Roma Imperious
Roma Imperious
Roma Imperious
TM
ROMA IMPERIOUS
Roma Imperious
Copyright by HinterWelt Enterprises, LLC 2004 All rights reserved. Any reproduction of the enclosed
materials without the express written permission of HinterWelt Enterprises, LLC is prohibited.
ROMA IMPERIOUS
Acknowledgments
This is to acknowledge all the people who were indispensable to the creation of Roma Imperious and all
it entails. The list is mainly the organizers of the game and not all there players. To those not mentioned,
you still have our thanks and appreciation. Heres to all of you.
John McCarten
Tom Breed
Scott Iverson
Mike Crow
Saida al-Misri
Matthew Domeier
Ron Bacchus
Tors Sorens
With Special Thanks To:
Darin Rebertus
Jessica Breed
Mike Thelen
Joseph F. Peshel (Stein-wielding Dwarf)
Andrea Parducci
Lucio Costa
Tom Cole
Sara Bens
Art Credits
Cover Art: S.A. Skinner
Interior Art
Jesus Carmona Esteban
Javier Carmona Esteban
Mark Brooks
Erik Roman
Eric Pommer
S.A. Skinner
Grey Thornberry
Credits
Setting Designer/Writer: William Corrie III
TABLE
OF
CONTENTS
ROMA IMPERIOUS
Introduction
My decision to write Roma started a long time ago
with a love of the Roman historical period. I had
played in and run many different version but had
always desired to see a treatment that went beyond
the Eternal City to the rest of the Empire and even
the world. Also, I wanted to have magic involved
as I do in most of my games. To that end I set out
on a two year journey in writing Roma Imperious.
Originally, the setting was published with the Iridium System, a system I have developed and used
for all my settings. The settings have all been written, though, with out a single system in mind. That
is to say, one of the design goals have always been
to allow readers to interject their favorite system.
That precipitated several fans of the Roma setting
asking for conversions to their favorite systems. I
listened and learned. Eventually, almost all agreed
that a True20 conversion would be the best.
I mentioned the project on a forum and Matthew
mentioned an interest. He
was very understanding to
how I work (somewhat
chaotic) and handled the
conversion in a very professional manner. I cannot
praise him enough.
The goal of the book is to
be a resource for the
True20 game system. To
that end, when writing we
had to choose between
adding to the page count
and the final price or not
including the core rules.
We decided it would be
best to not include any of
the OGL material for
True20 and instead allow
people to use Roma as an
addition to their True20
settings. Some will not
like that decision and I
have already received
Pronunciation Key
For Latin
Dipthongs
AE - the diphthong, as in "lye"
AU - diphthong, as in "frown"
OE - diphthong, as in "boy"
Consonants
C - always as "k"
Ch - always as in "chris"
G - always as in "gale"
I - as "y" when it's the first letter in
a word and when followed by a
vowel
Qu- as in English "queen"
R - usually rolled
S - always soft, as in "soul"
T - always a hard sound as in
"tartar"
V - always pronounced as "w"
X - always as "ks"
There are no letters for J, W, or Y
in Latin.
ROMA IMPERIOUS
as in bat
the syllables in a word are:
E - usually "ay" as in "hey" but in A single consonant between
et, est and sed, the E is like the 'e'
vowels is taken with the
in "debt"
second; a-va-rus, e-me-ti-or.
I - "ee" as in "beet," but in id and
in like "bid"
O - "oh" as in "low"
U - "oo" as in "nude," But word
endings -us and -um are
pronounced like "full" and "tool"
ROMA IMPERIOUS
Accent
Latin is accented in the following ways:
Two syllables - emphasis on the first; FOR-tis
In most cases, more than two syllables will
mean the second to final syllable will take the
accent; spe-CU-lum, ros-CI-dus, ros-TRA-tus
Phrases
My name is...-Meum nomen YOUR_NAME
est.
What is your name?-Quid est nomen tuum?
How are you?-Quid agis?
Maybe-fortasse
Please-Te amabo
Thank you-Gratia
When-quando
You sure are drinking a lot - Re vera, potas bene
Stupid Cow - Vacca foeda!
I dont know what you are talking about - Nescio
quid dicas
Republic History
Chapter I: Roma
Roman history spans 1000 years in the west and even longer
in the east. It is, in itself, a formidable setting for any fantasy
adventure. There are endless intrigues, exotic lands and
conflict of all manner as the Republic and later, the Empire,
expanded and took more lands and subjects. To restrict an
adventure setting only to Roma seems a shame when so
many events were happening around the world.
ALTERNATE ROMA
Alternate Roma
The western Roman Empire of history ended in a cloud of
conjecture. The precise date is not whole-heartedly agreed
on, but for the sake of simplicity this book considers the
abdication of the last acknowledged western Roman
emperor, Romulus Augustus in 476 AD, the end of the
historical Roman Empire.
The alternate western Roman Empire does not decline or fall
but expands to become a single entity again. This happens
due to many factors that will be detailed in this book, from
the profound discovery and fostering of magic by
Constantine to the subtly planned social assimilation of
Germania by Julius Caesar to more subtle reasons of key
social points of the citizenry.
In this book dates will be given based on Ab Urbe Condita
(A.U.C.), the founding of Roma in 753 B.C. This means that
the date 753 A.U.C. is actually 0 A.D.
C H A P T E R I: R O M A
REPUBLIC HISTORY
Ruled
Romulus
753-716 B.C.
Numa Pompilius
715-674 B.C.
Tullius Hostilius
673-642 B.C.
Ancus Marcius
642-617 B.C.
Tarquinius Priscus
616-579 B.C.
Severus Tullius
578-535 B.C.
Tarquinius Superbus
535-510 B.C.
During the rule of these kings, Rome laid the foundation for
the constitution of the Republic. A number of monuments
were built during this period, including the Temple of Jupiter
on the Capitoline Hill. Ostia was founded during this time to
serve Rome as a seaport. The first sewer, the Cloaca
Maxima, was built by Tarquinius Priscus as well as the
foundations for the Circus Maximus. Servius Tullius set up
divisions based on class, setting the foundations for a
constitution based on wealth. During all this time the walls
and domain of Rome were extended.
Slave Revolts
In 619 A.U.C. one of the most horrifying things that the
Romans could imagine occurred. Their prolonged military
successes had generated a great abundance of slaves, and in
Sicily a revolt of these slaves resulted in atrocities
committed on their former masters. By its suppression in 621
A.U.C. by Fluvius Flacchus, a consul had gone so far as to
crucify twenty thousand slaves. In 650 A.U.C. the slaves of
Sicily revolted again, even in the face of the horrible
consequences. It took another three years to put down the
revolt. Considering the horrible punishment dealt to the
slaves in the first revolt, it indicates the terrible conditions of
the slaves of Sicily. These revolts, though harshly dealt with,
began the movement in Roman law towards slave reforms
and better forms of slave management.
C H A P T E R I: R O M A
Diocletian
Diocletian was an influential emperor who ruled in the
eleventh century. He was the founder of many reforms, from
the monetary system to the military to the manner in which
the Empire was ruled. He introduced the concept of shared
rulers, creating two Augusti, one to rule the Empire in the
East and one in the West. Later, Diocletian and his fellow
Augustus each named a Caesar as a successor and ruler of
roughly 1/4 of the Empire. Diocletians move weakened the
C H A P T E R I: R O M A
REPUBLIC
OF THE
THE FALL
Augustus
THE FALL
OF THE
REPUBLIC
10
C H A P T E R I: R O M A
After his death the Empire was split between his three sons;
they had the rest of the imperial family killed except for two
younger cousins, Julian and Gallus, aged six and twelve
respectively. Constantine II was established in the west,
Constans in the center and Constantius II in the east.
Constantius was immersed in a war with the Parthian Empire
while his brothers fought over Illyricum. In 1093 A.U.C.
Constantine II was killed in an ambush and Constans
claimed all of the west. This did not last. Constans ruled as a
tyrant and was eventually displaced by one of his generals.
Forced to flee, Constans was hunted down and killed in 1103
A.U.C.
Description
Baths
Caracalla
C H A P T E R I: R O M A
11
Name
Emporium
ORGANIZATION
Forum
Romanum
Legatio Alfar
Legatio Chin
Praetorian
Camp
Schola Roma
12
Description
Name
Temple of
Aesculapius
Description
This temple was the main temple of healing
and has become the primary Schola Medica
in the Empire. It has grown in size to
dominate the Insula Tiberina in order to
accommodate the instruction of medicine to
students.
Organization
C H A P T E R I: R O M A
so. The clients fight battles, act as servants, work land and
perform many of the tasks a pleb would but a client normally
has first choice.
The magistrates outlined here have defined terms of office
which may be extended in times of need. The most common
of these is the Consulship that, with approval of the Senate,
can extend the term for special circumstances (i.e. war). The
magistrates, in the modern Empire, propose laws while the
assemblies review them and approve or reject them
depending on their merits.
Censor
The Censors, two elected officials representing the entire
Republic, are responsible for many different functions within
the Republic and the Empire. The Censors primary
responsibility is to oversee the census. Much like our
modern understanding of the word, the census is the formal
recording of each citizens birth, death, wealth, ancestry and
relatives within Rome. This is used for tax purposes and to
assess Romes military strength. In addition, the Censors
ensure moral propriety and have powers allowing them to
dismiss Senators on grounds of not properly caring for their
lands or slaves, or for public impropriety to the gods. They
are also responsible for the inspection of public works,
maintenance of temples, roads and waterways. The Censores
also grant all state contracts.
The office of the Censores has also taken on the formidable
task of maintaining the ethics of the use of magic. They
actively root out those magi who would use their magic to
harm the state or its citizens. This has become an important
duty since the Saeculum Magorum, where the Censors were
thought to have failed in their duty.
Due to the powers of the office it was eventually determined
that only those who had proven themselves in the office of
Consul could hold the office of Censor. When an ex-Consul
is not available then they are elected from Senators. A
Censor is elected every five years for a term of 1 1/2 years.
Any decisions made stay in effect until the next Censor is
elected. Censors are always of the patrician class.
Consul
The Roman Consuls are two elected officials who serve for
one year and then are unable to be elected for a period of ten
years. Originally plebeians were not allowed to be Consuls;
this was changed in 386 A.U.C.
The primary duties of the Consuls are to prepare and propose
new laws. Each Consuls has the power to veto each others
laws. The Consuls were once responsible for the nomination
Dictator
Dictators were appointed for six months by the Senate and
could serve no longer than that time. For that period they had
the absolute powers of a king and were able to command all
legions. The office of Dictator was used for emergencies and
campaigns against enemies when a single leader of the
military would best accomplish the goals of the Senate. The
Dictator s second in command was the Master of the
Cavalry. The Emperor now fulfills this role in the modern
state.
Praetor
There were between 16 and 20 praetors in the Republic, and
after 416 A.U.C. they could be either plebeian or patrician.
The Praetor Peregrinus judges cases where one or both
parties are foreign while the Praetor Urbanis deals with civil
or criminal cases. The praetors are the supreme civil judges,
and when the Consuls are absent from Rome they fulfill the
duties of the Consuls. When they have completed their term
they can then go on to rule a province as a Propraetor. The
Praetorian Prefect oversees the operation of the Praetorian
Guard in its current function as a state police.
Aedile
There were four Aedile in the Republic; two required to be
plebeians and the other two, called Curule Aedile, were of
higher rank and could come from either patrician or plebeian
classes. Their numbers have increased in the current day
Empire to eight Aedile and two Curule Aedile. They are
responsible for managing the grain supply, inspecting
weights and measures, supervising games and public events
and working with Censors to maintain public buildings,
aqueducts and roads.
Pontifex Maximus
This is an elected office in charge of religion that started in
the Republic and is continued in the Empire. The Pontifex
Maximus is responsible for state ceremonies, choosing
Vestal Virgins and priests for the priesthood and maintaining
discipline amongst the priesthood.
Tribunes
Ten Tribunes are elected from amongst the plebeians each
year to serve as guardians for the interests of the people.
They have the power to veto the decision of any official and
can punish a disobedient official unto death. A Tribunes
primary responsibility is to defend the interests of the
plebeians.
C H A P T E R I: R O M A
13
ORGANIZATION
Quaestor
ORGANIZATION
There are forty Quaestors and they are elected for one year.
They act as the accountants of the government and handle
the receipt and distribution of state funds, act as aides to the
consuls, oversee state contract deals, and are quartermasters
and paymasters to generals in the field. The Quaestor is the
lowest ranking official in the government and the first step
on the ladder of honor to the rank of Consul. This office is
filled most often by the plebeians.
Assemblies
The Assemblies of Rome are groups of men who represented
the citizens. In some cases these citizens are wealthy but in
others they are grouped by profession or even tribal
affiliation. The assemblies were the heart of the Republic
and later, the heart of knowledge and experience of the
Empire. The Assemblies do not propose laws but they have
grown to have the power to veto laws proposed by the
magistrates. This means that although a Senator may wish to
have a law banning the sale of spices from the Kushan
Empire (since they compete with his supply), he must first
get a magistrate to propose it.
Concilium Plebis
A sub-assembly of the Comitia Tributa, the Concilium Plebis
is open to all plebeians and elects the plebeian only
magistrates (tribunes and plebeian Aediles). The Concilium
Plebis has gained the power to pass laws binding on the
entire state.
Comitia Curiata
This assembly was originally based on the tribes of Rome
but was turned over to districts within the city before the
formation of the Republic. In essence, the Comitia Curiata is
a forum where the common people can voice opinions. They
confirm magistrates and can act as a court of appeals for a
death sentence if the Quaestors approve. They are most
commonly a voice of the people.
Comitia Centuriata
This assembly represents the military and its soldiery. The
Comitia Centuriata elects the higher magistrates (Consuls,
Praetors and Censores) although it is the Senate that
nominates the candidates. They also make official
declarations of war and peace and act as the highest court of
appeals for sentences of exile and death. Towards the end of
the Republic this Comitia lost power in favor of the Comitia
Plebis and Tributa. In the modern Empire it has little power.
Senate
Comitia Magi
Comitia Tributa
This is an assembly made up of the 35 tribes of Rome as
defined by King Servius Tullius, and expanded on in later
times. The tribes were originally determined geographically
but later passed on by heredity. The Comitia Tributa consists
of patricians and elects all the lower magistrates (Curule
14
C H A P T E R I: R O M A
Classes
Senatores
Provincialis
Equites
Equites
Provincialis
Magi
Artificis
Plebs,
plebeians
Latini
(Latins)
Provincialis
Peregrini
(Foreigners)
Liberti
(Freed
People)
Servi
(Slaves)
Description
Many of the ancient families of Roma are
in the Senate and anyone elevated to
Senator must prove assets in excess of 1
million sesterces. A family with at least
one ancestors who served as a Consul is
called Nobiles. Members of the Senate are
prohibited from participating in any nonagricultural business venture. As a sign of
their rank a Senator wears a tunic with
broad stripes (laticlavi).
Much as the Senatores of the Senatus
Romanus but for the Provincialis. They are
allowed to hold their position if they can
prove 800,000 sesterces in assets. They are
not always afforded the respect of their
station warrants. They are allowed to wear
the laticlavi on their tunic but with a black
border on their tunic.
The horse class, these patricians need
only prove 400,000 sesterces in assets and
are the basis of the magistrates,
administrators, mercator and craftsmen
classes. They occasionally move up to
Senatorial rank through being elected to
one of the magistracies. They wear narrow
stripes on their tunics called the augusti
clavi.
Description
C H A P T E R I: R O M A
15
ORGANIZATION
Title
Title
Clients
ORGANIZATION
The patrician class will often keep clients (cliens). These are
plebeians who receive the patronage of a patrician and, in
return, provide such services as physical protection, political
support, accompanying their patron to the Forum, dedicating
statues in their patrons honor and supplying public displays
of support. Clients are often used to maintain a popular base
for political action. If a Senator has enough plebeians
supporting him, other members of the Senate may think
twice about acting against him.
The patron-client system is founded on an understanding and
acceptance of the sharp division between the patrician
plebeian classes. The clients expect support in their
endeavors, whether business, monetary or political in
exchange for the support of their patron whether in public
displays of support, services and goods or political backing.
The cliens are the most trusted servants of a patrician.
Social Mobility
Much more so than in the past, a person is judged by their
deeds rather than their lineage. This does not mean that those
with the right family do not have a leg up in moving higher
but those at the bottom have a hope of moving upward as
well. Movements in social rank work both ways, though, and
what your father did can have a great effect on what doors
are open for you. In the end, if someone distinguishes
themselves by acquiring great wealth or through an
exceptional political or military career, they will rise in rank.
Social Barriers
Essentially, climbing the social ladder requires the approval
of those of the class above. Having money is important and
the type of power that would allow one to ruin another helps
as well. In addition the friendship of those in that class will
help. Finally, the family that one comes from will influence
people both positively and negatively. A person seeking to
be a Senator does not have to come from the
aristocratic families (nobiles) but they will
garner more support.
Citizenship
Roman citizenship is based on four rights. Of these rights
only the right of Commercium, the right to hold property and
conduct trade, was originally granted to the plebeian class. In
time the right of Suffragium (right to vote), the Connubium
(right to inter-marry) and the Honores (the right to hold
office) was granted as well. Today the plebeian class and the
patrician class have virtually the same rights, although
differing social rank.
These rights now extend across the Empire to the provinces
and even to areas that once were bitter enemies of the
Empire. This does not sit well with some Romans and an
active movement to recall the rights of citizenship to the
inhabitants of Italia is in motion. This is a considerable point
of political stress.
16
C H A P T E R I: R O M A
C h a p t er I I : T h e I m p e r i u m
The details that follow are of an alternate historical time line;
if a few things had gone differently, some minor some major,
this is the world we could expect to see. The addition of
magic within this world is an extension of what the ancient
civilizations thought of as real. Magical forces were
considered as real as the flowing of a river, rain from the sky
or the growth of a tree. The wind spoke to those who would
listen of mysteries and the trees whispered their secrets to
them. The strongest expression of magic came from the less
scientific cultures and it is from them that magic is first
introduced.
For the Romans, the Celts show the path to using magic. As
with many aspects from other cultures, the Romans adopt
and internalize that which they can use and reject that which
does not serve their purposes. The Chinese are introduced to
C H A P T E R II: T H E I M P E R I U M
17
GOVERNMENT
Government
The Empire has changed considerably since Constantines
first use of magic at the Milvius Bridge. So decisive was that
battle that none dared oppose him and he became the most
powerful ruler in Roman history. He needed more druids, but
the Celtic tribes
were reluctant to
aid the Romans
thoroughly. The
druids led a
number of revolts,
but at this point
the Celts were
reluctant
to
participate, their
own
division
being their worst
e n e m y.
The
Romans dealt with
these
revolts
b r u t a l l y. T h e
newly reformed
Praetorian Guard
used insidious
methods to extract
information from
what the Romans
viewed as a
perverse
and
barbaric cult. But
the revolts did
bring change,
reforming the
Roman view of the
world. The druids
had access to
extensive rites and
used them against
the Romans. This
showed
the
Romans, once
again, that it was
better to have the
barbarians on their side rather than battling them. Also, it
showed that these barbarians had a good grasp of how the
world actually worked. Still, even Romas closest Celtic
allies would not share their knowledge of magic.
To this end Constantine set up the Scholae Magorum to
study and apply magic to the expansion of Rome. This came
to haunt his descendants as an organization since it fell under
18
C H A P T E R II: T H E I M P E R I U M
Political Parties
Although there are political parties representing any view
that can be expressed, there are two primary parties that
usually control the Senate; the Populares (Peoples Party)
and the Optimates (Senatorial Party). The Populares stand
for the extension of rights to provincials (a goal mostly
realized), cancellation of debt and the distribution of land.
The Optimates favor the status quo, opposing the changes
that the Populares champion. The battle is not one of
ideology but more one of new power versus old power. Over
the centuries the Populares has gained popularity with the
poor by championing the extension of citizenship to
conquered peoples, thus gaining their votes and creating a
pool of clients to draw from. The patrons could command
their clients to vote as the patron wished. The patron, in
exchange, often ensured prosperity for their clients.
Muliebris is a newly formed womens party which has its
base amongst the Comitia Magi. The leader of the Muliebris
is a patrician magus named Musa Roscius. She has the ear of
Gaia Silvanus and the party has made strides forward due to
this connection. The Muliebris demands nothing less than
for women of the Empire to be treated equally with men. The
advances in magic and technology have made this possible
(see Women of the Roman Empire on page 49 for more
information). The Optimates vehemently oppose this party
and their ideals on the grounds of tradition and the matronly
role of women. They see the Muliebris as an indicator of the
decay of the Roman traditional family and morals. The
Populares see a possible ally here but are reluctant to back
the Muliebris entirely until they are more established.
Currently the Muliebris has a single Senator to represent
them in the Senate, Helvius Severus. He is a man, but from a
powerful family.
The Pereginates are a small group of Senators that favor
increased trade and contact with foreign countries. They are
not very popular since they include traditional enemies in the
Opportunities
The Empire has over 400,000 officials, with more added
every year. They are often involved in the accounting,
resource management, tax collection and general
administration of the Empire. This bureaucracy can often
slow down or halt efforts of even the most powerful of
citizens unless they know how to manipulate the system. In
some cases this involves bribes but in others one need only
know the best person to talk to or how to talk to them. This
knowledge can open the doors to vast treasures.
The Empire runs on contracts made with its citizens to
supply it with everything from blankets for the legions to
silk for the Emperor. The Censores are the ones who grant
these contracts and they hold a great deal of power over the
mercators of the Empire. The Censores, in turn, are
influenced by the Senate which elects the Censores every
five years. Obviously, the opportunities are boundless but
they are balanced by the influence one is able to bring to bear
on the people involved. Within the Empire, lesser contracts
are sometimes handled by the Aediles, who have taken on
more responsibilities as the Empire has grown. They usually
still need the approval of the Censores but he Censores never
entrust large or important contracts to the Aediles and thus
the Aediles decisions are almost always approved.
C H A P T E R II: T H E I M P E R I U M
19
GOVERNMENT
GOVERNMENT
the Romans. The numbers favor him but they are mostly
made up of peasant militia. The Jade Emperor prefers to bide
his time, waiting for one of the inevitable Roman internal
upheavals. An earlier attempt at wresting land from the
Romans was partially successful, when the Roman border
was pushed west and territory lost in Scythia Magna.
The Norse represent a strange threat. They do not represent a
serious military force and have little interest in conquering
the Roman lands. But they are interested in raiding and this
imposes a man draining defense on the northern seas and
coasts. However, this is minor compared to the Skandian
trade threat. The Skandians are excellent traders and have
20
C H A P T E R II: T H E I M P E R I U M
Gaia Silvanus
Tiderius wife is Gaia Silvanus, daughter of a famous
general. She is a strong willed woman and handles Tiderius
affairs in Roma when he is away with a diplomacy seldom
matched by men twice her age. She is considered outgoing
and an affront to traditional values by the more conservative
Romans. She has made a strong enemy in the orator and
Senator Munatius Sabinus. He has accused her of all manner
of immoral actions ranging from infidelity to practicing
magic on the unwilling. Strangely, Munatius backs down
when it comes to a trial. Gaia is also a strong supporter of the
womens movement, the Muliebris, and Musa Roscius its
leader. This alliance is viewed as a serious threat for the
traditional views of the Roman culture.
Munatius Sabinus
An orator of renowned skill and logic, Munatius Sabinus
comes from an ancient and respected family of Roma. He is
noted for his conservative views and abstinence from magic
of all types. He is often seen on the Rostrum (a speaking
platform in the Forum) bemoaning the moral state of the
Empire. His ringing voice recalls images of the golden age
of the Republic before magic and the corrupting influence of
Camurius Venator
A Senator from a very conservative family, Camurius is a
soft spoken man. He opposes the new reforms for the laws
concerning women in the strongest way. Although often an
ally of Munatius, he does not always agree with Munatius
methods. Camurius, although on the surface calm and
logical, prefers to take action. He feels that the Emperors
views are dangerous but Gaia Silvanus are an affront to all
the Roma stands for. He bides his time and feels that Gaia
should be dealt with in a more direct and permanent way
than with a speech.
Laetonius Encratis
Laetonius is a wealthy merchant from the dioecesis of
Hispania. He barely qualifies as Roman due to a great deal of
intermarrying with natives but he goes to great lengths to
hide his impure heredity. He is involved in a number of local
fabricae artificis (Artificer Workshops) in and around Roma
as well as mines in Hispania. Laetonius has no loyalties but
does work closely with the Imperial administration aiding in
the financial planning of the Empire. Many of his theories
and practices are being put into place, revolutionizing the
way the Empire is run, including the very concepts of
budgeting and the Empire as a business within the economy.
C H A P T E R II: T H E I M P E R I U M
21
GOVERNMENT
Helvius Severus
This Senator comes from a patrician family who can trace its
lineage back to the Republic. He is an elderly man in his late
fifties and has attained a position with in the Senate as a
powerful orator. He has four daughters and has seen them
struggle against the bonds placed on them by the traditions
of the Empire. He has been heard to say,
What makes us Roman bind our women while barbarians
see their women as equals. Can we stand by while this
inequity continues?
GOVERNMENT
Musa Roscius
Musa is the daughter of the wealthy patrician Roscius
Drusus, known for his mines in Hispania and Scythia
Magna. She was trained in the Schola Magi at Constancia
and has moved up the ranks of the Comitia Magi to be one of
the to p m emb ers. Al thoug h the Com itia Magi has
considerable power, she has still gained powerful enemies
for her involvement in the Muliebris, the womens party of
the Senate. She has been able to orchestrate the recent
addition of women to the Legions, if only in their own, all
female units. She also has been fundamental in the ongoing
fight of the Populares to extend education of the young all
through the Empire. This has garnered much good will
amongst the members of the Populares.
Social Assimilation
When Julius Caesar crossed the Rhine in this history, he did
not turn back. Instead he went on to pacify the larger part of
Germania. He realized that this act would mean nothing if he
did not bring Germania into the Roman Republic culturally.
To do this he pushed forward the colonizations via colonia,
Roman fortified settlements peopled by Legionnaires and
their families.
22
Comitia Magi
The Comitia Magi is a body of retired magistrates and magi
who are elected to propose laws concerning magic in the
Empire. It is also concerned with ensuring that proposed
candidates from all walks of life are given the chance to
attend the Scholae Magorum, or magic schools. In practice
they often do the will of the Senate and few plebs gain the
rank of magus. This has a little to do with prejudice and
more to do with the level of exposure that the plebs have to
people who could recognize the potential for magical talent.
The Comitia Magi is also responsible for appointing the
Quaestor Magi, who are responsible for recruiting citizens
into the Legio Magorum and the Scholae Magorum.
Although they are supposed to draw from all ranks of
Romans, in practice they favor the patricians. This is not to
paint a bleak picture though, as a plebeian who exhibits
talent will be inducted into a Schola Magi. The shortage of
talented families is chronic within the Empire. This is a point
that the Emperor always makes to the Senate in terms of the
Legions need for such individuals. The much more common
route, if the family can afford it, is to school their children
privately then send them into the very lucrative Artificers
Guild. This is no guarantee that the magus will not be drafted
into the Legions but it is likely that the citizen will be
allowed their pursuits since the Empire also needs magic
equipment.
Senatorial Rule
The Senate has regained a great deal of power in the Roman
Empire. They now control the Comitia Magi via the Schola
system of schools, appointing the teachers in those schools
and admitting new members to the Comitia Magi. In
C H A P T E R II: T H E I M P E R I U M
Year
Event
694-704
711
726
762-770
786
853
1039
1040
C H A P T E R II: T H E I M P E R I U M
23
Year
Event
1065
1068
1069
1071
1076-77
1088
1089-94
1090
24
Year
Event
1200-11
1244-48
1254-60
C H A P T E R II: T H E I M P E R I U M
Year
1344
Event
1404-11
1426
1442-3
1446
C H A P T E R II: T H E I M P E R I U M
25
PROVINCES
AND
1374
1447
Event
Year
PROVINCES
AND
Arabia
Arabia is a land of both free roaming people and advanced
cities. The Praetorians work hard to ensure that large
organized kingdoms do not form and that the Arabians do
not organize any resistance to the Empires loose rule. Most
Arabians are too concerned with local bandit lords or the
production of exotic goods for sale in the Roman market to
be terribly concerned with who claims the lands. Roman rule
of the region is barely acknowledged and Arabia has often
acted as a border land where lawlessness is tolerated as long
as it does not interrupt business.
The prefecture is ruled by the Prefect Titius Verus, a
seasoned Dux from the campaigns against the magi. He has
spent years fighting minor uprisings throughout the Arabian
Peninsula. The Romans have a tenuous hold on the citystates of the Arabs and no control of the nomads at all. This
does not cause much frustration since goods still flow in and
out of the region. Verus has had considerable success
keeping the Via Novae open and traffic flowing. Taxation is
out of the question with the nomads but some tribute is
collected from the cities.
Although claims of control go back to 859 A.U.C, Arabia
has suffered little in the way of romanization and the people,
rather than rebelling, have mostly ignored the Romans.
Roman colonia have had little success and Legions have met
with problems dealing with the desert. Coastal colonia have
fared better and the western coasts of Arabia have held
several successful Roman colonia founded in the past 200
years. In the end, Verus has had little success in extending
the boundaries of his prefecture beyond Arabia Patrae.
Romans and Arabs from this prefecture often fall into the
merchant trade due to the high demand for perfumes and oils
throughout the Empire. Some will become merchant guards
or sages but this is a region where wealth is respected as a
point of personal and familial honor. Raiding is not unheard
of and often a sudden sweeping warlord will gather a small
army of warriors, sweep down on the Roman settlements,
26
and make off with women, gold, and worked goods. This is
not so much an uprising as a form of banditry - quicker way
to wealth than the merchant train.
Europa
The dioeceses in Europa make up some of the most ancient
lands ruled by the Romans. They are not particularly wealthy
in terms of goods produced, but some of the Empires best
fighting forces come from Europa to defend the Empires
borders and interests. A great deal of prestige can be gained
by becoming a Praetor of a prefecture in Europa. This also
applies to the military commander, although to a lesser
degree. Either post is looked on as an effective way of
advancing a political career with little danger. This has been
used as a path of many less-than-stellar individuals to the
imperial purple.
The Prefecture of Europa is ruled by one of the greatest
rivals of the Emperor Tiderius, Caesar Petillius Noricus. He
has ruled since Ti derius became Emperor and his
involvement with the rogue magi during the Saeculum
Magorum has raised suspicions about him. He is a magus
himself and makes no qualms about his belief that the world
is better for being ruled by the Romans. He is of an ancient
and well respected family and has a great deal of sway in the
Senate and with the other Patrician families of Roma. He has
connections throughout the Empire at all levels. He is a
dangerous enemy and a devastating ally.
Italia
The people of Italia have been under the collective rule of
the Romans for so long that they now identify themselves
with the Roman culture. They are considered the most
civilized and advanced dioecesis of the Empire. The only
other dioecesis that compares is that of Asia Minor.
Italia is under the direct rule of the Emperor and his agent,
the Praetorian Prefect. The dioecesis receives the best of the
Empire as do its citizens. Grain from Aegyptus, gems from
Arabia and Sarmatian wood products all flow to Italia. In
exchange she gives the best instruction in magic and arms
and produces legions and magical devices. Some would also
say that Italia produces bureaucracy.
Italias capital is Ravenna, which makes it the effective
capital of the Empire. Roma is still the traditional center of
the Senate but the home of the Emperor has been moved to
Ravenna. The Praetor, Antinious Gracchus, is a cousin of the
Emperor and has been very unpopular with the citizens of
Italia. He has increased taxes and confiscated lands owned
by the plebs, to the benefit of himself and other wealthy
patrons. He is capable of escaping retribution of the Senate
because of his relationship to the Emperor. The Emperor has
warned him of his excesses and many believe this
indulgence will not continue.
C H A P T E R II: T H E I M P E R I U M
Sicilia
Gallia
Gallia is the center of the Celtic people of western Europa. It
has been given a certain level of autonomy by having its own
Senate made of Celtic nobility. The governor for Gallia is
Orgetorix, a native king of the Aedui. He was a hostage of
the imperial court while growing up where he and Emperor
C H A P T E R II: T H E I M P E R I U M
27
PROVINCES
AND
Illyricum
PROVINCES
AND
Hispania
Hispania is one of the wealthiest
dioecesis in the Western Empire.
This dioecesis supplies great deals
of grain, silver, gold, tin, lead and
iron for the Empire. The governor,
Propraetor Iulianes Barrius, is
proconsul for the dioecesis of
Hispania, commander of its
legions and formerly a Legatus in
Emperor Tiderious armies. He
served as Consul just before
coming to Hispania. He has held
the post of governor for three
years and has had to deal with
several revolts. The tribes of the
region suffered heavily under the
Roman rogue magi, in the form of
taxes, forced labor and people taken for experimentation. It
has left a bitter taste for Roman rule in their mouths,
especially for the three major tribes of Hispania.
The native tribes of Hispania are called the Iberians, for
whom the peninsula is named. The strongest tribe of the
Iberians are the Turdetani, who live in the central sections of
the Iberian peninsula. In past times they resisted the Romans
uniformly, but within the last 150 years many of the tribes
28
C H A P T E R II: T H E I M P E R I U M
The tribes who live on the eastern and northern coasts of the
Iberian peninsula are the Lusitani. They have the closest
thing to independent rule from Rome as a people can hope.
Their leader, Eregenax, has kept them at peace despite rebel
factions within the Lusitani lands. It has become more
difficult to keep these dissenters quiet, though, since Rome is
viewed as weak due to her long struggle in the east and the
Saeculum Magorum.
Overall, Hispania is settling into the new ruler but it is still a
dioecesis riddled with deceit, dissension and rebels.
Germania Magna
Dacia
Dacia is a peaceful and highly romanized dioecesis. It is a
land of mountains and fields, home to the Carpathian
Mountains. Dacia is ruled by the Proconsul Daius Martius, a
learned sage and physician. He has ruled for almost five full
terms, 25 years, and although some in the Senate would have
him removed he is so effective that there is little motivation
for change. Martius seems pleased with his rule and has few
ambitions other than to live out his few remaining years in
the dioecesis he has come to love.
Dacia exports many goods including gold, silver, iron,
timber, wool, fruits and wine but is most noted for its horses.
Sought after throughout the world, Dacian mounts are
considered the best.
Martius is an accomplished magus and has brought the
Schola to Ulpia Traiana, the provincial capital. During his
administration, Martius has also brought the arts and
literature to the distant dioecesis. He has done his best to end
the gladiatorial games with moderate success. Chariot racing
is quite popular and considered a cultural treasure to the
Dacians.
Thracia
The capital of Thracia is the centrally located Phillippopolis.
From here Propraetor Marcus Umbrius does the will of the
Emperor. He is an ambitious man who does not care much
for the Thracians, the dioecesis nor his duties beyond how
they may impress the Senate and the Emperor. It is rumored
that he has been building an army to threaten the Empire and
C H A P T E R II: T H E I M P E R I U M
29
PROVINCES
AND
AND
PROVINCES
Macedonia
Macedonias capitol of Thessalonica in the northeast of the
dioecesis is the center of three Roman roads. The
Propraetorian Aulus Epidius comes from a wealthy merchant
family with strong ties to Achaea and the Greek city-states.
He has done much in the five years he has held office to
improve the lives of all people in his domain. He has gone to
lengths to ensure prosperity of merchants, land owners and
the common man. He is resistant to the latest movement for
woman to be recognized citizens but not violently so. In a
long history of tyrants, Epidius is a benevolent ruler.
Macedonia has a history unlike that of the rest of the Greeks.
They were ruled by a king for centuries before the Romans
conquered them. The southern Greeks often viewed them as
30
Achaea
The homeland of the Greeks, Achaea is the center of
Hellenistic culture. The effects of this culture have been felt
throughout the known world. The capital of Achaea is in the
northwest of the peninsula, a city called Patrae. In the sixth
century of the city, its citizens led the Achaean resistance to
Roman rule. Due in part to their leadership role the Romans
set this as their capital for the dioecesis. Currently, the
dioecesis is governed by the Proconsul Sertorius Venator
who has little in the ways of military experience. He is more
dedicated to the administration of the formidable amounts of
commerce that occurs across the peninsula. He is noted as
C H A P T E R II: T H E I M P E R I U M
being a reasonable man who has little time for magic. This is
to his disadvantage as Achaea is a center for learning of all
types but especially the art of the magi.
AND
PROVINCES
Britannia
Britannia is a relatively poor
dioecesis and its relative worth is
often brought into question. This
led to the long abandonment of
Britannia during the Saeculum
Magorum. Rule of the islands has
been difficult, however, life for the
commoners has been pleasant. The
common plebeians in the dioecesis
of Britannia are a mix of natives
and Romans. They have learned to
live apart from the Empire and
make due on their own resources.
This is not to say the Empire
ignores them but that Britannia
benefits from their remoteness.
Britannia is a dioecesis of the
prefectura of Europa with its
capital at Londinium. It has ten
C H A P T E R II: T H E I M P E R I U M
31
PROVINCES
AND
Britannia Prima
The longest civilized provinca in Britannia, this land has
always been the gateway of invaders and traders. It now acts
as the center of Roman civilization in the isles and from it
come the decrees and communications from the Imperator as
well as the Prefect.
Calleva Atrebatum is one of the central cities in Prima,
known for its incredible fabricae and craftsmen. It is ruled by
Darius Atrebatus, a Roman related to the tribal king.
Atrebatum is often held up as a prime example of Roman
civilization improving the lives of the Bretani. The capital of
the provinca, though, is Corinium on the northern edge of
with Flavia Caesariensis. This small town grown large was
32
Britannia Secunda
Secunda is famous for its coal and iron. It is also a
troublesome provinca torn by Hibernian raids from the west
and mischievous to downright dangerous faerie folk
throughout. Secunda is governed by the accomplished
Equestrian Galus Flavius Noricus. A veteran of the Legions
and a successful Tribune he is experienced in command,
both of the political and military. He has been faced with an
additional challenge as dragons have begun to multiply in his
lands. His military resources are overtaxed keeping the
raiders at bay and he often must look to outsiders to deal
with the problem.
The common villa looks very different due to the increased
dangers in Secunda. It is more fortified and often has some
form of wall or moat around the settlement. This has also led
to the civitas of Secunda gaining a reputation as being a
guarded people. To some extent this is true, but once
welcomed in, a traveller will be treated as part of the
community. Winning their trust can be difficult but not
impossible. Some will require tests to ensure that a stranger
is not a member of the fae or a pirate. This can range from
simple grasping of a cold iron ingot to the use of a magic
stone called a Touch Stone. If a person who touches it and
speaks their name is planning deceit, then the stone will turn
black. Although the Touchstones are effective they are not
foolproof and some argue they allow the most dangerous to
pass, those insane or in league with the fae.
C H A P T E R II: T H E I M P E R I U M
Flavia Caesariensis
The largest of the Britannia provincae, Flavia Caesariensis
also holds its share of wealth. The provinca produces copper,
coal, iron, lead silver and vast amounts of timber.
AND
PROVINCES
Maxima Caesariensis
Lying on the northern edge of what is considered safe and
civilized Britannia, this provinca is a stronghold of Roman
and native cooperation. Rebellion is not common here and
the natives welcome the Roman legions and dragon hunters.
Before their arrival, the natives were terrorized by the
dragons and could do little more than stake out the weakest
in hopes that the beast would want for little else. The
dragons would sometimes look for metals, pottery or other
fire proof material for their nests. When this happened, many
would die for the sin of being in the wrong place at the
wrong time.
The modern Maxima Caesariensis is much improved but still
suffers from the growing dragon problem. This is one of the
reasons the Ordonis Draco or the Order of the Dragon has
made its headquarters in Eburacum, the capital. Alongside
the Ordonis Draco is the Scholae Britannicus, a learned
university that trains young minds of Roman as well as
Bretani descent in higher learning. This school has become
the repository for the information that the Venatorum
Draconum gather on the beasts and fae of the insulae.
C H A P T E R II: T H E I M P E R I U M
33
Caledonia
AND
PROVINCES
Hibernia
Hibernias history is long and violent. It is from this insula
that Dragons came or so the legends have said. The druids of
Hibernia, separate from the Bretani druids, believe the
Romans brought dragons with them but there is no support
for this belief. The insula is split by war, both between the
natives and the Romans but also amongst the natives
themselves. The kings, druids and ovates battle to collect
these bickering kingdoms to present a united front but the
praetorian sow discontent and mistrust, building on old
feuds. The Dana, gods of the Hibernians, fight alongside and
34
Oriens
The Oriens prefectures are the wealthiest in the Empire in
terms of finished goods produced. From this prefecture
Romans receive perfumes, precious metals and stones,
wood, and glass. Much of the goods are funneled through
Achaea and Macedonia though some merchants risk the
pirates of the Mediterraneum Mare. This Prefecture stretches
from the northern ice of the Alkasatian borders to the east
against the Jade Empire and south into the deserts of Arabia.
Although much of this prefecture is claimed by the Romans
C H A P T E R II: T H E I M P E R I U M
AND
PROVINCES
Asia Minor
This dioecesis is highly pacified and ruled by the Proconsul
Didius Fronto, a native of the region who was born to the
wealthy and influential Fronto family. The Fronto control
much of the linen trade in and out of the dioecesis. Didius is
considered a ruthless man who will do anything to ensure his
familys fortunes. He is not well liked by the Emperor
Tiderius but has strong supporters in the Senate.
Asia Minor exports wool, linen, wine and copper but its real
wealth comes from being the center of the Oriens Prefecture
and the gateway to the west. Although the dioecesis of
Cylicia
Cylicia is a dioecesis riddled with pirate hide outs. In the
sixth century of the city the Roman Republic conquered the
Cylician coast line on Asia Minor in order to decrease the
rampant piracy of the area. For centuries following only
minor piratical activities continued, but now piracy is once
again on the rise. The Proconsul Livius Scapula, an elderly
man in his seventies, is poorly equipped to deal with the
problem. He also has a difficult time dealing with several
natural disasters including earthquakes and droughts.
Cylicia has a strong manufacturing base where all manner of
ship construction, linen and metal refining takes place in its
capital of Tarsus. Tarsus is a heavily fortified city and has
been used as a major naval base for centuries. The western
C H A P T E R II: T H E I M P E R I U M
35
PROVINCES
AND
Lycia
Lycia is a direct holdover from the Hellenistic period in that
it is actually made up of a number of independent city-states
t h a t h a v e f o r m e d t h e Ly c i a n L e a g u e . Tec h n i c a l l y
administered by the Proconsul Fronto of Asia Minor, in truth
they administer themselves. Lycians are lead by a council the
oversees economic, religious and political concerns. The
current leader is Diotus of Patara. He has been elected to his
position for over twenty years and has been effective in
keeping the Fronto family out of Lycia.
Although Lycia was the last country in Asia Minor to fall to
the Romans it is now thoroughly incorporated into the
Empire, though the citizens have rejected many of the
Roman cultural aspects. A traveller will not find slavery here
and, in fact, any slave entering Lycia is automatically freed.
This handicaps Lycia in some ways but has caused the
citizens to develop advancements to work around the lack of
cheap labor. Shortly after being conquered by the Romans a
slave trade sprang up but did not last. This is a point of great
shame to the Lycians in an otherwise proud history of self
determination. In addition, they do not engage in gladiatorial
contests, although they are very fond of chariot racing.
The primary exports of Lycia funnel through its many ports
but are best displayed in the markets of her capital, Attaleia.
The capital was established here when, in 1198 A.U.C, the
Imperial Navy established a naval base in the city. The
primary products of Lycia are fish, figs, salt and resin. Much
of its resin is shipped to its neighbor Cylicia, for ship
construction.
The people if Lycia bury their dead in the cliffs overlooking
the sea. The Lycians are very close to the sea and do their
best to ensure the safety of their fishing grounds. To this end
they make regular sacrifices to the nereids that live in the
area. In exchange they always have full nets and any who
threaten the fishermen do not live long on the sea.
36
Cyprus
The island of Cyprus is closely linked to Cylicia on the
mainland both economically and by family. The Proconsul
Nemonius Scapula is the brother of the Proconsul of Cylicia.
This has made a strong connection between the two
provinces. Nemonius, almost fifteen years the younger, is
rather old but still brings a great deal of prosperity to the
citizens of Cyprus.
The capital, Paphos, regulates much of its exports including
large quantities of olive oil, wine and copper. These ships
brave pirate infested waters in order to reach the ports where
they can sell their wares.
The people of Cyprus were originally influenced by Greek
culture. They have dealt with a variety of rulers through the
ages and even the Romans occasionally reclassify the
dioecesis to fall under Cylician rule. It has at times been
ruled by Aegyptus and also overrun by barbarians. Today, it
is the gateway of the Mediterraneum sea traffic from the east
to the west. Treasures from the Jade Empire and Arabia flow
thorough Paphos and many a merchant is made rich by the
trade.
Cyprus has a large Jewish population as they expand out
from Judaea. Other cults are present but the Jewish people
dominate many facets of Cyprus life, culture and politics. At
times this has caused friction, as it does now, when a nonJewish proconsul is appointed to rule the dioecesis. For the
most part, elders of the cult practice tolerance with
Nemonius, since he does likewise with the Jews, but younger
members of the community are inclined towards more
radical measures. They have taken to poisoning military
wells, food and animals. Other attacks include various forms
of sabotage and property destruction. Nemonius has tried
reasoning with the elders and they have agreed but seem
unable to control their youths. Nemonius, as much as he
dreads it, may be forced into far more drastic measures.
Syria
Syria has followed a strange path to the modern Empire.
Over the centuries it has been held by the Aegyptians,
Persians, Greeks, Arabs and finally the Romans. During this
time it has changed its boundaries but always retained its
identity. It serves as a vital bridge between the desert
cultures of Arabia and the west. It has also retained a great
deal of autonomy and is ruled by the king Fahad bin Abdul
al-Harad. Fahad is finding it difficult to resist the pressure
that Fronto of Asia Minor is putting on him to abdicate.
Fronto has his sights set on ruling the very wealthy kingdom.
To this end Fronto plans to marry Fahads daughter Thara
but so far has made little progress.
Fahad has other problems, including controlling an
immigration of dwarves from the north. They are robbing his
cities and kidnapping women and children. This is set
C H A P T E R II: T H E I M P E R I U M
Cappadocia
Parthia
Parthia is under the direct control of the Emperor through his
agent, the Propraetor Epirius Vitalis. Vitalis is experienced in
dealing with revolts and is a past member of the Praetorians.
He has his own detachment of secret police at his disposal.
Still, the Persians plot rebellion at every turn. In addition, he
suspects that the nobles are inviting the Alkasatians to
become involved. The nobles are definitely employing
Alkasatian black magic in their secret fight against the
Mesopotamia
Mesopotamia is the site of the ancient Sumerian civilization
and home to modern civilization in the west. The Romans
expanded the traditional boundaries of the ancient country
but kept its grandest jewel, Babylonia, as the capital of the
dioecesis. Babylonia, with its Hanging Gardens, plush
estates and mild climate, is considered one of the premiere
areas in the empire to retire. The Propraetor Petronius Verus
comes from a long line of military men. The Verus family
has ruled in Mesopotamia for two centuries. Today Petronius
faces a threat unlike any his forefathers faced. The Tigris and
Euphrates, arteries of trade and travel, are now overrun with
serpents and a race of amphibian lizard pygmies called the
Hominis Rani. The Hominis Rani are spreading as well
through the coastal waters to other dioeceses and outside the
Empire. Proconsul Verus has his hands full hunting down
nests and attempting to stop the spread.
Mesopotamia is rich in agriculture. Flax and grain for linen
and food are its primary exports although it also exports a
number of fruits and livestock. It has little in the way of
lumber or mineral wealth, just precious stones harvested
from the hills. It possesses some gold and copper, but not
much more than is used inside the dioecesis.
C H A P T E R II: T H E I M P E R I U M
37
PROVINCES
AND
PROVINCES
AND
Sarmatia
Sarmatia is ruled by the young energetic Propraetor Marius
Silvanus. He is a highly educated man with little in the way
of practical experience, although he has had extensive
training from the best tutors in the Empire. He is a large
proponent of trade with the east and has implemented many
improvements to the eastern road heading through Scythia.
He has governed this dioecesis for only three years but they
have been three years of prosperity for a dioecesis known for
rebellions and high expenses.
Sarmatia is peopled by several groups, including the Iazyges
in the south, the Sarmatians in the north and the Roxlani in
the west. These tribes are grouped together as the Sarmatians
and have settled into an agricultural lifestyle far different
from their earlier nomad days. Women from Sarmatia are
noted for the freedoms they still hold, leftovers from the
nomadic days of the tribes. The legend is that the tribes are
descendants of the Scythians and the Amazons. There is no
way to prove or disprove this but it would explain their
ferocity in battle and the independence of their women.
The main products of Sarmatia come from its rich forests
and skilled craftsmen. The wood of Sarmatia is prized
throughout the Empire for its rich color, which is often used
in furniture. Although the dioecesis is considered primitive
and uncultured, its finished wood products are valued far and
wide. Wooden figures, furniture, and wagons support a
thriving industry.
Sarmatia has to deal with Alkasatian invasions and still bears
the brunt of border skirmishes. The northern reaches of
Sarmatia are a mix of wealth and danger. The Skandian
traders deal with these skilled carpenters for repairs to their
ships. The Terragena warriors make for dangerous passage to
or from the east. Still, this is the most common route to get
many of the eastern goods through to Skandia.
Scythia Magna
In the A.U.C. 1178, Scythia Magna was founded as a
dioecesis within the Empire. It is, and continues to be, an
extremely poor dioecesis made up of many dioecesis, some
not even populated. In truth, Scythia Magna is primarily a
wilderness of cities ruling only what land they can protect
from nomadic barbarians. This leads to skirmishes with
38
C H A P T E R II: T H E I M P E R I U M
Africa
C H A P T E R II: T H E I M P E R I U M
39
PROVINCES
Mauritania
AND
PROVINCES
AND
40
Numidia
Numidia is ruled by a Proconsul and is the seat of a Senatus
Africanus made up of Roman and native patricians and
plebeians. They have gone a long way toward including the
native tribes in the governmental process. The Proconsul,
Caelius Fronto, comes from a family of Roman settlers who
colonized Numidia over three hundred years ago. He is more
African than Roman and it often shows in his approach to
matters. He has worked hard to maintain the southern forts
and keep order amongst non-romanized barbarian tribes. In
the end, the enemy is not so much the infrequent raiders as
nature herself. A growing number of animals of
extraordinary size have been sighted within the borders of
Numidia. It is believed that they must be migrating from the
African interior, possibly coming up the Nile. The worst of
them are the giant desert scorpions. They are the size of
wolves and hunt in packs. Fronto has his hands full dealing
with such a menace. He has taken to hiring specialists,
hunters who know the land and are able to root out the nests.
Numidias exports flow through Romas ancient enemy,
Carthage. Carthage, like the phoenix rising from its ashes,
has regained some of its former glory by becoming the
capital of Numidia and primary shipping port for the regions
goods. Numidias primary export is grain for Roma. It has
gained the name Granary of Rome by supplying over twothirds of Romas grain needs. A close second in terms of
cash crops is olive oil and olives. Following up and making a
significant contribution are other food stuffs like figs, dates,
grapes and beans. Gold, slaves and exotic animals also make
formidable contributions to the provincial coffers. Fronto,
taking a negative and turning it to a positive, has made a
practice of capturing giant scorpions, ants and snakes and
sending them to the colosseums in Italia.
Numidia is currently in a time of rising stress and
difficulties. The Berbers are taking advantage of the
encroaching giant animals and raising revolt wherever they
can. This is more difficult to instigate than raiding since
most of the plebeians have a good life. In all the Empire the
crops are never so sure and consistent as in Numidia.
Everyone is well fed and dangers, although present, are
usually avoidable.
Cyrenaica
Cyrenaica was another kingdom bequeathed to the Roman
Republic in the A.U.C. 657. It has been a possession of the
Romans for nearly 800 years. This dioecesis has had its
share of problems under Roman Rule, including being the
center of a Jewish revolt in 858 A.U.C. that then spread back
to Judaea. In addition, over the years the Romans have had to
deal with barbarian tribes that plagued communication over
land routes between the provinces. The current situation has
improved, and barbarians are something that Libya,
Cyrenaicas southern neighbor, deals with much more
C H A P T E R II: T H E I M P E R I U M
Aegyptus
Aegyptus is a dioecesis with a very special and different
status. The Romans view the Aegyptians with an almost
mystical appreciation. They see them as progenitors of a
great deal of the perception that Romans have of the
universe. Even though the Greeks are much more easily
identified with the roots of Roman culture, it is
acknowledged that the highly influential Cult of Isis
originated in Aegyptus. In addition to this cultural
appreciation, a vast amount of grain that helps feed the
Empire comes from the Nile. Other very profitable trade
goods come from the African dioecesis like linen, dates,
olives, and cotton.
The capital of Aegyptus Inferior is Alexandria; with its
seaport and location on the Mediterraneum it is ideal for
trade and growth. Thebes, the capital of Aegyptus Superior,
is the cultural and spiritual center for many native Aegyptian
allowing for an effective central administration of the
surrounding lands and peoples. Aegyptus itself is considered
AND
PROVINCES
C H A P T E R II: T H E I M P E R I U M
41
PROVINCES
AND
well settled and does not pose a threat to the security of the
Empire. It has embraced the Empire as the Empire has
embraced Aegyptus, with understanding and a strong
commitment to one another. The advances that flow from the
temples and universities of this dioecesis rival those of Italia,
Achaea or the most learned magi of Asia Minor. Aegyptus is
a place people find mysterious and ancient despite the age of
the Empire.
Libya
Phazanica
Phazanica is administered by the Propraetor Linitus Epis,
brother to Propraetor Volucius Epis. Linitus has had his
work cut out for him since his appointment four years ago.
Phazanica is a land of baking summers and freezing winters.
