Looking for SERIOUS, ACTIVE, and ADVANCED writers/roleplayers only please.
So down to it...
Winds of Fate - A Thieves' Adventure is an epic tale of globe trotting, treasure-seeking adventure for a group of 4 to 6 players, all underachieving thieves or common thugs to some degree or other, who all have to compensate with a major character flaw as well as their comically bad luck. It will be gritty, 18+, and also meant to be a bit comical or snarky in feel. There will be a lot of sailing, pirates, swashbuckling, and all that stuff, flintlock era, minimal magic, low to mid fantasy, so NO ORCS... Characters should be human, no elves, dwarves I'll accommodate. There will be elemental antagonists, as well as the dead, necromancers, demons, lesser demons, witches, beasts, etc.
The story starts off in Guillan, a huge capital and port city. It is the crowned jewel of the Lands of the Nine, and home to the High King of The Lands of the Nines. All the subsidiary kingdoms of the Nines must answer to him as the top authority. Guillan is a grand port city, sure.. but it is dense, and dirty, and extremely corrupted. There is a major divide between the rich and the poor which is very disproportioned, and acts very much like great bellows, only fueling the fires. As a massive port city, it is also a great trading hub, and almost anything from even the furthest bits of the Nine's can be found here, if you have the coin for it.
It's crime syndicates are plenty, and range from petty criminals to vast, and infinitely powerful groups. The Black Hands are at the top of it all, and are all but untouchable.. Pirates and cutthroats, scoundrels. All manners of outfits. The streets are constantly soiled robbers and pickpockets, piracy on the trade routes, rape and murder.. even rumors of slaving and human traffickers from the very bowels of the city. Nothing is off limits to those consumed by greed, and everyone seems to have an angle, or a finger in something. Mind you keep your wits about you, or as best you can..
Your Party, is a small outfit of thieves and petty criminals who operate out of the Faded Lantern Tavern and Inn, which is ran by Lord Vargas. He fences loot but charges a hefty fee. The Black hands have taken most of the jobs in your line of work so things are looking quite scarce for the crew. Some jobs get prospected to smaller groups by the Black hands, but dealing with them was always sketchy at best. The group gets a lead about an archaeological site that has just begun excavation and seems to be ripe for the pickin's, but you'll have to get to it first. The tip off mentioned loads of loot to be plundered and has been rumored not to have been opened for a thousand years. The group decides to go after it, with the color of gold in their eyes. Better to do that than to keep things as they were. There'd be money on the seas as well, if they can keep their heads above the water...
CHARACTER PROGRESSION
Each player will start out as a low level thief, petty criminal, or thug to some degree or other, and will progress throughout the campaign. The more a player uses a skill the better they will become over time in that skill or action. Inventories, currencies, as well as ammunitions will need to be maintained, along with any other resources or cargo the group may have at any given time, as well as status effects if any apply. Monetary gains, and equipment upgrades will also be prevalent within the campaign, and will give the party something to work towards either together, or individually.
There will be plenty of time for each player to become adept in many different skillsets over the course of the game. Some weapon proficiencies and combat skills will stack, so these will all come in handy further down the road. Other skillsets such as stealing or picking locks, navigation, the deciphering of codes and reading text will be needed to further progress in other areas of the game.
The campaign will be quite extensive, and is only the first of many I intend on doing in the future in the rich realm that I intend to create. The realm is rich in lore, religions, myths, and the locations are as rich as they will be abundant. Loads of travel, sailing and vast distances, all manners of geological locales and geography. Immersive settings and loads of NPC's and alternative opportunities with which to explore.
Below is most of the info I have comprised thus far for the Lands of the Nine's, the main regions that this campaign takes place in, packed with loads of useful info and points of interests. As mentioned above I will be adding a plethora of visual aides for locations, ships, and other points of interest.
(for feel and writing style.)
Guillan- Market district, Noon.
Y'Vanna-
Y'vanna peeled her head from the drool-soaked table planks that served as her last night’s lodgings. Her left hand still clasped around a half drank horn of grog. The afternoon swelter woke her, and the air was thick with the smell of strong alcohol and vomit, and it was enough to drag her from slumber. Her eyes were red and half lidded, her stomach groaned as she bent to wrench the gruel and grog from her belly. What sort of life is this?, she thought to herself. Guillan was supposed to be a stop along the way and nothing more. How had she remained here for nearly a full cycle? Sure, Guillan wasn't a bad place for a thief to make a living, if that's what you'd call it. Enough coin to fill her belly and horn, but that was about it. She couldn't even remember the last time she had a night under roof or with bed. The grog was nothing like the sweet mead she was accustomed to, but a little girl, she was not. She wiped the froth and bile from her lips and chin as she stood. Her face twisted slightly and she winced as she finished off the stale liquid from her horn. She made her way down to the water’s edge, perhaps the thing she enjoyed most about Guillan, as it reminded her of her own port city. Her leather leggings stretched and groaned as she knelt, immersing her head beneath the crystal waters. The shrill water was enough to widen her eyes and erect the hairs of her neck. She pulled her head from the waters and gasped. Finally she was awake, and for better or for worse.
The sun was bright and beat down with little in the way to soften it, and it was almost unbearable she thought.. and her head, oh how it pounded. Her leathers were drenched and tight against her body as she walked. She made her way back to the same outdoor tavern as she placed two bits on the counter. "Another.." she clamored.. Hair of the wolf would surely do the trick, as it had done nearly every day for as long as she could remember. The barmaid produced another horn on the counter as it sloshed. She would've thanked the ogre of a woman, had she actually been doing her a favor. She grabbed her drink and downed it fast.. On to business. Her fingers tapped against the pommel of her cutlass as she figured upon what she was to do this day.. Not much going on for a thief in the afternoon sun, but the heat was not to offer her any rest. She missed the cool breeze that rolled in from the shores from her home lands, but she shook it off. No time for daydreaming, not now. Grandeurs and delusions only got in the way, at least that's what she told herself. She made her way back to the tented tables, choosing a different one this time, away from the cesspools of last nights lodgings. The air was stifling and she had grown tired of her situation, though her drunken state did little to free her of her stagnancy.
She laid a few more bits on the table. The woman huffed and waddled over with all of her stench and girth. She set a small pitcher on the table, sloshing the liquid inside. She looked at Y'Vanna and placed her hands on her hips.
"Aren't ye had enough lass?. Been 'ere nearly a moon’s cycle, day after day a'drinkin' the grog.." the woman said, offering only a slight tinge of sympathy.
"You'd do good to hold your tongue, old sow..." Y'Vanna said in a low and firm voice as she raised a brow and tilted her head to meet the woman's eyes. "Sides, I pay ye do I not? My coin is good, aye?" She snorted. The look was enough to curdle sweet milk in an instant.
"Aye your coin is good... it's your attitude needs a good polishin'.." she said as she waddled back towards the bar adjacent the tented tables.. "Had ye been me own I'd had ye beaten with the sense of things, lass.." she mumbled as she went.
"Had I been yer own I'da left by now..." Y'Vanna said, her voice raised and perturbed in manner as she poured another horn. "Or killed meself... Twat."
The woman cackled as she made her way behind the bar.. They had been at this for a while now.. Had she really been there that long? She downed the horn and poured another. The pounding in her head slowly subsided and gave way back to her thoughts. What to do? The question resounded yet again.. There was still a good bit of day left in the sky, and plenty of time to ponder. She was tired of the marks in the alleys, barely had coin themselves. Things needed to change for her, and she was going to change them. The sun beat down hard around the canvas covered tables, which offered little comfort from the heat. She played with her small purse, rolling the weight and strings in her fingers. What to do indeed..
Several hours pass as Y'Vanna waits out the afternoon swelter. The market district was thick with people and the hot air and stench of it all was stifling. She propped her head with one of her arms as she sighed, watching the passers by, entranced by the motion of it all. She took the last sip from her horn, and looked at it disappointedly. She had been asking for another pitcher for nearly half an hour now, no response from the wicked shrew either. Y'Vanna was losing her patience. She cut eyes towards the bar adjacent her table under the tent. "Look at her.." she thought.. acting as if she hadn't heard her requests for some time. Y'Vanna had little in the way of patience to begin with, and her temper had little need of encouragement like this. She huffed and slammed her horn hard on the table planks.
"Damn it wench, I said another! Ye be deaf as well as ugly now? Do ye?" Her voice was shrewd and cut like a blade. Others seated nearby grew quiet and looked onward in her direction and the scene she was making. Y'Vanna cared little, nor did she notice. The woman waddled silently back and forth behind the counter. Y'Vanna could hear her shuffling about. The woman soon came from behind the bar and walked over to Y'Vanna's table carrying a small tray. She stops directly in front her and sets the tray down. Y'Vanna looks coldly at the woman. The woman then grabs a small cup filled with a steamy liquid. The smell was putrid and stung at the nose. It was quite noxious, she thought.
The woman sat across from her with a stern brow. She crossed her arms and leaned back a bit, tilting her head as if she was disappointed. She nodded her head and pointed at the small cup.. "Drink up lass, do ye good an' all." She nudged the cup closer. "Go on. take it all up now."
"Now ye know this not be what I asked ye for wench.." Y'Vanna said, crossing her arms in contempt. "Sides, it smells like the shite from a sickened yak belly..."
"Just drink it.. go on. Ye be drenched in the mash and need a good lift up.. Now I see people all the time.. just like ye, drinking like the time just stopped a'tickin'.. People don't just drink like that for no reason lass.." She paused a moment before continuing. She leaned across the table taking "Y'Vanna's hand. "I had me own daughter once... long time ago though... Look child, I know what ye be doin for coin.. Least ye not be taking to yer back to get it.. Those be the real fools. I know I didn't exactly get marks for me smarts, but any fool can see it dear. Now, I'm not sure what ye be runnin' from lass, but ye needn't be a'wastin away in the likes of this 'ere place either."
Y'Vanna jerked her hand loose from the woman. "Now just who ye be thinks ye know me? Trust me wench, ye know little about me.. or what I a-." Y'Vanna couldn't finish her retort before the woman started back in at her.
"Aye lass.. Ye be right on that.. I don't know ye.. but I do know ye aren't what ye be claiming to be. And ye don't need be knee deep in shite 'ere either." she said in a very direct manner. "I seen the markings on the back o' yer neck, all slumped over and near a'drownin' in yer own liquids of an evenin'.. and that's enough." she said, raising a brow. "But don't worry lass, I won't be tellin’... now drink up.. I might a have a bit you'd might be interested in, a proper job, if ye gets me jist." She slid the cup closer to Y'Vanna with a stern look.
Y'Vanna sighed and looked away for a moment, as if to take in the recent proposal. She looked back at the woman and leaned in landing a finger on the rim of the glass. She thought for a bit, and there was a brief silence between the two.. She took the small cup in her hand and brought it to her lips then stopped.. "Let's say I do be interested wench.. what sort of job is it... and is it worth me to be doin' in the first place." raising a brow as if slightly intrigued at the sound of this so called "proposition".
"It be enough for ye to get away from 'ere lass.. Now go on, bottoms up." she said slyly..
Y'Vanna thought for a second and threw the liquid to the back of her throat, wincing immediately . The foulness of the dark roasted liquid was indescribable. Black bean tea they called it, guaranteed to lift the drunk from the dead. She smiled and said "Alright then, let's be hearing it." The two leaned in close and began talking over the details, and for about an hour or so this continues. It looked to the other inhabitants taking the grog as if they had surely been friends for ages. They finally settled and agreed, Y'Vanna and the woman stood, and then the barmaid produced a small folded papyrus and gave it to Y'Vanna. The two shook on it and parted ways.
"We'll see ye none more then, aye?" The large woman said loudly as she made her way to the bar, looking back in Y'Vanna's direction from over the counter as she went back to sprucing the cups.
"Aye, wench, no more.. ye being seeing me no more.." Y'Vanna smiled as she spoke, but she didn't look back. She took to the masses of people in the streets, which had died down a bit now. The daily hours were quickly waning, and so was the heat. It looked as if it might come to a drizzle from the looks of the sky. She found refuge on a bench nearing the end of a corner street, away from most of the traffic. She unfolded the papyrus and looked at the scratched out map and plan, careful not to afford even a single glance to any passers by. She smiled and found herself to be rather giddy upon doing so. A "proper job" indeed, she thought. It finally looked as if her very luck was changing and she would be free of this place, and it would soon be just another faded memory, cloaked in the clutter of better days to come.
Guillian was a major port city, much like Y’Vanna’s home city of Avondyllac, though it dwarfed it in size. It was a major trading hub in the Lands o’ the Nine, and brought goods and commodities alike to the people in all corners of the empire. Salts and spices, dyes, fruits and vegetables, and many hard to get delicacies that were succulent in nature all came together here. The Lands o’ the Nine were vast, and stretched far and wide over mountains and valleys and kissed the seas that surrounded it. Most anything the mind could conjure could be found in the Nines.. Guillan was also a cultural hub, as it sat almost dead center in the seat of the empire, it was also the capital. All walks of life exchanged daily routine and custom, as well as religion. There were all sorts from any class thinkable. From the high ups and prominent patrons to the very vile and malicious scrapers at the bottom. There were plenty of this last lot. There were uncountable alleys and nooks within Guillan and not one of them was without it's share of undesirables. This worked both for and against Y’Vanna as it was in these numbers that her ability to blend in came from, but it was also this lot that was her competition. There was one thing to be true, there were thieves aplenty in Guillan. It was probably one of the thickest professions in the port city, next to the whore and songwrite… No matter though, not to Y’Vanna at least. She had a decent enough hand at it to get by. Her father had other intentions for her, and had he still been alive her life would have most likely went in another direction. Delicate fingers traced over the marks on the back of her neck, as her thoughts shifted back and forth like waves in a turbulent sea. No time to get caught in her feelings she thought, as she sniffled and tugged for a small pouch tucked in her waist. She quickly found it and pulled it out, repositioning herself on the bench to take full advantage of the small nook of the corner. She pulled from the bag a small vial of very pale blue powder, so pale it almost had no color at all. Constables were everywhere, walking this way and that. Y'Vanna would have to be tidy about it.
She pulled its cork and put a bit under her nail and put it to her nostril. The “dust” as it was referred to was bountiful in Guillan. Another thing that Guillan was good for.. Didn’t have to go far to find the premium stuff. “Dust” was a potent stimulant, and was popular with the scrapers and the likes. A dangerous vice to say the least, and it was very addictive in nature, and had claimed many a better man than she.. But as it was Y'Vanna was no little girl. She’d had her nose full of it for the better half of a decade now, and she didn’t see an end to it any time soon. The powder soon hit, and her eyes widened as the sweet rush came on. Y'Vanna was keen on using it, especially after a good stent with the grog. She always kept a bit put back just for times like this. She knew it was a nasty habit, but it was like a consort that she couldn’t seem to kick, or a leftover remnant from her days with the pirates that took her on after her father was killed. The markings on her neck nearly vibrated from the thought. Perhaps it was the dust.. The twang of it hit her throat and her eyes widened even more as she tucked the vial back into her waist. She ran her tongue across the back of her teeth and the cloudiness from the grog soon gave way to alertness. Y'Vanna was as sharp as a hewing axe.. The night would soon take the sky and she would embark on this new and enticing “proposition”.
"On with it V." She said to herself, a determined and inspirational sentiment.
A firm brow and a stern look now fell upon her. "V" was a little nickname that had always kind of seemed to loom around her. It wasn't an official or given name but rather just seemed to float to the surface over time, and once that happened it spread like the plague. Her leather pants and boots wretched as she stood, She straightened her attire and sniffed again, and looked in both directions sporadically whilst running a finger across where the vial was stashed to make sure for the last time that it was securely in place, before turning to left. Her boots fell briskly to the cobble stones below as she turned down Albacore street heading towards the docks and shipyard. To her future to come. Y'Vanna had a feeling that something very big was going to happen in her life this night. One that would surely change her course in one way or another. She thought upon this but a moment before it dwindled like ash in her mind. She welcomed a change, be it good or not.
Dices Rules:
18-20 = Flawless Success, 11-17 = Moderate Success, 4-10 = Questionable Quccess, 0-3 = Failure
Attack Rolls: 1d20 + Dexterity (or skill if applicable) for weapons, + Strength for unarmed.
NOTE: Skills that are weapon or combat related will stack.
Blocking/Parrying: 1d20 + Shield Rating/Parry Mod, separate from Armor save (requires shield or parry skill)
ARMOR Mod: 1d20 + Armor Rating (saving throw in combat)
AWARENESS Rolls: 1d20 + Awareness (rolled when scanning an environment or searching, etc.)
Injury Mod: -2 for the duration of the injury.
Infection Mod: -1 (added)
Malnutrition Mod: -1 (added)
Dehydration Mod: -2 (added)
Intoxication Mod: -2 for duration of effect.
Flaw Mod: -2 (When in effect)
NOTE: These modifiers also stack, and should be subtracted from any + modifiers before rolling.
Skill Rolls: 1d20 + Skill Mod
( if no skill points exist for skill player rolls 1d20 without a modifier and must roll a 11 or better for a success. If successful several times the GM may award a character with this skill, adding 1 point, which will accumulate over time through experience in the game. Please make the GM aware of that you are doing a skill that is not in your CS to get credit for this.)
Flintlock Mod: -2
18-20 = Hit, 11-17 = Poorly Placed Shot, 4-10 = Miss, 3-0 = Catastrophic Failure
* If you roll an 18 the shot is perfectly accurate and executed with finesse. (Head shot, or similar, spectacular execution, etc.). However, if you roll a 0-3 it will result in a catastrophic failure, and the weapon will no longer be usable until it is completely serviced and or repaired (when possible).
Unfamiliar Weapon: -2
Pickpocketing/looting: 1d20 + Skill Mod
If Successful Roll 1d100: X Silver Bits
Roll 100: 1d20 X Gold Coins
Failure Roll 0-5: Failed Pick, alerts the mark as well, resulting in confrontation.
Initiative rolls will be done in posting process by individual players and are as follows:
Awareness Rolls- will be utilized to search for things or scan your immediate surroundings for clues, or to get a jump on any encounters.. The locating of traps and hidden items or clues, descriptions of environments, hidden routes and passages, etc.
Willpower Rolls- will be done to determine whether or not your characters can withstand certain forces within the game, and is basically the measurement of your resolve to see how you will act under pressure. Things like resisting certain statuses like sickness, sleep, starvation, hexes and curses, thought reading or mind control, etc.
Intelligence Rolls:- will be rolled to determine if your character is smart enough to decipher codes, read and understand various languages etc. The ability to learn new things, and the ability to retain information.
Wit Rolls:- will be utilized when trying to outsmart an opponent or encounter, your ability to reason with, or get one over on another individual. To outsmart the other party involved.
Charisma Rolls:- will be rolled when bartering, or when trying to be persuasive with another NPC or neutral encounters. It is a representation of how likeable your character is, and how well you can sway someone in your favor. It can lead to better prices when buying items or services, or win you favorable odds with the opposite sex in particular.
Attack Rolls:- will be rolled in combat along with your Dexterity Mod (or skill mod if applicable) when fighting with weapons, or with your Strength Mod for unarmed combat.
Note: Each player may have 2 attacks as beginning players unless they are equipped with a shield*. This negates one attack.
Armor:- Armor rolls will be used as a saving throw against taking wounds. Your final saving grace against combat wounds. If blocking with a shield you will roll for it's mod, and if this fails you may then roll for your armor.
Luck Rolls:- as the name suggests, luck is luck. Roll this if all else fails and maybe, just maybe, the god's will shine on you.
Awareness Rolls- will be utilized to search for things or scan your immediate surroundings for clues, or to get a jump on any encounters.. The locating of traps and hidden items or clues, descriptions of environments, hidden routes and passages, etc.
Willpower Rolls- will be done to determine whether or not your characters can withstand certain forces within the game, and is basically the measurement of your resolve to see how you will act under pressure. Things like resisting certain statuses like sickness, sleep, starvation, hexes and curses, thought reading or mind control, etc.
