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Page 1: Oerth Journal 27.pdf

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E DITIONS CHANGE GREYHAWK ENDURES

I SSUE 27 APRIL 2016 OERTH

JOURNAL

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CREDITS

1

THE OERTH JOURNALV II I 27 APRIL 2016

Contributing Authors bull Dennis Lovatt Rick MillerMichael RaperCover Artists bull Dean OyeboContributing Artists bull Mike Bridges AdamKoča Mike Lowe Rick Miller Dean Oyebo TinaSlezakCartographer bull Rick MillerLayouts bull Rick MillerEditor-in-Chief bull Dennis LovattEditorial Team bull Rory Klein Rick Miller

Skip TwitchellArt Director bull Adam KočaGraphic Designers bull Adam Koča RickMiller

On the CoverOnce more Dean Oyebo illustrates a dramatic cover

depicting a Ket cultist of Faelshenda

Dean is a freelance graphic designer from England and an

amazing artist whose backgrounds fully illustrate the entire

mood of the piece His art can be seen as Echo Dragon at

DeviantArt

Featured Artists Mike Bridges adds a sliver of cultist allure each esoteric

symbol of the Secret Societies and Hidden Cabals of Ket His

visions and reverie can be found here

Adam Koča provides plenty of avor to each core human race

from the devout Baklunish to the surreptitious Suloise

Tina Slezak What more can I say Your art would and should

have graced these pages much more You are sorely missed

forevermore

DisclaimerDUNGEONS amp DRAGONS DRAGON DUNGEON GREYHAWK and the WORLD OFGREYHAWK are registered trademarks owned by Wizards of the Coast Hasbro Allcharacters character names and the distinctive likenesses thereof are trademarks ownedby Wizards of the Coast Inc

Text portions not belonging specically to other owners are copyright to their respective authors Permission is granted to copyand paste the text portions for game use only No other use is implied or granted by this posting For any other use please contactthe publisher

1

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TABLE OF CONTENTSIN MEMORIAMTINA SLEZAKBy Rick Miller Art by Rick Miller and Tina Slezak

P a g e 3

GAZETTEER OF THE FLANAESSTHE CITY OF GLASSBy Frank Myres Art by Adam Koča Rick Miller and Frank Myres

P a g e 4

RACES OF OERTHTHE BAKLUNISHBy Dennis Lovatt Art by Adam Koča and Rick Miller

P a g e 11

RACES OF OERTHTHE FLANNAEBy Dennis Lovatt Art by Adam Koča and Rick Miller

P a g e 15

RACES OF OERTHTHE OERIDIANSBy Dennis Lovatt Art by Adam Koča and Rick Miller

P a g e 22

RACES OF OERTHTHE RHENNEEBy Dennis Lovatt Art by Adam Koča and Rick Miller

P a g e 27

RACES OF OERTHTHE SULOISE

By Dennis Lovatt Art by Adam Koča and Rick Miller

P a g e 31

GAZATTEER OF THE FLANAESSKET SECRET SOCIETIES AND HIDDEN CABALSBy Michael Raper Art by Mike Bridges Rick Miller and Dean Oyebo

P a g e 35

2

THE OERTH JOURNALV II I 27 APRIL 201

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3

ldquoI rst met Tina at the Art Institute of Pittsburgh in 1998 She was in the smoking lounge at the timewearing a black Slayer t-shirt and her leather coat I cannot say what drew me there but whatblossomed was a long-lasting deep friendship and love that lasts unto this day We spent muchof that next summer with each other until I left to earn money for college once more in the lateFall Over the next decade and more we always kept in contact occasionally losing touch due

to events in our lives which ironically always paralleled one an-other She has been one of the greatest inspirations and closestfriends I will ever have Even when things went sourwe never stopped caring Her art was an extensionof her heart and soul so in tting tribute I shareher passion with the world as it is I shall miss

you always my friend though even now youare with me Blessed journeys my love mysweetest friend

-Your forest-eyed friend forever

-Rick ldquoDuicarthanrdquo Millerrdquo

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GAZETTEER OF THE FLANAESS

THE CITY OF GLASS

By Frank Myres

Art by Art by Adam Koča Rick Miller amp Frank Myres

4

The mystical City of Glass oats over the capital of Lo

Reltarma the Lendore Isles (formerly Spindrift Isles) This

igantic articial construct supports a city created solely from

magic a testimony to power of the Suloise and the ability of

heir ancient Mages of Power

LO DENIQ ldquoTHE CITY OF GLASSrdquoConventional Magocracy Large City

National Alignment Lawful NeutralGood

GP Limit 300000gp Assets unknown

DEMOGRAPHICSPopulation unknown

Type mixed (human (suel) 90 others 10)

Economy type variable

Resources armaments slaves foodstus gems and spell

omponents

AUTHORITY FIGURES

Governed by the seven members of the Council of High

Magic (one for each school of magic save divination)

HISTORY

The City of Glass was created by the Archmage Lendore i

-425 and he placed it in the air 8888 feet above the capit

the Lendore Isles Lo Reltarma

The entirety of the original structure is believed to be m

up of glassteel

It was originally connected to the capital below it by me

of an artifact of Lendorersquos creation the Gate of Glass

artifact is said to have been deactivated (but not destroy

by the high elven followers of Sehanine when they claithe Lendore Isles for themselves

Initially Lendore and his followers used a oating towe

his personal residence and place of power Once construc

on Lo Reltarma was well begun more and more of Lendo

followers and their families relocated there Finally

Lendore and eight of his best students remained He

began a Master Shaping (epic magic) which when comple

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5

esulted in a circular disc 10 miles across covered by a clear

early invisible dome of hardened glassteel

CONSTRUCTION AND GEOGRAPHY

The base of the disc is 12 mile thick though it is thought that

nly the outer foot or so is actually comprised of glassteel

The remainder appears to be stone assorted minerals and a

op layer comprised of several feet of incredibly fertile topsoil

An illusory sun followed by night sky travels across the time

eeping track with Liga Luna and Celene outside

In the exact center of the disc is the City of Glass proper

nd it covers an area two miles in diameter All of the major

tructures common to a city appear within it though over0 are empty Each was made in the distinct architectural

tyle of the ancient Suloise Many though not all of the

riginal structures are made from glassteel of varying colors

ransparencies and even textures

A wall of dark almost black glassteel a foot thick and fty

eet high surrounds the City of Glass (this cannot be climbed

without magical assistance) Eight circular towers are equally

paced around the wall and are largely set within it Each is

00 feet high and 80 feet in diameter The base of each tower

as a double gate set within it allowing access into and out of

he city itself

Each tower is residence to a wizard of 17th-21st level known

s a High Master This supreme practitioner of a given school

f magic (abjuration conjuration enchantment evocation

lusion necromancy and transmutation) sits on the Council

f High Magic and through it governs the city There is no

ower of divination and no High Master of Divination the

ower for divination sits closed and empty and its gates have

een sealed for over a thousand years It is said that the last

High Master of Divination was Lendore himself

Broad avenues over fty-feet wide extend from the base

ach tower of magic to the central plaza at the heart of the

ity The area between each of these forms the eight districts

f the city

DISTRICTS AND LOCALESThe districts are the Noble District the Garden District the

Common District the Trade District the Foreign District

he Militant District the Necropolis District and the Divine

District

NOBLE DISTRICT

The Noble District lies between the Divine District and the

Garden District It is lled with small walled compounds

urrounded by park-like pleasances The borders between

hese are colored glassteel walls pierced with gated archways

GARDEN DISTRICTThis district is mostly well manicured gardens and small ponds

nd lakes with a few small wooded groves Some of the latter

re wilder and far less manicured

COMMON DISTRICT

The common district is situated between the Garden and

Trade districts Here are the residences of common Suloise

olk Some are individual multi-storied structures while others

are insulae (see Foreign District below)

TRADE DISTRICT

Situated between the Foreign and Common Districts

manufacturing crafting (except for arcane artistry)

marketing is done here Everything from small artisan s

to vast (mostly subterranean manufactories can be fo

here

All public oces are found here though these are far fe

than would be found in most cities

FOREIGN DISTRICTAll those not of pure Suloise blood (either noble or comm

as well visitors to the city reside here Many empty pri

residences as well as taverns inns exist here Five to e

story high towers of apartments known as insulae tower a

the other private residences Each insulae features oors

two to eight apartments sharing a common stairwell loc

at the top of the building only oors above the 4th may h

a small balcony and it will never protrude beyond the wal

the structure)

MILITANT DISTRICT

Between the Necropolis and Foreign districts lies the lar

vacant Militant District Burgeoning with empty pa

grounds barracks and several schools dedicated to the ma

arts the district could very well hold a vast army Howe

many insist that such a force would be summoned in

NECROPOLIS DISTRICT

Lying in the area between the towers of Necromancy

Evocation the Necropolis district accommodates vast pri

crypts and large obelisks that are the public ossuaries o

common folk

DIVINE DISTRICT

A place of calm and serenity the Divine District accommodeach temple of the Suel pantheon Within it are tem

(major and minor) to each of the deities once worshippe

the Suloise Beltar Bralm Dalt Fortubo Jascar Kord Len

Lydia Norebo Osprem Phaulkon Phyton Pyremius Ra

Syrul Vatun Wastri Wee Jas and Xerbo The two grea

of these is the House of Wee Jas a massive cathedral w

main spire rises almost 600 feet high and the Hall of Len

an oddly shaped upright twisted ring structure which is la

on the inside than the outside

CENTRAL PLAZA

At the very center of the City of Glass lies Lendorersquos to

resting on the serenity of a glassy-like pool where Lendotomb resides Surrounding Lendorersquos tower the central p

illuminates the glory of the enormous gate of glass

At the center of the plazarsquos large open pool the gates

entry to four twenty-foot wide arching bridges of glasstee

THE GATE OF GLASS

This artifact actually exists in two places at the same t

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6

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D983145983158983145983150983141 N983151983138983148983141

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E983158983151983139983137983156983145983151983150

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P983148983137983162983137

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G983137983154983140983141983150

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W983137983156983141983154

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A983138983146983157983154983137983156983145983151983150

Half of it exists below in Lo Reltarma and the other side heren the City of Glass It resembles nothing more than a 60rsquo

wide by 40rsquo tall pane of almost ethereally clear glass oating

couple of feet above the pool below Etched into its base in

lowing runes are the cryptic words ldquoUrbs Deniqrdquo

When both sides are active looking through one side shows

what is on the other Now that the side in Lo Reltarma has

een encased in a massive wall of stone (created by having

multiple casters casting simultaneously) the side in the City of

Glass seems to icker every few seconds revealing images of

trange doorways gates and portals from ancient to possibly

uture times and from worlds other than Oerth

Anyone casting any form of teleportation magic while

ouching of the Gate of Glass lsquolocksrsquo it to the desired locationor up to 1 hour creating a portal (cf portal spell) with the

imensions of the Gate of Glass This eect is dismissible and

as no component costs Unlike the portal spell this can be

sed to create a portal which can access other planes andor

imensions

Unknown to anyone presently inhabiting the City of Glass

s the fact that the Gate of Glass is the reason no divination

magics function there A side eect of its vast power the Gate

of Glass blocks all divination eects within a 5 mile raEXCEPT when the caster is touching the Gate itself Bec

of the link between itself and the City of Glass this block

extends only to the outer edges of the dome and disc u

which the City of Glass sits This anti-divination powe

so great that it is (rightfully) believed not even the

themselves can locate the City of Glass

LENDORErsquoS TOWER

This glassteel lattice tower sits on 4 legs and rises 1500

above the central plaza Its base is a square area measu

400 feet per side It has 3 levels the lowest of which is

feet above the Central Plaza and is 200 feet square per s

250 feet above this sits another smaller level (100 feet sqper side) and the topmost level (50 feet square per side)

uppermost level is rumored to be heavily warded since

said to provide access to Lendorersquos Tomb

Access to the rst level is via magical moving stairc

in each of the towerrsquos legs (two ascend two descend) E

staircase is 20 feet wide and ascends 250 to the rst lev

the tower One merely stands at the base steps upon the

step and it begins to ascend at a pace faster than a man

F983151983154983141983145983143983150 T983154983137983140983141

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7

walk up stairs normally (the stairs ascenddescend at 50 feet

er round)

First Level The rst level of Lendorersquos Tower is a large open

rea lled with benches made of glassteel which surround a

entral rostrum This space was used by Lendore to lecture

nd instruct his students and apprentices prior to his lsquodeathrsquo

Now it is the public assembly hall for the inhabitants of the

City of Glass It is from here that the Council of High Magic

overns the city

Once every 10 days the High Masters of each tower

ssemble here for 6 hours During this time they dispense

ustice inform the citizens of the city of events happening

within the city (and outside it as well) and meet with any

mportant newcomers to the City of Glass Should one be

ndisposed or otherwise unavailable his proxy is given over to

he High Master of his choice

Second Level The second level of Lendorersquos Tower lies

mpty now Once it provided the living spaces kitchens

antries baths and other areas need by the students and

pprentices of Lendore It is connected to the rst level via 4

more of the enchanted moving staircases

In the center of the second level is a small locked chamber

with a shaft (10rsquo x 10rsquo) leading upward The base of this circular

haft is actually a platform with a permanent suspension spellecting it

Third Level This heavily warded area was the private

anctum of Lendore and it is here (rather than in his tomb)

hat all of his greatest treasures are kept

Lendorersquos Tomb Beneath the pool which lies under

endorersquos Tower is Lendorersquos Tomb This small sepulcher has

emained undisturbed for over 1000 years It is said to be

eavily warded and to be protected by powerful constructs

which have not been seen since the height of the Suloise

mpire

GM Note This area is left for individual GMs to esh out as

hey wish (or might be revealed at a later time in the Oerth

ournal) However something to consider is that Lendoreimself is not dead Rather he is in greater temporal stasis

which he cast upon himself awaiting the Final Calamity

NHABITANTSThe inhabitants of the City of Glass are 90 pure Suloise

approx 9000 of which about 1500 are of noble Suloise

rigin) with the remainder being made up of non-Suloise

uman races (there are no Bakluni to be found among them)

nd a few non-humanoid individuals (who number less than

00 and range from at least one vampire to a shape-shifted

ragon)

Those born here are known as lsquociviirsquo and many can trace

heir lineage back to the original followers and students ofendore

A strange curse seems to aect the City of Glass in that those

orn here or anyone who spends more than 8 consecutive days

ere is unable to leave without suering a lingering malady

This strange illness manifests itself 8 days after leaving the

City of Glass itself (not the outer disc) in the form of a malaise

anyone who is a lsquociviirsquo loses 1 hp per day they are outside it

no form of magical healing stops this loss only return to

City of Glass)

GM Note This is actually a minor side eect of the Ga

Glass Each of the High Masters possesses a small mag

trinket which belonged to the 8 apprentices of Lendore

helped him create the City and Gate of Glass which allows

possessor to leave for any length of time

OUTSIDE THE CITY OF GLASSThe area immediately outside the City of Glass is know

the lsquowildsrsquo Immediately outside the city walls is a freshw

river 12 mile across and a 14 mile deep at its deepest p

(next to the city wall) It is spanned by straight at brid

of glassteel which radiate outward from each of the tow

50 feet above the riverrsquos surface This body of water is ca

a river rather than a lake because it moves languidly

clockwise direction

A large variety of freshwater plants and aquatic life lls

river 90 of this life is benign and people can be found

sitting on the bridge or making use of small boats to sh

Surrounding the river is a wilderness belt 3 miles wide

terrain here varies from small glades to several belts of s

steep hills An abundance of game can be found again

most of it being benign in nature and obviously suitedhunting

A curious thing about this wilderness belt is that it

lsquoseasonsrsquo If one extends imaginary lines from the Towe

Necromancy and the Tower of Illusion the area which

between is always in winter - with mild winter being fo

near each edge and extreme winter at its exact center

area that would lie between the Tower of Illusion to the T

of Abjuration is always in Spring Between the Towe

Abjuration and the Tower of Enchantment it is always sum

and between the Tower of Enchantment and the Towe

Necromancy it is always autumn

Every eight days in a counterclockwise direction

eighth of the wilds (the area including both the fresh saltwater areas between any two adjacent towers underg

the eects of a renew the land spell

The outermost lsquoshorersquo of this belt opens onto a saltw

lsquosearsquo which like its freshwater sister is 12 mile across a

14 mile deep at its deepest point (next to the outer wa

the dome which covers the disc) Beds of kelp and coral

be found next to the shore which has a couple of beau

beaches as well as several areas of tall clis (some of w

have obvious sea caves)

The marine life here is abundant being made up of sev

varieties of game sh as well as several small schoo

sharks and even a small pod of orca

WILDERNESS DENIZENSThe wilderness surrounding the City of Glass has a

inhabitants (less than 1000 total) who are known as lsquoho

These are the mixed descendants of the Spindrift Isl

inhabitants that escaped to the City of Glass when the e

took over the islands Most of these are nomadic half-elve

high elfSuloise heritage

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8

A similar malaise aects the lsquohospiirsquo as does the lsquociviirsquo

hough the lsquohospiirsquo are not permitted to build permanent

ncampments They must move every 8 days or they begin

o sicken Any structure built of wood or stone immediately

isappears when the renew the land eect aects the area in

which it lies

BEYOND THE DOMESince the time of its creation the City of Glass and the disc

pon which it sits have hung in the sky above Lo Reltarma

or over 1000 years it was used by sailors and travelers as a

avigational aid All of that changed when the elves took overhe islands and began their pogrom

When the elves began to drive out the non-elven inhabitants

great storm cloud 40 miles across and 5 miles high formed

entered on the dome and disc Terrible waves of sheet

ghtning constantly rage while winds of up to 100 mile per

our blow Even the mightiest of dragons would be bueted

bout by the stormrsquos power There is no rain in this storm just

ury Below it the Lendore Isles have been cloaked in mist

y the Sehaninersquos priests and wizards The storm seems to

ugment this aect with mists of its own often merging with

hose below

CONFLICTS AND INTRIGUESA human resistance force operates from the City of Glass above

endore Isle The High Masters of Magic and their students

aily open temporary portals to the lands below Often these

re opened onto locations within the Lendore Isles themselves

or purposes that advance the cause of the resistance

Why havenrsquot the elves invaded the City of Glass There are

robably several reasons for this Most importantly the elves

re isolationists and religious fanatics Even the cost of the

ccasional raids from the resistance is nothing compared to

what it would take to storm a city that can only be entered

ia teleportation magic Since it cannot be divined by normal

means it comes back to a lsquoyou canrsquot get there unless youave already been therersquo situation

Additionally there is the eternal storm raging around the

isc at all times Even dragons could not survive its fury for

ong With visibility down to zero how are you going to nd

t in an area 5 miles deep and 40 miles across It would be

mpossible to y a normal search grid This leaves subterfuge

a spy or spies if you will This could lead to some amazing

uests

The Scarlet Brotherhood would love to inltrate and take

ver the City of Glass It is after all perhaps the greatest

magical achievement of the ancient Suloise A series of

dventures centered on this goal would certainly be possible

The Society of the Serpentrsquos legendary headquarters couldasily be set here This would aord PC members of the

Society an opportunity to visit Who knows what could happen

fter that

THE FINAL CALAMITY The City of Glass was prepared by Lendore for what he saw

n his nal visions what he himself named the Final Calamity

However Lendore never revealed what the exact natur

that catastrophe was Was this omission deliberate

likely so However some things can be deduced from

nature of his greatest creation the City of Glass itself

Final Calamity must be something so devastating as to req

a sheltered city of immense size It seems to require that

city be self-sustaining for an indeterminate amount of tim

would appear that the Final Calamity will rival even the T

Cataclysms

So what is it Here are three possibilities

1) The destruction of Flanaess itself In the ruins of

remains the survivors could leave the City of Glasrepopulate the Flanaess restoring the Suloise to their fo

glory

2) The destruction of Oerth itself In this scenario the

of Glass might drift in Greyspace circled by Liga Oerthrsquos

Perhaps its inhabitants could discover some method of mo

it to another world

3) The destruction of the Prime Material Plane In su

case the City of Glass becomes an inter-dimensional hab

wandering through the multiverse

SPELLS AND ARCANA It goes without saying that the City of Glass is renown fo

arcane mysteries Below are a few of these rare arcanum

School transmutation Level sorcerer wizard 6

Casting Time 1 minutelb created

Components V S M

Range touch

Eect A glassteel object weighing up to 5 lblevel

Duration instantaneous

Saving Throw none Spell Resistance none

Glassteel is a magical substance created from normal

magical crystal and glass Glassteel is as strong and resis

to re as steel but retains the transparency (and color if of the original material Spells that aect metal or glass (

as shatter and rusting grasp) do not function on glass

Using this spell with fabricate or a glass-related Craft ch

the caster can fashion glass or crystal items that functio

steel items Thus creating glass plate armor and glass sw

that are as durable as their normal steel counterparts ar

Reference Freeport City of Adventure (Green Ronin)

128

School transmutation Level sorcerer wizard 6

Casting Time 1 minutelb created

Components V S MRange touch

Target One item of a volume no greater than 10 cu ftle

see text

Duration permanent

Saving Throw none Spell Resistance none

This spell increases the hardness of materials Paper beco

harder to tear glass becomes harder to break wood beco

X

G

X

H

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9

more resilient and so on For every two caster levels add 1

oint of hardness to the material targeted by the spell This

ardness increase improves only the materialrsquos resistance to

amage Nothing else is modied by the improvement For

xample a longsword (treat steel as iron base hardness

0) aected by a hardening spell cast by a 12th-level caster

would have hardness 16 for the purpose of ignoring damage

aused by someone making a sunder attack The swordrsquos hit

oints attack and damage modiers and other factors are

ot aected A hardening spell does not in any way aect

substancersquos resistance to other forms of transformation

ce still melts paper and wood still burn rock still becomesransmutable to mud with the proper spell and so on

Reference Spell Compendium (WotC) pg 109

School conjuration (creation) Level sorcerer wizard 8

Casting Time 3 full rounds

Components V S M (small leather loop suspended from a

ent wire of gold) XP (500 XP)

Range close (25 ft + 5 ftlevel)

Eect See text

Duration concentration + 1 round

Saving Throw none Spell Resistance none

Casting portal opens an interdimensional connection

etween two places on the same plane of existence allowing

ravel between the locations in either direction The portal

tself is a circular hoop or disk from 5 to 20 feet in diameter

casterrsquos choice) oriented in the direction you desire when it

omes into existence (typically vertical and facing you) It is a

wo-dimensional window and anyone or anything that moves

hrough is shunted instantly to the other side The portal has a

ront and back Creatures moving through the portal from the

ront are transported to the other location creatures moving

rom the back are not

SPECIAL MATERIAL GLASSTEELGlassteel may be created via one of two methods Through an alchemical process requiring extensive knowledge of botmetallurgy and glassblowing or by the 6th-level arcane spell of the same name (cf glassteel) Glassteel combines strengtbeyond iron with the transparency of glass It most commonly nds use as a building material in fantastic castles but itcan also be fashioned into weapons and armor (although plain glassteel armor is much more costly to craft than eventhe most ornate armor) Glassteel is stronger and lighter than iron and completely transparent lacking the greenishtint of common glass Colored or tinted glassteel may be created using slight variations of either method Glassteelmay be textured from rough to smooth Items made of glassteel weigh only half what they otherwise would Items not primarily made of metal are notmeaningfully aected by being partially made of glassteel (A breastplate can be made of glassteel but hidearmor cannot) Glassteel armor counts as one armor category lighter than normal for purposes of movement and otherlimitations Heavy armors are treated as medium and medium armors are treated as light but light armorsare still treated as light Arcane spell failure chances for armors and shields made of glassteel are decreased

by 10 maximum Dexterity bonus is increased by 2 and armor check penalties are lessened by 3 (to aminimum of 0) Glassteel has hardness 20 and 40 hit points per inch of thickness This means that it is as hard asadmantine but much lighter Weapons and armor fashioned from glassteel are treated as masterworkitems with regard to creation times but the masterwork quality does not aect the enhancementbonus of weapons or the armor check penalty of armor Item Cost Modier light armor +2000 gp medium armor +6000 gp heavy armor +12000gp shield +2000 gp weapon +500 gp other items +100 gplb Reference Champions of Valor (WotC) pg 65

The interdimensional connection is forged through

Astral Plane so anything that blocks astral travel will

block the usage of the portal Much like the teleporta

spell you must have a clear idea of the location and la

of the destination You cannot create a portal if you d

know where the terminus will end up The clearer your me

image the more likely the portal will form Areas of st

physical or magical energies may make traversing a p

more hazardous or even impossible Use the following tab

determine the success of the portalrsquos opening

Reference DragonLance Campaign Setting pg 108 (

material is taken from the DragonLance Campaign se

where it is called Fistandantilusrsquo Portal)

School conjuration (creation) Level druid 6Casting Time 60 minutes

Components V S M (any seed pod)

Range touch

Target 1 square milelevel

Eect See text

Duration instantaneous

Saving Throw none Spell Resistance none

Taking the seed pod in one and making the prerequ

gestures in the other you cause the area aected to experie

an immediate renewal of all natural life (animal and pla

Destination Successful Failed Familiarity Portal Porta

P

X

R L

Very familiar 01-97 98-10 Studied carefully 01-94 95-10 Seen casually 01-88 89-10 Viewed once 01-76 77-10 Description 01-60 61-10

A glassteeled scim

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10

lants and trees are immediately restored to perfect health

nd any that bear nuts or fruit are immediately bountifully

aden Any plants or trees that have been cut back or down

n the past month are immediately restored to full life This

pell works as well on both fresh and salt water bodies as it

oes land

Insects and animals (Int 3 and lower) are returned to full

igorous health with any that have been slain in the past

month also being returned to full life

This spell never causes more life to be renewed than could

ustain itself for a month in the environment It will not bring

fe to barren deserts (though it would aect an oasis) or to

are lifeless stone

Any area suering the eects of any form of magical blight

must make an opposed caster level check or have that blight

emoved and the land renewed

School transmutation Level sorcerer wizard 4

Casting Time 1 standard action

Components V S M (small leather loop suspended from a

ent wire of gold)

Range touch

Target Any nonliving object up to 1000 lblevelDuration 1d4 days + 1 daylevel (D)

Saving Throw none Spell Resistance none

This spell functions like levitate except as noted above

nd as follows You can mentally direct the object to move

p or down as much as 45 feet each round for the duration

f the spell doing so is a move action When you cease

oncentration the object remains in place for the duration of

he spell

This spell can be made permanent with a permanency spell

HR)

Reference Shining South (WotC) pg 51 Additionally

s a house rule it has been modied to allow it to be made

ermanent

School transmutation Level sorcerer wizard 9

Casting Time 1 standard action

Components V S M (powdered diamond emerald ruby and

apphire dust worth 5000 gp contained in a platinum coated

lassteel hourglass worth at least 2500gp)

Range touch

Target creature or object touched

Duration see text

Saving Throw Fortitude negates (object) Spell Resistance

Yes (object)

Like the spell temporal stasis you use this spell to place

omething into suspended animation But instead of the

arget being a creature only it can be anythingmdashliving or

onliving When cast on an object any magical properties are

uspended (but not dispelled) Potions cannot be opened the

ext of magical scrolls is too fuzzy to read magic items do

ot operate etc At your discretion you can set a condition

r time whereby the spellrsquos magic releases the target This

is done verbally at the end of the spellrsquos casting and m

be specic if a condition For example you might cast

spell on a king and state ldquoYou are freed when the nat

of Forann and Bretin make peace with each otherrdquo Or if

target is a magic sword you might state ldquoYou are freed w

the youngest son of the Diranges family enters this cham

Whether or not you choose to ax a condition to the spell

magic of greater temporal stasis cannot be otherwise remo

(such as by a successful dispel magic spell or a freedom sp

Reference Behind the Spells Compendium (Tricky Owl

Publishing) pg 90

S

T S G

SHORT ON CONTENT

NEED NEW ADVENTURES FOR YOUWORLD OF GREYHAWK GROUP

LOOK NO FURTHER THAN TH

CANONFIRE CHRONICLES

FROM THE SAME CREW THAT BROUGH

YOU THE OERTH JOURNAL

CHECK IT OUT AT CANONFIRE

UNDER CANONFIRE CHRONICLES

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11

The modern Bakluni from Yecha to the southern reaches of

Ull trace their lineage back to the alabaster cities of the fabled

Baklunish Empire With a history measured in centuries this

ncient nation consist of all the lands stretching along theDramidj Ocean and from the distant Baklhaut Mountains in

he mythic west to the Flanness heartlands in the east The

egendary elemental mages of the empire bound dijinni and

lemental alike to the task of creating wondrous things to

proverdquo that this empire would stand the wrath of time itself

verything fell before the power of the great empire until

t encountered another empire that was following the same

manifest destiny the Suel Imperium The stage was set for

hese two mammoth empires to wage a war on a scale that

was thus far unseen upon the world of Oerth

Sixty-three years of war saw brave new heroes rise to

odhood and moldy old gods crumble into ash In the end

he two empires unleashed their doomsday weapons uponach other in an event that has become known as the ldquoTwin

Cataclysmsrdquo When the smoke nally cleared the Suel

mperium was left an ashen waste and the Baklunish were

cattered to the four winds Today the Baklunish are still

aunted by the memory of what was and the loss of an empire

hat has shaped each nation that has followed with each

eeking some claim to the Enlightened Throne

APPEARANCEThe Baklunish people fall within the norms of most human

aces with their height being anywhere from 5rsquo to 6rsquo6rdquo tall and

heir weight ranging from 140-225 lbs

The Bakluni have a skin almost golden in hue with hair

anging from blue-black to dark brown Their eyes are most

ften green gray-green gray or hazel with a rare jade-green

eing the most prized Children born with such eyes are seen

s a blessing

Though almost unheard of golden eyes have cropped up from

me to time among the Bakluni and these almost always

ndicate a child with Djinni bloodlines

PERSONALITY AND CULTURESpread across the eastern expanse of the region know

the Baklunish Basin the Bakluni cultures are diverse

the varying personalities are shaped by the environmenwhich they dwell Despite these dierences the Baklu

people do have common threads which link them togethe

a race The Bakluni are in general a contemplative peo

carefully thinking matters through before acting Even

most brazen chieftain of the Tiger Nomads or Ullish War

thinks upon any impending action for to court failure

stain onersquos honor

Following the precepts known as the ldquoFour Feet of

Dragonrdquo people of Baklunish descent follow these max

Honor Family Generosity and Piety While the other race

the Flanaess have an understanding of these concepts

Bakluni people give them a much deeper meaning

To the Bakluni honor determines how a man carries out

activities of his day It entails keeping onersquos word not ac

cowardly comporting oneself as due his station in life Th

are the acts of an honorable man

Even a bandit can act honorably and yet still be a ba

Honor is the rst -- and for some -- the most important fo

the dragon and for this very reason A man might be imp

or a miser and might even treat his family poorly and yet

be seen as a man But if a man acts without honor then

a cur to be beaten and killed as one would kill any verm

An honorable man seeks the deep roots that only family

provide He honors his parents and grandparents by marr

a woman of mutual standing who has conducted hehonorably who has a family that is also honorable Chil

bring wealth to a man and his wife that is beyond the mea

of coin An Honorable man magnies his grace and stan

by taking care of his family and seeing to their needs He

his children get good educations his daughters marrie

honorable men from good families his sons taught the w

of honor and family so they may stand as men worth

their fatherrsquos name A Bakluni man takes care of his pare

RACES OF OERTH

The BaklunishBy Dennis LovattArt by Adam Koča amp Rick Miller

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12

is brothers and sisters his aunts and uncles if they are by

atersquos hand or by age unable to do so themselves Family

an be a broad term which can also means the employees

f a merchant warriors in a mercenary company even the

ollowers of a bandit lord In these cases the leader will often

reat his men in the same fashion hersquod treat his children Hersquod

ee they were properly wed given a nest egg to start out in

married life etc

While wealth does not always nd those that spend a lifetime

n hard work generosity is not limited to the coin in ones

ouch An honorable man is generous with his time helping

is neighbors and friends giving advice to those that seek it

llowing them to prot from the wisdom Istus has shown to

im and he does not shirk from giving what food he can to

hose in need Hoarding food or coin is frowned upon and

ften is the rst step to ruination in the folktales retold by the

ards of the region The generous man it is said sees that

which he gives returned tenfold when his time of need arises

Piety while the last of the dragonrsquos feet plays an important

ole in the lives of the Bakluni people An honorable man pays

omage to the gods that stand in judgment of his life Istus

he Spinner of Fate AlrsquoAkbar the Restorer of Righteousness

Xan Yae the Lady of Perfection Zuoken the Ladyrsquos Hand

Geshtai the Lady of the Living WatersWhile one god or goddess may have a higher standing in

he eye of any given person it is a fool that cuts o his nose to

pite of his face Only the Mullahs of a given deity can focus all

f their devotion to a single god The average Bakluni oers

rayers to all of the gods in order to ensure that no slight or

nsult is given to any and to guard against the ckle hand of

ate turning against them Even during times of both drought

nd an abundance of water pious Bakluni make oerings to

Sevelkhar the Waster so as to keep him at bay An old Bakluni

aying says it all ldquoTrust in Istus but tie up your camelrdquo

Culturally turbans and keyehs are the common head wear

or men with Hijabs being the choice of women Loose tting

ants and shirts are the style with robes (light in desertslains regions and thicker in the more northernmountainous

egions) worn over them

Most Baklunish warriors favor lighter armor than the heavy

late armor of the east Preferred weaponry consists of spears

ances and composite bows with personal weaponry being all

manner of curved swords such as Scimitars Tulwars Saifs

Shamshirs and Kilij Even those who are not well trained carry

Jambiya which is little more than a curved dagger

RELIGIONThough not a massive pantheon the gods of the Bakluni are

well represented in the daily lives of their people They pay

espect to their deities with a wide variety of oerings andbeisances With Piety being a trait to which all honorable