Its primary purpose is as a military guard against the Empire
of Ghana to the southwest and as a series of forts guarding
the trans-saharan trade routes. Salt, gold and slaves all flow
through Phazanica while grain pours into her for the six
legions stationed there. The capital, Cadmius, supports
42
C H A P T E R II: T H E I M P E R I U M
IMPERIAL LIFE
Imperial
Life
Imperial life covers a
number of aspects, from
magic to law to the
common citizens daily
burdens. In this section
those points will be
addressed.
It
is
important to remember
that the world of Roma
Imperious is similar to
the Rome of Earth
history, but advances
and different pressures
have resulted in some
changes.
Magic
Magic has grown since
the rule of Constantine
and has become one of
the criteria of the
Emperor. It is not stated
in the Constitution as
such but is a practical
requirement.
The use of magic is not
limited to the Imperial
throne or the legions but
C H A P T E R II: T H E I M P E R I U M
43
IMPERIAL LIFE
Communication
The latest development is the use of Visio (see Scrying
Crystal (Crystallus Visio) on page 321) to communicate
between cities and military units. They are making their way
into civilian hands but as yet are not commonly used. The
cost is prohibitive and has far outstripped demand. The
primary lack is the large unflawed crystal that is required to
44
make long range Visio. Still, the government has seen that
Visio are installed in all major cities and military outposts.
Word travels fast in the modern Empire.
The Visio are rarely left unattended but they are still being
perfected. They have some difficulty over large bodies of
water and spells can easily defeat their scrying ability.
Technology
One of Romas greatest powers does not lie in her study of
magic but in that of technology. Advances in many different
fields come together to make the Empire a stronger and safer
place. Some forms of technology are detrimental to the
plebeian while others seem ahead of their time. The
following are some of the areas of advancement.
Agriculture
Agriculture has advanced to meet the needs of an expanding
Empire. The introduction of furrow planting, the plow and
the import of the wheelbarrow from the Jade Empire has
made vast improvement in harvest yields. The use of
irrigation and fertilizer has built on the new advances to
allow yields that easily meet the Empires needs. Combined
with magical forms of preservation, there is little hunger
anywhere in the Empire.
Architecture
The Insulae are the six story apartment buildings that make
up low to mid income housing in most Roman cities. These
buildings have been improved to a great extent from their
earlier ancestors in the beginning of the Empire. The Insulae
of today are made of stronger concrete reinforced with iron
bars. In other areas buildings and building materials have
improved via better construction planning, architectural
design, and higher quality controls on building materials.
Civil Engineering
A number of advances, including the import of gun powder
from the Jade Empire, have made for serious advances in
road construction, tunnelling and bridge construction.
Romans have a long history of exceptional engineering
including bridges over the Danubius, Rhenus and Elbe
rivers. In addition the Romans have built complex systems
of aqueducts to transport water from distant mountains to
their cities. They have the plumbing capable of continual
flow indoor toilets and separate supplies of fresh water. The
major cities have extensive sewer systems and waste
disposal plans that have allowed extensive urban growth.
Irrigation projects in northern Africa allow those dioeceses
to have abundant grain harvests. A reliable, well planned
road system supports merchants and travelers from inside the
Empire as well as outside. Tunnels through mountains and
hills make for level travel, even for the heaviest laden
wagons.
C H A P T E R II: T H E I M P E R I U M
Financial
Navigation
Glass Production
Industrialization
The development of full blown production techniques took
time to develop, but the last 400 years have seen steady
advances. Those processes that do not require specialized
training now employ a new social level of factory worker. To
be certain, slaves are still used commonly, but more and
more freed men are used in these positions. Motivated by
high salaries, the factory workers have become skilled in
what they do. Several areas especially suited to mass
production techniques are those of pottery, clothing and
dinnerware.
Paper
Paper production was introduced to the Empire 220 years
ago by a Chinese immigrant named Yeu Lei. It is now widely
used and has become a mainstay of prosperity as an export
for the western dioeceses of the Empire. It has changed a
number of Roman views on record keeping, scrolls, books
and education. Paper is most commonly manufactured from
plant fibers or linen fibers.
Metallurgy
Roman metallurgy is not the most advanced, but what they
have mastered is the pragmatic use of the science to solve
their own unique problems. Mining technology has come
hand in hand with the use of metallurgy. Mining is still
largely the domain of slaves but some advances have been
made in the pumping of water from mines as well as air
circulation, filter masks for the mining of asbestos and the
general engineering and construction of tunnels.
All of this is applied to the construction of steel swords, fine
jewelry and intricate machinery. Metal working is done in
factories as well as small shops depending on what item is
being constructed. Goblets are mass produced in casts while
swords are mostly still shaped in traditional single forge
operations.
Guilds (Collegia)
The Guilds of the Empire number in the hundreds. They
cover all manner of professions including but not limited to
iron smithing, carpentry, pottery, armor smithing,
prostitution, medicine, hunting and many other crafts. The
functions of a guild are to protect pricing, their members
from persecution, represent them to the Senate, provide a
means for members of the same craft to socialize, maintain
their craft, to provide for a members family after death, bury
members and perform funeral rites. Maintaining the crafts
standards is a mandate of the Emperor Tiderius. Guilds had
become little more than extortionists of labor and the craft
C H A P T E R II: T H E I M P E R I U M
45
IMPERIAL LIFE
IMPERIAL LIFE
46
C H A P T E R II: T H E I M P E R I U M
IMPERIAL LIFE
Languages
There are many different languages spoken within the
Roman Empire and outside of it. The most universal trade
language is Latin. A close second is Greek, especially in the
east. Knowing Greek and Latin will allow a person to be
understood anywhere in the Empire and in a number of
places outside. That said, a distinct advantage goes to the
individual who can speak the native language. Not all people
ruled by the Romans will speak Latin or Greek; many ignore
it and speak only the local dialect. This is especially
common among the Arabs, peoples of the African Prefecture
and the Parthians.
Laws
The Laws of the Roman Empire are not that far from what a
person in the modern world might encounter, but the legal
system often goes through a series of excessive corruption.
Money moves the scales of justice and enough can set a
person free. However, the average plebeian has a better
chance at justice than in times of the past. Magical means are
used to detect the truth of a witness statement and if
exposed, even a patrician will pay for their crimes.
C H A P T E R II: T H E I M P E R I U M
47
IMPERIAL LIFE
Prisons are not common and are only used to hold the
accused until trial. Once acquitted of the crime they are set
free. If condemned, the sentence is carried out immediately
involving execution, banishment, fines, hard labor in service
to the state, the arena, enslavement, or physical punishment.
Police
Slavery
The Vigiles are the city police of the Roman Empire. They
are commanded by a Praefectus Vigilum. At times the
Praefectus Vigilum will command the Vigiles of several
neighboring cities. The Vigiles are responsible for
maintaining order, enforcing the law and fighting fires. They
were originally only used in Roma but have been employed
throughout the Empire. They will, at times, be equipped with
magic implements to aid them against more powerful
criminal elements.
Criminal Elements
The most common form of criminal activity in the cities of
the Empire are the petty criminal or small unorganized gang.
These individuals take advantage of unlit streets or a
sleeping guard to ransack a house. When they are caught
punishment is often swift and final. Young patricians are
another hazard of the urban areas of Roma and other cities. If
encountered, they may take pleasure in beating or robbing an
48
C H A P T E R II: T H E I M P E R I U M
None the less, slavery is still present and there are many
ways to become a slave in the Empire. War is the most
common means to become a slave. To be captured in battle
with the Romans means a hard life ahead of a person. People
may also be born into slavery, sold into slavery by parents,
taken after defaulting on debts, or by order of a court. Once
enslaved a person is branded or tattooed. This is usually
magical in nature, allowing a slaves tracks to be followed
day or night.
Slaves in the Empire have very few rights and typically only
live 20-25 years in slavery. It is a hard life and they are
seldom freed. In fact, Romans prefer slaves who have been
bred for many generations as slaves since they learn Latin
and are never exposed to a different type of life.
There are many different types of slaves, and they have
different ranks and privileges. It may be difficult to imagine
but some slaves in the Empire enjoy a better life than some
citizens. When the ratios come to favor the slaves way of
life to that of most citizens, then revolution occurs. This has
not happened yet due to skilled politicians and an increasing
standard of living. The slave revolts, however, reflect the
conditions of the slaves. When that level drops so low that
death is preferable, revolt is inevitable. Some of the slave
classes are as follows:
Title
agaso
atriensis
auceps
auri custos
bubulcus
calator
cantrix
cellarius
cistellatrix
coquus
cursor
factor
genus ferratile
holitor
ianitrix
messor
nuntius renuntius
Occupation
groom
steward
fowler
jewelry attendant
plough man
footman
singer
storekeeper
wardrobe keeper
cook
messenger
poultry and game fattener
chain gang
market gardener
doorkeeper
reaper
messengers
nutrix
obstetrix
opilio
paedogogus
pastores
pedisequa
salutigeruli pueri
sator
tonstrix
unctor
vestiplica
Occupation
nurse
obstetrician
head shepherd
children's chaperon
shepherds
attendant
pages
planter
hairdresser
masseur
clothing folder
Of all the slaves, the gladiators enjoy both the best and worst
that Roma can provide. A gladiator may be recruited from
criminals, captured soldiers or citizens who choose to join
for a period of time. Those citizens who voluntarily take the
Gladiators Oath are from then on considered suspect and
will never regain the same respect that a free citizen has.
Gladiators are trained in schools called Ludus and one of the
most famous and largest is the Ludus Magnus in the city of
Roma. It is attached to the Colosseum via a series of
underground tunnels. Gladiators travel in troupes called
Familia from town to town perform for the crowds. Their
trainers, called Lanistae, are also their managers, and often
arrange the fights to minimize death. Death of a gladiator
can be expensive and is not nearly as common today as it
was in the past. Magical healing costs money, but it costs
more to buy and train a new gladiator. Magical healing after
bouts has greatly reduced the death in the arena but many
suppose that people thirst for the illusion more than the
actual thing. Purists rebuke the lanista who arranges for
faked deaths as somehow cheating the crowd of its
entertainment. Either way, the mobs enjoy the games.
There are other benefits, such as fame, the attention of
wealthy patricians wives and daughters, as well as ample
food and health care compared to the common man. A
gladiator can expect to compete in 5-10 bouts in a year, with
10 bouts being an extraordinary amount.
C H A P T E R II: T H E I M P E R I U M
49
IMPERIAL LIFE
Title
IMPERIAL LIFE
All this would mean little if the woman could not support
herself. Many women still move in with extended family,
and while the Roman family is still quite important, it is
50
C H A P T E R II: T H E I M P E R I U M
Entertainment
Entertainment is very important to the Romans. Both
wealthy and poor, free or slave look forward to games and
circuses. Some of these take the form of gladiatorial combat
pitting man against man, woman against woman, and man
against beast. Many forms of gladiatorial combat take place,
including re-enactments of famous battles. The more
spectacular the battle, the better the games are thought of.
Gladiators are split into different types that specialize in
certain forms of the games. Some gladiator types are:
Name
Bestiarii
Description
gladiators who fight against wild animals .
Retiarius
Samnite
Description
C H A P T E R II: T H E I M P E R I U M
51
IMPERIAL LIFE
Name
pools and water. The heat transfers through the floors to the
extent that the patrons must wear wooden sandals to avoid
burning their feet. The fires are tended by the slaves of the
bath house.
Myths
Myths abound in the Empire. Not all of them originate in
Roma, but they are usually reinforced from there. This is to
say that a myth or legend may come from the provinces but
the Romans are quick to adapt what they like the sound of.
Assuming it fits the general outlook of the Romans it can be
adopted as a quaint folklore or as fact, the degree is often a
factor of the state of social unrest or the trends of the day.
IMPERIAL LIFE
Atlantis
The myths of Atlantis come partly from Achaea and partly
from Roman cultures. The Land of Atlantis is said to lie to
the west on the farthest edge of the west wind, the Zephyr.
Some versions of this story tell of a time when the
Atlanteans colonized Greece, while others paint it a different
way, saying Atlantis was founded by Greeks who went into
the west. In either case, Atlantis is said to be a land of
marvels and treasures filled with technological and magical
advances beyond anything found in the Empire.
As the myth goes, Atlantis was a series of three islands going
out into the Atlantic Ocean. Poseidon held dominion here
and took a woman, Cleito, who bore Poseidon 10 sons who
went on to rule Atlantis. The civilization was far beyond
those of others in the world, and they travelled sharing their
knowledge. But the day came when they no longer were
content to share knowledge and wished to conquer all the
world. When they came to Greece the Athenians fought
valiantly but were defeated. As the Atlanteans sailed home
the sky turned red and the world was wracked with all
manner of destruction from earthquakes to tidal waves. In
the end Atlantis was destroyed.
Delphi
Delphi is the oldest shrine in Greece and is located on the top
of Mount Parnassus. Apollo is still the patron god of the
shrine and the Oracle is believed to be able to foretell the
future. This is accomplished through a magical python
which lives under a rock. It whispers the future to the
priestess and she is able to tell others of events that will
come to be. Mount Parnassus is considered the center or
navel of the earth by some and a truly magical place in and
of itself.
52
Shambhala
In the dioeceses of Oriens, many a Silk Road merchant will
tell of a distant secret land that is populated by perfect and
near-perfect creatures who guide mankind towards
perfection themselves. The guardians of Shambhala are the
Yeti and possess super-human strength and agility. Those
who seek Shambhala often never return; some say it is
because they have found the land, others that those who
sought Shambhala have perished.
Shambhala is thought to lie in the Jade Empire somewhere in
the province of Tibet. It is described as resembling a lotus
flower in that it has eight regions each surrounded by a ring
of mountains. In the center of the inner-most ring lies the
capital Kalapa, which is composed of gold and numerous
precious gems. The capital is surrounded by mountains made
of ice which shine like crystal. The technology of Shambhala
borders on magic, with the ability to teleport, view objects
and people over great distances and use powerful psychic
abilities.
Most believe there will be 32 kings who will rule. In the
distant future when the last of the kings come to power, the
barbarians outside of Shambhala will unite under one evil
king and prepare terrible weapons to destroy Shambhala. At
this point the mists will part to reveal the kingdom of
Shambhala and Rudra Cakrin, the last king, will lead an
army and destroy the evil king.
Holy men of Tibet believe Shambhala to lie somewhere
between the Gobi Desert and the Himalayas, but the mists
which hide it can only be penetrated by someone who has
trained for years to focus his mind. These holy men train all
their lives before attempting to find Shambhala and are
seldom successful.
C H A P T E R II: T H E I M P E R I U M
Fortune hunters from the world over have searched for this
land, and their efforts seldom reward them with more than a
cold death. One retired Roman centurion, Iulius Macer, went
in search of Shambhala. After being thought lost for eight
years he returned to a border fort near the Caspian. He was
dying of exposure and little could be done for him, but he
was able to tell his story of how he had followed a Tibetan
holy man into the mountains and seen the Kingdom. He was
unable to describe the route he took in more detail before he
died. Nonetheless, his story has prompted treasure hunters
from all over the Empire and fired the imagination of the
playwrights.
Officers
Officers perform different functions within the Legions but
all are necessary to carry out the will of the Senate and the
Emperor.
Rank
Command
There is usually only one general
assigned to a campaign, chosen
from Consuls or ex-Consuls. As in
the time of the Republic, the Senate
assigns the Imperium, or the right
to command an army. The Emperor
has a great deal of influence over
the candidates, and the Senate often
heeds his suggestions. In desperate
times the Emperor may take
command of the army himself.
Generals are always men whom the
Emperor trusts and the Senate
watches, for they have the
opportunity to gain the loyalty of
their army and possibly turn it
against the Empire.
Commander
(Legatus Legionis)
Tribune
(Tribuni Laticlavius)
Camp Prefect
(Praefectus
Castorum)
Military Organization
The Empires Legions have been reorganized under
Diocletian, Marcus Aurelius and finally under the current
Emperor Tidirius. Every reorganization had two primary
purposes: to increase reaction times to crisis from within and
outside the Empire and to decrease the power of the
individual military leader. The end result has been
impressive allowing the Emperor to react with as small or
large a force as needed in a very short period of time.
Staff Tribune
Five staff tribunes serve as the
(Tribuni Anguticlavii) administrative support during a
battle. They aid the Legatus and are
usually career officers as opposed
to the Tribuni Laticlavii.
First Centurion
(Primus Pilus)
C H A P T E R II: T H E I M P E R I U M
53
MILITARY ORGANIZATION
General (Dux)
Enlisted
Units
These are soldiers who are not appointed their command but
join the legions and are promoted for service, actions and
experience.
Rank
Command
MILITARY ORGANIZATION
Centurion
54
Infantry Units
Units
Group
Men
1 Contubernium
8 Men
10 Contubernia
1 Century
80 Men
2 Centuries
1 Maniple
160 Men
6 Centuries
1 Cohort
480 Men
10 Cohorts +
1 Legion
5240 Men *
120 Horsemen
*1 Legion = 9 normal cohorts (9 x 480 Men) + 1 First
Cohort of 5 centuries (but each century at the strength of a
maniple, so 5 x 160 Men) + 120 Horsemen = 5240 Men
The cavalrymen are used as dispatch riders and unit scouts.
They are assigned to cohorts, not as a squadron of their own,
within an infantry Legion. Combined with the support
personnel for the legion, the number of the people in a legion
at full strength is 6000. Some cavalry legions are maintained
to work with infantry legions or as quick strike forces of
their own. These usually number 1000 men and are called
Alae Milliariae. Cavalry vary widely in their function and
have evolved considerably since early Imperial times. They
now range from the lightly armored swift Lancearii, used for
harassment and scouting, to the heavily armored
Cataphractii, used in open combat against mounted
C H A P T E R II: T H E I M P E R I U M
Cavalry Command
Rank
Command
Cavalry commander; often foreign
Commands a single turmae
Second in command to the decurion
Third in command to the decurion
Cavalryman
Cavalry Units
Units
Men
32 Men
512 Men
1000 Men
1000 Men*
120 Infantry +
384 Cavalry
24 Turmae
1 Cohors Milliaria Requitata 240 Infantry +
768 Cavalry
*Usually a cavalry attachment to standard infantry Legion
Imperial Navy
The Imperial Navy has undergone many changes since the
days of the Republic. The primary roles of the Navy in the
modern Empire are those of escorts for trade vessels or
explorers of new lands. Though the Romans are not great
sailors, many of the people they conquer are, and they serve
the Roman Navy as shipbuilders and sailors. The Navy is
also used as a means of transport for the Legions. The
modern Roman naval vessels have improved from the
ancient trireme, borrowing from Arabic rigging and Nordic
construction methods, combining them with Greek sailors
and shipyards. Todays ships are much more seaworthy,
carry more men and supplies, and are much more functional
craft.
The Roman Navy is organized into fleets named for the port
at which they are based. The Ravenna Fleet, for instance, is
based in Ravenna. The number of ships in a fleet varies, but
it is usually between 150 and 200. In times of need a fleet
may be inflated to as many as 500 ships. They are, in peace
time duty, often split into groups to protect merchant vessels,
hunt pirates and explore. There are currently six fleets in
regular operation. The Classis Venetum (stationed in
Aquileia), Ravenna (Ravenna), Britannia (Eborocum),
Command
C H A P T E R II: T H E I M P E R I U M
55
EMPIRE
1 Alae
1 Alae Milliariae
1 Equite Legionis
1 Cohors Quingenaria
Rank
IN THE
1 Turmae
16 Turmae
32 Turmae
32 Turmae
12 Turmae
Group
Naval Command
CULTURES
Praefectus Alae
Decurion
Duplicarius
Sesquiplicarius
Eques
they are the Galli from Gallia, Picti from Caledonia and
Hibernia, Scotti of northern Caledonia, the Caledonii for
whom the province of Caledonia is named, the Britons and a
number of other peoples and tribes. Grouping them here as
the Celti is meant to simplify and reflect the modern Roman
view of the Celts as one people. Within even the Galli are
many local tribes and clans who have their own identity and
often their own gods, cultures and traditions.
CULTURES
IN THE
EMPIRE
Notes on Celts
The Greeks called the invaders from the north the Keltoi,
and the Romans have called them Celti; more specifically,
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C H A P T E R II: T H E I M P E R I U M
The kings or chiefs are the military leaders and organize the
tribe in times of war. At times, the Celts will dominate
neighbors, either through war or politics, and a single tribe
will gain power and the king will need to extend their power
to control even more people. The Celts are not well suited to
this type of endeavor, which is why there have been few
Celtic nations. The king deals with foreign nations and
pleads the case of the Celts to a conqueror. Since the arrival
of the Romans, many kings have felt their power weaken.
However, the Celts are reluctant to war with the Romans
since the Julian Reforms. With these reforms the Galli and
the Brittannic peoples have a greater say in their destiny and
have generally flourished.
Brigindo
C H A P T E R II: T H E I M P E R I U M
57
EMPIRE
IN THE
Arduinna
CULTURES
The gods that the Celts worship tend to resemble the Greek
gods with local names or patron gods of a tribe. There are
hundreds of gods throughout the Celtic culture, although a
single tribe may only observe 20-30. The Cult of Isis plays a
big influence here in that many of the goddesses are earth
mother types.
The gods that the Celts worship vary from tribe to tribe, but
some have, after centuries as part of the Empire, become
common and accepted. It should be noted that these gods and
goddesses are but a few of those worshipped. Different tribes
lend more or less emphasis to different gods. The gods and
goddesses presented here are the ones most commonly
worshipped throughout western Europa. There are many
smaller local gods but these are the ones of greatest influence
on the continent. Britannia has some of their own gods but
many of these are also worshipped there.
CULTURES
IN THE
EMPIRE
Epona
Teutates
58
C H A P T E R II: T H E I M P E R I U M
Notes on Germans
Commerce
The Germans trade extensively in the goods of their country,
mostly amber, wood, cattle and wheat. Some of the finest
leather goods come from Germania Magna, including
magical annealed armors. In addition, beautiful works of
jewelry are crafted by the Germans.
Although warriors are still valued a small number of the
German people have taken to crafting. Like their close
cousins of Skandia, war craft can bring great glory but
crafting can bring a comfortable life. The vast majority of
German Religion
The German gods closely resemble those of the Skandians to
the north. The Germans, although observing Sol Invictus as
the Imperial Cult, take their gods very seriously. Their belief
in an immortal soul and a heaven are quite firmly rooted in
their ancestry and traditions. They were a warrior people and
their gods reflect this. They have taken many of their beliefs
with them into the present, often giving them a surety in
battle which can only be matched by the Celts.
The Germanic gods are broken into two different groups.
The Aesir are sky gods whose chiefs are Wuotan and Donar.
The Vanir are the earth gods and chief amongst them are
Freyja and and Frey.
C H A P T E R II: T H E I M P E R I U M
59
EMPIRE
Lifestyle
IN THE
The Germans have not taken well to the rule of the Romans.
They resemble the Celts in many ways but are even more
warlike. The Germans were much more disposed to raiding
than the Celts and this decreased only slightly when they
were conquered by the Romans. The Empire decided to use
one group of barbarians to solve their problem with another.
They set the German tribes to conquering the Goths to the
east and south east of them. This has worked well and now
many of the Goths serve the western Germanic tribes. The
western Germans, Franks and Anglo-Saxons along with a
number of other tribes have been enriched through owning
lands to the east.
For the most part the Germans import finished goods like
glass, paper, pottery and slaves. The Schola Magi at
Constancia accounts for much of the consumable imports but
as the villages grow they increase their share of import
goods.
CULTURES
CULTURES
IN THE
EMPIRE
Notes on Greeks
A great deal has been gained by the Empire from the Greeks.
Considered one of the most pacified and civilized areas of
the Empire, rivaling even Italia, Greece is a source of much
envy for the Romans. Much of Roman thinking on
philosophy and in fact their own culture was influence by the
Greeks.
The Greeks of current day follow life philosophies, like NeoPlatonism, rather than worshipping gods. Although the old
ways are still observed, it is more out of a sense of tradition
than one of faith. The Greeks are embracing the way of study
and science more and more. This has led to what many
moralists believe is a decadent trend of experimentation.
These scientist perform all manner of experiments without
regard to nature or the sanctity of life. The Empire is most
concerned; since they utilize magic in these scientific efforts,
there is some conjecture that the Greek scientists are rogue
magi of a different name. In fact, damaging any protests,
most scientists have a formal training as a magus.
The scientists have produced some good, though, advancing
medicine, agriculture and navigation. This effort is centered
in the city of Thebes. The University there is new but has
been growing. Founded in 1438 by Platon of Corinth, the
60
C H A P T E R II: T H E I M P E R I U M
Notes on Parthians
The inclusion of the Parthian Empire into the Roman Empire
has had a profound effect on both cultures. The Romans have
benefitted from the horsemen of the Persians as well as their
wealth of resources. The inclusion of the term Magi,
originally meaning wise man, to mean a person capable of
casting magic came from the Persians. The Persians have
seen improvements in their understanding of magic and
administration of government.
Roman Names
Roman names take three parts for free men. The first part is
the Praenomen, then the Nomen, and finally the Cognomen.
The Nomen is the most important as it denotes family. The
Praenomen is often abbreviated with the first letter. The
Cognomen is used within the family to differentiate between
branches of a family.
Roman Praenomen
Very few Praenomen are available since they are not
commonly used by themselves.
Roman Praenomen
Aulus
Amulius
Appius
Camillus
Decimus
Drusus
Gaius
Galus
Gallus
Gnaeus
Herius
Kaeso
Lucius
Manius
Marcus
Numerius
Oppius
Postumus
Publius
Quintus
Secundus
Servius
Sextus
Spurius
Tertius
Tiberius
Titus
Vibius
Roman Nomen
Roman Nomen
Abudius
Adaucius
Aelius
Aemilius
Aeresius
Afranius
Albius
Ammonius
Antonius
Apuleius
Arrenius
Anicius
Antonius
Artorius
Audacilius
Aufidius
Aurelius
Babudius
Caecilius
Caelius
Caesennius Caesidius
Calidius
Calpurnius
Cammidius
Cammius
Camurius
Carausius
Cassius
Censorius
Claudius
Clodius
Cornelius
Curtius
Decrius
Desticius
Didius
Domitius
Duccius
Ecimius
Eprius
Exomnius
Fabius
Fannius
Favonius
Flavius
Gargilius
Grattius
Helvidius
Helvius
Honorius
Hortensius Hosidius
Ingenuius
Julius
Juventius
Larcius
Liburnius
Licinius
Ligustinius
Livius
Lollius
Lousius
Lucretius
Maenius
Manlius
Mannius
Marius
Menius
Mercatius
Messorius
Minicius
Mommius
Mummius
Mucius
Munatius
Mussius
Mustius
Nectovelius Nemonius
Neratius
Nestorius
Octavius
Olcinius
Ostorius
Paternius
Peltrasius
Petillius
Petronius
Plautius
Platorius
Poenius
Pompeius
Pomponius
Pontius
Porcius
Postumius Praesentius
Pupius
Quinctilius
Roscius
Rustius
Saturius
Sallustius
Saufeius
Sertorius
Sittius
Socellius
Spurius
Statilius
Statorius
Suetonius
Sulpicius
Tabellius
Tadius
Terentius
Tertinius
Thoranius
Titius
Trebellius
Tuccius
Ulpius
Valerius
Varius
Velius
Veranius
Vesnius
Vettius
Vibius
Virius
Vitellius
Volteius
Volusius
C H A P T E R II: T H E I M P E R I U M
Rutilius
61
ROMAN NAMES
Roman Praenomen
Roman Cognomen
CULTS
Roman Cognomen
Claudia
Clodia
Cornelia
Crispina
Didia
Aelianus
Agricola
Agrippa
Albanus
Albinus
Domitia
Domitilla
Drusilla
Dryantilla
Euphemia
Aprilis
Arcanus
Avitus
Balbus
Bassus
Eutropia
Fadia
Fannia
Fausta
Faustina
Bellicianus Betto
Caelianus
Capito
Castus
Flavia
Galla
Gnaea
Helvia
Herennia
Cattianus
Celer
Cerialis
Civilis
Clemens
Honoria
Hostia
Julia
Junia
Justina
Coranus
Corvinus
Crescens
Crispus
Dexter
Lepida
Licinia
Livia
Livilla
Magia
Dida
Donatus
Drusus
Erasinus
Facilis
Marcella
Marcia
Marciana
Mariniara
Matidia
Faustus
Felicissimus
Felix
Festus
Fidus
Messalina
Minervina
Mucia
Orbiana
Papianilla
Firmus
Flavinus
Fortunatus Frontinus
Fronto
Papiria
Paulina
Placidia
Plautilla
Plotina
Fuscus
Gaianus
Galba
Gallienus
Gallus
Pompeia
Popillia
Poppaea
Porcia
Prisca
Gemellus
Genialis
Geta
Gracchus
Homullus
Sabina
Salonina
Matidia
Sempronia
Servilia
Honoratus
Ingenuus
Justus
Longinus
Lucullus
Severa
Severina
Statilia
Titiana
Tranquillina
Lupus
Macer
Macrinus
Macro
Magnus
Tullia
Urgulania
Urgunalla
Valeria
Vistilia
Mansuetus
Marcellus
Maritimus
Martialis
Martius
Foreign Names
Masala
Masavo
Maternus
Maurus
Maximus
Melito
Messalinus
Mettellus
Modianus
Montanus
Natalis
Nepos
Nerva
Noricus
Paetus
Panthera
Paulinus
Pertinax
Petra
Picens
Pius
Probus
Proclus
Pudens
Pulcher
Quadratus
Quietus
Romanus
Rufinus
Rufus
Rusticus
Sabinus
Saenus
Saturninus Savius
Scapula
Scipio
Secundus
Seianus
Severus
Silanus
Silvanus
Solon
Speratus
Strabo
Suavis
Super
Surinus
Thurinus
Valens
Venator
Verus
Viator
Victor
Vindex
Virilis
Vitalis
Womens Names
Womens names often take the female form of their fathers
Nomen. Sisters carry the ordinal of Prima (First) or Secunda
(Second) on through the numerals. Thus the second daughter
of Agrippa is Agrippina Secunda. An exception occurs if
there are only two daughters in which case they are
distinguished by Major and Minor, thus making the
daughters of Agrippa, Agrippina Major and Agrippina
Minor.
Female Roman Names
Alypia
Ancharia
Annia
Antistia
Antonia
Aquilia
Arria
Atia
Bruttia
Caesonia
62
Cults
The Empire is filled with cults that are collections of
practices and rites designed to placate the gods. These gods
need to be placated in order for good fortune to shine on the
people of the area. Different cults deal with different gods
but do not limit the gods they worship. For instance, the Cult
of Isis has both Isis and Serapis as its primary gods, but if a
member of the cult has a sick child they sacrifice to Apollo
for healing. Gods are divine powers that must be appeased in
order for good fortune to come from their areas of power.
Most of the cults in the Empire practice mysteries. Mysteries
are the practice of keeping secret the rites and rituals of the
religion from all except initiates of the faith. Information is
doled out in reflection of levels attained to full membership
with full disclosure of the mysteries once the initiate has
passed the final tests to become a full member.
A persons cult can dramatically affect their happiness in the
Empire. To be part of the wrong cult can suddenly put a
person in the midst of violence, prejudice or under the power
of a governor. Although tolerance is much higher in the
Empire than in other governing bodies, prejudice is still a
component of human nature. The Mithrists are mistrusted
C H A P T E R II: T H E I M P E R I U M
Priests
Priests have become quite competitive. They know that the
larger the cult and the closer to the Emperor they are the
more power they possess. The favor of the Emperor means
that temples will be built and dedicated to the cult. The
larger numbers they can present the more influence in the
Senate. Having influence in the Senate means laws in their
favor, being recognized by the Senate also means freedom
from taxes and positions within the government for members
of the cult.
Some cults do not wish this, preferring to wait in the
shadows, perform their rituals and bide their time. Others do
not wish anything so ominous but do not feel driven to
worldly matters merely wishing to find members worthy of
admission to the mysteries.
Most priests are barred from political service. Vestal Virgins
and the College of the Augurs require their members to
perform their religious duties and ban them from public
office. The Pontifex Maximus of the state cult is a notable
exception to that rule, being an elected official in charge of
the state religion. However priests in general must perform
the state festivals, sacrifices and religious services to keep
the gods happy and the state a revered entity.
Many other gods are also included in the worship, but Isis
and Serapis are the primary deities of this faith.
The Cult has spread
throughout the Empire due to
a nu m b e r o f t o l e r a n t a n d
inclusive beliefs within the
pantheon allowing different
cultures to adapt the cult to
their own beliefs and
purposes. Temples and altars
to Isis can be found from
Britannia to Scythia and all
through Africa. Within the
Empire the Cult of Isis, and by
extension her priests, are a
powerful force to be reckoned
with.
The initiation into the Cult of
Isis includes learning the
mysteries of Isis. The first step
and most basic instruction in
the mysteries merely requires
the initiation of the applicant.
Members can choose to learn
more mysteries and eventually
become priests, or they can
bask in the hope of rebirth and
everlasting life that is
practiced by the cult. The priests are the most dedicated to
these mysteries but take time to guide applicants as a duty to
their goddess.
Serapis, the mate of Isis, is a different matter. His mysteries
deal with death and the judgement of the dead. Not as
popular as Isis, Serapis still holds sway and power over the
dead and by extension, the living. His priests are even more
secretive but instead of seeking ways to live for ever they
hunt a method of ruling in death. This takes them to dark
places where they must use their faith as a guide in order to
uncover the truth. Death is not a forgiving master.
Cult of Isis
C H A P T E R II: T H E I M P E R I U M
63
CULTS
due to the secrecy of their rites, the fact that their temples are
underground and the violent nature of their rituals. The more
generalized and popularized form of the Mithrists is Sol
Invictus, which is practiced throughout the Empire as the
defacto state religion. Mithrists see Sol Invictus as a
popularized and weakened version, while the members of
the Sol Invictus cult look on the Mithrists as elitist. The
Jewish cult is often the target of official sanctions due to
their resistance to the state religion. This is mitigated by their
very low conversion rates. In most cases, one must be born
into the Jewish cult to become a member. The Stoics are not
persecuted but are looked upon as snobbish, and belief in
their system can cause alienation of the common man. The
Stoics carry their own prejudices towards the Mithrists,
viewing them as a dangerous element bent on the destruction
of logic and binding men to a path outside their nature.
Finally, the Cult of Isis is probably the most widely accepted
and worshipped cult in the Empire due to its innate
tolerances and acceptance of other faiths. It is definitely the
most widely accepted amongst plebeians and slaves. The
vision of Isis as the welcoming earth mother and keeper of
eternal life is a universal message.
CULTS
Cult of Cybele
The cult of Cybele, often called Magna Mater (Great
Mother) by the Romans, is closely associated with
Mithraism. The priesthood consists of women and selfcastrated men (called gallae), although males are not
restricted from worship. The cult is involved in sacred
prostitution, fertility rituals and the worship of Cybele as a
mother goddess. Her influence is far reaching in the Empire
and she has a much more formidable following than Mithras.
Her origins lie in the east as a Phrygian fertility goddess. She
is currently worshipped as a goddess with the concerns of
women, protection from enemies, healing, guardianship of
the dead and prophecy. She is often associated with Demeter
and Rhea.
Cybele came to Roma during the Punic Wars with Carthage.
In the darkest hours, the Senate consulted the Oracle of
Delphi and the Sibylline books and determined that the
statue of Cybele would need to be recovered from
Pergamum and moved to Roma in order to ensure victory. It
was done and when the temple was consecrated a great
festival was given to honor the new goddess. Much to the
shock of the Senate, the cultists performed the ritual of
castration; in response the Senate issued immediate bans on
the participation of Romans in the cult. Despite this banning,
eventually the Senate reversed itself and allowed the
participation of Romans as eunuch priests. This was not
popular and many of the priests remain Phrygian to this day.
However, many Romans form supportive brotherhoods and
many Roman women are very active in the cult.
The cult of Cybele practices the Taurobolium as the
Mithrists do. This is baptism in the blood of a sacrificial bull.
This ceremony is performed by initiates as they enter the
worship of the Mother Goddess. The Taurobolium is meant
to purify the initiate; the initiate then drinks a consecrated
cup of milk, which signifies the acceptance of the mother.
The first games of the new year, the Megalesia, are held in
honor of the Magna Mater. The priests of Cybele celebrate
with dancing and frenetic ecstasies culminating in the selfcastration of new male initiates.
The traditional instruments of the priests and priestesses are
the cymbal and the tambourine. The eunuch priests are often
depicted as effeminate and powerless but they have become
a force to be reckoned with in Roma. The priestesses direct
64
Sol Invictus
Lucius Domitius Aurelianus (Aurelian) ruled from 10231028 A.U.C. and is responsible for this cult coming to the
fore of Roman consciousness. It is a representation of the
god Sol who drives the chariot of the Sun across the sky. The
cult of Sol Invictus has risen in position in the Empire as the
more public face of Mithraism. This is due to many reasons,
not the least of which is the inclusion of women into the cult,
egalitarian acceptance, and backing of the Emperors. Sol
Invictus takes its place alongside the State Religion and
enables it by making the Emperor a solar deity. The aura of
Sol radiates around the Emperor when he attends public
function and the message of light triumphing over darkness
is easily spun into the Empire triumphing over the
barbarians.
Many of the morals and values of Mithraism are the same as
those of the Sol Invictus. The rites and rituals are similar but
the congregation is often much larger. The popularity of the
Sol Invictus is hard to gauge as all must give observance to
the state religion. It does not compare to the many forms of
the Cult of Isis but definitely ranks amongst the most popular
with its softer version of the Mithrists message. One of the
biggest alterations from the original Mithrist beliefs is the
inclusion of women and children. Most individuals who are
part of the Sol Invictus cult never advance beyond the lower
ranks. Those that do must be approved by the Censores in
order to be admitted to the priesthood, which is still
restricted to men.
Another addition to the Sol Invictus is the inclusion of the
Roman pantheon of gods. These gods are only a shadowy
reflection of their old power and are mostly lost in the
message of Sol Invictus triumph over darkness.
Mithraism
This cult once bordered on illegal due to its severe methods,
practices and observances, but it has gained legitimacy over
C H A P T E R II: T H E I M P E R I U M
CULTS
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65
CULTS
Hetam-munun
This cult is forbidden throughout the Roman Empire. This is
due to the nature of the cult and the source, Alkasas. The
Pontifex Maximus has declared it a corrupt cult and the
goddess decadent. In truth, the cult attracts a number of the
Empires disaffected and amongst those are the thieves and
professional criminals (pirates, bandits and the like). Within
the last ten years, certain members of the patrician class have
been discretely looking into the cult and it is even rumored
that some have joined. The Censores have tried to control its
growth but the Hetami, the priests and priestesses of the cult,
are rumored to have the ultimate enticement, the ability to
bring back the dead.
The cults high priest, Ristos, is rumored to have returned
from the dead no less than seven times. This has incredible
appeal to the people of Roma. However, a number of other
practices of the cult disturb them. The priests castrate
themselves in dedication to their goddess. This is done in a
ritual once the initiate has performed his first sacrifice
(usually a small sacrifice of a sheep). The other practice is a
yearly human sacrifice. Unlike many other faiths in Europa
with the same practice, the Hetami sacrifice the unwilling,
often prisoners or slaves.
Despite the best efforts of the Censores and the Praetorian
Guard, the cult of Hetam-munun has spread into Europa.
Some rumors say that there is a secret temple in Roma itself.
The temples of the Hetami are often in old ruins or buildings
thought abandoned, but members may meet in public and
carry on a conversation by use of the Hemaru. The Hemaru
is a secret language of double talk, gestures and even body
language that can be used to communicate with another cult
member without any outsiders being the wiser. There is also
a written form of the Hemaru that is an extremely difficult
code to break. The written form is seldom taught to any but
the priests and priestesses.
The Hetami do learn to channel the Will of the Goddess in
order to perform spell effects called miracles (see Priest
(Sacerdos) on page 107 for more information). They use
these powers in order to gain sway over powerful people
within the Roman government.
66
Judaism
Judaism is an ancient religion that existed long before the
Empire or even the Republic. The Jews in the eastern
prefectures have not taken well to Roman rule, and a great
number of revolts have had to be quelled with intense
brutality. In recent centuries, the Jews have settled into
Roman rule more easily. These people, settled throughout
the Empire, have paid for the revolts led in the regions of the
eastern Mediterraneum. They are not well trusted by the
government but non-jews pay them little notice as they are
often (outside of Judaea) quiet, law abiding people.
The rebel elements have taken to infiltration and guerilla
style warfare. They wish to free the Jews from the state
religion and to carve out a state for themselves. This radical
element believes themselves to be working the will of God
and use ancient spells to enhance the power of their
numbers. Referred to as the Zealots, their numbers have
shrunk over the years, and now only a handful of the most
C H A P T E R II: T H E I M P E R I U M
Stoicism
C H A P T E R II: T H E I M P E R I U M
67
CULTS
CULTS
Neo-Platonism
Neo-Platonism was born out of the early Greek schools of
Plato. The Neo-Platonists believe that the soul is immortal,
emanating from a single spiritual source. The soul passively
contemplates the Intellect (sometimes called Nature) and
reacts to it by evolving and transforming. To do otherwise, to
force the soul down a path not of its Nature is considered
evil. This resembles Stoicism but is on a much more
personalized level. It also applies to the cosmos in general,
as the cosmos contemplates Nature and the world around it
to evolve into new forms. Forms or patterns are emergent in
the growth of the world and many of the Neo-Platonists
claim to be able to read them and predict the future through
the empirical study of the patterns and forms. For this
reason, many Augurs in the Empire are of this cult.
The Neo-Platonism cult has had a powerful affect on the
Judaic cult and on the philosophic schools of the Empire and
being more of a philosophy than a religion has influenced the
religions of the time with its concepts.
Neo-Platonists are considered a group of intellects but have a
strong following in the patrician and mercator classes.
Household Spirits
The household spirits, the lares, are ancestral spirits that
watch over a family. The father of the family is responsible
for their care and the care of the Lararium where small
figures representing the spirits are kept. They are
worshipped by the family on special days and sacrifices of
wine and food are made to them. This practice has spread to
many of the areas of the Empire where it was not already
observed in native forms.
State Religion
The worship of ancestors was already practiced in the
Roman home in the form of the Lares when Julius Caesar
was deified by the Senate on his death. This set the precedent
68
The Gods
The influence of the Greeks throughout much of the western
world is well documented. With their philosophy came
variations on the Greek pantheon. Many local gods were
translated to their Greek equivalent. Many of the Roman
gods suffered a similar fate, thus the similarities between the
C H A P T E R II: T H E I M P E R I U M
C H A P T E R II: T H E I M P E R I U M
69
KUSHAN EMPIRE
C h a p t er I I I : K i n g d o m s a n d E m p i r es
The world is filled with kingdoms and empires not under the
sway of the Romans. Some are allies, while others have
either not drawn the Empires attention or are deemed not
worth conquering. It is important to realize that certain
territories are not developed and therefore actually cost more
to romanize than to campaign against and conquer.
Commerce, cultural exchange and migrations occur between
these countries and the Empire. In some cases, people are
fleeing oppression but far more commonly they are pursuing
opportunity. Different countries offer different aspects,
resources and environments that can be exploited if one is
knowledgeable.
Kushan Empire
The remains of an ancient collection of tribes and kingdoms,
the Kushan Empire has been forced to retreat into the Indian
sub-continent. This has happened over the last five hundred
years. The Kushan Empire now encompasses little more than
the court at Perushaputra on the Indus river. In Taxila, south
of the capital, it is said the finest spices can be bought, yet
surviving the bandits to return to Roman territory is difficult.
Caravan guards in this region are paid well and bodyguards
better. Trade is the lifeblood of what power still remains in
the Kushan Empire. The silk road is still heavily travelled
and with it comes the wealth of many nations. Poor
administration and a weak central government has left a
patchwork of laws and treatment of travellers.
Areas north of the Kushan Empire, once called Bactria, are
littered with ruins and are little more than a nomads land
peopled with barbarians. Begram, located along the Hindu
Kush, guards the approach to the Khyber Pass and uses its
position to extort travellers and merchants. The king of
Begram, Tehir Geshka, is feared for his utter lack of
morality. His only master is money and he serves it well.
When the gold runs dry so does Tehir s loyalty. The
Kushanshah (king of the Kushans) Ardashir IV has been
holding on to the remains of the Empire for fifty three years.
He is desperately seeking magic to extend his life or
strengthen his kingdom but has had little success.
Many of the rogue magi that survived Tiderius purge fled to
the Kushan Empire and set up their own kingdoms. Some
have even offered to help Ardashir IV in exchange for
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Kingdom of Abyssinia
This kingdom was founded in the time of Alexander the
Great, and has survived to modern days because of its trade
relations with other countries. It relies heavily on the growth
of magic in its dealings and maintains relations with the
Arabic countries despite being conquered by the Romans.
The Kingdom of Abyssinia is also called Axumite and is
thought to have its roots in the ancient Arabic Empire of
Saba. The influence of Saba is shown in the practice of
matrilineal inheritance and rule. Women often, but not
always, rule the Abyssinians and hierarchal lines are traced
through the maternal line.
Askum is the capital and a renown center of learning.
Romans travel to study with the masters of the universities of
Askum, Adulis and Matara. Adulis is an influential and
enormous port city on the eastern Horn of Africa. These
cities are highly cosmopolitan, boasting temples to many
gods, and even buddhist temples.
Alkasas
The kingdom of Alkasas was the stuff of legends until the
Norse traders came upon them. Alkasas quickly struck up a
friendship with the north men that exists to the current day.
Over the centuries the Alkasatians have had a stabilizing
effect on the Norse, and in exchange they have supplied
Alkasas with prisoners and slaves from their raids on the
Roman Empire.
In the eleventh century things changed. The Alkasatians
turned to dark magic. Old spells lost their appeal and a
growing darkness permeated the land. The time of
Constantines sons brought some of the first outright
conflicts between the Empire and Alkasas. Open warfare
flared twice, once in 1244-60 and again in 1404-11; neither
conflict resolved anything. There were countless raids and
skirmishes, but few individuals prospered from them. The
current diplomatic situation is tense as both sides have
accused the other of violating the Pactum Septemtrionalis of
1411.
Alkasas is a land of evil magi located in the Baltic states on
the northern edge of the empire. Its king, Alaris II, is a
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Climate of Alkasas
Located far to the north Alkasas is cold and has severe
winters. It does not have a large amount of arable land but
uses magic that allows it to produce vast amounts of grain to
Culture of Alkasas
The kingdom is organized into four duchies ruled through
intermediaries of the king. Their rulers are hereditary but
may be either female or male. The roots of the Alkasatian
society are unknown, but they seem to have been influenced
by the Jade Empire and the Greeks. Their legends speak of a
disaster that befell their ancestors, forcing them to flee their
homes with nothing but what they could carry. They
wandered for many generations until they arrived in present
day Alkasas where Hetam-munun aided them in building the
first city, Hetaranum. It remains the capital of Alkasas to this
day.
The common Alkasatian values many things, but they are
primarily concerned with wealth and their gods. Husband to
Hetam-munun and chief of these is Seratos, who has been
c o m pa r e d t o P l u t o , R o m a n go d of w e a l t h a n d t h e
underworld. Seratos demands a large amount of sacrifice
from his people and the priests of his temple have
considerable power in Alkasas. In theory, the king is more
powerful than the priests, but they often devolve to a
struggle of wealth, magic and military power. Intrigue is the
nature of the conflict between the temple and the palace.
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ALKASAS
This drive for wealth is the source of the wars and raids that
the Alkasas carry out against the Roman Empire. They have
even raided as far as the Jade Empire. These raiders, called
comitatas by the Romans, prefer the prefecture of Oriens or
the closer Scythia Magna. The former is wealthier, but the
latter is closer.
ALKASAS
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Hetam-munun
Hetam-munun is the goddess of the Alkasatians. They
accredit all their advances in magic and civilization to her.
She is a goddess of magic, death, fertility and oaths/curses.
She demands a yearly human sacrifice during her festival on
December 25. During this ten day celebration the sacrifice at
the beginning of the festival signifies death followed by the
rebirth of the new year. At other times, she may be sacrificed
to in order to gain her favor.
Her worshippers believe in a rebirth into this world in
another body. This is typically a relative so a persons
ancestors are very important to them.
Hetam-munun has a special group of priests dedicated to her
called the Hetami, more commonly called the Black
Wizards. They are so called due to the black mark in the
shape of a tear they brand into their foreheads upon initiation
into the priesthood. The male Hetami also castrate
themselves to show their contempt for life and dedication to
their goddess. Priestesses of Hetam-munun are all virginal,
and severe punishment is allotted to any who deflower them,
as well as the priestesses themselves. The black brand is
applied to their thigh as a warning. The Hetami travel far and
wide in the service of the goddess. She commands them to
perform missions that increase the power of Alkasas and her
cult.
The cult believes that an apocalypse is imminent and the
time for marshalling forces and resources has come. They
battle the Atrox and see them as the agents of the end. The
final outcome is not set and the victor in the final wars will
determine the fate of the world. If the victors wish a world if
plenty then that is what will be, but if the victor wishes a
world of pain and desolation then that is what all will live in,
victors and vanquished alike.
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Seratos
Description
Uta-mem
Ustos
C H A P T E R III: K I N G D O M S
Event
Jutland and Frisia are subdued after a long
resistance. Many of the tribes flee north, many
settling in Gtland.
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SKANDIA
OF
Description
THE KINGDOMS
God
God
THE KINGDOMS
OF
SKANDIA
A.U.C.
Event
1104
1131
Faeroes settled.
1152
Iceland settled.
1153
1190
1331
1344
Greenland settled.
1390
1392-95
1402
Tr a d e w i t h O m m e r i k e n a t i v e s p r o v e s
profitable, providing a much needed source of
timber for Greenland. A trader, Bjorne
Cnutson, names the area Helluland (slab-land)
in the north, Markland (Woodland) south of
t h a t , a n d Vi n l a n d ( Wi n e - l a n d ) i n t h e
southernmost sections.
1429
1435
1441
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his family and large numbers of Irish and Celtic slaves. The
village he settled was named Reykjavik and now serves as
the capital. Norse from all over Skandia and Northern
Europa followed and the population of Iceland soared. The
drive to explore and found new lands had driven the
Northmen to the western extremes when they discovered the
land of Ommerike.
Lifestyle Of Skandians
Although spread
across several
kingdoms, the
Skandians share
a
common
lifestyle. They
are a seafaring,
rai d in g pe op l e
who live in small
villages and raise
what crops the
short summer
allows. More
often their food
comes
from
herds
of
domesticated
animals and
fishing. A village
rarely exceeds 2000 people and is more likely in the
neighborhood of 300-600. The lack of arable land plays into
the development of the raider culture and northern Europa is
a favorite target. Young Norse form groups called comitatas
under a chief they trust then go raiding to the south. The
comitatas and chief who are most successful and become the
most enriched gain the respect and loyalty of those they lived
amongst. Eventually the chief is acknowledged as a king,
thus nobility is achieved. The Romans are constantly dealing
with Skandian raids, sometimes paying the raiders to take a
year off, sometimes facing them with the sharp end of the
gladius.
This is not to say that all the Skandians think of is raiding.
Raiding is only a means to increase their wealth and their
standing in society. The tendency has been moving towards
trading as a less risky alternative to armed conflict. It still
takes many of the skills that the raiders have but with less
risk to the venture. The Skandians use their advanced
navigation, boat construction, and sailing skills to trade
across vast distances. It requires bravery to face the seas and
fend off bandits. Their prowess in small armed conflicts
helps them deal with bandits and, at times, governments who
would seize their goods.
Finally, there are those areas of Skandia not ruled by a king
or any law but that of the tribe. Troldheim is one such place
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where kings fear to tread due to the powerful Trolds who live
there. The Alogi and Laplander tribes of the region lived in
this area long before the Trolds rose in power. They have
lived with the Trolds for nearly 250 years. It has been a
difficult time since the Trolds will occasionally hunt and eat
humans. The tribes live off the migratory reindeer herds and
are nomadic, following their prey. This gives them an
advantage as they learn which territories to avoid.
Magic In Skandia
Magic is not considered manly or honorable by the Norse.
Although it is practiced by Odin, mortals often look on
magic as the tool of Loki and a thing of mischief. Spells may
be taught and used by men but they will not be as respected
or as trusted as warriors. If a warrior were to use a spell in
battle they would make sure it was not noticed. For instance,
Invulnerability might be used but not a Sphere of Flame.
Magic items are different and having such an item does not
diminish the honor of the possessor. In fact, the opposite is
true, and such items, used valiantly, may bring considerable
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SKANDIA
A slave takes revenge at once, a fool never takes revenge - Norse saying
OF
Commerce In
Skandia
Laws In Skandia
THE KINGDOMS
RELIGION IN SKANDIA
Religion In Skandia
The Norse people are served by a class of priest-chiefs called
the godar. With the appearance of the gods amongst the
Skandians, the godar have become their direct servants and
warriors. The godar are granted power by the god to whom
they pledge and function as druids. For example, a godi
dedicated to Thor is able to perform feats in the areas of
Strength, Thunder/Lightning and Fertility. The godar have
taken a split and perform in two distinct functional groups
amongst the Norse. The first group serves the gods, while the
second is a more secular group which serves in the
traditional chieftain roles. Distinctions are not often made
between the two but the division of duties exists nonetheless.
The godar preside over Things, meetings of the people to
decide matters concerning them, and have many of the
secular responsibilities of any member of the community.
The difference comes when the godi is called by the gods to
do their will. He or she will leave to serve their god,
brooking no delay. The godi and the chief/king are often one
and the same.
Their moral system is not connected to the gods but is a
function of an independent honor system tied to the
reputation of their extended family. Religion tends to
resemble the Germanic deities of the Norses ancestors.
Odin is a crafty god who, along with his brothers, created
man. He taught them of poetry, runes and magic. He is the
god most worshipped by the nobles and thus has gained a
slightly elevated rank. The common man, especially farmers,
worship Thor or Thunar. He is the god of thunder, rain, wind
and farms, amongst other things. Contrasted to Odin, Thor is
strong, simple, honest and stupid. Although he has moments
of insight, he is generally seen as getting by on his strength.