Intelligence Rolls:- will be rolled to determine if your character is smart enough to decipher codes, read and understand various languages etc. The ability to learn new things, and the ability to retain information.
Wit Rolls:- will be utilized when trying to outsmart an opponent or encounter, your ability to reason with, or get one over on another individual. To outsmart the other party involved.
Charisma Rolls:- will be rolled when bartering, or when trying to be persuasive with another NPC or neutral encounters. It is a representation of how likeable your character is, and how well you can sway someone in your favor. It can lead to better prices when buying items or services, or win you favorable odds with the opposite sex in particular.
Attack Rolls:- will be rolled in combat along with your Dexterity Mod (or skill mod if applicable) when fighting with weapons, or with your Strength Mod for unarmed combat.
Note: Each player may have 2 attacks as beginning players unless they are equipped with a shield*. This negates one attack.
Armor:- Armor rolls will be used as a saving throw against taking wounds. Your final saving grace against combat wounds. If blocking with a shield you will roll for it's mod, and if this fails you may then roll for your armor.
Luck Rolls:- as the name suggests, luck is luck. Roll this if all else fails and maybe, just maybe, the god's will shine on you.
Useful Info:
Maps and Locations:
I will update these locations accordingly over the course of the RP as it unfolds. New places of interest, specific locations, and the goods and services that can be obtained there, as well as the NPC's who provide them. Please check periodically.
World Map
A well known tavern to all the common-folk and the lower class. The dock workers and sailors, petty criminals. The grog is plentiful and cheap, and everyone knows how to mind their own business. The room fares aren't high and the hearths are always warm. Home to many a thief and pick-pocket, and one well known fence, Lord Vargas, and is a great place to do a bit of business towards the back. Mind you Keep your voice down though, and be discreet. No one likes a yapper..
Located on the outskirts of the Seaside Markets, just by the Docks. A good place to tuck in for the rainy, wetter nights, even if only to dry your clothes for a bit. They offer a variety of perishables, and good hot meals.
The Black Lion Trading Company is the top authority when it comes to all business dealing with trade, imports and exports, all commodities, and even the very prices they fetch in market. Nothing comes in or out without them having a finger on it. Highly trusted by the Royal Authorities, they are known to keep a tight book. They control all the trade routes and trading vessels in the Nines. Each ship must be logged without exception, and each is carefully scrutinized down to the last crates and barrels.
All matters of commandeering or commissioning a ship or vessel for travel or business purposes can be done here. There are usually a few salty captains waiting in queue, and have ships of all sizes to suit whatever need should arise. Prices will vary, and be mindful, you get what you pay for..
The Red Sail is a brothel located in the southwestern corner of the Seaside Markets, just between the Slums and Docks. It is a musty but warm lit and welcoming establishment. Smoke from the black Lotus is thick and enticing. The women are supple and wanton. All manner of men, and women, are serviced here, from sailors, common folk, and the working class from the slums.
The establishment is ran by a Madame Margarette Fontaine, who keeps a close eye on her girls, and will go to great lengths to protect them. It is rumored that she likes to scar the faces of men who try do get over on her and hers, and known to do worse to those who be mistreat'n the fowler ways.. Make sure your coin is good, and keep away from the funny business and you'll find yourself a pleasant stay..
Most of the realm is inhabited by humans, but there are a few other races that are rare.
The Zherpa are a race of humans that reside in the deserts of the realm. These individuals have olive skin and dark hair and eyes. Though they have attractive traits, they are quite a rough and rugged people who wander the deserts and inhabit it's oases. These people are hard bargainers and stern traders, but often have exquisite goods. They are known for their finely crafted blades and metalwork, such as cookware and other hardwares.
These nomads live a harsh life in the deserts and have to endure devastating sandstorms. The deserts of the realm are small but formidable areas, not many could survive or eek out an existence here. None save for the Zherpa.
They are quite witty and quick to take advantage where they can. Known to be rather unsavory and sometimes less than trustworthy. One would be wise to keep their wits about them around these hardened nomads.
Type: Nomads
Motivation: Money
Influence: Strong
Reputation: Hard willed, Cut-throats
Age: Ancient
Leadership: Tribal Leaders
Size: Medium
Stability: Nomadic, but strong
Enemies: Many
Allies: Some
Enemies Include: Merchants and local authorities
Allies Include: some merchant groups and proprietors
Resources: limited, but high in quality. Metalwork, spices, other items such as rare woods, and gemstones.
Resources Include: Substantial funds or wealth
Other: maintains ties with many prominent individuals, very secretive.
Bribes: will most always be accepted
Competence: often exceptional
Noticeable Traits: Olive skin and dark features.
Can be Found: Desert areas
Identifiable By: Specific weapons and tattoos. Finely crafted blades.
Common Traits: Greedy, underhanded
Classes: Merchants, Raiders, Assassins
Knowledge of Group: Extensive in both mathematics and astrology
Bretonians closely represent European ethnicities in our own world. They can be found in every region of the realm. Bretonians are one of the densest populations as well. Bretonians have pale skin tones or tan, and are best suited for northern climates, they seem to fair okay in tropics as well, aside from the occasional sunburn and bucket-loads of sweat. They come in all shapes and sizes and have a variety of features, and they can have almost any coloring of hair. Bretonians are an old race and they have intermingled with nearly every race outside of the Sumek, and their traits may be mixed by several ethnic factors. They are average strength, average sized humans, who are just about average in every way. Bretonians are great sailors, and are said to be among the first to do so. Bretornians originated in the Northern Regions of the Lands of the Nine's.
Type: Humans
Motivation: Glory, Money, Prosperity
Influence: Very strong
Reputation: Varied
Age: Very old
Leadership: Kingdoms, Ruling leaders, Elders, Chieftons
Size: Average
Stability: Very stable
Enemies: Minimal
Allies: Many
Enemies Include: several guilds of fighters, a large number of Zherpa tribes, some Ir'dak tribes, some Jinzho factions. Usually at odds with the Zherpa, conflicts over trade routes and ambushes have left a lasting bad taste in the Bretonian's mouths.
Allies Include: Most Kingdoms, as they make up a significant portion of the populations in each.
Resources: Many
Resources Include: Full spectrum of natural resources, meats, metalwork, woodwork, wealth
Other: Retainers
The Sumek are a fish-like humanoid species that reside in the low tropical regions of the realm. They can be found in the waters of tropical coastlines and inlets, coves, sounds and bays. Some have even been rumored to live deep down wide rivers and murky swamps as well. The Sumek are few in number, and their settlements are sparsely populated. Interactions with humans often do not end well for the Sumek, for they are highly discriminated against. They are seen as less than equals to their human counterparts and are shunned constantly. They only trade with humans on rare occasions and mostly stick to themselves. Timid and skittish creatures when outside of the water. They can breathe on land as well for rather lengthy times, but it doesn't take more than a day before their skin begins to dry out, so being away from water is a moderate to severe danger for them.
However, the Sumek are known for their honesty, and love for their families and their own. The Sumek are nonviolent, reclusive creatures who most often just want to be left alone.
Shaping Force: Nature, Family
Population: Almost entirely reclusive to Humans
Political Structure: Oligarchy
Strong Influence: Stability
Popular Issue: Harassments
Stability: rapidly disintegrating
Personal Freedoms: very few liberties. They all work and provide for the common goal.
Scandals: infrequent, but commonly targeted
Foreign Relations: No outside relations, other than sparse trading with humans
Main Export: food crops (Seaweed, roe, fish, shellfish) shells, pearls, and other trinkets found in the depths.
Main Import: leather goods, ropes, nets
Main Resource: food - fish/meat
Trade: some trading, unequal terms
Strength: Low populous
Wealth: no personal wealth, other than small trinkets. Money has no value to them.
Main Climate: tropical Low lands, and some rivers and swamps.
Ocean: not far from the coastline. The ocean depths hold real dangers for these fish-like humanoids.
Frequent Trouble: loss of lands, waters, hunting groiunds. Human harassments and interference.
Highly Values: creativity, honesty, modesty
Known For: fishing
Popular Entertainment: storytelling, trading trinkets
Respected Profession: Group elders
Discrimination: extreme fear of Humans
Major Taboo: consorting with humans
Strength: average, agile, fit
Focus: Nature and family, procreation
Viewed: as nasty, vile creatures who are filthy and spread disease, extreme prejudice
Focus: sacredness of family
Worship: solemn daily prayers in private to passed relatives and kin.
Associated Artform: carving shells and wood trinkets
Prevalence: uncommon, sparse settlements
Life Expectancy: 130-160 years
The Zherpa
Playable Race
The Zherpa are a race of humans that reside in the deserts of the realm. These individuals have olive skin and dark hair and eyes. Though they have attractive traits, they are quite a rough and rugged people who wander the deserts and inhabit it's oases. These people are hard bargainers and stern traders, but often have exquisite goods. They are known for their finely crafted blades and metalwork, such as cookware and other hardwares.
These nomads live a harsh life in the deserts and have to endure devastating sandstorms. The deserts of the realm are small but formidable areas, not many could survive or eek out an existence here. None save for the Zherpa.
They are quite witty and quick to take advantage where they can. Known to be rather unsavory and sometimes less than trustworthy. One would be wise to keep their wits about them around these hardened nomads.
Type: Nomads
Motivation: Money
Influence: Strong
Reputation: Hard willed, Cut-throats
Age: Ancient
Leadership: Tribal Leaders
Size: Medium
Stability: Nomadic, but strong
Enemies: Many
Allies: Some
Enemies Include: Merchants and local authorities
Allies Include: some merchant groups and proprietors
Resources: limited, but high in quality. Metalwork, spices, other items such as rare woods, and gemstones.
Resources Include: Substantial funds or wealth
Other: maintains ties with many prominent individuals, very secretive.
Bribes: will most always be accepted
Competence: often exceptional
Noticeable Traits: Olive skin and dark features.
Can be Found: Desert areas
Identifiable By: Specific weapons and tattoos. Finely crafted blades.
Common Traits: Greedy, underhanded
Classes: Merchants, Raiders, Assassins
Knowledge of Group: Extensive in both mathematics and astrology
Bretonians
Playable Race
Bretonians closely represent European ethnicities in our own world. They can be found in every region of the realm. Bretonians are one of the densest populations as well. Bretonians have pale skin tones or tan, and are best suited for northern climates, they seem to fair okay in tropics as well, aside from the occasional sunburn and bucket-loads of sweat. They come in all shapes and sizes and have a variety of features, and they can have almost any coloring of hair. Bretonians are an old race and they have intermingled with nearly every race outside of the Sumek, and their traits may be mixed by several ethnic factors. They are average strength, average sized humans, who are just about average in every way. Bretonians are great sailors, and are said to be among the first to do so. Bretornians originated in the Northern Regions of the Lands of the Nine's.
Type: Humans
Motivation: Glory, Money, Prosperity
Influence: Very strong
Reputation: Varied
Age: Very old
Leadership: Kingdoms, Ruling leaders, Elders, Chieftons
Size: Average
Stability: Very stable
Enemies: Minimal
Allies: Many
Enemies Include: several guilds of fighters, a large number of Zherpa tribes, some Ir'dak tribes, some Jinzho factions. Usually at odds with the Zherpa, conflicts over trade routes and ambushes have left a lasting bad taste in the Bretonian's mouths.
Allies Include: Most Kingdoms, as they make up a significant portion of the populations in each.
Resources: Many
Resources Include: Full spectrum of natural resources, meats, metalwork, woodwork, wealth
Other: Retainers
The Sumek
Non-Playable Race
The Sumek are a fish-like humanoid species that reside in the low tropical regions of the realm. They can be found in the waters of tropical coastlines and inlets, coves, sounds and bays. Some have even been rumored to live deep down wide rivers and murky swamps as well. The Sumek are few in number, and their settlements are sparsely populated. Interactions with humans often do not end well for the Sumek, for they are highly discriminated against. They are seen as less than equals to their human counterparts and are shunned constantly. They only trade with humans on rare occasions and mostly stick to themselves. Timid and skittish creatures when outside of the water. They can breathe on land as well for rather lengthy times, but it doesn't take more than a day before their skin begins to dry out, so being away from water is a moderate to severe danger for them.
However, the Sumek are known for their honesty, and love for their families and their own. The Sumek are nonviolent, reclusive creatures who most often just want to be left alone.
Shaping Force: Nature, Family
Population: Almost entirely reclusive to Humans
Political Structure: Oligarchy
Strong Influence: Stability
Popular Issue: Harassments
Stability: rapidly disintegrating
Personal Freedoms: very few liberties. They all work and provide for the common goal.
Scandals: infrequent, but commonly targeted
Foreign Relations: No outside relations, other than sparse trading with humans
Main Export: food crops (Seaweed, roe, fish, shellfish) shells, pearls, and other trinkets found in the depths.
Main Import: leather goods, ropes, nets
Main Resource: food - fish/meat
Trade: some trading, unequal terms
Strength: Low populous
Wealth: no personal wealth, other than small trinkets. Money has no value to them.
Ecology
Main Climate: tropical Low lands, and some rivers and swamps.
Ocean: not far from the coastline. The ocean depths hold real dangers for these fish-like humanoids.
Frequent Trouble: loss of lands, waters, hunting groiunds. Human harassments and interference.
Highly Values: creativity, honesty, modesty
Known For: fishing
Popular Entertainment: storytelling, trading trinkets
Respected Profession: Group elders
Discrimination: extreme fear of Humans
Major Taboo: consorting with humans
Strength: average, agile, fit
Focus: Nature and family, procreation
Viewed: as nasty, vile creatures who are filthy and spread disease, extreme prejudice
Focus: sacredness of family
Worship: solemn daily prayers in private to passed relatives and kin.
Associated Artform: carving shells and wood trinkets
Prevalence: uncommon, sparse settlements
Life Expectancy: 130-160 years
The High King: (Guillan, as well as all the Lands of the Nine)
The High King is an honest enough and just King. He is old and wise. Hardened by battles of years past, but now he is long past his prime and knows it well. He reigns supreme over all the Nine Lands, and Guillan is his lustering gem, a great capital city. He is well aware of the displaced wealth and corruption that any such grand city would surely supply, and he does his best to keep it all from boiling over. He is perhaps aware that his own Guardsmen are corrupted as well, but definitely not to the fullness nor depth of it.
Anyone would most assuredly have a vexing time from keeping it from tatters.. He relies heavily on his Master at Arms, Lord Vallec, whom he trusts with more than he possibly should. Vallec has his finger in all the going's on when it comes to the King's matters. For the better, and the worse of it. He uses the King'sGuard not just to uphold the laws of the city, but also for his own personal lackeys, which will blindly do his bidding without hesitation..
The king is a fair man.. but he IS still, just a man.
Vallec Von Brandt:
Age: 34
Race: Human
Origin: Guillan
Occupation: Master at Arms to the High King
Demeanor: Collected, Straightforward, Militant
Disposition: Engaging, Tact, Vindictive
Authority-5
Contacts/Retainers-5
Perception-3
Persuasion-3
Vallec is Master at Arms to the High King, Emperor to all of the lands of the Nines. He is confidant, advisor, and enforcer to the entire city of Guillan. He is very well acclimated to the soldier way of life, from the battlefields to the high polished marble of the courts. His military prowess was gained through many battles in his career as a soldier for the Imperial Army. He had proven himself many times. He had grown up with the High King, and they played often as children, as his father was also a consort to the previous king, and father to the current.
Vallec is very intelligent, and many believe that he is completely capable of conveying his agendas through the High King. His words fall upon the King's ear with heavy weight as it were, and often times it was unclear just who's interests were being served. He has earned the nickname "Hound of the Nines" from his title, and his reputation as a loyal dog, who would attack anything that threatens it's master. This name was a fitting one.
Fine silver sabre, Royally issued for his title and prominence. Ornately decorated.
Matching dagger. Long, stiletto type design with matching details to the sabre.
Scabbard and belts.
Ornate medium caliber flintlock pistol. Immaculate
Leather studded and plated armor. Well crafted and seasoned. Well fitting and decorated.
High leather boots.
Seal of the High King
Letter of prominence.
Lord Vargas: (Known fence, black market merchant)
Vargas, or "Lord Vargas", as he likes to be called, is a well known fence and head of a small time crime syndicate to the common pick-pocketer and petty criminals of Guillan. He is a hard bargainer and seldom pays the top fair price, but he's about the best of them, and by others' standards, his rates are about as fair as one can hope for. He can often be found at The Faded Lantern Tavern & Inn, right on the edge of the Seaside Markets, just by the Docks.
He is also a bit of a merchant, for those hard to get black market items. The sort of things you don't go round lookin' for just anywhere.. special items. The kinds of things that might be a bit more trouble than they're worth to be caught with. He keeps a room at the inn so he is almost always available. He can usually be found lurking about round the back end of the tavern, holed up in some chair in a dim-lit corner. Mind you keep your voice down and be discreet and he'll be sure to appreciate it. Make a scene and you'll have to rid your wares somewhere else.
Madame Margarette Fontaine: (Madame, Owner of The Red Sail Brothel)
Madame Margarette Fontaine is the head Madame and owner of the Red Sail Brothel located between the Slums and Seaside Markets, in the southwestern corner down by the docks and opposite the corner of the Faded Lantern Tavern and Inn. She is a prominent figure to those that graze in the underworld. Her clientele has always been kept in a discreet manner, whether it be a commoner or person of a higher status. She keeps a close eye on her girls and has been known to go to great lengths to maintain their safety, and dignity. She likes to mark the faces of men who would harm a hair on their heads, or tried to get one over on her and hers. Said to use nasty blade too, as to set the wound to festering right off.
She is also the head of another small but organized crime syndicate that operates from within the safe confines of the brothel, using its discretion and general nature as a natural sanctuary. She is a well known fence, much like Lord Vargas, and though they are often in competition with one another, scrapping for the leftovers in the wake of the Black Hands. Her group of minions is perhaps smaller than Vargas', but they are equal or better when speaking in terms of efficiency, and Madame Fontaine is far more ambitious than he.
Gail Livingsworth-Slums (Street Dealer/fence/Apothecary)
Gender: Male
Age: 21
Race: Human
Origin: Gullian
Attire: Unarmored, has a nice wool coat though
Demeanor: hesitant/friendly/excitable/distractable/smooth-talker
Skillsets
Talking (distracting/convincing others) - 4
Stealth - 2
*Apothecary - 6
Climbing - 1
City Knowledge (back alleys and the like – useful for running away) - 2
Background:
Gail’s mother died early, trying to give birth to her daughter. Both died, and Gail’s father was left to raise him. Ryredan Caradec was born and raised a thief, a master of the slight of hand and guile of language. While his son was able to quickly pick up on the family’s smooth talking ways, he shaky hands proved useless for many of the tasks his father set before him, and grew up constantly berated.
These shaky hands proved to be more than just a benign curse, however, as Gail learned after cutting himself on the hand making dinner, accidentally healing the wound he had just created, then passing out for three hours. His father was certainly worried when he came home to his 14-year-old child sleeping on the floor of their hovel, but didn’t believe his story, thinking he was just trying to excuse his laziness with a myth. When Gail repeated this same miracle later after burning his finger on the stove, this time with his father present, Ryredan realized the possibilities, and lifted a book on healing from a bookstore in town, hoping that his son’s abilities would be profitable. Unfortunately, when he discovered just how long it took to build up the strength to make even simple potions, he gave up on the whole escapade – what use was this magic if it couldn’t restore entire bones, or cure the town lepers and get his son looked at – and treated like a god? Unfortunately, when he was caught in the middle of robbing the house of a noble a year later, he didn’t have much of a chance to impose his own limitations on his son, or anyone else for that matter.
At least it was just exile.
