Professional Documents
Culture Documents
DE DICATIONS
J. Elliot: This book is dedicated to my wonderful family, my wife and three children. Your love, enthusiasm, and
support through this process are only some of the reasons the book of Azamar is a reality.
Thank you to those who have given your ideas, time, and imaginations. We hope our love and passion for gaming
reflects off this first book created by WNG. Thank you again to all of our pledgers on Kickstarter - without you this
would have taken considerably longer. Also a special thank you to Eric Gibson, West End Games, and Purgatory
Publishing for releasing the OpenD6 OGL and making all this possible.
Thank you to all my friends who inspired me through the years to continue gaming, Reed Alex, Adrith and Joe
Bicchieri, Ray Biondi, Brent Bourgoine, Ben Goodheart, Jason Grass, Phaedra Hall, Mike Hash, Vaniesha Honani,
Matt Mayne, Matt Mayner, Paige McKee, Alyssa Morrison, Andre Morrow, Marc Myslivy, Tom Oakley, Rock Peterson,
Brett M. Pisinski, Brain Ranzoni, Matt Ruszkowski, Darian Sale, Fay Smith, Mike Smullen, Aaron Spiller, Mark
Spyrison, Salvador Sumaria, Jared Tuveson, Josh Valdez, Karen Vittek, and Alex Wong.
Brett M. Pisinski: This body of work is dedicated to the memory of Jonathan P. Big Wyrm Leahy (1976-2007)
R.I.P. man, you are missed down here and until our paths cross again
Many thanks and blessings go out to those people in my life who continue to push my boundaries, skills and abilities
as a human being, my parents, family and friends who support our mission and goals as a young company we cant
do this without your support! Without that necessary foundation, this manifestation would not have been possible.
I would especially like to personally thank each and every one of our Backers on Kickstarter for being so patient with
us! Its because of you we are able to move forward.
My main inspiration: West End Games thank you for keeping d6 alive! Those of you who pick up the dice and
answer the call of adventure belong to a very special group of gamers.
Keep on rolling, keep on imagining, and never forget to keep dreaming
Anything is possible.
TABLE OF CONTENTS
INTRODUCTION................................................... 8
Providence Beckons.................................................... 8
A Recorded History.................................................. 10
First Millennia.......................................................... 10
Second Millennia..................................................... 10
Third Millennia........................................................ 10
Fourth Millennia...................................................... 11
Fifth Millennia......................................................... 11
Exploring Azamar..................................................... 11
The Axiom............................................................... 12
The New War........................................................... 12
Wyvine.................................................................... 28
Shrave..................................................................... 30
Humans (Full Blooded)........................................... 31
Humans (Urbane)................................................... 33
Humans (BuCol).................................................... 34
A FLIGHT OF DRAGONS................................... 36
CHARACTERS...................................................... 37
The Basics............................................................... 37
The Blur Touched.................................................... 38
Corruption Events................................................... 38
Character Development.......................................... 38
Random Backgrounds............................................. 39
Veteran Characters.................................................. 39
CHARACTER FEATURES................................... 40
Creation Only......................................................... 40
Magic Across Azamar.............................................. 59
Tyro Spells............................................................... 59
Journeyman Spells................................................... 62
Mastery Spells......................................................... 65
The Factions............................................................ 66
Path of the Asceromancers....................................... 66
The Elemental League............................................. 67
Crux of Zamaranth................................................. 68
The Tatuaxe............................................................. 69
Guild of Spell Weavers............................................ 72
Order of the Veil..................................................... 73
VALES END......................................................... 76
THE WORLD OF AZAMAR................................
The Pantheon..........................................................
Mo..........................................................................
Shilutozen...............................................................
Sychorax..................................................................
Xaraxamarath..........................................................
Xujof.......................................................................
Ash Lord.................................................................
Nooks and Crannies................................................
Syndia of the Cliffs..................................................
RACES................................................................... 23
The People of Azamar.............................................. 23
Enfri........................................................................ 24
Immyr..................................................................... 25
Treuoall.................................................................. 27
77
77
77
78
78
79
79
80
81
81
Balmaricth................................................................. 83
Calendar .................................................................. 84
Holidays of Azamar................................................... 84
Nobility..................................................................... 85
THE GEOGRAPHY OF AZAMAR........................ 85
Toponymies............................................................... 85
Abalos....................................................................... 86
Enfri.......................................................................... 86
Clay.......................................................................... 87
Orb........................................................................... 87
Remell....................................................................... 88
Clay Lake.................................................................. 88
Orb Lake................................................................... 88
Enfri Lake................................................................. 89
Remell Lake.............................................................. 89
Azamar...................................................................... 90
Azamar City.............................................................. 91
Krane........................................................................ 91
Dorissit..................................................................... 94
Vor............................................................................ 94
Wild Lands............................................................... 94
The Forest of Azamar................................................ 95
Uncharted Territories................................................ 95
The Crag................................................................... 95
The Wastes................................................................ 95
The Wizards Bay....................................................... 96
Evercrow................................................................... 96
Adrya Orth............................................................... 97
Guradiin Ithural........................................................ 98
High Tundra............................................................. 98
Lake Loragaarn.......................................................... 99
Sea of Black Water................................................... 102
Obsalos................................................................... 103
Grazen.................................................................... 103
Anathema................................................................ 103
Olm........................................................................ 104
Throng.................................................................... 105
Thiff........................................................................ 105
Keldor..................................................................... 105
Antern..................................................................... 106
Krom...................................................................... 107
The Old Highway................................................... 108
Proving Grounds..................................................... 108
Hall of Memories.................................................... 108
Wyvine Grasslands.................................................. 108
The Dama Plains..................................................... 109
BESTIARY............................................................. 115
Asazis...................................................................... 115
Bearsloth................................................................. 115
Choruan.................................................................. 116
Foragers................................................................... 117
Frost Hulk............................................................... 117
Gaunt...................................................................... 118
Gyet........................................................................ 118
Harrier.................................................................... 119
Hazel....................................................................... 119
High Dragons......................................................... 120
Hydreans................................................................. 121
Kraken.................................................................... 122
Kongamato............................................................. 122
Korac...................................................................... 123
Lurker..................................................................... 123
Nauvowl.................................................................. 124
Orcs........................................................................ 124
Sentinels.................................................................. 126
Shangilar................................................................. 127
Slane Worms........................................................... 127
Spindlers................................................................. 128
Swinders.................................................................. 128
Sycoveen................................................................. 129
Therian.................................................................... 130
Troll........................................................................ 130
Uumul.................................................................... 131
Weth....................................................................... 131
Wind Stalkers.......................................................... 132
Zull......................................................................... 133
Zurn Warbler.......................................................... 134
5
FIENDS................................................................. 136
Agmai..................................................................... 136
Rakshai................................................................... 136
Revenants................................................................ 137
Saturians................................................................. 138
Syetans.................................................................... 139
Xur.......................................................................... 140
COMBAT............................................................... 142
Initiative.................................................................. 142
Initiative Leveraging................................................ 142
Taking Action.......................................................... 143
Multiple Actions..................................................... 143
Movement............................................................... 143
Running.................................................................. 143
Sneaking.................................................................. 143
Executions............................................................... 144
Damage & Healing................................................. 144
Natural Healing ..................................................... 144
Scale........................................................................ 145
Flexible Spell Casting.............................................. 145
GLOSSARY............................................................ 168
CHARACTER TEMPLATES ............................... 170
BuCol Priest
BuCol SheaAhk Warrior
Enfri Aeronaut
Enfri Shadow
Human Asceromancer
Human Swashbuckler
Human Wizard
Immyr Fusilier
Immyr Soldier
Immyr War Priest
Shrave Archer
Shrave Dragoneer
Shrave Monk
Treuoall Archon
Treuoall Defiler
Treuoall Sword Chanter
Urbane Assassin
Urbane Noble
Wyvine Strider
Wyvine War Scholar
PROPS................................................................... 146
Money..................................................................... 146
Travel Provisions..................................................... 146
Baggage................................................................... 146
Climbing . .............................................................. 147
Portable Lighting..................................................... 147
Sundries.................................................................. 148
Liquids . ................................................................. 148
Apparel.................................................................... 149
Arms, Melee............................................................ 149
Arms, Ranged.......................................................... 149
Magical Foci............................................................ 150
Amulets................................................................... 151
Rings....................................................................... 151
Wands..................................................................... 151
Staffs....................................................................... 151
Apparel & Armor.................................................... 151
Boots....................................................................... 152
Helms..................................................................... 152
Shields..................................................................... 152
Robes...................................................................... 153
Mails....................................................................... 153
Flora........................................................................ 153
Vehicles................................................................... 155
Introduction
Providence Beckons
Apparently. Mogi chimes in, sarcastically, but still intent nods his head at Mogi, as they trade glances.
on the far edge of the clearing.
Seeing Mogis hand, Beren drops the barrel on the ground,
Garn glares spitefully at Mogi. Dav sheathes his sword. and rushes off to the field on the right and woods beyond.
Beren gets up a new barrel of drink from his horse. Mogi The last they see of Beren is as he disappears into the trees,
continues walking the perimeter, his bow drawn, an arrow drawing his lance. Dav draws his sword again, mumbling
and scowling, crouches down and reaches for Garn to
knocked.
push his shoulder downward, too.
He is Treuoall? Garn asks, gesturing with his bearded
Garn goes to a knee, Whats going on?
chin at Mogi.
He is. Beren replies, his voice rough and brash, Orcs. Two or three. Dav whispers, We have a signal
tapping the barrel bindings with thick fingers, Is this a we use. Mogis a war scout for the Council. Dav puts
his blade in the dirt, whispers some words and the dirt
problem?
rises and falls to the ground around them. A shimmer
No. Not at all. I mean, you do not see them much
surrounds Garn and Dav.
here. Treuoall do not get out much, is all. The Immyr
steps backwards, slowly, from Beren. Intimidated by Youre a Wizard! Garn exclaims.
the massive Wyvine, he averts his eyes glancing toward
Yes. Stay silent. Dav, still kneeling, makes gestures with
Mogi.
his left hand, readying the sword in his right, Theyre
What is it, Mogi? Dav calls over, Mogi begins crouching close.
along the field and road. Dav watches Mogi intently,
Garn turns around and pulls at the tethers holding his
waiting and waiting. A gesture occurs as Mogi signals
axe in place, loosening it into his hands. The axe drops
with a hand on his back. Dav slaps Berens shoulder and
In the midst of the Orcish War, a Full-Blooded Human Azamar is a world where many worlds touch and overlap
arises to power, claiming nobility as a Prince of Azamar. through Magic.
Under the Princes direction and leadership, the Orc
Each world separated by a barrier the people of Azamar
armies are defeated and scattered.
call a Fabric. The Fabric is not something most people
The Prince, Lord Nikolas Bowen, is crowned King can touch or understand. Most commonly used for
of Azamar towards the end of the Fourth Millennia. referring to the Fabric between Azamar and the Blur, a
The King is a strong, intelligent leader who is able to world overlapped with Azamar where the inhabitants are
unite most of the nations across the breadth of Azamar. immensely powerful and deadly magical beings known as
However, with a heavy disdain remaining towards the Fiends. The Fiends serve a council of some kind referred
Treuoall, who endures most of the blame for the Great to as the Fiend Lords. At any given time, ten Fiend Lords
War, because Zintar was once one of them, Lord Bowen direct and govern the other Fiends in the Blur.
is unable to offer their kind protection. The King
While the Fabric is not tangible, the Blur-Touched or
establishes various Treuoall camps on the outskirts of
those who can perceive Magic may concentrate and see
Azamar territory to reduce interracial conflicts.
where damage exists or holes are open. When damage
Lord Bowen also re-establishes the Order of Wizardry comes to the Fabric, it reverberates and releases Magical
under the royal seal, while most of the now fractured energies, if uncontrolled, have physical or otherwise
Wizard factions refuse official membership; most of powerful repercussions capable of damaging the breadth
them send emissaries to participate as a show of good of Azamar. Under controlled circumstances, some users
faith to the crown.
of Magic are capable of manipulating the Fabric and
11
tHe AxIom
How it works:
Players roll dice when their Characters use Skills to
accomplish something and there is a chance of failing. The
Game Master, (GM), provides Players with the required
Skill to roll; they roll some dice, add up the values and
provide the sum to the GM.
The sum of the rolled dice then compares against a
Difficulty Rating, (DR). Each DR has a Target Number
(TN). The TN provides the sum needed for a successful
roll.
T G
Difficulty Ratings
Easy: Most Characters can accomplish this action
without significant difficulties, but can still fail.
Moderate: Most Characters must concentrate and
have some degree of natural talent or some training
to accomplish this action successfully.
Difficult: Characters must concentrate, exert
significant effort, and experience training or practice
in accomplishing this action successfully.
Very Difficult: Characters must own a level of
expertise, concentrate, and exert some effort in
accomplishing this action successfully.
Heroic: Characters must expend significant
effort and concentration; have a modicum of
luck, and a significant experiential background in
accomplishing this action successfully.
Epic: Characters must experience lots of luck,
exert significant effort and concentration, and
own complete mastery in an area to successfully
accomplish this action.
Cinema Points
As a Player plays through games, they earn Cinema
Points to represent experience, perseverance, and personal
growth. Cinema Points are the most important aspect of
a Characters development and survival. Players spend
Cinema Points during Game Sessions, as well as to
improve every aspect of a Character between Episodes.
Cinema Points provide the raw material for improving a
Character.
Method of Defeat
Killed (Slain)
Outwitted (Deceived)
Converted
(Persuasion)
Obviated (Tactics)
Captured
Estimated Value
x1
x2
x3
x2
x3
! ! ! ! !
5d or five dice
! ! ! ! ! !
6d or five dice
When a Character takes action against another, both
Players make Opposed Rolls. The higher roll wins. A tie
requires a re-roll. A GM may set Advantages for one of The Five Attributes
the Players in the Opposed Roll given the context of the
Dexterity
situation as needed.
This Attribute dictates your base Initiative, the speed of
Opposing
your physical prowess, including tasks that involve handSituation
Modifier
eye coordination, motor skills and situations that call for
grace under pressure. Dexterity is the Parent Attribute
Small Advantage
+1d
for the Skills: Initiative, Athletics, Brawl, Dodge, Heavy
Good advantage
+2d
Weapons, Melee, Pick Pocket, Ranged, Riding, Sneak,
Strong Advantage
+3d
and Throw.
About Attributes
Strength
15
trusted, (whether genuine or not), or whether an effective Vitality: Used to absorb and resist damage when hit.
leader. Persona also determines how well a Character
interacts on a Magical level. Persona is the Parent Attribute
About Skills
for the Skills: Artisan, Command, Deception, Empathy,
Gambling, Intimidation, Languages, Persuasion, and The list of Skills included with the basic Character in
Azamar is comprehensive and covers the breadth of
Willpower.
Character actions available to players. Development
Intellect
of more general Skills with Azamar is intentional. The
This Attribute measures the academic and mental capacity following Skills cover the majority of actions any Player
of a Character. How well were they schooled? Do they may desire taking with a Character while in Azamar.
have a sharp wit that allows survival? Intellect reflects
how quickly a Characters mind processes information Skill Specializations
during critical moments of stress. Intellect is a Parent
Many Skills have Skills Specializations representing a
Attribute for the Skills: Academics, Business, Culture,
focused area. Below is a quick list of Skills and possible
Law, Medicine, Politics, Search, Streetwise, Survival, and
Specializations.
Tactics.
Dexterity Skills
Aptitude
Athletics - Use to do complex physical maneuvers.
This Attribute represents a knack in operating,
understanding, and performing often more mechanical
Specializations: Acrobatics, Balance, Finesse
or technical tasks with technology and the surrounding
world. Typically, a high score in Aptitude reflects that
Brawl - Use it to kick, punch, and utilize some
a Character comfortably and naturally understands what
martial arts.
others normally require training to understand. Aptitude
is the Parent Attribute for the Skills: Communication,
Specializations: Boxing, Martial Arts, Claws
Demolitions, Engineering, First Aid, Navigation, Operate,
Piloting, Security, and Vehicle Weapons.
Dodge - Use for avoiding any attack.
Derived Stats
Specializations: Feigning Arrows, Thrown Weapons,
The derived stats for characters are Hit Points, Initiative,
Fencing
Move, and Vitality. Players should only calculate
these four character stats at Character Creation. After
Heavy Weapons - Use for ballistae, trebuchets and
Character Creation Hit Points, Initiative, Move, and
other heavy weapons.
Vitality increase independent of any Attributes. Initiative
and Vitality increase like Skills, Move increases like Skill
Specializations: Ballista, Catapult, Scorpion Dart
Specializations, and Hit Points increase using a constant
Thrower
cost.
Derived Stats
16
weapons.
Persona Skills
Strength Skills
Climb - Use to scale a vertical surface.
Intellect Skills
Academics - Use for conducting research or recalling
specific knowledge.
Melee
When you have run out of arrows and all you have on
you is a trusty blade, or are creeping through the darkness
only armed with a dagger, Melee is the skill to use. Melee
covers attacks and parrying, as well as a range of handwielded weapons, simple, improvised, and complex.
Pick Pocket
Ranged
Whether you prefer up close and personal, direct shots
with a hand bow, or shooting your opponents from a
distance with a longbow, your method of choice uses this
skill.
Dexterity Skills
Initiative
This is how quickly you react, whether you are rolling for
yourself or for a group, it is sometimes vital to go first in Riding
order to survive potential casualties.
