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Joseph Conaway (order #4798807)

AZAMAR THE ROLE PLAYING GAME


CRE DITS
Wicked North Games Acknowledgements: Wayne Alderman, Brian Allen, Alisun Armstrong, Eric Brooks, John
Carioto, Lisa Ertle, Julien Fraud, Brian Fitzpatrick, Mark Gedak, Benjamin Gerber, Alan Gunhouse, Ben Hall,
VaNiesha Honani, Stephen A. Jarjoura, Martin Krebs, Marcos La Ferriere, Paige McKee, Joseph Mizerek, Marc
Myslivy, Barb OConnell, Sarah Smith, Aaron Wong, Travis A. Wooten.
Producers: Adrith Bicchieri, Joseph Bicchieri, Raymond Biondi, Garrett Ertle, Lara Keenan, Victor J. Pisinski, Andrew
J. Rash, Jim Reader, Aaron Spiller, ?Stan.
Created By Brett M. Pisinski
Written by Brett M. Pisinski & J. Elliot Streeter
Edited by Brett M. Pisinski, J. Elliot Streeter & Jenifer Dexter
Graphic Design & Layout by Brett M. Pisinski, J. Elliot Streeter & Rich Woodall
Art Director: Rich Woodall
Azamar Cover Layout & Design: Rich Woodall
Azamar Cover Art: Tyler Walpole
Interior Artwork by Alexander Gustafson, Jared Tuveson, Joshua Andrew Belanger, Khairul Hisham, Nikki OShea,
Rich Woodall & Shane Tyree
Azamar Cartography: Herwin Wielink, & Joshua Bennett.
Interior Border Artist: Nikki OShea
Primary Game Testing by Brett M. Pisinski, J. Elliot Streeter, Jamey Barone, Jared King, Nikki OShea, Raymond
Biondi, Richard Bean & J. Majik
Preface:The AZAMAR setting is a developing universe created by Wicked North Games, L.L.C. for the Cinema6 RPG
Framework. The ideas, characters and backgrounds contained within this document were developed and play tested.
If you feel we should go ahead and make any modifications or changes, please go ahead and let us know! Thank you
for taking the time to review this product, we hope you enjoy it and if you have any feedback you would like to leave
us, we would be happy to hear from you.
Contact us at http://aboutus.cinema6games.com

- Wicked North Games, L.L.C. 2011


2009-2011, Azamar, the Cinema6 Role Playing Game
Framework, c6, Cinema6 Games, and d6Unleashed, Wicked
North Games, L.L.C., All Rights Reserved.
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Joseph Conaway (order #4798807)

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.

Joseph Conaway (order #4798807)

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

THE GAME ...........................................................13


The Basics................................................................13
Game Play................................................................13
Difficulty Ratings.....................................................14
The Wild Die...........................................................14
Cinema Points..........................................................14
Earning Cinema Points............................................14
Spending Cinema Points..........................................15

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

ABOUT ATTRIBUTES . ....................................... 15


The Five Attributes................................................... 15
Dexterity Skills......................................................... 15
About Skills . ........................................................... 16
Skill Specializations.................................................. 16
Dexterity Skill Specializations................................... 16
Strength Skills Specializations................................... 17
Persona Skills Specializations.................................... 17
Intellect Skills Specializations................................... 18
Aptitude Skills Specializations.................................. 18
Dexterity Skill Definitions ...................................... 19
Strength Skill Definitions......................................... 19
Persona Skill Definitions ......................................... 21
Intellect Skill Definitions ........................................ 21
Aptitude Skill Definitions ....................................... 22

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

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The Olm Jungle....................................................... 109


Bay of the Kraken.................................................... 109
Black Lake............................................................... 110
Inerth...................................................................... 110
Dragon Home......................................................... 110
Adrya Ampais.......................................................... 111
The Northern Ocean............................................... 112
Sea of Olm.............................................................. 113
The Southern Ocean............................................... 113
Sea of Abalos........................................................... 113
Evercrow Ocean...................................................... 113
Sea of Obsalos......................................................... 114
Sea of Caverns......................................................... 114
Hoarfrost Strait....................................................... 114

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
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Joseph Conaway (order #4798807)

FIENDS................................................................. 136
Agmai..................................................................... 136
Rakshai................................................................... 136
Revenants................................................................ 137
Saturians................................................................. 138
Syetans.................................................................... 139
Xur.......................................................................... 140

GAME MASTER CHARACTERS....................... 155


Zintar..................................................................... 156
Zamaranth............................................................. 157
Lord Nickolas Bowen............................................. 158
Bowens Agents . .................................................... 159
Vraacch.................................................................. 159
The Witch.............................................................. 159
Divawd Edgot........................................................ 160

THE ROAD TO AZAMAR................................... 163
Introduction............................................................ 163
Quick Start Outline................................................ 163
Episode One: Audience With Vraacch..................... 163
Episode Two: The Investigation Begins.................... 164
Episode Three: Rescuing The Captive...................... 165
After The Battle....................................................... 166
Potential Story Arcs................................................. 166
Let Your Imagination Go Wild!............................... 167

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

BLANK CHARACTER SHEET . ......................... 190


D6 OGL LICENSE .............................................. 191
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Joseph Conaway (order #4798807)

Joseph Conaway (order #4798807)

Joseph Conaway (order #4798807)

positions, the field explodes before them.

Introduction

Waves of heat throw the three companions onto their


backs with tremendous force. Only Beren recovers
quickly, crouching and posed to strike with his Wyvine
Lance, a double-ended Trident. His eyes, piercing the
smoke and dust, look for anything, something.

The sting of defeat is never easy to swallow as it weighs


heavy on the pride. Such is the fate of the once noble race
of Treuoall who are now despised by the others. I watch, as
I pray that one day a Champion will rise and unite their
clans into one. Then, only then, will Azamar be at peace,
and order will be restored to the Blur.

Ho there! A small man standing across the field yells,


waving an arm with an axe in his hand.

- Torrace Holn Enfri, Master Elemental

Beren cautiously stands; Mogi and Dav also stand up,


dusting off. Charred grass stains their faces, their ears
ringing from the blast. Across the field, the small man
approaches, hands still up in the air.

Are you joking?! Do those overgrown oafs even realize


theyre sitting on a wealth of precious information that
could help us all make Azamar a better place?

Immyr. Beren states. Mogi and Davs faces seem


assuming as the Immyr approaches. Immyr are shorter
stout people who live primarily in the great underground;
this Immyr is unusually tall.

- Vandar C. Scot, Human, Scholar/Historian (Reacting to


his denied entrance of the Hall of Memories)

Providence Beckons

Sorry about that. You stumbled onto my proving


grounds! The Immyr, still shouting even though close to
Beren, gestures back at the large field with a massive crater
in it, Guess I used too much?

A cool breeze brushed across the dew covered grass in


waves; the scent of it hit Dav and he squeezed his eyes
shut. Pulling on the reins to his horse with a left hand,
he put his right in the air as a fist. Dav held a moment,
his horse swaying gently on the old dirt road. Behind
him were Mogi and Beren, his friends and traveling
companions. They knew Dav well, stopping their
mounts at seeing his fist.

A pause of silence fills the air while Beren peers angrily


at the Immyr. Their eyes meet a moment later and the
Immyr apologizes more, realizing that Beren is a Wyvine;
worse, an angry Wyvine. Berens anger subsides as the
Immyr pulls some strong spirits out from his pack, and
offers it for peace. Beren silently accepts the small barrel
and puts it aside.

He brought his horse around to face his friends. Mogi


wore very loose clothes to conceal a small bow and quarrel
of arrows, as well as a sash to hide his pointed ears and
Treuoall tattoos. Beren was a warrior scholar, adorned
with practical armor and long white hair braided back,
traditional for Wyvine travelers.

What are you doing here, Immyr? Dav steps forward,


less forgiving, with a weapon drawn.
Garn.

Theres something wrong. Dav, an Asceromancer, a


wizard dedicated to the protection of the defenseless,
spoke softly on the wind, his blue-green robes whipping
a little in the zephyr. His voice seemed to carry only his
companions ears.

What? Dav replies.


My name is Garn. Garn establishes. He pulls corks
from his ears, now shouting only a little less. This brings
a smile to Mogis face.

They all dismounted and brought their horses back to


a small cluster of trees. After tying off the horses, each
walked back to the grassy field, the wind still whipping
against the ground.

Okay. What are you doing here, Garn? A little irritated,


Dav restates himself. Mogi walks around the field a little
to his left, looking carefully at the crater.
Im testing, Garn suspiciously eyes Mogi, my new
invention. It is a boom-barrel, it explodes when disturbed.
I made it a little too sensitivious, I guess, since the wind
set it off.

There was a faint smell of smoke and rot on the wind;


the three companions crouched as they entered the tall
grass. They hid, sensing danger nearby. Just as they took
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Joseph Conaway (order #4798807)

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

Joseph Conaway (order #4798807)

soundlessly and Garn catches it. Without warning, he


bursts forward shouting a war cry, rushing straight ahead
across the field and consequently, the crater he created
earlier.
Dav tries to stop him unsuccessfully, pulls back and moves
quietly towards Mogi who has not moved since earlier.
The stench of rot haunts the wind where Dav joins Mogi,
making them both cringe

It was also within the First Millennia when the Wyvine,


at the height of their power, chose to attack the kingdom
of Azamar with their naval fleet. The Order of Wizardry
easily repelled the invasion and orchestrated a treaty.
Accounts exist of the famous Wizard, Ofvgar, living
during this millennium. Ofvgar was integral in the
research directly connecting Dragons with the strength
of Magic across Azamar. No account exists of Ofvgars
death, but a legend discusses his disappearance through
the Fabric without return.

Come, my friend. Providence beckons, speaks Mogi to


Dav as they move together. As they move into the woods,
Second Millennia [Era of Peaceful Songs]
they go left along the grass line disappearing beneath the
The Second Millennia brought peace to the land of
forest canopy.
Azamar. Dragons roamed freely throughout the land,
and the Fabric held stable by the Order of Wizardry. All
people throughout Azamar saw prosperity as all disputes
Game Master Note
settled and alliances established under the continued
The records that exist within the Wyvines Hall of
arbitration of the Order of Wizardry. Within the many
Memories predate the commonly known and accepted
realms, the Order of Wizardry established Lyceums, to
history of the First Millennia, recorded by the Humans
both dispatch Wizards to oversee disputes, as well as
for quite some time. Not everyone has access to the
recruit new magic users from the far-reaching lands.
Hall of Memories; any Non-Wyvine visitors to the Hall
must first prove themselves worthy to the Wyvine cause By way of a Lyceum established in the Northern realm
of Evercrow, a promising young Treuoall enters service
before receiving access.
as a Wizard; his name is Zintar. Near the end of the
Players adventuring in Azamar will be set either in the
Second Millennia, this peace ends when Zintar emerges
fourth of fifth millennia depending on the nature of
as a powerful Defiler. His presence alone, tears the
your campaign. Lord Nikolas Bowen at the height of
very Fabric between Azamar and the Blur, allowing the
his power, ruled the Kingdom of Azamar late into the
Fiends to flood into Azamar. The Fiend invasion begins
fourth, and at the beginning of the fifth millennia. He
the Great War and ends the Second Millennia.
is the current King of Azamar.
Third Millennia
A Recorded History
The Order of Wizardry collapses into chaos, unprepared
as the dreaded Fiends rise up to hunt the Dragons
First Millennia
of Azamar. Under Zintars influence and power, the
Full-Blooded Humans once prevailed over much of the
Fiends spread rapidly throughout the world, forcing
world of Azamar. An order mostly comprised of Fullthe Dragons of Azamar to return to Dragon Home.
Blooded Human Monks, first began recording history
Through sheer force of magic and great numbers, the
within their monastery located southwest of Dorissit,
Dragons fend off the invading Fiends. Never again
along its rocky shoreline. Travelers adventuring between
do the Dragons trust the people of Azamar as they
Krane and Dorissit stopped at the monastery for shelter
once did, now betrayed by Zintar and the Fiends he
and the Monks recorded the travelers fantastic stories.
unleashed on the world.
While many territorial skirmishes occurred throughout
Azamar, most ended quickly through mediation by the The legendary Moonstaff, created for Zintar, near the
Order of Wizardry. A great deal of research occurred beginning of the Third Millennia by a Fiend Lord,
throughout this period on powerful Magic as the enables Zintar to unite the Fiends. Through this unified
earliest magic users explored the source and limitations army of Fiends and the power of the Moonstaff, further
of Magic.
damage to the Fabric becomes inevitable. The Fiends
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Joseph Conaway (order #4798807)

wage the deadliest war Azamar has ever seen.

Fifth Millennia [Return of the Dragons]

Many people across Azamar begin to fear that Zintar is


immortal and cannot die. However, during the Battle
of Evercrow, Zintar finally meets his defeat thanks to
the bravery of a young Wyvine warrior and the Alliances
formed across the world, involving the Enfri, Human,
Immyr, Shrave, Treuoall, and Wyvine nations. The
details of Zintars defeat remain obscured by historical
records. After the defeat of Zintar, the Fiends become
despondent and easier to banish back to Blur. The rest
of the Third Millennia traveling Wizards explore the
world repairing tears in the Fabric, imprisoning Zintars
disciples, and banishing loose Fiends.

As the Order of Wizardry heals the Fabric, they also


appeal to the Dragons who apprehensively return to
Azamar, helping magic to slowly regain its potency.
Lord Bowen tours the world hoping to ease tensions
while the remaining Orc militants continue to pose a
threat to established trade routes.
The Wyvine and the Immyr unite in an effort to wage
war against the remaining Orcs. The Enfri conscript
their nation to aid the Order of Wizardry. The Shrave
return to the surface, after Millennia away, to answer
the call to fulfill their obligations to the Wyvine.

During this turmoil and unrest, the once powerful and


proud Treuoall keep to themselves. Secret factions and
With the Great War ended and the surviving Fiends cults, still fanatically devoted to Zintars teachings, do
banished, the remnants of the Order of Wizardry not give up on their search and seek clues to resurrect
continues repair of the damage done to the Fabric. their fallen leader.
Amid mistrust and anger, the major races blame each
other for the Great War and the near extinction of the
The best lesson to learn is that the more we know, the more
Full-Blooded Human race. Orcs, sensing the weakness
we realize how little we do.
and conflict, take advantage of an opportunity to return
- Pull Vhangratin, Human, Head Master, Academy of
to the surface and begin a campaign across the surface
Science and Sorcery
of Azamar. The war with the Orcs is enough to fracture
the Order of Wizardry into factions, now each centered
on different methods of using magic.
Exploring Azamar
Fourth Millennia [Era of Infinite Sadness]

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
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drawing upon released Magical energies to fuel their own


spells.
The next closest, over-lapping world to Azamar is the Slip
Realm. The only known creatures natively living in the
Slip Realm are vile, winged beasts known as Gaunts. They
serve a greater master, known as the Ash Lord. Many old
religions in Azamar depict the Ash Lord as an underworld
God. Those few who are capable of stepping in and out
of the Slip Realm do so cautiously, as Gaunts are powerful
and unforgiving creatures not worth confronting.

play in the destiny of the world, but they feel powerless


beneath the looming threats of the war. The only true
hope lies with the Blur Touched, those who have realized
their potential through the Axiom.

tHe AxIom

Becoming a magic user involves a realization. The


realization is an understanding of the relationship
between Azamar and the Blur, and their relationship
with magic. This understanding known to magic users
and Supernatural beings is the Axiom. The old myths
A rarely visited world, Amonde, is a world essentially on
discuss the Axiom with reserved reverence, noting that
the opposite side of the Blur. Many people in Azamar
this unifying truth is both a great boon to the people of
believe Amonde is the world of the Gods, where they wait
Azamar, as well as a curse.
for those powerful enough to traverse the Blur to ascend
among them. Regardless of the myths surrounding
Amonde, no known Wizards returned from the Blur, so no
solid information exists of Amonde beyond speculation.
In Azamar, there are many divides to cross. Azamar is a
world separated by oceans and lands, rivers and mountains.
The people of Azamar live apart in fear of war; they live
apart because of race and station. The intricacies of living
in Azamar are delicate lines, and you may one day cross
those lines, perhaps all of those that divide. For the tyro
to the old hand of experience, Azamar offers natural
wonders and unspeakable horrors to explore, learn, and
overcome.
The remaining Humans inhabiting the main continent of
Azamar live in distinct groups known as the Urbane and
the BuCol. The Urbane believe they are more refined and
sophisticated than the BuCol, who live in the country in
smaller, closer-knit villages and townships. Neither the
Many seek to abuse the power that rises from knowledge of
Urbane nor the BuCol are Full-Blooded Humans, now
the Axiom for their own benefit and repress the people of
divergent bloodlines who dispute their purity.
Azamar. Conversely, others seek to ameliorate the lives of
There are also several monasteries scattered around the all those on Azamar. This divide and disagreement in the
world belonging to the Reticent Order of Ascetics, sworn way to use the Axiom long ago forced the earliest magic
to silence, they observe the world waiting and watching users into a war. From the Great War, came powerful
for the day when the Fiends return. No one understands magic now long since forgotten, though many seek to
why the Ascetics wait, but the belief is that they are the uncover those ancient secrets. This ancient knowledge,
army that will push the Fiends back across the Fabric called Anteprofidian, thought to represent the means to
should they ever again invade Azamar.
overcoming the opposing side.
Despite the convenience of the large cities in Azamar,
the Urbane are such sycophants that they believe they
deserve sparing should the Fiends ever invade the whole
of the world. The BuCol are less nave of the roles they

tHe neW WAr


While the tide of the Great War fell with a victorious
defeat over Zintar, his followers remained and dispersed.
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The followers of Zintar suffered punishment across the


breadth of Azamar. Persecuted and castigated anywhere
they traveled, labeled as Derisians; many were tattooed
and imprisoned. Over time, the prisons emptied and
decayed due to abandonment. Zintar and the Derisians,
eventually forgotten to time, as it became bad practice or
bad luck in decorum to speak of them. The many prisons
that housed these horrible offenders, left with little in the
way of upkeep, slowly crumbled. Of Zintars followers,
Zamaranth rose up from the ashes, swearing to avenge
Zintars legacy and return him to Azamar in mind and
body. For this, Zamaranth needed a plan.

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.

A player does not roll when doing an effortless task, such


Over the centuries, Zamaranth grew in power. She as walking down the road.
discovered the location of an Anteprofidian library,

and used every resource to gain access. Unable to open
Target Number
Difficulty
the library, in frustration, she exposed her presence to
Rating
a nearby Asceromancer Lyceum. A battle broke out,
marking the beginning of the new war between good and
Easy
6
evil across Azamar. Defeated in that battle, Zamaranth
Moderate
13
retreated and hid. Ashamed of this defeat, she swore
Difficult
21
vengeance, and started a conspiracy to return Zintar from
Very Difficult
31
his imprisonment. The difficulty in this task was not in
Heroic
46
releasing him. The difficulty lies in finding him. Zintars
prison, woven of Anteprofidian magic, moves and is
Epic
60
nearly impossible to locate. Zamaranth waits for her plan
to unfold. Across Azamar, the various nations wait, as
well. War threatening each day as news returns of the
Game Play
dark endeavors that unfold. Bracing at the brink of this
Great War, Azamar seems quieter now. As the divides Azamar uses game play that breaks up the role-playing
between race and station distort, the people of Azamar experience into Seasons, Episodes, Settings, Scenes, and
wait in the quiet before the storm.
Rounds. Seasons are a group of Episodes, or Sessions.
An Episode is a period where Players get together to
play Azamar, typically four or more hours. A Setting is
he ame
a specific environment or greater climate for a game; in
Rules only matter when there is a need to describe the order
this case, the setting is Azamar. Scenes are places where
of the world around us. Its the best way for us to converse
Characters are located currently within Azamar. A scene
with the other people of the world.
can involve watching other Characters in combat. If the
- Pull Vhangratin, Human, Head Master, Academy of
Characters enter Combat, they begin a Round, which is a
Science and Sorcery
measure of the sequences within a Combat Scene. Once
in a Round, Characters may only take a specific number
of actions due to the dangerous and extreme conditions
The Basics
inherent to combat.

T G

Azamar uses the Cinema6 RPG Framework, (c6), for


rules. C6 uses only standard, six-sided dice and a simple
set of rules for adding up the dice to determine success or
failure.
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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.

The Wild Die


An Optional Feature to c6 is the concept of the Wild
Die. Using a Wild Die provides the potential for Cinema
Point spending reduction during game play by creating
an avenue for re-rolling. Using a Wild Die in game play
dramatically changes the dice mechanic and game play
experience. When choosing not to use the Wild Die, the
GM should reward more Cinema Points during game
play. The concept of a Wild Die derives from the basic
principles of a Wild Card in a card game. Every time
a roll occurs, select one die different from the others,
differentiating it by size, design, and or color. This die is
your Wild Die.
How it works:

results in a one to five (1-5), the failure is marginal, if the


roll results in a six (6), the failure is significant. The GM
determines the outcome of the failure.

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.

Earning Cinema Points


During an Episode, a GM may reward a Cinema Point
to a Player for a successful and dramatic Roll or just for
thinking outside the box, solving a puzzle, or otherwise
creative thinking. A GM may reward a Cinema Point
to a Player for Role Playing extremely well during the
Episode.
Whenever a Character overcomes an enemy, a GM
rewards Cinema Points based upon the Experience Value
of the defeated opponent. The Experience Value of an
opponent relates directly to the difficulty of prevailing over
that Character in combat. After a defeat, a GM rewards
Cinema Points to all Characters in the party. Below is a
chart that assists in assigning Cinema Points for defeated
opponents based on the methods used for defeat.

Method of Defeat
Killed (Slain)
Outwitted (Deceived)
Converted
(Persuasion)
Obviated (Tactics)
Captured

Estimated Value
x1
x2
x3
x2
x3

Whenever a Wild Die results in a six (6) on the first roll,


the Player rolls again, as well as any following time a six At the end of every Episode, a GM rewards Cinema
(6) occurs. Each six (6) adds to the total sum of a roll.
Points to all Players for their progress in the story, staying
in Character, teamwork, and generally for surviving.
Whenever a Wild Die results in a one (1) on the first roll,
The typical Cinema Point reward for an Episode is three
this is a failed roll. The GM may ask for a second roll
to eight (3 - 8) Cinema Points per Player; normally the
to determine the degree of the failure. If the second roll
number is a blanket amount unless one Player does
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something extraordinary during an Episode. A GM Attributes.


may also create special rewards for completing a group of
An Average roll during game play revolves around a
Episodes, as a Season, or for completing a major quest or
Character succeeding with a three to four dice score (3d
story premise.
- 4d) in a given Skill. At no time should an Attribute roll
occur absent of an attached Skill intent. For example, a
Spending Cinema Points
Player with three dice (3d) in Strength wants a Character
If a Player chooses to spend a Cinema Point during an to Climb a wall, but has no dice score in the Climb Skill.
Episode, they lose one (1) Cinema Point and one of two The GM instructs the Player to roll the three dice (3d)
things can happen, you get to roll at least one (1d6, this is from Strength, since it is the parent Attribute however,
always a Wild Die) die and add the result to the current the attached Skill intent is Climb. The Character Record
roll, or activate a Character Feature. The bonus applied for Azamar uses dots to represent dice. If you need help
by a Character Feature typically involves rolling two or with interpreting the dots on the Character Record, please
more dice (2d6, at least one of the dice rolled is always a see the below chart.
Wild Die). In some cases, activating a Character Feature
provides a magical effect or a body weapon, and these have
Dot Representation
Number of Dice
specific rules and guidelines associated with them. If a
)!
1d or one die
Player chooses to spend Cinema Points between Episodes,
! !
2d or two dice
it is for Improving a Character. Improving a Character
involves increasing Skills & Attributes, buying new
! ! !
3d or three dice
Features, and modifying other stats. See the Characters
Development Section for more information.
! ! ! !
4d or four dice
Opposed Rolls

! ! ! ! !

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

Attributes are the core elements of how a Character


interacts with a story. An Average Attribute is three dice
(3d), a dice score below three dice (<3d) is a Below Average
Attribute, a dice score above three dice (>3d) is an Above
Average Attribute. Characters begin the game with one
die (1d) in every Attribute and ten dice (10d) to distribute
among the five (5) Attributes, which if distributed evenly
creates an Average Character. Skills provide a more unique
and detailed way to better customize each Character than

This Attribute dictates your Hit Points and Move.


Whether you crash through a wall or square off against
your arch nemesis, this is when Strength becomes vital
to your longevity. Strength is the Parent Attribute for
the Skills: Vitality, Climb, Grapple, Jump, Lift, Push-Pull,
Stamina, and Swim.
Persona
This Attribute determines whether your Character is
likeable, how one is received by others, if one is easily

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Joseph Conaway (order #4798807)

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

Melee - Use for swinging or parrying with a weapon.

Hit Points: How much damage a Character may suffer


before death.
Initiative: How quickly you or your group react in
combat.
Move: The number of spaces a Character can move
in a Round.

Specializations: Axe, Dagger, Improvised Weapon,


Long Sword, Two-Weapon
Pick Pocket - Use for personal theft.
Specializations: Bump and grab, Swipe and Run
Ranged - Use for firing bows or other ranged

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weapons.

Specializations: Drinking, Hold Breath, Poison

Specializations: Crossbow, Long Bow, Short Bow,


Sniping

Swim - Use to swim through water.


Specializations: Cold water, Deep water, Diving,
Strong Current

Riding - Use for riding on flying, aquatic, or landbased mounts.

Persona Skills

Specializations: Azamarien Horse, Gyet, Weth

Artisan - Use to interpret ancient and modern


artwork, or create art including acting, dance and
music.

Sneak - Use for avoiding detection by others.


Specializations: Silence, Darkness, Holding Still

Specializations: Acting, Dance, Drawing, Sculpting

Throw - Use for throwing any object

Command - Use to direct and inspire others


through the tide of battle.

Specializations: Dagger, Improvised Weapon, Short


Sword

Specializations: Inspire, Objective

Strength Skills
Climb - Use to scale a vertical surface.

Deception - Use for coercing, lying, subterfuge, and


trickery of others.

Specializations: Cliffhanging, Ice, Rock

Specializations: Forgery, Impersonation, Long Con

Jump - Use to jump, horizontally, vertically or a


combination of both.

Empathy - Use for identifying the motives of others.


Specializations: Diplomacy, Mediation, Psychology

Specializations: Long Leaping, High Jumping

Gambling - Use for games of chance.

Lift - Use to lift objects much heavier than is


comfortable or normal.

Specializations: Cards, Dice, Sword hand

Specializations: Levers, Strapping

Intimidation - Use to appear menacing to others.

Push-Pull - Use to push or pull an object and apply


momentum and torque.

Specializations: Frighten, Threaten


Languages - How well one learns other languages
and how many languages are already known.

Specializations: Improvised Wheels

Specializations: Angwis (Dragon), Anteprofidian


(Ancient), ChelEhtram (Ancient Treuoall), Enfri,
Forleen (Wyvine), Immyrian, Infernox (Inferium
Trade Language), Orchisian, Shrave, Traditional
(Trade Language), Treuoall

Grapple - Use for wrestling and subduing an


opponent.
Specializations: Restraint, Martial Art
Stamina - Use to act longer, resist certain poisons or
diseases, and increase tolerance to ales and wines.

Persuasion - Use to charm or convince others to see


a point of view.
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Specializations: Pressure, Seduce

Survival - Use to change, adapt and live in the


wilderness.

Willpower - Use to activate for magic foci weapons


and resist anothers will.

Specializations: Desert, Forest, Mountain, Tundra

Specializations: Amulet, Staff, Resist Fear, Resist


Manipulation, Ring, Wand

Tactics - Use to identify bonuses against enemies in


combat or understand the enemy better.

Intellect Skills
Academics - Use for conducting research or recalling
specific knowledge.

Specializations: Close Quarters, Dungeoneering,


Military, Mounted, Vehicle
Aptitude Skills

Specializations: Alchemy, Ancient History, Logic,


Mathematics History, Science

Communications - Use to communicate effectively


at long range.

Business - Use for bargaining and conducting


business.

Specializations: Hooded lantern, Smoke signal,


Symbology

Specializations: Appraisal, Bargain, Bartering

Demolitions - Use for creating, placing, recognizing,


and detonating explosives.

Culture - Use for understanding other cultures.

Specializations: Arrange, Defuse, Manufacture

Specializations: Enfri, Immyr, Orc, Treuoall, Wyvine


Law - Use for understanding local laws and customs.
Specializations: Azamar City, Grazen, Throng

Engineering - Use to design, manufacture, and


repair complex devices or mechanisms with lots of
moving parts.
Specializations: Fix, Improvised Repair, Schematics,

Medicine - Use for applying advanced medicinal


practices.

First Aid - Use for stabilizing someone in an


emergency.

Specializations: Herbalism, Triage, Surgery

Specializations: Bandaging, Stabilizing, Tourniquet,


Triage

Politics - Use for understanding local politics.


Specializations: Aristocracy, Autocracy, Democratics,
Espionage

Navigation - Use for applying and understanding


charts and maps, identifying location, and
determining routes.

Search - Use Search against Pick Pocket, Sneak, and


generally when searching for anything.

Specializations: Cartography, Orienteering

Specializations: Investigate, Listen, Spy, Tracking

Operate - Use to operate a device or complex


machine without an understanding of its innards.

Streetwise - Use for interacting with criminals and


navigating the underworld of crime.

Specializations: Enfri Gadgets, Magic Devices, Pulley


Systems

Specializations: Networking, Rogues Guild


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From the ballista to the trebuchet, to more personal large


weapons, all of them demand fast hands and hard work
to maneuver, aim, and fire. Most Heavy Weapons are
complex machines and may need quick repairs; familiarity
with a Heavy Weapon will only help in this cause.

Piloting - Use to drive just about anything that flies,


floats, or moves on the ground, that is not a mount.
Specializations: Air Ship, Galleon, Wagon, Wyvine
Clipper

Melee

Security - Use for understanding and applying


security, and when avoiding sentries or similar
countermeasures.

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.

Specializations: Escapism, Evasion, Lockpicking,


Traps

Pick Pocket

Vehicle Weapons - Use for firing weapons from a


ship or vehicle.

Stealing, agree with it or not, sometimes we have to do it.


However, it justifies the Pick Pocket skill that covers most
actions involving any sleight of hand.

Specializations: Cannon, Mounted Ballista, Mounted


Heavy Crossbow

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

Used to determine how much damage, punishment, and


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suffering a Character can absorb before losing Hit Points.


As well, Vitality determines how long a Character can stay
conscious due to pain, torture, or similar effects.
Climb
Used when your Character scales a vertical surface that
requires a bit of skill or when under stress.
Jump
This determines the distance a Character can clear in a
jump, horizontally, vertically or a combination of both.
Whether you are jumping from vehicle to vehicle, rooftop
to rooftop or sprinting through some hazardous terrain,
Jump will often determine the difference between life,
death, or serious bodily harm.
Lift
While brute strength alone is a good thing to have, the
instinct that guides you through lifting an object so you
will not hurt yourself is a better idea. This skill allows
you to lift objects much heavier than is comfortable or
normal.
Push-Pull
The raw skill behind pushing or pulling an object to get it
moving, and understanding the basics behind momentum
and torque to aid in this task allows you to push or pull
a normally stationary object to some advantage, such as
pushing open a door that is stuck.
Grapple
Being able to bring your opponent into a submissive hold
can always help prevent an undesired action. Unlike
brawling, the art of Grappling may come in handy when
the situation calls for it.
Stamina
Your endurance is essential. A high stamina allows you
to act longer as well as resist certain poisons or diseases,
including an increased tolerance to ale and wine.
Swim
If you are battling a raging rapid or swimming a long
distance, Swim determines how long the Character can
survive before succumbing to fatigue or cramping.

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Languages

Persona Skills

Knowing more than one language can help especially


on a large world like Azamar. Language barriers often
An artistic flare or a well-trained eye can help interpret hinder encounters between people, but the well traveled
ancient works of art as well as modern ones. This skill often know how to recognize mannerisms and dialects.
governs artistic areas such as acting, dance and music.
Languages, determines the number of fluent languages
your Character understands. Everyone starts with at least
Command
one native language.
Inspiring a legion of troops just before battle is no easy
Persuasion
feat; those gifted with Command seem to pull off amazing
inspirational speeches. Whether it is a platoon of rag-tag When you wish to charm or convince someone to see a
militiamen, or a squadron of experienced mercenaries, point of view, use Persuasion.
those with Command can often influence the tide of
Willpower
battle.
Resisting anothers will to dominate you or pressing yourself
Deception
to move on is a trait vital to survival. Exert supernatural
The act of subterfuge or tricking those around you is a trait abilities, such as using Magic through Willpower. Under
possessed by many. Those who make a living by deceiving strenuous conditions, the mind and physical body are at
others to obtain information often find employment as risk of reaching a breaking point. Willpower is a measure
mercenaries. Use Deception when a Character wishes of your ability to resist that breaking point. Use Willpower
to conceal their own motives, lie to others, impersonate when resisting con, persuasion, and intimidation, or when
another, blend into a crowd, or fast-talk their way out of using supernatural abilities.
a situation.
Intellect Skills
Empathy
Academics
The need to recognize the truth in others is imperative
and any good interrogator will use it to navigate around A background rich in Academics will benefit any
the Deceptions of others. Use Empathy when a Character Character. Did you attend school? How far did your
wishes to reveal the truth from others, recognize emotional Character advance? Depending on a situation and the
reactions, or just understand and identify small white resources and time at your disposal, the use of Academics
lies.
may act as a bonus to another skill.
Artisan

Gambling

Business

Betting a small fortune requires using the Gambling skill


as well as a lot of luck. Those who whisper that fortune
favors the bold may be onto something and taking risks
can be rewarding or devastating. Whether professional,
fun, or addictive, you use Gambling; role-playing during
the scenario is encouraged.

The art of business and understanding the local economy


uses this skill. Being able to decipher good Business
decisions from bad and using your Business shrewdness,
depends on your familiarity with the particular field.
Culture

What is the difference between our cultures? Those with a


high rating in Culture know what to look for to find those
Sometimes in order to get your way you have to make differences. Culture indicates your awareness and study of
those around you feel uncomfortable. Intimidation a cultures preference with art, etiquette, history, literature
occurs when you wish to appear menacing to the point and religion. Culture may also aid you in negotiations
where it breaks the will of opponents.
where if the situation were sensitive, you would not want
to offend your guest due to ignorance.
Intimidation

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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

Those gifted with a high Piloting skill are able to control


a ship or vehicle as if it were an extension of their will.
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Joseph Conaway (order #4798807)

Pilots can find employment easily everywhere and often


love their chosen trade for the rush and the freedom
of traveling. Piloting is the ability to drive just about
anything that flies or moves on the ground. Those who
wish to dodge enemy fire while Piloting a vehicle use their
Piloting skill. If a ship or vehicle has a Maneuverability
rating, that value augments the Pilots roll.
Security
The security of information, individuals and items is
highly sought after everywhere. Security patrols and
sentries are often found in every corner and can be
dangerous. Yet they apply very different techniques in
eliminating potential threats. Those understanding how
security works are able to slip by undetected and possess
unique talents. Use Security when a Character intends to
avoid Sentry patrols or similar countermeasures.

ten course supper. They boast an open-minded nation


where all are welcome, though their homes are smaller
than is suitable for most guests.
The Humans are a scattered race. The BuCol are of those
Humans whose bloodlines directly involve Treuoall. The
Urbane are of those Humans who believe they are FullBlooded, but truly know they are not.
Full-Blooded Humans are rare, and can trace a long
lineage back, as well as pass a magically executed test. FullBlooded Humans hold an especially strong connection
with magic and the Blur.

The Immyr are a race of rugged, somewhat fool hearted


folk, who dwell primarily in the Inferium, claiming
birthrights to an especially large region beneath the
surface. Their claims go unverified. The Shrave live in
the molten depths of the Inferium, far below any other
Vehicle Weapons
race. Their kind remains elusive and ancient, directly
Firing guns on a ship or vehicle takes a lot of coordination connected to and descended from the High Dragons.
and training. Those proficient in using Vehicle Weapons
are able to fire a vessels weapons accurately. A ships The Shrave population is massive and they outnumber
weapons may contain a Fire Control rating which most other civilizations in Azamar by about three to one,
but most prefer to remain in the safety and comfort of
augments your Vehicle Weapons.
their homes deep in the Inferium.

Races

The Treuoall live dispersed by hate, more than any


wars afflicting Azamars past. Their kind live in small
communities far from most cities, and those that live in
cities do so in groups or in special areas to segregate them
from the rest of the population.

