first impression on 
  those likely to find the character attractive, and add 1 to 
  any attempts to charm or seduce such individuals. 
  Restrictions: Thralls may not take this Benefit. 
   
  Chameleon  
  Cost: 2 pts. 
  The character may change the color of his skin at will 
  and may receive a +2 bonus to Stealth rolls when ap-
  propriate, at the GM's discretion. 
  Restrictions: This Benefit available to Saurans only. 
   
  Commanding Voice  
  Cost: 2 pts. 
  The character's voice is powerful and authoritative. Add 
  1 to CHA when making vocal attempts to command or 
  inspire others. 
  Restrictions: Black Savants, Darklings, Ferrans, Green 
  Men, Monads, Muses, Sawila, Skanks, Snipes, Verdir, 
  and Woodwhisps may not take this Benefit. 
   
  Disease Immunity  
  Cost: 2 pts. 
  The character is resistant to one specific disease, such 
  as Gange or Spinning Sickness. Add 2 to CON for all 
  rolls to resist that disease. 
  Restrictions: Black Savants may not take this Benefit. 
   
  Good Balance  
  Cost: 1 pt. 
  The character has an excellent sense of balance. Add 1 
  to DEX when making any roll to remain standing. 
   
  Graceful Fingers  
  Cost: 2 pts. 
  The character has exceptionally nimble fingers. Add 1 
  to DEX for all tasks relying on manual dexterity, such 
  as engineering, picking pockets, or playing musical in-
  struments. 
  Restrictions: Equs and Snipes may not take this Benefit. 
   
  Light Sleeper  
  Cost: 1 pt. 
  The character awakens with even the slightest distur-
  bance. Add 2 to PER when making rolls to see if she 
  notices anything in her sleep, and awakens as a result. 
   
  No Stutter  
  Cost: 1 pt. 
  The character's vocal capabilities are more evolved than 
  most Aeriad, enabling him to speak Talislan without 
  stuttering. 
  Restrictions: This Benefit available to Aeriad only. 
   
  Poison Immunity  
  Cost: 1 pt. 
  The character has acquired limited immunity to a single 
  toxin, such as venomwood resin or Rajan scorpion 
  venom. Add 2 to CON for all rolls to resist that poison, 
  and treat doses of that toxin as only being half as effec-
  tive. 
   
  Quick Reflexes  
  Cost: 2 pts. 
  The character reacts to stimuli and unexpected situa-
  tions far more quickly than usual. Add 1 to SPD when 
  calculating reactions and Initiative. 
   
   
  
  47 
  Sensual Voice  
  Cost: 2 pts. 
  The character has a sexy voice, affecting those attracted 
  to the character's race and gender. Add 1 point to CHA 
  on attempts to charm and seduce those who might be 
  affected by the character's voice. 
  Restrictions: Black Savants, Monads and Woodwhisps 
  may not take this Benefit. 
   
  Stunning  
  Cost: 3 pts. 
  The character is a stunningly attractive member of his 
  race. Add 2 to CHA when making a good first impres-
  sion on those likely to find the character attractive, and 
  add 2 to any attempts to charm or seduce such individu-
  als. Note that what is considered attractive for one race 
  or culture may be viewed entirely differently in another. 
  Restrictions: Batrean males and Thralls may not take 
  this Benefit. 
   
  Swift  
  Cost: 1 pt. per form of motion 
  The character is exceptionally fast. Add 1 to SPD when 
  calculating how fast she can run, swim, or fly. 
   
  Tireless  
  Cost: 1 pt. 
  The character may exert himself for protracted periods. 
  Add 1 to CON when deciding how long he can remain 
  active before tiring or succumbing to exhaustion. 
   
  Tough  
  Cost: 3 pts. 
  The character is unusually resistant to damage. Increase 
  HP by 20 percent (round up). 
   
  Sensory 
   
  Acute Sense  
  Cost: 2 pts. per sense 
  One of the character's senses is sharper than usual. Add 
  1 point to PER when making rolls using that sense only. 
   
  Social 
   
  Benefactor  
  Cost: 3 pts. 
  A powerful individual or notable organization has taken 
  an interest in the character's continued well-being for 
  some reason, and the benefactor often provides the 
  character with aid, be it the provision of information, 
  equipment, rescue, or monetary funds. The character 
  may not necessarily know who her benefactor is. 
   
  Fame  
  Cost: varies 
  The character has achieved a measure of fame. For 
  Fame applicable solely to a single population center, 
  such as Cymril, the cost is 2 points. For an entire re-
  gion, such as the Seven Kingdoms, the cost is 4 points. 
  For continent-wide Fame, the cost is 6 points. The ma-
  jority of individuals are far more willing to aid, employ, 
  trust, or associate with famous characters. Famous char-
  acters may find it difficult to avoid attention, favorable 
  or otherwise. 
  Background 
   
  Highborn  
  Cost: varies 
  The character is a member of an influential or powerful 
  family or lineage, specific to a single area. She can 
  command respect and wield influence when her stand-
  ing is known. Minor noble ranking costs 2 points, major 
  noble ranking costs 4 points, while starting as a prince 
  or chief of a tribe costs 6 points. Being Highborn does 
  not guarantee wealth; some Highborn families and indi-
  viduals are actually poor. 
  Restrictions: Arimite Highborn, Farad Monopolists, and 
  Hadjin Aristocrats all start with the equivalent of the 
  lowest level of this Benefit, but they may spend extra 
  points to increase their standing and rank. 
   
  Literate  
  Cost: 2 pts. 
  The character can read and write one of the languages 
  she can speak. 
  Restrictions: This Benefit available to characters from a 
  non-literate background/profession/culture only. 
   
  Rich  
  Cost: 4 pts. 
  The character starts with quadruple his normal starting 
  funds. 
   
  Wealthy  
  Cost: 2 pts. 
  The character starts with double her normal starting 
  funds. 
  Mental 
   
  Concentration  
  Cost: 1 pt. 
  
  48 
  The character has the ability to ignore most distractions. 
  Halve any penalties the character might suffer due to 
  distractions. 
   
  Fearless  
  Cost: 2 pts. 
  Although not immune to fear like a Thrall is, the char-
  acter is very stout-hearted. Add a +2 bonus to WIL 
  when resisting the effects of fear, magical or otherwise. 
  Restrictions: Thralls may not take this Benefit. 
   
  Pain Tolerance  
  Cost: 2 pts. 
  The character can resist pain better than most. Add 2 to 
  WIL when resisting pain and torture. 
   
  Strong Willed  
  Cost: 3 pts. 
  The character has an unusual amount of mental tough-
  ness. Add +2 to WIL when resisting mind-influencing 
  magics, telempathy, and interrogation. 
  Restrictions: Ariane may not take this Benefit. 
   
  Magical 
   
  Beguile by Scent  
  Cost: 5 pts. 
  The female character was born of the union between a 
  Batrean female and a male of another race, and she pos-
  sesses her mother's ability to beguile by scent. 
  Restrictions: This Benefit is available to female chil-
  dren of a Batrean female mating with another race, 
  only. 
   
  Different Order  
  Cost: 4 pts. 
  The character has studied a different Order of magic 
  than that typically learnt by a member of his profession. 
  The character may choose his Order of magic, even if 
  such an Order is not commonly available to his profes-
  sion or culture. 
   
  Dilute Telempathy  
  Cost: varies 
  If the character was born of the union between a Muse 
  and another race, such as a Cymrilian or Zandir, she 
  may have dilute telempathy (Cost: 10 pts.). She has the 
  Natural Telempathy Special Ability possessed by her 
  Muse parent, with a Skill Level of +1 and half the usual 
  effective range. A character who had a Muse grandpar-
  ent, or great-grandparent, starts with very dilute telem-
  pathy (Cost: 3 pts.), only enabling her to detect strong 
  emotions and living beings within a range of 10 feet. 
  Restrictions: This Benefit is available only to characters 
  with a single Muse parent or with a very recent Muse 
  ancestor. 
   
  Familiar  
  Cost: varies 
  The character starts with a personal, magical servitor. 
  The character may choose from the following: monitor 
  imp (Cost: 2 pts.), minor elemental (Cost: 2 pts.), or 
  sardonicus (Cost: 4 pts.). The entity starts at its lowest 
  possible Level. 
  Restriction: This Benefit available to spell-capable 
  characters only. 
   
  Magical Item  
  Cost: varies 
  The character starts with a single magical item. The 
  cost for this Benefit is 2 points for an item enchanted 
  with an effective Level of 1, plus 1 point per two addi-
  tional Levels of enchantment. 
   
  Magical Trinket  
  Cost: 1 pt. 
  The character starts with an additional magical trinket, 
  of the sort that Cymrilian characters may start with. 
  This Benefit may be purchased multiple times. 
   
  Miscellaneous 
   
  Animal Empathy  
  Cost: 2 pts. 
  Add 2 to the character's CHA when determining how 
  well animals react to him. This Benefit only affects 
  those creatures with an INT between -11 and -6. 
  Restrictions: Black Savants may not take this Benefit. 
   
  Pet  
  Cost: varies 
  The character has a loyal and devoted pet. She may 
  choose from the following: Catdrac (2 pts.), Death's 
  Head Viper (2 pts.), L'latha (2 pts.), Quaal (1 pt.), Tar-
  kus (3 pts.), or Nighthawk (2 pts.). 
   