Whether flying, aquatic, or land-based, the Riding skill
dictates your control over riding creatures. No matter
Athletics
what the difficulty, sometimes the creatures will have
Whether diving through the air with grace or are able to
ideas of their own, and that is when the best Riders can
pull off death-defying physical feats, then you are using
maintain control.
the skill of Athletics. Using Athletics will help your
Character get in and escape from situations no ordinary Sneak
person could conceive, do complex physical maneuvers,
The art of stealth is essential to survival. Sneak allows you
run at great speeds, and add a little flavor when swinging
to move without detection or conceal an item so it remains
a sword.
hidden. This skill helps overall in avoiding detection by
Brawl
others.
The act of brawling covers a lot more than just punching; Throw
it involves blocking, kicking and some martial arts. When
The ability to throw an object uses this skill. Clever
in a situation and unarmed it is time to put up your dukes
throwing involves understanding how an object will
and make sure you are the last one standing.
bounce and where it will go afterwards, which is especially
Dodge
useful with explosives.
You dive for cover! When the action gets intense this skill
Strength Skills
is critical in staying alive. Dodging an attempt to attack
will help avoid harm.
Vitality
Heavy Weapons
20
Languages
Persona Skills
Gambling
Business
21
Communications
Law
Styles of law enforcement vary from place to place. Using The ability to Communicate effectively is essential during
Law, you know what to look out for and have a basic to hikes into the jungle or when venturing into dangerous
mountains plagued by ogres. Long-range communications
complex understanding of local laws.
often involve smoke signals, hooded lanterns, or magic.
Medicine
Demolitions
From applying medicinal herbs to performing surgery, the
knowledge of Medicine and using it properly can spell the Knowing how to place explosives and time detonations is a
craft not easily mastered but highly sought after. Regardless
difference between life and death.
of intent, those experts in the field of Demolitions have
Politics
little trouble finding employment. The better you are in
Politics allows you knowledge of local people in office Demolitions, the more complex the explosives you can
and key figures in more regionalized Politics. Politics can pull off.
influence your dealings with local authority figures that
Engineering
are giving you a hard time or knowing the proper people
A high skill rating in Engineering will allow a Character to
to bribe when a situation gets sticky.
perform basic maintenance and repairs to major overhauls
Search
to any device or mechanism with lots of moving parts.
Use Search to counter Pick Pocket, Sneak, Deception, Having a team of engineers at your disposal will help
(when used for impersonating others), and generally lower the overall difficulty.
from when perceiving clues, identifying details, spotting
First Aid
danger, and observing changes.
While Medicine covers the knowledge of drugs and surgery
Streetwise
techniques, First Aid covers the intense concentration and
Criminals come in all shapes, sizes, and species. While the hand-eye coordination involved when carrying out
the preferred methods vary, their upbringings typically the task of stabilizing someone in an emergency.
start on the street. Tricks of the trade learned here come
Navigation
through their knowledge and networks. The more attuned
the criminal the more informed they would become when The ability to get from Point A to Point B is not a feat for
the word gets out. Rumors also emerge from every corner, the timid. The art of Navigation allows you an adequate
and the chances of you hearing it first will be determined knowledge of charts and understanding of magnetic north.
Depending on your Navigation, you are able to predict
by Streetwise.
the distance and time, and food consumption, and have
Survival
an understanding of what lies along the destined route.
Deep down in every beings core is the essence of survival.
Operate
Survival is the ability to live in the harshest of terrains.
Survival is the ability to change, adapt and live off your Sometimes you can just walk up and comfortably Operate
a device or complex machine without an understanding of
surroundings.
its innards. You are using Operate to easily identify and
Tactics
control a machine without the worry of understanding
Gaining the upper edge over your opponent is a trait every little aspect of how it works; from a simple pulley
practiced by many, but mastered by few. Use Tactics system used to raise and lower a drawbridge, to a complex
against your opponents to add a bonus to Initiative or machine created for producing light without fire.
other Skills, as the GM deems appropriate.
Piloting
Aptitude Skills
Races
Enfri
Immyr
Homeland: Loragaarn
Main Attribute: Strength
Senescent Age: ~500 years
Restriction: Immyr are just not quiet folk, they tend to
speak when nervous, and they tend to channel their
nerves through a war cry. All Sneaking difficulties are
one higher than normal (DR +1).
Background: Miners, Smiths, Soldiers, and Explorers,
the Immyr [im-meer] Dwarves primarily work and
live beneath the ground, rarely taking time to go to
the surface. Hailing from the Inferium (the cavernous
underground) the Immyr have major cities under
every continent. The newest city, Traggart, is under
construction below the North Eastern mountains on the
continent of Azamar, just south of Dorissit. The Immyr
are very secretive about Traggart since the main goal of
this Immyr Stronghold is to rid the Wild Lands of the
Orcish threat. The Immyr are a strong people known
for their endurance, architecture, magical weapons,
25
Outlook:
Treuoall
Wyvine
Outlook:
Full Blooded Human: Once they were a people who we
could not conquer. Now they are a people struggling to
keep their lives intact. We honor our oath to them, despite
the few who remain.
- Durhafrell Eastreader, Wyvine, Lance Prime
BuCol: They are formidable warriors. Despite any other
words of them, for this alone we honor their people, and
respect their word. One cannot become a true warrior as
they do without having honor in their blood.
- Mitteran Slace, Wyvine, Old Highway Guardian
29
Shrave
Homeland: Inferium
Main Attribute: Intellect
Senescent Age: ~1,200 years
Restriction: Shrave cannot see well in bright light, and
suffer blindness in sunlight, Search difficulties are
extremely difficult in light (Search DR+1 in light, DR+2
in sunlight).
Special: All Shrave have Claws that deal Strength + 1d (3)
Damage through Brawl. They have small tusks but do
not use them in combat.
Outlook:
Homeland: Azamar
Main Attribute: Intellect
Senescent Age: ~400 years
Restriction: Humans have no specific restriction other than
the fact that they are endangered. At the GMs discretion,
only one (1) Full Blooded Human should exist per game,
due to the extreme rarity of Full-Blooded Humans.
Background: Before the Great War, the full-blooded
humans of Azamar were plentiful, their culture rich and
flourishing. They were a race that dedicated themselves
and contributed to Azamars culture and development as
a learning center. At one point, before the Fracturing,
Humans represented the largest population of any race
on Azamar. In fact, the University of Azamar, established
in the second Millennia, went on to become one the
most well known schools of thought for magical practice
throughout the world. Towards the end of the Second
Millennia when the threat of the Great War first started
to gain momentum, the Humans aligned themselves with
31
Outlook:
BuCol: Good friends and allies to have on your side.
However, despite their confidence being recently shaken by
the departure of the Urbane, they stand unified and are one
of the only species other than us who openly welcome the
return of the Treuoall. It is imperative that the others learn
from their example.
- Sol Walker, Human-Fullblood, Keeper of the Wizards
Bay
Urbane: A curious, recent phenomenon whose true
intentions are still unknown. Was it because they felt more
human than Treuoall? Why did they suddenly choose to
separate themselves from the BuCol? While they number
only in the thousands, they must realize the actions these
people took may have dire consequences.
32
Humans (Urbane)
Homeland: Azamar
Main Attribute: Persona
Senescent Age: ~110 years
Restriction: The Urbane may be resourceful and silvertongued, they are still not trusted. Whenever using
Persona for social interactions, the difficulty is higher
(Persona DR+1).
Background: The wealthy and resourceful Urbane family
broke off from the BuCol two centuries ago after a bitter
dispute over territories and acceptance of their Treuoall
heritage.
Once they all were BuCol, but after the separation,
the Urbane retreated and became isolationists as they
constructed a fortress deep within Evercrow. Halfway
between the center of the High Tundra and the Sea of
Black Water, Urbane Scouts unearthed a series of chasms
and decided it would be a great retreat to settle.
Most of the Urbane moved from Azamar to their new
Outlook:
Full Blooded Humans: What makes them better than us?
A little blood if you ask anyone else. We are the same, but
they refuse to accept our hands of assistance. They have our
respect, but not our love.
- Thraze Dulainguid, Urbane, Dorissit Captain of the
Guard
BuCol: These foul and dirty cousins accept the betrayal of
the Treasehan fools who think the pure bloods can help them
survive the coming war. At least they choose to live aloft in
the wylds, away from where they can do us more harm.
- Poom Foraswit, Urbane, Emissary at Krane
Shrave: These beasts deserve no more respect or kindness
33
Humans (BuCol)
Homeland: Azamar
Outlook:
Full Blooded Human: To have been fathered by the
Fullbloods is both an honor and privilege. While never
forgetting our heritage, their true destiny will certainly
affect ours. That is why we must continue to help them
whenever possible.
- Eamian Dade, BuCol, Order of the Veil
Urbane: They actively chose to abandon us, our family
and our way of life! For that act of treachery, they have
since vanished and choose to practice their dark arts in
secret. What are they so afraid of?
- Mireah Tremast, BuCol, SheaAhk High Warrior
Shrave: What are you talking about? You cannot be
serious! Yes, the Inferium hides many secrets but you seem
to be fond of spinning tall tales. If they do exist they are
35
A Flight of Dragons
Characters
It is on the shoulders of the young the world rests. May the
dragons look kindly upon them.
- Fesper Dhal, Wyvine, Proving Grounds Trainer
There are two main types of Characters in Azamar,
beginning Characters, also called Tyros, and Veteran
Characters. Some Characters in Azamar are Blur-Touched.
The Blur-Touched represents a Characters ability to use
magic, access supernatural powers, and how a Corruption
Event affects the Character.
T B
Roll
Corruption Events
A Corruption Event is when the Fabric between Azamar
and any other world is disrupted. This sends ripples
through the World of Azamar and affects any Characters
who are Blur-Touched and are more sensitive to changes
in the Fabric. The long-term effects of a Corruption Event
are localized and permanent damage to the Fabric that
makes accessing Magic by most individuals completely
impossible in the area of such a tear. The short-term effects
of a Corruption Event is a disruptive force that can knock
a Blur-Touched person out of Azamar and through the
Fabric. As well, a Corruption Event can deal damage to
those extremely close to the epicenter, permanently alter
Attributes, and the very physical nature of the world.
How it works:
Each Blur-Touched Character rolls one die (1d) and
compares to the following results.
3
4
5
6
Near (<50
distance)
Take 1d+21
Vanish into the Blur
Damage
Take 1d+18
Lose 1d Persona (Min. 1d)
Damage
Take 1d+15
Lose 1d Persona (Min. 1d)
Damage
Take 1d+12
Lose 1d Intellect (Min. 1d)
Damage
Take 1d+9
Lose All Cinema Points
Damage
Take 1d+6
Take 1d+30 Damage
Damage
Close (<20 distance)
Character Development
Everyone is different. Its why I started teaching long ago;
to meet all the fine people of the world.
- Pull Vhangratin, Human-FullBlood, Head Master of the
Academy of Science and Sorcery
Development of Characters is the process of customizing
and improving the various Traits and Features. Traits are
any part of a Character that are not Character Features.
There are standard costs to Character Development for
Traits, but Features vary widely. Features also often have
prerequisites that effect cost, including possessing other
Features or holding certain dice pools in specific Traits,
specific Races, or specific Trades.
How it works:
Improving Traits costs the number of Cinema Points
outlined below.
Trait
Attribute
Skill, Initiative,
or Vitality
Skill
Specialization
Hit Points
Move
New Skill
Cost
Current Rating x 10
Current Rating x 3
Current Rating
2
Current Rating
6
38
New Skill
Specialization
11
12
13
14
15
16
How it works:
17
Roll three dice (3d), add them up, and compare to the
chart below.
Roll
3
4
5
6
7
8
9
10
Background
Born into extreme poverty, you
struggled with finding basic needs and
got good at saving for later: Multiply
money by three (x3)
You worked as an apprentice to learn to
surpass others: +3 Cinema Points.
Raised in a modest household, you
dreamt of adventure and trained
yourself into shape, Move +3.
Adopted by a wealthy tycoon,
you received
superior academics
throughout childhood: Academics+2d.
You survived your family, persevering
into a stronger person: Hit Points +12.
Criminals carved out your childhood:
Pickpocket +2d.
A Rival forced you to fight whenever
possible: Dodge +1d.
Your early life was about saving
everything: Multiply money by two
(x2).
18
Veteran Characters
Sometimes, GMs create games specifically for more
experienced Characters. These are Veteran Characters.
Veteran Characters use the basic Character Creation
process, but they receive an extra number of Cinema
Points based on how the GM desires to distribute them.
The following table provides guidance to distribute
Cinema Points to Veteran Characters.
Echelon
Journeyman
Adept
Professional
Veteran
Prime
39
Character Features
To assist in Character Development, Character Features
provide options for Creation Only and Veteran
Characters to spend Cinema Points for detailed Character
Customization. The World of Azamar uses Character
Feature types, Creation Only, General, and Magic, to
provide improved Character Customization. Character
Features that are Trade or Race Specific, are the cost
specified, unless the Race and Trade does not match,
then the cost is doubled (cost x2). If a Character Feature
is Race or Trade Only, the named Trade or Race may
take that Character Feature. When a Character Feature
permanently increases Attributes or Skills, they may never
exceed six dice (6d).
Creation Only
Abnormal Size, Cost: 5, Creation Only.
Description: Your Character is either very large or very
small for her species, lending to it the advantages of such.
Being very small gives a bonus to do things involving
Dexterity (+2d) to all Dexterity based rolls, however the
Character is not nearly as strong and has difficulty with
things involving Strength (Strength can never be increased
above 2d). Being very large has the opposite effect, the
Character can do things easily involving Strength (+2d)
to all Strength based rolls, however the Character is not
nearly as quick and has difficulty with things involving
Dexterity (Dexterity can never be increased above 2d).
The bonus temporarily provided Strength or Dexterity
benefits is considered a surge in an Attribute, and is not
permanent.
Description: Your Character learned to fight in handto-hand combat from the earliest age possible, taught
by the Reticent Order, the monks brought many lessons
each day. While you have more to learn, your studying
(Now highly trained in using Daggers, the Character gains
provided a foundation for early mastery.
+2d Throw, +2d Melee, with Daggers, and underwent the
painful initiation rites of the Glow, (Permanent) +6 Hit (Permanent, +2d Athletics, +2d Brawl, +2d Grapple, +2d
Melee, +2d Dodge)
Points)
Brute Force, Cost: 3, Creation Only.
41
(Language +15)
Description: Your Character produces large sharp claws Description: Your Character has a Destiny, you get to
that deal excessive damage if used as a weapon.
decide on how it turns out.
(The Claws deal Damage Strength+9 on a successful (Once per Game Episode (or Session), Select any single
Brawl attack, Retracting the Claws deals Damage 9 to the roll and gain a +12d (+36) bonus)
Character using them, Activation: 1d Rounds, Duration:
Devian, Cost: 3, Creation Only.
As Desired)
Description: With long established ties in the criminal
Combat Medic, Cost 2, Creation Only.
community, the Character may easily access just
Description: The character does very well with first aid about every bit of information about anything illegal,
under stressful conditions.
underhanded, or subversive.
(First Aid +15)
(Streetwise +12)
43
Blooded Human.
(Jump +15)
(Artisan +15)
(+3d Search for discovering hidden paths and roads, Description: The character has natural tendencies in
Activation: Immediate)
knowing how to properly create, use, and detonate
explosives.
Photographic Memory, Cost: 5, Creation Only.
(Demolitions +15)
Description: Your Character remembers everything seen.
Scout, Cost 4, Creation Only.
(+2d to Intellect to recall anything; previously viewed
places, objects, etc. even details not previously noticed)
Description: The character can traverse the wilderness
easily, able to live off the land and survive for long
Purse Snatch, Cost 3, Creation Only.
periods.
Description: The character has a natural talent for criminal
(Communication +12, Navigation: Land +9, Survival
pursuits.
+9)
(Pick Pocket +12, Streetwise +12)
Serpent Tongue, Cost: 5, Creation Only.
Pyromancer, Cost: 6, Blur-Touched, Creation Only.
Description: Your Character is able to smooth talk others
Description: Your Character can create fire from nothing by voice alone. You can decide on a phrase to plant into
and manipulate its movement.
another Characters mind, and the Character can attempt
to resist. If they are able to resist, they are unaffected, if
(The Character can produce a small flame, and direct any
they are not, the target Character will hear your Characters
flames, (as well as growing them ten times (10x) their
voice in her head for 2-3 days. This ability manifests
original size), a Distance of five (5) units per Rounds,
mostly as an annoyance, however if a target Character
Activation: Immediate, Duration, As Desired)
decides to lose inhibitions through chemicals or otherwise
Quiet, Cost: 7, Blur-Touched, Creation Only.
the phrase may affect the target strongly. This is not a
supernatural ability, simply practiced mentalism.
Description: No sound occurs, regardless of what the
Character does physically.
(+5d Persuasion)
(Permanent, The Character automatically succeeds when Shadow League Initiate, Cost: 3, Creation Only, Race
Sneaking for sound alone, even clapping, sneezing, Specific: Enfri.
coughing, etc., remains muffled completely for this
Description: Enfri have a small, secret community made
Character)
up of those who uphold Enfri laws as well as provide
Refined, Cost: 5, Creation Only.
investigation into malicious crimes, particularly murder.
A Shadow works with the expectation that sometimes
Description: You have a natural grace to your movement,
combat is inevitable.
making physical feats look easy, you also blend in well
with the social elite.