He is considered a defender of the just and a punisher of the
wicked. Freyr and his sister Freya are gods of fertility,
wealth and prosperity and are invoked most often at
weddings. They are worshipped by all but especially by
merchants.
The gods are observed to aid a person in an endeavor, or as a
means to stave off bad fortune, but seldom due to religious
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fervor. The gods are seen as a force of nature like a storm but
one that can be appeased. The Norse take their gods very
seriously, though, and feel it is necessary to protect the honor
of their patron. This does not lead to religious wars but many
a single combat can be fought over such a matter. If a god
should fail a person, however, they may switch to another.
This does not mean that they do not worship the old god
merely they think the new one might better serve their
purpose. All gods are revered but a person will usually
identify with and sacrifice to one god.
The Norse afterlife is one that is not too different from the
living. Warriors who die in battle are taken up by the
Valkyries and live either with Odin as his personal army for
Ragnarok or with Freya. The non-warrior has a rather bland
existence to look forward to as a soul either tied to the grave
or living in Hel without honor or reward. Those who were
wicked or oath-breakers were reserved to a special area of
Hel to be tormented in a river of daggers and swords until
Ragnarok. Some people believe in reincarnation, but this
tradition has fallen to the wayside and few still observe it.
The practice of cremation is used to release the soul and
speed it on its way to Hel. Otherwise, the soul will be bound
to the body until it is eaten by worms.
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Gods in Skandia
This is a list of the known gods currently amongst the
Skandians. Many lesser gods help these, although humans
are most commonly called upon to fill these roles. The gods
grant powers to their priests, godar (a single godi), as
detailed elsewhere (see Priest (Sacerdos) on page 107).
God
Description
Leader of the gods; represents Magic,
Wisdom, and Prophecy.
Thor
Freya
Freyr
Tyr
Loki
Frigga
The table here outlines the Norse gods, their powers and the
place in the pantheon.
Slavery
Slavery is a complex institution amongst the Norse. The
Trell, or common slave, holds no protection under the law.
They are treated much like animals and may own nothing
except for a knife. If a slave has a child it is the property of
their master. They receive the poorest of the food and do
much of the hardest labor. Slaves are usually taken in battle
or in raids on other communities. A Northman may choose
to become a slave or be forced into slavery by debt or failure
to pay his taxes. Slaves may be freed as a reward for long
and faithful service or for deeds of bravery. An owner can
kill his slaves without reprisal. If a free man kills another
mans slave then he is only responsible for the price of the
slave, usually comparable to a cow. Slavery amongst the
Norse is a trying and cruel existence, often ended brutally.
A loysing, or bondsman, is a freed slave who still owes his
previous master or is dependant on him for food, shelter or
protection. They are bound by a debt which they pay back
over time. Leiding, or tenant farmers, work land for the
owner of that land, and in exchange give the owner part of
the harvest. Although technically free and under the
protection of the law, the leiding institution has developed
into a means to keep free farmers tied to the land. This
method is almost a form of medieval feudalism crossed with
a form of institutional slavery. If the leiding attempts to fight
back the land owner takes them to court. Whether the leiding
Technology In Skandia
The technology of the Norse is somewhat atrophied in
certain areas. They are renowned artisans with precious
metals and weapons, excellent shipwrights and sailors but
lack strong mathematics, science and engineering skills.
Their writing, the Runes, is taught mostly to the nobles and
is cumbersome since they lack a reliable medium to record
their own history. They have an oral tradition much like the
Celts to the south, resulting in a reluctance to keep written
records. The technology of the Norse mostly flows from
Alkasas or Roma.
Shipbuilding
Chief amongst the skills of the Norse craftsmen is the art of
ship building. The ships that are constructed often have
magic built into their hulls that allows them to find their way
home. However, it is far more common for the Northmen to
merely use the generation of knowledge, passed from father
to son, to construct several types of long ship. The largest
currently used by traders is the knrr, which can carry up to
25 tons of cargo. The knrr relies mostly on its sails and only
has a crew of 15-20 men. Oars are used only for specialized
tasks such as docking or keeping the bow into the wind in a
storm. A properly maintained knrr will last 25-30 years. A
knrr is about 50 feet long, 12 feet wide and had a draft of up
to 5 feet when empty. In Roman monetary terms, a knrr
may cost upwards of 200,000 denarii to construct.
A second type of ship is the drakkar, an 80 foot long warship
that carries up to 400 warriors into battle. The drakkar
requires between thirty and sixty rowers and can reach a top
speed of 12 knots under sail and five knots while oaring.
These ships are too narrow to use as cargo ships and all
goods captured in a raid are stored under the loose floor
planks. Construction of a drakkar is a major undertaking
starting at 350,000 denarii.
Different sized ships, specialized for fishing or short trips,
are also constructed but the primary two, the knrr and the
drakkar, are used as the primary models. The cost of a ship
only increases with the addition of magic to the hull. Some
nobles, the only ones who can afford such endeavors, will
add these abilities to ensure their safe return from sea
voyages and battle.
Navigational Aids
Although the Norse do not use the compass of the south they
do have a number of other aids at their disposal. The
Northman prefer to hug the coast and navigate by landmark,
but to accomplish their incredible feats of exploration and
trade the Norse have developed the following instruments.
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SLAVERY
Odin
wins or not they are evicted and find most other land owners
reluctant to take them on. This prompts many leiding to try
their luck immigrating to the west.
TECHNOLOGY IN SKANDIA
The bearing circle is the first of these tools and probably the
oldest. It allows the determination of location based on the
position of the sun at sunrise and sunset. This determines the
latitude and the bearing is set by the shadow of a pin in the
bearing circle. Another tool is the sunstone, a piece of
cordierite stone which reflects the position of the sun as long
as the least bit of blue sky is visible. A sunboard is a means
of measuring the height of the sun at noon. If the suns angle
is too big, the ship is too far south; if the angle is too small,
the ship has strayed too far to the north.
Weapons
The Norse have developed a method of folding iron that
results in a superior hardened steel. Norse weapons cost
almost double that of normal Roman weapons and retain
their edge longer, rendering a + 1 to hit and + 2 to damage.
This is not a magical effect but one reflecting the quality of
these weapons. Smiths in East Gtar are most renowned for
these weapons and often export them for raw materials and
other goods not available in their native land.
Jewelry
Women In Skandia
The Skandians are noted for their almost magical way with
precious metals. The most notable items come from the
Vestfold in northwest Skandia. It is rumored that the
craftsmen of the area learn their trade from Trolds and
Dwarves in exchange for human flesh. There may be truth in
these rumors and travellers should beware. On occasion a
native is trained as an artificer. The results are truly
wondrous pieces of magical jewelry. Even without the
magic, these craftsmen are truly skilled.
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TECHNOLOGY IN SKANDIA
Finnland
TECHNOLOGY IN SKANDIA
Svealand
Svealand is populated by the Svear, a clan of Norse who
through trade and raiding have risen to be one of the most
powerful of the Skandian kingdoms. They oppose the Finns
but are no friends of the Romans either. The Alkasatians
have made several attempts to assassinate the Rutger
Adelsvrd but none have succeeded. Adelsvrd has
responded with increased raids on Finnland and Alkasas.
Svealands fleets control much of the Baltic Sea and Finnish
trade has suffered for this.
Svealand borders Troldheim and must deal with raids from
tribes of Trold when winters are hard. For the past 200 years
the Trold attacks have been growing in frequency. To escape
this and seek lands that they can call their own, the Svear
have taken to colonization and exploration to the west. The
Finns and other Skandian countries as well as simple clans of
Norse have followed behind lending strength to these
settlements. The Svear, however, have always led the way.
Trondheim is the capital of Svealand and boasts a population
of 10,000. It is a fortified town with a large harbor. Any
given day may see ships from Iceland, Greenland, Britannia
and more docked and loading trade goods. It is not a
particularly beautiful city by Imperial standards but it is
strong and handles the market needs of the Vestfold along
with those of Svealand. Many of the settlements in the west
funnel their goods through Trondheim.
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West Gtar
West Gtar is a poor country run by the Konung Ragnar
Harstad. He is a massive man who is an expert at the sea and
capable in war. Belying his manner of a gruff barbarian, he is
an excellent strategist and has been educated by the best
generals in Roma. With this knowledge he has returned to
the small Skandian country and used the knowledge to
become one of the best raiders in West Gtars history. He
was only voted Konung by the Thing seven years ago but it
has been a good seven years for the warriors. Harstad has
formed strong alliances with Svealand and has proven eager
to match his small fleet against that of the Finns. The West
Gtar fleet, although small, has brought home a large
amount of Finnish trade goods.
The common people of West Gtar face a great deal of
hunger. Their arable land has been lost over the last 100
years to the encroachment of East Gtar and Svealand. This
has pushed these once proud farmers into less productive
areas of the country. Combined with this is the recent
appearance of rock spirits who demand a toll for using the
land. This toll comes in the form of precious metals or a
human body to inhabit. Those possessed are kept with the
family as shameful secrets but allowed to live and work
amongst them. It is rumored that an entire family was once
taken in this manner, all except for the chief. He lived with
the shame for three years before killing them all and then
himself.
The capital of West Gtar is Borre, an ancient market place
that has grown to 6000 people. What trade occurs with
foreigners comes through Borre and feeds the meager
economy. The greatest threat to West Gtar is not the rock
spirits but the loss of its forests to Svealand or East Gtar,
limiting its ability to repair its ships. Konung Harstad works
hard to make sure this does not come to pass.
East Gtar
East Gtar is ruled by Melker Lagerskild, the son of a
famous and successful sword smith. Through years of toil he
has risen above his childhood loss of his left foot. He has
ruled East Gtar for twelve years and has always pushed for
trading over raiding. Many thought him crazy but he has
made East Gtar into the crafting super power of the
Skandian kingdoms.
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This country also suffers the Trold from Troldheim and the
rock spirits of their western neighbors. The primary
difference is that they have the resources to deal with these
threats firmly. The Trold prey on the Svear since they prefer
not to face the bright swords of East Gtar, and the rock
spirits often face the magi hired from the Empire or
Alkasatians. This does not mean all is well. The East Gtar
are very dependant on the Gtland traders for their supply of
iron, precious metals and some food for their industry and
growing population. All these different challenges come
squarely down on Konung Lagerskilds head.
Gtland
Gtland is the trading hub of the Baltic Sea. It is an island
which has been involved in the trade of silver, Roman and
Norse wools and linen, and many other trade goods. They do
not discriminate and even Arab merchants are seen in their
markets. Vstergarn is the capital with a population of
11,000, making it the second largest city in Skandia. Their
trading fleet is immense and easily outnumbers the war fleets
of other countries. However, their Konge (King) Arend
Biorn is dedicated to seeing Gtland a kingdom of peace.
Over 350 years ago his family, along with many others, fled
the Roman invasion of Frisia and Jutland. The sudden influx
of people led to several decades of struggle in the small
island kingdom, but resulted in a Norse renaissance of trade
and cultural exchange. This was quite a feat, especially
considering the conservative nature of the Norse culture.
They do not easily adopt outsiders ideas. The Gtlanders,
however, did and they experienced a long period of
prosperity.
Those times have waned and the current day has the Gtland
traders fighting fiercely to defend their trade routes against
other barbarians in the east and the Finns, who wish nothing
more than to control the eastern corridor used to reach the
Arabs and the Jade Empire. Internally, the Gtlanders have
become complacent and prefer to stay at home rather than
raid or explore. The nobles are the most affected by this
cultural evolution, but as others in the Skandian kingdoms
Iceland
Iceland was founded by a farmer, Greger Olafsohn from
Svealand and his extended family in 1152 A.U.C. He
founded Reykjavik and began the most democratic of all the
countries of Skandia. The Icelanders do not have a king but a
council of Things called the al-Thing. At the al-Thing the
direction and plan of the various districts and Iceland are
planned out. The position of Lawspeaker has become
something of a minister who ensures the wishes of the alThing are carried out over the year. Only chieftains of the
Things are allowed to vote in the council of the al-Thing
even though anyone, man, woman or even child may speak.
As with the mainland, slaves do not have the protection or
rights of the law.
Iceland is very timber poor, putting it at a disadvantage in
dealing with the mainland kingdoms. More and more the
power of Svealand and Finnland is felt. Even Gtland has
tried to influence the fate of the Icelanders. Their salvation
has come in the secret routes to Vinland and Markland in the
west. All goods from that distant land must come through
Iceland. This has turned the island country into something of
a depot for trade goods, both coming and going. The prime
trade good for merchants from Ommerike are the oak and
maple of the that land. In exchange they receive wool, linen,
tools and weapons as well as ship repairs. Although off to a
shaky start Iceland is making a good show of itself.
Not so much as a threat as a thing to be aware of are the large
number of spirits and faeries (see Spirits on page 182 and
Fairies on page 154). For the most part these creatures live
at peace with the settlers and the settlers have appropriate
respect for them. There are times when the Fairies ask
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East Gtar has arable land on its eastern coast near its capital
Gamla Uppsala. Here the king maintains a massive palace
where he entertains and houses all foreign dignitaries. The
Konunghs is home to several embassies and visiting nobles
as well as prominent traders and magi. There is also the
Gudhs, a massive temple of incredible wealth and splendor
dedicated to the gods.
Greenland
Greenland was sighted first by Olaf Cnut, a trader blown off
course by a storm on his way to Iceland. In 1344, he
discovered the westward side of the forbidding land which is
free of ice, allowing for grazing animals and some farming.
He named it Greenland in the hopes of attracting settlers
from Iceland. It worked on a limited scale; the population of
the icy continent never climbs above 6000. Even now it is
little more than a way station on the way to the more inviting
Ommerike.
The Cnut family still rules the small communities, if rule is
what it can be called. The farms look to the Cnuts as leaders
for defense but little more. The native Inuit look on the
Norse as something of an oddity and possibly a bit more than
a little crazy. The idea of farming has amazed them and
when they attempt to teach the newcomers methods of
survival in the icy lands, the Norse scoff and turn away. The
Norse do carry on a healthy trade with the Inuit; some are
rumored to have intermarried with them, and, at times,
fought battles with them over resources and territory. Today,
the Inuit and Norse live in an uneasy peace each keeping to
their own.
Greenland does not have much in terms of export or trade.
They produce some amount of wool, leather and grain, but
they suffer from the same lack of hard wood that Iceland
does. One step worse, they do not even have the birch of
their Icelandic neighbors. This is why the discovery of
Markland (a part of Ommerike to the west) is so important to
their continued existence. Trade now flows in from
Ommerike with raw materials for manufacture into useful
tools and equipment. Primarily wood makes the biggest
difference to Greenland right now but some supplies of iron
and arable land have also been found.
Ommerike
Discovered almost sixty years ago, Ommerike was to lie
empty except for foraging parties for forty years. Twenty
years ago, Halldor Egilson assembled a large party of more
than 45 knrr, close to 4000 people, and left the Vestfold and
Svealand. The voyage across the sea was harrowing but
amazing in that they only lost eight ships and arrived with
most of their people, livestock and goods intact. Halldor
founded Torsfjrd and has since befriended many of the
native tribes, called Skraelings by the Norse. Halldor has
82
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The Gods Call - Odin has a mission for a godi and he must
assemble a party to retrieve a magic ring stolen from him
by an evil spirit. They must not use the ring and in fact
must destroy it in the fires of a sacred wood in Vinland.
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Explore Vinland - Vinland is full of unknowns and Halldor needs to know more. He assembles a party of the most
able men and women and sends them to the south and
west to map the lands and make allies if they can. Little do
they know that they will encounter a flock of Harpies who
have stowed away on the Norse ships from Europa. They
are harassing a Skraeling tribe who are potential allies. Is
there a darker force behind these creatures? Have they
already multiplied? Does their queen have secret powers?
History
The history of the Chinese can best be delineated by the
dynasties that ruled China during that period. The dates are
all given in the year from the founding of Roma. The history
of China is better documented in some cases than the Roman
Empire. History and links to the past, and thus their
ancestors, are more highly valued by the Chinese than by the
Romans. Some of the Chinese histories are tightly controlled
and highly influenced by the rulers of those times.
The Jade Empire of modern days is dedicated to the proper
recording of historical events. To this end the Imperial
Library at Louyang has been founded for the collection of
records, recording of history as it happens and the collection
of artifacts. They employ a number of teams that travel the
world collecting items of historical relevance. In most cases
the team does not necessarily understand the significance of
84
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Event
Year
532-547
A.U.C.
369 Before The Zhou Dynasty was the first to claim the
A.U.C.- 497 Mandate of Heaven in order to legitimize
A.U.C.
their rule. The Zhou slowly extended their
influence north of the Yangzte River from
the foundations near the city of Chang-an.
As the Zhou Dynasty developed the
centralization of the government became
more thorough and effective. The most
distinct example of this is the increased
standardization of the agrarian taxation laws.
Local governments came more and more
under the rule of the central governments
and familial ties to a feudal style local
government began to fade. During this
Dynasty a shift in power and the movement
of the capital eastward to Louyang causes
historians to divide this dynasty into the
earlier Eastern Zhou and later Western Zhou
splitting at around founding of Roma, 0
A.U.C.
During this Dynasty Confucius and Lao Tzu
lived, teaching about the Confucian school
of thought and Taoism respectively.
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85
350-532
A.U.C.
Event
Year
551-620
A.U.C.
620 A.U.C.
620-1461
A.U.C.
937 A.U.C.
Event
The Han Dynasty started in division. Hsiang
Y was a prominent military commander of
the Chin Dynasty. He chose to revolt
against his masters in response to extreme
land reforms which would have left him and
other land owners with less power. His rival
Liu Pang, originally part of Hsiangs retinue,
was a common peasant. However, Liu had
extraordinary powers of persuasion, where
Hsiang alienated and offended his closest
supporters with brutality and cruelty. It was
not long before these two turned on each
other within the new regime. Although
Hsiang was the superior militarist compared
to Liu, Hsiang had little in the way of
support left. In the end, Hsiang committed
suicide.
Liu Pang went on to extend the Han domains
in the west laying the foundations needed to
secure the Silk Road against barbarians. A
great prosperity settled in as the government
began to relax the Chin legalist extremes
against merchants.
Li Sao-Chn, an alchemist thought to have
visited the immortal island of Peng-lai,
returns in secret with the method of
immortality. He delivers it to his patron, the
Emperor Wu Ti. Wu Ti, who had been a
dynamic ruler to begin with, now begins to
take a longer view. Li Sao-Chn is horribly
crippled in an assassination attempt meant
for Wu Ti. To reward him, Wu Ti makes Li
the court alchemist and gives him lands and
wealth. Wu Ti takes the mantle of the Jade
Emperor, head of the gods of Taoism.
The Jade Dynasty is begun by Wu Ti and
maintained by him for over 800 years. At
first some doubt of the veracity of his claim
may have been voiced but his rule has been
marked by his unchanging youth and great
prosperity.
The Yellow Turban Revolt nearly ends the
rule of Wu Ti.
947 A.U.C.
965 A.U.C.
86
Year
994 A.U.C.
Event
The Five Years War is launched and General
Fong Chung conquers the northern barbarian
tribes along the eastern coast. Brutal tactics
are used for those who do not submit.
C H A P T E R III: K I N G D O M S
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88
C H A P T E R III: K I N G D O M S
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Rate
Sales
20%
3%
2% of harvest
C H A P T E R III: K I N G D O M S
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89
method using salt lakes, wells and sea water that pays
peasants for their contributions. The other industries are split
among several wealthy merchants but none have risen to the
level of Huan. The final, most wide spread, monopoly is the
production, distribution and storage of grain.
Codes of Law
Terms and Principles
Prohibitions concerning
security of the Imperial Palace
Miscellaneous statutes
Y-shih Tai
This segment of the government is literally translated as
Tribunal of Censors. This group of civil servants, and any
administrator may transfer into the Y-shih Tai, is
responsible for ensuring that officials within the government
do not break the law or betray the Emperor. They also
protect the interests of the state. These agents report directly
to the Emperor and although they may be reprimanded they
are seldom outright punished.
In recent times, the Y-shih Tai have extended their
operations to include espionage against other countries.
They have not had very much success but continue their
efforts nonetheless. The current censor in chief is a woman
named Liu Jun and she is known for her zeal in protecting
the state. Jun has not hesitated to deal with people in the
most merciless and cruel manner, bringing the full power of
the Y-shih Tai down on those who do not work for the
state.
90
Taoism (Daoism)
Taoism was founded by a contemporary of Kung fu-tzu
(Confucius) and in fact has always been compatible with
Confucism. Lao Tzu, a philosopher of the third century of
the A.U.C., worked as an Imperial Archivist. Confucius
C H A P T E R III: K I N G D O M S
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The Way led to the One, which in turn led to the Two (Yin
and Yang) and in turn created the world. The Way is natural and reflects the circle of life and death with eternal
renewal.
One cannot force Nature to behave as one wishes. It is
important to observe the ways of nature and act in harmony with it, not try to force things to be as one wishes.
Clear ones thoughts so that one may listen to the Way
and the nature of the One. When this is accomplished,
ones Way becomes clear, allowing easy interaction with
the universe. Controlling desire leads to contentment
since indulging ones desires, even if satiated, leads to
deeper desires. The true Taoist is content with life as it is
and does not even desire the lack of desiring.
One realizes that one is a part of the universe and interacts
with it, constantly changing and evolving. Everything is
interdependent. To this end one becomes aware of life as a
series of moments and ones place within these moments
as they relate to everything. Joy can flow from this knowledge.
Yin and Yang are two sides of one piece of paper. One
cannot exist without the other. Light and Dark, Male and
Female, Action and Inaction are just some of the aspects
of Yin and Yang. Neither side is more important than the
other nor is there a right or wrong side, but instead there
exists a true duality, a balance.
Wu Wei is the concept of inaction. It does not mean do
nothing but is best expressed as performing an action in a
manner that is in accordance with the Way. For instance, a
man may fall in a river and begin thrashing and fighting
the current. A proper taoist would flow with the current,
doing little but allowing the river and the natural pattern
Influence of Taoism
Over the ages the Taoist priests have really been more
mystics or alchemists. They have added a great deal to magic
and are directly responsible for the use of magic within the
Jade Empire. Strangely enough, they have also added
considerably to science. From the Taoist alchemists came
such inventions as gunpowder, paper and many of the
medicinal compounds used in the Jade Empire today. The
cultural message of the Taoist has also affected Chinese life,
providing deep respect for nature and the natural ways of
doing things. It is very much the Chinese way to observe an
aspect of nature then determine a method to work with it.
The political philosophy of the Taoists is somewhat mixed. It
would have to be said that they have a strong sentiment
against government in general. Many Taoists still go into the
hills to become hermits, rejecting the ways of mankind in
favor of the Way. Those that have stayed amongst mankind
have become more and more involved in the government,
hoping to sway its practices towards the Way. Today they
have even endorsed the Emperor as the godly being, the Jade
Emperor, master of their pantheon of gods. Many Taoists of
the temples and monasteries feel that association with one
claiming to be the Jade Emperor is improper but they have
little power to change the state.
The source of the power of the Taoists lies in their control of
much of the magic in China. They are very close mouthed
about their spells. The unscrupulous use this power to attain
tax exempt status for the Taoist temples while attacking
temples of other faiths. These fallen monks are dangerous
since they have gained many of the powers of the Taoist
monk but use the Way to rationalize doing whatever they
please. Corruption is not rampant as the Taoists prefer to
deal with such problems internally but the devious nature of
the fallen monks is insidious.
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Confucianism
Kung Chiu was born
in the third century of
Rome. He would later
be known as Kung
fu-tzu (Confucius to
We s t e r n e a r s ) . H e
lived in the province
of Lu, in the district of
Shangtung, northeast
of China proper. He
was born to a low
ranking aristocratic
family and had to
work
in
many
professions that were
considered below a
noble born man. He
eventually became the
first professional
teacher by taking on
paying students and disciples. He taught these pupils his
views on government and life. Many of them went on to high
positions in government. His middle life was spent
wandering northern China in search of some feudal lord who
would put his theories into practice, but he found no one who
was interested. By the end of his life he considered himself a
failure, despite being well respected.
Many of the ideas that Kung fu-tzu espoused in his lifetime
were gathered and recorded by his students. He did not
render any great treatise himself but was a prolific teacher. A
pair of champions later cemented and clarified Kung futzus philosophy. The first was Meng-tzu or Mencius. An
aristocrat and base self-aggrandizer, Mencius was
no net hel ess a stron g p ro pon ent of Kun g fu-tzu s
philosophies on benevolent government and went so far as to
say that if a benevolent ruler were to arise that all of China
would flock to him. He also championed the egalitarian
Confucian idea that every person has the potential to become
a sage. He also believed that every person had the seeds of
good already in them and it was not a case of teaching a
person to be good but merely bringing it out of them. Like
Kung fu-Tzu he recognized no external measure of right
and wrong, believing that Those who follow their great
qualities are great men while those who follow their petty
qualities are petty men. He proposed that every man must
be the judge of what is right in his circumstance. His largest
argument for government was that it creates an environment
that foster this innate goodness of man.
Hsn-tzu was a far m ore practical and systematic
philosopher who lived during the Warring States period. He
wrote a treatise of 32 chapters on the conflict of man, the
concepts of self development, kingly governance and how
92
Appropriate Virtues
father-son
filial piety
ruler-subject
loyalty
brother-brother
brotherliness
husband-wife
friend-friend
faithfulness
Influence of Confucianism
Confucian thought has mixed and evolved with local
religions. In fact, Confucius is now deified in many local
shrines and pantheons as a god. He brought a sense of
morality to the Chinese people and he espoused the concepts
of virtue from within and self-improvement. Just as
profound as his cultural influence is that of his effects on the
beliefs that govern the ruling of people. In the Lun y, the
Analects of Kung fu-tzu, he states:
If the people be led by laws, and uniformity sought to be given them by
punishments, they will try to avoid the punishment, but have no sense of
shame. If they be led by virtue, and uniformity sought to be given them by
the rules of propriety, they will have the sense of shame, and moreover will
become good.
Here he states one of the fundamental concepts that form the
practices of the modern state; if the people are presented
C H A P T E R III: K I N G D O M S
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Legalism
Buddhism
Buddhism has its origins in India within the Kushan Empire.
It is based on the teachings of Siddhartha Gautama, a prince
of the Punjab. He lived in the first century of Roma and took
to refining the concepts that the religious thinkers of the time
were developing. The priests of the time embraced the idea
of people passing through endless reincarnations (samsara)
shaped by their good and bad deeds (karma). Gautama
proclaimed that a person was a part of the endless cycle of
suffering and rebirth because a person wished it. There are
feelings and desires that keep one bound to the illusion of
life. To break free all one needs is to give up these desires
and worldly bonds.
One day Gautama was resting under a tree when
enlightenment struck. He then became the Buddha, or
Enlightened One. He knew he would not be reborn again. He
then preached his message for the rest of his long life.
During this time he organized his followers into monastic
communities constituting of churches called sangha. He
taught them the discipline of reaching enlightenment which
is called dharma. The goal is to reach a state of paradise
called paranirvana which is described as a realization beyond
the understanding of man. This is a spiritual state that puts
the illusory world behind the enlightened person.
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Enlightenment to the student of Chan is simple and unselfconscious awareness of the instant, living in the moment.
Enlightenment will come in a sudden flash with no warning
and may be triggered by any manner of thing such as
contemplating a picture, feeling the rain on your skin or
hearing the song of a bird. For this reason the monk must be
prepared at any instant for enlightenment to come. To
accomplish this one must never dread the coming event or
anticipate it. They must be totally receptive to whatever may
happen and respond to it spontaneously. Chan stresses
94
The state also has its issues with Buddhism because many
people are taken out of useful society when they join
monasteries. The temples and monasteries of the Jade
Empire are tax exempt but several times in his rule the Jade
Emperor has reduced the number of monks, both of Buddhist
and Taoist origin, in order to maintain a productive work
force. Peasant and noble alike often donate their lands to the
temples and monasteries in order to evade taxes or cleanse
themselves in death. In this way, more and more land and
people have flowed out of the tax base and into the
monasteries.
C H A P T E R III: K I N G D O M S
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Not all the monks stay at the monastery and in fact, quite a
few wander the land setting right wrongs and preaching the
way of Taoism. These monks act as agents of change for
Baoshi while dispensing their spiritual duties.
In these many ways Baoshi is trying to effect social change.
Some say it is for his own aggrandizement others say for the
betterment of mankind. These opinions are kept only by
those with the greatest of power since most do not even
know of Baoshis existence. The monastery of the Clan of
the Dragon is well known, though, and generally well
accepted by the common people. It is located in the Loess
Region near Lung Hsi.
C H A P T E R III: K I N G D O M S
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These are just some of the examples and many more can be
made to fit a campaign that the GM creates.
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The Wind
Fear not, Marius, the pain will be gone soon, he told the
young legionnaire. He was not lying, with a wound this bad
there was little he could do. It was times like this that he
wished he had studied the Medicina Maga, the healing
magic, at the scholae. But his was the way of the warrior, the
Sanguis Magus, blood magic. Marius was only one of the
soldiers under his command today and the medicus was
amongst the slain. The battle had been a victory, if it could
be called that, against a rebellious tribe in the southern part
of Hispania.
THE WIND
97
98
THE WIND
C h ap t er I V: N ew R o le s & H er oi c P a t h s
This chapter presents a new heroic role, the martial artist,
that was originally presented in the True20 Companion. This
chapter also provides a variety of heroic paths for each role
for use with the Roma Imperious setting.
Chi
Level Combat
Combat
Fort
(unarmed) Save
Ref
Save
+1
+1
+0
+1
Will
Save
+1
Rep.
+1
+1
+2
+1
+1
+1
+1
+2
+3
+2
+2
+2
+1
+3
+4
+2
+2
+2
+2
+3
+5
+3
+3
+3
+2
+4
+6
+3
+3
+3
+2
+5
+7
+3
+3
+3
+2
+6
+8
+4
+4
+4
+3
+6
+9
+4
+4
+4
+3
10
+7
+10
+5
+5
+5
+3
11
+8
+11
+5
+5
+5
+3
Abilities
12
+9
+12
+6
+6
+6
+4
13
+9
+13
+6
+6
+6
+4
14
+10
+14
+6
+6
+6
+4
15
+11
+15
+7
+7
+7
+4
16
+12
+16
+7
+7
+7
+5
17
+12
+17
+8
+8
+8
+5
Skills
Chose 4 + Intelligence score starting skills (minimum of 1).
Martial Artists gain 4 + Int skill ranks per additional level
(minimum of 1). Important skills for martial artists include
Acrobatics, Concentrate, Jump, Notice, and Stealth.
18
+13
+18
+8
+8
+8
+5
19
+14
+19
+9
+9
+9
+5
20
+15
+20
+9
+9
+9
+6
Heroic Paths
This section presents a suggested list of heroic paths within
the Roma setting. You can use these paths to help you create
your hero, or as examples when creating your own heroic
C H A P T E R IV: N E W R O L E S & H E R O I C
99
ROMA IMPERIOUS
IN
ADEPTS
Feats
paths. New paths need only have their Role and starting
skills defined.
Adept Paths
HEROIC PATHS
Artificer (Artifex)
The artificer is called by many different names throughout
the world. Arabs and the Chinese have alchemists while the
Norse merely refer to them as skilled craftsmen. They create
magical items and tools including weapons, potions,
scrolls and a number of different items used by the
public as well as military
organizations. In the Roman
Empire apprentices supervised
by masters are used in mass to
create weapons and armor for
the Legions. In the Jade Empire
there is a mix of monasteries
that specialize in specific
scrolls and potions, the state
run shops which churn out
inferior items (occasionally
ending up misfiring
when used) and
individual practitioners of
the art of the alchemist.
Artificers take a specific
skill and develop it to
an art. The first step to
creating a magical
item is an extreme
success in their art.
They must then use
c om p on e n t s ( s e e
Magical Elements on
page 221) with the
properties that they
desire in the finished item. The
purity of these elements must be verified with an appraisal
skill check in the appropriate specialization (i.e. gem
appraisal for gems, mineral appraisal for uranium, etc.).
Combining these and the artificers specialized training
allows the practitioner to imbue certain abilities in the items.
Due to the nature of the artificers magic, they cannot cast
any of the Realms.
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C H A P T E R IV: N E W R O L E S & H E R O I C
Doctor (Medicus)
The medicus of the empire is like a field medic. They travel
with a cohort and tend to the soldiers who are wounded or
sick. In the broader sense, the medicus is a physician when
the term is applied outside the legions.
The most renown medici come from Greece and the
physicians of the Jade Empire city of Chengdu. They train
for years in order to learn as much of the human body as
possible. Their dedication is sometimes backed with magic
(by taking adept levels) in order to speed healing or cure
otherwise incurable ailments.
Key Ability: Intelligence
Druid
Druids are the custodians and guardians of the Celtic faith,
society and magic. Their philosophies embrace justice,
traditions and ministering to the spiritual welfare of their
people. Druids are a VERY secretive organization and brook
no transgressions against their secrets. They learn all their
peoples history, laws, religion and science from word of
mouth memorization. Of the tribes, the Aedui and the
Carnutes are the primary druidic force.
The druids power comes from the Celtic gods, the druids
tribe and their sacred grove or spring. Every grove or spring
has the images of the local gods carved into the trees or the
stone of the area. If the sacred grove or spring is destroyed
the druid loses all spell casting capability. A new sacred site
may be founded but it will take generations.
The primary differentiation between druids come from the
druids tribe and therefore their gods. Different tribes grant
different powers to the druid.
The accompanying table of representative powers describes
some of the powers each tribe may have, but not ALL. If
your Narrator allows a power to be cast from a certain tribe
then you may do so. HOWEVER, these should be discussed
before or after the game session and NOT DURING THE
SESSION!
Tribes
This list is not meant to be exhaustive in the least. The tribes
listed here come from all over western Europa and Britannia.
Creation of your own tribes and their druidic abilities should
be discusses with the Narrator.
Also, Narrators should not be afraid to stop a spell if it would
work against the tribes interest (even if the player makes the
rolls since the gods would not allow the tribe to be harmed in
a permanent way) and should also feel free to add additional
penalties if the Narrator feels it is appropriate. The following
table of representative powers for each tribe has been
supplied AS A GUIDELINE ONLY.
Tribe
HEROIC PATHS
Representative Powers
Carnutes
Aedui
Veneti
Sequani
Dumnonii
Morna
Tribe Descriptions
Carnutes: The Carnutes are the highest concentration of
druidic power. The Grand Saer is chosen from the Carnutes
druids and they represent one of the greatest threats to the
Empire. The Carnute tribe is located south west of Lutetia
(Paris).
Aedui: Located in eastern Gallia, this tribe has had its share
of success and defeat. It currently is one of the most
powerful and somewhat more friendly with the Romans than
some Celts are comfortable with.
Veneti: The Veneti have one of the largest Celtic fleets.
They are an ocean going people and prefer the sea to battle.
This tribe is located in the northwestern Gallia.
Sequani: The Sequani have ruled over their territory in
eastern Gallia since before the Romans came and the druids
of the tribe have always held powerful sway. They are bitter
enemies of the Romans and resent their presence and rule.
The Sequani people are somewhat more resigned to the
C H A P T E R IV: N E W R O L E S & H E R O I C
101
whole affair and have benefited from Roman rule and trade.
This often puts the druids at odds with their own people.
HEROIC PATHS
Mage (Magus)
Magi are scholars who have devoted themselves to the
practice of magic. The magi have spent so much time in
learning and training with magic that they may choose a set
of spells from two realms. They must pick two different
realms and all their spells after that are chosen from only
those realms. Magi are the only ones who may choose from
two realms, all other classes may only choose one realm. The
ability to cast spells is somewhat rare but the ability to cast
two is even more difficult to detect and develop. This makes
the magi a very valued member of the Roman social
structure. The ability to cast more than two of the realms has
never been found. Magi are some of the most respected, and
often feared, people in the world because of the powers
which they are able to control. Despite this ability to cast two
Realms, a magus only has one spirit point pool like other
casters, although they may draw from both their realms
sources. They may also power their spells for both realms
from the one pool. See Spell Magic on page 141.
A magus gets three areas of knowledge that they have
devoted the most study to, with a 60% (2 skill levels) chance
of knowing something within two minor fields of study and
80% (5 skill levels) in a major area. Some (but by no means
all) areas are: history, science, arcane lore (ancient magics),
races (specify the race such as Chinese), alchemy, undead
creatures, specific creatures of mythology (Satyr, Nymphs,
Trolls), demonology, elementals, spell casting realms
102
Description
Specializes in the realm of Sanguis Magus.
Known for training artificers and Ars Candida
practitioners.
Syracusa
Salonae
C H A P T E R IV: N E W R O L E S & H E R O I C
Location
Tarsus
Description
The Schola Tarsus is known for its use of
Aerarius Magicus. Many artificers follow this
less flexible but far more reliable method of
artifact creation. This schola also specializes
in the advancement of various crafts like
carpentry and metal working.
Outside the Empire there are actual gods that live amongst
their people. This is most evident in the north with the Norse
and the Alkasatians. There are rumors of Egyptian gods but
little proof as yet. These priests receive power to cast magic
from their gods. See Gods in Skandia on page 77 and
The Alkasatian Gods on page 72.
The following is a brief table of the gods, their culture and
their representative powers.
God Descriptions
Alkasatian Gods
Seratos: He is the god of the Underworld (Orithisis),
prophecy, and travel or paths.
Hetam-munun: Goddess of death, magic, fertility and
oaths/curses.
Uta-mem: Goddess of hearth, marriage and healing. Ustos
A solar god, Ustos represents war, luck and is the hunter of
the gods.
Anastos-mara: It is the god/goddess of merchants, change
and protection.
HEROIC PATHS
Capua
Priest (Sacerdos)
Priests appear in many cultures from the priests of
Greek temples to the Taoists of China to the
brahman of the Indian states, but all of them deal
with their gods and the worshippers. Many of the
priests of the Roman Empire perform a function
as a working temple guardian. They also deal
with performing rituals for the state and the
public. Only the Pontifex Maximus is allowed a
political career due to the demands of the priestly
duties.
In most cases across all cultures the priests
primary responsibility is not so much to ensure
the people obey the dictates of the gods (although
that is one aspect) but to ensure the gods are always
sated. If the gods become angered then they will
cause disasters, ill fortune or famines. At other times
it is the duty of the priest to interpret the will of the gods.
C H A P T E R IV: N E W R O L E S & H E R O I C
103
Skandian Gods
Odin: Leader of the gods; represents Magic, Wisdom, and
Prophecy.
Thor: Ruler of the sky, friend to the common man, god of
Thunder, Fertility and Strength.
Freya: Sister to Freyr, she is the goddess of Fertility, Death
and Beauty.
Freyr: Brother to Freya and god of Peace, Wealth and
Oaths.
Tyr: The One Handed, Tyr is the god of Bravery, War, Law.
HEROIC PATHS
Shaman
Shamans can be found all over the world but survive mostly
amongst primitive people. Shamans use the Spirit Realm as a
place to recruit spirits of different abilities. These spirits take
the form of animals, sometimes mythical and sometimes not.
When shamans perform a spirit walk, they project their
spirits into the Spirit Realm and attempt to capture or
convince a spirit animal to help them in the real world. This
is not always successful and depends on the shamans will or
charisma depending on the methods employed. If the
shaman forces the spirit to help, that spirit will take every
opportunity to escape or twist the commands of the shaman.
Some cultures believe that the spirits must be tamed to do the
will of the shaman. Others believe that the spirits are evil and
should only be called upon in dire situations. In many
cultures there are good and evil spirits. The evil spirits bring
disease and madness while the good spirits bring healing and
wisdom.
A shaman typically has one spirit animal as a guide. On
occasion they may take on more, but it becomes difficult to
manage them all, and the shaman may lose control of these
104
spirits. This means that the spirits may take control of the
shamans body, causing him to growl and snarl like the
animal the spirit represents. The more spirits linked to the
shaman the more likely this is to happen. For every spirit
linked to the shaman there is a 10% chance that in a high
pressure situation one of them will take control. This
possession will last for 1d20/5 hours (round up) and leave
the shaman exhausted.
Spirit animals come in many varieties, and players are
encouraged to create their own. Here are a few examples.
Spirits
Spirits are creatures which inhabit the Spirit Realm or realms
which are adjacent to the Spirit Realm. These realms exist in
parallel with the real world, only slightly out of sync with it.
Spirits are native to this world and beyond human
comprehension, even on a spirit walk. The human mind
interprets these creatures as animals with attributes. Some of
these spirits are interpreted as mundane animals while others
are interpreted as mythical beasts or elements. Shadows or
shades are also types of spirits from the neighboring realm of
shadows.
When a shaman goes on a spirit walk their soul leaves their
body and their consciousness shifts to the Spirit Realm. They
are still able to perceive the real world but as through a mist.
When they meet a spirit they may attempt to convince them
to become their guide. Attachment to a shaman is beneficial
to both parties since the shaman receives spell powers while
the spirit gains a medium to perceive the real world of which
they are most curious. This curiosity does not always last
since the real world is filtered through the shamans
perspective. Not all spirits will leave, but many grow bored
and eventually stop answering the shamans call. When this
happens the shaman must spirit walk again to find another
willing spirit.
Animal
Representative Powers
Owl
Wolf
Lion
Snake
Jackal
C H A P T E R IV: N E W R O L E S & H E R O I C
Expert Paths
This group contains all those professions that use
their skills to solve problems rather than their
brawn or supernatural might. Experts come in
many forms from performers and intellectuals
to deceivers, assassins and thieves.
Assassin (Sicarius)
Augur (Auspex)
Augurs are found in a number of cultures but play a very
large role in the Roman Empire. The augurs duty is to
interpret divine will through signs in nature and to predict
the future. The augur predicts the
future via the sacrifice of an
animal and the inspection of
the entrails. They also employ
other methods such as
examining the flight patterns of birds,
the behavior of madmen and animals, and
the weather.
The ways of auspicium are split into five
forms:
Ex caelo - This is divination of the most
important type: the listening to thunder and
observation of lightning. This is considered
the most important form of divination
called the Auspicium Maximum.
Ex avibus - This divination concerns birds.
There is Oscines, the listening of bird song,
and the Alites, or observation of the flight
of a certain birds.
HEROIC PATHS
C H A P T E R IV: N E W R O L E S & H E R O I C
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HEROIC PATHS
Bandit (Latro)
Bandits are a plague anywhere there is wealth. They are born
of desperate people looking for something better. Not to
make the mistake of sympathizing with these cutthroats
though, as they choose the life of a bandit. Bandits will be
found near trading routes and in some cases, given the
numbers, will be so bold as to attack villages. Many of these
ruffians are deserters from military units or barbarians from
beyond the borders of civilization.
Bandits rely on bravado, advance knowledge and the ability
to intimidate their victims. Bandits prefer not to resort to
violence unless it is totally assured that they have the upper
hand. Given their choice, the victims money is handed over
to them.
Bandits make their strongholds in the most remote locations
that they can support. Some of this is reliant upon their
normal hunting grounds but they will travel in order to
conceal their hide out or attack a rich target.
Good Save: Fortitude
Starting Skills: Bluff, Climb, Disguise, Intimidate, Notice,
Search, Stealth, Survival
Starting Feats: Light Armor Training, Sneak Attack, Track,
Weapon Training
Bard (Vates)
Bards are very central to the Germanic, Nordic and Britannic
cultures. They are the keepers of histories and the weavers of
tales. They are more than simple entertainers, remembering
great deeds done by the famous people of the past. They tell
the folktales of a people so that they remember their roots
and their traditions. The bard holds a special position in
these cultures.
Although they do not hold the rank that druids and kings do
in the Celtic governments, they are every bit as revered by
the people. They often travel about in search of a patron.
This patron supports the bard in exchange for chronicling his
exploits. When not employed by a patron, bards tell the tales,
sing and act out the ancient stories. For this they receive
food, shelter and at times some coin.
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Blacksmith (Faber)
The blacksmith is a valued member of any society providing
a number of services and products to the community.
Primarily, they are known as the workers of iron and crafters
of tools. They accompany a legion to repair tack on horses,
armor and weapons of soldiers and in general maintain any
machinery. In other roles they provide villages with nails,
tools and repairs to metal goods.
These craftsmen form guilds or collegia in order to maintain
their craft, support one another and aid in common projects.
These collegia are often involved in politics but also work
hard to ensure that their members are represented in the
Senate.
Good Save: Fortitude
Starting Skills: Craft (blacksmith), Craft (leatherworking),
Diplomacy, Disable Device, Handle Animal, Intimidate,
Notice, Sense Motive
Starting Feats: Light Armor Training, Skill Focus (Craft
[blacksmith]), Skill Mastery, Weapon Training
Courtesan (Lupa)
The courtesan in the Empire ranges from common and
dangerous street walking work to the beds of Emperors and
Senators. Their life is hard and often the womans own
parents may put her to work in this profession. Despite this a
certain level of freedom and power comes to those who have
the intelligence to grasp it. The lupae of the Roman Empire
are not respected women but they are not despised or
shunned either. They rank slightly above slaves since they
are technically free women, although some slaves are put to
this work as well.
The power that these women can attain is through a
dangerous route of information gathering. They have access
to a number of different class households. If discrete, a
number of pieces of information can be gathered and either
acted upon or sold to the highest bidder. It is a dangerous
game, but blackmail and theft may also come into play. All
C H A P T E R IV: N E W R O L E S & H E R O I C
Merchant (Mercator)
The merchants of the Empire take their profession very
seriously. Allies are important since merchants have many
enemies. Political allies are even better since the Emperor is
not blind to the monies that this class of individuals can
procure. The merchants of the Empire trade as far as the Jade
Empire, Persia and the south of Africa. From these distant
ports all manner of goods flow into the Empire. Exports
from Roma include magical machines and artifacts but these
are closely regulated by the Censores of Roma. The
Censores regulate much of the taxes as well and the taxes
can make or break a merchant.
The average mercator of the Empire must be elegant and
know the ways to manipulate a situation to their advantage.
those who do not can find themselves chained to an oar or
fighting for their life in a back alley. A successful mercator
rises above these petty threats to embrace the dangers of the
Imperial Court and the Senate. Once out of a city merchants
must deal with barbarians, bandits and beasts. For this
mercenaries are usually hired. Here, again, being a shrewd
judge of character makes all the difference.
Good Save: Will
Starting Skills: Appraise, Diplomacy, Bluff, Knowledge
(business), Navigate, Notice, Sense Motive, Survival
Starting Feats: Eidetic Memory, Light Armor Training,
Talented [Diplomacy and Knowledge (business)], Weapon
Training
HEROIC PATHS
have all but ruled the Empire. During the rule of Diocletian
they were restrained to Rome and lost much of their original
responsibilities of guarding the Emperor. In their place
another force was assembled called the palatini made up of
regular army. The rivalry between the palatini and the
Praetorian Guard exist to this day.
Sage (Sapiens)
Sages, called Sapiens amongst the Romans, can be found in
all the cultures of the world. They spend their lives studying
their chosen subjects and learning as much as they can about
the world around them. A sage may choose to risk harm in
order to learn more by first hand experience, to find a special
object, to study a certain area, or perhaps just to see
something new.
Good Save: Will
Starting Skills: Concentration, Gather Information,
Knowledge (any three), Language, Notice, Search
Starting Feats: Eidetic Memory, Master Plan, Skill Focus
(any Knowledge skill), Skill Mastery
Scout (Explorator)
Scouts are used by the military to determine possible threats
before moving the main body of an army into combat.
Military organizations that do not use scouts do not survive
long. The scout is usually an elite soldier that has been
trained not to engage the enemy but to live to report back.
They are lightly armored and armed, trained to move with
stealth and are mounted on light fast horses.
Good Save: Reflex
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Thief (Fur)
Martial Artist
Paths
These remarkable men and women
dedicate themselves to
disciplines that mix skill,
supernatural enlightenment and
martial ability. Martial artists are
uncommon in Roma at best,
primarily hailing from the Jade Empire to the east.
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Order Descriptions
Chan: The Chan wander the world
looking for enlightenment in the moment.
They do not live in a monastery and prefer
to work their way through the world
doing common labor. Many are skilled
artisans. They will often stop to help
build a house, asking only for food and a
place to sleep. They believe true
enlightenment can come only from
absolute living in the moment, the true
embrace of the here and now. The Chan
have a great deal of disdain for
intellectual pursuits and do not
believe meditation leads to
enlightenment but is itself a state
of enlightenment. Masters delight
in giving their students
conundrums and paradox like
What is the sound of one hand
clapping?. They do not take a vow of
solitude but do take one of poverty giving
their money to those who need it.
Dragon Clan: The Dragon Clan has long
reaching agents thought even to be as far
afield as Britannia. Their goals are handed to
them from a superior who claims to be doing
the will of the Dragon Baoshi. Their orders can
be any of a number of things from retrieving a live
specimen of an animal from a neighboring forest to
toppling kingdoms in far away lands. These monks are
always self reliant and seldom spend long in the monasteries.
The Will of Baoshi is their primary concern followed by the
C H A P T E R IV: N E W R O L E S & H E R O I C
Warrior Paths
Warriors have done
much to build and
shape the Roma
Imperious setting. They
are responsible for
building
empires,
toppling civilizations, and
C H A P T E R IV: N E W R O L E S & H E R O I C
109
Gladiator
uri, vinciri, verberari, ferroque necari - Gladiators Oath
Hunter (Venator)
The venator is the hunter of the Roman Empire. Venates are
used in many different capacities depending on the society
they come from. In Africa, a venator has an almost holy
occupation of supplying food for himself, his family and the
tribe while not damaging nature. In the Empire they supply
meat for market but also live animals for the colosseum.
They often work in teams but are quite capable on their own.
They also act as guides for caravans or the Legions when
necessary.
Venates come from all classes and depending on the society
hold different ranks. In more primitive societies they tend to
hold a higher standing but as the society develops more
technological solutions to feeding themselves, venates tend
to lose their place and drift to the bottom of the social ladder.
In the Empire venates have retained some of their standing
due to converting over to the supply of living animals for the
entertainment of the masses.
2. Agree to be chained
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C H A P T E R IV: N E W R O L E S & H E R O I C
Legionary (Legionarius)
The legionarius are the soldiers of the Legions. This group is
open to all social classes, with most recruits starting at the
lowest rank, or milites. This is not a life for the faint of heart.
The legionarius fight as infantry and are expected to carry a
sixty pound pack for twenty miles a day then set up a
fortified camp for the night. The legionarius earned the
nickname Mules for the impressive load of equipment that
they are expected to carry.
Deserters are killed if captured and many plebs are forced
into the legions. They serve up to 20 years if not maimed or
C H A P T E R IV: N E W R O L E S & H E R O I C
Knight (Eques)
111
Shih Warrior
Chinese nobility has cultivated
warriors for generations and the
end result is the shih warrior.
This is an upper class warrior
who is trained in the bow,
horsemanship and the sword.
As with any nobility,
they take their duties
with varying degrees
of conviction. Many
are decadent and wish
only for food, drink and
depravity. Others are
competent but less
than loyal to the
Emperor. Still others
crusade
for
the
philosophy of their choice. All
these motivations, though, still revolve
around the State and their position in it.
The duties of the shih are those of any noble, to carry out the
will of the Emperor. Many of the shih have different
interpretations of this. Some believe that the Emperor must
get his due but why not get your share first. Other are driven
by fear of punishment while others only see the rewards.
This carrot and stick approach has driven many to gamble on
far reaching plans for advancement at court while others
quake in their palaces awaiting the inevitable blow.
Specialist (Sciens)
A specialist is a warrior who is extremely proficient in a
particular weapon type. Specialists spend many years,
and indeed most of their lives, in learning and
perfecting the mastery of a weapon. In fact,
they train to such an extent with a
specific weapon type that all weapon
proficiencies for that type of weapon
are reduced by one (with a minimum
of one). This means an extra plus to hit
costs two points instead of three, but a
plus to damage still costs one point.
Specialists of the period train with
gladius or javelin. Romans train
to fight in tight formations while
the north men learn how to fight as
individuals. Persians are known for their
skill with the bow.
Starting Skills: Bluff, Notice,
Intimidate, Sense Motive
Starting Feats: Attack Focus
(any
weapon),
Attack
Specialization (same weapon), Light Armor
Training, Weapon Training
Tribal Warrior
Tribal warriors are primitive
fighters sometimes called militia
and other times barbarians. In
essence these are fighters who have
received little formal training but have learned
either in mass or from watching soldiers. Occasionally
warriors form bands and go raiding but far more often they
are simply someone who has inherited a weapon.
Starting Skills: Notice, Intimidate, Medicine, Survival
Starting Feats: Dodge Focus, Light Armor Training, Shield
Training, Weapon Training
The model shih warriors are those who do what they know is
right despite the consequences. They typically follow the
teachings of Confucius or the Legalists and do what is right
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C H A P T E R IV: N E W R O L E S & H E R O I C
C h ap t er V : P r e ge n e r a t e d C h a r a ct e r A r c h etypes
The following are examples of characters complete with
histories. Narrators can use them as ready-to-go setting
characters, or players may want them to get a quick start.
Feel free to customize them as needed.
Sample Artificer
You were born outside of the city of Constancia in the
dioecesis of Germania Magna. Your mother was a revered
weaver and although your family was not wealthy, you were
always comfortable. Your father had died when you were
young defending the village from a rampaging giant. The
battle had lasted a long time but in the end your father had
been betrayed by the very death of the beast he fought. The
giant fell on him as it died. The guard tried to save him but
the body slowly crushed him. A magical device had been
brought to move the huge corpse but its magic had faded.
You have always remembered the mix of desperation and
love on your father's face as he looked
through the crowd at your mother and you.
As a youngster you were determined to
make sure that such things did not happen
to anyone else again. You knew of the
Schola for artificers in Constancia but that
cost money. You could have gone to the
governor or the chief of the Suebi tribe for
help but you wanted handouts from no one.
You spent time doing odd jobs for several of
the artificers around the city until they
finally gave you the break you were looking
for. You were accepted as an apprentice.
To day yo u sp en d m uc h o f y ou r ti me
fetching components or studying. You work
hard and do as you are told because you
know it is only a matter of time before you
are a full artificer.