Since the age of 15, Gail has been on his own, doing his best to carry on his father’s legacy while learning about his own skills. Theft is all he knows and all he was taught, though he has rarely succeeded in stealing anything large. He has, however, learned that people will pay surprisingly well for a liquid that helps to remove acne, among other small ailments, if they can afford it.
Magic, though rudimentary, still has its uses. Those blessed with the skill to restore living things from their injuries will find that it takes a great toll on their bodies to heal anything at all, and the magic is wild and unpredictable. By learning sets of movements and incantations, one can learn to carefully transfer this magic into water or other liquids. This must be done in small amounts, or the process will completely wear out the user. As it is, the amount of magic required for tasks increases with the scale of what they heal – learning to funnel ones magic into a potion that helps a body fight an infection is not too difficult. Trying to heal broken bones? That might take a day or two in total of focus and preparation for a bottle the size of a shot glass (though on the bright side, he can stretch the process over multiple days, a few hours at a time). At this point, Gail is capable of quickly healing small nicks and scratches without much effort, but will be seriously incapacitated if he needs to heal even a moderate injury. his potions could potentially produce a wide variety of useful effects, if he can figure out how to achieve it. they will not, however, put back together someone whose guts are hanging out.
Personal Effects:
4 small glass jars with stoppers on them, empty
A small completed potion; will reduce swelling from sores and acne if dripped over affected area
Another small potion, the most powerful he’s been able to create, capable of massively accelerating the healing process of broken bones if ingested.
A knife
Some bread he found on the walk home. It doesn’t look moldy?
One room hovel off in a back alley of the slums near the marketplace
The High King is an honest enough and just King. He is old and wise. Hardened by battles of years past, but now he is long past his prime and knows it well. He reigns supreme over all the Nine Lands, and Guillan is his lustering gem, a great capital city. He is well aware of the displaced wealth and corruption that any such grand city would surely supply, and he does his best to keep it all from boiling over. He is perhaps aware that his own Guardsmen are corrupted as well, but definitely not to the fullness nor depth of it.
Anyone would most assuredly have a vexing time from keeping it from tatters.. He relies heavily on his Master at Arms, Lord Vallec, whom he trusts with more than he possibly should. Vallec has his finger in all the going's on when it comes to the King's matters. For the better, and the worse of it. He uses the King'sGuard not just to uphold the laws of the city, but also for his own personal lackeys, which will blindly do his bidding without hesitation..
The king is a fair man.. but he IS still, just a man.
Vallec Von Brandt:
Currency: --
Ammunition: 6 shot
Status: N/A
Ammunition: 6 shot
Status: N/A
Age: 34
Race: Human
Origin: Guillan
Occupation: Master at Arms to the High King
Demeanor: Collected, Straightforward, Militant
Disposition: Engaging, Tact, Vindictive
Skillsets-
Authority-5
Contacts/Retainers-5
Perception-3
Persuasion-3
Background-
Vallec is Master at Arms to the High King, Emperor to all of the lands of the Nines. He is confidant, advisor, and enforcer to the entire city of Guillan. He is very well acclimated to the soldier way of life, from the battlefields to the high polished marble of the courts. His military prowess was gained through many battles in his career as a soldier for the Imperial Army. He had proven himself many times. He had grown up with the High King, and they played often as children, as his father was also a consort to the previous king, and father to the current.
Vallec is very intelligent, and many believe that he is completely capable of conveying his agendas through the High King. His words fall upon the King's ear with heavy weight as it were, and often times it was unclear just who's interests were being served. He has earned the nickname "Hound of the Nines" from his title, and his reputation as a loyal dog, who would attack anything that threatens it's master. This name was a fitting one.
Personal Effects-
Fine silver sabre, Royally issued for his title and prominence. Ornately decorated.
Matching dagger. Long, stiletto type design with matching details to the sabre.
Scabbard and belts.
Ornate medium caliber flintlock pistol. Immaculate
Leather studded and plated armor. Well crafted and seasoned. Well fitting and decorated.
High leather boots.
Seal of the High King
Letter of prominence.
Lord Vargas: (Known fence, black market merchant)
Vargas, or "Lord Vargas", as he likes to be called, is a well known fence and head of a small time crime syndicate to the common pick-pocketer and petty criminals of Guillan. He is a hard bargainer and seldom pays the top fair price, but he's about the best of them, and by others' standards, his rates are about as fair as one can hope for. He can often be found at The Faded Lantern Tavern & Inn, right on the edge of the Seaside Markets, just by the Docks.
He is also a bit of a merchant, for those hard to get black market items. The sort of things you don't go round lookin' for just anywhere.. special items. The kinds of things that might be a bit more trouble than they're worth to be caught with. He keeps a room at the inn so he is almost always available. He can usually be found lurking about round the back end of the tavern, holed up in some chair in a dim-lit corner. Mind you keep your voice down and be discreet and he'll be sure to appreciate it. Make a scene and you'll have to rid your wares somewhere else.
Madame Margarette Fontaine: (Madame, Owner of The Red Sail Brothel)
Madame Margarette Fontaine is the head Madame and owner of the Red Sail Brothel located between the Slums and Seaside Markets, in the southwestern corner down by the docks and opposite the corner of the Faded Lantern Tavern and Inn. She is a prominent figure to those that graze in the underworld. Her clientele has always been kept in a discreet manner, whether it be a commoner or person of a higher status. She keeps a close eye on her girls and has been known to go to great lengths to maintain their safety, and dignity. She likes to mark the faces of men who would harm a hair on their heads, or tried to get one over on her and hers. Said to use nasty blade too, as to set the wound to festering right off.
She is also the head of another small but organized crime syndicate that operates from within the safe confines of the brothel, using its discretion and general nature as a natural sanctuary. She is a well known fence, much like Lord Vargas, and though they are often in competition with one another, scrapping for the leftovers in the wake of the Black Hands. Her group of minions is perhaps smaller than Vargas', but they are equal or better when speaking in terms of efficiency, and Madame Fontaine is far more ambitious than he.
Gail Livingsworth-Slums (Street Dealer/fence/Apothecary)
Gender: Male
Age: 21
Race: Human
Origin: Gullian
Attire: Unarmored, has a nice wool coat though
Demeanor: hesitant/friendly/excitable/distractable/smooth-talker
Skillsets
Talking (distracting/convincing others) - 4
Stealth - 2
*Apothecary - 6
Climbing - 1
City Knowledge (back alleys and the like – useful for running away) - 2
Background:
Gail’s mother died early, trying to give birth to her daughter. Both died, and Gail’s father was left to raise him. Ryredan Caradec was born and raised a thief, a master of the slight of hand and guile of language. While his son was able to quickly pick up on the family’s smooth talking ways, he shaky hands proved useless for many of the tasks his father set before him, and grew up constantly berated.
These shaky hands proved to be more than just a benign curse, however, as Gail learned after cutting himself on the hand making dinner, accidentally healing the wound he had just created, then passing out for three hours. His father was certainly worried when he came home to his 14-year-old child sleeping on the floor of their hovel, but didn’t believe his story, thinking he was just trying to excuse his laziness with a myth. When Gail repeated this same miracle later after burning his finger on the stove, this time with his father present, Ryredan realized the possibilities, and lifted a book on healing from a bookstore in town, hoping that his son’s abilities would be profitable. Unfortunately, when he discovered just how long it took to build up the strength to make even simple potions, he gave up on the whole escapade – what use was this magic if it couldn’t restore entire bones, or cure the town lepers and get his son looked at – and treated like a god? Unfortunately, when he was caught in the middle of robbing the house of a noble a year later, he didn’t have much of a chance to impose his own limitations on his son, or anyone else for that matter.
At least it was just exile.
Since the age of 15, Gail has been on his own, doing his best to carry on his father’s legacy while learning about his own skills. Theft is all he knows and all he was taught, though he has rarely succeeded in stealing anything large. He has, however, learned that people will pay surprisingly well for a liquid that helps to remove acne, among other small ailments, if they can afford it.
Magic, though rudimentary, still has its uses. Those blessed with the skill to restore living things from their injuries will find that it takes a great toll on their bodies to heal anything at all, and the magic is wild and unpredictable. By learning sets of movements and incantations, one can learn to carefully transfer this magic into water or other liquids. This must be done in small amounts, or the process will completely wear out the user. As it is, the amount of magic required for tasks increases with the scale of what they heal – learning to funnel ones magic into a potion that helps a body fight an infection is not too difficult. Trying to heal broken bones? That might take a day or two in total of focus and preparation for a bottle the size of a shot glass (though on the bright side, he can stretch the process over multiple days, a few hours at a time). At this point, Gail is capable of quickly healing small nicks and scratches without much effort, but will be seriously incapacitated if he needs to heal even a moderate injury. his potions could potentially produce a wide variety of useful effects, if he can figure out how to achieve it. they will not, however, put back together someone whose guts are hanging out.
Personal Effects:
4 small glass jars with stoppers on them, empty
A small completed potion; will reduce swelling from sores and acne if dripped over affected area
Another small potion, the most powerful he’s been able to create, capable of massively accelerating the healing process of broken bones if ingested.
A knife
Some bread he found on the walk home. It doesn’t look moldy?
One room hovel off in a back alley of the slums near the marketplace
This is a list of antagonists and encounters, and will be updated as the adventure unfolds. These will include humans, gods, demons, and other beasts that wish to end your lives, as well as empty your pockets..
These are dangers that lurk in dark corners and unguarded highways, cutthroats, rapists, thieves, bandits, and strong arms. Low life scum, these souls are the scourge of civilized lands and cities. They have no concern for the law and kill on a whim, all for the sake of a few bits. Some work alone in dark alleys and tunnels, and some work in groups and implement pack tactics and ambushes like packs of rabid wolves. These criminals can be found in all corners of the Nines and travelers should always be wary. Mind you don't get too drunk at the watering hole and get took for every coin in your purse, or even worse, you could lose your very life.
Bandits rob and plunder unwary travelers and adventurers, and are also known as Highwaymen. These bandits or highwaymen like to travel in small groups and often ambush their prey. Bandits usually have a small camp or stronghold in the same vicinity, or at least a small stash or hidden cache. They use a wide variety of weapons and aren't afraid to spill innocent blood for the sake of loot. They will even kill the horses, take hostages, and prisoners for rape or ransom. Extremely predatory and vile individuals who have no concern for the law. Check inns, brothels, and taverns for local gossip and recent sightings, and avoid them if at all possible.
These small groups most often have a leader who governs the group, and the leader is commonly the brains of the outfit. Bandits are usually clad in a hodgepodge of armor types like leather, studded leather, and chainmail, and weapons include all manner of blades, maces, blackjacks, and polearms, bows, and crossbows. Bandits have also been known to set a trap or two as well, so keep your wits sharp, and your eyes keen.
SPECIAL SKILLS:
Ambush: 3
Parry: 2
Ranged Weapons: 2
LEVEL: 1-3 (3-10 members)
AMMO: 0-5 shot (per bandit)
ARMOR: +2, +3
ATTRIBUTES: (+2 for Captains)
Awareness: 2 Intelligence: 2
Strength: 2 Wit: 2
Dexterity: 2 Willpower: 1
Charisma: 1 Luck: 1
The Black Hands are the most prominent and well known thieves' guild in all the Nines. They are the most dastardly cutthroats and lowlifes the world has to offer. Murderers and villainous scoundrels. They have numbers throughout the Nine Lands, but nowhere are they stronger than in Guillan. They use the alleys and underways of the city to plot and plunder, slitting throats in dark corners, safe from the torch's tellings.. Some say that they have stronghold somewhere in the sewers, the underbelly of the of the capital. No one knows for certain, to be sure.. Excellent Sailors and seafarers aplenty, and most of 'ems pirates. Navigating the seas and shorelines of the Nines, disguised as merchants, only they are dispersing fenced and stolen goods, so that tracking anything would be next to futile.. Be wary when commissioning a ship or crewed vessel when traveling.
NOTES: There is also talk of a King of Thieves, or a leader of sorts, and also that there is some sort of hierarchy as well. A close, governing circle of trusted members at the top of it all, and each wildly rich, well beyond the comprehension of a common thief for certain. Some would say that they have a combined wealth which would best the King's several times over, affording them great power in the Nines. Enough to sway laws and kings, barons, and magistrates.. the very tides of war could unleashed, all funded by those few alone. They use all types of weapons and armor, but usually nothing heavier than chainmail.
SPECIAL SKILLS:
Ambush: 3
Parry: 3
Ranged Weapons: 2
LEVEL: 3-5 (15 Guild Leader)
AMMO: 0-5 shots
ARMOR: +2-3
ATTRIBUTES: (+2 for Guild Leader)
Awareness: 3 Intelligence: 3
Strength: 3 Wit: 4
Dexterity: 3 Willpower: 3
Charisma: 3-4 Luck: 3
Cultists are individuals who practice in the Dark Arts- A vile and evil magic that involves rituals and sacrificial offerings. These purveyors of darkness summon dark forces and great demons from beyond the Veil. Some are more powerful than others, and they often work in hand with Necromancers, performing perverse rituals on corpses, or even sacrificing individuals whom they've kidnapped. They are often the force responsible for strings of disappearances, people whom never to be seen or heard from again.
NOTES: These cults are rumored to be in every corner of the Nines, lurking in the bowels of great cities and hidden deep within megalithic tombs and long forgotten catacombs, performing blood magic and dark rites. Some cultist can perform certain cantrips and spells like binding, sleep, hex, and summon. They are often equipped with ritualistic blades like short swords or daggers, knives, blackjacks, axes, or small spring-loaded crossbows or small ranged weapons. They are also quite skilled in the art of drugging or poisoning, and are known to put drugs in food and drink, or poisons or incapacitating concoctions on blades, arrows, and pin-pricks.
SPECIAL SKILLS:
Dark Magic: 3 (hex or curse, sleep, binding, other various cantrips)
Summon: 5
Deceive: 4
Drug/Poison: 3
LEVEL: 1-5 (10 Leader)
AMMO: 0-5
ARMOR: +1-3
ATTRIBUTES: (+2 for Cult Leader)
Awareness: 3 Intelligence: 3
Strength: 3 Wit: 4
Dexterity: 3 Willpower: 4
Charisma: 3 Luck: 0
"A rough and sour bunch to be open honest. Sorely and ill tempered, cronies to Lord Vallec and the King. They are not mindless drones, blindly serving their masters, no. Not this lot. They have their own motives as well. Thirsty, heartless dogs, they knick you for every last bit, they will... They only treat fair the rich and upper class for they tip well. It's far worse on your purse if you're of the underhanded kind, black marketers, fences, for they demand a hefty payout waiting for 'em. Mind'n near every corner of the city and they keep a fairly sharp eye abouts. Not too bad on their own mind you, but if'n their in a group of three or so keep your wits about, they'll surely be scheming something awful. There's more than not that are on the smarter side, and plenty enough on the dimmer end but rest assured they'll always have a slick one in the group."
NOTES: The King's Guard are usually well equipped and organized enough. They are usually clad in plate, chainmail, or heavy studded leather armor, and use an array of weapons from long pike axes to maces, but all are sure to have a longsword strapped to their side, and dagger long enough to hit your heart if they plunged you in the neck, and wouldn't mind doing so in the least bit. Some guards and captains are susceptible to bribery, but be wary of those whom you try to bribe, for some may not be so open to the suggestion..
SPECIAL SKILLS:
Parry: 3
Contacts: 2
LEVEL: 1-3 ( 3-5 Captain)
AMMO: 0-5 shots
ARMOR: +3-4
ATTRIBUTES: (+2 for Guard Captain)
Awareness: 3 Intelligence: 2
Strength: 3 Wit: 3
Dexterity: 3 Willpower: 3
Charisma: 1-2 Luck: 2
Necromancers raise the dead and conjure dark forces from beyond the grave as well as the Veil. They perform dark rituals and devious forbidden rites. They can raise vast armies of undead, or unleash a horde of zombies, or even summon great evils with the help of devoted Cultists. They often mark their skin, covering themselves with ritualistic symbols and incantations. Some necromancers are extremely powerful.
NOTES: Necromancers are reclusive and generally stay away from civilization when possible. They are known to carry bladed weapons and ritualistic items like daggers or staves, and small ranged weapons like light crossbows, etc.. They generally wear leather armor or dense leather robes and light armor items.
SPECIAL SKILLS:
Dark Magic: 4 (hex or curse, sleep, binding, dark force, raise, confusion, dispel)
Summon: 6
Deceive: 4
LEVEL: 4-10
AMMO: 0-5
ARMOR: +1-4
ATTRIBUTES:
Awareness: 4 Intelligence: 4
Strength: 3 Wit: 4
Dexterity: 3 Willpower: 5
Charisma: 3 Luck: 0
Witches can be found everywhere in the Nines. Witches, Warlocks, Witch Doctors, Shamans, whatever you like to call them. All walks of practitioners of magic. Some are not as welcome in some areas of society but can be found in remote locations. Witches can be either benevolent or malevolent so you should make sure you know who you are dealing with first. If one should require or seek a witch, it would be wise to ask around first.. Some witches can cure sicknesses or ailments, and some can cause them too. Fortune telling and card readings are among the services that they might provide. They may also be able to provide you with blessed or charmed trinkets or amulets, or you could wind up in their stew perhaps. They perform various magic like harmless and even beneficial earth and healing magics, to devious and sinister blood magic and cannibalistic behaviors. Be warned, and seek with caution..
NOTES: Witches range in a variety of practices, services, and ritualistic magics. Some are benevolent. Most however, are not. Witches have all sorts of capabilities that span the entire spectrum of known magical practices throughout the realms, some being quite archaic and powerful. Witches come in all skill levels from novices to extremely proficient practitioners.
SPECIAL SKILLS:
Magic: 3 (hex or curse, sleep, binding, dark force, raise, confusion, dispel, mind control, fear, charm, bless, boon, rage, cure, heal, disease, sap, shapeshifting, animal familiar, carnal knowledge)
Summon: 2
Afflict: 4
LEVEL: 4-10
AMMO: 0-5
ARMOR: +1-3
ATTRIBUTES: (+2 and up for Experienced Witches)
Awareness: 4 Intelligence: 4
Strength: 2 Wit: 4
Dexterity: 3 Willpower: 5
Charisma: 3 Luck: 1
Bandits rob and plunder unwary travelers and adventurers, and are also known as Highwaymen. These bandits or highwaymen like to travel in small groups and often ambush their prey. Bandits usually have a small camp or stronghold in the same vicinity, or at least a small stash or hidden cache. They use a wide variety of weapons and aren't afraid to spill innocent blood for the sake of loot. They will even kill the horses, take hostages, and prisoners for rape or ransom. Extremely predatory and vile individuals who have no concern for the law. Check inns, brothels, and taverns for local gossip and recent sightings, and avoid them if at all possible.
These small groups most often have a leader who governs the group, and the leader is commonly the brains of the outfit. Bandits are usually clad in a hodgepodge of armor types like leather, studded leather, and chainmail, and weapons include all manner of blades, maces, blackjacks, and polearms, bows, and crossbows. Bandits have also been known to set a trap or two as well, so keep your wits sharp, and your eyes keen.
SPECIAL SKILLS:
Ambush: 3
Parry: 2
Ranged Weapons: 2
LEVEL: 1-3 (3-10 members)
AMMO: 0-5 shot (per bandit)
ARMOR: +2, +3
ATTRIBUTES: (+2 for Captains)
Awareness: 2 Intelligence: 2
Strength: 2 Wit: 2
Dexterity: 2 Willpower: 1
Charisma: 1 Luck: 1
The Black Hands are the most prominent and well known thieves' guild in all the Nines. They are the most dastardly cutthroats and lowlifes the world has to offer. Murderers and villainous scoundrels. They have numbers throughout the Nine Lands, but nowhere are they stronger than in Guillan. They use the alleys and underways of the city to plot and plunder, slitting throats in dark corners, safe from the torch's tellings.. Some say that they have stronghold somewhere in the sewers, the underbelly of the of the capital. No one knows for certain, to be sure.. Excellent Sailors and seafarers aplenty, and most of 'ems pirates. Navigating the seas and shorelines of the Nines, disguised as merchants, only they are dispersing fenced and stolen goods, so that tracking anything would be next to futile.. Be wary when commissioning a ship or crewed vessel when traveling.