Bakluni aspire or at least want to appear to aspire it is

ot surprising that the temples and their mullahs discuss

assionately the nature of orthodoxy and the truest path by

which divine enlightenment can be reached This religious

assion while a noble thing can lead some to rationalize

eeds from which even the most devout Mullah would recoil

It is upon these throes of religious passion that ends of

and the abyss gain footholds upon Oerth and cults aris

dark reections of the Bakluni gods Grazrsquozt makes a

mockery of Istus uttering his own blasphemous comm

to the eager ears of cultists who foolishly believe they

doing the Lady of Fatersquos bidding It is for this reason

the Baklunish region suers a larger quantity of cults

do most other regions and it is why the Mullahs are swi

punish these tools of heresy It is perhaps this very advers

environment that caused the rst Hakima to be blessed

ldquoThe Sightrdquo

A word originally in ancient Baklunish meaning wise

insightful Hakimas were often women skilled in midwif

Most temples had Hakimas on sta and even the poore

villages boasted at least one such woman Searches in

ancient records of the Empire revealed no precedent so

believed that the Sight is a recent development Hakimas

gifted with the ability to see and hear the truth of mat

and even the most skilled liar cringes at the presenc

these wise women In the years since their rst appeara

Hakimas have become the ldquoone honest soulrdquo who can sp

out with impunity against the edicts of the Mullahs the d

of the military even the laws of the Caliph For their part

Hakimas have taken this change in stride and treat theof the Sight as an honor and duty and while there are alw

rumors no case of a Hakima being stripped of the Sight

ever been conrmed

PROFESSIONS SKILLS AND CULTURAL FOIBLEThe Baklunish people have by dint of centuries of exist

and weight of tradition shaped themselves for their plac

this world This shaping has given them advantages in ce

professions and skills All Baklunish gain a +2 racial bo

to Knowledge (Religion) checks Those Baklunish born in

sprawling cities are also adept in the ne Baklunish a

haggling and spotting a good deal Such urban Baklu

gain a +2 racial bonus to Diplomacy (when using the skinegotiations) and appraisal checks Conversely the Baklu

born outside the great cities are less concerned with bargai

and more focused on horseesh Rural Baklunish gain a

racial bonus to Ride and Handle Animal checks

Not all of this shaping has been benecial as a people

Baklunish are insular and superstitious by nature Foreign

while not mistreated are kept at armrsquos length and

standosh nature results in a ndash2 racial penalty for Baklu

on all diplomacy checks involving foreigners The thre

demonic and diabolic inuences have made the Bakluni w

and mindful of the signs taught to them by their parents

grandparents Few Bakluni man or woman leaves the ho

in the morning without a token of good luck on their perBe it an iron nail bent into a ring a bronze eye worn o

necklace made of woven hair or a lucky copper piece th

tokens are an important security blanket for the superstit

Bakluni If deprived of this token a Bakluni grows nervous

somewhat jumpy resulting in a ndash2 penalty to all charis

based skill checks until the token is reclaimed

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13

FIGHTING STYLESThe Baklunish warrior is the undeniable master of mounted

ombat Be it with a lance bow or scimitar and shield the

Baklunish do it best when on horseback The Bakluni re-

urved Bow or horse bow is the weapon of choice for themounted archer The limbs of the bow seem short but this

s an illusion precipitated by the severe curve the limbs The

amination process used to construct the bow gives it the

trength and thus the distance to rival the eastern composite

ows yet allows it to serve expertly for horseback archers

The one aw of the otherwise masterful design lies in the

trings These wound strips of catgut work well but begin to

eteriorate in an overly damp environment It is common for

rchers who favor the horse bow to carry two bows one

trung and one unstrung plus several replacement strings

As mentioned above the Scimitar (and its cousins) is

he blade of choice in the Baklunish west and has been so

or several centuries Various ghting styles involving theweeping style of the blade are favored which maximizes the

weaponrsquos powerful slashing ability While most favor a light

hield in partnership with the scimitar a few nimble warriors

ake up a second blade sometimes a Jambiya or a short

hrusting sword and at other times another scimitar of equal

ize and arc This dual weapon style called Kasirga -- ancient

Baklunish for Whirlwind -- is a powerful and dramatic style

but requires plenty of room to use properly A more com

style of dual ghting using the Jambiya called Yuzlu -- anc

Baklunish for two-fang -- is favored by urban warriors W

it has less power than the wide sweeping strikes used in

Kasirga style it takes up less room and is more viable intwisting alleyways of the Baklunish Cities

RACIAL FEATSThese are racial feats any Baklunish character can take

their bonus human feat

You are a child of the desert and know its ways

Benet +2 to survival checks in desert terrain

Special Can only be taken at 1st level

You have been riding horses since before you could walk

Benet grants a +2 bonus to ride and to handle an

checks when dealing with horses

Special Can only be taken at 1st level

D [H]

E F [G]

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14

Grsquo G [H]

The goddess of the living waters has blessed your birth

Benet +2 to swim checks and need consume only half the

mount of water than other humans

Special Can only be taken at 1st level

The energies of the Invoked Devastation which tore apart the

reat Empire still linger within you and are manifested in theirthmark scar that you bear

Benet You receive a +2 bonus to Intimidate checks

+4 vs any Baklunish) You also add a +2 to the DC of Save

hrows for any spell with the Fear descriptor you cast You also

eceive a ndash2 to all Diplomacy checks made against any Bakluni

who see or know of your scar

Special You may only take this feat as a 1st-level character

You are descended from the genies summoned to Oerth by

he ancient Baklunish in the days of the Suel-Baklunish wars

You might bear some physical or psychological mark of yourncestry such as a ery disposition thanks to an Efreeti

ncestor or uniformly blue eyes from the blood of a Marid

Benet Select one type of genie Dao (earth) Djinni (air)

freeti (re) or Marid (water) The benets of this feat vary

y the type of your genie ancestor

Dao You receive a +4 bonus on Saving throws against

arth eects and Fortitude saves made to resist petrication

You also add +2 to the DC of saving throws for any spell with

he earth descriptor that you cast as a sorcerer This benet

tacks with the Spell Focus and Greater Spell Focus feats if the

pell you cast is from your chosen school

Djinni You receive a +4 bonus on Saving throws against

ir eects and the following spells acid fog call lightning

loudkill stinking cloud and storm of vengeance You also

dd +2 to the DC of Saving throws for any spells with the Air

escriptor that you cast as a sorcerer This benet stacks with

he Spell Focus and Greater Spell Focus feats if the spell you

ast is from your chosen school

Efreeti You receive a +4 bonus on Saving throws against

re eects You also add +2 to the DC of Saving throws for

ny spells with the Fire descriptor that you cast as a sorcerer

This benet stacks with the Spell Focus and Greater Spell

ocus feats if the spell you cast is from your chosen school

Marid You receive a +4 bonus on Saving throws against

water eects and the following spells acid fog cone of coldorrid wilting ice storm and sleet storm You receive a +2

onus on Constitution checks made to resist drowning You

lso add +2 to the DC of Saving throws for any spells with

he water descriptor that you cast as a sorcerer This benet

tacks with the Spell Focus and Greater Spell Focus feats if the

pell you cast is from your chosen school

Special You may only take this feat as a 1st-level character

S [H]

[H]

M W [G]

You know your way around business negotiations

Benet You receive a +2 bonus on Appraise Checks

checks and Diplomacy checks related to business dealing

You have been riding horses since before you could walk

Benet grants a +2 bonus to ride and to handle an

checks when dealing with horses Special Can only be taken at 1st level

You are a Bakluni who was raised in the deserts of the

Steppes The harsh storms have toughened you

Benet You have a +1 natural armor class bonus

Special You may only take this feat as a 1st-level chara

Your mother was a Hakima and you were born with a to

of her sightBenet You receive a +2 to Initiative rolls and Spot che

Special You may only take this feat as a 1st-level chara

While many Bakluni pay lip service to Sevelkhar to stave

his wrath you have been born with a touch of the wa

within them

Benets All diseases poisons and dehydration eects

twice as long to eect you For eects that are Instantane

delay the onset time one hour per constitution bonus If o

time is 1 minutes triple the time frame if hours make it

and if days make it weeks The character suers pena

slowly and damages are drawn out to make the chara

suer longer This allows the character to be healed when

would otherwise be detrimental While most people are le

tune with such supernatural aictions animals can sen

and you receive a -2 to all handle animal checks

Special You may only take this feat as a 1st-level chara

S [H]

S [H]

T S [H]

T W B [H]

T B P

AlrsquoAkbar (LG god of guardianship faithfulness digniduty)Azorrsquoalq (NG god of light purity courage strength)

Daoud (N god of humility clarity immediacy)Geshtai (N goddess of lakes rivers and wells)Istus (N goddess of fate and destiny)Mouqol (N god of trade negotiation venturesappraisal reciprocity)Xan Yae (N goddess of twilight shadows stealthmind over matter etc)Zuoken (N god of monks mental powers physical anmental mastery)

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15

t is widely documented that the Flannae people are natives of

he Flannaes Hence the name given to the lands even by the

Oeridian conquerors

Rumors persist that one time long ago perhaps before the

ation of Caerdiralor took shape That the Olman and Touv

eople occupied a stretch of land that occupied much of the

outhern Flannaes While no sages can prove the validity of

his claim a case can be made that the ancient Flan could of

eized these lands from the eeing Olman and Touv people

After all many a Touv and Olman god mimic aspects of the

lannae own pantheon

Perhaps a relation to MokrsquoSlyk and the Serpent of Touv

myth Meyanok bare some resemblance though Meyanok was

ot known as a purveyor of magic Though he was directly

esponsible for the birth of three gods Vara Damaran and

Berna Vara has aspects closely aligned to that of Incabulos

specially in the deliverance of nightmares One could arguehat each pantheon has gods or goddess that can be crossed

eferenced with the gods of other pantheons However many

an directly see the inuence of Flannae myth in every other

uman culture bordering or occupying the Flannaes However

were the Flannae inspired by a pantheon of gods from another

rigin

Many sages discredit any notion that such a scenario ever

xisted as no recorded documentation of the presence of

Olman or Touv culture has ever been seen in the Flannaes

roof of Touv and Olman cultures have prevailed in the

Amedio Jungle and there are no signs that these people did

ot originate from these lands

Many agree that the Old Faith is the bastion of Flannaeworship even to this day However some text remain that

how demonic like beings where accepted in the old faith and

eing part of mans primal nature The Old Faith coexisted with

hese obyrith and later tanaric beings Many paid lip service

o appease these ancient brethren Others worshipped them

ke gods and made pacts to gain power and inuence from

hese beings Some appeared to be less diabolical in their

reatment of the Flan people

Mokrsquoslyk the Serpent is thought to have granted the

people with the knowledge of arcane magic Though Flan

religion shows us that Boccob is the god of magic In anc

texts from the church itself show that Boccob once trapp

demon of unknown origin that was more powerful then Bo

at this time It is believe he gleaned enough magical po

over these thousand years of the demonic creatures capt

This could explain how Mokrsquoslyk stopped inuencing the

in his teachings on magic With Boccob now in place as

deity of magic Mokrsquoslyk waned in power Hoping to rec

what was taken from him in his thousand years of capti

It would also explain how Boccob would have little need

worshippers as his power was siphoned from another pow

being

Throughout the history of the peaceful Flannae T

always existed some outside inuence over how their nat

where formed Caerdiralor was formed by dark priests mystics whorsquos primary worship of Tiamat absconded with

teachings of the Old Faith Perhaps it was the pantheo

the Old Faith that was behind the mysterious force w

devastated their capital of Mysyrna Forcing the survivor

cross the Sea of Gearnat

The six great realms of the grass sea lived in tune with na

Until the survivors of Caerdiralor reared their ugly heads

inuenced Sulm in becoming yet another representa

of Ur-Flan power Perhaps the Old Faith was testing

people the dark priests and mystics of Caerdiralor ceme

themselves into seats of power among the Sulmi The

grew in power and once the Old Faith became threatene

obscurity Shattados would don the Scorpion crown the Iof Woe would sink The rampant lion of the Aerdy would

claim to the Flannaes and many of the gods of the Flan

would be incorporated into the pantheon of their conque

Coincidence highly unlikely

Many Flan nationrsquos existed at some point Exag is on

them however Exag was greatly inuenced by the cra

and little is heard of Flan culture in the city of clay excep

inuence in Perrenland The Vast Swamp was or is the hom

RACES OF OERTH

The FlannaeBy Dennis LovattArt by Adam Koča amp Rick Miller

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16

Acerak a cambion demilich who constructed his own labyrinth

or which every artisan or worker who aided in its construction

was locked away within its clutches Acerak would soon follow

ever a true empire in itself Many adventurers deemed it the

Tomb of Horrors for the atrocities committed and experienced

y those who entered the wretched place

The Kings of Burgess were the last of the just and noble

ations to fall to Vecnarsquos spider throne The nations of Fleeth

nd Almadia where intertwined those with the death of the

rincess of Fleeth Almadia was on its own to defend itself

rom the spider throne Vecna sort his vengeance against the

ity of Fleeth Once he slayed all her people save a few nobles

who submitted themselves to his mercy Vecna took Almadia

nd then set his sights on Burgess The only true threat to his

eign at the time of his Occluded Empire

Nuria was a contemporary of six realms of the grass sea

nd the Isles of Woe It traded magical wonders with the

itadel of Veralos ultimately it would be consumed into the

Great Kingdom Believed to have existed in what is now the

Kingdom of Nyrond The Flan population would intermingle

with their oeridian conquerors and become willing citizens of

The Great Kingdom

Perhaps one of the most troublesome of the lost Flan nations

re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants

f Trask were responsible for the attacks on the elven city of

Summer Stars Evil and bellicose beyond refute the invading

erids of house Naelax had little choice but to wipe them

rom the face of Oerth Destroying much of their magic and

writings

Last in the line of benevolent Flannae rulers Ehlissa the

nchantress lived in what is now know as the United Kingdom

f Ahlissa some 1700 years ago and continued to reign in

er prehistoric kingdom for several centuries more Queen

hlissa has no issues she keep song birds as pets During her

eign her people knew peace and none of her subjects knew

overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend

er subjects to her will Her reign lasted up until the Great

Migrations during her reign she managed to prevent the force

ocked away in her Nightingale from escaping Presumably

ead none truly know what happen to Queen Ehlissa or her

amed Nightingale Little to noting remains of Flan culture in

his region Long ago Suel and oerid migrations took their toll

n her Kingdom Becoming part of the Great Kingdom of the

Aerdy and recently The United Kingdom of Ahlissa

APPEARANCEThe Flannae people are recognizable by their bronze

omplexions and wavy or curly hair With strong angular

eatures and heavy brows most Flan are easily discernible

rom other human racial types They tend to be of average to

tocky build sturdy and somewhat hirsute they are anything

ut the prototypical human type these days

Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh

etween 150-180 lbs Female Flannae average between 4rsquo8rdquo

o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller

and heavier Flannae are possible

Their eyes are most commonly dark brown or black br

and amber appearing less frequently Their hair color is us

black but also ranges through shades of black-brown

brown and brown Curly and wavy hair is usual but some

have taken to straightening out there hair in recent times

The original Flan nomads of a millennium ago wore sim

utilitarian clothing including loincloths capes and lea

wrappings on their feet that served as shoes They also w

brightly colored body paints primarily vermilion and ye

ochre in primitive patterns a practice still common am

the surviving Rovers of the Barrens In civilized regions

clothing tends to follow current fashion though they still

to prefer solid bright primary colors

PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract

hard-working and reserved Flan are natural hunters

gatherers imbued with survival instincts most learn to

o the land Flan tend to eat lean even when there i

over abundance of food available Many Flan prefer wate

milk to alcoholic beverages though some places espec

in Geo and Sterich mead and ale have become com

place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling

family ancestry All Flan appear to be unemotional or slo

speak however those that succeed in gaining there trust

nd themselves a loyal passionate and jovial friend O

the human sub-races the Flan are more inclined to work

live among the demi-human races

Few nations boast a large Flan population these d

Geo Sterich Perrenland and the Wolf nomads sport

people mostly mixed with people of other human ethnici

Only the Roverrsquos of the Barrens and the people of Tehn s

a signicant stock of pure Flan-blooded people these day

The ancient Flan were able to carve out some of the m

successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em

Tostenhca Sulm and Itar

The Kingdom of Caerdiralor was the seat of Ur-Flan po

Absconding from the Flan coexistence with nature The ur-

delved deeply into the dark arts and sort to use the destru

force of nature to bend all to their will Worship of Tiamat b

paramount to their society Many other obscure demonic

or immortal powers inuenced them as well Mokrsquoslyk

Serpent seemed to be inuential in gifting the ancient

people with the arcane arts The true nature of Mokrsquosly

unknown Though his inuence amongst all the Flan pe

is well documented throughout history Caerdiralor mee

end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t

capital city of Myrsyrna that ended the genocidal war and

the surviving elite eeing across the Sea of Gearnat to

Lands of the Rhugha

Meanwhile in the lands known as the Bright Desert tr

of Flan people began to embrace the teachings of Va

the Maker the Subtle Teacher Born a mortal Vathris ra

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17

imself to the cusp of immortality through his knowledge

eeds and wisdom Embracing the ideals of progress and

ngenuity Under Vathris guidance the six great tribes of the

rass-sea became six realms

The six realms at that time where known as Itar Sulm

Rhugha Ronhass Durha and Truun Itar was chief among

hese six realms as they embraced the teachings of Vathris

wholeheartedly Many of the other tribes struggled to shed

heir past beliefs and the most resistant of those realms where

he Rhugha and the Ronhass strange that two of the most

rominent realms in the great grass sea choose to war against

ach other on a mere slight that none can recall If not for

he interference of the other four realms the Ronhass would

urely have fallen into obscurity The only way to keep peace

mong the six realms was to divide a line directly through the

ands of the Rhugha and Ronhass The Truun were gifted this

ealm to maintain the peace Gifted horsemen themselves and

utnumbering both the Rhugha and Ronhass in size made the

Truun the most reasonable choice to police these realms

Though peace would not last that long The dark mystics and

riests of Caerdiralor found their way into the nobility of Sulm

ars They whispered honeyed words of peace and progress

nstead they used their knowledge of iron-craft and secretitive

ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic

nd technology brought to them by the Caerdiralorrsquos sought

o control the six realms and make them into one mighty

ation

Sulm would rule over the six realms uniting them in bloodshed

nder one banner Despite the numerous nations of horsemen

hat opposed them Sulmrsquos iron-shod legions proved too much

or the other realms The Itari posed the greatest threat to

Sulmrsquos machinations of dominance over the great grass sea

The decades long war ended when Vathris divine spark was

nded by a dark wicked barbed longspear In vengeance for

tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered

he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering

lis of Sennerae down into the deep blue void of the Sea of

Gearnat

Sulm would fall due to the machinations of their last king

Shattados Five hundred years after Keraptis was named

rotector over the Flan nation of Tostenhca Shattados

would don the Scorpion crown gifted to him by the lord of

ntropy himself Tharizdun The people were transformed

nto manscorpions and dune stalkers while Sulmrsquos grass sea

uickly converted into the sands which make up the lands of

he Bright Desert today

Tostenhca was a military protectorate under the leadership

f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences

nd craftsmens ship that could rival those of dwarven and

nomish races They also saw the height in taxation that was

trictly enforced by Keraptis regime Keraptis made good on

is threats to those who failed to follow his strict tyrannical

rders Though the city saw its greatest success under

Keraptis rule His over taxation and cruelty were ultimately his

downfall the people revoked and under the leadership of

High priest Gethrun Shoiraine destroyed the wizard hiera

and laid siege to Keraptis keep Defeated Keraptis ed to

south with his gnomish minions

Three hundred years later Keraptis would enact his reve

using the power from the Null Enigma found under W

Plume Mountain Keraptis cursed Tostenhca Which lea

the death of Tostenhcarsquos inhabitants Tostenhca was lost

forgotten save for the rumors of its gold laden rooftops

unsurpassed wealth Many an adventurer has meet their

searching for the lost wealth of Tostenhca Where on

proud and striving Flan nation stood only a cursed and ko

infested place remain Now referred to in the cold tongu

Skrellingshald ldquothe cursed Flan holdrdquo

Veralos the Lost Citadel of the Flan was a fortress

upon the edge of the Rift Canyon in ancient times and

fealty to the wizards priests of the Isles of Woe Elite scho

artisans and mystics from all walks of life where sent he

develop their craft for the betterment of all Flan-kind Tho

the wizard priests of the isles of Woe were well entrenc

into Veralos social structure Little discovered behind

fortied walls escaped their attention Well after The Isle

Woe plunged beneath its watery depths into oblivion Ver

continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel

a sleeping power from within the Rift that would crum

the hidden citadel and its people for all time Even with

successful foray initiated by the company of seven M

scholars believe Veralos to be just another myth surroun

by an uninhabitable region of the Flannaes

The ldquosurvivalist instinctrdquo is forever present within the m

and hearts of the Flannae peoples and they nd ways to

exist in their lands regardless of their circumstances

nations of pure Flan decent survive these days save the Ro

of the Barren and Tenha The Wolf nomads The Sheldo

Valley Perrenland and the Theocracy of the Pale are p

that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o

human cultures cementing part of their religious and cul

inuences amongst them all

A great many Flannae grow-up to become farmers herd

druids bards rangers and mages of renown Being inst

from early childhood with a profound respect for natur

all its forms Flannae have studied the aspects of nature

their place in it at one time or another Most Flannae h

at least a rudimentary understanding of farming herd

animal husbandry agriculture geography and wea

patterns Many Flannae plant a tree in front of their home

in a garden where they have easy access to As long as

tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of

luck and one should pick up and leave the place behind th

The skill of manufacturing leather and wooden crafts is

highly respected among the Flannae peoples Many a Flan

crafted a ute from a branch that had fell during a st

Tanning was and still is a common practice of many Flan

people The hides are highly prized for use as clothing

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18

rmor A naturally peaceful people skills such as dancing and

inging are often manifested in Flannae from all walks of life

RELIGIONThe Flannae peoples seem to have a particular fondness

or gods representing nature The Flannae Pantheon mostly

onsists of gods from the Old Faith With Beory and Obad-

Hai being the gods most commonly associated with the old

aith Over the years dierent cultures have altered the

riginal gods associated with the Old Faith save Beory and

Obad-Hai who are always present among their number The

riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn

ord Incabulos (in some Flan cultures he is replaced by the

oddess Berei) and The Lord of Winter Nerull Originally all

were neutral aspects though Incabulos became associated

with plagues and suering making many followers of the old

aith wish for the Lord of Winter to end their suering As such

very winter Obad -Hai is slain by the lord of winter It is the

ord of spring that releases Obad-Hai from the summer tree

He has Berei assist him with the burial of Obad-Hai Where he

s buried Mother Beoryrsquos tears revive him and a young sapling

rows which drops the fruit that hatches a young Obad-Hai

nce again in the spring By the summer he is fully grown and

trong the Stag King leading the wild hunt against those that

would dele nature During autumn he grows into a weathered

ld man waiting for the winter lord to slay him once again

There is a belief amongst the Old Faith that should Pelor fail

o bury Obad-Hai after seven days He will be gone forever

nd Oerth will forever be plunged into an eternal winter

The Flannae Pantheon consists of Allitur Beory Berei

Boccob Celene Earth Dragon Ehlonna Grummush (amongst

he early Flan he was thought a chief rival of Obad-Hai in

he old faith he was once known as the autumn lord and

was replaced by Incabulous after he established himself as

he chief patron of the orcish pantheon)Obad-Hai Pelor

ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and

Zodal

Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are

he primary recipients of Flannae worship in the Flannaess

hough all the gods of the pantheon receive varying amounts

f veneration token though they may be Many others

ave lost a direct association with the Flan pantheon and

re not mentioned here Though in truth about 90 of the

lan pantheon is considered part of the common pantheon

f gods As the oeridians stopped worshipping Sol and have

ully adopted Pelor into their pantheon of gods Beory is

onsidered the mother of the gods and only in the baklunish

west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the

most diminished of the human races currently bordering or

ccupying the Flannaes However they have cemented their

ustoms and traditions into every human species they have

ver come across Most notable of them all are the Oeridians

nd to a lesser extent the Suloise people

PROFESSIONS AND SKILLSThe Flannae have developed many and various skills

the centuries and in that time those professions and s

have changed little regardless of their location upon the O

-- as such all Flannae characters gain a + 2 racial bonu

two of the following skills Knowledge (nature) Knowle

(geography) Knowledge (the planes) Survival Ha

Animal Profession (tanner) Profession (animal breed

Profession (grain farmer) Dancing Singing or Ride T

skills are considered Class Skills for all Flannae character

Flannae characters are so attuned to nature that many

learned languages common amongst the fey races As

Flannae characters may take the Sylvan tongue as secon

language

The ancient Flannae also dwelled and worshipped dem

like they do gods these days Many have learned the Aby

tongue of demons and a few have learned the infe

languages of devils as a secondary language Note D

may require one of the following feats to be taken (Tai

Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o

to explain where the character has developed their knowle

of these languages

Flannae characters hailing from nations within the Sheldo

Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla

are exposed -- or have been exposed -- to atrocities dea

them by giants or other creatures driven from their home

an invasion of giants

FIGHTING STYLESThe ancient Flannae peoples where associated with prim

ghting styles few of which see use today Many Flan

where accomplished horsemen Most preferred to ride

their opponents armed with spears and axes Some ca

sickles to sacrice their enemies to the old gods Archery

horseback saw some usage mostly among the Itari and

by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we

maintaining their lands

In Geo and Sterich many of the Flan in these nations

adopted the sword as their main weapon While it se

this tradition was inspired by the oerids of these lands

Flan embody the spirit of their ancient brethren by run

headlong into battle naked armed only with their swords

handed weapons have also become common place as

tend to be more useful in damaging the giants which

these lands Long-bowmen have just begun to see m

usage as they allow one to keep a long distance from t

enemy short-bow use is more common especially when ri

horseback

The Wolf nomads favor the spear throwing axe and

their ancestors used in battle Some carry a spiked lea

gauntlets or the punching dagger and curved blades of t

baklunish ancestors alongside their wolf companions

In Perrenland polearms see much use especially amo

the mercenary companies Mercenaries from Perrenland

highly valued in the armies they serve Their ability espec

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19

n defense measurements are highly sort after Shortswords

xes spears shields and hunting knives are also common

lace with crossbows seeing little use in this region The most

killed pikemen and halberdiers are often from Perrenland

Having pushed back many a marauding army Most military

men in Perrenland learned their craft as mercenaries Fighting

n the opposite sides of warring parties However it is the

are mercenary who fellrsquos one of his kin This has served them

well when being hired to route fellow countrymen from the

pposing army ranks Only to nd them bolstering the ranks

f the mercenary army sent to dispose of them

One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra

urden of heavy armor and few would don any armor that

weighs more than forty pounds

Naval combat is something most Flan nations these days

now little about Many of their nations do not border large

odies of water capable of supporting naval units In ancient

mes the Isles of Woe and Caerdiralor supported naval units

Ahlissa presumably had the largest naval unit of all Flan

ations Though they also saw little usage as naval combat

was not as advanced as it is now in present day Oerth Instead

most naval units merely supported the transportation of

roops Perhaps naval units were more commonplace when

he Pomarj was a heavily populated Flan nation Though as

ar as historians can tell this area was populated by primitive

solationists who later were absorb into the migrating Suel

opulation Eventually only traces of Flan culture exist With

ltars and shrines devoting worship to the earth dragon

aramount among these ndings

The Flan present in the Theocracy of the Pale have been

bsorbed into the Oeridian way of life In truth little of their

ways exist in the Pale these days Many of their ghting

ormations and weapon usage mimics those of their Oeridian

rethren

RACIAL FEATSThe following is a list of racial and heritage feats that an

lannae character may take as hisher bonus feat

While some Flan from all walks of life are imbued with the

lood line of Caerdiralor You have a stronger connection

raced back to a mixture of the Sulmi bloodline with the

urvivors who ed the doomed nation when they crossed the

Sea of Gearnat

Benet A Caerdiralor Flan receives a +2 to saves against

pells from the necromantic school of magic If they have the

bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic

Special You may only take this feat as a 1st-level character

You are a descendant of the ancient Itari Flan whose forward-

hinking permitted them access to the ways of Vathris the

B C[H]

B I [H]

B D [H]

B R R [H]

maker

Benet An Itari Flan receives +2 skill bonuses to both

Knowledge (nature) and Diplomacy skills The character

easily sway someonersquos reaction by two categories for e

successful Diplomacy roll

Special You may only take this feat as a 1st-level chara

The characters Diplomacy score must be equal to or gre

than the characters level he is trying to persuade Other

the characters Diplomacy can only improve reactions rol

one category

You are a descendant of the Durha Flan some of the m

backward thinking and barbaric of the Flan people

Benet The Durha were some of the most determ

warriors However determination and skill are two die

things As such these characters gain 1 extra hit point

character level

Those with this bloodline may remain active at less

zero hit points with a successful Willpower save with a

DC of 12 plus the amount of damage suered below z

Example Fleg was struck by a club bringing his hit point

to - 3 hit points Fleg wills himself to maintain ghting on

rolls a 16 for his Will save to overcome his wounds S

Fleg is at -3 hit points he needed a 15 to remain active

remains active and is not struck again in combat Howeve

now requires a successful Willpower save DC 16 to cont

ghting as he cannot become stable while remaining activ

combat

Special You may only take this feat as a 1st-level chara

You are a descendant of the RhughaRonhass Flan While

Rhugha and the Ronhass were both intimately related to

other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron

were skilled horseman only because they were as stubbor

the mules they trained and lived with

Benet A RhughaRonhass Flan receives a +2 compet

bonus to their Ride skill (horses) and Handle Animal

(horses) They also receive a +2 to saves against spel

abilities to charm or enthrall them Spells that control emot

can aect them if it induces anger

Special You may only take this feat as a 1st-l

character Diplomacy is never a class skill for a character

this bloodline Diplomacy is treated as a non-class skill

receives all the limitations of a non-class skill for those

this bloodline regardless of which class they belong too

You are a descendant of the Sulmi Flan The ancient S

were always very ambitious determined to complete a tas

matter the cost This endearing trait led them to incorpora

the teachings of Caerdiralor into their society However s

B S [H]

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20

ure strains of this bloodline exist

Benet A Sulmi Flan receives a +4 insight bonus to any

kill roll once per day This does not guarantee success but

hows there determination in completing a task

Special You may only take this feat as a 1st-level character

The DM should penalize characters with this feat who give up

task too often or too easily

You are a descendant of the Truun Flan Much like the Rhugha

Ronhass the ancient Truun were skilled horsemen that

ttacked in large groups However the Truun did not share

he stubbornness their Rhugha and Ronhass brethren were

amous for

Benet A Truun Flan receives a +2 competence bonus

o their Ride skill (horses) and Handle Animal skill (horses)

A Truun that makes a successful Ride skill check in combat

lso receives a +1 competence bonus to attack rolls while on

orseback

Special You may only take this feat as a 1st-level character

You bear the mark of Demogorgon prince of all demons

Benet A character with this feat can telepathically

ommunicate with a creature in close range (25ft) much

ke a detect thoughts spell A targetrsquos successful Willpower

ave prevents you from reading its thoughts the save DC

=character level + 2 + highest non-physical attribute bonus

Intelligence Wisdom or Charisma]

However you also receive telepathic signals from all demon-

ind The latter is never at ease You struggle to control

he telepathic communication from demons a successful

Willpower save (DC demonrsquos hit dice + charisma bonus) is

equired whenever the character wants to actively block out

his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2

enalty on attack rolls saving throws skill checks and ability

hecks) until a successful Willpower save is made Because

he character has a volatile nature he gains a +2 insight

onus to all Intimidate skill checks and his telepathic link with

emon-kind grants him a +2 insight bonus to his Knowledge

the planes) skill checks Because the character is telepathic

e gains a +1 insight bonus to all initiative rolls

However the character always exudes a faint evil aura due

o the mark regardless of the characters actual alignment

Special You may only take this feat as a 1st-level character

You were born with a slightly forked tongue granting greater

ptitude with magic

Benet A character with Mokrsquoslykrsquos Tongue gains +2

ompetence bonus to either his Knowledge (arcana) or

Spellcraft skills The character also gains a +1 to their caster

evel when overcoming resistance for spells cast with a verbal

B T [H]

M S B [H]

Mrsquo T [H]

O A [H]

O F [H]

T T [H]

T T [H]

V T [H]

component

Special You may only take this feat as a 1st-level chara

You share some ancestry with those that lent their ma

might to the defense and expansion of Vecnarsquos Occlu

Empire

Benet Vecnarsquos Occluded Empire was well known fo

use of dark and secretive magical might As a descen

of this region you receive a +2 competence bonus to

Knowledge (arcana) and Knowledge (the planes) skills

Special You may only take this feat as a 1st-level chara

While many modern day Flan follow many faiths you fo

the ancients ways of your people

Benet A character with this feat receives a +2 compet

bonus to their Knowledge (religion) and Knowledge (nat

skills

Special You may only take this feat as a 1st-level chara

must follow Old Faith

You bear the taint of Tiamatrsquos followers

Benet A character with this feat has slightly scaly

that is noticeable by touch only and gains a +1 natural a

bonus They also gain a +4 resistance bonus to one of

following energy types acid electricity re or frost

Further the character also receives a +2 insight bonus t

Sense Motive checks to detect malicious intents or auras

as an evil spell or power register

However the character always exudes a faint evil aura

to the taint regardless of the characters actual alignmen

Special You may only take this feat as a 1st-level chara

You bear the artice and skill the the Tostencha people w

famous for

Benet This character may add +2 to one Craft sk

their choice The character also gains a +2 to their Appr

skill checks

Special You may only take this feat as a 1st-level chara

You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any

Knowledge skills and add a +2 competence bonus to t

skills or they make take one non-class knowledge skill

use it as a class skill without any penalty for skill improvem

cost

Then there are those who follow the teachings of Vathr

the god of lost causes and revenge These latter charac

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21

eceive a +2 to saves against poison or magic that would

ring them death or below zero hit points They also stand a

0 chance of becoming stable when brought below zero hit

oints instead of the normal 10 chance of most people

Special You may only take this feat as a 1st-level character

You are exceptionally skilled and versed in the workings of

he world

Benet A character with this feat gains 4 extra skill points

t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class

Also Knowledge skills can be increased by one more point

han usually allowed per character level A rst level character

with this feat may have a Knowledge skill with up to ve ranks

t rst level

Special You may only take this feat as a 1st-level character

V S I [H]

The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4

T F P

Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a

hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)