Sample Druid
Northern Gallia can be a very hostile place to grow up. You
led a privileged life and were educated by the Romans but
were still loyal to the Veneti clan. Then the druids called you
to them. You never dreamed you had the talent to join this
powerful group and were not a little impressed and
somewhat scared. These were men who decided the fate of
the tribe, they talked with the
gods and walked with kings.
Yo u s p e n t m u c h o f t h e
beginning learning, repeating
over and over again the old
stories and the old pieces of
learning all so you could
recite them over again the
next day. You spent eleven
years learning all they had to
teach and it took more
patience then you realized
you possessed.
PREGENERATED ADEPTS
Pregenerated Adepts
Speed: 30 ft.
Abilities: Str +0, Dex +1, Con +2, Int +1, Wis +3, Cha -1
Skills: Craft (alchemy) 4 (+5), Craft (blacksmithing) 4 (+8),
Knowledge (armor lore) 4 (+5), Knowledge (supernatural) 4
(+5), Knowledge (weapon lore) 4 (+5), Medicine 4 (+7)
Feats: Attack Focus (crossbow), Clerical Magic, Imbue
I t e m , L i g h t A r m o r Tr a i n i n g , S k i l l f o c u s ( C r a f t
[blacksmithing])
Traits: Human Background Traits
Combat: Attack +1 (+1 Dex)(+2 with crossbow), Damage
+3 (crossbow) or +2 (staff), Defense: Dodge/Parry +1/+0
(+1 Dex or +0 Str), Initiative +1
Saving Throws: Toughness +4 (+2 Con, +2 studded
leather), Fortitude +2 (+2 Con), Reflex +1 (+1 Dex), Will +5
(+2 base, +3 Wis)
Spirit Points: 10
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113
PREGENERATED ADEPTS
The day came, though, when the druids asked too much of
you. They determined that they must make a secret sacrifice
to Epona in order to save the life of the king who had fallen
ill. You went along despite your misgivings for the barbaric
and illegal practice. When they took little Aileen, only
thirteen years old, it seemed a cruel joke. You saw others
look on as though it was fate, but you knew this was the
cruel desires of the druids to strike at Aileen's father, Angus.
Angus had defied the druids again and again in their
demands to have him stop trading with the Romans. They
had hoped to hinder the Roman artificer trade but Angus saw
how futile the effort was. Now he watched as they led his
only child to the pyre to be burned alive. You could not
watch this injustice and struck out trying to free the child.
The other druids and their guards beat you unconscious. As
you lost consciousness you saw the girl begin to cry.
When you awoke, much to your surprise, it was on a rolling
galley making for Dover. Angus was at the tiller and his wife
and crew manned the ship. He smiled sadly at you and in
way of explanation said, You were the only one to show her
Sample Magus
Your father is a magus. Your mother is a magus. Your
grandparents and their parents were magi and it was known
from birth that you would be one as well. When other
children of the patrician families were out learning the ways
of Mars, you were home or at school studying the schools of
magic. When you turned twelve you were sent to the Schola
Roma where you studied some more. By eighteen you were
ready to quit but you had little choice and entered the service
of master Terentius Scribonius Lucullus as his apprentice.
The day you dreaded came and you reported to his house to
find him engaged in what appeared to be mortal combat with
a gladiator.
You rushed to his aid only to be laughingly thrown back. He
explained that he was merely practicing and this slave was
his close friend Messalina, a female gladiator who he had
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C H A P T E R V: P R E G E N E R A T E D C H A R A C T E R
He returned from the east one year with a load of grain and
several sick sailors. He soon grew ill himself but refused to
see a physician. When it grew so bad that he could no longer
stand your mother sent for the doctor. When he arrived it was
obvious that he took no joy in his prognosis but he refused to
give up. In the end he sent for his most powerful medicines
and it was just barely enough. Your father survived but the
physician did not. That year he succumbed to the very
plague that he and his colleagues fought so desperately
against.
SP Cost
Range
See in Darkness
1 pt/10 min
Touch
Stun
3 pts
Sight
Invisibility I
1 pt/ 4 rds
Touch
Cast Darkness
1 pt/ turn
10' radius
1 pt
Touch
Bolt
6 pts
150'
Telepathy
2 pt/ rd
1 mi/ lvl
PREGENERATED ADEPTS
Sample Medicus
Growing up in Achaea in Athens was a dream of anyone
who loved learning as much as you. Your father was an olive
C H A P T E R V: P R E G E N E R A T E D C H A R A C T E R
115
SP Cost
Range
Chameleon
3 pts/ turn
Personal
Heal I
1 pt
Touch
Wolf Form
4 pts
Personal
Mend I
2 pts
Touch
PREGENERATED EXPERTS
Sample Shaman
A Terror stalked your tribe and the shaman died, killed by
the beast in the night. You were learning from him but you
had not taken your own spirit walk yet and certainly cannot
guide the tribe in mystical matters, but you did have Jabari.
He was your spirit guide and a beautiful, strong lion. He
counseled you and was your companion for four cycles of
the moon. He told you that the Terror would come again and
that you were not prepared. He said the Terror would not
pursue the tribe into the mountains if you did not go with
them. It would travel in pursuit of you.
You realized that this was just what you feared. Old Khairi,
your teacher, had warned you of this. The Terrors seemed to
be attracted to the shamans as though to cut the heart out of
the tribe. You needed to leave. You told the chief and he said
that he understood but his eyes saw only death for you.
Jabari said you should head north and find companions
amongst the men who lived in stone huts. It was as good as
any direction. As you traveled you saw omens and portents,
birds screeched your passing while the jackals fled from you.
As the days passed you had the feeling that you must go
faster and that a darkness was coming over your vision.
When you came to the great desert you did not pause but
charged into it. You knew better but by now you fled like a
hunted beast.
In days you were delirious with thirst. Then you saw the
shadow. It stood over you as you marched or were you lying
down. The next thing you knew you were in a stone hut and
a woman was washing you. She had pale skin and was quite
a bit shorter than you. You asked Jabari who she was and it
surprised her that you seemingly talked with no one. Did
they have no shamans here? Who guided them in the spirit
world? Jabari told you she was called Sofia. She again
seemed surprised when you knew her name. She told you of
her land in the north and it sounded like a fantasy to you but
you did not wish to offend her by calling her a liar.
Her master came in and told you that a patrol of Romans had
found you and that he was your master. If it made him happy
to think this, whatever it meant to him, then so be it. When
the terror approached you would leave. These people
obviously needed guidance. Jabari told you his name was
Nils and he spoke a version of your tongue that was
passable. You would learn his tongue as well. Jabari could
teach you. You could live with this tribe until the Terror
found you.
Pregenerated Experts
The following expert characters are provided as examples
you can use for pregenerated heroes, quick Narrator
Characters or models for creating your own expert characters
for Roma Imperious.
Sample Assassin
Where you were born and who you were born to was
irrelevant. It was of little consequence whether your mother
was the wife of a wealthy patrician or a common street
whore. You have a certain detachment that most people do
not appreciate. You recently became part of an ostensibly
benign and easily recognized organization. This organization
was made of two types of people in the profession, fanatics
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PREGENERATED EXPERTS
Everyone warned you how hard your first job would be. That
was not your experience though, you went in, you killed the
woman, and you left. It did not bother you in the least but
what come after has been inconvenient. The woman was the
wife of a rival Senator. Your employers conveniently forgot
about you and you were forced to lay low. You needed to eat
so you began to look for any work that did not take you close
to the Senate or involve anyone you knew from your past
life. Difficult but not impossible. Once this blows over or if
you find a niche in another city you will be able to take up
the trade again. Until then, you take other kinds of jobs and
are ready to run.
The gods are useful to you and you give them respect, but as
you worked through your training you realized the simple
science of foretelling the future. It is not precise but in
essence it is like giving good advice. You tell people what
the portents indicate and it helps them make hard decisions.
As a minor Augur you have only performed the Auguries for
minor officials and not in a state function as of yet. Some
day you will gain the rank to really make a difference.
Sample Augur
It was always your expectation to go into politics, but when
your partner in the amber trade was found to be trafficking in
magical devices with the Alkasatians, it was a miracle the
Emperor did not execute you as well. You married well but
you still had more skill in persuading people and politicking
than in anything else. It was then that you remembered that
your great uncle Iulius was a member of the Augurs. You
met with him and he was still quite taken with you despite
the Alkasatian unpleasantness. You began your initiation and
campaign. It has been a long road and along it you have
made many enemies but you may just have a chance at a
military post as an Augur for the XXXII Legion stationed in
Parthia.
C H A P T E R V: P R E G E N E R A T E D C H A R A C T E R
117
PREGENERATED EXPERTS
Sample Bard
Sample Mercator
Being poor has never set well with you. Your father did not
like being poor either but the difference was that he had you
to take it out on. At an early age you realized, when your
sister was sold as a consort to a barbarian chief, that you
were a commodity. Your mother produced the children and
your father sold you off. One by one your siblings were
bartered. It killed you a little each time. Looking back on it
you are not sure why you were held to the last but it looked
like they had high hopes for you. You had always been smart
and good with your hands and with the money from your two
brothers, Jovius and Anicius, and your sisters, Julia and
Italia, they had more than enough to get you an
apprenticeship. At first you protested but then you realized
that once you were in the service of someone else learning a
trade, you would not be here at the whim of your father. The
images of your brothers and sisters being taken away,
especially little Italia, wake you in the middle of the night to
this day.
Vilokos also taught you about spells and the ways of the
Natura Maga. When the time came he helped you find your
companion, Siros the raven. Siros is fast and smart, able to
fly great distances and has been with you as a close
companion since that day you and Vilokos found him in the
woods. Siros gives you the ability to see in the darkness,
share your thoughts with him and see through his eyes. He is
the perfect companion.
As you grew older you learned to play the flute and traveled
to nearby villages, never so far that you would not make it
back to help at the farm. You sensed your family approved of
your choice. Then, one day, old Vilokos did not arrive as he
had promised. You waited for a week but then told your
father that you must look for the old bard but more so, you
needed to find your own stories. You would not be coming
back for some time. He smiled and said that he understood.
He gave you equipment and food for a long journey and
wished you well.
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C H A P T E R V: P R E G E N E R A T E D C H A R A C T E R
you even the score with the one who had murdered your
mother. He knew people in the Praetorian Guard and they
needed someone of the Jewish faith, who knew their ways
and could get close to them. They believed that the Jews of
Constantanopolis were planning a revolt. It could not be
allowed. Fuming, you accepted.
PREGENERATED EXPERTS
Over the next weeks you tracked all the secret places that
your father had taken you and received no lack of money
from the Praetorians. In the end you found the rebel leaders
before they could organize and led the raid that captured
them. Your father was amongst them. His hate knew no
limit. A week later, the day before the executions would take
place, he escaped with the aid of other rebels. Since then you
have dedicated your life to finding and dealing him a slow
death.
Sample Scout
You grew up in Caledonia where your family herded sheep.
It was regular work for you to chase down strays, hunt
wolves, and protect the flock from beast and man. The skills
you built in the highlands served you well later in life. Your
brother left home to become a merchant and that started you
thinking about the world outside the mountains you called
home. Your father took you to market once near the sea and
it thrilled you almost as much as scared you.
When you were thirteen your mother was taken by a band of
dwarves. Everyone had been so sure she was dead but you
did not give up. You tracked them for four days and when
you found them they were torturing her. You became so
enraged that you leapt into the middle of them swinging your
cudgel. You killed one outright and the others scattered. You
helped your mother to her feet and together you got away.
C H A P T E R V: P R E G E N E R A T E D C H A R A C T E R
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PREGENERATED EXPERTS
The look of joy on your mother's face made your heart soar.
At that point you promised yourself that you would always
help others.
It was three years later that the Romans came recruiting for
the legions. The Skandians were raiding the northern coasts
and made off with captives. To your family's surprise you
stepped forward. When they asked if you could fight you
told them that you were better at tracking and hunting but if
you had to you could fight. That summer was taken up with
the pursuit of the comitatas of Skandians. It was long and
hard traveling at times but you got to know many of the
legionnaires and were surprised at how many different
places they came from. Your father had always just referred
to them as the Romans. As the summer went by you also
noticed they went from calling you names to grudging
respect to admiration for your skills. When you finally
caught up and killed the comitatas it was not the battle that
you reveled in but the freeing of the captives. It came as no
surprise to the centurion of the cohort when you asked to
sign up.
For any who get caught there is no warning now and praetors
do not come down to the Insulae alone anymore. You do a
good job in keeping the younger ones out of trouble but
everyone needs to work or they do not get to eat. The Gang
is going on third generation now and has twenty-two
members. Not as big as some but bigger than most and no
one wants to tangle with the Scobis.
Sample Thief
You grew up on the streets of Antiochia where the wealth of
the Empire flowed but you still had to scramble for a crust of
bread. You had no idea who your mother was and you doubt
she had a clue who your father could be. The only people
who mattered to you were the Scobis Gang. The Scobis
Gang got their name for the iron filings that they collected
and tried to sell to the local blacksmiths. You and the rest of
the urchins tried to scratch a living but in the end the only
way to survive was to steal.
Lately, the new praetors have made it tough. The usual
bribes have not been working thanks to the new governor.
120
Except for the praetors. Lalla, the youngest girl of the Gang
and only eight years old at that, is in the hands of the Prima
Praetor and he has you running errands for him. He takes
good care of Lalla but he has made it clear that the slightest
hesitation in carrying out his orders will result in her slow
death. He has been collecting 50% of everything the Gang
brings in and having the Gang run errands for him. All you
know is that he best watch his back.
Type: 1st Level Expert (human)
Size: Medium
Speed: 30 ft.
Abilities: Str +2, Dex +2, Con +0, Int +0, Wis +1, Cha +1
Skills: Acrobatics 4 (+6), Bluff 4 (+5), Climb 4 (+6), Disable
Device 4 (+6), Escape Artist 4 (+6), Notice 4 (+5), Search 4
(+4), Sleight of Hand 4 (+8), Stealth 4 (+9)
Feats: Evasion, Light Armor Training, Skill Focus (Stealth),
Sneak Attack, Talented (Disable Device and Sleight of
Hand)
C H A P T E R V: P R E G E N E R A T E D C H A R A C T E R
Jin taught you his skill in carpentry and you traveled with
him for a year when one morning he woke up and told you to
go your own way. He told you to seek your way to the west
looking forward to nothing, seeking nothing but allowing the
world to flow about you, responding as you felt not as you
thought.
Since that day you have made your way farther and farther
west. You have not hurried but have stayed for a period
plying your trade and existing in the moment.
You were kept with your sisters and mother for over a year
until Uncle Liang came in the night and freed you. In order
to protect you from reprisals and pursuit he hid you in a
Buddhist monastery. It changed your life.
C H A P T E R V: P R E G E N E R A T E D C H A R A C T E R
121
Pregenerated Warriors
The following warrior
characters are provided as
examples you can use for
pregenerated heroes, quick
Narrator characters or
models for creating your
own warrior characters for
Roma Imperious.
PREGENERATED WARRIORS
Sample Gladiator
Your father had been strict
and rather closed minded for
as long as you could
remember. He had a view of
the world that refused to
acknowledge that your
wealthy, powerful family
was superior to the plebes
by right of blood. The
plebeians paid your father
respect and he claimed it
was due to his 'fair handed treatment' of them. You saw them
for what they were, instruments to be used as you wished.
When your father sent you to study with the physicians in
Athens your teachers seemed to understand your position
and realized you were superior. They introduced you to
merchants from the east and Aegyptus, who introduced you
to the poppy plant. It took you under its spell and by the time
you returned to your father in Ravenna you enjoyed it daily.
You father disapproved but you laughed in his face. You
were your own master and the only one who commanded
your destiny.
It was shortly after that the praetorians found you
experimenting on a live slave. The simple minded fools did
not understand your greatness. They accused you of
indecency and of offending the gods. How dare they! It was
then that you turned to your father but he had already turned
away.
All too soon the court condemned you to the arena. You
could not believe your ears. The public looked on you with
disgust in their eyes. The tribunes led you away and before
you knew it you were on the block and sold to a gladiatorial
school. It all became too real when you felt the burn of the
brand marking you forever as a gladiatorial slave. The
trainers took bets on how long you would take to die. You
were marked for practice of the more experienced gladiators.
They came and took you to the practice arena where
everyone thought you would face your death. As you walked
into the arena you saw a man bearing a sword and he said to
you, Today you shall not die if you fight well and in my
name.
122
Sample Legionarius
Born to a farming family in the dioecesis of Gallia, you
found your childhood was filled with hard work. Not that
you minded, you were the strongest in the village festivals
and you always won the wrestling contests. All seemed well
and you made friends with Tolemos, a legionnaire at the
local fort. He taught you how to use a sword and march in
formation, carry a shield and all manner of soldiers skills.
Your mother did not approve but your father was very proud.
He knew that all men should know how to fight.
C H A P T E R V: P R E G E N E R A T E D C H A R A C T E R
You were shocked. You stood with your mouth open. Your
brother knew this would be death for your family. How
could he! Anger welled up in your chest. You rushed
forward, picked up a rock and threw it. It hit a man, not your
brother, and knocked him down. You felt a rush that you had
never felt before, not hunting nor in the scraps you had
gotten into with neighbor boys. This was power.
At that moment a cohort from the forts came into the area.
The villagers were no match for them and the farmers were
able to rush forward. Some of the grain was saved while the
soldiers took away the surviving villagers under the watchful
eye of the centurion in command of the cohort. He stood tall
and in command, his armor gleaming in the firelight. He
looked a god. It was at that point that you knew you would
join those ranks.
That winter was hard for
everyone although the tribune
Antinious opened the
granaries of the forts so no
one starved. Tolemos
recruited you and you
spent the second half
of the winter with
the Legion being
trained.
Yo u r
brother has never
understood your
decision. He had
escaped that
night at the
granaries in all
the confusion and
you had never turned
him in. It had been
the last thing you
did for your
brother.
Sample Hunter
You were born on the campus of the Schola Magi in
Alexandria but grew up with your uncle in Numidia. He was
a great hunter, capturing the Bestia Gigantea for the
Colosseum in Roma. He had 20 hunters who worked for him
gathering the animals for the entertainment in the Empire. It
seemed an instant and your parents called you back to
Alexandria to begin your studies to become a magus like
them. But it would not last.
PREGENERATED WARRIORS
Your father had always taught all his children that the
Romans were here to stay and you might as well get along
with them. He was not happy about it but he was also not
part of the trouble makers, unlike many of your older
brother's friends. It was a cold fall night just after the harvest
and the bells started ringing. It could only mean fire. You ran
from your bed without even putting on your boots. Fire
meant death, whether in your bed or over the cold winter
because precious grain had burned, one was just faster than
the other. When you got to the granaries a battle was being
fought. Men and women of the village fought farmers from
the outlying lands. Strangely, the villagers kept the farmers
from quenching the flames. Then, amongst the villagers, you
saw your brother.
You studied the Natura Maga discipline for three years and
you learned quickly enough, but when your Natura Maga
companion Uisis came, you realized
that the walls of the Schola were a
cage for you. One night you left
with no warning or explanation.
Uisis was a powerful desert
falcon and he was your
eyes, helped you find
prey for meals and
water in the desert.
You were able to see
at night because of
him.
You made your way
across the desert
avoiding the more heavily
populated coast. You knew
where you were going, to your
uncle Lucius. Your
time in the desert was
not bad. You had a
close call with a group
of bandits but easily
C H A P T E R V: P R E G E N E R A T E D C H A R A C T E R
123
PREGENERATED WARRIORS
your patron and he came to your father and you in the hills
many times. Once Thor sent your father on a quest to recover
a horn which Loki's servants had stolen from him. Your
brother died on the journey and Thor, to honor him, raised a
great stone monolith over his grave. Your father took months
to recover from his wounds but Thor sent Eir the gods healer
to him and he recovered. He never talked of his quest and
always seemed distant when asked. Some wounds never
heal.
It was some years later that you were hunting bear for the
herders in the Troldheim when Thor came to you next. All
the other herders were impressed to reverent silence as the
thunder god came forward. I need you to hunt a very special
prey, the giant Hgnrr. He has insulted Odin and must be
made to pay in full. Travel all the lands and all the seas and
gather unto you seven companions. Only then will you be
ready to face Hgnrr. With that he walked off into the fog.
That day you left.
You still search for the seven companions but your quest has
only begun. As with your father you know little of what the
future will bring but you know it must be what the Norns
decree. By Skuld's withered teat, you will not fail your god!
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C ha p t e r V I : S k i l l s a n d F e a t s
This chapter presents a variety of additional skills and feats
available to the heroes of the Roma Imperious setting
alongside those found in True20 Adventure Role-playing.
Skills
The following skills are available to characters in Roma
Imperious in addition to those found in True20 Adventure
Role-playing.
Appraise (Int)
Check: You can appraise common or well-known objects
with fair accuracy (generally within 10% of their actual
value) with a Difficulty 12 skill check. Rare or exotic items
require a successful check against Difficulty 15, 20, or
higher. Failure means you miss-calculate the value
somewhere between 50% and 150% of actual value, and
your estimate is significantly off (by at least 10%). The
narrator can decide the estimated price based off of how
much the roll was failed by. As a general guideline the
estimate is off by approximately 5% (plus or minus) per
point you missed the Difficulty. Failure by 10 or more
indicates that you are unable to estimate the items value.
Proper tools like a magnifying glass, scales, reference
materials, and so forth grant a +2 bonus on appraising an
items value.
Try Again: Not for the same object.
Time: Appraising an item takes 1 minute.
SKILLS
Augury (Cha)
Bluff (Cha)
Here we present an expansion of the Bluff skill to further
detail the fine art of seduction.
C H A P T E R VI: S K I L L S
Means
Possible Actions
AND
FEATS
125
Seduction Results
Attitude
Possible Actions
Attitude
Means
Possible Actions
Indifferent U n i n t e r e s t e d i n y o u r Ignore
Seduction
Friendly
Helpful
Helpful
SKILLS
Means
Groveling Results
Diplomacy (Cha)
Here we present an expansion of the Diplomacy skill to
detail the fine art of groveling.
126
Means
Possible Actions
Wa t c h s u s p i c i o u s l y,
torture, chase off
Investigate (Int)
Check: A character generally uses Search to discover clues
and Investigate to analyze them.
The character can make an Investigate check to apply
forensics knowledge or logical deduction to a clue. This
function of the Investigate skill does not give the character
clues where none existed before. It simply allows the
character to extract extra information from a clue he or she
has found.
The base Difficulty to analyze a clue is 15. It is modified by
the time that has elapsed since the clue was left, and whether
or not the scene was disturbed.
Circumstances
Difficulty Modifier
+5
+2
+4
+6
C H A P T E R VI: S K I L L S
AND
FEATS
SKILLS
Navigate (Int)
You're trained in finding directions and plotting courses
from place to place.
Check: Make a Navigate check when trying to find your
way to a distant location without directions or other specific
guidance. Generally, you do not need to make a check to find
a local street or other common urban site, or follow an
accurate map. However you might make a check to find your
way through a dense forest or a labyrinth of underground
storm drains.
For movement over a great distance, make a Navigate check.
The Difficulty depends on the length of the trip: Difficulty
20 for a few hours, 22 for a few days, 25 for up to a week,
and 28 for more than one week. If you succeed, you follow
the best reasonable course toward your goal, but it takes
twice as long, since you lose time backtracking and
correcting your course. If you fail by more than 5, you travel
the expected time, but only get halfway to the destination at
which point you become lost.
You can make a second Navigate check (Difficulty 20) to
find the right path. If you succeed, you continue on to your
destination; the total time for the trip is twice the normal
time. If you fail, you loose the normal time for the trip before
you can try again. You can keep trying until you succeed,
loosing the normal time for the trip each time.
C H A P T E R VI: S K I L L S
AND
FEATS
127
SKILLS
Smuggling (Cha)
Smuggling involves sneaking people or things past officials
who want to tax or take the objects in question. Check:
Generally the base Difficulty is set by the opposed Search or
Notice check of the authorities in question, and is modified
by the size and number of the items.
Size and Number
Check
Modifier
+10
+5
Difficulty
Task
10
10*
15
15
15
Varies
Bind a character
128
O n e S m a l l i t e m , o r u p t o 1 0 Ti n y, 1 0 0 -5
Diminutive or 1000 Fine items
One Medium item, or up to 10 Small, 100 Tiny -10
or 1000 Diminutive items
One Large item, or up to 10 Medium, 100 Small -15
or 1000 Tiny items
One Huge item, or up to 10 large, 100 Medium -20
or 1000 Small items
One Gargantuan item, or up to 10 huge items, -30
100 large items or 1000 medium items
Special: The character receives bonuses from the Attractive
feat if he or she possesses it.
C H A P T E R VI: S K I L L S
AND
FEATS
Feats
The following feats are available to characters in Roma
Imperious in addition to those found in True20 Adventure
Roleplaying.
Aggravate (General)
Commission (Warrior)
Prerequisites: Leadership, Reputation +3
You, your followers, and any associated allies comprise a
military unit recognized by governments and other
authorities. You may be part of a national military or police
force, or you may be independents, such as a mercenary unit
or privateer fleet.
Your unit has a Reputation score. When you take the
Commission feat, that score is set at 2 less than your current
Reputation. Members of the unit, including yourself, making
a Reputation check may substitute the unit score for their
own.
The unit's Reputation increases or decreases according to the
unit's actions. Each time the unit accomplishes a notable
deed-a great victory, a great loss, a feat never before
achieved-the unit's Reputation increases by 1. Every six
game months that pass without the unit accomplishing a
notable deed decreases the unit's Reputation by 1.
FEATS
Decapitate (Warrior)
Prerequisite: Sever Limb
You are known and feared for your ability to lob off the
heads of your foes. You may attempt to do so by taking a -5
penalty to your attack roll when attacking with a slashing
weapon of the same size as or larger than your opponent's
size class. If you roll a critical hit your opponent must make
a Fortitude save with the same Difficulty as the Toughness
save they must make to resist damage. If the fortitude save is
failed, you have successfully cut off their head, killing them
instantly. If the Fortitude save is successful, your opponent
still takes damage normally.
C H A P T E R VI: S K I L L S
AND
FEATS
129
FEATS
130
two other allies in a row with suitable shields and they all
have this feat, the bonus increases to +2.
C H A P T E R VI: S K I L L S
AND
FEATS
C H A P T E R VI: S K I L L S
AND
FEATS
FEATS
You can inspire all your followers at once. When you use
your inspire abilities on your followers, you are not subject
to the half-your-level limit on how many subjects you can
affect.
131
Infuriate (General)
Prerequisite: Aggravate or Taunt
FEATS
Menacing (General)
Prerequisite: Untrained in Diplomacy and Gather
Information
You frighten people. You may add half your Reputation
score to your Intimidate checks. If you ever gain Diplomacy
or Gather Information as a known skill, you lose your
menacing edge and the benefit of this feat.
Organized (General)
You perform tasks quickly. You may make a Wisdom check
(Difficulty 15) to organize a task requiring a skill check and
taking more than one round. This task may be performed by
you or another character under your guidance. If you
succeed at the check, the task is completed in half the usual
time.
You may pick a second Vice. You can gain conviction points
through either vice so long as acting in accordance to the
other vice wouldn't be significantly less amoral. Specifics
are arbitrated by the Narrator.
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C H A P T E R VI: S K I L L S
AND
FEATS
takes damage normally. You can use this feat with piercing
or bludgeoning weapons, but instead of severing the limb a
bludgeoning weapon breaks a relevant bone in that limb, and
piercing weapons simply disable the limb without removing
it.
Renown (General)
You are well known, granting a +3 increase to your
Reputation score. You can take this feat multiple times,
gaining a +3 increase each time.
FEATS
You may choose this feat more than once. Each time you do,
it is applied to a different skill.
C H A P T E R VI: S K I L L S
AND
FEATS
133
FEATS
Startle (General)
You can make an Intimidate check rather than a Bluff check
to feint in combat (see Bluff in True20 Adventure
Roleplaying, page 30). Targets can resist with Intimidate,
Sense Motive, or Will and gain a +1 bonus on their
resistance check per startle attempt against them in the same
encounter.
134
Stylish (General)
You may spend a Conviction point to apply a +1 bonus to
one Bluff, Diplomacy, or Gather Information check for
every 100 dinarii you have spent on your current outfit
(round down).
Wealthy (General)
In Roma Imperious the Wealthy feat provides you with a
one-time bonus of 25,000 dinarii each time you take it. This
is in addition to your starting wealth (See Chapter VIII:
Equipment and Money on page 205 for stating wealth
based on social class).
C H A P T E R VI: S K I L L S
AND
FEATS
C ha p t e r V I I : M a g i c
There are three types of magic systems in the Roma
Imperious Setting: the Free Form or Clerical Magic, the
Dedicated (Chi) magic and the point based Spell Magic
systems.
It turns out that only some humans are born with the ability
to tap into other Realms, and even then they can touch only
one Realm. This is a tricky process, since channeling energy
can overload the nervous system of the spell caster. Spirit
points are the measure of the amount of energy one person
can channel at any one time. The average human has ten
spirit points, spell casters have between ten
and thirty and supernatural creatures can
have hundreds.
Magical energies have a certain
unique resonance that allows for a
number of interesting things. First,
a spell caster can detect energies
from his own Realm, so a
Medicina Maga can detect when
other Medicina Maga powers are
in use. Second, each Realm has an
affinity for different materials (see
Chart in the next section). These
materials can store spirit points,
like a battery, for future use.
Third, each Realm has a counter in
different materials (see Chart in
the next section). These materials
block power use from the
appropriate realm, and will even
inflict damage on spell casters if it
touches their skin. Finally, it is
possible to craft devices to store
Clerical Magic
The Free Form magic system relies on channeling an
external power through a character's body. The body works
both as a capacitor and a resistor. As more power is passed
through the body, which is not a perfect conductor, fatigue
builds up, which needs to be cleansed with rest, prayer,
meditation or the like. At any time when a feat is attempted
the amount of energy channeled can
cause the character to be wounded or
die due to the energy level exceeding
the body's capacity. The mechanics are
such that there are no spell lists but
only areas of ability. A Shaman who is
linked to a Lion spirit guide has power
over strength, fear and
control over people. They
could increase the Strength of
themselves or the group or
reduce the Strength of an
enemy. This is accomplished
by making two checks. The
first is a check involving
getting the attention of the
supernatural being, focusing
the character's concentration,
or creating the initial
c o n n e c t i o n . A D i ff i c u l t y
m odifier is based on the
number of feats performed in
a day and any situational
modifiers the Narrator imposes,
CLERICAL MAGIC
135
CLERICAL MAGIC
System
To cast clerical magic, an adept must spend one feat at first
level, plus an additional feat every third adept level they
attain on Clerical Magic, otherwise their power ranks cease
to progress. An adept casting clerical magic who has
expended the required feat slots has a power ranks equal to
their total adept level plus three. These power ranks are used
to make power checks much like skill ranks are used to make
skill checks.
Channelers of the free-form Clerical magic include Druids,
Priests and Shamans. These adepts are not restricted to
specific lists of spells or powers, but are able to channel the
raw power of the gods or spirits they work with in order to
perform miracles. These adepts use Wisdom as their key
ability when making a power check to create the desired
effect with their clerical powers. Their power check is
modified by -3 every time the clerical adept has attempted an
additional use of their clerical power (i.e. first attempt -0,
second attempt -3, third attempt -6, etc.). In addition, the
Narrator sets the Difficulty for the power check based on the
desired effect, and may modify the roll if he or she feels it
136
Example
15
20
25
30
D i ff i c u l t : r e g e n e r a t i o n , a n i m a t i n g t h e
inanimate, curing insanity, manipulating the
mind, summoning a Spirit Guide or familiar &
friendly outsider to the Real World.
40
d20
Levels
18
6-10
Psychic Backlash
1-5
CLERICAL MAGIC
The adept will be able to keep the base modifier constant for
a number of levels equal to her level. For example, if a fifth
level druid were attempting 7 consecutive uses of their
power then the total modifier for the druid would be for each
feat respectively; -0,-0,-0,-0,-0,-3,-6. Since the base modifier
does not change it allows the adept to perform more feats.
Psychic Backlash
137
d20
Psychic Backlash
d20
1-5
6-10
Physical Backlash
-1 to all Constitution checks, Constitution based
skills and Fortitude saves until adept prays/
meditates; body shaken.
19
18
138
Physical Backlash
System
Constructing supernatural items requires the Imbue Item
feat. Adepts with the Imbue Item feat must perform three
steps in creating a supernatural item. They are:
Creation Modifiers
These modifiers outline different abilities that might be
placed in an item. They are not meant to be all inclusive but
are a guide. When attempting to create an item the player
should discuss it with the Narrator to fully realize all the
aspects.
Ability
Modifier
+2 per +1 bonus
+4 per +1 bonus
+1 per 10 charges
Armor Bonus
+4 per +1 bonus
+3 per point
Modifier
Ability
-2 to -8
139
D E D I C A T E D (C H I ) M A G I C
If the artificer misses the Will save then they trait the failed
roll as a failed toughness save and take damage accordingly.
Critical Knowledge (supernatural) Failure Table
d20
Effect
System
A Monk's base CHI is equal to 10 plus twice their Wisdom
score.
Different orders of monks have different disciplines which
they are taught over time. This takes many years to master
and requires a dedication that few possess.
A monk may only spend one chi per level in a single round.
A monk may regain spent chi equal to their level for each
hour they spend in meditation. This will never take less than
three hours, and required a Difficulty 10 Concentration
check.
1-4
5-9
10-13
14
Flight
15
Prerequisites: Buddhist
16
17
Permanently blinded
18
Permanently deaf
The monk will be able to fly in any direction for 10' per chi
spent. In addition, they will be able to shorten the distance
and extend the flight. For example, a fifth level monk could
fly 10' up and stay there for four rounds by spending five chi.
19
Shrinking
20
Death
Elements
Elements (seeMagical Elements on page 221) have certain
attributes and must be used to create a desired effect. For
instance, to create a teleport block the artificer would need
asbestos for its magic dampening effect. Once an object is
created the element is consumed, this occurs even if the
artificer is ultimately unsuccessful.
140
Prerequisites: Ch'an
The monk may spend 1 chi for a + 1 to Defense for one
round, up to a maximum bonus of +5. If a fifth level monk
spends five chi then he will have a + 5 to Defense for one
round. If the same monk spend 10 chi he then will have a + 5
for two rounds.
Endure
Prerequisites: Taoist
The monk is able to ignore the negative effects of any
damage they suffer at the cost of 1 chi per round. This means
that if the monk is reduced to dead status on the damage
track, they will not die as long as this discipline is in effect.
A first level monk would need to spend their action each
round and a chi point to maintain the Endure. If a fifth level
monk were to perform this discipline then they would spend
five chi and have five rounds of actions before having to
spend a round to reactivate the Endure.
Heal
Prerequisites: Buddhist
The monk may spend 1 chi point to activate this power to
provide themselves or another target touched a bonus
Mend
Prerequisites: Ch'an
The monk may spend one chi to mend damage to an object.
The monk must be able to fit the object in both his hands.
For example, a pole, sword, area of armor, or broken pot.
Magical items require greater focus and cost one chi for
every plus to hit on a weapon, or ability of an item. Thus a
sword that heals and is a +3 to hit weapon would require four
chi to mend.
Cure
Prerequisites: Dragon Clan
Speed
Prerequisites: Taoist
The monk may spend chi for one additional move or
standard action per round for a total number of rounds equal
to their total chi spent. So, to have an extra action for three
rounds the monk would have to spend three chi. The
discipline applies to the next round so that means the monk
may spend one chi and their action for the round in order to
have two actions the next round.
Dominate
Prerequisites: Dragon Clan
The monk must spend one point of chi plus an additional
point for every point of the targets Wisdom. The target then
receives a Will save vs. a Difficulty equal to 10 plus 1/2 the
monk's Wisdom score. If the target fails then they must obey
the monk's commands assuming that they understand them
(i.e. speak a common language). For every day that they
wish to control the target the monk must spend chi again,
and the victim receives a new saving throw. For a first level
monk this means every day they must see the target and
reinforce the dominate.
Spell Magic
The Spell Point system is powered by spell points or spirit
points. All living sentient creatures have spirit points.
Humans that do not cast Spell Point magic have 10 spirit
points. If these are drained to -10 then they die. The
character picks from a list of spells and can cast these as long
as they have spell points to do so. The Realms, as the spell
System
Adepts who wish to cast the spell magic of the realms may
exchange a feat slot to learn two spell levels worth of spells
plus an additional spell level per every two feat slot they
have previously exchanged. So the spell slots gained through
this exchange will follow this progression;
2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12. An adept
can only learn spells of a spell level equal to or less than their
current adept level.
SPELL MAGIC
The monk may cure a disease at a cost of one chi per day that
the target has been infected. For instance, if the infected had
the disease for 3 days then the monk would need to spend
three chi. This discipline may also be used to raise the dead.
A monk must spend five chi for every day the deceased has
been dead. This means if the person was dead for two days
the monk must spend ten chi.
Spell Points
Adepts who cast the realms gain spirit points equal to their
Wisdom plus 25. You can spend more spirit points than your
current total, but going into negative spirit points can have
dire consequences. Once an adept's spirit point total reaches
zero they become Winded. When their spirit point total is
between -1 and -4 they become Fatigued. Once their spirit
point total reaches -5 to -9 the adept becomes Exhausted, and
when their total drops to -10 or below they drop dead with no
chance for resurrection. (For more on fatigue conditions see
Fatigue on page 108 of True20 Adventure Roleplaying).
The Realms
Only a certain percentage of the population are able to cast
the Realms. The various organizations are always in search
of people who can cast spells. This does not always mean the
person has learned to cast but instead, has the genetic
capacity to cast. Any adept who casts the Realms must pick a
single realm from which they may draw their spells. Those
with the Magi Lore feat may choose two Realms.
141
SPELL MAGIC
Sanguis Magus
Storage Gem
Ruby/Blood Stone
Detrimental Material
Rose wood
Source of Power
Blood
Tenebrae Magae
Jet/Onyx
Lead
Soul
Natura Maga
Emerald/Jade
Unworked Iron
Essence of Life
Medicina Maga
Diamond/Aquamarine
Silver
Aerarius Magicus
Water Opal/Amethyst
Oak
Heart
Ars Candida
Peridot/Jasper
Coal
Liver
Ars Venefica
Amber/Red Topaz
Copper
Mind
Natura Maga
This realm of power deals with nature, animals, and the four
elements: fire, earth, air and water. Although they start out
slowly, characters in this realm quickly gain immense
power. The Natura Maga are very popular in Africa as well
as the north. The are welcomed as magi who are capable of
affecting the weather and protecting a village.
The largest of the collegia is in Germania called the
Collegium Constantum. They train their own members and
maintain extensive libraries. Their members may live all
over the Empire and beyond. They tend to draw the ire of the
Roman elite since they welcome women and foreigners
amongst their numbers. Their house at Constantia is
immense and always busy. They welcome travelers and ask
only to inspect them to see if they can cast the realm. They
find a great number of new students this way and assign
experienced members of the Collegium to teach them.
Yearly dues are 12 Aurei.
The Natura Maga are generally well thought of except for
their preoccupation with Nature and the ways that man can
best live in harmony with it. Some believe this thought came
out of the east while others point to the Greek or Roman
philosophies. Whatever the source it often causes common
people confusion and frustration.
Medicina Maga
Medicinae Magae are masters of physical change and
manipulation. Their powers involve shape shifting, healing
and metal changing. The nature of the Medicina Maga is one
of change and alteration, since even healing is merely a case
of an alteration of the state of a living creature. This realm
has much in common with the Natura Maga and Ars
Candida. They are traditionally opposed to the Tenebrae
Maga and seldom work well together.
142
Sanguis Magus
The Sanguis Magus realm involves mental manipulations, as
well as illusions, fire powers, stealth and shadows. The
collegia of the Sanguis Magus are often populated by
warriors, politicians and thieves. The thieves partake in what
are called illicita or illegal collegia that are not recognized by
the Empire. Soldiers and politicians are often part of a
collegium and part of the Mithras cult at the same time.
The Collegium Rubra is the largest and most influential of
the collegia of the Sanguis Magus. Amongst its members are
Senator G. Julius Melito who has made his fortune in honey
from Sarmatia and Marius Novanus a famous magus who
made his name in the wars against the rogue magi of the
Saeculum Magorum. These two members head the
Optimates political party in their efforts to regulate plebeian
use of magic. They have many friends in high places but do
not have the favor of Emperor Tiderius, who favors the
plebes in this matter. The dues for this collegium often come
in the form of service but include an annual 12 aurei as well.
The Illicitum Pravum, an unrecognized collegium, prides
itself on its Epicurean philosophy and subsequent pursuit of
earthly pleasures. Their nominal leader is a Greek by the
name of Scopas. This collegium has little influence in Rome
but Scopas keeps an excellent network of spies and
informants. Members of this collegium are sure to have
Tenebrae Magae
These people are concerned with undead, demons and other
horrors that go bump in the night. Hiding and deception are
also included in their repertoire, as well as invulnerability
and protections. They tap into what is considered a dark and
foreboding realm and are often under suspicion of dealing
with evil spirits. Despite this, they are often the first to
recognize true evil in the empire before other, less
experienced people.
SPELL MAGIC
Aerarius Magicus
143
Ars Venefica
SPELL MAGIC
Ars Candida
Ars Candida powers involve enchantments of weapons and
armors, arcane lore, and other scholarly pursuits. Their main
offensive ability is the bolt spell, which eventually upgrades
to lightning and solar bolts. Unlike Venefices, they are a
social group, learning their powers in Scholae Magorum
from many instructors, then later forming Ars Candida based
collegia. Their energy source is a realm of pure light thought
to be found in all people.
Magi Artis Candidae are highly community oriented. If any
of their members show any tendencies towards antisocial
behaviors they are questioned, if necessary by magical
means, and if found to be lacking, consigned to reclusion
where they will be helped as best as possible. To this end,
Ars Candida practitioners take an oath, the Idatic Oath,
which dedicates them to the good of the community and
civilized society. It is on this oath that most collegia are
founded. Different Ars Candida practitioners choose to
interpret the Idatic Oath in different ways, some think it only
applies to their province, others only to their community and
others believe it applies to all civilized society. The Oath is
tempered by the individual's world view but it does not
preclude involvement with other professions (although a Ars
Candida would make a poor bandit).
Many of the Ars Candida join the Legio Magi in the hopes of
serving the greater community of the Empire. This leads to
conflicts of their conscience since the Legion is needed, at
times, to suppress citizens of the Empire.
The collegia harvest miniscule amounts of spirit points from
the people they live around. This does not hurt the
144
allow the caster from the other realm to draw them. If a gem
stores spirit points, none of its properties are effected. Even
experts of jewel crafting will not be able to detect any
difference.
Spell Elements
Spell elements as they appear in the spell descriptions are the
actions or pieces that make up spells. They define the
individual actions or ingredients needed for the completion
of that spell. If any single element is unavailable, then the
spell will not function. Spell elements should not be thought
of as only physical items, and actually are rarely an
ingredient, but as the parts that make up a spell. A hand
gesture, a spoken command or the ability to see a target are
much more common as spell
Element Abbr.
Thought
Substance S
Oral
Gesture
Description
The caster must focus his mental
concentration to cause the effect to
occur. This is common to all the spells.
Some substance is required. This is
usually in the form of containment or
medium. The substance is only
consumed if stated by the spell
description.
This means the caster must speak,
usually to communicate in some way.
Command spells must have an Oral
element.
This element requires the caster to
perform some gesture. This usually is
employed with directed spells such as
Tornado to direct it to the target.
Throwing a sphere of flame is also a
Gesture.
Spell Prerequisite
Prerequisites are the spells that the caster must master before
being able to cast the current spell outlined in the
description. If the caster has not learned the prerequisites to a
spell, they cannot cast that spell.
Spell Description
The spell description is meant to clarify the effect of the
spell. If there is any ambiguity it is resolved by the Narrator.
Descriptions may touch on area of effect, range modifiers,
the effect or damage of the spell or any restrictions.
Element Abbr.
Thought
Description
Substance S
Oral
Gesture
Aerarius Magicus
Spell Cost
First Level
Spell Range
Range expresses the distance from the caster the spell may
effectively be cast or the area of effect that the spell has. An
example of range is the Wind spell, which may be cast
anywhere and controlled within 500 feet of the caster.
An example of area of effect is Plant Control II at 4 pts/ 500
sq. ft. Some ranges are left to the determination of the
SPELL MAGIC
Cost: 3 points
Range: Touch
Elements: T,S
This spell allows the caster to manipulate any non magical
fire. For example, torches can be extinguished or a camp fire
can be made to flare brightly. Note that this spell does NOT
create fire, but only affects flames that already exist. If a
flame is caused to flare on to a target within 10 feet of the
fire, a ranged attack roll must be made. If successful, the fire
does +1 damage per two adept levels of the caster (round up)
to a maximum of +10 damage. This spell will create one
effect such as parting a fire to allow one to walk through or
causing a gout of flame. Control does not extend to making
145
the fire burn in a way that is not natural for it, meaning that
you could not make a ring of fire but you could make it burn
strange colors.
Airy Water
Cost: 1 point/10 rounds
Elements: T
SPELL MAGIC
Chameleon
Cost: 3 pts/10 rounds
Range: Personal
Elements: T
This spell is a lesser version of invisibility, since it leaves a
shaky outline of the caster. It will not mask scent or sound,
although exceptional vision will be blocked. If the caster is
not moving he receives a +8 bonus to stealth plus an
additional +1 bonus per adept level. If the caster moves this
bonus is halved. This spell will also give a +2 to defense stat
with an additional +1 every 4 levels.
Glow/Darkness
Cost: 4 pts
Range: Touch
Elements: T,G
Glow/Darkness is a spell which has been copied from the
other Realms due to its usefulness. This spell is usually cast
on inanimate objects and will last until the caster dispels it or
dies. However, if it is cast on a living creature then the caster
must concentrate on it to maintain it. If the caster is jostled or
hit or moves more than 1/2 movement the spell will cease.
Normally, the spell will affect a 10' sphere +1' per adept
level of the caster around the source. Note that the caster can
see through his own darkness, although no one else can.
Gust
Cost: 2 pts
Range: 100'
Minor Preservation
Range: Touch
Elements: T,G,S
Minor preservation must be cast on an object or container. If
cast on a container, it will seal the vessel and cause its
146
See Spirits
Cost: 1 pt/rd.
Range: Sight
Elements: T,G
With a gesture this spell will allow the caster to see spirits of
all types except lords. Examples of spirits include wood
spirits, river spirits, fire spirits, stone spirits, ghosts, and
many more. This power may be bestowed on other people.
Telepathy
Cost: 1 pt/10 minutes
Range: 4 mile/lvl
Elements: T
Telepathy is a useful spell which allows communication to
occur between two or more sentient creatures. The caster
merely concentrates on the person (or people) with whom he
wishes to communicate; if they are within the range of the
spell, the conversation may begin. In addition, telepathy may
be used to scan for sentient minds. This techniques is not
fool proof and the caster must make an Intelligence check.
The Difficulty for this check is 10 + 1/1000 sq. feet scanned.
It will take 1 minute to scan 1000 sq. feet. For example, to
scan a 2000 sq. foot house it would take 2 minutes and the
caster would check vs. a Difficulty of 12 to find a sentient
mind. Unfortunately there are a few drawbacks to the spell.
First, the caster must share a common language with the
recipient to be understood. Second, the recipient must be a
sentient creature; this spell cannot be used to communicate
with animals. Third, telepathy resembles a mental attack
spell, meaning it will be blocked by all mental protection
spells. Finally, the caster is wide open to any return mental
attack spells which the recipient cares to send. This means
that during a telepathic communication the caster receive no
saves if attacked mentally.
Second Level
Elements: T,G
Cost: 4 pts/rd.
Airy Shield
Cost: 1 point/round
Elements: T,G
This spell will protect the caster with a +4 bonus to
toughness saves against all missile attacks. It does this by
creating an area of fiercely swirling winds between the caster
and the opponent. The square feet is the area of protection
provided and the caster can have as many people as will fit
within. It will not stop someone from walking through it.
Dissipate
Cost: 5 pts
Teleport Item
Range: Touch
Cost: 8 pt/item
Range: Unlimited
Elements: T,G
Elements: T
Range: 10'/lvl
Elements: T
Intangible Passage will cause stone and/or earth to become
insubstantial. This will create a passage 4' wide by 6' tall by
10' deep per 2 points spent. The caster may orient the
passage in any direction desired. The passage will remain for
a number of rounds equal to the caster's adept level or until
she dispels it; anything still in the passage would be trapped
in the stone or earth. This spell will only affect stone and/or
earth.
Range: Personal
Elements: T
This spell will protect the caster from non-magical fires.
This will also protect against lava, molten metals and other
molten substances. Essentially, if the Narrator rules the
source is non-magical, then you will be protected from the
effect of the fire. Note: this does not make you float above
the fire or molten substance, making traversing certain
obstacles difficult regardless.
Wind
Cost: 2 pts/10 rounds
Deviation
1-5
Inches
6-10
Feet
11-15
Yards
16-20
Miles
After the units have been determined then the actual distance
is determined by rolling 1d20 +4 for the result. In addition a
direction die is rolled, a d20 with 1 being northward and the
numbers proceeding around the compass clockwise.
Deviation will not allow the object to appear within another
object but cause it to bounce along the surface.
d20
SPELL MAGIC
Intangible Passage
d20
Direction
1-2
To the North
3-5
To the Northeast
6-7
To the East
8-10
To the Southeast
11-12
To the South
13-15
To the Southwest
16-17
To the West
18-20
To the Northwest
147
Third Level
Flaming Hand
Wind Walking
Cost: 1 point/10 minutes Range: Touch
Elements: T,G
This spell was first used by Kinvia the Good to save her
party from certain death when a cloud city they were
investigating was destroyed. This power will simply allow
the caster or anyone he/she touches to walk upon the air with
any encumbrance which he/she may carry. The air may or
may not be moving.
Range: 20'/lvl
Elements: T,G
Fourth Level
Absorb
Intangibility
SPELL MAGIC
Cost: 3 pts
Range: Personal
Cost: 10 pts
Range: Touch
Elements: T
Elements: T,G
Prerequisite: Dissipate
Range: Touch
Elements: T
I
148
Point Telepathy
Cost: 6 pts per activation Range: Unlimited
Elements: T,S
Stone to Mud
Elements: T,S
Prerequisite: Telepathy
Preservation
Cost: 8 pts
Range: Touch
Elements: T,G,S
Skip Teleport
Cost: 5 pts
Range: Touch
Elements: T,G
Skip Teleport allows the caster to teleport in a random
direction for up to 10 times the caster's adept level in yards.
This spell will not allow the caster to teleport into a solid
substance but may instead cut the distance short or pick a
new direction to teleport in. The Skip Teleport spell will
teleport along a surface so the caster might teleport up a cliff
or over a pond but will not go straight down into a tunnel
underneath him. Roll 1d20 and consult the table supplied to
determine where the caster teleports to.
d20
Direction
1-2
To the North
3-5
To the Northeast
6-7
To the East
8-10
To the Southeast
10 pts Voice
Elements: T,O
Stone Tell will allow the caster to ask 12 questions of a
stone. The answers will be simple and carry no extra
explanation. They may ask questions only of those things
which are a direct experience of the stone. The stone will not
be able to answer abstract questions. This spell can enable
the stone to show pictures of things it has experienced.
Whirlwind
Cost: 3 pts/round
Elements: T,G
Prerequisite: Wind
Fifth Level
Tornado
Cost: 5 pts/round
Range: Sight
Elements: T,G,O
Prerequisite: Whirlwind
SPELL MAGIC
Stone Tell
Fire Shield
Cost: 3 pts/round
Elements: T,G
149
Fire Storm
Cost: 8 pts
Cost: 11 pts
Range: Contained
Elements: T,G
Elements: T,G,O,S
Prerequisite: Whirlwind
SPELL MAGIC
Flame Bolt
Cost: 7 pts
Range: 40ft+2ft/lvl
Elements: T,G
Major Preservation
Cost: 12 pts
Elements: T,G,S
Sixth Level
Convert
Cost: 1 pt per 10
Range: 1'
Range: Touch
Elements: T,G
Prerequisite: Absorb
Prerequisite: Preservation
Fire Wall
Cost: 5 pts
Elements: T
This spell will create a wall of fire 100 cu. ft. + 10 cu. ft./lvl.
That deals +1 fire damage/adept level per round to anything
inside of or moving through it. The wall may occupy up to
150
100 cubic feet +10 cubic feet per level of space. The spell
will last for 3 rounds per level of the caster. For a seventh
level caster it would last 21 minutes. The caster need not
form a wall; an igloo, dome, or any shape may be created but
it must be noted that the heat would be intense in an enclosed
shape. Also, the structure does not have to originate on the
ground. A sheet of flame created through the head of an
enemy will cause damage normally, but targets may make a
Reflex save to avoid being engulfed in the wall upon its
creation. Finally, it must be noted that this is an incredibly
flammable spell and that if it is cast where anything can
catch on fire, it will.
Hurricane
Range: Sight
Elements: T,G,O
Prerequisite: Tornado
Walk on Water
Cost: 4 pts/hour
Range: Personal
Elements: T
Walk on water is a spell which will make water become a
hard surface in the perception of the caster. This will not
calm the waters any and if there are storm like conditions,
the caster must then make a Difficulty 14 Acrobatics check
each round to maintain their balance or fall and break the
spell.
