Mystara - Players Survival Kit

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"CJory and dangL, are


all ve:ry well, but
urvival's tLz name
e game."
- Dizricon tbt ru
professional
survivor
Using the Handouts times. The cards are evaluated at the beginning of the cam-
paign, with the DM removing any he or she thinks may m-
The 24 handouts in this Survival Kit serve a broad range of balance the campaign. Each player is then allowed to draw
functions. Twelve of the handouts are certificates that can be one card. The DM may draw one card per level (or fewer, if
customized for your character. For example, the handouts desired) for the adventure’s major NpCs; the rest of the cards
include two diplomas from rival schools of magic for wizard remain in the deck. Players must show their cards to the
PCs. Similar documents are included for clerics, fighters, and DM, but should keep them secret from fellow players; these
thieves. A handy “Last Will & Testament” form can be used are “aces up their sleeves” that they can produce at suitably
to ensure that your next character inherits at least some of dramatic moments like a rabbit out of a hat.
your current character’spossessions if worse comes to worst. The DM has the right to veto any card a player wants
A “Help Wanted” poster will help your PC find hirelings. to play if its use would disrupt the plot of the adventure in a
Simple maps of Glantri, Darokin, and Karameikos will help way that would spoil everyone’s fun. This decision should
characters h o w where they are and where they want to go. not be made lightly; a card should not be vetoed if it means
Some of the handouts are geared toward character cre- the demise of the DM’s favorite villain, but it might be
ation. Three sheets entitled “Family Matters” provide a vetoed if it would change the course of an adventure radi-
method of generating an instant family for newly-created cally If a card is ever vetoed, the player retains the card and
player characters. This system is optional, and to keep it as may attempt to play it again later.
flexible as possible, we suggest that players roll twice for each When a card is played and approved, the DM then collects
entry, keeping the prefened or more interesting result. the card and may either return it to the deck or remove it
Finally, eight pages of spell lists are provided for players of from play. Players are allowed to draw another card each
specialty wizards. These lists sort first- through third-level time their characters advance in level; there is no limit to the
spells into categories of availability for each of the specialists number of cards a character may possess at any one time.
(Conjurer, Illusionist, Necromancer, and so on). Spells in the Players may not trade cards, as this would spoil the dramatic
specialist’s chosen school are in bold type (remember that effect by revealing the cards’ secrets.
specialists gain one extra spell per level from their chosen Many of the cards may be played in two different ways
school of magic); spells forbidden a specialistwizard are listed (for example, “True Love,” “Suffer a Sea-change,” “Switch,”
a t the end. Requirements for becoming a specialistwizard are or “Philanthropy”).The DM may rule that if a player draws
detailed on the first sheet. For more information on specialty one of these cards, it affects that player’s character immedi-
wizards, see PHBR4, The Complete Wizard’s Handbook, ately. Alternatively, the DM may allow the player to keep
the card and play it later on NPCs or other PCs. Thus, the
Using the ”Fa7e & Fortune” Cad. “Passion”card could cause the player character drawing it to
fall madly in love with an NPC or fellow PC, or the player
The deck of 54 “Fan Fortune” cards is an option ~ ~ might play it later just as the group is being defeated by an
supplement to the AD&Da game; the D M will decide evil sorceress (who then falls in love with the PC, probably
whether to allow it in your campaign. taking him and his friends prisoner instead of kiuing them).
These cards represent effects similar to those found in a Each player may play only one card at a time, but other
deck ofmany things (see the DUNCE ON MASER^ Guide). Players players or the DM may modify the result by playing addi-
can call upon the effects of these cards at crucial moments in tional cards in succession. Thus, “Mistaken Identity” can
the game. The cards are an assortment of both helpful and cause one to run “Afoul of the Law,” while “Friends in Low
hurtful effects. Some results take effect instantly, while Places’’ may result in the assistant jailor or a fellow prisoner
others may not become evident until weeks or months have helping a character escape. Similarly, “Roots”may reveal that
passed. The duration of such an effect may be temporary or the villain a PC just defeated is actually the character’s long-
permanent, depending on the card and the DM’s wishes. lost brother; the DM may play “A Change of Heart” to per-
Fame cards affect the way characters interact. They show suade the PC to help his brother escape, or another player
how a character’s ever-increasing reputation creates new may use “A New Leaf“ to help a villain reform.
adventure opportunities, attracts new friends and followers, These cards are designed primarily to help the players par-
and sometimes makes a PC the target of new foes. ticipate more fully in the ongoing storyline of the adventure.
Fonune cards temporarily give a character a boost in luck or They will be most helpful for low-level characters, providing
an ability. They are a manifestation of those twists of fate that an edge needed to survive in a dangerous world. DMs can
cause a fatal arrow to be deflected by an item carried under use them to increase the tension of the adventure; villains
the character’s shirt, enable a hero to survive a deathtrap, or can use the cards to their advantage as easily as heroes. In all
allow a uuly epic villain to escape justice at the last moment. cases, these cards should be used to increase the players’
The DM retains control of the Fame & Fortune deck at all enjoyment in the game.
Dictionary of Names
I One of the hardest parts of character creation, especially for
new players, is determining a good name for a character. Yet
a good name is an important step toward creating a truly
memorable character. Players new to fantasy gameworlds
often take the shortcut of choosing familar names out of
fantasy literature and popular myth-for example, calling
I their mages Merlin, Gandalf, or Hou-
dini, their paladins Lancelot or Roland,
their druids Taliesin, and so on. They are
then faced with the problem of continu-
ally explaining, “No, not that Gandalf,”
to other players.
An opposite but equally serious prob-
lem is that of giving characters common,
familiar names: Tim the wizard, Fred
and Charley the fighters, Betty-Sue the
cleric of Thor, Becky the githzerai, and
so on. The problem with this approach is
that such a character is in danger of be-
coming a joke-a bard named Elvis, for
example, may be hard to take seriously.
The best solution is to choose a name
that sounds appropriate to an inhabitant
of a fantasy world, yet is still pronounce-
able by the player and his or her friends.
Players with a talent for nomenclature
might simply make up names (a com-
mon practice even in the real world);
others may use the lists in this booklet to
choose names for their characters. DMs
will also find these lists handy when cre-
ating nonplayer characters.
“Generic” fantasy names-that is,
names that cannot be recognized as be-
longing to any one culture-are always
appropriate for player characters. Fur-
ther, many an adventurer has taken on a
descriptive colorful name (whether as a
primary name or as a nickname) at the
beginning of a career-from a simple
nickname (a shy halfling called “Mouse”)
to a pseudonym adopted to conceal the character’s identity.
Whether adopted by a wizard or cleric upon completion of
his or her apprenticeship or chosen by a thief to protect his
or her family, an adventuring name adds an extra level of
personality to the character.

The names listed in the following pages are arranged by


nation. Combining names from different sources is possible;
simply assume that a character’s parents came from differ-
ent CuItiirP~nr t h n t the character is named after a family
friend (a parent’s old adventuring partner, pernaps:) from a feel free to create their own names for characters, using the
foreign land. A brief note on the customs of naming in each ones given here as models.
country follows each list.
Atruaghin Clans
Aengmor &..ale names: Aponi, Arrokoth, Atoni, Awendea, Ayita,
Male names: Falanen, Firnafel, Garafaele, Halfalen, Jac- Bachewishe, Bitsos, Chapa, Chogan, Chufi-Hutko, Chuli,
quafarel, Jaflarien, Kanafasti, Laraeden, Lefarel, Maflarel, Debwewin, Goyathlay, Hobachi, Hoimani, Homma-Hacho,
Malshandir, Myfallar, Nasnaefel, Quanafel, Raffainfar, Ral- Huyani, Irari, Kamama, Kananah, Kanowa, Kinnakli, Lawih,
famere, Sarantyr, Shallatariel, Siristel, Tarasfir, Telemon, Lihtakats, Migisi, Misai, Mitsis, Nakwisi, Nisimaha,
Xatapechtli, Yalfanare Notawkah, Ogima, Ohapa, Opitchi, Opetenaiok, Paji,
Female names: Caerefel, Jennafear, Parafal, Porphyriel, Popate, Salali, Sotso, Tassikaya, Tatanka, Tavibo,
Rafasta, Risardiel, Tanadaleyo Tikamthe,Tilipe, Tkalis, Tushka, Tyee, Ukhoohquethoth,
Umbachi, Unnuhkankun, Viho, WaKichonze, Weetomp,
The subterranean shadow elves emerged from their cav- Weptesh, Wichka, Wingina, Woiviho, Woksape, Wovoka,
ems a few years ago and took over the woodland realm of Wunnegan, Yana, Yatokya, Yeholdgo, Yukpa, Zelozelos
Alfheim, sending their surface cousins fleeing to other lands Female names: Adsila, Ahmanni, Aiahnichih, Aleshanee,
(many eventually made their way north to Wendar). It is un- Awenhatagi, Bitskipe, Chimalus, Cholena, Chowat, Chu-
likely (but not impossible) that any member of this isola- mani, Datsa, Fuschati, Galilahi, Gaondawas, Gatitla,
tionist and sinister folk will become a player character. Ilakawit, Isakimi, Ishki-Tahah, Istas, Kimiriela, Koru, Kyat-
Surnames are rare among shadow elves; most of these elves siki, Macha, Manake, Matoaka, Migina, Mihewi, Miropam-
are known simply by a single, unique name. pi, Mitena, Namid, Nechaun, Niabi, Nihanaina, Nituma,
Oawensa, Okshulba, Pakali, Peshewah, Qwannacut,
Shandin, Suskuito, Taigi, Taini, Tawya, Tehya, Towayam,
Tsawya, Wabanang, Wakpala, Wasajah, Wequash, Wihe,
Aasla, Aendyr, Alphas, Arbana, Ashari, Astriadan, Dari- Wihema, Wishtecha, Witalu, Witawata, Woape, Woatwes,
con, Driadne, Ecbashur, Eldrethila, Emeth, Edrecort, Eri- Yushbonuli, Zahalani, Zhonta, Zitkala
adna, Ericall, Haldemar, Halzunthram, Jerbat, Karburan,
Kerothar, Lathan, Lourina, Lysander, Mylertendal, Naboni- Adventurers from the five clans (Bear, Elk, Horse, Tiger,
dus, Q u i d n , Raman, Ramissur, Rodomil, Serena, Solinari, and Turtle) are rare, as most Atruaghins never leave their
Syndylus, Talasar, Tarias, Terari, Thylera, Torenal, Traviata, homeland. In addition to the given names listed above, each
Tredorian, Trintillia, Tylari, Tylion, Urbaal, Uthar, Volnay, individual will, upon reaching adulthood, gain a descriptive
Volospin, Xerdon, Zandor, Z u m r d i , Zyndryl surname befitting his or her appearance, personality, or
Alphatians do not use family names, nor do they distin- accomplishments; for example, Fire Eyes, Turtlerider,
guish between male and female names. Moonstalker, Duck Watcher, Mist Dancer, and the like.