(+2d Throw, Damage +6 with a thrown weapon)
(Dexterity +6, Culture +6)
smell and taste, better than many animals and can track Time Sense, Cost: 3, Creation Only.
by scent alone.
Description: Your Character knows what time it is, exactly,
(Search +16 for Smell and Taste)
all the time, and can sense alterations in space-time, such
as getting when getting closer to heavy gravity objects like
Spellborne, Cost: 7, Blur Touched, Creation Only.
a star.
Description: Raised by Wizards, your Character touched
(Permanent, No roll required)
the magical liquid, Spellfire, and survived. Through this
joining of Magic and your Characters life energy, the Tumbler, Cost 1, Creation Only.
Character learns exponentially faster.
Description: The character is an expert at opening locks.
(Permanent, add two (+2) all Cinema Points earned
(Security: Lockpicking +15)
forever)
Ventrillo, Cost: 5, Blur-Touched, Creation Only, Race
Spider Monkey, Cost 2, Creation Only.
Specific: Urbane.
Description: The character can climb as if born with
Description: Through a little Magic and prestidigitation,
hands for feet.
the Character can perfectly throw a voice, mimicking any
(Climb +15)
other voice, up to a rather long distance.
Steamworks, Cost: 6, Creation Only.
(Initiative +6)
Dead-Aim, Cost: 5.
(Counters all Magical Effects in progress, must beat the (Apply Sneak Damage to a fired or thrown weapon,
(using Ranged or Throw), within a five (5) unit distance
Willpower roll of the Magic User)
of a target, whether detected or not, only applicable to
Correspondence, Cost 5, Synergist, Blur-Touched.
weapons intended as missiles)
Description: The character can form direct communication
Defiance, Cost: 40, Warlock.
links with other characters, controlling when they
Description: Besides their Magical Aura from Warlock,
communicate and when they do not.
no true Magical Effects may occur within an area of the
(At least two blur-touched characters must activate
Wyvine, who now is capable of nullifying Magic through
this feature, they may freely exchange thoughts and
sheer will.
ideas at any distance with one another, when activated,
Correspondence, lasts for the duration, and then must (All Magical Effects negate or fail within a twenty (20)
be re-activated, distance and location do not matter, unit distance of the character, there is no way to detect
a recipient may freely refuse to use Correspondence, as Defiance once activated as it is an innate Wyvine ability)
desired, no powers affecting mental influence may be used
Defiler, Cost: 5, Apprentice Sword Chanter.
to coerce another character through Correspondence,
Duration: 1d Minutes, Activation: Instantaneous)
Description: Using arcane and evil rituals, an Apprentice
quickly gains powerful abilities and becomes cursed
Criminal Contacts, Cost: 5.
with possession, Defilers often seek employment with
Description: Your Character has a number of discrete Corruptors.
contacts in the Criminal Underworld and may call upon
(Gains all the Sovereign Sword Chanter abilities except the
them for information.
character may not bind an Apprentice to a Sword, these
(+3d Streetwise to contact Criminal Underworld)
bonuses replace those of the Apprentice Sword Chanter,
now highly susceptible to possession as a conduit, to resist
Custodian, Cost: 15, Principal.
requires a successful Willpower, DR Heroic)
Description: Few Immyr reach the esteemed recognition
Detect Magic, Cost: 3, Race Only: Treuoall.
bestowed upon a Custodian, given highest authority in
the Immyr world to keep order, investigate all matters of Description: With little effort, a Treuoall can feel and
politics, and state as well as all others. They are masters of somewhat perceive the very Magic essence around them,
wielding an Axe in combat, capable of imbuing Magical if any exists.
essence into each strike.
(Permanent, Search, DR Easy, the Treuoall can see a
(+3d Melee, Damage +9 and additionally Damage +9 glow to Magical objects, wards, scripts, or otherwise, the
as Elemental Effects with Axe weapons, these bonuses brighter the glow, the greater the Magical essence that
replace those of Principal)
exists)
Danger Sense, Cost: 50.
(Permanent, the Character never suffers Sneak damage, (At least two blur-touched characters must activate this
always rolls Initiative, and is Immune to Sneak-related feature, when activated they may choose to instantly
Executions)
teleport to the location of the other for the duration and
50
Description: You have trained thoroughly with horses, (+4d Persuasion when recognized)
confident enough to perform tricks and stunts while on a
Favor, Cost: 5.
galloping horse.
Description: Your Character has earned a single favor
(+3d Ride, +3d Athletics and Dodge: While Riding)
from someone; a favor that comes without any strings
Eavesdrop, Cost: 5.
or questions, and completes unconditionally, after that,
it is gone. Use it wisely. This Favor manifests itself as
Description: Through training and inherited senses, a
something done by another Character, and is for use
character can heighten and sharpen the ability to listen
while Role Playing. A Favor is agreed upon by the GM
for sounds.
and Player before committing this Special Ability to a
(Search +9 for listening only)
Character.
Empath, Cost: 10.
Description: The ability to sense the motives of other Description: A character is immune to Fear, and never
people passively
suffers penalties due to it.
(+4d Empathy)
Ersatz, Cost 5.
Description: The character has joined the ranks of the Moderate the Immyr can Magically summon an Immyr
Wyvine Lancers, a military regimen designed to bring War Mount as desired)
about a strong affinity with the Wyvine Lance (a large
Master Archon, Cost: 20, High Archon.
trident-tipped, dual-ended weapon).
Description: Through practice, time, and an affinity with
(Melee +6 and Ranged +6 (to Throw) with the Wyvine
a bow, a Master Archon is unequalled in the lethality,
Lance, Range: 5/10/20, Melee: Str+42, Thrown:
precision, and speed as an Archer.
Str+36/33/30)
(Ranged +16, Damage +16 with Ranged weapons, May
Lance Prime, Cost: 20, Lance Adept.
now nock up to three (3) arrows in a bow simultaneously
Description: Lance Primes are feared and respected without penalty (each arrow deals independent damage),
warriors, considered masters of Thrax, the Wyvine Lancer these bonuses stack with Archon and Warrior Archon)
fighting form.
Meditation, Cost: 5.
(Melee and Ranged +16 (to Throw), Damage: +12,
Description: The ability to put ones body into a state
triple (x3) the throwing distance with the Wyvine Lance,
of stasis and peace, able to live in extremely harsh
Range: 5/10/20, Melee: Strength +42, Thrown: Strength
environments for long periods without the aid of
+36/33/30, these bonuses replace those of Lance Adept)
equipment.
Lance Reaper, Cost: 10, Lance Inept.
(+4d Stamina)
Description: A Lance Reaper undergoes significant
Merge, Cost 5, Synergist, Blur-Touched, Trade Only:
practice and training, capable of wielding the Wyvine
Wizard.
Lance with great precision and tremendous force.
Description: The character briefly shares and uses the
(Melee and Ranged +9 (to Throw), Damage +6 with the
feature of another character with permission.
Wyvine Lance, Range: 5/10/20, Melee: Str+42, Thrown:
Str+36/33/30, these bonuses replace those of Lance (At least two blur-touched characters must activate this
Inept)
feature, where they may each share one (1) Feature with
each other, for the duration, Duration: 1d Rounds,
Leap, Cost: 3, Creation Only, Race Specific: Shrave.
Activation: Instantaneous)
Description: The Character was born with the ability to
Missile Catch, Cost: 10, Weapon Catch.
jump; very far.
Description: The Character may catch fired missiles as an
(Jump +12, Able to jump double (2x) the characters
alternative to dodging.
Move, Activation: Immediate)
(Use Throw as an alternative to Dodge for missile weapons
Magic Affinity, Cost: 5, Race Specific: Treuoall, Blursuch as arrows)
Touched.
Natural, Cost: 10, Note: Available one time, affects one
Description: With Magic Affinity, the character is very
Skill.
good with using a specific Magic.(Willpower +6)
Description: A Character maintains a natural affinity for
Manifestation, Cost: 20, Obelisk, Custodian, and
the selected Skill.
Interdiction, Race Specific: Immyr.
(Permanent, Half the cost to raise a Skill forever)
Description: Through the ages, few have become a
Manifestation, inheriting the abilities and powers of an Oath of Embers, Cost: 30, Creedulient.
Immyr Champion from another life.
Description: The Character is now an officer of the Glow,
(Permanent, Add four Attribute Dice (+4d) to any taking the Oath of Embers and swearing oneself to the
Attributes in any manner, add four Skill Dice (+4d) to entirety of the cause behind the Glow. By taking the
any Skills in any manner, on a successful Willpower, DR oath, the Character is given complete training in the ways
53
with not only great honor and respect, but also the most
coveted magical ritual the BuCol utilize.
(Permanent, The Character gains the following from the
Paramount magical ritual: Vitality +3d , +24 Hit Points,
Move +3, Initiative +1d , Damage +6 to any successful
strikes on an opponent)
Phalanx, Cost 5, Synergist.
Description: Through hardships and practice, lots Pospeshnos, Cost: 7, Race Only: Wyvine.
of practice, the Character holds recognition as the
Description: Wyvine can train to fight not only with great
Paramount, a leader among the BuCol people, bestowed
strength and ferocity, but also with great speed.
54
4/6/8,
Damage:
Surgeon, Cost 5.
Description: The Wyvine uses a Sweeping maneuver that (At least two blur-touched characters must activate this
both outflanks and trips an opponent, rendering them feature, they may activate Tether and prevent sudden falls
stunned.
through the magical force that binds them into safety, so
long as they are within a twenty (20) unit distance of one
(On a successful Melee attack, regardless of damage dealt,
another, this will prevent accidents such as falling into pits,
the Wyvine trips and stuns a target for the following
losing a handhold while climbing, etc., and does not cause
round)
the other characters using tether to experience any issues,
Sword Chanter, Cost: 10, Apprentice Sword Chanter.
instead it simply uses the magical tether to keep the fallen
character suspended in mid-air until the duration ends,
Description: Conscripted as a Sword Chanter and now
another character can pull the character to safety or if the
comfortable with the Magical binding of the sword, a
character can reach a handhold, they can move themselves.
Sword Chanter gains significant bonuses when using their
Unconscious characters may be tethered, however both
designated weapon.
characters must spend the Cinema Point to activate.
(Must use a Magically bound sword, replace Dodge with Duration: 1d Hours, Activation: Instantaneous)
Melee when wielding this sword to avoid hits, Melee +9,
The Ties That Bind, Cost: 10, Boundless.
Damage +12 when using that single specific weapon, these
bonuses replace those of Apprentice Sword Chanter)
Description: In time a BuCol has become a true warrior
with the sheahk, learning and adapting the weapon to
Synchronized Attack, Cost 5, Synergist.
nearly every type of combat situation.
Description: The character coordinates an attack with
(SheaAhks Only, Melee +12, Damage +6, , these bonuses
other characters with devastating results and increases in
replace those of Boundless)
damage.
Thorn, Cost: 30, Sovereign Sword Chanter, Master
(At least two characters must activate this feature, and
Archon, Transference, Cats Eye, Detect Magic, and
when attacking via brawl or melee together, using
Magic Affinity.
Synchronized Attack, if they all successfully hit they deal
additional Damage: +9 per character)
Description: In Treuoall society, Thorns are champions.
Thorns command great power, having earned a place in
Synergist, Cost 7.
history, capable of defeating the most powerful of Fiends
Description: The character may contribute any amount of and infamous of Corruptors.
experience into a pool via a magical amulet.
(+24 to any roll three times (3x) per day)
(Permanent, The player may opt to deposit or withdraw
Tracer, Cost: 6.
any amount of Cinema Points from a pool, along with any
other players who share this feature, making it possible for Description: Your Character learned to overcome any
players to fund other players with Cinema Points)
obstacle within the path of movement, able to move freely
over normally prohibitive surfaces where others become
Tempo Fighting, Cost: 20.
stuck.
Description: Your Character is capable of maintaining
(+4d Climb, Jump, +2 Move over normal terrain)
a rhythm while fighting in combat, instead getting the
upper hand with each successful attack.
Transference, Cost: 5, Race Only: Treuoall.
(+2d to each Attack roll following a successful attack)
Tether, Cost 5, Synergist, Blur-Touched.
Description: With Wyldborne, never be lost or incapable Drawing Magical power from the connection to the Blur is
a rare and powerful gift; as few ever realize their potential in
of surviving in the Wilderness.
harnessing the full extent of such connections. Moreover,
(Survival +12, Search +6 for discerning direction)
some forms of Magic are fueled by the life force of others,
either draining them of life or using a significant amount
Zeal, Cost: 20.
of life force to fuel it all at once, often killing a subject to
The ability to apply ones passion and zeal to overcome a
cause dramatically powerful effects.
situation or ignore pain
(+2d to any roll, May be combined with any other
bonus)
Zenith, Cost: 50, Avatar.
Tyro Spells
Difficulty
Easy
Moderate
Difficult
Very Difficult
Heroic
Epic
Result
+3 Hit Points
+6 Hit Points, Cure Disease
1d+6 Hit Points, Remove
Poison and Plague
2d+6 Hit Points, Cure
Magical Illness
+4d Hit Points, Regenerate
body parts
Resurrection
Journeyman Spells
Wizard.
Description: This ability quickly dehydrates a target, Description: Your Character causes magic to bleed into
the surrounding world, which causes random magical
causing extreme pain in the process.
effects to occur nearby the Character each time any
(Willpower to Hit, Damage: Willpower + 15, Range:
magical effect is used. If a Character can immediately
Within a five (5) unit distance, after the initial attack, the
capture that magical bleed, by making at least a Very
target is completely dehydrated and has lost all water in
Difficult DR roll as part of the desired magic effect, up to
2d Rounds, Duration: 2d Rounds or until the target exits
one (1) Cinema Point returns to the Character following
from the five (5) unit range)
the initial magical effect. The random magical effect that
Inspire, Cost: 15, Spellbind, Blur Touched, Trade Specific: follows, typically is blatant, such as every chair in a tavern
Wizard.
suddenly levitating except where the caster is sitting, etc.
Description: Your Character can Inspire all allies in an
area, providing a great advantage with a battle.
Traverse, Cost: 15, Fly, Blur Touched, Trade Specific: Description: Your Character can bridge the divide
between realms, summon a creature to the present realm,
Wizard.
and instantly spellbind it in one foul swoop. The creature
Description: Your Character can employ the most
summoned is capable of resisting the Spellbinding after
powerful of traveling magic, providing the capability to
summoning.
teleport vast distances in the blink of an eye. There is
no greater luxury than teleporting from one place to the (Willpower DR Difficult, Summons and Spellbinds
a random creature, Willpower DR Difficult to resist,
next.
, Duration: Summoning Permanent, Spellbinding
(Willpower DR Difficult, Teleport: Limited to line of
Permanent until Purified)
sight of extremely familiar locations, Move Self or Target
Dust Lord, Cost: 20, Reality Peak, Blur Touched, Trade
(up to 100kg) +500,000, Duration: Immediate)
Specific: Wizard.
Vapidity, Cost: 15, Blur Touched, Trade Specific:
While a Character is in the Slip Realm, the Character
Wizard.
can move with fantastic speed and strength, thus when
Description: Through a tear in the Fabric, the Magic User
they re-appear in Reality it appears they have crossed vast
can slow time the passage of time and perception in a
distances in the blink of an eye.
small area for a period, causing the surrounding world to
pass by more quickly. This is especially useful when little (Willpower DR Moderate, While in the Slip Realm: x10
Move, x5 Move for Climbing, Jumping, and Swimming)
air is available, etc.
(Willpower, DR Difficult, Time is slowed for a designated
period by creating a slight tear in the Fabric. It lasts as
long as the magic user desires however, the longer left
open, the larger the tear grows. For each month the tear
remains open, the tear grows by 2 (x2); in six months, the
tear is large enough for most Fiends to come through it.
Time passes at one-hundredth (1/100) the speed of time
outside the bubble. Area of effect: ten by ten (10 x 10)
unit distance, Duration: Immediate)
Mastery Spells
Cogent, Cost: 30, Blur Touched, Trade Specific: Wizard.
Asceromancer Features
The Factions
Choosing the Course
(Willpower, DR Moderate, A field surrounds the following round, target is unaware of the source of the
Elemental, automatically reducing all projectile damage heat, Duration: Immediate or until outside range)
by 3d, Duration: 1d rounds)
Extract, Cost: 20, Trade Specific: Wizard.
Golem, Cost: 5, Trade Specific: Wizard.
Description: The Elemental is capable of ripping iron from
Description: The Elemental can surround itself in an the surrounding ground and forming a metal, magnetic
armor of dirt, sand, and rock, capable of using it also to barrier or shape with it.
enhance Brawling damage.
(Willpower, DR Moderate, An Elemental rips the iron
(Willpower, DR Moderate, Vitality +20, +3d to Brawl out of the ground and nearby objects and forms them into
an iron barrier, box, or other shelter. The barrier has 3d
Damage, Duration: 1d Rounds)
Armor and 48 Structure Points, providing concealment
Crush Depth, Cost: 10, Trade Specific: Wizard.
for the Elemental as desire, any metal objects that come
Description: The Elemental can manipulate air or water within a four (4) unit distance most resist a Grapple+3d or
pressure in an area, which can cause significant damage, as the object is pulled to and sticks to the magnetic barrier,
well as impede the movement of anyone within the area. Duration: Permanent until destroyed)
(Willpower, DR Moderate, A ten by ten by ten (10x10x10)
unit volume of air or water can be made to sustain a
significant force of density and weight on anyone caught
inside, this deals Damage: Willpower+15 per round while
in the field, and causes Move to half (1/2), resist with
Strength, DR Moderate, Duration: 1d Rounds)
Fire Burst, Cost: 10, Trade Specific: Wizard.