Wind Ride
Cost: 2 pts/hour
Range: Touch
Elements: T
Teleport
Cost: 10 pt/item
Range: Touch
Elements: T
Deviation
1-5
Inches
6-10
Feet
11-15 Yards
16-20 Miles
After the units have been determined then the actual distance
is determined by rolling 1d20 +4 for the result. In addition a
direction dice is rolled, a d20 with 1-2 being forward and the
numbers proceeding around the compass clockwise and 1718 being up and 19-20 being down.
d20
Direction
Cost: 12 pts
Range: Contained
1-2
To the North
Elements: T,G,O,S
Air Elementals
Prerequisite:
3-4
To the Northeast
5-6
To the East
7-8
To the Southeast
Summon/Control
SPELL MAGIC
151
d20
9-10
Teleport Block
Direction
To the South
SPELL MAGIC
Seventh Level
Point Teleport
Cost: 12 pt/item
Range: Touch
Elements: T,G,S
Stasis
Cost: 20 pts
Range: Touch
Elements: T,G,S
152
Cost: 30 pt/structure
Range: Touch
Elements: T,G,S
Prerequisite: Teleport
Ars Candida
First Level
Bolt
Cost: 6 pts
Range: 150'
Elements: T,G
Bolt creates a crossbow bolt at the caster's finger tips and
flings it with deadly force towards a target. The caster must
roll to hit, but can add their Wisdom score to their roll in
addition to their Dexterity. If the caster hits then the bolt will
do +3 damage. The caster may fire one bolt plus one
additional bolt for every three adept levels attained. For
example, a sixth level Ars Candida adept would be able to
cast 3 bolts in a round.
Enchant Weapon I
Cost: 5 pts
Night Vision
Range: Touch
Range: Touch
Elements: T,G,S
Elements: T
Glow/Darkness
Elements: T,O
Heal I
Cost: 2 pts
Range: Touch
Elements: T,G
Heal I is the beginning of the most sought after forms of
magic, healing. Everybody needs healing but this spell may
be used to inflict damage as well. This spell, however, will
not mend bones properly or remove arrows. This spell
allows the recipient to make a recovery check using your
Intelligence score +2 in place of their Constitution. If this
spell is reversed the victim touched must make a Fortitude
save with a Difficulty of 10 + this spell's level + the caster's
intelligence. Treat a failed fortitude save just like you would
a failed damage save. The reverse heal causes the flesh to
rot.
Range: Voice
This spell will, quite simply, allow the caster to speak with
animals. It does not bestow any intelligence and this may
cause some difficulty in getting your point across. This spell
will work with any creature with the animal type or any other
creature of low intelligence (-4 or -5) and is recognized as
not having an established language.
Telekinesis
Cost: 4 pts
Range: 100'/lvl
Elements: T,G
Telekinesis is perhaps one of the best known spells. It allows
the caster to move up to 10 pounds of matter per level. At
first level one would be able to open a door or move small
objects about. To knock someone down it would depend on
the target's size but would roughly require 60 pounds of
force. This is left to the discretion of the Narrator. The caster
must make a successful to hit roll on a moving target; i.e. if
the bandit is swinging his sword to cut off the head of his
companion, the caster has to roll a to hit on the bandit to
knock the bandit's sword aside. If the caster misses, he still
expends the points for the push. The caster may add their
Wisdom score to the attack roll in addition to their Dexterity.
The telekinesis effect will only last 10 minutes per level of
the caster.
Telepathy
Cost: 2 pt/round
Range: 1 mile/lvl
Elements: T
Identify I
Cost: 8 pts
Cost: 2 pts
SPELL MAGIC
Range: Touch
Elements: T,G,S
Information is power and this spell is powerful. This spell
will give the caster the knowledge of the history of a nonmagical item which the caster must handle. If the item is
magical then the spell will have no effect. The caster cannot
use the spell on a rock or tree since these are elements and
living beings not items. Items are crafted articles such as
swords and tables. The caster must succeed on a Difficulty
12 adept level check to be able to obtain specifics otherwise
the caster will only receive vague impressions; i.e. the item
was made by a man or the item was made by John the
Carpenter.
153
Second Level
Detect Poison
Cost: 3 pts
Range: Minimal
SPELL MAGIC
Elements: T
This spell will allow the caster to automatically detect any
normal, non-magical poison. For any magical poison the
caster will have a 50% chance (11-20 on a d20) of detection
with bonuses if it has obvious identifiable traits, like oily,
smells like lemons, a certain color, etc.
Enchant Armor I
Cost: 5 pts
Range: Touch
Elements: T,G,S
Enchant Armor I allows the caster to make linked armor
wear like leather armor. This will not change any of the
properties of linked armor (it will still make noise) but it
does decrease the Armor Check Penalty by 1 point. The spell
lasts for one week.
Summon Companion
Cost: 12 pts
Range: Unlimited
Elements: T
Range: Voice
Elements: T,O
Touch
Elements: T,G,S
Spear Bolt
Enchant Weapon II
Heal II
Cost: 3 pts
Range: Touch
Elements: T,G
Prerequisite: Heal I
154
Cost: 8 pts
Elements: T,G
Prerequisite: Bolt
Tongues
Cost: 4 pts
Range: Personal
Elements: T,O
Tongues allows the caster to communicate with other races
and intelligent humanoids. This spell magically alters the
caster's speech to that of the target, doing the same for the
target to the caster. This spell will last for one conversation.
A dialogue must occur if the spell is to function correctly.
Overhearing a conversation and activating this spell will
have limited if any effect.
Third Level
Air Bolt
Cost: 8 pts
Range: 80 feet
Plant Control I
Elements: T,G
Airy Shield
Cost: 2 pts/round
Enchant Armor II
Elements: T,O
The purpose of this spell is to allow the caster to control
small plants and weeds. The caster may command the plants
to grow at an accelerated speed. The caster may also give
simple commands such as trip or grab, but the plants
will be unable to move.
Range: Touch
Elements: T
Protection from Electricity grants 2 points of Electricity
Resistance to the caster or whatever the caster touches. This
protection will work against lightning or any form of
electricity. This spell will last for one day.
Cleanse
Cost: 3 pts
Range: Touch
Prerequisite: Neutralize Poison
Cost: 8 pts
Range: Touch
Elements: T
Elements: T,G,S
Identify II
Cost: 12 pts
SPELL MAGIC
Elements: T,G
Range: Sight
Scribe
Range: Touch
Elements: T,G,S
This spell will give the caster the knowledge of the history of
non-magical and magical items which the caster must
handle. The caster cannot use the spell on a rock or tree since
these are elements and living beings not items. Items are
crafted articles such as swords and tables. The caster must
roll a Difficulty 12 adept level check to be able to obtain
specifics otherwise the caster will only receive vague
impressions; i.e. the item was made by a man or the item was
made by John the Carpenter.
Neutralize Poison
Cost: 6 pts
Range: Touch
Elements: T,G,S
Cost: 6 pts
Range: Personal
Elements: T,S
Prerequisite: Tongues
Area: 10 mi sq.
155
Fourth Level
Elements: T
Cost: 11 pts
Range: Touch
Elements: T,G,S
SPELL MAGIC
Range: Touch
Elements: T,G,S
Heal III
Cost: 4 pts
Range: Touch
Elements: T,G
Prerequisite: Heal II
Heal III is the third in the healing series. This spell allows
the recipient to make a recovery check using your
Intelligence score +6 in place of their Constitution. If this
spell is reversed the victim touched must make a Fortitude
save with a Difficulty of 10 + this spell's level + the caster's
intelligence. Treat a failed fortitude save just like you would
a failed damage save. The reverse heal causes the flesh to
rot.
Plant Control II
Cost: 5 pts/500 sq. ft.
Range: Sight
Elements: T,O
156
Range: Contained
Elements: T,G,O,S
Animal
Prerequisite:
Summon/Control
Thorn Sword
Cost: 6 pts
Range: Touch
Elements: T,G,S
The caster may take a thorn and make a wooden sword of
steel-like strength. The caster must hold the thorn in his hand
then concentrate and the sword he was concentrating on will
appear in his hands looking for all extents and purposes like
a wooden sword. This spell will last for one day.
Water Bolt
Cost: 9 pts
Range: 60 feet
Elements: T,G
Fifth Level
Cost: 6 pts
Range: Touch
Elements: T,G
Prerequisite: Cleanse
Thorn Spear
Nourishment
Nourishment will create one day's food and water per level
of caster. The caster touches the vessel he wishes to contain
the food and/or water then casts the spell.
Flame Bolt
Cost: 10 pts
Elements: T,G
Restoration
Cost: 4 pts/Day/Limb goneRange: Sight
Elements: T,G,S
Prerequisite: Heal II
Range: Contained
Elements: T,G,O,S
Prerequisite: Summon/Control Air Elementals
Water Elementals are perhaps the most intelligent of the
Elementals. They are also possibly the most evil and selfish.
They will give nothing unless it is at a price even though
they cannot use what the caster proffers, they will still take
it.
A caster may summon an elemental up to their level; i.e. a
tenth level caster could summon any level elemental up to
tenth level. A Water Elemental cannot fly and will refuse to
deal with magical fires or extreme heat.
When Summoning an elemental certain rituals must be
observed so as to assure the safety of the caster. A
summoning circle must be used made of crushed rubies,
symbolizing the ever burning fire. This is because the water
elementals and the fire elementals are natural enemies. This
will contain the elemental and focus it on the caster's will.
The summoned elemental does receive a Will save to resist
being controlled by this spell (Difficulty 10 + spell level, +
Range: Touch
Elements: T,G,S
The caster may take a thorn and make a wooden spear or
staff of steel like strength. The caster must hold the thorn in
his hand then concentrate and the spear or staff he was
concentrating on will appear in his hands looking for all
extents and purposes like a wooden weapon. This spell will
last for one day.
Sixth Level
Earth Bolt
Cost: 11 pts
Elements: T,G
SPELL MAGIC
Cost: 6 pts
Enchant Weapon IV
Cost: 13 pts
Range: Touch
Elements: T,G,S
Force Bolt
Cost: 10 pts
Range: 100'+5'/lvl
Elements: T,G
157
Range: Contained
Elements: T,G,O,S
Prerequisite: Summon/Control Water Elementals
SPELL MAGIC
Thorn Wall
Cost: 4 pts
Range: 10'+10'/lvl
Elements: T,G
Seventh Level
Wall of Blades
Cost: 1 pt/round
Range: 10'+3'/lvl
Elements: T,G
158
victim per adept level of the caster made with the caster's
attack bonus. Each additional hit scored adds +2 damage.
The caster, if he wishes to move the wall, can only go as fast
as he is able to walk and must concentrate on nothing else.
When the wall is stationary the caster may do other things
such as cast other spells. This spell only lasts 1 round for
every point spent. The points for the duration of rounds
desired may be spent when it is initially cast or during
operation.
Enchant Weapon V
Cost: 16 pts
Range: Touch
Elements: T,G,S
Lightning Bolt
Cost: 12 pts
Range: 50'+3'/lvl
Elements: T,G,O
Bolt
Range: Contained
Elements: T,G,O,S
Fire Elementals
Prerequisite:
Summon/Control
Ars Venefica
Cost: 4 pts
Emotions I
Elements: T
Mind See
Range: Sight
Cost: 2 pts
Elements: T,G
Illusion I
Cost: 6 pts
Range: Sight
Sleep I
Range: Sight
Elements: T,G
Elements: T,G,S
Illusion I is the beginning of a powerful series of spells.
Although not overly powerful at this stage, the spell can still
be handy. The Illusion will not move or make noise and if
touched it will be dispelled. However non - moving items
such as a bridge where there is no bridge or a pile of gold
where there is a pit of spikes is quite feasible. The substance
for this spell is a pinch of dust.
Invisibility I
Cost: 1 pt/4 rds
Range: 10 mi/lvl
SPELL MAGIC
Elements: T,G
Range: Touch
First Level
Cost: 6 pts
Resolve
When this spell is cast the victim must make a Will save vs.
a Difficulty of 10 + spell level + caster's Intelligence. The
sleep induced is light and lasts for 30 rounds. Any
reasonably loud sound will wake the sleeper. This spell will
affect 7 levels + 1/level of the caster in enemies. This means
at 2nd level the sleep spell will affect 8 levels of creatures.
Slow
Cost: 2 point/4 rounds
Range: 40'+1'/lvl
Elements: T,G
Range: Touch
Elements: T
Although the caster can only move at 1/4 normal movement,
this spell is powerful in that it is more effective against the
more intelligent observer. This spell will render the caster
unnoticed to the point that people will avoid walking into the
caster and he/she will appear as something that belongs and
thus is beneath notice. However, creatures of animal
intelligence or of -3 or lower Intelligence will notice the
caster; i.e. guard dogs will bark at you. Also, creatures with
exceptional vision will have a chance to detect the caster
with a Difficulty 15 Notice check. Creatures with the Scent
trait can smell the caster normally. The caster will also make
Telekinesis
Cost: 2 pts
Range: 100'/lvl
Elements: T,G
Telekinesis is perhaps one of the best known spells. It allows
the caster to move up to 10 pounds of matter per level. At
159
Emotions II
Telepathy
Cost: 3 pts
Range: 2 mile/lvl
Elements: T
Prerequisite: Telepathy
SPELL MAGIC
Range: 4 mile/lvl
Elements: T
Telepathy is a useful spell which allows communication to
occur between two or more sentient creatures. The caster
merely concentrates on the person (or people) with whom he
wishes to communicate; if they are within the range of the
spell, the conversation may begin. In addition, telepathy may
be used to scan for sentient minds. This techniques is not
fool proof and the caster must make an Intelligence check.
The Difficulty for this check is 10 + 1/1000 sq. feet scanned.
It will take 1 minute to scan 1000 sq. feet. For example, to
scan a 2000 sq. foot house it would take 2 minutes and the
caster would check vs. a Difficulty of 12 to find a sentient
mind. Unfortunately there are a few drawbacks to the spell.
First, the caster must share a common language with the
recipient to be understood. Second, the recipient must be a
sentient creature; this spell cannot be used to communicate
with animals. Third, telepathy resembles a mental attack
spell, meaning it will be blocked by all mental protection
spells. Finally, the caster is wide open to any return mental
attack spells which the recipient cares to send. This means
that during a telepathic communication the caster receive no
saves if attacked mentally.
Second Level
Range: 100'+5'/lvl
Elements: T,G
The caster makes a gesture towards the opponent, the
opponent must save vs. WIS-4 or he/she will experience the
emotion which the caster wills. This spell affects 15 levels
+1 per level of caster. This can be friendship or anger or any
emotion, but it cannot influence the victim to harm himself
or his/her friends. However, it could cause an emotion so
severe as to paralyze the victim.
Empathy
Far See
Cost: 4 pts
Range: 5 mi/lvl
Elements: T,G
Hypnosis
Cost: 6 pts + 1 pt per point of victim's IntRange: Sight
Elements: T
Submit
Cost: 6 pts
Cost: 8 pts
Range: 40'+2'/lvl
Elements: T,G
This spell strikes out at a person's self confidence and
optimism. The victim receives a Will save vs. a Difficulty of
10 + spell level + caster's Intelligence. If the victim does not
save then he is plunged into a severe depression where he
will not even defend himself for 2 hours. If he does save, he
loses 5 spirit points.
Illusion II
Cost: 6+4/rd. pts
Range: Sight
Elements: T,G,S
Prerequisite: Illusion I
160
Intellectual Attack
Elements: T
Cost: 4 pts
Range: Sight
Elements: T
Sleep II
Cost: 10 pts
Range: 1'/lvl
Elements: T
Prerequisite: Sleep I
When this spell is cast the victim must make a Will save vs.
a Difficulty of 10 + spell level + caster's Intelligence. The
sleep induced is sound and lasts for 50 rounds. If the sleeper
is hit or shaken awake then the sleeper will awake as from a
deep sleep. This spell will affect 15 levels + 3 per level of the
caster in enemies. This means at 2nd level the sleep spell
will affect 18 levels of creatures.
Slow II
Cost: 4 pts
Range: Sight
Invisibility II
Cost: 1 point/4 rds
Range: Touch
Elements: T
Prerequisite: Invisibility I
Range: 20'+2'/lvl
Mass Hypnosis
Elements: T,G
Prerequisite: Slow I
Range: Sight
Elements: T
Prerequisite: Hypnosis
Third Level
Mental Resolve
Confusion
Cost: 3 pts
SPELL MAGIC
Fumble
Range: Sight
Elements: T
With this power, the caster is able to create the feeling of
utter confusion. The victim is unable to think coherently and
is dumbfounded as to how to proceed. The victim may flail
wildly or sit and stare into space, depending on the
surroundings and the last action. The victim is allowed a
Will save vs. a Difficulty of 10 + spell level + caster's
Cost: 8 pts
Range: Touch
Elements: T
Prerequisite: Resolve
161
Fourth Level
Mind Projection
Cost: 3 pts/5 rounds
Range: Personal
Elements: T
SPELL MAGIC
Mind Spear
Cost: 5 pts
Range: 10'+2'/lvl
Elements: T,G
Emotions III
Cost: 10 pts
Range: 50'+5'/lvl
Elements: T
Prerequisite: Emotions II
False Vision
Cost: 5 pts/day
Range: 1000'sq+100'sq/lvl
The caster reaches out with his mind, gesturing towards the
target, and insinuates his thoughts into the targets. After
doing so, he floods the targets mind with fear and doubt. The
target must make a Will save with a Difficulty of 10 + spell
level + caster's Intelligence or roll for a result on Table 1.
Table 1 follows these spell descriptions. The caster must
have eye contact and the target must be sentient.
Elements: T
Paralyzation
Illusion III
Cost: 5pts +3pts /rd.
Range: Sight
Cost: 5 pts
Range: 1'+1'/lvl
Elements: T,G,S
Prerequisite: Illusion II
Elements: T,G
Prerequisite: Slow II
Wall of Fog
Cost: 4 pts/1000 cu. ft.
Range: Personal
Elements: T
This spell will create an illusionary wall of fog. It will appear
real in all ways; i.e. dampness, visual, temperature.
However, it will not cause condensation or be blown away
by winds. It may be disbelieved with a successful Will save.
The caster may control movement and how it forms to create
a more believable fog. Those who do not disbelieve the fog
find that it provides anyone in the area of effect with partial
concealment if they have up to ten feet of fog between them
and the observer and total concealment if they have more
than 10 ft. of fog between themselves and the observer. The
fog will last 10 times the caster's level in minutes.
162
Invisibility III
Cost: 1/2 rds pts
Range: Touch
Elements: T
Prerequisite: Invisibility II
This is the first true invisibility for these mages. This spell
actually bends light around the caster so that he/she no
longer is visible. Unlike previous spells the caster is able to
have his/her full movement. Creatures with the Scent trait
can smell the caster normally. The caster will also make
noise unless the caster makes a successful Stealth check. If
this power is employed in combat it will give the caster
complete concealment until the caster is hit, hits an
opponent, or is jarred.
Nightmare
Cost: 8 pts
Elements: T
Psi Sense
Range: 10' rad.
Elements: T
Psi Sense will allow the caster to sense what has transpired
in the past in a 10' radius. The caster will be able to view in
the past the number of days equal to his level. This spell will
allow the caster to create the images of the past to appear
around him. This will be visible to others within the 10' but
all the images will be illusion and pass through the
observers. This spell will not create the sounds only the
visual images. As well, it will not allow the caster to see any
more than he normally would; i.e. it does not give true sight.
Auric Shield
Cost: 8 pts/round
Range: 3'/lvl
Elements: T,G
Through See
Cost: 1 pt/4 miles
Range: Personal
Elements: T
Intangibility
Cost: 8 pts/5 rounds
Range: Touch
Elements: T
Mind Ravage
Cost: 8 pts
Elements: T,G
Prerequisite: Nightmare
Psychic Shield
Cost: 9 pts/10 rounds
Range: Special
Elements: T
Psychic Shield will hide the minds of any within the radius
of the spell from detection. This will not make them invisible
but will cloak their minds so as to avoid detection from
scrying, telepathic contact, or creatures with the ability to
read the thoughts of others. This spell will act as though
there is no mind to detect or read in that area even if the
attacker knows of their presence.
Fifth Level
Spiritual Resolve
Cure Insanity
Cost: 12 pts
Range: Touch
Elements: T
Cost: 8 pts
Range: Touch
Elements: T,G
Prerequisite: Empathy
SPELL MAGIC
Cost: 6 pts
163
equal to the caster's level. This will not affect clerical saves
incurred by ones own use of spells or other supernatural
powers.
Stumble
Cost: 4 pts
Range: Sight
Elements: T
Prerequisite: Fumble
SPELL MAGIC
1-2:
Result
Fumble.
3-18:
19-20:
Trap Psyche
Range: Personal
Elements: T
Mass Mental Barrage takes a spell that the caster can cast
and increases the number which the caster can effect. The
caster actually casts this spell in conjunction with a mental
attack spell. The caster may cast both spells in one round
paying the assigned number of spirit points. For every level
of the caster she may affect 10 additional people. The cost
for casting is three times the original spells cost.
Mental Probe
Cost: 9 pts
Range: 20'+1'/lvl
Cost: 6 pts
Elements: T,G,S
Elements: T
Prerequisite: Telepathy
The caster must have a gem worth no less than 5000 gold
sovereigns. Trap Psyche draws the victim's entire personality
out of his/her body leaving the body a mindless automaton of
the caster's. The caster must make eye contact and the victim
receives a Will save vs. a Difficulty of 10 + spell level +
caster's Intelligence. The victim's body retains no skills, feats
or spells and will react to the commands of the caster only.
Also the automaton will follow commands to the letter
having no intelligence to interpret the commands.
Sixth Level
Cost: 15 pts
Elements: T
Illusion IV
Cost: 20 pts
Range: Sight
Elements: T,G,S
Iron Fist
Cost: 10 pts
Range: 5'/lvl
Elements: T
164
Mind Send
Description
Stunned for 1d20 rounds
Claw Hand
Cost: 1 pt
Description
Range: Personal
Elements: T,G
19
20
This spell quite simply allows the caster to harden and grow
his nails to become claws. The caster may still use his
weapons but it will not allow him to do anything delicate
with his hands until it is deactivated (i.e. removing traps,
needlepoint, etc.). The caster's unarmed attacks now do +1
slashing damage +1 per 2 adept levels of the caster.
Description
Hadrian's Sight
11-14
15-16
17-18
19-20
This spell pulls its name from the ancient Roman emperor
who it is believed developed the spell. Its true origin is
unknown. Hadrian's Sight allows the caster to see in the
infrared spectrum. The caster will be able to see heat at
varying shades of red. In some cases this spell will allow the
caster to see heat sources of otherwise invisible creatures.
Note that the object must have a heat differential from the
ambient room temperature to be visible to the caster.
D20
1-10
D20
Description
0-10
11-14
15-16
17-18
19-20
Heal I
Cost: 2 pts
Range: Touch
Elements: T,G
Heal I is the beginning of the most sought after forms of
magic, healing. Everybody needs healing but this spell may
be used to inflict damage as well. This spell, however, will
not mend bones properly or remove arrows. This spell
allows the recipient to make a recovery check using your
Intelligence score +2 in place of their Constitution. If this
spell is reversed the victim touched must make a Fortitude
save with a Difficulty of 10 + this spell's level + the caster's
intelligence. Treat a failed fortitude save just like you would
a failed damage save. The reverse heal causes the flesh to
rot.
Medicina Maga
Mend I
First Level
Elements: T,G
Chameleon
Cost: 2 pts
Range: Personal
Elements: T
This spell is a lesser version of invisibility, since it leaves a
shaky outline of the caster. It will not mask scent or sound,
although exceptional vision will be blocked. If the caster is
not moving he receives a +8 bonus to stealth plus an
additional +1 bonus per adept level. If the caster moves this
bonus is halved. This spell will also give a +2 to defense stat
with an additional +1 every 4 levels.
SPELL MAGIC
Range: Personal
Elements: T
Range: Touch
165
Minor Curse
Cost: 4 pts
Range: Voice
Elements: T,O
Minor curse is a means for the caster to strike back at an
enemy. The limitations of the minor curse are that there may
not make any permanent effects or transformations. For
example, you could not turn someone into a toad, but you
could curse them to have warts for a week. There must
always be a time limitation of no more than a month or an
out which the victim may conceivable accomplish in a
month's time without loss of life or limb. The victim receives
a Will save vs. a Difficulty of 10 + spell level + caster's
Intelligence to negate this effect.
SPELL MAGIC
Size Control I
Cost: Special
Range: Personal
Elements: T
Size Control I will change the size of the caster but not their
weight. For example, if a 6' human decreased her size to 3'
her density would double to maintain the same weight in a
smaller frame. Conversely, if she made herself 12 feet tall
she would become 1/2 her original density. The cost for this
is 6 points to double or halve a character's size, thereby
going up one size category, or down one size category
respectively. If a caster wishes to increase their size to 3
times they would pay 12 points or double the cost of the
spell. This spell will last the caster's level in days or until
dispelled. Wile the caster's size is effected their physical
statistics (Strength, Dexterity and Constitution) remain
unaltered. They do however gain the penalties and benefits
of exceptional size as outlined in the table on page 119 of
True20 Adventure Roleplaying.
Elements: T,O
Any creature or creatures within the area of effect will
answer according to the terrain and total levels worth of
animals designated. The control of the animal will fade after
1 hour and it will wander away. However, it will be
extremely likely that the caster will encounter the creatures
shortly since it is in the area. During the time of the spell the
animals will do the casters bidding even if it is against its
best interest; i.e. horses running into a burning building or
squirrels attacking much larger animals.
Tongues
Cost: 2 pts
Range: Personal
Elements: T,O
Tongues allows the caster to communicate with other races
and intelligent humanoids. This spell magically alters the
caster's speech to that of the target, doing the same for the
166
target to the caster. This spell will last for one conversation.
A dialogue must occur if the spell is to function correctly.
Overhearing a conversation and activating this spell will
have limited if any effect.
Wolf Form
Cost: 4 pts
Range: Personal
Elements: T,G
This spell will transform the caster into either a wolfman
form or a full blown wolf. In the wolf form the caster cannot
be killed permanently; i.e. if the caster is crushed under a
landslide he will regenerate but be killed again by the
landslide. If the caster is reduced to dying or dead status
on the damage track while in wolf form, they automatically
revert back to their natural form and are healed of all damage
instead of dying. The exception to this rule involves damage
caused by silver weapons. Silver causes double damage to a
creature in wolf form, and can cause permanent death. The
wolf will have the same statistics as the caster except it will
receive a +1 bonus to Strength and a +2 bonus to Dexterity.
The wolf gains a bite attack that does 2+Str damage. The
wolf form also gains the Scent trait. And a movement rate of
50 ft.
The wolf man form has Damage Reduction 2/silver but does
not regenerate. The wolfman form receives +1 Strength, +1
Dexterity and the same attacks as the wolf form and gains a
claw attack that deals 1+Str damage, although weapons and
armor may be used instead if desired.
Unfortunately there are some restrictions to the spell. When
the transformation occurs, the character 's possessions also
transform with him. Unfortunately, most metals are resistant
to this type of magical manipulation. The spell can manage
small amounts of metal (about weapon sized) but can't
convert large amounts of metal (armor sized). If a character
wants to change to full wolf form, they must be wearing
armor made from plants or animals (wool, leather, etc.), or
metal armor especially enchanted to transform. Otherwise
the spell automatically fails.
Second Level
Bat Form
Cost: 5 pts
Range: Personal
Elements: T,G
This spell will transform the caster into either a batman form
or a full blown bat. In the bat form the caster cannot be killed
permanently; i.e. if the caster is crushed under a landslide he
will regenerate but be killed again by the landslide. If the
caster is reduced to dying or dead status on the damage
track while in bat form, they automatically revert back to
their natural form and are healed of all damage instead of
dying. The exception to this rule involves damage caused by
silver weapons. Silver causes double damage to a creature in
bat form, and can cause permanent death. The bat will have
the same statistics as the caster except it will be Diminutive
in size and receive a +2 bonus to Dexterity. The bat will
receive a bite attack that does +0 lethal damage. It will also
have a Blindsight out to 20 ft. The caster will also be able to
fly at a rate of 40 ft. (good).
The bat man form gains Damage Reduction 2/silver but does
not regenerate. The batman form receives +1 Dexterity and
the same attacks as the bat form, although weapons and
armor may be used instead if desired.
Unfortunately there are some restrictions to the spell. When
the transformation occurs, the character 's possessions also
transform with him. Unfortunately, most metals are resistant
to this type of magical manipulation. The spell can manage
small amounts of metal (about weapon sized) but can't
convert large amounts of metal (armor sized). If a character
wants to change to full bat form, they must be wearing armor
made from plants or animals (wool, leather, etc.), or metal
armor especially enchanted to transform. Otherwise the spell
automatically fails.
This spell will cure one disease per casting so if the target of
the spell has multiple diseases it will take multiple castings.
Cure disease does not always work especially if the disease
is advanced or severe. The Narrator should feel free to apply
negative modifiers for these types of diseases. The caster
must succeed on an adept level check against the saving
throw Difficulty of the disease to be cured. In some cases it
may be beyond the ability of the caster to cure the disease.
This spell may also be reversed to cause a disease to befall
the victim. The victim receives a Fortitude save vs. a
Difficulty of 10 + spell level + caster's Intelligence. The type
of the disease is up to the Narrator and he may make it as
severe or mild depending on terrain and level of caster.
Usually the disease will do 1 point of Constitution damage.
Cat Form
Earth to Mud
Cure Disease
Cost: 3 pts
Elements: T,G
Range: Personal
Elements: T,G
Elements: T, G
The cat man form has Damage Reduction 2/silver but does
not regenerate. The catman form receives +1 Str and +2 Dex
and the same attacks as the cat form, although weapons and
armor may be used instead if desired.
Unfortunately there are some restrictions to the spell. When
the transformation occurs, the character 's possessions also
transform with him. Unfortunately, most metals are resistant
to this type of magical manipulation. The spell can manage
small amounts of metal (about weapon sized) but can't
convert large amounts of metal (armor sized). If a character
wants to change to full cat form, they must be wearing armor
made from plants or animals (wool, leather, etc.), or metal
Range: Touch
SPELL MAGIC
Cost: 4 pts
This spell will transform the caster into either a catman form
or a full blown cat. In the cat form the caster cannot be killed
permanently; i.e. if the caster is crushed under a landslide he
will regenerate but be killed again by the landslide. If the
caster is reduced to dying or dead status on the damage
track while in cat form, they automatically revert back to
their natural form and are healed of all damage instead of
dying. The exception to this rule involves damage caused by
silver weapons. Silver causes double damage to a creature in
cat form, and can cause permanent death. The cat will have
the same statistics as the caster except it will receive a +1
bonus to Strength and a +3 bonus to Dexterity. The cat will
receive a bite attack that does 2 +Str damage and a claw
attack that does 1 +Str damage. It will also gain Night Vision
as a bonus feat. The caster will also be able to move at a rate
of 40 ft.
Range: Touch
Heal II
Cost: 3 pts
Range: Touch
Elements: T,G
Prerequisite: Heal I
Mend II
Cost: 4 pts/ability of item Range: Touch
Elements: T,G
Mend II will mend broken and damaged magical armors,
items and weapons. The caster must join the broken pieces
167
Strength I
Cost: 2 pts/ point of Str bonusRange: Personal
SPELL MAGIC
Elements: T
The Strength I spell will increase a person's strength. The
spell is limited though in that it can only raise the Strength of
the caster to a maximum of +3. Also it only lasts for 10
rounds per level of the caster.
Teleport Item
Cost: 6 pt/item
Range: Unlimited
Elements: T
Teleport Item is the beginning of the Aerarius Magicus
practitioner's teleport powers and is one of their most useful
spells. Teleport Item will allow the caster to teleport small
items (1 pound per adept level) to him from any location.
The caster must know the location of the item he wishes to
teleport and have a good knowledge of what it looks like.
There is a chance for deviation, and the caster must succeed
in a Difficulty 8 adept level check. If the check fails and the
item deviates then roll a d20 and consult the table below:
d20
Deviation
d20
Direction
16-17
To the West
18-20
To the Northwest
Night Sight
Cost: 3 pts/10 rounds
Range: Personal
Elements: T
Third Level
Bear Form
Cost: 4 pts
Range: Personal
Prerequisite: Cat Form
1-5
Inches
Elements: T,G
6-10
Feet
11-15
Yards
16-20
Miles
After the units have been determined then the actual distance
is determined by rolling 1d20 +4 for the result. In addition a
direction dice is rolled, a d20 with 1 being northward and the
numbers proceeding around the compass clockwise.
Deviation will not allow the object to appear within another
object but cause it to bounce along the surface.
d20
Direction
1-2
To the North
3-5
To the Northeast
6-7
To the East
8-10
To the Southeast
11-12
To the South
13-15
To the Southwest
168
The bear man form has Damage Reduction 2/silver but does
not regenerate. The bearman form receives +3 Strength and
the same attacks as the bear form, although weapons and
armor may be used instead if desired.
Range: Touch
Cure Blindness
Elements: T,G
Prerequisite: Heal II
Cost: 3 pts
Range: Touch
Elements: T,G
Hawk Form
Cost: 5 pts
Range: Personal
Elements: T,G
Heal III is the third in the healing series. This spell allows
the recipient to make a recovery check using your
Intelligence score +6 in place of their Constitution. If this
spell is reversed the victim touched must make a Fortitude
save with a Difficulty of 10 + this spell's level + the caster's
intelligence. Treat a failed fortitude save just like you would
a failed damage save. The reverse heal causes the flesh to
rot.
Metal Change
Cost: 2 pts/1 cu. ft.
Range: Touch
Elements: T,G,S
SPELL MAGIC
Heal III
Shrink Item
Cost: Special
Range: Touch
Elements: T
Shrink Item will change the size of an item. This will allow
the caster to half the weight of an object by decreasing its
size. However, an object may be returned to its original size
but it cannot be enlarged. The cost for this is 1 point per
cubic foot of increased size and 2 points per decrease in size.
It will not work on any living creature.
Stone to Mud
Cost: 4 pts/10 cu. ft.
Range: Touch
Elements: T,G
169
Cure Insanity
Cost: 8 pts
Range: Touch
Strength II
Elements: T,G
Elements: T
Prerequisite: Strength I
Suspension
Cost: 4 point
Range: Touch
SPELL MAGIC
Elements: T
To all external indicators this spell will make the caster or
anyone he touches appear dead for as long as the caster wills
it. This can be used on others against their wills, but they
receive a Will save vs. a Difficulty of 10 + spell level +
caster's Intelligence. If they save, no effect, but if they don't,
they will be put into a death like sleep until the caster
awakens them. They will not age, need food or drink or
breathe while under this power. No means of detecting life
will reveal whether the target of this spells still lives.
Tensile Brittle
Cost: 4 pts/Item
Range: Touch
Elements: T,G
This spell will cause non-magical metal to instantly become
as fragile as glass. This spell will affect only contiguous
metal object or all the metal of an object. It will permanently
alter the properties of this metal.
Fourth Level
Change Other
Cost: 6 pt
Range: Touch
170
Mist Form
Cost: 6 pts
Range: Personal
Elements: T,G
This spell will transform the caster into a mist. In the mist
form the caster cannot be killed permanently; i.e. if the caster
is dispersed by a wind he will regenerate. If the caster is
reduced to dying or dead status on the damage track or
dispersed by wind while in wolf form, they automatically
revert back to their natural form and are healed of all damage
instead of dying. The mist will be able to move at a rate of 6
miles per hour if no wind interferes. The caster is immune to
normal attacks but may be harmed by wind attacks.
Unfortunately there are some restrictions to the spell. When
the transformation occurs, the character 's possessions also
transform with him. Unfortunately, most metals are resistant
to this type of magical manipulation. The spell can manage
small amounts of metal (about weapon sized) but can't
convert large amounts of metal (armor sized). If a character
wants to change to mist form, they must be wearing armor
made from plants or animals (wool, leather, etc.), or metal
armor especially enchanted to transform. The caster may
choose to transform out of their armor; i.e. leaving the
armor behind and floating out of it.
Neutralize Poison
Cost: 6 pts
Range: Touch
Elements: T,G,S
Prerequisite: Heal II
Rat Form
Cost: 3 pts
Range: Personal
Elements: T,G
The rat man form has Damage Reduction 2/silver but does
not regenerate. The ratman form receives a +1 bonus to
Dexterity and the same attacks as the rat form, although
weapons and armor may be used instead if desired.
Unfortunately there are some restrictions to the spell. When
the transformation occurs, the character's possessions also
transform with him. Unfortunately, most metals are resistant
to this type of magical manipulation. The spell can manage
small amounts of metal (about weapon sized) but can't
convert large amounts of metal (armor sized). If a character
wants to change to full rat form, they must be wearing armor
made from plants or animals (wool, leather, etc.), or metal
armor especially enchanted to transform. Otherwise the spell
automatically fails.
Restoration
Cost: 4 pts/Day/Limb goneRange: Sight
Elements: T,G,S
Prerequisite: Heal II
Shark Form
Cost: 4 pts
Range: Personal
Elements: T,G
The shark man form has Damage Reduction 2/silver but does
not regenerate. The sharkman form receives a +1 to Strength,
Dexterity and Constitution, +2 natural armor bonus to
toughness and the same attacks as the shark form, although
weapons and armor may be used instead if desired. The
sharkman form gains the amphibious trait and so may
survive and function on land.
Unfortunately there are some restrictions to the spell. When
the transformation occurs, the character's possessions also
transform with him. Unfortunately, most metals are resistant
to this type of magical manipulation. The spell can manage
small amounts of metal (about weapon sized) but can't
convert large amounts of metal (armor sized). If a character
wants to change to full shark form, they must be wearing
armor made from plants or animals (wool, leather, etc.), or
metal armor especially enchanted to transform.
SPELL MAGIC
This spell will transform the caster into either a ratman form
or a full blown rat. In the rat form the caster cannot be killed
permanently; i.e. if the caster is crushed under a landslide he
will regenerate but be killed again by the landslide. If the
caster is reduced to dying or dead status on the damage
track while in rat form, they automatically revert back to
their natural form and are healed of all damage instead of
dying. The exception to this rule involves damage caused by
silver weapons. Silver causes double damage to a creature in
rat form, and can cause permanent death. The rat will have
the same statistics as the caster except it will be Tiny in size
and receive a +2 bonus to Dexterity. The rat will receive a
bite attack that does 1 +Str damage. The rat will receive
Night Vision as a bonus feat and gains the Scent Trait.
Size Control II
Cost: Special
Range: Touch
Elements: T
Size Control II will alter size and weight unlike Size Control
I. For example, if a 6' human decreased her size to 3' her
density would remain constant and make her half as heavy,
conversely, if she made herself 12 feet tall she would
become twice her original weight. The cost for this is 6
points to double or halve a character's size. If a caster wishes
to increase their size to 3 times they would still pay 12 points
or double the cost of the spell. This spell will last the caster's
level in days or until dispelled. There are magical ways of
determining if a substance has been altered. Wile the caster's
size is effected their physical statistics (Strength, Dexterity
and Constitution) remain unaltered. They do however gain
the penalties and benefits of exceptional size as outlined in
the table on page 119 of True20 Adventure Roleplaying.
171
Skip Teleport
Cost: 5 pts
Elephant Form
Range: Touch
Cost: 6 pts
Range: Personal
Elements: T,G
Elements: T,G
SPELL MAGIC
d20
Direction
1-2
To the North
3-5
To the Northeast
6-7
To the East
8-10
To the Southeast
11-12
To the South
13-15
To the Southwest
16-17
To the West
18-20
To the Northwest
Strength III
Cost: 6 pts/ point of Str bonus
Range: Personal
Elements: T
Prerequisite: Strength II
Fifth Level
Heal IV
Bark Skin
Cost: 3 pts
Range: Personal
Elements: T
Bark Skin will toughen the caster's skin, giving him a +2
natural armor bonus to toughness. This effect will last one
day per level of caster then will fade away. The caster's skin
takes on a wrinkled brown bark color and texture.
Cure Lycanthropy
Cost: 6 pts
Range: Touch
Elements: T,G
Cost: 5 pts
Range: Touch
Elements: T,G
172
Inorganic-Inorganic
Cost: 4 pts
Range: Touch
Elements: T,G,S
Range: 10'/lvl
Elements: T
Intangible Passage will cause stone and/or earth to become
insubstantial. This will create a passage 4' wide by 6' tall by
10' deep per 2 points spent. The caster may orient the
passage in any direction desired. The passage will remain for
a number of rounds equal to the caster's adept level or until
she dispels it; anything still in the passage would be trapped
in the stone or earth. This spell will only affect stone and/or
earth.
Major Curse
Stone to Flesh
Cost: 8 pts/10 cu. ft.
Range: Sight
Elements: T,G
Sixth Level
Bark Skin Other
Cost: 4 pts
Range: Touch
Prerequisite: Barkskin
Cost: 10 pts
Range: Voice
Elements: T,G
Elements: T,O
Restore Health
Cost: See Description
Range: Touch
Elements: T,G
Prerequisite: Restoration
SPELL MAGIC
Intangible Passage
Change Self
Cost: 6 pt
Range: Personal
Elements: T,G
173
SPELL MAGIC
Create Golem
Ranged Inorganic-Inorganic
Cost: Special
Range: Touch
Cost: 10 pts
Elements: T,G,S
Elements: T,G,S
Prerequisite: Inorganic-Inorganic
Regeneration
Cost: 8 pts
Range: Touch
Elements: T,G,O
Clay, Lesser
12
3 months
Flesh, Lesser
11
7 days
Iron, Lesser
14
6 months
Stone, Lesser
13
10 months
Sphere of Entropy
Wood, Lesser
10
2 months
Type
Casting Cost*
Creation Time*
*The casting cost and creation times are doubled for greater
golems.
Raise Dead
Cost: 4 pts/Lvl
Range: Touch
Elements: T,G,S
Prerequisite: Heal IV
Cost: 14 pts
Elements: T,G
Sphere of Entropy is the ultimate offense for the Medicina
Maga. This spell creates a sphere of chaotic energy in the
caster's hand which he can then throw at an opponent. This
spell requires a successful attack roll, and the caster gains
their Wisdom as a bonus to hit. If he successfully hits then
the victim must succeed on a Fortitude save vs. a Difficulty
of 10 + spell level + caster's Intelligence or disintegrate. If
the victim saves then he takes +1 damage per two adept
levels of the caster. All people within 1' per level of the
caster of the detonation point of the sphere take 1/2 damage.
Stone Skin
Cost: 4 pts
Range: Personal
Elements: T
Seventh Level
Disintegrate
Cost: 9 pts/6 cu. ft.
Range: 3'/lvl
Elements: T,G
174
object then the caster must roll a to hit, add their Wisdom as
a bonus to their attack roll instead of their Dexterity. Living
targets receive a Fortitude save vs. a Difficulty of 10 + spell
level + caster's Intelligence. A 6 foot tall human occupies
roughly 12 cubic feet.
Iron Skin
Cost: 5 pts
Range: Personal
Elements: T
Teleport
Cost: 6 pt/item
Range: Touch
Elements: T
Minor Creation
Deviation
Range: Minimal
1-5
Inches
Elements: T,G,S
6-10
Feet
11-15
Yards
16-20
Miles
Reincarnation
After the units have been determined then the actual distance
is determined by rolling 1d20 +4 for the result. In addition a
direction dice is rolled, a d20 with 1-2 being forward and the
numbers proceeding around the compass clockwise and 1718 being up and 19-20 being down.
d20
Cost: 11 pts
Range: Touch
Elements: T,G,S
Range: Touch
Elements: T,G
SPELL MAGIC
Cost: 7 pts
Direction
1-2
To the North
3-4
To the Northeast
5-6
To the East
7-8
To the Southeast
9-10
To the South
11-12
To the Southwest
13-14
To the West
15-16
To the Northwest
17-18
Up
19-20
Down
175
Eighth Level
Resurrection
Full Heal
Cost: 7 pts
Range: Touch
Elements: T,G
Prerequisite: Heal IV
Full Heal will do just that fully heal the target. This spell is
not reversible. Full Heal will heal all the damage conditions
on a body. It will not heal disease or poisons but it will heal
infection.
SPELL MAGIC
Major Creation
Cost: 14 pts
Range: Minimal
Elements: T,G,S
Matter to Energy
Cost: 14 pts
Range: 10 ft./lvl
Elements: T,G,S
Prerequisite: Disintegrate
176
Cost: 12 pts
Range: Touch
Elements: T,G,S
Prerequisite: Reincarnation
Natura Maga
First Level
Airy Water
Cost: 1 point/10 rounds
Elements: T
This is a spell which is meant to be used under water so as to
make the water oxygenated within the 10 foot radius as
defined above. This will accommodate 8 man-sized
individuals allowing them to breath normally. If they wander
out of the area of effect then they will be unable to breath.
This spell may be used on other liquids at the discretion of
the Narrator.
Camouflage
Cost: 1 point/10 rounds
Range: Personal
Elements: T,G
This spell is a lesser version of invisibility, since it leaves a
shaky outline of the caster. It will not mask smell or sound.
However, any form of heat sensing will be blocked. If
someone is actively searching for the caster and the caster is
not moving, the caster gains a +8 bonus to Stealth with an
additional +1 bonus per adept level of the caster. If the caster
moves this bonus is halved. This spell will also give a +2 to
defense stat with an additional +1 every 4 levels.
Glide
Cost: 1 point/100
'Range: Personal
Elements: T
This spell will allow the caster to glide to the floor from a
great height in the manner of a parachute. The caster may
carry up to twice his encumbrance but any more than that
and he will fall as normal. The caster may do no other action
while gliding and must focus their entire mind on the glide
spell. Guidance of this spell is limited, and one cannot fly
with this spell as much as control their descent, much like a
parachute.
Gust
Cost: 2 pts
Range: 100'
Elements: T,G
Second Level
Airy Shield
Locate I
Range: 100'
Elements: T,S
Difficulty Modifier
Condition
-2
-4
+2
+2
-2
Plant Control I
Cost: 4 pts/100 sq. ft.
Range: Sight
Elements: T,G
Earth to Mud
Cost: 2 point/10 cu. ft.
Range: Touch
Elements: T,S
This spell will allow the caster to convert earth to easily
flowing mud using a handful of water. This will not effect
stone but will effect the dirt surrounding the stone. Also, this
power can be used to create mud pits or can be reversed so as
to turn mud to earth. Note that the caster much touch the
earth to be converted and the conversion starts from that
point moving in whatever direction the caster indicates. The
conversion will be uniform from this point meaning that the
caster may be on the edge but the shape will be regular; i.e. a
cube, sphere, etc.
Liquid to Steam
Elements: T,O
Cost: 2 pts/quart
Elements: T,S
SPELL MAGIC
For this spell to be effective the caster must have seen the
object or have a part or likeness of it. When casting this spell
the caster rolls a d20 and adds both his adept level and his
Intelligence. This roll is compared to a Difficulty of 15 with
modifiers based on the circumstances.
Cost: 1 point/round
Range: Minimal
Elements: T,O
This spell creates a spurt of green flame, which will ignite
any flammable object it strikes. The flame will reach only a
few feet from the caster's hand. If the caster wishes to use
this spell as a torch, the flame will burn around his hand for
10 minutes per level of the caster or until dispelled.
Reed Passage
Range: 2'/lvl
Plant Control II
Cost: 4 pts/500 sq. ft.
Range: Sight
Elements: T,O
Elements: T
This spell will allow the caster to move through even the
thickest undergrowth or the dustiest tunnel and leave no
177
SPELL MAGIC
Day Spell
Cost: 3 points/rnd
Range: Personal
Range: Touch
Elements: T
Elements: T
Range: Voice
Elements: T,O
This spell will, quite simply, allow the caster to speak with
animals. It does not bestow any intelligence and this may
cause some difficulty in getting your point across. This spell
will work with any creature with the animal type or any other
creature of low intelligence (-4 or -5) and is recognized as
not having an established language.
Wind
Cost: 1 pt/5 rounds
Elements: T,G
Prerequisite: Gust
This spell moves winds at the caster's Will in miles per hour
and will dissipate gases in 2-8 rounds. This is the next step
up from the Gust spell. It is a strong breeze but not so potent
as to move people or objects.
Wind Walking
Cost: 1 point/10 rounds
Elements: T,S
Prerequisite: Locate I
Condition
-2
-4
+4
-2
Metal Burn I
Range: 10' rad + 3'/lvl
Elements: T,O,G
This spell was first used by Kinvia the Good to save her
party from certain death when a cloud city they were
investigating was destroyed. This power will simply allow
the caster or anyone he/she touches to walk upon the air with
any encumbrance which he/she may carry. The air may or
may not be moving.
Third Level
Cloud Burst
Range: 30' rad + 1'/lvl
Elements: T,O
This spell creates a sudden downpour of such incredible
intensity as to cause fires to be extinguished, and anyone
caught in the downpour will have partial concealment and -4
to any skill checks. These modifiers apply to friend, foe or
178
Cost: 4 pts/object
Cost: 2 pts
Range: Touch
Elements: T,G
Cost: 3 pts
Locate II
Metal burn heats up any metal within the spell range at the
discretion of the caster. The effects of this spell are as
follows:
First round: uncomfortable
Second round: +1 fire damage
Third round: +2 fire of damage
The damage will continue to increase by +1 each round to a
maximum amount of damage equal to the caster's adept level
until the metal is removed. If the person is in combat then he/
she will have a -4 penalty to hit after the third round. This
penalty will increase by -1 per round until the metal is
removed. Dosing with water will have no effect. After 12
rounds the affected item will become molten and loose any
magical effects if it had any.
Mist Beckon
Cost: 2 pts/ 1000 cu. ft.
Range: N/A
Elements: T,S
Mist Beckon will summon a mist or fog to obscure the
caster. The caster is able to see but any other creature will be
blinded by this thick mist. In addition, the caster will be able
to create ghostly images in the fog. The material component
is a small crystal.
Range: Sight
Elements: T,O
Range: Touch
Elements: T
I
Stone to Mud
Cost: 3 point/10 cu. ft.
Range: Touch
Area: 10 sq. mi
Elements: T,O
Any creature or creatures within the area of effect will
answer according to the terrain and total levels worth of
animals designated. The control of the animal will fade after
1 hour and it will wander away. However, it will be
extremely likely that the caster will encounter the creatures
shortly since it is in the area. During the time of the spell the
Elements: T,G
A sudden burst of light is the effect of this spell. This spell
was designed to do harm to light fearing creatures. This
strobe of light resembles a single instant of sunlight so
closely that creatures affected by sunlight will suffer as
though exposed. This spell will inflict +1 damage per level
of the caster if it does not destroy a sun sensitive creature
outright.
Suspension
Cost: 4 point
Range: Touch
Elements: T
To all external indicators this spell will make the caster or
anyone he touches appear dead for as long as the caster wills
it. This can be used on others against their wills, but they
receive a Will save vs. a Difficulty of 10 + spell level +
caster's Intelligence. If they save, no effect, but if they don't,
they will be put into a death like sleep until the caster
awakens them. They will not age, need food or drink or
breathe while under this power. No means of detecting life
will reveal whether the target of this spells still lives.
SPELL MAGIC
This has all the restrictions of its prereqs, but with this power
the plants are given mobility and limited intelligence. They
are still slaves to the caster's will, but now they may move
about to help him/her. These plants will fight as warriors of
the caster's level using clubs (+2 bludgeoning damage). If
the plants capture someone, their chance of escaping is the
same as with Plant Control II.
Sunburst
Whirlwind
Cost: 3 pts/round
Elements: T,G
Prerequisite: Wind
Fourth Level
Ice Shield
Cost: 8 pts
Elements: T,G
179
Ice Storm
Cost: 6 pts
Tornado
Range: 200 sq. ft./lvl
Cost: 5 pts/round
Range: Sight
Elements: T,O,G
Elements: T,G,O
Prerequisite: Wind
SPELL MAGIC
Plant Control IV
Cost: 3 pts/tree
Range: Touch
Tremor
Elements: T,O
Cost: 5 pts
Stone Tell
Cost: 10 pts
Range: Voice
Elements: T,O
Stone Tell will allow the caster to ask 12 questions of a
stone. The answers will be simple and carry no extra
explanation. They may ask questions only of those things
which are a direct experience of the stone. The stone will not
be able to answer abstract questions. This spell can enable
the stone to show pictures of things it has experienced.
Elements: T,G
180
Elements: T,G
Tremor is a spell which is meant to summon a rumbling of
the earth. This rumbling is powerful enough to knock
opponents from their feet and to disrupt the casting of
powers. This spell may be used on any type of earthen
surface but may cause a sympathetic reaction with the
surrounding landscape. It is not strong enough to destroy
most buildings but may affect run down or dilapidated
structures. Targets in the area of effect may avoid falling
down by making a successful Reflex save with a Difficulty
of 10 + spell level + caster's Intelligence.
Week Spell
Cost: 4 pts/lvl of spell
Range: Sight
Elements: T
Week Spell has all the restrictions and abilities of its prereq,
except that the caster must rest a day after casting and the
embedded spell will last a week in the item before it fades.
Fifth Level
Bone Tell
Cost: 10 pts
Range: Voice
Elements: T
Earthquake
Cost: 10 pts
Elements: T,O,G
Prerequisite: Tremor
Cost: 3 pts/round
Month Spell
Elements: T,G
Range: Touch
Elements: T
Fire Storm
Cost: 8 pts
Elements: T,G
Metal Burn II
Cost: 5 pts
Elements: T,G,O
SPELL MAGIC
Fire Shield
Range: Contained
Elements: T,G,O,S
Animal
Prerequisite:
Summon/Control
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Sixth Level
SPELL MAGIC
Ever Spell
Cost: 8 pts/lvl of spell
Range: Touch
Elements: T
Hurricane
Cost: 6 pts/ round
Range: Sight
Elements: T,G,O
Prerequisite: Tornado
Mist Weave
Cost: 6 pts/structure
Range: Touch
Elements: T,G
Range: Contained
Elements: T,G,O,S
Air Elementals
Prerequisite:
Summon/Control
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Summon Lightning
Cost: 8 pts
Range: 40'+2'/lvl
Elements: T,G,O
Storms
Prerequisite:
Summon/Control
Walk on Water
Cost: 4 pts/hour
Range: Personal
Elements: T
Walk on water is a spell which will make water become a
hard surface in the perception of the caster. This will not
calm the waters any and if there are storm like conditions,
the caster must then make a Difficulty 14 Acrobatics check
each round to maintain their balance or fall and break the
spell.