Although the nation of Alphatia no longer exists as a part


of the known world, many Mystarans of Alphatian descent
Darokin
can be found scattered throughout other lands, particularly Male names: Aden, Ander, Ansel, Arturo, Atwell, Ban-
in the far east and north, on the Isle of Dawn, and in Nor- cohr, Bassanio, Beltramo, Bertram, Boris, Corwyn, Derek,
wald. Still, Alphatian player characters should be rare- Eldram, Eshram, Francino, Hemy, Jackin, Jons, Jule, Launce,
wanderers and expatriates who have survived the destruc- Linton, Loun, Luthier, Martino, Mercutio, Miles, Millington,
tion of their homeland. Quint, Paolo, Reynard, Roger, Rypien, Santhral, Sasheme,
The list above offers only sample names, as there are no Sebastian, Selwyn, Skster, Tangus, Tedor, Thurio, Tomas,
traditional Alphatian names. Rather than naming children Tybalt, Vardon, Wesley, Wilhon
after a friend or relative, Alphatian parents simply invent a Female names: Adriana, Celia, Dionise, Elinor, Elissa,
name to suit their image of what the child will grow up to Fenicia, Franchesca, Giletta, Gweneth, Helena, Jaquenetta,
be (the augury spell thus plays a large part in their naming Julina, Lucetta, Luciana, Lucilla, Lydia, Maggie, Mariana,
customs). These names have no meaning; they are chosen Millana, Mitrissa, NerissaJhebe, Phoenix, Portia, Rosaline,
by sound rather than sense-and parents will create a name Ruthera, Tamora, Treya, Viola
that strikes them as suitably grand, elegant, or impressive. Surnames: Arorat, Attleson, Aumerle, Bostitch, Brandi-
Male and female names cannot be distinguished by their firth, Callister, Corun, Falstead, Faulconbridge, Franich,
form, as both are equally arbitrary. DMs and players should Hoff, Hallonica, Hundley, Ithel, Kalimi, Kegley, Langley,
Linton, Markone, Mauntea, Miggs, Mowbray, Page, Nen-Tai, Neske, Ni-Jin, Nummsas, Nuztai, Obacki, Oruni,
Pounder, Rand, Sagar, Scroop, Sforza, Staffleheim, Toney, Otebu, Ottai, Pabulai, Patai, Pedgha, Pocrick, Potal, Qashi,
Tremontaine, Umbarth, Vanisi, Varsho, Vickers, Vonaday, Qemur, Qertu, Qeranu, Qorrisha, Ro-An, Rotun, Rungu,
Willoughby, Wocken Russ-Tal, San-Jin, Sempura, Sicontai, Sirona, Susti, Temulin,
. s *.; ,
%, Trungpa, Uiska, Ullai, Voxila, Waruni, Wastda, Wourick,
Often called “The Land of Leftover~,’~ Darokin is more of Yagha, Yest-Tal
a melting pot than any other nation on Mystara. The dis- Tribes and current leaders: Bortaks (Batu Khan), Kaeruts
possessed from all surrounding nations (Glantri, Karamei- (Huaji Khan), Kiyats (Kadan Khan), Murkits (Moglai the
kos, The Broken Lands, Ethengar, Rockhome, Alfheim/ Golden Khan), Taijits (Oktai Khan), Uighurs (Hulagu Khan),
Aengmor, Ylaruam, The Five Shires, Ierendi, Atruaghin, and Yakkas (Chagati Khan), Yugatais (Timur Kah
even Sind) often find their way here, where they settle
down and intermarry into the local populace. The last two Surnames are not commonly used by the Ethengarians;
nturies have seen major influxes from Glantri (nonmages instead, each individual is known by his or her clan (essen-
o objected to the establishment of the magocracy there), tially an extended family of three to four generations), with
Ylaruam (those who had supported the Thyaiian or Alphat- the clan taking its name from its current leader (usually the
ian conquerors, expelled when the nation gained its inde- patriarch or matriarch of the family)-for example, “Jemugu
pendence), and Karameikos (Traladarans incensed by the of Clan Chimei.”
Thyatian takeover of their homeland), not to mention the
recent refugees from Alfheim. Of course, all these immi-
grants bring their own habits of naming with them.
The Five Shircd
In addition, traders from this mercentile nation travel all Male names: Abran, Ashmore, Belden, Benj, Blasko, Bol-
over the known world to reach every possible market for gor, Brewster, Bungo, Calkin, Cobbler, Dwilcath, Fielding,
their goods. Many marry folk from other lands and bring Filbert, Gully, Gwiston, Hofflik, Harl, Jasser, Jenkin, Jolly,
their new wives or husbands and children back to Darokin Kepli, Moss, Nip, Nob, Oglentyr, Pelbion, Pelm, Rory,
with them; others discover interesting names (whether of a lly, Waiwick, Wash
person, place, or thing) and later name their children accordL emale names: Dorith, Fern, Hazel, Holly, Jalassa, Jatha,
ingly. Altogether, these factors mean that over t i m q , Linn, Maeragh, Magil, Maple, Meera, Melindy,
Darokin nomenclature has become extremely eclectic, liciny, Pedderee, Petrilly, Sass, Tabith, Tetha, Willowber
Hence, the names given above represent only a few of the Surnames: Alehill, Applebee, Amster, Barrelrider, Ba
common names in use. bur, Bramble, Dappleglade, Dudley, Dunrose, Flintfoot, Fox-
hollow, Greenleaf, Grubb, Heathertoes, Hillhollow, Hoe-
Ethengai furrow, Journeyfoot, Kalliwart, Leafloper, Longbuck, Long-
quaff, Ogglemurk, Oldfur, Oldhill, Omblestaff, Osgood,
Male names: Abaka, Abakan, Abushka, Akbalik, Akjin, Owlhoot, Plashdeep, Plodmoor, Pytchplume, Quettory,
Akov, Aksinya, Anaktai, Arghun, Arik, Atika, Baidu, Batu, Rush, Shindlewood, Shortwick, Standfast, Stoutbottle, Tal-
Barak, Buka, Chagatai, Chibai, Chimei, Cudga, Dasadas, bot, Tangleberry, Treeshadow, Trencherman, Trundle-
Degke, Duttai, Gakadu, Geidu, Ghazan, Ghokti, Goibban, stump, Tubbins, mblebrook, Upplemere, Wea
Grokat, Hatu, Hauji, Hulagu, Jagatai, Jamuga, Jebe, Jemugu, bee, Woodwort
Juchi, Kadan, Kaidu, Kaikhuta, Kaunchi, Kashin, Kassar,
Khabul, Khahak, Knyuk, Kogatai, Kogotal, Koja, Kokochin, The halfling inhabitants of the Five Shires prefer short,
Kublai, Kuyuk, Madutai, Makbai, Mangu, Medu, Moghai, simple names for the most part; nicknames are common
Mongke, Mongu, Morkatal, Muhuli, Nargabai, Nayan, among those with grander given names. In addition to the
Noyon, Numughan, Ogodai, Oktai, Orkajin, Ortu, Subutai, names listed above, halflings are often named after plants or
Telek, Temujin, Timur, Toktai, Tuda, Tulabugha, Tuli, Ulatai, foods.
Ulgatai, Yagatu, Yamun, Yatak, Yesugai, Yestai, Yesugai
Female names: Abbuka, Actacta, Actun-tai, Ai-Bantu, Ari-
IO, Astuni, Babari, Beckga, Beirkai, Bryyda, Buitai, Bukhai,
Bushgu, Camdu, Chog-yan, Com-Jah, Dasacki, Dest-tai, Glantri is composed of many autonomous principalities,
Erikai, Goihan, Gurricktai, Hat-Tai, Hackerrick, Hulai, most with their own distinct culture (and nomenclature);
Huwel-Tai, Izai, Jallopi, Jerrick, Joulran, Juch-Jin, Kacdan, hence, lists are provided for each. Most Glantrians use sur-
Kadran-Tal, Kashinai, Kassiri, Kokachin, Kopan, Kowlesin, names, whatever their ethnic origin; the lists provided be-
Kwelon, Lassick, Lisai, Loi-Tan, Loubai, Lowelon, Mahka, low are merely a sampling taken from among the mos
. .
Maklai, Mecku, Medu-An, Midulai, Montgha, Mostan, us names in a given principality.
Ai Boldavia
The inhabitants of Aalban are descended both from Male names: Arpad, Bela, Bogdan, Boris, Iancu, loan, Ist-
Alphatians and from Thyatians from the Hattias region. van, Laszlo, Matei, Matthias, Mihail, Mircea, Morphail,
Their nomenclature is much the same as that of the Hattian Nikolai, Pavel, Piotr-Grygory, Radu, Sandor, Shurav, Stefan,
Thyatians and Heldannic Knights, although made-up names Vlad, Youri
modeled on traditional ones are common (no doubt due to Female names: Natacha, Szasza, Tara, Tatyana
Alphatian influence). See the listing under “Heldannic Terr- Surnames: Bathory, Bogdan, Borsa, Corrin, Datchenka,
tories” for samples. Gorevitch-Woszlany, Igorov, Ivanov, Kutchevski, Lutescu,
Markovitch, Orlovski, Pavlova, Tchernovodsk, Tepes,
Belcadiz Timenko, Vladimirov, Wutyla

Male names: Alejandro, Carlo, Diego, Duarte, Fernando, The Boldavians are descendants of Traladarans w h o
Hippolito, Joaquin, Manuel, Maximilian, Miguelito, Ricar- migrated north and intermarried with the local inhabitants
do, Sancho, Sebastien, Vinciento of the region; their names are still strongly Traladaran in fla-
Female names: Blanca, Carrnina, Carnelia, Ilona, Isabella, vor, and any of the Traladaran names listed for Karameikos
Leotina, Maria, Nicolasa, Sanchia, Victoria, Yolanda can be used for Boldavian characters. The names listed
Surnames: Alhambra, Alvar, de Casanegra, de Monte- above, while popular in Boldavia, have fallen out of fashion
bello, del Egorn, de Satolas, Monteleone in Karameikos, where they are now fairly rare.

These elves come from a southern clan unrelated to the Bramyra


elves of Alfheim or Wendar, and their nomenclature is as
distinctive as their culture. All Belcadiz elves adopt sur- This principality was recently formed as a buffer state
names through family pride, giving their children the most between Clantri arid Ethengar; the population is Ethengar-
grandiose names they can contrive. ian, and its nomenclature is indistinguishable from that of
the principality of Krondahar (see below).
Bergdhoven
Caurenze
Male names: Anton, Barnevelt, Bartel, Bartholomeus,
Diedreck, Dirk, Dort, Drenthe, Harbart, Hendrik, Hubertus, This principality was wholly destroyed by the meteor
Hubrecht, Jissel, Johan, Joop, Joost, Karel, Maas, Nicolaes, strike that created the Great Crater a few years ago; only the
Pieter, Tiede, Vanserie, Veit, Wessel, Willem prince himself (Innocenti di Malapietra) survived. However,
Female names: Anneke, Floris, Juliana, Jutka, Maauld, shortly before that time, a number of Caurenzian folk had
Marieke, Miep, Rowena, Saskia, Sinaria, Wilhelmine emigrated westward ,to the newly forming principality of
Surnames: Bergen, Boerhaave, Brabant, de Gheyn, de Sablestone, taking their nomenclature with them; see
Witt, Flieger, Kern, Krollnar, Linden, Loevestein, Menno, below.
Sonden, Tilburg, Tulp, Uylenburgh, Vandehaar, van Lim-
borch, van Wassenear, Verlien, Vlaardoen Erewan
These folk are descendants of the original human settlers Male: Ethrilord, Ezechiel, Galladin, Qenildor, Thenedain,
of the lands that are now Glantri, the Flaems. They see Unedyrin
themselves as preservers of the country’s ancient heritage Female: Aliana, Bethys, Carlotina, Eleesa, Esmeralda,
and therefore rarely deviate from traditional names, such as Norelia
those listed above. Surnames: Bilgram, Ellerovyn, Lizzieni, Nathrat, Nyra-
viel, Soth-Kabee

This elven principality is home to a splinter group of elvt


<his former principality was completely obliterated, from Alfheim. The names listed above are popular amon
along with its entire population, by the meteor strike that the Erewan elves but should be supplemented by thos
~
created the Great Crater. Since it was populated by Alphat-
ian immigrants, DMs and players wishing to create charac-
~
ters from this lost principality who were absent at the time
of its destruction can use the names listed for Alphatia.
Fenwick Morlay-Malinbois
Male names: Alleyn, Barnabe, Elyot, Gabriel, Giles, Hob- This haven for werewolves recently splintered from Nou-
bin, Humphrey, Jankin, Jocelyn, Marlow, Neville, North, velle Averoigne to become an autonomous principality in its
Poins, Quince, Rafe, Reece, Sparrow, Spence, Taum, Vaughn, own right. Use the names listed for Nouvelle Averoigne
Wilton when creating characters who call these woods home.
Female names: Anne, Beryl, Celia, Dolores, Eleanor, Fi-
aessa, Felice, Licia, Luciana, Luce, Margret, Phillida, Rosa- New Kolland
lynde, Verlyn
Surnames: Asham, Bedford, Brakenbury, Burbage, No names are provided for this principality, since its pop-
Cokayne, Dekker, Googe, Hathwey, Hillsbury, Fenswick, ulation is composed entirely of humanoids, mostly immi-
Kempe, Lollard, Nashe, Oldcastle, Pembroke, Sackville, grants from the Broken Lands who invaded Glantri during
Tichborne, Tyndale, Urswick, Wootton, Wyatt the Immortals’ war of 1004-1010.