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8162019 Oerth Journal 27pdf

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23

PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged

traightforward and pragmatic Oeridians are taught from the

arliest age to respect authority and those who bear arms

Their interests lay in exploration hunting ghting and empire

uilding The history of their people give them right to boast

Oeridians are prone to take charge in dicult situations and

et they respect their superiors and sacrice for the good of

whatever cause or group they believe in Oeridians are known

or their enjoyment of songs celebration physical games

nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly

egarded by other races

There are three prominent Oeridian tribes The Aerdi best

nown for establishing The Great Kingdom The Nyrondal

f the Kingdom of Nyrond and the Vollar of the Prelacy of

Veluna are the other two prominent tribes of Oeridians Other

ribes do exist -- or have existed -- but they have become

ntermingled with other cultures

The Kingdom of Furyondy has a signicant Vollar presence

n its border with the Prelacy of Veluna however the Vollar

n both sides of the border have intermingled extensively with

he other peoples of these nations

The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of

he Flannaess but is now but a shadow of what it once was

aving splintered into two separate and distinct kingdoms

North Kingdom and The United Kingdom of Ahlissa Neither

f these current kingdoms is in control of the former capital

f Rauxes Decades of inghting magical atrocities and the

ramping of undead armies across the land have devastated

he area around the former capital

Most Oeridians now living in these lands tend to be less than

traightforward compared to their brothers in other lands

eing much more conniving and preferring to avoid direct

onict They seek instead to manipulate their adversaries

uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This

ttitude has served to lessen both the military presence and

nuence of the Church of Hextor

The Kingdoms of Furyondy and Nyrond as well as the former

Shield Lands are able to boast Oeridians of purest blood

Though the Shield Lands have been overrun by the forces of

uz the Oeridians still living there show real determination

nd the erce spirit of the race The Oeridians in these lands

ontinue the struggle against the occupying forces of Iuz the

nly exception being the Oeridians of Nyrond

The Oeridians of Nyrond mirror the condition of the Kingdom

tself they are poverty stricken This situation leaves them in

very poor position to wage an oensive war against the ldquoOld

Onerdquo However the Oeridians of Nyrond remain ever vigilant

f the Old Onersquos designs on their territories and are prepared

hough their stance must be defensive in nature

The ldquowarrior coderdquo is forever present within the minds and

earts of the Oeridian peoples and they nd ways to defend

heir lands regardless of their circumstances Defensively

uryondy is currently in the best shape of all the Oeridian

nations due to their being aided in securing their border

their Velunese neighbors In addition the Church of Heiron

has an ever growing inuence amongst the Oeridian peo

in these two nations and the Priests and Paladins of His ch

are highly regarded by the peoples of these two kingdom

The Oeridian peoples have learned to work well with o

human races and nowhere is this truth more evident tha

the Sheldomar valley and the Kingdom of Keoland In Keo

a minority of Oeridian and Suloise nobles enjoy a peaceful

over a Flannae majority

In the Prelacy of Veluna a considerable populatio

intermingled Oeridian and Flannae peoples also live toge

peacefully Rao serves as this nationrsquos chief deity but

church of Heironious is also well represented on the nat

Theocratic Council The Oeridian peoples of Keoland

Veluna are much more in control of their emotions then

their brethren in other nations and are therefore less like

fall prone to the more traditional overreaction of Oeridian

A great many Oeridians grow-up to become warriors B

instilled from early childhood with a profound respect for

and women of martial prowess most Oeridians have studie

least one melee weapon by the time they reach adulthoo

The skill of manufacturing weapons and armor is also h

respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are

naturally nimble people acrobatic skills such as dancing

tumbling are often manifested in Oeridians from all walk

life

RELIGIONThe Oeridian peoples seem to have a particular fondnes

martial gods The Oeridian Pantheon boasts no less than t

Gods of War and Battle Heironious Hextor and Stratis

is believed to be dead

All three war gods were mothered by Stern Alia God

of Motherhood Culture and Law three precepts which

important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St

was dominant in their ancient homeland which they be

was in western Oerik Some Oeridians still worship this fa

deity and repeat a legend associated with His death

whispered that at His death Stratisrsquo blood burned its

through the Oerth down into the Underdark and exposed

passageway to the drow settlement of Kalan-Grsquoeld Str

blood then turned into mists and still oats around

Underdark in clouds It is said that anyone touched by th

clouds is gifted with a portion of Stratisrsquo divine spark

The Oeridian Pantheon also consists of Bleredd Celes

Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku

Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri

collective name for the Oeridian agricultural gods Veln

Telchur Atroa Sotillion and Wenta

Heironious Hextor Fharlanghn Pholtus Pelor and Zil

are the primary recipients of Oeridian worship in the Flanna

though all the gods of the pantheon receive varying amo

of veneration token though they may be

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25

s another matter entirely If not for the considerable size of

heir eets these nations would be in serious trouble given

hat this is the one area in which the Suloise have bested

hem

The Oeridians of the former Great Kingdom prefer to ram an

nemyrsquos vessel and board them with marine units since their

and to hand tactics are superior to that of their opponents

However their naval tactics prove a contradiction in this

egard as Oeridian ships are built for strength rather than

peed and ranged combat seems to be the most eective

method against the Suloise vessels

The Peace loving Oeridians of Veluna have ample amounts

f military units cavalry infantry and archers However these

Oeridians prefer bludgeoning weapons Veluna is also known

o have the only man-catcher unit in existence While no

ne has yet seen it used on the eld of battle it is rumored

hat these units were responsible for quelling the upheavals

n the disputed lands of Bissel The man-catcher unit serves

mainly as an honor guard but gives frequent demonstrations

f its great prociency in the non-lethal use of their weapon

Although swordsmanship is practiced in Veluna it is viewed

rimarily as a sport rather than an instrument of war

RACIAL FEATSThe following is a list of racial feats that an Oeridian character

may take as hisher bonus feat

You have studied many dierent Aerdi styles of warfare

ranting you a mastery of the battleeld

Benet A character with the Aerdi Bloodline feat gains a +2

ompetence bonus to Alertness checks and a +1 competence

onus to hit with spear or short sword

Special You may only take this feat as a 1st-level character

You have exceptional skill on mounts and with Nyrondal

anged combat tactics

Benet A character with the Nyrondal Bloodline feat

ains a +2 competence bonus to Ride skill checks and a +1

ompetence bonus to hit with a rapier or bow

Special You may only take this feat as a 1st-level character

You are known for your scouting skills and defensive ghting

actics

Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and

+1 dodge bonus to their AC

Special You may only take this feat as a 1st-level character

A character must choose either Spot or Survival skill bonus at

st-level

B N [H]

B A [H]

B V [H]

C S [G]

D R [H]

H [GB]

You are skilled in battle and can sense when combat is a

to ensue

Benet Before combat begins a character with this

can make a wisdom check (DC 10+ frac12 opponents hit dice)

if successful the character gains a +2 insight bonus to t

saving throws or Armor Class either which can apply

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters need to meet a prerequisite to a

this feat a wisdom score of 13 or higher

You are nimble in battle and many of them study how to a

blows

Benet A character with this feat gains a +2 dodge bo

when not using armor or shields of any kind The chara

must have a weapon in his hand for the feat to work

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters can take this feat but the prerequ

is a Dexterity score of 13 or more

You have toughened your body to the point where they s

able to turn blades aside during battle

Benet A character with this feat gains a damage resista

of 2

Special You may only take this feat as a 1st-level chara

must take either Endurance or Toughness as a prerequisi

this feat

You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta

they may rage like a barbarian of equal level The chara

receives all bonuses and penalties associated with ragin

noted on page 25 of the 35 edition of the PHBThe chara

receives all bonuses and penalties associated with raging

noted on page 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level chara

Oeridians from Veluna cannot take this feat

You can be quite intimidating when you have to be

Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi

someone a second time even after an initial intimida

check has failed but without the +2 bonus on the sec

attempt

Special You may only take this feat as a 1st-level chara

O R [H]

O P [H]

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26

O G [H]

O S [H]

You have a greater aptitude towards grace and maneuverability

Benet A character with this feat gains a +2 competence

onus to all Balance and Tumbling skill checks

Special You may only take this feat as a 1st-level character

Your ghting spirit shows your resolve when the end is nigh

Benet A character with this feat gains a +2 competence

o hit and damage but only when reduced to less than 20

f his hit point total

Special Oeridians who are members of the following

lasses may choose this feat Barbarians Rangers Paladins

Warriors and Fighters Fighters can gain this feat at rst level

A character may gain this feat after choosing the Endurance

nd Die-hard feats

You are well versed in many ghting styles However you

refer a less lethal approachBenet A character with this feat can use any blunt object

r bludgeoning weapon to cause non-lethal damage to his

pponent Weapons used in this way do half damage All

amage inicted in this manner is non-lethal

You have mastered the art of non-lethal damage

Benet As Sub-dual Focus above only the weapon does

ull damage all of it being sub-dual

Special Oeridians from Veluna taking Sub-dual Focus get

Greater Sub-dual Focus for free Other characters are required

o spend a second feat for Greater Sub-dual Focus

You have honed your skills in the subtle arts eschewing any

warrior instincts for a more deceptive approach

Benet A character with this feat receives a +2 competence

onus to both the Blu and Sense Motive skills The character

s equally adept at lying and discerning a lie

Special You may only take this feat as a 1st-level character

Only those characters from Ahlissa and North Kingdom may

ake this feat

S- F [G]

S- F G [G]

S [H]

T O P

Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti

Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves

Zilchus (LN god of power prestige inuence monbusiness)

Crsquo

C

G

T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073

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27

RACES OF OERTH

The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak

The Rhennee rmly believe they are from another world

nown as ldquoRhoprdquo In truth Rhop was a large island continent

ar removed from the Flanaess The distance is so great that

t could easily lead anyone to believe that Rhop was anotherworld

Natural talents possessed by the Rhennee strongly suggest

o scholars that the Rhennee have lived on or near large

odies of water for the racersquos entire existence Some sages

elieve that Rhop was ndash in reality ndash some type of ldquoElder

Beingrdquo possessed of supernatural powers and quite possibly

esembled some type of turtle-like creature Such a Being

would of necessity have been quite large possibly measuring

ome ve miles in radius Sages believed that either some

xternal ldquoforcerdquo removed the Rhennee from their living island

aradise or else this ldquoIsland Beingrdquo itself sent them away

While there is some debate upon the subject most sages

gree that the Rhennee are native to Oerth Sages also agree

hat after leaving their island home the Rhennee traveled to

he Flanaess and settled in and around the Adri Forest But

enturies ago they were driven out of this area as well -- by

he invading Oeridians

On the whole the Rhennee are still a young race Having

nally found their own niche within the societies of the Flanaess

eems to have caused their civilization to ourish especially

pon the Selitan river and the Nyr Dyv What happens to the

ace next remains to be seen

The Rhennee themselves have taken a generally neutral

pproach to their neighbors refusing to involve themselves

r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have

sed them for a variety of transportation services including

he delivery legal and illegal goods

Whether or not the legend of Rhop being some other world

s true or not one thing is certain the Rhennee people are not

eaving the Flanaess anytime soon

APPEARANCEThe Rhennee are often tan or olive skinned humans T

tend to be shorter than other human races and often stoc

displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w

between 140-175 lbs while female Rhennee average betw

4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co

are most often blue gray or hazel although green eyes

not unknown Their hair color is often black or dark bro

Curly hair is most common but wavy hair is not unknown

PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated

secretive most Rhennee have little regard for the other hu

races

Having been ostracized by the majority of human ra

Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp

and it is very rare to nd one amongst the Rhennee for

great length of time To the Rhennee nothing is more impor

than family and regardless of personal dierences it is ta

to go against the family and side with a Gajo

The Rhennee live almost exclusively upon the waterw

of the Flanaess making their homes on large barges A s

sect of Rhennee ndash known as the Attloi ndash travel in caravan

the area of the Adri Forest where many believe the Rhen

made their rst appearance in the Flanaess The majori

Rhennee reside in the central Flanaess remaining close to

Nyr Dyv which serves as a central focus for these people

Most other races of the Flanaess often consider the e

race of Rhennee as criminals and thieves While it is true

many Rhennee excel in the roguish arts relatively few

out right criminals The conict lies in the fact that to

Rhennee things which are considered the property of G

are actually considered ldquopublic propertyrdquo by the Rhennee

The Rhennee believe that if you cannot carry the item u

your person then it is open to public use To be fair even am

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28

hemselves the Rhennee practice this belief The exception to

his is items placed into a roped circle This practice dictates

hat the items should not be touched or removed The number

nd sequence of knots tied into the rope will show any and all

ust who it is that claims the roped property as their own

The Rhennee culture is very chauvinistic Males are the

eaders and may carry on their barge just as many wives as

hey can aord It should be noted however that each barge

r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda

cts as an advisor and a councilor to the leader in all of the

amilyrsquos aairs The Verda also serves as the tribersquos healer

nd herbalist She predicts the weather and sells fortunes to

he Gajos While male nobles rule the tribe none of them will

ontradict the Verda of their tribe

Interestingly Rhennee women must remain virgin until their

marriage while males are encouraged to take many lovers

But if a woman is found to have had sex before marriage she

s then forbidden to ever marry and must become a prostitute

r ldquoAuntardquo to the tribe Such a woman is often given a small

essel separate from the barges and is only welcome aboard

barge when she is servicing the Rhennee males on it

This custom seems strange to others given that most

Rhennee males will quickly start a ght if they believe that

Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for

he privilege of a night with one of these women For these

easons and others an Aunta is much more likely to leave the

arge-folk and seek a new life amongst the Gajos

All Rhennee are known to fear sickness child birth and

eath Since all three conditions are considered taboo If

Rhennee person is sick they are left with the wise women

f the tribe ndash the Verda ndash and no one will even visit with the

ick individual until the Verda deem it safe to do so If the sick

annot be cured or if there is the fear of infection then the

ick are sometimes simply cast out This rejection of the sick

n order to protect the tribe is considered even to out way any

amily tiesWomen who give birth must remain in seclusion with the

Verda for 40 days and 40 nights During this time no male

may see her she cannot even return to her husband until this

eriod is over The newly born child may be brought before

he father by the wise women but it is common place that the

hild is usually not seen until the wife returns to her husbandrsquos

ide

Women who give birth to an exceptional number of male

hildren have considerable authority within the tribe Age and

xperience also play an important role in Rhennee society For

xample older females possess considerably more power and

nuence than do younger woman within the tribe

Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become

Vethardquo sorceresses who are endowed with the powers of

Rhoprdquo Women who attain this standing ndash but are not actually

Verda ndash are now treated as though they were while actual

Verda who develop the Vetha abilities are considered nearly

divinerdquo in nature and are given a great range of freedoms in

egards to tribal aairs

Death by any cause is something that all Rhennee fear

For the barge-folk the deceasersquo body must be lled with

or sand and then wrapped in linen and cast into a large b

of water The Attloi on the other hand bury their dead

very often mark the grave as the site of a great evil Pries

Death Gods and Goddesses are greatly feared and consid

repulsive to the Rhennee peoples as are Necromancers

Though predominantly rogues all Rhennee males bec

adept with weapons and the most accomplished of t

become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe

warriors and enforcers Both elder males and the Darkha

are second only to the chieftain of the tribe

Rhennee earn most of what little income they have prim

through the transportation of goods and passengers altho

hunting shing trading and craft-work also play a role A

Rhennee are excellent Tinkerers though their reputation

such work may vary widely Sadly some Rhennee do pref

steal from the Gajos in order to make a living and this re

poorly on the race as a whole though Rhennee will not s

from each other

The Rhennee practice no known religion or at the le

no Gajo is aware of any formal Rhennee religion Wate

respected and honored by all the Rhennee so much so

the barge-folk have been known to clean dirty waterways

to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen

will willingly pollute a water source

Rhennee males like to wear tight-legged pantaloons l

tting shirts and leather jerkins Females wear long ow

sleeveless dresses with low-cut tops so as to entice t

males Rhennee women also like to wear charms made

mollusk shells and precious stones that are found near

the water The more colorful these garments and adornm

are the more they are liked by the Rhennee though b

and greens are easily the most popular colors

RELIGION

Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and

basis of their religious beliefs This thinking is reinforce

the practice among the Rhennee of ldquoVethardquo where som

their women are endowed with the sorcerous powers of

ldquoRhoprdquo

In the last few centuries some of the Rhennee

begun worshiping the elemental forces of water Still ot

participate in the sacricial rites of demonic and devilish c

Some of the Rhennee have even taken up the worship of s

Deities of the air though such Rhennee are few

Among the land dwelling Attloi some have taken up

service of Gods more commonly worshiped in the Flana

these include Fharlanghn Olidamarra and Istus Still

are those few who worship Celestian and Pelor

PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and

these skills as their trade Rhennee are taught from birt

swim and some are even conceived in the water

All Rhennee characters gain a +2 racial bonus to the ski

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29

f their profession (Boater) and swimming These are

onsidered class skills for all Rhennee characters Rhennee

haracters also have an innate ability for sleight of hand and

eceive a +2 bonus to this skill as well But they suer a ndash2 to

ll Diplomacy checks when dealing with other human races

Crafting hunting and shing are very common among the

Rhennee people They are also adept at preparing some of the

nest seafood dishes in all the Oerth

The land based Attloi keep horses and pack animals and use

hem to pull their wagons and haul their goods The Attloi are

killed performers excelling at dance wind instruments and

inging For this reason Attloi characters receive a +2 bonus

o animal handling and a +2 performance bonus in one of the

kills listed above

Like their waterborne brethren Attloi characters also excel

t sleight of hand and receive a +2 bonus to this skill But

hey also receive a -2 penalty to Diplomacy checks whenever

ealing with the other humans races The Attloi are skilled

raftsman and leather workers and make some of the nest

eather armor and goods to be found in the Flanaess

FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing

hey have to an army are the Darkhagard warriors who guardheir barges

Most Rhennee focus on martial skills which favor thrown

weapons single weapons dual weapons or a two handed

weapon style Wrestling and sticus matches commonly take

lace among the Rhennee people

Some Rhennee have developed a rope ghting style which

s used to trip bound or to escape an opponent This ghting

tyle is defensive in nature and is often used by older males

nd a few of the females among the barge-folk though it is a

much less common ghting style among the land based Attloi

The Rhennee have also developed a special racial weapon

alled the ldquoDarkhardquo This special weapon will only be found in

he possession of a tribal chief or his Darkhagards

RACIAL FEATSThe following is a list of racial feats that a Rhennee character

may take as hisher bonus feat

You have developed a sense for locating and spotting water in

ny quantity

Benet You receive a +2 competence bonus to Survival and

Knowledge (geography) skill checks Further you can obtain

p to two gallons of fresh water with a successful Survival skill

heck and up to two more gallons of water can be obtained for

very three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

Surprisingly more Attloi obtain this feat then Rhennee maybe

nes presence around bodies of water limits a knack for this

bility

You spend a great deal of time in the water and have impres

swimming skills

Benet You are able to hold their breath under water

number of rounds equal to three times your Constitution S

before suering any ill eects You receive a +2 compete

bonus to all swim skill checks

Special You may only take this feat as a 1st-level chara

Attloi cannot take this feat

You have a knack for catching large amounts of sh and o

aquatic game

Benet You receive a +4 competence bonus to Surv

checks when shing hunting aquatic game or gathe

aquatic plants

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but it should be noted

these cases are rare

You can communicate with all fresh water aquatic creatur

Benet So long as you do no harm to them or t

environment You can communicate with any fresh w

aquatic creatures including (crustaceans frogs and turt

Even if charmed both you and these creatures are giv

save in order to avoid the suggestion

You will not consume or harm any crustaceans or tu

like creatures nor will the character allow these creature

come to harm

If you are a Rhennee spell caster able to summon w

elemental creatures you may do so for twice the no

duration with zero chance of the elemental successrebelling against you Any water elemental summone

oppose you is twice as likely to rebel against its summ

and the duration of the spellrsquos eect is halved

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but instances are

common

You can see things beyond the limits of most mortals and h

a strong sense of your surroundings

Benet You receive a +2 competence bonus to all Initia

rolls and Spot checks On a successful Spot check (DC 30)

can sense where invisible creatures or objects are loca

but you cannot actually see them (Example A mage c

invisibility on himself prior to combat Without knowing h

there you make a successful Spot check You get a sens

where the invisible mage is but you cannot actually see

invisible mage)

Special You may only take this feat as a 1st-level chara

F W [H]

D [H]

R B [H]

K F [H]

S S [H]

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30

While much more prominent in females this feat is not

mited to them alone

Travelers Trade [Heritage]

You are ever on the move for the roads are your home

Benet You receive a +2 competence bonus to all Handle

Animal and Ride skill checks when dealing with any animal or

ehicle used in a caravan While traveling you also receive a

+2 competence bonus to all Survival skill checks

Special You may only take this feat as a 1st-level character

Rhennee cannot take this feat

Water Walker [Heritage]

You have a knack for operating barges and traversing your

essel through perilous waters

Benet You receive a +2 competence bonus to their

rofession (boater) skill and a +2 circumstance bonus to

etect weather and weatherrsquos eects on water conditions

while piloting their vessels

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

Contact with water rejuvenates and sustains you

Benet If you stand at least in knee deep water you

atigue at only half the normal rate In addition if you engage

n no strenuous activity while in a body of water you recover

it points equal to your Constitution bonus +1 for every three

ours in the water You may also hold your breath for a number

f rounds equal to twice your Constitution Score You must

ubmerge yourself in water for at least one hour each week

r he will begin to suer fatigue at twice the normal rate

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

You are more sensitive to the forces of nature often feeling

minor changes in the weather and environment which are

ometimes undetectable to animals

Benet You receive a +2 competence bonus to Survival

nd Knowledge (nature) skill checks You may predict weather

hanges up to six hours in advance including changes in

emperature Further with a successful Survival skill check

ou can predict the weather and up to two more hours more

or every three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

While much more prominent in females this feat is not limited

o them alone

T T [H]

W W [H]

W W [H]

IN SEARCH OF HOME

ldquoWe are the children with no landrdquo

ldquoForced to live in the unknownrdquo

ldquoWe sail this worlds waterwaysrdquo

ldquoIn search of yesterdays embracerdquo

ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo

ldquoShow us your unfurling facerdquo

ldquoWe are use to your disgracerdquo ldquo

You will one day atonerdquo

ldquoWhen we children return homerdquo

-Made famous by Artoli Medni

Rhennee bard

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31

The Suloise peoples had their origins outside of the Flanaess

South of the Crystalmist Mountains and west of the

Hellfurnaces

Many Suloise ed to the Flanaess to escape the constant

SuelBaklunish wars which eventually lead to the magical

evastation of their homeland These Suloise migrations

elped to displace many of the Flannae from their homelands

esulting in the Flannae being scattered far and wide

The ancient Suloise have passed on many of their traits to

heir descendants for good or bad Centuries ago the Suloise

oasted one of the greatest empires ever known to mankind

They learned the arts of sorcery and civilization from the

Olven-folk but in time the Suloise peoples surpassed even

heir Elven teachers in the manipulation of magic and used

his knowledge to forge the greatest empire of their time ndash the

Suel Imperium But they rejected the Elven peoplesrsquo warnings

bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies

The ancient Suloise were totalitarian in demeanor and

nslaved many peoples and races All peoples fell to the will

f the Suloise Imperium except for the ancient Baklunish

mpire The Suloise Imperium relied heavily upon magic and

t helped forged their empire Their magical experimentation

ead to the creation and engineering of altered races races

reated for the sole purpose of serving the empire

One of the most well known of these created races is the

Derro Many dwarves claim that the Derro existed long before

he Suel experimented on their kin and it is rumored that

he Derro are actually a blending of dwarves and humans

Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were

onducted before the Suel Imperium fell

The Suel Imperium fought the Baklunish Empire to a stand

till for control of eastern Oerik To break the stalemate the

Suloise brought about the Invoked Devastation This apparent

ictory over their enemies was short lived however as one of

he long forgotten Gods of the Baklunish chose to intervene

RACES OF OERTH

The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller

Gathering together the most powerful mages from am

his people within the stone circle of Tovag Baragu this

channeled much of His own power through these magici

supporting their retribution against the Imperium

This is the origin of the Rain of Colorless Fire which cov

all of the Suel Imperium in its inferno Were it not for

great seer Slerotin the Suloise peoples may well have b

destroyed but receiving premonitions of the impen

doom Slerotin gathered what noble families he could and

them through a magical tunnel ndash of his own creation ndash w

passed completely through the Hellfurnaces

All but one of the families ndash the Lerara ndash traveling

Slerotin arrived in the area of the Flanaess now known as

Yeomanry From there the Suloise peoples spread throug

the Flanaess founding nations for themselves often for

from the colonies of the Suel Imperium The noble fami

Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero

tunnel and reside there today

The most infamous and secretive society of the Suloi

indisputably the Scarlet Brotherhood headquartered on

Tilvanot Peninsula This Suloise organization has bases sp

out across the Flanaess and beyond So embroiled have

become in the aairs of the Flanaessrsquo nations this so-ca

secretive society is no longer as secretive as it once was W

the Scarlet Brotherhood is prominent in Shar they do

actually have control of the government there though

do exercise major inuence over all the Peninsularsquos aair

There is another Suloise organization called ldquoThose

must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in

Kingdom of Keoland Not much is known of the Silent O

though it is rumored that they seek to obtain forbidden ma

and ancient Suloise artifacts What their main goals ar

one knows for certain however those few who happen c

upon the Silent Tower and try to gain entrance are very o

not heard from again Whatever their main goal one thin

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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8162019 Oerth Journal 27pdf

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 2: Oerth Journal 27.pdf

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CREDITS

1

THE OERTH JOURNALV II I 27 APRIL 2016

Contributing Authors bull Dennis Lovatt Rick MillerMichael RaperCover Artists bull Dean OyeboContributing Artists bull Mike Bridges AdamKoča Mike Lowe Rick Miller Dean Oyebo TinaSlezakCartographer bull Rick MillerLayouts bull Rick MillerEditor-in-Chief bull Dennis LovattEditorial Team bull Rory Klein Rick Miller

Skip TwitchellArt Director bull Adam KočaGraphic Designers bull Adam Koča RickMiller

On the CoverOnce more Dean Oyebo illustrates a dramatic cover

depicting a Ket cultist of Faelshenda

Dean is a freelance graphic designer from England and an

amazing artist whose backgrounds fully illustrate the entire

mood of the piece His art can be seen as Echo Dragon at

DeviantArt

Featured Artists Mike Bridges adds a sliver of cultist allure each esoteric

symbol of the Secret Societies and Hidden Cabals of Ket His

visions and reverie can be found here

Adam Koča provides plenty of avor to each core human race

from the devout Baklunish to the surreptitious Suloise

Tina Slezak What more can I say Your art would and should

have graced these pages much more You are sorely missed

forevermore

DisclaimerDUNGEONS amp DRAGONS DRAGON DUNGEON GREYHAWK and the WORLD OFGREYHAWK are registered trademarks owned by Wizards of the Coast Hasbro Allcharacters character names and the distinctive likenesses thereof are trademarks ownedby Wizards of the Coast Inc

Text portions not belonging specically to other owners are copyright to their respective authors Permission is granted to copyand paste the text portions for game use only No other use is implied or granted by this posting For any other use please contactthe publisher

1

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TABLE OF CONTENTSIN MEMORIAMTINA SLEZAKBy Rick Miller Art by Rick Miller and Tina Slezak

P a g e 3

GAZETTEER OF THE FLANAESSTHE CITY OF GLASSBy Frank Myres Art by Adam Koča Rick Miller and Frank Myres

P a g e 4

RACES OF OERTHTHE BAKLUNISHBy Dennis Lovatt Art by Adam Koča and Rick Miller

P a g e 11

RACES OF OERTHTHE FLANNAEBy Dennis Lovatt Art by Adam Koča and Rick Miller

P a g e 15

RACES OF OERTHTHE OERIDIANSBy Dennis Lovatt Art by Adam Koča and Rick Miller

P a g e 22

RACES OF OERTHTHE RHENNEEBy Dennis Lovatt Art by Adam Koča and Rick Miller

P a g e 27

RACES OF OERTHTHE SULOISE

By Dennis Lovatt Art by Adam Koča and Rick Miller

P a g e 31

GAZATTEER OF THE FLANAESSKET SECRET SOCIETIES AND HIDDEN CABALSBy Michael Raper Art by Mike Bridges Rick Miller and Dean Oyebo

P a g e 35

2

THE OERTH JOURNALV II I 27 APRIL 201

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3

ldquoI rst met Tina at the Art Institute of Pittsburgh in 1998 She was in the smoking lounge at the timewearing a black Slayer t-shirt and her leather coat I cannot say what drew me there but whatblossomed was a long-lasting deep friendship and love that lasts unto this day We spent muchof that next summer with each other until I left to earn money for college once more in the lateFall Over the next decade and more we always kept in contact occasionally losing touch due

to events in our lives which ironically always paralleled one an-other She has been one of the greatest inspirations and closestfriends I will ever have Even when things went sourwe never stopped caring Her art was an extensionof her heart and soul so in tting tribute I shareher passion with the world as it is I shall miss

you always my friend though even now youare with me Blessed journeys my love mysweetest friend

-Your forest-eyed friend forever

-Rick ldquoDuicarthanrdquo Millerrdquo

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GAZETTEER OF THE FLANAESS

THE CITY OF GLASS

By Frank Myres

Art by Art by Adam Koča Rick Miller amp Frank Myres

4

The mystical City of Glass oats over the capital of Lo

Reltarma the Lendore Isles (formerly Spindrift Isles) This

igantic articial construct supports a city created solely from

magic a testimony to power of the Suloise and the ability of

heir ancient Mages of Power

LO DENIQ ldquoTHE CITY OF GLASSrdquoConventional Magocracy Large City

National Alignment Lawful NeutralGood

GP Limit 300000gp Assets unknown

DEMOGRAPHICSPopulation unknown

Type mixed (human (suel) 90 others 10)

Economy type variable

Resources armaments slaves foodstus gems and spell

omponents

AUTHORITY FIGURES

Governed by the seven members of the Council of High

Magic (one for each school of magic save divination)

HISTORY

The City of Glass was created by the Archmage Lendore i

-425 and he placed it in the air 8888 feet above the capit

the Lendore Isles Lo Reltarma

The entirety of the original structure is believed to be m

up of glassteel

It was originally connected to the capital below it by me

of an artifact of Lendorersquos creation the Gate of Glass

artifact is said to have been deactivated (but not destroy

by the high elven followers of Sehanine when they claithe Lendore Isles for themselves

Initially Lendore and his followers used a oating towe

his personal residence and place of power Once construc

on Lo Reltarma was well begun more and more of Lendo

followers and their families relocated there Finally

Lendore and eight of his best students remained He

began a Master Shaping (epic magic) which when comple

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5

esulted in a circular disc 10 miles across covered by a clear

early invisible dome of hardened glassteel

CONSTRUCTION AND GEOGRAPHY

The base of the disc is 12 mile thick though it is thought that

nly the outer foot or so is actually comprised of glassteel

The remainder appears to be stone assorted minerals and a

op layer comprised of several feet of incredibly fertile topsoil

An illusory sun followed by night sky travels across the time

eeping track with Liga Luna and Celene outside

In the exact center of the disc is the City of Glass proper

nd it covers an area two miles in diameter All of the major

tructures common to a city appear within it though over0 are empty Each was made in the distinct architectural

tyle of the ancient Suloise Many though not all of the

riginal structures are made from glassteel of varying colors

ransparencies and even textures

A wall of dark almost black glassteel a foot thick and fty

eet high surrounds the City of Glass (this cannot be climbed

without magical assistance) Eight circular towers are equally

paced around the wall and are largely set within it Each is

00 feet high and 80 feet in diameter The base of each tower

as a double gate set within it allowing access into and out of

he city itself

Each tower is residence to a wizard of 17th-21st level known

s a High Master This supreme practitioner of a given school

f magic (abjuration conjuration enchantment evocation

lusion necromancy and transmutation) sits on the Council

f High Magic and through it governs the city There is no

ower of divination and no High Master of Divination the

ower for divination sits closed and empty and its gates have

een sealed for over a thousand years It is said that the last

High Master of Divination was Lendore himself

Broad avenues over fty-feet wide extend from the base

ach tower of magic to the central plaza at the heart of the

ity The area between each of these forms the eight districts

f the city

DISTRICTS AND LOCALESThe districts are the Noble District the Garden District the

Common District the Trade District the Foreign District

he Militant District the Necropolis District and the Divine

District

NOBLE DISTRICT

The Noble District lies between the Divine District and the

Garden District It is lled with small walled compounds

urrounded by park-like pleasances The borders between

hese are colored glassteel walls pierced with gated archways

GARDEN DISTRICTThis district is mostly well manicured gardens and small ponds

nd lakes with a few small wooded groves Some of the latter

re wilder and far less manicured

COMMON DISTRICT

The common district is situated between the Garden and

Trade districts Here are the residences of common Suloise

olk Some are individual multi-storied structures while others

are insulae (see Foreign District below)

TRADE DISTRICT

Situated between the Foreign and Common Districts

manufacturing crafting (except for arcane artistry)

marketing is done here Everything from small artisan s

to vast (mostly subterranean manufactories can be fo

here

All public oces are found here though these are far fe

than would be found in most cities

FOREIGN DISTRICTAll those not of pure Suloise blood (either noble or comm

as well visitors to the city reside here Many empty pri

residences as well as taverns inns exist here Five to e

story high towers of apartments known as insulae tower a

the other private residences Each insulae features oors

two to eight apartments sharing a common stairwell loc

at the top of the building only oors above the 4th may h

a small balcony and it will never protrude beyond the wal

the structure)

MILITANT DISTRICT

Between the Necropolis and Foreign districts lies the lar

vacant Militant District Burgeoning with empty pa

grounds barracks and several schools dedicated to the ma

arts the district could very well hold a vast army Howe

many insist that such a force would be summoned in

NECROPOLIS DISTRICT

Lying in the area between the towers of Necromancy

Evocation the Necropolis district accommodates vast pri

crypts and large obelisks that are the public ossuaries o

common folk

DIVINE DISTRICT

A place of calm and serenity the Divine District accommodeach temple of the Suel pantheon Within it are tem

(major and minor) to each of the deities once worshippe

the Suloise Beltar Bralm Dalt Fortubo Jascar Kord Len

Lydia Norebo Osprem Phaulkon Phyton Pyremius Ra

Syrul Vatun Wastri Wee Jas and Xerbo The two grea

of these is the House of Wee Jas a massive cathedral w

main spire rises almost 600 feet high and the Hall of Len

an oddly shaped upright twisted ring structure which is la

on the inside than the outside

CENTRAL PLAZA

At the very center of the City of Glass lies Lendorersquos to

resting on the serenity of a glassy-like pool where Lendotomb resides Surrounding Lendorersquos tower the central p

illuminates the glory of the enormous gate of glass

At the center of the plazarsquos large open pool the gates

entry to four twenty-foot wide arching bridges of glasstee

THE GATE OF GLASS

This artifact actually exists in two places at the same t

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6

S983137983148983156 W983137983156983141983154

T983151983159983141983154 983151983142

D983145983158983145983150983137983156983145983151983150

T983151983159983141983154 983151983142

I983148983148983157983155983145983151983150

T983151983159983141983154 983151983142

N983141983139983154983151983149983137983150983139983161

D983145983158983145983150983141 N983151983138983148983141

N983141983139983154983151983152983151983148983145983155T983151983159983141983154 983151983142

E983158983151983139983137983156983145983151983150

W983145983148983140 B983141983148983156

T983151983159983141983154 983151983142

C983151983150983146983157983154983137983156983145983151983150C983141983150983156983154983137983148

P983148983137983162983137

M983145983148983145983156983137983150983156 C983151983149983149983151983150

G983137983154983140983141983150

F983154983141983155983144

W983137983156983141983154

T983151983159983141983154 983151983142

T983154983137983150983155983149983157983156983137983156983145983151983150

T983151983159983141983154 983151983142

E983150983139983144983137983150983156983149983141983150983156 T983151983159983141983154 983151983142

A983138983146983157983154983137983156983145983151983150

Half of it exists below in Lo Reltarma and the other side heren the City of Glass It resembles nothing more than a 60rsquo

wide by 40rsquo tall pane of almost ethereally clear glass oating

couple of feet above the pool below Etched into its base in

lowing runes are the cryptic words ldquoUrbs Deniqrdquo

When both sides are active looking through one side shows

what is on the other Now that the side in Lo Reltarma has

een encased in a massive wall of stone (created by having

multiple casters casting simultaneously) the side in the City of

Glass seems to icker every few seconds revealing images of

trange doorways gates and portals from ancient to possibly

uture times and from worlds other than Oerth

Anyone casting any form of teleportation magic while

ouching of the Gate of Glass lsquolocksrsquo it to the desired locationor up to 1 hour creating a portal (cf portal spell) with the

imensions of the Gate of Glass This eect is dismissible and

as no component costs Unlike the portal spell this can be

sed to create a portal which can access other planes andor

imensions

Unknown to anyone presently inhabiting the City of Glass

s the fact that the Gate of Glass is the reason no divination

magics function there A side eect of its vast power the Gate

of Glass blocks all divination eects within a 5 mile raEXCEPT when the caster is touching the Gate itself Bec

of the link between itself and the City of Glass this block

extends only to the outer edges of the dome and disc u

which the City of Glass sits This anti-divination powe

so great that it is (rightfully) believed not even the

themselves can locate the City of Glass

LENDORErsquoS TOWER

This glassteel lattice tower sits on 4 legs and rises 1500

above the central plaza Its base is a square area measu

400 feet per side It has 3 levels the lowest of which is

feet above the Central Plaza and is 200 feet square per s

250 feet above this sits another smaller level (100 feet sqper side) and the topmost level (50 feet square per side)

uppermost level is rumored to be heavily warded since

said to provide access to Lendorersquos Tomb

Access to the rst level is via magical moving stairc

in each of the towerrsquos legs (two ascend two descend) E

staircase is 20 feet wide and ascends 250 to the rst lev

the tower One merely stands at the base steps upon the

step and it begins to ascend at a pace faster than a man

F983151983154983141983145983143983150 T983154983137983140983141

8162019 Oerth Journal 27pdf

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7

walk up stairs normally (the stairs ascenddescend at 50 feet

er round)