NOTES: There is also talk of a King of Thieves, or a leader of sorts, and also that there is some sort of hierarchy as well. A close, governing circle of trusted members at the top of it all, and each wildly rich, well beyond the comprehension of a common thief for certain. Some would say that they have a combined wealth which would best the King's several times over, affording them great power in the Nines. Enough to sway laws and kings, barons, and magistrates.. the very tides of war could unleashed, all funded by those few alone. They use all types of weapons and armor, but usually nothing heavier than chainmail.
SPECIAL SKILLS:
Ambush: 3
Parry: 3
Ranged Weapons: 2
LEVEL: 3-5 (15 Guild Leader)
AMMO: 0-5 shots
ARMOR: +2-3
ATTRIBUTES: (+2 for Guild Leader)
Awareness: 3 Intelligence: 3
Strength: 3 Wit: 4
Dexterity: 3 Willpower: 3
Charisma: 3-4 Luck: 3
Cultists are individuals who practice in the Dark Arts- A vile and evil magic that involves rituals and sacrificial offerings. These purveyors of darkness summon dark forces and great demons from beyond the Veil. Some are more powerful than others, and they often work in hand with Necromancers, performing perverse rituals on corpses, or even sacrificing individuals whom they've kidnapped. They are often the force responsible for strings of disappearances, people whom never to be seen or heard from again.
NOTES: These cults are rumored to be in every corner of the Nines, lurking in the bowels of great cities and hidden deep within megalithic tombs and long forgotten catacombs, performing blood magic and dark rites. Some cultist can perform certain cantrips and spells like binding, sleep, hex, and summon. They are often equipped with ritualistic blades like short swords or daggers, knives, blackjacks, axes, or small spring-loaded crossbows or small ranged weapons. They are also quite skilled in the art of drugging or poisoning, and are known to put drugs in food and drink, or poisons or incapacitating concoctions on blades, arrows, and pin-pricks.
SPECIAL SKILLS:
Dark Magic: 3 (hex or curse, sleep, binding, other various cantrips)
Summon: 5
Deceive: 4
Drug/Poison: 3
LEVEL: 1-5 (10 Leader)
AMMO: 0-5
ARMOR: +1-3
ATTRIBUTES: (+2 for Cult Leader)
Awareness: 3 Intelligence: 3
Strength: 3 Wit: 4
Dexterity: 3 Willpower: 4
Charisma: 3 Luck: 0
"A rough and sour bunch to be open honest. Sorely and ill tempered, cronies to Lord Vallec and the King. They are not mindless drones, blindly serving their masters, no. Not this lot. They have their own motives as well. Thirsty, heartless dogs, they knick you for every last bit, they will... They only treat fair the rich and upper class for they tip well. It's far worse on your purse if you're of the underhanded kind, black marketers, fences, for they demand a hefty payout waiting for 'em. Mind'n near every corner of the city and they keep a fairly sharp eye abouts. Not too bad on their own mind you, but if'n their in a group of three or so keep your wits about, they'll surely be scheming something awful. There's more than not that are on the smarter side, and plenty enough on the dimmer end but rest assured they'll always have a slick one in the group."
NOTES: The King's Guard are usually well equipped and organized enough. They are usually clad in plate, chainmail, or heavy studded leather armor, and use an array of weapons from long pike axes to maces, but all are sure to have a longsword strapped to their side, and dagger long enough to hit your heart if they plunged you in the neck, and wouldn't mind doing so in the least bit. Some guards and captains are susceptible to bribery, but be wary of those whom you try to bribe, for some may not be so open to the suggestion..
SPECIAL SKILLS:
Parry: 3
Contacts: 2
LEVEL: 1-3 ( 3-5 Captain)
AMMO: 0-5 shots
ARMOR: +3-4
ATTRIBUTES: (+2 for Guard Captain)
Awareness: 3 Intelligence: 2
Strength: 3 Wit: 3
Dexterity: 3 Willpower: 3
Charisma: 1-2 Luck: 2
Necromancers raise the dead and conjure dark forces from beyond the grave as well as the Veil. They perform dark rituals and devious forbidden rites. They can raise vast armies of undead, or unleash a horde of zombies, or even summon great evils with the help of devoted Cultists. They often mark their skin, covering themselves with ritualistic symbols and incantations. Some necromancers are extremely powerful.
NOTES: Necromancers are reclusive and generally stay away from civilization when possible. They are known to carry bladed weapons and ritualistic items like daggers or staves, and small ranged weapons like light crossbows, etc.. They generally wear leather armor or dense leather robes and light armor items.
SPECIAL SKILLS:
Dark Magic: 4 (hex or curse, sleep, binding, dark force, raise, confusion, dispel)
Summon: 6
Deceive: 4
LEVEL: 4-10
AMMO: 0-5
ARMOR: +1-4
ATTRIBUTES:
Awareness: 4 Intelligence: 4
Strength: 3 Wit: 4
Dexterity: 3 Willpower: 5
Charisma: 3 Luck: 0
Witches can be found everywhere in the Nines. Witches, Warlocks, Witch Doctors, Shamans, whatever you like to call them. All walks of practitioners of magic. Some are not as welcome in some areas of society but can be found in remote locations. Witches can be either benevolent or malevolent so you should make sure you know who you are dealing with first. If one should require or seek a witch, it would be wise to ask around first.. Some witches can cure sicknesses or ailments, and some can cause them too. Fortune telling and card readings are among the services that they might provide. They may also be able to provide you with blessed or charmed trinkets or amulets, or you could wind up in their stew perhaps. They perform various magic like harmless and even beneficial earth and healing magics, to devious and sinister blood magic and cannibalistic behaviors. Be warned, and seek with caution..
NOTES: Witches range in a variety of practices, services, and ritualistic magics. Some are benevolent. Most however, are not. Witches have all sorts of capabilities that span the entire spectrum of known magical practices throughout the realms, some being quite archaic and powerful. Witches come in all skill levels from novices to extremely proficient practitioners.
SPECIAL SKILLS:
Magic: 3 (hex or curse, sleep, binding, dark force, raise, confusion, dispel, mind control, fear, charm, bless, boon, rage, cure, heal, disease, sap, shapeshifting, animal familiar, carnal knowledge)
Summon: 2
Afflict: 4
LEVEL: 4-10
AMMO: 0-5
ARMOR: +1-3
ATTRIBUTES: (+2 and up for Experienced Witches)
Awareness: 4 Intelligence: 4
Strength: 2 Wit: 4
Dexterity: 3 Willpower: 5
Charisma: 3 Luck: 1
These are some of the beasts that one might encounter while traversing the various Lands of the Nines. This is a small list of those that may pose a threat to those who travel unprepared for the dangers abroad.
The dire wolf differs greatly from the average wolves of the woodlands in several ways. It is much larger and it has a massive skull and huge protruding teeth in the front, and relatively long and strong limbs. The species is considerably widespread and can be found all over the Nines. They were much more muscular than regular wolves and their bites were more powerful too.. Dire Wolves also have a taste for horses, so be warry of these beasts on your travels.
NOTES: Dire wolves are usually solitary animals, and can rarely be found in small packs. They prey on large animals and men as well, so there is generally only room in one territory to support a single one. These wolves are extremely powerful and aggressive, and should be avoided. If you should happen to cross paths with one you should definitely try to kill it though, because it will continue to hunt you until it gets what it wants, or you are dead. They have very thick coats of fur offering a good bit of protection.
SPECIAL SKILLS:
Ferocious Bite: 5
Stealth: 4
Rage: 4
LEVEL: 1-5
AMMO: 0
ARMOR: +3
ATTRIBUTES:
Awareness: 5 Intelligence: 3
Strength: 5 Wit: 2
Dexterity: 5 Willpower: 2
Charisma: 0 Luck: 0
Harpies are vile beasts, and are generally depicted as birds with the heads of maidens, faces pale with hunger and long claws on their hands. Writers and sailors have both detailed their ugliness, and old pottery art depicting the harpies featured beautiful women with wings. Some have described them as human-vultures, ravenous beasts that kill their prey and then hoist them up on high cliffs to let them rot a bit before feasting on their bones. Harpies are said to prey upon ships and sailors in flocks or groups that can number in the twenties or thirties. Relentless creatures that attack from above with razor like talons and claws. "Death from above"..
NOTES: Harpies are susceptible to fire damage, and they may shy away from open flame or attack it. They have a residue on their feathers that will tarnish metal and cause rusting if not tended to. They are generally found in cliffs overlooking shorelines, and prey mostly on local fauna and ships that pass through their territories. They make huge nests high on these cliffs and they are extremely hard to get to, often requiring extremely dangerous climbs of up to hundreds of feat. They can also give a nasty bite, that will cause infection and rot if not mended properly.
SPECIAL SKILLS:
Swooping Dive: 3
Nasty Bite: 3
LEVEL: 2
AMMO: 0
ARMOR: 1
ATTRIBUTES:
Awareness: 3 Intelligence: 2
Strength: 2 Wit: 1
Dexterity: 4 Willpower: 2
Charisma: 1 Luck: 0
Hounds or dogs, implemented by bandits, pirates, and guards as well.. especially the guards. These are guard dogs, bloodhounds, attack dogs, etc. Some of the larger breeds (Rottweilers, Dobermans, Pit Bulls, Great Danes, Mastiffs, etc.) even wear leather, studded leather, and plate armor, and are referred to as war-dogs. Some of the smaller breeds (terriers and foxhounds, etc.) are also used for hunting wild game in small packs. Dogs who are owned by bandits are not as well equipped as those of the King's Guard, but are still formidable in a fight.
NOTES: Hounds are extremely loyal to their masters, but on rare occasions can be tamed by others, if given an adequate amount of time. They are ferocious in battle and are rewarded for doing so, and they definitely like to please their masters as well.
SPECIAL SKILLS:
Locking Bite: 3
Loyal Defender: 4
LEVEL: 1-3
AMMO: 0
ARMOR: +1-+3
ATTRIBUTES:
Awareness: 3 Intelligence: 2
Strength: 2 Wit: 1
Dexterity: 4 Willpower: 2
Charisma: 1 Luck: 0
Sabertoothed Cats are huge predatory cats that inhabit various regions of the Nines including tropical climates, woodlands, plains, and artic regions. These cats come in several species such as pumas, lions, and leopard types. Huge teeth jut out from their muscular jaws, and powerful paws tipped with large claws rend flesh from bone with great ease.
NOTES: These great predatory cats often stalk their prey over great distances. They tend to ambush their prey, pouncing from overhangs or canopies, and it is often too late to evade them once they're on you, and the best one can hope for is to merely survive.
SPECIAL SKILLS:
Ferocious Bite: 5
Stalk: 5
Stealthy Pounce: 5
LEVEL: 1-5
AMMO: 0
ARMOR: +2
ATTRIBUTES:
Awareness: 5 Intelligence: 4
Strength: 6 Wit: 2
Dexterity: 6 Willpower: 3
Charisma: 3 Luck: 1
Wolves or Timberwolves can be found throughout the forests and woodlands of the Nines, smart pack animals who hunt in groups. Lurking in the darkness of the tree line and waiting for the perfect moment to strike on unsuspecting prey. They will hunt humans, but are generally more interested in natural prey such as deer, elk, or similar. Extreme hunger and convenience has been known can cause them to attack people, so be mindful of your environment when traveling through these regions.
NOTES: Wolves are extremely skilled hunters that employ pack tactics and ambush their prey. They have vicious bites and will go for the kill. Coats offer some armor protection, equal to leather. Wolves will attack livestock.
SPECIAL SKILLS:
Strong Bite: 3
Pack Tactics: 4
LEVEL: 1-3
AMMO: 0
ARMOR: +2
ATTRIBUTES: (+1 for alpha male)
Awareness: 4 Intelligence: 4
Strength: 2 Wit: 3
Dexterity: 4 Willpower: 2
Charisma: 2 Luck: 2
The dire wolf differs greatly from the average wolves of the woodlands in several ways. It is much larger and it has a massive skull and huge protruding teeth in the front, and relatively long and strong limbs. The species is considerably widespread and can be found all over the Nines. They were much more muscular than regular wolves and their bites were more powerful too.. Dire Wolves also have a taste for horses, so be warry of these beasts on your travels.
NOTES: Dire wolves are usually solitary animals, and can rarely be found in small packs. They prey on large animals and men as well, so there is generally only room in one territory to support a single one. These wolves are extremely powerful and aggressive, and should be avoided. If you should happen to cross paths with one you should definitely try to kill it though, because it will continue to hunt you until it gets what it wants, or you are dead. They have very thick coats of fur offering a good bit of protection.
SPECIAL SKILLS:
Ferocious Bite: 5
Stealth: 4
Rage: 4
LEVEL: 1-5
AMMO: 0
ARMOR: +3
ATTRIBUTES:
Awareness: 5 Intelligence: 3
Strength: 5 Wit: 2
Dexterity: 5 Willpower: 2
Charisma: 0 Luck: 0
Harpies are vile beasts, and are generally depicted as birds with the heads of maidens, faces pale with hunger and long claws on their hands. Writers and sailors have both detailed their ugliness, and old pottery art depicting the harpies featured beautiful women with wings. Some have described them as human-vultures, ravenous beasts that kill their prey and then hoist them up on high cliffs to let them rot a bit before feasting on their bones. Harpies are said to prey upon ships and sailors in flocks or groups that can number in the twenties or thirties. Relentless creatures that attack from above with razor like talons and claws. "Death from above"..
NOTES: Harpies are susceptible to fire damage, and they may shy away from open flame or attack it. They have a residue on their feathers that will tarnish metal and cause rusting if not tended to. They are generally found in cliffs overlooking shorelines, and prey mostly on local fauna and ships that pass through their territories. They make huge nests high on these cliffs and they are extremely hard to get to, often requiring extremely dangerous climbs of up to hundreds of feat. They can also give a nasty bite, that will cause infection and rot if not mended properly.
SPECIAL SKILLS:
Swooping Dive: 3
Nasty Bite: 3
LEVEL: 2
AMMO: 0
ARMOR: 1
ATTRIBUTES:
Awareness: 3 Intelligence: 2
Strength: 2 Wit: 1
Dexterity: 4 Willpower: 2
Charisma: 1 Luck: 0
Hounds or dogs, implemented by bandits, pirates, and guards as well.. especially the guards. These are guard dogs, bloodhounds, attack dogs, etc. Some of the larger breeds (Rottweilers, Dobermans, Pit Bulls, Great Danes, Mastiffs, etc.) even wear leather, studded leather, and plate armor, and are referred to as war-dogs. Some of the smaller breeds (terriers and foxhounds, etc.) are also used for hunting wild game in small packs. Dogs who are owned by bandits are not as well equipped as those of the King's Guard, but are still formidable in a fight.
NOTES: Hounds are extremely loyal to their masters, but on rare occasions can be tamed by others, if given an adequate amount of time. They are ferocious in battle and are rewarded for doing so, and they definitely like to please their masters as well.
SPECIAL SKILLS:
Locking Bite: 3
Loyal Defender: 4
LEVEL: 1-3
AMMO: 0
ARMOR: +1-+3
ATTRIBUTES:
Awareness: 3 Intelligence: 2
Strength: 2 Wit: 1
Dexterity: 4 Willpower: 2
Charisma: 1 Luck: 0
Sabertoothed Cats are huge predatory cats that inhabit various regions of the Nines including tropical climates, woodlands, plains, and artic regions. These cats come in several species such as pumas, lions, and leopard types. Huge teeth jut out from their muscular jaws, and powerful paws tipped with large claws rend flesh from bone with great ease.
NOTES: These great predatory cats often stalk their prey over great distances. They tend to ambush their prey, pouncing from overhangs or canopies, and it is often too late to evade them once they're on you, and the best one can hope for is to merely survive.
SPECIAL SKILLS:
Ferocious Bite: 5
Stalk: 5
Stealthy Pounce: 5
LEVEL: 1-5
AMMO: 0
ARMOR: +2
ATTRIBUTES:
Awareness: 5 Intelligence: 4
Strength: 6 Wit: 2
Dexterity: 6 Willpower: 3
Charisma: 3 Luck: 1
Wolves or Timberwolves can be found throughout the forests and woodlands of the Nines, smart pack animals who hunt in groups. Lurking in the darkness of the tree line and waiting for the perfect moment to strike on unsuspecting prey. They will hunt humans, but are generally more interested in natural prey such as deer, elk, or similar. Extreme hunger and convenience has been known can cause them to attack people, so be mindful of your environment when traveling through these regions.
NOTES: Wolves are extremely skilled hunters that employ pack tactics and ambush their prey. They have vicious bites and will go for the kill. Coats offer some armor protection, equal to leather. Wolves will attack livestock.
SPECIAL SKILLS:
Strong Bite: 3
Pack Tactics: 4
LEVEL: 1-3
AMMO: 0
ARMOR: +2
ATTRIBUTES: (+1 for alpha male)
Awareness: 4 Intelligence: 4
Strength: 2 Wit: 3
Dexterity: 4 Willpower: 2
Charisma: 2 Luck: 2
These creatures lurk in the depths of the seas and plague the rivers and streams of the Nines. Some are thought to be nothing more than folklore, but others are very well known throughout the lands. Some are benevolent creatures and harmless animals, but others very much want you dead.. Either way, wise travelers be warry.
Basilisks are huge serpents who usually keep to the rivers and swamplands of the Nines. They can grow up to nearly 100' in length and are covered in thick tough scales. They are quite amphibious and prey often on unwary fishermen, destroying their boats with its muscular body. They are quite fast in the water but slower on land. They tend to make nests in large holes on riverbanks and swamps, and feed off of anything that gets in their path. They have razor sharp teeth and fore-fins that resemble small wings but they cannot fly.
NOTES: Basilisks have very poor eyesight but sensitive hearing, and they can feel the vibrations of feet hitting the ground. They will attack torches or lanterns in the dark, finding it easier to pinpoint them even with their poor sight. Light and sound helps them to track targets. Their saliva carries wretched bacteria that will cause terrible infections that are gangrenous in nature. They also carry a venom in their saliva that attacks the nervous system, causing temporary paralysis.
SPECIAL SKILLS:
Ferocious Bite: 5
Stealth: 4
Rage: 4
LEVEL: 3-6
AMMO: 0
ARMOR: +4
ATTRIBUTES:
Awareness: 3 Intelligence: 2
Strength: 7 Wit: 1
Dexterity: 4 Willpower: 3
Charisma: 0 Luck: 0
These deadly fish can be found in freshwater rivers and deltas, as well as in the shorelines near the mouths of these rivers. These fish get their name from their sharp dagger like teeth. These are a type of armored pike fish that have long eel like tails. They can grow up to 15 or 20 feet in length, and can sever a man's leg or take his torso in a single bite..
NOTES: These fish are swift and strike quickly. They have razor sharp teeth and attack with their long muscular tails, slapping at their prey to disorient and knock them off their balance. Be wary of these fish in large river shallows and crossings. They also have hard scales that provide armor protection near the front of their bodies that protect the head and vital organs.
SPECIAL SKILLS:
Razor Bite: 4
Tail Slap: 3
LEVEL: 1
AMMO: 0
ARMOR: +2
ATTRIBUTES:
Awareness: 3 Intelligence: 2
Strength: 3 Wit: 1
Dexterity: 5 Willpower: 1
Charisma: 0 Luck: 0
Horned Crocodiles inhabit both the fresh and saltwater rivers and streams, deltas, and swamplands of the low lying tropical regions of the Nines. These crocs come in all sizes and can grow into giants, massive lengths of up to 30 feet from head to tail. Crocodiles this large are big enough to swallow a man whole, and would have little trouble taking down a bison or horse. Thick scaly skin like tiny plates of armor are thick on it's back and sides, and horn like protrusions jut out above their eyes. Their massive tails are extremely muscular and can slap at prey, rendering them unconscious or perhaps even kill.