This tiny pocket principality was once subject to Black- Nouvelle Averoigne
hill, but recently gained sovereign status thanks to the influ-
ence of its ruler, Dolores of Hillsbury. Its inhabitants once Male names: Alain, Andre, Blais, Claude, Elphege,
hailed from a tiny duchy on a distant world; they emigrated Edouard, Emile, Etienne, Ezechiel, Gaetan, Gaspard, Gas-
to Glantri at the same time as their neighbors on that world, ton, Germain, Ghislain, Gerard, Gilles, Guillaume, Guy,
the d’Ambrevilles. Nevertheless, like the folk of Klantyre, Henri, Hubert, Jacques, Jean, Jules, Julien, Laureat, Laurent,
they have their own distinctive nomenclature. Laurier, Laval, Leon, Louis, Luc, Lucien, Malachie, Naramis,
Normand, Raynald, Remi, Serge
Klantyre Female names: Amedee, Camile, Caroline, Catherine,
Celine, Chantal, Circe, Colette, Diane, Evelyne, Genevieve,
Male names: Alasdair, Angus, Brannart, Bruce, Dougal, Ginette, Helene, Isabelle, Isidore, Janette, Jocelyn, Josee, Jus-
Duncan, Eachainn, Parlan, Quinton, Sean, Tarlach tine, Lorraine, Magdalene, Marie, Michele, Moriamis,
Female names: Annag, Barbara, Mary, h4ira or Myra, Mor, Neanne, Rosaire, Sabine, Sephora, Sylvain, Therese
Morna Surnames: d’Ambreville, Fausseflammes, Grenier, Malin-
Surnames: Dunvegan, Glenmoorloch, Glenargyll, Klan- bois, Marais, Morlay, Moulins, Nord, Perigon, Sylai--
tyre, McAllister, McDougall, McDuff, McGregor, Uigmuir To1imine, Vyonnes, Ximes, Ylourgne

Like the d’Ambrevilles of Nouvelle Averoigne (see be- The inhabitants of this region (perhaps the most influen-
low), these refugees from a distant world arrived in Glantri tial of all Glantri’s principalities) are very fond of double
more than a century ago, bringing their distinctive nomen- names, such as Henri-Jacques, Sabine-Celine, Marie-
clature with them. Clannish to a fault, they have changed Helene, and the like. Many of their surnames are derived
little since arriving on Mystara, and rarely leave their own from place names-for example, Lucien du Nord (Ilof the
principality. Only those who oppose the sinister Prince North”) or Sephora de Sylaire.
Brannart are likely to become adventurers and strike out on
their own. Sablestone
Krondahar Male names: Agostino, Antonio, Bartolomeo, Benetinno,
Dominick, Giovanni, Griseo, Innocenti
Male names: Jherek, Ralindi, Rejladan, Song-Anh, Ur- Female names: Fiora, Letizia, Lucrecia, Luigi, Rosabiar---
ahid Surnames: Castelbianco, di M
Female names: Aleah, Lan-Syn, Waira ina, Serecchia, Verazzano, Zispag
Surnames: Krinagar, Singhabad, Virayana
This principality
- - was settled
Krondahar was founded by Ethengarians exiled from now-destroyed principality of Caurenze. Their nomencla-
their homeland for their wizardry. The names given here ture shows a marked resemblence to some of the oldest
belong to the prince and his family; non-noble characters Darokinian names; their ancestors probably fled into
from this principality generally conform to the nomencla- Glantri centuries ago to esca oid
ture listed for Ethengar. invasions that land has endur

8
Heldannic Territories Kararneikos
Male names: Achim, Dieter, Dietmar, Dolph, Franz, Male names: Aleksandr, Aleksei or Alexei, Alyosha,
Friedrich, Gunther, Gustav, Hans, Heinrich, Jaggar, Karl, Arkadi, Boris, Dmiui, Dmitrios, Evgeni, Eeodor or Fyodor,
Ludwig, Lukas, Henning, Rodrick, Rolf, Sigmund, Urkvarth, Gospodin, GrigorilGrygorylGrigory, Ilya, Ivan, Kolya, Ma-
Velten, Werner, Wilheim, Wim, Wolfgang, Wulf kar, Mendel, Mikhail, Nikolai, Pavel, Pavlov, Pyotr or Pieter,
Female names: Anna, Elke, Frieda, Gertrud, Helgar, Hilde- Sergei, Smerdyakov, Stepan, Tikhon, Vanya (male nickname
garde, Lena, Mariana, Resli, Resi, Wilhelmine for Ivan), Vasil, Vissarion, Vladimir, Yakov, Yevgeni, Yuri,
Surnames: Alderturm, Blofield, Graez, Heinrich, Huegele, Zosima
Lowenroth, Ritterburg, Schonberg, Schoss, Schwartzstein, Female names: Aglaya, Alya, Alyosha, Anna, Anya, Apol-
Terlagand, von Drachenfels, von Graustein, von Hendriks, linariya, Darya, Ecatrina, Grushenka, Ilya, Ilyana; Irina or
von Klagendorf, von Stein Irena, Katerina or Katarina, Kuzma, Lizaveta, Lyubov,
Magda, Marya, Misha, Natasha, Natalya, Petra, Sascia,
This land is ruled by the Heldannic Knights-Hattian Sonya, Sula, Tanya, Tatyana, Vavara, Yolanda, Zandra
Thyatians who conquered a large territory far to the north Surnames: Belinski, Dromilov, Golyadkin, Ivanovich, Kir-
of their ancestral homeland. Extremely conservative in out- ilov, Nekelnevich, Sergyev, Snitkina, Sulescu, Suslova,
look, they naturally brought their traditional names with Tisza, Torenescu, Tushina, Valdo, Yarol
them to their new home. This list of names can also be used
for characters from the Glantrian principality of Aalban, for This country’s population consists of two distinct groups:
Thyatians from Hattias, and for Karameikans (like the infa- the native Traladarans and their Thyatian conquerors. The
mous Ludwig von Hendriks) of H a t t i a n y a t i a n ancestry. names given above belong to the Traladarans, who are the
overwhelming majority; for members of the ruling class, use
lerendi the names given for Thyatia.
In addition to the family names listed above, surnames
Male names: Avral, Beneeck, Ceddy, Chandbeck, Creeg, are often made by adding any of the following s u f h e s to a
Dak, Den, Erias, Fero, Figgen, Gan, Ganti, Garenco, Gas- given name: -os, -ov, -nov, -na, -eyena, -evich, and -escu. In
tenoo, Garot, Gelek, Halla, Han, Hari, Haron, Haumekia, the decades following the Thyatian invasion, a new genera-
Maituipua, Ahua, Jarren, Jokaalta, Kelam, Ked, Matou, tion of mixed parentage has appeared with names drawn
Nizo, N o d , Nunawading, Palfrit, Pariman, Pol, Ronowac, from both cultures, but it is too early to tell whether this
Ruce, Ruly, Sama, Sambella, TOC, Tomia, Vimo, Wert,Worro trend will continue or if the Thyatian veneer will be com-
Female names: Chandy, Gen, Gherynid, Hanni, Haradith, pletely absorbed into the underlying Traladaran culture.
Hauwk, Jin, Kala, Kani, Kanja, Kerhy, Leethra, Maru,
Mauitena, Moana, Mora, Nula, Pelela, Rena, Ru, Tabaui, Tia
Surnames: Kindle, Longblade, Matrongle, Rayds, Wind-
Minrothad
hook Male names: Alf, Allyn, Anrod, Arven, Beyland, Blasco,
Brendel, Conwy, Cosger, Damn, Dim, Dirk, Doak, Edric,
Once a Thyatian prison colony for malcontents (including Eldolph, Elgel, Elgin, Elgis, Elister, Elmas, Eloch, Elretch,
a great many halfings from the Five Shires who resented Eltrus, Elvid, Eliz, Elson, Elwyn, Erundal, Ewen, Ginol, Gra-
Thyatian domination), these islands became pirate havens. ham, Gregus, Hadric, Halchart, Harmon, Hastin, Holea,
The marooned exiles-turned-pirates intermarried with the Holori, Iforan, Jerick, Jolan, Jud, Kabel, Kemble, Kimber,
native Makai islanders, leading to the current unusual mix Kithter, Konteen, Lacard, Linias, Louin, Malf, Mankey, Mar-
of names. dan, Oddred, Oran, Osner, Poladan, Poul, Puck, Rewen,
In more recent years, the islands have experienced a flood Romer, Saroso, Sly, Strachan, Tylden, Ulard, Ulgol, Wort,
of immigration by adventurers from many nations seeking Yipwig, Zenon
to compete in the annual tournament to become king or Female names: Aimlan, Alawyn, Ariana, Astra, Boote,
queen of Ierendi. Some of these newcomers choose to settle Ebb, Ela, Elara, Elcia, Ellin, Eloise, E h e , Elva,,Eliza, Elmora,
down and stay, contributing their own cultures’ names to the Eluna, Eweora, Fahsta, Fayrie, Fayson, Gloresa, Kit, Hani,
mix. The Makai do not use surnames, but some islanders Iana, Jesamin, Kirana, Kitrina, Lerri, Uyn, Magret, Marema
have adopted the habit from ancestors who hailed from
other lands. More commonly, islanders will have some des- Although these islands are populated by elves, dwarves,
ignator based on personality, appearance, or profession-for humans, and halflings, the different races all use similar
example, Ruce the Birdman, Moana the Fair, or Sama the names. Surnames are common, most of them drawn from a
Fletcher. slightly archaic form of common called Patois, which was

9
LU enable the different races

to understand each other. Most families follow a single


Rockhome
trade and take their name from their occupation-for exam- Male names: Belfin, Belfur, Bifin, Bofin, Bolto, Dofin,
ple, Malf Cooper belongs to a family of barrel-makers, Dorfin, Dorto, Duric, Dwalur, Glofur, Goric, Korin, Kuric,
Alawyn Weafer is a weaver or clothmaker, and Ebb Tawner Morur, Noar, Oic, Orin, Thoric, Thrumbar, Thuric
(tanner) works with leather. Female names: Bali, Balis, Bifi, Bifia, Dia, Duris, Fara, Filia,
Given names and surnames can also come from appear- Gilia, Konla, Kori, Koris, Nais, Noris, Thori, Thrais, Toris,
ance or personal characteristics: Fairface, Shadower, Farseer, Wharif
Tallshanks, Copperdome, Smoothtongue, and the like are Clans: Buhrodar, Everast, Hurwarf, Skarrad, Syrklist,
quite common. The chief exceptions to these general rules Torkrest, Wyrwarf
are the water-elves, whose clan names include Elsan, Kelar,
Manre, and Meditor. All dwarven names derive from a fairly small number of
stems, to which are added any of a number of traditional
Ostland, Soderfjord, tk Vestland suffixes: the male suffixes are -ar, -ed, -ic, -in, -lum, -or, -to,
and -ur; the female suffixes are -a, -as, -i, -ia, -if, -il, -is, and
(The Northern Reaches) -la. Family tradition usually dictates that a child will share
either the stem or suffix of the parent of the same sex (thus,
Male names: Agnar, Alrek, Angantyr, Anskar, Arngrim, Belfin’s son might be named Durin or Belfic).
Arvarodd (“Arrow-Odd”),Asgrim, Asmund, Atli, Bjarki, All Rockhome dwarves belong to one of the seven great
Bjorn, Bothvar, Braggi, Brodir, Brynjolf, Egil, Eirik, Erlend, clans. Instead of family names, the given name is followed
Eyjolf, Finnur, Frodmar, Gauk, Geirmund, Geirrod, Gestr, by the parent’s name plus the s u f h -warf (son of, daughter
Gizur, Gram, Grim, Gudmund, Gudrod, Gunnar, Gylfi, of). Thus Dia Farawarf is Dia, daughter of Fara; Orin Noar-
Hakon, Halldor, Harald, Haukr, Heidrek, Helgi, Hergrim, rf is Orin, son of Noar.
Hervard, Hjalmar, Hjort, Hjorvard, Hler, Hofund, Hoskuld, Over the centuries, the dwarves have borrowed many
Hrani, Hring, Hroald, Hroar, Hrolf, Hrollaug, Hromund, similarly sounding names from their human neighbors to
Hrongvid, Humli, Hvitserk, Ingjald, Ingjalf, Itrekr, Ivar, Kari, the northeast (Ostland, Soderfjord, and Vestland); such
Ketil, Kjartan, h u t , Kolbein, Kotkel, Magnus, Mord, Njal, names are treated exactly as other dwarven names. Dwarves
Ohtar, Olaf, Orm, Ormar, Pall, Ragnar, Randver, Reifnir, with particularly common names often adopt epithets:
Rognvald, Saemund, Sigrlami, Sigrun, Sigurd, Skalli, Snorri, Thoric Redhand, Kori Fire-Eye, Belfin Elf-friend, Gilia Song- -
Soti, Steinkel, Steinthor, Storvirk, Strakad, Styrbjorn, Svafr- smith, Morur Blackheart, and the like.
lami, Svein,Sverrir, Tervingi, Thidrik, Thorarin, Thord,
Thorgeir, Thorgrim, Thorleif, Thorolf, Thorkill, Thorvald,
Toki, Tyrfing, Ulfhamr, Valdar, Valgar(d), Valtyr, Wieland,
Sind
Yngvi Male names: Amrit, Arjun or Arjuna, Arvind, Ashok,
Female names: Alfhild, Alfhind, Alof, Ama, Arngunn, Babar, Bala or Balu, Chandra, Dev, Devdas, Dinesh, Firdausi,
Asa, Asgerd, Aslaug, Astrid, Aud, Bauggerd, Bergthora, Gopal, Gotam, Haji, Harinder, Inderpal, Jagannath, Jagdish,
Bergljot, Bridida, Brynhild, Eyfura, Freyja, Frid, Gudrun, Jamshed, Jitinder, Kalidas, Kamal, Kamsa, Kasyapa, Maha-
Gundrun, Gunnhild, Hallbera, Hallgerd, Heid, Helga, Her- vir, Mani, Mirza, Murali, Nanda, Nagendra or Narendra,
borg, Hergerd, Hervor, Hild, Hildigunn, Hlod, Hrafnhild, Narayan, Naresh, Om, Padma, Parvaiz, Pitambar, Prakash,
Hrefna, Ingebjorg, Ingibjorg, Ingigerd, Jorunn, Mear, Ogmi, Pramod, Prasad, Raghu, Rajesh, Raji, Rama, Ravi, Rupchan-
Ogn, Rannveig, Reginleif, Saeunn, Sif, Sifeca, Sifka, Sigrid, dra, Sachdev, Safdar, Sanjay, Sardar, Satish, Shankar, Sher,
Svafa, Thorgerd, Thorhalla, Tofa, Unn, Valgerd, Vanadis Sudhir, Suresh, Surya, Vasu, Vijay, Vimal, Yadav, Yashpal
Female names: Amrita, Aruna, Asha, Chandrakanta,
Surnames in the Northern Reaches are formed by one of Damayanti, Durga, Gauri, Janaki, Jarita, Jaswinder, Jaya,
two methods. The first is to add s o n or -dotter to a name Jayanti, Jyoti, Kailash, Kalpana, Kalyani, Kanta or Kanti,
-for example, Hrolf Ketilsson (Hrolf, son of Ketil) or Her- Kaur, Kumari, Lakshmi, Lalita, Madhur, Mehjibin, Mohana
vor Heidreksdotter (Hervor, daughter of Heidrek). The sec- or Mohini, Nasrin, Padmini, Parvati, Parwin, Perma, Prem-
ond method is to add a colorful descriptive epithet-i.e., lata, Priya, Radha, Rajani, Rati, Roshan, Sandhya, Sarala,
Ivar the Boneless, Hergrim Halftroll, Tofa the Swift, Erlend Saroja, Shahnaz, Shanti, Sharada, Shobhana,
Wolf, Gram the Bold, Harald Bluetooth, Ogmi Two-sword, Sri, Sujata, Sumati, Tara, Tulasi, Usha, Vimala
Toki the Fox, Thorkill the Lesser, and the like.