Wind Ride
Cost: 2 pts/hour
Range: Touch
Elements: T
Seventh Level
Dark Weave
Cost: 8 pts/structure
Range: Touch
Elements: T,G
Elements: T,O,G,S
Guards & Wards will basically set a wall through which no
specific realm of power (Sanguis Magus, Natura Maga,
Medicina Maga, or Tenebrae Magae) can penetrate. This
will only work against one realm at a time and must be
declared when the spell is enacted i.e. a sanguis magus
Guards & Wards will protect against spells of that realm
being cast through the Guards & Wards. As well, it will
make an impassable wall which will protect all within the
wards from physical danger much as a stone wall would.
However, the boundary of the spell must be defined by a set
of 4 ivory cubes. Anyone outside of this area will be
unaffected by the spell. Also, the caster can set it to
neutralize any spells cast within the Wards. Finally, a caster
may neutralize an additional realm of power for each 5 levels
they have attained. This power is not proof against specific
monsters (i.e. it will not guard against a Kuang-shi, but it can
guard against Faerie magic). However, no one may attack
out of the Guards & Wards either. Guards & Wards will last
1 day and night per level of the caster or until dispelled.
Sphere of Elements
Cost: 12 pts
Range: 40'+6'/lvl
Elements: T,G,O
The Sphere of the Elements is perhaps the most powerful
offensive spell for Natura Maga. It combines all the elements
of air, water, fire and earth into one attack. The following is
the damage that each kind of attack will do.
Range: Contained
Elements: T,G,O,S
Water Elementals
Prerequisite:
Summon/Control
SPELL MAGIC
Cost: 12 pts
high)
Eighth Level
Krakatoa
Cost: 12 pts
Range: Sight
Elements: T,O,G
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SPELL MAGIC
Greater - The greater will create a volcano 12' high and 46' at
the base. This volcano erupts once at the end of the round,
and once again each day thereafter. It deals +5 fire damage
plus an extra +1 fire damage per adept level of the caster to
all within 30 ft. of the volcano.
Sanguis Magus
Cost: 4 pts
Cost: 12 pts
Range: Contained
Elements: T,G
Elements: T,G,O,S
Fire Elementals
Prerequisite:
Summon/Control
Solar Flare
Cost: 12 pts
Elements: T,O,G
Elements: T,G
Wind Warrior will create an artificial being which will
function as a human warrior of equal level of the caster. It
will possess the same stats and general feats as the caster. In
addition the caster may select a general or martial feat for the
wind warrior for every feat slot they have devoted to
supernatural feats and powers. The spell ends when the
caster commands it or the creature is destroyed. The Wind
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Glow/Darkness
Range: Touch
Haste I
Cost: 1 pt/2 rds
Range: Personal
Elements: T
The spell doubles the movement rate of the caster. In
addition, the spell gives the caster a +1 to initiative.
Hypnosis
Cost: 5 pts + 1 pt per point of victim's Intelligence Range:
20'
Elements: T
Hypnosis will force a victim into a trance if they fail a Will
save vs. a Difficulty of 10 + spell level + caster's
Intelligence. It is possible to implant post hypnotic
suggestion as long as it does not countermand the victim's
codes. For example, the caster could not make a priest betray
his god but he could make the victim forget to lock the front
doors to the temple.
Invisibility I
Cost: 1 pt/5 rds
Range: Personal
Elements: T
Wind Warrior
Cost: 3 pts/level
First Level
Iron Willpower
Cost: 4 pts
Elements: T
Will of Iron strengthens the resolve of the target allowing
them to resist attacks which would target their will. To this
end, the affected person receives a +3 bonus to any Will
saves. This spell does not raise a person's Wisdom statistic
but only garners them a bonus for Will saves. The spell will
last 1 hour for every 2 levels of the caster.
Cost: 2 pt/30 feet
Range: Personal
Elements: T,G
This spell enhances the character's ability to jump and land
safely. The maximum distance a character will be able to
jump 100 ft. + 20 ft. per point of Dexterity bonus. However,
this is limited by only being able to jump the distance
straight up or backwards. The character is able to jump with
up to 1/2 of what he can lift according to his strength.
Listening
Cost: 1 pt/rnd
Range: Personal
Elements: T
Listening spell will allow the caster to hear noises up to 200'
+ 30'/lvl away as though they occurred within a few feet of
the caster. This is resolved with a Notice check as normal,
though the Narrator may require a Difficulty 10 adept level
check to find and isolate any helpful or useful sounds from
the throng of other noises that the caster is uninterested in.
Telepathy
Cost: 1 pt/10 minutes
Range: 4 mile/lvl
Elements: T
Telepathy is a useful spell which allows communication to
occur between two or more sentient creatures. The caster
merely concentrates on the person (or people) with whom he
wishes to communicate; if they are within the range of the
spell, the conversation may begin. In addition, telepathy may
be used to scan for sentient minds. This techniques is not
fool proof and the caster must make an Intelligence check.
The Difficulty for this check is 10 + 1/1000 sq. feet scanned.
It will take 1 minute to scan 1000 sq. feet. For example, to
scan a 2000 sq. foot house it would take 2 minutes and the
caster would check vs. a Difficulty of 12 to find a sentient
mind. Unfortunately there are a few drawbacks to the spell.
First, the caster must share a common language with the
recipient to be understood. Second, the recipient must be a
sentient creature; this spell cannot be used to communicate
with animals. Third, telepathy resembles a mental attack
spell, meaning it will be blocked by all mental protection
spells. Finally, the caster is wide open to any return mental
attack spells which the recipient cares to send. This means
that during a telepathic communication the caster receive no
saves if attacked mentally.
Second Level
Strength I
Cost: 3 points
Elements: T
Elements: T,S
Telekinesis
Cost: 4 pts
Range: 100'/lvl
Elements: T,G
Telekinesis is perhaps one of the best known spells. It allows
the caster to move up to 10 pounds of matter per level. At
first level one would be able to open a door or move small
objects about. To knock someone down it would depend on
the target's size but would roughly require 60 pounds of
force. This is left to the discretion of the Narrator. The caster
SPELL MAGIC
Jump
Range: Touch
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Catclimb
Cost: 1 pt/4 rnds
Range: Personal
Elements: T
Invisibility II
Range: Touch
Elements: T
Prerequisite: Invisibility I
Domination
Cost: 3 pts
Range: Personal
Elements: T,G
SPELL MAGIC
Night Vision
Cost: 1 pt/10 rounds
Elements: T
Night Vision will allow the caster or someone he casts Night
Vision on to see at night as though it were normal daylight.
This spell will not aid in seeing in magical darkness.
See Invisible
Cost: 1 pt/round
Empathy
Range: Touch
Range: Personal
Cost: 2 pts
Range: 2 mile/lvl
Elements: T
Elements: T
Prerequisite: Telepathy
See Invisible is just that. This spell allows the caster to see
invisible creatures and objects. It will even allow the caster
to see natural invisibility. Of course it will not allow the
caster to see if it is dark or he is blindfolded or otherwise
blinded.
Heal I
Cost: 2 pts
Range: Touch
Elements: T,G
Heal I is the beginning of the most sought after forms of
magic, healing. Everybody needs healing but this spell may
be used to inflict damage as well. This spell, however, will
not mend bones properly or remove arrows. This spell
allows the recipient to make a recovery check using your
Intelligence score +2 in place of their Constitution. If this
spell is reversed the victim touched must make a Fortitude
save with a Difficulty of 10 + this spell's level + the caster's
intelligence. Treat a failed fortitude save just like you would
186
Slow
Cost: 1 pt/round
Range: Touch
Elements: T,G
The victim receives a Will save vs. Difficulty 10 + spell
level + caster's Intelligence. If this save is not made then the
victim moves as though in slow motion. The effects are that
the victim can only take partial actions. A person who is
slowed only moves slower, i.e. if that person fell off a cliff,
then he/she would fall at normal speeds.
Wolf Form
Cost: 8 pts
Range: Personal
Elements: T,G
This spell will transform the caster into either a wolfman
form or a full blown wolf. In the wolf form the caster cannot
be killed permanently; i.e. if the caster is crushed under a
Glow/Darkness II
Cost: 8 pts
Range: 10'+1'/lvl
Elements: T,G
Prerequisite: Glow/Darkness
Haste II
Cost: 1 pt/2 rds
Range: Touch
Elements: T
Prerequisite: Haste I
Third Level
Heal II
Flaming Hand
Cost: 3 pts
Range: Touch
Elements: T,G
Prerequisite: Heal I
Cost: 3 pts
Range: 20'/lvl
Elements: T,G
This spell is renown for its lethal applications. It creates a
spout of flame from the caster's hands in the direction he
gestures. This flame will gout for one round. For this reason,
the caster receives a +1 bonus to hit for every 2 levels of
adept that he attains. This spell does +1 fire damage per
adept level up to a maximum of +10 damage.
Fly
Cost: 2 pts/5 rounds
SPELL MAGIC
The wolf man form has Damage Reduction 2/silver but does
not regenerate. The wolfman form receives +1 Strength, +1
Dexterity and the same attacks as the wolf form and gains a
claw attack that deals 1+Str damage, although weapons and
armor may be used instead if desired.
Invisibility III
Range: Touch
Elements: T,G
Fly allows the caster to swoop through the air at a rate of 60
ft. with average maneuverability, but he must make a
Difficulty 10 level check to do so with skill. This check is
needed at the beginning of a flight, when the user lands, and
if they are attempting a difficult maneuver. The user of the
spell is able to fly in any direction as well as hover. The user
may carry up to their normal encumbrance while flying. The
caster has control of when he negates it but the user controls
the flight direction. For example, if the caster casts Fly on a
person that person could fly out over a canyon and the caster
Range: Touch
Elements: T
Prerequisite: Invisibility II
This spell actually bends light around the caster so that he/
she no longer is visible. Unlike previous spells the caster is
able to have his/her full movement. Creatures with the Scent
trait can smell the caster normally. The caster will also make
noise unless the caster makes a successful Stealth check. If
this power is employed in combat it will give the caster
complete concealment until the caster is hit, hits an
opponent, or is jarred.
187
Iron Intellect
Cost: 8 pts
Elements: T,G
SPELL MAGIC
See in Darkness
are none in the area then he will have wasted the points of
the spell. Every 3 spirit points spent while casting this spell
will call a swarm of 300 rats. The caster may summon up to
a maximum of 1 rat swarm per two adept levels. There also
is a 5% chance (a roll of 20 on a d20) of summoning 4 dire
rats for each rat swarm that would have been summoned
dependent upon terrain and frequency of the giant rats in the
area (See Rat, Dire on page 138 in True20 Adventure
Roleplaying).
Swarm of Rats
Type: 4th Level Animal (Swarm)
Range: Personal
Size: Tiny
Elements: T,G
This spell has all the abilities of its prerequisite but with one
addition. This spell will allow the caster to see in magical
darkness. No spell is fool proof but this spell will work
against most magical darkness.
Strength II
Cost: 4 pts/ point of Str bonusRange: Personal
Elements: T
Prerequisite: Strength I
Stun
Cost: 3 pts
Range: Sight
Elements: T
Prerequisite: Slow
Submit
Cost: 5 pts
Range: 10'+3'/lvl
Elements: T,G
Prerequisite: Domination
Tongues
Cost: 2 pts
Range: Personal
Elements: T,O
Area: 1 square mi
Elements: T,O
Prerequisite: Empathy
This spell calls a swarm of rats to the caster and forces them
to his will. If the caster attempts to summon rats and there
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Abilities: Str -4, Dex +2, Con +0, Int -4, Wis +1, Cha -4
Incinerate
Cost: 8 pts
Fourth Level
Components: T,S
Cerebral Shield
Cost: 3 pts/rnd
Range: Personal
Elements: T,G
Insect Plague
Cost: 2 pts/1000 bugs
Elements: T,G
Elements: T
Intellectual Bolt
Cost: 8 pts
Range: 10'+2'/lvl
Elements: T,G
Prerequisite: Submit
Flame Bolt
Cost: 7 pts
Range: 40'+2'/lvl
Elements: T,G
Forget
The caster reaches out with his mind and crushes the
individual's subconscious. This results in a devastating spiral
of images and horrors unleashed upon the conscience mind.
The target must make a Will save vs. a Difficulty of 10 +
spell level + caster's Intelligence or roll for a result on Table
1, located at the end of this spell list. If the target saves then
no effect is felt and the target will be unaware of the caster's
attack. The caster must have eye contact and the target must
be sentient.
Elements: T
Mist Form
Halt
Prerequisite: Stun
Halt is the third of the slow series and actually holds the
victim in place. The victim receives no save but the spell can
only be brought to bear on one individual at a time. The
effect lasts for a number of rounds equal to the caster's level.
The caster must have eye contact with the victim for the
duration of the spell. If eye contact is broken then the victim
is released from the effects.
Cost: 9 pts
Range: Personal
Elements: T,G
SPELL MAGIC
This spell will transform the caster into a mist. In the mist
form the caster cannot be killed permanently; i.e. if the caster
is dispersed by a wind he will regenerate. If the caster is
reduced to dying or dead status on the damage track or is
dispersed by wind while in mist form, they automatically
189
revert back to their natural form and are healed of all damage
instead of dying. The mist will be able to move at a rate of 6
miles per hour if no wind interferes. The caster is immune to
normal attacks but may be harmed by wind attacks.
SPELL MAGIC
Panic
Cost: 3 pts
Range: 10'+1'/lvl
Elements: T
Prerequisite: Empathy
The caster gets a stern look upon her face, then projects her
aura outwards so as to intimidate those around her. Those
affected may make a Will save vs. a Difficulty of 10 + spell
level + caster's Intelligence. If they fail then roll a d20 and
consult the following table:
d20
Effect
1-7
8-14
15-20 Victim freezes in fear and will not move for ten
rounds per adept level of the caster.
Slave Maker
Cost: 30 pts +6 pts/pt of Wis of VictimRange: Touch
Elements: T,G,S
Prerequisite: Empathy
190
Strength III
Cost: 6 pts/ point of Str bonusRange: Personal
Elements: T
Prerequisite: Strength II
Telempathy
Cost: 5 pts +1 pt/pt of victim's WisRange: Sight
Elements: T
Prerequisite: Empathy
Fifth Level
Charm
Cost: 1 pt/10 rounds
Range: Touch
Elements: T,G
Prerequisite: Hypnosis
This spell will bestow social graces upon the caster as if they
had ranks in the Diplomacy and Bluff skills equal to their
adept level +3 and using Intelligence instead of Charisma as
the associated attribute. This spell will even work if the
caster does not speak the language of the individuals which
the caster desires to charm. This spell will not allow the
caster to communicate with the individuals but will create a
feeling of familiarity and friendship.
Command
Cost: 3 pts + 1 pt/pt of victim's IntRange: Voice
Elements: T,O
Prerequisite: Hypnosis
Flame Breath
Cost: 8 pts
Range: 20'+2'/lvl
Elements: T,G
Haste III
Sphere of Flame
Cost: 12 pts
Elements: T,G
Illusion I
Range: Touch
Elements: T
Prerequisite: Haste II
Range: Sight
Elements: T,G,S
Elements: T,O
Prerequisite: Empathy
Range: Personal
This spell calls bats to the caster and forces them to his will.
If the caster attempts to summon bats and there are none in
the area then he will have wasted the points of the spell. For
every 2 spirit points the caster expends while casting this
spell they may call a swarm of 5,000 bats. The caster may
summon a maximum of 2 bat swarms per 3 caster levels.
There also is a 5% chance (a 20 on a d20) of summoning 1
dire bat per bat swarm that would have been summoned,
dependent upon terrain and frequency of the dire bats in the
area.
Elements: T
Swarm of Bats
Invisibility IV
Mass Hypnosis
Cost: 2 pt/5 victims
Range: Sight
Elements: T
Prerequisite: Hypnosis
SPELL MAGIC
This spell gives the caster the ability to cast two powers/
round, move at quadruple movement, +2 initiative. The
caster is able to cast Haste II on others but is unable to
bestow Haste III.
191
Dire Bat
Type: 4th Level Animal
Size: Large
SPELL MAGIC
Bat Form
Cost: 6 pts
Range: Personal
Elements: T,G
This spell will transform the caster into either a batman form
or a full blown bat. In the bat form the caster cannot be killed
permanently; i.e. if the caster is crushed under a landslide he
will regenerate but be killed again by the landslide. If the
caster is reduced to dying or dead status on the damage
track while in bat form, they automatically revert back to
their natural form and are healed of all damage instead of
dying. The exception to this rule involves damage caused by
silver weapons. Silver causes double damage to a creature in
bat form, and can cause permanent death. The bat will have
the same statistics as the caster except it will be Diminutive
in size and receive a +2 bonus to Dexterity. The bat will
receive a bite attack that does +0 lethal damage. It will also
have a Blindsight out to 20 ft. The caster will also be able to
fly at a rate of 40 ft. (good).
The bat man form gains Damage Reduction 2/silver but does
not regenerate. The batman form receives +1 Dexterity and
the same attacks as the bat form, although weapons and
armor may be used instead if desired.
Sixth Level
Apparitional Servant
Ego Bane
Cost: 10 pts
Cost: 5 pts
Range: 5'+5'/lvl
Elements: T,S
Elements: T
Prerequisite: Telepathy
Eye of Flame
192
Range: Unlimited
Range: 5'+5'/lvl
Elements: T,G
The caster peers into the opponent's eye and a needle of
flame shoots from the caster's eye to the victim's eye. If the
caster does not have eye contact then the spell cannot be
activated. If the caster does have eye contact the spell will
activate and automatically hit. The flame will do +1 fire
Paralyze
Cost: 3 pts + 1 pt/2 pts of victim's Strength bonusRange:
Touch
Elements: T
Prerequisite: Halt
Restoration
Cost: 6 pts/Day/Limb goneRange: Sight
Elements: T,G,S
Prerequisite: Heal II
Spiritual Derva
Cost: 14 pts
Range: 10'/lvl
Elements: T,G
The caster gestures towards the victim and an ethereal
whirlwind emits from the caster's fingers. It automatically
strikes the victim in the chest. If the victim does not make a
Will save vs. a Difficulty of 10 + spell level + caster's
Intelligence, then 1/3 of all the victim's total spirit points are
transferred to the caster. In addition the victim becomes
wounded and the caster can automatically remove one
wounded or two hurt conditions. If the target is reduced to 10 spirit points then he dies.
Thought Shield
Cost: 4 pts
Elements: T
Thought Shield will hide the minds of any within the radius
of the spell from detection. This will not make them invisible
but will cloak their minds so as to avoid detection from
scrying, telepathic contact, or creatures with the ability to
read the thoughts of others. This spell will act as though
Seventh Level
Apparitional Slayer
Cost: 15 pts
Range: Unlimited
Elements: T,G,S
Servant
Prerequisite:
Apparitional
SPELL MAGIC
Haste IV
Cost: 10 pts/8 rds
Range: Touch
Elements: T
This spell gives the caster the ability to cast two powers/
round, make two extra attacks, or move at five times their
normal movement rate. The caster gains a +2 bonus to
Defense and +4 to initiative. The caster is able to cast Haste
III on others but is unable to bestow Haste IV. However, the
affected person of a Haste IV must rest for 1 round for each
round that they were hasted. The will be utterly exhausted
and unable to move for this period of time. They may be
carried but the resting time must be doubled.
Illusion II
Cost: 5+2/rd.
Elements: T,G,S
Prerequisite: Illusion I
193
SPELL MAGIC
Iron Repulsion
Regeneration
Cost: 9 pts/rd.
Cost: 10 pts
Range: Personal
Elements: T
Elements: T
Prerequisite: Restoration
Mental Destruction
Eighth Level
Cost: 10 pts
Elements: T
Prerequisite: Telepathy
Potion Burn
Cost: 8 pts/potion
Range: Minimal
Elements: T,G,S
Potion Burn takes a dose of the desired potion and burns it
on to an object. This has a multiplying effect of the level in
doses; i.e. if a fifth level caster casts Potion Burn on a full
heal potion then he has an item which has 5 doses of full
heal. The initial dose is consumed by the spell.
Apparitional Slayer II
Cost: 25 pts
Range: Unlimited
Elements: T,G,S
Iron Scythe
Cost: 15 pts +5 pts/pt of Int of victimRange: 10'+1'/lvl
Ray of Weakness
Elements: T,G,S
Cost: 8 pts
Range: Sight
Elements: T,G
Prerequisite: Paralyze
Possession
Cost: 10 pts/lvl of victim Range: 25'
Elements: T,G
This spell is reversible so as to thrust another possessing
spirit from a persons body. When reversing this spell, the
194
Tenebrae Magae
Spirit Form
First Level
Burrow
Cost: 3 pts/10 rounds
Range: Personal
Elements: T,G
Burrow is an exceptionally useful power since it allows the
caster to move through earth at 1/2 movement and stone at 1/
8 movement. This spell will only leave a hole behind the
caster if he/she takes twice as long to shore up the tunnel or
has someone helping him/her with dirt removal.
Cast Darkness
Range: Personal
Elements: T
Elements: T,G
The magical darkness created from this spell allows only the
caster and those he/she is touching to see in the infernal
blackness.
This spell will transform the caster into a Spirit. There are
basically four different types of spirits, Earth, Air, Water,
Fire. The caster will receive different abilities in different
forms. Air and fire will be able to fly at a rate of 90 ft. with
perfect maneuverability while earth and water will have the
ability to teleport at will. They will be able to make a
Difficulty 20 adept Level Check to control their specific
element.
In the spirit form the caster cannot be killed permanently; i.e.
if the caster is crushed under a landslide he will regenerate
but be killed again by the landslide. If the caster is reduced to
dying or dead status on the damage track while in spirit
form, they automatically revert back to their natural form
and are healed of all damage instead of dying. The exception
to this rule involves damage caused by silver weapons.
Silver causes double damage to a creature in spirit form, and
can cause permanent death. The spirit will have the same
statistics as the caster except it will receive a +2 bonus to
Dexterity if of Air or Fire and +2 to Strength if Earth or
Water. The spirit will receive a natural attack that deals
damage equal to half the caster's adept level in lethal
damage. This is bludgeoning damage for air, earth and water
spirit forms, and fire damage for the fire spirit form.
Unfortunately there are some restrictions to the spell. When
the transformation occurs, the character's possessions also
transform with him. Unfortunately, most metals are resistant
to this type of magical manipulation. The spell can manage
small amounts of metal (about weapon sized) but can't
convert large amounts of metal (armor sized). If a character
wants to change to spirit form, they must be wearing armor
made from plants or animals (wool, leather, etc.), or metal
armor especially enchanted to transform. Otherwise the spell
automatically fails.
Gust
Cost: 2 pts
Range: 100'
SPELL MAGIC
Cost: 9 pts
Elements: T,G
This spell allows the caster to create a gentle wind which
will push most gas or dust clouds 100 feet away. This is
useful against gas attack spells. It will also work against
most fogs.
Illusion I
Cost: 3+1/rd. pts
Range: Sight
Elements: T,G,S
Illusion I is the beginning of a powerful weapon of the
Tenebrae Magae. Although not overly powerful at this stage,
the spell can still be handy. The Illusion will not move or
make noise and if touched it will be dispelled. However non
- moving items such as a bridge where there is no bridge or a
pile of gold where there is a pit of spikes is quite feasible.
The substance for this spell is a pinch of dust.
Invisibility I
Cost: 1 pt/4 rds
Range: Touch
Elements: T
Although the caster can only move at 1/4 normal movement,
this spell is powerful in that it is more effective against the
more intelligent observer. This spell will render the caster
unnoticed to the point that people will avoid walking into the
caster and he/she will appear as something that belongs and
thus is beneath notice. However, creatures of animal
intelligence or of -3 or lower Intelligence will notice the
caster; i.e. guard dogs will bark at you. Also, creatures with
exceptional vision will have a chance to detect the caster
195
Oath I
Cost: 3 pts
Range: Written
SPELL MAGIC
Elements: T,G,S
This spell will bind the signers to an agreement laid out on
parchment and signed in the blood of all parties involved.
The caster is able to name a spell like consequence should
the signees break their oath, like turn into toads for a month,
have warts for a year. However, there are limits to this power
and they manifest themselves as the caster must always
allow an out, as in a time limit (a reasonable one), or a clause
to allow redemption.
Phantom Noise
Cost: 2 pts/sound/rd.
Range: 30'/lvl
See In Darkness
Range: Touch
Elements: T
Quite simply this spell allows the caster to see in darkness.
The caster may bestow this spell on another. The spell will
not allow the user to see in unnatural darkness, such as
darkness from another spell.
See Spirits
Cost: 1 pt/rd.
Elements: T,G
Silence I will create a sphere of silence around the caster
allowing only him to speak. This will stop any sound based
attack from entering the sphere and will only allow the
caster's sound based attacks or commands (if he/she has any)
to leave. This spell will stop any spell with an Oral element.
Stun
Cost: 3 pts
Range: Sight
Elements: T,O
This spell will cause a victim to reel as if struck by a mighty
blow. The victim receives a Will save vs. a Difficulty of 10 +
spell level + caster's Intelligence. If the victim fails, he
looses any dodge bonus to Defense, takes a -2 modifier to
Defense, and cannot take action other than reactions. The
effect lasts for 1 round and affects 1d20/2 creatures (round
up).
Suspension
Elements: T
Silence I
Cost: 4 points
Range: Touch
Elements: T
To all external indicators this spell will make the caster or
anyone he touches appear dead for as long as the caster wills
it. This can be used on others against their wills, but they
receive a Will save vs. a Difficulty of 10 + spell level +
caster's Intelligence. If they save, no effect, but if they don't,
they will be put into a death like sleep until the caster
awakens them. They will not age, need food or drink or
breathe while under this power. No means of detecting life
will reveal whether the target of this spells still lives.
Second Level
Communicate With Undead
Range: Sight
Elements: T,G
With a gesture this spell will allow the caster to see spirits of
all types except lords. Examples of spirits include wood
spirits, river spirits, fire spirits, stone spirits, ghosts, and
many more. This power is bestowable on other people.
Elements: T,O
Sense Life
Cost: 1 point
Range: 100'
The undead know many secrets of the past and present. With
this spell, the caster is able to communicate with forms of
undead which normally could not communicate. This will
not force the undead to communicate, but it will make
speech and understanding possible.
Elements: T,G
Dancing Light
Cost: 1 pt/light/rd.
196
Range: Sight
Elements: T,G
This spell creates a will-o-the-wisp of light that will enthrall
one creature per light created. The opponent receives a Will
save vs. a Difficulty of 10 + spell level + caster's
Intelligence. While an opponent is enthralled, the caster may
Dark Stealth
Cost: 1 point/rd.
Misdirection
Range: Personal
Cost: 4 pts
Elements: T,G
Detect Poison
Cost: 3 pts
Range: Minimal
Elements: T
This spell will allow the caster to automatically detect any
normal, non-magical poison. For any magical poison the
caster will have a 50% chance (11-20 on a d20) of detection
with bonuses if it has obvious identifiable traits, like oily,
smells like lemons, a certain color, etc.
Invisibility II
Cost: 1 point/3 rds
Range: Touch
Elements: T
Prerequisite: Invisibility I
Range: Sight
Obscurement
Cost: 1 point/object
Range: Touch
Elements: T,G
This spell will cover one object or person from detection by
magical means. This is bestowable on other creatures and
lasts for one day or until dispelled. This is not invisibility but
will protect the caster from scrying devices, telepathic scans
and detection spells.
Invulnerability I
Sleep
Range: Personal
SPELL MAGIC
Elements: T,S
Elements: T
This spell will cause kuang-shi to have an aversion to the
area of the caster. This does not mean that kuang-shi cannot
come within 5 feet + 1 foot per level of caster; i.e. the kuangshi may be pushed into the area but they cannot enter of their
own volition. They will not attempt to fight the caster but to
escape from the area of the spell. The caster and all those
non-kuang-shi in the area receive a +1 per two adept levels
of the caster to hit and damage when fighting a kuang-shi
while in the area of effect of this spell.
Cost: 4 pts
Range: Touch
Elements: T
Elements: T,G
When this spell is cast the victim must make a Will save vs.
a Difficulty of 10 + spell level + caster's Intelligence. The
sleep induced is light and lasts for 30 rounds. Any
reasonably loud sound will wake the sleeper. This spell will
197
Slow
Cost: 1 point/2 rounds
Range: 40'+1'/lvl
Elements: T,G
The victim receives a Will save vs. Difficulty 10 + spell
level + caster's Intelligence. If this save is not made then the
victim moves as though in slow motion. The effects are that
the victim can only take partial actions. A person who is
slowed only moves slower, i.e. if that person fell off a cliff,
then he/she would fall at normal speeds.
SPELL MAGIC
Third Level
Create Kuang-shi
Cost: 6 pts
Paralysis
Cost: 5 pts
Range: Touch
Elements: T,G
Prerequisite: Slow
Plague
Range: Touch
Elements: T,G,S
Cost: 4 pts
The caster of this most dark spell must have a whole and
intact body. This spell will create an animated corpse, but for
every 3 levels the caster has he/she will be able to make 1
type higher kuang-shi. This means at 4th level the caster can
create a type 1 kuang-shi, until then the kuang-shi will be
only type 0, animated corpses. Kuang-shi can only be
permanently destroyed by disintegration, total
dismemberment or incineration. This spell will have no
affect on a living creature but may be cast on any type of
dead (at one time living) organic matter. If the caster spends
three times the normal amount of points, the kuang-shi will
be animated until destroyed even if the caster dies. In a
normal creation, the kuang-shi will deactivate if the caster is
killed.
Elements: T,G
Detect Illusion
Poison Blood
Cost: 5 pts
Range: Sight
This spell makes a black fog issue from the caster's hands
which spreads in the direction that they are pointed. Anyone
caught in this fog must make a Fortitude save vs. a Difficulty
of 10 spell level + caster's Intelligence or contract 1d20/2
diseases (round up). The severity of the disease may vary
from a mild cold to yellow fever. The disease's potency is
determined by the Narrator and the conditions the victim is
in. For example, if the character is in a sanitary, dry place the
diseases will be mild; however, if the victim is in the middle
of a swamp after days of no food and poor sleep, the diseases
may be severe. The diseases will none the less be considered
at full incubation and in full detrimental force. This spell
may be dispersed by a Gust or Wind spell.
Cost: 2 pts/dose
Range: Touch
Elements: T
Elements: T,S
Dream Drowse
Cost: 3 pts/rnd
Elements: T,S,G
Prerequisite: Sleep
198
Shadow Form
Cost: 7 pts
Range: Personal
Elements: T
Wall of Fog
Cost: 2 pts/1000 cu. ft.
Range: Personal
Confusion
Cost: 3 pts
Range: Sight
Elements: T
Prerequisite: Stun
Create Skeletons
Cost: 7 pts/ type
Range: Touch
Elements: T,S,O
Elements: T
Ice Bolt
Wind
Elements: T,G
Ice bolt is first in a series of offensive projectile spells
allowed to Tenebrae Magae practitioners. The caster needs
to point in the desired direction and set the spell in motion.
One bolt will emerge from the caster's fingers, causing +1
cold damage plus an additional +1 cold damage per two
adept levels. The caster must roll to hit and may add their
Wisdom as a bonus to the attack roll.
Ice Wall
Cost: 4 pts
Elements: T
Elements: T,G
Prerequisite: Gust
This spell will create a wind that moves at two times the
caster's adept level in miles per hour and will dissipate gases
in 2-8 rounds. This is the next step up from the Gust spell. It
is a strong breeze but not so potent as to move people or
objects.
SPELL MAGIC
Fourth Level
199
caster may add their Wisdom to the attack roll. Finally, the
wall can be cast horizontally at foot level, trapping all
creatures within its effect if the caster makes his to hit roll.
Illusion II
Cost: 4+2/rd. pts
Range: Sight
Elements: T,G,S
Prerequisite: Illusion I
SPELL MAGIC
Insect Doom
Cost: 4 pts Range: 20 ft.
+ 3 ft./lvl
Elements: T,G
This rather disgusting spell is one reason why Tenebrae
Magae practitioners are both feared and despised. The caster
waves his arms in a sweeping motion and points towards his
target. As the spell takes effect, a carpet of biting, stinging,
creeping insects and arachnids appears and swarms over the
victim. The bugs will continue to appear for a full 10 rounds,
inflicting +1 damage for each level of the caster every round,
to a maximum of +10 damage/round. The victim may make
a fortitude save each round to take half damage. Armor
offers no protection, as these vile creatures will slither in at
the joints and openings. They will retreat if faced with fire
but only be held in bay for the duration of the spell. This
spell will last 1 round for every level of the caster. The
effects can be continuously maintained if the caster recasts
on the last round of the spell.
Invulnerability II
Cost: 3 pts/ 5 rounds
Range: Personal
Elements: T
Prerequisite: Invulnerability I
Power Drain
Cost: 3 pts/lvl drain
one spell, and transfer the ability to cast that spell to himself.
The effects last for one round per level of the caster. This
will work for all realms of powers. The cost of draining this
spell is 3 points per level of the spell drained. The caster
must have foreknowledge of the target spell (i.e. seen the
target cast the spell). For the duration of the drain, the target
will be unable to cast that spell.
Sleep Sand
Cost: 8 pts
Elements: T,S,G
Fifth Level
Flame Bolt
Cost: 7 pts
Elements: T,G
Range: Touch
Elements: T,G
Power Drain is a devastating attack spell. If the caster gets a
successful hit on the victim, he can strip that person of any
200
Range: Minimal
Invisibility III
Cost: 1pt/2 rds
Range: Touch
Elements: T
Prerequisite: Invisibility II
This is the first true invisibility for these mages. This spell
actually bends light around the caster so that he/she no
longer is visible. Unlike previous spells the caster is able to
have his/her full movement. Creatures with the Scent trait
can smell the caster normally. The caster will also make
noise unless the caster makes a successful Stealth check. If
this power is employed in combat it will give the caster
complete concealment until the caster is hit, hits an
opponent, or is jarred.
this will work with a verbal agreement with the use of Oath
II. The caster is able to name a spell like consequence should
the signees break their oath, like turn into toads for a month,
or have warts for a year. Unlike the Oath I spell, the oath
breaker can be given no means of redemption; i.e. the affects
may be permanent like death. The spirit of the Oath is that
one cannot make the consequences positive; for example you
could not make the oath grant strength to the oath breaker.
Panic
Cost: 3 pts
Elements: T,G
Prerequisite: Confusion
d20
Effect
1-7
8-14
15-20
SPELL MAGIC
The caster gets a stern look upon her face, then projects her
aura outwards so as to intimidate those around her. Those
affected may make a Will save vs. a Difficulty of 10 + spell
level + caster's Intelligence. If they fail then roll a d20 and
consult the following table:
Invulnerability III
Cost: 9 pts/10 rounds
Range: Personal
Elements: T
Prerequisite: Invulnerability II
Oath II
Cost: 6 pts
Elements: T,O,G
Prerequisite: Oath I
Sphere of Death
Cost: 14 pts
Str
Elements: T,G
Prerequisite: Plague
201
SPELL MAGIC
Fire Wall
Cost: 5 pts
Sixth Level
Elements: T
Death Shroud
This spell will create a wall of fire 100 cu. ft. + 10 cu. ft./lvl.
That deals +1 fire damage/adept level per round to anything
inside of or moving through it. The wall may occupy up to
100 cubic feet +10 cubic feet per level of space. The spell
will last for 3 rounds per level of the caster. For a seventh
level caster it would last 21 minutes. The caster need not
form a wall; an igloo, dome, or any shape may be created but
it must be noted that the heat would be intense in an enclosed
shape. Also, the structure does not have to originate on the
ground. A sheet of flame created through the head of an
enemy will cause damage normally, but targets may make a
Reflex save to avoid being engulfed in the wall upon its
creation. Finally, it must be noted that this is an incredibly
flammable spell and that if it is cast where anything can
catch on fire, it will.
Cost: 12 pts
Elements: T,S,G
Diabolic Imprisonment
Cost: 10 pts
Elements: T,S,G
Illusion III
Range: Sight
Elements: T,G,S
Prerequisite: Illusion II
Invulnerability IV
Cost: 10 pts/5 rds
Range: Personal
Elements: T
202
Elements: T
may be pushed into the area. They will not attempt to fight
the caster but to escape from the area of the spell. The caster
and all those non-spirits in the area receive a +1 per two
adept levels of the caster to hit and damage against spirits
while within the area of effect of this
spell.
and the victor takes all. The caster and the Demon must roll
opposed Will saves. This spell allows the caster to apply his
wisdom bonus as a penalty to the demon's Will save.
Whoever wins the opposed roll controls the other. However
Range: Minimal
SPELL MAGIC
Summon Demon
Cost: 10 pts
Range: Minimal
Seventh Level
Control Demon
Cost: 10 pts
Range: Minimal
Elements: T,G
Prerequisite: Summon Demon
This spell allows the caster to pit his will against a demon.
When the caster enacts the spell, he locks wills with a demon
Death's Nectar
Cost: 10 pts/dose
Range: Touch
Elements: T,S,G
This spell creates a specialized poison to the creature whose
blood was sampled. The blood of the creature is mixed with
203
SPELL MAGIC
Elements: T
Eighth Level
Gate
Cost: 15 pts
Elements: T,S,G
Silver Bolt
Illusion IV
Range: Touch
Cost: 8 pts
Cost: 20 pts
Range: Sight
Elements: T,G
Elements: T,G,S
Wall Of Death
Cost: 12 pts
Range: 40 ft.
Elements: T
This spell will create an opaque black wall 100 cubic feet in
size (10' h by 10' w by 1' deep). The caster need not form a
wall; an igloo, dome, or any shape may be created, but it
must be noted that the wall will affect anything that passes
through it, friend or foe. Also, the structure must originate on
the ground. Anyone passing through the wall must make a
Fortitude save vs. a Difficulty of 10 + spell level + caster's
Intelligence or die. If the save is made, then the victim
204
Chapter VIII:
E q u ip m e n t a n d
M o n ey
Weapons
Melee Weapons
Weapon
Damage Critical
Descriptor
Increment
Size
dinarii Weight
Simple Weapons
Club (Fustis)
+2
20/+3
Bludgeoning
Med
4 lb
Dagger (Sica)
+1
20/+3
Piercing
Tiny
25
1/2 lb
Hatchet (Ascia)
+1
20/+4
Slashing
Small 30
2 lb
Knife (Culter)
+0
20/+3
Piercing/Slashing
Tiny
10
1/2 lb
+3
20/+3
Bludgeoning
Med
170
10 lb
+2
20/+3
Bludgeoning
Small 120
6 lb
+3
20/+3
Bludgeoning /piercing
Med
8 lb
140
+2
20/+3
Piercing/Slashing
Small 20
2 lb
+2
20/+3
Bludgeoning
Small 30
1 lb
Staff (Clava)
+2
20/+3
Bludgeoning
Large 5
5 lb
+1
20/+3
Piercing
Tiny
1 lb
Axe (Securis)
+2
20/+4
Slashing
+4
20/+3
Piercing
+4
20/+4
Slashing
+3
Flail (Flagellum)
+2
25
WEAPONS
Martial Weapons
10 ft.
Small 110
7 lb
Large 90
15 lb
Large 280
10 lb
19-20/+3 Slashing
Med
700
8 lb
20/+3
Bludgeoning
Med
120
4 lb
+5
20/+4
Slashing
Large 250
15 lb
+3
20/+3
Bludgeoning
Med
10
10 lb
80
+3
20/+4
Piercing
Med
+4
20/+3
Bludgeoning
Large 40
14 lb
+3
19-20/+3 Slashing
Med
450
6 lb
19-20/+3 Slashing
Small 200
3 lb
20 ft.
Spear (Hasta)
+2
19-20/+4 Piercing
+3
20/+3
Bludgeoning/piercing
C H A P T E R VIII: E Q U I P M E N T
AND
Med
60
Large 20
MONEY
5 lb
2 lb
5.5 lb
205
Melee Weapons
Weapon
Damage Critical
Descriptor
Increment
+3
19-20/+3 Piercing
+5
20/+3
+4
19-20/+3 Slashing
+2
18-20/+3 Slashing
Med
450
5 lb
Trident (Tridens)
+3
20/+4
20 ft.
Med
80
3 lb
+3
19-20/+3 Slashing
Med
720
8 lb
Bludgeoning
-
Piercing
Size
Med
dinarii Weight
210
3 lb
Large 80
16 lb
Large 600
8 lb
WEAPONS
Exotic Weapons
Bastard Sword (2-h)
+4
+4
19-20/+3 Slashing
Med
650
8b
Net (Retarii)
10 ft.
Med
100
2 lb
+5
19-20/+3 Slashing
Large 800
+4
20/+3
Bludgeoning/slashing -
Med
Whip (Flagrum)
+0
20/+3
Bludgeoning
Small 30
15 ft.
250
12 lb
6 lb
3 lb
Ranged Weapons
Weapon
Bonus
Critical
Descriptor
Increment
Size
Cost
Weight
Simple Weapons
Javelin (Pilum)
206
+1
20/+4
Piercing
C H A P T E R VIII: E Q U I P M E N T
30 ft.
AND
MONEY
Med
20
1/4 lb
Ranged Weapons
Weapon
Bonus
Critical
Descriptor
Increment
Size
Cost
Weight
Darts (Iaculum)
+1
20/+2
Piercing
20 ft.
Tiny
15
0.2 lb
+3
19-20/+3
Piercing
120 ft.
Med
300
9 lb
19-20/+3
Piercing
80 ft.
Med
250
5 lb
Sling (Funda)
+1
20/+3
Bludgeoning
50 ft.
Small
1/2 lb
+3
20/+4
Piercing
100 ft.
Large
500
2 lb
+2
20/+4
Piercing
60 ft.
Med
180
1 lb
+1
20/+4
Piercing
60 ft.
Med
110
1 lb
Martial Weapons
Ammunition
Iron Bullets
Notes
Notes
Weight
dinarii
Arrows &
Bolts
Field Tip
20
Broad Head
30
60
Name
Leaf Head
50
Light Armor
Standard arrow.
1 lb/20
Sling Bullets
(Funda)
Stone Bullets Standard stones.
5 lbs/20
30
Ammunition
dinarii
You can hurl ordinary stones with a sling, but stones are not
as dense or as round as bullets. Such an attack deals 1 point
less damage and you take a -1 penalty on attack rolls.
Weight
Armor
Toughness
Bonus
dinarii
Wgt
+1
300
5 lb
Paper Armor
(Koryo, Jigap Armor)
+1
300
5 lb
C H A P T E R VIII: E Q U I P M E N T
AND
MONEY
207
Armor
Toughness
Bonus
dinarii
Wgt
+1
350
15 lb
+2
380
16 lb
+2
500
24 lb
Chain Armor
(Lorica Hamata)
+3
750
30 lb
Scale Armor
(Lorica Squamata)
+4
1500
35 lb
Medium Armor
Wages Per Day
Heavy Armor
Lorica
Segmentata
(Legionary Armor, banded
steel)
+5
Plate Armor
Metallum)
+6
MONEY
IN THE
ROMAN EMPIRE
Name
(Lorica
2000
5000
42 lb
65 lb
Shields
Profession
dinarii
Artificer
100
Baker
50
25
25
General laborer
25
160
Praetorian Guard
63
Roman Soldier
51
Dodge
Bonus
Blocking
Bracers (Cestus)
+0
+1 on block rolls
30
1 lb
20
Buckler
(Parma Parva)
+1
+1 on block rolls
50
1 lb
Sewer cleaner
25
S m a l l Wo o d e n
Shield (Parma)
+1
+1 on block rolls
70
3 lb
Shipwright
55
50-160
Medium Wooden
Shield
(Parma Magna)
+2
+2 on block rolls
100
5 lb
75
Wool weaver
175
Medium Steel
Shield
(Metallum
Scutulum)
+2
+2 on block rolls
150
5 lb
Large
Steel
Shield (Metallum
Clipieus)
+3
+4 on block rolls
250
10 lb
Scutum (Roman
Legionary
Shield)
+4
Shield
Den. Wgt
d20
1-10
+4 on block rolls
300
10 lb
208
Rank
Liberti (Freed)
Pleb
Equites
C H A P T E R VIII: E Q U I P M E N T
AND
MONEY
Unit
Weight
Worth
1 gold Aureus
60/lb
25 dinarii
1 silver Dinarius
120/lb
4 Sestertii (Sesterces)
1 brass Sestertius
20/lb
2 Dupondii
1 brass Dupondius
40/lb
2 Asses
Purchase Difficulty
1 copper As
40/lb
2 Semisses
1 copper Semis
140/lb
2 copper Quadrantes
60
150
10
300
12
600
15
1,500
18
3,000
20
6,000
23
15,000
26
30,000
28
60,000
31
150,000
34
300,000
36
600,000
39
1,500,000
42
3,000,000
44
6,000,000
47
15,000,000
+3
Unit
Weight
30/lb
Worth
5 gold Aurei
Weight
Worth
Metal
1 Jin
2/lb
16 Liang
gold
1 Liang
30/lb
24 Zhu
silver
1 Zhu
700/lb
10 Lei
copper
Lei
30000/lb
10 seeds of millet
GENERAL EQUIPMENT
Conversions
Conversion rates fluctuate over time but as a general rule the
three most commonly traded coins between governments
and merchants will be the dinarius, liang and silver serat
from Alkasas.
2 dinarii = 1 Liang
1 Dinarius = 4 Silver Serats
General Equipment
This section deals with the equipment that a person needs to
make their way in the wilds or in civilization. This is meant
as a guide to allow the estimation of the cost of items not
listed in the following table.
General Equipment
Item
Weight
1 average meal
dinarii
0.5 lb
10
1 poor meal
0.1 lb
1 rich meal
1 lb
30
6 lb
200
C H A P T E R VIII: E Q U I P M E N T
AND
MONEY
209
General Equipment
GENERAL EQUIPMENT
Item
General Equipment
Weight
dinarii
Item
Weight
dinarii
1 week staples
3 lb
100
Lantern, normal
2 lb
100 (3)
Ale
1 pint
Locksmith's Tools
2 lb
450
8 lb
130 (1)
Blacksmith's Kit
20 lb
500
4 lb
45 (1)
Medical Kit
2 lb
600
Beer
1 pint
Milk, Cow
qt.
Belt
0.2 lb
30
Milk, Goat
qt.
Boat, Merchant
8000 lb
150,000
0.2 lb
35
1000 lb
750
0.8
180
2500 lb
15,000
Mule
900 lb
4000
Boots, leather
0.8 lb
50
Oil, Lantern
1 pint
80
0.6 lb
30
Oil, Olive
1 pint
90
Brandy
1 qt.
60
--
Brimmed hat
0.3 lb
45
Poison, Contact
1 dose
1000 (4)
Candy
20 pces
80
Poison, Death
1 dose
2000 (4)
Cap
0.1 lb
10
Poison, Insanity
1 dose
3000 (4)
Captain hat
0.6 lb
80
Poison, Sleep
1 dose
300 (4)
Cart
1200 lb
2000
Poison, Unconsciousness
1 dose
1000 (4)
0.2 lb
20
Pouch, large
0.8 lb
7 (1)
0.4 lb
40
Pouch, small
.2 lb
3 (1)
0.5 lb
60
Riders reins
1 lb
50
2 lb
350
1 lb
75 (2)
Compass
0.3 lb
400
3 lb
135 (2)
Donkey
450 lb
3000
Rope, silk
1 lb
500 (2)
Dress, gown
2.5 lb
400
Rucksack
1 lb
15 (1)
Dress, work
2 lb
50
Saddle bags
2 lb
25
Flask, large
0.9 lb
60
Sandals
0.1 lb
30
Flask, small
0.6 lb
35
Sandals, Caligae
1 lb
60
Grapple
1 lb
50
Shirt
0.3 lb
20
Honey Mead
1 pint
Shoes, leather
0.6 lb
40
Hook
0.5 lb
20
0.2 lb
15
Horse saddle
10 lb
450
Silk, White
1 lb
12000
Horse, draft
1400 lb
10,000
Skin, large
0.6 lb
10
Horse, pack
1250 lb
8000
Skin, small
0.4 lb
Horse, pony
600 lb
6000
Slave, Female
--
20,000
Horse, Racing
900 lb
1000,000
Slave, Male
--
30,000
Horse, Riding
900 lb
40,000
--
Horse, War
1200 lb
80,000
3 lb
175
1 pt
100
6 lb
400
3 lb
85
Tinder Box
0.3 lb
30
Lantern, bull's-eye
2.5 lb
140 (3)
Torch
1 lb
2 (3)
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General Equipment
Item
Weight
dinarii
0.4 lb
15
Vest
0.1 lb
10
Wagon
3600 lb
4200
Wagon-cart harness
10 lb
650
Wagon-cart reins
3 lb
150
Wallet
0.1 lb
12 (1)
Watered wine
1 pint
30
Whiskey
1 pint
100
Wine
1 pint
80
Type
Factor of Weight
.5
.25
Rucksack
Wallet
Small pouch
Medium pouch
Large pouch
(2) The amount which each type of rope will hold in dead weight.
Type
Length
Weight
Breaking Point
Hemp Rope
10yd
3.5 lbs
2300 lbs
Cord Rope
10yd
1/2 lb
500 lb
Silk Rope
8 yds
1 lb
4000 lb
(3) The following are the radii which each device will illuminate.
Light Source
Radius Illuminated
Normal lantern
20'
Bull's-eye lantern
35'
Torch
10'
Glow Stick
(4) Poisons cause some effect. Usually the effect is primary and
secondary ability damage but there are also many poisons that
cause unconsciousness, sickness, or sleep. The save Difficulty
Magical Equipment
Magical equipment and weapons come from a number of
sources, from the artificers of Roma to the Dwarves of
Skandia to the alchemists of the Jade Empire. All these
sources allow for a range of specialties and products. It is
important to note that magical items are not more durable
than non-magical counterparts unless detailed in the
description. This means if a clay pot is created that never
empties of water, it will still break when dropped like a
normal clay pot. This is why many magical objects are made
of durable materials. What follows is a representative list of
items that are meant as examples, not a exhaustive list.
MAGICAL EQUIPMENT
Trousers
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211
Annealed Armor
MAGICAL EQUIPMENT
Type
Bonus
2000
Leather
+1
6000
Leather
+2
12000
Leather
+3
20000
Leather
+4
10000
Chain
+1
25000
Chain
+2
40000
Chain
+3
20000
Scale
+1
45000
Scale
+2
70000
Scale
+3
25000
Segmentata
+1
50000
Segmentata
+2
75000
Segmentata
+3
22000
Plate
+1
48000
Plate
+2
80000
Plate
+3
Chi Token
The token's chi will regenerate at a rate of one per day once
used.
If the wearer takes it off and gives it to someone else it will
decrease to the wearer's level immediately, or increase to the
level of the new wearer at a rate of one point per day.
dinarii
Rarity:
250000
212
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20,000
Rare
+4
Wt
15 yd 15 lb
Type
Reload
Time
Unc.
+10
D20
1-6
5-10
Rarity
Performance
300,000
600,000
Rare
MAGICAL EQUIPMENT
Rarity
Common, found in markets
Glck Gold
Flying carpets were first produced in the Kushan Empire
about 180 years ago. They make some nervous since there is
nothing in the way of hand rails or restraints to keep a person
seated however they are a very convenient form of
transportation. They are made from a rare form of wool from
a creature that lives in the Himalayas, combined with the
finest silk. A master weaver takes up to two years to
construct the basis of the carpet for an Artificer to work with.
The artificer must be skilled in weaving as well and it takes
anywhere from six months to two years to finish the flying
carpet.
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213
These items are very treasured amongst the Norse and they
seldom give them up willingly to anyone. Once spent, the
points will regenerate at a rate of one per day until they reach
the level of the wearer. If the wearer takes it off and gives it
to someone else it will decrease to the new level immediately
or increase to the level of the new wearer at a rate of one
point per day.
dinarii
50000
Type
Clay, Lesser
dinarii*
60,000
Maintenance Cost
450/month
Flesh, Lesser
80,000
300/month
Iron, Lesser
250,000
2000/month
Rarity
Stone, Lesser
300,000
1000/month
Wood, Lesser
10,000
50/month
MAGICAL EQUIPMENT
*Initial costs for greater golems are double the listed value,
though maintenance costs are the same.
214
dinarii
To Hit Bonus
2000
+1
4000
+2
6000
+3
12000
+4
20000
+5
50000
+6
100000
+7
500000
+8
dinarii
Damage Bonus
5000
+1
30000
+2
80000
+3
200000
+4
400000
+5
800000
+6
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Potions (Potes)
Alipedis
Potion
Rarity
Doses
Command
2000
Alipedis
Common
3-30
40000
Command
Uncommon
1-4
30000
Fly
Uncommon
2-8
24000
Forgetfulness
Common
1-4
35000
Forms
Common
2-12
900000
Gate
Rare
1-4
50000
Haste IV
Common
1-4
90000
Healing III
Uncommon
4-16
25000
Healing I
Common
3-18
200000
Healing (Full)
Rare
2-16
1 Million
Intangibility
Very Rare
40000
Invulnerability
Uncommon
1-6
60000
Mend II
Uncommon
1-8
The fly potion will allow the imbiber to fly for one day. They
will have a movement rate of 40 ft. but will be somewhat
clumsy in the air compared to birds (clumsy
maneuverability). Fly will only allow the imbiber to carry 1/
2 of their normal encumbrance with them. This potion is
carbonated and taste of citrus.
15000
Oil of Planus
Common
1-4
18000
Plant Control
Common
1-10
Forgetfulness
2 Millions
Potion of Cures
Very Rare
30000
Rend
Common
2-8
4000
Smoke Bottle
Common
10000
Common
1-4
400000
Rare
1-100
300000
Stat Raiser
Rare
1-4
80000
Teleport
Uncommon
1-4
45000
Tongues
Uncommon
3-18
70000
Wall of Fire
Uncommon
1-4
Forms
200000
Wall of Stone
Rare
1-6
Fly
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MAGICAL EQUIPMENT
215
the 24 hour period expires but then may not retake the form.
By giving up the form they finish the effects of the potion.
This potions is black and thick but has almost no flavor,
although some claim to taste a faint almond flavor.
Gate
Gate functions as the Tenebrae Magae spell Gate (see Gate
on page 204). The Gate will last for 1 hour. This potion is
not drunk but poured out to form an arch or gateway. If a
person attempts to drink it the potion will be ruined.