It is in variety that Azamar knows true strength. If we do


not recognize what each of us offers, we shall fall.
- ZeeGet Wazzle, Enfri, Ambassador to Olm
The People of Azamar

The Wyvine are a race of warriors and scholars, who above


all else value courage, compassion, honor, humility, and
Across the lands of Azamar live many creatures. Amongst
tradition. The Wyvine society is seafaring at its heart, as
these creatures are the Humanoid races. The various races
their race has its roots on the Western coast of Olm. Many
represent the thinking, peace-loving people who populate
Wyvine travel great distances to experience the finest in
most of Azamar.
smoking weeds.
These races include the Enfri, the Humans (who are
divided into three groups: the BuCol, the Full Bloods,
and the Urbane), the Immyr, the Shrave, the Treuoall,
and the Wyvine.
While Orcs are also humanoid, the other races do not
consider them equals due to their territorial nature and
inability to negotiate for peace when approached.
The Enfri are a race of inventive, high appetite, short folk,
who value adventure and experience as much as a good
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Enfri

as such. Enfri prefer peaceful existences, avoiding politics


and war. The Enfri enjoy the finest foods and beverages,
savoring them with unusually large appetites. Most Enfri
will go the extra mile in acquiring unique food and wines,
especially those of the Treuoall or Wyvine, which they
prize above all others.
Each year, many Enfri make a pilgrimage to the Hall of
Memories where they do research and on the archives of
the experiences chronicled by the Wyvine across many
centuries. Enfri apply their communal knowledge towards
the development of innovative and new machines, as well
as towards inventions to make daily living easier for all the
people of Azamar. It is because of an Enfri invention that
the Azamar capital city has running hot and cold water
in the royal palace without the aid of Magic. The Enfri
move all the races of Azamar forward in thinking, but
there are misconceptions about their machines as Magical
due to ignorance, so Enfri are cautious when introducing
them.

Most Enfri make capable engineers and researchers,


however, some have taken up becoming thieves, due to
their knack with locks and complex devices. Enfri wear
light clothes, made from wools and cottons, layered for
colder climates and wearing less for warmer. They often
use small pack animals as mounts, and do little traveling in
cold weather, keeping their explorations and vacations to
Homeland: Abalos
warmer seasons. Enfri scarcely commit to a war, however
Main Attribute: Aptitude
when they have done so, they are extremely effective and
Senescent Age: ~300 years
proficient. Enfri have darker, black or brown, hair, gray
or brown eyes, and darker shades of skin. They stand
Restriction: Due to their small size, Sneak Attacks are DR
on average from a third to a half of Human average
Difficult, and Executions are DR Heroic.
height and weigh-in near Human children. The Enfri
Background: The Enfri are a peaceful race originating from export small traveling devices, Enfrin Stout Ale, and raw
the continent of Abalos. Known for their love of festivals materials such as lumber and unrefined ores.
and wacky inventions such as flying machines, steed less
carriages, and weaponry, they are encouraged to explore Outlook:
their imagination. Enfri choose to explore the world
Full-Blooded Humans: While an endangered people, the
around them, leaving home to seek wealth, fame and
last of the Humans are the reason Azamar remains safe
adventure. Farmers, Engineers, Scientists, and Archivists,
today. It is by their sacrifice that we survive them.
the Enfri people live carefree lives in and amongst the
other races. They live in small townships, preferring them
- Carridol Fenn, Enfri, Engineer
to large cities, enjoying both the privacy and freedom.
BuCol: These distant relatives to the Treuoall struggle
Abalos, homeland of the Enfri, contains many rolling hills
between the world of the Humans, the Urbane, and finding
and small mountain ranges as well as lakes, rivers, and
an identity among the Treuoall people. They cannot
extensive caverns. The Enfri are non-judgmental towards
embrace an identity until they embrace themselves.
the other races on Azamar, and keep amiable relationships,
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- Heth Vinch, Enfri, Archivist and Researcher


Urbane: I wouldnt trust an Urbane diplomat as far as I
could throw em. And ya know its not too far, eh?

Immyr

- Filligree Risth, Smoke Weed Farmer


Shrave: Yeah. I remember seeing one of them at some
official estate ceremony a long time ago. Definitely got
the Dragon in them. Its for certain.
- Cullighan Wuld, Enfri, Diplomat
Immyr: These guys build some really, really neat
underground cities! Worth befriending, if you meet an
Immyr within your travels. Just be sure that when they
are grumpy, you remain within their good graces.
- Uridoom Riltton, Enfri, Explorer
Treuoall: Most of what is said about the Treuoall is
not true. They are a noble race who have fallen under
negative scrutiny only because Zintar was once one of
them. I feel sorry for them and help out whenever I am
able.
- Dit Somdark, Enfri, Seamstress
Wyvine: I met a Wyvine once. She was part of a heavily
armed group of mercenaries who were traveling north
through Krane on their way to Dorissit. She was a
fantastic storyteller, who recounted many acts of heroic
deeds in battle. Truly a fearless race.
- Kraat Silvershaker, Enfri Wizard, Path of the
Asceromancers

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,

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and strong ales. The Immyr live in parallel with the


Blur, while they do not make good wizards, they are all
capable of utilizing their closeness with Magic to infuse
objects with Magical effects. The Immyr are a long-lived,
extremely tough people, some of whom even remember
the Fracturing. While the Immyr do not dispute the
claims of the Humans about the Treuoall, the Immyr
do not hold the entire race accountable for the event.
Immyr rarely visit the mainland of Azamar, preferring to
live beneath it in the Inferium.
An old Immyr tradition is designing small, extremely
complex puzzles for their children and then presenting
them with these items when returning from long digs.
In some cases these puzzles were ornate and magical and
always held a prize. Immyr often wear fine jewelry and
expensive clothes. Their civilization, despite its location
in the Inferium, is rich, and they live lavishly with food,
clothes, and other luxuries. Immyr prefer comfort to
vanity, so when traveling they go with sensible options,
wearing arms and armor in times of war or when
performing guard duties.
Immyr are about one-half to three-quarters the height of
average Human, but similar in weight. They tend to be
heartier than Humans and more rugged. Their eye and
hair color ranges are just as diverse. Immyr speak an
old dialect called Immyrian. Many of those who do not
understand Immyrian call it Rock Biter, as spoken it
sounds like a mouthful of gravel. Besides the export of
jewels, ore, and stone from the mines, the Immyr also
export their Ale, a highly intoxicating drink.

Outlook:

- Oberhon Hewn, Immyr, Prince to Crown of Loragaarn


Shrave: These creatures lurk in the dark, in numbers by
the thousands.
They are dangerous and should only be attacked when we
have numbers; else, they escape and return for vengeance
in the night.
- Kamehen Rockbiter, Immyr, Elemental
Enfri: These little people have the biggest hearts in all of
Azamar. Most can be trusted but do not take them for
granted; only a handful are concerned about their own
well-being. Keep in mind the Enfri can get into places
most cannot.
- Ragen Stoneshaper, Immyr, Stoneshaper Clan
Treuoall: Thieves and liars, these cowards prefer to hide
in their forests and refuse to accept responsibility for one
of the greatest tragedies in Azamars history, the nearextinction of the human race.
- Nerin Doomhammer, Immyr, Warrior
Wyvine: (While intoxicated) Wyvines are a lot like
us, a proud race of great warriors. Most are reasonable
within a small group; a large number of Wyvine gathered
together can often turn *hic!* chaotic without any
warning. Often having trouble dealing with non-Wyvine,
they seclude themselves back in their strongholds amongst
their own kind after having complete their Urikuakwhatever they call It.
- Rex Jewelcrusher, Immyr, Stonecutting Apprentice

Full Blooded Humans: These folk survive by little more


than the hair on their chins. I do not look forward to the
day there remains only one.
- Kalhzar Renderalimb, Immyr, Ale Smith
BuCol: They struggle for the very nature of their souls. I
say we toast them to their struggle, and toast them again to
ease the pain along the way. Ha!
- Stern Stonefury, Immyr, Zurn Cutter
Urbane: Liars and braggards, they play at foul games to
survive the impending doom of the future while the true
Humans go extinct, they do nothing.
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Treuoall live in harmony with all things, thus are closer to


the Blur. Despite their spiritual closeness and long lives,
the Treuoall are not trusted or considered wise. Treuoall
often move in small to moderately-sized nomadic groups,
rarely traveling en masse, fearing that Humans will one day
attempt genocide on the Treuoall. They do find refuge
in the Immyr lands of Loragaarn, the poverty stricken
districts of various Human cities, and rumors even exist
of a far away realm where the Treuoall still have a nation,
though this was never confirmed. A Treuoall always hides
magical talent of any kind due to the existing prejudices
towards them as well as those who generally fear magic.
Treuoall are pervasively excellent at hiding and remaining
quiet while moving in the wilderness as most of them are
at least sensitive to the vibrations of the Blur, which is
always affected by any use of Magic. Even the youngest
of the Treuoall can instinctually detect very powerful
magical events at great distances. A Treuoall prefers
lighter clothes and natural fabrics. While they wear clothes
made from plant life, a handful there are some Treuoall
metalworkers, considered the best at binding magic with
metal. While though they rarely adorn their fare, they
choose to sell it for high prices. A Treuoall tends to have
skin shades similar to Humans, some bear tattoos. Most
Treuoall have little body hair, primarily having hair for
eyebrows and head hair which they grow long and often
braid. They are similar in height to Humans, however
Homeland: Nomadic
much thinner on average. Treuoall normally have blue or
Main Attribute: Persona
green eyes. They rarely have silver or golden eyes, which is
considered a great blessing for one of their kind since such
Senescent Age: ~1,800 years
a feature is considered magical in nature. Treuoall export
Restriction: Treuoall are naturally empathetic beings, close
Wine, Bowyer and Fletcher wares, as well as alchemical
to nature, and close to animals. When a Corruption Event
brews.
occurs, or when many lives are taken at once, a Treuoall
feels it and must survive the experience, Willpower DR
Outlook:
Moderate, or suffer Damage: 1d + 36.
Full Blooded Human: Our long lost cousins do not see the
Background: Considered primitives and untrustworthy by
role they play in things to come. If the last of the Full Bloods
other races, especially the full-blooded humans of Azamar,
passes, so shall we all.
the Treuoall bear the blame for starting the war against
Zintar and his army of Fiends. Modern Treuoall possess
- Fischelt Preysce, Treuoall, Swordchanter
no main city, instead dwelling throughout the land of
BuCol: They cling so hard to their roots, but do not
Azamar amongst any race willing to tolerate them. Some
understand that at one time we were all but a single people;
live in the forests and establish small communities, but
only we remember now.
do not trust others, even their own cousins who choose
to live in the cities. They view them as domesticated by
- Nuern Pahl, Treuoall, Nauvowl Trainer and High
the other races and therefore no longer true Treuoall.
Archon
Hunters, Scouts, Assassins, Thieves, and Mystics, the
Urbane: It seems they wish they were something else, which
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they can never change; I pity their failed existence; they


could do so much good, but fail to see their own potential.

Wyvine

- Asna Qilles, Treuoall, Dragonrider (unconfirmed)


Shrave: Their motives are unclear and their kindness
brings trust, but they serve the heart of the ancient Dragons,
and in that heart is nothing, but hate and fear and the
suffering of magic. Their burden is not one I would choose
to carry.
- Elreen Leafthurn, Treuoall, Order of the Veil
Enfri: However kind they may be, if you listen to them you
will never have a turn to speak. Do not lend them all of
your trust, but respect their views and the peaceful lives they
have crafted for themselves amongst all this turmoil and
unrest.
- Blasdgig Krah, Treuoall, Weaver
Immyr: I traveled with a group of seven Immyr
mercenaries once. The quest took us all over Azamar.
As warriors, they are fearsome in battle but as traveling
companions, you will never meet a more loyal folk. I have
the honor now of calling them friends.
- Quadorrn Plexnoft, Treuoall, Priestess
Wyvine: A rather brutish lot. They dedicate themselves to
war and battle is everything to them, as they obey a strict
Homeland: Olm
code of honor. Without this code, the set of rules they live by
Main Attribute: Dexterity
would cause the Wyvine society to dissolve into chaos. This
is the only thing that separates them from the Orcs.
Senescent Age: ~300 years
Restriction: Wyvine cannot innately use Magic; and must
spend five (5) Cinema points at Character Creation to be
Blur Touched; otherwise, the cost is forty (40) Cinema
Points for becoming Blur Touched at a later point.

- Aaranown Drevissit, Treuoall, Sword Chanter

Background: This proud race of warriors was once able


to amass a large naval fleet and conquer new territories.
At first they raided small coastal villages but then began
expanding their borders beyond Olm. The massive Wyvine
fleet set its sights on the kingdom of Azamar. The battle
for Azamar was quick and in the end, the Wyvine fleet
decimated. Since then, the Wyvine remained in Olm and
its people have learned to be more cautious when planning
military strategies instead of relying on sheer numbers. An
entire wing within the Hall of Memories exists, dedicated
to perfecting Wyvine Military Theory. Now the Wyvine
send their young warriors to visit the land of Azamar when
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embarking on their Urikuarik. After this completion of


the ritual of inner growth, the warrior returns to Olm,
recording the lessons learned from their adventures
within the Hall of Memories. Sailors, Warriors, and
Explorers by trade, the Wyvine (near Human) people live
a life governed by a constant state of turmoil and change.
Their people are proud and loyal, believing in life debts
and honor above all else. If a warrior disgraces him or
herself, the warrior leaves in search of a life long journey
to make amends for the disgracing action. The Wyvine
nations have waged war consistently for the past five
centuries, whether with other people or their own. They
officially avoid the land of Azamar, at the least en masse,
due to the massacre of their fleet. When each Wyvine
journeys from their homeland on their Urikuarik, the
inner exploration involved provides a means to selfdiscovery to expand both the inner person, as well as the
knowledge of the Wyvine. Each Wyvine feels obligated
to chronicle the journey in writing and return the tome
to the great annals of the Wyvine.
Most Wyvine use the best armor and weapons available
to them. They often choose to don the armor and
weapons created by the metals of the Dwarven land of
Loragaarn, specifically those forged in the deep mine
city of Guradiin Ithural. They tend to travel light yet
use heavier armor and weapons when they expect battle.
Wyvine have gray or red eyes, very pale skin, completely
white or silver hair (which they tend to braid to stay
combat ready), and typically stand one to two heads taller
than do most Humans. Wyvine speak in a deep dialect
called Forleen. Wyvine export arms and armor, mount
barding, and sea going vessels of superior quality.

Urbane: Their words are sleek and bring warmth to the


soul. They shall have a day in the light, but many years in
the darkness.
- Nihithal Brey, Wyvine, Emissary to Grazen
Shrave: They kept their word for helping the great war.
We keep our word now. Without honoring the trust given,
we cannot honor ourselves.
- Exavh Annik, Wyvine, Elemental
Enfri: While they can talk a lot, there seems to be very
little rhyme to their reasoning. Yes, they are capable of
crafting many strange machines but for the most part the
Enfri live undisciplined lives while avoiding focus.
- Lillist Ocomptram, Wyvine, Scholar and protector of the
Hall of Memories
Immyr: Our brothers in arms, Immyr warriors are not to
be underestimated. They are determined in battle and are
quick to answer the call. They help provide our military
with the strongest of weapons in all of Azamar and in
return, we help them whenever possible.
- Maxxard Traiton, Wyvine, Master Armorsmith
Treuoall: The Treuoall I meet never live to tell their side
of the story.
- Zorrans Kelltar, Wyvine, Mercenary of the Crimson
Scales

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
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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.

tend to attack Shrave prematurely, mistaking their kind


for Fiend servants or Orcs. Enfri have a similar alliance
with the Shrave as the Wyvine, however many of the Enfri
who remember the Shrave alliance have long since passed
on. This leaves the remaining Enfri to their prejudices
with the Shrave, which tend towards similar reactions as
the Humans and Treuoall. The Shrave are an extremely
communal race, using a strict caste system that provides
political and social structure, somehow avoiding poverty
and unfair treatment. Each Shrave attends local councils
that send representatives who carry local decisions on
larger matters to the central Shrave city of Mammon,
where casting of each communal decision occurs. The
Shrave population is massive, as most Shrave live two to
three centuries, and their youth only takes place over two
to three decades. Shrave are cold-blooded humanoids who
share a great deal in common with reptilians. They tend
to go without apparel due to the comfort and warmth
of the molten depths, though they wear clothes when
dealing with outsiders. Shrave appear a cross between an
Orc, lizard, and Treuoall. Shrave don magical amulets to
travel to the surface of Azamar to stay warm while away
from the molten depths. They have a natural affinity
with magic, like the Treuoall, but treat it with reverence
and caution. Many Shrave have a strong relationship
with wild animals, sharing the similarly instinctual bond
that Orcish-kind still use. Shrave occasionally develop
powerful immunities to very high temperatures, though
this gift takes many decades of training. Shrave are
patient and coarse, a trait they have in common with the
Wyvine. Most Shrave speak the many Azamar surface
languages. Shrave have ashen skin tones, though on closer
examination their skin is a tight weave of small iridescent
scales. Shrave have yellow, green, black, and blue eyes, a
handful have eyes that glow in low light, (similar to many
nocturnal animals). They have scaled brows and large
ears.

Outlook:

Background: In the depths of the Inferium, the Shrave


survived across centuries as the only race capable of feeling Full Blooded Human: This ancient and endangered race is
at home near the molten depths. Seen as a threat by the the last hope in the final war. They gave their lives for our
Immyr, the Shrave strictly avoided the upper Inferium brethren and ancestors, we will not forget though they may
for centuries. In recent years, Shrave sought to reignite
have.
their ancient alliance formed with the Wyvine Millennia
- Newnyen Ogra, Shrave, Warrior Caste
ago. The Wyvine honored their alliance with the Shrave,
allowing them to pass into Olm. Shrave travel safely, only BuCol: While they fear our kind, they intrigue us. They
when accompanied by a Wyvine. Humans and Treuoall are perhaps the only other hope for the people above, though
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they must first pass the great trials ahead.

Humans, Full Blooded

- Toorch, Shrave, Wizard Caste


Urbane: These people are confused about the reality about
them and mistake it for the freedom they so desire through
pure blood. Fools...
- Hurn Ept, Shrave, Wyvine Emissary
Enfri: They are a strange people who do not acknowledge
normal limitations placed on the rules of magic. We are
apprehensive about our alliance with them, but continue to
honor our agreement.
- Feth, Shrave, Warrior Caste
Immyr: While we respect the Immyr for their resilience
and desire to defeat the Orcs, they do not respect us. We give
them wide berth at all costs to avoid a war that may lead to
their demise.
- Kalum, Shrave, Sentinel Caste
Treuoall: These people are tied to the beginnings of the
world, and to the end of it. Their fortune is tied to ours,
and we seek an Alliance with these creatures.
- Schimt, Shrave, Deep Song Priest Caste
Wyvine: They honor us with ceremony and celebration, but
are cautious to call us friend. While it is obvious, their own
fate lies intertwined with the rest of Azamar, even though
they fail to see it.
- Cherrax, Shrave, Earth-Elemental Caste

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

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- Xvonne Lordischmidt, Human-Fullblood, Monk

the Treuoall and took up arms to fight against Zintar


and his legion of followers, the Derisians. Suddenly,
the unthinkable happened and Zintar, aided by the
Moonstaff, which was crafted for him by a powerful fiend
lord, succeeded in wiping out most of the Full-Blooded
Humans through the act of the Fracturing. Only a
handful of survivors foresaw a prophecy unfolding before
them and received warning to take what they could and
flee far from the Great War. As they did, Zintars forces
brutally hunted and slaughtered those they could find.
The Full Blooded population today remains at near one
hundred people, who remain scattered throughout the
land. Some choose to remain close to the city of Azamar
and its university, believing it a beacon of hope. The Lord
of Azamar, Nikolas Bowen, is himself a Full Blooded
Human and preaches unity and toleration for all the
races. Speculation remains as to why the Fracturing took
so many Human lives at once, but it is likely due to the
closeness they possessed to magic. It was only through
the curiosity and research of the Full Blooded Human
civilization that Anteprofidian magic was discovered long
ago, allowing the Order of Wizardry to effect true change
across the world.

Shrave: They are mysterious beings that lurk in the


shadows, spoken of only as legend. Nevertheless, I have
witnessed a handful of Shrave warriors working alongside
a group of Wyvine mercenaries. When approached, the
Wyvine made no mention of their existence.
- Sadie Rhizznor, Human-Fullblood, Wizard of The Order
Enfri: They are a silly folk, but from such nonsense emerges
fantastic inventions! Perhaps this is their greatest strength.
This will forever perplex me.
- Karande Stilton, Human-Fullblood, Mercenary
Immyr: The only trait that matches their courage is their
stubborn nature. These hardworking peoples do not get the
credit they deserve for keeping Azamar safe. Within the
walls of the Inferium, far from our eyes, they have been on
the front lines fending off the threat of the Orcs for untold
centuries.
- Ryill Verot, Human-Fullblood, Apprentice Brewer
Treuoall: The Treuoall was our strongest ally during the
Great War. I have sworn an oath to protect them, as they
once did for us. I have foreseen that one day, a Hero shall
rise and repair the damage inflicted upon the Blur. Once
the fabric has been restored, Azamar will move into a new
age of prosperity.

Humans today try to appear as other races, avoiding


attention to their heritage, and often altogether denying
their bloodline in the face of political schemes and
pandering by diplomats who seek the favor of the these
rare descendants. Full Blooded Humans often possess
rare and powerful magical talents that carry with them a
great burden of destiny.

- Lord Nikolas Bowen, Human-Fullblood, King of Azamar


Wyvine: Strength is not everything and even these brutish
savages can see that. They have created themselves a strict
code of honor and have perfected their fighting techniques
over the centuries. They wage war like no other. Sadly, this
is all they know.
- Zimm Krhistor, Human-Fullblood, Harbor Master

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.
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home and started practicing their Blood Magic in


seclusion. Being that they reside within the upper levels
of the Inferium, their presence has not gone entirely
unnoticed, the Shrave continue to spy and keep a close eye
on these new intruders to their world. The BuCol and
Urbane are difficult to tell apart to the untrained eye. Your
typical BuCol tend to have more Treuoall features while
the Urbane bloodline appears more human. The only
noticeable difference is the majority of true Urbane have
a pale complexion and striking blue eyes. Even though
their presence continues to create controversy, the Urbane
who chose to remain in the kingdom of Azamar continue
to practice their art of magic within the University of
Azamars curriculum. There is a wing dedicated to spell
structure, the understanding of the Blur and the rituals
performed when concocting potions.

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

Urbane are quick to pass judgment on the other people


of Azamar, and are spiteful for the perception formed of
their people. Most Urbane remain isolationists, avoiding
the rest of the world while plotting to return to power by
the blood of their ancestors. Urbane enjoy fine apparel,
food, and wine, but will rarely deal with the producers of
such fine sundries, instead choosing to use intermediary
Urbane merchants who do all the dirty work of trade.
Urbane merchants suffer the disgust and disgrace of the
rest of the Urbane people, considered a lower class that
deals with outside races. Most of the Urbane who become
merchants are far more tolerable to the outside races,
however they still possess prejudices as taught to them as
children.

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

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Joseph Conaway (order #4798807)

than the bile coughed up from the wastes and uncharted


territories. What few I have seen, do any pleasure on the
eyes. Avoid, or kill, any you may encounter.

Humans (BuCol)

- Olef Erthicksson, Urbane, Weaver


Enfri: About as useful as far as they can be thrown, which
is actually pretty far... Even farther if you use one of their
machines. Hehehehe
- Trencge Obeouring, Urbane, Grazen Merchant
Immyr: They make excellent ales, blades, and can hew
stone like it was butter. Else they are louder than a
Weth, and smellier the Shrave. Good for the occasional
bodyguard
- Werenthdhal Phraghis, Urbane, Diplomat to Loragaarn
Treuoall: These dirt loving Sprytes ought to stay where
they belong. Dead and in a hole.
- Varren Bluegray, Urbane, Vor Captain of the Guard
Wyvine: While they are dangerous opponents and
demand respect while in their presence, we give them none
behind their backs. These Shrave-loving, grass eating,
Spryte huggers are the worst of all the people of Azamar.
They demand respect and loyalty, and give nothing in
return but words and the honor of fools.

Homeland: Azamar

- Faeless Umquamadidi, Urbane, Fire-Elemental

Main Attribute: Strength


Senescent Age: ~100 years
Restrictions: Since the BuCol are the products of
interbreeding between the Treuoall and Full Blooded
Humans they are in a constant struggle between their
heritage and finding themselves. DR+3 when interacting
with Treuoall and Full Blooded Humans.
Background: The BuCol tend to resemble Treuoall more
than Fullblooded humans with a slender to lean build.
Depending on the BuCol, they may even have an olive
colored skin tone. The BuCol are a reliable, passionate
people who feel entitled to an enormous debt by the other
races for the role they played in the Great War, something
often regarded as arrogance. BuCol warriors earned a
reputation, known for their cunning and contributions
to many campaigns in the fight against Zintar and his
army of Fiends. The BuCol align themselves with the
remaining full-blooded humans and Treuoall even as they
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Joseph Conaway (order #4798807)

fall from grace. They refer to the Fullbloods as Father


and the Treuoall as Mother.
The BuCol live scattered across the world on just about
every continent, except Dragon Home and some parts
of Evercrow. They prefer to live in the wilderness, where
they form small village communities that function
independently from any major city state or particular
nation. Some BuCol began living nomadically about a
century ago, traveling around regions in search of food.
There is a well-known group of BuCol warriors, who
live in the Dama Plains of Olm, assisting the Wyvine
council in eradicating the dangerous Harrier population
that infest the region. Many BuCol work along the Old
highway in Olm, serving as patrols to keep the region
free of more dangerous creatures, such as Trolls and
Therians.
BuCol wear loose clothing, avoiding the harder types
of armor for those using more organic materials, such as
woods or leathers. A historic BuCol started the warrior
art around a weapon called a SheaAhk, which is now the
traditional weapon of the BuCol people. A blade and
heavy ball on the ends of a long reaching chain, used for
precise and powerful strikes. Many BuCol are recruited
into various Wizard factions, as they learn magic quickly
perhaps due to their close relationship with the Full
Blooded Humans, and their acceptance of their Treuoall
ancestry.

likely the servants of our Urbane cousins.


- Isolina Keil, BuCol, Emissary at Azamar City
Enfri: These Littlefolk create the most wondrous
inventions. Their contributions to the world of Azamar
largely go unnoticed by the others nations since they are
more focused on waging war.
Eoveen Flintburn, BuCol, Tatuaxe
Immyr: While the Wyvine study the craft of warfare, the
Immyr have perfected the deadly tools used in battle. They
pride themselves on smithing the best of the best. While
their skills are highly sought after, most fail to realize the
Immyr are also a very caring and noble race.
- Juhbair Thast, BuCol, Asceromancer
Treuoall: Mother looks the other way as she is saddened by
the treatment she received. It makes me angry because she
does not deserve such ridicule.
- Rilt Saind, BuCol, Priest
Wyvine: A race bent on crafting War, they encompass all
of its teachings while they study, initiate and wage it. They
embody it as a spirit and as a culture.
- Unsank Tenvleng, BuCol, Emissary to Olm

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
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Joseph Conaway (order #4798807)

A Flight of Dragons

Wyvine war scholars, stood before the council, summoned


with his companions. The task given the group was in
Beren stepped carefully twenty paces ahead as Dav and seeking the help of the Dragons and the Dragon Riders, an
Mogi crept quietly along. Garn rode a small mule far ancient group possessing the gift to speak with Dragons.
behind the others, drinking from a mug and tearing bits This assistance has come at a dire time for Olm, where the
of meat from a leg of some fowl.
North lies besieged by Therians working for a powerful
Derisian Defiler, called Seibrin.
They moved through the woods, approaching a crest on
one side of a large valley. Beyond the valley lies a massive Agreeing to the charge, the small group was to follow the
mountain range which the Keep of Aetern sits atop. The path of another Wyvine who had recorded a journal and
Keep is an uninhabited prison once used for holding brought it to the Hall of Memories long ago. Following the
Derisians. Within the Keep is a fabled treasure called the same path as he, the party journeyed to Evercrow to seek
Feldspar: a powerful relic rumored to possess the power to several scrolls and books from the remnants of an ancient
transport people to and from the abandoned city of Adrya Lyceum. Within the tomes were clues to the entrance to
Adrya Ampais, as long ago the Keep was intended as a
Ampais on Dragon Home.
point of travel for the Enfri and several Wizard scholars.
Their journey was not specific to the Keep, but was
This path to Adrya Ampais was lost to the annals of time,
actually a means to another end. The charge: to infiltrate
until now.
the inner sanctum of Adrya Ampais and secure the aid
of the fabled Dragon Riders. Following ancient scrolls Beren walked from the woods, swearing under his breath
and enclosed clues across the breadth of Azamar, the small as a small branch caught his cheek. Then something
band journeyed in a race against time. Dav, most of all, caught his eye.
knew the dire situation as it had been presented to them
Down. Beren dropped as fast as the wind allowed
months ago by the Wyvine Council.
him.
The massive council chamber room housed the hundreds
Dav and Mogi stopped and held a signal for Garn, who
of Wyvine council members who oversaw the governance
fumbled for the reins of the mule to halt. The mule
of Olm. Beren, who was from a long line of respected
bucked, throwing Garn nearly on Davs heels.
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Joseph Conaway (order #4798807)

Damn mule! Garn spoke, and then was quickly hushed


by his friends. Mogi gestured at them to remain and he
stood, bent over, and rushed forward to kneel just behind
Beren while remaining in the tree cover.
Before them at the top of the hill, was a massive ironbark
tree with the Keep looming in the distance. Along the
horizon a troll visibly hurried along the opposite cliffside,
moving as if fleeing from something. Then they noticed
the strange flock of creatures flying towards Obsalos from
the distant sea to the South East.

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.

Where a troll hides, so should we. Beren spoke calmly


to Mogi, who gestured for the others to move forward
slowly. The taint of Obaslos was distant today on the
he asics
wind, replaced by a stranger scent, one of brimstone
and ash, the smell of clothes after a night around the How it works:
campfire.
1. Create the Characters Name, Race, Gender, Height,
Dav pulled a spyglass from a pouch and assembled it,
Weight, Trade, Level (Optional), Chronicle, and
bringing it to his eye. He gasped audibly, shaking, he
Description.
handed it to Beren. They took turns looking through
the glass at the spectacle, in turn awe and fear came over 2. Distribute ten dice (10d) to the five (5) Attributes
them. As Garn finished looking through the spyglass, the
(Dexterity, Strength, Persona, Intellect, and Aptitude).
first of the Dragons were upon them. They stayed hidden
An Attribute with three dice (3d) is an average
for a time.
Attribute score.

T B

There were so many Dragons, the four had no idea how


3. Calculate the Derived Stats: Hit Points, Initiative,
to react, let alone do anything. No one had seen that
Move, and Vitality. Distribute seven dice (7d) to the
many Dragons at once in millennia and the vision of it
Characters Skills. Each Skill inherits the score of the
was beautiful and terrifying. Dragons were known for
parent Attribute, thus if Dexterity is at four dice (4d),
their impossibly long vision and also their keen sense of
then all the Skills belonging to Dexterity begin at four
hearing and smell. The four knew they were seen and
dice (4d), so adding one die (1d) to Dodge increases
likely smelled long before the Dragons were near and they
the Dodge Skill to five dice (5d).
awaited their fate.
The Dragons just flew past.

4. Hit Points equals The Number of Strength Dice


multiplied by three, (Hit Points= Strength x3).

In a moment of awe, Beren and Mogi stood and walked


to the great tree at the top of the hill in front of them,
5. Move equals Strength plus three, (Move = Strength
staring at the magnificence of the Dragons. It was a good
+ 3).
day to be there.
The Flight of the Dragons had begun.

6. Vitality equals Strength, (Vitality = Strength).


7. Initiative equals Dexterity, (Initiative = Dexterity).
8. Save or spend the seven (7) starting Cinema Points for
raising Skills or purchasing Character Features.
9. Get starting Equipment, Money, and Weapons.
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Joseph Conaway (order #4798807)

More and more people lately seem Blur Touched I think


it is a sign of things to come.

Roll

- Puhctek Der, Urbane-Human, Lord, Krane Defense


Minister

The Blur Touched

Some are born Blur Touched, others develop it later in


life. Blur Touched Characters have many benefits, such
as the emergence of supernatural abilities, access to
using magic, and the ability to sense and interact with
the Fabric between worlds. Characters may begin as
Blur Touched at Character Creation for free, or the may
choose to become Blur Touched later, by spending twenty
(20) Cinema Points to activate the inner Emergence
of becoming Blur Touched. Once a Character is Blur
Touched, they can remove it permanently through the
Purging: a painful day-long ritual. The Purging, aside
from being painful and time-consuming to the Character,
permanently reduces the Characters Total Hit Points by
twelve (-12 Hit Points, if this drops below zero (0) Hit
Points, the Character dies), and it requires the Character
to remove all but one (1) Cinema Point. Those who are
Blur Touched are subject to detrimental effects when near
a Corruption Event.

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

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Joseph Conaway (order #4798807)

New Skill
Specialization

11

The world needs more Heroes. They keep jumping in the


way of arrows to save other people.

12

- Lord Ajran of Krane, Urbane-Human, Defense Minister

13

Random Backgrounds (Optional)


An optional method of adding some flavor to new
Characters is by rolling for a random background. We
produced a random background chart that really adds
a bit more to a Character and gives them a little more
uniqueness and personality. Take it or leave it, it is an
excellent way to spice up any new Character!

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

With the comfort of a stable


family, you learned to get your way:
Persuasion +2d.
Raised by siblings, you learned the art
of avoidance: Sneak +2d.
Condemned and abused, you persisted
despite the odds: Streetwise +2d.
Raised by in the wilderness, you lived
off the land: Survival +2d.
Life in a monastery taught you to
improve the self: Brawl +1d, Grapple
+1d, Dodge +1d.
Instructed in secret and given the tools
for survival: Cinema Points +5.
Rigorous military training and focused
academics gave an edge: Any Skills
+4d.
Your master gave you everything, the
rest is up to you; Any Attributes +2d,
Any Skills +2d, Multiply money by
two (x2).

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

Suggested Cinema Points


30
50
90
120
200

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Joseph Conaway (order #4798807)

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.

(Permanent, Replace Willpower for Search as desired)


Adrenaline Junkie, Cost: 5, Creation Only.
Description: Your Character enjoys being a dare devil and
doing things that others would never try. Every time you
spend at least one (1) Cinema Point, if you succeed in a
roll with an Epic DR or better, you get one (1) Cinema
Point back immediately. This is always a gamble, but an
Adrenaline Junkie is always willing to take the risk. Once
the spent Cinema Point returns, more Cinema Points
cannot be gained in this manner.
Adverflammian, Cost: 3, Creation Only, Race Only:
Shrave.
Description: The Character was born with a natural
resistance against flames and fire, and the heat associated
with them.
(Armor +20 against Heat and Fire)
Afflicted, Cost: 7, Creation Only.
Description: Your family was in the line of fire on
Evercrow, when the Fracturing occurred. Since then,
each subsequent generation has carried the Affliction,
a magical condition that manifests through physical
changes, providing a boon and a curse simultaneously.

(Permanent, +5d distribute to any starting Attributes


except Persona. Persona can never increase. Persona skills
can never increase, including Willpower. Persona drops
by 1d every decade of the Characters life until hitting 1d.
If the Player chooses to begin at 2d and the Character is
20-29 years old, the Character actually begins with 1d in
Persona. If the Player chooses to begin with 1d Persona,
the Character is horribly disfigured from birth and is
(+2d to Dexterity or Strength, 2d Max Attribute on likely cast out from normal society)
Opposite Attribute Dexterity or Strength)
Ambidextrous, Cost: 5, Creation Only.
Achromatic, Cost: 3, Creation Only, Race Only: Shrave.
Description: Your Character is Ambidextrous, and can
Description: The Character was born with the ability to use both hands equally well. Ambidexterity keeps the
DR equal for the off-hand when using Dexterity rolls.
camouflage through skin color changing.
Without this Special Ability, the DR increases by one.
(Sneak +15 when not moving, Sneak +9 while moving,
(No DR change for offhand, without the DR level
Activation: Immediate)
increases by one level)
Acumen, Cost: 3, Creation Only, Race Only: Shrave.
Ascendant, Cost 7, Creation Only, Blur-Touched.
Description: The Character was born with the ability to
perceive supernatural elements of nature, able to sight Description: The character ignores all detrimental
corruption event effects, forever.
details of Reality; you have a unique, Sixth Sense.
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Joseph Conaway (order #4798807)

(Permanent, Ignore Corruption Event Effects)

doors and ripping gates from mortar.

Auroran, Cost: 7, Blur-Touched, Creation Only, Race


Only: Full Blooded Human.