10 I
following the recent conquest of Sind by the forces of Hule Ethrilord, Feadris, Feradar, Ferian, Fillindyl, Fionna, G;
and Hule’s attempted invasion of Darokin: Darokin and ladin, Garanahil, Gilanthus, Gilfronden, Goriidel, Halimat
Sind are now separated by a closed border that is carefully Haranavel, Jarsali, Jorodrin, Kanali, Kawa, Laranis, Laria
guarded on both sides. The only Sindhi that player charac- Leadyl, Lynnwyl, Malissin, Mendaril, Miridor, Myri
ters are likely to meet are rare refugees who have slipped Prestele, Qantir, Quillan, Semien, Serena, Shalander, Shara
across the border and convinced the Darokin or Glantrian tra, Sharlikran, Shelingar, Shermakan, Shurengyla, Stella]
bordenvatch that they are not spies for the Master of Hule. Sythandria, Taragin, Telanith, Thalaric, Theriatis, Tuladi
Tulenil, Vanar, Vilana
Surnames: Ariesseu, Arnuanna, Callarii, Callirr, Erendyl,
Erewan, Feadiel, Jaralrnus, Marathas, Mealidil, Pyreen,
names: Aegidius, Aelius, Agrippa, AhenobarE-.. Vya1;.
(“red-beard”),Alexian, Anaxibius, Arius, Aurelian, Aurelius,
Claudius, Clovis, Corbula, Crassius, Decius, Demetrius, Elves, I I K ~nipnanans, prerer new names to uaamonai
Elagabalus, Eusebius, Flavius, Gabrionus, Gaius, Galba, Gal- ones for their children; thus, the listing above is only a sam-
Ius, Gordian, Gnaeus, Gracchi, Gratian, Hadrian, Jarandros, pling of typical elven names. Surnames are optional; some
Julian, Justin, Licinius, Lucin, Lucius, Marcus, Nema, Pom- well-known families adopt them, but they are the excep-
pey, Rufinus, Septimus, Semius, Severus, Stefanius, Stilicho, tions, not the rule. Also like Alphatians, elven names are not
Tacitus, Tarquin, Theodosius, Tiberius, Titus, Trajan, Tullus, exclusive by sex. A few elven clans forgo typical elven
Valens, Valerian, Varus, Vergil, Vespasian, Zendrolion names in favor of adventuring names similar to those used
Female names: Adriana, Aelia, Agrippina, Aleena, Alexan- by the Atruaghins.
dra, Annia, Antonia, Aquilia, Arteris, Asteriela, Berenice, This elven realm recently received a large influx of
Demetria, Domitia, Eudoxia, Fabia, Flavia, Gabriela, Gala- refugees from the fallen realm of Alfheim (now Aengmor);
tia, Galla, Helena, Hypatia, Julia, Livia, Lucretia, Marcella, player characters are likely to be drawn from their ranks.
Melania, Messalina, Octavia, O h i a , Plotina, Poppaea, Por-
tia, Sabina, Salonina, Stefania, Tanaquil, Tarpeia, Triella,
Tullia, Valentia, Valeria, Vanya, Varia, Verginia, Vispania

Many Thyatian names can be male or female, depending Asad, Ashraf, Ayman, Aziz, Badr, Bahjat, Dawud, Fahd,
on the suffix (usually -ius for males and -a for females)-for Farid, Faruq, Faysal, Fuad, Ghalib, Ghayth, Hakim, Hani,
example, Julius/Julia, AridAria, ValeriusNaleria, and the Harith, Hasan, Haytham, Husayn, Jafar, Jamal, Jawdat,
like. Jinan, Kalafi, Karim, Khalid, Khalil, Majdi or Majid, Manar,
Thyatians can have up to three names, depending on sta- Masud, Mazin, Mukhtar, Mustafa, Nasir, Nur, Qadir.
tion. The poor or those from obscure families typically use Qasim, Qays, Qusay, Rahman, Rashad or Rushdi, Sab
only a given name, while members of nobility will have a Salah, Sayyid, Tahir, Talal, Talib, Tariq, Umar, Uthma
given name, a family name, and an honorific-for example, Wafd, Wahib, Walid, W a s h , Yasser, Yazid, Yusef, Zuhay
Gaius Tullus Ylaricus (“defeater of Ylari”).Tradition is very Female names: Abir, Abla, Ahlam, Aisha or Ayesha, AI)
important for Thyatians, so many children are named after Anva, Awatif, Azza, Bahiyya, Basma, Dalal, Dima, Fara
their parents or other relatives; the generations are distin- Fatima, Fatin, Fayruz, Ghada, Ghadir, Hadil, Hajar, Ha:
guished by adding “the Elder” or “the Younger” after the Hayfa, Hind, Jarnila, Khadija, Layla, Lubna, Malak, M a m
name-for example, Poppaea the Younger, daughter of Pop- Maryam, Mirvat, Muhsina, Munira, Nada, Nadya, Niva
paea the Elder. Nura, Rana, Rashida, Rim, Sabara, Sahar, Salwa, Samai
One of the three tribes that originally settled Thyatis, the Sarab, Shadya, Shahinaz, Shahira, Shajarat, Shatha, Suli
Hattians, had markedly different nomenclature from the man, Surayya, Taghrid, Thahab, Umayma, Wafa, Yasmir
others; use the names listed for Heldannic Territories for Zahra, Zaynab, Zulekha
such characters.
Ylari surnames are formed by using one of the followi:
suffixes: al- (the), ibn- or bin- (son of), bint (daughter of),
Wen r abd- (servant or slave of), min- (from), abu- (father of), and
Alarrain, Alevar, Algorn, Allandaros, Amaranth, Ander- umm- (mother of). Thus, Ayesha bint-Umar means Ayesha,
swen, Andriana, Arloen, Azalarer, Besathan, Brendian, daughter of Umar, while Rim abd-Aziz means Rim, serva ’ ~

Carlisan, Celedryl, Clain, Cylithera, Delandra, Deloran, (or slave) of Aziz.


Delsel, Doriath, Draugin, Duarlinga, Durfendor, Durifern,
Dvlen. Dvradvl, Elana, Eliara, Endedoc, Enoreth, Eronion,
might adopt a distinctive device so that their friends (and
enemies) can recognize them at a glance; even an adventur-
Heraldry plays an important role in Mystara. A heraldic ing party might wish to adopt its own crest if it becomes
design serves as a personal insignia for a character. Whether successful and influential.
painted on a shield or woven into a banner, it can rally Finally, almost all organized religions have their own
friends or strike fear into the hearts of enemies. emblem, invariably based upon the holy symbol of the
Any adventurer can have a crest: a fighter or cleric may Immortal whose teachings that church honors.
paint it on a shield or embroider it across a tabard; a thief Characters belonging to famous families, such as the vor-
might engrave it on a token he leaves at the scene of each loi of Karameikos, the d’hbrevilles of Glantri, or the Man-
successful crime; a wizard might have it hand-tooled on the tuas of Darokin, may want to adopt their family’s emblem
front of her spellbook or use it as a seal on scrolls, corre- (see the K A R A M E I K o s ~ ~Kingdom
: of Adventure boxed set for
spondence, and other documents. examples).
Heraldic designs are not limited t o adventurers and Characters who desire personal fame, whether their fore-
nobles; these symbols can represent groups as well as indi- bears are obscure or renowned, will probably want to create
viduals. Many a famous family, such as the great merchant a new personal crest.
clans of Mirros Town and Darokin, proudly displays its The best way to invent the perfect shield for a charactei La

family crest. Political entities, from towns and strongholds to experiment with different designs and colors until you
to dominions and nations, often have a symbol displayed on strike the combination that best suits your concept of the
flags, banners, uniforms, and documents. character. The following pages offer many elements that
uilds may have an official emblem relating to their pro- can be photocopied or traced; mix and match these to create
ion; for example, a bakers’ guild might display three your own heraldic device.
sheaves od grain above a loaf of bread, a shipping guild The information that follows, while based on histUllLdl
might feature a cog or caravel against a background of tradition, departs from it freely, simplifying actual practice
waves, or a blacksmiths’ guild might show an anvil and in the interest of playability and usefulness. Some heraldic
hammer or horseshoes. An order of knights (like Karamei- terminology is provided in italics for those who enjoy the
kos’s famous Order of the Griffin) or a league of wizards extra color it adds to the subject.

Shields
The main element of any crest is the shield, or escutcheon-the overall shape of the emblem. This need not be the standard
shape used in the following examples, but may be an oval, a lozenge, or an exotic variant. Players should work with the DM
to decide whether there is any special significance about the shape of shield used. Among the many options are assigning
one shape of escutcheon to male characters and a different shape to female characters, or assigning a different shape to earh
character rl;lss.

sL,d lozenge oval

Backgrounds
Shields may be any of the following traditional colors: red (gules), blue (azure), green (vert), black (sable),and purple @ur-
pure). Two metallic tints are also popular: gold (or) and silver (argent), often represented by yellow and white, respectively.
Colors may be used in any combination, although it is considered “bad form” in some quarters to put a metal on another
metal, or a color on another color-that is, gold on silver or red on black (whereas gold on black or red on silver would be
acceptable); players may ignore this restriction if they desire.
Patterns can also serve as backgrounds, and add an interesting touch to a shield. Following are a few of many possibilities.
C ' 'I

ermine vair counter-vair potent ne goutte

Backgrounds are one of the simplest ways to introduce wide variation into heraldic devices; for example, two shiel
might bear the same emblem, but have different background patterns and color schemes to make them easily distinguis
able. Following are the most common ways of subdividing a shield and thus riances.

Note that a diagonal line running from the top left to the bottom right is termed a bend, while one running from the to /i
,. .
right to the bottom left is a bend sinister. AI- while the division lines are showr Ctraight lines on these examples for s%a:.-.,<,
11-

plic rake, i by no me, :quire r' of the fol!--'-.g are acceptable

7 . 1
wavy ............. rayonny palisado
(undy) W Y )
Another popular variant of these divisions is the practice of using a band instead of a line to divide the background. Such
a band is called an ordinary, and a shield bearing one is said to be tierced (a name derived from the €act that the bandjs roughl
one-third of the shield in width).

pale quartered saltive

Narrow bars added on eii lightly fancier effect; such a band is said to '

I I
pale endorsed fess cotised bend cotised cross cotised saltire cotised

Repetition of the pattern results in a striued or checkerboard effect.