NOTES: Crocodiles have extremely tough hides that provide armor protection. They may attack with their jaws or tails, and can deal massive amounts of damage to anyone caught off guard. Crocodiles are faster in water and like to ambush their targets from murky pools of water. Mind you pay attention when drinking from unfamiliar watering holes.
SPECIAL SKILLS:
Hidden Strike: 5
Tail Slap: 4
LEVEL: 1-5 (8-10 for giant crocs)
AMMO: 0
ARMOR: +4
ATTRIBUTES: (+2 for giant crocs)
Awareness: 4 Intelligence: 3
Strength: 4 Wit: 1
Dexterity: 3 (6 water) Willpower: 1
Charisma: 0 Luck: 1
Leviathans are huge sea creatures of old folklore. These beasts are well known to sailors though none have ever actually seen one and lived to tell the tale, so it is still considered to be mythical in nature, it does not go without those who are keen on superstitions. It has various descriptions, some with tentacles and others with great mouths with rows of teeth or horned bills, features of crocodiles, arms with webbed claws. One thing that everyone seems to agree on is just how gigantic they are. Large enough to sink a fleet of ships in a short few moments, reducing them to splinters and sending sailors to watery graves or even worse, eaten alive.
NOTES: The sea creatures deal massive amounts of damage to both humans as well as vessels and structures. Direct combat should be avoided. Huge harpoon-like tentacles can crush a ship in minutes, rendering it into pieces. Some sailors still give offerings to various gods of the sea to bless their passages and to protect them from these creatures even to this very day.
SPECIAL SKILLS:
Devastating Blow: 10
Vortex: 8 (can create vortex that can pull a vessel down causing it to take on water)
Harpoon Jab: 8 (tentacles have hardened sharp tips like harpoons, used as an aimed attack)
Harpoon Jab: 8
LEVEL: 25
AMMO: 0
ARMOR: +7
ATTRIBUTES:
Awareness: 3 Intelligence: 2
Strength: 15 Wit: 1
Dexterity: 5 Willpower: 4
Charisma: 0 Luck: 0
The "Waterborn" are fish like humanoid creatures, also referred to as "Mire-Men", that live in freshwater streams and rivers. They are very amphibious in appearance and have large eyes for seeing in the murky deep. They are not accustomed to being out in broad day light as it is too bright for them, so they make their homes on the bottoms of riverbeds and deep pools in the swamps and still running streams. They hunt fish and other small game associated with these areas. They can use tools and weapons, having a somewhat similar anatomy to man, and have webbed hands and feet. These creatures are very skittish of man and generally keep to themselves, and out of sight of those who are passing through their territories. They are also scared of fire. They are common throughout the Nines in freshwater areas and swamps, and are generally shunned by men, thus making them extremely timid and cautious with the dealings of men.
NOTES: Waterborn have the ability to breathe underwater, and can also breathe air as well. They are quite peaceful and do not seek relations with likes of men. Their equipment and weapons are usually very crude, and include bone spears, pikes, reclaimed metal spears and knives, very seldom do they wear armor, or very much attire for that matter. They are extremely crafty and can be very helpful, if you can talk them into it that is.. They are quite partial to shiny things like gold coins and trinkets, but you've still got to find one first..
SPECIAL SKILLS:
Gills: Waterborn have the ability to breathe both air and water. Immune to drowning.
Crafting: Waterborn are extremely crafty.
Swift Strike: 2 (with spear)
LEVEL: 1-2
AMMO: 1-2
ARMOR: +1
ATTRIBUTES:
Awareness: 1-3 Intelligence: 1-3
Strength: 1 Wit: 2
Dexterity: 1 (3 in water) Willpower: 2
Charisma: 0 Luck: 2
Basilisks are huge serpents who usually keep to the rivers and swamplands of the Nines. They can grow up to nearly 100' in length and are covered in thick tough scales. They are quite amphibious and prey often on unwary fishermen, destroying their boats with its muscular body. They are quite fast in the water but slower on land. They tend to make nests in large holes on riverbanks and swamps, and feed off of anything that gets in their path. They have razor sharp teeth and fore-fins that resemble small wings but they cannot fly.
NOTES: Basilisks have very poor eyesight but sensitive hearing, and they can feel the vibrations of feet hitting the ground. They will attack torches or lanterns in the dark, finding it easier to pinpoint them even with their poor sight. Light and sound helps them to track targets. Their saliva carries wretched bacteria that will cause terrible infections that are gangrenous in nature. They also carry a venom in their saliva that attacks the nervous system, causing temporary paralysis.
SPECIAL SKILLS:
Ferocious Bite: 5
Stealth: 4
Rage: 4
LEVEL: 3-6
AMMO: 0
ARMOR: +4
ATTRIBUTES:
Awareness: 3 Intelligence: 2
Strength: 7 Wit: 1
Dexterity: 4 Willpower: 3
Charisma: 0 Luck: 0
These deadly fish can be found in freshwater rivers and deltas, as well as in the shorelines near the mouths of these rivers. These fish get their name from their sharp dagger like teeth. These are a type of armored pike fish that have long eel like tails. They can grow up to 15 or 20 feet in length, and can sever a man's leg or take his torso in a single bite..
NOTES: These fish are swift and strike quickly. They have razor sharp teeth and attack with their long muscular tails, slapping at their prey to disorient and knock them off their balance. Be wary of these fish in large river shallows and crossings. They also have hard scales that provide armor protection near the front of their bodies that protect the head and vital organs.
SPECIAL SKILLS:
Razor Bite: 4
Tail Slap: 3
LEVEL: 1
AMMO: 0
ARMOR: +2
ATTRIBUTES:
Awareness: 3 Intelligence: 2
Strength: 3 Wit: 1
Dexterity: 5 Willpower: 1
Charisma: 0 Luck: 0
Horned Crocodiles inhabit both the fresh and saltwater rivers and streams, deltas, and swamplands of the low lying tropical regions of the Nines. These crocs come in all sizes and can grow into giants, massive lengths of up to 30 feet from head to tail. Crocodiles this large are big enough to swallow a man whole, and would have little trouble taking down a bison or horse. Thick scaly skin like tiny plates of armor are thick on it's back and sides, and horn like protrusions jut out above their eyes. Their massive tails are extremely muscular and can slap at prey, rendering them unconscious or perhaps even kill.
NOTES: Crocodiles have extremely tough hides that provide armor protection. They may attack with their jaws or tails, and can deal massive amounts of damage to anyone caught off guard. Crocodiles are faster in water and like to ambush their targets from murky pools of water. Mind you pay attention when drinking from unfamiliar watering holes.
SPECIAL SKILLS:
Hidden Strike: 5
Tail Slap: 4
LEVEL: 1-5 (8-10 for giant crocs)
AMMO: 0
ARMOR: +4
ATTRIBUTES: (+2 for giant crocs)
Awareness: 4 Intelligence: 3
Strength: 4 Wit: 1
Dexterity: 3 (6 water) Willpower: 1
Charisma: 0 Luck: 1
Leviathans are huge sea creatures of old folklore. These beasts are well known to sailors though none have ever actually seen one and lived to tell the tale, so it is still considered to be mythical in nature, it does not go without those who are keen on superstitions. It has various descriptions, some with tentacles and others with great mouths with rows of teeth or horned bills, features of crocodiles, arms with webbed claws. One thing that everyone seems to agree on is just how gigantic they are. Large enough to sink a fleet of ships in a short few moments, reducing them to splinters and sending sailors to watery graves or even worse, eaten alive.
NOTES: The sea creatures deal massive amounts of damage to both humans as well as vessels and structures. Direct combat should be avoided. Huge harpoon-like tentacles can crush a ship in minutes, rendering it into pieces. Some sailors still give offerings to various gods of the sea to bless their passages and to protect them from these creatures even to this very day.
SPECIAL SKILLS:
Devastating Blow: 10
Vortex: 8 (can create vortex that can pull a vessel down causing it to take on water)
Harpoon Jab: 8 (tentacles have hardened sharp tips like harpoons, used as an aimed attack)
Harpoon Jab: 8
LEVEL: 25
AMMO: 0
ARMOR: +7
ATTRIBUTES:
Awareness: 3 Intelligence: 2
Strength: 15 Wit: 1
Dexterity: 5 Willpower: 4
Charisma: 0 Luck: 0
The "Waterborn" are fish like humanoid creatures, also referred to as "Mire-Men", that live in freshwater streams and rivers. They are very amphibious in appearance and have large eyes for seeing in the murky deep. They are not accustomed to being out in broad day light as it is too bright for them, so they make their homes on the bottoms of riverbeds and deep pools in the swamps and still running streams. They hunt fish and other small game associated with these areas. They can use tools and weapons, having a somewhat similar anatomy to man, and have webbed hands and feet. These creatures are very skittish of man and generally keep to themselves, and out of sight of those who are passing through their territories. They are also scared of fire. They are common throughout the Nines in freshwater areas and swamps, and are generally shunned by men, thus making them extremely timid and cautious with the dealings of men.
NOTES: Waterborn have the ability to breathe underwater, and can also breathe air as well. They are quite peaceful and do not seek relations with likes of men. Their equipment and weapons are usually very crude, and include bone spears, pikes, reclaimed metal spears and knives, very seldom do they wear armor, or very much attire for that matter. They are extremely crafty and can be very helpful, if you can talk them into it that is.. They are quite partial to shiny things like gold coins and trinkets, but you've still got to find one first..
SPECIAL SKILLS:
Gills: Waterborn have the ability to breathe both air and water. Immune to drowning.
Crafting: Waterborn are extremely crafty.
Swift Strike: 2 (with spear)
LEVEL: 1-2
AMMO: 1-2
ARMOR: +1
ATTRIBUTES:
Awareness: 1-3 Intelligence: 1-3
Strength: 1 Wit: 2
Dexterity: 1 (3 in water) Willpower: 2
Charisma: 0 Luck: 2
Cursed ones, or marked ones, are usually people who have been cursed or marked, either by a witch, witch doctor, or warlock, or have become cursed by the gods for their Heinous crimes. Powerful and vile creatures who roam the night, and lurk in dark and foreboding places.
Ghouls are cursed individuals who have either been hexed or cursed by a witch or warlock, witch doctor, or they have been cursed by the gods for heinous crimes they committed against others while they were alive. The curse twists their mortal forms into wretched looking demons. Some state that a ghouls are desert-dwelling, shapeshifting demon that can assume the guise of an animal, especially a hyena. It lures unwary people into the desert wastes or abandoned places to slay and devour them. The creature also preys on young children, drinks blood, steals coins, and eats the dead, some say they can even take the form of the person most recently eaten. Others lurk in catacombs and cemeteries, and can shapeshift into the form of maidens or children to lure the unsuspecting into a dark trap in some corner, to which there is no escape. These creatures are cursed to suffer, and are to be cast out of society for all eternity.
NOTES: Ghouls prey on the weak minded and sympathetic, and the curious. They are great tricksters and can cause temporary paralysis, fear, and confusion. Ghouls usually reside in abandoned areas, buildings, shacks, tombs, catacombs, cemeteries, and remote locations.
SPECIAL SKILLS:
Infectious bite: 3
Extreme Rage: 3
Magical Abilities: 3 (paralysis, fear, confusion)
Shapeshifting: Can change form twice per day.
Immunities: Drowning, Dehydration, Poison, and Exhaustion
LEVEL: 3-5
AMMO: 0
ARMOR: 2
ATTRIBUTES:
Awareness: 2 Intelligence: 3
Strength: 3 Wit: 2
Dexterity: 2 Willpower: 4
Charisma: 0-5 (lure) Luck: 0
Lycanthropes or Werewolves are people who have been hexed or marked, cursed by a witch or another individual via dark magic or twisted incantation, or by an intense hatred or passion. These curses can sometimes be lifted, but it is never an easy task and often times far riskier than it's worth. These curses are meant to be permanent and don't wash off easily. Individuals who have been cursed are meant to endure great suffering, longing for a death that will not come, and terrified by visions and memories of their actions, lit by the pale moonlight. They are constantly tormented and shunned, and can know no lover's touch and food turns to ash in their mouths.
NOTES: These individuals cannot help themselves or save themselves from the horrors they commit by night. The transformations are painful, twisting flesh and bones that grow to twice their normal size. Werewolves are extremely strong and efficient killers. They cannot be reasoned or bargained with in their beastly forms. (-2 on damage sustained by potions, weapons, oils, etc. containing Silver)
SPECIAL SKILLS:
Ferocious Bite: 5
Stealth: 4
Rage: 4
LEVEL: 1-5
AMMO: 0
ARMOR: +3
ATTRIBUTES:
Awareness: 5 Intelligence: 3
Strength: 5 Wit: 2
Dexterity: 5 Willpower: 3
Charisma: 0-3 Luck: 0
Ghouls are cursed individuals who have either been hexed or cursed by a witch or warlock, witch doctor, or they have been cursed by the gods for heinous crimes they committed against others while they were alive. The curse twists their mortal forms into wretched looking demons. Some state that a ghouls are desert-dwelling, shapeshifting demon that can assume the guise of an animal, especially a hyena. It lures unwary people into the desert wastes or abandoned places to slay and devour them. The creature also preys on young children, drinks blood, steals coins, and eats the dead, some say they can even take the form of the person most recently eaten. Others lurk in catacombs and cemeteries, and can shapeshift into the form of maidens or children to lure the unsuspecting into a dark trap in some corner, to which there is no escape. These creatures are cursed to suffer, and are to be cast out of society for all eternity.
NOTES: Ghouls prey on the weak minded and sympathetic, and the curious. They are great tricksters and can cause temporary paralysis, fear, and confusion. Ghouls usually reside in abandoned areas, buildings, shacks, tombs, catacombs, cemeteries, and remote locations.
SPECIAL SKILLS:
Infectious bite: 3
Extreme Rage: 3
Magical Abilities: 3 (paralysis, fear, confusion)
Shapeshifting: Can change form twice per day.
Immunities: Drowning, Dehydration, Poison, and Exhaustion
LEVEL: 3-5
AMMO: 0
ARMOR: 2
ATTRIBUTES:
Awareness: 2 Intelligence: 3
Strength: 3 Wit: 2
Dexterity: 2 Willpower: 4
Charisma: 0-5 (lure) Luck: 0
Lycanthropes or Werewolves are people who have been hexed or marked, cursed by a witch or another individual via dark magic or twisted incantation, or by an intense hatred or passion. These curses can sometimes be lifted, but it is never an easy task and often times far riskier than it's worth. These curses are meant to be permanent and don't wash off easily. Individuals who have been cursed are meant to endure great suffering, longing for a death that will not come, and terrified by visions and memories of their actions, lit by the pale moonlight. They are constantly tormented and shunned, and can know no lover's touch and food turns to ash in their mouths.
NOTES: These individuals cannot help themselves or save themselves from the horrors they commit by night. The transformations are painful, twisting flesh and bones that grow to twice their normal size. Werewolves are extremely strong and efficient killers. They cannot be reasoned or bargained with in their beastly forms. (-2 on damage sustained by potions, weapons, oils, etc. containing Silver)
SPECIAL SKILLS:
Ferocious Bite: 5
Stealth: 4
Rage: 4
LEVEL: 1-5
AMMO: 0
ARMOR: +3
ATTRIBUTES:
Awareness: 5 Intelligence: 3
Strength: 5 Wit: 2
Dexterity: 5 Willpower: 3
Charisma: 0-3 Luck: 0
Demons are powerful evil entities that come from across the Veil. These creatures are extremely powerful, and come in a wide variety, but they all have one thing in common.. they are terrifying to behold and leave nothing but horror and death in their wake.
Fiends are lesser demons who prey on the fears of the living. Also called Tormentors, these vile abominations are usually the first to cross the Veil. These beings are summoned by those who practice the dark arts, and are beyond the reach of those who only dabble. They strike terror into those unlucky enough to ever come across one. They wield great and evil powers, and "one glance can cause madness from which few could return.".
NOTES: Fiends can cause paralyzing fear or extreme terror, confusion, thought control, and even madness. Must roll a sanity check (1d20+Willpower) upon contact. If you fail you must roll again for each action sequence after until you succeed. Same for paralysis, confusion, thought control, etc.. (-2 on damage sustained by blessed or holy relics, potions, weapons, oils, etc.)
SPECIAL SKILLS:
Dark Magic: 6 ( paralyzing fear, extreme terror, confusion, thought control, madness, binding, dark force)
Intimidation: 5
Shapeshifting: 6
LEVEL: 10-15
AMMO: 0
ARMOR: +3-5
ATTRIBUTES:
Awareness: 5 Intelligence: 7
Strength: 7 Wit: 5
Dexterity: 5 Willpower: 6
Charisma: 5 Luck: 0
Hellhounds are demonic beasts, foul hounds covered in hard and sharp scales that are black as soot. "Very black, blacker than pitch, they are." Hellhounds have sharp teeth and claws that are metal like in nature, that pierce flesh with great ease. The bloodhounds and fetchers of fiends and lesser demons, the can even serve as their eyes and ears. If a hellhound picks up your trail greater evils will surely be on their heels. These beasts hunt for whatever desires guide its host's will, and will seek out whatever that may be relentlessly.
NOTES: Hellhounds can inflict major damage with their teeth and claws, and their scales are sharp as well. These wounds will fester until treated properly by a priest or certain practitioners of various magics. The wounds become black, and this will continue to spread through the nervous system until it reaches the heart, causing one to lose their soul completely to darkness forever. Scales act as hardened plate armor. (-2 on damage sustained by blessed or holy relics, potions, weapons, oils, etc.)
SPECIAL SKILLS:
Shards of pain: 5 (locking bite)
Veil of Darkness: 6 (dark, dense fog. Used to distract, confuse, and evade)
Swift Advance: 6
LEVEL: 7
AMMO: 0
ARMOR: +4
ATTRIBUTES:
Awareness: 6 Intelligence: 4
Strength: 6 Wit: 4
Dexterity: 6 Willpower: 5
Charisma: 0 Luck: 0
Plague Bringers are lesser demons who spread disease and decay. Also known as Defilers, these demons spread sickness and plagues as their name suggests. Evil beings that put a scourge on the earth. They can also amass large hordes of disease riddled rats that spread their filth efficiently through dense cities and villages with ease, causing livestock to die and wells to be tainted. Truly evil entities..
NOTES: Plague bringers are extremely powerful and should be avoided. They can cause paralyzing fear or extreme terror, confusion, thought control, and even madness. Must roll a sanity check (1d20+Willpower) upon contact. If you fail you must roll again for each action sequence after until you succeed. Same for paralysis, confusion, thought control, etc.. Uses all types of bladed weapons, polearms, axes, and ranged weapons such as crossbows, etc. (-2 on damage sustained by blessed or holy relics, potions, weapons, oils, etc.)
SPECIAL SKILLS:
Dark Magic: 6 ( paralyzing fear, extreme terror, confusion, thought control, madness, binding, dark force, disease, rot, dispel)
Infectious Disease: 6
Decay: 6
Piper's Call: 6 (can control a horde of diseased vermin, numbering in the hundreds)
LEVEL: 10-15
AMMO: 0-5
ARMOR: +5
ATTRIBUTES:
Awareness: 5 Intelligence: 7
Strength: 7 Wit: 5
Dexterity: 5 Willpower: 6
Charisma: 5 Luck: 0
Sirens or Songstresses are treacherous demons, who lured nearby sailors with their enchanting music and angelic voices to shipwreck seafaring vessels on rocky coasts and crags around islands located in troublesome seas. They are mantic demons knowing both the past and the future. Their song takes effect at midday, in a windless calm, and the end of that song is death. They are shapeshifters, and have been known to take on traits of birds or fish, and their human forms are seductively succulent, and enticing.