(Push-Pull +12, Lift +12)

Description: Aurorans are those Humans destined for


greatness who have an innate and supernatural ability to
influence and lead others, for better or worse. They appear
to glow blue slightly in light and appear as a beacon of
hope in the worst of times.

Burst of Speed, Cost 3, Creation Only.


Description: The character ignores obstacles and moves
briefly at great speeds.
(Athletics +12 to traverse over obstacles, DR based on
terrain, if successful: Move +10, this does not provide
extra actions)

(Permanent, The Character emanates an aura of power,


inherently Magical in nature, Starting Persona +3d Bury, Cost: 3, Creation Only, Race Specific: Enfri.
(Cannot exceed 6d), any allies within a fifteen (15) unit
Description: With Bury, an Enfri can hide just about
distance of this Character gain +1d on all rolls during
any object out of view, particularly awkwardly, however
Combat)
difficult to spot.
Avatar, Cost: 6, Blur-Touched, Creation Only, Race
(+3d Sneak, Activation: Immediate)
Specific: Humans.
Cat Burglar, Cost 3, Creation Only.
Description: A character who becomes an Avatar is a
conduit of Anteprofidian Magic and can naturally tap Description: The character belongs to a long line of master
into Magic regardless of location, inherently able to drawn thieves, raised amongst a syndicate, and taught the ways
upon the true Source.
of the criminal underground.
(Permanent, Regardless of Corruption Events or issues in
the Blur this Character can tap into and use Magic where
others may not)
Beast of Burden, Cost 2, Creation Only.
Description: The character can carry a lot of stuff over long
distances that would make others collapse in exhaustion.
(Lift +12, Stamina +12)
Blood Ties, Cost: 7, Creation Only, Race Only: Urbane.
Description: Urbane have a long legacy behind a secret
society, called the Glow. By digging deeper into the
Characters history and uncovering old family records, the
Character learns of belongings to the Glow. By taking
the first step, the Character is now a member of the Glow,
a secret society of assassins, bent on preventing another
Fracturing, no matter the cost.

(Security +9, Sneak +9, Athletics +9, Business: Appraisal


+9, Streetwise +9)
Chink in the Armor, Cost: 3, Creation Only, Race
Specific: Enfri.
Description: Many Enfri learn technical affinities, making
them able to quickly spot details, and can do so through
concentration in combat to expose fatal flaws in an
enemy.
(With a successful Tactics, DR Moderate, an Enfri may
immediately strike an enemy and deal Sneak Damage,
Activation: Immediate)
Chiromancer, Cost: 7, Creation Only.

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.

Chitonous, Cost: 3, Creation Only, Race Only: Shrave.

Description: The character is an expert at breaking down

Description: The Character was born with the ability to

41

Joseph Conaway (order #4798807)

harden areas of the skin and use it as Armor.

new languages quickly.

(Armor +12, Activation: Immediate)

(Language +15)

Claws, Cost: 3, Blur-Touched, Creation Only.

Destined, Cost: 6, Creation Only.

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)

Concentration, Cost: 5, Creation Only.

Didactic, Cost: 5, Creation Only.

Description: Your Character is better at putting effort


behind things when concentrating. If you declare
you are Concentrating ahead of time, after 1 round of
Concentrating you receive a +4d on the next roll. This is
especially helpful if a Character is waiting to ambush an
enemy or has time to focus on a task. This bonus does not
work during Combat, (after an Initiative roll).

Description: With your Characters tutelage, another


Character learns more quickly and easily.

Crack Pilot, Cost 2, Creation Only.

(Academics, DR Difficult for 3d or less, Very Difficult


for 4d-6d level Intellect Skill, lowers cost of increasing
an Intellect Skill by one half the cost (rounded down) in
Intellect Skills your Character is trained in, Duration:
Immediate)

Dragonscendant, Cost: 4, Creation Only, Race Only:


Description: The character is a crack pilot with all ships Shrave.
and vehicles)
Description: The Character was born with direct lineage
(Piloting +15)
to a Dragon, borne of magic, is able to produce a small
breath weapon.
Curiosity, Cost 2, Creation Only.
(Permanent, Gain a directed breath weapon of the selected
Description: The character has an unnatural ability to use type: Acid, Fire, Frost, Lightning, or Quintessence.
completely unfamiliar mechanisms and devices.
Range: 5/8/15, Damage: Willpower +21/+18/+15, the
Characters glands re-charge after three (3) Rounds,
(Operate +15)
Duration: Immediate, Activation: 3 Rounds)
Deftness, Cost: 5, Creation Only, Race Only: Enfri.
Dragoon, Cost 2, Creation Only.
Description: Using their smaller size to an advantage some
Description: The character is an expert at directing and
Enfri have heightened their reflexes and are exceptional at
riding a mount.
avoiding strikes.
(Riding +15)
(Permanent, +3d Dodge)
Effigy, Cost: 4, Creation Only.
Deriver, Cost 2, Creation Only.
Description: Some people are capable of remaining
Description: The character speaks, reads, and writes many
ridiculously still, such that they are also ridiculously
languages effortlessly, often able to understand completely
42

Joseph Conaway (order #4798807)

your face, but might remember blurry details, like a


rough age or height, male or female, color of clothes. The
(+6d Sneak to stay hidden without moving, Activation:
difficulty to remember any details about your Character
Immediate)
is Epic regardless of how recent the person made contact
Enervation, Cost: 7, Blur-Touched, Creation Only, Race with you.
Only: Full Blooded Human.
(+4d Deception)
Description: The very presence of the Character weakens
Free Diver, Cost 3, Creation Only.
and damages enemies.
Description: The character can swim and stay under water
(Permanent, The Character emanates an aura of resilience.
while active on one breath for long periods.
Any enemies within a twenty (20) unit distance of this
Character takes Damage: Willpower at the beginning (Stamina +12, Swim +12)
of each Round, Duration: During combat, Activation:
Gifted, Cost 6, Creation Only.
Instantaneous)
Description: The character has a natural affinity with most
Entrepreneur, Cost 2, Creation Only.
fine motor skills.
Description: The character was born to buy and sell for
(Aptitude +9)
profit.
Healer, Cost 3, Creation Only.
(Business +15)
Description: The character is a natural healer.
Faade, Cost: 3, Creation Only.
(First Aid +12, Medicine +12)
Description: The Character can almost perfectly mimic
another person down to the very last detail including Inner Radiance, Cost: 6, Blur Touched, Creation Only.
voice and mannerisms effortlessly.
Description: Through the trials of childhood, your
Character unknowingly drew on the Axiom for survival.
(Deception +12 for impersonation and disguise)
Your Character, as an adult, effortlessly uses it to shield
Fawn, Cost: 4, Creation Only.
you with supernatural tenacity.
Description: Your Character is excellent at flattery and
(Permanent, Willpower replaces Vitality for absorbing
laying on praise in ways that lower others social barriers,
Damage)
making them feel more comfortable.
Intrinsic, Cost: 6, Blur-Touched, Creation Only.
(+3d Deception, Empathy, and Persuasion)
Description: Born magical in nature, your Character
Fifth Rite, Cost: 6, Blur-Touched, Creation-Only.
innately formed the ability to shape shift shortly after
Description: The Character sends forth a wave of lightning birth. An Intrinsic is able to later expand and improve
in a massive burst which damages and stuns anyone the natural shape shifting abilities.
nearby.
(The Character is able to shape shift for limited periods,
(Anyone within a ten (10) unit distance of the Character (including all personally held belongings and clothes),
is immediately Stunned for 1d Rounds, and may suffer into a raven, domestic cat, catfish, or sewer rat, during this
Damage: Willpower+6, Duration: Immediate, Activation: period the Character is able to communicate normally,
when the period ends the Character immediately reverts
Spontaneous)
to normal form, Activation: Immediate, Duration: 1d
Forgettable, Cost: 5, Blur-Touched, Creation Only,
Minutes)
Cannot take Fame.
Leap of Faith, Cost 2, Creation Only.
Description: Your Character is hard to remember. Most
Characters have a difficult time remembering your name, Description: The character can leap with amazing distance.
difficult to detect without some form of Magic.

43

Joseph Conaway (order #4798807)

Blooded Human.

(Jump +15)

Description: The Character now belongs to a unique


subrace of Humans, called the Nightbreed. They can
Description: Your Character produces a directed beam of
spontaneously discover this infusion late in life, and are
light as desired, unconsciously capable of focusing magic
capable of supernatural feats under the glow of the moons
into a desired hand and emit the beam.
of Azamar.
(Permanent, The beam of light activates or deactivates as
(Permanent, Under the glow of the moons, the Character
desired, it will illuminate up to a five thousand (5,000)
gains the following augments: +3d Strength, +3d Vitality,
unit distance away, the light bright enough to temporarily
+3d Dexterity, +3d Initiative, (Cannot exceed 6d), and the
blind a target for 1d Rounds, but never permanently,
Characters eyes glow blue-green with Magic when open,
Activation: Immediate, Duration: As Desired)
this power does not activate underground or indoors)
Litigious, Cost 2, Creation Only.
Nimble, Cost: 5, Creation Only.
Description: The character interprets and understands the
Description: Your Character has a unique gracefulness
inner workings of laws.
and ability to move smoothly, sometimes leaving visual
echoes behind as a wake.
(Law +15)
Lightbeam, Cost: 4, Blur-Touched, Creation Only.

Martyr, Cost: 7. Creation Only.

(+2d Athletics, Sneak, and Persuasion)

Description: Born with the will to persevere, this


Character is capable of focusing both passion and will in
such a way that it makes them more capable of pushing
through regardless of the outcome, like all great things it
is not without sacrifice.

Noble, Cost 5, Creation Only.

(Artisan +15)

Oculis, Cost: 3, Creation Only, Race Only: Any but


Shrave.

Description: The character belongs to a Noble family and


was raised within it, and is heir to a noble position of
authority and power.

(Politics: Noble +9, culture +9, law +9, language +9)


(Permanent, The Player may at will take Damage and
surrender one (1) Hit Point and in return get one (1) Observant, Cost: 5, Creation Only.
Cinema Point)
Description: Your Character has a keen sense of Perception,
Masterworker, Cost 2, Creation Only.
and is able to notice things more easily others just do
not.
Description: The character can create masterpieces
effortlessly, including crafting of weapons and armor.
(+4d Search)
Mnemonics, Cost: 6, Blur-Touched, Creation Only.

Description: Born with enhanced vision, the Character


Description: Through intense training in youth, your
can see perfectly in utter darkness,
Character holds a complete memory of an Anteprofidian
Codex. This knowledge makes the Character highly (Permanent, The Character can see clearly as other
desirable as a Docent for the Hall of Memories.
Humans do during the day in Low-Light and No-Light
environments, but is partly blind in bright light, increase
(Permanent, +3d Academics: Anteprofidian Knowledge,
the difficulty of (+2 DR) Search in bright light. A common
+3d Languages: Anteprofidian Linguistics)
fix for this are Enfri Sun Goggles.)
Natural Leader, Cost 2, Creation Only.
Pathfinder, Cost: 3, Creation Only.
Description: The character can inspire and raise the morale
Description: The character is capable of always finding
of allies in the worst of times. (Command +15)
normally trafficked pathways through the wilderness,
Nightbreed, Cost: 7, Blur-Touched, Race Only: Full despite their lack of exploration.
44

Joseph Conaway (order #4798807)

(+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)

Shrill, Cost: 5, Creation Only.

Rite of Blood, Cost: 4, Blur-Touched, Creation Only.

Description: The Character can hear sounds of various


ranges as desired, including ultrasound and infrasound.

Description: a Fiend blessed Your Character at birth by a


Rite of Blood, imbuing the Character with the ability to (Search +16 for listening or locating objects by sound)
slip easily into the Blur across the Fabric.
Siege Specialist, Cost 2, Creation Only.
(Your Character moves into the Blur over a short period
Description: The character can set, arm, and fire a siege or
and does so without tearing the Fabric, stepping back
heavy weapon effortlessly. (Heavy Weapons +15)
into Azamar delivers Damage 9, Activation: 1d Rounds,
Snuffler, Cost: 5, Creation Only.
Duration: Permanent until the Character returns)
Saboteur, Cost 2, Creation Only.

Description: The Character has a nearly perfect sense of


45

Joseph Conaway (order #4798807)

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.

(Deception +16, The Character can mimic and throw


sounds and voices perfectly up to a one hundred (100)
The Character has a strong understanding of Engineering
unit distance)
and is capable of applying technically advanced knowledge
in a constrained period.
Well Traveled, Cost 4, Creation Only.
(+4d Engineering)

Description: The character was raised while traveling


the world, as developed specific advantages in moving
between cultures and societies.

Steel Will, Cost: 7, Creation Only.

Description: Your Character has a mental barrier that is


(culture +9, law +9, politics +9, language +9)
unbreakable, even by the most powerful of mental attacks.
Your Character is immune to all mind-altering attacks or
General
telepathic abilities.
Apprentice Sword Chanter, Cost: 5, Race Specific:
(Permanent, Automatic success for any roll normally
Treuoall.
involving Willpower to resist)
Description: With minor training and the beginnings
Stones, Cost: 6, Blur-Touched, Creation Only.
of understanding, an Apprentice Sword Chanter may
Description: Your Character can innately levitate, move, effectually imbue a small amount of Magic into oneself to
and manipulate rocks and stones.
improve melee with a specifically bound sword.
(The Character can levitate, move, and manipulate rocks (Choose a single sword and it is bound to the user
and stones up to five(5) metric tons in weight, a distance Magically, Melee +3d, Damage +9 when using that single,
of three (3) units per Round, Activation: Immediate, specific weapon)
Duration: As Desired)
Archon, Cost: 5, Race Only: Treuoall.
Thurian, Cost: 4, Creation Only, Race Specific: Shrave.
Description: As an Archon, the Treuoall gains distinct
Description: The Character develops an affinity with advantages when using a Ranged Weapons. (Ranged
beasts.
+4d)
(Persona +16 with creatures Intellect 2d or less)

Ascendancy, Cost: 30, Blur-Touched, Race Only:


Urbane.
46

Joseph Conaway (order #4798807)

Description: The Character may take a nearly incorporeal


form, temporarily becoming a form of pure magic.

stress. (Heal 1d Hit Points)


Bounce, Cost 5, Tether.

(Can Teleport to any location in Azamar, Initiative


Description: The character forms a magical web with
+9, Vitality +9, Duration: Immediate, Activation:
other characters, providing them with an area of magical
Spontaneous)
force that allows them to bounce anyone or thing inside
Aterum, Cost: 5, Shadow League Initiate.
into the air.
Description: Some of the Shadow League learned the (At least three blur-touched characters must activate this
ability to manipulate darkness around them to conceal feature, when activated they create a field of invisible force
them from sight, making them extremely difficult to see. that they use to throw any objects or people within that
field into straight up the air up to 3d Units high, and then
(+2d Sneak in daylight, +4d Sneak in shadows, Activation:
drops them dealing Damage: 1d+9, a natural six (6) on
Immediate, Duration: 1d Rounds)
the damage roll stuns any living beings within the field
Battle Intuition, Cost: 3, Creation Only, Race Specific: for one (1) Round, Duration: Immediate, Activation:
Shrave.
Instantaneous)
Description: The Character was born with the ability to Boundless, Cost: 5, Race Specific: BuCol.
excel in combat.
Description: BuCol are born warriors and practice
(Permanent, +3d to the selected Skill: Brawl, Dodge, a specific course of fighting as soon as they can lift a
Grapple, Melee, Ranged. or Willpower, Cannot exceed SheaAhk (a BuCol weighted chain whip), their drive and
raw technique is unmatched, and deserves respect.
the 6d Maximum)
Blade Novice , Cost: 5, Race Specific: BuCol.

(SheaAhks Only, Melee +6, Damage +3 )

Description: BuCol are born warriors and practice a


specific course of fighting as soon as they can lift a sword,
their drive and raw technique is unmatched, and deserves
respect.

Brutal, Cost: 5, Race Specific: Wyvine.

(Swords Only, Melee +6, Damage +3)

Description: With Brutal, deal extra damage in a Melee


or Brawling attack.
(Brawl and Melee Damage +6)
Capital, Cost: 5.

Blade Warrior, Cost: 10, Blade Novice.


Description: Now a seasoned and experienced combatant,
the BuCol claims the status as Blade Warrior, now capable
of incredible and unmatched assaults with a sword.
(Swords Only, Melee +16, Damage +6 , these bonuses
replace those of Blade Novice)
Bloodlust, Cost: 25, Raze & Vociferate.

Description: Your Character has come into a source of


money, whether legal or illegal, which provides a source
of continuous income. While this money is constant, the
amount is variable. One thing is for certain, it is always
more than you need to survive.
Cardshark, Cost 5.

Description: Your Character has perfected the art of


Description: With Bloodlust, the Wyvine gains advantages playing games of chance and skill. (+4d Gambling)
to Movement, Damage, and Attack, for a short period.
Cats Eye, Cost: 5, Race Only: All except Shrave.
(Move +5, Damage +9, Melee or Brawl +9 for one (1)
Description: Due to a long lineage and closeness with
Round)
Magical creatures, some characters are capable of seeing in
Blurred, Cost: 10, Resilience.
the dark similarly to that of cats, capable to see in darkness,
even Magical darkness, where others simply cannot.
Description: With Blurred, the character is capable of
recuperating and healing minor wounds while not under
47

Joseph Conaway (order #4798807)

(Can see in darkness without a light source, to adjust


between bright and dark attempt a successful Search, DR
Moderate)

Description: Raised in a society where war is life, the


Wyvine has learned sharpened instincts in Combat,
reacting earlier than most opponents do.

Changeling, Cost: 5, Race Only: Humans.

(Initiative +6)

Description: After a binding with a Changeling Spirit,


the Character appears as a person very familiar to all
others; only those who were previously familiar with the
Character see the true identity. For whatever reason,
Changeling Spirits only bind with Humans.

Confliction, Cost: 10, The Ties That Bind.

(Permanent, Persona +2d with all strangers)


Cleaver, Cost: 5.
Description: With Cleaver, harness Axe weapons with
distinct prowess and deftness of hand, better at striking
with greater precision.
(+2d Melee, Damage +3 with Axe weapons)
Cleft, Cost: 10.
Description: On a successful Melee, the character delivers
a single, mighty swing with a perfect cut, dismembering
the opponent in some cases.
(Damage +6 with an Axe, an arm, leg, or head is cut clean
off if the Wild Die is a natural six (6 on the initial roll),
the second roll of the Wild Die determines the body part
dismembered with this attack: Results: six or five (6-5):
Head, four or three (4-3): Arm, and two or one (2-1):
Leg)
Cloak, Cost 5, Synergist, Blur-Touched.
Description: The character forms a magical field which
conceals themselves and anyone within it from view for
a period.
(At least three blur-touched characters must activate this
feature, when activated they create a field that cloaks
themselves and anyone between them from view by anyone
of anything outside of the field for the duration, the field
extends up to ten (10) units high and may at most be an
area of fifty (50) square units, add one (1) unit of height
and fifteen (15) units of area for each additional character
activating Cloak, anyone inside the field is completing
invisible from outside view, the field does not obscure
sound, Duration: 1d Hours, Activation: Instantaneous)
Combat Instincts, Cost 5, Prereqsuite: Race Specific:
Wyvine.
48

Joseph Conaway (order #4798807)

Description: In a single devastating attack, a special


technique focuses a strike on an opponent from a distance
using a Sheaahk weapon with exceptional accuracy.
(Permanent, This gives any Sheaahk weapon a Range:
5/10/15, Damage augmented: +9/6/3, but maintains the
use of Melee for striking)
Corruptor, Cost: 25.
Description: Using arcane and evil rituals, any use of
Magic Effects deals damage to any nearby life to fuel the
Magic, Corruptors often employ Defilers as guards and
soldiers.
(Permanent, Willpower +9, within a ten (10) unit distance
any plants wilt, any other life suffers Damage: Willpower,
take this Feature up to five (5x) times, each time the
bonuses and distance it affects stacks and increases)
Creedulient, Cost: 15, Blood Ties.
Description: The Character has sworn to the Creedulience,
the sacred book of the secret society of the Glow. In doing
so, the Character receives further training in the way of
the assassins of the Glow and their ultimate goals. As
well, the Character is now subject to selecting assignments
from the Glow, instead of only taking orders.
(Through further training in use of throwing weapons,
the Character gains +2d Throw with any weapon, +1d
Damage on a successful Thrown strike, (this stacks with
Blood Ties when using Daggers), and again underwent
another painful initiation rite of the Glow, (Permanent)
+6 Hit Points)
Crematory, Cost: 10.
Description: Using an ancient rune, the character may
strike an opponent with a chance of igniting the target
in flames.
(On a successful Melee attack, substitute Willpower for
Strength in determining Damage, if the target suffers any
damage it ignites into flames)

Joseph Conaway (order #4798807)

Consumption, Cost: 5, Race Only: Immyr.

Dead-Aim, Cost: 5.

Description: As a Guardian of the Immyr, Consumption


provides the ability to completely absorb Magical Effects in
progress, nullifying the outcome of damage or otherwise.

Description: Through excessive practice, your Character


can throw or fire a missile with deadly accuracy within a
certain distance.

(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.

Door, Cost 5, Synergist, Blur-Touched.

Description: The ability to avoid Sneak attacks and


associated damage, surprises and Executions.

Description: The character may instantly teleport beside


the physical location of another character.

(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

Joseph Conaway (order #4798807)

arrive within three (3) units of the destination character,


there is no limitation on the distance, however the
destination character must have enough room nearby to
reasonable fit the other character or this fails, the nearby
location does not guarantee safety, Duration: 1d Hours,
Activation: Instantaneous)
Dzhigitovka, Cost: 6.

Fame, Cost: 5, Cannot take Forgettable.


Description: Your Character has either purchased or
otherwise earned some kind of Fame. Known everywhere,
some love you and some hate you. The Fame defines
your Character and not by the actions committed
unless publicized. Other Characters reactions will differ
accordingly.

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.

Fearless, Cost: 5, Race Specific: Immyr.

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.

(Never suffers penalties due to Fear Effects, Magical or


otherwise)

Fearsome, Cost: 10, Brutal.


Description: Your Character deceives others on a nearprofessional level.
Description: With Fearsome, simply through presence,
one can inspire allies and intimidate enemies, affecting
(+3d Deception)
how they fight.
Evasion, Cost: 15, Race Specific: BuCol.
(Allies gain a bonus of +6 to all Attack types, Damage,
Description: As a highly trained BuCol warrior the and Dodge for the Duration, Duration: 1d Rounds)
Character perfects the process of avoiding damage.
Fellowship Member, Cost: 5.
(Permanent, Dodge replaces Vitality for soaking Damage,
Description: Your Character belongs to a fellowship
demonstrating that the Character is so good at Dodging,
of some kind, an organization with likeminded goals
this essentially gives the Character a chance to Dodge the
of the Character, and it provides things such as money,
attack, and Dodge the damage)
supplies, information, but their reach is limited. The GM
Expose Fault, Cost: 5.
determines the limitation of this organizations power and
influence.
A Character can quickly analyze an opponent and expose
a weakness if any, to deal that opponent additional Flurry, Cost: 10, Blade Warrior.
damage.
Description: Through the use of a sword, a warrior is able
(With a successful Tactics roll, DR Moderate and to attack in a combination of devastating swings.
immediately following up with a successful attack, the
(Initiative +9 and raises the limit for multiple actions in a
Character deals +3d extra damage)
round, by adding three (+3) actions per round)
51

Joseph Conaway (order #4798807)

Description: Your Character has come into possession of


an artifact that acts as a massive information store that is
Description: Your Character can cause enemies to falter
wildly vast. You get a bonus to any Intellect rolls made
or flee simply through a loud and intimidating rush to
when your Character has time to reference her information
attack.
store. This is not usable during combat.
(Intimidation, DR Moderate, this compels enemies to
(+4d Academics)
resists, Willpower, DR Moderate, if successful they still
take a step back, faltering, or if they fail, they run in fear, Interdiction, Cost: 5, Grounding.
Duration: Immediate)
Description: Capable of absorbing and dispersing both
Magic and Elemental Effects, an Immyr of this ability
Grounding, Cost: 10, Consumption.
tends to hold a perception as unstoppable against Magic
Description: Rather than completely absorbing all the
Users.
Magical essence of a Magical Effect, the Immyr channels
the essence into the surrounding world to absorb and (Willpower +4d, Counters and Absorbs all Elemental and
Magical Effects in progress, must beat the Willpower roll
disperse the Magic.
of the Magic User or Damage of the Elemental Effect)
(Willpower +2d, Counters all Magical Effects in progress,
Killing Blow, Cost: 20, Race Only: Wyvine.
must beat the Willpower roll of the Magic User)
Fulminate, Cost: 10.

Description: With Killing Blow, each time a Wyvine deals


a Killing Blow to a target, all effort exerted on the target
reinvigorates the Wyvine.

High Archon, Cost: 15, Warrior Archon.


Description: With High Archon, gain the ability to use a
Long Bow as a melee weapon.

(Permanent, any Cinema Points spent in the effort of


(A Long Bow now works as a Melee Weapon using
specifically attacking this target return to this Character if
Ranged, dealing a base Melee Damage as Str +12, the
the Wyvine Character delivers the final blow)
Character may now nock up to two (2) arrows in a
bow simultaneously without penalty, each arrow deals Laconic, Cost: 3.
independent damage)
Description: You have learned the Silent language,
known only to the Reticent Order of Ascetics. Unlike
Holes, Cost: 15, Blur-Touched, Pilfer.
other languages, Laconic requires a special understanding
Description: The Character imbues Magic into stealing
of body language and the subtle changes in walk and
by creating micro chasms of space where just about any
movement. Those trained in this may both understand
object may fit.
and communicate nearly perfectly in silence as long as
(Pick Pocket +6 (stacks with and works like Pilfer), Sneak they can see one another.
+18 (for hiding stolen objects), while the stolen object
(Permanent, perfect understanding and communication
must simply fit into the opening of the personal storage
with Laconic)
location, there is no other requirement)
Lance Adept, Cost: 15, Lance Reaper.
Immolation, Cost: 20, Raze.
Description: A Lance Adept represents the elite of the
Description: Through extensive training, a Wyvine
Wyvine Lancers, now understanding the Wyvine fighting
discerns an opponents weakness and exploit it to deal
form behind the Lancers called Thrax.
extraordinary damage.
(Melee and Ranged +9 (to Throw), Damage: +9, Double
(Tactics, DR Difficult, gain +15 to distribute as desired
(x2) the Throwing Distance with the Wyvine Lance,
between Melee or Brawl and Damage to the following
Range: 5/10/20, Melee: Str+42, Thrown: Str+36/33/30,
attack)
these bonuses replace those of Lance Reaper)
Information Store, Cost: 5.
Lance Inept, Cost: 5, Race Specific: Wyvine.
52

Joseph Conaway (order #4798807)

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

Joseph Conaway (order #4798807)

of the Glow assassins.


(The Character now understands every intricacy in
attacking a target, gaining an additional +2d Throw, +2d
Melee with any weapon, and additional Damage: +3, all
successful strikes now automatically bypass armor, and
now went through the final rite of the Glow, (Permanent)
+12 Hit Points)
Obelisk, Cost: 15, Blurred.

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: Characters in close proximity provide


Description, With Obelisk, resisting poison, sickness, extra armor and protection for one another to increase
toxins, and Magical Effects are increased.
survivability.
(+3d Willpower or Stamina, as needed)

(At least two characters must activate this feature, and


while in adjacent spaces and bracing to absorb an attack
Old Hand, Cost: 30, Blade Warrior.
together using Phalanx, they each successfully gain a
Description: After years and years of fighting, a Blade bonus in Armor: +8 per character, any choosing to Dodge
Warrior earns a place amongst the most honored of the attack lose this bonus, if only two characters are in
sword-wielding fighters, now considered an honorary the Phalanx and one of them Dodges, the other loses the
Sword Chanter. The Blade Warrior learns a devastating bonus as well)
series of techniques from the secret Sword Chantry and
Pilfer, Cost: 5.
may employ them at will.
Description: Through trial and error, arrest and avoidance,
(Sword Only, Melee +18, Damage +9 , these bonuses
conviction and dismissal, the Character has perfected the
replace those of Blade Warrior)
art of stealing from others by hand, but can only grab
Onslaught, Cost: 5, Race Only: Wyvine.
things that will easily fit into personal pockets.
Description: The Wyvine can cross a great distance to (Pick Pocket +16, +Sneak +6 (for hiding stolen objects),
slam into an opponent with great force.
the object taken is never chosen, instead this means of
Pick Pocketing is untargeted and used for taking objects
(Move up to four times normal (x4), Slamming into a
at random from others)
target deals Damage: Strength +6, the target is immediately
Stunned for 1d Rounds, No other actions are possible Pivot, Cost: 5, Race Only: Enfri and Immyr.
while using Onslaught)
Description: With Pivot, using small height as an
Organization Leader, Cost: 20, Fellowship Member.
advantage with a lower center of gravity, extra damage is
committed when using a two handed melee weapons or
Description: Your Character now considered a leader or
pole arms.
the leader within the Fellowship organization receives
many privileges, such as requesting financial, militaristic, (Damage +9, only for use with two handed melee weapons
or other support from the organization that you previously or pole arms)
did not rank high enough to receive. It is possible to,
Pluck and Tuck, Cost: 5.
(temporarily), lose your status for major mistakes however,
through this Special Ability you will always regain your Description: Your Character has practiced larceny to a
status.
point of making it an art form.
Paramount, Cost: 75, Old Hand and Severance.

(+2d Pick Pocket, Sneak)

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

Joseph Conaway (order #4798807)

(Permanent, No die loss for second combat action in a


round, all subsequent actions incur the normal die loss)
Principal, Cost: 5, Cleaver, Race Specific: Immyr.
Description: Acknowledged as a true warrior, a Principal
has refined skills in combat, specifically with the use of
Axes.
(+3d Melee, Damage +6 with Axe weapons, these bonuses
replace those of Cleaver)
Quick Draw, Cost: 5.
Description: Your Character has practiced and practiced
and finally can draw a weapon so fast it takes no time
to do so. Draw the weapon before Combat Initiative to
counteract an attack on you before Combat Initiative.
(+2d Melee, May freely exchange Melee Weapons as a free
action once a Round)
Rally, Cost: 5.
Description: With Rally, nearby allies utilize specialized
tactics under the characters commands.
(+2d to Attacks, Damage +3, to all Allies within five (5)
unit distance, one (1) round)
Raze, Cost: 15, Fearsome.
Description: With Raze, a successful melee or brawl attack
ignores an opponents armor.
(Ignores enemy armor for damage from an attack, melee
or brawl only)
Reflection, Cost: 5, Race Specific: Wyvine.
Description: With a deep meditative state, a character
remains aware of surroundings and achieves greater
restfulness than sleeping.
(Each one (1) hour spent in Reflection counts as four
(4) hours of normal sleep in calculating healing, as well,
while a character is in Reflection, they remain very aware
and notice changes and sounds around them easily on a
successful Search, DR Easy)
Reputation, Cost: 10.

may be good or bad, you decide where your alliances


reside. Chances are good a Reputation will make you
friends and enemies.
(+4d Persuasion with allies)
Resilience, Cost: 5, Race Specific: Immyr.
Description: With Resilience, tougher than most, the
characters suffers less damage.
(Armor +8)
Rite of Blending, Cost: 5, Rite of Stone.
Description: Each Immyr may go through a Rite of
Blending, where they fuse an Immyr metal-woven lattice
to their skin, discretely providing additional protection.
(Permanent, +2d Armor)
Rite of Force, Cost: 10, Race Only: Immyr.
Description: Each Immyr may go through the Rite of
Force, where an ancient Magical spirit provides enhanced
Magical protection and abilities. An Immyr who
undergoes the Rite of Force, now radiates a pulsing, deep
blue glow.
(Permanent, +3d Magical Armor; once a day, (1/day), on a
successful Willpower, DR Moderate the Immyr can evoke
a magical wave of force in all directions, Range: 15/30/60,
dealing Damage : Willpower+24)
Rite of Stone, Cost: 5, Race Only: Immyr.
Description: Each Immyr may go through a Rite of
Stone, which forms the bone structure into a hard-asstone substance, allowing the Immyr a one-time increase
to the amount of Damage they can suffer.
(Permanent, +12 Maximum Hit Points)
Rite of the Mountain, Cost: 5, Rite of Stone.
Description: Each Immyr may go through a Rite of
Zenith, which bonds an Immyr life force to a small stone,
allowing them to inherit the strength of stone, however
when they die, the Immyr soul enters the small stone,
and the Immyr cannot be resurrected or revived via any
method.

Description: Similar to Fame, your Character has


(Permanent, +1D Strength, NOTE: this does not provide
earned respect and recognition, but unlike Fame is not
a bonus beyond the 6d Attribute Maximum, once dead
well recognized everywhere. Your Characters name is
the Character cannot be resurrected by any means)
recognizable within certain circles, and the Reputation
55

Joseph Conaway (order #4798807)

Scholar of Zurn, Cost: 30, Avatar.

it for a cloak of darkness.

Description: The Character has studied the Zurn stones


and the relationship between them and the flow of time.
Now after all that time, the work has paid off and the
Character is able to use the Zurn stones to manipulate
time momentarily to an advantage.

(Throw Shadow Blades, Range


Str+9/+6/+3, Shadow Armor +3d)

4/6/8,

Damage:

Sovereign Sword Chanter, Cost: 15, Sword Chanter.


Description: The Character is now recognized as a master
and capable of teaching Apprentice Sword Chanters as
well as binding them to a sword of their choosing.

(Willpower, DR Moderate, The Character is able


to personally step out of and rewind time up to 3d
Minutes and retain a memory of the previously future (Must use bound Magically bound sword, Melee +12,
Damage +16 when using that single specific weapon,
experiences)
these bonuses replace those of Sword Chanter, May bind
Scout, Cost: 10.
an Apprentice to a Sword on a successful Willpower, DR
Description: Scouts are trained in tracking in hunting Moderate)
prey for hundreds of miles.
Squint, Cost: 3, Creation Only, Race Only: Shrave.
(Search +12 and Survival +6 for tracking and hunting a
Description: The Character was born with the ability to
target)
see normally in bright light.
Seafarer, Cost: 5, Race Only: Wyvine.
(Permanent, in sudden, bright light this Character instantly
Description: Through natural affinity and experience, the shifts vision to remain seeing, without the Character must
Wyvine are unmatched in the skills needed for traveling wear protective hoods or Enfri Eye lenses to see normally
in bright light or suffer penalties)
the open seas.
(Navigation +12, Vehicle Weapons +12)

Surgeon, Cost 5.

Severance, Cost: 50, Unfettered.

Description: The character has developed expert skills in


healing.

Description: A master of the Sheaahk reaches a point


where they are hailed as a champion of the BuCol, and (First Aid +12, Medicine +12, these bonuses stack with
they must make a journey to protect and guide their the features: Healer or Combat Medic)
civilizations into a new era.
Sustained, Cost 5, Synergist, Blur-Touched.
(Sheaahk Only, Melee +12, Damage +15 , these bonuses
Description: The character forms a bond with other
replace those of Unfettered)
characters, providing them with a sustaining life force.
Shadow League Agent, Cost: 10, Shadow League
(At least two characters must activate this feature, they
Initiate.
may activate Sustained and create a link that heals damage
Description: Now a recognized Shadow League Agent, based on a pool of points, determine the number of points
provided with credentials of authority, and extra training upon activation of Sustained as 2d points per character,
once activated any character may use the points in the pool
to perfect their skills.
in any number desired to heal themselves until the pool
(+2d Intimidation, +3d Throw, +3d Damage with a
of points becomes exhausted, at which point Sustained
thrown weapon, these bonuses replace those of Shadow
ends and must be restarted, if Sustained still has points
League Initiate)
in the pool when the duration expires any characters with
Shadow League Magister, Cost: 15, Aterum, Shadow wounds automatically heals the number of remaining
points in the pool, unless deceased, Duration: 1d Hours,
League Agent.
Activation: Instantaneous)
Description: The Shadow Magister is enabled the ability
to use Shadows as weapons and armor in addition to using Sweep, Cost: 5, Race Specific: Wyvine.
56

Joseph Conaway (order #4798807)

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 Transference, a Treuoall moves life


force from oneself to another, for Healing the other
person.

Description: The character forms a magical tether with


(Heal another by touch, Hit Points 1d+6, Undead or
other characters, preventing long falls and sudden drops
Demonic creatures suffer Damage: 1d +6)
through a magically binding force.
Treasure Hunter, Cost: 3, Race Only: Enfri.
57

Joseph Conaway (order #4798807)

Description: Many learn the ability to spot the most


valuable trinkets in a pile of treasure, capable of discerning
even amongst piles of gold and jewels.