   
   
   
   
  
  49 
  Common Skills 
   
  Signal  
  The ability to communicate over vast distances by 
  means of smoke signals, drums, reflective crystals, and 
  the like. 
  Training Period: two weeks 
  Attribute Modifier: INT 
   
  Combat Skills 
   
  Blind Fighting  
  This rare skill enables a character to fight effectively in 
  reduced visibility conditions, including complete dark-
  ness. The character's Blind Fighting skill rank acts to 
  reduce any penalties that would apply because of poor 
  visibility. Training in this skill is a lengthy process, and 
  practitioners of this skill are exceptionally rare, save 
  among certain masters of Mandaquan. 
  Training Period: 50 weeks 
  Attribute Modifier: PER 
   
  Performing Skills 
   
  Mimicry  
  Ability to mimic sounds, other voices, and animal calls 
  convincingly. Individuals who use this talent for enter-
  tainment often learn to mimic the voices and manner-
  isms of famous individuals; adopting the voice of an 
  audience member or someone else just met is more dif-
  ficult (-10 penalty), although every minute spent study-
  ing an individual's voice reduces that penalty. Mimicry 
  is also described under Wilderness Skills. 
  Training Period: 20 weeks 
  Attribute Modifier: CHA 
   
  Sideshow Talent  
  This broad category allows the character to perform one 
  of various entertainment skills, such as contortion, 
  sword swallowing, fire breathing, and so on. 
  Training Period: 20 weeks 
  Attribute Modifier: DEX 
   
   
   
  Scholar Skills 
   
  Anatomy  
  Knowledge of the structure and inner workings of liv-
  ing beings. The scholar will have dissected and studied 
  the corpses of a variety of animals and, possibly, sen-
  tient beings and will have some familiarity with the 
  function and purpose of specific organs, structures, and 
  systems. This field is rarely studied in most Talislantan 
  cultures; where it is studied, its scholars are limited in 
  their knowledge. A scholar who is also proficient as a 
  Healer receives a +1 bonus to that skill for every two 
  points of Anatomy skill rating, but only in regards to a 
  specific species of choice, such as Archaens or Sunra; 
  the bonus may be split among multiple species. 
  Training Period: 30 weeks 
  Attribute Modifier: INT 
   
  Gamecraft  
  This skill governs the character's ability to play com-
  plex strategic board games such as pentadrille, but does 
  not include Trivarian, which is a skill unto itself. 
  Training Period: ten weeks 
  Attribute Modifier: INT 
   
  Horticulture  
  The ability to identify and catalogue all species of plant 
  life native to the continent. This skill is a scholarly ver-
  sion of the Wilderness Skill, Herb Lore, and may be 
  used to the same effect: Scholars may identify useful or 
  harmful plants and may use such materials to concoct 
  simple medications (as per alchemy's Medical Mix-
  tures, but double the time required). 
  Training Period: 30 weeks 
  Attribute Modifier: INT 
   
  Trade Skills 
   
  Chirurgery  
  Skilled in the Kang manner of medical treatment, lim-
  ited to addressing physical wounds and to taking such 
  actions as setting broken bones, cleansing and closing 
  lacerations, and amputating damaged limbs. Because 
  they so commonly perform the latter action, Chirur-
  geons are also familiar with the design and fitting of 
  simple prosthetics. As per the Healer skill, successful 
  use of Chirurgery can stabilize an injured individual 
  (and provide a +2 bonus to rolls against death) and pre-
  Chapter Five: New Skills 
  
  50 
  vent infection. Further successful use aids a victim's 
  natural recovery (+1 HP recovered per day and half the 
  expected time recovering from a Critical Wound). Most 
  importantly to the Kang, successful use allows the vic-
  tim to return to battle. Chirurgery is brutal and crude to 
  say the least, and scarring is extremely common. In 
  fact, many Kang proudly bear such scars as indicators 
  of courage. A Failure at a Chirurgery attempt means 
  that the patient has suffered an additional two points of 
  damage; a Mishap means that the patient has died, a 
  clear sign to the Kang that the patient was weak and an 
  event rarely blamed on the Chirurgeon. 
  Training Period: ten weeks. 
  Attribute Modifier: DEX 
   
  Fishing  
  This skill grants the character the ability to identify the 
  best locations to fish, select the most appropriate bait, 
  and fish with a rod and line, net, basket, or spear, as 
  appropriate to the situation and the character's culture. 
  It also grants knowledge of which fish are edible or oth-
  erwise and how they should be prepared. 
  Training Period: ten weeks. 
  Attribute Modifier: INT 
   
  Healer (expanded)  
  Skill in the arts of Talislantan folk medicine, a specula-
  tive field of study at best. Healers are able to identify 
  and utilize plants and herbs with reputed medicinal 
  properties (as per Herb Lore), provide aid and comfort 
  to sick and wounded individuals, and serve as mid-
  wives. Successful use can stabilize an injured individual 
  (and provide a +2 bonus to rolls against death) and pre-
  vent infection. Further successful use aids a victim's 
  natural recovery (+1 HP recovered per day and half the 
  expected time recovering from a Critical Wound). 
  When used to counter a disease or poison, access to 
  proper medicinal substances and a successful roll versus 
  the level of the disease or poison is required, and full 
  recovery takes a number of days equal to the level of 
  the disease or poison; during recovery, the patient is 
  usually ill or weakened, but the disease or poison will 
  not have its useful effects.  
  Training Period: ten weeks 
  Attribute Modifier: INT 
   
  Livestock  
  This is the ability to farm, tend, and rear one or more 
  varieties of domestic livestock, such as durge, erd, or 
  even farmed fish. 
  Training Period: ten weeks. 
  Attribute Modifier: INT 
   
  Wilderness Skills  
   
  Mimicry  
  Ability to mimic sounds, other voices, and animal calls 
  convincingly. While often used to entertain, members 
  of certain tribes and military orders learn to imitate avir 
  calls in order to communicate warnings undetected. 
  Hunters and trappers may also use mimicry to attract 
  prey. Mimicry is also described under Performance 
  Skills. 
  Training Period: 20 weeks 
  Attribute Modifier: CHA 
   
  Special Abilities 
   
  Preternatural Mimicry  
  Only Banes possess this uncanny ability to perfectly 
  reproduce any sound they hear. In order to mimic any 
  given sound, the Bane must make a successful roll us-
  ing this skill, with a Partial Success indicating a slight 
  imperfection. Banes may attempt to mimic a spellcast-
  ing, but suffer a -10 penalty to do so. Needless to say, 
  they must be able to hear the spellcaster perfectly and 
  clearly and must listen to her intently, to the exclusion 
  of all other actions. Should a spell be mimicked per-
  fectly (a Partial Success can have reduced or unforeseen 
  effects), the Bane can cast the mimicked spell immedi-
  ately, although he may choose the target or targets. The 
  spell is mimicked at the same level and effect as the 
  original casting. Banes cannot memorize mimicked 
  spells, although they can memorize simple mimicked 
  sounds of a more mundane nature. 
  Attribute Modifier: PER 
   
   
   
   
   
   
   
  
  51 
  Weapons 
   
  Adamant War Hammer, Mirin  
  The Mirin Giant Slayers of L'Haan traditionally prefer 
  these two-handed war hammers to battle Ice Giants in 
  single combat. Made from the hardest of Talislantan 
  metals, studded and backed by a wide pick, they can 
  parry a Giant's massive club and shatter the animate ice 
  of which the creature is composed (treat Ice Giants as 
  unarmored targets). On a critical success, the wielder 
  can choose to shatter one of the Giant's limbs. The 
  weapons are effective against other types of armor as 
  well (half normal Protection Rating). 
   
  Alchemical Projector, Sindaran  
  The alchemical projector was invented by the Sindarans 
  to provide a chemical launcher with improved range 
  and greater accuracy. Similar in many regards to the rod 
  of alchemy, the alchemical projector is also a hollow 
  rod with a pump-mechanism and internal magazine (it 
  can hold five vials of alchemicals and can be reloaded 
  once per round). It differs in that it is twice as long (as 
  long as a staff), has an adjustable padded stock that is 
  held to the shoulder when firing, and uses a Kasmiran 
  spring mechanism to fire the vials themselves, rather 
  than spraying their contents. Damage depends on the 
  type of alchemical being used. Attempts to use the al-
  chemical projector as a staff will damage it in some 
  way. 
   
  Bastard Sword  
  Also known as a "hand-and-a-half" sword, the bastard 
  sword resembles a longsword with a slightly longer, 
  heavier blade and a longer hilt, allowing it to be easily 
  gripped and used either one- (DR 8) or two-handed (DR 
  9). 
   
  Battle Fan, Zandir  
  Attributed to the famed Phaedran beauty and duelist 
  Naemarra, the battle fan remains a rare weapon, save 
  for its use among a handful of courtesans, Vermilion 
  Thorn courtesan-assassins, and female duelists. While 
  this weapon appears to be nothing more than an ornate, 
  folding ribbed fan, it is a useful weapon for both parry-
  ing (+1 Parry bonus when fully fanned out) and attack-
  ing. The ribs of the fan are constructed of metal, and the 
  fabric of the fan is commonly made of spangalor, albeit 
  heavily decorated. The tip of each rib is sharpened, al-
  lowing it to be used as a slashing weapon. Characters 
  with the Swordsmanship skill may use a battle fan as 
  one of their paired weapons. 
   
  Battle Gauntlet, Cymrilian  
  Invented by the Cymrilian swordsmage Qualintray, the 
  battle gauntlet fulfilled his desire for a defensive device 
  that permitted him more maneuverability than a shield 
  and also enabled him to cast spells freely with his off-
  hand. The battle gauntlet is a long, stout leather glove 
  reaching to the wearer's elbow, the back of the hand and 
  the entire forearm of which is encased in an oversized, 
  red iron gauntlet-like construct, leaving the gloved fin-
  gers free. Heavy studs over the knuckles complete the 
  gauntlet, which combined with its extra weight, imparts 
  extra impact to the wearer's punches. The battle gaunt-
  let uses the character's unarmed fighting skill (e.g., 
  Brawling or Kanquan) and may be used to parry a 
  weapon attack without the usual -5 "unarmed" penalty. 
   
  Bolt-thrower, Dracartan  
  These small, one-handed weapons are issued to the Dra-
  cartan Justices and are only rarely employed by others. 
  They are similar in size to Aeriad dart-throwers and 
  may, in fact, fire the same darts, but they do not use a 
  crossbow mechanism; rather, the weapon uses a spring 
  of Yassan design to propel darts or small hurlant bolts. 
  The glassine capsules of such bolts contain only one-
  half ounce of elemental essence. Justices rely almost 
  exclusively on the essence known as White Noise to 
  incapacitate suspects, rather than the more deadly sub-
  stances employed by the Dracartan military (which, 
  when used, inflict DR 5). As with hurlant bolts, the cap-
  sules shatter on impact, producing a half-foot radius 
  explosion of elemental force or, in the case of White 
  Noise, a five-foot radius area of effect. Elemental es-
  sence ammunition is used exclusively by the Dracartan 
  Justices and military and is not legally available to ci-
  vilians. When firing standard darts, the bolt-thrower 
  inflicts the same damage as a dart-thrower (DR 3). 
   
  Butterfly Pin, Zandir  
  These long, attractive iron pins are topped with heavy 
  decorative knobs, usually in the form of beautiful but-
  terflies with colored lacquer wings. In addition to being 
  worn decoratively in the hair to keep elaborate coiffures 
  in place, they can be used as stabbing or throwing 
  knives. The courtesan-assassins of Zandu's Vermilion 
  Thorns are said to be especially proficient with these 
  weapons. 
  Chapter Six: Equipment 
  
  52 
  Club, Enim  
  These gargantuan two-handed clubs are used by the gi-
  ant Enim and are topped with great stone heads carved 
  to resemble bestial or diabolical entities of dread aspect. 
   
  Club, One-handed  
  The club listed in the Talislanta rule book is a two-
  handed war club. Any stout stone, bone, or wooden 
  bludgeon wielded in one hand is considered a one-
  handed club. This is a common primitive or makeshift 
  weapon. 
   
  Combat Hook  
  An unusual and cruel weapon, the combat hook is a 
  wickedly sharp, curved metal meat hook, attached to a 
  sturdy handle.  
   