NOTES: Sirens come in the guise of beautiful women who enchant sailors and adventurers with dreamy songs. These demons have extreme willpower and are extremely hard to resist once they have you in their spell. Must roll 1d20 + willpower to resist enchantment for every round of actions.
SPECIAL SKILLS:
Enchanting Song: 7
Turbulence: 6 (spell causing extremely rough seas and swells)
Talons: 6
LEVEL: 7-10
AMMO: 0
ARMOR: +2
ATTRIBUTES:
Awareness: 5 Intelligence: 4
Strength: 5 Wit: 5
Dexterity: 4 Willpower: 8
Charisma: 9 Luck: 2
Fiends are lesser demons who prey on the fears of the living. Also called Tormentors, these vile abominations are usually the first to cross the Veil. These beings are summoned by those who practice the dark arts, and are beyond the reach of those who only dabble. They strike terror into those unlucky enough to ever come across one. They wield great and evil powers, and "one glance can cause madness from which few could return.".
NOTES: Fiends can cause paralyzing fear or extreme terror, confusion, thought control, and even madness. Must roll a sanity check (1d20+Willpower) upon contact. If you fail you must roll again for each action sequence after until you succeed. Same for paralysis, confusion, thought control, etc.. (-2 on damage sustained by blessed or holy relics, potions, weapons, oils, etc.)
SPECIAL SKILLS:
Dark Magic: 6 ( paralyzing fear, extreme terror, confusion, thought control, madness, binding, dark force)
Intimidation: 5
Shapeshifting: 6
LEVEL: 10-15
AMMO: 0
ARMOR: +3-5
ATTRIBUTES:
Awareness: 5 Intelligence: 7
Strength: 7 Wit: 5
Dexterity: 5 Willpower: 6
Charisma: 5 Luck: 0
Hellhounds are demonic beasts, foul hounds covered in hard and sharp scales that are black as soot. "Very black, blacker than pitch, they are." Hellhounds have sharp teeth and claws that are metal like in nature, that pierce flesh with great ease. The bloodhounds and fetchers of fiends and lesser demons, the can even serve as their eyes and ears. If a hellhound picks up your trail greater evils will surely be on their heels. These beasts hunt for whatever desires guide its host's will, and will seek out whatever that may be relentlessly.
NOTES: Hellhounds can inflict major damage with their teeth and claws, and their scales are sharp as well. These wounds will fester until treated properly by a priest or certain practitioners of various magics. The wounds become black, and this will continue to spread through the nervous system until it reaches the heart, causing one to lose their soul completely to darkness forever. Scales act as hardened plate armor. (-2 on damage sustained by blessed or holy relics, potions, weapons, oils, etc.)
SPECIAL SKILLS:
Shards of pain: 5 (locking bite)
Veil of Darkness: 6 (dark, dense fog. Used to distract, confuse, and evade)
Swift Advance: 6
LEVEL: 7
AMMO: 0
ARMOR: +4
ATTRIBUTES:
Awareness: 6 Intelligence: 4
Strength: 6 Wit: 4
Dexterity: 6 Willpower: 5
Charisma: 0 Luck: 0
Plague Bringers are lesser demons who spread disease and decay. Also known as Defilers, these demons spread sickness and plagues as their name suggests. Evil beings that put a scourge on the earth. They can also amass large hordes of disease riddled rats that spread their filth efficiently through dense cities and villages with ease, causing livestock to die and wells to be tainted. Truly evil entities..
NOTES: Plague bringers are extremely powerful and should be avoided. They can cause paralyzing fear or extreme terror, confusion, thought control, and even madness. Must roll a sanity check (1d20+Willpower) upon contact. If you fail you must roll again for each action sequence after until you succeed. Same for paralysis, confusion, thought control, etc.. Uses all types of bladed weapons, polearms, axes, and ranged weapons such as crossbows, etc. (-2 on damage sustained by blessed or holy relics, potions, weapons, oils, etc.)
SPECIAL SKILLS:
Dark Magic: 6 ( paralyzing fear, extreme terror, confusion, thought control, madness, binding, dark force, disease, rot, dispel)
Infectious Disease: 6
Decay: 6
Piper's Call: 6 (can control a horde of diseased vermin, numbering in the hundreds)
LEVEL: 10-15
AMMO: 0-5
ARMOR: +5
ATTRIBUTES:
Awareness: 5 Intelligence: 7
Strength: 7 Wit: 5
Dexterity: 5 Willpower: 6
Charisma: 5 Luck: 0
Sirens or Songstresses are treacherous demons, who lured nearby sailors with their enchanting music and angelic voices to shipwreck seafaring vessels on rocky coasts and crags around islands located in troublesome seas. They are mantic demons knowing both the past and the future. Their song takes effect at midday, in a windless calm, and the end of that song is death. They are shapeshifters, and have been known to take on traits of birds or fish, and their human forms are seductively succulent, and enticing.
NOTES: Sirens come in the guise of beautiful women who enchant sailors and adventurers with dreamy songs. These demons have extreme willpower and are extremely hard to resist once they have you in their spell. Must roll 1d20 + willpower to resist enchantment for every round of actions.
SPECIAL SKILLS:
Enchanting Song: 7
Turbulence: 6 (spell causing extremely rough seas and swells)
Talons: 6
LEVEL: 7-10
AMMO: 0
ARMOR: +2
ATTRIBUTES:
Awareness: 5 Intelligence: 4
Strength: 5 Wit: 5
Dexterity: 4 Willpower: 8
Charisma: 9 Luck: 2
The Undead Horde is comprised of various vile creatures including the animated bones of long dead soldiers and townsfolk alike, soft and rotting zombie like corpses fresh risen from the grave, and great ancient evils of formidable power. These animated dead are the work of a Necromancer. If you happen to run across these abominations a Necromancer is sure to be behind it. These creatures are very daft, and this becomes worse the further they are from their source. Their reactions and dexterity also suffer in this manner, diminishing the further they get from their master. These creatures are usually only dispatched when there is major trauma to the head, or it is decapitated altogether, or the complete dismemberment or the crushing of bones. The dead can use all sorts of bladed weapons and polearms, axes, pikes, and even bows and crossbows, however they don't have the best aim. They can also be equipped with any sort of armor or clothing.
These reanimated dead are the remains of old soldiers and townsfolk, dead adventurers in remote and dangerous areas, or knights fresh risen from the depths of hidden catacombs. These vessels of the dead are often the work of necromancers, and those who dabble in the dark arts. These creatures are subjects to their master's will, and will seek to do their bidding relentlessly. Their power will fade over great distances so their masters are usually close by, but some skilled practitioners can project and control these creatures from greater distances, from many miles away. They are brainless and they aren't very bright but they will stop at nothing.
NOTES: The dead are not bright enough to set traps or set up ambushes, but they are able to rally each other when in small groups. The are immune to drowning, or suffocation, but they take a -2 to bludgeoning and fire damage. A Necromancer can also channel themselves through the corpses to communicate, but they usually don't speak otherwise..
SPECIAL SKILLS:
Powerful Blow: 3
Immunities: Drowning, Hunger, Dehydration, Exhaustion, and Poison.
LEVEL: 1-4 (5-100 members)
AMMO: 1-5 shot (per dead)
ARMOR: 1-5
ATTRIBUTES:
Awareness: 1-3 Intelligence: 1-3
Strength: 1-4 Wit: 0-2
Dexterity: 1-3 Willpower: 0-2
Charisma: 0 Luck: 0-2
These are the reanimated corpses of great champions, warriors, berserkers, and fallen kings. All cruel and deadly foes, writhe with ill intent. These fiends, unlike zombies or skeletal hordes, these sinister beings can think for themselves, and often seek their own agendas, though they may still be somewhat loyal to a Necromancer, should they be responsible for their resurrection. Some may even have a bit magic of their own, capable of performing various cantrips and spells, causing an array of status effects among others.. These are powerful dead encounters, strong and formidable opponents. Do not underestimate the power that these evil beings can wield.
NOTES: Powerful evil creatures of moderate to high levels. These beings are immune to illness, dehydration, starvation, exhaustion, poison, and drowning. Much more intelligent than it's other dead counterparts. Capable of performing some magic. Susceptible to fire damage. Equipment varies from many types of weapons to all types of armor and attire.
SPECIAL SKILLS:
Powerful Blow: 3
Immunities: Drowning, Hunger, Dehydration, Poison, and Exhaustion
Arcane Magic: +3 ( paralysis, confusion, terror, insanity, arcane force, dispel, binding, dark shroud, demoralize)
LEVEL: 3-7
AMMO: 1-5 shot (per dead)
ARMOR: 2-5
ATTRIBUTES:
Awareness: 4 Intelligence: 3
Strength: 4-6 Wit: 3
Dexterity: 3-4 Willpower: 3
Charisma: 0-1 Luck: 1
These reanimated corpse are mindless freshly dead, rotting carcasses who feed on the flesh of the living. They are voracious in their appetite and will stop at nothing to peel the meat from our bones and pick the brains from your skull. They will never rest or sleep, and cannot drowned or suffocate, or bleed out. They know nothing but insatiable hunger, and a taste for human flesh. They are quite quick, but they are less than coordinated.
NOTES: Zombies are accompanied by the smell of putrid, rotting flesh. They have a keen sense of hearing but their eyesight is poor. They also have a good sense of smell, and can smell party members from a good distance away. They do not use tools or weapons, but they have been known to wear the armor they were buried in.
SPECIAL SKILLS:
Infectious bite: 2
Immunities: Drowning, Hunger, Dehydration, Poison, and Exhaustion
LEVEL: 1-2(1-100 members)
AMMO: 0
ARMOR: 1-5
ATTRIBUTES:
Awareness: 2 Intelligence: 1
Strength: 2 Wit: 1
Dexterity: 2 Willpower: 4
Charisma: 0 Luck: 0
These reanimated dead are the remains of old soldiers and townsfolk, dead adventurers in remote and dangerous areas, or knights fresh risen from the depths of hidden catacombs. These vessels of the dead are often the work of necromancers, and those who dabble in the dark arts. These creatures are subjects to their master's will, and will seek to do their bidding relentlessly. Their power will fade over great distances so their masters are usually close by, but some skilled practitioners can project and control these creatures from greater distances, from many miles away. They are brainless and they aren't very bright but they will stop at nothing.
NOTES: The dead are not bright enough to set traps or set up ambushes, but they are able to rally each other when in small groups. The are immune to drowning, or suffocation, but they take a -2 to bludgeoning and fire damage. A Necromancer can also channel themselves through the corpses to communicate, but they usually don't speak otherwise..
SPECIAL SKILLS:
Powerful Blow: 3
Immunities: Drowning, Hunger, Dehydration, Exhaustion, and Poison.
LEVEL: 1-4 (5-100 members)
AMMO: 1-5 shot (per dead)
ARMOR: 1-5
ATTRIBUTES:
Awareness: 1-3 Intelligence: 1-3
Strength: 1-4 Wit: 0-2
Dexterity: 1-3 Willpower: 0-2
Charisma: 0 Luck: 0-2
These are the reanimated corpses of great champions, warriors, berserkers, and fallen kings. All cruel and deadly foes, writhe with ill intent. These fiends, unlike zombies or skeletal hordes, these sinister beings can think for themselves, and often seek their own agendas, though they may still be somewhat loyal to a Necromancer, should they be responsible for their resurrection. Some may even have a bit magic of their own, capable of performing various cantrips and spells, causing an array of status effects among others.. These are powerful dead encounters, strong and formidable opponents. Do not underestimate the power that these evil beings can wield.
NOTES: Powerful evil creatures of moderate to high levels. These beings are immune to illness, dehydration, starvation, exhaustion, poison, and drowning. Much more intelligent than it's other dead counterparts. Capable of performing some magic. Susceptible to fire damage. Equipment varies from many types of weapons to all types of armor and attire.
SPECIAL SKILLS:
Powerful Blow: 3
Immunities: Drowning, Hunger, Dehydration, Poison, and Exhaustion
Arcane Magic: +3 ( paralysis, confusion, terror, insanity, arcane force, dispel, binding, dark shroud, demoralize)
LEVEL: 3-7
AMMO: 1-5 shot (per dead)
ARMOR: 2-5
ATTRIBUTES:
Awareness: 4 Intelligence: 3
Strength: 4-6 Wit: 3
Dexterity: 3-4 Willpower: 3
Charisma: 0-1 Luck: 1
These reanimated corpse are mindless freshly dead, rotting carcasses who feed on the flesh of the living. They are voracious in their appetite and will stop at nothing to peel the meat from our bones and pick the brains from your skull. They will never rest or sleep, and cannot drowned or suffocate, or bleed out. They know nothing but insatiable hunger, and a taste for human flesh. They are quite quick, but they are less than coordinated.
NOTES: Zombies are accompanied by the smell of putrid, rotting flesh. They have a keen sense of hearing but their eyesight is poor. They also have a good sense of smell, and can smell party members from a good distance away. They do not use tools or weapons, but they have been known to wear the armor they were buried in.
SPECIAL SKILLS:
Infectious bite: 2
Immunities: Drowning, Hunger, Dehydration, Poison, and Exhaustion
LEVEL: 1-2(1-100 members)
AMMO: 0
ARMOR: 1-5
ATTRIBUTES:
Awareness: 2 Intelligence: 1
Strength: 2 Wit: 1
Dexterity: 2 Willpower: 4
Charisma: 0 Luck: 0
There is quite a variety of religions in the Nines. They range from monotheistic to polytheistic, occult, fanatical groups, and heretics, and even rumors of the worship of dark gods and magics long dead, and even necromancy. This list will be updated as you proceed in your travels.
The AllSeer is a benevolent God. He is the center of one of the most prominent religions in the Lands of the Nine's. The Keepers of the Light are found in almost every major city throughout the realm. He favors the righteous and those who cannot do for themselves, the poor, the meek, the hungry. Shrines and Large Cathedrals dot the landscape in his image.
the God of Astrology, the Sea, and Sailing He is stern, stoic and steadfast, with sun-scorched skin, short, dark sandy hair, and eyes the color of green waters. Leathe is taller than the average height and solidly built, and his faced furrowed. He wears no armor.
He is also associated with rivers and time. He is most often worshipped by sailors and seafarers. His many followers can be primarily distinguished by their tattoos. There are widespread offerings and written prayers to him in every city. There are many myths involving his rough relationship with Ka'a Alissi. He is the brother of Jaezer. He is known to send good fortune to fishermen, sailors and captains, or disastrous storms and terrible swells that have claimed the lives of countless men.
Ka'a Alissi, the Goddess of Duels, Risk, Shadows and Midnight, is unusually beautiful, with alabaster skin, long flowing hair, as dark as midnight, and eyes the color of new-forged copper. She is tall and slenderly built, and sometimes seems very sad. She usually wears light leather armor dyed black and adorned in bronze.
She is known to award those who are brazen good fortune. She is often worshipped by thieves and rogues alike, petty criminals and the less fortunate folks of the larger urban areas of the Nine's. Her surprisingly numerous followers can be primarily distinguished by their tattoos. There aren't many public or visible shrines to her in most cities. There are many myths involving her rocky relationship with certain mortals. She is the mother of Voi. She is known to sometimes hinder mortals, but is most often prayed to for prowess good fortune to those who are involved in more clandestine operations, and other affairs that occur during the nightly hours. It is said that prayers and offerings to her can keep one from finding themselves in trouble with authorities. Some practitioners keep small figurines of her, but having one of these in one's possessions was sure to raise concerns from those who enforce the law.
Voi, the Goddess of Sex, Lust, and fertility. She is extremely beautiful, with pale skin, shoulder length, flowing flaming red hair, and eyes the color of blue jay eggs. She is tall and slender, and rarely laughs. She usually wears simple clothes dyed dark red or burgundy, addorned with gold.
She is also associated with luck and alchemy. She is often worshipped by expecting women, or sometimes prayed to by hopeful pursuers and suitors who would seek luck in the love department, but her most devoted followers were prostitutes and seducers, and they can be primarily distinguished by the talismans and rings that they bear. There are shrines to her in most cities. There are many myths involving her illicit relationship with mortals. She is the cousin of C'ocri. She is sometimes known to meddle in the relationships of mortals, and can be quite manipulative, causing damage to relationships and sometimes wreck the lives of those caught in her wake..
Moki, the Goddess of Ghosts, the Undead and the Sky, is almost plain-looking, with pale blueish skin and long, rippling dark hair. Her eyes were the color of the lit up midnight moon. She is tall and slender, and is usually frowning and sullen. She usually wears a dingy pale gown that is completely soiled with dirt and stain.
She is also associated with superstitions that involve finding truth and justice for the dead, solstices, and death. She is often worshipped by commoners. Her small numbers of followers can be primarily distinguished by the offerings they provide at gravestones and cemeteries. There are a few offerings to her on islands. There are many myths involving her vast travels with certain mortals. She is the sister of Scind. She is known to give help to those who have recently lost someone and a severe injustice has been committed. She is also known to torment those who have committed these heinous crimes, haunting them, and driving them into madness. She is most often prayed to by her followers to ward off evil spirits who walk the coasts and isles during the night and twilight hours, and her followers can be described as extremely superstitious.
Type: Monotheism (patriarchal)
Direction: Outwards
Focus: Repentance, Forgiveness, Holy Virtues (Very similar to Christianity)
Ruling Deities: The All-Seer
Important Deities:
The All-Seer, the God of Wisdom, Goodness and Virtue, the Giver of Life, the Provider
Razmudai, the God of Darkness and Evil, Secrets, Suffering (malevolent)
Divine Interaction: Miracles and penances (Seldom Occur, if ever)
Involves: Devotional Prayer, Repentance of sins, Pilgrimage, Holiness
Afterlife: Heaven-like
Supernatural: benevolent spirits of relatives, Angelic beings (benevolent entities), Demonic beings (malevolent entities)
Worship: Group meditation and prayer.
Holidays: Solstices, Equinoxes
Holidays Celebrate: Great Priests, historical events, past battles, Prophets and Saints.
Major Holiday(s): happen only once every hundred years
Clergy: High Priests are Male only.
Mass/Gathering: All types of members from all walks of life. Worships every Seventh Day in large masses at the temple. Service includes the reading of religious scriptures, musical hymns, and certain special events, anointing of the youth (christenings), marriages, funerals, etc.
Function: Community leaders, healers of the sick, providers for the poor and elderly.
Lifestyle: All types
Family: Somewhat large
Chosen: Elected by pre-existing high priests
Distinguished By: Special clothing and robes, head wear
Symbol: Images of the All-Seer, emblazoned sun
Holy Colors: Gold, Red, White
Passed Down: Via the mass reproduction of Written tomes and volumes
Creation Myth Type: World-Creator
Mortals' Origin: Creation of the All-Seer
Major Myth/Symbol(s):
The Redemption
The First Defeat of Razmudai
Deadly Sins: Self-injury, malice, cowardice, irresponsibility and pride, greed, envy, lust, and worldly desires
High Virtues: faith, wisdom, kindness and honesty, modesty, humbleness, humility.
Associated Artform: Written texts, tapestries, murals, statues
Coming of Age: 17 years old
Coming of Age Rite: involves a collective ritual biannually
Marriage: Monogamous relationships
Marriage Rites: Major formal events held by the entire community
Death Rites: Performed by priests, anointing rituals, last rights, preparation and burials. Catacombs, Vaults, Graves.
Major Taboos: Incest, pedophilia, sinful desires
Prevalence: Widely believed
Outsiders: Are welcomed
The AllSeer
The AllSeer is a benevolent God. He is the center of one of the most prominent religions in the Lands of the Nine's. The Keepers of the Light are found in almost every major city throughout the realm. He favors the righteous and those who cannot do for themselves, the poor, the meek, the hungry. Shrines and Large Cathedrals dot the landscape in his image.
Leathe
the God of Astrology, the Sea, and Sailing He is stern, stoic and steadfast, with sun-scorched skin, short, dark sandy hair, and eyes the color of green waters. Leathe is taller than the average height and solidly built, and his faced furrowed. He wears no armor.