Description: The Elemental emits a wave of hot blue
flames along the ground in a specific direction.
Crux of Zamaranth
Zamaranth Features
desired. Famous for using as a ward against Fiends where Keystone, Cost: 10, Trade Specific: Wizard.
the Fabric between Azamar and the Blur is thin or weak,
Description: A Keystone marking causes a temporary
the Tatuaxe often heralded for their ability to use glyph
magical barrier to appear in midair, blocking anyone who
magic for healing.
attempts passage.
Tatuaxe Features
(Willpower, DR Very Difficult, This places the magical +3, Ignores non-magical armor, Duration: Immediate)
mark on a target, the target is now immune to Damage,
Slumber, Cost: 5, Trade Specific: Wizard.
Duration: 2d rounds)
Description: The Weaver creates a specific tune of words
Guild of Spell Weavers
and rhythm and cause a target to fall to sleep.
For centuries, Magic was accessible through words, but the
Guild of Spell Weavers perfected the art of using Magic
through music and words. The Guilds Magic referred
to as Bardic Magic, referring to the idea of the Bardic
storytellers of the lands who use music and singing to tell
stories, are these types of wizards. Spell Weavers typically
utilize their Magic to augment their natural personalities,
though many are particularly good at very quiet and
subtle Spell Weaving.
Weaver Features
Description: With some pre-emption, a Weaver can Inspire, Cost: 10, Trade Specific: Wizard.
cause others to believe their words, whether lying or
Description: On the occasion that a Weaver is in amiable
misleading, however cannot force them to act outside
company, they can Inspire their allies with a few words,
their Character.
magically enhancing their fighting abilities.
(Willpower, DR Moderate, +5d Persuasion, Duration:
(Willpower, DR Moderate, +2d to Ally attacks and
Immediate)
dodges, Duration: 1d rounds)
Phase Initiate, Cost: 5, Trade Specific: Wizard.
Phase Bearer, Cost: 10, Phase Initiate.
Description: Long ago, the Weavers discovered ways of
Description: Trained in the ability to temporarily step
changing the flow of Time, they called this inner faction
away from time, a Phase Bearer begins to see the true
the Phase Nadir. Over time the Phase Nadir trained new
strength behind the Phase Nadir faction.
Initiates into the faction, so they could too, learn the
(Willpower, DR Difficult, the Weaver steps out of time,
secrets of manipulating the flow of Time.
which causes everything else to seem frozen, during this
(Willpower, DR Moderate, Can slow time where the Phase
time period the Weaver may take normal actions outside a
Initiate receives double actions, Duration: 1 round)
round, and return to normal time within the same round,
Duration: Immediate)
Rupture, Cost: 5, Trade Specific: Wizard.
Description: The Weaver can utter a few words and cause Shatter, Cost: 10, Trade Specific: Wizard.
a target immense pain and damage.
Description: A Weaver exerts a specific pattern of words
(Willpower to Hit, Range: 20/40/80, Damage: Willpower and whistles a shrill tone briefly. Nearby hardened objects
72
become brittle and can easily shatter, such as metal or Interference, Cost: 20, Trade Specific: Wizard.
wood.
Description: A powerful mantra quietly spoken causes
(Willpower, DR Moderate, affects one (1) object within a any nearby who wish the Weaver harm to fall writhing
ten (10) unit distance, +1DR for each additional object, in pain.
each object becomes extremely brittle and shatters upon
(Willpower, DR Very Difficult, any who wish to attack
striking for a period of time, Duration: 1d rounds)
the Weaver within a twenty (20) unit distance suffer
Damage: Willpower +3, if any Hit Points are lost to any
Dilation, Cost: 15, Trade Specific: Wizard.
target, they are immediately overtaken with searing pain
Description: Many Weavers learn to impress changes in
and remain Stunned for the duration, ignores magical and
time, few can wield it well, for those not belonging to
non-magical armor, Duration: 1d rounds)
the Phase Nadir, and Dilation is their primary means of
Resonance, Cost: 20, Trade Specific: Wizard.
manipulating time.
Description: A specific resonance focuses on a point and
breaks apart anything at that point, causing it to explode
with violence.
Order Features
Ablex Student, Cost: 5, Trade Specific: Wizard.
frame, which protects them from melee strikes to some Description: A vicar of the Order can now banish and
return Fiends to the Blur as well as repair massive holes
degree.
in the Fabric.
(Willpower, DR Moderate, Vitality +16 versus Melee or
(Willpower, DR Heroic, banishment of a Fiend occurs,
Brawl attacks, Duration: 1d rounds)
sending them back to the Blur while simultaneously
Moniker, Cost: 10, Trade Specific: Wizard.
closing the tear through which they entered Azamar,
Description: A vicar of the Order may locate anyone by Duration: Immediate)
name as long as the name is known.
Conflagration, Cost: 20, Trade Specific: Wizard.
(Willpower, DR Moderate, locates the exact distance and
Description: A vicar of the Order can create and produce
direction of a particular person, Duration: 1d rounds)
a massive fire at a set point and up to a certain distance.
Ablex Colleague, Cost: 15, Ablex Tenant.
(Willpower, DR Heroic, the vicar creates a massive fire,
Description: A vicar of the Order now retains protection blast radius: 10/15/30, damage of initial blaze: 10d/9d/8d,
against possession all the time, as well as some other Duration: Immediate)
magical tools with which to deal with Fiends.
Disentanglement, Cost: 20, Trade Specific: Wizard.
(Permanent, Immune to Fiend Possession, NonDescription: A vicar of the Order may disengage Azamar,
Permanent, Flay Fiend, Range: 3/6/12, Damage:
the Fabric, and the Blur in a small area, completely
Willpower +12/+9/+6, bypasses Fiend armors, Can now
nullifying all magical effects in that area until the area is
close large tears in the Fabric, Duration: Immediate)
entangled again.
Inferno, Cost: 15, Trade Specific: Wizard.
(Willpower, DR Heroic, the vicar disentangles Azamar, the
Description: A vicar of the Order can invoke a massive Fabric, and the Blur in a fifty by fifty by fifty (50x50x50)
flame from an existing fire, causing it streak out through unit volume region, magic no longer works at all in this
the air at an intended target. The vicar cannot create the area until entangled again, Duration: Permanent)
fire from nothing however.
Divide, Cost: 20, Trade Specific: Wizard.
(Willpower to direct an existing flame and Hit, Range:
Description: A vicar of the Order may remove a Fiend
4/8/16, Damage: Willpower +9/+6/+3, Duration:
from a Possessed body in Azamar, completely dividing it
Immediate)
from the mortal soul and returning it to the Blur.
Macerate, Cost: 15, Trade Specific: Wizard.
(Willpower, DR Heroic, the vicar removes the Fiend
Description: A vicar of the Order may use magic to strike Possession from a single target, Duration: Immediate)
opponents at a distance with their fists.
Entanglement, Cost: 20, Trade Specific: Wizard.
(Willpower to Hit, Range: 5/10/20, Damage: Willpower,
Description: A vicar of the Order may choose to entangle
Duration: 1d rounds)
an area that has been disentangled, however this is only a
temporary entanglement, the disentanglement process is
Weighted Soul, Cost: 15, Trade Specific: Wizard.
far too powerful and permanent.
Description: A vicar of the Order is capable of preventing
a Fiend from escaping the possession of another body, (Willpower, DR Heroic, the vicar entangles a disentangled
weighting it into place until such time as its body can be area in Azamar, temporarily enabling magic in that area
for the duration, Duration: 1d minutes)
destroyed.
(Willpower, DR Very Difficult, the Fiend is trapped in the
target mortal body for the duration, Duration: 1d days)
Ablex Master, Cost: 20, Ablex Colleague, Trade Specific:
Wizard.
75
Vale End
also holds the name Dragons Gate, as the door for Vale
End is large enough to allow a Dragon through it.
flee. Dav hesitated and looked at his life long friend who do this, which is the main reason the Gods are Gods.
looked back.
The primary Gods of Azamar include Mo, Shilutozenon,
Sychorax, Xaraxamarath, and Xujof. The Ash Lord was
I am sorry. Forgive me. Now, run! Mogi apologized,
once a member of the order of Gods, but was banished into
just as the Fondich swung at him and he narrowly
the Slip Realm, an oblivion-like world. A debate exists
dodged. He ran in the opposite direction, deeper into the
about whether Zintar was a God since he was obviously
Inferium.When and Dav and Azalea stopped, they we at
powerful enough to disrupt the Fabric completely, even
the Crimson Gates, leading out onto Dragon Home. Dav
into the world of the Gods, Amonde.
dropped to his knees and began ruffling through a sack
and finally came to an old charm and waved his hand over Benefits of Worship
it. There was a cracking sound in the air like a whip, and
Each deity in the Pantheon of Azamar provides benefits
Mogis body appeared before them, war torn and bloody.
to their worshippers. So long as the worshipper is
He was barely recognizeable.
faithful, and stays on a path of some kind, and is
The great hill where Mogis remains lie, is in the outer generally within the bounds of actions prescribed by a
reaches of Vale End, on the approach to Adrya Ampais.
deity, then the benefits work. It is ultimately the GM,
who decides whether a benefit correctly activates for
This journey better come of something. Dav spoke,
a Character when called. These work like Character
placing his hand on the last stone of Mogis grave.
Features, activated by a Cinema Point, but automatically
It will. It must. Azalea bowed her head, standing beside exist for the faithful without a need of purchase.
Dav, putting her arm over his shoulder.
Come, my friend. Providence beckons. Azalea began
walking forward down the hill.
Mo
The Pantheon
Understanding the Gods of Azamar is difficult since many
early Anteprofidian Wizards declared themselves Gods
or Demi-Gods. This outcropping of powerful beings
confused many people in Azamar, but ultimately the
Gods in Azamar are limited in number, and are powerful
beyond imagination. There are legends and tales about
other powerful beings also discussed here, as the Pantheon
of Azamar includes many of the strange and powerful
spirits that plague the world.
The Gods are capable of crossing through the Fabric
between worlds with general ease. Most beings cannot
77
Illusions
Reparations
Description: Surrounded by blurs and mirrored images to
all onlookers, the character becomes incredibly difficult to Description: A targeted Character bathes in blue-green
spot even in broad daylight. (Sneak +6)
wisps of light, and receives instant minor healing.
(Heal Anothers Hit Points +6)
The Traveler
Suffering
Description: The character moves suddenly in a blur of
speed. (Move +4)
Description: The disciple feels invigorated briefly, able to
with stand a little more pain or damage. (Vitality or Heal
Hit Points +4)
Shilutozen
Sychorax
Xujof
Ash Lord
Disciple Benefits
Culling
Description: This calls on a Collector, who may or may
not answer, to briefly assist the disciple.
(Collectors manifest on a roll of six (6) on 1d, where they
work as direct agents of Xujof. For all intensive purposes,
they may choose to enact the will of Xujof, whether death
or life, on any nearby who have some relation, good or
bad, with the disciple)
The Ash Lord was once the deity of the elements, is now
banished to the Slip Realm and considered the deity of
deceit, vengeance, and false bargains. The Ash Lord, is
also known as the Eater of Souls, sends dark beings who
Disruption
manifest as Humans, who make deals to grant the wishes
of others, who soon bargain to relinquish their souls in
Description: As if by command, the disciple can surround
trade for these deals. In return the Ash Lord gathers and
an Undead creatures in red and black wisps of light,
harvests the souls of the people of Azamar, using them to
causing it to suffer damage.
gain enough power to escape the Slip Realm permanently,
(A targeted Undead suffers 1d+21/21/21 Damage, Range: and return to Amonde where the Ash Lord seeks to wreak
3/6/9)
vengeance on the other Gods.
Fabrication
Disciple Benefits
Contract
Visage
Disciple Benefits
Madness
Description: By touching a target, a disciple incites
insantiy in the target.
(On a roll of six (6) using 1d a target must resist with
Willpower, DR Moderate or sustain Madness. Madness:
On all rolls involving Intellect or Persona, the target may
roll no more than two dice (2d), until cured)
Knowing when and where, is always more important than
knowing where alone. If we do not concede to time, time is
without impatience, it will wait, and it will win.
- Erachis Finn, Treuoall, Guild of Spell Weavers, Founder
of the Guild
Balmaricth
83
Corners
Description: The disciple may briefly perceive reality in
a wider view, preventing danger and sometimes finding
clues.
(Immune to Sneak Attack and Execution while active,
Search +24, Duration: 1d Rounds)
Prescience
Description: A disciple can automatically know whether
the spoken words are truth or falsehood.
(On an Empathy, DR Easy, a disciple of Balmaricth
automatically determines whether something spoken is
the truth or falsehood, even when the speaker believes the
words they speak, Duration: 1d Minutes)
Calendar
Wisperrain (Malloy:5)
Day of the Crannies (Malloy:16)
Relldelfeld (Sychorium:10)
Evenstar (Sychorium:22)
Day of Graven (Sychorium:27)
High Mark (Parvis:3)
Reckoning (Xujovium:25)
84
Geography
Nobility
The various Nobles throughout Azamar cling to their
stations and titles. The people of Azmar have long used
traditional titles to address and refer to people of various
stations and nobility.
King and Queen occurs primarily when speaking of the
two nobles who sit at the throne of Azamar City. The
Enfri and Wyvine people have Councils who directly
interact with the King and Queen of Azamar. The Immyr
sometimes refer to their ruler as King, but the official
title they typically use is Attriarch. The Shrave do not
claim any leadership, instead basing their government
on council alone, but do not hold a dialogue with the
King and Queen. Treuoall leaders hold the title Thorn,
but they do not appear to answer to any one individual
Thorn. The Urbane and BuCol use the common Human
references for nobility and cling to no others.
The nobles who govern smaller provinces and city-states
are the Arune (male) and Arine (female) governors.
Religious and spiritual leaders possess the title Issop, with
a second who normally uses the title Holythe.
The children or descendants who are heirs to inherit
positions of nobility or religious status all use the title Dax
(male) or Dane (female), those who are not in direct heir
of a position, possess the title Rook (ambiguous between
males and females).
As we aim at the stars, we must keep our feet on the
ground. So, you see... We must always make sure we look
down, before we look up.
Toponymies
The history of why places have names is as important as
understanding what their names represent. Each location
in Azamar includes a Toponymy section discussing the
history of the names of each place. In some situations,
the name a place holds never changes, though unusual.
Anteprofidian Wizards believe that the true name of a
thing gives them power over it. It is for that reason some
of the true names of places have never changed since they
were learned, in order to protect the Azamar from the
darkness within.
Toponymy
Abalos was originally the Eastern portion of a larger
continent, once shared the similarly sized continent
Obsalos. Before the continents separated due to the
great fracturing, Abalos represented Eastern or Ab Alos.
Alos changed hands many times, eventually landing in
the hands of the Enfri. When the fracturing occurred,
the majority of the Enfri population lived in Ab Alos,
Obsalos is considered a dangerous place to venture and
thus the Enfri people who survived on Obsalos traveled
across the sea to their new home. Alos was originally a
Southern peninsula of the major continent of Evercrow,
and a kingdom of the ancient Treuoall. Before Alos
broke from the main continent, the Treuoall allowed the
Enfri to settle there in peace, and there they remain.
Enfri
Abalos
Enfri Lake
Used a recreational body of water, Enfri Lake is patrolled
by Enfri engineer and military to prevent unwelcome
inhabitants, such as the amphibious creatures called
Choruans. Enfri Lake is a large body of water that is
the result of the series of dams and aqueducts placed by
the Enfri, and until more recently did not exist. For all
intensive purposes, the valley where Enfri Lake now sits
was infertile grasslands where little more than a handful
of villagers once inhabited. When the lake formed, the
villagers that lived in the valley moved upward and now
many of them own the property lakeside. Enfri Lake is
shallow by normal standards; however, it does provide
an excellent means for residents and visitors to enjoy the
water well inland of the sea. Due to the shallow water,
Enfri Lake stays quite warm and hospitable for swimming,
where some industrious Enfri manufactured an Eastern
shore line structure that includes a hot bath.
Toponymy
Enfri Lake has no discernable history in terms of
nomenclature; however, the valley that preceded the lake,
called Blauthaer Valley, was host to many battles and
countless lives taken in the name of territory between two
large Enfri families. To this day, some Enfri believe the
lake haunted and the Fabric thin due to the bloodshed so
many centuries again though no magical analysis done
remains on record.
Orb Lake
Infested with Gaunts, Orb Lake is constantly under
surveillance by the Orb patrols to maintain that the ashen
Gaunts living in and around the lake do not threaten any
locals or visitors. Orb often activates a magical security
system that indeed freezes the surface of the lake, causing
the entirety of Orb Lake to freeze solid for several days
on end. This precautionary measure ensures the safety
of passing diplomats and avoids unneeded conflicts with
the Gaunts who inhabit the depths of the lake. Orb Lake
has historically had many problems as a doorway to the
Slip Realm, from where the Gaunts originate. Orb Lake
appears exclusively tied to the Slip Realm used by rogues
and similarly aligned organizations, and it attracts those
who can pass into and out of the Slip Realm like a moth to
a flame. Orb Lake, most days, is a beautiful and peaceful
Toponymy
Orb Lake carries a string of names, similar to the city-state
Orb; however, when Orb started and went by Zurn, Orb
Lake knew the name Portal Lake, indicative of the fact
that the founders of the nearby city knew of the magical
properties before establishing their home nearby. Orb
Lake only carried the same name as Orb at one other time
in history, when the Zamaranth followers overtook Orb
and named it Carus; they also declared the name of the
lake as Carus.