  Crimson Moon, Kang  
  This bizarre weapon is traditional among certain more 
  esoteric practitioners of Kanquan and consists of a flat, 
  sharpened, red iron ring, affixed to a curved handle the 
  two ends of which are capped with red iron spear 
  points. The crimson moon is usually used in pairs and 
  in skilled hands is extremely useful for trapping and 
  disarming weapons (+1 bonus to such maneuvers). 
   
  Crystaldagger, Gnomekin  
  The crystaldagger follows the same basic principles of 
  construction as the larger crystalblade, with the same 
  diamond-hard cutting edge (treat hide, non-magical 
  metal armor, exoskeletal plates and scales as only hav-
  ing half their usual protection values). 
   
  Crystalmace, Gnomekin  
  Widely used before the crystalblade was perfected, 
  crystalmaces are simple, club-like weapons, consisting 
  of little more than a large, rough cluster of crystals af-
  fixed to a stout handle wrapped in mossweave. Al-
  though the crystalblade has long since displaced the 
  crystalmace as the weapon of choice among Gnomekin, 
  crystalmaces are still crafted and used on account of 
  their ease of construction.  
   
  Dart  
  These short throwing weapons feature feathered 
  wooden shafts and piercing heads. They are thrown like 
  short spears, and they make effective hunting weapons 
  against small prey. When held, they can be used as 
  makeshift daggers but suffer a -1 attack penalty. 
   
  Dueling Cloak, Zandir  
  This large, heavy, and often elaborate cloak is favored 
  as an off-hand weapon by some of the more flamboyant 
  Zandir duelists and is weighted along the bottom edge 
  with numerous small metal beads sewn into the seam. It 
  is used to actively parry with, wound around the off-
  hand, but may also be swung to briefly entangle, dis-
  tract, or momentarily obscure an opponent's vision. A 
  Full Success is required to entangle, distract, or ob-
  scure, and this imparts a -2 penalty to the opponent's 
  Combat die roll for their next action only. Characters 
  with the Swordsmanship skill may use a dueling cloak 
  as one of their paired weapons. 
   
  Executioner's Axe, Shadinn  
  The ornate ritual axe used by the Shadinn Executioners 
  of Rajanistan is wielded with two hands, and topped 
  with a heavy, curved, chopping blade. These weapons 
  are usually inlaid with precious stones and metals, and 
  decorated with morbid motifs, such as skulls, bones, 
  and tortured souls. It is considered blasphemous to use 
  these sacred weapons in battle. 
   
  Flail  
  The flail is a stout handle to which a length, or several 
  lengths, of chain are attached, weighted with iron balls 
  of variable size, spiked or otherwise. Untrained users 
  must make a DEX roll to avoid striking themselves 
  when using this weapon. 
   
  Fork Dagger, Zandir  
  Created in 611 by the esteemed Kasmiran weaponsmith 
  Ussir al Hadan, at the behest of Zandir Palaestra in-
  structor Orini, the fork dagger has since become an un-
  common but recognizable weapon within Zandu's duel-
  ing culture. On cursory inspection it appears to be an 
  ordinary long-bladed dagger, such as those commonly 
  used in the off-hand of most duelists. However, when a 
  small button is pressed, the blade separates at the mid-
  dle, each half springing out to form an V-shaped fork. 
  The fork-like formation makes the blade less effective 
  for attacking (-1 attack penalty, DR 2), but increases its 
  parrying potential (+1 Parry bonus), especially against 
  the light Zandir blades. 
   
  Hatraj, Rajan  
  Copied from an ancient Torquaran design, the Hatraj 
  (Rajanin for "Three Deaths") is a new weapon in the 
  Rajan arsenal. This weapon is aptly named, for it is a 
  three-bladed war axe, each blade being spaced at 120-
  degree intervals around the head of the weapon. 
   
  Mailed Fist  
  Mailed fists include any weapon that reinforces a punch 
  and protects the fist, including heavy rings, iron gaunt-
  lets, and studded gloves. Such weapons use the charac-
  ter's Brawling skill (or other unarmed fighting skill) and 
  allow the character to inflict DR 2 + STR with a punch. 
  
  53 
  Repeating Crossbow, Aeriad  
  A recent Aeriad innovation, this highly modified light 
  crossbow features a top-mounted hopper of ten bolts, a 
  small hatch preventing bolts from falling out in flight, 
  and uses a wooden lever mechanism to rapidly re-cock 
  and load the weapon between shots. As a result, the re-
  peating crossbow can be fired up to twice per round but 
  suffers from reduced range and power because its ac-
  tion requires a weaker pull. Reloading the hopper re-
  quires one round per two bolts. 
   
  Shield Studs and Spikes  
  Numerous heavy metal studs or spikes can be added to 
  any variety of shield or buckler, thereby increasing both 
  the maximum damage the shield can withstand in a sin-
  gle attack without breaking (Max. DR) and the damage 
  it inflicts when used to bash an opponent. Studs are 
  more effective for resisting damage, while spikes are 
  more effective for inflicting damage. For studded 
  shields or bucklers, increase the Cost by one-half, the 
  Max. DR by one-third and the Weight by one-quarter; 
  add +1 to the STR rating, and increase the shield bash 
  DR by 1. For spiked shields or bucklers, double the 
  Cost and increase the Max. DR by one-sixth and the 
  Weight by one-quarter; add +1 to the STR rating, and 
  increase the shield bash DR by 3. A shield or buckler 
  cannot have both studs and spikes. For metal shields, 
  studs and spikes are forged of the same material as the 
  rest of the shield. Hide or wood shields invariably use 
  black iron studs and spikes. The Oceanians do not use 
  studs or spikes on their zaratan shell shields. 
   
  Spiked Glove  
  A common gladiatorial weapon, the spiked glove is a 
  leather glove or gauntlet studded with thin iron spikes. 
  This weapon uses the character's Brawling skill (or 
  other unarmed fighting skill). 
   
  Staff, Short  
  The short staff is half the length of a normal staff and 
  may be used in one hand. It is commonly used as a 
  walking aid, but it may also be used to parry or to club 
  an opponent. Mandalan Mystic Warriors use short 
  staves as parrying weapons and to trip or sweep oppo-
  nents. 
   
  Sword Staff  
  A relatively uncommon weapon, the typical sword staff 
  consists of a short wooden staff with a sword blade at-
  tached to one end. The staff helps to counterbalance the 
  weight of the blade, while also providing more leverage 
  for strikes. Some varieties feature a shorter sword blade 
  at each end of the wooden staff. 
   
  Telescopic Staff, Kasmiran  
  Resembling nothing more than a short iron tube when 
  retracted, the Kasmiran telescopic staff is a popular in-
  vention and is often disguised as a scroll tube. With the 
  touch of a button, it instantly telescopes out at both ends 
  to form a staff of tubular iron. Pressing the button a sec-
  ond time instantly retracts the staff. 
   
  Uwan, Moorg-Wan  
  This weapon is a large thorn cut from the thornwood 
  plant and is used by the Moorg-Wan as a dagger. 
   
  War Claw  
  Seldom seen outside of arena combats, this weapon is a 
  tough leather glove, reinforced with bands of iron, to 
  which several dagger-length iron blades are attached, 
  projecting beyond the wearer's knuckles. It is used to 
  claw, slash, and stab. 
   
  Ammunition  
   
  Barbed  
  Barbed ammunition is most commonly used by the Za, 
  although it is available in other cultures. Upon initial 
  impact, barbed arrows and bolts inflict standard dam-
  age. However, barbed projectiles can be very difficult 
  to remove (make a successful Dexterity, Healing skill, 
  or healing spell roll, or the victim suffers an additional 
  point of damage). 
   
  Blunt  
  Blunt-tipped ammunition is primarily used when hunt-
  ing avir and other small game, although it also has the 
  benefit that the damage it causes (to anything but small 
  prey) is subdual only. Gryphs often use blunt bolts for 
  their heavy crossbows. Ariane arrows are always blunt, 
  although they are more expensive due to the fact that 
  whitewood and violet stone are used in their construc-
  tion. 
   
  Fire  
  The heads of fire arrows and bolts are tightly packed 
  cloth balls filled with oil-soaked rag and pitch, making 
  them extremely easy to ignite and difficult to extin-
  guish. This ammunition is used to set fire to flammable 
  targets. When fired with intent to harm with impact, this 
  missile only does one point of subdual damage and can-
  not penetrate armor. When lit, such an arrow can make 
  a useful signal flare, especially during the hours of 
  darkness. These weapons are not the same as the al-
  chemically-treated incendiary bolts used by the Mirin. 
   
   
  
  54 
  Grapnel  
  Grapnel arrows and bolts feature a small iron grapnel 
  instead of the usual arrow head. They are fired at a lo-
  cation the individual wishes to climb, propelling the 
  grapnel with greater distance and accuracy. A thin but 
  durable climbing cord is attached to the arrow or bolt. 
  Use of this specialist ammunition reduces by half the 
  effective range of the missile weapon used to fire it. 
  Fired at a target with intent to harm, this arrow head 
  only does half damage. 
   
  Rope Cutter  
  This incredibly specialized projectile head is shaped 
  like a crescent, the inside curve of which is sharpened, 
  making it ideal for firing at, and slicing through, rope 
  and cord. GMs should reduce by half any stunt penal-
  ties for cutting through rope or cord with such an arrow 
  or bolt. This arrow does two points less damage when 
  fired at a target with intent to harm (minimum DR 1). 
   
  Whistler  
  These bulb-shaped arrow or bolt heads are pierced with 
  whistle-like holes. When fired, they give off an ex-
  tremely loud and shrill whistling noise, making them 
  useful as signaling devices, as well as for scaring off 
  some animals. When fired at a target with intent to 
  harm, this ammunition only does subdual damage and 
  cannot penetrate armor. 
   
  Restrictions  
  The Aeriad do not produce barbed, grapnel, or fire am-
  munition for their dart throwers or tri-bows, considering 
  barbs unnecessarily barbaric, grapnels pointless in light 
  of their gliding abilities, and fire arrows/bolts too much 
  of a risk to the natural habitat. Their repeating cross-
  bows are incapable of using specialist ammunition at 
  all. Specialist ammunition for giant-sized bows is not 
  produced at all, for there is no justifiable market. 
   
  Armor  
   
  Alchemically Treated Cloak, Castabulanese  
  This hooded garment is woven of specially treated shag 
  and has been designed by the Castabulanese to afford 
  protection against some forms of weather, aberrant and 
  otherwise. It has been waterproofed and toughened 
  against acid rain (PR 3); it affords lesser protection (PR 
  1) against icicle rain and more common forms of physi-
  cal assault, such as weapons. It has also been dyed with 
  a concoction that repels black lightning (a character 
  wearing the cloak is only one-third as likely to be hit). 
   