(Intimidate, DR Moderate, all Enemies within a fifteen


(15) unit distance are stunned for the Duration, Duration:
1d Rounds, Activation: Instantaneous)

(+6d Search for finding the most valuable items amongst


many items)

Volley, Cost 5, Synergist.

Tributaries, Cost: 5, Blur Touched.

Description: The character coordinates a ranged attack


with other characters raining down a volley of ranged
attacks on a single target simultaneously.

Description: With Tributaries, a character can innately


detect the smallest and most subtle Magical changes, and (At least two characters must activate this feature, and
within a certain distance determine its source; at a greater when attacking via ranged, throw, or willpower (with
a magic foci weapon) together, using Volley, if they all
distance, only the direction of the source is discernible.
successfully hit they deal additional Damage: +6 per
(Permanent, Search, DR Easy, The character senses and
character)
identifies the source and strength of a Magical effect,
(this cannot identify the Magical effect), through a sixth Warlock, Cost: 30, Bloodlust.
sense within a three hundred (300) unit distance, outside
Description: So experienced in battle and as a veteran
of which only the direction is detected.
of many wars, a Warlock is immune to Execution and
other effects. Few Wyvine have established themselves as
Unfettered, Cost: 30, The Ties That Bind.
Warlocks, but those few remain feared and respected as
Description: The BuCol has completely shed all
champions.
assumptions of the world, and found complete harmony
in their traditions and the sheaahk chain weapons, which (Magical Aura (Armor +16), Immune to Execution,
the BuCol invented thousands of years ago. Through Immune to mental and illusionary Effects, Immune to
this understanding arrives a harmony allowing a BuCol fear)
to effortlessly delivery a barrage of attacks on an enemy.
Warrior Archon, Cost: 10, Archon.
(Sheaahks Only, Melee +18, Damage +9, , these bonuses
Description: With Warrior Archon, gain the ability to
replace those of The Ties That Bind)
deal more damage with Ranged Weapons.
Vault, Cost: 10, Onslaught.
(Damage +6 with Ranged weapons, stacks with Archon)
Description: With Vault, it is possible to bound high over
Weapon Affinity, Cost: 5.
enemies, landing a short distance away, sometimes dealing
The Character holds an affinity for using a specific weapon
extra damage on impact.
type such as Daggers, Bows, or Long Swords.
(On a Jump, the character leaps up to the maximum
Move, if the character lands on a target successfully, deals (+2d to Attack with any weapon of the specific type)
Damage: Strength +6)
Weapon Catch, Cost: 5.
Victor, Cost: 50.
The Character may catch thrown weapons as an alternative
Description: Through trials and struggle, the Character to dodging.
may succeed at what matters most.
(Permanent, Use Throw as an alternative to Dodge for
(Permanent, A Character automatically succeeds at a thrown weapons. This does not work for catching missile
weapons such as arrows.)
single attempt at anything, once per Episode)
Vociferate, Cost: 15, Fearsome.

Weapon Mastery, Cost: 15, Quick Draw, Weapon


Affinity: Specific Weapon Type.

Description: With Vociferate, the Wyvine roars so loudly


The Character mastered the use of a specific weapon type
that it can stun nearby enemies into submission.
as such as Short Swords or Bows.
58

Joseph Conaway (order #4798807)

(+2d to Attack with any weapon of the specific type, stacks


with Weapon Affinity and Quick Draw)

Magic Across Azamar

Magic in Azamar draws from the interconnection of the


world and the things just outside of the world, something
The Character may now automatically redirect a thrown the users of Magic refer to as the Fabric. On the other
weapon as a single smooth action, previously caught via side of the Fabric is the Blur, a place named as such due
its arcane nature and confusing, maze-like affect on the
the Weapon Catch special ability.
mind.
(Use Throw to catch and redirect a thrown weapon,
When crossing the Fabric between Azamar and the Blur,
requiring no secondary roll)
Magic users can traverse, mentally and spiritually, as well
Wrench Turner, Cost: 3, Race Only: Enfri.
as physically. Physically crossing the Fabric between
Description: An Enfri has the potential for greatness with Azamar and the Blur is dangerous, and often forbidden.
building inventions, armor, weapons, or otherwise similar Those users of Magic powerful enough to physically
cross into the Blur, typically do so under very controlled
Aptitudes.
circumstances, careful to not allow anything to cross back
(Permanent, +3d with Demolitions or Engineering, May
over behind them. Those whose minds and spirits cross
not exceed 6d Maximum, May be taken multiple times to
into the Blur are in as much danger as those who cross
apply once to each Skill)
over physically of dying, however there is significantly less
risk in allowing a Fiend loose on Azamar.
Wyldborne, Cost: 5.
Weapon Redirect, Cost: 10, Weapon Catch.

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

Arrow, Cost: 5, Blur Touched, Trade Specific: Wizard.

Description: Your Character can emit an arrow, shaped


Description: The Character calls upon the essence of of energy, which soars out seeking a target and striking
Magic, appearing as a beam of energy that shoots into the with immense force, capable of piercing metal armor and
sky, and then may direct it at any single target.
shattering rocks and trees.
(Willpower+18 to Hit, Range: 1000/3000/5000, Damage: (To Hit: Willpower +1d, Range: 10/20/30, Damage:
Willpower+36/33/30)
Willpower +6/+3/0, Duration: Immediate)
Blades, Cost: 5, Blur-Touched, Trade Specific: Wizard.

Magic takes practice. Believing it can do anything is for


fools; knowing it can do anything, also takes practice.

Description: Your Character summons several magical


blades and they impale a target with deadly force.

- Ofvgar, Human, Anteprofidian Wizard, Governor of


Adrya Ampais

(To Hit: Willpower, Range: 3/5/10, Damage: Willpower


+18/15/12
Blast, Cost: 5, Arrow, Blur Touched, Trade Specific:
Wizard.
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Joseph Conaway (order #4798807)

Description: Your Character is able to send forth a


concussive force in any direction, which not only deals
immense damage, but also bludgeons anything in its
path. Blast can both stun and deafen nearby people, as it
conjures magical forces to push with unchallenged force.

(Willpower, DR Moderate, Create a small campfire, up to


three small tents, and a small meal for up to three people,
Duration: 10 Hours, Activation: 2 Minutes)
Conjure Element, Cost: 5, Blur Touched, Trade Specific:
Wizard.

(To Hit: Willpower +5d, Range: 5/10/15, Damage:


Description: Your Character can create something from
Willpower +12/9/6, Duration: Immediate)
nothing, water, earth, air, fire, or lightning, all come when
Breach, Cost: 5, Blur Touched, Trade Specific: Wizard.
called providing their elemental services as beckoned.
While a practical display of power, the elements in
Description: Your Character can bridge the divide
question return to the Elemental realms within six rounds
between realms and pluck a creature from another realm,
after summoning, except the water element, which may
bringing it to the present realm. The creature summoned
be stored or consumed.
is not Spellbound or controlled and may outright attack
or otherwise when summoned. Most creatures do not (Willpower DR Easy, Creates 1 gallon of distilled water,
take kindly to summoning.
a small flame, a bucket of dirt, a spark of lightning, or a
small bubble of air, Duration: 1d6 rounds, except water
(Willpower DR Moderate, Summons a random creature,
which is Permanent)
Duration: Permanent)
Elemental Union, Cost: 5, Blur Touched, Trade Specific:
Camp, Cost: 5, Blur-Touched, Trade Specific: Wizard.
Wizard.
Description: Your Character can create a small camp via
Description: Your Character can weave an elemental effect
conjuration and summoning.
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Joseph Conaway (order #4798807)

(fire, water, earth, air, or lightning) into a magical effect,


which either resists or deals damage based upon that
elemental type. Assign this to a specific Magic effect and
use with that single effect, such as Elemental Union only
works as Lightning with Shield. Elemental Union may
be taken multiple times to use it with multiple magical
effects, i.e. once for Arrow, once for Shield, once for Spell
Storm, etc.

Inure, Cost: 5, Blur Touched, Trade Specific: Wizard.

(Weave an elemental effect into a magical effect, Duration:


Immediate)

Levitate, Cost: 5, Blur Touched, Trade Specific: Wizard.

Garrulous, Cost: 5, Blur Touched, Trade Specific:


Wizard.
Description: A selected target is compelled to talk
incessantly and pointlessly for a period, babbling
incoherently at times.

Description: This ability causes a selected target or group


to become complacent, making it easier to Sneak near
them.
(Willpower, DR Moderate, +4d Sneak while outside a ten
(10) unit distance of the target or group, Duration: 1d
Minutes)
Description: Your Character is able to levitate and float
or cause a target to levitate or float a significant distance
above the ground. This is a good way to get over a tall
wall or distract guards with a rock.
(Willpower DR Easy, Levitate: Move Self or Target Up
(up to 100kg) +15, Duration: 1 round)

(Willpower, DR Targets Willpower, Range: Within a


twenty (20) distance, Duration: 1d rounds)

Ofvgars Crimson Glow, Cost: 5, Blur-Touched, Trade


Specific: Wizard.

Heal, Cost: 5, Blur Touched, Trade Specific: Wizard.

Description: A red glow emanates without a distinguishable


source, bathing anyone nearby with warmth and red
light.

Description: The Character touches a willing target and


heals wounds and pain, removes disease, poison, plague,
and magical illness, and on rare occasions grow back
severed limbs.
(Willpower DR based on the following chart, Duration:
Immediate, Activation: Instantaneous)

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

Illuminate, Cost: 5, Blur Touched, Trade Specific:


Wizard.
Description: Your Character can illuminate a darkened
area despite the available light for a limited period.

(This provides the heat of a roaring campfire through


a red glowing area which provides enough warmth to
keep travelers warm despite below-freezing conditions,
it also casts very little light and is only visible within a
one hundred (100) unit distance, Activation: 1d Rounds,
Duration: 4d Hours)
Purify, Cost: 5, Blur Touched, Trade Specific: Wizard.
Description: Your Character can both Purify a living
being, removing any Spellbinding on another Character
or creature, as well as Purify food and water to make it
edible and free of disease.
(Willpower DR Easy, Removes all Spellbinding, Purifies
Food and Water, Duration: Immediate)
Shield, Cost: 5, Blur Touched, Trade Specific: Wizard.
Description: Your Character forms an impenetrable
and invisible field around a small area, protecting the
Character from missile weapon, such as Arrows. Shield
does not protect against Melee attacks.
(Willpower DR Easy, Armor +3d vs. Missile Weapons,
Duration: 1d6 rounds)

(Willpower DR Easy, Causes light, 50m radius, Duration:


Speed, Cost: 5, Blur Touched, Trade Specific: Wizard.
3d6 rounds)
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Joseph Conaway (order #4798807)

Journeyman Spells

Description: Your Character, or a target, may take double


the normal actions in a combat round.

Barrier, Cost: 10, Shield Blur Touched, Trade Specific:


Wizard.

(Willpower DR Easy, Doubles Number of Actions,


Duration: 1 round)

Description: Similar to the Shield magic, the Barrier allows


Spell Expansion, Cost: 5, Blur Touched, Trade Specific: your Character to form a more formidable field, this time
Wizard.
shimmering with energy and force, capable of protecting
from all damage types including elemental attacks and the
Description: Your Character can expand a magic effect
massive force of a weapon like a ballista.
from 1 person or target up to 6 people or targets. This
must be assigned to a specific Magic effect and can only be (Willpower DR Moderate, Armor +5d vs. All Damage,
used with that single effect, such as Spell Expansion only Duration: 1d6 rounds)
works with Blast. Spell Expansion may be taken multiple
Chary, Cost: 10, Blur Touched, Trade Specific: Wizard.
times to use it with multiple magical effects, i.e. once for
levitation, once for fly, once for shield, etc.
Description: With Chary active, the magic user instantly
moves out of the way of danger one time.
(Expands a single magical effect from one person up to 6
people, Duration: Immediate)
(Willpower, DR Moderate, While Chary is active, the
magic user may avoid falling into pits, getting hit by a trap,
Spell Extension, Cost: 5, Blur Touched, Trade Specific:
etc., for a single use, unless re-activated again, Duration:
Wizard.
1d Hours)
Description: Your Character can extend the length of
Darken, Cost: 10, Illuminate, Blur Touched, Trade
a magic effect by doubling the period. This must be
Specific: Wizard.
assigned to a specific Magic effect and can only be used
with that single effect, such as Spell Extension only works Description: Your Character can darken the brightest of
with Shield. Spell Extension may be taken multiple areas despite the even the sunlight for a limited period.
times to use it with multiple magical effects, i.e. once for
(Willpower DR Moderate, Causes darkness, 50m radius,
Levitation, once for Fly, once for Spell Storm, etc.
Duration: 3d6 rounds)
(Doubles a single time period or duration of a magical
Dilettante, Cost: 10, Blur Touched, Trade Specific:
effect, Duration: Doubled)
Wizard.
Spell Triggering, Cost: 5, Blur Touched, Trade Specific:
Description: Your Character can glean basic and superficial
Wizard.
knowledge of unknown topics easily.
Description: Your Character can create a conditional
(+3d to any Intellect Skill currently not trained or owned,
trigger for a magic effect to occur that will stay in place
if an Intellect Skill is known then this bonus does not
for up to six days or until the Character removes it. This
apply, even if only 1d)
must be assigned to a specific Magic effect and can only
be used with that single effect, such as Spell Trigger only Fly, Cost: 10, Levitate, Blur Touched, Trade Specific:
works with Blast. Spell Triggering may be taken multiple Wizard.
times to use it with multiple magical effects, i.e. once for
Description: Your Character can fly or cause a target to
arrow, once for blast, once for shield, etc. If not removed,
fly in any direction at great speeds. This is the best way
the Spell Trigger automatically releases the magic effect at
to travel when trying to avoid roads and ambushes by an
the end of the duration.
enemy.
(Creates a spell trigger for a single magical effect, Duration:
(Willpower DR Moderate, Fly: Move Self or Target (up to
Trigger lasts 1d6 days)
100kg) +50, Duration: 1d6 rounds)
Hubrous, Cost: 10, Blur Touched, Trade Specific:
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Joseph Conaway (order #4798807)

Wizard.

(Willpower DR Heroic, Rips open a gate to another


realm, Duration: Permanent)

Description: A selected target feels great confidence and


arrogance on the battlefield, temporarily increasing their Side Step, Cost: 10, Blur Touched, Trade Specific:
Wizard.
fighting technique.
(Willpower, DR Difficult, a single, willing target receives The Character can temporarily step out of Reality and
+2d to 1 attack per round for the duration of the combat, into the Slip Realm for a short period. The Character
cannot interact with Reality from the Slip Realm
Duration: total length of combat)
during this time, but during time in the Slip Realm,
Mercurial, Cost: 10, Blur Touched, Trade Specific:
the Characters Move is effectively increased. When a
Wizard.
Character enters the Slip Realm, they appear to disappear
Description: You can bestow great awareness on a target, into ashes. When the Character returns to Reality, they
are temporarily disoriented and must Search to reorient
significantly increasing their reaction time in Combat.
to the new location.
(Willpower, DR Moderate, +4d Initiative to a single,
(Willpower DR Easy, Instantly step into the Slip Realm
willing target, Duration 1d Rounds)
for 2d6 rounds, x2 Move while in Slip Realm, returning
Mollify, Cost: 10, Blur Touched, Trade Specific: Wizard.
to Reality forces a Search roll, DR Moderate to reorient or
Description: Even in the most harsh or dramatic be stunned for a round)
conditions, you can calm anyone nearby through a
Slow, Cost: 10, Speed, Blur Touched, Trade Specific:
magical aura.
Wizard.
(Willpower, DR Moderate, Any Characters within a ten
Description: Your Character or a target may take half the
(10) unit distance of the Character receive a +2d bonus to
normal actions in a combat round.
a single roll due to magic included calm they receive from
Mollify, the magic user does not get this bonus, Duration: (Willpower DR Easy, Halves Number of Actions,
Duration: 1 round)
Immediate)
Ofvgars Confoundabulator, Cost: 10, Blur-Touched, Spellbind, Cost: 10, Purify, Blur Touched, Trade Specific:
Wizard.
Trade Specific: Wizard.
Description: Through an intensely bright and quickly Description: Your Character can enthrall and Spellbind a
blinking light emanating from the eyes of magic user, target into service, causing that target to do the bidding
onlookers may experience temporary bewilderment, of your Character as you see fit.
sometimes resulting in short term memory loss.
(Willpower DR Targets Resist, Inflicts a Spellbinding on a
(A bright flashing light emanates from the magic users target, Targets Willpower to resist, Duration: Permanent
eyes, any onlookers experience nausea, and are instantly until Purified)
stunned for 1d Rounds, resisting this effect requires
Stricken, Cost: 10, Heal, Blur Touched, Trade Specific:
Willpower, DR Difficult, any onlookers who fail the resist
Wizard.
roll with a DR Easy or less experience memory loss of 1d
Description: On a successful Brawl or Grapple, the
hours, Activation: Immediate, Duration: 1 Round)
Character inflicts pain and injuries, poison, disease,
Rupture, Cost: 10, Breach, Blur Touched, Trade Specific:
plague, or magical illness on a target.
Wizard.
(Willpower DR after touch, bypasses non-magical Armor
Description: Your Character can open and keep open a
(Brawl or Grapple): Effortless: +1 Damage, Easy: +3
gateway between realms for an indeterminate amount of
Damage, Moderate: +1d6 Damage or Inflict a Disease,
time. This magic is very old and powerful and attracts the
Hard: +2d6 Damage or Inflict a Poison or Plague, Very
attention of the most powerful of beings, careful when
Difficult: +3d6 Damage or Inflict an Incurable or Magical
using it.
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Joseph Conaway (order #4798807)

(Willpower DR Difficult, +2d to all Allies rolls, 500m


radius, Duration: 1d6 rounds)

Illness, Epic: +4d6 Damage, Duration: Immediate)


Summon, Cost: 10, Conjure Element, Blur Touched,
Trade Specific: Wizard.
Description: Your Character can bridge the divide between
this realm and the Elemental realms, capable of bringing
forth a powerful Elemental being whose very nature and
incarnation is destructive and chaotic. An Elemental
cannot be controlled by any means and is treated as a
neutral character in combat, typically striking out at
whoever is closest. The Elementals return to the Elemental
realms within eighteen rounds after summoning, or if
significantly damaged. See the Elementals in the Flora
and Fauna section for stats.

Reality Peak, Cost: 15, Side Step, Blur Touched, Trade


Specific: Wizard.
While a Character is in the Slip Realm, the Character
may peer through into Reality before re-entering it, thus
avoiding disorientation.
(Permanent, With a successful Search roll, DR Difficult,
the Character may effectively peak into Reality before reentry to avoid surprises)
Repel, Cost: 15, Spellbind, Blur Touched, Trade Specific:
Wizard.
Description: Your Character can create a field that causes
most creatures and undead to avoid the Character for a
period.

(Willpower DR Moderate, Summons an Elemental being,


Duration: 3d6 rounds)
Adept Spells

(Willpower DR Moderate, Repels most creatures and


undead, 500m radius, Duration: 1d6 days)

Alchemical Conjuration, Cost: 15, Summon, Blur


Touched, Trade Specific: Wizard.

Sanguine, Cost: 15, Blur Touched, Trade Specific:


Wizard.

Description: Capable of focusing on conjuring water,


and imbuing it with a magical effect, your Character can
create potions for storing magical properties. This is a
simple way to create large numbers of Healing potions,
each Healing potion has the effect of the Healing roll
made when creating the potion. Potions can become very
complex quickly, sometimes imbuing archaic and amazing
powers on a drinker.

Description: A target or group of targets suddenly


experience an uncontrollable sense of cheer and laughter,
distracting them temporarily.

(Willpower, DR Very Difficult, 1d determines maximum


targets, the targets are effectively sent into a temporary
euphoria, requiring a Willpower, DR Difficult, to take
(Willpower DR Difficult, Conjure a potion magically with any actions, including defending themselves or dodging,
Duration: 1d Rounds)
imbued effects, Duration: Permanent until consumed)
Spell Bleed, Cost: 15, Blur Touched, Trade Specific:
Wizard.

Desiccate, Cost: 15, Blur Touched, Trade Specific:


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.

(Spells cause a blatant aftereffect both drawing attention


to and rejuvenating the caster, Duration: Permanent)
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Joseph Conaway (order #4798807)

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.

Effusive, Cost: 45, Blur Touched, Trade Specific:


Wizard.
Description: A single target, will begin bleeding profusely,
and without medical attention or immediate healing, will
die.
(Willpower, DR Heroic, Range: 100/200/300, the
target begins bleeding, suffering 3d direct damage to
Hit Points (no soak), each round until dead or Heal or
Medicine is used, DR Very Difficult, to stop it, Duration:
Immediate)
Inimical, Cost: 40, Blur Touched, Trade Specific:
Wizard.

Description: Through magic alone, a target or small group


of targets, mental force imposes them to believe whatever Description: By devastating the Fabric locally around
words spoken by the magic user, though it does not last a target, the disruption between Azamar and the Blur
delivers immense damage. (Willpower to Hit, Tear
long.
Damage: Willpower+24/21/18, Tear Radius: 1/2/3,
(Willpower, DR Very Difficult, 1d maximum number
Range: 5/10/15, Duration: Immediate)
of Targets, whatever the magic says for the duration
is completely believed and acted upon, including self- Revulsion, Cost: 20, Inspire, Blur Touched, Trade
injury, Willpower, DR Very Difficult to resist self-injury Specific: Wizard.
or injuring others in the case where it would not normally
Description: Your Character can cause all Allies in a given
occur (close friends and family, etc.), Duration: 3d
area to invoke fear in their enemies, making them appear
Seconds)
overwhelming and difficult opponents, dramatically
Detain, Cost: 25, Breach & Spellbind, Blur Touched, affecting the morale of the enemy.
Trade Specific: Wizard.
(Willpower DR Difficult, +4d to all Allies Intimidation
65

Joseph Conaway (order #4798807)

Skill, 500m radius, Duration: 1d6 rounds)

Path of the Asceromancers

Spell Storm, Cost: 25, Blast & Summon, Blur Touched,


The Asceromancers are a group of wizards dedicated to the
Trade Specific: Wizard.
art of maintaining peace and order throughout Azamar.
Description: Your Character produces a whirlwind of The Asceromancers view themselves as keepers of good,
magic that seeks out all nearby enemies and punishes and go to great lengths and endure significant hardships
them with concussive forces, burning and biting at them, to counter forces they view as evil.
trying to rip them apart.

Asceromancer Features

(Willpower DR Moderate, Hits all enemies in Range:


10/15/25, Damage: Willpower +9/+6/+3, Duration: 1
round)

Initiate, Cost: 5, Willpower Minimum (Attribute + Skill)


of 4d, Trade Specific: Wizard.
Description: Through the right of passing, an Initiate
declares the right to the long held tradition of reclamation.
In performing the ritual of reclamation, the Initiate begins
on the path of the Asceromancers, Wizards who swear to
defend the righteous using both Magic and their affinity
with it in an effort to defend the helpless and survive the
darkest of times, to hold to triumph in the face of empirical
defeat, and the abilities attributed to the Asceromancers.

While mystery and reality come from the same source,


magic is an understanding of how to stand between the
two.
- Kinrop Dul, Treuoall, High Wizard to the King of
Azamar

The Factions
Choosing the Course

(No bonuses for an Initiate, this opens the possibility of


taking further Asceromancer Features)

The users of Magic in Azamar are versatile and expansive,


but the ways they use Magic tend to fall into various
categories, typically aligning themselves with groups
to garner strength or avoid persecution. The largest of
these groups include the Asceromancers, the Elementals,
the Zamaranth, the Tatuaxe, the Weavers, and the Order.
Each of these groups uses Magic in unique and potent
ways, each of them powerful in their own right.

Purge, Cost: 10, Initiate.


Description: Able to focus and meditate on edge of the
Blur, an Asceromancer learns to draw directly from the
Magical essences between worlds and utilize them to an
advantage. (+12 Willpower)

The Asceromancers swear their lives to fighting evil


through an affinity with Magic.

Requiem, Cost: 10, Initiate.


Description: Learning to refocus Magic into fighting as an
art form, the Asceromancer is able to perceive the smallest
of changes in the Blur and react to them as if a master
warrior.

The Elementals seek to push the bounds of the Fabric


between Azamar and the Blur.
The Zamaranth draw their power from the life force of
others, making their magic both potent and devastating.

(Permanent, Willpower Skill replaces Melee, Brawl,


Grapple, or Dodge Skill, May be taken multiple times,
once for each Skill listed to replace with Willpower for
rolling)

The Tatuaxe use glyphs and markings to form connections


with their Magic and the Blur.

Manifest, Cost: 10, Initiate.

The Weavers master Magic through the weaving of sounds


and words, seeming to call on the Blur itself, for power.

Description: Asceromancers are capable of exposing a


moment in time and space where all nearby can perceive
the Blur as they do, this typically causes most to stand and
stare blankly at the Asceromancer, stunned temporarily in
awe of the event. A rare few are unaffected and typically
taken off guard by the effect it has on so many others.

The Order, the oldest and largest group of Magic users,


works to maintain the stability between the Blur and
Azamar, dedicated to bringing order in the chaos.
Which course will you choose?
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Joseph Conaway (order #4798807)

(Once activated any other Characters, friend or foe, within


Elemental Features
a fifty (50) unit distance are stunned for two (2) rounds,
Extinguish, Cost: 5, Trade Specific: Wizard.
to resist requires a Willpower, DR Very Difficult)
Description: The Elemental is capable of extinguishing
a normal fire of any size, including massive structure or
Description: Through a refocus of Magic into surrounding
forest fires.
world of Azamar, an Asceromancer can perform fantastic
(Willpower, DR Moderate, Completely extinguishes a
athletic feats.
bonfire or smaller, Willpower, DR Difficult, Completely
(Permanent, Willpower Skill replaces Acrobat, Climb,
extinguishes a large fire, i.e. a single building fire,
Jump, Lift, Push-Pull, or Swim, May be taken multiple
Willpower, DR Very Difficult, Completely extinguishes
times, once for each Skill listed to replace with Willpower
a massive fire, i.e. a forest or multiple building fire,
for rolling)
Duration: Immediate)
Asylum, Cost: 10, Initiate.
Air Blast, Cost: 5, Trade Specific: Wizard.
Description: An Asceromancer is physically capable of
Description: The Elemental is capable of forcing a massive
passing into the Blur and bringing others nearby for safety
blast of wind, strong enough to knock large creatures
or escape, the time spent on the other side of the Blur can
down.
be dangerous as powerful Fiends reside in the Blur.
(Willpower, DR Moderate, This fires a massive blast of
(With a successful Willpower, DR Moderate, the
wind, with a Push-Pull equivalent to 10d, Range: 4/8/12,
Asceromancer can travel into the Blur and bring up to
Duration: Immediate)
1d companions along, the same roll must occur again to
Change Water, Cost: 5, Trade Specific: Wizard.
return to Azamar)
One Foot In, Cost: 10, Initiate.

Ephermal, Cost: 10, Initiate.


Description: A rare Asceromancer masters the qualities
of an Ephermal, capable of brilliant Magical feats other
Wizards only dream of accomplishing; this is not without
a cost. (Character loses half of total Hit Points, use any
known Magical Effects and get +48 Willpower for one
time.)

Description: The Elemental can change the state of existing


water through magic, either to gas, liquid, or solid form.
(Willpower, DR Easy, Changes the state (Gas, Liquid, or
Frozen) of up to one thousand (1,000) gallons of water,
+1DR per additional thousand (+1,000) gallons of water,
Duration: Permanent until the water naturally changes
state due to environment)
Obstruction, Cost: 5, Trade Specific: Wizard.
Description: The Elemental can pull up the earth into
a wall or mound large enough to provide direct and
complete cover in a specific direction.

(Willpower, DR Easy, A wall of stone or mound of sand


The Elemental League
or dirt ruptures upward and provides an Obstruction
as wide and tall as the Elemental, providing as much
The Elemental League is a powerful group of wizards
protection as any natural Obstruction. +1DR for each
formed together to perfect the art of wielding Magic to
additional Obstruction erected simultaneously, Duration:
bend the Fabric as far as possible, capable of commanding
Permanent)
awesome and devastating effects of nature such as
controlling the base elements of fire, earth, air, and water. Density, Cost: 5, Trade Specific: Wizard.
While they do not tear the Fabric, they tend to push the
Description: The Elemental can cause the air to thicken
limits of what Magic can do within Azamar, stretching
before them, invisibly reducing the damage of projectiles
the Elements well beyond the imagination.
passing through the field.
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Joseph Conaway (order #4798807)

(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.

Archaminari, Cost: 25, Trade Specific: Wizard.


Description: The Elemental points at a target and
lightning ejects from the finger to the target dealing
massive damage.
(Willpower+1d to Hit, Range: 10/20/40, Damage:
Willpower+21/18/15, Duration: Immediate)

Crux of Zamaranth

The Crux is an ancient and powerful faction of wizards,


devoted to using Magic in the rawest forms possible,
typically referred to as Crude Magic. The Crux is capable
of drawing upon the very essence in those around them
and using it to fuel violent and mordant effects. The Crux
Stone Barrage, Cost: 10, Trade Specific: Wizard.
is considered a secretive organization in which few of their
Description: The Elemental pulls up nearby stones and members are outspoken and powerful enough to combat
uses them as projectiles.
entire groups of wizards alone. The few, feared members
of the Crux publicly known for their shear ferocity and
(Willpower roll determines number of stones pulled
cruelty, live as vagrants.
up, Willpower to Hit, Range: 10/20/30, Damage:
Willpower+9/6/3 per stone, Duration: Immediate)
(Willpower to Hit, Range: 5/10/15, Damage: Willpower
+12, the wave is three (3) units wide, two (2) units tall,
Duration: Immediate)

Flay, Cost: 15, Trade Specific: Wizard.

Zamaranth Features

Corruption, Cost: 5, Ritual of Zamaranth , Trade


Description: The Elemental may attack a target by focusing Specific: Wizard.
intense heat; this is initially uncomfortable quickly
Description: An acolyte of the Crux pulls the life force
resulting in a single target burning from the inside out.
from nearby plant life to fuel some Magic, funneling
(Willpower, DR Moderate, A chosen target must remain the life force into a Crux Magic Conduit, a Zamaranth
at a thirty (30) unit distance from the Elemental for Pendant.
the heating process to continue, if the target exits this
(Willpower, DR Easy, all the plant life within a ten (1)
range it cools down, +1DR if the target is Moving, roll
unit distance dies, add +2d to the Zamaranth Pendant
Willpower for Damage in first round, Damage +3 each
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Joseph Conaway (order #4798807)

Conduit strength, Duration: Immediate)

Description: An acolyte of the Crux, on an opponent,


deals damage directly to the life force of the target.

Drain Life, Cost: 5, Ritual of Zamaranth, Trade Specific:


(On a successful Brawl, Touch, or Grapple, an acolyte deals
Wizard.
Damage: Willpower +3 in addition to normal Damage,
Description: An acolyte of the Crux uses a targets life
bypassing magical and non-magical armor, Duration:
force to fuel some Magic, funneling the life force into a
Immediate)
Crux Magic Conduit, a Zamaranth Pendant.
Subsidy, Cost: 15, Ritual of Zamaranth, Trade Specific:
(Willpower, DR targets Willpower roll, the target must
Wizard.
remain in a ten (10) unit distance, if successful deal
Willpower+2d damage to the target, for every two (2) Hit Description: An acolyte is capable of creating a permanent
Points in damage (after soak), add +1d to the Zamaranth link to a target to power the Zamaranth Pendant until the
target dies.
Pendant Conduit strength, Duration: Immediate)
Disrupt, Cost: 5, Ritual of Zamaranth, Trade Specific: (Willpower, DR Very Difficult, a target must be asleep
or stunned and touched directly, the acolyte creates a
Wizard.
permanent link to the worn conduit, draining 12 Hit
Description: An acolyte of the Crux attempts to separate
Points a day, adding +5d to the Zamaranth Pendant per
the life force and spirit of a target from the physical body,
day, until the target dies. This link can be broken only
thus dealing extraneous damage. An emblazoned black
through Magical Healing once established; multiple
orb fires at the target to disrupt their spirit.
targets can link to the Zamaranth Pendant, Duration:
(Willpower to hit, Range: 5/10/20, Damage: Permanent until broken via Magic)
Willpower+9/+6/+3, bypasses non-magical armor,
Marionette, Cost: 20, Ritual of Zamaranth, Trade
Duration: Immediate)
Specific: Wizard.
Haze, Cost: 5, Ritual of Zamaranth, Trade Specific:
Description: An acolyte is capable of temporarily possessing
Wizard.
a target already linked to a Zamaranth Pendant through
Description: An acolyte of the Crux is capable of placing Subsidy. The acolyte remains aware and in control of
a target into a state of confusion making it easier to draw their own body while possessing the target.
upon their life force.
(Willpower, DR Targets Willpower roll, if successful gains
(Willpower, DR targets Willpower roll, if successful, the complete control of targets body, speech, however none
acolyte gains Willpower +2d for draining the targets life, of the targets innate abilities or otherwise, Duration: 1d
minutes)
Duration: 1d Rounds)
Ritual of Zamaranth, Cost: 5, Ritual of Zamaranth, Grim, Cost: 25, Ritual of Zamaranth, Trade Specific:
Wizard.
Trade Specific: Wizard.
Description: The acolyte undergoes the ritual of passage,
binding their spirit to a Zamaranth Pendant, which
must permanently remain on their neck. If removing
the pendant, an acolyte dies instantly and the pendant
explodes with all the Magic energy contained within.

Description: An acolyte emits a massive wave of disruptive


energy in all directions, disrupting anything it strikes.
(Willpower, DR Very Difficult, Strikes all targets in range
bypassing non-magical armor, Range: 10/20/30, Damage:
Willpower+9/+6/+3, Duration: Immediate)

(The acolyte now wears a Zamaranth Pendant, which


has no maximum Magical limit for storing or expelling The Tatuaxe
essence to fuel Willpower rolls, if removed it deals Damage
The Tatuaxe are wizards who use imagery or markings
1d+36, ignoring all armor, Duration: Permanent)
such as glyphs and tattoos, to fuel the connection for a
Expunge, Cost: 10, Ritual of Zamaranth, Trade Specific: specific Magical effect. This renders their Magic often
very powerful, though sometimes less permanent than
Wizard.
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Joseph Conaway (order #4798807)

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 Moderate, This places the magical mark


in place, the barrier that appears beside the marking stops
all objects from passing through it, however magic can
still traverse the barrier, the barrier will expand up to a five
by five (5x5) unit distance in height and width, Duration:
1d rounds)

Affliction of Stains, Cost: 5, Trade Specific: Wizard.


Description: The Tatuaxe can mark an object, person, or
location with this Glyph, only visible to other Tatuaxe,
indicating someone or something involved in a betrayal
or corruption. This marking provides warning for other
Tatuaxe to avoid the marked thing.

Mark of the Nemesis, Cost: 10, Trade Specific: Wizard.


Description: This places a mark on a target person,
marking them as an enemy to all Tatuaxe, who will attack
this person on sight.

(Willpower, DR Easy, This places the magical mark on


the target, Duration: Permanent)
Fealty, Cost: 5, Trade Specific: Wizard.

(Willpower, DR Moderate, This places the magical mark


on the target person, Duration: Permanent)

Description: With this mark, the Tatuaxe imbues trust and


loyalty to a person, and this mark indicates this trust and
loyalty to all other Tatuaxe who come upon marking.

Rote of Binding, Cost: 10, Trade Specific: Wizard.


Description: This places a mark on a target person,
providing life long bond of magical essence, where the
Tatuaxe and the target may freely draw upon one another
for strength and healing.

(Willpower, DR Easy, This places the magical mark on


the target, Duration: Permanent)
Polarize, Cost: 5, Trade Specific: Wizard.
Description: A marking, placed on the ground and
imbued with Magic, and left in waiting. Anyone who
steps on the mark is stunned for a short duration, which
causes the marking to disappear.