First Level The rst level of Lendorersquos Tower is a large open

rea lled with benches made of glassteel which surround a

entral rostrum This space was used by Lendore to lecture

nd instruct his students and apprentices prior to his lsquodeathrsquo

Now it is the public assembly hall for the inhabitants of the

City of Glass It is from here that the Council of High Magic

overns the city

Once every 10 days the High Masters of each tower

ssemble here for 6 hours During this time they dispense

ustice inform the citizens of the city of events happening

within the city (and outside it as well) and meet with any

mportant newcomers to the City of Glass Should one be

ndisposed or otherwise unavailable his proxy is given over to

he High Master of his choice

Second Level The second level of Lendorersquos Tower lies

mpty now Once it provided the living spaces kitchens

antries baths and other areas need by the students and

pprentices of Lendore It is connected to the rst level via 4

more of the enchanted moving staircases

In the center of the second level is a small locked chamber

with a shaft (10rsquo x 10rsquo) leading upward The base of this circular

haft is actually a platform with a permanent suspension spellecting it

Third Level This heavily warded area was the private

anctum of Lendore and it is here (rather than in his tomb)

hat all of his greatest treasures are kept

Lendorersquos Tomb Beneath the pool which lies under

endorersquos Tower is Lendorersquos Tomb This small sepulcher has

emained undisturbed for over 1000 years It is said to be

eavily warded and to be protected by powerful constructs

which have not been seen since the height of the Suloise

mpire

GM Note This area is left for individual GMs to esh out as

hey wish (or might be revealed at a later time in the Oerth

ournal) However something to consider is that Lendoreimself is not dead Rather he is in greater temporal stasis

which he cast upon himself awaiting the Final Calamity

NHABITANTSThe inhabitants of the City of Glass are 90 pure Suloise

approx 9000 of which about 1500 are of noble Suloise

rigin) with the remainder being made up of non-Suloise

uman races (there are no Bakluni to be found among them)

nd a few non-humanoid individuals (who number less than

00 and range from at least one vampire to a shape-shifted

ragon)

Those born here are known as lsquociviirsquo and many can trace

heir lineage back to the original followers and students ofendore

A strange curse seems to aect the City of Glass in that those

orn here or anyone who spends more than 8 consecutive days

ere is unable to leave without suering a lingering malady

This strange illness manifests itself 8 days after leaving the

City of Glass itself (not the outer disc) in the form of a malaise

anyone who is a lsquociviirsquo loses 1 hp per day they are outside it

no form of magical healing stops this loss only return to

City of Glass)

GM Note This is actually a minor side eect of the Ga

Glass Each of the High Masters possesses a small mag

trinket which belonged to the 8 apprentices of Lendore

helped him create the City and Gate of Glass which allows

possessor to leave for any length of time

OUTSIDE THE CITY OF GLASSThe area immediately outside the City of Glass is know

the lsquowildsrsquo Immediately outside the city walls is a freshw

river 12 mile across and a 14 mile deep at its deepest p

(next to the city wall) It is spanned by straight at brid

of glassteel which radiate outward from each of the tow

50 feet above the riverrsquos surface This body of water is ca

a river rather than a lake because it moves languidly

clockwise direction

A large variety of freshwater plants and aquatic life lls

river 90 of this life is benign and people can be found

sitting on the bridge or making use of small boats to sh

Surrounding the river is a wilderness belt 3 miles wide

terrain here varies from small glades to several belts of s

steep hills An abundance of game can be found again

most of it being benign in nature and obviously suitedhunting

A curious thing about this wilderness belt is that it

lsquoseasonsrsquo If one extends imaginary lines from the Towe

Necromancy and the Tower of Illusion the area which

between is always in winter - with mild winter being fo

near each edge and extreme winter at its exact center

area that would lie between the Tower of Illusion to the T

of Abjuration is always in Spring Between the Towe

Abjuration and the Tower of Enchantment it is always sum

and between the Tower of Enchantment and the Towe

Necromancy it is always autumn

Every eight days in a counterclockwise direction

eighth of the wilds (the area including both the fresh saltwater areas between any two adjacent towers underg

the eects of a renew the land spell

The outermost lsquoshorersquo of this belt opens onto a saltw

lsquosearsquo which like its freshwater sister is 12 mile across a

14 mile deep at its deepest point (next to the outer wa

the dome which covers the disc) Beds of kelp and coral

be found next to the shore which has a couple of beau

beaches as well as several areas of tall clis (some of w

have obvious sea caves)

The marine life here is abundant being made up of sev

varieties of game sh as well as several small schoo

sharks and even a small pod of orca

WILDERNESS DENIZENSThe wilderness surrounding the City of Glass has a

inhabitants (less than 1000 total) who are known as lsquoho

These are the mixed descendants of the Spindrift Isl

inhabitants that escaped to the City of Glass when the e

took over the islands Most of these are nomadic half-elve

high elfSuloise heritage

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8

A similar malaise aects the lsquohospiirsquo as does the lsquociviirsquo

hough the lsquohospiirsquo are not permitted to build permanent

ncampments They must move every 8 days or they begin

o sicken Any structure built of wood or stone immediately

isappears when the renew the land eect aects the area in

which it lies

BEYOND THE DOMESince the time of its creation the City of Glass and the disc

pon which it sits have hung in the sky above Lo Reltarma

or over 1000 years it was used by sailors and travelers as a

avigational aid All of that changed when the elves took overhe islands and began their pogrom

When the elves began to drive out the non-elven inhabitants

great storm cloud 40 miles across and 5 miles high formed

entered on the dome and disc Terrible waves of sheet

ghtning constantly rage while winds of up to 100 mile per

our blow Even the mightiest of dragons would be bueted

bout by the stormrsquos power There is no rain in this storm just

ury Below it the Lendore Isles have been cloaked in mist

y the Sehaninersquos priests and wizards The storm seems to

ugment this aect with mists of its own often merging with

hose below

CONFLICTS AND INTRIGUESA human resistance force operates from the City of Glass above

endore Isle The High Masters of Magic and their students

aily open temporary portals to the lands below Often these

re opened onto locations within the Lendore Isles themselves

or purposes that advance the cause of the resistance

Why havenrsquot the elves invaded the City of Glass There are

robably several reasons for this Most importantly the elves

re isolationists and religious fanatics Even the cost of the

ccasional raids from the resistance is nothing compared to

what it would take to storm a city that can only be entered

ia teleportation magic Since it cannot be divined by normal

means it comes back to a lsquoyou canrsquot get there unless youave already been therersquo situation

Additionally there is the eternal storm raging around the

isc at all times Even dragons could not survive its fury for

ong With visibility down to zero how are you going to nd

t in an area 5 miles deep and 40 miles across It would be

mpossible to y a normal search grid This leaves subterfuge

a spy or spies if you will This could lead to some amazing

uests

The Scarlet Brotherhood would love to inltrate and take

ver the City of Glass It is after all perhaps the greatest

magical achievement of the ancient Suloise A series of

dventures centered on this goal would certainly be possible

The Society of the Serpentrsquos legendary headquarters couldasily be set here This would aord PC members of the

Society an opportunity to visit Who knows what could happen

fter that

THE FINAL CALAMITY The City of Glass was prepared by Lendore for what he saw

n his nal visions what he himself named the Final Calamity

However Lendore never revealed what the exact natur

that catastrophe was Was this omission deliberate

likely so However some things can be deduced from

nature of his greatest creation the City of Glass itself

Final Calamity must be something so devastating as to req

a sheltered city of immense size It seems to require that

city be self-sustaining for an indeterminate amount of tim

would appear that the Final Calamity will rival even the T

Cataclysms

So what is it Here are three possibilities

1) The destruction of Flanaess itself In the ruins of

remains the survivors could leave the City of Glasrepopulate the Flanaess restoring the Suloise to their fo

glory

2) The destruction of Oerth itself In this scenario the

of Glass might drift in Greyspace circled by Liga Oerthrsquos

Perhaps its inhabitants could discover some method of mo

it to another world

3) The destruction of the Prime Material Plane In su

case the City of Glass becomes an inter-dimensional hab

wandering through the multiverse

SPELLS AND ARCANA It goes without saying that the City of Glass is renown fo

arcane mysteries Below are a few of these rare arcanum

School transmutation Level sorcerer wizard 6

Casting Time 1 minutelb created

Components V S M

Range touch

Eect A glassteel object weighing up to 5 lblevel

Duration instantaneous

Saving Throw none Spell Resistance none

Glassteel is a magical substance created from normal

magical crystal and glass Glassteel is as strong and resis

to re as steel but retains the transparency (and color if of the original material Spells that aect metal or glass (

as shatter and rusting grasp) do not function on glass

Using this spell with fabricate or a glass-related Craft ch

the caster can fashion glass or crystal items that functio

steel items Thus creating glass plate armor and glass sw

that are as durable as their normal steel counterparts ar

Reference Freeport City of Adventure (Green Ronin)

128

School transmutation Level sorcerer wizard 6

Casting Time 1 minutelb created

Components V S MRange touch

Target One item of a volume no greater than 10 cu ftle

see text

Duration permanent

Saving Throw none Spell Resistance none

This spell increases the hardness of materials Paper beco

harder to tear glass becomes harder to break wood beco

X

G

X

H

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9

more resilient and so on For every two caster levels add 1

oint of hardness to the material targeted by the spell This

ardness increase improves only the materialrsquos resistance to

amage Nothing else is modied by the improvement For

xample a longsword (treat steel as iron base hardness

0) aected by a hardening spell cast by a 12th-level caster

would have hardness 16 for the purpose of ignoring damage

aused by someone making a sunder attack The swordrsquos hit

oints attack and damage modiers and other factors are

ot aected A hardening spell does not in any way aect

substancersquos resistance to other forms of transformation

ce still melts paper and wood still burn rock still becomesransmutable to mud with the proper spell and so on

Reference Spell Compendium (WotC) pg 109

School conjuration (creation) Level sorcerer wizard 8

Casting Time 3 full rounds

Components V S M (small leather loop suspended from a

ent wire of gold) XP (500 XP)

Range close (25 ft + 5 ftlevel)

Eect See text

Duration concentration + 1 round

Saving Throw none Spell Resistance none

Casting portal opens an interdimensional connection

etween two places on the same plane of existence allowing

ravel between the locations in either direction The portal

tself is a circular hoop or disk from 5 to 20 feet in diameter

casterrsquos choice) oriented in the direction you desire when it

omes into existence (typically vertical and facing you) It is a

wo-dimensional window and anyone or anything that moves

hrough is shunted instantly to the other side The portal has a

ront and back Creatures moving through the portal from the

ront are transported to the other location creatures moving

rom the back are not

SPECIAL MATERIAL GLASSTEELGlassteel may be created via one of two methods Through an alchemical process requiring extensive knowledge of botmetallurgy and glassblowing or by the 6th-level arcane spell of the same name (cf glassteel) Glassteel combines strengtbeyond iron with the transparency of glass It most commonly nds use as a building material in fantastic castles but itcan also be fashioned into weapons and armor (although plain glassteel armor is much more costly to craft than eventhe most ornate armor) Glassteel is stronger and lighter than iron and completely transparent lacking the greenishtint of common glass Colored or tinted glassteel may be created using slight variations of either method Glassteelmay be textured from rough to smooth Items made of glassteel weigh only half what they otherwise would Items not primarily made of metal are notmeaningfully aected by being partially made of glassteel (A breastplate can be made of glassteel but hidearmor cannot) Glassteel armor counts as one armor category lighter than normal for purposes of movement and otherlimitations Heavy armors are treated as medium and medium armors are treated as light but light armorsare still treated as light Arcane spell failure chances for armors and shields made of glassteel are decreased

by 10 maximum Dexterity bonus is increased by 2 and armor check penalties are lessened by 3 (to aminimum of 0) Glassteel has hardness 20 and 40 hit points per inch of thickness This means that it is as hard asadmantine but much lighter Weapons and armor fashioned from glassteel are treated as masterworkitems with regard to creation times but the masterwork quality does not aect the enhancementbonus of weapons or the armor check penalty of armor Item Cost Modier light armor +2000 gp medium armor +6000 gp heavy armor +12000gp shield +2000 gp weapon +500 gp other items +100 gplb Reference Champions of Valor (WotC) pg 65

The interdimensional connection is forged through

Astral Plane so anything that blocks astral travel will

block the usage of the portal Much like the teleporta

spell you must have a clear idea of the location and la

of the destination You cannot create a portal if you d

know where the terminus will end up The clearer your me

image the more likely the portal will form Areas of st

physical or magical energies may make traversing a p

more hazardous or even impossible Use the following tab

determine the success of the portalrsquos opening

Reference DragonLance Campaign Setting pg 108 (

material is taken from the DragonLance Campaign se

where it is called Fistandantilusrsquo Portal)

School conjuration (creation) Level druid 6Casting Time 60 minutes

Components V S M (any seed pod)

Range touch

Target 1 square milelevel

Eect See text

Duration instantaneous

Saving Throw none Spell Resistance none

Taking the seed pod in one and making the prerequ

gestures in the other you cause the area aected to experie

an immediate renewal of all natural life (animal and pla

Destination Successful Failed Familiarity Portal Porta

P

X

R L

Very familiar 01-97 98-10 Studied carefully 01-94 95-10 Seen casually 01-88 89-10 Viewed once 01-76 77-10 Description 01-60 61-10

A glassteeled scim

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10

lants and trees are immediately restored to perfect health

nd any that bear nuts or fruit are immediately bountifully

aden Any plants or trees that have been cut back or down

n the past month are immediately restored to full life This

pell works as well on both fresh and salt water bodies as it

oes land

Insects and animals (Int 3 and lower) are returned to full

igorous health with any that have been slain in the past

month also being returned to full life

This spell never causes more life to be renewed than could

ustain itself for a month in the environment It will not bring

fe to barren deserts (though it would aect an oasis) or to

are lifeless stone

Any area suering the eects of any form of magical blight

must make an opposed caster level check or have that blight

emoved and the land renewed

School transmutation Level sorcerer wizard 4

Casting Time 1 standard action

Components V S M (small leather loop suspended from a

ent wire of gold)

Range touch

Target Any nonliving object up to 1000 lblevelDuration 1d4 days + 1 daylevel (D)

Saving Throw none Spell Resistance none

This spell functions like levitate except as noted above

nd as follows You can mentally direct the object to move

p or down as much as 45 feet each round for the duration

f the spell doing so is a move action When you cease

oncentration the object remains in place for the duration of

he spell

This spell can be made permanent with a permanency spell

HR)

Reference Shining South (WotC) pg 51 Additionally

s a house rule it has been modied to allow it to be made

ermanent

School transmutation Level sorcerer wizard 9

Casting Time 1 standard action

Components V S M (powdered diamond emerald ruby and

apphire dust worth 5000 gp contained in a platinum coated

lassteel hourglass worth at least 2500gp)

Range touch

Target creature or object touched

Duration see text

Saving Throw Fortitude negates (object) Spell Resistance

Yes (object)

Like the spell temporal stasis you use this spell to place

omething into suspended animation But instead of the

arget being a creature only it can be anythingmdashliving or

onliving When cast on an object any magical properties are

uspended (but not dispelled) Potions cannot be opened the

ext of magical scrolls is too fuzzy to read magic items do

ot operate etc At your discretion you can set a condition

r time whereby the spellrsquos magic releases the target This

is done verbally at the end of the spellrsquos casting and m

be specic if a condition For example you might cast

spell on a king and state ldquoYou are freed when the nat

of Forann and Bretin make peace with each otherrdquo Or if

target is a magic sword you might state ldquoYou are freed w

the youngest son of the Diranges family enters this cham

Whether or not you choose to ax a condition to the spell

magic of greater temporal stasis cannot be otherwise remo

(such as by a successful dispel magic spell or a freedom sp

Reference Behind the Spells Compendium (Tricky Owl

Publishing) pg 90

S

T S G

SHORT ON CONTENT

NEED NEW ADVENTURES FOR YOUWORLD OF GREYHAWK GROUP

LOOK NO FURTHER THAN TH

CANONFIRE CHRONICLES

FROM THE SAME CREW THAT BROUGH

YOU THE OERTH JOURNAL

CHECK IT OUT AT CANONFIRE

UNDER CANONFIRE CHRONICLES

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11

The modern Bakluni from Yecha to the southern reaches of

Ull trace their lineage back to the alabaster cities of the fabled

Baklunish Empire With a history measured in centuries this

ncient nation consist of all the lands stretching along theDramidj Ocean and from the distant Baklhaut Mountains in

he mythic west to the Flanness heartlands in the east The

egendary elemental mages of the empire bound dijinni and

lemental alike to the task of creating wondrous things to

proverdquo that this empire would stand the wrath of time itself

verything fell before the power of the great empire until

t encountered another empire that was following the same

manifest destiny the Suel Imperium The stage was set for

hese two mammoth empires to wage a war on a scale that

was thus far unseen upon the world of Oerth

Sixty-three years of war saw brave new heroes rise to

odhood and moldy old gods crumble into ash In the end

he two empires unleashed their doomsday weapons uponach other in an event that has become known as the ldquoTwin

Cataclysmsrdquo When the smoke nally cleared the Suel

mperium was left an ashen waste and the Baklunish were

cattered to the four winds Today the Baklunish are still

aunted by the memory of what was and the loss of an empire

hat has shaped each nation that has followed with each

eeking some claim to the Enlightened Throne

APPEARANCEThe Baklunish people fall within the norms of most human

aces with their height being anywhere from 5rsquo to 6rsquo6rdquo tall and

heir weight ranging from 140-225 lbs

The Bakluni have a skin almost golden in hue with hair

anging from blue-black to dark brown Their eyes are most

ften green gray-green gray or hazel with a rare jade-green

eing the most prized Children born with such eyes are seen

s a blessing

Though almost unheard of golden eyes have cropped up from

me to time among the Bakluni and these almost always

ndicate a child with Djinni bloodlines

PERSONALITY AND CULTURESpread across the eastern expanse of the region know

the Baklunish Basin the Bakluni cultures are diverse

the varying personalities are shaped by the environmenwhich they dwell Despite these dierences the Baklu

people do have common threads which link them togethe

a race The Bakluni are in general a contemplative peo

carefully thinking matters through before acting Even

most brazen chieftain of the Tiger Nomads or Ullish War

thinks upon any impending action for to court failure

stain onersquos honor

Following the precepts known as the ldquoFour Feet of

Dragonrdquo people of Baklunish descent follow these max

Honor Family Generosity and Piety While the other race

the Flanaess have an understanding of these concepts

Bakluni people give them a much deeper meaning

To the Bakluni honor determines how a man carries out

activities of his day It entails keeping onersquos word not ac

cowardly comporting oneself as due his station in life Th

are the acts of an honorable man

Even a bandit can act honorably and yet still be a ba

Honor is the rst -- and for some -- the most important fo

the dragon and for this very reason A man might be imp

or a miser and might even treat his family poorly and yet

be seen as a man But if a man acts without honor then

a cur to be beaten and killed as one would kill any verm

An honorable man seeks the deep roots that only family

provide He honors his parents and grandparents by marr

a woman of mutual standing who has conducted hehonorably who has a family that is also honorable Chil

bring wealth to a man and his wife that is beyond the mea

of coin An Honorable man magnies his grace and stan

by taking care of his family and seeing to their needs He

his children get good educations his daughters marrie

honorable men from good families his sons taught the w

of honor and family so they may stand as men worth

their fatherrsquos name A Bakluni man takes care of his pare

RACES OF OERTH

The BaklunishBy Dennis LovattArt by Adam Koča amp Rick Miller

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12

is brothers and sisters his aunts and uncles if they are by

atersquos hand or by age unable to do so themselves Family

an be a broad term which can also means the employees

f a merchant warriors in a mercenary company even the

ollowers of a bandit lord In these cases the leader will often

reat his men in the same fashion hersquod treat his children Hersquod

ee they were properly wed given a nest egg to start out in

married life etc

While wealth does not always nd those that spend a lifetime

n hard work generosity is not limited to the coin in ones

ouch An honorable man is generous with his time helping

is neighbors and friends giving advice to those that seek it

llowing them to prot from the wisdom Istus has shown to

im and he does not shirk from giving what food he can to

hose in need Hoarding food or coin is frowned upon and

ften is the rst step to ruination in the folktales retold by the

ards of the region The generous man it is said sees that

which he gives returned tenfold when his time of need arises

Piety while the last of the dragonrsquos feet plays an important

ole in the lives of the Bakluni people An honorable man pays

omage to the gods that stand in judgment of his life Istus

he Spinner of Fate AlrsquoAkbar the Restorer of Righteousness

Xan Yae the Lady of Perfection Zuoken the Ladyrsquos Hand

Geshtai the Lady of the Living WatersWhile one god or goddess may have a higher standing in

he eye of any given person it is a fool that cuts o his nose to

pite of his face Only the Mullahs of a given deity can focus all

f their devotion to a single god The average Bakluni oers

rayers to all of the gods in order to ensure that no slight or

nsult is given to any and to guard against the ckle hand of

ate turning against them Even during times of both drought

nd an abundance of water pious Bakluni make oerings to

Sevelkhar the Waster so as to keep him at bay An old Bakluni

aying says it all ldquoTrust in Istus but tie up your camelrdquo

Culturally turbans and keyehs are the common head wear

or men with Hijabs being the choice of women Loose tting

ants and shirts are the style with robes (light in desertslains regions and thicker in the more northernmountainous

egions) worn over them

Most Baklunish warriors favor lighter armor than the heavy

late armor of the east Preferred weaponry consists of spears

ances and composite bows with personal weaponry being all

manner of curved swords such as Scimitars Tulwars Saifs

Shamshirs and Kilij Even those who are not well trained carry

Jambiya which is little more than a curved dagger

RELIGIONThough not a massive pantheon the gods of the Bakluni are

well represented in the daily lives of their people They pay

espect to their deities with a wide variety of oerings andbeisances With Piety being a trait to which all honorable

Bakluni aspire or at least want to appear to aspire it is

ot surprising that the temples and their mullahs discuss

assionately the nature of orthodoxy and the truest path by

which divine enlightenment can be reached This religious

assion while a noble thing can lead some to rationalize

eeds from which even the most devout Mullah would recoil

It is upon these throes of religious passion that ends of

and the abyss gain footholds upon Oerth and cults aris

dark reections of the Bakluni gods Grazrsquozt makes a

mockery of Istus uttering his own blasphemous comm

to the eager ears of cultists who foolishly believe they

doing the Lady of Fatersquos bidding It is for this reason

the Baklunish region suers a larger quantity of cults

do most other regions and it is why the Mullahs are swi

punish these tools of heresy It is perhaps this very advers

environment that caused the rst Hakima to be blessed

ldquoThe Sightrdquo

A word originally in ancient Baklunish meaning wise

insightful Hakimas were often women skilled in midwif

Most temples had Hakimas on sta and even the poore

villages boasted at least one such woman Searches in

ancient records of the Empire revealed no precedent so

believed that the Sight is a recent development Hakimas

gifted with the ability to see and hear the truth of mat

and even the most skilled liar cringes at the presenc

these wise women In the years since their rst appeara

Hakimas have become the ldquoone honest soulrdquo who can sp

out with impunity against the edicts of the Mullahs the d

of the military even the laws of the Caliph For their part

Hakimas have taken this change in stride and treat theof the Sight as an honor and duty and while there are alw

rumors no case of a Hakima being stripped of the Sight

ever been conrmed

PROFESSIONS SKILLS AND CULTURAL FOIBLEThe Baklunish people have by dint of centuries of exist

and weight of tradition shaped themselves for their plac

this world This shaping has given them advantages in ce

professions and skills All Baklunish gain a +2 racial bo

to Knowledge (Religion) checks Those Baklunish born in

sprawling cities are also adept in the ne Baklunish a

haggling and spotting a good deal Such urban Baklu

gain a +2 racial bonus to Diplomacy (when using the skinegotiations) and appraisal checks Conversely the Baklu

born outside the great cities are less concerned with bargai

and more focused on horseesh Rural Baklunish gain a

racial bonus to Ride and Handle Animal checks

Not all of this shaping has been benecial as a people

Baklunish are insular and superstitious by nature Foreign

while not mistreated are kept at armrsquos length and

standosh nature results in a ndash2 racial penalty for Baklu

on all diplomacy checks involving foreigners The thre

demonic and diabolic inuences have made the Bakluni w

and mindful of the signs taught to them by their parents

grandparents Few Bakluni man or woman leaves the ho

in the morning without a token of good luck on their perBe it an iron nail bent into a ring a bronze eye worn o

necklace made of woven hair or a lucky copper piece th

tokens are an important security blanket for the superstit

Bakluni If deprived of this token a Bakluni grows nervous

somewhat jumpy resulting in a ndash2 penalty to all charis

based skill checks until the token is reclaimed

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13

FIGHTING STYLESThe Baklunish warrior is the undeniable master of mounted

ombat Be it with a lance bow or scimitar and shield the

Baklunish do it best when on horseback The Bakluni re-

urved Bow or horse bow is the weapon of choice for themounted archer The limbs of the bow seem short but this

s an illusion precipitated by the severe curve the limbs The

amination process used to construct the bow gives it the

trength and thus the distance to rival the eastern composite

ows yet allows it to serve expertly for horseback archers

The one aw of the otherwise masterful design lies in the

trings These wound strips of catgut work well but begin to

eteriorate in an overly damp environment It is common for

rchers who favor the horse bow to carry two bows one

trung and one unstrung plus several replacement strings

As mentioned above the Scimitar (and its cousins) is

he blade of choice in the Baklunish west and has been so

or several centuries Various ghting styles involving theweeping style of the blade are favored which maximizes the

weaponrsquos powerful slashing ability While most favor a light

hield in partnership with the scimitar a few nimble warriors

ake up a second blade sometimes a Jambiya or a short

hrusting sword and at other times another scimitar of equal

ize and arc This dual weapon style called Kasirga -- ancient

Baklunish for Whirlwind -- is a powerful and dramatic style

but requires plenty of room to use properly A more com

style of dual ghting using the Jambiya called Yuzlu -- anc

Baklunish for two-fang -- is favored by urban warriors W

it has less power than the wide sweeping strikes used in

Kasirga style it takes up less room and is more viable intwisting alleyways of the Baklunish Cities

RACIAL FEATSThese are racial feats any Baklunish character can take

their bonus human feat

You are a child of the desert and know its ways

Benet +2 to survival checks in desert terrain

Special Can only be taken at 1st level

You have been riding horses since before you could walk

Benet grants a +2 bonus to ride and to handle an

checks when dealing with horses

Special Can only be taken at 1st level

D [H]

E F [G]

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14

Grsquo G [H]

The goddess of the living waters has blessed your birth

Benet +2 to swim checks and need consume only half the

mount of water than other humans

Special Can only be taken at 1st level

The energies of the Invoked Devastation which tore apart the

reat Empire still linger within you and are manifested in theirthmark scar that you bear

Benet You receive a +2 bonus to Intimidate checks

+4 vs any Baklunish) You also add a +2 to the DC of Save

hrows for any spell with the Fear descriptor you cast You also

eceive a ndash2 to all Diplomacy checks made against any Bakluni

who see or know of your scar

Special You may only take this feat as a 1st-level character

You are descended from the genies summoned to Oerth by

he ancient Baklunish in the days of the Suel-Baklunish wars

You might bear some physical or psychological mark of yourncestry such as a ery disposition thanks to an Efreeti

ncestor or uniformly blue eyes from the blood of a Marid

Benet Select one type of genie Dao (earth) Djinni (air)

freeti (re) or Marid (water) The benets of this feat vary

y the type of your genie ancestor

Dao You receive a +4 bonus on Saving throws against

arth eects and Fortitude saves made to resist petrication

You also add +2 to the DC of saving throws for any spell with

he earth descriptor that you cast as a sorcerer This benet

tacks with the Spell Focus and Greater Spell Focus feats if the

pell you cast is from your chosen school

Djinni You receive a +4 bonus on Saving throws against

ir eects and the following spells acid fog call lightning

loudkill stinking cloud and storm of vengeance You also

dd +2 to the DC of Saving throws for any spells with the Air

escriptor that you cast as a sorcerer This benet stacks with

he Spell Focus and Greater Spell Focus feats if the spell you

ast is from your chosen school

Efreeti You receive a +4 bonus on Saving throws against

re eects You also add +2 to the DC of Saving throws for

ny spells with the Fire descriptor that you cast as a sorcerer

This benet stacks with the Spell Focus and Greater Spell

ocus feats if the spell you cast is from your chosen school

Marid You receive a +4 bonus on Saving throws against

water eects and the following spells acid fog cone of coldorrid wilting ice storm and sleet storm You receive a +2

onus on Constitution checks made to resist drowning You

lso add +2 to the DC of Saving throws for any spells with

he water descriptor that you cast as a sorcerer This benet

tacks with the Spell Focus and Greater Spell Focus feats if the

pell you cast is from your chosen school

Special You may only take this feat as a 1st-level character

S [H]

[H]

M W [G]

You know your way around business negotiations

Benet You receive a +2 bonus on Appraise Checks

checks and Diplomacy checks related to business dealing

You have been riding horses since before you could walk

Benet grants a +2 bonus to ride and to handle an

checks when dealing with horses Special Can only be taken at 1st level

You are a Bakluni who was raised in the deserts of the

Steppes The harsh storms have toughened you

Benet You have a +1 natural armor class bonus

Special You may only take this feat as a 1st-level chara

Your mother was a Hakima and you were born with a to

of her sightBenet You receive a +2 to Initiative rolls and Spot che

Special You may only take this feat as a 1st-level chara

While many Bakluni pay lip service to Sevelkhar to stave

his wrath you have been born with a touch of the wa

within them

Benets All diseases poisons and dehydration eects

twice as long to eect you For eects that are Instantane

delay the onset time one hour per constitution bonus If o

time is 1 minutes triple the time frame if hours make it

and if days make it weeks The character suers pena

slowly and damages are drawn out to make the chara

suer longer This allows the character to be healed when

would otherwise be detrimental While most people are le

tune with such supernatural aictions animals can sen

and you receive a -2 to all handle animal checks

Special You may only take this feat as a 1st-level chara

S [H]

S [H]

T S [H]

T W B [H]

T B P

AlrsquoAkbar (LG god of guardianship faithfulness digniduty)Azorrsquoalq (NG god of light purity courage strength)

Daoud (N god of humility clarity immediacy)Geshtai (N goddess of lakes rivers and wells)Istus (N goddess of fate and destiny)Mouqol (N god of trade negotiation venturesappraisal reciprocity)Xan Yae (N goddess of twilight shadows stealthmind over matter etc)Zuoken (N god of monks mental powers physical anmental mastery)