  Chain Mesh  
  Although rendered all but obsolete by the lighter, more 
  flexible and fashionable spangalor, chain mesh armor is 
  still available in Cymril, albeit far less commonly than 
  before, and at a reduced cost that reflects its dramatic 
  fall in popularity. 
   
  Echinomorph Hide, Oceanian  
  Formed from the pale, resilient, horn-encrusted hide of 
  the echinomorph, this rare armor is highly prized 
  among the warriors of Oceanus and is boiled and 
  shaped, gaining rigidity, while remaining light. 
   
  Mossweave Vest, Gnomekin  
  These vests are formed by spongy moss sandwiched 
  between two light and flexible layers of woven moss 
  fibers. This armor is issued to Durne's Wayfarers and 
  offers minimal protection, but maximum comfort and 
  mobility. 
   
  Strider Hide and Plate, Kang  
  Consisting of supple blue or purple strider hide rein-
  forced by numerous small black iron plates, this armor 
  is worn by all Kang chirurgeons, and while similar in 
  some regards to the crude leather and plate worn by the 
  Mondre Khan, it is obviously of superior craftsmanship 
  and fit. 
   
  Studded Leather  
  Studded leather is a form of common armor consisting 
  of standard leather armor reinforced with numerous 
  metal studs or rings. While heavier, tougher, and more 
  costly than standard leather, it is still relatively flexible 
  and is highly favored by those warriors who cannot af-
  ford the heavier metal armors. 
   
  Shields  
   
  Buckler  
  The buckler is a very small hand-held shield, used in a 
  character's off-hand to parry with. Due to its reduced 
  size and weight, it is favored by weaker or faster warri-
  ors, especially Zandir duelists, and does not inflict a 
  Dexterity-related penalty of any kind. Unfortunately, 
  the smaller size means that bucklers provide no benefits 
  of any kind unless used to actively parry, in which case 
  they add +2 to the bearer's attempt. Bucklers may used 
  to bash an opponent at DR 2 + STR. Individuals using 
  Swordsmanship can use a buckler as one of their paired 
  weapons. Unskilled character receive no benefit when 
  trying to use a buckler. 
   
  Iron Shield, Kharakhan  
  This is the huge, crude, black iron shield employed by 
  Kharakhan warriors. 
   
  
  55 
  Conveyances  
   
  Land Barge  
  These wheeled sailing vessels are similar to land arks, 
  save that they are notably lower and narrower. Like 
  land arks, they also use sails and wind machines to pro-
  vide propulsion, but feature three pairs of mid-sized 
  ironclad wheels. 
  Size: Up to 75' in length 
  Speed: Cruise at -1 (10 mph); top speed +6 (25 mph) 
  Cost: 10,000 g.l. 
   
  Land Rigger  
  The smallest wheeled sailing vessels available, land 
  riggers are swifter and much more maneuverable than 
  land arks or barges, and are also considerably less ex-
  pensive. 
  Size: Up to 20' in length 
  Speed: Cruise at +3 (18 mph); top speed +10 (34 mph) 
  Cost: 4,000 g.l. 
   
  Land Skiff  
  These small, wheeled sailing vessels are used as rapid 
  land transport and patrol vessels. Like land arks and 
  barges, they feature a sail and wind machine for propul-
  sion, and have two pairs of ironclad wheels. 
  Size: Up to 40' in length 
  Speed: Cruise at +1 (14 mph); top speed +8 (29 mph) 
  Cost: 7,000 g.l. 
   
  Specialized Equipment  
   
  Astromantic Charts  
  The Castabulanese produce these charts, filled with 
  sundry information about tides, weather, and wind cur-
  rents that has been compiled in an attempt to trace and 
  predict meteorological phenomena. They are in particu-
  lar demand among sea captains who sail the Azure 
  Ocean. Navigators using these charts are afforded a +5 
  bonus to their Pilot skills when traveling in the regions 
  documented, although their efficacy is reduced with 
  each passing month; more advanced and comprehensive 
  charts, rarely produced for trade but sometimes pro-
  vided to fellow scholars, contain even more valuable 
  information to those trained in Astromancy. Castabu-
  lanese explorers produce their own charts detailing the 
  varied regions they have visited, and these may also be 
  more valuable, and expensive, because of their rarity. 
  Cost: Standard charts of the Azure Ocean may be ob-
  tained in trade on the island of Castabulan for items 
  valuing as little as 25 g.l.; in Zandu, where they are not 
  uncommonly found available for purchase, they are 
  typically valued at 100 g.l. 
  Crystal Observation Lenses  
  This Castabulanese device consists of two lenses con-
  nected by a telescoping metal tube; the near lens can be 
  twisted to adjust the device's focus. When fully ex-
  tended and properly focused, it affords a +5 bonus to 
  PER for observing distant phenomena, such as meteoro-
  logical events. The Castabulanese have crafted and 
  magically enhanced larger lenses for use at their obser-
  vatory; however, these are not available for sale or 
  trade. 
  Cost: 40 g.l. 
   
  Prosthetics  
  Damage to limbs is a potential injury faced by many 
  Talislantans, especially those of a martial bent, and 
  given the primitive nature of the continent's mundane, 
  non-arcane healing arts, amputation is sometimes a ne-
  cessity. Prosthetics are often crafted to replace missing 
  limbs, hands, and feet, and vary considerably in quality 
  and construction, from the crudest wooden peg leg, to 
  the most polished and stylized of false iron hands. Of 
  all Talislantans, the Kang chirurgeons are the most 
  skilled at crafting and affixing basic prosthetics, and the 
  Kang, as well as other martial races, like the Thralls, are 
  fond of affixing dagger, blades, spiked mace heads, and 
  so on, to the stumps of damaged limbs. Such weapons 
  are used at near normal skill (-1 to hit penalty), inflict 
  normal damage, and cannot be easily disarmed, save by 
  smashing the weapon or hacking the limb again, but 
  obviously prohibit practically any normal use of that 
  limb. The character must be strong, and large, enough 
  to use the affixed weapon one-handed. False hands and 
  feet resemble such extremities, but are static constructs. 
  For penalties involved in missing a leg or hand, see the 
  Benefits and Hindrances chapter. 
   
  Magical Mechanisms  
   
  Caduceus Minor  
  This device is a smaller, more limited thaumaturgic 
  wand that may only be used for quantitative analysis. It 
  is a rod-shaped device with two adjustable metal bands, 
  in appearance much like a full-fledged caduceus. 
  Unlike that more advanced instrument, it does not need 
  to be kept in a container, for it is not created using quin-
  tessence and does not have such dangerous properties. 
  Rather, it is a hollow, red iron tube lined with amber-
  glass and filled with a substance called analytical distil-
  lation. Only a character trained in Thaumaturgy can 
  utilize its properties. They are rarely made for sale; the 
  Thaumaturges of Carantheum craft them for that na-
  tion's Justices and for others with limited thaumaturgic 
  training. The creation of the wand requires five ounces 
  of amberglass and one pound of red iron, as well as ac-
  
  56 
  cess to a thaumaturgic workroom and two weeks of la-
  bor. Note that a caduceus minor is not "magical" and 
  does not count against the limit of seven enchanted 
  items. 
   
  Thaumaturgic Creations  
   
  Analytical Distillation  
  A thaumaturgic creation containing the mixed essences 
  of taste, touch, and smell, analytical distillation is avail-
  able only in Dracarta, where it empowers the caduceus 
  minor to perform its quantitative analysis function. A 
  single dram is adequate for 100 uses, after which the 
  caduceus minor's reservoir must be refilled. 
  Level: 10 
  Yield: one dram 
  Time required: 30 hours 
  Minimum value: 60 g.l. 
   
  Elemental Essence: White Noise  
  Like other elemental essences, White Noise is derived 
  from an elemental force--in this case, thunder--which is 
  collected and distilled by the use of an essence accumu-
  lator. The substance is transmuted into liquid form 
  through the use of quintessence and contained in am-
  berglass capsules. The sound released when a White 
  Noise capsule shatters is so concentrated that only 
  someone in the area of effect can hear it or is affected 
  by it. The radius of effect is dependent on the size of the 
  hurlant used: ten-foot radius for the one-ounce capsules 
  of a hand-held hurlant and five-foot radius for the 
  smaller, half-ounce capsules of a bolt-thrower. Indi-
  viduals within the area of effect do not sustain physical 
  damage; however, unless they succeed at a CON roll to 
  resist (at -2, with an additional negative modifier equal 
  to the character's PER for hearing), they are rendered 
  unconscious for ten rounds. If successfully resisted, the 
  victim is nevertheless disoriented for five rounds (-3 to 
  all actions). 
  Level: 10 
  Yield: one pint 
  Cost: 10 g.l. worth of quintessence 
  Time required: seven days 
  Minimum value: 400 g.l. 
   
   
  Enchanted Items  
   
  Mirin Bracers of Strength  
  These enchanted adamant bracers are worn by the Mirin 
  Giant Slayers to aid in their battles against the Ice Gi-
  ants. The items enhance the wearer's strength (typically 
  by +1) for combat and other purposes. 
  Mode: Alter 
  Spell Level: 5 
  Type: Continuous 
  Time required: 30 weeks 
  Minimum value: 2,720 g.l. 
   
  Poisons  
   
  Soporific Plant Toxin  
  Created from a variety of available plants, depending on 
  location, these concoctions are fairly common among 
  certain more primitive woodland- and jungle-dwelling 
  Talislantans. A one-ounce dose is enough to coat three 
  arrowheads or six blowgun darts. If the toxin enters a 
  target's bloodstream, the victim must make a CON roll, 
  with a Full Success or higher indicating no ill effects, a 
  Partial Success indicating drowsiness (-1 penalty on all 
  actions for two rounds), and a Failure indicating that the 
  target falls asleep (for 20 - CON rounds for an arrow-
  head or 10 - CON rounds for a dart). 
  Dose: one ounce 
  Level: 2 
  Ingredients: Varies according to locality. 
  Time required: two hours 
  Cost of materials: 10 g.l. 
  Minimum value: 14 g.l. 
   
  Musical Instruments  
   
  Chimes and Bells  
  A variety of chimes and bells are used in Talislanta, 
  such as zilo, the small silver chimes of the Zandir that 
  are struck with rods of crystal. Others include the 
  spring-chimes and tubals, metal pipe bells, of the Yas-
  san, the wind chimes that the Sawila craft out of pierced 
  and hollowed shells and stones or the Verdir craft out of 
  wood, and the chimes that the Mirin craft from etched 
  ice. The Mirin also craft ice bells in a similar manner, 
  while the Bodor create lucid bells of glass, and the Ver-
  dir pluck harmonious wild bellflowers. 
   