Fl
barry bendy ch lorengy
Other background patterns include borders, variants on some of the preceding, and a few unique treatments.
I b

I
-
chief
-
canton inescutchen -
L A 7

bordure
v

orle

1
- v
fret fretty pall lozenge

a character adopts can depend upon many factors: social class, nationality, race, character class, or simply the player's whim.
A character might pick an animal or monster he or she identifies with, or one he or she is pledged to fight, or one he or she
associates with. For example, a rider of dragons and a slayer of dragons might be equally apt to display a dragon n
shields, as would a character who fancied he resembled a dragon in cunning, strength, or cruelty.
The devices below are divided into four categories: animals, monsters, plants, and symbols. Listed first is the most popm
~.
egory, animals, and of them, the most

lion couchant lion sejant lion statant lion passant lion passant lion passant
guardant reguardant

lion rampant lion rampant guardant lion rampant reguardant lion salient

The poses shown above can be used for other animals; when the animal in question is not a predator, however, the t
minology is somewhat different. Thus, a stag is at gaze, not statant; lodged instead of couchant; and springing or jessant inst
of salient. Fish are naiant (swimming), urinant (diving), or haurient (erect). Birds and other flying creatures are shown sitting,
displayed, rising, and flying (volant). Any animal can be shown crowned, holding a weapon, chopped to
or with its tail between its legs (coward).If only part of an animal is shown, such as its head, it can either be era
a straight line), couped (ending in a ragged edg

bat volant boar's head boar's heac


cabossed erased

dolphin eagle two-headel horse horse's


naiant disclosed displayed head

14
mole mouse couchant raven serpent serpent dechausee

stag’s head talbot toad weasel wolf’s head


cabossed (hound) rampant

Monsters of all types, whether malificient or benign, are allowed the same poses as more mundane animals. Terminology
follows the same scheme as that used for animals; i.e., predatory monsters use the same terms as predatory animals, while
nonpredatoly monsters use the same terms as nonpredatory animals. Flame-breathing creatures may be shown incensed (that
is, using their breath wc:apons).

beholder cockatrice dragon’s head dragons intertwined dragon tuet#

gorgon incensed griffon hell hound incensed illithid lamia noi

mermaid & trident manticore medusa minotaur pegasus

phoenix salamander sea lion

triton with unicorn wyvem


trident & conch-horn

Plants are the simplest emblems, much favored


. -
merest samoline of the manv available.

heraldic rose thistle sheaf (garbe) of grain oak leaf vine leaves fror
with acorns branch conped
i
Heraldic devices may be purely symbolic. Such symbols are the favo
Immortal’s holy symbol into their shields. Wizards enjoy the limitless abstract qualities of such shields. Following are a few
examples; the possiblities for emblems of this kind are literally endless.
.--
-+J
m

tower

hourglass balance (scale) death’s head (skull) crown harp bag o’ swag

scroll ugh helm keys


on horse

dagger axe arrow morning star in


mailed fist

besants
(coins)
dnnulets
’ (rings)
T
hammer tankard horn

wheel
A
candle incensed fork & spoon potion bottle pentangle

A Final Note
A heraldic device may be as simple as a shield painted a single solid color (for Sir Galedon, the Red Knight) or as intricate as
a player cares to make it. In addition to the shield itself, the truly ambitious may add optional accoutrements such as a hel-
met above the shield (or a crown, for those of royal lineage), supporters on either side (for example, a lion and a unicorn, a
matching pair of dragons, or a mermaid and merman), or a scroll beneath the shield bearing the character’s motto (“Fortune
Favors the Brave,” “Think,then Strike,” “Anything For Glory,” and so on). The goal is to create an attractive, unified scheme
that in some way represents the personality of the player characters

16
I

.rU

/
I
I
Character Packground
I

I
V '
4
,' c
Ereasurrs (Bained

k
-'.

.
I, , being at the present time of sound mind, hereby make known my
wishes for the disposition of my worldly possessions in the event of my death or its equivalent1 .

In the matter of burial: should my body survive my demise uneaten and relatively intact, I leave the following
instructions for its disposition.

Once the standard death duties for the place of my residence have been deducted from my possessions at the time of
my demise, I bequeath the following:

• To my fellow adventurers, true companions in many a dangerous and sometimes profitable enterprise:
name bequest

• To my family, always supportive of my adventuring career or who never thought I'd "make good":
name bequest

• To the Church: Having long been a faithful follower in all things of the teachings of the church of _ _ _ _ _ __ _
I hereby bequeath the sum of to the church, requesting that a portion of it be used for the special
purpose of - - - - - - - - - - -- - -- - -- - - - - -- -- - -- - - - - - - - -- - - - -- - -
• Other special bequests: _____________________________ __ _ __ __ _ _

All goods, properties, possessions, and valuables not otherwise assigned become the property of _ ________
whom I hereby designate my chief heir. May they serve my heir well in his/her own adventuring career.

To see that all the provisions of this, my will, are carried out with dispatch, I hereby appoint ___________
my Executor, with full authority to handle all my affairs and disburse my monies as instructed in this testament.

(Signature)
Witnessed:

1
Translation into a state of undeath, petrification, polymorph into nonsentient form, being stranded on a distant plane of existence, or simple disappearance that extends
beyond a period of seven years will be considered sufficient for this will to take effect.

251O © 1995 TSR, Inc. All Rights Reserved By permission of TSR, Inc. this page may be reproduced for persona l use only. Handout 9
'.BANK OF DAROKIN

L ETTER OF Q REDIT

PAYABLE ON DEMAND

This is to certify that the undersigned has funds deposited at our institution to the sum of ____ pieces
of gold.
Once countersigned and properly witnessed, this Letter of Credit may be redeemed for that full amount at
any branch of the Bank of Daro kin (less a modest 2% finance charge and any local taxes that may apply),
whether in Darokin City itself, Selenica, Glantri City, Mirros, or Thyatis City.
This Letter of Credit may also be assigned to a third party in lieu of cash or in-kind payments as part of a
normal financial transaction; said third party may then redeem this Letter of Credit on his or her own behalf
at a later date.

_ _ th Day of _ _ _ _ _ _ _ mont in the Year _ _ __

signature of depositor countersign here

witness witness

Y~Yau~ue~
assignee Chief Financial Officer
Bank of Darokin
(Main Office)

witness

2510 © 1995 TSR, Inc. All Rights Reserved By permission of TSR, Inc. this page may be reproduced for personal use on ly. Handout 9
Family Matters
The following system is designed for players who wish to give their characters more background; it provides a way of generating
an instant family for newly-created player characters (DMs can also use it for N PCs). It does not provide information for the
character's age, height and weight, alignment, hobbies, personality quirks, and the like, as these should be determined by the player.
This optional system can be used in two ways: players can simply read the following tables and choose whatever options are most
interesting, or players can roll twice for each entry, keeping the result that is most interesting. Ignore any results that are contradictory
with what has already been established for the character.

I. CHARACTER CLASS

1~:=:=:::5~::::=---============:;~~;;====~~,
1 Specialty Wizard
2 Rogue 1-5 M age 1 Abju rer
3 Priest or
Warri Warrior Wiza
6 rd Specialty Wi zard 2 Conjurer
4 Wizard 1- 6 Fighter ---------- 3 Diviner
Rogue 7 Paladin 4 Enchanter
1- 5 Thief 8 Ran ger 5 Illusionist
Priest 6 Bard 6 Invoker
1-4 Cleric 7 N ecromancer
5 Druid 8 T ransmuter
6 Specialty Priest

II . H O M ELAND
.. '
Ra ce* ~ Other
1-5 Human 1- 2 Dwarf
6 Other - 3- 4 Elf
5 Cinome
*The table above should be used only for NPCs; players should always 6 Half-elf* '
choose the race of their characters (and, hence, of their rela tives). Once 7- 8 Ha lflin g
the homeland of a cha racter is established, his or her fam ily can be
assumed to share the same origi n (although the following tables can be * Roll any die to determ ine which parent was an elf. An even
used to determin e the current homes of various relatives). result=mother elven, fa ther human; odd= fa ther elven, mother human.

Human Principality Ethnic Background


1-2 Darokin 1 A alban 01 -20 Thyatian
3-4 Qlantri 2 Berghoven 21-90 Traladaran
5-6 Karameikos 3 Boldavia 91-00 Mixed
7 Thyatis 4 Bra myra
8 Other 5 Fenwi ck
6 Klantyre
7 Krondahar
8- 9 N ouvelle Averoigne
10 Sablestone

Other Current Home (in exile) Ethnic Background Northern Reaches


1 A lphatia (refu gee) 1 Darokin 01 - 20 Haitian 1 Ostland
2 Heldannic Terri tories 2- 3 lerendi (upper class; H elda nnic Kni ghts) 2 Soderfjord
3 lerendi 4-5 Karameikos 21 - 00 Hel da nnic 3-4 Vestland
4 Minrothad 6 Minrothad (lower class; native populati on)
5- 6 Northern Reaches 7 N orthern Reaches
7 Ylarum 8 Thyatis
8 Other

O ther
1-3 A truag hin Clans
4- 6 Ethengar

2510 © 1995 TSR, Inc. All Rights Reserved By permission of TSR, Inc. this page may be reproduced fo r personal use only. Handout 10
II. HOMELAND (continued)

Elf Clan
1-2 Aengmor 1-3 Water Elf
3-5 Alfheim (refugee) (mari ners)
Ethnic Background
6
7 Cilantri :~=f~f=---=======~====:-;;=~~==~--1~
Karameikos
Minrothad Principality
1-3 A lfhe im
(refugee)
4-6 Wood Elf
(shipwrights)
8 4-5 Callarii
9-10 Wendar 1-3 Belcadiz
Current Home (in exile) 4-6 Erewan 6 Vyal ia
1 Darokin
2 Cilantri
(Principality of
Erewan)
3-5 Karameikos
(eastern domains)
6-8 Wendar

Dwarf
1-5 Rockhome
6 Other

Other N orthern Reaches


1-2 Darokin 1-2 Ostland
3-4 Karameikos 3-4 Soderfjord
5-6 Northern Vestland
Reaches

(inorne
1-5 Karameikos
(High Forge)
6 Serraine
(flying ci ty)

Half-Elf
1-3 Darokin
4-6 Cilantri Principality
7-9 l<arameikos 1-3 Belcadiz
10 Other 4 Erewan

Other
1-3 lerendi
4-6 Minrothad

Halfling
1-5 The Five Shires
6 Other

+
Other
1 Darokin
2-5 lerendi
6 l<arameikos

2510 © 1995 TSR, Inc. All Rights Reserved By permission of TSR, Inc. this page may be reproduced for personal use only. Handout 10
Ill. PARENTS

A Parent's Profession Other


01-30 Adventurer (roll on Character Class table) 01-02 Animal Trainer
31-80 Farmer 03 Artist or Artisan (painter, sculptor, goldsmith, etc.)
81 -00 Other (roll on the following table) 04-13 Blacksmith
14-16 Carpenter/Woodworker
17-18 Carter/Hauler
19 Clergy*
These tables can be used for all adult relatives of a 20-21 Cobbler (shoemaker)/Leatherworker
character. Professions tend to run in families; hence, there 22-24 Cooper (barrelmaker)
is a base 50% chance that a couple will share the same 25-32 Criminal (assassin, guild enforcer, thug)
profession, and a similar 30% chance that a child will 33 Engineer/Architect
choose to follow in the same line of work as his or her 34-35 Entertainer (actor/actress, dancer, musician, etc.)
parent(s) . Roll once for each parent; roll separately for each 36-38 Fisherman
39 Forester/Hunter/Qameskeeper
child or sibling.
Certain races and nationalities will gravitate toward 40 Ciravedigger
certain professions; for example, fishermen and farmers 41-48 Qua rd/Watchman
are rare among the dwarves, while miners, engineers, and 49-50 Innkeeper
blacksmiths are common. Nevertheless, individual 51-53 Laborer
personalities being what they are, any combination is 54 Locksmith
possible. Feel free to add other professions appropriate to 55-57 Mason/Bricklayer/Roadmender
your campaign world. 58-60 Merchant (importer/exporter, caravan master, etc.)
61-62 Miner
63-64 Peddler
65 Potter
66-75 Sailor (includes pirate)
76 Sage
77 Scribe/Cartographer
78-87 Soldier/Mercenary
88-90 Storekeeper (choose type of shop)
91-93 Tailor
94-95 Tanner
96 Town Crier
97 Wainwright (wagonmaker)
98-00 Weaponsmaker (bowyer, fletcher, swordsmith, etc.)

* Any position relating to a church or temple other than an


adventuring priest; e.g., housekeeper, groundskeeper, florist, etc.

2510 © 1995 TSR, Inc. All Rights Reserved By permission of TSR, Inc. this page may be reproduced for personal use only. Handout 11
Ill. PARENTS (continued)
Age modifier: If character is young (equivalent of human age .20 or below), subtract .20 from
B. Parent's Current Status*
the roll; if character is old (equivalent of human age 60 or above), add .20 to the roll.
01-45 Living
When using this table to determine the status of relatives other than parents, modify the roll
46-55 Missing
by .20 points per generation, subtracting if the relative is of a younger generation than the
56-00 Deceased
character, and adding if the relative belongs to an older generation (no modifiers apply to
* Roll once for each parent members of the same generation-brothers and sisters, cousins, and the like). Regardless of
modifiers, an unmodified roll of 01-05 always means that the relative is alive and an unmodified
roll of 96-00 always means that the relative is dead.
Relatives who are "missing" may be dead, enspelled, imprisoned, kidnapped, possessed,
insane, suffering from amnesia, polymorphed, or may simply be deadbeats or runaways who
deserted their families and started over elsewhere. The DM should consider the existence of such
relatives to be an open invitation to invent an adventure hook.