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15

t is widely documented that the Flannae people are natives of

he Flannaes Hence the name given to the lands even by the

Oeridian conquerors

Rumors persist that one time long ago perhaps before the

ation of Caerdiralor took shape That the Olman and Touv

eople occupied a stretch of land that occupied much of the

outhern Flannaes While no sages can prove the validity of

his claim a case can be made that the ancient Flan could of

eized these lands from the eeing Olman and Touv people

After all many a Touv and Olman god mimic aspects of the

lannae own pantheon

Perhaps a relation to MokrsquoSlyk and the Serpent of Touv

myth Meyanok bare some resemblance though Meyanok was

ot known as a purveyor of magic Though he was directly

esponsible for the birth of three gods Vara Damaran and

Berna Vara has aspects closely aligned to that of Incabulos

specially in the deliverance of nightmares One could arguehat each pantheon has gods or goddess that can be crossed

eferenced with the gods of other pantheons However many

an directly see the inuence of Flannae myth in every other

uman culture bordering or occupying the Flannaes However

were the Flannae inspired by a pantheon of gods from another

rigin

Many sages discredit any notion that such a scenario ever

xisted as no recorded documentation of the presence of

Olman or Touv culture has ever been seen in the Flannaes

roof of Touv and Olman cultures have prevailed in the

Amedio Jungle and there are no signs that these people did

ot originate from these lands

Many agree that the Old Faith is the bastion of Flannaeworship even to this day However some text remain that

how demonic like beings where accepted in the old faith and

eing part of mans primal nature The Old Faith coexisted with

hese obyrith and later tanaric beings Many paid lip service

o appease these ancient brethren Others worshipped them

ke gods and made pacts to gain power and inuence from

hese beings Some appeared to be less diabolical in their

reatment of the Flan people

Mokrsquoslyk the Serpent is thought to have granted the

people with the knowledge of arcane magic Though Flan

religion shows us that Boccob is the god of magic In anc

texts from the church itself show that Boccob once trapp

demon of unknown origin that was more powerful then Bo

at this time It is believe he gleaned enough magical po

over these thousand years of the demonic creatures capt

This could explain how Mokrsquoslyk stopped inuencing the

in his teachings on magic With Boccob now in place as

deity of magic Mokrsquoslyk waned in power Hoping to rec

what was taken from him in his thousand years of capti

It would also explain how Boccob would have little need

worshippers as his power was siphoned from another pow

being

Throughout the history of the peaceful Flannae T

always existed some outside inuence over how their nat

where formed Caerdiralor was formed by dark priests mystics whorsquos primary worship of Tiamat absconded with

teachings of the Old Faith Perhaps it was the pantheo

the Old Faith that was behind the mysterious force w

devastated their capital of Mysyrna Forcing the survivor

cross the Sea of Gearnat

The six great realms of the grass sea lived in tune with na

Until the survivors of Caerdiralor reared their ugly heads

inuenced Sulm in becoming yet another representa

of Ur-Flan power Perhaps the Old Faith was testing

people the dark priests and mystics of Caerdiralor ceme

themselves into seats of power among the Sulmi The

grew in power and once the Old Faith became threatene

obscurity Shattados would don the Scorpion crown the Iof Woe would sink The rampant lion of the Aerdy would

claim to the Flannaes and many of the gods of the Flan

would be incorporated into the pantheon of their conque

Coincidence highly unlikely

Many Flan nationrsquos existed at some point Exag is on

them however Exag was greatly inuenced by the cra

and little is heard of Flan culture in the city of clay excep

inuence in Perrenland The Vast Swamp was or is the hom

RACES OF OERTH

The FlannaeBy Dennis LovattArt by Adam Koča amp Rick Miller

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16

Acerak a cambion demilich who constructed his own labyrinth

or which every artisan or worker who aided in its construction

was locked away within its clutches Acerak would soon follow

ever a true empire in itself Many adventurers deemed it the

Tomb of Horrors for the atrocities committed and experienced

y those who entered the wretched place

The Kings of Burgess were the last of the just and noble

ations to fall to Vecnarsquos spider throne The nations of Fleeth

nd Almadia where intertwined those with the death of the

rincess of Fleeth Almadia was on its own to defend itself

rom the spider throne Vecna sort his vengeance against the

ity of Fleeth Once he slayed all her people save a few nobles

who submitted themselves to his mercy Vecna took Almadia

nd then set his sights on Burgess The only true threat to his

eign at the time of his Occluded Empire

Nuria was a contemporary of six realms of the grass sea

nd the Isles of Woe It traded magical wonders with the

itadel of Veralos ultimately it would be consumed into the

Great Kingdom Believed to have existed in what is now the

Kingdom of Nyrond The Flan population would intermingle

with their oeridian conquerors and become willing citizens of

The Great Kingdom

Perhaps one of the most troublesome of the lost Flan nations

re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants

f Trask were responsible for the attacks on the elven city of

Summer Stars Evil and bellicose beyond refute the invading

erids of house Naelax had little choice but to wipe them

rom the face of Oerth Destroying much of their magic and

writings

Last in the line of benevolent Flannae rulers Ehlissa the

nchantress lived in what is now know as the United Kingdom

f Ahlissa some 1700 years ago and continued to reign in

er prehistoric kingdom for several centuries more Queen

hlissa has no issues she keep song birds as pets During her

eign her people knew peace and none of her subjects knew

overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend

er subjects to her will Her reign lasted up until the Great

Migrations during her reign she managed to prevent the force

ocked away in her Nightingale from escaping Presumably

ead none truly know what happen to Queen Ehlissa or her

amed Nightingale Little to noting remains of Flan culture in

his region Long ago Suel and oerid migrations took their toll

n her Kingdom Becoming part of the Great Kingdom of the

Aerdy and recently The United Kingdom of Ahlissa

APPEARANCEThe Flannae people are recognizable by their bronze

omplexions and wavy or curly hair With strong angular

eatures and heavy brows most Flan are easily discernible

rom other human racial types They tend to be of average to

tocky build sturdy and somewhat hirsute they are anything

ut the prototypical human type these days

Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh

etween 150-180 lbs Female Flannae average between 4rsquo8rdquo

o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller

and heavier Flannae are possible

Their eyes are most commonly dark brown or black br

and amber appearing less frequently Their hair color is us

black but also ranges through shades of black-brown

brown and brown Curly and wavy hair is usual but some

have taken to straightening out there hair in recent times

The original Flan nomads of a millennium ago wore sim

utilitarian clothing including loincloths capes and lea

wrappings on their feet that served as shoes They also w

brightly colored body paints primarily vermilion and ye

ochre in primitive patterns a practice still common am

the surviving Rovers of the Barrens In civilized regions

clothing tends to follow current fashion though they still

to prefer solid bright primary colors

PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract

hard-working and reserved Flan are natural hunters

gatherers imbued with survival instincts most learn to

o the land Flan tend to eat lean even when there i

over abundance of food available Many Flan prefer wate

milk to alcoholic beverages though some places espec

in Geo and Sterich mead and ale have become com

place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling

family ancestry All Flan appear to be unemotional or slo

speak however those that succeed in gaining there trust

nd themselves a loyal passionate and jovial friend O

the human sub-races the Flan are more inclined to work

live among the demi-human races

Few nations boast a large Flan population these d

Geo Sterich Perrenland and the Wolf nomads sport

people mostly mixed with people of other human ethnici

Only the Roverrsquos of the Barrens and the people of Tehn s

a signicant stock of pure Flan-blooded people these day

The ancient Flan were able to carve out some of the m

successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em

Tostenhca Sulm and Itar

The Kingdom of Caerdiralor was the seat of Ur-Flan po

Absconding from the Flan coexistence with nature The ur-

delved deeply into the dark arts and sort to use the destru

force of nature to bend all to their will Worship of Tiamat b

paramount to their society Many other obscure demonic

or immortal powers inuenced them as well Mokrsquoslyk

Serpent seemed to be inuential in gifting the ancient

people with the arcane arts The true nature of Mokrsquosly

unknown Though his inuence amongst all the Flan pe

is well documented throughout history Caerdiralor mee

end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t

capital city of Myrsyrna that ended the genocidal war and

the surviving elite eeing across the Sea of Gearnat to

Lands of the Rhugha

Meanwhile in the lands known as the Bright Desert tr

of Flan people began to embrace the teachings of Va

the Maker the Subtle Teacher Born a mortal Vathris ra

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17

imself to the cusp of immortality through his knowledge

eeds and wisdom Embracing the ideals of progress and

ngenuity Under Vathris guidance the six great tribes of the

rass-sea became six realms

The six realms at that time where known as Itar Sulm

Rhugha Ronhass Durha and Truun Itar was chief among

hese six realms as they embraced the teachings of Vathris

wholeheartedly Many of the other tribes struggled to shed

heir past beliefs and the most resistant of those realms where

he Rhugha and the Ronhass strange that two of the most

rominent realms in the great grass sea choose to war against

ach other on a mere slight that none can recall If not for

he interference of the other four realms the Ronhass would

urely have fallen into obscurity The only way to keep peace

mong the six realms was to divide a line directly through the

ands of the Rhugha and Ronhass The Truun were gifted this

ealm to maintain the peace Gifted horsemen themselves and

utnumbering both the Rhugha and Ronhass in size made the

Truun the most reasonable choice to police these realms

Though peace would not last that long The dark mystics and

riests of Caerdiralor found their way into the nobility of Sulm

ars They whispered honeyed words of peace and progress

nstead they used their knowledge of iron-craft and secretitive

ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic

nd technology brought to them by the Caerdiralorrsquos sought

o control the six realms and make them into one mighty

ation

Sulm would rule over the six realms uniting them in bloodshed

nder one banner Despite the numerous nations of horsemen

hat opposed them Sulmrsquos iron-shod legions proved too much

or the other realms The Itari posed the greatest threat to

Sulmrsquos machinations of dominance over the great grass sea

The decades long war ended when Vathris divine spark was

nded by a dark wicked barbed longspear In vengeance for

tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered

he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering

lis of Sennerae down into the deep blue void of the Sea of

Gearnat

Sulm would fall due to the machinations of their last king

Shattados Five hundred years after Keraptis was named

rotector over the Flan nation of Tostenhca Shattados

would don the Scorpion crown gifted to him by the lord of

ntropy himself Tharizdun The people were transformed

nto manscorpions and dune stalkers while Sulmrsquos grass sea

uickly converted into the sands which make up the lands of

he Bright Desert today

Tostenhca was a military protectorate under the leadership

f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences

nd craftsmens ship that could rival those of dwarven and

nomish races They also saw the height in taxation that was

trictly enforced by Keraptis regime Keraptis made good on

is threats to those who failed to follow his strict tyrannical

rders Though the city saw its greatest success under

Keraptis rule His over taxation and cruelty were ultimately his

downfall the people revoked and under the leadership of

High priest Gethrun Shoiraine destroyed the wizard hiera

and laid siege to Keraptis keep Defeated Keraptis ed to

south with his gnomish minions

Three hundred years later Keraptis would enact his reve

using the power from the Null Enigma found under W

Plume Mountain Keraptis cursed Tostenhca Which lea

the death of Tostenhcarsquos inhabitants Tostenhca was lost

forgotten save for the rumors of its gold laden rooftops

unsurpassed wealth Many an adventurer has meet their

searching for the lost wealth of Tostenhca Where on

proud and striving Flan nation stood only a cursed and ko

infested place remain Now referred to in the cold tongu

Skrellingshald ldquothe cursed Flan holdrdquo

Veralos the Lost Citadel of the Flan was a fortress

upon the edge of the Rift Canyon in ancient times and

fealty to the wizards priests of the Isles of Woe Elite scho

artisans and mystics from all walks of life where sent he

develop their craft for the betterment of all Flan-kind Tho

the wizard priests of the isles of Woe were well entrenc

into Veralos social structure Little discovered behind

fortied walls escaped their attention Well after The Isle

Woe plunged beneath its watery depths into oblivion Ver

continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel

a sleeping power from within the Rift that would crum

the hidden citadel and its people for all time Even with

successful foray initiated by the company of seven M

scholars believe Veralos to be just another myth surroun

by an uninhabitable region of the Flannaes

The ldquosurvivalist instinctrdquo is forever present within the m

and hearts of the Flannae peoples and they nd ways to

exist in their lands regardless of their circumstances

nations of pure Flan decent survive these days save the Ro

of the Barren and Tenha The Wolf nomads The Sheldo

Valley Perrenland and the Theocracy of the Pale are p

that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o

human cultures cementing part of their religious and cul

inuences amongst them all

A great many Flannae grow-up to become farmers herd

druids bards rangers and mages of renown Being inst

from early childhood with a profound respect for natur

all its forms Flannae have studied the aspects of nature

their place in it at one time or another Most Flannae h

at least a rudimentary understanding of farming herd

animal husbandry agriculture geography and wea

patterns Many Flannae plant a tree in front of their home

in a garden where they have easy access to As long as

tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of

luck and one should pick up and leave the place behind th

The skill of manufacturing leather and wooden crafts is

highly respected among the Flannae peoples Many a Flan

crafted a ute from a branch that had fell during a st

Tanning was and still is a common practice of many Flan

people The hides are highly prized for use as clothing

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18

rmor A naturally peaceful people skills such as dancing and

inging are often manifested in Flannae from all walks of life

RELIGIONThe Flannae peoples seem to have a particular fondness

or gods representing nature The Flannae Pantheon mostly

onsists of gods from the Old Faith With Beory and Obad-

Hai being the gods most commonly associated with the old

aith Over the years dierent cultures have altered the

riginal gods associated with the Old Faith save Beory and

Obad-Hai who are always present among their number The

riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn

ord Incabulos (in some Flan cultures he is replaced by the

oddess Berei) and The Lord of Winter Nerull Originally all

were neutral aspects though Incabulos became associated

with plagues and suering making many followers of the old

aith wish for the Lord of Winter to end their suering As such

very winter Obad -Hai is slain by the lord of winter It is the

ord of spring that releases Obad-Hai from the summer tree

He has Berei assist him with the burial of Obad-Hai Where he

s buried Mother Beoryrsquos tears revive him and a young sapling

rows which drops the fruit that hatches a young Obad-Hai

nce again in the spring By the summer he is fully grown and

trong the Stag King leading the wild hunt against those that

would dele nature During autumn he grows into a weathered

ld man waiting for the winter lord to slay him once again

There is a belief amongst the Old Faith that should Pelor fail

o bury Obad-Hai after seven days He will be gone forever

nd Oerth will forever be plunged into an eternal winter

The Flannae Pantheon consists of Allitur Beory Berei

Boccob Celene Earth Dragon Ehlonna Grummush (amongst

he early Flan he was thought a chief rival of Obad-Hai in

he old faith he was once known as the autumn lord and

was replaced by Incabulous after he established himself as

he chief patron of the orcish pantheon)Obad-Hai Pelor

ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and

Zodal

Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are

he primary recipients of Flannae worship in the Flannaess

hough all the gods of the pantheon receive varying amounts

f veneration token though they may be Many others

ave lost a direct association with the Flan pantheon and

re not mentioned here Though in truth about 90 of the

lan pantheon is considered part of the common pantheon

f gods As the oeridians stopped worshipping Sol and have

ully adopted Pelor into their pantheon of gods Beory is

onsidered the mother of the gods and only in the baklunish

west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the

most diminished of the human races currently bordering or

ccupying the Flannaes However they have cemented their

ustoms and traditions into every human species they have

ver come across Most notable of them all are the Oeridians

nd to a lesser extent the Suloise people

PROFESSIONS AND SKILLSThe Flannae have developed many and various skills

the centuries and in that time those professions and s

have changed little regardless of their location upon the O

-- as such all Flannae characters gain a + 2 racial bonu

two of the following skills Knowledge (nature) Knowle

(geography) Knowledge (the planes) Survival Ha

Animal Profession (tanner) Profession (animal breed

Profession (grain farmer) Dancing Singing or Ride T

skills are considered Class Skills for all Flannae character

Flannae characters are so attuned to nature that many

learned languages common amongst the fey races As

Flannae characters may take the Sylvan tongue as secon

language

The ancient Flannae also dwelled and worshipped dem

like they do gods these days Many have learned the Aby

tongue of demons and a few have learned the infe

languages of devils as a secondary language Note D

may require one of the following feats to be taken (Tai

Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o

to explain where the character has developed their knowle

of these languages

Flannae characters hailing from nations within the Sheldo

Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla

are exposed -- or have been exposed -- to atrocities dea

them by giants or other creatures driven from their home

an invasion of giants

FIGHTING STYLESThe ancient Flannae peoples where associated with prim

ghting styles few of which see use today Many Flan

where accomplished horsemen Most preferred to ride

their opponents armed with spears and axes Some ca

sickles to sacrice their enemies to the old gods Archery

horseback saw some usage mostly among the Itari and

by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we

maintaining their lands

In Geo and Sterich many of the Flan in these nations

adopted the sword as their main weapon While it se

this tradition was inspired by the oerids of these lands

Flan embody the spirit of their ancient brethren by run

headlong into battle naked armed only with their swords

handed weapons have also become common place as

tend to be more useful in damaging the giants which

these lands Long-bowmen have just begun to see m

usage as they allow one to keep a long distance from t

enemy short-bow use is more common especially when ri

horseback

The Wolf nomads favor the spear throwing axe and

their ancestors used in battle Some carry a spiked lea

gauntlets or the punching dagger and curved blades of t

baklunish ancestors alongside their wolf companions

In Perrenland polearms see much use especially amo

the mercenary companies Mercenaries from Perrenland

highly valued in the armies they serve Their ability espec

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19

n defense measurements are highly sort after Shortswords

xes spears shields and hunting knives are also common

lace with crossbows seeing little use in this region The most

killed pikemen and halberdiers are often from Perrenland

Having pushed back many a marauding army Most military

men in Perrenland learned their craft as mercenaries Fighting

n the opposite sides of warring parties However it is the

are mercenary who fellrsquos one of his kin This has served them

well when being hired to route fellow countrymen from the

pposing army ranks Only to nd them bolstering the ranks

f the mercenary army sent to dispose of them

One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra

urden of heavy armor and few would don any armor that

weighs more than forty pounds

Naval combat is something most Flan nations these days

now little about Many of their nations do not border large

odies of water capable of supporting naval units In ancient

mes the Isles of Woe and Caerdiralor supported naval units

Ahlissa presumably had the largest naval unit of all Flan

ations Though they also saw little usage as naval combat

was not as advanced as it is now in present day Oerth Instead

most naval units merely supported the transportation of

roops Perhaps naval units were more commonplace when

he Pomarj was a heavily populated Flan nation Though as

ar as historians can tell this area was populated by primitive

solationists who later were absorb into the migrating Suel

opulation Eventually only traces of Flan culture exist With

ltars and shrines devoting worship to the earth dragon

aramount among these ndings

The Flan present in the Theocracy of the Pale have been

bsorbed into the Oeridian way of life In truth little of their

ways exist in the Pale these days Many of their ghting

ormations and weapon usage mimics those of their Oeridian

rethren

RACIAL FEATSThe following is a list of racial and heritage feats that an

lannae character may take as hisher bonus feat

While some Flan from all walks of life are imbued with the

lood line of Caerdiralor You have a stronger connection

raced back to a mixture of the Sulmi bloodline with the

urvivors who ed the doomed nation when they crossed the

Sea of Gearnat

Benet A Caerdiralor Flan receives a +2 to saves against

pells from the necromantic school of magic If they have the

bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic

Special You may only take this feat as a 1st-level character

You are a descendant of the ancient Itari Flan whose forward-

hinking permitted them access to the ways of Vathris the

B C[H]

B I [H]

B D [H]

B R R [H]

maker

Benet An Itari Flan receives +2 skill bonuses to both

Knowledge (nature) and Diplomacy skills The character

easily sway someonersquos reaction by two categories for e

successful Diplomacy roll

Special You may only take this feat as a 1st-level chara

The characters Diplomacy score must be equal to or gre

than the characters level he is trying to persuade Other

the characters Diplomacy can only improve reactions rol

one category

You are a descendant of the Durha Flan some of the m

backward thinking and barbaric of the Flan people

Benet The Durha were some of the most determ

warriors However determination and skill are two die

things As such these characters gain 1 extra hit point

character level

Those with this bloodline may remain active at less

zero hit points with a successful Willpower save with a

DC of 12 plus the amount of damage suered below z

Example Fleg was struck by a club bringing his hit point

to - 3 hit points Fleg wills himself to maintain ghting on

rolls a 16 for his Will save to overcome his wounds S

Fleg is at -3 hit points he needed a 15 to remain active

remains active and is not struck again in combat Howeve

now requires a successful Willpower save DC 16 to cont

ghting as he cannot become stable while remaining activ

combat

Special You may only take this feat as a 1st-level chara

You are a descendant of the RhughaRonhass Flan While

Rhugha and the Ronhass were both intimately related to

other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron

were skilled horseman only because they were as stubbor

the mules they trained and lived with

Benet A RhughaRonhass Flan receives a +2 compet

bonus to their Ride skill (horses) and Handle Animal

(horses) They also receive a +2 to saves against spel

abilities to charm or enthrall them Spells that control emot

can aect them if it induces anger

Special You may only take this feat as a 1st-l

character Diplomacy is never a class skill for a character

this bloodline Diplomacy is treated as a non-class skill

receives all the limitations of a non-class skill for those

this bloodline regardless of which class they belong too

You are a descendant of the Sulmi Flan The ancient S

were always very ambitious determined to complete a tas

matter the cost This endearing trait led them to incorpora

the teachings of Caerdiralor into their society However s

B S [H]

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20

ure strains of this bloodline exist

Benet A Sulmi Flan receives a +4 insight bonus to any

kill roll once per day This does not guarantee success but

hows there determination in completing a task

Special You may only take this feat as a 1st-level character

The DM should penalize characters with this feat who give up

task too often or too easily

You are a descendant of the Truun Flan Much like the Rhugha

Ronhass the ancient Truun were skilled horsemen that

ttacked in large groups However the Truun did not share

he stubbornness their Rhugha and Ronhass brethren were

amous for

Benet A Truun Flan receives a +2 competence bonus

o their Ride skill (horses) and Handle Animal skill (horses)

A Truun that makes a successful Ride skill check in combat

lso receives a +1 competence bonus to attack rolls while on

orseback

Special You may only take this feat as a 1st-level character

You bear the mark of Demogorgon prince of all demons

Benet A character with this feat can telepathically

ommunicate with a creature in close range (25ft) much

ke a detect thoughts spell A targetrsquos successful Willpower

ave prevents you from reading its thoughts the save DC

=character level + 2 + highest non-physical attribute bonus

Intelligence Wisdom or Charisma]

However you also receive telepathic signals from all demon-

ind The latter is never at ease You struggle to control

he telepathic communication from demons a successful

Willpower save (DC demonrsquos hit dice + charisma bonus) is

equired whenever the character wants to actively block out

his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2

enalty on attack rolls saving throws skill checks and ability

hecks) until a successful Willpower save is made Because

he character has a volatile nature he gains a +2 insight

onus to all Intimidate skill checks and his telepathic link with

emon-kind grants him a +2 insight bonus to his Knowledge

the planes) skill checks Because the character is telepathic

e gains a +1 insight bonus to all initiative rolls

However the character always exudes a faint evil aura due

o the mark regardless of the characters actual alignment

Special You may only take this feat as a 1st-level character

You were born with a slightly forked tongue granting greater

ptitude with magic

Benet A character with Mokrsquoslykrsquos Tongue gains +2

ompetence bonus to either his Knowledge (arcana) or

Spellcraft skills The character also gains a +1 to their caster

evel when overcoming resistance for spells cast with a verbal

B T [H]

M S B [H]

Mrsquo T [H]

O A [H]

O F [H]

T T [H]

T T [H]

V T [H]

component

Special You may only take this feat as a 1st-level chara

You share some ancestry with those that lent their ma

might to the defense and expansion of Vecnarsquos Occlu

Empire

Benet Vecnarsquos Occluded Empire was well known fo

use of dark and secretive magical might As a descen

of this region you receive a +2 competence bonus to

Knowledge (arcana) and Knowledge (the planes) skills

Special You may only take this feat as a 1st-level chara

While many modern day Flan follow many faiths you fo

the ancients ways of your people

Benet A character with this feat receives a +2 compet

bonus to their Knowledge (religion) and Knowledge (nat

skills

Special You may only take this feat as a 1st-level chara

must follow Old Faith

You bear the taint of Tiamatrsquos followers

Benet A character with this feat has slightly scaly

that is noticeable by touch only and gains a +1 natural a

bonus They also gain a +4 resistance bonus to one of

following energy types acid electricity re or frost

Further the character also receives a +2 insight bonus t

Sense Motive checks to detect malicious intents or auras

as an evil spell or power register

However the character always exudes a faint evil aura

to the taint regardless of the characters actual alignmen

Special You may only take this feat as a 1st-level chara

You bear the artice and skill the the Tostencha people w

famous for

Benet This character may add +2 to one Craft sk

their choice The character also gains a +2 to their Appr

skill checks

Special You may only take this feat as a 1st-level chara

You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any

Knowledge skills and add a +2 competence bonus to t

skills or they make take one non-class knowledge skill

use it as a class skill without any penalty for skill improvem

cost

Then there are those who follow the teachings of Vathr

the god of lost causes and revenge These latter charac

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21

eceive a +2 to saves against poison or magic that would

ring them death or below zero hit points They also stand a

0 chance of becoming stable when brought below zero hit

oints instead of the normal 10 chance of most people

Special You may only take this feat as a 1st-level character

You are exceptionally skilled and versed in the workings of

he world

Benet A character with this feat gains 4 extra skill points

t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class

Also Knowledge skills can be increased by one more point

han usually allowed per character level A rst level character

with this feat may have a Knowledge skill with up to ve ranks

t rst level

Special You may only take this feat as a 1st-level character

V S I [H]

The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4

T F P

Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a

hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)

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23

PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged

traightforward and pragmatic Oeridians are taught from the

arliest age to respect authority and those who bear arms

Their interests lay in exploration hunting ghting and empire

uilding The history of their people give them right to boast

Oeridians are prone to take charge in dicult situations and

et they respect their superiors and sacrice for the good of

whatever cause or group they believe in Oeridians are known

or their enjoyment of songs celebration physical games

nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly

egarded by other races

There are three prominent Oeridian tribes The Aerdi best

nown for establishing The Great Kingdom The Nyrondal

f the Kingdom of Nyrond and the Vollar of the Prelacy of

Veluna are the other two prominent tribes of Oeridians Other

ribes do exist -- or have existed -- but they have become

ntermingled with other cultures

The Kingdom of Furyondy has a signicant Vollar presence

n its border with the Prelacy of Veluna however the Vollar

n both sides of the border have intermingled extensively with

he other peoples of these nations

The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of

he Flannaess but is now but a shadow of what it once was

aving splintered into two separate and distinct kingdoms

North Kingdom and The United Kingdom of Ahlissa Neither

f these current kingdoms is in control of the former capital

f Rauxes Decades of inghting magical atrocities and the

ramping of undead armies across the land have devastated

he area around the former capital

Most Oeridians now living in these lands tend to be less than

traightforward compared to their brothers in other lands

eing much more conniving and preferring to avoid direct

onict They seek instead to manipulate their adversaries

uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This

ttitude has served to lessen both the military presence and

nuence of the Church of Hextor

The Kingdoms of Furyondy and Nyrond as well as the former

Shield Lands are able to boast Oeridians of purest blood

Though the Shield Lands have been overrun by the forces of

uz the Oeridians still living there show real determination

nd the erce spirit of the race The Oeridians in these lands

ontinue the struggle against the occupying forces of Iuz the

nly exception being the Oeridians of Nyrond

The Oeridians of Nyrond mirror the condition of the Kingdom

tself they are poverty stricken This situation leaves them in

very poor position to wage an oensive war against the ldquoOld

Onerdquo However the Oeridians of Nyrond remain ever vigilant

f the Old Onersquos designs on their territories and are prepared

hough their stance must be defensive in nature

The ldquowarrior coderdquo is forever present within the minds and

earts of the Oeridian peoples and they nd ways to defend

heir lands regardless of their circumstances Defensively

uryondy is currently in the best shape of all the Oeridian

nations due to their being aided in securing their border

their Velunese neighbors In addition the Church of Heiron

has an ever growing inuence amongst the Oeridian peo

in these two nations and the Priests and Paladins of His ch

are highly regarded by the peoples of these two kingdom

The Oeridian peoples have learned to work well with o

human races and nowhere is this truth more evident tha

the Sheldomar valley and the Kingdom of Keoland In Keo

a minority of Oeridian and Suloise nobles enjoy a peaceful

over a Flannae majority

In the Prelacy of Veluna a considerable populatio

intermingled Oeridian and Flannae peoples also live toge

peacefully Rao serves as this nationrsquos chief deity but

church of Heironious is also well represented on the nat

Theocratic Council The Oeridian peoples of Keoland

Veluna are much more in control of their emotions then

their brethren in other nations and are therefore less like

fall prone to the more traditional overreaction of Oeridian

A great many Oeridians grow-up to become warriors B

instilled from early childhood with a profound respect for

and women of martial prowess most Oeridians have studie

least one melee weapon by the time they reach adulthoo

The skill of manufacturing weapons and armor is also h

respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are

naturally nimble people acrobatic skills such as dancing

tumbling are often manifested in Oeridians from all walk

life

RELIGIONThe Oeridian peoples seem to have a particular fondnes

martial gods The Oeridian Pantheon boasts no less than t

Gods of War and Battle Heironious Hextor and Stratis

is believed to be dead

All three war gods were mothered by Stern Alia God

of Motherhood Culture and Law three precepts which

important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St

was dominant in their ancient homeland which they be

was in western Oerik Some Oeridians still worship this fa

deity and repeat a legend associated with His death

whispered that at His death Stratisrsquo blood burned its

through the Oerth down into the Underdark and exposed

passageway to the drow settlement of Kalan-Grsquoeld Str

blood then turned into mists and still oats around

Underdark in clouds It is said that anyone touched by th

clouds is gifted with a portion of Stratisrsquo divine spark

The Oeridian Pantheon also consists of Bleredd Celes

Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku

Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri

collective name for the Oeridian agricultural gods Veln

Telchur Atroa Sotillion and Wenta

Heironious Hextor Fharlanghn Pholtus Pelor and Zil

are the primary recipients of Oeridian worship in the Flanna

though all the gods of the pantheon receive varying amo

of veneration token though they may be

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25

s another matter entirely If not for the considerable size of

heir eets these nations would be in serious trouble given

hat this is the one area in which the Suloise have bested

hem

The Oeridians of the former Great Kingdom prefer to ram an

nemyrsquos vessel and board them with marine units since their

and to hand tactics are superior to that of their opponents

However their naval tactics prove a contradiction in this

egard as Oeridian ships are built for strength rather than

peed and ranged combat seems to be the most eective

method against the Suloise vessels

The Peace loving Oeridians of Veluna have ample amounts

f military units cavalry infantry and archers However these

Oeridians prefer bludgeoning weapons Veluna is also known

o have the only man-catcher unit in existence While no

ne has yet seen it used on the eld of battle it is rumored

hat these units were responsible for quelling the upheavals

n the disputed lands of Bissel The man-catcher unit serves

mainly as an honor guard but gives frequent demonstrations

f its great prociency in the non-lethal use of their weapon

Although swordsmanship is practiced in Veluna it is viewed

rimarily as a sport rather than an instrument of war

RACIAL FEATSThe following is a list of racial feats that an Oeridian character

may take as hisher bonus feat

You have studied many dierent Aerdi styles of warfare

ranting you a mastery of the battleeld

Benet A character with the Aerdi Bloodline feat gains a +2

ompetence bonus to Alertness checks and a +1 competence

onus to hit with spear or short sword

Special You may only take this feat as a 1st-level character

You have exceptional skill on mounts and with Nyrondal

anged combat tactics

Benet A character with the Nyrondal Bloodline feat

ains a +2 competence bonus to Ride skill checks and a +1

ompetence bonus to hit with a rapier or bow

Special You may only take this feat as a 1st-level character

You are known for your scouting skills and defensive ghting

actics

Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and

+1 dodge bonus to their AC

Special You may only take this feat as a 1st-level character

A character must choose either Spot or Survival skill bonus at

st-level

B N [H]

B A [H]

B V [H]

C S [G]

D R [H]

H [GB]

You are skilled in battle and can sense when combat is a

to ensue

Benet Before combat begins a character with this

can make a wisdom check (DC 10+ frac12 opponents hit dice)

if successful the character gains a +2 insight bonus to t

saving throws or Armor Class either which can apply

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters need to meet a prerequisite to a

this feat a wisdom score of 13 or higher

You are nimble in battle and many of them study how to a

blows

Benet A character with this feat gains a +2 dodge bo

when not using armor or shields of any kind The chara

must have a weapon in his hand for the feat to work

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters can take this feat but the prerequ

is a Dexterity score of 13 or more

You have toughened your body to the point where they s

able to turn blades aside during battle

Benet A character with this feat gains a damage resista

of 2

Special You may only take this feat as a 1st-level chara

must take either Endurance or Toughness as a prerequisi

this feat

You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta

they may rage like a barbarian of equal level The chara

receives all bonuses and penalties associated with ragin

noted on page 25 of the 35 edition of the PHBThe chara

receives all bonuses and penalties associated with raging

noted on page 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level chara

Oeridians from Veluna cannot take this feat

You can be quite intimidating when you have to be

Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi

someone a second time even after an initial intimida

check has failed but without the +2 bonus on the sec

attempt

Special You may only take this feat as a 1st-level chara

O R [H]

O P [H]

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26

O G [H]

O S [H]

You have a greater aptitude towards grace and maneuverability

Benet A character with this feat gains a +2 competence

onus to all Balance and Tumbling skill checks

Special You may only take this feat as a 1st-level character

Your ghting spirit shows your resolve when the end is nigh

Benet A character with this feat gains a +2 competence

o hit and damage but only when reduced to less than 20

f his hit point total

Special Oeridians who are members of the following

lasses may choose this feat Barbarians Rangers Paladins

Warriors and Fighters Fighters can gain this feat at rst level

A character may gain this feat after choosing the Endurance

nd Die-hard feats

You are well versed in many ghting styles However you

refer a less lethal approachBenet A character with this feat can use any blunt object

r bludgeoning weapon to cause non-lethal damage to his

pponent Weapons used in this way do half damage All

amage inicted in this manner is non-lethal

You have mastered the art of non-lethal damage

Benet As Sub-dual Focus above only the weapon does

ull damage all of it being sub-dual

Special Oeridians from Veluna taking Sub-dual Focus get

Greater Sub-dual Focus for free Other characters are required

o spend a second feat for Greater Sub-dual Focus

You have honed your skills in the subtle arts eschewing any

warrior instincts for a more deceptive approach

Benet A character with this feat receives a +2 competence

onus to both the Blu and Sense Motive skills The character

s equally adept at lying and discerning a lie

Special You may only take this feat as a 1st-level character

Only those characters from Ahlissa and North Kingdom may

ake this feat

S- F [G]

S- F G [G]

S [H]

T O P

Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti

Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves

Zilchus (LN god of power prestige inuence monbusiness)