  Cymbals and Gongs  
  Rousing sounds are produced by the red iron Dracartan 
  cymbals called tchan, the black iron cymbals of Rajani-
  stan, and the resounding black iron gongs of the Za. 
  The Sarista use small, brass finger cymbals in their pro-
  vocative dances, while the similar red iron tsimbals of 
  the Yitek are used to alleviate boredom whilst wander-
  ing. The Yassan use flexible saw blades, clangals, as 
  cymbals, and iron hammer-gongs to mark a steady beat 
  while working. Djaffir cymbals are well-produced and 
  intricately decorated, while Darkling gongs, often hast-
  ily constructed from scrap iron, cannot easily be consid-
  
  57 
  ered musical instruments by any but the most generous 
  of listeners. 
   
  Drums  
  Many Talislantan cultures have tribal or traditional 
  drums, often made from the hide of their prey, such as 
  dragon-hide for the Kang, or their domesticated beasts, 
  such as aht-ra hide for the Djaffir. Other readily avail-
  able materials, such as red iron, in the case of the tradi-
  tional dracara of Dracarta, or clay and lizard-hide, in the 
  case of the small Dracartan daro, are also utilized. 
  Drukh and Stryx drums, for instance, are made of 
  flayed skin stretched over dried gourds; Gnomekin 
  drums, in contrast, are made from the caps of large 
  mushrooms. They come in a wide assortment of shapes 
  and sizes, from the box-shaped drums of the Zandir to 
  the tube-like drums of the Za. The instruments used to 
  beat the drums may also be of some interest: the Rajans' 
  iron drums are beaten with mallets carved from the 
  bones of their enemies, while the Kang beat their drums 
  with war hammers. The Drukh wet their fingers with 
  blood before playing before playing the uka, the 
  "howling drum," a grisly instrument made of skin 
  stretched across rib bones. Few traditional drums are as 
  sophisticated as the tambour, which can be tuned to 
  great effect by the Bodor. 
   
  Flutes  
  Talislantan flutes, while similar in concept, vary widely 
  in composition, appearance, and tone. Sarista favor 
  flutes of finely carved wood, and the Drukh play their 
  dire "Song of Madness" on flutes of bone. The two-
  chambered wooden Mandalan madao is truly haunting, 
  while the intricately-woven grass flutes of the Verdir 
  are "reedy," and the glass flutes of the Bodor produce 
  perfect tones. The single-reed ojo is immensely popular 
  in Zandu, while the screeching tones of the Darkling 
  skreedle-pipes are popular with few save the tone-deaf. 
  The most bizarre flute on the continent is the rasa of the 
  Sun-Ra-San, a bone flute carved from the tailbone of a 
  sea dragon, which is fully ten feet in length and must be 
  supported on a forked pole stuck in the ground. 
   
  Horns  
  Although the complex harmonies of the Bodorian intri-
  cate spiralhorn spring to mind when civilized Talislan-
  tans hear the word "horn," the majority of Talislanta's 
  horns are simple braying or resonating instruments. The 
  Zandir use polished wood-horns, and the Kang find that 
  iron battle-horns are quite rousing. Rajan temples al-
  ways feature 20-foot long black iron temple horns, 
  decorated with the images of leering skulls, and the 
  Gnomekin are known to make use of tubular fungi. 
  Darkling squawk-horns and tube-horns, invariably cre-
  ated from discarded ends of iron tubing, are usually 
  abysmal in quality and sound. 
   
  Magical Instruments  
  Although many musical instruments have been en-
  chanted at one time or another, only one known to the 
  current age has been created entirely with magic at its 
  core: the Silnarast-Lado. Only eight of these arcane in-
  struments have been created by the Oedomancer Silna-
  rast. It is a box-shaped instrument 18 inches long, 12 
  inches wide, and nine inches high, with several dials 
  and buttons on the front and a silvery lens on the top. A 
  foot pedal and two metal styluses complete the instru-
  ment. When activated, the silver lens creates a spherical 
  arcane field above the box, in which 77 tonals, small 
  color-coded spheres of energy, float. Each tonal creates 
  one note when struck by a stylus. A tonal can also be 
  spun, creating a constant tone, the volume of which is 
  set by the foot petal at the time of the spinning. To add 
  yet another layer, the tonals can be moved around the 
  arcane field and set into orbit around other tonals, creat-
  ing oscillating tones. Up to seven tonals can placed into 
  an orbit. 
   
  Miscellaneous Instruments  
  Beyond the broad categories of instruments outlined 
  above, Talislanta's cultures are known to produce a va-
  riety of other instruments. The mandola, for example, is 
  a Mandalan "rainmaker," a length of hollow bamboo, 
  partially filled with small river pebbles and sealed at 
  both ends. The Djaffir shaker is a maraca, formed from 
  a dried gourd partially filled with dried seeds, while the 
  anak is a five-tined ivory marimba struck with mallet, 
  used by the Bodor. 
   
  Organs  
  Few of Talislanta's cultures use organs, these being the 
  Rajans, who use huge, bellows-driven pipe organs 
  called uraj in their temples, each organ requiring 40 
  slaves to operate it; the Bodor, who make effective use 
  of the four-man bellows-pipes; and the Mirin, who rely 
  upon the caprice of Borean's winds to operate their ice 
  pipe-organs. 
   
  Stringed Instruments  
  A variety of stringed instruments are used by Talis-
  lanta's musicians, and they range in sound from the 
  abysmal to the beatific. Lively jigs are played on the 
  Sarista ahtal, a two-stringed fiddle, while Djaffir pro-
  duce a distinctive "twanging" sound on the djaro, a 
  small, taut short bow that can also be used to fire ar-
  rows but is played by striking it with a wooden rod. The 
  Sarista also use the lutara, a three-stringed baritone lute, 
  and the Yitek use a similar instrument called a yukas, 
  
  58 
  while the Zandir use four strings on their mandallo, a 
  mandolin played with a plectrum. Seven strings are 
  used on the Mandalan silk harp, on the gossamer harps 
  played by the Muses and Bodor, and on the metal-harps 
  played by the Yassan. A staggering 24-strings adorn the 
  cello-like zeethara, a Zandir instrument so off-key and 
  discordant as to have been compared to the Drukh 
  "Song of Madness." 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  59 
  The following system can be used to quickly generate 
  NPCs from a variety of races and professions. To create 
  an NPC, take a Racial Package (the race's base Attrib-
  utes and Skills; Appearance and Special Abilities can 
  be found in the existing archetypes), select a Profession 
  Package, add its Skills, modify the Racial Package's 
  Attributes as noted, add two Common skills at +1, and 
  assign any equipment you deem necessary.  
   
  The Profession Packages are generic in nature, and may 
  reflect a variety of careers. For example, the Outdoors-
  man can be used for a hunter, guide, or scout, while the 
  Sentinel can be used for guards, skilled bodyguards, 
  militia, and watchmen. 
   
  The Skills presented in the Racial Packages are the 
  most elementary skills that every child growing up as a 
  member of that race or culture would learn, while the 
  Attributes represent those of a mature adult without the 
  influence of a given profession. 
   
  The characters generated with this system represent av-
  erage members of those races and professions, and are, 
  in most cases, less competent than similar fully-fledged 
  archetypes. Although it is entirely possible to use this 
  system to create PCs, it is recommended that these rules 
  only serve as basic guidelines if used in such a manner. 
   
  Racial Packages  
   
  Aamanian: WIL +1, MR +1, HP 19; Doctrines 
  (Orthodoxy) +1, High Talislan (native) 
   
  Aeriad, Blue: STR -1, DEX +3, CON -1, SPD +1, PER 
  +1, CR +1, HP 18; Aerial Combat +1, Crescent Knife 
  +1, Low Talislan (native) 
   
  Aeriad, Green: STR -3, DEX +2, CON -3, CHA +1, 
  HP 17; Agriculture +1, Herb Lore +1, Low Talislan 
  (native) 
   
  Ahazu: STR +2, DEX +3, CON +1, SPD +4, INT -1, 
  WIL +1, CHA -2, CR +1, MR -2, HP 25; Brawling +2, 
  Survival +1, Tactics +1, Ahazu (native), Sign (native) 
   
  Araq: STR +1, DEX +1, CON +5, INT -2, WIL -1, 
  CHA -3, CR +1, MR -3, HP 22; Dagger +1, Stealth +1, 
  Survival +1, Low Talislan (native), Sauran (native) 
   
  Ariane: INT +1, PER +2, WIL +3, MR +2, HP 20; 
  Doctrines (Transascendancy) +5, Healer +2, Herb Lore 
  +2, Meditation +5, Mysticism <2 Modes of choice> +2, 
  Natural Magic <2 Modes of choice> +2, Elder Tongue 
  (native), Archaen (native), Low Talislan (fluent) 
   
  Arimite: DEX +1, CON +1, SPD +1, PER +1, CHA -1, 
  CR +1, HP 21; Arimite Knife-fighting +1, Ride +1, 
  Stealth +1, Low Talislan (native) 
   
  Batrean, female: STR -2, DEX +1, INT +1, WIL +2, 
  CHA +5, HP 18; Dance +2, Seduce +2, Chanan 
  (native), Low Talislan (fluent) 
   
  Batrean, male: STR +4, DEX -3, SPD -2, INT -4, 
  CHA -2, CR +1, MR -4, HP 27; Survival +1, Chanan 
  (native) 
   
  Beastman: STR +1, CON +1, SPD +1, INT -2, PER 
  +2, WIL -2, CHA -2, CR +1, MR -3, HP 24; Brawling 
  +1, Stealth +1, Survival +1, Sign (native), Low Talislan 
  (native) 
   
  Bodor: STR -1, DEX +2, SPD -1, INT +1, PER +3, 
  CHA +1, MR +1, HP 20; Cultures +1, Diplomacy +1, 
  Music +3, Ride +1, Survival +1, Bodorian (native), 
  Low Talislan (native), High Talislan (fluent), Thaecian 
  (fluent) 
   
  Callidian: STR -1, DEX -1, CON -1, SPD -1, INT +2, 
  PER +1, WIL +3, CR -2, MR +1, HP 20; Arcane Lore 
  +1, Cryptography +1, Linguistics (Reading) +1, Scholar 
  Skill <choice> +1 
   
  Castabulanese: CON +1, PER +1, MR +1, HP 20; As-
  tromancy +1, Swim +1, High Talislan (native) 
   
  Chana: DEX +1, CHA -3, CR +1, HP 18; Dagger +1, 
  Stealth +1, Survival +1, Chanan (native) 
   
  Cymrilian/Tanasian: MR +1, HP 19; Arcane Lore +1, 
  Etiquette +1, Fashion +1 (not Tanasian), Ride +1, High 
  Talislan/Low Talislan <one at native, one at basic>, 
  Archaen (basic) 
   
  Danelek: STR +1, CON +2, INT -1, PER +1, WIL +1, 
  CHA -1, CR +1, HP 22; Dagger +1, Miner (Salt Crys-
  tals) +2, Stealth +1, Survival +1, Low Talislan (native), 
  Sign (native) 
  Chapter Seven: NPC Generator 
  