Remell Lake
Remell Lake is a historical landmark for the Enfri nation.
The lake played a vital role in the early Enfri settlements
of Abalos when it was just a peninsula of Evercrow,
providing the settlers with water and food in relative
safety. The lake, deeply entrenched as an Enfri cultural
and historical site, and is protected and preserved, as few
allow outsiders to approach it. At the height of the Great
War, the Enfri established a large number of townships
and villages that surround Remell Lake. This ring of
townships and villages formed an alliance and trade
dominion, establishing Remell Lake as the founding
location for the now greater Enfri nation. The lake, now
patrolled by guards, is where the Enfri constructed a large
flotilla which acts as a refuge for the Enfri people in case
another event like the Fracturing occurs. The flotilla
within Remell Lake is capable of submersion as well as
limited flight. Remell Lake also has several tramways they
lead to the various city-states through Abalos in case of
emergency evacuations.
Toponymy
Named after the city-state of Remell most recently, Remell
Lake has only held one other name in Enfri history, Aclesia
Lake. Before the Enfri inhabited the whole of the Abalos
continent, the lake is a closely held secret as the small river
it provides to the sea is difficult to follow and in places
89
falls beneath the surface. Tracking the river from the bay
to Remell Lake serves as extremely difficult given these
conditions. Before the Enfri lived on Ab Alos portion
of the peninsula, the Treuoall called it Fasc Lake, after a
once well-known Treuoall general.
I know two things. One of them is that Azamar will
shape the course of the world. The other is that I really do
not know anything at all.
- Tchoshur Vill, Enfri, Luminary and Elemental Wizard,
Advisor to the Enfri Council
Azamar
The lands of the continent of Azamar, rich with beautiful
forests, mountains, lakes and lush farmland, perfect for
growing crops, is where modern civilization first began
in the world over five millennia ago before the dawn
of recorded history. The first settlers who arrived were
comprised of traders, farmers and warriors who protected
the small colony they established. Skirmishes between
Orcs and the settlers led to border disputes between
the Treuoall natives and the Orcs. While the Orcish
threat was easily repelled, the Orcish leadership became
frustrated with hiding in the Wild Lands, sent their scouts
to explore the underworld. The Orc scouts discovered a
series of caves within the upper tip of the Wild Lands
and started constructing their own stronghold on the
upper levels of the Inferium.
After the threat of the Orcs diminished, Azamar entered
a new era of prosperity and it was not until the start of
the Great War when its people had to face real hardship.
Home to the famed Order of Wizardry established by
Ofvgar the Wise and the University of Azamar. Azamar
taught tolerance to its citizens, of other races, and of
magic, to better understand, know, and study the nature
of the Blur.
The nation of Azamar is one of the safest places to live
because of a present and strong military and wizardry
presence across the continent, keeping the more
unpleasant creatures at bay.
Toponymy
The Treuoall view Azamar as their holy land, since it is
where the earliest Treuoall tribes existed. They called
Azamar by the name Ozamoora, a name handed down
90
Azamar City
Krane
The second largest city on the continent of Azamar borders
the Uncharted Territories. Established shortly after a
declaration of Azamar City as the capital, Krane first dealt
with the nasty, nightmarish creatures that would regularly
assault the region at night. The creatures would often
attack swiftly, dragging their victims into the darkness,
showing no mercy in their hunger. It was not until the
Great Wall completed construction that the city finally
began to flourish and find relief from attacks at night.
The tents that most of its citizens lived in went down
and many new buildings erected. The new quality of
living finally allowed the population to relax and expand
safely. Though every once in a great while, the people
were reminded of the horrors the previous generations
endured as twisted, vile creatures came from the darkness
and attempted attacks on the Great Wall. To this day, no
creatures or forces of darkness have penetrated the Great
Wall. Modern Krane is a sprawling city of trade. Haggled
goods often flow between Azamar and Dorissit and allow
weary travelers a night (or two) of rest. Many races make
up its population and even small groups of Treuoall thrive
here as they pass their knowledge and services along to the
people willing to pay the price. Every year, towards the
end of summer the citizens of Krane throw a festival on
the anniversary of the Fire that allowed them to rebuild
their lives for the better. The festival, called GodenTesk
or The Festival of New Beginnings. is a term derived
from the Treuoall, Immyr, Enfri and Wyvine languages.
It is a Festival that encourages survival through union.
Vor was the first tower erected to look over the bay, but
made far more massive than any other tower. The original
structure stands almost as high as nearby mountains and
has wide base that resides deep in the Inferium. Vor sits
as an intricate set of many towers, each interconnected
by retractable bridges, all with individually scoured moats
and pits. The many towers that make up Vor vary in size,
Dorissit
but none as massive as the original watchtower. Vor has
As the northern most cities on the continent, Dorissit
many notable features, but the most prominent is the
holds a long history as a trade port and is home to several
Archon training ground permitting Treuoall and any
Lyceums, leading to the worlds first Certamen, a series
who dare undertake the Archon initiation rites, to train
of matches between the various elected champions of
in the oldest of the Treuoall warrior paths of archery. The
the Lyceums. Aside from games of magic, the Certamen
Treuoall people are the finest of archers on the surface
eventually grew to include sailing contests and specific
of Azamar, second in the world only to the Shrave, who
types of weapon dueling. In time, Dorissit grew to rival
mastered archery long before the Treuoall.
Azamar City in acreage, but not in populace due to the
difficult terrain. Dorissit sits atop a cliff side overlooking
Toponymy
the Northern Ocean, a stoic reminder to any ships that
enter the waters nearby of the accomplishment Dorissit Known originally as Hargin Vor, a name given to it by
and the many cities of the continent represent. Sitting the leading Enfri engineers commissioned to design and
on stone, Dorissit made an excellent place for the early construct it, the tower and its many children towers are
Elementals to establish an intricate network of catacombs, a magnificent sight at a distance, as many of them reach
which stretch out in many directions as well as down high against the surrounding horizon, standing defiant to
into the depths of the Inferium. The Prefects at Dorissit protect the future people of Azamar. In time, the Hargin
regularly makes use of this network of passages since portion of the name, dropped off as far greater structures
they remain hewed in the stone long after their creation erected around in the world, but the feat of engineering
several Millennia ago. The city remains a fortress for the never went forgotten. At several points within the main
continent and helps to protect the many citizens who tower of Vor, massive pendulums hang allowing the great
rely on steadfastness of the King and the many governing height of the super structure and making it incredibly well
Prefects.
balanced even in the highest winds.
Toponymy
Wild Lands
Vor
Vor was originally a watchtower constructed for overlooking
the Wizards Bay, which became something of a citadel.
94
are no accounts of any people encountering Orcs in the stories of magical items misbehaving or just acting oddly.
Creatures such as the dreaded Slane Worms thrive here. A
region for at least a century.
mysterious group of cannibals worship and practice their
Toponymy
Dark Arts within these lands and there are even recent
accounts of Orcs using the Territories to move their war
The Wild Lands once referred to a much larger region
machines and equipment.
on the continent, but slowly shrank due to the increase
of the civilized populations. While still considered very
Toponymy
dangerous, people often venture into the Wild Lands
without return. Folklore long surrounds the Wild Lands The Uncharted Territories have gone by many names,
as a home to an ancient evil, whether the legends are true even before the first settlers arrived on the continent. The
remains with the brave souls who venture deep within the native Treuoall referred to it as Klixxsikrux, which means
region.
The Accursed Land, of The Damned. Documentation
exists within the Wyvine Hall of Memories that a group of
The Forest of Azamar
Wyvine explorers made landfall here after their ship made
an emergency stop. The group of explorers remained
The most prevalent Treuoall communities inhabit the
stranded, pummeled by a mysterious storm. One week
Forest of Azamar, where they follow long traditions
after the storm, the weather finally broke allowing the
and continue to ride the traditional Treuoall steed, the
group to scavenge the land for the materials they needed to
Nauvowl, also known as the riding rat. While the Nauvowl
make repairs. The party suffered an attacked by something
is native to the Forest of Azamar, there are non-native
so deadly that only two survivors out of the original two
creatures that entered into the region after Humans first
hundred escaped, eventually rescued by Treuoall scouts.
landed on the continent. The region, often frequented by
caravans making the trip between Vor and Azamar City,
The Crag
contains many winding and narrow roads carved through
the forest. While travel through the Forest of Azamar Nestled between the lake and the Sea of Olm, evidence
is safe due to patrols by soldiers of the King, it is not suggests that the Crag was once an ancient road connecting
unheard of for caravans to come under attack by bandits the Azamar City to where the settlers first landed their
or Orcs looking to gather supplies or steal goods.
ships. Within the mountains, several networked caves
link together to form a complex maze that Smugglers use
Toponymy
to hide stolen goods. For the right price it is possible to
hire a group of Scouts to navigate the Crag. Within caves
The Forest of Azamar, once considered a region belonging
of the Crag, rumors exist of an ancient entrance to the
to the Wild Lands, has in recent centuries increased
Inferium.
population and the exploration by prospectors changed
that. More clashes between Humans and the Treuoall
Toponymy
tribes are the result of an increase in the number of settlers
with independent farms with hopes of encouraging trade The Crag received its name from the first wave of settlers
in the region.
who nicknamed the passage the Crawl. Its jagged features
and chiseled rocky surfaces also give travelers the feeling of
Uncharted Territories
vulnerability. Especially since Orcish Marauders use the
tactically advantageous features for ambushing travelers
The origin of the strangeness in the Uncharted Territories
seeking passage to Vor.
remains an unsolved mystery. The Fabric somehow
collapsed in the Uncharted Territories; rumors include its
The Wastes
destruction by a powerful Fiend Lord or a secret sect hid
a piece of the legendary Moonstaff after Zintars demise. The vast emptiness of the wastes does little to inspire. Its
Magic does not behave appropriately here as the Blur- terrain is barren and rocky and its surface is not flat and
Touched find it exceedingly difficult to use. There are even almost impossible to cross on foot. During the day, the
95
Toponymy
Evercrow
Evercrow was once the heart of the Treuoall nation,
millions of people strong and with a large military, enough
to rival the forces of the Wyvine nation at present. It was
the center of world commerce in magic and wine, and
the Treuoall boasted the massive city, crafted-magically
by the Anteprofidians, Adrya Orth.
Toponymy
Evercrows name has not changed since Zintar unraveled
it. By exposing the name of that land, he forever shattered
its power, and drew upon the magical energies held inside
the very dirt.
Before Evercrows name was exposed, it was Opulaan, the
land of the Treuoall nation. Opulaan held that name for
as far back as any record exists, though the Wyvine Hall of
Memories may have information that predates Opulaan.
Adrya Orth
Adrya Orth is a husk of a once core city-state, created
magically by the Order of Wizardry, hewed by magic and
chisel, it was torn apart by the Fracturing. The ruins of
the original city-state sit atop a mountain peak. Getting
to these ruins is something of a feat, as the mountain
upon which Adrya Orth sits, torn from its base during the
Fracturing, and floats directly above, a fair distance from
its original rocky cradle. The mountain also contains
the Adrya Orth vaults and Order of Wizardrys archives,
which contains a wealth of knowledge and treasures.
Getting to these places within the mountain means
scaling the face of this floating mountain, getting to the
ruins of Adrya Orth on top, and finding a way inside the
city-states catacomb network. No records exist of anyone
successfully accomplishing this task.
Whispers and rumors exist of other treasures and trinkets
left behind by the conquered inhabitants still sitting in
the ruins of Adrya Orth. To complicate the situation of
97
Toponymy
Adrya Orth, constructed in the Second Millennia and
commissioned by the Treuoall nation, and before was
simply the Orthag Mountain. The finest Immyr stone
crafters carved Adrya Orth, working in unison with
a committee of Anteprofidian Wizards elected by the
Order hew the stone. The city-state of Adrya Orth was
a work of quality whose existence cut short from within
when Zintar deciphered the name of the continent, and
consequently, discovered how to release the energy of
that name across Azamar. Zintar used an ancient and
powerful Anteprofidian crystal which protected the city
from external attacks, but amplified the magic inside.
Zintar infiltrated the city, seizing advantage over the
city, and unleashing a Fiend Lord upon the Adrya Orths
grounds. Together, Zintar and the Fiend Lord caused the
Fracturing, a magical event never forgotten.
Toponymy
Guradiin Ithural is an ancient city whose place in the
Southern mountains of Evercrow dates long before the
Treuoall nation ruled the continent. The Immyr built
Guradiin as a place to establish commerce and trade with
the people of Azamar who reside on the surface. As early
as the construction of the Hall of Memories, records exist
of the construction and carving of Guradiin Ithural. In
that way, Guradiin Ithural has never changed names, as
timeless as the stone in which it is set.
Guradiin Ithural
High Tundra
The High Tundra is the majority of the continent of
Evercrow. The High Tundra exists in a state of constant
change as magical storms ebb and flow across the frozen
wastes, and the land itself remains barren. Despite the
inclement conditions, the Crux of Zamaranth claims a
seat in the middle of the wastes. Protected by destructive
and chaotic magic, the Zamaranth Lyceum is visible
from the Western coast of Evercrow. While seemingly
approachable, few dare this journey due to the harsh
98
Toponymy
The High Tundra has kept the same name across the
Fracturing, originally a safe traveling haven from thieves
and rogues due to the long flat approaches, preventing
most ambushes. While cold before the Fracturing, magic
served to protect and warm travelers, which now as all
but negated under the conditions of the magical storms,
which quickly tear apart all but the most powerful of spell
effects. The High Tundra exists on an expansive plateau
of ice and snow, a fair elevation above sea level. When the
Fracturing occurred, this massive sheet of ice and snow
probably protected the land below from greater damage.
Lake Loragaarn
Toponymy
Obsalos
Toponymy
Obsalos, previously known as Obs Alos, or Western Alos
is a land filled with rich history. Before the Fracturing,
Obsalos was home to the Enfri nation. When the
peninsula separated from Evercrow and Abalos was clearly
more fortified, the Enfri naturally migrated from Obsalos,
leaving it mostly barren. This allowed a significant increase
in the population of the more dangerous and aggressive
creatures inhabiting the mountains.
Never have I been to a place so busy outside of Grazen.
The entire isle is riddled with merchants. It is a sight to
behold.
- Amvers Solch of Charn, Immyr, Merchant and Trade
Commissioner for Guradiin Ithural
Grazen
Toponymy
Previously Grazen was a much larger peninsula extending
from North West Olm, but in the Fracturing, it separated
and moved off the coast, much of it leveled and submerged.
Grazens previous name was a word in Forleen, Shur-Shor,
or hoof hook, addressing the shape of the peninsula, which
Grazen now slightly represents. Grazen is not known to
have other previous names, though many Wyvine still use
Shur-Shor in reference to Graven.
Anathema is sacred to the Northern Wyvine tribes. It is
our rite of passage as warriors. A remaining wilderness
untouched by magic and people, Wyvine children go there
by boat and camp on the beaches at night. If they survive
the night, they return the next day as warriors.
- Feo Ojuran, Wyvine, Grasslands Perambulation Master
Anathema
A rugged and heavily forested island whose interior is
unexplored, few people venture to Anathema willingly
due to the creatures known as Shangilar, but the island
presents a peaceful and beautiful picture to behold.
103
Toponymy
Anathema was once called Olmvark, or little Olm. The
earliest name used for Anathema appears associated with
the Shangilar, as the Northern tribes called the island
Shangilar Ebn, or island of the Shangilar. The Shangilars
reputation is rich with historical references and many
pictures exist in the Hall of Memories. A Shangilar is
a brutal and violent creature. In pictures, the creatures
depiction involves a large beast with the head of a wolf,
large teeth and lower jaw tusks, a mix of quills and hair
along its legs, neck, back, and tail. Its feet include large
claws, with its belly and underside lined by some kind of
armor, either scales or a soft-shell. It appears to have six
eyes and two retractable large ears.
Few but Wyvine can flourish in a land as Olm. This is
why we live here and the great Shilutozenon gave to us
this place. If we squander it, we deserve our foolishness.
(Translated from Forleen)
- Osrin Vurrel, Wyvine, Head Minister of the Wyvine
Nation Ascendant Council
Olm
A massive continent, Olm is home to some of the most
exotic and most dangerous creatures of Azamar. Olm is
also home to the Wyvine Nation and hundreds of Wyvine
tribes belonging to the greater nation. Olm has the
longest river in Azamar, a massive jungle and the largest
desert. The continent has expansive grasslands and the
unique orb lands, as well as the longest road in Azamar,
the Old Highway. Olm also boasts the Hall of Memories,
the center of information and record keeping on Azamar,
second to none. Olm has many unique creatures, such
as the riding beasts used by the Wyvine, the Gyets, and
the bizarre Harriers of the Dama Plains. In the Proving
Grounds, there is an ancient race of flying creatures
called Weth who the Wyvine occasionally use a flying
mounts, though Weth are very aggressive and extremely
carnivorous, making them a dangerous and difficult
mount to tame. Despite all these hardships, Olm offers
many treasures; the Dama Fruit, which causes invisibility
on those who consume it, or Gloom Rock, which appears
as a shadow, but is as hard as metal and as light as wood.