Crsquo

C

G

T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073

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27

RACES OF OERTH

The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak

The Rhennee rmly believe they are from another world

nown as ldquoRhoprdquo In truth Rhop was a large island continent

ar removed from the Flanaess The distance is so great that

t could easily lead anyone to believe that Rhop was anotherworld

Natural talents possessed by the Rhennee strongly suggest

o scholars that the Rhennee have lived on or near large

odies of water for the racersquos entire existence Some sages

elieve that Rhop was ndash in reality ndash some type of ldquoElder

Beingrdquo possessed of supernatural powers and quite possibly

esembled some type of turtle-like creature Such a Being

would of necessity have been quite large possibly measuring

ome ve miles in radius Sages believed that either some

xternal ldquoforcerdquo removed the Rhennee from their living island

aradise or else this ldquoIsland Beingrdquo itself sent them away

While there is some debate upon the subject most sages

gree that the Rhennee are native to Oerth Sages also agree

hat after leaving their island home the Rhennee traveled to

he Flanaess and settled in and around the Adri Forest But

enturies ago they were driven out of this area as well -- by

he invading Oeridians

On the whole the Rhennee are still a young race Having

nally found their own niche within the societies of the Flanaess

eems to have caused their civilization to ourish especially

pon the Selitan river and the Nyr Dyv What happens to the

ace next remains to be seen

The Rhennee themselves have taken a generally neutral

pproach to their neighbors refusing to involve themselves

r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have

sed them for a variety of transportation services including

he delivery legal and illegal goods

Whether or not the legend of Rhop being some other world

s true or not one thing is certain the Rhennee people are not

eaving the Flanaess anytime soon

APPEARANCEThe Rhennee are often tan or olive skinned humans T

tend to be shorter than other human races and often stoc

displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w

between 140-175 lbs while female Rhennee average betw

4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co

are most often blue gray or hazel although green eyes

not unknown Their hair color is often black or dark bro

Curly hair is most common but wavy hair is not unknown

PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated

secretive most Rhennee have little regard for the other hu

races

Having been ostracized by the majority of human ra

Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp

and it is very rare to nd one amongst the Rhennee for

great length of time To the Rhennee nothing is more impor

than family and regardless of personal dierences it is ta

to go against the family and side with a Gajo

The Rhennee live almost exclusively upon the waterw

of the Flanaess making their homes on large barges A s

sect of Rhennee ndash known as the Attloi ndash travel in caravan

the area of the Adri Forest where many believe the Rhen

made their rst appearance in the Flanaess The majori

Rhennee reside in the central Flanaess remaining close to

Nyr Dyv which serves as a central focus for these people

Most other races of the Flanaess often consider the e

race of Rhennee as criminals and thieves While it is true

many Rhennee excel in the roguish arts relatively few

out right criminals The conict lies in the fact that to

Rhennee things which are considered the property of G

are actually considered ldquopublic propertyrdquo by the Rhennee

The Rhennee believe that if you cannot carry the item u

your person then it is open to public use To be fair even am

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28

hemselves the Rhennee practice this belief The exception to

his is items placed into a roped circle This practice dictates

hat the items should not be touched or removed The number

nd sequence of knots tied into the rope will show any and all

ust who it is that claims the roped property as their own

The Rhennee culture is very chauvinistic Males are the

eaders and may carry on their barge just as many wives as

hey can aord It should be noted however that each barge

r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda

cts as an advisor and a councilor to the leader in all of the

amilyrsquos aairs The Verda also serves as the tribersquos healer

nd herbalist She predicts the weather and sells fortunes to

he Gajos While male nobles rule the tribe none of them will

ontradict the Verda of their tribe

Interestingly Rhennee women must remain virgin until their

marriage while males are encouraged to take many lovers

But if a woman is found to have had sex before marriage she

s then forbidden to ever marry and must become a prostitute

r ldquoAuntardquo to the tribe Such a woman is often given a small

essel separate from the barges and is only welcome aboard

barge when she is servicing the Rhennee males on it

This custom seems strange to others given that most

Rhennee males will quickly start a ght if they believe that

Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for

he privilege of a night with one of these women For these

easons and others an Aunta is much more likely to leave the

arge-folk and seek a new life amongst the Gajos

All Rhennee are known to fear sickness child birth and

eath Since all three conditions are considered taboo If

Rhennee person is sick they are left with the wise women

f the tribe ndash the Verda ndash and no one will even visit with the

ick individual until the Verda deem it safe to do so If the sick

annot be cured or if there is the fear of infection then the

ick are sometimes simply cast out This rejection of the sick

n order to protect the tribe is considered even to out way any

amily tiesWomen who give birth must remain in seclusion with the

Verda for 40 days and 40 nights During this time no male

may see her she cannot even return to her husband until this

eriod is over The newly born child may be brought before

he father by the wise women but it is common place that the

hild is usually not seen until the wife returns to her husbandrsquos

ide

Women who give birth to an exceptional number of male

hildren have considerable authority within the tribe Age and

xperience also play an important role in Rhennee society For

xample older females possess considerably more power and

nuence than do younger woman within the tribe

Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become

Vethardquo sorceresses who are endowed with the powers of

Rhoprdquo Women who attain this standing ndash but are not actually

Verda ndash are now treated as though they were while actual

Verda who develop the Vetha abilities are considered nearly

divinerdquo in nature and are given a great range of freedoms in

egards to tribal aairs

Death by any cause is something that all Rhennee fear

For the barge-folk the deceasersquo body must be lled with

or sand and then wrapped in linen and cast into a large b

of water The Attloi on the other hand bury their dead

very often mark the grave as the site of a great evil Pries

Death Gods and Goddesses are greatly feared and consid

repulsive to the Rhennee peoples as are Necromancers

Though predominantly rogues all Rhennee males bec

adept with weapons and the most accomplished of t

become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe

warriors and enforcers Both elder males and the Darkha

are second only to the chieftain of the tribe

Rhennee earn most of what little income they have prim

through the transportation of goods and passengers altho

hunting shing trading and craft-work also play a role A

Rhennee are excellent Tinkerers though their reputation

such work may vary widely Sadly some Rhennee do pref

steal from the Gajos in order to make a living and this re

poorly on the race as a whole though Rhennee will not s

from each other

The Rhennee practice no known religion or at the le

no Gajo is aware of any formal Rhennee religion Wate

respected and honored by all the Rhennee so much so

the barge-folk have been known to clean dirty waterways

to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen

will willingly pollute a water source

Rhennee males like to wear tight-legged pantaloons l

tting shirts and leather jerkins Females wear long ow

sleeveless dresses with low-cut tops so as to entice t

males Rhennee women also like to wear charms made

mollusk shells and precious stones that are found near

the water The more colorful these garments and adornm

are the more they are liked by the Rhennee though b

and greens are easily the most popular colors

RELIGION

Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and

basis of their religious beliefs This thinking is reinforce

the practice among the Rhennee of ldquoVethardquo where som

their women are endowed with the sorcerous powers of

ldquoRhoprdquo

In the last few centuries some of the Rhennee

begun worshiping the elemental forces of water Still ot

participate in the sacricial rites of demonic and devilish c

Some of the Rhennee have even taken up the worship of s

Deities of the air though such Rhennee are few

Among the land dwelling Attloi some have taken up

service of Gods more commonly worshiped in the Flana

these include Fharlanghn Olidamarra and Istus Still

are those few who worship Celestian and Pelor

PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and

these skills as their trade Rhennee are taught from birt

swim and some are even conceived in the water

All Rhennee characters gain a +2 racial bonus to the ski

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29

f their profession (Boater) and swimming These are

onsidered class skills for all Rhennee characters Rhennee

haracters also have an innate ability for sleight of hand and

eceive a +2 bonus to this skill as well But they suer a ndash2 to

ll Diplomacy checks when dealing with other human races

Crafting hunting and shing are very common among the

Rhennee people They are also adept at preparing some of the

nest seafood dishes in all the Oerth

The land based Attloi keep horses and pack animals and use

hem to pull their wagons and haul their goods The Attloi are

killed performers excelling at dance wind instruments and

inging For this reason Attloi characters receive a +2 bonus

o animal handling and a +2 performance bonus in one of the

kills listed above

Like their waterborne brethren Attloi characters also excel

t sleight of hand and receive a +2 bonus to this skill But

hey also receive a -2 penalty to Diplomacy checks whenever

ealing with the other humans races The Attloi are skilled

raftsman and leather workers and make some of the nest

eather armor and goods to be found in the Flanaess

FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing

hey have to an army are the Darkhagard warriors who guardheir barges

Most Rhennee focus on martial skills which favor thrown

weapons single weapons dual weapons or a two handed

weapon style Wrestling and sticus matches commonly take

lace among the Rhennee people

Some Rhennee have developed a rope ghting style which

s used to trip bound or to escape an opponent This ghting

tyle is defensive in nature and is often used by older males

nd a few of the females among the barge-folk though it is a

much less common ghting style among the land based Attloi

The Rhennee have also developed a special racial weapon

alled the ldquoDarkhardquo This special weapon will only be found in

he possession of a tribal chief or his Darkhagards

RACIAL FEATSThe following is a list of racial feats that a Rhennee character

may take as hisher bonus feat

You have developed a sense for locating and spotting water in

ny quantity

Benet You receive a +2 competence bonus to Survival and

Knowledge (geography) skill checks Further you can obtain

p to two gallons of fresh water with a successful Survival skill

heck and up to two more gallons of water can be obtained for

very three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

Surprisingly more Attloi obtain this feat then Rhennee maybe

nes presence around bodies of water limits a knack for this

bility

You spend a great deal of time in the water and have impres

swimming skills

Benet You are able to hold their breath under water

number of rounds equal to three times your Constitution S

before suering any ill eects You receive a +2 compete

bonus to all swim skill checks

Special You may only take this feat as a 1st-level chara

Attloi cannot take this feat

You have a knack for catching large amounts of sh and o

aquatic game

Benet You receive a +4 competence bonus to Surv

checks when shing hunting aquatic game or gathe

aquatic plants

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but it should be noted

these cases are rare

You can communicate with all fresh water aquatic creatur

Benet So long as you do no harm to them or t

environment You can communicate with any fresh w

aquatic creatures including (crustaceans frogs and turt

Even if charmed both you and these creatures are giv

save in order to avoid the suggestion

You will not consume or harm any crustaceans or tu

like creatures nor will the character allow these creature

come to harm

If you are a Rhennee spell caster able to summon w

elemental creatures you may do so for twice the no

duration with zero chance of the elemental successrebelling against you Any water elemental summone

oppose you is twice as likely to rebel against its summ

and the duration of the spellrsquos eect is halved

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but instances are

common

You can see things beyond the limits of most mortals and h

a strong sense of your surroundings

Benet You receive a +2 competence bonus to all Initia

rolls and Spot checks On a successful Spot check (DC 30)

can sense where invisible creatures or objects are loca

but you cannot actually see them (Example A mage c

invisibility on himself prior to combat Without knowing h

there you make a successful Spot check You get a sens

where the invisible mage is but you cannot actually see

invisible mage)

Special You may only take this feat as a 1st-level chara

F W [H]

D [H]

R B [H]

K F [H]

S S [H]

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30

While much more prominent in females this feat is not

mited to them alone

Travelers Trade [Heritage]

You are ever on the move for the roads are your home

Benet You receive a +2 competence bonus to all Handle

Animal and Ride skill checks when dealing with any animal or

ehicle used in a caravan While traveling you also receive a

+2 competence bonus to all Survival skill checks

Special You may only take this feat as a 1st-level character

Rhennee cannot take this feat

Water Walker [Heritage]

You have a knack for operating barges and traversing your

essel through perilous waters

Benet You receive a +2 competence bonus to their

rofession (boater) skill and a +2 circumstance bonus to

etect weather and weatherrsquos eects on water conditions

while piloting their vessels

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

Contact with water rejuvenates and sustains you

Benet If you stand at least in knee deep water you

atigue at only half the normal rate In addition if you engage

n no strenuous activity while in a body of water you recover

it points equal to your Constitution bonus +1 for every three

ours in the water You may also hold your breath for a number

f rounds equal to twice your Constitution Score You must

ubmerge yourself in water for at least one hour each week

r he will begin to suer fatigue at twice the normal rate

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

You are more sensitive to the forces of nature often feeling

minor changes in the weather and environment which are

ometimes undetectable to animals

Benet You receive a +2 competence bonus to Survival

nd Knowledge (nature) skill checks You may predict weather

hanges up to six hours in advance including changes in

emperature Further with a successful Survival skill check

ou can predict the weather and up to two more hours more

or every three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

While much more prominent in females this feat is not limited

o them alone

T T [H]

W W [H]

W W [H]

IN SEARCH OF HOME

ldquoWe are the children with no landrdquo

ldquoForced to live in the unknownrdquo

ldquoWe sail this worlds waterwaysrdquo

ldquoIn search of yesterdays embracerdquo

ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo

ldquoShow us your unfurling facerdquo

ldquoWe are use to your disgracerdquo ldquo

You will one day atonerdquo

ldquoWhen we children return homerdquo

-Made famous by Artoli Medni

Rhennee bard

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31

The Suloise peoples had their origins outside of the Flanaess

South of the Crystalmist Mountains and west of the

Hellfurnaces

Many Suloise ed to the Flanaess to escape the constant

SuelBaklunish wars which eventually lead to the magical

evastation of their homeland These Suloise migrations

elped to displace many of the Flannae from their homelands

esulting in the Flannae being scattered far and wide

The ancient Suloise have passed on many of their traits to

heir descendants for good or bad Centuries ago the Suloise

oasted one of the greatest empires ever known to mankind

They learned the arts of sorcery and civilization from the

Olven-folk but in time the Suloise peoples surpassed even

heir Elven teachers in the manipulation of magic and used

his knowledge to forge the greatest empire of their time ndash the

Suel Imperium But they rejected the Elven peoplesrsquo warnings

bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies

The ancient Suloise were totalitarian in demeanor and

nslaved many peoples and races All peoples fell to the will

f the Suloise Imperium except for the ancient Baklunish

mpire The Suloise Imperium relied heavily upon magic and

t helped forged their empire Their magical experimentation

ead to the creation and engineering of altered races races

reated for the sole purpose of serving the empire

One of the most well known of these created races is the

Derro Many dwarves claim that the Derro existed long before

he Suel experimented on their kin and it is rumored that

he Derro are actually a blending of dwarves and humans

Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were

onducted before the Suel Imperium fell

The Suel Imperium fought the Baklunish Empire to a stand

till for control of eastern Oerik To break the stalemate the

Suloise brought about the Invoked Devastation This apparent

ictory over their enemies was short lived however as one of

he long forgotten Gods of the Baklunish chose to intervene

RACES OF OERTH

The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller

Gathering together the most powerful mages from am

his people within the stone circle of Tovag Baragu this

channeled much of His own power through these magici

supporting their retribution against the Imperium

This is the origin of the Rain of Colorless Fire which cov

all of the Suel Imperium in its inferno Were it not for

great seer Slerotin the Suloise peoples may well have b

destroyed but receiving premonitions of the impen

doom Slerotin gathered what noble families he could and

them through a magical tunnel ndash of his own creation ndash w

passed completely through the Hellfurnaces

All but one of the families ndash the Lerara ndash traveling

Slerotin arrived in the area of the Flanaess now known as

Yeomanry From there the Suloise peoples spread throug

the Flanaess founding nations for themselves often for

from the colonies of the Suel Imperium The noble fami

Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero

tunnel and reside there today

The most infamous and secretive society of the Suloi

indisputably the Scarlet Brotherhood headquartered on

Tilvanot Peninsula This Suloise organization has bases sp

out across the Flanaess and beyond So embroiled have

become in the aairs of the Flanaessrsquo nations this so-ca

secretive society is no longer as secretive as it once was W

the Scarlet Brotherhood is prominent in Shar they do

actually have control of the government there though

do exercise major inuence over all the Peninsularsquos aair

There is another Suloise organization called ldquoThose

must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in

Kingdom of Keoland Not much is known of the Silent O

though it is rumored that they seek to obtain forbidden ma

and ancient Suloise artifacts What their main goals ar

one knows for certain however those few who happen c

upon the Silent Tower and try to gain entrance are very o

not heard from again Whatever their main goal one thin

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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8162019 Oerth Journal 27pdf

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 3: Oerth Journal 27.pdf

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TABLE OF CONTENTSIN MEMORIAMTINA SLEZAKBy Rick Miller Art by Rick Miller and Tina Slezak

P a g e 3

GAZETTEER OF THE FLANAESSTHE CITY OF GLASSBy Frank Myres Art by Adam Koča Rick Miller and Frank Myres

P a g e 4

RACES OF OERTHTHE BAKLUNISHBy Dennis Lovatt Art by Adam Koča and Rick Miller

P a g e 11

RACES OF OERTHTHE FLANNAEBy Dennis Lovatt Art by Adam Koča and Rick Miller

P a g e 15

RACES OF OERTHTHE OERIDIANSBy Dennis Lovatt Art by Adam Koča and Rick Miller

P a g e 22

RACES OF OERTHTHE RHENNEEBy Dennis Lovatt Art by Adam Koča and Rick Miller

P a g e 27

RACES OF OERTHTHE SULOISE

By Dennis Lovatt Art by Adam Koča and Rick Miller

P a g e 31

GAZATTEER OF THE FLANAESSKET SECRET SOCIETIES AND HIDDEN CABALSBy Michael Raper Art by Mike Bridges Rick Miller and Dean Oyebo

P a g e 35

2

THE OERTH JOURNALV II I 27 APRIL 201

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3

ldquoI rst met Tina at the Art Institute of Pittsburgh in 1998 She was in the smoking lounge at the timewearing a black Slayer t-shirt and her leather coat I cannot say what drew me there but whatblossomed was a long-lasting deep friendship and love that lasts unto this day We spent muchof that next summer with each other until I left to earn money for college once more in the lateFall Over the next decade and more we always kept in contact occasionally losing touch due

to events in our lives which ironically always paralleled one an-other She has been one of the greatest inspirations and closestfriends I will ever have Even when things went sourwe never stopped caring Her art was an extensionof her heart and soul so in tting tribute I shareher passion with the world as it is I shall miss

you always my friend though even now youare with me Blessed journeys my love mysweetest friend

-Your forest-eyed friend forever

-Rick ldquoDuicarthanrdquo Millerrdquo

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GAZETTEER OF THE FLANAESS

THE CITY OF GLASS

By Frank Myres

Art by Art by Adam Koča Rick Miller amp Frank Myres

4

The mystical City of Glass oats over the capital of Lo

Reltarma the Lendore Isles (formerly Spindrift Isles) This

igantic articial construct supports a city created solely from

magic a testimony to power of the Suloise and the ability of

heir ancient Mages of Power

LO DENIQ ldquoTHE CITY OF GLASSrdquoConventional Magocracy Large City

National Alignment Lawful NeutralGood

GP Limit 300000gp Assets unknown

DEMOGRAPHICSPopulation unknown

Type mixed (human (suel) 90 others 10)

Economy type variable

Resources armaments slaves foodstus gems and spell

omponents

AUTHORITY FIGURES

Governed by the seven members of the Council of High

Magic (one for each school of magic save divination)

HISTORY

The City of Glass was created by the Archmage Lendore i

-425 and he placed it in the air 8888 feet above the capit

the Lendore Isles Lo Reltarma

The entirety of the original structure is believed to be m

up of glassteel

It was originally connected to the capital below it by me

of an artifact of Lendorersquos creation the Gate of Glass

artifact is said to have been deactivated (but not destroy

by the high elven followers of Sehanine when they claithe Lendore Isles for themselves

Initially Lendore and his followers used a oating towe

his personal residence and place of power Once construc

on Lo Reltarma was well begun more and more of Lendo

followers and their families relocated there Finally

Lendore and eight of his best students remained He

began a Master Shaping (epic magic) which when comple

8162019 Oerth Journal 27pdf

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5

esulted in a circular disc 10 miles across covered by a clear

early invisible dome of hardened glassteel

CONSTRUCTION AND GEOGRAPHY

The base of the disc is 12 mile thick though it is thought that

nly the outer foot or so is actually comprised of glassteel

The remainder appears to be stone assorted minerals and a

op layer comprised of several feet of incredibly fertile topsoil

An illusory sun followed by night sky travels across the time

eeping track with Liga Luna and Celene outside

In the exact center of the disc is the City of Glass proper

nd it covers an area two miles in diameter All of the major

tructures common to a city appear within it though over0 are empty Each was made in the distinct architectural

tyle of the ancient Suloise Many though not all of the

riginal structures are made from glassteel of varying colors

ransparencies and even textures

A wall of dark almost black glassteel a foot thick and fty

eet high surrounds the City of Glass (this cannot be climbed

without magical assistance) Eight circular towers are equally

paced around the wall and are largely set within it Each is

00 feet high and 80 feet in diameter The base of each tower

as a double gate set within it allowing access into and out of

he city itself

Each tower is residence to a wizard of 17th-21st level known

s a High Master This supreme practitioner of a given school

f magic (abjuration conjuration enchantment evocation

lusion necromancy and transmutation) sits on the Council

f High Magic and through it governs the city There is no

ower of divination and no High Master of Divination the

ower for divination sits closed and empty and its gates have

een sealed for over a thousand years It is said that the last

High Master of Divination was Lendore himself

Broad avenues over fty-feet wide extend from the base

ach tower of magic to the central plaza at the heart of the

ity The area between each of these forms the eight districts

f the city

DISTRICTS AND LOCALESThe districts are the Noble District the Garden District the

Common District the Trade District the Foreign District

he Militant District the Necropolis District and the Divine

District

NOBLE DISTRICT

The Noble District lies between the Divine District and the

Garden District It is lled with small walled compounds

urrounded by park-like pleasances The borders between

hese are colored glassteel walls pierced with gated archways

GARDEN DISTRICTThis district is mostly well manicured gardens and small ponds

nd lakes with a few small wooded groves Some of the latter

re wilder and far less manicured

COMMON DISTRICT

The common district is situated between the Garden and

Trade districts Here are the residences of common Suloise

olk Some are individual multi-storied structures while others

are insulae (see Foreign District below)

TRADE DISTRICT

Situated between the Foreign and Common Districts

manufacturing crafting (except for arcane artistry)

marketing is done here Everything from small artisan s

to vast (mostly subterranean manufactories can be fo

here

All public oces are found here though these are far fe

than would be found in most cities

FOREIGN DISTRICTAll those not of pure Suloise blood (either noble or comm

as well visitors to the city reside here Many empty pri

residences as well as taverns inns exist here Five to e

story high towers of apartments known as insulae tower a

the other private residences Each insulae features oors

two to eight apartments sharing a common stairwell loc

at the top of the building only oors above the 4th may h

a small balcony and it will never protrude beyond the wal

the structure)

MILITANT DISTRICT

Between the Necropolis and Foreign districts lies the lar

vacant Militant District Burgeoning with empty pa

grounds barracks and several schools dedicated to the ma

arts the district could very well hold a vast army Howe

many insist that such a force would be summoned in

NECROPOLIS DISTRICT

Lying in the area between the towers of Necromancy

Evocation the Necropolis district accommodates vast pri

crypts and large obelisks that are the public ossuaries o

common folk

DIVINE DISTRICT

A place of calm and serenity the Divine District accommodeach temple of the Suel pantheon Within it are tem

(major and minor) to each of the deities once worshippe

the Suloise Beltar Bralm Dalt Fortubo Jascar Kord Len

Lydia Norebo Osprem Phaulkon Phyton Pyremius Ra

Syrul Vatun Wastri Wee Jas and Xerbo The two grea

of these is the House of Wee Jas a massive cathedral w

main spire rises almost 600 feet high and the Hall of Len

an oddly shaped upright twisted ring structure which is la

on the inside than the outside

CENTRAL PLAZA

At the very center of the City of Glass lies Lendorersquos to

resting on the serenity of a glassy-like pool where Lendotomb resides Surrounding Lendorersquos tower the central p

illuminates the glory of the enormous gate of glass

At the center of the plazarsquos large open pool the gates

entry to four twenty-foot wide arching bridges of glasstee

THE GATE OF GLASS

This artifact actually exists in two places at the same t

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6

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D983145983158983145983150983141 N983151983138983148983141

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Half of it exists below in Lo Reltarma and the other side heren the City of Glass It resembles nothing more than a 60rsquo

wide by 40rsquo tall pane of almost ethereally clear glass oating

couple of feet above the pool below Etched into its base in

lowing runes are the cryptic words ldquoUrbs Deniqrdquo

When both sides are active looking through one side shows

what is on the other Now that the side in Lo Reltarma has

een encased in a massive wall of stone (created by having

multiple casters casting simultaneously) the side in the City of

Glass seems to icker every few seconds revealing images of

trange doorways gates and portals from ancient to possibly

uture times and from worlds other than Oerth

Anyone casting any form of teleportation magic while

ouching of the Gate of Glass lsquolocksrsquo it to the desired locationor up to 1 hour creating a portal (cf portal spell) with the

imensions of the Gate of Glass This eect is dismissible and

as no component costs Unlike the portal spell this can be

sed to create a portal which can access other planes andor

imensions

Unknown to anyone presently inhabiting the City of Glass

s the fact that the Gate of Glass is the reason no divination

magics function there A side eect of its vast power the Gate

of Glass blocks all divination eects within a 5 mile raEXCEPT when the caster is touching the Gate itself Bec

of the link between itself and the City of Glass this block

extends only to the outer edges of the dome and disc u

which the City of Glass sits This anti-divination powe

so great that it is (rightfully) believed not even the

themselves can locate the City of Glass

LENDORErsquoS TOWER

This glassteel lattice tower sits on 4 legs and rises 1500

above the central plaza Its base is a square area measu

400 feet per side It has 3 levels the lowest of which is

feet above the Central Plaza and is 200 feet square per s

250 feet above this sits another smaller level (100 feet sqper side) and the topmost level (50 feet square per side)

uppermost level is rumored to be heavily warded since

said to provide access to Lendorersquos Tomb

Access to the rst level is via magical moving stairc

in each of the towerrsquos legs (two ascend two descend) E

staircase is 20 feet wide and ascends 250 to the rst lev

the tower One merely stands at the base steps upon the

step and it begins to ascend at a pace faster than a man

F983151983154983141983145983143983150 T983154983137983140983141

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7

walk up stairs normally (the stairs ascenddescend at 50 feet

er round)

First Level The rst level of Lendorersquos Tower is a large open

rea lled with benches made of glassteel which surround a

entral rostrum This space was used by Lendore to lecture

nd instruct his students and apprentices prior to his lsquodeathrsquo

Now it is the public assembly hall for the inhabitants of the

City of Glass It is from here that the Council of High Magic

overns the city

Once every 10 days the High Masters of each tower

ssemble here for 6 hours During this time they dispense

ustice inform the citizens of the city of events happening

within the city (and outside it as well) and meet with any

mportant newcomers to the City of Glass Should one be

ndisposed or otherwise unavailable his proxy is given over to

he High Master of his choice

Second Level The second level of Lendorersquos Tower lies

mpty now Once it provided the living spaces kitchens

antries baths and other areas need by the students and

pprentices of Lendore It is connected to the rst level via 4

more of the enchanted moving staircases

In the center of the second level is a small locked chamber

with a shaft (10rsquo x 10rsquo) leading upward The base of this circular

haft is actually a platform with a permanent suspension spellecting it

Third Level This heavily warded area was the private

anctum of Lendore and it is here (rather than in his tomb)

hat all of his greatest treasures are kept

Lendorersquos Tomb Beneath the pool which lies under

endorersquos Tower is Lendorersquos Tomb This small sepulcher has

emained undisturbed for over 1000 years It is said to be

eavily warded and to be protected by powerful constructs

which have not been seen since the height of the Suloise

mpire

GM Note This area is left for individual GMs to esh out as

hey wish (or might be revealed at a later time in the Oerth

ournal) However something to consider is that Lendoreimself is not dead Rather he is in greater temporal stasis

which he cast upon himself awaiting the Final Calamity

NHABITANTSThe inhabitants of the City of Glass are 90 pure Suloise

approx 9000 of which about 1500 are of noble Suloise

rigin) with the remainder being made up of non-Suloise

uman races (there are no Bakluni to be found among them)

nd a few non-humanoid individuals (who number less than

00 and range from at least one vampire to a shape-shifted

ragon)

Those born here are known as lsquociviirsquo and many can trace

heir lineage back to the original followers and students ofendore

A strange curse seems to aect the City of Glass in that those

orn here or anyone who spends more than 8 consecutive days

ere is unable to leave without suering a lingering malady

This strange illness manifests itself 8 days after leaving the

City of Glass itself (not the outer disc) in the form of a malaise

anyone who is a lsquociviirsquo loses 1 hp per day they are outside it

no form of magical healing stops this loss only return to

City of Glass)

GM Note This is actually a minor side eect of the Ga

Glass Each of the High Masters possesses a small mag

trinket which belonged to the 8 apprentices of Lendore

helped him create the City and Gate of Glass which allows

possessor to leave for any length of time

OUTSIDE THE CITY OF GLASSThe area immediately outside the City of Glass is know

the lsquowildsrsquo Immediately outside the city walls is a freshw

river 12 mile across and a 14 mile deep at its deepest p

(next to the city wall) It is spanned by straight at brid

of glassteel which radiate outward from each of the tow

50 feet above the riverrsquos surface This body of water is ca

a river rather than a lake because it moves languidly

clockwise direction

A large variety of freshwater plants and aquatic life lls

river 90 of this life is benign and people can be found

sitting on the bridge or making use of small boats to sh

Surrounding the river is a wilderness belt 3 miles wide

terrain here varies from small glades to several belts of s

steep hills An abundance of game can be found again

most of it being benign in nature and obviously suitedhunting

A curious thing about this wilderness belt is that it

lsquoseasonsrsquo If one extends imaginary lines from the Towe

Necromancy and the Tower of Illusion the area which

between is always in winter - with mild winter being fo

near each edge and extreme winter at its exact center

area that would lie between the Tower of Illusion to the T

of Abjuration is always in Spring Between the Towe

Abjuration and the Tower of Enchantment it is always sum

and between the Tower of Enchantment and the Towe

Necromancy it is always autumn

Every eight days in a counterclockwise direction

eighth of the wilds (the area including both the fresh saltwater areas between any two adjacent towers underg

the eects of a renew the land spell

The outermost lsquoshorersquo of this belt opens onto a saltw

lsquosearsquo which like its freshwater sister is 12 mile across a

14 mile deep at its deepest point (next to the outer wa

the dome which covers the disc) Beds of kelp and coral

be found next to the shore which has a couple of beau

beaches as well as several areas of tall clis (some of w

have obvious sea caves)

The marine life here is abundant being made up of sev

varieties of game sh as well as several small schoo

sharks and even a small pod of orca

WILDERNESS DENIZENSThe wilderness surrounding the City of Glass has a

inhabitants (less than 1000 total) who are known as lsquoho

These are the mixed descendants of the Spindrift Isl

inhabitants that escaped to the City of Glass when the e

took over the islands Most of these are nomadic half-elve

high elfSuloise heritage

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8

A similar malaise aects the lsquohospiirsquo as does the lsquociviirsquo

hough the lsquohospiirsquo are not permitted to build permanent

ncampments They must move every 8 days or they begin

o sicken Any structure built of wood or stone immediately

isappears when the renew the land eect aects the area in

which it lies

BEYOND THE DOMESince the time of its creation the City of Glass and the disc

pon which it sits have hung in the sky above Lo Reltarma

or over 1000 years it was used by sailors and travelers as a

avigational aid All of that changed when the elves took overhe islands and began their pogrom

When the elves began to drive out the non-elven inhabitants

great storm cloud 40 miles across and 5 miles high formed

entered on the dome and disc Terrible waves of sheet

ghtning constantly rage while winds of up to 100 mile per

our blow Even the mightiest of dragons would be bueted

bout by the stormrsquos power There is no rain in this storm just

ury Below it the Lendore Isles have been cloaked in mist

y the Sehaninersquos priests and wizards The storm seems to

ugment this aect with mists of its own often merging with

hose below

CONFLICTS AND INTRIGUESA human resistance force operates from the City of Glass above

endore Isle The High Masters of Magic and their students

aily open temporary portals to the lands below Often these

re opened onto locations within the Lendore Isles themselves

or purposes that advance the cause of the resistance

Why havenrsquot the elves invaded the City of Glass There are

robably several reasons for this Most importantly the elves

re isolationists and religious fanatics Even the cost of the

ccasional raids from the resistance is nothing compared to

what it would take to storm a city that can only be entered

ia teleportation magic Since it cannot be divined by normal

means it comes back to a lsquoyou canrsquot get there unless youave already been therersquo situation

Additionally there is the eternal storm raging around the

isc at all times Even dragons could not survive its fury for

ong With visibility down to zero how are you going to nd

t in an area 5 miles deep and 40 miles across It would be

mpossible to y a normal search grid This leaves subterfuge

a spy or spies if you will This could lead to some amazing

uests

The Scarlet Brotherhood would love to inltrate and take

ver the City of Glass It is after all perhaps the greatest

magical achievement of the ancient Suloise A series of

dventures centered on this goal would certainly be possible

The Society of the Serpentrsquos legendary headquarters couldasily be set here This would aord PC members of the

Society an opportunity to visit Who knows what could happen

fter that

THE FINAL CALAMITY The City of Glass was prepared by Lendore for what he saw

n his nal visions what he himself named the Final Calamity

However Lendore never revealed what the exact natur

that catastrophe was Was this omission deliberate

likely so However some things can be deduced from

nature of his greatest creation the City of Glass itself

Final Calamity must be something so devastating as to req

a sheltered city of immense size It seems to require that

city be self-sustaining for an indeterminate amount of tim

would appear that the Final Calamity will rival even the T

Cataclysms

So what is it Here are three possibilities

1) The destruction of Flanaess itself In the ruins of

remains the survivors could leave the City of Glasrepopulate the Flanaess restoring the Suloise to their fo

glory

2) The destruction of Oerth itself In this scenario the

of Glass might drift in Greyspace circled by Liga Oerthrsquos

Perhaps its inhabitants could discover some method of mo

it to another world

3) The destruction of the Prime Material Plane In su

case the City of Glass becomes an inter-dimensional hab

wandering through the multiverse

SPELLS AND ARCANA It goes without saying that the City of Glass is renown fo

arcane mysteries Below are a few of these rare arcanum

School transmutation Level sorcerer wizard 6

Casting Time 1 minutelb created

Components V S M

Range touch

Eect A glassteel object weighing up to 5 lblevel

Duration instantaneous

Saving Throw none Spell Resistance none

Glassteel is a magical substance created from normal

magical crystal and glass Glassteel is as strong and resis

to re as steel but retains the transparency (and color if of the original material Spells that aect metal or glass (

as shatter and rusting grasp) do not function on glass

Using this spell with fabricate or a glass-related Craft ch

the caster can fashion glass or crystal items that functio

steel items Thus creating glass plate armor and glass sw

that are as durable as their normal steel counterparts ar

Reference Freeport City of Adventure (Green Ronin)

128

School transmutation Level sorcerer wizard 6

Casting Time 1 minutelb created

Components V S MRange touch

Target One item of a volume no greater than 10 cu ftle

see text

Duration permanent

Saving Throw none Spell Resistance none

This spell increases the hardness of materials Paper beco

harder to tear glass becomes harder to break wood beco

X

G

X

H

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9

more resilient and so on For every two caster levels add 1

oint of hardness to the material targeted by the spell This

ardness increase improves only the materialrsquos resistance to

amage Nothing else is modied by the improvement For

xample a longsword (treat steel as iron base hardness

0) aected by a hardening spell cast by a 12th-level caster

would have hardness 16 for the purpose of ignoring damage

aused by someone making a sunder attack The swordrsquos hit

oints attack and damage modiers and other factors are

ot aected A hardening spell does not in any way aect

substancersquos resistance to other forms of transformation

ce still melts paper and wood still burn rock still becomesransmutable to mud with the proper spell and so on

Reference Spell Compendium (WotC) pg 109

School conjuration (creation) Level sorcerer wizard 8

Casting Time 3 full rounds

Components V S M (small leather loop suspended from a

ent wire of gold) XP (500 XP)

Range close (25 ft + 5 ftlevel)