  60 
  Danuvian, female: STR +2, DEX +2, CON +1, SPD 
  +2, CHA +1, CR +2, HP 23; Brawling +1, Ride +1, 
  Tactics +1, Low Talislan (native) 
   
  Danuvian, male: STR -2, DEX +1, CON -1, INT +1, 
  PER +1, WIL -2, CHA +1, CR -3, HP 18; Etiquette +1, 
  Fashion +1, Laborer (Cleaning) +1, High Talislan 
  (native) 
   
  Darkling: STR -2, DEX +1, CON +1, SPD +1, INT -2, 
  PER +3, WIL -4, CHA -2, MR -1, HP 11; Deception 
  +3, Evade +1, Knife +1, Legerdemain +2, Stealth +2, 
  Torture +1, Northron (native) 
   
  Dhuna: PER +1, CHA (+6 females, +1 males), MR +1, 
  HP 18; Doctrines +1, Healer +1, Herb Lore +1, Ride 
  +1, Seduce +1, Elder Tongue (native), Low Talislan 
  (fluent) 
   
  Djaffir: DEX +1, CON +1, MR +1, HP 19; Merchant 
  +1, Ride +1, Survival +1, Nomadic (native), Low Talis-
  lan (fluent), High Talislan (fluent) 
   
  Dracartan: CON +1, PER +1, WIL +1, MR +1, HP 19; 
  Low Talislan (native), Nomadic (native) 
   
  Drukh: DEX +1, CON +2, SPD +1, WIL +2, CHA -2, 
  CR +1, HP 21; Climbing +1, Survival +1, Torture +1, 
  Low Talislan (native), Sign (native) 
   
  Farad: STR -1, PER +1, WIL +2, MR +2, HP 19; Dag-
  ger +1, Deception +1, Merchant +1, Ride +1, High Tal-
  islan (native) 
   
  Ferran: STR -2, DEX +7, CON +1, SPD +4, INT +1, 
  PER +2, WIL -2, CHA -2, MR -2, HP 9; Brawling +1, 
  Deception +1, Evade +1, Legerdemain +1, Stealth +1. 
   
  Gnomekin: DEX +4, CON +6, CHA +2, HP 16; 
  Climbing +1, Geography +1, Durnese (native), Low 
  Talislan (fluent) 
   
  Gnorl: STR -2, WIL +2, CHA -1, HP 18; Antiquarian 
  +2, Arcane Lore +2, Cryptography +4, Healer +1, Herb 
  Lore +1, History +2, Linguistics +1, Low Talislan 
  (native), Gnorl Secret Language (native) 
   
  Green Man: STR -4, DEX +3, SPD +3, INT +4, PER 
  +1, CR -5, HP 10; Herb Lore +1, Influence Plants +2, 
  Stealth +1, Language of Plants (native), Sign (basic) 
   
  Gryph: STR +1, DEX +1, CON +2, SPD +2, PER +3, 
  WIL +2, CR +2, MR -2, HP 22; Aerial Combat +1, 
  Brawling +1, Avian (native), Low Talislan (fluent) 
  Hadjin/Hajan: STR -1, CON -1, INT +1, CR -3, MR 
  +1, HP 18; Administrator +1, Antiquarian +1, Ap-
  praiser +1, Arcane Lore +1, Etiquette +2, Fashion +2, 
  High Talislan (native) 
   
  Harakin: STR +2, CON +3, WIL +2, CHA -2, CR +2, 
  MR -2, HP 27; Brawling +1, Climbing +1, Jang or Khu 
  <choice> +1, Ride +1, Survival +3, Tracking +1, Sign 
  (native), Low Talislan (native) 
   
  Imrian: STR +3, DEX -4, CON +1, SPD -2, INT -1, 
  CHA -3, CR +1, MR -3, HP 25; Stealth +1, Piscine 
  (native) 
   
  Ispasian: STR -2, INT +1, WIL +1, CR -1, HP 19; Ap-
  praiser +2, Bribe +2, Diplomacy +2, Litigator +2, Mer-
  chant +2, Quan (native), High Talislan (native) 
   
  Jhangaran: DEX +1, CON +1, INT -1, PER +1, WIL -
  2, CHA -2, MR -4, HP 20; Brawling +1, Survival +1, 
  Low Talislan (native), Sign (basic) 
   
  Kang: STR +3, DEX +2, CON +1, CHA -2, CR +2, HP 
  25; Dagger +1, Kanquan +1, Ride +1, Survival +1, Tac-
  tics +1, Quan (native) 
   
  Kasmiran: STR -1, DEX +1, INT +1, PER +1, WIL 
  +1, CHA -1, HP 19; Litigator +1, Locks +1, Merchant 
  +1, Traps +1, Low Talislan (native), Nomadic (native) 
   
  Kharakhan: STR +6, DEX -4, CON +7, SPD -2, INT -
  3, PER +3, WIL +6, CHA -2, MR -3, HP 45; Brawling 
  +1, Ride +1, Survival +1, Low Talislan (native), Drak-
  ken Glyphs (fluent) 
   
  Mandalan: PER +1, WIL +1, CHA +1, HP 18; Man-
  daquan +1, Meditation +1, Quan (native), High Talislan 
  (fluent) 
   
  Mangar: STR +1, CON +1, CHA -2, CR +1, MR -1, 
  HP 22; Brawling +1, Dagger +1, Deception +1, Gam-
  bling +1, Pilot (Carrack) +1, Swim +1, Torture +1, Sea 
  Nomad (native), Sign (native), Low Talislan (fluent) 
   
  Manra: DEX +1, CON +3, PER +1, MR +1, HP 18; 
  Healer +1, Herb Lore +1, Shapechange +1 <1 form of 
  choice>, Stealth +1, Chanan (native) 
   
  Marukan: CHA -2, HP 20; Brawling +1, Ride +1, Low 
  Talislan (native) 
   
  Mirin: INT +1, MR +1, HP 19; Elder Tongue (native) 
   
   
  
  61 
  Mogroth: STR +5, DEX +2, CON +5, SPD -4, INT -3, 
  MR -4, HP 34; Brawling +1, Climbing +2, Dredging 
  +1, Herb Lore +1, Laborer +1, Low Talislan (native) 
   
  Mondre Khan: STR +1, DEX +1, CON +1, SPD +1, 
  INT -1, PER +1, WIL -1, CHA -2, CR +1, MR -2, HP 
  22; Brawling +1, Climbing +1, Oratory +1, Survival 
  +1, Chanan (native), Sign (native) 
   
  Moorg-Wan: STR +3, DEX -3, CON +1, SPD -2, 
  INT -3, CHA -2, CR +1, MR -1, HP 25; Brawling +1, 
  Dredging +2, Moorg-Wan (native), Sign (fluent) 
   
  Muse: STR -3, DEX +2, CON -3, SPD -1, INT +2, 
  PER +2, WIL -2, CHA +2, CR -5, MR +1, HP 17; Art 
  +1, Artificer +1, Herb Lore +1, Limited Flight +2, Mu-
  sic +1, Telempathy +2, High Talislan (native), Sylvan 
  (native) 
   
  Nagra: STR +1, DEX +1, CON +3, SPD +1, PER +3, 
  CHA -2, CR +1, MR +2, HP 22; Spirit Tracking +2, 
  Stealth +1, Sign (native), Chanan (native) 
   
  Na-Ku: CON +2, INT -2, WIL -1, CHA -4, CR +1, 
  MR -3, HP 20; Survival +1, Chanan (native) 
   
  Oceanian: DEX +1, CON +1, WIL +2, HP 20; Agricul-
  ture +1, Dagger +1, Ride +1, Survival +1, Swim +5, 
  Sea Nomad (native), Low Talislan (basic) 
   
  Orgovian: DEX +3, CON +1, WIL +2, CHA -2, CR 
  +1, HP 20; Merchant (Barter Only) +1, Ride +1, Sur-
  vival +1, Low Talislan (native), Sign (native) 
   
  Phantasian: PER +2, WIL -1, MR +1, HP 20; Etiquette 
  +2, High Talislan (native), Archaen (fluent) 
   
  Pharesian: MR +1, HP 19; Streetwise +1, Low Talislan 
  (native) 
   
  Quan: STR -1, DEX -1, CON -2, SPD -1, WIL -2, 
  CHA -2, CR -2, MR -2, HP 16; Survival +1, Quan 
  (native), High Talislan (native) 
   
  Rahastran: INT +1, PER +3, WIL -2, CHA -1, MR +1; 
  Artificer (Zodar) +1, Brawling +1, Deception +1, Gam-
  bling +2, Legerdemain +1, Ride +1, Survival +1, Low 
  Talislan (native), Archaen (basic) 
   
  Rajan: PER +1, CHA -2, HP 20; Rajanin (native) 
   
  Rasmirin: CON +1, INT +1, CHA -1, MR +1, HP 19; 
  Deception +1, Doctrines (Demonology) +1, Elder 
  Tongue (native), Sign (native) 
  Sarista: DEX +1, SPD +1, CHA +1, MR +1, HP 19; 
  Deception +1, Guide (Silvanus) +1, Performing Skill 
  <choice> +1, Ride +1, Stealth +1, Streetwise +1, Thiev-
  ing Skill <choice> +1, Low Talislan (native), Sarisa 
  (native) 
   
  Sauran: STR +3, DEX -2, CON +2, SPD -2, INT -2, 
  PER +1, WIL +1, CHA -2, CR +1, MR -2, HP 27; 
  Brawling +1, Survival +1, Sauran (native) 
   
  Sawila: STR -2, CON -2, SPD +1, INT +1, PER +2, 
  CHA +4, CR -2, MR +1, HP 18; Artificer +1, Dance 
  +2, Song +1, Swim +2, Chanan (fluent), Sign (native) 
   
  Shadinn: STR +3, DEX -2, CON +3, SPD -1, INT -2, 
  WIL +2, CHA -2, CR +1, MR -3, HP 25; Survival +1, 
  Rajanin (native) 
   
  Sindaran: STR -1, INT +6, WIL +4, CR +2, MR -5*, 
  HP 18; Collector +2, Scholar Skills <three of choice> 
  +3, Trade Skill <one of choice> +3, Trivarian +1, High 
  Talislan (native), Low Talislan (native) 
   
  Snipe: STR -4, DEX -1, CON +3, SPD -6, INT +4, 
  PER +3, WIL +2, CHA +1, CR -3, HP 16; Cultures +1, 
  Oratory +1, Song +1, Stealth +2, Survival +1, Swim +8, 
  Low Talislan (native), High Talislan (native) 
   
  Stryx: DEX -2, SPD -1, PER +3, CHA -3, CR +1, HP 
  18; Aerial Combat +1, Brawling +1, Coerce +1, Dagger 
  +1, Survival +1, Northron (native) 
   