C. Cause of Death Natural Disease


1-5 Natural 01 bizarre accident (eaten by turtles, 01-03 brain fever
6-7 Vnnatural etc.) 04-06 cholera
(See Handout 1.2) 0.2-06 childbirth* 07-09 consumption*
8 Supernatural 07-08 choked to death while eating 10-13 fits (seizure)
(See Handout 12) 09-.28 disease/plague** 14-15 the Cjrippe (influenza)
.29- 38 drowning/flood** 16-.23 heart attack
39-41 fall .24-38 infection
4.2-46 fire 39 pleurisy
47-49 landslide or avalanche 40-59 plague
50-59 old age 60-69 pneumonia
60-77 overwork 70-71 rabies
78-79 poison (bitten by natural creature) 7.2 rising of the lights
80-84 shipwreck 73-74 pox
85-94 starvation/famine** 75 scurvy
95-96 struck by lightning 76-84 stroke
97-99 thrown from or run over by horse 85-89 tetanus
00 storm (tornado, hurricane, 90-9.2 tumor
sandstorm, blizzard) 93-95 typhoid
96-00 unknown disease
* female characters only, roll again for male characters.
** the first of each of these groupings affects only a single * includes tuberculosis
person, the second an entire community, nation, or
region.

IV. SIBLINQS
A. Number of brothers and sisters. B. Profession
Consult Table V l D, remembering to subtract the character 1-30 Same as parent*
from this total. For each sibling, roll a die to find out if he or 31-00 Roll on Table lllA
she is older (odd result) or younger (even result) than the
character. Then roll again to find out if the sibling is a sister * roll a die to determin e which parent,
odd=mother, even=fath er.
(even) or a brother (odd) . Finally, roll on Table Ill B to
determine whether each sibling is living or dead.

2510 © 1995 TSR, Inc. All Rights Reserved By permission of TSR, Inc. this page may be reproduced fo r personal use only. Handout 11
V. SPOUSE
1-4 Character is single Spouse's race Spouse's profession
5-7 Character is 01-95 same as character* 01-50 same as character
married 96-00 different from character (player's 51-00 different from character;
8 Character is choice) roll on Table Ill A.
widowed
* fo r half-elven characters, "same race" indica tes humans and
elves as well as half-elves for purposes of this table.

VI. CHILDREN
The following table may be used if a character ever marries. Roll once for each year of marriage or cohabitation until either the
maximum number of children for a couple of that race is reached (see Table VI D) or until the couple are no longer of childbearing age.
Apply a +1 penalty to the roll for casual, short-term relationships (ships that pass in the night, one-night stands, brief passionate affairs) .

A Chance of Childbirth B. Child's Health C. Mother's Health


1-2 childbirth 1- 5 child is born healthy 1-9 mother healthy
3-6 no childbirth 6-7 child is sickly but survives* 10 mother dies in
8 stillborn childbirth*
* if clerical healing is readily ava ilab le th roughout infa nt's * clerical healing spells such as CVRE
first yea r, otherwise, child succumbs to infa nt mortality. A SERIOUS WOVNDS can avert this
child who survives will eventually grow out of his or her tragedy if promptly applied.
poor hea lth at either adolescence or adulthood.

D. Average Number of Children Born to Couples of Various Races


If the maximum number is ever rolled, roll 1d10; if the result is 10, roll again on the table, adding the result to the first roll. A third
roll on the table is possible only for humans; the maximum for all other races is double the size of the average family. Thus, dwarven
couples typically have 1 to 3 children but may have as many as 6, while human couples usually have 1 to 6 children but may have as
many as 18.

1-3 dwarf A Note on Family Size


1-2 elf Since most families of dwarves have no more than three children, a dwarf PC will typically have, at most,
1-2 gnome two siblings, no more than two uncles or aunts on either side (plus their spouses, if any), and no more than
1-4 half-elf three children. Exceptions are certainly possible: for example, an elf who married and outlived three human
1-10 halfling spouses might have as many as a dozen half-elven prodigy (although the eldest will probably have died of old
1-6 human age before the youngest has been born). The player and DM should work together in unusual cases to arrive
at results that are both interesting and colorful but still make sense.

VII. OTHER RELATIVES & OPTIONAL RULES


A Other Relatives B. Legitimacy C. Twins
1-2 aunt* 01-90 legitimate Instead of rolling even/odd to
3 cousin 91-00 illegitimate* determine whether a sibling is
4-5 grandfather* older or younger than the
* It is possible for the child of
6-7 grandmother* a married couple to be the character, the player may first roll
8 nephew result of an extramarital 1d100: a result of 100 indicates
affair, or to have been born
9 niece before the parents married. that th e sibling is the PCs twin. A
10-11 uncle* second consecutive roll of 100
12 other** indicates triplets. This optional rule
* Detennine the relative 's relationship by rolling any die, odd can be similarly applied to any
result=character's father's side (paternal), even result=maternal side. other relative. Thus, a character's
** Other: roll aga in on this table, addin g another generation to the spouse mi ght have a twin, a couple
result-i. e., an aunt becomes a great-aunt, a grandparent a grea t-
grandparent, a nephew a great-nephew, and so on. may have twin children, etc.

2510 © 1995 TSR. Inc. All Ri ghts Reserved By pennission ofTSR, Inc. this page may be re produced for personal use only. Handout 12
lllC. CAUSE OF DEATH (continued)
' -
Unnatural M ethod of Execution Murdered
adventuring mishap ( 1- 2 beheaded ~ 1- 2 murdered by
v
1
J
2 duel/brawl/ 3- 5 bu rned at stake relative
mugging / 6 defenestrated/thrown off cliff 3-4 murdered by
3 executed/martyred 7 drawn & quartered villain
4 marauding 8 drowned (dunked, keelhaul ed, forced to wa lk plank, etc. ) (villain may
monsters 9-12 hanged become PC's
5 murder 13-1 4 pilloried/exposed to elements nemesis)
6 suicide 15 pressed 5-6 murderer's
7 torture 16 shot by firin g squad of archers or crossbowmen identity
8 war 17-1 9 stoned unknown
' 20 SPECIAL (by spell)
I

Supernatura l (Type of Vndead

'
1
2
angered diety (struck dead by bolt from the heavens, etc.)
became undead
/ 1-2
3- 5
juju zombie
ghoul
13
14-1 5
mummy
spectre
3 activated CVRSE 6- 8 shadow 16- 18 vamp ire
-· 4 magical experiment went awry - 9-10 wight 19 ghost
5 meddled with artifact 11 -1 2 wraith 20 lich
6 petrified or polymorphed
-~~~

D. Step-parents
It is possible for a widowed parent to remarry; note that the character's stepmother or stepfather need not be of the same race as the
character. If the parent and stepparent have children together, the character will have younger halfbrothers and/or halfsisters. Older
stepsiblings from a previous marriage of one or both stepparents are also possible, as are older halfsiblings from a previous marriage of
one or both natural parents.

1-3* parent remarries *subtract 1 from the roll if parent was widowed as a young adult (equivalent
4-6* parent remains single of human age 35 or younger); add 1 to the roll if parent was widowed as an
older adult (equivalent of human age 55+) .
Had stepparent been previously married ?**
** This table can also be used to determine whether one of the character's
1 married before, no children
parents was married at some point before wedding the PC's other parent.
2-3 marri ed before, children
4-6 never married before

Stepparent's age
1-4 same as parent
5-6 younger than parent
7- 8 older than parent
9 much younger than parent (more than 10 yrs.)
1O much older than parent (more than 10 yrs.)

E. Fostering
Children in medieval cultures were often raised by persons other than their parents. Children of adventurers
01 - 70 character raised by parents are common ly left in the care of a grandparent, uncle or aunt, older brother or sister, fa mi ly friend, or (in the
71 - 85 character raised by other relative(s) case of the rich) servants while thei r pa rents are away on adventures. A character who has been orphaned may
be raised by another relative, roll on Table VII (substituting "brother" for neph ew and "sister" for niece) to
86-95 character raised by nonrelative determ ine which one. Characters may also be apprenticed or indentured at an ea rly age, adopted by
96-00 character grew up on streets nonrelatives (a child(ess couple, a village priest, a kindly old wizard in need of an apprentice, a parent's former
henchman or adventuri ng partner, etc.), or abandoned to their own devices.

2510 © 1995 TSR, Inc. All Rights Reserved By permission of TSR, Inc. this page may be reproduced for personal use only. Handout 12
Rules for Specialist Wizards
Magic is divided into a number of different schools of thought. Ability Score Requirements
Spells fall into these schools dependin g on the nature of their All specialist wizards must have a minimum Intelligence score
effects. Thus, all spells that create protective effects are grouped of 9. Each school has other restrictions as well. Wizards with
into the school of abjuration; all spells that extract information Intelligence scores of 16 or more gain a 10% bonus to
about people or places belong to the school of divination; all experience points.
spells that deliver creatures from far-off places are from the
school of conjuration/summoning; and so on. In the individual Following is a brief description of each school of ma gic and the
descriptions in the PLAYER'S HANDBOOK, every spell is bonuses and penalties associated with it. A more thorough
identified as belonging to a certain school. Some of the discussion is found in the PLAYER'S HANDBOOK.
handouts in this packet also divide the spells into schools.
Wizards have the option of concentrating their studies on one Abjuration
particular school of magic. This gives them a variety of bonuses Spells of this school focus magical energies to provide protection.
with regard to their chosen school, but also confers penalties to This may involve warding off certain types of creatures or
certain other schools. Such wizards spend so much time weapons, or discouraging or dispelling enemies.
perfecting the magic of their own school that study of certain Specialist name: Abjurer.
other schools suffers as a result. Allowed Races: Only humans can be abjurers.
Ability Requirement: Must have minimum Wisdom of 15.
Bonus Spells Opposition Schools: Alteration, illusion.
All wizards are limited in the number of spells they may cast. A
specialist wizard, however, is allowed to cast one extra spell per Alteration
level, as long as the extra spell is from his or her specialty school. Spells of this school allow the caster to channel energies to cause
direct, specific changes in a creature or object. Alterations can
Opposition Schools affect form (WRAITHFORM), weight (FEATH ER FALL), abilities
Specialist wizards must focus their energy on their own chosen (STREN(jTH), and so on.
school and must completely ignore the study of certain other Specialist name: Transmuter.
schools. A school whose magic is most unlike another school is Allowed Races: Humans, half-elves.
called an oppo~ition school. Every school has one or more Ability Requirement: Must have minimum Dexterity of 15.
opposition schools. A specialist wizard may never learn the Opposition Schools: Abjuration, necromancy.
magic of his or her school's opposition school.
Conjuration/Summoning
Saving Throws This school involves magic that brings matter to th e caster from
Specialist wizards develop resistance to the harmful effects of another place. Conjuration spells produce various forms of
their school's magic. When another wizard casts a spell against nonliving matter. Summoning spells entice or compel various
a specialist wizard, the specialist gains a 1-point bonus to his or creatures to come to the caster.
her saving throw if the spell is from his or her chosen school. Specialist name: Conjurer.
For example, if Jerhann the Mage casts a MA(jlC MISSILE (from Allowed Races: Humans, half-elves.
the evocation school) against Serina the Evoker (a specialist in Ability Requirement: Must have minimum Constitution of 15.
the evocation school), Serina gains a 1-point bonus to her Opposition Schools: Cjreater divination, invocation/evocation.
saving throw.
Because specialists concentrate on their chosen school, their
opponents suffer a 1-point penalty to saving throws against
spells from the specialist's school. Thus, if Serina the Evoker cast
a MA(jlC MISSILE at Jerhann the Mage, Jerhann would suffer a
1-point penalty to his saving throw because Serina's spell was
from her specialty school.

251 0 © 1995 TSR, Inc. All Rights Reserved Ry permission of TSR, Inc. this page may be reproduced fo r personal use on ly. Handout 13
Cjreater Divination Specialist name: Illusionist.
The spells of this school reveal information that would Allowed Races: Humans, gnomes.
otherwise remain hidden . Cjreater divination spells reveal the Ability Requirement: Must have minimum Dexterity of 16.
existence of specific items, creatures, or conditions, as well as Opposition Schools: Abjuration, invocation/evocation,
the past, present, and future . necromancy.
Specialist name: Diviner.
Allowed Races: Humans, half-elves, elves. Invocation/Evocation
Ability Requirement: Must have minimum Wisdom of 16. These spells bring forth spectral forces that the caster shapes into
Opposition Schools: Conjuration/summoning. constructs of energy or constructs of matter. Evocation spells use
the natural magical forces of the planes. Invocation spells call
Enchantment/Charm upon the intervention of powerful extradimensional creatures.
These spells allow a caster to influence the subject's behavior, Specialist name: Invoker.
emotions, or mental state. A caster may also give powers to a Allowed Races: Humans.
nonliving object. Enchantments and charms never affect the Ability Requirement: Must have minimum Constitution of 16.
physical state of the target of the spell. Opposition Schools: Conjuration/summoning,
Specialist name: Enchanter enchantment/charm.
Allowed Races: Humans, half-elves, elves.
Ability Requirement: Must have minimum Charisma of 16. Necromancy
Opposition Schools: Invocation/evocation, necromancy. These spells deal with death and the dead. Such spells can drain
vitality from living creatures and restore life functions to
Illusion unliving creatures.
Illusion spells bend reality to create apparent changes in the Specialist name: Necromancer.
environment, in the caster, or in other persons or creatures. Allowed Races: Humans.
These spells do not cause real changes in the subject but cause Ability Requirement: Must have minimum Wisdom of 16.
changes in the way the subject is perceived. Opposition Schools: Enchantment/charm, illusion.