Olm is a country of with a long history that demonstrates
the tenacity of the Wyvine, as well as their tolerance and
compassion. While brash, they are also thoughtful as a
people, and the span of Olm reflects the Wyvine with
undertones not fully understood. The whole of Olm
remains in a military-state, where the Wyvine enforce
a curfew within cities and patrols roam the countryside
regularly for criminals. Traveling along the major roads
means paying tolls and sticking to the designated paths
and lanes; allowing Wyvine patrols to pass quickly on
approach and giving way to larger merchant caravans.
All the guidelines for traveling within Olm provide
particularly safe travels on their major routes, where
dangerous creatures only approach in the regions distant
from cities.
Toponymy
Throng
The great capital city of Olm, Throng stands against the
backdrop of the orb lands. The city towers high above
the low lands, and matches the height of the greatest orbs
on the horizon. The very tip of the capital citys highest
tower is visible from the Western and Eastern coasts.
Much of Throng involves large towers, where the bottom
half of each tower is a thin column, making them akin
to massive tree houses. Each tower in Throng connects
to adjacent towers, where only a handful provides egress
to the ground below via stairs or strange platforms
involving ropes, chains, and wheels. The outer border
of Throng involves a deep trench filled with large pikes;
a tunnel crosses under the trench only where the major
roads meet the city. Inside the trench, large Gloom Rock
boulders form a wall, completely obscuring the view of
the base of the city. Throngs floor is deceptive, in that
the Wyvine erected a basement level below the ground
where the majority of the military forces sleep, eat, and
drill. Within this massive basement level are several
buildings, mainly barracks, a feasting hall, and an armory.
There is a few places where entrance to the surface level
leads up and allows travelers to the pinnacles above. The
Wyvine permit few outsiders to the main city-state of
Throng, where the governing councils convene and many
thousands of families live. An underground river feeds
Throng from below, providing them with all they need to
survive prolonged winters on Olm.
Toponymy
Established as a unified capital after the Wyvine tribes
unified under a single council, Throng did not did not
previously exist. The region in the orb lands, once called
Chulreturef, a region of Olm revered as sacred and a place
no Wyvine would fight with another Wyvine. Subsequently
this reason for sacrosanct observation made it the perfect
location for Throngs founding and formation.
Thiff
Toponymy
Thiff, like Throng is a newer city-state. The Wyvine did
not, prior to the Great War, congregate in large numbers
nor outwardly socialize with the other people of Azamar
openly or acceptingly. Thiff, despite is nascent state,
is a city that changed hands a few times before settling
into place. After the Great War, the Therians established
a foothold of the northern portion of Olm since many
Wyvine warriors were far off at the end of the Great War.
The Therians retreated hastily upon the open return of
the Wyvine military, though in that time they named the
city Cheld, and left a foul taint on the peninsula to the
North. After the Wyvine forces returned, the council
debated about keeping the region and the city under
Wyvine control, and several slavers took refuge in the
grasslands amid the disputes. During this period, Thiff
became Blorhaal. This prompted the Wyvine nation to act
harshly and eradicate the slavers from Wyvine territories,
an act that prompted negative reactions from Azamar and
the Immyr, who feel that some innocent slaves died in the
process. Since then, Thiff resolved to enforce sanctions
on the slave markets, and openly condemn the slave trade
tolerated by the people inhabiting Obsalos.
Toponymy
Keldor, once named Arjwarket, the Wyvine name for
the wood used for most ships, has never seen conquest
or pillaging. The city center rests inland slightly, and on
high ground, from the sea and nearby bay, suffering little
surprise from approach. The city, structured around several
hills, link together with large bridges and scaffolding,
leaving the city to look like it is always under a state of
repair. Instead, the city-state sees continual and excited
expansion over the past few centuries, which continues
to date.
Antern
In the shadow of the Gloom Rock Mountains, Antern
appears as if a mirage cityscape on the horizon. The citystate is small, when compared to the surrounding mountain
range, but is still massive in size. Antern involves a series
of traditional fortress walls that function as an outer
sanctum to the city. The city center involves buildings all
built with Gloom Room as exteriors, obscuring the city
as a massive shadow against the mountains behind. Fires
beset the walls and some obscured structures within the
city, used for signaling and long distance argot between
lookouts. Antern is a city-state the Wyvine use for antimagic and scout training.
106
Toponymy
Krom
Named for the sheen of light reflected by the low lands
into the clouds, Krom is more of a settlement or large
fort, than it is a true city-state. However, it attracted the
attention of the Asceromancer faction, who established
a route through the region and an alliance with the
Wyvine council, allowing them to build a Lyceum in
Krom. In this position, Krom attracted many Wyvine
interested in wizardry, though few in number, it quickly
grew in size and considered the magical center for Olm.
The Wyvine funded a research facility and worked with
the Asceromancers to build additional Lyceums for the
Elementals and the Order of the Veil. Given the significant
patronage towards magic in Krom, it is the safest city-state
in Olm for magic use and for wizards to roam. Few other
city-states tolerate any use of magic in Olm.
Krom has a healthy population of Shrave who work with
the Wyvine in developing various tactics. The Wyvine
and Shrave often conduct combat practices together,
where a great number of Shrave go toe-to-toe with
Wyvine and hold their ground, weaponless. For this
reason, the Shrave are highly respected in Wyvine society,
despite their particular origin. Krom is the most diverse
in population of all cities in Olm, welcoming those who
107
Toponymy
The Old Highway was a traditional route used by the
ancient Wyvine tribes when traveling to the Grasslands, and
was given the name Old Highway when it was conditioned
and paved in sections, namely to commemorate their
ancient traditions, but also to demonstrate its great length
and width.
Proving Grounds
Toponymy
The Proving Grounds once held the namesake of Corb
Zull, or the Zull Gate. The structure and city-state has
changed little in the past few centuries, and formed by
hollowing our portions of a large boulder, large enough to
protect the inhabitants from wandering Zulls. As well, the
large rock sits atop a large underground void that touched
an underground river, not too deep in the Inferium. The
Wyvine were able to tap into this river and use it as a well
in a place where little water sits on the surface.
Hall of Memories
More ancient than almost any other location in Azamar,
the Hall of Memories resides in the floor of the Olm
Jungle. Resting partially in an underground maze, the
ceiling of the Hall of Memories comprises of the roots
and wood of the trees above. The Hall used those same
trees to form the basis for the massive structure that forms
it. The Hall of Memories separates by a massive chamber
that falls five floors deep. Adjacent to the main chamber,
hundreds of corridors lead to many other rooms and
chambers. The structure extends out in many directions,
and few people if any, are privy to the entire structure and
layout of the Hall.
Toponymy
The Grasslands always went by the given name, though
under Forleen, the Grasslands was called Keatotetot.
Toponymy
Before the Harriers overran the Dama Plains it was a
more peaceful region the Wyvine called Weiprion, or sea
breeze. In ancient times, the Wyvine gathered the Dama
Fruit at harvest and used it for tactical warfare with one
another. It defined their earliest rivalries, and they seem
determined to reacquire the Dama Plains again.
Toponymy
The Olm Jungle was once nothing more than a small
patch of forest, but it so quickly over grew the region,
the Wyvine changed its name from Darch to Olm Jungle
very early in their history. Of the native creatures in the
jungle, the Uumul is amongst the most dangerous and
venomous. The Uumul is a type of giant spider, as large
as a person is and long lived, many Wyvine believe the
Uumul live for centuries.
109
hands of a Zamaranth.
Adrya Ampais
Toponymy
The Northern Ocean was once the Bay of Evercrow, long
ago when the island continents of Abalos and Obsalos
were but a massive peninsula. It has been a long time
since the Northern Ocean went by any other name.
Sea of Olm
The most traveled body of water in Azamar, the Sea of
Olm offers mainly safe travel between Olm and Azamar.
While typically calm, it occasionally experiences storms
that stray from the Northern Ocean. The Sea of Olm
rarely sees cold weather so icebergs and snow rarely occur
on the open sea. Aside from the milder climate in the Sea
of Olm is home to some more aggressive sea creatures,
specifically a race of creatures known as the Foragers.
Foragers are rare and extremely dangerous, but attack
in small raiding parties, brandishing weapons, they are
amphibious and tactical in nature. Little remains known
about the Foragers except the few killed and they always
take their dead with them, so most information relies on
survivor personal accounts.
Toponymy
For many centuries, the Wyvine called the Sea of Olm,
Emdrethiva, meaning the Great Void. When the Wyvine
was comfortable with the oceans and attacking the many
nations beyond, they realized that the oceans are no void,
and revised their understanding of the world.
Toponymy
For a short period in Third Millennia, the Southern Ocean
held the name Adrya Alaze, considered the primary path
Sea of Abalos
The largest ocean in Azamar, the Sea of Abalos boasts the
largest fishing economy in the world. The Enfri Nation,
Kingdom of Azamar, and Wyvine Nation all travel into
the Sea of Abalos regularly for fishing and the commerce
it produces. This also attracts the greatest fish in Azamar,
the Cetacean, which are massive fish that sometimes grow
to the size of a ship.
Toponymy
Before the formation of the continent of Abalos the sea
was called the Western Ocean, in relation to the continent
of Azamar, though the Wyvine disputed the name as the
Great Ocean. Because of the disputed name between
nations, the Enfri negotiated that the ocean be renamed
a to the Sea of Abalos as a sign of the peace between the
various new sovereignties. This solution took time and
effort, but eventually stuck as the agreed upon name for
the massive body of water.
Evercrow Ocean
The Evercrow Ocean remains typically afflicted with arctic
weather, though it sees some relief from this condition
for a few short months each year. As the first of the two
moons of Azamar comes to full shine, the ice and snow
melt and the warmed ocean waters allow for strong tides
to pound the Western coast of Evercrow and the Northern
coast of Abalos. Many icebergs float off into the Northern
Ocean as well during these few warmer months, making
the traversing the North Ocean even more treacherous
than normal. Few ships travel into the Evercrow Ocean
unless they are intentionally trying to avoid detection on
more official routes.
Toponymy
The Evercrow Ocean once belonged to the Western Ocean
disputed between the Wyvine and Kingdom of Azamar,
but as the continent of Abalos formed Millennia ago,
it received the namesake of Evercrow, given the equally
horrible weather conditions and apparent curses laid
across the region.
113
Sea of Obsalos
Hoarfrost Strait
Toponymy
Before the continent of Obsalos formed, the Wyvine
considered this area of water a part of the Hoarfrost
Strait, a long narrow channel between Evercrow and
Olm. Despite the change, the under currents in the Sea
of Obsalos remain some of the most dangerous in the
world.
Sea of Caverns
The Sea of Caverns is an area of the ocean where hundreds
of caverns are visible from the surface of the ocean leading
down into the Inferium. Few nations have traveled this
route into the Inferium, but many people believe that it
is possible to reach almost any area in the Inferium from
the Sea of Caverns. A few Enfri Nation submarines,
given permission and Wyvine escorts, explore and begin
mapping this extensive network of tunnels, though this
process will likely take several decades of work. Several
wizard factions have established Lyceums on the coastline
of Olm to assist in the efforts and making the work safer
for the explorers.
Toponymy
The Sea of Caverns has kept the same name since
before the Great War, and there are no other recorded
names in the records at the Hall of Memories
predating this given name. It is likely that this region
went unchanged for Millennia and the wonder of
it appeals to even the oldest of people in Azamar.
Toponymy
The Hoarfrost Strait originally held a longer and more
dangerous channel, stretching from the most Northern
point of Olm to the most Southern point in Evercrow,
now a small narrow channel only a shadow of the former
waterway.
114
Bestiary
The world of Azamar is full of creatures, and the bestiary
touches on a handful of the more notable creatures more
commonly encountered or seen throughout. Like many
worlds, there are still many forms of life to discover, and
Azamar is a vast world filled with many strange creatures.
The bestiary provided, comes in alphabetical order for
easier browsing. Please note that the creatures described
in the bestiary are average creature templates, and
deriving more finely tuned creatures from these templates
is a simple process. As such, none of these creatures
contained herein, hold skill stats. This makes it easier
throw a blanket creature at a group and handle the rolling
as a GM. As well, it allows for easier customization later.
them to rely on their natural dexterity and spiderinherited web spinning abilities.
Hit Points: 36
Initiative: 4d
Move: 6
Vitality: 3d (+4 Natural Armor)
Cinema Points: 3
Experience Value: 2
Dexterity 4d, Strength 3d, Persona 1d, Intellect 2d,
Aptitude 1d
Features
Web Slinger, Ranged to Hit, Range: 5/10/15, Damage:
None, Stuns a target for one (1) Round
Read on for the summary guide to the bestiary of Asazi Toxic Bite, Brawl to Hit, Damage: Strength +6,
Azamar.
Target must make Stamina, DR Moderate or take
additional 12 Damage per Round
Asazis
Bearsloth
Choruan
Choruans are primitive amphibious creatures who
live in normally cold waters. They often find refuge
in icy underwater caverns carved inside of icebergs.
While unable to use anything more than primitive
tools, they are an extremely dangerous and aggressive
creature. They live in small family groups, attacking
virtually any other creature whether they know it
or not. They are competent swimmers and travel
records indicate they will swim great distances for
food in the extreme winter months.
Tracker, Permanent, +6d Search to find a scent and follow Hit Points: 60
it for food.
Initiative: 3d
Move: 8
Vitality: 5d
116
Cinema Points: 2
Experience Value: 2
Dexterity 3d, Strength 5d, Persona 1d, Intellect 1d,
Aptitude 1d
Features
Frost Hulk
Foragers
These beings are servants to the Ash Lord and enter into
the world of Azamar primarily in the land of Enfri.
Enslaved to abduct people from Azamar, Gaunts drag
these people back to the Slip Realm where the Ash Lord
changes them into Gaunts as well. Most people kill
Gaunts on sight.
Hit Points: 50
Initiative: 4d
Move: 7 (Fly: 20)
Vitality: 4d (Armor +8)
Cinema Points: 5
Experience Value: 2
Gaunt
Gyet
land of Olm.
Hit Points: 48
Initiative: 5d
Move: 14
Vitality: 4d
Cinema Points: 2
Experience Value: 1
Dexterity 5d, Strength 4d, Persona 2d, Intellect 1d,
Aptitude 1d
Features
Dash, Permanent, the Gyet Moves at 50 for one (1)
Round.
Harrier
Hazel
Hydreans
Kraken
Kongamato
Hit Points: 48
Initiative: 3d
Move: 7 (Fly: 18)
Vitality: 4d
Cinema Points: 2
Experience Value: 3
Dexterity 3d, Strength 4d, Persona 1d, Intellect 2d,
Aptitude 1d
Features
122
Korac
The Korac is an extremely aggressive and dangerous sea
creature, as well as one of the fastest swimming creatures
in the seas of Azamar. They have attacked seafaring vessels,
quickly emerging from the ocean and grabbing a hapless
victim on deck, only to drag them underwater where it
swallows them whole. The Koracs skin is coveted for the
strength and nearly seamless runs between its scales. They
are incredibly difficult to kill and those few who have
bested a Korac take great pride in that success.
Hit Points: 100
Initiative: 4d
Move: -- (Swim: 40)
Vitality: 5d (+24 Chitonous Armor)
Cinema Points: 3
Lurker
Hit Points: 24
Initiative: 4d
Move: 5
Vitality: 2d
Cinema Points: 2
Experience Value: 1
Dexterity 4d, Strength 2d, Persona 2d, Intellect 2d,
Aptitude 2d
Features
Animal Senses, Lurkers are extremely perceptive and
difficult to sneak up on, Search +4d.
Long Breath, a Lurker can hold its breath for 1d hours
underwater.
Shifty, Lurkers easily hide from sight, Sneak +1d
Nauvowl
Hit Points: 48
Initiative 4d
Move: 7 (Sprint: 15)
Vitality: 4d
Dexterity 4d, Strength 4d, Persona 2d, Intellect 2d,
Aptitude 1d
Features
Danger Senses, Nauvowl can sense danger prematurely,
they never suffer Sneak Damage and have a bonus to
Search +3d
Scratch, Nauvowl are ferocious fighters and gain Brawl
+2d, Damage 1d+9 to all attacks
Orcs
Hit Points: 50
Initiative: 3d
Move: 7
Warriors
Vitality: 4d
Warriors are the fodder of Orc culture. Expendable, Cinema Points: 3
these ranks are continually replenished in Orc Experience Value: 4
infested strongholds.
Dexterity 3d, Strength 4d, Persona 2d, Intellect 3d,
Hit Points: 36
Aptitude: 4d
Initiative: 3d
Move: 7
Equipment: Armor (+12 Vitality), Long Sword (Str+18/
Vitality: 3d
x2d), Broad Axe (Str+36/x2)
Cinema Points: 2
Experience Value: 2
Shamans
Dexterity 3d, Strength 3d, Persona 2d, Intellect 2d,
Aptitude 4d
Shock Troopers
Hit Points: 36
Initiative: 2d
Move: 6
Vitality: 3d
Cinema Points: 5
Experience Value: 4
Sentinels
Sentinels are animated Skeletons who are placed in a
strategic position and whos sole purpose is to guard either
a location or items of magical importance. While only a
select few Wizards understand the procedure of how to
create Sentinels, the practice itself isnt sanctioned by the
Order of Wizardry, most consider the practice cruel and
evil. Sentinels can be created from any of the major races.
It is preferred that the victim is still alive was the curse is
performed.