He is also associated with rivers and time. He is most often worshipped by sailors and seafarers. His many followers can be primarily distinguished by their tattoos. There are widespread offerings and written prayers to him in every city. There are many myths involving his rough relationship with Ka'a Alissi. He is the brother of Jaezer. He is known to send good fortune to fishermen, sailors and captains, or disastrous storms and terrible swells that have claimed the lives of countless men.
Ka'a Alissi
Ka'a Alissi, the Goddess of Duels, Risk, Shadows and Midnight, is unusually beautiful, with alabaster skin, long flowing hair, as dark as midnight, and eyes the color of new-forged copper. She is tall and slenderly built, and sometimes seems very sad. She usually wears light leather armor dyed black and adorned in bronze.
She is known to award those who are brazen good fortune. She is often worshipped by thieves and rogues alike, petty criminals and the less fortunate folks of the larger urban areas of the Nine's. Her surprisingly numerous followers can be primarily distinguished by their tattoos. There aren't many public or visible shrines to her in most cities. There are many myths involving her rocky relationship with certain mortals. She is the mother of Voi. She is known to sometimes hinder mortals, but is most often prayed to for prowess good fortune to those who are involved in more clandestine operations, and other affairs that occur during the nightly hours. It is said that prayers and offerings to her can keep one from finding themselves in trouble with authorities. Some practitioners keep small figurines of her, but having one of these in one's possessions was sure to raise concerns from those who enforce the law.
Voi
Voi, the Goddess of Sex, Lust, and fertility. She is extremely beautiful, with pale skin, shoulder length, flowing flaming red hair, and eyes the color of blue jay eggs. She is tall and slender, and rarely laughs. She usually wears simple clothes dyed dark red or burgundy, addorned with gold.
She is also associated with luck and alchemy. She is often worshipped by expecting women, or sometimes prayed to by hopeful pursuers and suitors who would seek luck in the love department, but her most devoted followers were prostitutes and seducers, and they can be primarily distinguished by the talismans and rings that they bear. There are shrines to her in most cities. There are many myths involving her illicit relationship with mortals. She is the cousin of C'ocri. She is sometimes known to meddle in the relationships of mortals, and can be quite manipulative, causing damage to relationships and sometimes wreck the lives of those caught in her wake..
Moki
Moki, the Goddess of Ghosts, the Undead and the Sky, is almost plain-looking, with pale blueish skin and long, rippling dark hair. Her eyes were the color of the lit up midnight moon. She is tall and slender, and is usually frowning and sullen. She usually wears a dingy pale gown that is completely soiled with dirt and stain.
She is also associated with superstitions that involve finding truth and justice for the dead, solstices, and death. She is often worshipped by commoners. Her small numbers of followers can be primarily distinguished by the offerings they provide at gravestones and cemeteries. There are a few offerings to her on islands. There are many myths involving her vast travels with certain mortals. She is the sister of Scind. She is known to give help to those who have recently lost someone and a severe injustice has been committed. She is also known to torment those who have committed these heinous crimes, haunting them, and driving them into madness. She is most often prayed to by her followers to ward off evil spirits who walk the coasts and isles during the night and twilight hours, and her followers can be described as extremely superstitious.
The Keepers of The Light
Type: Monotheism (patriarchal)
Direction: Outwards
Focus: Repentance, Forgiveness, Holy Virtues (Very similar to Christianity)
Ruling Deities: The All-Seer
Important Deities:
The All-Seer, the God of Wisdom, Goodness and Virtue, the Giver of Life, the Provider
Razmudai, the God of Darkness and Evil, Secrets, Suffering (malevolent)
Divine Interaction: Miracles and penances (Seldom Occur, if ever)
Involves: Devotional Prayer, Repentance of sins, Pilgrimage, Holiness
Afterlife: Heaven-like
Supernatural: benevolent spirits of relatives, Angelic beings (benevolent entities), Demonic beings (malevolent entities)
Worship: Group meditation and prayer.
Holidays: Solstices, Equinoxes
Holidays Celebrate: Great Priests, historical events, past battles, Prophets and Saints.
Major Holiday(s): happen only once every hundred years
Clergy: High Priests are Male only.
Mass/Gathering: All types of members from all walks of life. Worships every Seventh Day in large masses at the temple. Service includes the reading of religious scriptures, musical hymns, and certain special events, anointing of the youth (christenings), marriages, funerals, etc.
Function: Community leaders, healers of the sick, providers for the poor and elderly.
Lifestyle: All types
Family: Somewhat large
Chosen: Elected by pre-existing high priests
Distinguished By: Special clothing and robes, head wear
Cultural Aspects:
Symbol: Images of the All-Seer, emblazoned sun
Holy Colors: Gold, Red, White
Passed Down: Via the mass reproduction of Written tomes and volumes
Creation Myth Type: World-Creator
Mortals' Origin: Creation of the All-Seer
Major Myth/Symbol(s):
The Redemption
The First Defeat of Razmudai
Deadly Sins: Self-injury, malice, cowardice, irresponsibility and pride, greed, envy, lust, and worldly desires
High Virtues: faith, wisdom, kindness and honesty, modesty, humbleness, humility.
Associated Artform: Written texts, tapestries, murals, statues
Coming of Age: 17 years old
Coming of Age Rite: involves a collective ritual biannually
Marriage: Monogamous relationships
Marriage Rites: Major formal events held by the entire community
Death Rites: Performed by priests, anointing rituals, last rights, preparation and burials. Catacombs, Vaults, Graves.
Major Taboos: Incest, pedophilia, sinful desires
Prevalence: Widely believed
Outsiders: Are welcomed
Merrik The Virtuous, and the Fall of Razmu'dai
Some ten thousand years ago, when the Lands of The Nine's first became untied, there was a great soldier named Merrik. It was said that he was the son of a benevolent and righteous demigod named Niixus, who was well known in the times before then. His virtuous deeds and notoriety flourished among regions, far and wide. He was a just and good hearted man, and soon became a popular warrior King amongst a feudal realm. He was virtuous, and wanted to unite the Nine lands under one just rule. This realm was ripe with those who served the Dark Lords, and magic was as dense as water. Vile beasts and demon hordes, soldiers of the fallen Dark Kings, ravaged the lands, razing anything they came across, leaving none to tell about it. Some of the feuding rulers made alliances with the Dark Lords, pacts with the devil. Heretical sects and temples dotted the landscape, and the lands had fallen into despair.
Merrick sought to change this and this campaign, an all out witch hunt lasted for nearly 25 years. His vast armies, loyal followers to the cause marched vast distances, and crushed everything they encountered. He suffered many losses over the course of this witch hunt. Scores of scores of men died, perishing at the hands of the dark ones. It was said that if you were killed by them they took your soul. It was the darkest of times, the violence drove many to madness. Many thought Merrick to be the Great Savior, the chosen champion of the great All-Seer. An order of high priests known as The Keepers formed and followed his every move. They forged him a great sword, made from trinkets and relics, objects of great power and religious value. Merrick's sword became known as The Blade of Banishment, and was said to have been kissed by the All-Seer's good graces himself.
His opponent, a vile and wretched demigod named Razmu'dai. A great and ancient evil. He was the Bringer of Despair and Darkness, Suffering and Death, and all that is vile and wretched. He commanded a powerful dark magic that could spawn vicious beats, and he could also raise the dead, filling their bodies with the souls of those whom he had taken. Legions of dark soldiers to do his bidding. He wore a dark suit of armor forged by his dark powers. Razmu'dai set his legions upon Merrick's armies, and they clashed like huge waves swept up by a tempest. Almost all were lost when Merrick and Razmu'dai met on the battlefield. Their swords clashed with great energies and huge shockwaves threw scores across the field, obliterating the dead hordes and crushing the rib cages and organs of the living. But in this great and epic battle of Good and Evil fate would shine on the Merrick the Virtuous, and his blade found its mark. The Dark Lord's armor shattered into pieces and his evil spirit had been truly banished, and magic lost its strong grip on the realms of man, and dwindled to almost nothing. The only piece that was not destroyed was a single gauntlet. Merrick's sword also shattered and broke into 7 pieces, the same number of pieces as the Dark lord's armor. The gauntlet was dubbed the Gauntlet of Power. Merrick ordered The Keepers to take these seven shards of his blade and these armor bits to the far corners of the realm. To guard them till the ends of time. The Dark Lord's armor was thought to be so dangerous that each piece was said to have been completely incased in chests filled with mercury. The Gauntlet of Power and a single piece of the sword were said to have been kept together on the site of this great battle somewhere, hidden deep in a grand and monumental tomb. The rest of the pieces were spread throughout the land to secret locations, never to be discovered again. It is rumored that these locations are still guarded in great vaults and hidden tombs of a sect who call themselves The Guardians, who are so devout that they will kill anyone to keep these relics hidden from man.
It was also said that Merrick lived for another five hundred years and the Nines became united under his rule. The era of magic was over and it had given way to the common era of man, and it was a time of great prosperity in the Nines. Merrick was the last of the demigods to walk the earth. He is considered to be the great founding father of the Nines, and is still widely respected as a major patron Saint of The helpless and meek, and the defenseless. The Bringer of Light, Holy figure to the Keepers of the Light. The fall of Razmu'dai is celebrated every 1000 years on what is said to be the exact date of the battle where Good had finally conquered Evil. Merrick is supposedly buried in a great hidden tomb, the location only known to those who are now known as the Keepers. A secretive order, passed down through countless generations. So secretive that these families do not allow any outsiders to join their society. They are sworn to protect the locations of holy tombs and dangerous relics, and the location of Merrick Tomb in particular. They are also rumored to be able to conjure great Guardians from beyond the Veil. Champions and powerful Wardens. The last bastion to fend off the impending threat of darkness. Merrick's Chosen Few..
GOODS & SERVICES by CATEGORY:
Here is a list of regular services and the average fees for them. Not all services will be available at every location, and will vary in cost depending on location, quality, and availability.
Bath: 1g (proper bath)
Clothes Washed: 30b (washes personal clothing, freshening up.)
Single Room: 2-3g (per night. Average room includes storage chest or armoire, bed, and wash basin. Inns and Taverns, etc.)
Room & Board: 5-6g (per 1 person/day. Includes average room, and 2 meals, a bath)
Double Room: 5-6g (per night. Same as average room, with 2 beds)
Party Room: 10-15g (per night. Same as average room, with 4-6 beds, extra storage)
Cheap Meal: 5b
Avg. Meal: 10-12b
Good Meal: 15b
Beverages: 1-2b
Mead: 3b
Grog: 2-3b
Beer, Lagers: 2-3b
Grain Alcohol: 4-5b
Rum: 4-5b
Wines: 5-50b
Clothes Washed: 30b (washes personal clothing, freshening up.)
Single Room: 2-3g (per night. Average room includes storage chest or armoire, bed, and wash basin. Inns and Taverns, etc.)
Room & Board: 5-6g (per 1 person/day. Includes average room, and 2 meals, a bath)
Double Room: 5-6g (per night. Same as average room, with 2 beds)
Party Room: 10-15g (per night. Same as average room, with 4-6 beds, extra storage)
Food Items:
Cheap Meal: 5b
Avg. Meal: 10-12b
Good Meal: 15b
Beverages: 1-2b
Mead: 3b
Grog: 2-3b
Beer, Lagers: 2-3b
Grain Alcohol: 4-5b
Rum: 4-5b
Wines: 5-50b
These prices will vary upon location, availability, and quality of service, as well as quality of stock. Tavern drinks and food items may also be available depending on the establishment. Rates for rooms are more costly, but they do provide discretion, and will not give away your location or information. In fact, discretion is their number one rule. You will definitely rest better here than in an inn or tavern with a cold bed to sleep in..
Bath: 2g (lavish sponge bath, with help..)
Cheap Whore: 2g (per go), 4g (per/hr)
Seasoned Whore: 3g (per go), 6g (per/hr)
Madame's Best: 5g 9per go), 10g (per/hr)
By the Night Rates: Vary
Average Room: 5g (includes Average room, wash basin, storage chest or armoire, and discretion. Does not include company.)
Lavish Room: 7g (spacious lodge, plush furniture, private Lavatory, hearth, and extra storage, discretion. Does not include company.)
Bath: 2g (lavish sponge bath, with help..)
Cheap Whore: 2g (per go), 4g (per/hr)
Seasoned Whore: 3g (per go), 6g (per/hr)
Madame's Best: 5g 9per go), 10g (per/hr)
By the Night Rates: Vary
Average Room: 5g (includes Average room, wash basin, storage chest or armoire, and discretion. Does not include company.)
Lavish Room: 7g (spacious lodge, plush furniture, private Lavatory, hearth, and extra storage, discretion. Does not include company.)
Items that are fabricated will vary in price depending on item, quality, and the amount of resources required.
Repair Tools 1g
Repair Weapons: 35-55b
Repair Armor: 2-3g
Farrier Services: 4-5g (Shoeing Horses)
Fletching Services: 1g (Arrow and fletching repair, per 10)
Restringing: 1-2g (Provides new string for bows, custom made)
Maintenance: 1g (Grips, wraps, silencing, etc. A good looking over.)
Tack Repair: 2-3g (bit and buckle, saddle, strap, and buckles.)
Repair Tools 1g
Repair Weapons: 35-55b
Repair Armor: 2-3g
Farrier Services: 4-5g (Shoeing Horses)
Fletching Services: 1g (Arrow and fletching repair, per 10)
Restringing: 1-2g (Provides new string for bows, custom made)
Maintenance: 1g (Grips, wraps, silencing, etc. A good looking over.)
Tack Repair: 2-3g (bit and buckle, saddle, strap, and buckles.)
Prices will vary upon location, quality of service, and availability.
Feed & Water: 10b (includes hay and water trough)
Stable Fares: 55-75b (per night, average. includes hay, salt block, and water)
Grooming Fees: 15-25b (includes a wash and a brushing, cleaning of shoes/hooves)
Feed & Water: 10b (includes hay and water trough)
Stable Fares: 55-75b (per night, average. includes hay, salt block, and water)
Grooming Fees: 15-25b (includes a wash and a brushing, cleaning of shoes/hooves)
Apothecary's range in a wide variety goods and services. These services include visits to determine ailments, as well as the creation and distribution of salves and tonics, ointments and cures, for all types of ailments ranging in the common rash to mold exposure, and even cures for those nasty venereal diseases. Maybe next time you'll think twice before you do the hokey-pokey, eh?
Prices will vary due to location, availability, and quality, as well as potency, and the rarity of certain ingredients.
Prices will vary due to location, availability, and quality, as well as potency, and the rarity of certain ingredients.
Telegrams and messages sent or received in a written format. Pigeons are the most effective means to send messages long distance but they can also travel by horseman over land as well. These posts and letters can often be sent from inns or taverns, but if not there is always one somewhere in even the smallest of towns.
Horse Telegram: 5b (may take up to 2 weeks)
Homing Pigeon: 1g (2 to 3 days)
Horse Telegram: 5b (may take up to 2 weeks)
Homing Pigeon: 1g (2 to 3 days)
Priests and temples, or Holy establishments may provide certain goods and services as well, and depend greatly on the type of religion it is. These services are varied, and so is their success in terms of execution. Oracles, Psychics, and Witches, may provide various trinkets and medallions, that may offer protection or wards to help along your travels.
Lighting a Candle: 2b (Lighting candles in remembrance or prayer can lift the spirit, and sometimes negative effects)
Blessings: 5g (Blessings are performed by priests on things such as personal items or apparel, voyages and travels, and may or may not provide boons to both if successful.)
Anointing's: 10g (Anointing's are also performed by priests on people. These anointing's may or may not provide certain boons to individuals if done correctly. They may also clear any negative effects, heal wounds and sicknesses as well.)
Fortune Telling: 50b (looking into the eyes to foresee the near future for an individual)
Palm Reading/Tarot: 5g (in depth and lengthy reading to foresee one's destiny.)
Divine Guidance: 10g (an attempt to find a person, place, or object by psychic guidance.)
Priests:
Lighting a Candle: 2b (Lighting candles in remembrance or prayer can lift the spirit, and sometimes negative effects)
Blessings: 5g (Blessings are performed by priests on things such as personal items or apparel, voyages and travels, and may or may not provide boons to both if successful.)
Anointing's: 10g (Anointing's are also performed by priests on people. These anointing's may or may not provide certain boons to individuals if done correctly. They may also clear any negative effects, heal wounds and sicknesses as well.)
Oracles:
Fortune Telling: 50b (looking into the eyes to foresee the near future for an individual)
Palm Reading/Tarot: 5g (in depth and lengthy reading to foresee one's destiny.)
Divine Guidance: 10g (an attempt to find a person, place, or object by psychic guidance.)
There are various means of transportation in the Nines. These range in a wide variety and can provide local or long distance means of travel.
Human Cart: 1g (district transport w/ personal gear only.)
Horse cart: 20-35b (district & local transport w/gear)
Coach: 2-3g (district & local transport w/gear. Long distance rates vary with location)
Ferry: 1g (per person) 2g (w/horse or gear)
Boats & Vessels: Rates Vary (local & long distance transport w/gear)
Human Cart: 1g (district transport w/ personal gear only.)
Horse cart: 20-35b (district & local transport w/gear)
Coach: 2-3g (district & local transport w/gear. Long distance rates vary with location)
Ferry: 1g (per person) 2g (w/horse or gear)
Boats & Vessels: Rates Vary (local & long distance transport w/gear)
Prices will vary per the item's quality, and by vendor and location. Prices shown are the average prices for average quality steel-grade weapons.
Knife: 5-10b
*Punch-Knife: 15b
Throwing knives: 25b (each)(balanced)
Dagger: 1g
Stiletto Dagger: 2g
Short sword: 3-5g
Longsword: 5g
Cutlass: 5g
Rapier: 4-5g
Duelist's Rapier: 10g
Broadsword: 5g
Claymore: 7g
Spring-loaded Dagger: 5-8g (forearm contraption)
Cane Sword: 5g
Linked Chain Sword: 7-10g (rare and unruly, expensive and hard to master)
Knife: 5-10b
*Punch-Knife: 15b
Throwing knives: 25b (each)(balanced)
Dagger: 1g
Stiletto Dagger: 2g
Short sword: 3-5g
Longsword: 5g
Cutlass: 5g
Rapier: 4-5g
Duelist's Rapier: 10g
Broadsword: 5g
Claymore: 7g
Specialty items:
Spring-loaded Dagger: 5-8g (forearm contraption)
Cane Sword: 5g
Linked Chain Sword: 7-10g (rare and unruly, expensive and hard to master)
Prices will vary per the item's quality, and by vendor and location. Prices shown are the average prices for average quality steel-grade weapons.
Sling: 8b
Slingshot: 15b
bolas: 1g
Crude Bow: 15b
Hunting Bow: 1g
Short-Bow: 3g
Longbow: 4g
Recurve Bow: 8g
Composite Bow: 10g
Crossbow: 5g
Heavy Crossbow: 8g
Repeating Crossbow: 15g (extremely rare, crank to operate)
Spring-Loaded Crossbow: 10g (rare, forearm contraption)
Sling Ammo x20: 15b
Common Arrows x20: 35b
Specialty Arrows: ??? (specified)
Heavy Arrows x20: 3g
Common Bolts x10: 2g
Heavy Bolts x10: 3g
Sling: 8b
Slingshot: 15b
bolas: 1g
Crude Bow: 15b
Hunting Bow: 1g
Short-Bow: 3g
Longbow: 4g
Recurve Bow: 8g
Composite Bow: 10g
Crossbow: 5g
Heavy Crossbow: 8g
Specialty items:
Repeating Crossbow: 15g (extremely rare, crank to operate)
Spring-Loaded Crossbow: 10g (rare, forearm contraption)
Ammunition:
Sling Ammo x20: 15b
Common Arrows x20: 35b
Specialty Arrows: ??? (specified)
Heavy Arrows x20: 3g
Common Bolts x10: 2g
Heavy Bolts x10: 3g
Prices will vary per the item's quality, and by vendor and location. Prices shown are the average prices for average quality steel-grade weapons.