(Willpower, DR Difficult, This places the magical mark


on the target person, the target and Tatuaxe are always
aware of the others condition and healthy, and may choose
to transfer 1d Hit Points to Heal the other, Duration:
Permanent)

(Willpower, DR Moderate, This places the magical mark


on the ground, anyone who steps on the mark is stunned Rote of Breathing, Cost: 10, Trade Specific: Wizard.
for 1d Hours, Duration: 1d Days)
Description: This places a mark on a target person, giving
Shaper Tyro, Cost: 5, Trade Specific: Wizard.
them the ability to breathe in a vacuum or under water
effortlessly.
Description: The Tatuaxe learn to use their glyphs as
powerful weapons, imbuing allies and enemies with (Willpower, DR Difficult, This places the magical mark
magical markings that evoke powerful results.
on the target person, the target now may breathe with a
complete absence of air comfortably, Duration: 1d days)
(+3d Willpower for Tatuaxe Features)
Rote of Cold, Cost: 10, Trade Specific: Wizard.
Eviction, Cost: 10, Trade Specific: Wizard.
Description: This places a mark on a target person, giving
Description: The Tatuaxe can place a mark that deals
them the ability to ignore the coldest of conditions.
spiritual damage to a target until the mark fades.
(Willpower, DR Difficult, This places the magical mark
(Willpower, DR Moderate, This places the magical mark
on the target person, the target now ignores the coldest
on a target, the target suffers Damage 1d+15 each round
of weather and conditions, as if at room temperature,
the mark remains, Duration: 1d rounds)
suffering now damage or other effects from the cold while
70

Joseph Conaway (order #4798807)

the mark remains, Duration: 1d hours)


Rote of Daggers, Cost: 10, Trade Specific: Wizard.

prevents any Fiend from passing nearby the ward. This is


especially helpful at entrances and exits to confined areas,
such as caves.

Description: This places a mark on a target person,


(Willpower, DR Difficult, This places the magical mark
allowing that person to suffer no Sneak damage.
on a surface, a Fiend may not pass within a fifty (50) unit
(Willpower, DR Difficult, This places the magical mark distance of the mark, Duration: Permanent)
on the target person, the target now does not suffer Sneak
Shaper Scholar, Cost: 10, Shaper Tyro.
damage while the mark remains, Duration: 1d rounds)
Description: Now more powerful, a Shaper is capable of
Rote of Dust, Cost: 10, Trade Specific: Wizard.
wielding Tatuaxe magic with ease, also now imbued with
Description: This places a mark on a target person, a specialized marking that helps protect the Shaper. The
Shaper now glows with a faint green aura.
allowing that person to fall as if a speck of dust.
(Willpower, DR Difficult, This places the magical mark on
the target person, the target now has the wind resistance of
a speck of dust, now not capable of being knocked back or
falling at great speeds, the target can move easily however
of their own power while the mark remains, Duration: 1d
minutes)
Rote of Flight, Cost: 10, Trade Specific: Wizard.

(Permanent: Vitality +8, Non-Permanent: +4d Willpower


for Tatuaxe Features, this benefit overrides that of Shaper
Tyro)
Hand of the Fiend, Cost: 15, Trade Specific: Wizard.
Description: This places a distinct hand-like mark on a
target, protecting the target completely from possession
by a Fiend.

Description: This places a mark on a target person,


(Willpower, DR Very Difficult, Immune to Fiend
allowing them to fly for a period.
Possession, Duration: Permanent)
(Willpower, DR Difficult, This places the magical mark
Shaper Adroit, Cost: 15, Shaper Scholar.
on the target person, the target may now fly at will at
Move x4 while the mark remains, Duration: 1d hours)
Description: A Shaper with this level of experience and
study is capable of very powerful rotes with the greatest
Rote of Flames, Cost: 10, Trade Specific: Wizard.
of ease. An additional specialized marking applies to the
Description: This places a mark on a target person, Shaper, which provides additional ability.
allowing them to ignore fire and heat completely.
(Permanent: Vitality +4, Non-Permanent: +5d Willpower
(Willpower, DR Difficult, This places the magical mark for Tatuaxe Features, this benefit overrides that of Shaper
on the target person, the target now completely ignores Scholar)
all damage and difficulties with heat and flames, as if at
Shaper Majestic, Cost: 20, Shaper Adroit.
room temperature, and suffers no ill effects as such while
Description: A Shaper Majestic wields potent and
the mark remains, Duration: 1d hours)
powerful glyph making abilities, able to leverage powerful
Rote of Healing, Cost: 10, Trade Specific: Wizard.
and long lasting markings.
Description: This places a mark on a target person,
(Permanent: Vitality +4, Immune to Mind Affecting
allowing them to heal quickly wounds.
Magic, May now apply Permanency to Non-Permanent
(Willpower, DR Difficult, This places the magical mark markings at +2DR or double the Duration or Effect for
on the target person, the target now instantly heals up +1DR)
to 3d Hit Points and the mark disappears, Duration:
Maw of Ofvgar, Cost: 35, Trade Specific: Wizard.
Immediate)
Description: This places a powerful and ancient mark on
Rote of Warding, Cost: 10, Trade Specific: Wizard.
a target, temporarily providing protection from Damage.
Description: This places a mark on a surface, which
71

Joseph Conaway (order #4798807)

(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.

(Willpower to Hit, Range: 10/20/40, If struck the target


must resist, Willpower, DR Moderate, or fall asleep for 1d
rounds, Duration: Immediate)

Weaver Features

(Willpower, DR Moderate, Persuasion +5d, Duration:


Immediate)

Fortification, Cost: 5, Trade Specific: Wizard.


Description: With a few well placed sounds and phrases,
the Weaver can create and wear a Magical form of
Armor.
(Willpower, DR Moderate, Vitality +16, Duration: 1d
rounds)
Influence, Cost: 5, Trade Specific: Wizard.

Contrast, Cost: 10, Trade Specific: Wizard.


Description: A Weaver can influence a target to act outside
their normal behavior, perhaps making them hurt a friend
or themselves, way, when the contrasting act occurs the
target immediately reverts to normal.

Incite, Cost: 10, Trade Specific: Wizard.


Description: Weavers use this unique magic to cause
others to act on already prevalent violent tendencies,
typically useful for inciting riots or bar fights, where the
presence of lessened Willpower makes this easier.
(Willpower, DR Difficult, Causes random Characters in a
crowd to attack one another)

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

Joseph Conaway (order #4798807)

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.

(Willpower, DR Moderate, +3d Initiative)


Enthrall, Cost: 15, Trade Specific: Wizard.

Description: Using words and sounds, a Weaver can instill


(Willpower to Hit, Range: 50/100/200, Blast radius:
a potent whisper to the subconscious of a target, making
5/10/20, Damage as the explosion: 1d+27/24/21,
them loyal to a fault, willing to give their lives for the
Duration: Immediate)
Weaver.
Phase Nadir, Cost: 20, Phase Harbinger.
(Willpower, DR Very Difficult, Persuasion +6d, Duration:
Description: The Phase Nadir tend to stay out of the thick
Immediate)
of things, but are capable of manipulating time in such
Phase Harbinger, Cost: 15, Phase Bearer.
extreme manners that they are unequalled in their prowess
Description: As the primary force behind the majority of with an understanding of the flow between time and its
the Phase Nadir, the Phase Harbingers train with a unique relationship with the Fabric, Azamar, and the Blur.
and powerful understanding and ability to manipulate
(Willpower, DR Heroic, a Weaver may step from time
time.
and move backward or forward as far as 1d days, bring
(Willpower, DR Very Difficult, the Weaver can now 1d companions with them on this step through time, and
stop, shift, and even slightly move backward, the flow of imbue 1d companions with the benefits they enjoy from
time, this causes the Weaver the following benefits: +4d their training as a Phase Harbinger)
Initiative, an additional two Actions per round where the
Harbinger appears to be acting at the same time in each Order of the Veil
action, the ability to perceive the events of a round, and
The Order of the Veil is the largest organization of wizards,
correct them during the same round with one of the other
sworn to using Magic within a specific set of guidelines to
two Actions taken, Duration: Immediate)
protect from damaging or disrupting the Fabric between
Azamar and the Blur. The Order focuses a great deal of
Fissure, Cost: 20, Trade Specific: Wizard.
effort around Magic centered in alchemy and using the
Description: An ancient song combined with a short
essence of the Blur in its free form, which manifests in the
chant opens a fissure in the Fabric at the exact spot where
form of blue and orange light emanating warmth on the
an enemy stands, dealing tremendous pain and suffering
Azamar-side of the Fabric.
to the target.
(Willpower to Hit, Range: 10/20/40, Damage:
Willpower+18, ignores non-magical armor, Duration:
Immediate)
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Joseph Conaway (order #4798807)

Order Features
Ablex Student, Cost: 5, Trade Specific: Wizard.

and the Blur, Duration: Immediate)


The Fold, Cost: 5, Trade Specific: Wizard.

Description: A vicar of the Order realizes that the


Description: A vicar of the Order may close minor tears
interconnections of the Blur and Azamar present an
in the Fabric, having begun on the path of Ablex.
opportunity to fold the Fabric and cross vast distances,
(Willpower, DR Easy, closes minor or small tears in the riding upon the folded Threads of magic, a vicar may
appear to teleport.
Fabric, Duration: Immediate)
Blast Wave, Cost: 5, Trade Specific: Wizard.
Description: A vicar of the Order emits a concussive force
blast that explodes when it contacts a target.
(Willpower to Hit, Range: 20/40/80, Blast Radius:
3/6/12, Damage as explosion: Willpower +9/+6/+3,
Duration: Immediate)
Dementia, Cost: 5, Trade Specific: Wizard.

(Willpower, DR Moderate, the vicar may Move up to a


thousand times (Move 1,000x) normal Move instantly,
Duration: Immediate)
Vigilance, Cost: 5, Trade Specific: Wizard.
Description: A vicar of the Order may create a field, which
delivers a lessened amount of damage whenever anyone
strikes the vicar.

(Willpower, DR Moderate, any attackers within a ten


Description: A vicar of the Order can confuse an opponent,
(10) unit distance of the vicar that successfully strike the
warping their perception of reality.
vicar suffer half of any damage they deal (rounded down)
(Willpower, DR Targets Willpower, Causes the target while in the field, Duration: 1d rounds)
to see powerful and swaying illusions, often used for
Ablex Tenant, Cost: 10, Ablex Student.
interrogation of a subject, Duration: 1d hours)
Description: A vicar of the Order may now close much
Exploit, Cost: 5, Trade Specific: Wizard.
larger tears in the Fabric, as well as maintain protection
Description: A vicar of the Order may discern where the against possession by Fiends.
Fabric is disturbed, disrupted, or torn.
(Willpower, DR Moderate, closes moderate or medium
(Willpower, DR Easy, The vicar can discern the closest tears in the Fabric and immune to Fiend Possession,
tear or weak spot in the Fabric, knowing the exact distance Duration: Immediate)
and direction, Duration: Immediate)
Detonate, Cost: 10, Trade Specific: Wizard.
Perceive, Cost: 5, Trade Specific: Wizard.
Description: A vicar of the Order causes a large explosion
Description: A vicar of the Order may see the threads at a distance without any visible projectile.
connecting the Fabric to Azamar, as well as those
(Willpower to Hit, Range: 50/100/200, Blast Radius:
representative of existing Magical essence.
20/30/60, Damage as explosion: Willpower+15/+12/+9,
(Willpower, DR Easy, The vicar can discern the Azamar Duration: Immediate)
as if glowing threads composed everything, able to see the
Fiend Binding, Cost: 10, Trade Specific: Wizard.
interconnections between Azamar, the Fabric, and the
Description: A vicar of the Order may temporarily
Blur.
paralyze even the most powerful of Fiends.
Sever, Cost: 5, Trade Specific: Wizard.
(Willpower, DR Moderate, paralyzes a Fiend up to a
Description: A vicar of the Order may sever a thread
fifty (50) unit distance for the duration, Duration: 2d
interconnecting the Blur to Azamar from the Fabric
rounds)
through an ancient incantation.
Frame, Cost: 10, Trade Specific: Wizard.
(Willpower, DR Moderate, The vicar severs an existing
thread between the something or someone in Azamar, Description: A vicar of the Order may create a magical
74

Joseph Conaway (order #4798807)

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.
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Joseph Conaway (order #4798807)

Vale End

also holds the name Dragons Gate, as the door for Vale
End is large enough to allow a Dragon through it.

The unlikely companions stood in a circle in silence. Atop


a great hill, Dav placed the last of the stones on the burial
place of his oldest friend, holding back tears. In the loss
of one friend and ally, he gained many others amidst a
struggle of survival, in the face of betrayal.

Dav, Mogi, Beren, and Garn came upon Vale End


accidentally, crashing on an island following a storm
while crossing the Sea of Abalos. They barely survived
the storm, and when they awoke, they found themselves
imprisoned by Orcs within the outer sanctum, able to see
the great door of Vale End from a distance.

For months Mogi secretly studied the path of the Defilers


in reaction to the death of his family, who were brutally
attacked and murdered by a mob of Humans in the city
of Krane. Mogi, who was slowly turning to the darkness
within himself, secretly devised a plan for claiming magical
power for himself to seek revenge.

The four remained imprisoned for several days until


another small band of adventurers intentionally arrived on
Vale End. This other group included Azelea, a Treuoall
Swordchanter, Medric, an Enfri Shadow, and Rahknur,
a Shrave delegate and warrior, accompanied by a small
infiltration force conscripted by the high King Bowen.
Despite the path he traveled, his loyalty for Dav and
These three held tasked with similarly seeking the aid of
Beren was true, and he remained at their side until they
the Dragon Riders for the Kingdom of Azamar, as Beren
passed into the gates of Vale End, a massive entrance to
was by the Wyvine Council of Olm.
the Inferium under the control of the Orcs. Only after
a great many years since the companions, including their With nothing greater than luck, Azelea and her companions
Immyr friend, Garn, traveled around the world in search raided the Orc encampment, freeing the four prisoners.
of safe passage to Adrya Ampais, did they stumble on Vale In this act, they formed an alliance of sorts to seek out the
End. Vale End is a long lost entrance to the Inferium that council of the Dragon Riders for the greater good of all
of Azamar.
In crossing through Vale End, Mogi revealed the darkness
he held within when he plotted to attack and unleash the
power of the Defilers on Azelea and Medric while they
slept. Dav discovered his friend and confronted him,
where an argument and then battle followed. Dav, with
years of experience in fighting Defilers, easily overcame
Mogi, who defeated and disgraced took flight into the
vast darkness of the Inferium.
With apologies and sorrow, Dav and Azelea led their newly
combined group through the Inferium. After weeks and
as they ran short on supplies they were ambushed by a
Fondich.
A Fondich is an ancient and powerful creature, native to
the depths of the Inferium, considered a myth by most of
the people in Azamar. This Fondich attacked the party
without remorse, leaving only Dav and Azalea to stand
against it. Just as the Fondich was attacking again, Mogi
appeared and flanked the beast.
Run! Go now! shouted Mogi, striking at the Fondich
with an arrow.
This gave Dav and Azalea time to gather the party and
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Joseph Conaway (order #4798807)

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

Dav stood there a moment longer, watching and smiling.


Goodbye old friend. A whisper on the wind answered
his farewell.

The World of Azamar


As I stand here atop this peak, I understand that of this
world, I truly know nothing.
- Ofvgar, Human, Anteprofidian Wizard, as collected from
Ofvgars last journal

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
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Joseph Conaway (order #4798807)

Mo is the deity of laughter, change, and trickery. Mo


most rarely manifests, but does so normally in the form
of a jester with a dazzling outfit of ever-changing colors.
Mo rarely travels into Azamar, and never answers the few
followers committed to practicing what they believe the
path of Mo. Instead Mo randomly visits the world of
Azamar, changes something, and leaves, making Mo the
most unpredictable and difficult God in the lot.
Disciple Benefits

Treuoall. Shilutozenon does make attempts to repair and


restore the natural order of Azamar, but the damage dealt
by the Fracturing is far too extensive, even for a God.
Shilutozenon provides the followers of the path of nature,
also called Auspians, with some limited abilities to bestow
healing and other minor magical abilities, even when not
Blur Touched. Shilutozenon is probably the most active
God in the world of Azamar, often concerned with tasks
of stopping another Fracturing.
Disciple Benefits

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

Shilutozenon is the deity of nature and of the natural


order. Shilutozenon manifests as an animated tree,
typically visiting the largest center of followers, the
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Joseph Conaway (order #4798807)

Sychorax is the deity of beauty, compassion, desire, and


persuasion. Sychorax manifests typically as a blazing ball
of light, often misinterpreted as a Revenant Fiend; most
who lay eyes upon Sychorax run in fear and ignorance.
Sychorax is a particularly powerful, and misunderstood
God, particularly in the area of misinterpretations of the
path and following of passion and desire. Many large
communities of followers formed in the Second Millennia
who started a completely perverse religion; eventually
turning to cannibalism as a way of demonstrating
devotion. Sychorax avoids traveling to Azamar as a rule,
and few fully understand the God or the path of achieving
enlightenment provided as lessons by Sychorax ages ago.
Disciple Benefits
Brilliance

Conjurers, who devote themselves to understanding


the magic of creation and destruction within Azamar.
Xaraxamarath normally manifests as a dragon, a form that
many believe is the original and true form of the God
before ascending to the world of Amonde. While many
myths surround Xaraxamarath, many believe the God had
some part in the creation of Azamar as a home for the race
of dragons. The followers of Xaraxamarath often receive
powerful artifacts as gifts, though the artifacts always seem
to have a limited time in Azamar, which only gives the
powers of the artifact for a brief period to the wielder.
Disciple Benefits
Precipice
Description: The disciple concentrates and creates some
water from nothing. (Create 1 gallon of water)

Description: The disciple may sway the opinion of others


Cascade
to the favor of Sychorax. (Deception or Persuasion, +12)
Description: The disciple concentrates and creates some
fire from nothing. (Create enough sudden heat and flame
Xaraxamarath
to ignite a campfire)

Xujof

Xaraxamarath is the deity of creation and destruction.


Xaraxamarath is a dangerous and potent God, often
worshipped by a small faction of wizards known as
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Joseph Conaway (order #4798807)

Xujof is a deity also known as the grim, a deity of death,


life, and the delicate balance between them, often referred
to as the equilibrium. Xujof normally manifests as an
elderly Human, typically wearing contemporary apparel,
mingling quietly within the various societies of Azamar.
While Xujof is a powerful being, it is not entirely clear
whether the being is a God or simply a being of ancient
power. Regardless, Xujof predates all the other Gods,
where records exist at the Hall of memories, of various
individuals interacting with the deity before the first
Millennia. Where the deity is concerned, the followers of
the path of the equilibrium receive minor abilities to heal
and harm, as well as the ability to communicate briefly
with the agents of the equilibrium, called the Collectors.
The Collectors exist in Azamar as ethereal beings believed
by the followers of the equilibrium to do the bidding of
Xujof by collecting the souls of those who die, taking
them to Amonde for the afterlife.

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

Description: The disciple instantly returns to full health


and purged of all poisons and disease.

Contract

Description: The disciple binds a target, by agreement,


(On a roll of six (6) on 1d, the disciple is completely and granting the targets wish.
unequivocally healed, an attempt at this more than once
(The target receives their wish, via a magically binding,
a year by any one disciple irritates Xujof, and he may no
written contract, where one year later a pack of Gaunts
longer give favor if abused)
harvests their soul by force, often painfully)
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Visage

to the Nooks and Crannies.

Description: The disciple temporarily possesses the


abilities of a Gaunt.

Disciple Benefits

(All stats are raised, unless already higher, to those of a


Gaunt. The disciple changes shape to briefly mimic that
of a Gaunt, allowing flight. Lasts 1d hours)

Nooks and Crannies

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

Syndia of the Cliffs

Nooks and Crannies are powerful beings from another


world who travel to Azamar through the Fabric. On
the world of the Nooks and Crannies, they were a single
people united in magic and reveling in the glory of their
power. Then they went to war and in that war they almost
wiped themselves out, dividing their unified people into
two factions, the Nooks and the Crannies. Soon there
were very few of their people left to continue the war, but
the world was left devastated, and they used their vast
magical powers to begin traveling to other worlds. In
time they traveled to Azamar, and occasionally still do, As told by the Minstrel Marleo Inarus,
wreaking havoc and posing as Gods, demanding sacrifices
Lo you seek the blessing of the Mistress of the Cliffs,
and other tributes, until they are defeated or banished. It
but do you know her story? She is known many names;
is a commonly held phrase in Azamar to lose something
Syndia, Goddess of the Moon, the Shining Lady, the
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Enlightened one. But did you know that when the


world was young, Syndia was a mortal, a mere human
like you or I? She was the love of Archalos, the hero
of Xaraxamarath. Archalos was charged with guarding
the Ancestral Torc of the North Winds. Bestowed to
man by Xaraxamarath, every generation the chosen of
Xaraxamarath was revealed. It was foretold that the
chosen would wield the Ancestral Torc in defense of
mankind.

through the world. Xaraxamarath, angry with Archalos


chained him to the cliffs to watch the fall of man. He
sent griffin-vultures, as a punishment, to rend the flesh
of the new god. Only Syndia was there to protect her
love from the ravenous beaks of the griffin-vultures.

With nothing left, Archalos told Syndia how to use


the Ancestral Torc and beseeched his love to endure
where he had failed. As the Mephistopheles descended
upon the last sanctuary of man, Syndia abandoned her
But Archalos had more ambition than to be mere hero;
lovers side. Archalos was left to his fate as the griffinhe wanted to become a god. He beseeched Xaraxamarath
vultures descended upon him. Chained and defenseless,
to reward his servant, but in the end he could not wait
the griffin-vultures rent Archalos body into a thousand
for his deitys blessing, and the Ash Lord was the one
pieces and carried it to the abyss.
who heard Archalos pleas. In his schemes, the Ash Lord
found Mo by a fast flowing river, the Ash Lord inquired Syndia rushed to the Ancestral Torc of the North Winds
as to what might happen if the hero Archalos received and used its power to withhold the torrential horde.
his wish and became a God. Mo, knowing the Ash Lord But Syndia was never meant to wield the Ancestral
could not be trusted, merely laughed and vanished Torc of the North Winds and she had not the favor of
in the wind. But Mo did not dismiss the banished Xaraxamarath. As Syndia lay helpless, the last of her
gods words, instead he pondered, and wondered, and divinity being leached out by the artifact, Mo appeared
schemed himself. It would be great fun to play a trick and gloated over his masterful mischief. This too
on Xaraxamarath, and thus appeared before Archalos to angered Xaraxamarath and he plucked Syndia from Mo
and placed her on the Cliff where Archalos once stood.
grant his wish.
Xaraxamarath appointed Syndia as the protector of man,
Archalos knew of Mos deceitfulness and crafted his deal
for man could no longer be trusted to protect himself.
with great care. Against her wishes, Archalos coerced
Syndia to join him in the heavens. And because she only If you look up to the cliff as the moon rises, you can see
wanted to be with her love, she accepted Mos offer. her silhouette against the moon. She is resolute in her
Archalos granted them both their wish, but Mo tricked watching of man, but is constantly reminded of her loss.
Syndia. He placed her in the heavens as she asked, but The children of the night feel the pain of their mistress
not next to Archalos as she had hoped. Archalos was and howl on the nights when her sorrow is greatest to
made the herald of the Sun, forever crossing the sky in help ease her pain. So be respectful when you seek her
a flaming chariot, but he was bound from crossing into blessing, for she has loss much more than we.
the night. In turn, Mo placed Syndia in the night sky,
Syndia of the Cliffs
forever chasing the Sun to be with her love.
The moon goddess often appears as either a young
And thus it went, Syndia endlessly chased Archalos across
maiden with silvery white hair or as a larger white
the heavens, until the day they could be together. And
winter wolf. In either case, Syndia vigilantly protects her
the Ash Lord plotted; He made a deal with Angaresh, a
charges from other worldly threats. She pays no heed
demon-lord of the slip. He convinced the Demon-lord
to the politics of man, but will intervene if she finds
to amass his forces and wait. The day came when Syndia
that man has been influenced by outer being. She favors
caught her love and they could finally be together. It was
those that protect others selflessly, and grants boons to
the day of the Midnight Sun, when the Moon and Sun
those that knowingly risk themselves for others.
were one in the sky. It was on this day that Angaresh
assaulted the kingdom of man. Having been without his The moon goddess also recognized the Enlightened
love, Archalos ignored his duty to his fellow man, and One. She believes that man can better protect himself
without Archalos there, the Ancestral Torc of the North by learning, and thus she seeks to protect the institute of
Winds could not be used; the hordes of Angaresh swept learning. Sages and Lore Keepers across Azamar use her
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Joseph Conaway (order #4798807)

symbol to ward off possible harm to written texts. She


is known as the light in the darkness, and even thieves
avoid stealing from places under her protection.

Balmaricth

Syndia thwarts Mos mischief whenever possible. She


sees the trickster as a petty god that agitates the denizens
of Azamar for his own amusement. She show great
respect to Xaraxamarath, but is aloof from most of the
other Gods. Her greatest adversary is the Ash Lord, who
has brought this fate upon her. She toils endlessly to rid
Azamar of his threat. Some say that she has bestowed
gifts to the children of the moon to fight the Ashlords
minions.
Disciple Benefits
Ambient
Description: The disciple can see as if a full moon was
high over head, despite any lighting conditions for a
short period.
(See in the dark for the disciple only, this is a magical
effect, Duration: 1 hour)
Moongates
Description: Under the moonlight of the moon of
Syndia, a disciple can pass between one of many fixed
locations where moongates appear, known only to the
disciples of Syndia.
(On a successful Willpower, DR Moderate, a disciple
can divine the location of the closest open moongate
while it is active, which are invisible to non-disciples of
Syndia. The disciple may pass through the moongate
and choose the location of any other moongate
location in Azamar. A disciple may bring up to 1d
companions through the gate, despite their inability to
see it)
Penitence
Description: The disciple is briefly protected by the
light of Syndias glow.
(Permanent, When the moon of Syndia is full each
month, the disciple automatically gains a benefit to
resist damage, Vitality +24)

Balmaricth is the deity of truth behind illusion and


crosses the Fabric whenever it feels that showing someone
the truth might serve the greater Truth of the world at
large. In its most common guise, it manifests to the
warrior/hero who dreams of glory and wealth as the oneeyed and crippled veteran of far too many campaigns,
Vankoln, his equipment and armor worn and patched,
possessing nothing but the burning desire to go home
and never venture forth again. To the blushing bride it
manifests as the near-toothless crone Hanath, bent and
gnarled from a lifetime of toil and child-rearing, dugs
hanging low and empty upon her chest. To the greedy
merchant it manifests as Marvanock the Miser, thin and
wizened, lonely and miserable for all his wealth, just as
Marvanock is depicted in the stories told to children.
To the aspiring sorcerer, it appears as Naalateth, the
magician whose deals with the spirits left her possessed
and made to act as a puppet for forces beyond her
imagining. To the eager and sly young rogue it manifests
as Parkoxina, the one-handed thief, body covered with
scars from whippings and brandings.

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Yet Balmaricth is revered by many, as it also shows itself


Holidays of Azamar
to encourage those who labor under the delusion they
cannot succeed, and can grant its followers the ability to There are a number of holidays recognized across the
world of Azamar, whether celebrated locally or not, most
pierce illusions no matter how strong they might be.
of the nations are sensitive to and remain aware of these
Disciple Benefits
various celebrations. Many of the shared holidays involve
the specific events in ancient history where all the people
Breadcrumbs
of Azamar participated.
Description: The disciple may perceive previously made
footsteps as glowing prints anywhere a step was taken.

The Holidays in Order:

(On a Search, DR Moderate, the disciple sees footsteps


on the ground that glow, showing the path the disciple
walked. This is especially useful for finding the way back
out of caverns and dungeons where there is little light)

Day of the Fracturing (Illium:21)


Day of the Lance (Darvis:2)
Merryworth (Darvis:17)

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)

Day of Ferell (Wench:20)


Fall of Zintar (Effrem:27)
High Dragons Day (Callofex:1)
Dragon Rider Festival (Callofex:3)
Day of Ofvgar (Callofex:24)
Day of the Nooks (Adannis:2)
All Wizards Day (Adannis:7)

Calendar

Amblas Eve (Adannis:28)

Each year in Azamar includes thirteen (13) Months, each


twenty-eight (28) days long, equaling three hundred sixty
four (364) days a year.

Ambla Day (Ithirium:1)

The Month Names in order:

Wisperrain (Malloy:5)
Day of the Crannies (Malloy:16)

Illium, Darvis, Wench, Ethrum, Effrem, Callofex,


Adannis, Ithirium, Denjer, Malloy, Sychorium, Parvis,
and Xujovium.

Relldelfeld (Sychorium:10)
Evenstar (Sychorium:22)
Day of Graven (Sychorium:27)
High Mark (Parvis:3)
Reckoning (Xujovium:25)

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To honor the blood of nobility is to honor the blood of


ourselves. It is in nobles we see the best in what we see in
ourselves, without them we may only to the absent Gods
and their followers.

Geography

- Orisin Frostburn, Human, Cartographer and Keeper of


Lineage to the Crown

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.

Azamars surface is covered by oceans, lakes, rivers, and the


six major continents; Abalos, Azamar, Evercrow, Obsalos,
Olm, and Dragon Home. Each region of the world
has unique features, from the High Tundra of Evercrow
where large Ice Striders remain the dominant beast, to the
Dama Plains of Olm where the Harriers seem the perfect
predator. Without doubt, Azamar always seems infused
with strange adventures and wild tales of lands and seas
across its breadth.
To best familiarize yourself with Azamar, we recommend
spending several months there traveling around to see
the sights. Azamars Inferium is a massive world of
caverns, carved catacombs, and sculpted cities whose size
is breathtaking. The Inferium is home to the Immyr,
the Shrave, and the Orcish races, as well as many other
creatures that prefer darkness over light. Regardless of
the unique geology and residents of each place in Azamar,
the Geography of Azamar serves to provide a rudimentary
guide across the many lands and seas. There will always
be more mysteries to uncover in a land filled with as much
Magic as Azamar.
When a place changes, so does its name. However, all these
places will remain long after their names become forgotten.
The wisdom is not in knowing its name, but in knowing all
its names..
- Alcor Escade, Wyvine, Hall of Memories, Inferium Docent

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.

- Terse Daan, Human, Elemental Emissary to the Crown,


Founder of the Elemental Lyceum

The great world of Azamar is vast and offers many


opportunities to the wayward adventurer. It is a place of
many wonders and explored regions, the map of Azamar,
is but a single interpretation of this world, and only seeks
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to aid you on your explorations.


The worst thing about Abalos is not being there.
- Zathiter Ge Dumarm, Enfri, Emissary to Olm

the continent remains temperate. Few storms make the


trip over the high mountains that wall most of the small
continent, so the majority of the rain Abalos experiences
is light and typically passes through at night. Orb Lake
occasionally freezes, but Enfri assume this is due to magic
and less due to weather. The majority of the animals
that live on Abalos are harmless, though it is home to
Gaunts and Choruans, two vicious families of creatures
best avoided.

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

The largest of the Enfri city-states and named after


their people, Enfri is the only city built into a plateau.
Surrounded by lush farmlands and rolling hills, the
approach to the city of Enfri is a long one due to large
winding roads and several checkpoints that provide
information for a fee. A faster approach is available
through a heavy toll, but it remains primarily in use for
those of royalty or the guests of the Enfri Assemblage.
Atop the plateau lie the convening chambers for the Enfri
Assemblage, as well as a lookup from where any point
in Abalos is visible. The city of Enfri boasts a four level
market, specializing in the trade and exchange of Zurn
stones and Enfrin Stout.

Rich with deep green forests and fertile lowlands, Abalos


is a small continent fortunate in almost every resource. It
is the only place in Azamar where the coveted Zurn stone
forms. Surrounded with massive plateaus and highland
regions that loom against the lakes, rivers, rolling hills,
and forests that make up the Abalos lowlands, it forms
natural protection from major storms, as well as from sea
faring raiders. Those who visit Abalos do so with respect
to the picturesque setting, as the Enfri people who dwell Within Enfri lie three Lyceums, one for the Asceromancers,
there are proud of the natural beauty that surrounds them another for the Elementals, and another for the Order of
each day.
the Veil. The three Lyceums serve as embassies to the
Enfri people as well as training and recruitment centers
Abalos enjoys fair weather almost year round; even in the
for those magic users interested in association with the
winter when snow dusts, the mountain peaks most of
various factions. The city of Enfri is the only city-state
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on Abalos designed for comfortably accommodating


Toponymy
non-Enfri people in large numbers, as it regularly hosts
emissaries from other nations.
Clay is a city named after an Enfri war hero considered
integral in the defeat of Zintar centuries ago. Before
Toponymy
Zintars defeat, Clay was named Frajorn, a name derived
from the Treuoall-Enfri treaty established long ago. After
Once a location exclusively used for central commerce, the
Zintar overwhelmed the Treuoall Kingdom and defeated
city-state of Enfri keeps the name given, since established,
their military, the Frajorn became nullified, and it made
centuries ago. Enfri is rich in heritage, but has a name yet
sense to change the name. Before the city held the
to change despite the change within.
name of Frajorn, it was comprised of many small Enfri
townships. The region of Abalos was primarily a series
Clay
of farming communities who occasionally produced wild
The military center of the Enfri nation, Clay is a city-state and imaginative feats of engineering. The Enfri who live
comprised almost entirely of Zurn stones. Considered rich in this area of Abalos apparently develop a strong knack
by any standards, the Enfri military uses Clay as a training for devices and gadgetry.
ground, as well as a location for conducting research and
development on projects considered dangerous in nature. Orb
At a distance, Clay is a large dome surrounded by a
The small city-state of Orb is the magical center of Abalos.
descending hill in every direction, seeming to continue
It provides a large magic market as well as Lyceums for all
the dome-shape a great distance. The road leading to
the magical Factions, except the Crux of Zamaranth. Orb
Clay winds around hills and rocks until it approaches
is small in comparison to any other city-state in Abalos,
the massive, foreboding gates. While usually left open,
but many travelers believe that the city is magical unto
Clay remains mostly inaccessible to outsiders, providing
itself, appearing larger on the inside than the outside.
bare minimums for trade and rations. Outsiders allowed
Near the approachable, Eastern coast of Abalos, Orb is
into a small courtyard area that provides stables, an inn, a
visible from the sea on a clear day, though a fair ride of
tavern, and a small provisions shop that focuses in the sale
a ferry or along the riverside highway. Orb straddles the
of sundries. The governing council at Clay permits two
side of a mountain and the water line of Orb Lake where
Lyceums nearby in the forest, along the road approaching
it provides interesting access to the native wildlife in some
the city. The Lyceums are for the Asceromancers and the
safety. At a distance, it appears more a large tower with
Elementals, who have proven their loyalties to the Enfri
four rip spires well known as feats of Enfri engineering
people repeatedly.
mastery. While the smallest in size, Orb provides a lavish
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is the basis for the current name of the city-state. For


a short period, Remell was the Enfri capital city when
their nation first established and inhabited the Ab Alos
peninsula. Other names Remell held are Urm, Redrit,
(the name held while it was the Enfri capital city), and
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Upell. After Remell was involved in the failed diplomatic
attempts at negotiating peace with the Derisian followers
Orb has experienced a number of interesting name
of Zintar, and subsequently ransacked, once recovered,
changes throughout its existence. The list is long, as the
the name changed to Remell in respect of its original and
structure itself changed hands many times between various
latest names, and all those who had fallen in service to
magic Factions and political emissaries who seized it as
peace.
some kind of military stronghold. Notably, Orb was last
named Carus and fell under the rule of some Zamaranth
Clay Lake
followers, who fell within the ensuing months by Wizards
local to Abalos. The earliest name for Orb is Zurn, as Bustling with a submerged Enfri research and development
the inner core of the structure consists of Zurn Stones. facility, Clay Lake is remarkably clean. The Enfri facility
Consequently, Orb now dons a massive crystalline orb processes the water in the lake and intentionally processes
on the roof, which produces an external light quite some it for cleaning purposes, as well as pumps the water to the
distance when ignited magically.
various townships and city-states. Polluted water returns
as sewage from the various locations throughout Abalos
and the facility under Clay Lake does all of the cleaning
Remell
to return the water cleaner than before. It is a deep lake,
Serving as a diplomatic and ambassadorial inlet for Abalos,
which runs down through interconnecting underwater
Remell offers limited, but luxurious accommodations for
caves and rivers, which all help to keep the lake full of
those travelers passing to and from the city of Enfri. A
water year round. The river fed by Clay Lake, aptly named
nearby Zurn stone mine provides a rich wealth of Zurn
Clay River, has a long run widen dramatically as it passes
stones in the local markets, which surround the modestly
through the center of Abalos. While some consider this
sized city-state. A reasonable hike from shore, Remell also
region, an extension of Clay Lake, the depth never falls
provides hot air balloon rides, to reduce the travel time to
below that of a large river and it demonstrates a strong
Enfri, though few trust the engineering of these machines
current. At the end of the widened region of the river, lies
enough to use them commonly. Remell holds a large
a series of massive cataracts that pour all that water down
archive, which provides travelers excellent information
into the rapids leading out to the sea.
on the native wildlife, flora, agricultural, and geographic
features of Abalos collected through the ages. Remell sits
Toponymy
against a river and offers convenient travel to the other
side via a large bridge, capable of moving for sea-going Clay Lake has only held one other name, the Amotavan
vessels traveling by way of the river father inland to Enfri. Lake. The name, Amotavan Lake, is still widely used
Remell serves as the first in a series of river dike stations within the Enfri population, meaning a large, gaping yawn,
that provide ship thoroughfare up and down the river. due the Lakes vast underground network of maze-like
Despite all the technologies of Remell, it directs all magic tunnels and caverns, rumored to stretch out deep into the
users to Orb to prevent visitors from assuming Remell uses Inferium. Clay Lake has, though largely interconnected
magic to activate and operate their devices and machines, to the Inferium, experienced little invasive wildlife from
thus no Lyceum was ever established there or nearby.
the deep; likely the water makes it difficult to traverse the
distance between the areas where the water is accessible in
Toponymy
the Inferium below and where it meets the surface. Some
Enfri attempted to create craft capable of traversing the
Remell is a city-state that played a strong role in
depths into Clay Lake, but none ever returned.
diplomatic struggles between the Treuoall, Enfri, and
Wyvine throughout history. Its original name, Rem,
88
amount of recreation activities for those wish to briefly
visit Abalos without traveling deeper into the continent
yet still seeing the wonder of the continents natural
geography.