Hit Points: 34
Initiative: 2d
Move: 6
Vitality: 3d
Cinema Points: 2
Experience Value: 2
Dexterity 4d, Strength 3d, Persona 3d, Intellect 2d,
Aptitude 3d
Attacks:
(Primary) Bolt Rifle (Damage: 1d+21/+18/+15,
Range: 25/50/100 Ammo Cartridge: 5 Conceal: Hard)
(Secondary) Dagger (STR+12/x2,)
Features
Activation, A powerful curse Wizards that can place
on both Humanoids and Creatures. Even a creature,
long forgotten will still conduct their former Masters
bidding. They will remain dormant for long periods of
time, until careless adventurers who stumble into the trap
reactivate them. In order to spot a Sentinel, players need
to successfully Search, DR Moderate. If successful, the
Sentinel is spotted by the player. Once the player gets
within 15 squares of the Sentinel, it will reanimate and
attack the players.
Arrow of Corruption, The Sentinel can imbue a bolt
126
Shangilar
Slane Worms
A Shangilar is a unique and ferocious creature that
lives only on the island of Anathema. Few warriors
face a Shangilar and survive to tell of it. The
Shangilar employs an active camouflage, strategic
distractions, and hunts by scent, motion, vision, and
sound. Only a single Shangilar fell in defeat, bested
by a renowned Wyvine warrior who went on to great
accomplishments. Descriptions of Shangilars come
in a variety of conditions, in most depictions they
are a blurry image. The remains of the only defeated
Shangilar lie in the Hall of Memories, where intense
studies of it occurred before it fully decomposed. Its
skeleton is still there on display to commemorate the
accomplishments and successes of the Wyvine people
as warriors.
Hit Points: 80
Initiative: 6d
Move 8 (Charge 20)
Vitality: 5d (+36 Armor)
Cinema Points: 25
Hit Points: 60
Initiative: 3d
Move: 3
Vitality: 4d
Cinema Points: 5
Experience Value: 4
Dexterity 3d, Strength 4d, Persona 1d, Intellect 4d,
Aptitude 1d
Features
Intoxication, through special smells, the Spindler lures in
prey to where it wants them, Sneak +5d
Breath Weapon: Slane Worms have the ability to cough Petrifix, with a potent toxin, the Spindler paralyzes a
up either Fire or in some isolated cases, an Acidic Spray, victim to allow it to slowly move to them before eating,
Ranged to hit, Range: 15/15/30, Damage: 1d+24/21/18) Brawl to hit, on a successful hit, a target with a successful
Stamina, DR Difficult, is able to resist the fast moving
toxin and escape the Spindler
Spindlers
Hit Points: 60
Initiative: 4d
Move: -- (Swim: 20)
Vitality: 4d (+24 Armor)
Cinema Points: 3
Experience Value: 1
Dexterity 4d, Strength 4d, Persona 1d, Intellect 1d,
Aptitude 1d
Features
Despite their avoidance of regular soldiers for direct
Mutilation, a biting attack that leaves behind teeth in a
combat, Sycoveen serve as vicious and sometimes deadly
victim, Brawl +3d, Damage: Strength +42
combatants. Most Sycoveen train in various weapons
and many are excellent at using magic foci weapons.
Sycoveen
Sycoveen often employ advanced tactics when forced into
direct combat, or when ordered, employing tactics like
Sycoveen are minions of the Fiends, a race of creatures
overwhelming numbers, flanking, and ambushes.
whose live to serve the dark goals of the Fiend Lords.
Most Sycoveen live in the darkest corners of Azamar, Hit Points: 36
preferring remote caverns or unused portions of the Initiative: 3d
Inferium. Sycoveen hunt and kill Immyr, Orcs, and Move: 6
Shrave, specifically considering them impediments to the Vitality 3d (+6 Armor)
goals of the Fiend Lords. Sycoveen innately use Magic, Cinema Points: 5
borne from a corruption ritual which twists the children Experience Value: 2
of Azamar into their own young. For this reason, they
Dexterity 3d, Strength 3d, Persona 3d, Intellect 3d,
must steal the infants of the people of Azamar, and so
Aptitude 3d
their regular contact occurs normally in remote regions
where their presence either goes unnoticed or they can Features
avoid major military patrols.
Signal, Sycoveens can raise an alarm when surprised
129
Therian
Features
Shapeshift, a Therian may shapeshift into any of the last
five (5) things it touched, from a bucket to a creature,
and takes on all the physical properties of that object. If
the object does not have eyes, then the Therian cannot
see, etc., the Therians Attributes and Hit Points adjust
to match those of the creature or object it is mimicking,
Duration: Until changed again, Activation: 1 Round.
Troll
Hit Points: 36
Initiative: 5d
Move: 10
Vitality: 3d
Cinema Points: 3
Experience Value: 5
Uumul
Weth
Accustomed to high humidity and jungle Long used as the flying steed of the Wyvine, the
environments, Uumuls make homes in the treetops Weth are a vicious creature originally introduced to
131
Wind Stalkers
The largest creature to share the skies in Azamar with
the Dragons is a Wind Stalker. These exotic and
magical beasts have unknown origins. They follow
the winds in the sky, and while they can fly without
the wind, they appear to prefer it. Wind Stalkers are
massive creatures, capable of moving in and out of
water and the skies above with ease. To Humanoids,
Wind Stalkers are passive creatures who tend to
avoid most civilizations and populated areas. While
extremely rare, many accounts of Wind Stalkers take
place on the high seas between the continents and
realms of Azamar.
Zull
The largest known land creature in the world, myths
surround these inconceivably mammoth beings since the
earliest written records. They are slow moving and prefer
the warm sand dunes of the Wyvine Proving Grounds, so
they rarely venture elsewhere. They bare thick, rock like
armor that grows in jagged and crystalline sheets. Some
scholars speculate that Zulls are the source of the Zurn
stone prevalent throughout the world of Azamar, as the
Zull scales strongly resemble the Zurn stone.
Aside from their fantastic size, the Zulls are relatively
serene creatures unless disturbed. They have no known
predators, and no records exist of anyone ever killing a
Zull. The only creature on record larger than a Zull is the
Kraken, itself a legend.
133
Zurn Warbler
135
Fiends
Only through the greatest of sacrifice shall we know true
victory against the Fiends.
- Quirren Slace, Wyvine, Hall of Memories, Military and
Tactical Docent, Former Wyvine General
Cinema Points: 5
Experience Value: 6
Dexterity: 2d, Brawl: 4d, Dodge: 2d,
Throw: 1d
Intellect: 1d
Strength: 6d, Grapple: 4d
Aptitude: 1d
Persona: 1d
Features
Squeeze, Grapple, DR
beat opponents Grapple by
6, deal Strength+4d Damage
to opponent, the Agmai can
employ its massive size to
squeeze and opponent to
death while Grappling,
Duration: Immediate.
Excrete Acid Bile, Throw to
Hit, Range: 3/6/9, Damage:
7d/6d/5d,
deals
same
damage for the Duration, the
Agmai vomits a massive wave
of Bile at opponents in hopes
of digesting them to make
eating them easier, Duration: 1d rounds.
Fiend Lords
Fiend Lords come in many forms, possessing the ability
Rakshai
to shapeshift into any form they please. They surround
themselves with Fiend servants to carry out such bidding The Rakshai are concise, meticulous, and paranoid
as they so desire.
Fiends, whose physical form is that of a large cat-
Agmai
Features
Scent trace, +3d Search, the Rakshai uses a keen sense of
smell to locate a target, Duration: Immediate.
Cats Eye, same as the Treuoall Character Feature,
Duration: Immediate.
Concealment, +2d Sneak, the Rakshai uses a supernatural
cloak to hide itself in plain sight, Duration: 1d rounds.
Revenants
Hit Points: 48
Initiative: 4d
Move: 5
Cinema Points: 5
Experience Value: 8
Dexterity: 4d, Archery: 5d, Brawl: 2d, Dodge: 3d, Melee:
5d, Throw: 5d
The Revenants are patient, fierce, and considered the
strongest and most violent of the Fiends. These beings
Intellect: 3d, Search: 4d, Survival: 2d, Tactics: 2d
take on whatever form they choose in Azamar, extremely
Strength: 2d, Grapple: 1d
intelligent and highly cunning, Revenants hold a
reputation for deceiving those around them for years.
Aptitude: 2d
Persona: 2d, Intimidation: 4d, Willpower: 3d
137
Saturians
138
Syetans
The Syetans have a specific physical form in Azamar, always
being half the height of Humans, with heads donned by
horns, long white teeth, huge nails on the fingers, and
huge powerful legs whose feet are hooves. Their skin is
often deep ash in color, and they move in numbers, never
coming through the Fabric without a squad of brethren
to aid them.
Features
Observant, Search, DR Difficult, if successful, the Syetan
gains +2d Archery to hit a target if detected, Duration:
Immediate.
Lure, Artisan, DR Moderate, if successful travelers will
hear a distant flute playing and follow it to the Syetan,
the music can be heard up to a one thousand (1,000) unit
distance, Duration: 1d days.
Statuette, the Syetan can change their form from flesh to
Stone and vice versa as desired, they remain aware while
in a Statuette-stone form, Duration: Immediate.
Hit Points: 24
Initiative: 2d
Move: 5
Cinema Points: 2
Experience Value: 3
Dexterity: 3d, Archery: 4d, Dodge: 2d, Melee: 1d
Intellect: 2d, Search: 3d, Tactics: 4d
Strength: 2d
Aptitude: 1d
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Persona: 1d
Xur
The Xur are massive creatures, good at destroying and
devouring everything around them, they use a number
of tentacles, arms, and legs, of various shapes and sizes
to both move and grab things to put into the massive
mouth on the top of its body. Considered mindless,
though appearing to respond to the commands of
other Fiends, the Xur are almost perfect soldiers
Features
Slog, on a successful Grapple, the Xur may automatically
attempt to grab a target and throw it into its mouth,
Mouth: Strength+2d Damage, Duration: Immediate.
Groan, anyone within a twenty (20) unit distance of the
Xur must succeed, Willpower, DR Moderate, or stand
stunned for the Duration, the Xur emits low rumbling
tones, which stun nearby enemies, Duration: 1d rounds.
Husk, Vitality +12, the Xur quickly retracts its body into
a massive shell-like husk, protecting itself from attack,
Duration: Immediate.
Bombard, Throw to Hit, Range: 3/6/12, Damage:
Strength+4d/3d/2d, the Xur ejects a barrage of quills at
an enemy.
141
Combat
Combat uses specific rules to provide order and encourage
action-packed and cinematic experiences. The dice rolling
involved with Combat is described in this section and
outlines many options available for combat. The Combat
section includes examples that draw upon cinematic
scenes to help with visualization of the rules.
Combat is when at least one Character wants to attack at
least one other Character. Combat runs under the basic
premise of a Round, which loosely represents about six (6)
seconds of time. Combat normally uses a square grid to
maintain a sense of scale and allow players to apply tactics.
An integral part of Combat game play is in understanding
that combat rolls are primarily Opposed Rolls.
Initiative
Initiative is a tool for determining which Characters act
more quickly in a Combat Round. There are two basic
methods in determining Initiative. The first method
is using Group Initiative, the Player with the highest
Initiative rolls for the group of Characters, and the GM
uses the highest Initiative of the Extras opposing the
Characters. The second method is having each individual Initiative Leveraging
Character roll Initiative independently, and sequence
through the rolls in order of each Initiative roll, highest Initiative advantage leveraged against an opposing
to lowest. The first method tends to be faster, the second Initiative in a successive round reduces rolling. If a GM
or group of Players wins an Initiative roll, they may opt
method tends to be more comprehensive.
to leverage their last Initiative roll and not roll in the new
How it works:
round, keeping their last Initiative. Only the winner of
1. The Character with the highest Initiative in each an Initiative may leverage the roll to the next Round.
opposing group rolls and adds them up like any other.
How it works:
The highest number wins the Initiative.
A group of Players face Combat with a group of enemies
2. The group whose side won Initiative declares and takes and the GM, Fred, asks them to roll Group Initiative.
actions first, with the choice to use or hold the actions Kyle rolls Initiative for his group of Player Characters,
including Alicia and Terry, as Kyle has the highest Initiative
individually.
among the; a 3d. Fred rolls 2d for the enemy party. Kyles
3. The group whose side lost Initiative now declares and Initiative roll totals fifteen (15) and Freds Initiative roll
totals seven (7). All the Characters take their actions and
takes their action.
get to the next Combat Round. Fred asks them to roll
4. The individuals who chose to hold their actions now Group Initiative again, and Kyle asks to leverage their last
Initiative roll total against the new Initiative and Fred
take their turn.
concedes. This time Kyle does not roll, but Fred does.
Freds new Initiative roll total is a nine (9), and Kyles last
Initiative roll automatically wins the Initiative.
142
Taking Action
or better; a Melee Weapon does an additional amount a Character can counter with Dodge, Grapple, or Melee,
of Sneak Damage based upon a melee weapons Sneak (if already holding a Melee weapon).
multiplier. This multiplier is in the weapon chart for
Weapon Grapples
melee weapons; typically x2 or x3. A Sneak multiplier
does not affect ranged weapons; as ranged weapon When Grappling, to gain control over a weapon, the
damage is gauged on distance and that ranged weapons highest roll causes a Reversal and keeps the weapon.
are typically more lethal at close range. The difficulty of While Grappling, to gain control over a weapon, if
Sneaking depends on environment, lighting conditions, either roll exceeds another by twelve (12+), a Reversal
and actions taken.
and Execution may occur on the loser of the roll.
To counter a Sneak roll, roll a higher Search roll. A tie Prone and Stunned Enemies
means the Sneak fails.
Enemies who are prone (unable to move), unconscious,
or stunned, may not Dodge an attack. If an attack is DR
Executions
Very Difficult or higher, the enemy is Executed.
While Sneaking
Damage & Healing
When Sneaking and attacking roll to hit a target. If the
roll result is DR Very Difficult or better, an Execution There is always the threat of injury, pain, and the
occurs. No Dodge roll occurs, as this is a Sneak attack.
inevitability of death looming in Azamar. These threats
come in many forms and eventually your Character will
During normal combat
take damage as a result. There are a few ways to heal
If an attacker makes a non-ranged attack roll and an injury in Azamar. Healing is dependent primarily
exceeds the defending roll by eighteen (18+), the attack on the availability of medical treatment. Characters are
automatically causes an Execution. During any attack, still fragile creatures and die quickly from even minor
injuries if untreated.
When taking damage, a Character suffers mental
and physical pain and injury, represented by losing
Hit Points. Whenever taking damage a player rolls
to Absorb damage by rolling Vitality and any
additional protection provided by Armor or other
Character Features.
Damage through Combat usually occurs by a weapon.
Falling Damage follows a basic rule of falling five (5)
units deals a base Damage: 1d+5, adding five (Damage:
+5) for each additional five (5) units fallen.
Drowning or suffocation damage occurs after a failed
Stamina roll, with the difficulty determined by the
amount of time under water or otherwise asphyxiated,
dealing a base Damage: 1d+24 per Round, (or roughly
every six (6) seconds).
Fire Damage deals a base Damage: 1d+14 the first Round,
adding seven (Damage: +7) each following round until
dead or extinguished.
Natural healing
144
Magical Healing
Very Difficult
Heroic
Epic
Scale
Scale
Small
Character
Large
Very Large
Dragon
Damage +8
Dexterity +8
Dexterity +12
Dexterity +18
Dexterity +21
Modifier for
Challenger
Dexterity +8
Damage +8
Damage +12
Damage +18
Damage +21
Difficulty
Easy
Moderate
Difficult
Result
+3 Hit Points
+6 Hit Points, Cure Disease
1d+6 Hit Points, Remove Poison
and Plague
Example Spells
Light orLevitateSmall
Object
Create Fire or Water
Elemental Attack
Teleport (sight distance)
Teleport (anywhere)
Resurrection
DR
Easy
Moderate
Difficult
Very Difficult
Heroic
Epic
How It Works
Dave wants his character, Remmy, to cast a spell and
declares this, spending a Cinema Point. Dave explains
145
Props
Money
The people of Azamar use three major forms of currency,
Commons, Jems, and Zurns. All
Baggage
Backpack, Hemp, Cost: 20c
Backpack, Leather, Cost: 30c
Chest, Enfri Walking, Cost: 500c
An Enfri Walking Chest is a miracle of modern
technological innovation. Created by the Enfri, the only
magical component behind the Walking Chest is the
power source, which causes the chest to follow the holder
of a specifically tuned crystal on its four rugged legs. The
four legs of the walking chest can also neatly fold into the
body of the chest making it compact and easy to store
when not in use.
Chest, Large Cost: 100c
Travel Provisions
Liquid Containers
Bottle, Wine 6c
Climbing
Rope, Hemp, per fifty (50) Unit, Cost: 50c
Rope, Enfri, per fifty (50) Unit, Cost: 125c
Rope, Magic, per fifty (50) Unit, Cost: 300c
Enfri Harness, Cost: 35c
Climbing Claw, Cost: 15c
Enfri Carabiner, Cost: 5c
Crampons, Cost: 30c
Portable Lighting
Candle, Cost: 2c
Enfri Carbide, Cost: 9c
Enfri Carbide Head Lamp, Cost: 20c
Enfri Carbide Torch, Cost: 100c
Sundries
Soup, Cost: 1c
Foods
Bread, Cost: 1c
Liquids
Butter, Cost: 2c
Cheese, Cost: 2c
Eggs, Cost: 1c
Honey, Cost: 5c
Cream, Cost: 2c
Meat, Cost: 5c
Milk, Cost: 2c
148
Apparel
Belt, Cost: 3c
Boots, Cost: 20c
Clothes, Arid, Cost: 29c
Arms
Melee
Ranged
Throwing Dagger, Range: 2/4/8, Damage:
Strength+6/3/1, Cost: 30c
149
Magical Foci
Magical Foci provide a little help in focusing Magic,
making it easier to access the channels between Azamar
and the Blur. Most Magic Foci are assigned, though
sometimes wizards make a business of fashioning and
selling them. Typically, the cost of Magic Foci are cheap
when compared with most other weaponry, since only a
very select group can use them.