MAGICAL EQUIPMENT
Haste IV
Oil of Planus
This potion will cause a 30' by 30' area to become absolutely
smooth and slippery. Anyone caught within the area must
make a Difficulty 15 Reflex save to remain upright every
round they do not stand absolutely still. Any movement they
make will require another save. Once on the ground they
must make another Difficulty 15 Reflex save to reach the
edge of the effect. The Oil, once deployed, leaves no
discernible appearance to the affected area. In the bottle it
has the appearance of a golden oil smelling faintly of fish.
Plant Control
Healing
Healing potions will not straighten broken bones but merely
mend them. If the bones are not set before the potion is
applied then the bones will heal crooked. Healing potions act
as the heal spells of the same level.
Potion of Cures
Invulnerability
Rend
Intangibility
Mend II
Mend II works in much the same manner as the Medicina
Maga spell of the same name (see Mend II on page 167).
This potion will affect one area of armor, 1 cubic foot or a
single small object (sword, dagger, etc) per dose. It will not
affect living tissue and thus cannot be used to mend items
like bone. This potion is applied to the object. It is a brown,
thick paste and tastes like dirt.
216
Smoke Bottle
The smoke bottle comes from the eastern provinces but has
been put to good use in the legions and with mercators. It is
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Wall of Stone
This potion is poured in front of the user along the path the
wall will take. It will then create a 10' tall x 1' thick x 10'
long wall. In order to extend the length of the wall 10'
another dose must be used. The wall will be permanent and
will become a normal wall once in place. The wall will have
its own damage track and a toughness rating of +8. This
potion will appear as a think ooze with an extremely bitter
taste. It is not meant to be drunk but instead poured out in the
path the wall should follow.
Stat Raiser
Stat raisers will raise one stat of a person by 1 point for one
day. In rare cases the stat raiser is permanent (about 5% of
the time). This potion has a strong mint flavor with the
consistency of water. It has a berry red color.
Teleport
Teleport works much the same as the Medicina Maga spell
(see Teleport on page 175). This potion must be drunk,
then a location thought of. It will not teleport across large
bodies of water but will work across geographical features
such as rivers and ponds. The potion has the consistency of
milk and has the flavor of strawberries.
Tongues
Tongues works much like the first level spell of the same
name (see Tongues on page 166). The potion must be
imbibed and then a the target speaker must say a few words.
Once a conversation is struck up the imbiber will be able to
communicate in that language for the duration of the day.
The potion will not allow communication with animals or
plants. The target must speak a recognizable language. The
potion as the consistency of water and a tart flavor.
Wall of Fire
Spell
Rarity
MAGICAL EQUIPMENT
Use
4000
Create Kung-Shi
2000
Cure Disease
1000
Cure Insanity
10000
Full Heal
24000
32000
Iron Repulsion
40000
Minor Creation
1000
Neutralize Poison
9000
Plant Control IV
30000
25000
40000
Regeneration
8000
Stun
2000
Suspension
12000
Thought Shield
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217
Iron Repulsion
Same as the spell Iron Repulsion on page 194. It is in
effect as long as the user wears it pinned to the outside of
their clothing.
Minor Creation
Same as spell Minor Creation on page 175. This creation
will last until the scroll's user dispels it or is killed.
Neutralize Poison
As the spell Neutralize Poison on page 170.
MAGICAL EQUIPMENT
Plant Control IV
The scroll must be pinned to the vegetation. If it is removed
or destroyed then the vegetation is no longer mobile.
Otherwise, it is the same as the spell Plant Control IV on
page 180.
Regeneration
For more information see Regeneration on page 194.
Stun
Create Kung-Shi
The user of this scroll must attach it to a corpse. As long as it
is pinned to the corpse it will be animated and obey the
commands of the person who pinned the scroll to the corpse.
A person may control up to 30 Kuang-Shi plus an additional
6 per point of the user's Wisdom. The scroll performs as the
spell of the same name.
Suspension
Cure Disease
Thought Shield
Cure Insanity
Same as the Spell Cure Insanity on page 170.
Full Heal
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these weapons but they are often one of the more formidable
weapons the Empire has at its disposal. Possession of these
weapons are restricted in the civilian population but
bodyguards and patricians can purchase a permit.
They can be used to stab as with a normal spear and all their
range and damage are like a normal spear (seeWeapons on
page 205).
dinarii
Rarity
1500
Common, +1 to hit.
4000
Uncommon, +2 to hit.
6000
the two devices but then visual and audio communication are
possible.
The legionary crystallus, called this because they are
commonly used by the legions, is a smaller simpler version.
It will fit in a man's palm and is about three inches in
diameter. It may be made from almost any type of rock; most
Roman artificers use hematite while jade is the preferred
Chinese material. The civilian crystallus is 14-20 inches in
diameter and cannot be moved unless an artificer supervises.
If it is then it will lose all its synchronizations and will need
to be synchronized again. These are commonly used in most
major cities and frontier forts.
In order to use the crystallus a person must look into the
crystal and concentrate for 10-15 minutes. A Difficulty 10
Knowledge (supernatural) roll must be made and then the
user may scrye or communicate through a synchronized
crystallus. These crystals are seldom left unattended.
dinarii
Rarity
Range
90000
100 mi
300000
1000 mi
MAGICAL EQUIPMENT
Rarity
15000
30000
60000
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219
times but then the person must rest for 14 hours. All
members of the group will need to rest for a number of hours
equal to the number of times the Chelys is activated.
The wall may be moved with the soldiers forcing opponents
in front of them. The wall may be pushed against. Once the
wall becomes disabled (+8 Toughness bonus) each shield
must be mended with a Mend II spell.
dinarii
25000
Rarity
Uncommon, only allowed to the Legions
MAGICAL EQUIPMENT
rate of 100 dinarii per year. The packs last for several
decades, allowing the user to pay the investment back.
dinarii
10000
Rarity
Common, 1 cubic foot
50000
100000
220
Rarity
Function
15000
Common
30000
Common
50000
Common
60000
Common
10000
Common
12000
Common
60000
Common
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dinarii
Rarity
Function
75000
55000
Rarity
90000
Rare
140000
Properties
Cost
Asbestos
Rare
400000
Rare
Asbestos is most
commonly mined by
slaves in Hispania and to
a far lesser degree in
Achaea. It is an
Extremely dangerous
material to be exposed to
over a long perio d o f
time. I t will cause a
number of lung ailments
that the Romans are
aware of. They supply breathing membranes for their
asbestos slaves but it still is quite dangerous for prolonged
exposure. Specialists in anti-magic often must deal with
these same ailments and the Artificer 's Guilds around the
Empire work with physicians and each other to develop
better protection.
1000000 Rare
Magical Elements
Elementa maga are those
substances that either aid
in the storage of magical
e n e r g y, h a v e m a g i c a l
properties, aid the
c h a n n e l i ng o f m a gi c a l
energy or actually possess
s o m e m a g i c a l e n e rg y.
These materials are not
always rare but may
require a skilled artificer or
a l c h e m i s t to u s e t he s e
traits. In some cases, the
absence of magic makes the material's properties unnoticed.
Artificers take these materials and use them for the creation
of magical items, potions and weapons. Due to the
dangerous nature of many of these materials, artificers often
die after a few decades of exposure. The Artificer's Guilds
around the Empire work closely with physicians in attempts
to treat or prevent the illnesses that accompany exposure.
The list here should not be considered exhaustive but
outlines the uses, cost and properties of many different types
of magical materials.
Amber
This stone is a
product of the
dioecesis
of
Germania Magna and
difficult to acquire
purely because of the
demand amongst
non-artificers. Amber
is desirable for its
beauty and the vast number of myths that surround it. Many
of the most prominent patricians in Roma are convinced that
it will increase their beauty merely as a property of the stone.
Artificers can take these gems and create effects of healing,
protection from disease, slow aging (although it more often
MAGICAL EQUIPMENT
180000
200000
Properties
Cost
Calcanthus
The Romans collect water that seeps through copper mines.
The copper dyes the water blue. The sulfur in the minerals
turns into a combination of oxygen and sulfur called
sulfate and sulfate in water makes sulfuric acid. This blue
water is called calcanthus by the Romans and it possesses
some rather strange magical properties. It can be dried to
make a copper sulfate mineral of the same light blue color
called chalcanthite.
Rarity
Properties
Uncommon
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Cost
400 dinarii/qt
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MAGICAL EQUIPMENT
Conium Maculatum
Jade
Commonly
called
hemlock, the root of this
plant can be used to
manufacture a powerful
yet entirely mundane
poison. In the hands of an
artificer the plant can be
used to create poisons
targeted for specific
people (assuming a
sample of blood is
available), invisibility or
chameleon effects and the
effect of an area of
darkness.
Rarity
Uncommon
Jade is rare
enough, even
without the drain
artificers put on
sources. In the
Jade Empire an
alchemist must
receive a permit
from
the
Emperor in order
to use it. This is due to the destruction of the jade in the
object creation process.
Properties
Poison, Stealth, Darkness
Cost
400 dinarii/qt
Gunpowder
Gunpowder is imported from the Jade Empire and is very
difficult to acquire in any large amounts. The Chinese
government is very secretive of the process and will pursue
and execute anyone breaking the law against sharing
alchemic secrets. Although primitive firearms are sometimes
used they are not favored as they are violently unreliable.
One in every three times a firearm is discharged it will either
jam the bullet in the barrel or explode, wounding or killing
the wielder. They require the use of fire, and although magic
has been looked into as an alternative firing mechanism, it is
still considered far too little advantage compared to the risk.
At times, legionary engineers will use black powder for
blasting but again, it is very expensive and dangerous.
When gunpowder is used in conjunction with another
component, as long as it does not have fire properties, it will
decrease the creation modifier by 1 per dose used, making it
easier to create the object.
Rarity
Properties
Cost
Properties
Health, Mind, Nature
Cost
30000 dinarii
Magnesia
Magnesia is a
form
of
magnesium oxide
also
called
periclase.
Magnesia is also
a city located in
the province of
Lydia, where the
greatest amount
of magnesia is mined. Magnesia naturally exhibits magnetic
properties. The only difficulty in obtaining this element is
the distance of transporting from Lydia. For this reason, a
number of artificer fabricate (workshops) dealing with
objects that use magnesia are located in or around the
Oriens.
Rarity
Properties
Cost
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Mandrake
Rarity
Rare
Properties
Cost
Mercury
Mercury is extracted from a mineral called cinnabar. This is
a Persian word for Dragons Blood
and Parthia is one of
the Empire's
primary
sources for
Rarity
Rare
Properties
Cost
Oil
Petroleum oil is not commonly sought or used in the Roman
Empire. It is easier to acquire in the Jade Empire. The rarity
of this substance is mostly due to the fact that few people go
through the effort to find, recover and transport a material
that has little demand. Remote pools are said to exist in
Dacia and Arabia.
Rarity
Rare
Properties
Cost
Naptha
Naptha comes to the empire from ancient Greek and
Assyrian sources. It is illegal to own it in any quantity in the
Roman Empire except for military and certain guilds. This
law is usually only enforced with a fine and it is not closely
observed. However, naptha does not have many common
uses for the law abiding citizen. It can be acquired from
Legionary officers willing to look the other way for bribes or
amongst the nefarious underside of any Roman city.
Rarity
Properties
MAGICAL EQUIPMENT
Mandrake is a highly
illegal substance even
for artificers to possess.
At times, if Conium
Maculatum is not
available, a medico may
have a small amount for
the
purposes
of
euthanasia. This root,
man shaped and having a
large number of
superstitions about it, is
difficult to come by. It
may be used for a
number of magical
effects in the hands of an artificer. It can be used to create a
slaying effect with a weapon, although the blood of a
member of the target race is required. It is also used to
change shape into the semblance of another person or
species, in all manners of death magic, in potions to cause
insanity and enhance effects of natural armor. Mandrake is
difficult to work with and will cause an addition -1 to the
creation modifier.
Cost
Phosphorous
Phosphorous comes from many sources and is used quite
commonly by artificers. Phosphorous is not dangerous to
work with in the immediate sense but can cause ecological
damage to the area where it is used repeatedly. This has
caused issues with fabricae (factories and workshops)
located in the centers of cities or near rivers. Excessive
quantities of phosphorous in the water will cause
uncontrolled growth of algae, bringing a host of
ecological problems.
Rarity
Properties
Cost
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223
Sulfuric Acid
Properties
Cost
MAGICAL EQUIPMENT
Properties
Cost
Uranium
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ALFAR
The beasts that are detailed here have often been created or
transported to earth by one of the rogue magi of the
Saeculum Magorum, the time of the mages. Many of the
magi of that time created guardians or summoned them from
other planes as they could not trust the humans of this world
to protect them. When their time past, these creatures
became free from all bonds. Some went into the world and
multiplied while others died or were forced from earth.
Some priests believe that certain of these creatures have
always been here but have gone unseen or only occasionally
glimpsed. This belief is backed by the stories of the gods,
their creation, and their part in the creations of the monsters.
It is difficult to say which is the truth and most agree that it
does not matter as the beasts live in the lands of the Empire
now and must be dealt with.
Alfar
225
ALFAR
The Alfar were first sighted nearly 400 years ago by the
Skandians. They seem to be immortal in that they do not die
of old age, although they may be slain with weapons or die
of illness. They are found in their homelands, Skandia and
throughout the Roman Empire. Groups of Svartlfar have
been found in the employ of the Alkasatians and the Jade
Empire as well as less reputable Romans. Romans typically
prefer to employ the more difficult Ljoslfar as body guards
and advisers, since they take their contracts more seriously
than their darker brothers. Many Romans are rejected by
Ljoslfar warriors and advisors because they have a taint
on them. Usually this refers to cowardice or a tendency for
deceit. Alfar are said to be able to smell the taint of a persons
soul. Whether this is true or not has not been proven.
The Ljoslfar value truth, bravery, and a sharp mind. They
feel the Svartlfar are not without these merits but that they
226
Alfar, Ljoslfar
Type: 5th Level Humanoid (Elf)
Size: Medium
Speed: 30 ft.
Abilities: Str +2, Dex +5, Con +1, Int +2, Wis +3, Cha +0
Skills: Craft (shipwright) 8 (+10), Navigate 8 (+13), Notice
8 (+11), Stealth 8 (+13)
AMAZON
Alfar, Svartlfar
Type: 5th Level Humanoid (Elf)
Size: Medium
Speed: 30 ft.
Abilities: Str +3, Dex +4, Con +2, Int +2, Wis +2, Cha -1
Skills: Craft (blacksmith) 8 (+10), Intimidate 8 (+7), Notice
8 (+10), Stealth 8 (+12)
Feats: Attack Focus (warhammer), Attack Specialization
(warhammer), Heavy Armor Training B, Light Armor
Training B, Night Vision B, Weapon Training B
Traits: Darkvision 60 ft., Detect Taint, Supernatural
Resistance 13
Combat: Attack +7 (+3 base, +4 Dex) (+8 with sword),
Damage +7 (sword) or +5 (shortbow), Defense: Dodge/Parry
+7/+6 (+3 base, +4 Dex or +3 Str), Initiative +4
Saving Throws: Toughness +5 (+2 Con, +3 chain armor),
Fortitude +3 (+1 base, +2 Con), Reflex +8 (+4 base, +4
Dex), Will +3 (+1 base, +2 Wis)
Spirit Points: 50
Detect Taint: Svartlfar can sense a person's vice nature
simply by observing them for a few minutes. They can also
tell immediately whether the person they look upon has
acquired any corruption.
Amazon
They strode across the field as visions of beauty. Swift but deadly we could
not evade them nor could we capture them. Deadly with bows as well as
sword they wore heavy armor of the infantry. Later I would learn of their
homes on the shores of the Pontus Euxinus and the sister who had colonized Africa. The size of these woman would always be the first thought of
any outsider followed by comments on their beauty. - Epicydes of Athens
The Amazons are a tribe of women who have forsaken men
in favor of self reliance. The legends of these beautiful and
strong women appear in a number of cultures but in the
eleventh century of the City the first of their cities were
227
BESTIA GIGANTEA
Bestia Gigantea
As we trailed the beast through the undergrowth we came across conflicting tracks. At first our native hunter seemed to think it was merely old
tracks but as we realized how deep we were getting into the thorn bushes,
the look of concern grew on his face. It was then that we heard the snuffling, like that of a boar but with deep throated menace. I can say I was
afraid despite the hunters reassurances. It seemed a ridiculous profession to
attempt to capture these beasts alive for the arena. Then, out of the depths
of the thickest thorns came two large bulls. At least I thought them bulls
but they were boars of immense size. They ran down the native hunter just
inches in front of me. The other hunters used the coated spear to tranquilize the beasts but not before one mauled the leg of one of the hunters. My
skills as a physician were welcomed that day. - Sextus Tullius
Giant beasts are in high demand throughout the Roman
Empire for their entertainment value in the arena. There are
even those who domesticate these creatures. The list here is
only meant to be representative and there are many forms of
giant beasts being discovered every day. The Bantu tribes of
southern Africa have spoken of giant bees, cats, wolves and
slugs to name a few. The ones most commonly used in the
Empire are listed here.
Aper
The giant boar is used in the arena against four gladiators,
specifically bestarii. However they are also highly prized for
their delicious meat. They are usually not raised in captivity
but hunting preserves are maintained in western portions of
North Africa where they thrive.
Aper
228
Formica
Formica Soldier
Type: 3rd Level Vermin
Size: Medium
Speed: 40 ft., climb 20 ft.
Abilities: Str +7, Dex +1, Con +5, Int -, Wis +1, Cha +0
Skills: Climb 0 (+15), Survival 0 (+1)*
Mus
Very popular as a domesticated animal, the giant rat is used
in sewer maintenance and to hunt down pests. They are also
sent to the arena but are much more useful in other aspects of
the Empire's economy. They can be trained for a number of
tasks and have been used as guards, hunters and draft
animals for decades in Africa. Only recently have they come
to the north and eastern parts of the Empire. Some problems
have arisen in the north due to inexperience with the animals
BESTIA GIGANTEA
229
CYCLOPS
Mus
Type: 2nd-level Animal
Size: Medium
Speed: 50 ft., climb 20 ft.
Abilities: Str +1, Dex +5, Con +7, Int -5, Wis +1, Cha -3
Skills: Acrobatics 1 (+6), Climb 0 (+13), Notice 4 (+5),
Stealth 0 (+9), Swim 0 (+13)
Feats: Evasion, Night Vision B
Traits: Digging, Scent
Combat: Attack +6 (+1 base, +5 Dex), Damage +2 (bite),
Defense: Dodge/Parry +6/- (+1 base, +5 Dex), Initiative +5
Saving Throws: Toughness +8 (+7 Con, +1 natural),
Fortitude +10 (+3 base, +7 Con), Reflex +8 (+3 base, +5
Dex), Will +4 (+3 base, +1 Wis)
Spirit Points: 10
Digging: Via biting, claws and digging the Mus can tunnel at
a rate of ten feet per hour through earth, five feet per hour
through construction materials (concrete, timer) and one foot
per hour through rock. The tunnels are irregular following
weaknesses in the material. Tunnels are 1-2' in diameter,
large enough to allow the skull of the Mus to pass.
Skills: Mus have a +8 bonus on Swim checks. Mus have a +8
racial bonus on Climb checks and can always choose to take
10 on Climb checks, even if rushed or threatened. Mus use
their Dexterity modifier for Climb and Swim checks.
Abilities: Str +5, Dex +2, Con +5, Int -, Wis +0, Cha -4
Skills: Climb 0 (+8), Notice 0 (+4), Stealth 0 (+0)
Feats: Double Strike B, Improved Grab B
Traits: Constrict, Darkvision 60 ft., Poison, Vermin Traits
Combat: Attack +5 (-1 size, +4 base, +2 Dex), Damage +7
(claws or grapple) or +7 plus poison (sting), Defense:
Dodge/Parry +5/- (-1 size, +4 base, +2 Dex), Initiative +2
Saving Throws: Toughness +13 (+2 size, +5 Con, +6
natural), Fortitude +10 (+5 base, +5 Con), Reflex +4 (+2
base, +2 Dex), Will +2 (+2 base)
Spirit Points: 30
Poison: A scorpios has a poisonous sting. The initial and
secondary damage for this poison are both 1 Con, and the
Fortitude save Difficulty is 18. The save Difficulties are
Constitution-based. The indicated damage is initial and
secondary damage.
Skills: A scorpios has a +4 racial bonus on Climb, Stealth
and Notice checks.
Scorpios
The giant scorpion is a thing of nightmares. It is cunning,
hideous and powerful all at the same time. To the people of
the north Africa provinces they are a bane and a menace.
They hunt herds of sheep and cattle and do not prey on the
weak and old but go for the strongest and biggest as though
to test their strength. If a creature wanders into the vicinity of
their den they come out to attack it. The scorpios may be
satisfied with driving off the intruder but it is even money
that it will pursue the creature until one of them is dead.
There is a new trend in the scorpios that has alarmed the
venates in Africa. They have begun to hunt in packs. Only
two sightings of this type of behavior have been reported but
it would increase their threat presence to the farmers many
fold.
Scorpios sometimes den in the ground by creating a burrow.
It takes one day to create and will be approx. 10'x10'x10'.
Scorpios
Type: 6th Level Vermin
Size: Large
Speed: 40 ft.
230
Cyclops
A storm drove us to ground as we crossed the African desert. Our guides
became fearful as did the legionarius we traveled with. Everyone knew the
legends of the area. The Cyclops wandered these wastelands feeding on the
unwary traveler. Then, through the sand and wind I heard a roar unlike
that of any animal I had heard in my life time. A dim form came forward
and slowly that form took shape: a giant of some ten to twelve feet in height
with a shaggy main of grease-snarled locks. A single eye adorned its otherwise grotesque and almost deformed face. Its musculature was overbearing
for its size, enormous as it was, so as to make a man seem even smaller in
comparison. Its hands were gnarled and in one of them it easily carried
half of a tree. Trimmed of all branches and hardened in fire it still confounded me where he would find such an implement in this waste. Without
pausing it swept up one of the locals and walked off into the storm. Over
the howling wind we heard his screams and the crunching of bones which
made pale our cowardice. - Sextus Tullius
Cyclops, Cyrenaician
Type: 8th Level Humanoid (Giant)
Size: Huge
Speed: 60 ft.
Abilities: Str +8, Dex +3, Con +7, Int -1, Wis +2, Cha +0
Skills: Notice 5 (+7), Survival 6 (+8)
Feats: Cleave, Great Cleave, Heavy Armor Training B,
Light Armor Training B, Night Vision B, Track, Weapon
Training B
Traits: Detect Invisibility, Scent
Combat: Attack +7 (+6 base, -2 size, +3 Dex), Damage +13
(iron bound greatclub) or +10 (unarmed) or +12 (thrown
boulder), Defense: Dodge/Parry +7/+12 (+6 base, -2 size, +3
Dex or +8 Str), Initiative +3
Saving Throws: Toughness +17 (+7 Con, +6 size, +2
natural, +2 hide armor), Fortitude +13 (+6 base, +7 Con),
Reflex +5 (+2 base, +3 Dex), Will +4 (+2 base, +2 Wis)
Spirit Points: 200
Detect Invisibility: A cyclops can see invisible creatures and
objects with a Difficulty 15 Notice check.
One Eyed: Because a cyclops possesses only a single eye, it
has poor depth perception, and suffers a -2 penalty on all
ranged attacks.
Rock Throwing: The range increment is 180 feet for a giant's
thrown rocks.
and drink along with metal armor and weapons and they
receive a mobile fortress capable of hurling rocks, tearing
down fortifications and crushing the most formidable
opponents. Fortunately for the Romans this is not a common
practice yet.
231
not allowed to be armed or armored but I would not stand by and let my
friend be slaughtered. I fought the man and just as I got the upper hand he
went limp and his eyes seemed to clear. He could not remember anything or
why we were fighting. He even accused me of trying to rob him. I did not
know this man but I will miss Antinious' clapping. - Report to the
Ch'ang-An guard
These demons plague the Chinese people causi ng
destruction and deception in their wake. Many of these
demons try their best to influence people without their direct
knowledge. Others are summoned to do the will of evil
people, usually to kill a rival. Killing is not their only goal,
though, and at times they will destroy a person's life, cause
sadness or even simply spoil food, depending on their power.
These devils are more of an annoyance than an outright
threat. They can be quite dangerous, though, and will attack
if their mischief is not allowed to run its course. They must
manifest entirely on this plane to affect anything on this
plane, so they may not reach into the Earthly plane then pull
something to the Ether. They can only use their powers
while on this plane. They are able to travel through the Ether
and make observations on the Earthly plane from the Ether.
This makes them valuable spies, and since they are relatively
easy to bribe (a free hand in causing mischief), they can at
232
Kuei
DWARF
Dwarf
As we passed the dunes we saw a clan of small men and women, no
higher than three feet. They all had large noses and dark features. When
they saw us they dropped their grisly meal of the party holy men we had
been sent to find and came running at us. They were clothed in the finest of
mail and used small hammers. At first I found it hard not to laugh at
them as they came on but then Poenius, my friend, fell dead with his stomach ripped open. I then fought for my life as the others in my maniple did.
The battle was fierce and in the end we did not defeat them as much as
drive them off. On the ground lie three of my friends and an equal number
of Dwarves. May Mars curse them! - Tadius of Antiochia, XXXII
Legion Oriens
Dwarves have been a part of Norse and Germanic myths for
thousands of years. They are usually thought of as helpful if
somewhat grumpy. In some areas they are believed to switch
their young with that of human babies. They are considered
great craftsmen, extremely wealthy and very secretive.
233
In the current day the Dwarves are broken into three major
groups, the Northern, Western and Eastern. They all seem to
have originated in Germania or southern Skandia and
migrated outwards from there.
DWARF
234
Air Elementals
Elementals
No one is sure of the source of elementals. One theory is that
they come from a plane outside of Earth. Another is that they
exist in spirit in earth's natural setting, and obtain a distinct
form through a magus' force of will. In any case, they are
ELEMENTALS
235
ELEMENTALS
Size: Medium
Speed: Fly 100 ft. (perfect)
Abilities: Str +1, Dex +5, Con +2, Int -3, Wis +0, Cha +0
Skills: Notice 7 (+7)
Feats: Dodge Focus, Improved Initiative B, Move-By
Action
Traits: Air mastery, Darkvision 60 ft., Elemental Traits,
Gaseous Form, Whirlwind
Combat: Attack +8 (+3 base, +5 Dex), Damage +3 (slam),
Defense: Dodge/Parry +9/- (+3 base, +5 Dex, +1 dodge),
Initiative +9
Saving Throws: Toughness +3 (+1 natural, +2 Con),
Fortitude +3 (+1 base, +2 Con), Reflex +9 (+4 base, +5
Dex), Will +1 (+1 base)
Spirit Points: 100
236
4 ft.
1 lb.
11
+1
ELEMENTALS
10-20 ft.
Medium
8 ft.
2 lb.
13
+2
10-30 ft.
Large
16 ft.
4 ft.
16
+4
10-40 ft.
Huge
32 ft.
8 lb.
22
+6
10-50 ft.
Earth Elemental
Earth elementals are the most lawful and the solitary of the
elementals. Their power is respected by all other elementals
except for air, their opposed element. An earth elemental
takes x4 damage from air based attacks.
When an earth elemental is summoned or manifests, it
immediately burrows into the ground if at all possible. It
searches for precious stones or magma flows to hide itself in.
This can cause serious earthquakes if precautions are not
taken.
When earth elementals are slain they leave behind 1-4
precious stones of no less than 5000 dinarii each.
237
ELEMENTALS
Height
Weight
Small
4 ft.
80 lb.
Medium
8 ft.
750 lb.
Large
16 ft.
6,000 lb.
Huge
32 ft.
48,000 lb.
238
Fire Elementals
Fire elementals love to camouflage themselves within
normal fires and are loathe to reveal themselves to anyone.
They play this game of hide and seek with any they choose.
They delight in causing a campfire to suddenly roar up or
spontaneously combusting a person. To these vile creatures,
it is all fun with a lesser creature. If they are unveiled or
angered excessively, they appear as a column of flame.
Fire elementals are chaotic and love personal freedom. They
strive to destroy any established form of government or
order. They respond to might and power more than
compassion or enticement. The fire elementals are mortal
enemies of water elementals and take x4 damage from any
water based attack.
When fire elementals are slain, they leave behind 1-4 rubies
of no less than 5000 dinarii each.
Abilities: Str +0, Dex +1, Con +0, Int -3, Wis +0, Cha +0
Skills: Notice 5 (+5)
Feats: Dodge Focus, Improved Initiative B, Traits: Burn,
Darkvision 60 ft., Elemental Traits, Gaseous Form,
Immunity to Fire, Vulnerable to Cold
Combat: Attack +3 (+1 size, +1 base, +1 Dex), Damage +1
+1 fire (slam), Defense: Dodge/Parry +4/- (+1 size, +1 base,
+1 Dex, +1 dodge), Initiative +5
Saving Throws: Toughness +0 (-1 size, +0 Con, +1 natural),
Fortitude +0 (+0 base), Reflex +4 (+3 base, +1 Dex), Will +0
(+0 base)
Spirit Points: 50
ELEMENTALS
Small
4 ft.
1 lb.
11
Medium
8 ft.
2 lb.
14
239
Large
16 ft.
4 lb.
17
Huge
32 ft.
8 lb.
22
Water Elemental
ELEMENTALS
240
Hgt
Weight
Save
Diff.
Damage
Hgt
Small
4 ft.
34 lb.
11
+1
10-20 ft.
Medium
8 ft.
280 lb.
13
+2
10-30 ft.
Large
16
+4
10-40 ft.
Huge
+6
10-50 ft.
FAIRIES
Fairies
It was as though we looked down on a field of stars from our perch in the
tree blind. The fairies had met as the druid said they would. I had not
dared to hope that he was correct but there I sat with two hunters from the
Emperor's court. He wished us to bring him a faerie that he might learn
the secret of immortality. As the hunters prepared their nets I was captivated by their dance, that of a great ring floating but a small distance over
the ground. They shimmered as with moonlight and filled the glade with a
court of shadows dancing in time to the music that moved me to tears. The
hunters sprang as I was unable to move a muscle they seemed to descend at
a decreasing rate until they floated as well. I heard their laughter from my
perch and saw them slowly join the procession. At this time I became
weary and fell asleep despite careful preparations that day. The next
morning I awoke to see two nets, the armor and weapons of the hunters,
and their clothes lying in the glade. They were never seen again. I now
know why the druid had laughed at us. - Sextus Tullius
The fairies inhabit a number of lands peopled by different
cultures. For the most part they tend to favor the Skandians
and the inhabitants of northern Europa. No one is sure as to
their origin but it is believed that they existed, in far fewer
241
they use their powers for evil and to cause mischief. They
cause milk to sour, age people or cause all manner of
mechanical failure. The Fairies and the Dark Fairies carry an
active war against each other. They would sooner fight than
talk.
What makes the issue more difficult for humans is that both
kinds of fairies look alike. A fairy stands between five and
nine inches tall and has a glow around them. The only means
to distinguish dark fairies is by the silver tint to the normally
golden glow. Fairies may have transparent membranous
wings. Those without wings often build a den that the
winged fairies will live in. Not much is known of their social
structure but a King and Queen seem to be elected and deal
out justice to fairies and non-fairies alike. They are elected
and deposed at the whim of the pride.
FAIRIES
242
Fairy
Type: 1st Level Fey
Size: Diminutive
Speed: 20 ft., fly 50 ft. (perfect)
Abilities: Str -4, Dex +7, Con +7, Int -1, Wis +5, Cha +1
Skills: Bluff 4 (+5), Handle Animal 4 (+5), Knowledge
(herbalism) 4 (+3), Notice 4 (+9), Sense Motive 4 (+9),
Stealth 4 (+23)
Feats: Attractive B, Lucky B, Skill Training
Traits: Beguile, Fairy Dust, Natural Invisibility, Spells,
Transformation
Combat: Attack +11 (+4 size, +7 Dex), Damage see below
(fairy dust), Defense: Dodge/Parry +11/+0 (+ 4 size, +7 Dex
or -4 Str), Initiative +7
Saving Throws: Toughness +4 (+7 Con, -4 size, +1 magical
cloak), Fortitude +8 (+7 Con, +1 Lucky), Reflex +10 (+2
base, +7 Dex, +1 Lucky), Will +8 (+2 base, +5 Wis, +1
Lucky)
Spirit Points: 45
Beguile: Fairies can make someone like them with the use of
their magic. The target must make a Will save vs. a
Difficulty of 10 + 1/2 the collective level of all fairies
present. If they fail then they will view the fairies as friends.
This effect will be dispelled if the Fairies attack the target or
any companions of the target.
Fairy Dust: Fairies use several types of dust to disable
attackers. Sneezing, sleeping, and dancing are only some. A
target hit by fairy dust must make a Difficulty 15 Will save.
If failed then they will perform the actions (i.e. sleep for
sleeping dust) for 1d20/2 hours (round down). The save
Difficulty is Wisdom based.
Natural Invisibility: Fairies can become invisible at will but
it will only last for a number of rounds equal to their level.
Also the invisibility will drop if they attack. It is usually used
as an escape method. Once they have activated the
invisibility they may not activate it again until four rounds
have gone by. For instance, four rounds of invisibility are
followed by four rounds of visibility.
Spells: A fairy can cast Illusion III at the cost stated in the
fourth level Ars Venefica spell. See Illusion III on page
249.
Transformation: A fairy tribe may change an animal or
person into a fairy permanently or into another form for 1
day per collective level of all fairies present. If the target is
willing then no save is applied. If they resist then they may
attempt a Will save vs. a Difficulty of 10 + 1/2 the level of
the highest level fairy present + the highest level fairys
Wisdom, +1 per additional fairy participating. The form may
be living or non-living (such as a rock) however the target
will have all the traits of the target form. For instance, a rock
will not be able to move, a bird would be able to fly.
Ghosts
Ghost (Template)
GHOSTS
As I arose from the battle field, left for dead, I found all around me my
comrades in arms. They seemed distressed and led me to a fallen Hunnic
rider. He was not dead and at first I approached him in order to aid him
but then a wail arose from the soldiers around me. They protested and
pleaded for me to send him to them. It was then that I realized that I was
surrounded by the dead. A force seemed to possess me and despite my
strongest efforts I picked up a sword and ran the barbarian through. Like
a weight lifted from my chest I was suddenly free and the sun shown in my
eyes. I will never forget that day. - Account of Lucius of the XXIII
Legion
243
GHOSTS
244
An ghost has two home planes, the Material Plane and the
Ethereal Plane. It is not considered extraplanar when on
either of these planes.
Rejuvenation: It's difficult to destroy a ghost through simple
combat. The destroyed spirit restores itself within eight days.
a ghost that would otherwise be destroyed returns to its old
haunts with a successful level check (1d20 + ghost's total
level) against Difficulty 16. As a rule, the only way to get rid
of a ghost permanently is to determine the reason for its
existence and set right whatever prevents it from resting in
peace. The exact means varies with each ghost and may
require a good deal of research.
Spells: Ghosts gain the ability to cast Life Sense and
Telekinesis
Unnatural Aura: Animals, whether wild or domesticated,
can sense the unnatural presence of the ghost at a distance of
30 feet. They do not willingly approach nearer than that and
panic if forced to do so; they remain panicked as long as they
are within that range. All ghosts have this ability.
Combat: A ghost retains the attacks of the base creature,
although those relying on physical contact do not affect
creatures unless they are incorporeal or ethereal. Against
corporeal creatures, a ghost usually cannot deal physical
damage at all. However, the ghost can use its special attacks,
if any, when it manifests. a ghost gains a bonus to defense
equal to its Charisma or +1, whichever is higher.
Saving Throws: A ghost's natural armor bonus to toughness
is the same as the base creature's but applies only to
incorporeal or ethereal encounters. When the ghost
manifests, its natural armor bonus is +0.
Spirit Points: Increase the base creature's spirit points to 30
if they are not already higher.
Advancement: A ghost advances by heroic role, usually
continuing in the role(s) it had in life.
Level Lag: 3.
Ghostly Equipment: When a ghost first forms, all its
equipment and carried items usually become incorporeal
along with it. In addition, the ghost retains items it
particularly valued in life (provided they are not in another
creature's possession).
The equipment passes harmlessly through corporeal objects
or creatures. A supernatural weapon, however, can harm
corporeal creatures when the ghost manifests, but any such
attack has a 50% miss chance (11 or better on d20) unless the
weapon has a supernatural quality that states otherwise (such
as the Ghost Touch supernatural power). The original
material items remain behind, just as the ghost's physical
remains do. If another creature seizes the original items, the
incorporeal copies fade away. This loss invariably angers the
ghost, which stops at nothing to return the items to their
original resting place.
Giants
The sea chopped about the smaller boats making their travel difficult.
The sky was leaden and wind strong and cold blew from the north. Across
the channel strode a family of Giganteus, giants in the speech of the local
German tribe. They had the look of men but their skin was the color of
rusted metal and they had large amounts of hair, brown or black, all
about their body. They were clothed in the skins of oxen, several sewn
together to form crude tunics. They carried little metal except for weapons
and these appeared to be made in the fashion, and perhaps by, the men of
the north lands. They strode with confidence standing four times the height
of the tallest man in the village we were camped in. Their stride was not
more than double that of a man's though, due to their compact build and
swarthy nature. They shuffled out of the channel and up on to the beach.
This was the first of the migrations into Germania. - Sextus Tullius
GIANTS
Giant
245
Golem
GOLEM
246
Clay Golem
Clay golems usually appear as fat bald humans between six
to twelve feet tall. They may be any clay shade (brown, red,
grey, etc.). They have no eyes and are entirely made of clay.
They wear a hardened form of clay plate and sometimes
carry a great axe. They are resistant to damage from piercing
and edged weapons and full damage by blunt weapons. They
may be repaired with a Heal III.
Clay golems are the favorite guardians of the ancient Arabic
nobility. They are still in use today by the wealthiest sultans
as the most trusted harem guards.
spirit breaks free and the golem goes berserk (20 on d20 after
the first 5 rounds, decreasing by 1 every 5 rounds after that).
The uncontrolled golem goes on a rampage, attacking the
nearest living creature or smashing some object smaller than
itself if no creature is within reach, then moving on to spread
more destruction. Once a clay golem goes berserk, no known
method can reestablish control.
Haste: After it has engaged in at least 1 round of combat, a
clay golem gains an extra action each round for a duration of
up to 3 rounds. Because it is moving faster, it gains a +1
bonus to attacks and defense during this time.
Supernatural Immunity: A clay golem is immune to most
supernatural powers. Spells that specifically weaken, shape
or shatter clay do damage equal to their spell level to a clay
golem.
Flesh Golem
Flesh golems appear as a mish-mash of several different
humanoids. They wear double thick plate mail and are
sometimes armed with a hammer or mace. They may be
repaired with a Heal IV.
Flesh golems are a major step up from kuang-shi in that they
do not rot and are much better at weapon use. Flesh golems
were once used in Scythia as shock troops by the Alkasatians
since they require no food, have no fear and can be
reassembled if they are destroyed. The Alkasatian military
commanders had the same problems as the Romans in
controlling the golems properly. Some of these golems have
survived until the present frozen in the ice of the mountains
or secreted in the homes of Alkasatian families as guards.
GOLEM
247
GOLEM
Speed: 30 ft.
Abilities: Str +5, Dex -1, Con -, Int -, Wis +0, Cha -5
Skills: Feats: Night Vision B, Weapon Training B
Traits: Berserk, Construct Traits, Damage Reduction 2/
adamantine, Darkvision 60 ft., Supernatural Immunity
Combat: Attack +4 (+6 base, -1 Dex, -1 size), Damage +11
(slam, huge hammer or huge mace), Defense: Dodge/Parry
+4/+10 (+6 base, -1 size, -1 Dex, or +5 Str), Initiative -1
Saving Throws: Toughness +8 (+1 construct, +2 size, +5
natural), Fortitude +3 (+3 base), Reflex +2 (+3 base, -1
Dex), Will +3 (+3 base)
Spirit Points: 200
Supernatural Immunity: A flesh golem is immune most
magical spells and power. In addition, certain powers and
effects function differently against the creature, as noted
below.
A supernatural attack that deals cold or fire damage slows a
flesh golem so that it can only take partial actions for 7
rounds, with no saving throw.
A supernatural attack that deals electricity damage breaks
any slow effect on the golem and heals 1 hit for every +3
damage the attack would otherwise deal. A flesh golem gets
no saving throw against attacks that deal electricity damage.
Iron Golem
Iron golems appear as iron statues often shaped as the perfect
Adonis. They usually stand between eight and sixteen feet
tall. They typically wear double thick plate mail. Being
constructed of iron, these golems are susceptible to rusting
and corrosion. Although they may be formed in a number of
shapes, the more delicate the structure the more susceptible
to bent or broken parts. They may be repaired with fire of at
least 1200 degrees Fahrenheit.
These golems are a favorite of Romans and Egyptians as
guards for temples, tombs and palaces. They can be
commanded to perform simple tasks, like keeping a tunnel
clear or bailing water out of a cavern or pulling a lever when
anyone but the creator enters the room.
248
Stone Golem
Stone golems appear as stone statues. They usually stand
between eight and sixteen feet tall. They typically wear
double thick plate mail. They are perfect as guards in castles
or estates with statuary. The secret of a golem guardian may
be kept so well that the knowledge of its existence is
forgotten until its trigger is activated. This can have
disastrous results since the golem does not reason, it just
reacts.
GOLEM
Size: Large
Speed: 20 ft.
Abilities: Str +9, Dex -1, Con-, Int -, Wis +0, Cha -5
Skills: Feats: Night Vision B, Weapon Training B
Traits: Construct Traits, Damage Reduction 4/-, Darkvision
60 ft., Supernatural Immunity, Slow
Combat: Attack +8 (-1 size, +10 base, -1 Dex), Damage +17
(slam), Defense: Dodge/Parry +8/+18 (-1 size, +10 base, -1
Dex or +9 Str), Initiative -1
Saving Throws: Toughness +12 (+2 size, +1 construct, +9
natural), Fortitude +4 (+4 base), Reflex +3 (+4 base, -1
Dex), Will +4 (+4 base)
Spirit Points: 200
Slow: A greater stone golem can use a slowing effect on a
single target within line of sight as a free action once every 2
rounds. The effect has a range of 10 feet and affected
creatures can only take a single move or standard action for
the next 7 rounds. The affected creature cannot move and
attack in the same round during this time unless it charges. A
Difficulty 17 Will save negates this effect. The save
Difficulty is Constitution-based.
Supernatural Immunity: A stone golem is immune to most
magical spells and powers. Spells that specifically shatter,
weaken, shape or soften stone do damage equal to their spell
level to a stone golem.
Wood Golem
Wood golems may be carved to resemble most anything, but
most of the time they are left to appear as natural trees. They
have thick bark, which functions as armor.
Wood golems are often used to guard a wooded approach to
a caster's abode. They are able to hide amongst living trees
of the forest along the path until the intruders cross under or
near them; then they pounce. Golems left by long dead magi
have given rise to the myths of haunted woods or forests
where people are known to disappear.
They wear no armor and seldom carry clubs. Any damage
done to the golem must be repaired with Mend II.
249
H A R P I E S (H A R P Y I A E )
Harpies (Harpyiae)
dinarii*
Creation Time*
Clay, Lesser
45,000
3 months
Flesh, Lesser
50,000
7 days
Iron, Lesser
200,000
6 months
Stone, Lesser
220,000
10 months
Wood, Lesser
8000
2 months
250
HOMO RANA
Homo Rana
It was a night, much like any other, as Fareeza and I walked along the
banks of the Tigris. We were looking for a spot to be alone as her beauty
was without equal. We found a place, near some reeds, when we heard a
sound like the croaking of a great frog. We looked into the reeds and saw
a nest of larvae swarming around the body of a soldier; they seemed to feed
on it. At that point a creature resembling a frog but with the hands of a
man and the eyes of a demon leapt from the water and grappled with me.
Fareeza struck it with a rock and I was able to escape its grasp and flee
with her. The creature pursued us with bounding leaps and nearly overtook
us before we reached the guard at his station. - Account of Yasin, Citizen
of Nippur to the Praetor Tobias Linnius
Infesting the rivers of the eastern Roman Empire and the
Jade Empire, these frog men are becoming a greater threat
than originally believed. They come in packs and may attack
armed men, although they prefer the weak or helpless. The
Homo Rana are used as house guards by the wealthy but
many have escaped to the wild. They were originally sighted
in the Euphrates several hundred years ago. After the initial
sighting they seemed to disappear for over three centuries
until just over three hundred years ago, when they came back
with a vengeance. During this time they were seen as far
west as the Nile but have since been pushed back into the
251
HORSES
Horses
These creatures are
large proud horses.
They appear as
large draft horses
and in the many
n a tu r a l c o l or s of
coats that horses
have. There are
three classifications
of warhorse, light,
medium and heavy.
There are also
standard riding
horses which come in similar ranks but are not trained for
war, will not fight, and will not wear armor. War-horses are
trained for combat and will thus be somewhat more high
strung than riding horses and more difficult to control. The
information shown here is for a Heavy Warhorse which
typically wear double weight plate armor.
The finest horses in the Roman Empire come from Thracia
and Parthia although some are imported from Arabia.
Homo Rana
Type: 2nd Level Humanoid (Homo Rana)
Size: Small
Speed: 20 ft., Swim 40 ft.
Abilities: Str +0, Dex +1, Con +6, Int -1, Wis +2, Cha -1
Skills: Jump 0 (+8), Notice 4 (+6), Survival 5 (+7), Swim 0
(+8)
Feats: Light Armor Training B, Skill Training, Weapon
Training B
Traits: Paralytic Spray, Scent
252
The Chinese do not use the dead in the manner that the
Romans have entertained. For the most part a Taoist priest
will use the power of the Kuang-Shi to return the dead to the
ancestral village if a person dies while away. Some
despicable and evil priests will use this spell to their own
nefarious ends. The Jade Empire has strict laws regulating
the use of the Kuang-Shi, limiting it to returning the dead to
a proper resting place.
At first this seemed appealing but then draw backs began to
present themselves. First, if the person had died because of
disease or other health reasons their condition would be
spread with any they came in contact with. Secondly, they
did not cease to rot. The odor and mess made them
inappropriate or outright unusable in many situations.
sympathetic vibration within the world but none can say for
certain.
Kuang-Shi (Template)
Kuang-shi is a template added to any living creature with a
physical body (referred to as the base creature). It uses the
base creature's statistics and abilities except as noted here.
Level: Remove all levels in heroic roles (if any) from the
base creature. A 1st level humanoid that becomes a kuangshi becomes a 1st level undead.
253
MANES ATROX
-4
-1
Tiny
+0
Small
+1
Medium
+2
Large
+3
Huge
+4
Gargantuan
+6
Colossal
+8
Small or smaller
+0
Medium or Large
+1
Huge
+2
254
Natural Armor
Gargantuan
+3
Colossal
+5
Damage
Diminutive
Size
Size
Manes Atrox
As we climbed into the cave, Mikko, my brother, handed me my father's
sword. Father had been taken by Surma, the god of Death that dwelled in
this cave. Whether it was truly Surma or some foul lesser monster it would
trouble this world no more. We descended to find an open cave with a green
light bathing the walls. There at the center was our father in the embrace of
Surma. It was a creature of mists and darkness, at once having no form
and a terrible visage. It held my father in place while tendrils of mist bore
into his body seeming to draw the life from him. A malformed mouth lay
over his right eye chewing into the socket. I froze in horror of the scene but
my brother leapt forward with a mighty cry. His stroke aimed for my
father to end what could only be horrible suffering. At the crunch of bone I
was moved to action and charged into the fray myself. My father's sword
bit into the beast where my brother's sword passed through. Our battle
seemed to last for hours with blows traded back and forth. Mikko was run
through by Surma's obsidian sword but Mikko held it in him giving me
the stroke I needed. I slew the beast and from its treasure I took my
MANES ATROX
Manes Atrox
Type: 14th Level Outsider (Extraplanar, Shapeshifter, Vice)
Size: Medium
Speed: 50 ft.
Abilities: Str +5, Dex +6, Con +8, Int +6, Wis +5, Cha +4
Skills: Bluff 17 (+21), Climb 17 (+22), Concentration 17
(+22), Diplomacy 17 (+21), Intimidate 17 (+21), Jump 17
(+22), Knowledge (religion) 17 (+23), Knowledge
(supernatural) 17 (+23), Notice 17 (+22), Search 17 (+23),
Sense Motive 17 (+22), Stealth 17 (+23)
Feats: Blind-Fight, Cleave, Great Cleave, Heavy Armor
Training B, Improved Initiative, Iron Will, Light Armor
Training B, Weapon Training B
Traits: Change Shape, Darkvision 60 ft., Frightful Presence,
Manifestation, Possession, Spells, Variable Natural Armor
Combat: Attack +20 (+14 base, +6 Dex), Damage +8
(tentacle slam) or +9 plus Possession (bite), Defense: Dodge/
Parry +20/+19 (+14 base, +6 Dex or +5 Str), Initiative +9
Saving Throws: Toughness +18 (+8 Con, +10 natural),
Fortitude +17 (+9 base, +8 Con), Reflex +15 (+9 base, +6
Dex), Will +16 (+9 base, +5 Wis, +2 Iron Will)
Spirit Points: 250
255
MINOTAUR
256
Minotaur
In ancient tales it is said that the Minotaur of Crete obeyed
the king. This was not so upon my visit to this island
province. The Minotaur wander the isles of the eastern
Meditarraneum in small family groups. They are powerful
swimmers and sometimes build small rafts. They seem to
know instinctively where land is and their way through any
path. They are powerful, standing eight to ten feet tall, with
the body of a human. When on Crete, we stumbled upon a
family grazing and the Bull immediately charged me and the
two legionarius who were my escort. The Bull made quick
work of the legionarius and I believe I was only allowed to
escape due to my unimposing appearance. - Diotimus the
Greek
The minotaur can be domesticated to serve humans but they
are very resistance to it. They prefer to roam free amongst
the island groups of the eastern Mediterraneum. When they
are domesticated, it is for duties like hard labor and
guarding. They are never trusted slaves as they are known to
turn on their masters if they sense the slightest weakness.
Although they are hunted in the wild their numbers have
steadily grown since they were first sighted in the eleventh
century of the city.
Another possible destination is the arena. They are known
for their ferocity and many a human opponent has fallen
under their attacks. Taurus, a famous thirteenth century
minotaur of the arena, actually won fame and fortune for his
Roman masters. In his time he was able to win such victories
and the hearts of the mob that he was retired with honors.
This was a first for the beasts of the arena but has not set a
trend. It is possible but very rare that a beast can win its
freedom.
Wild families of minotaur have begun to spread to the
provinces in Aegyptus and Achaea. This has not caused
concern yet but it is only a matter of time before the
minotaur begin raiding human settlements. The dominant
male forms groups of raiders, sometimes working with
neighboring families, and together they raid for worked
materials like metal, tools and food. Minotaur are nomadic
and prefer to have several camps to hunt from but usually
have one base for an area. This is where they store loot taken
in raids. From these caches they carry on trade with locals,
often trading back the same goods taken.
NYMPHS
Both males and females fight if necessary but the females are
usually caring for the young and getting them to safety.
Although the minotaur use tools they seldom make them.
They make rafts to cross water but these are seldom sea
worthy and not used regularly. Many of the magistrates are
concerned now that minotaur have been sighted on the
mainland.
Minotaur
Type: 6th Level Monstrous Humanoid
Size: Medium
Speed: 30 ft.
Abilities: Str +5, Dex +1, Con +7, Int +0, Wis +2, Cha +1
Skills: Intimidate 5 (+13), Notice 9 (+11), Search 4 (+8)
Feats: All-Out Attack, Great Fortitude, Heavy Armor
Tr a i n i n g B , L i g h t A r m o r Tr a i n i n g B , S k i l l F o c u s
(Intimidate), Track B, Weapon Training B
Traits: Darkvision 60 ft., Natural Cunning, Powerful Charge
12, Scent
Combat: Attack +7 (+6 base, +1 Dex), Damage +10
(greataxe) or +7 (gore), Defense Dodge/Parry +7/+11 (+6
base, +1 Dex or +5 Str), Initiative +0
Saving Throws: Toughness +9 (+7 Con, +2 natural),
Fortitude +11 (+2 base, +7 Con, +2 Great Fortitude), Reflex
+6 (+5 base, +1 Dex), Will +7 (+5 base, +2 Wis)
Spirit Points: 30
Nymphs
As our ship sank off the coast of the dioecesis of Sicilia we all thought our
lives lost to the wrath of Neptune. As we found ourselves in the sea, waves
lapping about us, I saw a most beautiful young woman with features tinted
blue and green. She rode a dolphin and took me up with her, my companions were taken up by others of her kind. Through the storm, as though it
had no effect on them, they sped to the nearest shore. When there, she
looked into my eyes which filled with her voice, So my sisters and I have
saved you from Neptune, you must perform a task for us. So filled with a
passion to do her bidding I knew no natural source could so compel me.
You will seek out the Satyrs of this isle and rescue our sister, Adonia.
Do this and your heart will be freed. Thus began our fellowship to free
Adonia from the grasp of the Satyr bandit, Kastas. - Tribune Caius
Gallus
Nymphs come in several forms such as Oceanids (Ocean),
Nereids (Water), Naiads (Sea), Dryads (Trees), Hamadryads
(Forests), and Oreads (Mountains). These creatures
supposedly serve the gods in the Greek and Roman
pantheons but some have begun to think they have their own
257
NYMPHS
258
Physical & Social Appearance: Nymph (Oceanid, Nereid, Naiad, Dryad, Hamadryad, and
Oreads)
Height: 5' -5'5
Weight: 90 - 125 lbs
Eye Color: Brown, Green, Blue
Skin Color: Brown, Tanned
Hair Color: Brown, Black, Blond
Social Organization: Democratic
the throne. The phoenix represents the yin and yang, order
and chaos of the universe. It lives in the sun and at times is
represented as two birds, male and female, who have an
immortal love for one another. The Feng-huang is immortal
and does not age and die like the western phoenix.