Joseph Conaway (order #4798807)

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

place, despite its magical foundation. The lake is the


native home of the lightning bugs also known as Wisps,
which create spectacular visuals against the water in the
evenings. The Enfri nation sees Orb Lake as a treasure,
but with cautionary reverence given its long history of
magical inclinations. The lake, fed by several mountain
streams, remains steadily deep almost year round.

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

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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
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to them by their gods and a name the first foreign settlers


had trouble pronouncing properly. As the Treuoall
began losing more and more territory to the settlers, the
name of the continent was first shortened to Ozamoor,
then after the first great expansion and the Full-blooded
Humans established the University, the continent was
renamed Azamar. Sadly, most of the remaining Treuoall
departed into the Wild Lands or fled to join their nation
at Evercrow as their land usurped for farmland.
The Treuoall people had already been at war against the
Orcs for centuries and were quite familiar with Orc tactics.
The warriors who protected the settlers and the early
colony often employed the services of Treuoall warriors
when the Orcish threat was at its worst. The modern
Treuoall tribes occupy the Forests of Azamar in small
communities. They view their cousins who settled in the
cities as domesticated by the other races, so therefore no
longer are they True Treuoall.

Azamar City

Azamar City, and remains viewed as a fun story to tell


those travelers passing through the region.

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.

Known as the Jewel or central hub of modern civilization,


Azamar City is an elaborate kingdom and sprawling trade
port that stakes its claim as the first settlement on the
continent. Its docks always host a fury of activity as ships
arrive to load and unload their cargo. All sorts of goods
arrive from every corner of the world. Through open
trading policies, many species arrive to trade, haggle, make
a profit or even sightsee, further increasing the nation of
Azamars economic stance in the world. The rulers of
Azamar City always preached tolerance with everything to
lay the foundation of a strong community. This practice
works in theory, but many people hold strong opinions
against the Treuoall and other races less familiar to the
Urbane and Full-Blooded Humans, making tolerance
Toponymy
more of a catchphrase than an instituted practice. The
city is diverse, despite its shortcomings, and boasts the Krane had the roughest start out of all the cities on the
largest and most densely populated city in the world.
continent of Azamar. Krane started out as a colony
called Kranesstte, named after Dorsheen Kranesstte who
Toponymy
founded it, the very first Sword Chanter of the Treuoall.
At first it was mostly made up of tents dotted by a few
Azamar City settled originally as the first Human colony,
standing structures, used mostly as a Sword Chanter
originally named Xarguth, after the first Human explorer
training ground. The city experienced the horrors of the
who originally discovered the land mass. There is a belief
Uncharted Territories most of the First Millennia and was
that the earliest Human explorers and settlers originated
burnt to the ground at the beginning of the second due
in the land of Olm and that they are a divergent tribe
to attacks by Orc Raiders. After the city rebuilt itself,
from the main Wyvine people. Despite any myths and
they erected the Great Wall, to better defend themselves
rumors, there is no historical evidence to these claims in
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Joseph Conaway (order #4798807)

and protect the many new inhabitants who flocked to the


region to learn the ways of Sword Chanting, an elusive art
rarely taught to non-Treuoall. The ruling council wishing
for a new beginning after the Great Wall completed,
shortened the name of the city to Krane.

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
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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

As the birth place of the first Sword Chanter, Dorsheen


Kranesstte, Dorissit literally means that, Birthplace of
Dor in Treuoall. The greatest of the Treuoall Sword
Chanters gather each year to celebrate and honor
Dorsheen in the catacombs of Dorissit. Aside from the
historical importance of Dorissit to the Treuoall, it played
a pivotal role in the defeat of Zintar during the Great
War as a strategic location. While many died in Dorissit
during the Fracturing, it remained as an important gap
overlooked by Zintars forces, considered conquered and
often went overlooked.

The Wild Lands are the rough and mainly uninhabited


region in the North of the continent of Azamar. While
a few tribes of Treuoall have small villages on the edges
of the heavily forested area, there are not paths and the
terrain is difficult to cross without a scout or guide. The
main creatures native to the Wild Lands are the reclusive
Spindlers, Plant-based creatures, and an aggressive race
of creatures called the Kongamato, a small dragon-like
creature known as territorial. The Wild Lands also offer
many highly coveted herbs and fruits used for medicinal
cures and similar treatments, so while uninhabited it
remains well traveled by apothecary owners and their
hired guards. Two significant Orc tribes once resided
in the Wild Lands, and many people believe that their
descendants remain. Regardless of these rumors, there

Vor
Vor was originally a watchtower constructed for overlooking
the Wizards Bay, which became something of a citadel.
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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
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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
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they constructed a series of Lookout Towers on the edge


of the Forest of Azamar. It was here, towards the end of
the First Millennia that lookouts spotted the approaching
Wyvine armada. Channeling their energies, the Order of
Wizardry gathered their concentrated powers together to
meet this unexpected threat. The battle was short and in
the end the Wyvine fleet lay decimated by the Wizards. A
Toponymy
young Wizard by the name of Ofvgar, who had participated
The Wastes, always known as a vast, desolate corridor
in the battle helped restore the area back to its natural
best avoided when traveling, however many Wizards still
beauty. After completing the task, the small group of
visit the region in search of dragon bones. Thousands
Wizards renamed the territory Wizards Bay. In modern
of years before recorded history, a pair of dragons broke
times the Towers remain actively used by the Kingdom of
out into an all-out battle. The destruction unleashed by
Azamar, the lookouts patiently wait, watching the seas for
the warring pair of dragons is the source believed to have
any signs of trouble.
wreaked havoc on the region, also leaving behind their
massive skeletons scattered throughout.
temperature reaches excruciating levels and rarely, if ever
do the Wastes have rain. At night, the temperature drops
below freezing. All travelers avoid the wastes for these
many reasons, despite the fact that it is the home of the
Hazel, a creature known for speed and cunning.

The Wizards Bay

Toponymy

The beautiful pristine waters of The Wizards Bay, referred


to as Sholkaholm by the native Treuoall, meaning, a gift
from the gods, is some of the clearest water in the world.
Young Apprentice Treuoall Sword Chanters often make a
pilgrimage to its waters to perform a ritual to bless their
weapons, bonding it to the Blur. The elder Treuoall
believe that the waters connect to the Blur. The legend
goes that Dorsheen Kranesstte, the first Sword Chanter
unlocked the power of Sholkaholm after receiving a
vision. This bonded his blade to the bay and allowed him
to wield a great magic. Depending on the nature of the
modern Treuoall, some still practice this ritual although
most consider it antiquated or perform it in other bodies
of water.
A place filled by the accursed, only foolish travelers
venture to this corrupt and poisoned land. Best avoid it all
together.
- Pic Datchel, (Speaking on Evercrow), Urbane Human,
Master Scout in service to the Crown of Azamar

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.

When The Fullblooded Humans of Azamar established


the University, the Order of Wizardry was at the height of
Amidst their many achievements and at the height of their
its power and influence. Working with the royal family,
political strength, the Treuoall fell from within, betrayed
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by Zintar, who ripped open the Fabric. Evercrow was the


epicenter of the Fracturing, when Zintar tore the Fabric,
he simultaneously murdered millions of the Treuoall
people. As well, massive waves tore across the ocean and
enveloped much of the Azamar continent, killing millions
of full-blooded Humans as well. This surge of magical
energy ripped apart the continent of Evercrow, leaving it
broken and crippled. Remnants of torn Fabric remain
around Evercrow, which is still shifting geologically. The
scattered shards of Evercrow are either poisoned and
tainted by Fiend-magic or lurking with creatures twisted
by the Fracturing, which turned them into beasts beyond
imagination. Devastated each year by harsh winters and
magical storms, the High Tundra of Evercrow is a barren
waste fraught with danger.

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
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The surface capital of the Immyr, Guradiin Ithural is a


work of stone crafting mastery. The entrance to the city,
inlaid deep within the southern mountains of Evercrow,
is a magnificent sight. The city gates sit at the top of
several shelves of walls, which cross back and forth in
approach to prevent direct assaults. Tactically, Guradiin
Ithural is impenetrable, located at the back end of a
trench cut into the mountainside, which funnels any
approaching army considerably enough to cut them
down effortlessly. Within the mountain, the city-state
falls deep into the Inferium and rises within to the peak of
the mountain from where an overlook provides visage of
any approaching the city. Carved with massive chambers,
Guradiin Ithural demonstrates mastery in carving where
colossal effigies of famous Immyr hold up the roof of the
mountain. Massive columns, archways, and buttresses
ornament the outer approach to the city, also providing
tactically useful locations for Immyr guards and lookouts.
Unlike any other city-state in Azamar, the outer sanctum
of the approach to Guradiin Ithural presents a moat of
sorts, including a deep chasm, which glows from its depth
with molten rock. A single, stone-inlaid bridge crosses
the divide, dotted with several towers along its path for
guard posts. The Immyr are paranoid, if not thorough.

pilfering from the floating mountain


with a ruined city on top, Adrya Orth was once and likely
remains a prison for a being called the Gray Lord. Little
knowledge exists about the Gray Lords imprisonment.
The ruins of Adrya Orth also provide a home to a High
Dragon, who appears to have nested in the central
towers

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
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weather and magical conditions, and the large creatures


known only as Frost Hulks. Between the Frost Hulks, the
Zamaranthian wizards, and the dangerous magical storms
and below freezing weather conditions, the High Tundra
has little comfort to offer.

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

an ample volume of regular and clean water. The Immyr


patrol the shores of Lake Loragaarn regularly to prevent
contamination by outsiders, and they attack first and ask
questions later when anyone approaches.
Lake Loragaarns primary water source involves several
mountain streams and rivers, somehow remaining clean
despite the taint left in many places across Evercrow by the
Fracturing. The Immyr use Lake Loragaarn as a forward
training ground for their military units and erected
several forts about the region. Without permission,
Lake Loragaarn is a place best avoided. Even though the
Immyr keep a close eye on the lake, it does have some
nearby native creatures, called Lurkers. Though these
creatures are merely pests to the Immyr forces nearby, the
mountains surrounding the lake are teaming with Trolls,
a far more formidable creature that prospered after the
Fracturing.

Toponymy

Lake Loragaarn carried the name Lake Orthag for several


Lake Loragaarn is a massive body of water supplied by Millennia, however after the Fracturing the Immyr quickly
and fed into the entirety of the Inferium. The Immyr claimed the surface around the Lake and changed the
use Lake Loragaarn as a central causeway for feeding name after their nation in the Inferium. Before the lake
supplies quickly between the surface and the Inferium. held the name Orthag, it was called Lake Opulaan, as the
It also consequently supplies the molten deep of the only major fresh water source on the continent. The lake
Inferium, inadvertently supplying the Shrave nation with name changed when the Treuoall established their nation
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Joseph Conaway (order #4798807)

Joseph Conaway (order #4798807)

on the continent and felt the name of should match the


name of the mountain range that fed it.

Obsalos

Obsalos is a land with dangerous terrain and dangerous


Sea of Black Water
inhabitants. Many criminals and pirates take refuge in
various townships throughout the rocky and mountainous
The Sea of Black Water is a small body of water connected
landscape. Obsalos also is home to several creatures, both
to the oceans of Azamar through the fractured portion
vicious and hungry. Few travelers, criminal or not, travel
of Evercrow. All the water in the sea is tainted, and over
the countryside of Obsalos at night without a great deal
time the creatures were tainted as well. Sailing of any
of military might. Obsalos is a home to illegal mining
kind in the Sea of Black Water is treacherous at best. A
of Zurn stone, used in manufacturing non-sanctioned
massive creature lives in the sea, known as the great Creep,
airships that often end up in the hands of pirates.
it is a single massive being made of a thick, flat, viscous
globule. The Creep is jet black in color, and large enough Obsalos native more aggressive and dangerous beings
to consume any ship. The sea is considered a place riddled include Asazis, Therians, Trolls, and Zurn Warblers.
with lost treasures and sunken ships that fell prey to the Obsalos offers many riches since the exodus of the Enfri
Creep, which continues to attract more treasure hunters nation left behind many inventions and hidden townships
in search of riches and wealth. Few return from the Sea still undiscovered by pillagers. While most of these
of Black Water, none go back again.
creatures existed with the Enfri nation, the Enfri people
established strong defenses and took great measures to
Toponymy
prevent encounters. Therians, an especially dangerous
race, are creatures capable of shape shifting into various
Once the Bay of Opulaan, the Sea of Black Water, more
forms making them difficult to spot. Rumors exist about
recently named after the Creep, is a body of water now
the Therians that speculates that the origin of the Therians
tainted with horrible poisons and a strange gray sludge
was in early failed Anteprofidian magic gone wrong. Now
on the surface, making it nearly impossible to predict
the remaining Therians appear mindless and apt to attack
the location of the Creep.. The Sea of Black Water is an
any who pass nearby.
empty promise to those seeking wealth and riches, long
The mountains and rocky hills that cover the majority of
abandoned by those who once lived on its shores.
Obsalos provide an appealing location for many of the
A land of corruption and deceit, there is nothing good
wizards factions to establish Lyceums. There are many
remaining in the mountains of Obsalos. We abandoned it
defensible locations throughout Obsalos and wizards
for good reason.
recently began exploring the coasts to establish forward
- Ulien Merredor, Enfri, Captain of the Enfri Fleet,
Reconnaissance Air Ship Dasherglem
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outposts. So far, the only factions with successful outposts


are the Asceromancers and Tatuaxe. Zurn stone is also
an attractive commodity to the wizards. Despite the
criminal and pirate presence in Obsalos, various wizard
factions remain persistent to establish further outposts
and eventually full-fledged Lyceums.

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

After the Fracturing, the remnants of Grazen were a flat


land covered in short brush. With a mild climate and
easily traveled terrain, Grazen quickly became a center for
commerce between the Wyvine and Immyr, which soon
extended to the other nations. Grazen remained as a
center for commerce throughout, and now merchants
guilds and other organizations readily cover the isle.
While no official city-states or townships exist, most of
the isle is a cityscape of buildings from one end to the
other. A few tall towers dot the cityscape, as a handful of
small Lyceums work to establish themselves under various
wizards factions. Despite a handful of attempts on the
part of some criminal groups to gain a foothold on Grazen,
it remains a neutral ground between nations and many
diplomatic negotiations occur in a central structure known
as the Oculus. Aside from Grazen functioning as a trade
and diplomatic center, it also serves as a home for some
several thousand people who established permanent
residence. Grazen has a regular militia that serves as a
guard service to enact local laws and help enforce merchant
and other trade agreements and treaties. As a neutral
ground, law enforcement is difficult and often caters to
those with more money.

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.
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Shangilar are ravenous creatures that live nocturnally,


which the Wyvine who survive their childhood rite of
passage on Anathema, describe as perfect predators.
Anathema has a lush and green forest and a small mountain
range, which dusts over with snow in the winter, as well
as a coastline comprised mainly of sandy beaches. The
Wyvine established Anathema as a wilderness sanctuary
of Olm long ago, however rumors exist that the Derisians
violated the established treaties and inhabited the island.
While no formal investigation occurred, the Wyvine
nation suspects the rumors true and appears ready to send
hunting parties to Anathema and eliminate the Derisians
who live deep within.
Anathema functions as well, as a staging ground for
Wyvine ships who moor to a rocky cliff along the Western
coastline, where a small flotilla of rafts provides strategic
repair and resupplying to ships journeying from the far
South of Olm. The entirety of the beach coastline of
Anathema holds large stone columns, which the Wyvine
used to prevent usage within and protect the island from
magic. This is the only sign of civilization on the beaches
of Anathema aside from the campfire remnants from
Wyvine rite of passages.

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

Joseph Conaway (order #4798807)

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

Olm held one other name in its long history, Deggoss.


Before the Wyvine tribes united Millennia ago, they
waged bloody wars. Deggoss was the name given to a
battleground, and the name they associated with the land
on which they fought. When the tribes finally joined,
they designated their country as Olm, a word used
to describe their tactical cohesion in war. Later, Olm
became associated with the idea of how the collective
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tribes functioned cooperatively after the Great War.

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

escorts to those seeking duty-free travel within the borders


of Olm. Thiff is a city surrounded by sandy grasslands, at
the edge of the Wyvine Grasslands and a peninsula; sandy
and filled with wetlands and prone to flooding. The city
sits atop a short, wide plateau of rock, many speculate
as the largest single deposit of Zurn stone in existence.
Despite the Zurn stone, the Wyvine forbid the use of
magic within Thiff, and prosecute to the extent of their
laws, normally involving eviction from Olm.
Built from a plant called Reed Wood, Thiff is a city
designed to function as a large flotilla should flooding ever
persist to such heights. A ramp provides a single entry
and exit point to Thiff, which is regularly closed, only
open for those identified as welcome. Thiff also contends
with the occasional Troll or Therian hunting party, who
normally retreat north, realizing the mistake of entering
Wyvine territory.

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.

The principal trade city for Olm, Thiff provides mercantile


Keldor
and raw goods to the Azamar, Loragaarn, and Abalos
nations. Treaties in place make Thiff an excellent Wyvine- Originally, a fishing village, Keldor grew into the Wyvine
distribution point for sharing goods with the merchants nations northern most city-states, invested in the naval
who frequent Grazen, as well as for supplying military fleet and keeping the waters patrolled around Olm. Keldor
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remains a fishing community, centered on maintaining the


vast Wyvine fleet; it also serves as harbor for the majority
of those ships needing repair. The best seafaring Wyvine
hail from Keldor, where for centuries they compete in
the water through various nautical challenges, including
competitions to improve ship design and nautical warfare,
to techniques for Wyvine to sustain long periods at sea,
such as basket gardening.
Keldor grew quickly in the wake of the Great War, as
the Wyvine moved quickly to reinforce their borders
and more than ever, demonstrate their military might.
Through Keldor, the Wyvine established new shipping
lanes through the world of Azamar, leading to a
foray of new routes and trading partners. Known for
progressive seafaring knowledge, the Wyvine also created
and constructed a nautical academy open to anyone in
Azamar. It is renowned for its challenging and engaging
curriculum, but it carries heavy fees and is prohibitively
difficult to gain entry.

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.
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They also use it as a location to demonstrate their military


might to outlanders, who might believe the Wyvine are
unprepared for another war. The governing council
marked Antern as the official military training ground,
though graduates often travel to the Proving Grounds
in the South to test their mettle. Antern connects to
an ancient Immyr mine, now abandoned, which allows
Wyvine to train in close quarters combat, scouting, and
working against magical wards. Several wizard factions
work with the Wyvine regularly supplying them with new
wards and dilemmas to further train.

would otherwise see the tip of a lance without hesitation.

Toponymy

Krom, before its population boost, was long ago a small


farming village center, whose crops revolved around specific
strange vegetables and fruits the Wyvine use as a staple in
daily eating. Most of the diets for Wyvine involve eating
grain-based bread called Frargh, which is hard, tasteless,
and not particularly palatable. However, a loaf of Frargh
contains enough nutrients to maintain most individuals
for a month. Aside from the unappetizing revulsion
caused in the lack of flavor, most of the Wyvine in Olm
Toponymy
grow up eating very little else. Krom was consequently,
Antern inherits its name from the Immyr mine, and once named Frargh, due to the high production of the
stronghold, previously present there. After the Great War, crops needed to produce it.
the Immyr agreed to abandon the mine and withdraw from
Olm as part of an alliance with the Wyvine high council. The Old Highway
In return, the Immyr enjoy many freedoms in Olm that
other outlanders do not. Antern, consequently involves a
great deal of Immyr architecture and framing upon which
the Wyvine built to further enforce the military fortress.

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
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The longest road, paved or otherwise, in Azamar, the Old


Highway marks one of the great engineering achievements
accomplished by the Wyvine nation. The Old Highway
is a heavily patrolled road, wide enough for four wagons
and often used as a central route for moving large
military forces between Throng and Thiff. It boosted the
Wyvine nations economy considerably in the last several
centuries, and they maintain and continue to patrol the
Old Highway regularly .

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.

The Proving Grounds is more than just a city-state for


the Wyvine. It is a region of Olm where warriors go after
training to further their knowledge, patience, and humility
with the world. The Proving Grounds provides a center
for resting, studying, and interacting with other potentials
who through selection, become eligible to enter into the
sacred deserts east of the city-state, also considered part of Within the annals of the Hall of Memories, lie
the Proving Grounds.
innumerable sums of knowledge. A place is available
for studying and learning more on any subject known
The city-state is a sanctuary and oasis of sorts, giving safety
to Azamar. Not only does the Hall of Memories hold
and comfort for the days following to any initiates who
the record of every Urikaurik, it also is the collectively
seek to enter the Proving Grounds more deeply. Within
knowledge of five Millennia of information gathered
the sands of the desert, live large creatures called Zulls.
from every corner of Azamar. Every treaty, alliance, or
Zulls are massive lumbering beasts, armored from head to
otherwise formed agreements and contracts remain in the
toe in scales, almost as large as a Wyvine is tall.
Hall of Memories.
The task given to most Wyvine is to acquire one of these
scales. In some cases, the Wyvines refuse, believing the Toponymy
task below them or too simple. Zulls do not shed their
The Hall of Memories remains holding the same name
scales, and thus manual removal of a scale is required. Zulls
since its inception. Few know its absolute location, and
also are the largest creature in Azamar, about the length of
even fewer have entered.
four High Dragons, and the width of three. Zulls are as
tall as the wall of Krane, and can burrow beneath the large
Wyvine Grasslands
sand dunes in the Proving Grounds. The task to acquire
a scale is truly a pursuit accomplished by few, and seen as The Wyvine Grasslands is a long unchanged region of
source of pride for those who undertake it, whether they Azamar. The Wyvine believe their people originated in
succeed or not.
the Grasslands, as early hunter tribes of the Treuoall, who
learned greater strength and community, eventually
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becoming a distinct people. The Grasslands offer


a solidarity to the Wyvine, and all Wyvine visit the
Grassland early in life as part of understanding their
lineage, and understanding their future. Aside from the
long history of the Wyvine people, the Grasslands offer
a lush vegetation, which for many centuries the Wyvine
lived on exclusively.

Toponymy
The Grasslands always went by the given name, though
under Forleen, the Grasslands was called Keatotetot.

The Dama Plains


The Dama Plains is a dangerous region of Olm. The land
looks barren and empty, but is home to the Harriers, a
dangerous and cunning predator, and the Dama Fruit,
a fruit that grows on trees in the Dama Plains. Eating
the fruit makes an individual invisible for a period; the
Harriers ate the Dama Fruit, and learned to hunt invisible
prey. For centuries, the Wyvine journeyed to the Dama
Plains to endure a test of cunning and hunting, but the
Harriers grew to such large numbers, the Dama Plains
became too dangerous even for large war parties. The safest
way to gather Dama Fruit is by teleportation, though few
wizards attempt such an endeavor. Harriers are vicious
beasts that live in small groups. Many travelers attempt to
gather Dama Fruits each year, but few are successful.

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.

The Olm Jungle


The Olm Jungle is home to some of the deadliest creatures
in Azamar as well as the largest plants and trees. The jungle
is vast and covers a massive landscape of hills and valleys,
small streams and waterways wind through the forest in
search of the ocean. The Olm Jungle grows in size each
year by about one percent, and the Wyvine worry about it
over taking much of the Southern portion of Olm.
Many of the plants and animals in the Olm Jungle are
highly aggressive, and the Wyvine tend to avoid most of
the wild life native to the jungle. Few people in Azamar
can successful navigate the Olm Jungle without getting
lost, as the few paths are treacherous and seething with the
life of the jungle. Despite these facts, or perhaps because
of them, the Wyvine built the Hall of Memories in the
Olm Jungle long ago. The jungle holds ancient secrets
the Wyvine believe are the key to the very survival of every
race on Azamar. Only time will tell.

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.

Bay of the Kraken


The Bay of the Kraken is large trade region for the Wyvine
nation and Southern Olm. The bay is home to a plethora
of sea creatures, including a massive beast known as
the Kraken. The Kraken surfaces once or twice a year,

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and appears on the surface as an enormous floating hill.


From a simple perspective, the Kraken is giant shellfish,
something along the lines of an oversized Clam. The
Wyvine see the Kraken as a reverential beast, worthy of
many ages of respect, a beast that outlives any Wyvine or
other being on Azamar.

conjecture that Inerth is the region in the world anchoring


the Fabric, and subsequently all other nearby realities, in
close proximity to Azamar.

The land itself is readily unexplored and uncharted, as the


isle is home to particularly dangerous beings. Many tales
tell of the Grim, a being as old as Azamar, whose very
presence strikes those nearby with an incurable disease,
ending in a gruesome and painful death. Other stories
Toponymy
tell of other such beings, all ending in terrible and ghastly
The Wyvine have watched and named the Bay since first
deaths. Despite such cautionary tales, many who travel to
recording encounters with the Kraken before the First
Inerth return, though they report a sense of despair while
Millennia. It remains unchanged in name.
on the island. Many visitors of Inerth fall ill and die within
weeks of returning. Regardless of the truth to rumors and
Black Lake
tales, many adventurers still hazard the journey to Inerth
The Black Lake is fed from the Gloom Rock mountains, in search of famous treasures or rumored implements of
where it gets its distinct coloration. While the water is power. Few return successfully.
safe to drink, long-term exposure to the water will cause a
person to undergo a transformation into a Shade, a person Toponymy
perpetually stuck in shadow. Short-term exposure to the
Inerth gets its name from the neutralizing nature of the
water provides temporary supernatural effects from the
island towards most magic users. The Treuoall originally
Gloom Rock. The Black Lake appears as if a large void,
named Inerth when they discovered that most magic did
yet a void with substance. To those who visit the lake, few
not operate correctly there, and soon departed in search
are willing to trust the appearance, and most Wyvine give
of less difficult locations. Inerth started with the name
the lake and its water a wide berth.
Inerth, but a time held the name, Inadrya, a word derived
from the Anteprofidian movement, meaning against
Toponymy
magic. Ofvgar eventually disputed the name return to
Bestowed with the effects of the Gloom Rock, the Inerth, since the Treuoall who discovered the islands
Black Lake held the name Gloom Rock Lake for several properties should remain credited in naming.
Millennia, eventually changing in name when the Wyvine
Eventually, Inerth reverted in name, but remained the
people formed a structured nation.
same deadly place to travel. A great many people in
Azamar see Inerth as a portent to something sinister, but
Accursed is the isle of Inerth. There, lurk the foulest
Ofvgar disputed that the island was a place of quiet where
and darkest beings in Azamar. Only visit if you seek
dismemberment, disemboweling, and eventually death. If the Gods could slip in and out of Azamar undetected
by all the magic users in the world. His theory remains
you are lucky, it will be in the opposite order.
undisputed, since no one can refute his claims.
- Arregett Urrcy, BuCol, Archivist at the Hall of Memories
There are no Dragon Riders left in Azamar.Stay far from
Dragon Home, unless you wish a short life.
Inerth
- Tereb Rildresh, Human, Vice Council to the Order of
Magic does not work on Inerth like other places in
Wizardry, Anteprofidian Researcher
Azamar. From the moment an individual steps onto
the beach until leaving, magic will not function. This
makes Inerth an extremely dangerous place for magic Dragon Home
users. The only magic that works properly on Inerth,
Dragon Home is a magnificent sight and is visible from
is Anteprofidian magic, likely because it does not draw
the horizon, where the skies dance with dragons in
on the Fabric. Inerth is a statically held place where the
Fabric and Azamar tie together. Many scholars
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flight. Red, orange, and blue often illuminates the sky


around Dragon Home, where the Dragons spew forth
flame and magic, igniting the horizon. The large island
is mountainous and rocky. Adrya Ampais sits abandoned

High Dragons and their Dragon Riders, who served as


liaisons in brokering the treaty. Pyrrewn played a crucial
role in the negotiations as well as the eventual founding
of Adrya Ampais. Pyrrewn died in the Great War at the

on the South Western coast of Dragon Home, once a


great city full of people, now an empty shell awaiting the
return of peace in Azamar. Dragon Home is a simple
place, a landscape of mountains where High Dragons live
and play, a place that they use for safety and as a fortress.
The caverns in which they live are vast and spread deep
within the massive island, likely down into the Inferium
and below in the Molten Deep.

hands of a Zamaranth.

Adrya Ampais

No city on Azamar is as vast and visually stunning as


Adrya Ampais. The city accommodates the presence of
people as well as High Dragons, so many buildings and
roads are larger than normal, massive doorways and paths
throughout the city evidence the strong ties the occupants
held with the High Dragons. Constructed in magic, Adrya
Toponymy
Ampais runs deep into the side of the mountains of Dragon
Dragon Home, originally named Pyrrewn after a Home, where the High Dragons gave open access to their
Treuoall Princess recognized as the first Dragon Rider, inner sanctums to presiding wizards and city council
eventually became Dragon Home in conjunction with a members.
treaty established between the five major surface nations,
Much of Adrya Ampais is made from a stone unique to
Azamar, Abalos, Evercrow, Loragaarn, and Olm, and the
Dragon Home, often referred to as Ash Stone, due the
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white color often associated with white-hot ashes. The city


appears a bright reflective spot on the horizon compared
to the rest of Dragon Home. The city-state comprises of
four levels, as if a giant coliseum or arena, where the outer
structures are the highest, the inner structures the lowest,
some of them below the surface. The city-states shape is

a three quarter circle, jutting out from the mountainside


in which it resides, where along the outer walls, massive
effigies of dragons act as buttresses, holding up the tallest
buildings, which tower as high as the mountain itself. The
city emanates magic, giving it a slight bluish glow.

The oceans of Azamar are vast and filled with adventure


and peril. Little else in Azamar is as beautiful.
- Ilya Medritros, Treuoall, Keeper of Knowledge and High
Archon

The Northern Ocean

More affected by the Fracturing than any other body


of water in Azamar, the Northern Ocean presents a
perilous journey to any seafarers due to large icebergs
Toponymy
and treacherous storms that seem to cling to the coast
Adrya Ampais is a relatively new city in the scheme
of Evercrow. Merchants who seek faster profits at the
of time for Azamar, it was created and finished only a
hazard of losing their lives often traverse much of the
half century before the Fracturing, and was amiably
Northern Ocean. On calm winter day, it is possible to
abandoned by its inhabitants following guidance by the
safely cross certain regions of the Northern Ocean on foot
last of the Dragon Riders. No one has since resided in
or horseback, but dangerous by any measure.
Adrya Ampais, and its name never changed.
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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.

The Southern Ocean


The Southern Ocean is a frigid place, always wrapped
in ice and snow and often treacherous to cross by ship
or otherwise. The Wyvine and Enfri collaborated and
devised a strange air and sea ship specifically for traveling
around colder regions, used early on for crossing into the
Southern Ocean. Aside from occasional dragon sightings,
few creatures roam the Southern Ocean safely, most do
not do so for long. There are not native creatures in the
Southern Ocean apart from the dragon population at
Dragon Home.

Toponymy
For a short period in Third Millennia, the Southern Ocean
held the name Adrya Alaze, considered the primary path

for crossing to Dragon Home. Now no one goes to


Dragon Home or the magically fashioned city of Adrya
Ampais unless seeking death or worse.

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.

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Sea of Obsalos

Hoarfrost Strait

While dangerous and sometimes frigid, the Sea of Obsalos


is a common trade route for the Wyvine traveling to sell and
buy goods with the Immyr. This area of Azamar is plagued
with pirate ships, who typically avoid Wyvine vessels due
to past-experiences in losing to ships completed sailed by
Wyvine patrols. Aside from the danger of pirate attacks
in these waters, raiding parties particularly enjoyed using
siege weapons from the Obsalos shoreline, firing out into
the ocean great distances to sink passing ships. This is also
the home of a race of sea creatures known as Swinders,
large fast moving, serpent-like creatures.

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.

The Hoarfrost Strait is a short and narrow sailing route


between Olm and Evercrow where hundreds of ships
pass through every month seeking to expand trade. The
region is so heavily sailed that most pirates and some
vile creatures shy away from the region since many ships
frequently include military escorts.

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.

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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

The Asazis are an ancient and dangerous race of


creatures, decidedly native to Azamar. They prefer The Bear Sloths are long range roaming creatures,
warm and temperate environments and normally but typically a creature that frequents several forests
travel in groups, spending a great deal of time of Azamar. The Bear Sloth tends to live solitarily,
foraging for food by hunting smaller animals. Asazis only finding a mate once every ten years. They tend
are aggressive, however intelligent, and will not to find a home in small caves or hollowed trees,
attack travelers unless they believe they can succeed preferring to feed primarily on small prey, since
in defeating them. The Asazis use guerilla tactics and they do not move especially quickly. Bear Sloths
attack normally by surprise from multiple directions, are territorial and attack anyone entering into their
taking flanking positions and coordinating attacks territory, while they will also not venture far from
through ultrasonic chirps.
While Asazis use their home. They tend to avoid humanoids since
rudimentary tools, their appendages do not allow most Bear Sloths livelong lives and quickly learn that
for complex manipulation of objects, instead forcing the people of Azamar are very dangerous.
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Hit Points: 100


Initiative: 1d
Move: 9
Vitality: 6d (+1d Tough Hide)
Cinema Points: 1
Experience Value: 2
Dexterity 1d, Strength 6d, Persona 1d, Intellect 1d,
Aptitude 1d
Features

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

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Dexterity 3d, Strength 4d, Persona 2d, Intellect 3d,


Aptitude 3d

Cinema Points: 2
Experience Value: 2
Dexterity 3d, Strength 5d, Persona 1d, Intellect 1d,
Aptitude 1d

Features

Furtive Ascent, the Forager quickly and quietly rises from


and ejects from water as if jumping from a platform, +3d
Aquatic Vision, Permanent, Choruans can see in water as Jump (from water)
well as they can out of water.
Features

Gills, Permanent, Choruans can breathe comfortably in


and out of water.

Frost Hulk

Foragers

The Frost Hulk is native to the High Tundra. Once


a large majestic beast, the entire race of Frost Hulks
mutated and twisted due to the devastation in the wake
of the Fracturing. No two Frost Hulks look alike, but
they all have common features such as multiple mouths,
a massive shell, a slug-like tail, and huge, hulking feet.
Wizards typically avoid Frost Hulks as the creatures are
attracted to and enjoy eating them over other people,
probably because of the connection to the Fracturing and
their strange mutations. While the creatures tend to move
slowly and lumber, they can charge and quickly overtake
most creatures effortlessly.

Foragers are a race from the depths of oceans.


Their race belongs to ancient civilization of deepsea life, which changed across millennia, eventually
developing bipedal limbs and the ability to surface
for short periods. Many accounts depict the Foragers
as living in the depths of the Sea of Olm where they
often attack seafarers who venture nearby. Little
other information remains available about this
unique and ancient race. Some wizards believe that
the council should form an expedition to establish
Hit Points: 96
trade and peaceful relations with these people, while
Initiative: 3d
many others oppose the idea altogether.
Move: 9
Hit Points: 50
Vitality 5d (+16 Armor)
Initiative: 3d
Cinema Points: 10
Move: 7 (Swim: 10)
Experience Value: 4
Vitality: 4d
Cinema Points: 3
Dexterity 3d, Strength 5d, Persona 1d, Intellect 1d,
Experience Value: 3
Aptitude 1d
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Initiative 3d, Vitality 5d, (+16 Armor), Move 9


Features
Spitwad, Ranged to Hit, Range: 20/40/50, Damage:
None, Immobilizes a target for 1d Rounds with a slime
substance.
Bitter Breath, Ranged to Hit +1d, Range: 3/6/10, Damage
(Corrosive): 1d+12/9/6, Also stuns a target for one (1)
Round with a foul smelling breath.