When using a Magic Focus, a wizard simply activates a
simply burst of magical energy through sheer will. By
rolling Willpower, the Magic Focus fires this burst at a
target. Without a Magic Focus, a wizard must spend a
Cinema Point to fire a magical burst attack at a target,
which has Range: 3/6/9, Damage: Willpower.
There are four basic types of Magic Foci, Amulets, Rings,
Wands, and Staffs. Amulets and Rings are considered
portable and very concealable, but they do not pack as
much of a punch. Wands are the standard Magic Focus,
while Staffs are used for those wizards looking for all out
150
combat.
Makes
Common Metals, Range: 5/7/10, Damage:
Willpower +3/2/1, Cost: 100c
Eludanium, Range: 6/9/12 , Damage: Willpower
+4/2/1, Cost: 200c
Ithurine, Range: 7/10/15, Damage: Willpower
+5/3/1, Cost: 300c
Dragons Bone, Range: 10/15/20, Damage:
Willpower +9/6/3 , Cost: 500c
Azurite, Range 12/16/22, Damage: Willpower
+12/9/6 , Cost: 600c
Chimeranite, Range: 15/20/30, Damage:
Willpower +9/6/3, Cost: 700c
Zurn, Range: 15/20/30, Damage: Willpower
+12/9/6, Cost: 800c
Staffs
Staffs are the most powerful of conduits, which also easily
duel as weapons, though they tend to mark a Magic user
as such. Staffs being large and difficult to construct, rarely
are made of anything other than large pieces of wood,
though those few made of rarer materials exert much
greater capabilities.
Rings
Rings are the easiest to conceal, tiny, and typically great
because you can have more than one at once, just in case.
They are far more limited than wands in their ability,
however.
Makes
Common Metal, Range: 3/6/9, Damage:
Willpower +4/3/2, Cost: 50c
Eludanium, Range: 5/7/10, Damage: Willpower
+5/4/3, Cost: 100c
Ithurine, Range: 6/9/12, Damage: Willpower
+9/6/3, Cost: 200c
Helms
Boots
Leather, Vitality +1, Cost: 25c
Studded, Vitality +2, Cost: 40c
Iron, Vitality +3, Cost: 60c
Steel, Vitality +4, Cost: 150c
Shields
Buckler, Wooden, Vitality +1, Cost: 40c
Buckler, Steel, Vitality +2, Cost: 70c
Buckler, Ithurine, Vitality +4, Cost: 200c
Heater, Wooden, Vitality +2, Cost: 70c
Heater, Steel, Vitality +3, Cost: 150c
Heater, Ithurine, Vitality +6, Cost: 400c
152
florA
Robes
Common, Vitality +1, Cost: 10c
Illusionists Cloak, Vitality +2, Sneak +6, Cost: 35c
Studded, Vitality +4, Cost: 40c
Woven Ithurine, Vitality +8, Cost: 600c
Magic, Vitality +10, Cost: 900c
Mails
153
154
Danger aside, many still make the journey to gather the Galleons are massive ships that ride on the wind designed
for steady travel with large cargos and crew, capable of
super light wood for the many purposes it provides.
carrying two hundred passengers and operate with at least
Cost: 15c
fifty crew or more.
Thurm is an exotic and difficult plant to grow, but highly
Galleon, Cost: 100000c
coveted for its healing abilities. Thurm produces a small
amount of fluid per four to five plants, about a vials Frigates are dedicated war ships that ride on the wind and
amount, that will cure any known disease or affliction, also use large oars for steady or fast travel, with moderate
including magically produced diseases. It is a native plant cargos and crew, capable of carrying thirty passengers and
to the Olm Jungle, and the difficulty in acquiring Thurm operate under at least twenty to thirty crew, at most.
is very high as it is deep in unexplored areas within.
Frigate, Cost: 150000c
Thurm, eaten: Heal 50 Hit Points instantly, Cost: 300c
Vehicles
Air
Zintar
Hit Points: 80
Initiative: 5d
Move: 8
Vitality: 5d
Cinema Points: 12
156
Experience Value: 15
Dexterity: 3d Athletics, 6d, Brawl 6d, Dodge 6d, Melee
6d, Ranged 6d, Riding 6d, Sneak 6d, Throw 6d
Persona: 3d Command 6d, Intimidation 6d, Languages
6d, Persuasion 6d, Willpower 6d
Intellect: 2d Academics 6d, Cultures 6d, Healing 4d,
Politics 6d, Search 4d, Survival 5d, Tactics 6d
Strength: 5d Climb 6d, Jump 6d, Lift 6d, Grapple 6d,
Push-Pull 6d, Stamina 6d, Swim 6d
157
Weapons:
While the fragile treaties among the major races continue Abilities: Auroran (7-Creation Only), Empath (10), Quick
158
BOWENS AGENTS
Vraacch always makes his best effort to keep his body in The Witch
its optimal shape. Most are quick to notice his chiseled
She does her best to hide her true heritage being a Treuoall
features, his neatly kept appearance and finally his noand does not wish to draw attention to herself. She stands
nonsense approach to just about anything. Most say after
at 5 4 tall with a medium build, she prefers to dress
encountering him for the first time that the man is devoid
in a variety of grays and keeps a dark green cloth tied
of humor. Vraacch has an olive toned skin complexion,
159
around her head to hide her ears. Her white hair is long,
straight and her eye color is a shocking silver, which gives
off a creepy impression to those who encounter her for
the first time. What most beings fail to realize is that
the Witch is actually much younger than she lets on due
to her ability to disguise herself. She hardly ever speaks
to anyone, this only enhances her mysterious presence.
However, those fluent in secret languages may have a
chance at communicating with her.
Character Features
Divawd Edgot
but also to activate and use it. The Wyvine unlives on curse and is considered Undead. The Undead cannot die
to this day, having committed many great feats of valor, unless the brain is destroyed.
seeking to redeem the wrongs that he carried out on behalf
(Undead Characters are no longer under the Players
of the foul Necromancer.
control once the curse or infection completes, there are
Centuries later, the Wyvine teaches the use of the Lance to no known natural cures. (Magic may cure the Undead
other Wyvine and serves to protect the Hall of Memories, on a series of complex Healing checks, DR Heroic, GMs
where he resides today, looking for knowledge of how to Discretion)
end his curse.The council named him the Guardian of
Olm several decades ago, a title bestowed on only one
other at the Great War. It is through his service to the
people of Azamar that he truly seeks forgiveness for acts
long forgotten by all, but him.
Character Type: War Scholar
Species: Undead-Wyvine, Male
Hit Points: 80
Initiative: 3d
Move: 7
Vitality: 4d
Cinema Points: 7
Experience Value: 5
Dexterity: 3d Athletics 3d, Brawl 5d, Dodge 5d, Melee
6d, Ranged 3d, Riding 3d, Sneak 3d, Throw 2d.
Persona: 3d Command 4d, Deception 3d, Empathy 3d,
Intimidation 3d, Languages 4d, Willpower 5d.
Intellect: 3d Medicine 2d, Search 4d, Survival 4d,
Tactics 3d.
Strength: 4d Climb 2d, Jump 2d, Grapple 4d, Push-Pull
3d, Stamina 4d.
Aptitude: 2d First Aid 2d, Piloting 2d, Security 5d.
Equipment:
Wyvine Lance (Damage: Str+48/x2, Thrown Range and
Damage, Range: 5/10/20 Damage: 1d+24/21/18), Short
Sword (Damage: Str+15/x2), Throwing Dagger (Range:
2/4/8, Damage: Str+6/3/1), Studded Field Armor
(Vitality+16), key to the Hall of Memories.
Character Features
Abilities: Fame (5), Lance Inept (5), Lance Reaper (10),
Lance Prime (20), Photographic Memory (5-Creation
Only).
Undead: Divawd has been placed under a powerful, evil
161
162
Episode One
The characters are assigned by Vraacch to travel
to the last known whereabouts of a party of three
adventurers that have failed to check in. Last known
contact was in the city of Krane where an Agent
assigned them to travel to Azamar to undertake a
very important assignment. The characters are given
descriptions of the party and the proper equipment
and are asked by Vraacch to leave at the first sign of
daylight.
A Road To Adventure
Introduction
The characters, which have worked together on a previous
quest, have been hired by an Agent of Bowen to conduct
a search. A party consisting of three adventurers traveling
from Krane to Azamar failed to check in and have been
missing for two days now. The characters primary goal is
to investigate their last known location and to bring them
back to Azamar. Vraacch, leader of the agents contacted
the characters himself, which is rare for those who deal
with the agents.
Getting Started
This adventure is best suited for 3 to 5 players in
addition to the Game Master. It takes approximately five
hours of game play to run The Road To Azamar.
Helpful Hint: Game Masters, dont be afraid to give
your Player Characters a run for their Cinema Points!
If you have a group of five or more Players, change
the number of adversaries they have to face. Perhaps
in the Orcs camp there are two Shock Troopers? One
specializing in ranged combat as the other fights along
side the Soldiers in the Melee. Or you can always tweak
the stats, and make the Shaman even more deadly. Being
creative often leads to the most memorable encounters!
Episode Two
Three-quarters of the way to Krane have the
characters make a Search check, DR Moderate.
Those that pass will find a wicked-looking arrow
stuck deep in a tree. Upon further investigation,
signs of a struggle took place. This is the area, where
the party was camping, when they were suddenly
ambushed. One of the players catches the smells of
something cooking in the wind. If they choose to
locate the source of the smell, they will stumble into
an Orc camp.
Episode Three
There are five Orcs total, three warriors, one
Shocktrooper and one Shaman who appears to be
conducting some sort of ritual. The Shaman leads
the group while it is the Shocktroopers job to keep
the warriors in line. Then they will notice a survivor,
a female Treuoall who matches the description of
one of the missing party members. She is tied to a
tree being guarded by the Shocktrooper. Whatever
ritual the Shaman is preparing, it looks as if it will
be performed on the surviving Treuoall. Her fate
lies in the hands of your players!
of Azamar. The other party was on its way from Krane. came from a rather large custom-made crossbow. The
If none of the characters have been there, you the Game arrows themselves are covered with Orcish handwriting.
A Languages check, DR Easy will allow a character to
Master can bring up current events, for example:
decipher some of the writing.
Two weeks ago, the city was attacked by something in that
came from the Uncharted Territories. Thankfully it was never If the players pass another Search check, DR Moderate
able to make it past the Great Wall and the brave soldiers of they will notice the smell of something cooking in the
air. The source of the smell is located deeper into the
Krane were able to defeat it.
woods off the trail. If the characters are being cautious,
The missing party that the characters are searching for is
allow them a few moments to observe the Orcs camp.
made up of:
The Shaman is conducting a ritual and is cleansing
their captive, an unconscious Treuoall who fits Janrises
Kronk (Wyvine, Male Barbarian/Thug)
description. She is tied up against the tree while being
Janrise (Treuoall, Female Warrior/Smuggler)
guarded by the Shocktrooper. The three Orc Warriors
Myssa Levhrehl (Treuoall, Female Warrior/Bodyguard) are scattered throughout the camp. One sticks close to
the Shocktrooper while the other two guard the camps
After that incident at Krane, the party departed the city.
entrance close to the Shaman.
Three days later, Ajran, the Lord of Krane restricted travel
due to fears of any other creatures wandering the land JANRISE
around Krane. There have been reports by travelers of
Character Type: Smuggler
Orc sightings and one instance that involved a direct
Species: Treuoall, Female
confrontation, but the Orcs for the most part stay away
Hit Points: 24
from the city itself.
Initiative: 3d
The characters have that evening to gather their equipment Move: 5
before they are set to leave Azamar at first light. They are Vitality: 2d
provided with fast, healthy horses if they do not already Cinema Points: 5
Experience Value: 2
have horses of their own.
possession is a map of the land of Azamar that is almost Cinema Points: 1-3 (Varies)
Experience Value: 3
complete. She is very well traveled.
Owogs
Creature Type: Tracking Animals, Domesticated
Species: Owogs (Canines, native to the Inferium)
Hit Points: 30
Initiative: 3d
Move: 8
Vitality: 5d
by the Shaman. They give the Shocktrooper +1d to his Intellect: 2d Survival 1d.
Strength: 3d Lift 1d, Grapple 2d, Push-Pull 1d,
Ranged skill. Cost 1 Cinema Point to activate.
Stamina 2d.
Life expectancy for Orcs is rather low given the violent
Aptitude: 4d Armor Smithing 1d, Weapon
nature of their culture. Those Orcs that survive a number
Smithing 1d.
of successful campaigns go on to be trained as Shock
Persona: 2d Intimidation 1d, Willpower 1d.
Troopers by the Elders. These Orcs are rewarded with
better equipment and are often in charge of protecting
Equipment: Armor (+12 Vitality), Short Sword (Str+12/
the Shaman in major battles
x2), Dagger (Str+6/x2).
Shaman, Orcs
Warriors are the fodder of Orc culture. Expendable,
Hit Points: 36
these ranks are continually replenished in Orc infested
Initiative: 2d
strongholds.
Move: 6
Vitality: 3d
The Shocktrooper will use his ranged weapon to his
Cinema Points: 5
advantage. He will send his Warriors into melee range
Experience Value: 4 (Shaman)
while they engage the Players, he will attempt to pick them
off one by one with his Heavy Crossbow. The Shaman
Dexterity: 2d Brawl 2d, Dodge 2d, Melee 2d.
will use his spells to his full advantage and stay close to the
Intellect: 4d Creatures 4d, Culture 3d, Healing 6d,
captive. He suspects the players are out to rescue her.
Search 4d, Survival 4d.
Strength: 3d Stamina 3d.
Players will always be Players!
Aptitude: 4d Argot 1d, Engineering 3d, First Aid 4d,
Piloting 2d.
Keep in mind as you run this scenario it probably will not
Persona: 3d Command 4d, Intimidation 3d, Languages
go as you anticipated. One of your crafty players may
3d, Willpower 4d.
throw you a huge curve but do not panic, it may lead to
a more memorable encounter and unlock potential story
Spells: Shield (5), Heal (5), Stricken (10), Martyr (5).
arcs. Make sure, as a Game master you are flexible and if
your players come up with a really cool strategy, give them
Equipment: Misc Magical Trinkets, Magical Staff (usually
a chance to make it work. Remember, it is only a game!
imbued with 1 Magical Power), Ceremonial Dagger
(Str+12/x3).
Warriors, Orcs
Hit Points: 36
Initiative: 3d
Move: 7
Vitality: 3d
Cinema Points: 2
Experience Value: 2 (Warriors)
GLOSSARY
Adrya - An ancient word meaning great city
Amonde - World of the gods
Ampais - An ancient word meaning of the mountains
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OGL
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (Wizards). All Rights Reserved.
1. Definitions: (a)Contributors means the copyright and/or trademark owners who have contributed Open Game Content; (b)Derivative Material means copyrighted material including derivative works and translations
(including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or
adapted; (c) Distribute means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)Open Game Content means the game mechanic and includes the methods, procedures,
processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and
means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) Product Identity means product and product line names, logos and
identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts,
themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations,
environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the
Product Identity, and which specifically excludes the Open Game Content; (f) Trademark means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated
products contributed to the Open Game License by the Contributor (g) Use, Used or Using means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content.
(h) You or Your means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open
Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using
this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game
Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the
rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and
You must add the title, the copyright date, and the copyright holders name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that
Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another,
independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The
owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally
distributed under any version of this License.
10. Copy of this License: You must include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You
may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination
of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Azamar (the Role Playing Game) Players Guide and Role Playing Game Core Rules, Copyright 2011, Wicked North Games, L.L.C.
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Cinema6 RPG Framework, Copyright 2011, Wicked North Games, L.L.C.
West End Games, WEG, and D6 System are trademarks and properties of Purgatory Publishing Inc.
Cinema6 RPG Framework, d6 Unleashed, WNG, and Azamar are trademarks and properties of Wicked North Games L.L.C.
PRODUCT IDENTIFICATION:
Product Identity: The D6 System; the D6 trademark, the D6 and related logos; and OpenD6 and any derivative trademarks hold designation as Product Identity (PI) and are properties of Purgatory Publishing Inc. Azamar
the Role Playing Game, and derivative characters and character names: (Lord Bowen, Divawd Edgot, Vraacch, Zamaranth, and Zintar), and world character races: (BuCol, Enfri, Immyr, Shrave, Treuoall, Urbane, and
Wyvine); the Cinema6 RPG Framework, the c6 trademark, the c6 and related logos; d6 Unleashed and any derivative trademarks; and all cover and interior art and trade dress hold designation as Product Identity (PI) and
are properties of Wicked North Games L.L.C. Use of this PI is subject to the terms set forth in the D6 System/OpenD6 System Trademark License (D6STL).
Open Game Content: All game mechanics and materials not covered under Product Identity (PI) above.