  Sunra: INT +1, PER +1, MR +1, HP 19; Agriculture 
  +1, Cartography +1, Healer +1, Pilot (Dragon Barque) 
  +1, Song +2, Swim +6, Quan (native) 
   
  Sun-Ra-San: STR +1, CON +1, INT +1, PER +2, CR 
  +1, MR +1, HP 20; Song +2, Survival +1, Swim +6, 
  Sun-Ra-San (native), Sign (fluent) 
   
  Thaecian: STR -1, DEX +1, CON -1, INT +1, PER +3, 
  WIL -2, CHA +2, CR -1, MR +1, HP 18; Performing 
  Skill <choice> +1, Seduce +1, Thaecian (native), High 
  Talislan (fluent) 
   
  Thiasian: DEX +3, SPD +2, WIL -1, CHA +1, CR +1, 
  MR +2, HP 20; Acrobatics +1, Dance +1, Swim +1, 
  Low Talislan (native), High Talislan (fluent), Thaecian 
  (fluent) 
   
  Thrall*: STR +4, DEX +2, CON +4, SPD +1, INT -3, 
  WIL +2, CR +6, MR -5, HP 30; Greatsword +2, Tactics 
  +2, Tazian Combat +2, Low Talislan (native), Under-
  stand Tattoos (native) 
  
  62 
  Ur: STR +5, DEX -2, CON +5, SPD -2, INT -2, CHA -
  2, CR +1, MR -1, HP 31; Brawling +1, Coerce +1, 
  Northron (native), Low Talislan (basic) 
   
  Xambrian: PER +1, WIL +1, CHA -1, CR +1, MR +1, 
  HP 20; Arcane Lore +1, Brawling +1, Ride +1, Stealth 
  +1, Survival +1, Low Talislan (native), Archaen 
  (fluent), Xambrian (fluent) 
   
  Vajra: STR +2, CON +2, SPD -2, PER -1, WIL +2, 
  CHA -1, CR +1, HP 26; Artificer or Artisan +1, Engi-
  neer +1, Geography +1, Miner +1, Quan (native) 
   
  Verdir: STR -1, DEX +1, CON -1, PER +1, WIL -1, 
  CHA +1, CR -2, HP 18; Dance +2, Ride +1, Stealth +2, 
  Language of Plants (native) 
   
  Vird: CON +1, INT -2, WIL +1, CHA -2, MR -3, HP 
  18; Climbing +1, Ride +1, Survival +1, Rajanin (native) 
   
  Yassan: STR +1, SPD -1, PER +1, CR +1, MR +1, HP 
  20; Artificer or Artisan +1, Engineer +1, Technomancy 
  +1, High Talislan (native), Nomadic (native), Techno-
  mantic Symbology (basic) 
   
  Yitek: DEX +1, CON +2, INT +1, PER +1, CHA -2, 
  MR +1, HP 21; Locks +1, Ride +1, Salvager +1, Sur-
  vival +1, Traps +1, Nomadic (native), Sign (native), 
  Low Talislan (fluent) 
   
  Yrmanian: STR +1, DEX +2, CON +2, SPD +1, INT -
  6, PER -4, WIL +6, CHA -4, CR +1, HP 23; Brawling 
  +1, Climbing +1, Survival +1, Sign (native) 
   
  Za: STR +1, CON +2, INT -1, WIL -1, CHA -2, CR 
  +1, MR -2, HP 23; Brawling +1, Ride +2, Short Bow 
  +1, Stealth +1, Survival +1, Low Talislan (native), Sign 
  (native) 
   
  Zandir: DEX +2, SPD +1, WIL -2, CHA +1, MR +1, 
  HP 18; Oratory +1, Low Talislan (native), High Talis-
  lan (native) 
   
  Zann: DEX +2, SPD +1, WIL +3, CHA -2, MR +1, HP 
  18; Guide +1, Pilot (row boat) +1, Ride +1, Survival 
  +1, Swim +1, Low Talislan (native), High Talislan 
  (native) 
   
   
   
   
   
  Profession Packages  
   
  Alchemist: INT +2; Alchemy +4, Appraiser +2 
   
  Assassin: DEX +1, PER +1, CR +2; Assassinate +3, 
  Deception +3, Stealth +3, Thieving Skill <choice> +3, 
  Underworld +3, Weapon <choice> +2 
   
  Bounty Hunter: STR +1, CON +1, PER +1, CR +3, 
  HP +10%; Brawling +2, Ride +3, Thieving Skill 
  <choice> +2, Tracking +3, Weapon <choice> +3, 
  Weapon <choice> +2 
   
  Courtesan: DEX +1, CHA +1; Etiquette +1, Fashion 
  +1, Performing Skill <choice> +2, Seduce +4 
   
  Craftsman: DEX +1; Armorer/Artificer/Artisan/
  Weaponer <choose one> +4, Appraiser +2 
   
  Engineer: DEX +1, INT +1; Artificer/Artisan <choose 
  one> +3, Engineer +4 
   
  Entertainer: DEX +1, PER +1, CHA +1; Etiquette +1, 
  Fashion +1, Performing Skill <choice> +4, Performing 
  Skill <choice> +3 
   
  Farmer: CON +1; Agriculture/Farming <choose one> 
  +4, Conveyance <choice> +1, Laborer +1 
   
  Fisherman: CON +1; Conveyance (boat) +2, Fishing 
  +4, Swim +1 
   
  Healer: INT +1, PER +1; Healer +4, Herb Lore +3 
   
  Laborer: STR +1, CON +1, CR +1, HP +10%; Brawl-
  ing +1, Gambling +1, Laborer +4 
   
  Magician: INT +2, MR +4; Arcane Lore +3, Language 
  (archaen) fluent, Scholar Skill <choice> +2, Magical 
  Order <choice> plus 4 Modes <choice> +3 
   
  Miner: STR +1, CON +1, CR +1, HP +10%; Brawling 
  +1, Gambling +1, Laborer +4, Mining +4, Weapon 
  (pickaxe) +1 
   
  Noble: Etiquette +3, Fashion +2, Performing Skill 
  <choice> +2, Ride +2, Weapon <choice> +2 
   
  Official: INT +1; Administrator +2, Etiquette +2, Ora-
  tory +1, Diplomacy/Litigator <choose one> +4 
   
  Outdoorsman: STR +1, CON +1, PER +1, CR +2, HP 
  +10%; Guide +4, Ride +3, Scout/Traps <choose one> 
  +3, Stealth +3, Survival +3, Tracking +3, Weapon 
  
  63 
  <choice> +3, Weapon <choice> +2 
   
  Pilot: CON +1, PER +1; Artillerist/Astromancy/
  Command <choose one> +3, Cultures +1, Pilot +4 
   
  Priest: INT +1, WIL +1, CHA +1, MR +2; Doctrines 
  +4, Healer +1, Oratory +3, some have Invocation plus 4 
  Modes of choice +3 
   
  Rogue: DEX +1, PER +1, CR +1; Evade +1, Streetwise 
  +3, Thieving Skills <two of choice> +3, Underworld 
  +3, Weapon (club or dagger) +1 
   
  Scholar: INT +2; Language <choice> fluent, Scholar 
  Skill <choice> +4, Scholar Skill <choice> +2 
   
  Sentinel: STR +1, PER +1, CR +3, HP +10%; Brawl-
  ing +1, Guard +3, Shield +3, Weapon <choice> +3 
   
  Spy: INT +2, PER +2, CR +1; Deception +4, Evade +3, 
  Language <choice> native, Stealth +3, Thieving Skills 
  <two of choice> +3, Weapon <choice> +2 
   
  Thug: STR +1, CON +1, CR +3, HP +10%; Brawling 
  +3, Coerce +2, Gambling +1, Laborer +1, Underworld 
  +1, Weapon <choice> +3 
   
  Trader: INT or PER +1; Appraiser +3, Barter or Hag-
  gle +3, Conveyance <choice> +1, Merchant +3 
   
  Wanderer: CON +1, PER +1, CR +1, HP +5%; Con-
  veyance/Ride <choose one> +4, Cultures +2, Guide +2, 
  Language <choice> basic, Survival +3, Weapon 
  <choice> +2 
   
  Warrior: STR +1, CON +1, CR +4, HP +10%; Artil-
  lerist/Command/Mounted Combat/Shield/Tactics 
  <choose one> +3, Brawling +2, Weapon <choice> +4, 
  Weapon <choice> +2 
  
  Type 
  DR WT STR 
  Cost Range 
  Alchemical projector 
  # 
  *6 
  -1 
  100 g.l. 75' 
  Bastard sword (#) 
  8(9) 
  10 
  +1 
  20 g.l. 
  -- 
  Battle fan 
  3 
  1 
  -- 
  15 g.l. 
  -- 
  Battle gauntlet 
  3 
  3 
  -1 
  30 g.l. 
  -- 
  Blowgun (#) 
  1 
  2 
  -- 
  5 s.p. 
  50' 
  Bolt-thrower 
  ^ 
  2 
  -- 
  200 g.l. 50' 
  Butterfly pin 
  3 
  .25 
  -- 
  5 g.l. 
  thrown 
  Club, Enim (#) 
  16 
  100+ 
  +8 
  100 g.l. -- 
  Club, giant-sized (#) 
  10 
  20+ 
  +4 
  5 s.p. 
  -- 
  Club, one-handed 
  4 
  4 
  -2 
  5 c.p. 
  -- 
  Combat hook 
  6 
  2 
  -1 
  3 g.l. 
  -- 
  Crimson moon 
  6 
  3 
  -1 
  14 g.l. 
  -- 
  Crossbow, repeat (#) 
  [5] 4 
  6 
  -3 
  75 g.l. 
  100' 
  Crystaldagger 
  4 
  1 
  -- 
  12 g.l. 
  thrown 
  Crystalmace 
  6 
  4 
  -3 
  12 g.l. 
  -- 
  Dagger, giant-sized 
  7 
  6+ 
  +1 
  8 g.l. 
  thrown 
  Dart 
  4 
  1 
  -- 
  2 g.l. 
  thrown 
  Djaro (#) 
  5 
  4 
  -1 
  5 g.l. 
  50' 
  Dueling cloak 
  -- 
  2 
  -3 
  15 g.l. 
  -- 
  Executioner's axe # 
  10 
  12 
  +2 
  40 g.l. 
  -- 
  Flail 
  8 
  6 
  0 
  5 g.l. 
  -- 
  Fork dagger 
  4 (2) 
  1 
  -- 
  30 g.l. 
  thrown 
  Hatraj # 
  10 
  14 
  +2 
  12 g.l. 
  -- 
  64 
  Appendix: Tables 
  Lifespan Chart 
  Race 
  Adolescent 
  Adult 
  Middle-Aged 
  Venerable 
  Arborin 
  1-16 
  17-30 
  31-45 
  46-60 (+d20) 
  Bane 
  1-10 
  11-35 
  36-50 
  51-60 (+d20) 
  Dryad Bush* 
  N/A 
  N/A 
  N/A 
  80 (+4d20) 
  Equs 
  1-5 
  6-15 
  16-20 
  21-31 (+d20) 
  Satada 
  1-5 
  6-24 
  25-39 
  40-60 (+d20) 
  Skank 
  1-2 
  3-30 
  31-55 
  56-76 (+d20) 
  Woodwhisp** 
  N/A 
  N/A 
  N/A 
  30 (+3d20) 
  * Dryad Bushes do not age and are technically immortal. However, the Venerable entry reflects how long the host plant lives for. 
   
