Mystara - Players Survival Kit
Mystara - Players Survival Kit
Mystara - Players Survival Kit
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.
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
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 ’ ~
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.
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
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-
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).
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
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
14
mole mouse couchant raven serpent serpent dechausee
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).
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
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.
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.
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
(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
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Ill. PARENTS
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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.
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.
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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) .
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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
'
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.
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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.
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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.
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Abjuration
Specialist name: Abjurer. Ability Requirement: Must have minimum Wisdom of 15.
Allowed Races: Only humans can be abjurers. Opposition Schools: Alteration, illusion.
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
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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.
Forbidden Spells: magic missile, shield, Tenser's floating disc, wall of fog; flaming sphere, stinking cloud, web; fireball, lightning
bolt
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Cjreater Divination
Specialist name: Diviner. Ability Requirement: Must have minimum Wisdom of 16.
Allowed Races: Humans, half-elves, elves. Opposition Schools: Conjuration/summoning.
Forbidden Spells: armor, find familiar, mount, unseen servant; glitterdust, summon swarm; flame arrow, monster summoning I,
phantom steed, sepia snake sigil.
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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.
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
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Specialist name: Illusionist. Ability Requirement: Must have minimum Dexterity of 16.
Allowed Races: Humans, gnomes. Opposition Schools: Abjuration, invocation/evocation, necromancy.
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.
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Invocation I Evocation
Specialist name: Invoker. Ability Requirement: Must have minimum Constitution of 16.
Allowed Races: Humans. Opposition Schools: Conjuration/summoning, enchantment/charm.
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
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Necromancy
Specialist name: Necromancer. Ability Requirement: Must have minimum Wisdom of 16.
Allowed Races: Humans. Opposition Schools: Enchantment/charm, illusion,
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
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Alteration
Specialist name: Transmuter. Ability Requirement: Must have minimum Dexterity of 15.
Allowed Races: Humans, half-elves. Opposition Schools: Abjuration, necromancy.
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
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Weapons Swords
Crossbows
Quarrels
Bows Arrow
Swords
Unstrung
f "
· L" Sicl<le
,~,.--..>.,
-~~ - ---=---
...__....-.._____ .
"'
Claymore
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Master Weapons Chart
Weight Speed -Damage- Morning Stars
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
"·
( .
'"'
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Weapons
Battle Axes Lances
:1
'.i
Blade :~ Variations
Flails Knives
Spears
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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
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Wizard Character Sketches
Low
Medium
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Warrior Character Sketches
Low
Medium
High
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Thief Character Sketches
Low
M edium
High
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Cleric Character Sketches
Low
Medium
High
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