Eect See text

Duration concentration + 1 round

Saving Throw none Spell Resistance none

Casting portal opens an interdimensional connection

etween two places on the same plane of existence allowing

ravel between the locations in either direction The portal

tself is a circular hoop or disk from 5 to 20 feet in diameter

casterrsquos choice) oriented in the direction you desire when it

omes into existence (typically vertical and facing you) It is a

wo-dimensional window and anyone or anything that moves

hrough is shunted instantly to the other side The portal has a

ront and back Creatures moving through the portal from the

ront are transported to the other location creatures moving

rom the back are not

SPECIAL MATERIAL GLASSTEELGlassteel may be created via one of two methods Through an alchemical process requiring extensive knowledge of botmetallurgy and glassblowing or by the 6th-level arcane spell of the same name (cf glassteel) Glassteel combines strengtbeyond iron with the transparency of glass It most commonly nds use as a building material in fantastic castles but itcan also be fashioned into weapons and armor (although plain glassteel armor is much more costly to craft than eventhe most ornate armor) Glassteel is stronger and lighter than iron and completely transparent lacking the greenishtint of common glass Colored or tinted glassteel may be created using slight variations of either method Glassteelmay be textured from rough to smooth Items made of glassteel weigh only half what they otherwise would Items not primarily made of metal are notmeaningfully aected by being partially made of glassteel (A breastplate can be made of glassteel but hidearmor cannot) Glassteel armor counts as one armor category lighter than normal for purposes of movement and otherlimitations Heavy armors are treated as medium and medium armors are treated as light but light armorsare still treated as light Arcane spell failure chances for armors and shields made of glassteel are decreased

by 10 maximum Dexterity bonus is increased by 2 and armor check penalties are lessened by 3 (to aminimum of 0) Glassteel has hardness 20 and 40 hit points per inch of thickness This means that it is as hard asadmantine but much lighter Weapons and armor fashioned from glassteel are treated as masterworkitems with regard to creation times but the masterwork quality does not aect the enhancementbonus of weapons or the armor check penalty of armor Item Cost Modier light armor +2000 gp medium armor +6000 gp heavy armor +12000gp shield +2000 gp weapon +500 gp other items +100 gplb Reference Champions of Valor (WotC) pg 65

The interdimensional connection is forged through

Astral Plane so anything that blocks astral travel will

block the usage of the portal Much like the teleporta

spell you must have a clear idea of the location and la

of the destination You cannot create a portal if you d

know where the terminus will end up The clearer your me

image the more likely the portal will form Areas of st

physical or magical energies may make traversing a p

more hazardous or even impossible Use the following tab

determine the success of the portalrsquos opening

Reference DragonLance Campaign Setting pg 108 (

material is taken from the DragonLance Campaign se

where it is called Fistandantilusrsquo Portal)

School conjuration (creation) Level druid 6Casting Time 60 minutes

Components V S M (any seed pod)

Range touch

Target 1 square milelevel

Eect See text

Duration instantaneous

Saving Throw none Spell Resistance none

Taking the seed pod in one and making the prerequ

gestures in the other you cause the area aected to experie

an immediate renewal of all natural life (animal and pla

Destination Successful Failed Familiarity Portal Porta

P

X

R L

Very familiar 01-97 98-10 Studied carefully 01-94 95-10 Seen casually 01-88 89-10 Viewed once 01-76 77-10 Description 01-60 61-10

A glassteeled scim

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10

lants and trees are immediately restored to perfect health

nd any that bear nuts or fruit are immediately bountifully

aden Any plants or trees that have been cut back or down

n the past month are immediately restored to full life This

pell works as well on both fresh and salt water bodies as it

oes land

Insects and animals (Int 3 and lower) are returned to full

igorous health with any that have been slain in the past

month also being returned to full life

This spell never causes more life to be renewed than could

ustain itself for a month in the environment It will not bring

fe to barren deserts (though it would aect an oasis) or to

are lifeless stone

Any area suering the eects of any form of magical blight

must make an opposed caster level check or have that blight

emoved and the land renewed

School transmutation Level sorcerer wizard 4

Casting Time 1 standard action

Components V S M (small leather loop suspended from a

ent wire of gold)

Range touch

Target Any nonliving object up to 1000 lblevelDuration 1d4 days + 1 daylevel (D)

Saving Throw none Spell Resistance none

This spell functions like levitate except as noted above

nd as follows You can mentally direct the object to move

p or down as much as 45 feet each round for the duration

f the spell doing so is a move action When you cease

oncentration the object remains in place for the duration of

he spell

This spell can be made permanent with a permanency spell

HR)

Reference Shining South (WotC) pg 51 Additionally

s a house rule it has been modied to allow it to be made

ermanent

School transmutation Level sorcerer wizard 9

Casting Time 1 standard action

Components V S M (powdered diamond emerald ruby and

apphire dust worth 5000 gp contained in a platinum coated

lassteel hourglass worth at least 2500gp)

Range touch

Target creature or object touched

Duration see text

Saving Throw Fortitude negates (object) Spell Resistance

Yes (object)

Like the spell temporal stasis you use this spell to place

omething into suspended animation But instead of the

arget being a creature only it can be anythingmdashliving or

onliving When cast on an object any magical properties are

uspended (but not dispelled) Potions cannot be opened the

ext of magical scrolls is too fuzzy to read magic items do

ot operate etc At your discretion you can set a condition

r time whereby the spellrsquos magic releases the target This

is done verbally at the end of the spellrsquos casting and m

be specic if a condition For example you might cast

spell on a king and state ldquoYou are freed when the nat

of Forann and Bretin make peace with each otherrdquo Or if

target is a magic sword you might state ldquoYou are freed w

the youngest son of the Diranges family enters this cham

Whether or not you choose to ax a condition to the spell

magic of greater temporal stasis cannot be otherwise remo

(such as by a successful dispel magic spell or a freedom sp

Reference Behind the Spells Compendium (Tricky Owl

Publishing) pg 90

S

T S G

SHORT ON CONTENT

NEED NEW ADVENTURES FOR YOUWORLD OF GREYHAWK GROUP

LOOK NO FURTHER THAN TH

CANONFIRE CHRONICLES

FROM THE SAME CREW THAT BROUGH

YOU THE OERTH JOURNAL

CHECK IT OUT AT CANONFIRE

UNDER CANONFIRE CHRONICLES

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11

The modern Bakluni from Yecha to the southern reaches of

Ull trace their lineage back to the alabaster cities of the fabled

Baklunish Empire With a history measured in centuries this

ncient nation consist of all the lands stretching along theDramidj Ocean and from the distant Baklhaut Mountains in

he mythic west to the Flanness heartlands in the east The

egendary elemental mages of the empire bound dijinni and

lemental alike to the task of creating wondrous things to

proverdquo that this empire would stand the wrath of time itself

verything fell before the power of the great empire until

t encountered another empire that was following the same

manifest destiny the Suel Imperium The stage was set for

hese two mammoth empires to wage a war on a scale that

was thus far unseen upon the world of Oerth

Sixty-three years of war saw brave new heroes rise to

odhood and moldy old gods crumble into ash In the end

he two empires unleashed their doomsday weapons uponach other in an event that has become known as the ldquoTwin

Cataclysmsrdquo When the smoke nally cleared the Suel

mperium was left an ashen waste and the Baklunish were

cattered to the four winds Today the Baklunish are still

aunted by the memory of what was and the loss of an empire

hat has shaped each nation that has followed with each

eeking some claim to the Enlightened Throne

APPEARANCEThe Baklunish people fall within the norms of most human

aces with their height being anywhere from 5rsquo to 6rsquo6rdquo tall and

heir weight ranging from 140-225 lbs

The Bakluni have a skin almost golden in hue with hair

anging from blue-black to dark brown Their eyes are most

ften green gray-green gray or hazel with a rare jade-green

eing the most prized Children born with such eyes are seen

s a blessing

Though almost unheard of golden eyes have cropped up from

me to time among the Bakluni and these almost always

ndicate a child with Djinni bloodlines

PERSONALITY AND CULTURESpread across the eastern expanse of the region know

the Baklunish Basin the Bakluni cultures are diverse

the varying personalities are shaped by the environmenwhich they dwell Despite these dierences the Baklu

people do have common threads which link them togethe

a race The Bakluni are in general a contemplative peo

carefully thinking matters through before acting Even

most brazen chieftain of the Tiger Nomads or Ullish War

thinks upon any impending action for to court failure

stain onersquos honor

Following the precepts known as the ldquoFour Feet of

Dragonrdquo people of Baklunish descent follow these max

Honor Family Generosity and Piety While the other race

the Flanaess have an understanding of these concepts

Bakluni people give them a much deeper meaning

To the Bakluni honor determines how a man carries out

activities of his day It entails keeping onersquos word not ac

cowardly comporting oneself as due his station in life Th

are the acts of an honorable man

Even a bandit can act honorably and yet still be a ba

Honor is the rst -- and for some -- the most important fo

the dragon and for this very reason A man might be imp

or a miser and might even treat his family poorly and yet

be seen as a man But if a man acts without honor then

a cur to be beaten and killed as one would kill any verm

An honorable man seeks the deep roots that only family

provide He honors his parents and grandparents by marr

a woman of mutual standing who has conducted hehonorably who has a family that is also honorable Chil

bring wealth to a man and his wife that is beyond the mea

of coin An Honorable man magnies his grace and stan

by taking care of his family and seeing to their needs He

his children get good educations his daughters marrie

honorable men from good families his sons taught the w

of honor and family so they may stand as men worth

their fatherrsquos name A Bakluni man takes care of his pare

RACES OF OERTH

The BaklunishBy Dennis LovattArt by Adam Koča amp Rick Miller

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12

is brothers and sisters his aunts and uncles if they are by

atersquos hand or by age unable to do so themselves Family

an be a broad term which can also means the employees

f a merchant warriors in a mercenary company even the

ollowers of a bandit lord In these cases the leader will often

reat his men in the same fashion hersquod treat his children Hersquod

ee they were properly wed given a nest egg to start out in

married life etc

While wealth does not always nd those that spend a lifetime

n hard work generosity is not limited to the coin in ones

ouch An honorable man is generous with his time helping

is neighbors and friends giving advice to those that seek it

llowing them to prot from the wisdom Istus has shown to

im and he does not shirk from giving what food he can to

hose in need Hoarding food or coin is frowned upon and

ften is the rst step to ruination in the folktales retold by the

ards of the region The generous man it is said sees that

which he gives returned tenfold when his time of need arises

Piety while the last of the dragonrsquos feet plays an important

ole in the lives of the Bakluni people An honorable man pays

omage to the gods that stand in judgment of his life Istus

he Spinner of Fate AlrsquoAkbar the Restorer of Righteousness

Xan Yae the Lady of Perfection Zuoken the Ladyrsquos Hand

Geshtai the Lady of the Living WatersWhile one god or goddess may have a higher standing in

he eye of any given person it is a fool that cuts o his nose to

pite of his face Only the Mullahs of a given deity can focus all

f their devotion to a single god The average Bakluni oers

rayers to all of the gods in order to ensure that no slight or

nsult is given to any and to guard against the ckle hand of

ate turning against them Even during times of both drought

nd an abundance of water pious Bakluni make oerings to

Sevelkhar the Waster so as to keep him at bay An old Bakluni

aying says it all ldquoTrust in Istus but tie up your camelrdquo

Culturally turbans and keyehs are the common head wear

or men with Hijabs being the choice of women Loose tting

ants and shirts are the style with robes (light in desertslains regions and thicker in the more northernmountainous

egions) worn over them

Most Baklunish warriors favor lighter armor than the heavy

late armor of the east Preferred weaponry consists of spears

ances and composite bows with personal weaponry being all

manner of curved swords such as Scimitars Tulwars Saifs

Shamshirs and Kilij Even those who are not well trained carry

Jambiya which is little more than a curved dagger

RELIGIONThough not a massive pantheon the gods of the Bakluni are

well represented in the daily lives of their people They pay

espect to their deities with a wide variety of oerings andbeisances With Piety being a trait to which all honorable

Bakluni aspire or at least want to appear to aspire it is

ot surprising that the temples and their mullahs discuss

assionately the nature of orthodoxy and the truest path by

which divine enlightenment can be reached This religious

assion while a noble thing can lead some to rationalize

eeds from which even the most devout Mullah would recoil

It is upon these throes of religious passion that ends of

and the abyss gain footholds upon Oerth and cults aris

dark reections of the Bakluni gods Grazrsquozt makes a

mockery of Istus uttering his own blasphemous comm

to the eager ears of cultists who foolishly believe they

doing the Lady of Fatersquos bidding It is for this reason

the Baklunish region suers a larger quantity of cults

do most other regions and it is why the Mullahs are swi

punish these tools of heresy It is perhaps this very advers

environment that caused the rst Hakima to be blessed

ldquoThe Sightrdquo

A word originally in ancient Baklunish meaning wise

insightful Hakimas were often women skilled in midwif

Most temples had Hakimas on sta and even the poore

villages boasted at least one such woman Searches in

ancient records of the Empire revealed no precedent so

believed that the Sight is a recent development Hakimas

gifted with the ability to see and hear the truth of mat

and even the most skilled liar cringes at the presenc

these wise women In the years since their rst appeara

Hakimas have become the ldquoone honest soulrdquo who can sp

out with impunity against the edicts of the Mullahs the d

of the military even the laws of the Caliph For their part

Hakimas have taken this change in stride and treat theof the Sight as an honor and duty and while there are alw

rumors no case of a Hakima being stripped of the Sight

ever been conrmed

PROFESSIONS SKILLS AND CULTURAL FOIBLEThe Baklunish people have by dint of centuries of exist

and weight of tradition shaped themselves for their plac

this world This shaping has given them advantages in ce

professions and skills All Baklunish gain a +2 racial bo

to Knowledge (Religion) checks Those Baklunish born in

sprawling cities are also adept in the ne Baklunish a

haggling and spotting a good deal Such urban Baklu

gain a +2 racial bonus to Diplomacy (when using the skinegotiations) and appraisal checks Conversely the Baklu

born outside the great cities are less concerned with bargai

and more focused on horseesh Rural Baklunish gain a

racial bonus to Ride and Handle Animal checks

Not all of this shaping has been benecial as a people

Baklunish are insular and superstitious by nature Foreign

while not mistreated are kept at armrsquos length and

standosh nature results in a ndash2 racial penalty for Baklu

on all diplomacy checks involving foreigners The thre

demonic and diabolic inuences have made the Bakluni w

and mindful of the signs taught to them by their parents

grandparents Few Bakluni man or woman leaves the ho

in the morning without a token of good luck on their perBe it an iron nail bent into a ring a bronze eye worn o

necklace made of woven hair or a lucky copper piece th

tokens are an important security blanket for the superstit

Bakluni If deprived of this token a Bakluni grows nervous

somewhat jumpy resulting in a ndash2 penalty to all charis

based skill checks until the token is reclaimed

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13

FIGHTING STYLESThe Baklunish warrior is the undeniable master of mounted

ombat Be it with a lance bow or scimitar and shield the

Baklunish do it best when on horseback The Bakluni re-

urved Bow or horse bow is the weapon of choice for themounted archer The limbs of the bow seem short but this

s an illusion precipitated by the severe curve the limbs The

amination process used to construct the bow gives it the

trength and thus the distance to rival the eastern composite

ows yet allows it to serve expertly for horseback archers

The one aw of the otherwise masterful design lies in the

trings These wound strips of catgut work well but begin to

eteriorate in an overly damp environment It is common for

rchers who favor the horse bow to carry two bows one

trung and one unstrung plus several replacement strings

As mentioned above the Scimitar (and its cousins) is

he blade of choice in the Baklunish west and has been so

or several centuries Various ghting styles involving theweeping style of the blade are favored which maximizes the

weaponrsquos powerful slashing ability While most favor a light

hield in partnership with the scimitar a few nimble warriors

ake up a second blade sometimes a Jambiya or a short

hrusting sword and at other times another scimitar of equal

ize and arc This dual weapon style called Kasirga -- ancient

Baklunish for Whirlwind -- is a powerful and dramatic style

but requires plenty of room to use properly A more com

style of dual ghting using the Jambiya called Yuzlu -- anc

Baklunish for two-fang -- is favored by urban warriors W

it has less power than the wide sweeping strikes used in

Kasirga style it takes up less room and is more viable intwisting alleyways of the Baklunish Cities

RACIAL FEATSThese are racial feats any Baklunish character can take

their bonus human feat

You are a child of the desert and know its ways

Benet +2 to survival checks in desert terrain

Special Can only be taken at 1st level

You have been riding horses since before you could walk

Benet grants a +2 bonus to ride and to handle an

checks when dealing with horses

Special Can only be taken at 1st level

D [H]

E F [G]

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14

Grsquo G [H]

The goddess of the living waters has blessed your birth

Benet +2 to swim checks and need consume only half the

mount of water than other humans

Special Can only be taken at 1st level

The energies of the Invoked Devastation which tore apart the

reat Empire still linger within you and are manifested in theirthmark scar that you bear

Benet You receive a +2 bonus to Intimidate checks

+4 vs any Baklunish) You also add a +2 to the DC of Save

hrows for any spell with the Fear descriptor you cast You also

eceive a ndash2 to all Diplomacy checks made against any Bakluni

who see or know of your scar

Special You may only take this feat as a 1st-level character

You are descended from the genies summoned to Oerth by

he ancient Baklunish in the days of the Suel-Baklunish wars

You might bear some physical or psychological mark of yourncestry such as a ery disposition thanks to an Efreeti

ncestor or uniformly blue eyes from the blood of a Marid

Benet Select one type of genie Dao (earth) Djinni (air)

freeti (re) or Marid (water) The benets of this feat vary

y the type of your genie ancestor

Dao You receive a +4 bonus on Saving throws against

arth eects and Fortitude saves made to resist petrication

You also add +2 to the DC of saving throws for any spell with

he earth descriptor that you cast as a sorcerer This benet

tacks with the Spell Focus and Greater Spell Focus feats if the

pell you cast is from your chosen school

Djinni You receive a +4 bonus on Saving throws against

ir eects and the following spells acid fog call lightning

loudkill stinking cloud and storm of vengeance You also

dd +2 to the DC of Saving throws for any spells with the Air

escriptor that you cast as a sorcerer This benet stacks with

he Spell Focus and Greater Spell Focus feats if the spell you

ast is from your chosen school

Efreeti You receive a +4 bonus on Saving throws against

re eects You also add +2 to the DC of Saving throws for

ny spells with the Fire descriptor that you cast as a sorcerer

This benet stacks with the Spell Focus and Greater Spell

ocus feats if the spell you cast is from your chosen school

Marid You receive a +4 bonus on Saving throws against

water eects and the following spells acid fog cone of coldorrid wilting ice storm and sleet storm You receive a +2

onus on Constitution checks made to resist drowning You

lso add +2 to the DC of Saving throws for any spells with

he water descriptor that you cast as a sorcerer This benet

tacks with the Spell Focus and Greater Spell Focus feats if the

pell you cast is from your chosen school

Special You may only take this feat as a 1st-level character

S [H]

[H]

M W [G]

You know your way around business negotiations

Benet You receive a +2 bonus on Appraise Checks

checks and Diplomacy checks related to business dealing

You have been riding horses since before you could walk

Benet grants a +2 bonus to ride and to handle an

checks when dealing with horses Special Can only be taken at 1st level

You are a Bakluni who was raised in the deserts of the

Steppes The harsh storms have toughened you

Benet You have a +1 natural armor class bonus

Special You may only take this feat as a 1st-level chara

Your mother was a Hakima and you were born with a to

of her sightBenet You receive a +2 to Initiative rolls and Spot che

Special You may only take this feat as a 1st-level chara

While many Bakluni pay lip service to Sevelkhar to stave

his wrath you have been born with a touch of the wa

within them

Benets All diseases poisons and dehydration eects

twice as long to eect you For eects that are Instantane

delay the onset time one hour per constitution bonus If o

time is 1 minutes triple the time frame if hours make it

and if days make it weeks The character suers pena

slowly and damages are drawn out to make the chara

suer longer This allows the character to be healed when

would otherwise be detrimental While most people are le

tune with such supernatural aictions animals can sen

and you receive a -2 to all handle animal checks

Special You may only take this feat as a 1st-level chara

S [H]

S [H]

T S [H]

T W B [H]

T B P

AlrsquoAkbar (LG god of guardianship faithfulness digniduty)Azorrsquoalq (NG god of light purity courage strength)

Daoud (N god of humility clarity immediacy)Geshtai (N goddess of lakes rivers and wells)Istus (N goddess of fate and destiny)Mouqol (N god of trade negotiation venturesappraisal reciprocity)Xan Yae (N goddess of twilight shadows stealthmind over matter etc)Zuoken (N god of monks mental powers physical anmental mastery)

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15

t is widely documented that the Flannae people are natives of

he Flannaes Hence the name given to the lands even by the

Oeridian conquerors

Rumors persist that one time long ago perhaps before the

ation of Caerdiralor took shape That the Olman and Touv

eople occupied a stretch of land that occupied much of the

outhern Flannaes While no sages can prove the validity of

his claim a case can be made that the ancient Flan could of

eized these lands from the eeing Olman and Touv people

After all many a Touv and Olman god mimic aspects of the

lannae own pantheon

Perhaps a relation to MokrsquoSlyk and the Serpent of Touv

myth Meyanok bare some resemblance though Meyanok was

ot known as a purveyor of magic Though he was directly

esponsible for the birth of three gods Vara Damaran and

Berna Vara has aspects closely aligned to that of Incabulos

specially in the deliverance of nightmares One could arguehat each pantheon has gods or goddess that can be crossed

eferenced with the gods of other pantheons However many

an directly see the inuence of Flannae myth in every other

uman culture bordering or occupying the Flannaes However

were the Flannae inspired by a pantheon of gods from another

rigin

Many sages discredit any notion that such a scenario ever

xisted as no recorded documentation of the presence of

Olman or Touv culture has ever been seen in the Flannaes

roof of Touv and Olman cultures have prevailed in the

Amedio Jungle and there are no signs that these people did

ot originate from these lands

Many agree that the Old Faith is the bastion of Flannaeworship even to this day However some text remain that

how demonic like beings where accepted in the old faith and

eing part of mans primal nature The Old Faith coexisted with

hese obyrith and later tanaric beings Many paid lip service

o appease these ancient brethren Others worshipped them

ke gods and made pacts to gain power and inuence from

hese beings Some appeared to be less diabolical in their

reatment of the Flan people

Mokrsquoslyk the Serpent is thought to have granted the

people with the knowledge of arcane magic Though Flan

religion shows us that Boccob is the god of magic In anc

texts from the church itself show that Boccob once trapp

demon of unknown origin that was more powerful then Bo

at this time It is believe he gleaned enough magical po

over these thousand years of the demonic creatures capt

This could explain how Mokrsquoslyk stopped inuencing the

in his teachings on magic With Boccob now in place as

deity of magic Mokrsquoslyk waned in power Hoping to rec

what was taken from him in his thousand years of capti

It would also explain how Boccob would have little need

worshippers as his power was siphoned from another pow

being

Throughout the history of the peaceful Flannae T

always existed some outside inuence over how their nat

where formed Caerdiralor was formed by dark priests mystics whorsquos primary worship of Tiamat absconded with

teachings of the Old Faith Perhaps it was the pantheo

the Old Faith that was behind the mysterious force w

devastated their capital of Mysyrna Forcing the survivor

cross the Sea of Gearnat

The six great realms of the grass sea lived in tune with na

Until the survivors of Caerdiralor reared their ugly heads

inuenced Sulm in becoming yet another representa

of Ur-Flan power Perhaps the Old Faith was testing

people the dark priests and mystics of Caerdiralor ceme

themselves into seats of power among the Sulmi The

grew in power and once the Old Faith became threatene

obscurity Shattados would don the Scorpion crown the Iof Woe would sink The rampant lion of the Aerdy would

claim to the Flannaes and many of the gods of the Flan

would be incorporated into the pantheon of their conque

Coincidence highly unlikely

Many Flan nationrsquos existed at some point Exag is on

them however Exag was greatly inuenced by the cra

and little is heard of Flan culture in the city of clay excep

inuence in Perrenland The Vast Swamp was or is the hom

RACES OF OERTH

The FlannaeBy Dennis LovattArt by Adam Koča amp Rick Miller

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16

Acerak a cambion demilich who constructed his own labyrinth

or which every artisan or worker who aided in its construction

was locked away within its clutches Acerak would soon follow

ever a true empire in itself Many adventurers deemed it the

Tomb of Horrors for the atrocities committed and experienced

y those who entered the wretched place

The Kings of Burgess were the last of the just and noble

ations to fall to Vecnarsquos spider throne The nations of Fleeth

nd Almadia where intertwined those with the death of the

rincess of Fleeth Almadia was on its own to defend itself

rom the spider throne Vecna sort his vengeance against the

ity of Fleeth Once he slayed all her people save a few nobles

who submitted themselves to his mercy Vecna took Almadia

nd then set his sights on Burgess The only true threat to his

eign at the time of his Occluded Empire

Nuria was a contemporary of six realms of the grass sea

nd the Isles of Woe It traded magical wonders with the

itadel of Veralos ultimately it would be consumed into the

Great Kingdom Believed to have existed in what is now the

Kingdom of Nyrond The Flan population would intermingle

with their oeridian conquerors and become willing citizens of

The Great Kingdom

Perhaps one of the most troublesome of the lost Flan nations

re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants

f Trask were responsible for the attacks on the elven city of

Summer Stars Evil and bellicose beyond refute the invading

erids of house Naelax had little choice but to wipe them

rom the face of Oerth Destroying much of their magic and

writings

Last in the line of benevolent Flannae rulers Ehlissa the

nchantress lived in what is now know as the United Kingdom

f Ahlissa some 1700 years ago and continued to reign in

er prehistoric kingdom for several centuries more Queen

hlissa has no issues she keep song birds as pets During her

eign her people knew peace and none of her subjects knew

overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend

er subjects to her will Her reign lasted up until the Great

Migrations during her reign she managed to prevent the force

ocked away in her Nightingale from escaping Presumably

ead none truly know what happen to Queen Ehlissa or her

amed Nightingale Little to noting remains of Flan culture in

his region Long ago Suel and oerid migrations took their toll

n her Kingdom Becoming part of the Great Kingdom of the

Aerdy and recently The United Kingdom of Ahlissa

APPEARANCEThe Flannae people are recognizable by their bronze

omplexions and wavy or curly hair With strong angular

eatures and heavy brows most Flan are easily discernible

rom other human racial types They tend to be of average to

tocky build sturdy and somewhat hirsute they are anything

ut the prototypical human type these days

Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh

etween 150-180 lbs Female Flannae average between 4rsquo8rdquo

o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller

and heavier Flannae are possible

Their eyes are most commonly dark brown or black br

and amber appearing less frequently Their hair color is us

black but also ranges through shades of black-brown

brown and brown Curly and wavy hair is usual but some

have taken to straightening out there hair in recent times

The original Flan nomads of a millennium ago wore sim

utilitarian clothing including loincloths capes and lea

wrappings on their feet that served as shoes They also w

brightly colored body paints primarily vermilion and ye

ochre in primitive patterns a practice still common am

the surviving Rovers of the Barrens In civilized regions

clothing tends to follow current fashion though they still

to prefer solid bright primary colors

PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract

hard-working and reserved Flan are natural hunters

gatherers imbued with survival instincts most learn to

o the land Flan tend to eat lean even when there i

over abundance of food available Many Flan prefer wate

milk to alcoholic beverages though some places espec

in Geo and Sterich mead and ale have become com

place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling

family ancestry All Flan appear to be unemotional or slo

speak however those that succeed in gaining there trust

nd themselves a loyal passionate and jovial friend O

the human sub-races the Flan are more inclined to work

live among the demi-human races

Few nations boast a large Flan population these d

Geo Sterich Perrenland and the Wolf nomads sport

people mostly mixed with people of other human ethnici

Only the Roverrsquos of the Barrens and the people of Tehn s

a signicant stock of pure Flan-blooded people these day

The ancient Flan were able to carve out some of the m

successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em

Tostenhca Sulm and Itar

The Kingdom of Caerdiralor was the seat of Ur-Flan po

Absconding from the Flan coexistence with nature The ur-

delved deeply into the dark arts and sort to use the destru

force of nature to bend all to their will Worship of Tiamat b

paramount to their society Many other obscure demonic

or immortal powers inuenced them as well Mokrsquoslyk

Serpent seemed to be inuential in gifting the ancient

people with the arcane arts The true nature of Mokrsquosly

unknown Though his inuence amongst all the Flan pe

is well documented throughout history Caerdiralor mee

end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t

capital city of Myrsyrna that ended the genocidal war and

the surviving elite eeing across the Sea of Gearnat to

Lands of the Rhugha

Meanwhile in the lands known as the Bright Desert tr

of Flan people began to embrace the teachings of Va

the Maker the Subtle Teacher Born a mortal Vathris ra

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17

imself to the cusp of immortality through his knowledge

eeds and wisdom Embracing the ideals of progress and

ngenuity Under Vathris guidance the six great tribes of the

rass-sea became six realms

The six realms at that time where known as Itar Sulm

Rhugha Ronhass Durha and Truun Itar was chief among

hese six realms as they embraced the teachings of Vathris

wholeheartedly Many of the other tribes struggled to shed

heir past beliefs and the most resistant of those realms where

he Rhugha and the Ronhass strange that two of the most

rominent realms in the great grass sea choose to war against

ach other on a mere slight that none can recall If not for

he interference of the other four realms the Ronhass would

urely have fallen into obscurity The only way to keep peace

mong the six realms was to divide a line directly through the

ands of the Rhugha and Ronhass The Truun were gifted this

ealm to maintain the peace Gifted horsemen themselves and

utnumbering both the Rhugha and Ronhass in size made the

Truun the most reasonable choice to police these realms

Though peace would not last that long The dark mystics and

riests of Caerdiralor found their way into the nobility of Sulm

ars They whispered honeyed words of peace and progress

nstead they used their knowledge of iron-craft and secretitive

ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic

nd technology brought to them by the Caerdiralorrsquos sought

o control the six realms and make them into one mighty

ation

Sulm would rule over the six realms uniting them in bloodshed

nder one banner Despite the numerous nations of horsemen

hat opposed them Sulmrsquos iron-shod legions proved too much

or the other realms The Itari posed the greatest threat to

Sulmrsquos machinations of dominance over the great grass sea

The decades long war ended when Vathris divine spark was

nded by a dark wicked barbed longspear In vengeance for

tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered

he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering

lis of Sennerae down into the deep blue void of the Sea of

Gearnat

Sulm would fall due to the machinations of their last king

Shattados Five hundred years after Keraptis was named

rotector over the Flan nation of Tostenhca Shattados

would don the Scorpion crown gifted to him by the lord of

ntropy himself Tharizdun The people were transformed

nto manscorpions and dune stalkers while Sulmrsquos grass sea

uickly converted into the sands which make up the lands of

he Bright Desert today

Tostenhca was a military protectorate under the leadership

f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences

nd craftsmens ship that could rival those of dwarven and

nomish races They also saw the height in taxation that was

trictly enforced by Keraptis regime Keraptis made good on

is threats to those who failed to follow his strict tyrannical

rders Though the city saw its greatest success under

Keraptis rule His over taxation and cruelty were ultimately his

downfall the people revoked and under the leadership of

High priest Gethrun Shoiraine destroyed the wizard hiera

and laid siege to Keraptis keep Defeated Keraptis ed to

south with his gnomish minions

Three hundred years later Keraptis would enact his reve

using the power from the Null Enigma found under W

Plume Mountain Keraptis cursed Tostenhca Which lea

the death of Tostenhcarsquos inhabitants Tostenhca was lost

forgotten save for the rumors of its gold laden rooftops

unsurpassed wealth Many an adventurer has meet their

searching for the lost wealth of Tostenhca Where on

proud and striving Flan nation stood only a cursed and ko

infested place remain Now referred to in the cold tongu

Skrellingshald ldquothe cursed Flan holdrdquo

Veralos the Lost Citadel of the Flan was a fortress

upon the edge of the Rift Canyon in ancient times and

fealty to the wizards priests of the Isles of Woe Elite scho

artisans and mystics from all walks of life where sent he

develop their craft for the betterment of all Flan-kind Tho

the wizard priests of the isles of Woe were well entrenc

into Veralos social structure Little discovered behind

fortied walls escaped their attention Well after The Isle

Woe plunged beneath its watery depths into oblivion Ver

continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel

a sleeping power from within the Rift that would crum

the hidden citadel and its people for all time Even with

successful foray initiated by the company of seven M

scholars believe Veralos to be just another myth surroun

by an uninhabitable region of the Flannaes

The ldquosurvivalist instinctrdquo is forever present within the m

and hearts of the Flannae peoples and they nd ways to

exist in their lands regardless of their circumstances

nations of pure Flan decent survive these days save the Ro

of the Barren and Tenha The Wolf nomads The Sheldo

Valley Perrenland and the Theocracy of the Pale are p

that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o

human cultures cementing part of their religious and cul

inuences amongst them all

A great many Flannae grow-up to become farmers herd

druids bards rangers and mages of renown Being inst

from early childhood with a profound respect for natur

all its forms Flannae have studied the aspects of nature

their place in it at one time or another Most Flannae h

at least a rudimentary understanding of farming herd

animal husbandry agriculture geography and wea

patterns Many Flannae plant a tree in front of their home

in a garden where they have easy access to As long as

tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of

luck and one should pick up and leave the place behind th

The skill of manufacturing leather and wooden crafts is

highly respected among the Flannae peoples Many a Flan

crafted a ute from a branch that had fell during a st

Tanning was and still is a common practice of many Flan

people The hides are highly prized for use as clothing

8162019 Oerth Journal 27pdf

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18

rmor A naturally peaceful people skills such as dancing and

inging are often manifested in Flannae from all walks of life

RELIGIONThe Flannae peoples seem to have a particular fondness

or gods representing nature The Flannae Pantheon mostly

onsists of gods from the Old Faith With Beory and Obad-

Hai being the gods most commonly associated with the old

aith Over the years dierent cultures have altered the

riginal gods associated with the Old Faith save Beory and

Obad-Hai who are always present among their number The

riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn

ord Incabulos (in some Flan cultures he is replaced by the

oddess Berei) and The Lord of Winter Nerull Originally all

were neutral aspects though Incabulos became associated

with plagues and suering making many followers of the old

aith wish for the Lord of Winter to end their suering As such

very winter Obad -Hai is slain by the lord of winter It is the

ord of spring that releases Obad-Hai from the summer tree

He has Berei assist him with the burial of Obad-Hai Where he

s buried Mother Beoryrsquos tears revive him and a young sapling

rows which drops the fruit that hatches a young Obad-Hai

nce again in the spring By the summer he is fully grown and

trong the Stag King leading the wild hunt against those that

would dele nature During autumn he grows into a weathered

ld man waiting for the winter lord to slay him once again

There is a belief amongst the Old Faith that should Pelor fail

o bury Obad-Hai after seven days He will be gone forever

nd Oerth will forever be plunged into an eternal winter

The Flannae Pantheon consists of Allitur Beory Berei

Boccob Celene Earth Dragon Ehlonna Grummush (amongst

he early Flan he was thought a chief rival of Obad-Hai in

he old faith he was once known as the autumn lord and

was replaced by Incabulous after he established himself as

he chief patron of the orcish pantheon)Obad-Hai Pelor

ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and

Zodal

Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are

he primary recipients of Flannae worship in the Flannaess

hough all the gods of the pantheon receive varying amounts

f veneration token though they may be Many others

ave lost a direct association with the Flan pantheon and

re not mentioned here Though in truth about 90 of the

lan pantheon is considered part of the common pantheon

f gods As the oeridians stopped worshipping Sol and have

ully adopted Pelor into their pantheon of gods Beory is

onsidered the mother of the gods and only in the baklunish

west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the

most diminished of the human races currently bordering or

ccupying the Flannaes However they have cemented their

ustoms and traditions into every human species they have

ver come across Most notable of them all are the Oeridians

nd to a lesser extent the Suloise people

PROFESSIONS AND SKILLSThe Flannae have developed many and various skills

the centuries and in that time those professions and s

have changed little regardless of their location upon the O

-- as such all Flannae characters gain a + 2 racial bonu

two of the following skills Knowledge (nature) Knowle

(geography) Knowledge (the planes) Survival Ha

Animal Profession (tanner) Profession (animal breed

Profession (grain farmer) Dancing Singing or Ride T

skills are considered Class Skills for all Flannae character

Flannae characters are so attuned to nature that many

learned languages common amongst the fey races As

Flannae characters may take the Sylvan tongue as secon

language

The ancient Flannae also dwelled and worshipped dem

like they do gods these days Many have learned the Aby

tongue of demons and a few have learned the infe

languages of devils as a secondary language Note D

may require one of the following feats to be taken (Tai

Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o

to explain where the character has developed their knowle

of these languages

Flannae characters hailing from nations within the Sheldo

Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla

are exposed -- or have been exposed -- to atrocities dea

them by giants or other creatures driven from their home

an invasion of giants

FIGHTING STYLESThe ancient Flannae peoples where associated with prim

ghting styles few of which see use today Many Flan

where accomplished horsemen Most preferred to ride

their opponents armed with spears and axes Some ca

sickles to sacrice their enemies to the old gods Archery

horseback saw some usage mostly among the Itari and

by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we

maintaining their lands

In Geo and Sterich many of the Flan in these nations

adopted the sword as their main weapon While it se

this tradition was inspired by the oerids of these lands

Flan embody the spirit of their ancient brethren by run

headlong into battle naked armed only with their swords

handed weapons have also become common place as

tend to be more useful in damaging the giants which

these lands Long-bowmen have just begun to see m

usage as they allow one to keep a long distance from t

enemy short-bow use is more common especially when ri

horseback

The Wolf nomads favor the spear throwing axe and

their ancestors used in battle Some carry a spiked lea

gauntlets or the punching dagger and curved blades of t

baklunish ancestors alongside their wolf companions

In Perrenland polearms see much use especially amo

the mercenary companies Mercenaries from Perrenland

highly valued in the armies they serve Their ability espec

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19

n defense measurements are highly sort after Shortswords

xes spears shields and hunting knives are also common

lace with crossbows seeing little use in this region The most

killed pikemen and halberdiers are often from Perrenland

Having pushed back many a marauding army Most military

men in Perrenland learned their craft as mercenaries Fighting

n the opposite sides of warring parties However it is the

are mercenary who fellrsquos one of his kin This has served them

well when being hired to route fellow countrymen from the

pposing army ranks Only to nd them bolstering the ranks

f the mercenary army sent to dispose of them

One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra

urden of heavy armor and few would don any armor that

weighs more than forty pounds

Naval combat is something most Flan nations these days

now little about Many of their nations do not border large

odies of water capable of supporting naval units In ancient

mes the Isles of Woe and Caerdiralor supported naval units

Ahlissa presumably had the largest naval unit of all Flan

ations Though they also saw little usage as naval combat

was not as advanced as it is now in present day Oerth Instead

most naval units merely supported the transportation of

roops Perhaps naval units were more commonplace when

he Pomarj was a heavily populated Flan nation Though as

ar as historians can tell this area was populated by primitive

solationists who later were absorb into the migrating Suel

opulation Eventually only traces of Flan culture exist With

ltars and shrines devoting worship to the earth dragon

aramount among these ndings

The Flan present in the Theocracy of the Pale have been

bsorbed into the Oeridian way of life In truth little of their

ways exist in the Pale these days Many of their ghting

ormations and weapon usage mimics those of their Oeridian

rethren

RACIAL FEATSThe following is a list of racial and heritage feats that an

lannae character may take as hisher bonus feat

While some Flan from all walks of life are imbued with the

lood line of Caerdiralor You have a stronger connection

raced back to a mixture of the Sulmi bloodline with the

urvivors who ed the doomed nation when they crossed the

Sea of Gearnat

Benet A Caerdiralor Flan receives a +2 to saves against

pells from the necromantic school of magic If they have the

bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic

Special You may only take this feat as a 1st-level character

You are a descendant of the ancient Itari Flan whose forward-

hinking permitted them access to the ways of Vathris the

B C[H]