  ** Woodwhisps are unaging and immortal. However, the Venerable entry reflects how long they spend on the Material Plane before returning to 
  the Green World. 
   
  Note: This chart shows the average lifespan (in Talislantan years) of the various races included in this chapter, divided into four basic stages of 
  development. See Talislanta, Fourth Edition, p. 447, for descriptions of these four stages and for information on other races. 
  Type 
  DR WT STR 
  Cost Range 
  Mailed fist 
  2 
  .5 
  -- 
  2 s.p. 
  -- 
  Spear, giant # 
  14 
  20+ 
  +5 
  10 g.l. 
  thrown 
  Spear, short 
  6 
  3 
  -2 
  5 s.p. 
  thrown 
  Spiked glove 
  4 
  1 
  -- 
  2 g.l. 
  -- 
  Staff, short 
  5 
  2 
  -3 
  5 s.p. 
  -- 
  Staff, sword # 
  9 
  6 
  0 
  15 g.l. 
  -- 
  Staff, telescopic # 
  6 
  3 
  -3 
  50 g.l. 
  -- 
  Uwan 
  4 
  1 
  -- 
  1 c.p. 
  -- 
  War claw 
  6 
  3 
  -1 
  4 g.l. 
  -- 
  Warhammer, adamant # 
  10 
  30 
  +2 
  100 g.l. -- 
  Key 
  #    This weapon requires two hands to use. 
  [x]  The number in brackets is the number of rounds required 
  to reload these missile weapons. 
  *     Damage varies depending on the alchemical mixture dis-
  pensed. 
  ^     Damage varies depending on the ammunition used; see 
  the weapon description for details. 
   
  All weapons in this section are rated according to Damage 
  Rating (DR), weight in pounds (WT), the minimum Strength 
  required to employ the weapon (STR), average cost, and Ef-
  fective Range, when appropriate. Characters receive a -2 pen-
  alty to combat skill rating for each point by which their STR 
  falls short of the weapon's minimum STR requirement; char-
  acters cannot use missile weapons at all without having the 
  minimum required STR. 
  
  65 
  Ammunition & Accessories for 
  Missile Weapons  
  Specialized Ammunition for Missile Weapons  
  All costs are for a single projectile of that type, for that 
  weapon. 
   
  Armor  
  All armor is rated according to Protection Rating (PR), 
  weight in pounds (WT), minimum strength required to 
  employ the armor (STR), and average cost. Characters 
  have a -1 penalty to all actions for each point their 
  Strength Rating falls short of the armor's minimum STR 
  requirement. 
  Key 
   
  * indicates that the armor is made from black iron.  
   
  ! indicates that the armor is made using black iron plates.  
   
  !! indicates that the armor is made using black iron studs. 
   
   
   
   
  Type 
  WT Cost  
  Pouch with 20 blowgun darts 
  1 
  4 s.p. 
  Quiver / 10 elemental essence bolts 
  5 
  2 s.p./125 g.
  l. 
  Weapon 
  Barbed Blunt Grapnel Fire 
  Rope 
  Cutter Whistler  
  Dart-thrower 
  -- 
  1 s.p. 
  -- 
  -- 
  6 s.p. 
  2 s.p. 
  Heavy crossbow 
  2 s.p. 
  1 s.p. 
  6 s.p. 
  1 s.p. 
  6 s.p. 
  2 s.p. 
  Light crossbow  
  1 s.p. 5 c.p. 
  3 s.p. 
  5 c.p. 
  3 s.p. 
  1 s.p. 
  Long bow 
  1 s.p. 5 c.p. 
  3 s.p. 
  5 c.p. 
  3 s.p. 
  1 s.p. 
  Short bow 
  5 c.p. 3 c.p. 
  2 s.p. 
  3 c.p. 
  2 s.p. 
  5 c.p. 
  Tri-bow  
  -- 
  2 s.p. 
  --  
  -- 
  6 s.p.  
  4 s.p. 
  Type 
  PR WT STR Cost 
  Alchemically Treated Cloak, 
  Castabulanese 
  1 
  4 
  -- 
  400 g.l. 
  Chain Mesh* 
  4 
  30 
  +1 
  150 g.l. 
  Echinomorph Hide, Oceanian 
  4 
  15 
  0 
  500 g.l. 
  Mossweave Vest, Gnomekin 
  1 
  5 
  -- 
  5 g.l. 
  Strider Hide and Plate, Kang! 
  4 
  40 
  +2 
  350 g.l. 
  Studded Leather!! 
  3 
  20 
  0 
  15 g.l. 
  Shields  
  Information on shields includes weight in pounds (WT), 
  maximum damage the shield can withstand in a single 
  attack without breaking (Max. DR), the minimum 
  strength required to employ the shield (STR) and aver-
  age cost. 
  *indicates that the shield is made with black iron.  
   
  Medical Supplies and Prosthetics  
  * Item made of black iron. 
  Type 
  WT Max. DR STR Cost  
  Buckler* 
  6 
  10 
  -1 
  10 g.l. 
  Shield, Kharakhan 
  100 
  45 
  +7 
  80 g.l. 
  Type 
  WT 
  Cost 
  Astringent, small bottle 
  -- 
  5 s.p. 
  Bandages, linen 
  -- 
  2 c.p. 
  Bone saw, iron* 
  -- 
  22 s.p. 
  False foot/hand, hardwood 
  -- 
  15 s.p. 
  False foot/hand, iron* 
  -- 
  25 g.p. 
  Knife, small sharp (DR 2)* 
  -- 
  1 g.l. 
  Hammer, small iron* 
  1 
  15 s.p. 
  Needles, bone/wood (10) 
  -- 
  1 c.p. 
  Needles, iron (5)* 
  -- 
  3 c.p. 
  Peg leg, hardwood 
  2 
  1 s.p. 
  Peg leg, iron* 
  4 
  1 g.p. 
  Scissors, iron* 
  -- 
  2 g.p. 
  Screws, iron (10)* 
  -- 
  3 c.p. 
  Splint, hardwood 
  1 
  1 c.p. 
  Stitching gut/thread 
  -- 
  1 s.p. 
  Strap, iron* 
  1 
  1 s.p. 
  Strap, leather 
  -- 
  1 c.p. 
  
  66 
  Musical Instrument Chart  
  Type 
  Cost  
  Bell, Brass 
  2 s.p. 
  Bell, Glass 
  5 g.l. 
  Bell, Ice  
  5 s.p. 
  Bell, Tubal  
  1 g.l. 
  Bellflower  
  1 g.l. 
  Chime, Brass  
  1 s.p. 
  Chime, Ice  
  3 s.p. 
  Chime, Sawila  
  3 s.p. 
  Chime, Spring-chimes  
  3 s.p. 
  Chime, Verdir  
  1 s.p. 
  Chime, Water  
  5 g.l. 
  Chime, Zilo  
  1 g.l. 
  Cymbal, Brass  
  1 g.l. 
  Cymbal, Clangals  
  2 g.l. 
  Cymbal, Djaffir  
  2 g.l. 
  Cymbal, Finger  
  2 g.l. 
  Cymbal, Rajan  
  1 g.l. 
  Cymbal, Tchan  
  3 g.l. 
  Cymbal, Tsimbals  
  2 g.l. 
  Drum, Aht-ra hide  
  1 g.l. 
  Drum, Daro  
  2 g.l. 
  Drum, Dracara  
  15 g.l. 
  Drum, Dragon hide  
  4 g.l. 
  Drum, Drukh/Stryx  
  5 g.l. 
  Drum, Mushroom  
  1 g.l. 
  Drum, Rajan  
  4 g.l. 
  Drum, Tambour  
  20+ g.l. 
  Drum, Uka  
  10 g.l. 
  Drum, Za tube  
  1 g.l. 
  Drum, Zandir box  
  2 g.l. 
  Flute, Drukh  
  5 g.l. 
  Flute, Glass  
  2 g.l. 
  Flute, Grass  
  1 g.l. 
  Flute, Madao  
  1 g.l. 
  Flute, Ojo  
  10 g.l. 
  Flute, Rasa  
  10 g.l. 
  Flute, Skreedle-pipe  
  5 c.p. 
  Flute, Wood  
  5 s.p. 
  Gong, Brass  
  1 g.l. per 1' diameter 
  Gong, Darkling  
  1 c.p. 
  Gong, Hammer-gongs  
  5 g.l. 
  Gong, Za  
  2 g.l. 
  Horn, Animal horn  
  5 s.p. 
  Horn, Black iron  
  2 g.l. 
  Horn, Brass  
  3 g.l. 
  Horn, Darkling tube  
  5 c.p. 
  Horn, Fungi  
  3 g.l. 
  Horn, Rajan temple  
  30+ g.l. 
  Horn, Spiralhorn  
  50+ g.l. 
  Horn, Squawk-horn  
  1 s.p. 
  Horn, Wood  
  1 g.l. 
  Misc., Anak  
  5 g.l. 
  Misc., Mandola  
  2 s.p. 
  Misc., Shaker  
  1 s.p. 
  Misc., Tambourine  
  1 g.l. 
  Misc., Wood whistle  
  5 c.p. 
  Misc., Wood xylophone  
  2 g.l. 
  Organ, Four-man bellows-horn  
  200+ g.l. 
  Organ, Mirin  
  100+ g.l. 
  Organ, Uraj  
  500+ g.l. 
  Silnarast-Lado  
  4,000+ g.l. 
  Stringed, Ahtal  
  15 g.l. 
  Stringed, Djaro  
  5 g.l. 
  Stringed, Gossamer harp  
  500+ g.l. 
  Stringed, Lute 
  15 g.l. 
  Stringed, Lutara  
  20 g.l. 
  Stringed, Mandallo  
  15 g.l. 
  Stringed, Mandolin  
  10 g.l. 
  Stringed, Metal harp  
  20 g.l. 
  Stringed, Silk harp  
  25 g.l. 
  Stringed, Yukas  
  25 g.l. 
  Stringed, Zeethara  
  30 g.l. 
  
SOURCE: textdata/thevault/Talislanta (d20)/Talislanta Symposium.pdf