Optional Rules for Spell Components


When a character casts a spell, something specific must be done or it may require that the wizard fashion a small symbol out of
to activate the spell. The character may utter a few words, make clay or wax. In any case, the wizard CANNOT cast the spell
intricate gestures, crush a a gemstone, or other activity. As a unless he or she has the material component.
player, you do not need to know the specifics of spellcasting (it's For purposes of simplicity, most DMs assume that wizards
all fictitious, anyway). are carrying common items such as flower petals, feathers, or
To better represent the mechanics of spellcasting, though, the sticks. For rare or exotic items, however, such as a drop of
DM may use the optional rules for spell components. dragon 's blood, it is perfectly acceptable that the DM require a
The actions required to cast a spell are divided into three wizard to go out of the way to locate such an item. A rare
groups: verbal, somatic, and material. The spell descriptions in spell component may even serve as the object of a long-term
the PLAYER'S HANDBOOK identify which elements are required quest.
for each spell. The three types of spell components affect the conditions
Verbal components are simply words, a chant, or a song. under which a wizard may cast a spell. A wizard who is tied up
Somatic components may be hand gestures or a pose struck by will be unable to cast a spell that requires a somatic component,
the caster. Material components are items such as feathers, he or she may be unable to reach any necessary material
flower petals, dead insects, and gems that usually disappear or components. Likewise, a wizard who is bound and gagged will
are destroyed as the spell is cast. be unable to cast ANY spell, since he or she will be unable to
If the DM chooses to use the spell components rules, a wizard speak or move.
must have material components prepared in order to cast a spell. Players and DMs should discuss together whether they
This may be a simple task such as picking a few blades of grass, would like to use this optional rule.

2510 © 1995 TSR, Inc. All Ri ghts Reserved By pennission of TSR, Inc. this page may be reprodu ced fo r persona l use only. Handout 13
Abjuration
Specialist name: Abjurer. Ability Requirement: Must have minimum Wisdom of 15.
Allowed Races: Only humans can be abjurers. Opposition Schools: Alteration, illusion.

First level Second level Third level


alarm bind clairaudience
armor deeppockets clairvoyance
can trip detect evil/good dispel magic
charm person detect invisibility feign death
chill touch ESP fireball
detect magic flaming sphere flame arrow
detect undead forget hold person
find familiar glitterdust hold undead
friends know alignment/undetectable alignment lightning bolt
grease locate/obscure object Melf's minute meteors
hypnotism Melf's acid arrow monster summoning I
identify protection from cantrips non-detection
magic missile ray of enfeeblement phantom steed
mount scare protection from evil/good
protection from evil/good spectral hand protection from normal missiles
read magic stinking cloud sepia snake sigil
shield summon swarm suggestion
sleep Tasha's uncontrollable hideous laughter vampiric touch
taunt web
Tenser's floating disc
unseen servant
wall of fog

Forbidden Spells: affect normal fires, audible glamer, burning hands, change self, color spray, comprehend/confuse languages,
dancing lights, enlarge/reduce, erase, feather fall, gaze reflection, hold portal, jump, light, mending, message, Nystul's magical aura,
phantasmal force, shocking grasp, spider climb, spook, ventriloquism, wizard mark; alter self, blindness, blur, continual
light/darkness, darkness 15 ' radius, deafness, fog cloud, fools ' gold, hypnotic pattern, improved phantasmal force, invisibility,
irritation, knock/lock, Leomund's trap, levitation, magic mouth, mirror image, misdirection, pyrotechnics, rope trick, shatter, strength,
whispering wind, wizard lock; blink, delude, explosive runes, fly, gust of wind, haste, illusionary script, infravision, invisibility 1O'
radius, item, Leomund's tiny hut, secret page, slow, spectral force, tongues/babble, water/air breathing, wind wall, wraithform

2510 © 1995 TSR, Inc. All Rights Reserved By permission of TSR, Inc. this page may be reproduced fo r personal use only. Handout 14
Conjuration I Summoning
Specialist name: Conjurer. Ability Requirement: Must have minimum Constitution of 15.
Allowed Races: Humans, half-elves. Opposition Schools: Qreater divination, invocation/evocation.

First Level Second Level Third Level


affect normal fires alter self blink
alarm bind .clairaudience
armor blindness clairvoyance
audible glamer blur delude
burning hands continual light/darkness dispel magic
cantrip darkness 15 ' radius explosive runes
change self deafness feign death
charm person deep pockets flame arrow
chill touch detect evil/good fly
color spray detect invisibility gust of wind
comprehend/confuse languages ESP haste
dancing lights fog cloud hold person
detect magic fools ' gold hold undead
detect undead . forget illusionary script
enlarge/reduce glitterdust infravision
erase hypnotic pattern invisibility 1 O' radius
feather fall improved phantasmal force item
find familiar invisibility Leomund's tiny hut
friends irritation Melf's minute meteors
gaze reflection knock/lock monster summoning I
grease know alignment/undetectable alignment non-detection
hold portal Leomund's trap phantom steed
hypnotism levitate protection from evil/good 1 O' radius
identify locate/obscure object protection from normal missiles
jump magic mouth secret page
light Melf's acid arrow sepia snake sigil
mending mirror image slow
message misdirection spectra I force
mount protection from cantrips suggestion
Nystul's magical aura pyrotechnics tongues/babble
phantasmal force ray of enfeeblement vampiric touch
protection from evil/good rope trick water/air breathing
read magic scare wind wall
shocking grasp shatter wraith form
sleep spectral hand
spider climb strength
spook summon swarm
taunt Tasha's uncontrollable hideous laughter
unseen servant whispering wind
ventriloquism wizard lock
wizard mark

Forbidden Spells: magic missile, shield, Tenser's floating disc, wall of fog; flaming sphere, stinking cloud, web; fireball, lightning
bolt

2510 © 1995 TSR, Inc. A ll Rights Reserved By perm ission of TSR, Inc. this page may be reproduced for personal use only. Handout 14
Cjreater Divination
Specialist name: Diviner. Ability Requirement: Must have minimum Wisdom of 16.
Allowed Races: Humans, half-elves, elves. Opposition Schools: Conjuration/summoning.

First Level Second Level Third Level


affect normal fires alter self blink
alarm bind clairaudience
audible glamer blindness clairvoyance
burning hands blur delude
cantrip continual light/darkness dispel magic
change self darkness 15 ' radius explosive runes
charm person deeppockets fei gn death
chill touch detect evil/good fireball
color spray detect invisibility fly
comprehend/confuse languages ESP gust of wind
dancing lights flaming sphere haste
detect magic fog cloud hold person
detect undead fools ' gold hold undead
enlarge/reduce forget illusionary script
erase hypnotic pattern infravision
feather fall improved phantasmal force invisibility 1 O' radius
friends invisibility item
gaze reflection irritation Leomund's tiny hut
grease knock/ lock lightning bolt
hold portal know alignment/undetectable Melf's minute meteors
hypnotism alignment non-detection
identify Leomund's trap protection from evil/good 1O' radius
jump levitate protection from normal missiles
light locate object secret page
magic missile magic mouth slow
mending Melf's acid arrow spectral force
message mirror image suggestion
Nystul's magical aura misdirection tongues/babble
phantasmal force protection from cantrips vampiric touch
protection from evil pyrotechnics water/air breathing
read magic ray of enfeeblement wind wall
shield rope trick wraith form
shocking grasp scare
sleep shatter
spider climb spectral hand
spook stinking cloud
taunt strength
Tenser's floating disc Tasha 's uncontrollable hideous laughter
ventriloquism web
wall of fog whispering wind
wizard mark wizard lock

Forbidden Spells: armor, find familiar, mount, unseen servant; glitterdust, summon swarm; flame arrow, monster summoning I,
phantom steed, sepia snake sigil.

2510 © 1995 TSR, Inc. All Rights Reserved By permission of TSR, Inc. this page may be reproduced fo r personal use on ly. Handout 15
Enchantment I Charm
Specialist name: Enchanter. Ability Requirement: Must have minimum Charisma of 16.
Allowed Races: Humans, half-elves, elves. Opposition Schools: Invocation/evocation, necromancy.

First Level Second Level Third Level


affect normal fires alter self blink
alarm bind clairaudience
armor blindness clairvoyance
audible glamer blur delude
burning hands continual light/darkness dispel magic
cantrip darkness 15' radius explosive runes
change self deafness flame arrow
charm person deeppockets fly
color spray detect evil/good gust of wind
comprehend/confuse languages detect invisibility haste
dancing lights ESP Melf's minute meteors
detect magic fog cloud monster summoning I
detect undead fools ' gold non-detection
enlarge/reduce forget phantom steed
erase glitterdust protection from good/evil 1O' radius
feather fall hypnotic pattern protection from normal missiles
find familiar improved phantasmal force secret page
friends invisibility sepia snake sigil
gaze reflection irritation slow
grease knock/lock spectral force
hold portal know alignment/undetectable alignment suggestion
hypnotism Leomund's trap tongues/babble
identify levitate water/air breathing
jump locate/obscure object wind wall
light magic mouth wraith form
mending Melf's acid arrow
message mirror image
mount misdirection
Nystul's magical aura protection from cantrips
phantasmal force pyrotechnics
protection from evil/good ray of enfeeblement
read magic rope trick
shocking grasp scare
sleep shatter
spider climb strength
spook summon swarm
taunt Tasha's uncontrollable hideous laughter
unseen servant whispering wind
ventriloquism wizard lock
wizard mark

Forbidden Spells: chill touch, magic missile, shield, Tenser's floating disc, wall of fog , flaming sphere, spectral hand, stinking cloud,
web, feign death, fireball, hold undead, lightning bolt, vampiric touch

2510 © 1995 TSR, Inc. All Rights Reserved By permission of TSR, Inc. this page may be reproduced for personal use only. Handout 15
Specialist name: Illusionist. Ability Requirement: Must have minimum Dexterity of 16.
Allowed Races: Humans, gnomes. Opposition Schools: Abjuration, invocation/evocation, necromancy.

First Level Second Level Third Level


affect normal fires alter self blink
armor bind clairaudience
audible glamer blindness clairvoyance
burning hands blur delude
cantrip continual light/darkness explosive runes
change self darkness 15 ' radius flame arrow
charm person deafness fly
color spray deeppockets gust of wind
comprehend/confuse languages detect evil/good haste
dancing lights detect invisibility hold person
detect magic ESP illusionary script
detect undead fog cloud infra vision
enlarge/reduce fools' gold invisibility 1 O' radius
erase forget item
feather fall glitterdust Leomund's tiny hut
find familiar hypnotic pattern Melf's minute meteors
friends improved phantasmal force monster summoning I
gaze reflection invisibility phantom steed
grease irritation secret page
hold portal knock/lock sepia snake sigil
hypnotism know alignment/undetectable alignment slow
identify Leomund's trap spectral force
jump levitate suggestion
light locate/obscure object tongues/babble
mending magic mouth water/air breathing
message Melf's acid arrow wind wall
mount mirror image wraith form
Nystul's magical aura misdirection
phantasmal force pyrotechnics
read magic ray of enfeeblement
shocking grasp rope trick
sleep scare
spider climb shatter
spook strength
taunt summon swarm
unseen servant Tasha 's uncontrollable hideous laughter
ventriloquism whispering wind
wizard mark wizard lock

Forbidden Spells: alarm, chill touch, magic missile, protection from evil/good, shield, Tenser's floating disc, wall of fog; flaming
sphere, protection from cantrips, spectral hand, stinking cloud, web; dispel magic, feign death, fireball, hold undead, lightning bolt,
non-detection, protection from evil/good 1O' radius, protection from normal missiles, vampiric touch.

251 O © 1995 TSR, Inc. All Rights Reserved By permission of TSR, Inc. this page may be reproduced for personal use only. Handout 16
Invocation I Evocation
Specialist name: Invoker. Ability Requirement: Must have minimum Constitution of 16.
Allowed Races: Humans. Opposition Schools: Conjuration/summoning, enchantment/charm.