Knuckle Dusters: 1g
Blackjack: 1g
Club: 1g
Mace: 3-5g
Hammer: 7g
Camp Axe: 1g
Tomahawk Axe: 3g (Steel, can be thrown)
Bearded Axe: 4g
Pike Axe: 4g (spiked)
Pole Axe: 5g
Halberd: 8g
Great Axe: 8g
Staff: 1-3g (wood, or wood/metal)
Javelin: 3g (short spear used for jab or can be thrown)
Spear: 4-5g (full sized spear)
Knuckle Dusters: 1g
Blackjack: 1g
Club: 1g
Mace: 3-5g
Hammer: 7g
Camp Axe: 1g
Tomahawk Axe: 3g (Steel, can be thrown)
Bearded Axe: 4g
Pike Axe: 4g (spiked)
Pole Axe: 5g
Halberd: 8g
Great Axe: 8g
Staff: 1-3g (wood, or wood/metal)
Javelin: 3g (short spear used for jab or can be thrown)
Spear: 4-5g (full sized spear)
Prices will vary per the item's quality, and by vendor and location. Prices shown are the average prices for average quality steel-grade weapons.
Powder Horn: 1g (20 shot count)
Ball Ammunition: 1g (per 20)
Large Bore Ammunition: 1g (per 10)
Patches: 5b (per 20 swatches)
Flintlock Derringer: 50b
Flintlock Pistol; 6g
Ornate Pistol: 8-10g
Hand Cannon: 7g
Flintlock Rifle: 8g
Ornate Rifle: 10-12g
Blunderbuss: 8g
Powder Horn: 1g (20 shot count)
Ball Ammunition: 1g (per 20)
Large Bore Ammunition: 1g (per 10)
Patches: 5b (per 20 swatches)
Flintlock Derringer: 50b
Flintlock Pistol; 6g
Ornate Pistol: 8-10g
Hand Cannon: 7g
Flintlock Rifle: 8g
Ornate Rifle: 10-12g
Blunderbuss: 8g
Prices will vary per the item's quality, and by vendor and location. Prices shown are the average prices for average quality steel-grade weapons. Also note that Armor ratings suffer a -1 mod to their score against bludgeoning damage, and normal clothing has an Armor Rating of +1.
Leather Armor: 8g (set)
Studded Leather: 10g (set)
Leather Helm: 50b
Gloves: 2g
Studded Gloves: 3g
Boots: 3g
Studded Boots: 4g
Hooded Cloak: 3g (thick, protection from the elements, concealment) (+1, added)
Chainmail: 12g (top and bottom)
Ornate Mail 15g (top and bottom)
Gloves: 3g
Hood: 3g
Coat of Plates: 15g
Plate Armor: 18g
Ornate Plate: 20-25g
Gauntlets: 4g
Helm: 5g
Cuirass: 4g
Greaves: 4g
Arms, Pauldrons: 4g
Wooden Buckler: 55b
Wooden Shield: 75b
Composite Shield: 5g (wood, metal)
Metal Shield: (+3)
Leather Armor (+2)
Leather Armor: 8g (set)
Studded Leather: 10g (set)
Leather Helm: 50b
Gloves: 2g
Studded Gloves: 3g
Boots: 3g
Studded Boots: 4g
Hooded Cloak: 3g (thick, protection from the elements, concealment) (+1, added)
Chainmail Armor (+3)
Chainmail: 12g (top and bottom)
Ornate Mail 15g (top and bottom)
Gloves: 3g
Hood: 3g
Plate Armor (+4)
Coat of Plates: 15g
Plate Armor: 18g
Ornate Plate: 20-25g
Gauntlets: 4g
Helm: 5g
Cuirass: 4g
Greaves: 4g
Arms, Pauldrons: 4g
Shields (+2)
Wooden Buckler: 55b
Wooden Shield: 75b
Composite Shield: 5g (wood, metal)
Metal Shield: (+3)
Prices will vary per the item's quality, and by vendor and location. Prices shown are the average prices for average quality meals or rations.
1 Day Rations: 10-15b
Dried Meats: 15-20b
Cheap Meal: 5b
Avg. Meal: 10-12b
Good Meal: 15b
Beverages: 1-2b
Mead: 3b
Grog: 2-3b
Beer, Lagers: 2-3b
Grain Alcohol: 4-5b
Rum: 4-5b
Wines: 5-50b
Dried Meats: 15-20b
Cheap Meal: 5b
Avg. Meal: 10-12b
Good Meal: 15b
Beverages: 1-2b
Mead: 3b
Grog: 2-3b
Beer, Lagers: 2-3b
Grain Alcohol: 4-5b
Rum: 4-5b
Wines: 5-50b
Dust: 25b (stimulant, price per vile/gram)
Black Lotus: 30b (opioid, budding flower, price per 4 grams, smoked. Mild sedative and aphrodisiac.)
Black Lotus: 30b (opioid, budding flower, price per 4 grams, smoked. Mild sedative and aphrodisiac.)
Domesticated:
Lamb: 3g (feeds 5-10, feast)
Goat: 2g (feeds 5-10, feast)
Hog: 4-5g (feeds 10-15, feast)
Grazing Stock: (feeds 20-30, huge feast item. Cows, Bulls, etc.)
Carcasses:
Small Game: 15b (feeds 1. Rabbit, squirrel, etc)
River Fish: 15b (feeds 1-2. Trout, Brim, Smallmouth Bass, Catfish, etc.)
Wood Foul: 1g (feeds 1-2. Quail, Pheasant, Cornish Hens, Turkey, etc.)
Fox: 25b (feeds 2-3)
Sea Fish: 35-50b (feeds 2-4. Large salt water varieties)
Wild Cats: 2-3g (feeds 4-5, feast. Bobcats, Cougars, Pumas, etc.)
Boar: 2-3g (feeds 5-7, feast)
Whitetail Deer: 3-4g (feeds 5-8, feast)
Elk: 4-5g (feeds 7-10, feast)
Bear, Large: 8-10g (feeds 20-30, huge feast item)
Grazing Animals: 7-9g (feeds 20-30, huge feast item. Bison, Water buffalo, wild horses, etc.)
Lamb: 3g (feeds 5-10, feast)
Goat: 2g (feeds 5-10, feast)
Hog: 4-5g (feeds 10-15, feast)
Grazing Stock: (feeds 20-30, huge feast item. Cows, Bulls, etc.)
Carcasses:
Small Game: 15b (feeds 1. Rabbit, squirrel, etc)
River Fish: 15b (feeds 1-2. Trout, Brim, Smallmouth Bass, Catfish, etc.)
Wood Foul: 1g (feeds 1-2. Quail, Pheasant, Cornish Hens, Turkey, etc.)
Fox: 25b (feeds 2-3)
Sea Fish: 35-50b (feeds 2-4. Large salt water varieties)
Wild Cats: 2-3g (feeds 4-5, feast. Bobcats, Cougars, Pumas, etc.)
Boar: 2-3g (feeds 5-7, feast)
Whitetail Deer: 3-4g (feeds 5-8, feast)
Elk: 4-5g (feeds 7-10, feast)
Bear, Large: 8-10g (feeds 20-30, huge feast item)
Grazing Animals: 7-9g (feeds 20-30, huge feast item. Bison, Water buffalo, wild horses, etc.)
Healing ointment: 20b
Healing Elixir: 50b (heals wounds within 1 day)
Bandages: 10b (2 Sterile bandages)
Suture Kit: 15b
Alchemy items: range in a wide variety of elements and minerals and vary in price and availability. Some items may be sparse or unavailable, and can be extremely costly.
Steel Ingot: 1g
Leather Scrap: 1g
Pitch/Tar: 10b (jar)
Other items may be available. Ask if you have a personal request.
Healing Elixir: 50b (heals wounds within 1 day)
Bandages: 10b (2 Sterile bandages)
Suture Kit: 15b
Alchemy items: range in a wide variety of elements and minerals and vary in price and availability. Some items may be sparse or unavailable, and can be extremely costly.
Steel Ingot: 1g
Leather Scrap: 1g
Pitch/Tar: 10b (jar)
Other items may be available. Ask if you have a personal request.
These items are heavy and require additional means to transport them. These items are bulky, and require a pack mule, a wagon, or shipping vessel of some sort to move them, and are intended to feed party members for long periods of time.
Barrel-Dried Meat: 8g (feeds 6/wk, heavy)
Barrel-Fresh Fruit: 2g (feeds 6/wk, heavy)
Barrel-Potatoes: 2g (feeds 6/wk, heavy. provides starches, fights off hunger)
Barrel-Baking Flour: 5g (supplies 6/wk with daily bread rations, heavy)
Barrel-Fresh Water: 5g (supplies 1 person/wk, heavy)
Beer Keg: 7g (supplies 1 person/wk, heavy. Improves morale, fights off infection)
Wine Flagon, Large: 9g (supplies 1 person/wk, heavy. Improves morale, fights off infection)
Barrel-Apples: 2g (supplies 1 horse/wk, heavy. Provides sugars)
Horse Feed: 4g (feeds 1 horse/wk, heavy)
Hay Bales, Large: 1g (feeds 1 horse/day, heavy)
Salt Block: 1g (supplies 2 horses/wk, heavy. Provides salt)
Barrel-Dried Meat: 8g (feeds 6/wk, heavy)
Barrel-Fresh Fruit: 2g (feeds 6/wk, heavy)
Barrel-Potatoes: 2g (feeds 6/wk, heavy. provides starches, fights off hunger)
Barrel-Baking Flour: 5g (supplies 6/wk with daily bread rations, heavy)
Barrel-Fresh Water: 5g (supplies 1 person/wk, heavy)
Beer Keg: 7g (supplies 1 person/wk, heavy. Improves morale, fights off infection)
Wine Flagon, Large: 9g (supplies 1 person/wk, heavy. Improves morale, fights off infection)
Barrel-Apples: 2g (supplies 1 horse/wk, heavy. Provides sugars)
Horse Feed: 4g (feeds 1 horse/wk, heavy)
Hay Bales, Large: 1g (feeds 1 horse/day, heavy)
Salt Block: 1g (supplies 2 horses/wk, heavy. Provides salt)
Prices will vary per the item's quality, and by vendor and location. Prices shown are the average prices for average quality items.
Water Skin: 15b (leather, 1.5l)
Mug/Ale-Horn 12-15b
Blanket: 25b
Bedroll: 2g (not suitable for cold climates)
Padded Bedroll: 3g
Cook Spit: 2g
Cook Pan: 15b
Flint & Steel: 15b
Candle: 3b
Parchment: 5b (per 5 sheets)
Writing Quill and Ink: 10b
Oil Lamp: 15b
Oil: 10b (flammable fuel, price per flask)
Torch: 10b
Small Lantern: 20b
Lantern: 25b
Hooded Lantern: 35b
Simple Tent: 4g
Twine/Lashing: 10b (per 1ooft, simple twine)
Braided Rope: 4g (per 100ft, suitable for climbing/scaling)
Grappling Hook: 50b
Water Skin: 15b (leather, 1.5l)
Mug/Ale-Horn 12-15b
Blanket: 25b
Bedroll: 2g (not suitable for cold climates)
Padded Bedroll: 3g
Cook Spit: 2g
Cook Pan: 15b
Flint & Steel: 15b
Candle: 3b
Parchment: 5b (per 5 sheets)
Writing Quill and Ink: 10b
Oil Lamp: 15b
Oil: 10b (flammable fuel, price per flask)
Torch: 10b
Small Lantern: 20b
Lantern: 25b
Hooded Lantern: 35b
Simple Tent: 4g
Twine/Lashing: 10b (per 1ooft, simple twine)
Braided Rope: 4g (per 100ft, suitable for climbing/scaling)
Grappling Hook: 50b
Spyglass: 2g
Shovel: 30b
Saw: 25b (one man), 75b (two man)
Pickaxe: 55b
Toolkit: 4g
Whetstone 10b
Barrel: 45b
Cask: 25b
Leather Pouch: 1g (small pouch, for belt)
Satchel Bag, Leather: 1g (reg.), 30b (large)
Small Chest: 2g (shoebox size)
Storage Chest: 3g (footlocker size)
Fishing Net: 25b
Glass Vial: 5b (3oz), 7b (5oz)
Flask: 5b (tin, 1 pint)
Shovel: 30b
Saw: 25b (one man), 75b (two man)
Pickaxe: 55b
Toolkit: 4g
Whetstone 10b
Barrel: 45b
Cask: 25b
Leather Pouch: 1g (small pouch, for belt)
Satchel Bag, Leather: 1g (reg.), 30b (large)
Small Chest: 2g (shoebox size)
Storage Chest: 3g (footlocker size)
Fishing Net: 25b
Glass Vial: 5b (3oz), 7b (5oz)
Flask: 5b (tin, 1 pint)
Draft Horse: 14g (work horses, war horses - 15g)
Warm Bloods: 12g (medium weight horse)
Thoroughbred: 13g (medium weight, well rounded)
Gaited Horse: 14g (Light horse bred for endurance, speed)
Pack Mule: 10g (mule used for transporting equipment)
Stable Fares: 55-75b (per night, average. includes hay, salt block, and water)
Grooming Fees: 15-25b (includes a wash and a brushing, cleaning of shoes/hooves)
Farrier Fees: 2g (blacksmithing and leather works, re-shoeing, fittings, fabrications, etc.)
Salt Block: 15b
Feed Oats: 15b (per day's rations)
Hay bale, Small: 7b (per bale)
Saddle: 4-7g (depending on quality)
Tack Gear: 3-5g (depending on quality)
Small Pull-cart: 4g (rolls behind horse for the transport of personal gear, small)
One Horse Wagon: 6g (single axle)
Two Horse Wagon: 9-10g (double axle)
Four Horse Coach: 12-15g (double axle, extra storage, enclosed. Carries 6)
Warm Bloods: 12g (medium weight horse)
Thoroughbred: 13g (medium weight, well rounded)
Gaited Horse: 14g (Light horse bred for endurance, speed)
Pack Mule: 10g (mule used for transporting equipment)
Stabling & Supplies:
Stable Fares: 55-75b (per night, average. includes hay, salt block, and water)
Grooming Fees: 15-25b (includes a wash and a brushing, cleaning of shoes/hooves)
Farrier Fees: 2g (blacksmithing and leather works, re-shoeing, fittings, fabrications, etc.)
Salt Block: 15b
Feed Oats: 15b (per day's rations)
Hay bale, Small: 7b (per bale)
Saddle: 4-7g (depending on quality)
Tack Gear: 3-5g (depending on quality)
Small Pull-cart: 4g (rolls behind horse for the transport of personal gear, small)
One Horse Wagon: 6g (single axle)
Two Horse Wagon: 9-10g (double axle)
Four Horse Coach: 12-15g (double axle, extra storage, enclosed. Carries 6)
These prices are the average prices for various boats that can be purchased at port locations, and will vary in price and availability.
Canoe: 10g - A small canoe either made of wood or hide that can carry up to 2-4 people and personal gear only. Suitable for shallow waters, shoals, lakes, rivers, canals. Silent and swift in the water, and high maneuverable. Not suitable for deep ocean waters.
Rowboats/Skiffs: 15g - A rowboat with 3 bench seats. Can carry up to 6 people with 300lbs of gear. Powered by oars. Drag is only 2.5' and is suitable for shallow waters, shoals, lakes, rivers, canals, and peaceful coastline waters. Not suitable for deep ocean waters.
Wherry: 45g (1-2 person operation) - A Slender 20' boat with a single mast and sheeted sails. Primarily used to carry cargo on rivers and canals. Can hold up to 1 ton of cargo. This boat can go in extremely shallow waters with a drag of only 3', and the mast can be lowered to navigate through bridged waterways.
Shallop: 75g (1 person operation) - A heavy built 2-6 ton, single mast carrying fore and aft sails, outfitted with oars. An open framed boat with a capacity to carry 10-15 people with about 500lbs of gear. Heavy and cumbersome, not suitable for deep water or rough seas. These boats are slow and resistance is moderate to high. Best suited for transportation along rivers, canals, coastlines, and lakes.
Schooner: 2,500g (requires a small crew) - A 100-120 ton vessel with 2 or 3 masts, fore and aft rigged, one and a half deck ship with a hold of 20-25 tons of cargo. Fast and sleek. Stability is moderate in deep and coastal waters. Vessel has a limited Crew's Quarters, Navigators office, Supply Hold, Small Cooking area, Cargo Hold. This ship is primarily used by merchants, and some variations can be up to 200 tons and carry up to 30 tons of cargo. Can be equipped with cannon.
Galleon: 10,000g (Requires a moderate crew) - A large 250 ton, 3-4 mast square rigged, multi-deck ship with a hold of up to 50 tons. Galleons are lightly armed 16-24cannon vessels, and are primarily used for commerce or war. Highly stable in deep waters and low drag and wind resistance. A fast and maneuverable vessel suitable for long ocean voyages. Vessel has Captain's and Officer's quarters, Crew Quarters, Dining Hall, Magazine, Kitchen, and Cargo Hold, and 2 lifeboats.
Canoe: 10g - A small canoe either made of wood or hide that can carry up to 2-4 people and personal gear only. Suitable for shallow waters, shoals, lakes, rivers, canals. Silent and swift in the water, and high maneuverable. Not suitable for deep ocean waters.
Rowboats/Skiffs: 15g - A rowboat with 3 bench seats. Can carry up to 6 people with 300lbs of gear. Powered by oars. Drag is only 2.5' and is suitable for shallow waters, shoals, lakes, rivers, canals, and peaceful coastline waters. Not suitable for deep ocean waters.
Wherry: 45g (1-2 person operation) - A Slender 20' boat with a single mast and sheeted sails. Primarily used to carry cargo on rivers and canals. Can hold up to 1 ton of cargo. This boat can go in extremely shallow waters with a drag of only 3', and the mast can be lowered to navigate through bridged waterways.
Shallop: 75g (1 person operation) - A heavy built 2-6 ton, single mast carrying fore and aft sails, outfitted with oars. An open framed boat with a capacity to carry 10-15 people with about 500lbs of gear. Heavy and cumbersome, not suitable for deep water or rough seas. These boats are slow and resistance is moderate to high. Best suited for transportation along rivers, canals, coastlines, and lakes.
Schooner: 2,500g (requires a small crew) - A 100-120 ton vessel with 2 or 3 masts, fore and aft rigged, one and a half deck ship with a hold of 20-25 tons of cargo. Fast and sleek. Stability is moderate in deep and coastal waters. Vessel has a limited Crew's Quarters, Navigators office, Supply Hold, Small Cooking area, Cargo Hold. This ship is primarily used by merchants, and some variations can be up to 200 tons and carry up to 30 tons of cargo. Can be equipped with cannon.
Galleon: 10,000g (Requires a moderate crew) - A large 250 ton, 3-4 mast square rigged, multi-deck ship with a hold of up to 50 tons. Galleons are lightly armed 16-24cannon vessels, and are primarily used for commerce or war. Highly stable in deep waters and low drag and wind resistance. A fast and maneuverable vessel suitable for long ocean voyages. Vessel has Captain's and Officer's quarters, Crew Quarters, Dining Hall, Magazine, Kitchen, and Cargo Hold, and 2 lifeboats.
Campaigns/Chronicles:
The party is thrust together in the great port city of Guillan, where unbeknownst to them, they will embark on a perilous journey as the unlikely saviors of all who call the Lands of the Nine's home. The Party is comprised of a motley lot of common thieves or thugs to some degree or other, each with their eyes lit up by the promises of wealth beyond anything they could ever dream of, especially this less than skilled bunch. Rather high stakes indeed.
Their journey begins...
Their journey begins...