Phoenix
As we crested the hill in Pannonia, a light which appeared to be the
dawn shown in the east even though it had only past midnight. As my
patrol looked about we saw burned stumps and a small cave niche. I had
heard the legends and yelled for the others to find cover but it was too late.
The Phoenix descended on me and my comrades with the speed of the
winds. It seemed to be made of fire and its tail was long and elegant. The
space all about me was filled with a golden light as that of the rising sun.
Weapons that struck it burst to flame or melted outright. I made it to the
cave in time to see the bird, easily with a twenty foot wingspan, consume
the ashes of my fallen maniple. When it had sated itself it flew off to its
domains leaving me to wander back to the forts, alone and ashamed. Analects of Lucius, Sodati XXII Legion
In myths the phoenix is a bird that inhabits Arabia and lives
for 500 years. The myth is a product of the Aegypti and the
bird is a sacrifice to the god Ra. After being sacrificed the
spirit of Osiris burst from its bosom and the bird is reborn. It
is often depicted with golden plumage or wreathed in fire.
Greek myths point to the 500 year life span and say that at
this time the bird makes a nest of myrrh and frankincense
then bursts into flames. From its ashes and those of the nest a
new phoenix emerges to live 500 years. The Chinese call the
phoenix Feng-huang and it is supposed to only appear in
times of peace and prosperity. It is one of the celestial beings
and usually appears as a benign emperor is about to ascend
PHOENIX
259
permanently. At any point after the first day if they are killed
they will be reborn.
ROC
260
Roc
In seas to the west of Africa was where our ship met its doom. A simple
merchant vessel, we had limited weapons. After a storm blew us off course
we saw the shore of a strange land. It came upon us in a blur of speed.
Landing at midships its wings blotted out the sun. Grasping the mast in
its beak it snapped it off. Several of the crew fired bows at the beast to no
avail. Then its wings began to beat, lifting the boat and creating a mighty
wind. Many were crushed by debris but a small group of us made it to the
island. The Roc, as we would later learn its name, tore the ship to kindling. We were stranded on the island for months giving us plenty of time
to observe the beast. It attacked anything entering its territory with mindless ferocity. Whales, ships, sea serpents, anything it viewed as a challenge
to its authority. In time we despaired of a ship getting close enough and
built our own small rafts that we kept spread far enough to go unnoticed.
Such creatures should never be permitted by the gods to live. - Report of a
Roc attack on the Merchant Vessel DeCantos off Madagascar
The roc, sometimes called a rukh, is a native of the isle of
Madagascar. From its first sighting off the coast of southern
Africa they have spread to Arabia and western Africa. The
roc stays close to the shore but hunts both large marine and
land mammals. Some have initially thought the roc to be
merely a Bestia Gigantea but it seems unlikely due to its
formidable size far beyond those animals.
The roc attacks ships by dropping large rocks on them or
lifting the smaller ships directly out of the water and
dropping them back in. They are able to carry huge amounts
of weight for long distances. People have tried domesticating
these animals but it has been unsuccessful. The roc does not
seem to be able to survive in captivity or reproduce. They die
within a month of being confined.
Rocs are solitary birds. This is more out of necessity than out
of temperament since they require such a large amount of
food. They prefer solitary islands or mountains near the
ocean giving them easy access to whales or large mammals.
SATYR
Roc
Type: 18th Level Animal
Size: Gargantuan
Speed: 20 ft., fly 80 ft. (average)
Abilities: Str +12, Dex +2, Con +7, Int -4, Wis +1, Cha +0
Skills: Notice 21 (+29)
Feats: All-Out Attack, Double Strike, Iron Will, Move-By
Action, Night Vision B, Skill Focus (Notice), Snatch,
Wingover
Traits: Combat: Attack +11 (-4 size, +13 base, +2 Dex), Damage
+16 (talons) or +18 (bite), Defense Dodge/Parry +11/- (-4
size, +13 base, +2 Dex), Initiative +2
Saving Throws: Toughness +17 (+6 size, +7 Con, +4
natural), Fortitude +18 (+11 base, +7 Con), Reflex +13 (+11
base, +2 Dex), Will +9 (+6 base, +1 Wis, +2 Iron Will)
Spirit Points: 300
Skills: Rocs have a +4 racial bonus on Notice checks.
Satyr
Standing silent in the moonlight we realized what we saw were the satyr
of legend. Walking upright like a man their bottom half was that of a
goat. They had been created late in the thirteenth century as servants for
the Celtic magi Urien the Black. After his death many of the satyr fled to
the wilds to live a life of banditry. I could see that it was all too likely that
The modern satyr looks like and acts like the one out of
myth. They were created by the nymphs but did not increase
in number until the magus, Primus Domitius Paetus,
improved on the satyr with his magic. He made them able
to breed with human women and produce satyr offspring.
This allowed him to build his own army of satyr to protect
his lands in Parthia. Since his time, nearly 110 years ago, the
satyr have found their way to all parts of the Empire. Despite
being discouraged and looked upon with suspicion, the satyr
will hire out as soldiers, body guards and mercenaries. Satyrs
are banned from Legionary service though. Since the fall of
Paetus, times have been hard for the satyr and many have
turned to banditry. This has given the satyr a bad reputation,
not that it was very good to start with. They tend to target
261
SCIURUS GIGANTEUS
Satyr
Type: 5th Level Fey
Size: Medium
Speed: 40 ft.
Abilities: Str +0, Dex +1, Con +1, Int +1, Wis +1, Cha +1
Skills: Bluff 8 (+9), Diplomacy 8 (+9), Intimidate 8 (+9),
Knowledge (life sciences) 8 (+9), Notice 8 (+16), Perform
(wind instruments) 8 (+13), Stealth 8 (+13)
262
Sciurus Giganteus
We had just got the daily dole, see, and we decided to take a short cut
back home. Thalamus went ahead of me and that was when they jumped
him. I thought it was a gang but it was animals. Sciurus the size of a
pony. They tore him to shreds before my eyes. I ran as quickly as I could to
get help but I was too late.- Micon the Greek reporting on the death of
his friend
The Sciurus Giganteus are giant squirrels. They first began
to appear near Roman settlements in Germania Magna about
200 years ago. They were mostly scavengers at first but as
time passed and they spread beyond the borders of the
dioeceses they began to prey on herd animal. Eventually
they became bold enough to prey on humans. In the last 40
years the infestation of the Sciurus Giganteus has gone from
bad to worse.
They hunt in packs and usually attack the unwary, weak or
sick. They devour granaries and can devastate a provincia's
supply of grain for the winter. Individually, they are not very
formidable but in their packs they can be devastating.
Sciurus Giganteus
Type: 2nd Level Animal
Size: Medium
Speed: 50 ft.
Abilities: Str -1, Dex +3, Con +0, Int -4, Wis +0, Cha -3
Skills: Climb 0 (+11), Notice 5 (+5), Stealth 4 (+7)
Feats: Night Vision B, Skill Training
Traits: Scent
Combat: Attack +4 (+1 base, +3 Dex), Damage +1 (bite),
Defense: Dodge/Parry +4/- (+1 base, +3 Dex), Initiative +3
Saving Throws: Toughness +0, Fortitude +0, Reflex +6 (+3
base, +3 Dex), Will +0
Spirit Points: 10
Skills: Sciurus Giganteus have a +8 racial bonus on Climb
checks and can always choose to take 10 on Climb checks,
even if rushed or threatened. Sciurus Giganteus use their
Dexterity modifier for Climb checks.
SPHINX
Sphinx
Creatures of incredible grace and power, I first saw them in the courtyards
of the great temples in Thebes and about the Great Pyramids. They lounge
in the sun with human, but distorted faces, pointed teeth and the golden
eyes of a great cat. Their bodies are feline works of art slightly larger than
a pony. The priests, when questioned, merely state that they have always
been here but records show no such beasts in the time of Constantine. To
prove to our party how well the temples were protected, the priests threw a
263
slave to the sphinx. To say they made quick work of the man is to belittle
the skills of the sphinx. Diotimu the Greek
SPIRITS
264
looses its mate then it will no longer croon or sing and has
been known to stop speaking. It is not believed that they
speak with full understanding but can be trained to far more
complex commands than a dog.
The thick hide of the sphinx offers if protection in combat.
Spirits
For centuries the Comitia Magi have studied spirits only to find how little we know of them. It is obvious that they may be categorized into three
major species, the undead, the nature, and the godly. The last, the godly,
are not confirmed to exist but it is many times believed that their actions
may be observed in an absence of other influences. The undead, or perhaps
more appropriately the dead, are the spiritual remains of the logos, or soul,
of the deceased. It is often limited in location or scope of what tasks it may
perform. The more dangerous of the lot are the spiritus naturalis, a type of
spirit bound to a type of terrain. It is not uncommon for the average man
to be destroyed by his encounter with such a spirit. - from the Libraries of
the Comitia Magi
Nature Spirits are worshipped as gods in different cultures
and they have not forgotten the draw of that power. Nature
Spirits are not inherently evil and some take their duties very
seriously. They regulate the flows of rivers, growth of forests
and many other parts of nature. Their numbers have
Spirit
The Spirits are not all evil though, quite the contrary, most
are benevolent and only wish to live in the forest or
mountain or glens in peace. However, a few remember the
ancient times when they were corporeal and walked the
Earth as gods. Their history claims that a great war occurred
and in that war they rose to dominate primitive humans.
During this time a group of Spirits opposed to this action
fought against them. In the end the battle rose out of control
and a great flood was unleashed on the world. Many of the
Spirits were weakened or destroyed. Only a handful of
SPIRITS
265
S H A D E (U M B R A )
Height: Variable
Weight: None
Eye Color: None
Skin Color: None
Hair Color: None
Social Organization: Solitary
Shade
Shade (Umbra)
It was in the middle of the night as I set to writing a letter to the Censores
about the conduct of a certain Senator that I will not name here. It seemed
an unseasonable draft of cold suddenly came over me and the candle flickered, then died. I fumbled for a moment then felt cold hands on my head.
The world grew dim and it was as though a silken curtain was pulled over
my eyes. I remember only parts of the affair and when I returned to control
I was standing over the baker's body. I am at a loss to explain how any of
it happened. - Statement of Publius Severus to the Court
No one is positive about the origin of the shade but it is
thought it comes from a realm of Shadows. This is the space
between the planes of The Realms, the planes that the
Roman magi draw power for their spells from. In any case, it
is an utterly alien creature to the Earth and its ecosphere. The
shade survives by leeching life force through possession of
native creatures of the Earthly plane. The more intelligent
the victim the more desirable a food source to the shade.
Shades are sometimes employed by powerful spell casters
who wish to spy on or possibly assassinate a rival. Their
powers of possession are useful when the spell caster does
not wish to get their hands dirty.
A shade is extremely sensitive to light and will flee from it if
it can. Torches and lanterns will do +1 damage per round, a
magic source of light will do +2 damage per round and the
sun will do +3 damage per round. This damage is not done to
a shade when it possesses the body of a living creature,
266
Siren
I had been chained under decks due to arguing with the captain over the
route he had chosen. It was known for harboring pirates and even darker
creatures. Twilight was upon us when I heard the most unearthly beautiful
choir singing to us. It filled the air and vibrated in my bones so that there
was no way to ignore it. I would answer it or die. I saw the others go over
the wales into the water but could only feel frustration at being unable to
join them. The captain was the last to go, seeming to fight all the way. He
gave me a final look as to say he was sorry I could not join him. As I
struggled I realized distantly that my wrists were bleeding. As the ship
sailed on without her crew I saw sitting on the rocks a trio of sirens. They
had the bodies of women but wings grew from their backs. They now began
to swoop down and drown the men strong enough to reach their island. The
last I saw of them they had the first mate on the rocks and were devouring
him. As I passed out of reach of their song I realized my hands were free
but it did not stop me from weeping for want of their song. Statement of
Didirius, Pilot of the merchant ship Mergus.
The current and largest threat from the sirens comes from the
Empire of Ghana in west Africa. The siren queen Marmara
has built a religion with her at the head and her seven sisters
as lesser goddesses. They have a temple at the edge of the
Sahara where her worshippers, all male, travel to give
sacrifice to her and help build her temples. Her temple is
guarded by a flock of harpies, which often work with the
sirens.
The powers of the siren are ensorcellment, shape shifting
and the ability to cast illusion. They use the ability to shape
shift in order to disguise themselves. They also use it as a
means of escape but they cannot gain any magical powers
from the change (they can fly as a phoenix but they will not
rebirth if killed). If they are killed, fall asleep, or are knocked
unconscious they return to their original form.
Their powers of illusion are like the Tenebrae Magae spell,
Illusion III (see Illusion III on page 290) but last one day
per level of the siren. Their powers of ensorcellment last one
week per level of the siren.
SIREN
The legends of the sirens are part of the Greek mythos. The
original legends tell of two sirens who lived in the western
seas. Later the number was increased to three and moved to
the west coast of Italia. They had the bottom half of a bird
and the top half of a woman. They were reported to be
beautiful and were able to lure men to their deaths by singing
to them. They were believed to be the daughters of Phorcys,
a sea god, or Achelous, a storm god.
Siren
267
S K E L E T O N (O S A N I M A T U M )
268
Tiny
-1
Small
+0
Medium
+1
Skeleton
Large
+2
Skeleton (Template)
Skeleton is an acquired template added to any living,
corporeal creature with a skeletal system (referred to as the
base creature). It uses all the base creature's statistics and
special abilities except as noted here.
Level: Remove all levels in heroic roles (if any) from the
base creature. A 1st level humanoid that becomes a skeleton
becomes a 1st level undead.
Type: The base creature's type changes to undead.
Speed: Winged skeletons can't use their wings to fly. If the
base creature flew supernaturally, so can the skeleton.
Abilities: A skeleton's Dexterity increases by +1, it has no
Constitution or Intelligence, its Wisdom changes to +0 and
its Charisma changes to -5.
Skills: A skeleton has no skills.
Feats: A skeleton loses all feats of the base creature except
Weapon Training, and gains Improved Initiative as a bonus
feat.
Co mbat : A skel eto n ret ain s th e n atu ra l w eapo ns,
manufactured weapons of the base creature, except for
attacks requiring flesh. A creature with hands gains a claw
attack. A skeleton's base combat bonus is the same as an
adept of its level.
Damage: Natural and manufactured weapons deal damage
normally. A claw attack deals damage depending on the
skeleton's size. (If the base creature already had claw attacks,
use the skeleton claw damage only if it's better.)
Size
Diminutive or Fine
Claw Damage
-4
Claw Damage
Huge
+3
Gargantuan
+4
Colossal
+6
Size
Natural Armor
Small or smaller
+0
Medium or Large
+1
Huge
+2
Gargantuan
+3
Colossal
+5
Skeleton Warrior
Type 2 skeletons are one of the undead which are commonly
employed by the less scrupulous magus. They are preferable
to Kuang-shi as personal guards since they are less
disgusting to be around. They have almost no knowledge of
their past life although they may still have some of their old
personality traits (talking in a thick accent, attempting to
drink large amounts of ale, laugh at all jokes, etc.). They
obey their creator absolutely but can only be given short
269
S K E L E T O N (O S A N I M A T U M )
Claw Damage
Diminutive or Fine
-4
Tiny
-1
Small
+0
Natural Armor
Small or smaller
+0
Medium or Large
+1
Huge
+2
Gargantuan
+3
Colossal
+5
Skeletal Hunter
Skeletal Hunters are employed by powerful Tenebrae Magae
as personal guards and captains of their armies. Skeletal
Hunters have some memories of their past life and this may
be troublesome to the creator of this undead, especially if the
creature is given orders contrary to its past nature. Skeletal
Hunters are bound to obey their masters but will look for
room for interpretation. Commanding the pirate skeletal
warrior to attack that village may result in a bloodbath and
total razing of that village. The Skeletal Hunters are
advantageous when complex commands are laid out that
lesser undead would just be unable to follow. They are often
put in command of groups of lesser undead in order to ensure
the wishes of their master are carried out.
Medium
+1
Large
+2
Huge
+3
Gargantuan
+4
Colossal
+6
270
Size
Claw Damage
Diminutive or Fine
-4
Tiny
-1
Small
+0
Medium
+1
Large
+2
Huge
+3
Gargantuan
+4
Colossal
+6
Natural Armor
Small or smaller
+0
Medium or Large
+1
Size
Natural Armor
Huge
+2
Gargantuan
+3
Colossal
+5
Skeletal Lord
Skeletal Lords are some of the more respected undead,
respected and feared. They tend to be commanders of
undead forces. They are useful in this capacity since they
retain much of their living personality and knowledge and
obey the magus for the most part. The Skeletal Lord will
obey its creator to the letter of the command but will insist
on doing so with its own style. For example, using the
skeletal remains of a barbarian raider would still make the
Skeletal Lord obey the creator, but if commanded to take a
village with minimal damage to property the Skeletal Lord
will most likely raze and pillage the town. The Skeletal Lord
may create more of its own kind under its own control. This
may become a problem for the castor since the command not
to kill the creator applies to the Skeletal Lords and not to the
skeletons it creates. In general, it can be quite tricky to have
this powerful a creation around.
271
TERRAGENA ALKASAS
Size
Claw Damage
Diminutive or Fine
-4
Tiny
-1
Small
+0
Medium
+1
Large
+2
Huge
+3
Gargantuan
+4
Colossal
+6
Natural Armor
Small or smaller
+0
Medium or Large
+1
Huge
+2
Gargantuan
+3
Colossal
+5
272
Terragena Alkasas
As the cohort came over the hill they encountered fields of plants. These
plants held one great pod the size of a large bag of grain. The skin of it
was a deep green with red veins that covered the sack. The stem of the
plant was large, as thick as a man's waist and stood one and a half times
the height of a grown man. Suspended from the end of the stem was a single sac that contained a dimly outlined form. As we stood there, we saw
several slaves led to a plant that then struck at their chest with a thorn,
seeming to draw all the blood from their body in a rapid fashion. The men
of the cohort were shaken at the sight. In another part of the field, we saw
the plants give birth to a terragenan warrior, fully grown and ready to join
the forces arrayed against us. - From the report of the Tribune Janus
Gracchus.
The Terragena are the foot soldier of the Black Magi of the
north, the Alkasatians. These ferocious warriors are grown
on plantations in magical plants which are fed the blood of
humans for nourishment. It takes nine moths for a plant to
birth one Terragena but they emerge fully grown and trained.
Special tenders provide constant care for the plants and
supervise the births. The Terragena have no gender but do
TROLD
Trold
Terragena Alkasas
Type: 2nd Level Monstrous Humanoid
Size: Medium
Speed: 30 ft.
Abilities: Str +6, Dex +3, Con +7, Int -2, Wis +1, Cha -3
Skills: Notice 5 (+9)
Feats: Heavy Armor Training B, Light Armor Training B,
Skill Focus (Notice), Weapon Training B
In my time amongst the Northmen, I had heard many tales of the Trold.
Descriptions varied widely from small, only reaching the height of a man's
knee, to several feet taller than a man. All had a similarly horrible
appearance and a bend towards cunning. They range from mischievous to
downright vile, some misleading people other stealing babies and women.
All seem to have the power of invisibility and are intelligent beyond the
ken of mankind. They are strong far beyond human norms and are said to
be able to eat anything from rock to rotting flesh. They live alone or in
small families in hillsides and underground places. They can be good neighbors but only if watched closely. They will, on occasion, help men and even
trade with them. They have a great craftsmanship with weapons and
although they charge dearly, Trold weapons and armor are valued by the
Northmen. I admit to the contrary nature of the reports and often wonder
273
where truth ends and legends begin. - From My Journey Amongst the
Northmen by Sextus Tullius
The Trold or Trolls are a curse of the Norse. They are hairy
giants that have forced their brethren, the Gigantas or giant,
south into the provinces of Germania. They control the
central portions of the northern Skandian peninsula. The
Trold have fought for control of the area called Troldheim
where they tolerate the human presence.
TROLD
The Trold live in hills made of crystal and gold and from
here will trade with humans. They are master craftsmen and
are in direct competition with the dwarves who live closer to
the humans. Still, Trolds are known for their expertise with
weapons, especially the great swords of the Norse.
Although the Trold prefer to battle someone to asking them
to leave they have become more reasonable with several of
the neighboring kingdoms. The Trold have a number of
kings themselves and this leads to them having difficulty
fielding a unified force. The human kingdoms of Skandia are
equally ill prepared to lay siege to the hills that the Trold live
under. The Trold are also knowledgeable in hydraulics and
machinery in general but seldom share their knowledge with
others. They do build it into their own fortresses though
making assault out of the question.
Raids are a common event. The Trold raid the humans for
food and slaves while the Norse raid the trold for wealth.
This is a cycle that the humans are losing. The Trold warrior
is often worth more than three men in a fight and it can get
worse if the terrain is on the Trold's side.
Trold
Type: 8th Level Humanoid (Giant)
Size: Large
Speed: 40 ft.
Abilities: Str +6, Dex +4, Con +6, Int -1, Wis +4, Cha -3
Skills: Bluff 6 (+3), Craft (metalworking) 7 (+10), Notice 6
(+10)
Feats: Cleave, Heavy Armor Training B, Light Armor
Training B, Skill Training (2), Weapon Training B
Traits: Darkvision 60 ft., Skip Teleport
Combat: Attack +9 (+6 base, -1 size, +4 Dex), Damage +11
(two handed sword), +10 (trold spear), +7 (unarmed),
Defense: Dodge/Parry +9/+11 (+6 base, -1 size, +4 Dex or
+6 Str), Initiative +4
Saving Throws: Toughness +10 (+6 Con, +2 size, +2
natural), Fortitude +12 (+6 base, +6 Con), Reflex +6 (+2
base, +4 Dex), Will +6 (+2 base, +4 Wis)
Spirit Points: 100
Skip Teleport: Trolds can cast the Skip Teleport spell as the
Medicina Maga spell (see Skip Teleport on page 172)
Skills: Trold have a +4 racial bonus to craft checks that
involve metal.
Trold Spear: This supernatural spear returns to the thrower at
the end of the round. Must have at least a +3 Strength to use
this weapon.
274
C h a p t e r X : M ur d e r i n R o m a
This is a sample adventure for use with the Roma Imperious
core rules. It is meant as an introductory adventure and the
Narrator should feel free to expand on the scope of the
scenario or to extend it beyond the initial adventure into a
full campaign.
Julia Secunda
Premise
Setting Characters
These are the cast of characters within the story. They should
be used as needed to unfold the mystery. Much of their use
depends on the group and the Narrator. Some of these
characters will be used while others may not.
Julia Lydia
Born to the influential Senatorial family of Julius, Lydia has
always been strong headed and bullied her husband, even in
public. Considered the paragon of proper, she was
nonetheless disliked by her peers and servants. She was fond
of having discrete affairs with the most popular gladiators.
The medicus who examined her body could not determine
the cause of death but assumed she had died of poisoning.
PREMISE
Larenthe
Larenthe is the owner of the gladiatorial school of Capua
called Ludus Calix, or the Chalice. He is Sarmatian by birth
and inherited a great deal of wealth from his father as well as
the methods of training used by his people with the blade.
His Ludus is known for excellent swordsmen. He is secretly
involved in smuggling linen from Aegyptus with Postumius.
C H A P T E R X: M U R D E R
IN
ROMA
275
the job done. He is an average sized man with black hair and
a slight build. He radiates a sense of command and
confidence. His interest in Tadius Galba is that of finding the
truth and serving justice. He would never knowingly be part
of a plot to disgrace the Senator.
Gerax
PLOT POINTS
Fehid
An Aegyptus gladiator of unusual size, he is possessed by an
Oriental Devil. He has great strength due to his state and has
control over much of what Larenthe does. He is overly
confident but not above fleeing to the mountains if
discovered. He will attempt to escape to Aegyptus if
possible. Fehid will try to play innocent until forced to
expose himself. He will try to have anyone killed who noses
around the death of Lydia. He killed her since she discovered
what he truly was and threatened to reveal him to the
Praetors.
Tertia
Handmaiden to Lydia, she is a confidant and companion.
She walked into Lydia's cubiculum to see Tadius Galba
kneeling over Lydia's body. He then chased her but she was
able to get out to the safety of a vigil (policeman) before he
caught her. She will do almost anything to ensure that
Lydia's affair with Fehid remains a secret. Tertia herself is
seventeen years old with brown hair and eyes. She is not as
shy or deferring as a slave might be expected to be. She is
helping Gerax administer the house until Tadius returns or
the house is sold.
Plot Points
The plot points listed here are a quick bullet list of items in
the story. The Narrator should feel free to eliminate some or
rearrange them to fit the group that they are playing with.
o Macer is using Lydia's sister to gain access to the
Legionary linen contracts that Tadius Galba currently
controls. The Julius family controls the Aedile (government
official) in charge of assigning the contracts.
o Fehid killed Lydia because she threatened to expose him as
a Kuei (an evil spirit) possessing the human from of Fehid.
o Fehid is possessed by a Kuei, a type of devil, and is using
the Familia Aegyptus as cover to travel around the Empire.
276
Alternate Plots
These are plot lines that could be substituted as the Narrator
sees fit. The alternatives can be mixed or applied partially.
Tadius Did It
Tadius Galba actually did it. He murdered his wife but then
lost his nerve and ran. He is currently hiding in the Ludus
Magnus near the Colosseum trying to book passage out of
Roma. He had nothing to do with Lydia's reanimation and
might have had more to do with the way she died.
Tadius Possessed
Tadius Galba was possessed by Fehid and did commit the
murder. He is currently hiding in the Ludus Magnus trying to
determine what he actually did and what Fehid's
involvement is. He has some memory of Fehid and an attack
but he is trying to find proof of Fehid's involvement.
Macer Staged It
Macer, with the backing of Fehid, took advantage of Lydia's
taste in men to kill her. Macer needs to destroy Tadius'
collegium in order to get access to the Linen contracts he has
via Lydia's father. The only way to do that is to see him
exiled or executed and Macer does not care which one
occurs.
Domus Tadius
The Domus Tadius is the House of Aulus Tadius Galba. It
stands mostly empty at this point except for the witnesses
required to stay there and servants who are still loyal to the
family.
It is located on the southern side of Roma and is a formidable
building with walls all around the grounds. It is located not
far from the Emporium. As with most Roman Domus, shops
are rented out along the front of the house but have no access
to the house itself. In the front of the Domus Tadius are a
C H A P T E R X: M U R D E R
IN
ROMA
DOMUS TADIUS
Bakery
The bakery is run by the Aelius family from Capua. Litius,
the father and owner, recalls a visitor the night of the murder.
He was clothed in a hooded heavy cloak but showed a flash
of dark skin. Litius will offer the investigators free sweet
bread.
Tailor Shop
Dias Fontinius has owned his shop for thirty years and is
quite proud of his trade. An elderly man, he has nothing ill to
say of Tadius Galba, but has plenty to say about Julia Lydia
and her frequent midnight forays to the Colosseum. He
implies all manner of impropriety on her part while making
Tadius Galba appear pure and righteous. Dias has prepared
the clothes for both Aulus and his Aulus' father.
Atrium
The Atrium is the entry hall to the Domus and contains a
huge pool that traps rain water from a skylight in the roof.
The walls are covered with murals of nymphs playing in the
surf with Neptune. The floors are covered in white marble
tiles.
Gerax meets the party here along with Julia Secunda and
Tertia. Tertia appears to have been crying while Secunda
looks rested and well refreshed. Gerax explains that the
custodia, the caretaker of the house, has left and he now has
taken the position. He offers the party a meal in the
Triclinium (dining room) while they discuss the particulars.
Triclinium
The Triclinium is set with three couches and a low dining
table that can be lifted out and replaced between courses.
Servants have laid out a fresh assortment of fruits and nuts in
preparation of the meal. The walls are covered with murals
of Juno and views of a happy family taking their meals
together.
C H A P T E R X: M U R D E R
IN
ROMA
277
DOMUS TADIUS
Bibliotheca
The bibliotheca (library) was once magnificent, with murals
of Diana on the hunt all across the walls. In the corner of the
bibliotheca is a shrine to the spirits of the Tadius family and
a statue of Sol Invictus. The rest of the room contains tables
and shelves of books and scrolls.
This room currently looks as though it has recently been
sacked. Gerax explains that the house was broken into last
night and, although they do not believe anything had been
stolen, they cannot be sure without asking the old custodia.
They are only just restoring order to the room. He notes that
the area containing many of the maps of Roma and the
surrounding areas were targeted.
A successful Difficulty 10 Investigation or Search skill
check will reveal that the maps were the target and that the
rest of the damage was merely cover.
Tablinum
This is Tadius' office and place of business. Rich drapes of
velvet cover windows of glass. The desk and chairs are made
of rare African woods and the rug is from the Oriens.
Everything about this Tablinum speaks of opulence and
wealth.
Gerax explains that the office was targeted by the criminals
as well but they could find nothing missing. Much of the
desk has been rifled and drawers broken in to. A successful
Difficulty 15 Search skill check will reveal a hidden
compartment containing a letter from Macer outlining a
proposed sale of the linen contracts under Tadius' control.
Also contained here is a letter penned by Tadius Galba
himself telling of threats made by Macer and an associate if
Tadius did not sell the contracts. Tadius fears for his life and
278
Balinae
The Balinae are opulent with marble floors heated by fires in
the basement and carried by a series of ducts to the main
room. There are four baths here and a fountain in the center
of the room. The statue is of Apollo and a cherub.
The walls have a mosaic running up to the roof detailing the
mountain of Olympus. There are no windows in this room
but natural light of the Atrium and the Exedra make it well
lit.
Exedra
The Exedra is filled with small fruit trees and exotic plants.
The walls have tall windows reaching from the floor to the
ceiling some twenty feet above. The room itself is warm
despite the windows being open and much of the humid heat
of the Balinae carries over to this room. Waiting, concealed
in amongst the planters and trees, are a gladiator (use the
Sample Gladiator on page 122) and three satyr (see
Satyr on page 261, use the minion rules for these satyr)
sent by Fehid to finish the job if the golem failed. They will
not fight to the death and if the satyr are out-numbered they
will flee. If captured, the gladiator will refuse to reveal
anything. A successful Difficulty 20 Intimidate skill check
used to interrogate him will reveal he is working for Fehid.
Lying unconscious is Tadius Galba, filthy from the Ludus
Magnus, and caring for him is Secunda. He can be brought to
consciousness by a successful Medicine skill check. He will
then produce documents he has stolen from Macer showing
how he arranged for the Familia Aegyptus to come to Roma
and a letter to Larenthe about the Kuei in Fehid.
C H A P T E R X: M U R D E R
IN
ROMA
A p p e n d i x A : C o n ve r t in g f r o m T h e I r id i u m
S ys t e m t o T r u e2 0
This chapter consists of some notes on converting creatures
from the Iridium System to True20. The following
conversion notes are not hard and fast rules. Rather they
serve as a set of basic guidelines and suggestions.
Conversion between two gaming systems is more of an art
than a science, so when in doubt, go with the option that
feels right.
Size
In True20 a creature's size can have a profound effect on its
game statistics. If you are converting a human character,
Level
A character's True20 level is the same as their Iridium
character level.
Background Conversion
There is no real analogue to True20 backgrounds in the
Iridium system, so simply select one that seems the most
appropriate. Since all characters in the Roma Imperious
setting are human, just use the general human background
for them in True20.
Creature Types
In true20 non-unique creatures usually have no heroic role.
Instead their statistics are based off of their creature type.
Simply pick the creature type that seems most appropriate
from Creature Types in Chapter 8 of True20 Adventure
Roleplaying, beginning on page 120.
APPENDIX A: CONVERTING
FROM
THE
279
Iridium Skill
Disarming
Dodge
Draw Weapon
Hunting
Survival
Improvised Weapon
Parrying
Improved Parry
Sea Warfare
Knowledge (tactics)
Siege Machinery
Shield Use
Targeting
Thrown Weapon
Tracking
Track Feat
Unarmed Combat
Weapon Proficiency
Wilderness Survival
Survival
Thief Skills:
Acrobatics
Acrobatics
Back Stabbing
Camouflage
Stealth
Climbing
Climb
Disarm Traps
Disable Device
Disguises
Disguise
Forgery
Craft (forgery)
Interrogation
Intimidate
Intimidation
Intimidate
Lip Reading
Sense Motive*
Locate Traps
Search
Meditation
Concentration
Move in Shadows
Stealth
Move Silently
Stealth
Iridium Skill
Blind Fighting
Blocking
280
APPENDIX A: CONVERTING
FROM
THE IRI-
Iridium Skill
Open Locks
Disable Device
Pick Pockets
Sleight of Hand
Poison
Craft (poison)
Smuggling
Smuggling*
Surveillance
Stealth
Tailing
Stealth
Tapping
Search
Performer Skills:
Acting
Perform (acting)
Augury
Augury
Perform (dance)
Deception
Bluff
Diplomacy
Diplomacy
Etiquette
Diplomacy
Herbology
Craft (herbalism)
Initiate
Initiate Feat*
Journalism
Gather Information
Juggling
Sleight of Hand
Oratory
Perform (oratory)
Play Instrument
Purification Ritual
Seduction
Bluff
Singing
Perform (singing)
Spirit Ritual
Stage Magic
Intellectual Skills:
Iridium Skill
Demonology
First Aid
Medicine
History
Knowledge (history)
Horticulture
Investigation
Investigate*
Jewelry
Craft (jewelry)
Languages
Language
Law
Knowledge (civics)
Mapping
Craft (cartography)
Medicine
Medicine
Memory
Mythology
Knowledge (mythology)*
Navigation
Navigate*
Pathology
Medicine
Science
Spell Direction
Attack Focus
Surgery
Medicine
Weapon Lore
Wilderness Lore
Survival
Craft Skills:
Alchemy
Craft (alchemy)
Animal Training
Animal Handling
Armor Forging
Craft (blacksmithing)
Carpentry
Craft (carpentry)
Ceramics
Craft (ceramics)
Engineering
Knowledge (engineering)
Gunsmith
Craft (gunsmithing)
Jewelry Crafting
Craft (jewelry)
Appraisal
Appraise*
Arcane Lore
Knowledge (supernatural)
Armor Lore
Leather Working
Craft (leatherworking)
Bone Setting
Masonry
Craft (masonry)
Coded Message
Metal Working
Craft (blacksmithing)
Cooking
Craft (cooking)
Rope Use
Sleight of Hand
APPENDIX A: CONVERTING
FROM
THE
281
Iridium Skill
Sculpting
Craft (sculpture)
Sewing
Craft (sewing)
Ship Repair
Craft (shipwright)
Tanning
Craft (tanning)
Wagon Handling
Drive
Weapon Forging
Craft (blacksmithing)
Movement Skills:
Athletics
Flight
No skill
Horsemanship
Ride
Piloting
Pilot
Sailing
Drive
Skating
Skiing
Swimming
Swim
Armor Conversion
To get the True20 toughness bonus for a suit of armor, or for
a creature's natural armor, simply divide the Iridium System
armor rating by ten.
Damage Conversion
To convert the damage for a weapon or creature from the
Iridium system to True20 you can either find the average
damage that the weapon does and divide by five, or consult
the accompanying table to convert from Iridium dice of
damage to True20 damage bonus.
Iridium Damage Dice
Ars Candida
Beast Link, Cure, Cure Poison, Earth Shaping, Elemental
Resistance, Elemental Strike, Enhance Sense, Fire Shaping,
Identify, Light Shaping, Manipulate Object, Mind Touch,
Move Object, Power Shaping, Shadow Shaping, Summon
Beasts, Supernatural Weapon, Wind Shaping, Wind Shaping,
Water Shaping, Summon Elemental
Ars Venefica
Heart Reading, Heart Shaping, Illusion, Light Shaping,
Manipulate Object, Mind Probe, Mind Reading, Mind Touch,
Move Object, Object Reading, Phase, Psychic Blast, Psychic
Reflection, Psychic Shield, Scrying, Sense Minds, Sleep,
Suggestion, Visions, Ward
Medicina Maga
Apport, Blink, Body Control, Cure, Cure Blindness/Deafness,
Cure Disease, Cure Poison, Earth Shaping, Enhance Ability,
Enhance Senses, Imbue Life, Imbue Unlife, Light Shaping,
Phase, Self Shaping, Supernatural Strike
Natura Maga
Air Shaping, Beast Link, Cold Shaping, Earth Shaping,
Elemental Aura, Elemental Blast, Elemental Resistance, Fire
Shaping, Light Shaping, Metal Shaping, Purifying Light,
Summon Beasts, Summon Elemental, Ward, Weather
Shaping, Wind Shaping, Wind Walking
1d6 or less
+0
+1
+2
+3
Sanguis Magus
+4
4d12 or 5d10
+5
5d12
+6
282
APPENDIX A: CONVERTING
FROM
THE IRI-
Tenebrae Magae
Cold Shaping, Elemental Strike, Enhance Senses, Fire
Shaping, Heart Shaping, Illusion, Imbue Unlife, Light
Shaping, Mana Shield, Second Sight, Sense Minds,
Severance, Shadow Shaping, Sleep, Summon Outsider, Ward,
Wind Shaping
Druidic
Tribe
Shaman
Totem
Powers Available
Buddhist
Cha'an
Taoist
Dragon Clan
Druidic
Tribe
Owl
Wolf
Lion
Snake
Dragon
Phoenix
This is a list of classes in the Iridium system that use FreeForm magic and the suggested conversion to True20 powers.
Martial
Artist Clan
Carnutes
Aedui
Veneti
Raven
Jackal
Sequani
Dumnonii
Morna
APPENDIX A: CONVERTING
FROM
THE
283
Priest's God
Alkasatian
Seratos
Ustos
Anastos-mara
Loki
Frigga
Priest's God
Skandian Gods
Odin
Thor
Freya
Freyr
Tyr
284
APPENDIX A: CONVERTING
FROM
THE IRI-
Level
A character's True20 level is the same as their Iridium
character level.
Background Conversion
There is no real analogue to True20 backgrounds in the
Iridium system so simply ignore the Tru20 background. All
player characters in the Roma Imperious setting are human,
so conversion of nonhuman races may be thematically
problematic.
True20 Skill
Acrobatics
Acrobatics
Bluff
Deception
Climb
Athletics or Climbing
APPENDIX B: CONVERTING
FROM
285
True20 Skill
True20 Feat
Computers
Science
Improved Strike
Unarmed Combat
Concentration
Meditation
Armor Use
Craft
Precise Shot
Targeting
Diplomacy
Diplomacy or Etiquette
Quick Draw
Draw Weapon
Disable Device
Run
Athletics
Disguise
Disguises
Shield Training
Shield Use
Drive
Piloting or Sailing
Sneak Attack
Backstabbing
Escape Artist
Track
Tracking
Weapon Training
Weapon Proficiency
Animal Training
Intimidate
Interrogation or Intimidation
Jump
Athletics
Armor Conversion
Knowledge
Language
Languages
Medicine
Notice
Read Lips
Perform
Pilot
Pilot
Ride
Horsemanship
Search
Sense Motive
Deception
Sleight of Hand
Stealth
Survival
Swim
True20 Feat
Damage Conversion
To convert the True20 damage bonus for a weapon or
creature from the True20 system to dice of damage for the
Iridium System, consult the accompanying table. Make sure
you are using the base damage bonus for the True20 version
BEFORE the creature's Strength score gets added to damage.
True20 Damage Bonus
+0
+1
+2
+3
+4
Swimming
+5
4d12 or 5d10
+6
3d20 or 5d12
Attack Focus
Targeting
Blind Fighting
Blind Fighting
Dodge Focus
Dodge
Eidetic Memory
Memory
Endurance
Athletics
Blocking
Improved Parry
Parrying
286
APPENDIX B: CONVERTING
FROM
TRUE20
O PE N G A M E L I C E N SE V E R S I O N 1.0 A
287
PRODUCT IDENTITY
OF
STATEMENT
288
O PE N G A M E L I C E N SE V E R S I O N 1.0 A
Index
Household Spirits . . . . . . . . . . . . . . . . 68
Hunter (Venator) . . . . . . . . . . . . . . . . 110
Iceland . . . . . . . . . . . . . . . . . . . . . . . . 81
Illyricum . . . . . . . . . . . . . . . . . . . . . . . 27
Imperial Guard (Palatini) . . . . . . . . . . 110
IMPERIAL LIFE . . . . . . . . . . . . . . . . . . 43
Imperial Navy. . . . . . . . . . . . . . . . . . . 55
Improved Inspire (Expert) . . . . . . . . . 131
Improved Taunt (General) . . . . . . . . . 131
Improvised Weapon Training (General) 131
Index . . . . . . . . . . . . . . . . . . . . . . . . . 289
Infuriate (General) . . . . . . . . . . . . . . . 132
Investigate (Int) . . . . . . . . . . . . . . . . . 126
Iron Golem . . . . . . . . . . . . . . . . . . . . . 248
Italia . . . . . . . . . . . . . . . . . . . . . . . . . . 26
JADE EMPIRE CAMPAIGN IDEAS . . . . . 96
JADE EMPIRE CHARACTER IDEAS . . . . 96
Jade . . . . . . . . . . . . . . . . . . . . . . . . . . . 222
Jewelry . . . . . . . . . . . . . . . . . . . . . . . . 78
Julia Lydia . . . . . . . . . . . . . . . . . . . . . 275
Julia Secunda . . . . . . . . . . . . . . . . . . . 275
Julian the Reformer . . . . . . . . . . . . . . 11
KINGDOM OF ABYSSINIA . . . . . . . . . . 70
Knight (Eques) . . . . . . . . . . . . . . . . . . 111
Knowledge (Armor Lore) (Int). . . . . . 127
Knowledge (Mythology) (Int) . . . . . . 127
Knowledge (Weapon Lore) (Int) . . . . 127
Kuang-Shi (Living Dead) . . . . . . . . . . 252
Kuang-Shi (Template) . . . . . . . . . . . . 253
Kuei . . . . . . . . . . . . . . . . . . . . . . . . . . 233
KUSHAN EMPIRE . . . . . . . . . . . . . . . . . 70
Laetonius Encratis . . . . . . . . . . . . . . . 21
Languages. . . . . . . . . . . . . . . . . . . . . . 47
Larenthe . . . . . . . . . . . . . . . . . . . . . . . 275
Laws In Skandia . . . . . . . . . . . . . . . . . 75
Laws of the Jade Empire . . . . . . . . . . 89
Laws . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Legalism . . . . . . . . . . . . . . . . . . . . . . . 93
Legionary (Legionarius). . . . . . . . . . . 111
Lesser of Two Evils (General) . . . . . . 132
Let the Superior Answer (General) . . 132
Level . . . . . . . . . . . . . . . . . . . . . . . . . . 279
Level . . . . . . . . . . . . . . . . . . . . . . . . . . 285
Levels . . . . . . . . . . . . . . . . . . . . . . . . . 137
Libya. . . . . . . . . . . . . . . . . . . . . . . . . . 42
Lifestyle Of Skandians . . . . . . . . . . . . 74
Lifestyle of the Jade Empire. . . . . . . . 86
Lycia . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Lydia in League with Fehid . . . . . . . . 276
Macedonia . . . . . . . . . . . . . . . . . . . . . 30
Macer Staged It. . . . . . . . . . . . . . . . . . 276
Mage (Magus) . . . . . . . . . . . . . . . . . . 102
Magic In Skandia . . . . . . . . . . . . . . . . 75
Magic in the Jade Empire . . . . . . . . . . 95
MAGIC ITEM CREATION . . . . . . . . . . . 138
Magic . . . . . . . . . . . . . . . . . . . . . . . . . 43
Magical Elements . . . . . . . . . . . . . . . . 221
MAGICAL EQUIPMENT . . . . . . . . . . . . 211
Magical Weapons (Tellum Magum) . 214
Magnesia. . . . . . . . . . . . . . . . . . . . . . . 222
Mandrake . . . . . . . . . . . . . . . . . . . . . . 223
Manes Atrox . . . . . . . . . . . . . . . . . . . . 254
Manes Atrox . . . . . . . . . . . . . . . . . . . . 255
MARTIAL ARTIST PATHS . . . . . . . . . . 108
Mauritania. . . . . . . . . . . . . . . . . . . . . . 39
Maxima Caesariensis . . . . . . . . . . . . . 33
Medicina Maga. . . . . . . . . . . . . . . . . . 142
Menacing (General) . . . . . . . . . . . . . . 132
Mend. . . . . . . . . . . . . . . . . . . . . . . . . . 141
Merchant (Mercator) . . . . . . . . . . . . . 107
Mercury . . . . . . . . . . . . . . . . . . . . . . . 223
Mesopotamia . . . . . . . . . . . . . . . . . . . 37
MILITARY ORGANIZATION . . . . . . . . . 53
Minotaur . . . . . . . . . . . . . . . . . . . . . . . 256
Minotaur . . . . . . . . . . . . . . . . . . . . . . . 257
289
INDEX
INDEX
290
Shipbuilding . . . . . . . . . . . . . . . . . . . .
Shrinking. . . . . . . . . . . . . . . . . . . . . . .
Sicilia . . . . . . . . . . . . . . . . . . . . . . . . .
Silent Spell (Adept) . . . . . . . . . . . . . .
Siren . . . . . . . . . . . . . . . . . . . . . . . . . .
Siren . . . . . . . . . . . . . . . . . . . . . . . . . .
Size . . . . . . . . . . . . . . . . . . . . . . . . . . .
SKANDIAN CAMPAIGN IDEAS . . . . . . .
SKANDIAN CHARACTER IDEAS . . . . . .
Skeletal Hunter . . . . . . . . . . . . . . . . . .
Skeletal Lord. . . . . . . . . . . . . . . . . . . .
Skeleton (Os Animatum) . . . . . . . . . .
Skeleton Warrior. . . . . . . . . . . . . . . . .
Skeleton . . . . . . . . . . . . . . . . . . . . . . .
Skill and Feat Conversion. . . . . . . . . .
Skill and Feat Conversion. . . . . . . . . .
SKILLS . . . . . . . . . . . . . . . . . . . . . . . . .
Skills . . . . . . . . . . . . . . . . . . . . . . . . . .
Slave Revolts . . . . . . . . . . . . . . . . . . .
Slavery . . . . . . . . . . . . . . . . . . . . . . . .
SLAVERY . . . . . . . . . . . . . . . . . . . . . . .
Sleight of Hand (Dex). . . . . . . . . . . . .
Smuggling (Cha). . . . . . . . . . . . . . . . .
Social Assimilation . . . . . . . . . . . . . . .
Social Barriers. . . . . . . . . . . . . . . . . . .
Social Mobility . . . . . . . . . . . . . . . . . .
Spear of Lightning (Hasta Fulminea) .
Specialist (Sciens). . . . . . . . . . . . . . . .
Speed & Movement Conversion. . . . .
Speed. . . . . . . . . . . . . . . . . . . . . . . . . .
Spell Cost . . . . . . . . . . . . . . . . . . . . . .
Spell Description. . . . . . . . . . . . . . . . .
Spell Elements . . . . . . . . . . . . . . . . . .
SPELL MAGIC . . . . . . . . . . . . . . . . . . .
Spell Points . . . . . . . . . . . . . . . . . . . . .
Spell Prerequisite . . . . . . . . . . . . . . . .
Spell Range . . . . . . . . . . . . . . . . . . . . .
Spells and Supernatural Powers . . . . .
Sphinx (Aegetian & Arabian) . . . . . . .
Sphinx . . . . . . . . . . . . . . . . . . . . . . . . .
Spirit Ritual (Adept) . . . . . . . . . . . . . .
Spirit . . . . . . . . . . . . . . . . . . . . . . . . . .
Spirits . . . . . . . . . . . . . . . . . . . . . . . . .
Spiritual Wealth (Adept). . . . . . . . . . .
Startle (General) . . . . . . . . . . . . . . . . .
State Religion . . . . . . . . . . . . . . . . . . .
STATEMENT OF PRODUCT IDENTITY . .
Statistics: Sample Artificer . . . . . . . . .
Statistics: Sample Assassin . . . . . . . . .
Statistics: Sample Augur. . . . . . . . . . .
Statistics: Sample Bard . . . . . . . . . . . .
Statistics: Sample Ch'an Monk . . . . . .
Statistics: Sample Druid . . . . . . . . . . .
Statistics: Sample Gladiator . . . . . . . .
Statistics: Sample Hunter . . . . . . . . . .
Statistics: Sample Legionarius . . . . . .
Statistics: Sample Magus . . . . . . . . . .
Statistics: Sample Medicus . . . . . . . . .
Statistics: Sample Mercator . . . . . . . .
Statistics: Sample Praetorian . . . . . . .
Statistics: Sample Scout . . . . . . . . . . .
Statistics: Sample Shaman . . . . . . . . .
Statistics: Sample Thief . . . . . . . . . . .
Statistics: Sample Tribal Warrior . . . .
Still Spell (Adept) . . . . . . . . . . . . . . . .
Stone Golem . . . . . . . . . . . . . . . . . . . .
Strength III . . . . . . . . . . . . . . . . . . . . .
Stylish (General) . . . . . . . . . . . . . . . . .
Sulfuric Acid. . . . . . . . . . . . . . . . . . . .
Svealand . . . . . . . . . . . . . . . . . . . . . . .
Sword of Piercing (Gladius Acutus) . .
Syllables . . . . . . . . . . . . . . . . . . . . . . .
Syria . . . . . . . . . . . . . . . . . . . . . . . . . .
System. . . . . . . . . . . . . . . . . . . . . . . . .
77
140
27
133
266
267
279
83
82
270
271
268
269
269
280
285
125
99
8
48
77
128
128
22
16
16
219
112
279
141
145
145
145
141
141
145
145
282
264
263
133
265
264
134
134
68
288
113
117
117
118
121
114
122
124
123
115
115
118
119
120
116
120
124
134
249
172
134
224
80
219
5
36
136
System. . . . . . . . . . . . . . . . . . . . . . . . . 139
System. . . . . . . . . . . . . . . . . . . . . . . . . 140
System. . . . . . . . . . . . . . . . . . . . . . . . . 141
Tablinum . . . . . . . . . . . . . . . . . . . . . . . 278
Tadius Did It . . . . . . . . . . . . . . . . . . . . 276
Tadius Possessed. . . . . . . . . . . . . . . . . 276
Tailor Shop . . . . . . . . . . . . . . . . . . . . . 277
Taoism (Daoism) . . . . . . . . . . . . . . . . 90
Taoist Monk Path . . . . . . . . . . . . . . . . 109
TECHNOLOGY IN SKANDIA . . . . . . . . . 77
Technology of the Jade Empire . . . . . 95
Technology . . . . . . . . . . . . . . . . . . . . . 44
Teleportation and Gates . . . . . . . . . . . 44
Tenebrae Magae . . . . . . . . . . . . . . . . . 143
Terragena Alkasas. . . . . . . . . . . . . . . . 272
Terragena Alkasas. . . . . . . . . . . . . . . . 273
Tertia. . . . . . . . . . . . . . . . . . . . . . . . . . 276
The Alkasatian Gods. . . . . . . . . . . . . . 72
The Bohemian Plan. . . . . . . . . . . . . . . 9
The Clan of the Dragon . . . . . . . . . . . 94
THE ETERNAL CITY . . . . . . . . . . . . . . . 11
THE FALL OF THE REPUBLIC . . . . . . . . 9
The First Triumvirate . . . . . . . . . . . . . 8
The Founding of Rome . . . . . . . . . . . . 7
The Gods Amongst the Norse. . . . . . . 76
The Gods. . . . . . . . . . . . . . . . . . . . . . . 68
The Great Flood . . . . . . . . . . . . . . . . . 52
THE JADE EMPIRE . . . . . . . . . . . . . . . . 83
THE KINGDOMS OF SKANDIA . . . . . . . 73
The Martial Artist Table . . . . . . . . . . . 99
The Mythic Kings . . . . . . . . . . . . . . . . 8
THE PREFECTURES, DIOECESIS AND PROVINCES . . . . . . . . . . . . . . . . . . . . . . . . . . 25
The Realms . . . . . . . . . . . . . . . . . . . . . 141
The Second Triumvirate . . . . . . . . . . . 9
The Wind . . . . . . . . . . . . . . . . . . . . . . 97
Thief (Fur). . . . . . . . . . . . . . . . . . . . . . 108
Thracia . . . . . . . . . . . . . . . . . . . . . . . . 29
Threats to the Empire . . . . . . . . . . . . . 19
Time Line for the Jade Empire . . . . . 85
Titus Postumius Macer . . . . . . . . . . . . 275
To Err is Human (Expert) . . . . . . . . . . 134
Tortoise Shield (Chelys Scutum) . . . . 219
Tribal Warrior . . . . . . . . . . . . . . . . . . . 112
Tribunes . . . . . . . . . . . . . . . . . . . . . . . 13
Triclinium . . . . . . . . . . . . . . . . . . . . . . 277
Trold . . . . . . . . . . . . . . . . . . . . . . . . . . 273
Trold . . . . . . . . . . . . . . . . . . . . . . . . . . 274
Units . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Uranium . . . . . . . . . . . . . . . . . . . . . . . 224
Using Bluff to Seduce. . . . . . . . . . . . . 125
Using Diplomacy to Grovel . . . . . . . . 126
Vessel of Mercury (Arca Mercuriale). 220
Vowels . . . . . . . . . . . . . . . . . . . . . . . . 5
Wands (Virga Maga) . . . . . . . . . . . . . 220
Warrior Paths . . . . . . . . . . . . . . . . . . . 109
Water Elemental . . . . . . . . . . . . . . . . . 240
Wealthy (General). . . . . . . . . . . . . . . . 134
WEAPONS . . . . . . . . . . . . . . . . . . . . . . 205
Weapons . . . . . . . . . . . . . . . . . . . . . . . 78
West Gtar . . . . . . . . . . . . . . . . . . . . . 80
Widen Spell (Adept) . . . . . . . . . . . . . . 134
Winter Footwear Training (General) . 134
Women In Skandia . . . . . . . . . . . . . . . 78
Women of the Jade Empire. . . . . . . . . 95
Women of the Roman Empire . . . . . . 49
Womens Names. . . . . . . . . . . . . . . . . 62
Wood Golem. . . . . . . . . . . . . . . . . . . . 249
Y-shih Tai . . . . . . . . . . . . . . . . . . . . 90