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

Summoning, a Frost Hulk emits a low growling whine


that travels for miles, calling any other nearby Frost Hulks
Dexterity 4d, Strength 4d, Persona 1d, Intellect 4d,
to come running. This normally brings 1d other Frost
Aptitude 4d
Hulks running towards the Frost Hulk who called within
three (3) Rounds. It is best to escape as soon as possible
Features
if this occurs.

Gaunt

Paralyzing Sting, on a Successful Brawl with the tail, the


victim must succeed with Stamina, DR Moderate, or
fall into a comatose state immediately for the duration,
Duration: 1d Days, Activation: Immediate.

Gyet

Gyets are the faithful and sturdy riding steeds primarily


used in Olm by the Wyvine people. While the Wyvine
do have pack animals for pulling wagons and carts, the
Wyvine only use Gyets for riding. They move in a hop
with great agility, able to navigate easily in small mountain
paths and dense jungles. They eat very little, but primarily
enjoy grass and root plants that grow abundantly in the
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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

importance, as they seek to eliminate these creatures from


expanding further.
Hit Points: 36
Move: 10
Initiative: 3d (Invisible +1d)
Vitality: 3d
Cinema Points: 5
Experience Value: 3
Dexterity 3d, Strength 3d, Persona 1d, Intellect 3d,
Aptitude 1d
Features
Mangler, the Harrier leaps onto a prey, entangling them
with tentacles while biting them multiple times to deal
lots of damage, on a successful Brawl, Damage 1d+12.

Hazel

Hazels are bizarre and magical beasts that live in


the wastes. They fly with great speed and travel in
packs. While not particularly large, about half an
Enfri, they use their quick reflexes and sharp teeth
to overwhelm and swarm on prey. They are also
somewhat clever in their attack, however they do not
discriminate between creatures and will even attack
far more powerful creatures without hesitation.

Harriers are an aggressive and intelligent predator that


infests the Dama Plains. After consistently hunting down
and devouring anyone who ventured near the Dama Fruit
trees, the Harriers discovered an advantage in eating the
Dama Fruit lying on the ground with their prey. Dama
Fruit makes those who eat it, invisible for several days.
The majority of the Harriers in the Dama Plains regularly
Hit Points: 24
eat of the Dama Fruit, maintaining the predator-prey
Initiative: 5d
advantage, making them nearly impossible to hunt for all
Move: 5 (Fly: 15)
practical purposes. The Wyvine council currently treats
Vitality 2d (+4 Armored Shell)
the Harrier infestation in the Dama Plains with great
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Home. They have interacted little with the many


races of Azamar. There is much speculation as to
why the Dragons remain distant from the other
Dexterity 5d, Strength 2d, Persona 1d, Intellect 1d,
races, but some believe they are waiting until the
Aptitude 1d
races of Azamar have resolved their issues before
returning. Regardless, approaching any Dragons
Features
currently results in the High Dragons immediately
attacking the encroaching pursuer. Most give the
Shrill, a Hazel can emit a deafening shriek that sometimes
High Dragons the wide berth they apparently desire.
stuns prey, resist with a successful Stamina, DR Easy, or
Only time will tell what the High Dragons intend,
the target stands stunned for one (1) Round.
but they magnificent and powerful creatures worthy
of the reverence most give them. Without the High
Dragons, many Wizards believe the war with the
High Dragons
Fiends was lost, and only through their blessing were
High Dragons are the most revered and honored of
the Fiends and Zintar defeated.
all creatures on Azamar. Their lives span millennia,
Hit Points: 200
and their memories run centuries. The High
Initiative: 6d
Dragons live on the South Western
Move: 25 (Fly: 50)
isles long ago dubbed as Dragon
Vitality: 6d (+24 Armor, Immune to nonHome.
Ancient Wizards
magical attacks)
established a treaty with
Cinema Points: 50
the High Dragons, given
Experience Value: 30
permission to establish
the massive and magical
Dexterity 6d, Strength 6d,
city of Adrya Ampais. The
Persona 6d, Intellect 6d,
High Dragons purged the
Aptitude 6d
city of its populace when the
betrayal of Zintar occurred;
Features
none since returned.
The
High Dragons spend only
Breath Weapon, Ranged to
twenty years as an adolescent
Hit +6d, Range: 30/50/100,
compared to the centuries
Damage: 1d+48/45/42
they will spend as adults. In
this way, the High Dragons
(Dragons Choice: Erosion,
remember every betrayal
Flame, Ice, Lightning,
and promise made by
Wind, or Magic)
the Wizards of Azamar.
There
are
unique
Dread Gaze, Permanent,
differences
between
Invoke complete fear
High Dragon families,
on any who stare into
mainly that each family
the eyes of the Dragon,
represents each major elemental force of Nature: Fire,
Willpower, DR Epic to
Ice, Lightning, Wind, Quintessence (Magic), and
resist or flee as quickly as
Erosion, (called Earth). The High Dragons prefer
possible.
privacy and do not involve themselves in Humanoid
politics nor will they weigh in on disputes over land Stormwind, cast out a massive gale force of wind in all
or sea. In recent years, the Dragons have returned directions, throwing any creatures nearby with a force
to other continents, exploring again beyond Dragon equivalent to the Dragons Strength +36.
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Cinema Points: 1
Experience Value 1

Joseph Conaway (order #4798807)

Teleport, the Dragon can teleport instantly to any


location in Azamar where it previously traveled, Duration:
Instantaneous, Activation: Immediate.
Beckoning, any Dragon can summon other Dragons to
its aid, the beckoning magically summons 2d Dragons to
itself, they appear by Teleport within 1d Rounds.

Hydreans

exponentially after their kind passes around a tear.


They are also curious creatures and tend to approach
living beings who venture to close. Aside from very
powerful magic or well-sealed physical barriers,
very little is able to protect an individual from
touching a Hydrean in close proximity. Hydreans
can suffer physical damage by attack, though doing
so goes against recommendations. Many magic users
believe that attacking and killing Hydreans upsets
the balance of magic on Azamar. Fiends distinctly
fear Hydreans, who will always aggressively swarm a
nearby Fiend over any other creature. While Fiends
appear immune to the affects of the Hydrean poison,
they appear to suffer great damage from the Hydreans
feeding on their Fiend life forces, consequently tied
to the magical energies that are similar to the tears in
the Fabric. The only Fiends who appear completely
unaffected by the Hydreans are Revenants, who do
not normally use physical forms in Azamar. Hydreans
are extremely rare creatures to run across, considered
lucky to encounter in the wilderness even at a
distance. Wyvine treat the Hydreans with reverence,
often taking that time to meditate in their presence.
Whether a race honors or fears the Hydreans, they
appear as an integral piece of the puzzle that is
Azamar.

Of the strange creatures that roam the skies of Azamar,


the Hydreans are the least understood and the most
feared. They are a creature formed entirely of magic.
Some elder magic users theorize that the Hydreans are Hit Points: 12
a breed of creature whose sole purpose is the repair Initiative: 1d
of the Fabric. When the Hydrean pass through an Move: -- (Fly: 10)
area, any tears in the Fabric are almost certainly and Vitality: 1d (Immune to non magical attacks)
completely sealed and repaired. The Hydrean never Cinema Points: 1
move alone, though if one were separated from the Experience Value: 1
others they are similar looking to small, albeit flying,
jellyfish. Most Hydrean are small creatures, never Dexterity 1d, Strength 1d, Persona 1d, Intellect 1d,
much larger than a coin. They tend to have shifting Aptitude 1d
iridescent and translucent bodies adorned by five
or more tentacles. The largest Hydrean recorded Features
was roughly the size of a small building and was
solitary, though there are disputes to the account. Swarm Cloud, all Hydreans move as group, making their
Touching a Hydrean is dangerous as like their sea- overwhelming numbers completely impossible to resist
faring brethren, the jellyfish, they dispense a deadly if caught in them, such that anyone entering a cloud is
poison by touch. Most Hydreans also emanate a dim instantly subject to Damage: 1d+120.
light, which generates a fair amount of light at night.
The Hydreans tend to move gently with the wind,
though as a cloud, they appear to move as desired.
They appear to feed on the magical tears in the Fabric
to some degree, as the clouds often grow in size
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Kraken

Kongamato

While the Kraken lives in the Bay of the Kraken, this


massive and ancient shellfish regularly stays surfaced,
happy to expose itself to the world. There is no creature in
all of Azamar as large as the Kraken, and no other Kraken
exists, so far as anyone knows. The Kraken is a simple
creature, peaceful and relatively quiet. No one has ever
managed to get it angry to find out what it would do.

Often mistaken for a small Dragon, the Kongamato is a


creature that lives in the Wild Lands of the land of Azamar.
The Kongamato is highly territorial however it tends to
attack natural prey, and avoids most of the travelers who
frequent the Wild Lands. The creature is large enough
to swoop in and lift a wagon, however does not have the
strength needed to lift it. In most recorded encounters, a
Kongamato will take pack animals or food stores quietly
in the night.

Hit Points: 500


Initiative: 1d
Move: -- (Swim: 30)
Vitality: 6d (+48 Armor)
Cinema Points: 100
Expierence Value: 75
Dexterity 1d, Strength 6d, Persona 1d, Intellect 6d,
Aptitude 1d

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

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Impale, with a specialized thrust a Kongamato can impale


a single victim, Brawl, Damage 1d+12
Experience Value: 8

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

Joseph Conaway (order #4798807)

Dexterity 4d, Strength 5d, Persona 1d, Intellect 2d,


Aptitude 1d
Features
Snatch, on a successful Grapple, it may swallow a
humanoid victim (or smaller) whole without any further
rolling.

Lurker

Lurkers are small creatures that emerged only after


the Fracturing. They are reptilian in appearance, but
are humanoid in shape and capable of using weapons
and tools. Typically, they travel in small groups and
seem drawn to living near Lake Loragaarn. While the
Lurkers are a nuisance, the Immyr keep their kind
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in check for now. Lurkers communicate with clicks


and pops, and previous encounters demonstrate their
limited ability in organizing coordinated attacks.
While they are a primitive race, the potential for them
to become a greater threat for the people of Azamar
looms in the future. The Immyr stay vigilant of this
race of bizarre and dangerous creatures known as the
Lurkers.

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

most difficult of terrain. Nauvowl, often referred to


as riding rats by many of the people across Azamar,
have magical roots that intertwine deeply with the
Treuoall. From historical records, the Nauvowl
underwent binding by Anteprofidian magic to the
Treuoall people, several Millennia ago. This binding
causes devout loyalty between the two, in some cases
making it possible for a Treuoall to share senses with
a 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

Nauvowl are the loyal, fierce, and native riding


Orcs are ugly monsters bred specifically for warfare
animals of the Treuoall. An untamed Nauvowl is
and are truly the stuff nightmares are made from.
a cunning creature, capable of devastating attacks
These humanoids thrive off hate and suffering and
and moves swiftly when hunting through even the
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have been the natural enemies of the Dwarven race


for generations.

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

The Shaman are the Elders that serve the Circle


of Detriment in Orc society. They have survived
numerous campaigns and have grown old by Orc
standards, which is a rare occurrence. They then are
taught to hone their abilities and study the world of
Magic, learning to manipulate it to serve the Gods
of Orcish kind.

Life expectancy for Orcs is rather low given the


violent nature of their culture. Those Orcs that
survive a number of successful campaigns go on to be
trained as Shock Troopers by the Elders. These Orcs
are rewarded with better equipment and are often in
charge of protecting the Shaman in major battles.

Hit Points: 36
Initiative: 2d
Move: 6
Vitality: 3d
Cinema Points: 5
Experience Value: 4

Equipment: Armor (+6 Vitality), Short Sword (Str+12/


x2), Dagger (Str+6/x2).

Joseph Conaway (order #4798807)

Dexterity 2d, Strength 3d, Persona 3d, Intellect 4d,


Aptitude 4d
Features
Magic
Dark Shield, the Shaman raises a shield of impenetrable
darkness that moves with the Shaman, making them nearly
impossible to hit with ranged attacks for the duration,
providing Dodge +4d, Duration: 1d Rounds, Activation:
Instantaneous
Rite of Healing, when an Orc Shaman blood lets, the
Shaman may heal anothers Hit Points +15, Duration:
Immediate, Activation: Instantaneous
Mauling Strike, at a distance an Orc Shaman may swing a
weapon and project that swing at a target through Magic,
Willpower replaces Melee to hit, Damage: Willpower+6,
Duration: Immediate, Activation: Instantaneous
Rite of Concession, an Orc Shaman may trade one (1)
Hit Point for one (1) Cinema Point as desired, suffering
Damage immediately

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

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with a curse, causing excruciating pain and suffering on Experience Value: 15


a target, Add extra Damage: +6, also, every new round
until the Bolt is removed, the target suffers more Damage: Dexterity 6d, Strength 5d, Persona 1d, Intellect 3d,
1d+6.
Aptitude 1d
Doom Shell, The Sentinel can temporarily form an Features
nearly impervious shell of magic, Immune to all nonmagical damage for Duration or until the Sentinel moves, Specialized Attacks
Duration: 1d Rounds, Activation: Immediate
Bite, (Brawl), Damage: Strength +48

Shangilar

Claw, (Brawl), Strength +24


Shadow Move, the Shangilar moves with intense speed
while maintaining stealth, +6d Sneak
Echolocation, the Shangilar can see with sounds and
motion, +6d Search
Seize, the Shangilar often grabs and pins a target before
attacking them prone, +6d Grapple

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

Joseph Conaway (order #4798807)

These ancient and massive creatures and tunnel through


all but the strongest of soil and rock, capable of sensing
prey on the surface and surprising them with deadly
accuracy.
Hit Points: 60
Initiative: 4d
Move: 10
Vitality 5d
Cinema Points: 4
Experience Value: 5
Dexterity 4d, Strength 5d, Persona 1d, Intellect 3d,
Aptitude 2d
Features
Specialized Attacks
Brawl, Bite, Damage: Strength +9
Brawl, Horn, Damage: Strength +6
Brawl, Spiked Tail, Damage: Strength +3

Burrowing: Slane Worms are efficient burrowers and can


127

insatiable with their only thought as hunger. They


emit a sweet and bewildering scent, attracting nearby
travelers, and snag them with tentacles barbed with
poisonous thorns and spikes. It slowly devours
paralyzed victims, relishing the fear and pain in their
eyes with each excruciating bite it takes.

tunnel up to Move 30.


Camouflage: In order to trick potential prey, Slane Worms
can change their skin color to match its surroundings.
While its primary color is green, Slane Worms encountered
in the wild have turned brown, gray, orange and yellow.
When appropriately camouflaged, a Slane Worm receives
a Sneak +2d.

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

Spindlers are ancient, reclusive, and dangerous beings Swinders


whose roots run deep with magic. The Spindlers were
Swinders are the aquatic and distant relative to the
once a benevolent race of creatures, the Fracturing
Slane Worm, long ago both creatures was borne from
twisted them into foul and corrupt beings, now
the Northern Ocean. Eventually the beasts went
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different paths and the Swinders grew smaller and


sleeker, making them more streamlined for moving
quickly through water.

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
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through a series of quick incantations, alerting nearby


allies to their exact location, (including any Fiends),
Duration: Immediate, Activation: Instantaneous.
Infernal, Sycoveen can quickly produce and throw a small
ball of fire with a particularly good range, Willpower +6
to hit, Range: 10/20/40, Damage: Willpower +15/12/9.

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

Originally a faction of Wizards, the Therians abused


magic and eventually forgot their identities, trading
long life and innate shape changing. Therians are
feared as powerful magical beings, capable of taking
the shape and size of any other creature they contact
touch. The caveat to this rule, is that the Therians
cannot mimic Dragons. For whatever reason, the
Dragons naturally prevent the Therians corrupted
powers, countering them completely. Therians will
threaten and attack just about any other creature, and
often employ tactics many argue as evidence that the
Therians have not completely lost their identities.
Regardless of the history or effectiveness in combat,
the Therians are a dangerous race of magical beings,
and anyone of sound mind should fear and avoid
them at all costs.
Hit Points: 72
Initiative: 4d
Move: 10
Vitality: 4d
Cinema Points: 10
Experience Value: 10
Dexterity 4d, Strength 4d, Persona 3d, Intellect 4d
Aptitude 4d
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Trolls are an ancient race of giant creatures who for


centuries lurked in forests and mountain caves. More
recently, these giant creatures wander closer and closer to
civilization, developing courage enough to steal people
from bed in the still of night for food. Trolls are aggressive
and long lived, as well as capable opponents in combat
even against small brigades of soldiers. Most trolls stand
three to four stories tall and use their massive arms to
reach down and snag enemies.
Hit Points: 100
Initiative: 4d
Move: 12
Vitality 6d (Tough Hide +8)
Cinema Points: 3
Experience Point Value: 8

Hit Points: 36
Initiative: 5d
Move: 10
Vitality: 3d
Cinema Points: 3
Experience Value: 5

Dexterity 3d, Strength 6d, Persona 1d, Intellect 2d,


Aptitude 2d
Features
Growler, the troll rumbles a low guttural growl that
makes the ground tremble, sending all riding animals
into frenzies for the duration, Duration: 1d Rounds,
Activation: Immediate.
Heave, trolls can toss large boulders with deadly accuracy,
Ranged +6d, Range: 20/40/60, Damage: 1d+48/45/42

Uumul

and wait patiently for months on a new meal source.


They are uncomplaining and move with lightning
fast reflexes when they believe their next meal is at
hand. While incredibly fast, they are not strong and
must rely on sharp reflexes and fast acting venom
to subdue their victims. Uumul use a series of web
strings to the ground to alert them of anyone nearby
who may disturb their nest. When large groups of
travelers pass by they are cautious in attacking, often
waiting for the last in a line, or will follow them
carefully until they make camp.

Dexterity 5d, Strength 3d, Persona 1d, Intellect 3d,


Aptitude 1d
Features
Specialized Attack
Venomous Bite, Brawl +3d, Damage: +9, with a successful
Stamina, DR Difficult, a character may resist the venom,
or become paralyzed for 1d Days.

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
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the Wyvine by the Shrave, who also use the Weth as


riding animals in the Inferium. Weth are excellent
burrowers, as well as capable of long distance flight,
though blind, they navigate using sound and do
not distinguish well between friend or foe. Most
Wyvine riders place bits or mouth guards on Weth
when using them for riding, which somehow calms
the creatures normally more erratic and aggressive
behaviors.
Hit Points: 55
Initiative: 4d
Move: 8 (Fly: 30, Burrow: 20)
Vitality 4d
Cinema Points: 3
Experience Value: 2

glide effortlessly on the wind higher up in the sky.


A Wind Stalker rarely shares the sky with a Dragon,
but recorded accounts note that Wind Stalkers move
faster and with more grace. Wind Stalkers are the
only known, natural predator to Hydreans, making
them a revered and honored beast. Those whose
accounts include touching a Wind Stalker note that
its skin is a deep iridescent black similar to a whale.
No accounts exist of anyone killing a Wind Stalker,
though there are those whom tried. Some legends
include vague references to an order that learned to

Dexterity 3d, Strength 4d, Persona 1d, Intellect 1d,


Aptitude 1d
Features
Tunneling, Weths enjoy tunneling and can do so with
ease even with a mount in place.
Echolocation, Weths use sound to find and see, Search
+40

befriend and ride the Wind Stalkers, long before the


Great War. Such knowledge remains lost to time.
Hit Points: 144
Initiative: 6d
Move: 30 (Fly), (Gliding: 15), (Dive: 90), (Swim: 20)
Vitality: 6d
Cinema Points: 12
Experience Value: 20

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.

Dexterity 6d, Strength 6d, Persona 1d, Intellect 3d,


Aptitude 1d
Features:
Regeneration: +36 Hit Points, (Instantly regenerates
damage, Activation: Immediate)

Wind Stalkers are as long as three to four war ships,


serpentine like when seen at a distance. They have
six glowing green eyes, large forward wings and
two large spinal fins for maneuvering. A Wind
Stalkers tail is massive and flat, which they use to
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Hit Points: 200


Initiative: 6d
Move: 20
Vitality: 6d (+96 Armor)
Cinema Points: 100
Experience Value: 100

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.

Dexterity 2d, Strength 6d, Persona 1d, Intellect 1d,


Aptitude 1d
Features
Vibrations, a Zull can sense movement and the location
of any movement on the ground nearby within a two
hundred (200) unit distance, which it automatically
considers a threat and will attack.

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Zurn Warbler

Damage: Strength +12)


Flame Burst, the Zurn Warbler uses a fiery breath
weapon, shooting a fireball-encased substance at a
target,(Ranged to Hit, Damage: 1d+15, Range:12/8/4,
Once struck the substance sticks to the target and stays
lit for the duration or until immersed in water, Duration:
1d Rounds)
Glow, the Zurn Warbler is capable of emitting a faint
light from its feathers, enabling vision in darkness and
to attract prey, (The glow produced has the following
visible range: 100/75/50, at the shortest range the Zurn
Warbler is identifiable in the darkness)

Zurn Warblers are native to Obsalos, so they were once


rare on other landmasses. In recent decades, many pirates
and smugglers and have set to capturing and selling these
the Zurn Warblers as guard animals or for prize fighting,
as they are extremely territorial with one another.
They are brightly colored flightless birds that can
spit flames and evoke some minor magical effects it
uses for intimidating opponents.
Hit Points: 40
Initiative: 3d
Move: 5 (Sprint: 12)
Vitality: 3d
Cinema Point: 5
Experience Value: 1
Dexterity 3d, Strength 2d, Persona 1d, Intellect 1d,
Aptitude 1d
Features
Specialized Attacks:
Bite/Peck, (Brawl), Damage: Strength +6
Claw, (Brawl), Damage: Strength +3
Vorenter, the Zurn Warbler has a voracious appetite, and
as such it quickly pecks, bites, and claws an opponent in
a flurry of attacks, (Flurry of attacks all count as a single
overwhelming attack, Brawl to Hit,
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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

insatiable appetites, eating rocks, plants, and meat; and


they are large enough to devour a Human whole.
Hit Points: 98
Initiative: 2d
Move: 9

There are many Fiends that reside in the Blur,


who wait for when they can rip through a
tear in the Fabric and break into Azamar
to wreak havoc and destruction. Of
those many Fiends, a handful are more
well known than others due to their
determination in attempting to step
into Azamar. It is believed that the
Fiends wage a war among themselves,
using the Blur as the magic users
on Azamar do, a passage way and
place from which to draw upon
for magic. Unfortunately,
the magic users of Azamar
are not nearly as inherently
natural at using the Blur as the
Fiends, and as such often fall at
their hands when they step out
of the Blur. Among those known
Fiends are the Agmai, the Rakshai,
the Revenants, the Saturians,
the Syetans, and the Xur.
All Fiends are at Creature
(Step 2) Scale for rules
purposes,
(Creatures
gain +2d Strength versus
Character,
Characters
gain +2d Dexterity versus
Creature).

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-

like creature. They brandish many weapons and are


masters with all of them, often lying in wait for weeks
The Agmai are a self-involved, arrogant, and clever type to ambush random travelers.

Agmai

of Fiend, capable of moving swiftly in Azamar. They have


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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
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Hit Points: 120


Initiative: 4d
Move: 12
Cinema Points: 10
Experience Value: 20

Damage:Willpower+3d/2d/1d, the Revenant magically


rips apart a victim from a distance, dealing massive
damage, Duration: Immediate.
Doppler, By touch only, Willpower, DR Willpower of
target, the Revenant appears and sounds like a victim
of their choosing permanently, whose life instantly
extinguishes in the process, Duration: Immediate.

Dexterity: 4d, Archery: 2d, Brawl: 4d, Dodge: 4d, Melee:


Summoning, Willpower, DR Heroic, the Revenant is
4d, Sneak: 3d
the only Fiend capable of actively tearing holes in the
Fabric between Azamar and the Blur, specifically capable
Intellect: 4d, Search: 3d
of summoning 1d minion Fiends to fight for them,
Strength: 4d, Grapple: 3d
Duration: Immediate.
Aptitude: 4d

Saturians

Persona: 5d, Con: 4d, Disguise: 4d, Intimidation: 5d,


The Saturians use persuasion and the seduction of power
Languages: 4d, Persuasion: 4d, Willpower: 4d
to lure the people of Azamar to their side so they may
Features
control them and use them as soldiers for their purposes.
Taint, Permanent and Passive, Any who strike a They can bestow great magic to a person, which always
comes at a great price.
Revenant must roll, Willpower, DR Moderate, or soak 6d
Hit Points: 36
Damage, all Revenants are cursed and tainted beings who
emanate a violent, dark force to any who lay hands upon Initiative: 3d
or strike them, Duration: Immediate.
Move: 6
Desecrate, Willpower, DR Heroic, the Revenant causes
Cinema Points: 3
the very ground in Azamar to bleed a black fluid, the air
to go rancid and fill with sulfur, and the plants to die, Experience Value: 5
any in the twenty by twenty by
ten (20x20x10) high region (as
designated by the Revenant),
suffer Willpower Damage until
they leave that area, Duration:
1d rounds.
Shred, Willpower to
Hit, Range: 2/3/6,

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Dexterity: 3d, Sneak: 1d


Intellect: 2d, Search: 3d
Strength: 2d
Aptitude: 1d
Persona: 5d, Con: 3d, Gambling:
4d, Intimidation: 3d, Languages:
3d, Persuasion: 4d, Willpower:
1d
Features
Inveigle, +3d Persuasion, the
Saturian can magically entice
a target into doing things they
may not otherwise do, Duration:
Immediate.
Scam, +3d Gambling, the
Saturian can magically cheat while
Gambling, able to winning hands
without trying, Duration: Immediate.

Persona: 1d, Artisan: 4d

Hypnotize, Willpower, DR Targets Willpower, if


successful the target is stunner, Duration: 1d rounds.

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

Hit Points: 144


Initiative: 1d
Move: 6
Cinema Points: 3
Experience Value: 8

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.

Dexterity: 1d, Brawl: 4d, Throw: 4d


Intellect: 1d
Strength: 5d, Climb: 4d, Grapple: 4d, Lift: 4d
Aptitude: 1d
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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.
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again. The Goblin Captain also subtracts one die and


rolls to parry. Derek beats the GMs roll so Ruk hits!
Combat normally involves physically attacking (brawling, They add up the Damage, and the devastating blow drops
grappling, hitting, spell casting, or shooting), dodging the Goblin Captain to the ground, dead.
and moving, sneaking, and taking cover. Sometimes
characters can use intimidation or other tactics to change If the Goblin Captain had not died in the attack, Derek
the morale of enemies and overcome them without force, could subtract another die and attack again. This time
he would have only three dice (3d) to use against his
but this is more difficult.
opponent.
There are many options in Combat when Attacking. The
three primary forms of Attacking are Brawl, Grapple, and
Melee. The three primary forms of Attacking at a range Movement
are Ranged, Throw, and Willpower (when using a Magic
Understanding Character Move is very important in terms
Weapon or Power). When using Willpower with a Magic
of Combat. Each Character has a Move. A Move of four
Focus Weapon, it works the same way as Ranged does
(4) indicates the Character can Move four (4) Squares in
with a Bow.
any direction, during a Combat Round without rolling
With combat, if a Character attacks and another is dodges or taking Multiple Actions. Climbing and Swimming
and their rolls tie, the Character who dodges does so half the Characters Move. With a successful Sneak, DR
successfully. If a Characters attacks and another defends Search of the opponent, Sneak is possible at a normal
by parrying and their rolls tie, the Character who parries Move, otherwise it is half the Characters Move.
does so successfully. If two Characters grapple and one
attempts an aggressive move on the other and their rolls Running
tie, the Character who was resisting does so successfully.
Running multiplies the characters Move by two (Move
The rule of thumb in Combat is, The tie goes to the x2), with a successful Athletics, DR Moderate. Running
Defender.
multiplies the characters Move by three (x3), with a
successful Athletics, DR Difficult. On a successful
Stamina, DR Moderate, if a character chooses to continue
Multiple Actions
running into the next Round.
In a round, characters may take as many actions as they
have dice in Initiative. If a Character has an Initiative of How it works:
three dice (3d), no more than three (3) actions may occur
Daryls character Niv is running across a jagged, hazardous
in a Round. If a critical roll occurs, one (1) on the Wild
terrain. To make matters worse for Niv a small band of
Die followed by a six (6), no more actions may occur for
mercenaries follow him on mounts. After dodging some
that Character in the Round.
ranged attacks, the GM makes Daryl roll Athletics, DR
For each action during a round, a player subtracts one Difficult because of the terrain. Niv has an Athletics of
die (-1d) for each following roll because of the previous 4d, (2d Dexterity + 2d Athletics). Nivs normal Move
action(s) taken. Each following roll removes one die (-1d) is seven (7). Daryl rolls his dice and gets a fifteen (15),
missing the DR Difficult. Daryl spends a Cinema Point,
and so on.
rolls a die and gets a six (6)! This brings his total to 21,
How it works:
and Niv moves fourteen (14) squares away towards more
Derek is determined to end the existence of a Goblin cover from the mercenaries. In order to continue Niv
Captain that has given his character Ruk a very difficult running another round, Daryl must succeed on a Stamina,
time. With his broadsword ready, Derek declares that DR Moderate.
Ruk will take Multiple Actions and Ruks Melee die pool
is five dice (5d); (Dexterity 3d + Melee 2d). At the end
Sneaking
of the action, Derek subtracts a die and rolls four dice
(4d) to strike at the Goblin Captain with his broadsword, When Sneaking and attacking, if the roll is Moderate
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Taking Action

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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
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Characters healing naturally do so at a rate of one (1) Hit


Point per hour while at rest. Characters healing naturally
under the aid of a healer via First Aid or Medicine, do so
at a rate of two (2) Hit Points per hour while at rest.

Magical Healing

Very Difficult
Heroic
Epic

2d+6 Hit Points, Cure Magical


Illness
+4d Hit Points, Regenerate body
parts
Resurrection

Scale

Not everything in Azamar is the same size, so we have


developed a Scaling system. If a Character or ship is
trying to hit or damage something across the Scale, then
we add more dice to a roll. See the chart below on how
to add dice to a roll when crossing different Scales.

Scale

Modifier for Character

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

FlexibleSpell Casting (Optional Rule)

Sometimes a Character has a magical ability to heal by


touching another Character. This can range from simple
injuries to curing diseases and otherwise incurable
ailments. The basics of this are simple principals, and
run off the Willpower Skill.
How it Works:
(Willpower DR based on the following chart, Duration:
Immediate, Activation: Instantaneous)

Difficulty
Easy
Moderate
Difficult

Result
+3 Hit Points
+6 Hit Points, Cure Disease
1d+6 Hit Points, Remove Poison
and Plague

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Some GMs may want to employ flexible spell casting.


To cast a spell, a Character in Azamar must possessBlurTouched and spend a Cinema Point. After that, the Player
describes the intent and desiredeffect and the GMassigns
a DR to the intended spell. A magic foci, (such as an
amulet, ring, staff, or wand), may provide bonuses to
casting spells, at the GMs discretion.
The following table provides loose guidance:

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
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that his character,Remmy, wants to conjure clean drinking


water for the party into a large bucket. The GM, Michael,
assigns DR Moderate to Daves spell. Dave rolls using
Willpowerfor casting the spell, with five dice, (5d = 3d
Intellect + 2d Willpower), resulting in a total of fifteen
(15), making DR Moderate. Michael tells Dave that his
character casts the spell successfully and the water appears
in mid-air, sloshing and splashing into the bucket below
dramatically.

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

coins bear the mark of the mint, whether forged or etched,


the mark of the mint if only official and recognized
producer of currency in the world of Azamar. Commons
are metal coins, cast from a variety of indiscriminate
metals, widely varying their weight. Jems, worth about
500 Commons (this varies by region and economy), are
craft from various gemstones. Zurns, worth about 5,000
Commons (this varies wildly by region and economy), are
craft from Zurn Stones, and volatile ore with roots in the
very essence of magic. Only wizards and master stone
shapers can craft a coin from Zurn Stone, so they are
considered a highly rare and valuable form of currency.

Chest, Medium, Cost: 60c

Travel Provisions

Liquid Containers

Azamarian Steed, Cost: 500c

Barrel, Cost: 50c

Bed Roll, Cost: 15c

Barrel, Large, Cost: 70c

Firewood, Bundle, 40c

Bottle, Wine 6c

Gyet, (Olm), Cost: 1000c

Bucket, Large, Cost: 12c

Hammock, Cost: 50c

Bucket, Small, Cost: 6c

Knife Sheath, Cost: 32c

Clay Jug, Cost: 15c

Sword Scabbard, Cost: 43c

Flask, Cost: 17c

Tent, Small, Cost: 70c

Glass Vial, Cost: 5c

Chest, Small Cost: 50c


Satchel, Hemp, Cost: 3c
Satchel, Leather, Cost: 5c
Satchel, Enfri Waterproof, Cost: 12c
Sack, Large, Hemp, Cost: 7c
Sack, Large, Leather, Cost: 10c
Sack, Small, Hemp, Cost: 13c

Sack, Small, Leather, Cost: 16c


Most prices on goods in Azamar are set in terms of
Commons, typically annotated as 200c or 1,000c instead Saddlebag, Hemp, Cost: 25c
of using the Jem or Zurn notations, such as 2j or 1z.
Saddlebag, Leather, Cost: 40c

Tent, Medium, Cost: 100c


Tent, Large, Cost: 140c
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Glass Bottle, Cost: 10c


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Wood Jug, Cost: 30c


Waterskin, Cost: 20c

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

Enfri Carbide is a feat of modern science, as the Enfri


invented a long, bright, slow burning material that is
thick yet works great as a long-term fuel, often used in
specialized torches and helmet lamps.
Enfri Fire Starter, Cost: 5c
An Enfri Fire Starter is a small canister that produces fire
on the go, thousands of times before it expends its fuel.
Any well-stocked Enfri merchant can trade an empty
canister for a new one, with a slight offset in cost.
Flint and Steel, Cost: 2c
Lamp Oil, Cost: 4c
Lantern, Oil, Cost: 10c
Lantern, Hooded, Cost: 25c
Light Orb, Cost: 600c
These naturally occurring baubles are found deep within
the Inferium, mined specifically for their unique light
production, the Immyr sell them at premium prices.
Torch, Cost: 8c
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Sundries

Soup, Cost: 1c

Foods

Spices, Cost: 20c

Bread, Cost: 1c

Liquids

Butter, Cost: 2c

Absynth, Urbane, Cost: 100c

Cheese, Cost: 2c

Ale, Common, Cost: 8c

Eggs, Cost: 1c

Ale, Immyr, Cost: 15cMead, Wyvine, Cost: 25c

Honey, Cost: 5c

Cream, Cost: 2c

Meat, Cost: 5c

Juice, Berry, Cost: 6c

Nuts, Assorted, Cost: 1c

Milk, Cost: 2c

Rations, One Day, Cost: 15c

Thurm Essence, Heals anything short of resurrection,


restores full health, Cost: 1000c

Rations, Military, One Day, Cost: 30c


Travelers Banquet, One Meal, Cost: 20c
Rice, Cost: 2c
Salt, Cost: 3c

Water, Flasked, Cost: 3c


Wine, Common, Cost: 12c
Wine, Fine, Cost: 200c
Wine, Treuoall, Cost: 500c

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Apparel

Great Sword, Damage: Strength +45/x3, Cost:


500c
TelVeth Blade (scimitar), Damage: Strength +42/
x2, Cost: 700c

Belt, Cost: 3c
Boots, Cost: 20c
Clothes, Arid, Cost: 29c

Description: Each TelVeth blade is specifically


forged by a master sword smith for a specific Sword
Chanter. No TelVeth blade is created without a
specific person in mind. Each TelVeth blade is
slightly different, but most are curved blades of
varying lengths.
SheaAhk (Chain Blade): Reach: 1/2/3, Damage:
Strength +27/24/21/x2, Cost: 200c

Cloak, Common, Cost: 8c


Cloak, Enfri, Cost: 250c
Clothes, Traveling, Cost: 20c
Clothes, Winter, Cost: 27c
Clothes, Jungle, Cost: 29c
Coat, Winter, Cost: 50c

Description: The Shea-Ahk is the native weapon of


the BuCol people. It is a chain whip, with a weight
on one end and a deadly blade on another. A trained
SheaAhk warrior is a fierce some and deadly foe.
Flail, Damage: Strength +21/x2, Cost: 70c
Mace, Damage: Strength +24/x2, Cost: 130c
War Hammer, Damage: Strength +32/x2, Cost:
250c
Morning star, Damage: Strength +35/x2, Cost:
325c
Battle Axe, Damage: Strength +42/x2, Cost: 400c
Great Axe, Damage: Strength +51/x2, Cost: 600c
Staff, Damage: Strength +18/0, Cost: 40c
Spear, Damage: Strength +21/x2, Cost: 50c
Halberd, Reach: 1/2 Damage: Strength +39/x2,
Cost: 300c
Wyvine Lance, Damage: +48/x2, Thrown
Range and Damage, Range: 5/10/20 Damage:
1d+24/21/18, Cost: 700c

Dress, Long, Cost: 30c


Dress, Short, Cost: 22c
Gloves, Cloth, Cost: 1c
Gown, Cost: 75c
Jacket, Dress, Cost: 200c
Pants, Cost: 25c
Robe, Cost: 23c
Sandals, Cost: 13c
Shirt, Cost: 37c
Shoes, Cost: 26c
Stockings, Cost: 4c
Tunic, Cost: 16c
Vest, Cost: 11c

Arms

Description: A Wyvine Lance is a double-ended


spear with three prongs on each end. They are
specifically created for those trained in fighting with
a Wyvine Lance, though they sometimes are found
in various markets as souvenirs of old wars.