First Level Second Level Third Level


affect normal fires alter self blink
alarm blindness clairaudience
audible glamer blur clairvoyance
burning hands continual light/darkness delude
can trip darkness, 15 ' radius dispel magic
change self deafness explosive runes
charm person deep pockets feign death
chill touch detect evil/good fireball
color spray detect invisibility fly
comprehend/confuse languages ESP gust of wind
dancing lights flaming sphere haste
detect magic fog cloud hold undead
detect undead fools ' gold illusionary script
enlarge/reduce hypnotic pattern infravision
erase improved phantasmal force invisibility 1 O' radius
feather fall invisibility item
gaze reflection irritation Leomund's tiny hut
hold portal knock/lock lightning bolt
identify know alignment/undetectable alignment Melf's minute meteors
jump Leomund's trap non-detection
light levitation protection from evil/good lO' radius
magic missile locate/obscure object protection from normal missiles
mending magic mouth secret page
message mirror image slow
Nystul's magical aura misdirection spectral force
phantasmal force protection from cantrips tongues/babble
protection from evil/good pyrotechnics vampiric touch
read magic rope trick water/air breathing
shield shatter wind wall
shocking grasp spectral hand wraith form
spider climb stinking cloud
spook strength
Tenser's floating disc web
ventriloquism whispering wind
wall of fog wizard lock
wizard mark

Forbidden Spells: armor, find familiar, friends, grease, hypnotism, mount, sleep, taunt, unseen servant; bind, forget, glitterdust,
Melf's acid arrow, ray of enfeeblement, scare, summon swarm, Tasha's uncontrollable hideous laughter; flame arrow, hold person,
monster summoning I, phantom steed, sepia snake sigil, suggestion

2510 © 1995 TSR, In c. All Rights Reserved By permission of TSR, Inc. this page may be reproduced for personal use only. Handout 16
Necromancy
Specialist name: Necromancer. Ability Requirement: Must have minimum Wisdom of 16.
Allowed Races: Humans. Opposition Schools: Enchantment/charm, illusion,

First Level Second Level Third Level


affect normal fires alter self blink
alarm continual light/darkness clairaudience
armor darkness, 15' radius clai1voyqnce
burning hands deeppockets delude
can trip detect evil/good dispel magic
chill touch detect invisibility explosive runes
color spray ESP feign death
comprehend/confuse language flaming sphere fireball
dancing lights fog cloud flame arrow
detect magic fools ' good fly
detect undead glitterdust gust of wind
enlarge/reduce irritation haste
erase knock/lock hold undead
feather fall know alignment/undetectabl.e alignment infra vision
find familiar levitate item
gaze reflection locate/obscure object Leomund's tiny hut
grease magic mouth lightning bolt
hold portal Mel f's acid arrow Melf's minute meteors
identify protection from cantrips monster summoning I
jump pyrotechnics non-detection
light rope trick phantom steed
magic missile shatter protection from evil/good, 1O' radius
mending spectral hand protection from normal missiles
message stinking cloud secret page
mount strength sepia snake sigil
protection from evil/good summon swarm slow
read magic web tongues
shield whispering wind vampiric touch
shocking grasp wizard lock water/air breathing
spider climb wind wall
Tenser's floating disk wraith form
unseen servant
wall of fog
wizard mark

Forbidden Spells: audible glamer, change self, charm person, friends, hypnotism, Nystul's magical aura, phantasmal force, sleep,
spook, taunt, ventriloquism; bind, blindness, blur, deafness, forget, hypnotic pattern, improved phantasmal force, invisibility,
Leomund's trap, mirror image, misdirection, ray of enfeeblement, scare, Tasha's uncontrollable hideous laughter; hold person,
illusionary script, invisibility 1o· radius, spectral force, suggestion

2510 © 1995 TSR, Inc. All Rights Reserved By pcnnission of TSR, Inc. this page may be reproduced for personal use only. Handout 17
Alteration
Specialist name: Transmuter. Ability Requirement: Must have minimum Dexterity of 15.
Allowed Races: Humans, half-elves. Opposition Schools: Abjuration, necromancy.

First Level Second Level Third Level


affect normal fires alter self blink
alarm bind clairaudience
armor blindness clairvoyance
audible glamer blur delude
burning hands continual light/darkness explosive runes
can trip darkness 15' radius fi reball
change self deafness flame arrow
charm person deeppockets fly
color spray detect evil/good gust of wind
comprehend/confuse languages detect invisibility haste
dancing lights ESP hold person
detect magic flaming sphere illusionary script
detect undead fog cloud infravision
enlarge/reduce fools' gold invisibility, 1O' radius
erase forget item
feather fall glitterdust Leomund's tiny hut
find familiar hypnotic pattern lightning bolt
friends improved phantasmal force Melf's minute meteors
gaze reflection invisibility monster summoning I
grease irritation phantom steed
hold portal knock/lock secret page
hypnotism know alignment/undetectable alignment sepia snake sigil
identify Leomund's trap slow
jump levitate spectral force
light locate/obscure object suggestion
ma gic missile magic mouth tongues/babble
mending Melf's acid arrow water/air breathing
message mirror image wind wall
mount misdirection wraithform
Nystul's magical aura pyrotechnics
phantasmal force ray of enfeeblement
read magic rope trick
shield scare
shocking grasp shatter
sleep stinking cloud
spider climb strength
spook summon swarm
taunt Tasha's uncontrollable hideous laughter
Tenser's floating disc web
unseen servant whispering wind
ventriloquism wizard lock
wall of fog
wizard mark

Forbidden Spells: chill touch, protection from evil; protection from cantrips, spectral hand; dispel magic, feign death, hold undead,
non-detection, protection from evil/good 1O' radius, protection from normal missiles, vampiric touch

2510 © 1995 TS R, Inc. All Rights Reserved By permission of TSR, Inc. this page may be reproduced for personal use only. Handout 17
Weapons Swords

Crossbows

Quarrels

Bows Arrow

Swords

Swords Long Sword

Unstrung

f "
· L" Sicl<le
,~,.--..>.,
-~~ - ---=---
...__....-.._____ .

"'

Claymore

251 O © 1995 TSR, Inc. All Ri ghts Reserved By pem1ission of TSR, Inc. this page may be reproduced for personal use only. Handout 18
Master Weapons Chart
Weight Speed -Damage- Morning Stars

Item Cost (lbs) Size Typet Factor S-M L


Battle axe 5 gp 7 M s 7 1d8 1d8
Belaying pin 2 cp 2 s B 4 1d3 1d3
Blowgun 5 gp 2 L 5
Barbed dart 1 sp :f: s p 1d3 1d2
Needle 2 cp :f: s p 1 1
Bolas 5 sp 2 M B 8 1d3 1d2
Bow
Composite long bow 100 gp 3 L 7
Composite short bow 75 gp 2 M 6
Flight arrow 12/3 sp :f: M p 1d6 1d6
Long bow 75 gp 3 L 8
Sheaf arrow 6/3 sp :f: M p 1d8 1d8
Short bow 30 gp 2 M 7
Caltrop 2 sp 21
10
s p n/a 1 1d2
Chain 5 sp 3 L B 5 1d4+1 1d4
Club 3 M B 4 1d6 1d3
Crossbow
Heavy quarrel 2 sp :f: s p 1d4+1 1d6+1
Heavy crossbow 50 gp 14 M 10
Light quarrel 1 sp :f: M p 1d4 1d4
Light crossbow 35 gp 7 s 7
Dagger or dirk 2 gp 1 s p 2 1d4 1d3
Dart 5 sp 1/ 2 s p 2 1d3 1d2
Flail, Footman's 15 gp 15 M B 7 1d6+1 2d4
Flail, Horseman 's 8 gp 5 M B 6 1d4+1 1d4+1
Cjaff/Hook
Attached 2 gp 2 s p 2 1d4 1d3
Held 5 cp 2 s p 2 1d4 1d3
Hand/Throwing axe 1 gp 5 M s 4 1d6 1d4 Maces

Harpoon
One-handed 20 gp 6 L p 7 1d4+1 1d6+1 0 "
Two-handed 20 gp 6 L p 7 2d4 2d6 "
Javelin
One-handed 5 sp 2 L p 4 1d4 1d4
Two-handed 5 sp 2 L p 4 1d6 1d6
Knife 5 sp 1/ 2 s PIS 2 1d3 1d2
Lance@
Jousting lance 20 gp 20 L p 10 1d3-1 1d2-1
Light horse lance 6 gp 5 L p 6 1d6 1d8
Medium horse lance 10 gp 10 L p 7 1d6+1 2d6
Mace, Footman's 8 gp 10 M B 7 1d6+1 1d6
Mace, Horseman's 5 gp 6 M B 6 1d6 1d4
M an catcher** 30 gp 8 L 7
Morning star 10 gp 12 M PIB 7 2d4 1d6+1
Net 5 gp 10 M 10

Daggers Da rts

~ Dirk


( .
'"'

2510 © 1995 TSR, Inc. A ll Rights Reserved By permission of TSR, Inc. this page may be reproduced for personal use only. Handout 18
Weapons
Battle Axes Lances

:1
'.i
Blade :~ Variations

Flails Knives

Spears

/ave/in s Spear Heads

Pole Arms Pole Arms

G/aive-guisarme Gufsarme-voulge Hook-fauchard


Bardic he Bill-gulsarme Fauchilrd-forl< Glctive Guisarme Halberd
Bee de corbin Fauchard

2510 © 1995 TSR, In c. All Rights Reserved By pennission of TSR, Inc. this page may be reproduced for personal use only. Handout 19
Weight Speed -Damage- Mancatcher
Item Cost (lbs) Size Typet Factor 5- M L //1 .
Po lea rm
Bardiche 7 gp 12 L s 9 2d4 2d6
:f
Bee de corbin 8 gp 10 L PIB 9 1d8 1d6
Bill-guisarme 7 gp 15 L PIS 10 2d4 1d10
Fauchard 5 gp 7 L PIS 8 1d6 1d8
Fauchard-fork 8 gp 9 L PIS 8 1d8 1d10
Qlaive* 6 gp 8 L s 8 1d6 1d10
Qlaive-guisarme* 10 gp 10 L PIS 9 2d4 2d6
Quisarme 5 gp 8 L s 8 2d4 1d8
Quisarme-voulge 8 gp 15 L PIS 10 2d4 2d4
Halberd 10 gp 15 L PIS 9 1d10 2d6
Hook fauchard 10 gp 8 L PIS 9 1d4 1d4
Q uarterstaff 4 L B 4 1d6 1d6
Sickle 6 sp 3 s s 4 1d4+1 1d4
Sling 5 cp :J: s 6
Sling bullet 1 cp 112 s B 1d4+1 1d6+1 (
Sling stone 11 2 s B 1d4 1d4
Spear
One-handed 8 sp 5 M p 6 1d6 1d8
Two-handed # 8 sp 5 M p 6 1d8+1 2d6
Stiletto 5 sp 11 2 s p 2 1d3 1d2
Sword
Bastard sword
One-handed 25 gp 10 M s 6 1d8 1d12
Two-handed 25 gp 10 M s 8 2d4 2d8 i
Broad sword 10 gp 4 M s 5 2d4 1d6+1
Claymore 25 gp 10 M s 8 2d4 2d8
Cutlass 12 gp 4 M s 5 1d6 1d8
Quartersta f f
Drusus 50 gp 3 M s 3 1d6+1 1d8+1
Falchion 17 gp 8 M s 5 1d6+1 2d4
l<hopesh 10 gp 7 M s 9 2d4 1d6
Long sword 15 gp 4 M s 5 1d8 1d12
Rapier 15 gp 4 M p 4 1d6+1 1d8+1
Sabre 17 gp 5 M s 4 1d6+1 1d8+1
Scimitar 15 gp 4 M s 5 1d8 1d8
Short sword 10 gp 3 M p 3 1d6 1d8
Two-handed sword 50 gp 15 L s 10 1d10 3d6
Trident
One-handed 15 gp 5 L p 7 1d6+1 3d4
Two-handed 15 gp 5 L p 7 1d8+1 3d4
W arhammer 2 gp 6 M B 4 1d4+1 1 d4
Whip 1 sp 2 M 8 1d2 1

This weapon inflicts double damage aga inst charging crea tures of L or greater size.
** Thi s weapon can dismount a rider on a successful hit.
Whip
@ This weapon inflicts doubl e damage when used from the back of a charging moun t.
# This weapon inflicts double damage when fi nnly set to receive a charge.
t The 'Type" category is divided into bludgeoning {BJ, piercing (P), and slashing (5).
These items weigh little individua lly. Ten of these weigh one pound.
* Sling War Hammer

2510 © 1995 TSR, Inc. A ll Ri ghts Reserved By permission of TSR, Inc. this page may be reproduced for persona l use only. H andout 19
Wizard Character Sketches

Low

Medium

2510 © 1995 TSR, Inc. All Rights Reserved By permission of TSR, Inc. this page may be reproduced for personal use only. Handout 20
Warrior Character Sketches

Low

Medium

High

2510 © 1995 TSR, Inc. All Rights Reserved By permission ofTSR, Inc. this page may be reproduced for personal use only. Handout 20
Thief Character Sketches

Low

M edium

High

2510 © 1995 TSR, Inc. All Rights Reserved By pennission of TSR, Inc. this page may be reproduced for persona! use only. Handout 21
Cleric Character Sketches

Low

Medium

High

2510 © 1995 TSR, Inc. All Rights Reserved By permission of TSR, Inc. this page may be reproduced for personal use only. H andout 21

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