Melee

Dagger, Damage: Strength +6/x2, Cost: 50c


Combat Clawed Gauntlets, Damage Strength +12/
x3, Cost: 300c
Short sword, Damage: Strength +15/x2, Cost:
150c
Long sword, Damage: Strength +27/x2, Cost:
300c

Ranged
Throwing Dagger, Range: 2/4/8, Damage:
Strength+6/3/1, Cost: 30c

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Throwing Axe, Range: 2/4/8, Damage: Strength


+9/6/3, Cost: 50c
Short Bow, Range: 50/100/135, Damage: 1d
+24/21/18, Cost: 300c
Long Bow, Range: 70/150/300, Damage: 1d
+30/27/24, Cost: 500c
Hand Crossbow, Range: 10/30/50, Damage: 1d
+24/21/18, Cost: 300c
Heavy Crossbow, Range: 30/60/120, Damage: 1d
+33/30/27, Cost: 700c
Enfri Quarreler, Range: 20/30/60, Damage: 1d
+18/15/12, Fire Control: 2d/1d/0, Cost: 850c
Description: An Enfri Quarreler is a medium size
crossbow capable of throwing many bolts in a very
short period before needing to reload. It uses a
number of Enfri mechanical inventions, therefore
a distinct knowledge of their engineering is needed
to maintain and repair it if broken.

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

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combat.

Dragons Bone, Range: 9/12/15, Damage:


Willpower +12/9/6, Cost: 300c

Only one Magic Focus is usable at a single time, for


instance accessing multiple rings at once will invoke a
Corruption Event on a roll of one (1), otherwise the use Wands
of multiple Magic Foci will overload and feedback the
Wands are powerful conduits and easy to conceal, though
total of the Willpower roll as damage to the wizard.
they can be easily lost or broken. While most wands are
made from wood, a rare few are made from the bones
Amulets
of powerful beings such as dragons, and lauded for their
Amulets are semi-powerful conduits, capable of providing greater abilities.
the needed help when desired. Amulets tend to be a merge
of metal and crystals, and often the crystal variation can Makes
determine varying degrees in ability as well as the metal.

Common Wood, Range: 12/20/30, Damage:


Willpower +12/9/6, Cost: 200c
Stone Wood, Range: 15/30/40, Damage:
Willpower +18/15/12, Cost: 300c
Wizards Bone, Range: 20/40/60, Damage:
Willpower +21/18/15, Cost: 500c
Dragons Bone, Range: 40/80/120, Damage:
Willpower +27/24/21, Cost: 700c

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.

Common Wood, Range: 20/40/60, Damage:


Willpower +18/15/12, Cost: 350c
Stone Wood, Range: 40/60/100, Damage:
Willpower +21/18/15, Cost: 500c
Ithurine, Range 60/100/200, Damage: Willpower
+27/24/21, Cost: 700c
Dragons Bone, Range: 100/200/300, Damage:
Willpower +33/30/27, Cost: 850c

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

Apparel and Armor


Bracers
Makes
Leather, Vitality +1, Cost: 10c
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Iron, Vitality +2, Cost: 30c

Ithurine, Vitality +6, Cost: 400c

Steel, Vitality +3, Cost: 100c

Helms

Ithurine, Vitality +5, Cost: 200c


Gauntlets
Makes
Iron, Vitality +1, Cost: 100c
Steel, Vitality +2, Cost: 200c
Ithurine, Vitality +4, Cost: 500c

Boots
Leather, Vitality +1, Cost: 25c
Studded, Vitality +2, Cost: 40c
Iron, Vitality +3, Cost: 60c
Steel, Vitality +4, Cost: 150c

Wooden, Vitality +1, Cost: 50c


Iron Vitality +2, Cost: 80c
Steel, Vitality +3, Cost: 200c
Ithurine, Vitality +6, Cost: 500c

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

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Kite, Wooden, Vitality +3, Cost: 80c

Chain, Vitality +8, Cost: 400c

Kite, Steel, Vitality +4, Cost: 160c

Scale, Vitality +12, Cost: 750c

Kite, Ithurine, Vitality +7, Cost: 450c

Field, Vitality +16, Cost: 900c

Scutum, Wooden, Vitality +5, Cost: 150c

Plate, Vitality +20, Cost: 1250c

Scutum, Steel, Vitality +6, Cost: 400c

Magic, Vitality +30, Cost: 2500c

Scutum, Ithurine, Vitality +10, Cost: 700c

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

The flora of Azamar is wide and full of variety. A number


of plants are sold in markets based on utility.
Aurascar is a simple fruit that provides enough nutrients
and sustenance in a single fruit to last the heartiest of
warriors a full day. The only downside is the taste. Its
horrible.
Cost: 3c
Dama fruit are sweet and delectable, but they are not
sold for this quality. When an individual eats a Dama

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fruit, it causes the individual to emit a magical field that


completely shrouds the individual in invisibility for a
period. It is difficult to get due to some creatures called
Harriers who prey on those who wander nearby the Dama
Plains. Luckily, some seeds and a little magic allowed the
farming of the Dama Fruit in small quantities under the
supervision of the Wyvine Council.

holes, or when there is a need to entangle those who might


cross it. The sap from Flinge makes a common wine.
Strength DR Difficult, or crossing Flinge is a maximum
of Move 2, Cost: 25c

Quepids are a volatile root plant that is not edible. When


introducing a Quepid to salt water, it explodes violently.
As hard as steel, the Quepid shell claimed many lives
Invisibility Duration: 2d Hours, While invisible Sneak
throughout the ages as a weapon used in ambushes. Those
+21, Cost: 50c
seeking to use Quepids as explosives must treat the plant
Daggis Weed causes those who, willing to eat it, to levitate with caution, as even the slightest bit of salt water will
slightly for a period. Those who eat the Daggis Weed cause the plant to explode, including sweat.
leave no trace behind and no footsteps, however can move
Explosion Range: 5/10/20, Damage: 1d+54/51/48, Cost:
freely as if still on the ground. The phenomenon of the
60c
Daggis Weed is still under research.
Reed Wood is highly sought after for the ability to float
Levitation Duration: 1d Hours, Cost: 20c
regardless of time spent wet. Reed Wood comes from
Flinge is a vine plant that grows very quickly, so quickly a tree that only grows on Obsalos, Northern Olm, and
in fact that it often finds employment in setting traps over Eastern Evercrow, a region dangerous with vile creatures.

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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

Enfri Airships are a pinnacle of Enfri technology, capable


of soaring anywhere in Azamar. These ships are massive,
Ground
as a large as Dragons and they cross the sky with ease.
Carts are medium two wheeled vehicles pulled by one or They fly using mechanisms that push wind by, as well as
with large wings that help produce draft and steer. Enfri
two pack animals, made mainly of wood.
Airships can carry five hundred passengers and operate
Cart, Cost: 1000c
under at least two hundred crew or more.
Wagons are large four wheeled vehicles pulled by two
Enfri Airship, Cost: 1000z
to ten pack animals, made mainly of wood. A wagon
sometimes includes extra features, such as a cover, which
increases the price.
ame aster haracters

Wagon, Cost: 4000c

Game Master Characters are all of those characters that


make up all the big and small roles the Game Master must
Enfri Steedless Wagons are a remarkable six wheeled
fill to give a game world depth and interaction. Game
vehicle that uses a series of pendulums and mechanisms
Master Characters, sometimes referred to as GMCs, also
for momentum, made mainly of wood. It can move as
fill out the story a GM tells to players. Some GMCs go on
fast as a standard wagon pulled by ten pack animals.
to fill major roles as antagonists and protagonists, while
Enfri Steedless Wagon, Cost: 10000c
others may exist briefly to fill small roles as barkeeps,
merchants, and tavern owners.
Sleds vary in size and ability, but most are similar in size
to wagons, only they made for carrying passengers and The bigger the role a GMC plays, the more a GM should
supplies across ice and snow, pulled by four to ten pack take the time to add details about that character. Minor
animals. Most sleds will float briefly if they break through characters do not need character sheets or lots of assigned
ice, but the pack animals pulling them will not making it stats and background details. In this context, the creation
a dangerous affair.
of a character depends primarily on the importance of the
role a GM wishes that character to play; the bigger the
Sled, Cost: 4500c
role, the more depth the character required in character
creation. In this section are examples of major characters,
Sea
which possess long backgrounds and play pivotal roles in
Sloofs are sleek and sheer wind riding ships designed for the world of Azamar. As minor characters play such small
fast travel with little cargo and crew, capable of carrying roles, we opted to leave out character templates for such
ten passengers and operate under only three to five crew. temporary characters from the Azamar core rules.
Sloof, Cost: 10000c
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major races amassed the largest fighting force they could


and set off to meet Zintar. This army consisted over every
An accursed fire rages deep within the pit of a soul of all soldier capable of wielding a weapon and volunteers from
Defilers. However, Zintars soul seemed to burn brighter, every race joined in on the march. The two armies met
and spew forth a hatred that tore at the very fabric of and a ferocious battle raged for three days, the united races
Azamar. How can one being have such an impact upon of Azamar fought bravely against Zintar and his seemingly
their environment? Zintar, a promising Sword Chanter invincible army of Fiends. During the more intense
showed much strength, courage and constantly impressed moments of fighting, the continent itself was cracked and
his superiors at any challenge thrown his way. However, separated from the continental shelf. Witnesses whisper
whether it was his secretive goal or happened by chance, that Zintar tapped into the full destructive power of his
history has not recorded how
Moonstaff.
he fell from grace. All that
Towards the end of the third day of fighting, under
is known is that his elders
an ominous blood-red sky that was turning into
asked Zintar to perform a
dusk, a young Wyvine warrior and a squadron
task that would take him
of foot-soldiers closed in on Zintars position.
deep into the uncharted
A dramatic series of events unfolded
territory of Azamar. What
which allowed the Wyvine warrior an
happens next will change the
opportunity for attack. It is said that
course of history.
on that moment, time stood still. The
warriors double-sided lance hit Zintar
Zintar emerges from his most
and
instantly killed the Warlord. Upon
recent quest, a powerful Defiler,
witnessing their leader fall, the ranks
corrupted by a demon within
among the Fiends quickly began to
his very own soul. Because of his
deteriorate as the allied armies pushed
transformation, he has only one goal in
them back. Victory was theirs. After
mind: complete and total destruction of
the fighting, the young Wyvine
Azamar. Zintar begins to attract followers
warrior who dealt the killing blow to
while preaching openly about the crimes
Zintar was never found, many
of his elders and the evils of the Order
of Wizardry.
During these times,
believe that warrior perished
skirmishes break out and Zintars power
in the aftermath.
grows. This causes further damage to the
Zintars presence over Azamar
Blur and sensing no other option,
can still be felt today. Cults
the Dragons become involved in
that worship his dark deeds
the fight. Zintar waits for the
have sprung up throughout the
appropriate moment and just
land. Although most were hunted
as when it looks as if he will meet his
down and either executed or imprisoned, a few still
demise, he calls forth the very demon that stirs within
operate under a veil of secrecy, plotting to resurrect their
him. It emits a powerful energy, darker than any have
fallen leader.
seen. Some say the ground quaked as chasms opened up.
Powerful, dark forms emerged from the darkness and the Character Type: Defiler
Species: Treuoall, Male
Fiends stepped into the battle.

Zintar

The deadliest war Azamar had ever experienced reached its


catalyst. Fueled by a sense of urgency, the races of Azamar
pooled their resources together in a desperate attempt to
locate Zintar and after a frantic search, the scouts tracked
him and his army just north of Adrya Orth. Quickly the

Hit Points: 80
Initiative: 5d
Move: 8
Vitality: 5d
Cinema Points: 12

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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

she is erratic and unpredictable in behavior. She may be


as willing to talk to an enemy as kill them outright. She
typically weighs her decisions with negotiation heavily
on her current mood, though she enjoys the company of
Humans dearly since she was raised by two Humans. She
despises Enfri and Immyr, normally killing them on sight.
Her hair is a pearly white, her eyes are a striking gold and
silver. She carries a wand carved from the bone of a High
Dragon and soaked in Fiend, Human, Treuoall, Immyr,
Enfri, and Wyvine blood. She typically wears a very loose
cloak a little else beneath, typical of the Derisians who
follow the Anteprofidian magic Zintar taught.

Zamaranth took the remnants of the Derisians, once


Aptitude: 2d Armor Smithing 6d, Engineering 6d, First all-powerful wizards, now crippled by Anteprofidian
Aid 6d, Navigation 6d, Security 6d
restraints on their magic. Zamaranth saw an opportunity
to see Zintars legacy come to pass, and she knew that
Equipment: Moonstaff, Unique Two-Handed Sword the world would forget his true power and devastation
(Str+24/x3), Unique set of Full Plate Armor (Vitality over the centuries. As the world forgets about Zintar,
+30), Unique One Handed Hand-Axe (Str+18/x2).
Zamaranth plotted for his return and sought out an army
for power. She opened the Crux of Zamaranth Lyceum
Character Features
in Evercrow, and has since been recruiting any who come
to her as servants. They are loyal until they die, which is
Abilities: Apprentice Sword Chanter (5), Cats Eyes (5), normally sooner than later.
Danger Sense (50), Detect Magic (5), Expose Fault (5),
Magic Affinity (5), Martyr (5-Creation Only.), Quick Character Type: Anteprofidian Wizard
Draw (5), Refined (15), Reputation (10), Sword Chanter Species: Treuoall, Female
(10), Tempo Fighting (20), Tributaries (5), Weapon Age: 3,486 years
Affinity (5), Weapon Mastery (15), Wyldborne (5).
Hit Points: 266
Initiative: 5d
Spells: Arrow (5), Barrier (10), Blast (10), Breach (5), Move: 9
Conjure Element (5), Detain (25), Dust Lord (20), Vitality: 6d
Elemental Union (5), Heal (5), Inspire (15), Purify (5), Cinema Points: 48
Reality Peak (15), Revulsion (20), Rupture (10), Shield Experience Value: 30
(5), Side Step (10), Spellbind (10), Spell Expansion (5),
Stricken (10),
Dexterity: 5d Acrobat 5d, Brawl 4d, Dodge 6d, Hide
5d, Melee 2d, Riding 6d, Running 3d, Sneak 6d, Pick
Pocket 6d, Throw 4d
Zamaranth
Zamaranth is a defiantly beautiful Treuoall who
maintains her beauty through magic. Standing 56,
weighing approximately 132 lbs, she draws on the life
forces of her followers, aging them faster than normally,
stealing their years for hers. The trade is that ability to
draw upon Zamaranths Anteprofidian magic through the
various amulets she distributes. She has adopted certain
dementias over the long centuries she remained alive, so

Strength: 6d Climb 3d, Jump 2d, Lift 3d, Grapple 4d,


Push-Pull 2d, Stamina 3d, Swim 2d
Persona: 6d Artisan 4d, Command 5d, Con 5d,
Disguise 6d, Intimidation 6d, Languages 6d, Persuasion
6d, Willpower 4d,
Intellect: 5d Academics 4d, Business 2d, Creatures

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3d, Culture 3d, Healing 6d, Politics 4d, Search 4d,


Streetwise 2d, Survival 5d, Tactics 3d,

to hold, skepticism of Bowens true intent still runs amok.


The threat of conflict occurs every day. In response, the
Agents of Bowen have redoubled their efforts in holding
Aptitude: 3d Argot 2d, Demolitions 3d, First Aid 5d, his rule together when Bowen is unable to be physically
Navigation: 6d, Piloting: 3d Weapon Smithing 2d
present.
Bowen stands 58 tall and weighs roughly 200 lbs. He
has a pale complexion, chiseled features, short, brown
hair and wears a neatly kept five oclock shadow. The
facial hair obscures a scar on the left side of his cheek. He
has deep grey eyes that captivate those who look upon
him. He prefers to wear an elegant, well-tailored shirt
with collar. His breeches are half cloth, half animal hide
and scream the notion rock star. He walks with a slight
Equipment:
limp so in order to correct this he uses the assistance of
a walking cane. Rumor has it that the cane contains the
Robe of Shadows (+3d (+9) Sneak, Permanent when worn),
spirits of vanquished political foes. No one can confirm
Ring of Conveyance (+2d (+6) Persuasion: Seduction,
or deny the rumor, but then again, no one really wants to
Permanent when worn), Amulet of Evercrow (Absorbs life
find out.
energy of followers, day by day, if this Amulet is removed
all of Zamaranths followers will fall dead instantly
Character Type: Ruler of Azamar
delivering all their life energies to Zamaranth. She added
Species: Human-Fullblood, Male
this special touch to the Amulet in case someone attempts
Hit Points: 35
to remove it. If this occurs, she temporarily gains +500
Initiative: 3d
Hit Points and +5d (+15) to all Rolls, Duration of this
Move: 5
Effect: 1d Hours)
Vitality: 3d
Cinema Points: 20
Armor: Ring of Stones (Vitality +20, Permanent when
Experience Value: 12
worn)
Character Features
Languages: All
All Elemental Features, (Was previously an Elemental)
All Zamaranth Features
Knows most Spells, Cannot use Ofvgars Spells
No access to other Faction Features

Weapons:

Dexterity: 3d Brawl 5d, Dodge 6d, Melee 6d.

Persona: 4d Command 6d, Intimidation 5d, Languages


Dragonbone Wand, Range: 250/500/1,000, Damage:
4d, Willpower 6d.
Willpower+6d/7d/8d (18/21/24), All Damage is
Elemental Lightning
Intellect: 3d Academics 4d, Creatures 4d, Culture 3d,
Healing 3d, Law 5d, Politics 5d, Search 4d, Survival 4d,
Tactics 6d.
Lord Nickolas Bowen
Referred to as either Lord, or the Champion of Azamar
by his subjects. Lord Nikolas Bowen is credited with
establishing treaties that helped push the peace-process
along. Alliances between the major races have been
reestablished with the exception of the Treuoall who
seclude themselves from active involvement. Among
Bowens talents, he is a skilled warrior and a cunning
leader often leading his troops to victory no matter what
the odds.

Strength: 3d Jump 2d, Lift 2d, Grapple 2d, Push-Pull 3d,


Stamina 3d.
Aptitude: 2d Weapon Smithing 3d.
Equipment: Handcrafted Walking Cane (Str+18).
Character Features

While the fragile treaties among the major races continue Abilities: Auroran (7-Creation Only), Empath (10), Quick
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Draw (5), Weapon Affinity (5), Weapon Mastery (15)

tribal style tattoos cover his left arm and he is always


wearing black. He stands 6 5 and weighs close to 280
Spells: Arrow (5), Blast (10), Breach (5), Conjure Element pounds. He is a massive force to be reckoned with on
(5), Detain (25), Purify (5), Rupture (10), Spellbind (10), the battlefield and his cold, calculating mind is always
Spell Storm (35), Summon (10)
analyzing the situation for the most efficient strategy.
Character Type: Leader of the Agents
Species: Human-Urbane, Male
The Agents of Bowen act as enforcers to the Kingdoms Hit Points: 48
rule, they carry out Lord Bowens bidding when he is Initiative: 3d
unable to. Most of these agents are loyal, but some do Move: 7
Vitality: 4d
have their own hidden agendas.
Cinema Points: 9
Experience Value: 8
VRAACCH

BOWENS AGENTS

Vraacch is the only Urbane who holds rank among


Bowens agents. To the public, Vraacch is the newer face of
Azamar, he does infrequently addresses the subjects only
when the situation requires it, or when Bowen is touring
Azamar keeping the treaties between the races alive. From
his office within Bowens fortress, he assigns the missions
to the Agents, keeps track of movement and reports his
findings to Bowen. While not as charismatic as the Lord,
Vraacch is well respected with the troops and the other
agents know well enough not to refuse their assignments.
Upon entering Vraacchs private quarters, most are taken
back by the luxurious setting but those, who even posses
the slightest bit of observation notice the presence of the
woman only known as the Witch. She is a mysterious
presence who only speaks when casting a spell and rumors
of her true alignment with Vraacch run amok all over the
city. Agents that report to Vraacch have reported strange
occult and rituals performed on them just before setting
out on assignment. The Witch has even demonstrated
the ability to teleport Agents from Vraacchs office to their
assigned locations. Although many dismiss these claims
as ludicrous, as only told by drunken patrons at the local
tavern fond of spinning tall tales. Whatever her motives
may be, she appears to remain loyal to Vraacch and her
powerful magics help aid the Agents in the field at all
times.

Dexterity: 3d Acrobat 3d, Archery 3d, Brawl 5d, Dodge


4d, Hide 3d, Melee 6d, Riding 4d, Running 3d, Sneak
3d.
Persona: 2d Command 6d, Con 4d, Disguise 4d,
Intimidation 5d, Willpower 4d.
Intellect: 3d Academics 3d, Creatures 4d, Law 3d, Search
5d, Streetwise 3d, Survival 2d, Tactics 4d.
Strength: 4d Climb 2d, Jump 2d, Lift 2d, Grapple 3d,
Push-Pull 2d, Stamina 4d, Swim 2d.
Aptitude: 3d First Aid 3d, Sentry Evasion 3d, Weapon
Smithing 3d.
Equipment: Unique Two-Handed Sword (Str+30/x2),
Dagger (Str+12/x2), Banded Leather Armor (Vitality
+12)
Character Features:
Abilities: Blood Ties (7-Creation Only), Creedulient (15),
Expose Fault (5), Quick Draw (5), Weapon Affinity (5),
Weapon Mastery (15), Tempo Fighting (20).

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,
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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

Character Type: Enslaved magic-user


Species: Treuoall, Female
Hit Points: 24
Initiative: 2d
Move: 5
Vitality: 2d
Cinema Points: 9
Experience Value: 6

Divawd Edgot

Dexterity: 2d Archery 3d, Dodge 2d, Melee


2d.
Persona: 5d Artisan 3d, Disguise 3d,
Intimidation 4d, Languages 4d,
Persuasion 3d, Willpower 5d.
Intellect: 4d Academics 3d,
Creatures 3d, Cultures 4d, Healing
4d, Search 4d, Survival 2d.
Strength: 2d Push-Pull
2d, Stamina 2d.
Aptitude: 2d Engineering
2d, First Aid 3d.
Equipment:
Ceremonial Dagger
(Str+6/x2), Old-Worn
Robes, an assortment
of magical spell
books and
components that
are kept in Vraacchs
quarters, and a shrunken head that dangles from her
belt.

Joseph Conaway (order #4798807)

Abilities: Cats Eyes (5), Inner Radiance (6-Creation


Only), Laconic (3)
Spells: Arrow (5), Blast (5), Conjure Element (5), Darken
(10), Elemental Union (5), Fly (10), Illuminate (5),
Inure (5), Levitate (5), Ofvgars Crimson Glow (5), Spell
Expansion (5), Traverse (15).

A Wyvine War Scholar, who was long ago enslaved against


his will by a Necromancer through transformation into
an undead known as a Ghoul, so he could outlive his
normal lifespan and
be easier to control
through magic, using
him for centuries as
a means to an end.
On an attempt to
get a powerful relic,
the Wyvine slave came
upon another relic in some
ruins, an ancient and powerful
Wyvine Lance. When touched,
it broke the control over the
Wyvine by the Wizard, freeing
him from centuries of slavery and
carrying out heinous acts. He
also retrieved the relic he was
sent to take, but instead of
returning it, he threw it into
the Sea of Olm while crossing
the ocean to return. This is, some
scholars speculate, the source
of the race of people known as
the Foragers. The ancient and
powerful relic may sit at the bottom
of the ocean, inspiring changes in life
and inducing magic into it.
When the Wyvine returned to the Wizard they waged
an epic battle, and that Wyvine War Scholar became the
first known act of Defiance, the Wyvine ability to nullify
magic. It is believed that his enslavement gave him a
unique perspective into the workings of magic, making
it possible for him to not only learn Defiance,
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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
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The Road To Azamar

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.

In the heart of every rogue, is the spark of potential. We


are fools to overlook those willing to brave the darkness
before them for coin.
- Lady Invac of Evercrow, Treuoall, Sword Chanter
Praescentian

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!

Quick Start Outline

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!

Episode One: Audience with Vraacch.


Vraacch is one big imposing figure. His presence often
demands your full attention, no matter where the
location, the characters are approached by Vraacch while
his bodyguards lurk in the shadows. This is a good roleplaying opportunity to give a little insight into the world
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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.

Episode Two: The Investigation Begins


The journey to the scene takes about a days worth of travel
on horseback. Thanks to the connecting road, traveling
between Azamar and Krane is relatively quick. However,
recent Orc sightings have become increasingly more
frequent prompting the rulers of Azamar and Krane to warn
travelers of the potential danger. It is not uncommon to
encounter travelers being escorted by mercenaries. Those
who are encountered may be questioned for information
or bartered with.

Dexterity: 3d Dodge 1d, Melee 2d.


Intellect: 3d Survival 1d.
Strength: 2d
Aptitude: 3d Argot 1d.
Persona: 4d Con 1d, Languages 1d, Persuasion 1d.
Character Features:
Abilities: Apprentice Sword Chanter (5): +3d attack/+2d
damage when using Janrises Scimitar.
Equipment: Banded Leather Armor (+6 Vitality),
Dagger (Str+6/x2), Scimitar (Str+24/x2).

After any encounters with travelers have, the characters


make Search checks, DR Moderate. Those who succeed Description: She is a young Treuoall, appearing to be
will notice a wicked-looking arrow lodged into a nearby coming out of the adolescence stage. She has fair, pale
tree just beyond the road. If the characters choose to skin and golden blond hair. Most striking are her deep
investigate further, they will see signs of a struggle and calculating, steel blue eyes. She travels light compared
they will find two more arrows. Those well-versed in to her companions and is always ready to take on any
projectile firing weapons will determine that the arrows challenge at a moments notice. Her most prized
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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.

Episode Three: Rescuing The Captive


Upon closer inspection, have the Players make several
Sneak checks, DR Moderate to Difficult depending on
the circumstance. It looks as if the Shaman is done with
his ritual, having placed some sort of magical effect on a
ceremonial dagger. He is now approaching Janrise, who
is still tied up to the tree.
After the players decide on their actions, the Orcs will
detect their presence. Have them roll for initiative. The
Shocktrooper will bark commands at the Warriors while
he draws a heavy looking crossbow. Those players who are
more observant will recognize the crossbow as the weapon
that fired the bolt they found lodged in the nearby tree.
Complication: A pair of Owogs stand guard near
the camp, tied to a tree far enough away to avoid
detection by the Player Characters unless those actively
searching make a Difficult Search check. If the fighting
in the Orcs camp starts and the Owogs havent been
detected, your Players could be in for a nasty surprise
if a clever Orc sets them loose on the Player Characters!

Dexterity: 3d Athletics 2d, Brawl: Bite 3d, Dodge 2d,


Sneak 2d.
Intellect: 3d Search 4d.
Strength: 5d Climb 2d, Jump 2d, Stamina 3d.
Aptitude: 1d
Persona: 2d Willpower 2d.
Attacks: Front Claws (+6 to Climb, Damage: Str+12),
Bite (Str+18).
Creature Features
Tracking: Owogs posse an almost supernatural talent
when tracking their prey. (Permanent Owogs receive +9
to Search when tracking by listening or by sent)
Owogs are native to the Inferium and have been
domesticated by the Orcs for the purposes of tracking
prey and hunting. Owogs often carry saddlebags, strapped
with the Orcs equipment and are decorated in fearsome
war paints.
Shock Troopers, Orcs
Hit Points: 50
Initiative: 3d
Move: 7
Vitality: 4d
Cinema Points: 4
Experience Value: 3 (Shock Troopers)

Owogs
Creature Type: Tracking Animals, Domesticated
Species: Owogs (Canines, native to the Inferium)
Hit Points: 30
Initiative: 3d
Move: 8
Vitality: 5d

Dexterity: 3d Brawl 3d, Dodge 3d, Melee 4d, Ranged


3d, Running 2d.
Intellect: 3d Creatures 1d, Survival 1d.
Strength: 4d Lift 1d, Grapple 3d, Push-Pull 1d,
Stamina 3d.
Aptitude: 4d Engineering 1d, Armor Smithing 2d,
Weapon Smithing 2d.
Persona: 2d Command 2d, Intimidation 2d,
Willpower 3d.
Equipment: Armor (+12 Vitality), Long Sword (Str+18/
x2d), Broad Axe (Str+36/x2), Heavy Cross Bow (Damage:
1d+27/24/21, Range: 100/200/300, Ammo: 6* Conceal:
Difficult)
* The Shocktroopers Crossbow Bolts are magically imbued
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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).

After the Battle

The Shaman are the Elders that serve the Circle of


Detriment in Orc society. They have survived numerous
campaigns and have grown old by Orc standards, which
is a rare occurrence. They then are taught to hone their
abilities and study the world of Magic, learning to
manipulate it to serve the Gods of Orcish kind.

Reward creative players with Cinema Points and give


them a moment to rest up. Janrise is unconscious and the
players when they search the Orcs camp will come across
the remains of Kronk and Myssa. Searching the Orcs,
they will also find a scroll on the Shaman, written in a
language they do not recognize.

Warriors, Orcs
Hit Points: 36
Initiative: 3d
Move: 7
Vitality: 3d
Cinema Points: 2
Experience Value: 2 (Warriors)

Potential Story Arcs

Dexterity: 3d Brawl 2d, Dodge 2d, Melee 3d,


Running 1d.

Joseph Conaway (order #4798807)

The Scroll of Command: A group of fractioned, Treuoall


Isolationists have written the orders in their own dialect,
looking at the orders the players do not even recognize
the language its written in. Finding a translator - through
either magic or a physical being should be the next
priority.
Do they bring the Scroll of Command back to the agents
166

the agents really concerned about their disappearance?

Let your Imagination go Wild!


You may come up with Story Arcs of your own when
running this scenario. Write them down so you can flesh
out the details. When running its best to keep an open
mind, listen to your players and do not forget to have fun!
While Game Mastering (or GMing) is a lot of hard work,
the real reward is hearing your players tell you, thanks for
running, we had a lot of fun tonight!
Good luck! Remember, you can always email us or post
on our Blog with any questions or comments you may
have. We are always happy to help.

of Bowen or do they take it upon themselves to find a way


to translate it?
The Treuoall Captive: Her name is Janrise and she is the
last survivor of a group of adventurers who were hired to
take a job in Azamar by the agents of Bowen. When they
failed to arrive, Vraacch approached the players since they
have worked before to track down the missing party. Her
main weapon is a custom Scimitar and she makes a living
smuggling both purchased goods (legal and otherwise)
and information. She is well traveled and knows just
about every corner of the land of Azamar.
Since her party has been defeated by the Orcs, she, at first
is reluctant to attach herself to another adventuring party.
Through persistence though, she may change her mind
although initially she will wish to part ways at the nearest
city after their Adventure is complete.
What is this job that Janrise was hired to do? Why were
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GLOSSARY
Adrya - An ancient word meaning great city
Amonde - World of the gods
Ampais - An ancient word meaning of the mountains

Humans who remain, able to trace lineage back to the


Anteprofidian wizards and ages before the Fracturing.
Guradiin - The Immyrian word for Good Gyets - The
native riding animal of the Wyvine, a creature native to
the plains of Olm.

Immyr - The name of a proud people, who dwell in the


Anteprofidian - A term used for describing the ancient and
upper Inferium, constantly at war with the Orc people for
powerful techniques of wizards from the first Millennia
their underground territories.
Azurite - A blue-tinted metal that occurs in the mountains
Inferium - The vast underground network of caverns
of Evercrow, likely due to some magical properties of the
beneath the surface of Azamar. It is believed that a person
region. It is prized for the use of constructing magical
may travel from one end of Azamar to the other in the
foci.
Inferium.
BuCol - The descendants of the Fullblooded Human and
Ithural - The Immyrian word for Place of the Mines
Treuoall people from the third Millennia. They are the
Ithurine - The hardest known metal in Azamar, commonly
primary inhabitants of most of the forests of Azamar.
used for weapons, armor and magic foci as it takes magic
Chimeranite - An interesting material that holds the
to shape it.
property of metal and stone, but is also extremely light
and durable. Without magic, when it gets too hot, it Lichdom - An undead being who has overcome the
mindlessness of undeath. These beings are rare and often
simply burns instead of melting.
powerful. They are typically hunted until defeated due to
Chitonous Armored
their volatile nature.
Derisian - The title of any of the ancient followers and
Moonstaff - The ancient staff of power used by Zintar,
supporters of the infamous villain, Zintar.
constructed by the Fiends, forged from Dragonbone and
Dragonbone - Dragonbone is a literal meaning for the Fiend bone woven together. This object is utterly corrupting
material used as a rare source of magic foci, made from and powerful. It was shattered after Fracturing, broken
into small pieces and scattered throughout the world, as
the very bones of a Dragon.
the Wizards were unable to destroy it permanently.
Dragonscendant - One who can directly trace lineage to
Nauvowl - The legendary riding rats of the Treuoall
a specific Dragon.
people.
Eludanium - A porous material capable of simple and
powerful shaping for use as a magic foci. It is sold by the Ofvgar - The most accomplished and famous Anteprofidian
wizard to date
Immyr, as they get it from within the Inferium.
Enfri - The name of a people, their capital city, language, Orc - The name of a people, a race whose long history of
and nation. They are a short stalky people who have foul deeds earns them the hate and anger of all the other
races of Azamar
demonstrated historical resilience against the odds.
Forleen - The native language of the Wyvine people.

Orth - An ancient word meaning of the sky

Fracturing - This pivotal event was the moment when


the world of Azamar was torn in half by magic, a moment
that killed millions of people instantly, almost making
extinct all Humans. It also opened a gaping hole in reality,
allowing the Fiends to pass into Azamar and storm across
the world in conquest.

Shrave - The name of a people, who dwell in the Molten


Deep of the Inferium, where they possess a mighty empire
and inhabit the many reaches of the lower Inferium.
Many Shrave can claim direct descent from Dragons.
Slane - An ancient word meaning corrupt

Therians - A rogue band of wizards who dared research


Fullblood - This term is used in reference to those
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shapechange in the extreme, not only changing size and


shape, but also taking on the more innate properties of the
targets of their change. Eventually they became corrupt
shape changers.
Toponymy - The history of the names of a place.
Treuoall - The name of an ancient people, who claim
closest relation to the Fullblooded Humans of old, aside
from those direct descendants.
Urbane - The name of a people who live in the very upper
reaches of the Inferium, who claim strong ties with the
Fullblooded Humans of ancient times. They are clever
and deceitful as a people, and prize the ability to betray
others for self-improvement.
Urikuarik - The long and solemn journey a Wyvine takes
to find the self, sometimes-lasting decades.
Wizards Bone - This is a rare and extremely valued type
of tree, which got its name long ago. The myth of the
Wizards Bone tree, is that an ancient wizard challenged
another, and the outcome was transformation into a tree.
Wizards Bone wood possesses great potential for use as
magic foci.
Wyldborne - Those BuCol and Treuoall who are born in
the wilderness, inheriting some of the basic idealisms of
their ancestors. These few are closer to nature and magic
than others.
Wyvine - The name of a people native to the continent
of Olm. They are larger by a head or more than all other
races in Azamar, and they have a unique ability to negate
magic, dispersing it as if it did not exist.
Zamaranthian - The followers of Zamaranth, the most
infamous of the Derisians. The Zamaranthians operate
primarily out of Evercrow, swearing their lives to her cause
of returning Zintar to power.
Zintar - A powerful and destructive Treuoall wizard
who caused the Fracturing to occur long ago, unleashing
thousands of Fiends onto the surface of Azamar, wreaking
havoc and killing millions.
Zurn - A type of stone, light in weight, and nearly
impenetrable, it casts a darkness on anything that touches
it in its raw form. Zurn stone is also used to forge priceless
armor and weapons, and the most treasured form of
Currency in Azamar.
169

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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
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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
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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.

Joseph Conaway (order #4798807)

Joseph Conaway (order #4798807)

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