B I [H]

B D [H]

B R R [H]

maker

Benet An Itari Flan receives +2 skill bonuses to both

Knowledge (nature) and Diplomacy skills The character

easily sway someonersquos reaction by two categories for e

successful Diplomacy roll

Special You may only take this feat as a 1st-level chara

The characters Diplomacy score must be equal to or gre

than the characters level he is trying to persuade Other

the characters Diplomacy can only improve reactions rol

one category

You are a descendant of the Durha Flan some of the m

backward thinking and barbaric of the Flan people

Benet The Durha were some of the most determ

warriors However determination and skill are two die

things As such these characters gain 1 extra hit point

character level

Those with this bloodline may remain active at less

zero hit points with a successful Willpower save with a

DC of 12 plus the amount of damage suered below z

Example Fleg was struck by a club bringing his hit point

to - 3 hit points Fleg wills himself to maintain ghting on

rolls a 16 for his Will save to overcome his wounds S

Fleg is at -3 hit points he needed a 15 to remain active

remains active and is not struck again in combat Howeve

now requires a successful Willpower save DC 16 to cont

ghting as he cannot become stable while remaining activ

combat

Special You may only take this feat as a 1st-level chara

You are a descendant of the RhughaRonhass Flan While

Rhugha and the Ronhass were both intimately related to

other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron

were skilled horseman only because they were as stubbor

the mules they trained and lived with

Benet A RhughaRonhass Flan receives a +2 compet

bonus to their Ride skill (horses) and Handle Animal

(horses) They also receive a +2 to saves against spel

abilities to charm or enthrall them Spells that control emot

can aect them if it induces anger

Special You may only take this feat as a 1st-l

character Diplomacy is never a class skill for a character

this bloodline Diplomacy is treated as a non-class skill

receives all the limitations of a non-class skill for those

this bloodline regardless of which class they belong too

You are a descendant of the Sulmi Flan The ancient S

were always very ambitious determined to complete a tas

matter the cost This endearing trait led them to incorpora

the teachings of Caerdiralor into their society However s

B S [H]

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20

ure strains of this bloodline exist

Benet A Sulmi Flan receives a +4 insight bonus to any

kill roll once per day This does not guarantee success but

hows there determination in completing a task

Special You may only take this feat as a 1st-level character

The DM should penalize characters with this feat who give up

task too often or too easily

You are a descendant of the Truun Flan Much like the Rhugha

Ronhass the ancient Truun were skilled horsemen that

ttacked in large groups However the Truun did not share

he stubbornness their Rhugha and Ronhass brethren were

amous for

Benet A Truun Flan receives a +2 competence bonus

o their Ride skill (horses) and Handle Animal skill (horses)

A Truun that makes a successful Ride skill check in combat

lso receives a +1 competence bonus to attack rolls while on

orseback

Special You may only take this feat as a 1st-level character

You bear the mark of Demogorgon prince of all demons

Benet A character with this feat can telepathically

ommunicate with a creature in close range (25ft) much

ke a detect thoughts spell A targetrsquos successful Willpower

ave prevents you from reading its thoughts the save DC

=character level + 2 + highest non-physical attribute bonus

Intelligence Wisdom or Charisma]

However you also receive telepathic signals from all demon-

ind The latter is never at ease You struggle to control

he telepathic communication from demons a successful

Willpower save (DC demonrsquos hit dice + charisma bonus) is

equired whenever the character wants to actively block out

his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2

enalty on attack rolls saving throws skill checks and ability

hecks) until a successful Willpower save is made Because

he character has a volatile nature he gains a +2 insight

onus to all Intimidate skill checks and his telepathic link with

emon-kind grants him a +2 insight bonus to his Knowledge

the planes) skill checks Because the character is telepathic

e gains a +1 insight bonus to all initiative rolls

However the character always exudes a faint evil aura due

o the mark regardless of the characters actual alignment

Special You may only take this feat as a 1st-level character

You were born with a slightly forked tongue granting greater

ptitude with magic

Benet A character with Mokrsquoslykrsquos Tongue gains +2

ompetence bonus to either his Knowledge (arcana) or

Spellcraft skills The character also gains a +1 to their caster

evel when overcoming resistance for spells cast with a verbal

B T [H]

M S B [H]

Mrsquo T [H]

O A [H]

O F [H]

T T [H]

T T [H]

V T [H]

component

Special You may only take this feat as a 1st-level chara

You share some ancestry with those that lent their ma

might to the defense and expansion of Vecnarsquos Occlu

Empire

Benet Vecnarsquos Occluded Empire was well known fo

use of dark and secretive magical might As a descen

of this region you receive a +2 competence bonus to

Knowledge (arcana) and Knowledge (the planes) skills

Special You may only take this feat as a 1st-level chara

While many modern day Flan follow many faiths you fo

the ancients ways of your people

Benet A character with this feat receives a +2 compet

bonus to their Knowledge (religion) and Knowledge (nat

skills

Special You may only take this feat as a 1st-level chara

must follow Old Faith

You bear the taint of Tiamatrsquos followers

Benet A character with this feat has slightly scaly

that is noticeable by touch only and gains a +1 natural a

bonus They also gain a +4 resistance bonus to one of

following energy types acid electricity re or frost

Further the character also receives a +2 insight bonus t

Sense Motive checks to detect malicious intents or auras

as an evil spell or power register

However the character always exudes a faint evil aura

to the taint regardless of the characters actual alignmen

Special You may only take this feat as a 1st-level chara

You bear the artice and skill the the Tostencha people w

famous for

Benet This character may add +2 to one Craft sk

their choice The character also gains a +2 to their Appr

skill checks

Special You may only take this feat as a 1st-level chara

You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any

Knowledge skills and add a +2 competence bonus to t

skills or they make take one non-class knowledge skill

use it as a class skill without any penalty for skill improvem

cost

Then there are those who follow the teachings of Vathr

the god of lost causes and revenge These latter charac

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21

eceive a +2 to saves against poison or magic that would

ring them death or below zero hit points They also stand a

0 chance of becoming stable when brought below zero hit

oints instead of the normal 10 chance of most people

Special You may only take this feat as a 1st-level character

You are exceptionally skilled and versed in the workings of

he world

Benet A character with this feat gains 4 extra skill points

t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class

Also Knowledge skills can be increased by one more point

han usually allowed per character level A rst level character

with this feat may have a Knowledge skill with up to ve ranks

t rst level

Special You may only take this feat as a 1st-level character

V S I [H]

The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4

T F P

Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a

hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)

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23

PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged

traightforward and pragmatic Oeridians are taught from the

arliest age to respect authority and those who bear arms

Their interests lay in exploration hunting ghting and empire

uilding The history of their people give them right to boast

Oeridians are prone to take charge in dicult situations and

et they respect their superiors and sacrice for the good of

whatever cause or group they believe in Oeridians are known

or their enjoyment of songs celebration physical games

nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly

egarded by other races

There are three prominent Oeridian tribes The Aerdi best

nown for establishing The Great Kingdom The Nyrondal

f the Kingdom of Nyrond and the Vollar of the Prelacy of

Veluna are the other two prominent tribes of Oeridians Other

ribes do exist -- or have existed -- but they have become

ntermingled with other cultures

The Kingdom of Furyondy has a signicant Vollar presence

n its border with the Prelacy of Veluna however the Vollar

n both sides of the border have intermingled extensively with

he other peoples of these nations

The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of

he Flannaess but is now but a shadow of what it once was

aving splintered into two separate and distinct kingdoms

North Kingdom and The United Kingdom of Ahlissa Neither

f these current kingdoms is in control of the former capital

f Rauxes Decades of inghting magical atrocities and the

ramping of undead armies across the land have devastated

he area around the former capital

Most Oeridians now living in these lands tend to be less than

traightforward compared to their brothers in other lands

eing much more conniving and preferring to avoid direct

onict They seek instead to manipulate their adversaries

uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This

ttitude has served to lessen both the military presence and

nuence of the Church of Hextor

The Kingdoms of Furyondy and Nyrond as well as the former

Shield Lands are able to boast Oeridians of purest blood

Though the Shield Lands have been overrun by the forces of

uz the Oeridians still living there show real determination

nd the erce spirit of the race The Oeridians in these lands

ontinue the struggle against the occupying forces of Iuz the

nly exception being the Oeridians of Nyrond

The Oeridians of Nyrond mirror the condition of the Kingdom

tself they are poverty stricken This situation leaves them in

very poor position to wage an oensive war against the ldquoOld

Onerdquo However the Oeridians of Nyrond remain ever vigilant

f the Old Onersquos designs on their territories and are prepared

hough their stance must be defensive in nature

The ldquowarrior coderdquo is forever present within the minds and

earts of the Oeridian peoples and they nd ways to defend

heir lands regardless of their circumstances Defensively

uryondy is currently in the best shape of all the Oeridian

nations due to their being aided in securing their border

their Velunese neighbors In addition the Church of Heiron

has an ever growing inuence amongst the Oeridian peo

in these two nations and the Priests and Paladins of His ch

are highly regarded by the peoples of these two kingdom

The Oeridian peoples have learned to work well with o

human races and nowhere is this truth more evident tha

the Sheldomar valley and the Kingdom of Keoland In Keo

a minority of Oeridian and Suloise nobles enjoy a peaceful

over a Flannae majority

In the Prelacy of Veluna a considerable populatio

intermingled Oeridian and Flannae peoples also live toge

peacefully Rao serves as this nationrsquos chief deity but

church of Heironious is also well represented on the nat

Theocratic Council The Oeridian peoples of Keoland

Veluna are much more in control of their emotions then

their brethren in other nations and are therefore less like

fall prone to the more traditional overreaction of Oeridian

A great many Oeridians grow-up to become warriors B

instilled from early childhood with a profound respect for

and women of martial prowess most Oeridians have studie

least one melee weapon by the time they reach adulthoo

The skill of manufacturing weapons and armor is also h

respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are

naturally nimble people acrobatic skills such as dancing

tumbling are often manifested in Oeridians from all walk

life

RELIGIONThe Oeridian peoples seem to have a particular fondnes

martial gods The Oeridian Pantheon boasts no less than t

Gods of War and Battle Heironious Hextor and Stratis

is believed to be dead

All three war gods were mothered by Stern Alia God

of Motherhood Culture and Law three precepts which

important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St

was dominant in their ancient homeland which they be

was in western Oerik Some Oeridians still worship this fa

deity and repeat a legend associated with His death

whispered that at His death Stratisrsquo blood burned its

through the Oerth down into the Underdark and exposed

passageway to the drow settlement of Kalan-Grsquoeld Str

blood then turned into mists and still oats around

Underdark in clouds It is said that anyone touched by th

clouds is gifted with a portion of Stratisrsquo divine spark

The Oeridian Pantheon also consists of Bleredd Celes

Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku

Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri

collective name for the Oeridian agricultural gods Veln

Telchur Atroa Sotillion and Wenta

Heironious Hextor Fharlanghn Pholtus Pelor and Zil

are the primary recipients of Oeridian worship in the Flanna

though all the gods of the pantheon receive varying amo

of veneration token though they may be

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25

s another matter entirely If not for the considerable size of

heir eets these nations would be in serious trouble given

hat this is the one area in which the Suloise have bested

hem

The Oeridians of the former Great Kingdom prefer to ram an

nemyrsquos vessel and board them with marine units since their

and to hand tactics are superior to that of their opponents

However their naval tactics prove a contradiction in this

egard as Oeridian ships are built for strength rather than

peed and ranged combat seems to be the most eective

method against the Suloise vessels

The Peace loving Oeridians of Veluna have ample amounts

f military units cavalry infantry and archers However these

Oeridians prefer bludgeoning weapons Veluna is also known

o have the only man-catcher unit in existence While no

ne has yet seen it used on the eld of battle it is rumored

hat these units were responsible for quelling the upheavals

n the disputed lands of Bissel The man-catcher unit serves

mainly as an honor guard but gives frequent demonstrations

f its great prociency in the non-lethal use of their weapon

Although swordsmanship is practiced in Veluna it is viewed

rimarily as a sport rather than an instrument of war

RACIAL FEATSThe following is a list of racial feats that an Oeridian character

may take as hisher bonus feat

You have studied many dierent Aerdi styles of warfare

ranting you a mastery of the battleeld

Benet A character with the Aerdi Bloodline feat gains a +2

ompetence bonus to Alertness checks and a +1 competence

onus to hit with spear or short sword

Special You may only take this feat as a 1st-level character

You have exceptional skill on mounts and with Nyrondal

anged combat tactics

Benet A character with the Nyrondal Bloodline feat

ains a +2 competence bonus to Ride skill checks and a +1

ompetence bonus to hit with a rapier or bow

Special You may only take this feat as a 1st-level character

You are known for your scouting skills and defensive ghting

actics

Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and

+1 dodge bonus to their AC

Special You may only take this feat as a 1st-level character

A character must choose either Spot or Survival skill bonus at

st-level

B N [H]

B A [H]

B V [H]

C S [G]

D R [H]

H [GB]

You are skilled in battle and can sense when combat is a

to ensue

Benet Before combat begins a character with this

can make a wisdom check (DC 10+ frac12 opponents hit dice)

if successful the character gains a +2 insight bonus to t

saving throws or Armor Class either which can apply

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters need to meet a prerequisite to a

this feat a wisdom score of 13 or higher

You are nimble in battle and many of them study how to a

blows

Benet A character with this feat gains a +2 dodge bo

when not using armor or shields of any kind The chara

must have a weapon in his hand for the feat to work

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters can take this feat but the prerequ

is a Dexterity score of 13 or more

You have toughened your body to the point where they s

able to turn blades aside during battle

Benet A character with this feat gains a damage resista

of 2

Special You may only take this feat as a 1st-level chara

must take either Endurance or Toughness as a prerequisi

this feat

You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta

they may rage like a barbarian of equal level The chara

receives all bonuses and penalties associated with ragin

noted on page 25 of the 35 edition of the PHBThe chara

receives all bonuses and penalties associated with raging

noted on page 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level chara

Oeridians from Veluna cannot take this feat

You can be quite intimidating when you have to be

Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi

someone a second time even after an initial intimida

check has failed but without the +2 bonus on the sec

attempt

Special You may only take this feat as a 1st-level chara

O R [H]

O P [H]

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26

O G [H]

O S [H]

You have a greater aptitude towards grace and maneuverability

Benet A character with this feat gains a +2 competence

onus to all Balance and Tumbling skill checks

Special You may only take this feat as a 1st-level character

Your ghting spirit shows your resolve when the end is nigh

Benet A character with this feat gains a +2 competence

o hit and damage but only when reduced to less than 20

f his hit point total

Special Oeridians who are members of the following

lasses may choose this feat Barbarians Rangers Paladins

Warriors and Fighters Fighters can gain this feat at rst level

A character may gain this feat after choosing the Endurance

nd Die-hard feats

You are well versed in many ghting styles However you

refer a less lethal approachBenet A character with this feat can use any blunt object

r bludgeoning weapon to cause non-lethal damage to his

pponent Weapons used in this way do half damage All

amage inicted in this manner is non-lethal

You have mastered the art of non-lethal damage

Benet As Sub-dual Focus above only the weapon does

ull damage all of it being sub-dual

Special Oeridians from Veluna taking Sub-dual Focus get

Greater Sub-dual Focus for free Other characters are required

o spend a second feat for Greater Sub-dual Focus

You have honed your skills in the subtle arts eschewing any

warrior instincts for a more deceptive approach

Benet A character with this feat receives a +2 competence

onus to both the Blu and Sense Motive skills The character

s equally adept at lying and discerning a lie

Special You may only take this feat as a 1st-level character

Only those characters from Ahlissa and North Kingdom may

ake this feat

S- F [G]

S- F G [G]

S [H]

T O P

Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti

Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves

Zilchus (LN god of power prestige inuence monbusiness)

Crsquo

C

G

T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073

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27

RACES OF OERTH

The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak

The Rhennee rmly believe they are from another world

nown as ldquoRhoprdquo In truth Rhop was a large island continent

ar removed from the Flanaess The distance is so great that

t could easily lead anyone to believe that Rhop was anotherworld

Natural talents possessed by the Rhennee strongly suggest

o scholars that the Rhennee have lived on or near large

odies of water for the racersquos entire existence Some sages

elieve that Rhop was ndash in reality ndash some type of ldquoElder

Beingrdquo possessed of supernatural powers and quite possibly

esembled some type of turtle-like creature Such a Being

would of necessity have been quite large possibly measuring

ome ve miles in radius Sages believed that either some

xternal ldquoforcerdquo removed the Rhennee from their living island

aradise or else this ldquoIsland Beingrdquo itself sent them away

While there is some debate upon the subject most sages

gree that the Rhennee are native to Oerth Sages also agree

hat after leaving their island home the Rhennee traveled to

he Flanaess and settled in and around the Adri Forest But

enturies ago they were driven out of this area as well -- by

he invading Oeridians

On the whole the Rhennee are still a young race Having

nally found their own niche within the societies of the Flanaess

eems to have caused their civilization to ourish especially

pon the Selitan river and the Nyr Dyv What happens to the

ace next remains to be seen

The Rhennee themselves have taken a generally neutral

pproach to their neighbors refusing to involve themselves

r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have

sed them for a variety of transportation services including

he delivery legal and illegal goods

Whether or not the legend of Rhop being some other world

s true or not one thing is certain the Rhennee people are not

eaving the Flanaess anytime soon

APPEARANCEThe Rhennee are often tan or olive skinned humans T

tend to be shorter than other human races and often stoc

displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w

between 140-175 lbs while female Rhennee average betw

4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co

are most often blue gray or hazel although green eyes

not unknown Their hair color is often black or dark bro

Curly hair is most common but wavy hair is not unknown

PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated

secretive most Rhennee have little regard for the other hu

races

Having been ostracized by the majority of human ra

Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp

and it is very rare to nd one amongst the Rhennee for

great length of time To the Rhennee nothing is more impor

than family and regardless of personal dierences it is ta

to go against the family and side with a Gajo

The Rhennee live almost exclusively upon the waterw

of the Flanaess making their homes on large barges A s

sect of Rhennee ndash known as the Attloi ndash travel in caravan

the area of the Adri Forest where many believe the Rhen

made their rst appearance in the Flanaess The majori

Rhennee reside in the central Flanaess remaining close to

Nyr Dyv which serves as a central focus for these people

Most other races of the Flanaess often consider the e

race of Rhennee as criminals and thieves While it is true

many Rhennee excel in the roguish arts relatively few

out right criminals The conict lies in the fact that to

Rhennee things which are considered the property of G

are actually considered ldquopublic propertyrdquo by the Rhennee

The Rhennee believe that if you cannot carry the item u

your person then it is open to public use To be fair even am

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28

hemselves the Rhennee practice this belief The exception to

his is items placed into a roped circle This practice dictates

hat the items should not be touched or removed The number

nd sequence of knots tied into the rope will show any and all

ust who it is that claims the roped property as their own

The Rhennee culture is very chauvinistic Males are the

eaders and may carry on their barge just as many wives as

hey can aord It should be noted however that each barge

r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda

cts as an advisor and a councilor to the leader in all of the

amilyrsquos aairs The Verda also serves as the tribersquos healer

nd herbalist She predicts the weather and sells fortunes to

he Gajos While male nobles rule the tribe none of them will

ontradict the Verda of their tribe

Interestingly Rhennee women must remain virgin until their

marriage while males are encouraged to take many lovers

But if a woman is found to have had sex before marriage she

s then forbidden to ever marry and must become a prostitute

r ldquoAuntardquo to the tribe Such a woman is often given a small

essel separate from the barges and is only welcome aboard

barge when she is servicing the Rhennee males on it

This custom seems strange to others given that most

Rhennee males will quickly start a ght if they believe that

Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for

he privilege of a night with one of these women For these

easons and others an Aunta is much more likely to leave the

arge-folk and seek a new life amongst the Gajos

All Rhennee are known to fear sickness child birth and

eath Since all three conditions are considered taboo If

Rhennee person is sick they are left with the wise women

f the tribe ndash the Verda ndash and no one will even visit with the

ick individual until the Verda deem it safe to do so If the sick

annot be cured or if there is the fear of infection then the

ick are sometimes simply cast out This rejection of the sick

n order to protect the tribe is considered even to out way any

amily tiesWomen who give birth must remain in seclusion with the

Verda for 40 days and 40 nights During this time no male

may see her she cannot even return to her husband until this

eriod is over The newly born child may be brought before

he father by the wise women but it is common place that the

hild is usually not seen until the wife returns to her husbandrsquos

ide

Women who give birth to an exceptional number of male

hildren have considerable authority within the tribe Age and

xperience also play an important role in Rhennee society For

xample older females possess considerably more power and

nuence than do younger woman within the tribe

Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become

Vethardquo sorceresses who are endowed with the powers of

Rhoprdquo Women who attain this standing ndash but are not actually

Verda ndash are now treated as though they were while actual

Verda who develop the Vetha abilities are considered nearly

divinerdquo in nature and are given a great range of freedoms in

egards to tribal aairs

Death by any cause is something that all Rhennee fear

For the barge-folk the deceasersquo body must be lled with

or sand and then wrapped in linen and cast into a large b

of water The Attloi on the other hand bury their dead

very often mark the grave as the site of a great evil Pries

Death Gods and Goddesses are greatly feared and consid

repulsive to the Rhennee peoples as are Necromancers

Though predominantly rogues all Rhennee males bec

adept with weapons and the most accomplished of t

become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe

warriors and enforcers Both elder males and the Darkha

are second only to the chieftain of the tribe

Rhennee earn most of what little income they have prim

through the transportation of goods and passengers altho

hunting shing trading and craft-work also play a role A

Rhennee are excellent Tinkerers though their reputation

such work may vary widely Sadly some Rhennee do pref

steal from the Gajos in order to make a living and this re

poorly on the race as a whole though Rhennee will not s

from each other

The Rhennee practice no known religion or at the le

no Gajo is aware of any formal Rhennee religion Wate

respected and honored by all the Rhennee so much so

the barge-folk have been known to clean dirty waterways

to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen

will willingly pollute a water source

Rhennee males like to wear tight-legged pantaloons l

tting shirts and leather jerkins Females wear long ow

sleeveless dresses with low-cut tops so as to entice t

males Rhennee women also like to wear charms made

mollusk shells and precious stones that are found near

the water The more colorful these garments and adornm

are the more they are liked by the Rhennee though b

and greens are easily the most popular colors

RELIGION

Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and

basis of their religious beliefs This thinking is reinforce

the practice among the Rhennee of ldquoVethardquo where som

their women are endowed with the sorcerous powers of

ldquoRhoprdquo

In the last few centuries some of the Rhennee

begun worshiping the elemental forces of water Still ot

participate in the sacricial rites of demonic and devilish c

Some of the Rhennee have even taken up the worship of s

Deities of the air though such Rhennee are few

Among the land dwelling Attloi some have taken up

service of Gods more commonly worshiped in the Flana

these include Fharlanghn Olidamarra and Istus Still

are those few who worship Celestian and Pelor

PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and

these skills as their trade Rhennee are taught from birt

swim and some are even conceived in the water

All Rhennee characters gain a +2 racial bonus to the ski

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29

f their profession (Boater) and swimming These are

onsidered class skills for all Rhennee characters Rhennee

haracters also have an innate ability for sleight of hand and

eceive a +2 bonus to this skill as well But they suer a ndash2 to

ll Diplomacy checks when dealing with other human races

Crafting hunting and shing are very common among the

Rhennee people They are also adept at preparing some of the

nest seafood dishes in all the Oerth

The land based Attloi keep horses and pack animals and use

hem to pull their wagons and haul their goods The Attloi are

killed performers excelling at dance wind instruments and

inging For this reason Attloi characters receive a +2 bonus

o animal handling and a +2 performance bonus in one of the

kills listed above

Like their waterborne brethren Attloi characters also excel

t sleight of hand and receive a +2 bonus to this skill But

hey also receive a -2 penalty to Diplomacy checks whenever

ealing with the other humans races The Attloi are skilled

raftsman and leather workers and make some of the nest

eather armor and goods to be found in the Flanaess

FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing

hey have to an army are the Darkhagard warriors who guardheir barges

Most Rhennee focus on martial skills which favor thrown

weapons single weapons dual weapons or a two handed

weapon style Wrestling and sticus matches commonly take

lace among the Rhennee people

Some Rhennee have developed a rope ghting style which

s used to trip bound or to escape an opponent This ghting

tyle is defensive in nature and is often used by older males

nd a few of the females among the barge-folk though it is a

much less common ghting style among the land based Attloi

The Rhennee have also developed a special racial weapon

alled the ldquoDarkhardquo This special weapon will only be found in

he possession of a tribal chief or his Darkhagards

RACIAL FEATSThe following is a list of racial feats that a Rhennee character

may take as hisher bonus feat

You have developed a sense for locating and spotting water in

ny quantity

Benet You receive a +2 competence bonus to Survival and

Knowledge (geography) skill checks Further you can obtain

p to two gallons of fresh water with a successful Survival skill

heck and up to two more gallons of water can be obtained for

very three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

Surprisingly more Attloi obtain this feat then Rhennee maybe

nes presence around bodies of water limits a knack for this

bility

You spend a great deal of time in the water and have impres

swimming skills

Benet You are able to hold their breath under water

number of rounds equal to three times your Constitution S

before suering any ill eects You receive a +2 compete

bonus to all swim skill checks

Special You may only take this feat as a 1st-level chara

Attloi cannot take this feat

You have a knack for catching large amounts of sh and o

aquatic game

Benet You receive a +4 competence bonus to Surv

checks when shing hunting aquatic game or gathe

aquatic plants

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but it should be noted

these cases are rare

You can communicate with all fresh water aquatic creatur

Benet So long as you do no harm to them or t

environment You can communicate with any fresh w

aquatic creatures including (crustaceans frogs and turt

Even if charmed both you and these creatures are giv

save in order to avoid the suggestion

You will not consume or harm any crustaceans or tu

like creatures nor will the character allow these creature

come to harm

If you are a Rhennee spell caster able to summon w

elemental creatures you may do so for twice the no

duration with zero chance of the elemental successrebelling against you Any water elemental summone

oppose you is twice as likely to rebel against its summ

and the duration of the spellrsquos eect is halved

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but instances are

common

You can see things beyond the limits of most mortals and h

a strong sense of your surroundings

Benet You receive a +2 competence bonus to all Initia

rolls and Spot checks On a successful Spot check (DC 30)

can sense where invisible creatures or objects are loca

but you cannot actually see them (Example A mage c

invisibility on himself prior to combat Without knowing h

there you make a successful Spot check You get a sens

where the invisible mage is but you cannot actually see

invisible mage)

Special You may only take this feat as a 1st-level chara

F W [H]

D [H]

R B [H]

K F [H]

S S [H]

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30

While much more prominent in females this feat is not

mited to them alone

Travelers Trade [Heritage]

You are ever on the move for the roads are your home

Benet You receive a +2 competence bonus to all Handle

Animal and Ride skill checks when dealing with any animal or

ehicle used in a caravan While traveling you also receive a

+2 competence bonus to all Survival skill checks

Special You may only take this feat as a 1st-level character

Rhennee cannot take this feat

Water Walker [Heritage]

You have a knack for operating barges and traversing your

essel through perilous waters

Benet You receive a +2 competence bonus to their

rofession (boater) skill and a +2 circumstance bonus to

etect weather and weatherrsquos eects on water conditions

while piloting their vessels

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

Contact with water rejuvenates and sustains you

Benet If you stand at least in knee deep water you

atigue at only half the normal rate In addition if you engage

n no strenuous activity while in a body of water you recover

it points equal to your Constitution bonus +1 for every three

ours in the water You may also hold your breath for a number

f rounds equal to twice your Constitution Score You must

ubmerge yourself in water for at least one hour each week

r he will begin to suer fatigue at twice the normal rate

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

You are more sensitive to the forces of nature often feeling

minor changes in the weather and environment which are

ometimes undetectable to animals

Benet You receive a +2 competence bonus to Survival

nd Knowledge (nature) skill checks You may predict weather

hanges up to six hours in advance including changes in

emperature Further with a successful Survival skill check

ou can predict the weather and up to two more hours more

or every three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

While much more prominent in females this feat is not limited

o them alone

T T [H]

W W [H]

W W [H]

IN SEARCH OF HOME

ldquoWe are the children with no landrdquo

ldquoForced to live in the unknownrdquo

ldquoWe sail this worlds waterwaysrdquo

ldquoIn search of yesterdays embracerdquo

ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo

ldquoShow us your unfurling facerdquo

ldquoWe are use to your disgracerdquo ldquo

You will one day atonerdquo

ldquoWhen we children return homerdquo

-Made famous by Artoli Medni

Rhennee bard

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31

The Suloise peoples had their origins outside of the Flanaess

South of the Crystalmist Mountains and west of the

Hellfurnaces

Many Suloise ed to the Flanaess to escape the constant

SuelBaklunish wars which eventually lead to the magical

evastation of their homeland These Suloise migrations

elped to displace many of the Flannae from their homelands

esulting in the Flannae being scattered far and wide

The ancient Suloise have passed on many of their traits to

heir descendants for good or bad Centuries ago the Suloise

oasted one of the greatest empires ever known to mankind

They learned the arts of sorcery and civilization from the

Olven-folk but in time the Suloise peoples surpassed even

heir Elven teachers in the manipulation of magic and used

his knowledge to forge the greatest empire of their time ndash the

Suel Imperium But they rejected the Elven peoplesrsquo warnings

bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies

The ancient Suloise were totalitarian in demeanor and

nslaved many peoples and races All peoples fell to the will

f the Suloise Imperium except for the ancient Baklunish

mpire The Suloise Imperium relied heavily upon magic and

t helped forged their empire Their magical experimentation

ead to the creation and engineering of altered races races

reated for the sole purpose of serving the empire

One of the most well known of these created races is the

Derro Many dwarves claim that the Derro existed long before

he Suel experimented on their kin and it is rumored that

he Derro are actually a blending of dwarves and humans

Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were

onducted before the Suel Imperium fell

The Suel Imperium fought the Baklunish Empire to a stand

till for control of eastern Oerik To break the stalemate the

Suloise brought about the Invoked Devastation This apparent

ictory over their enemies was short lived however as one of

he long forgotten Gods of the Baklunish chose to intervene

RACES OF OERTH

The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller

Gathering together the most powerful mages from am

his people within the stone circle of Tovag Baragu this

channeled much of His own power through these magici

supporting their retribution against the Imperium

This is the origin of the Rain of Colorless Fire which cov

all of the Suel Imperium in its inferno Were it not for

great seer Slerotin the Suloise peoples may well have b

destroyed but receiving premonitions of the impen

doom Slerotin gathered what noble families he could and

them through a magical tunnel ndash of his own creation ndash w

passed completely through the Hellfurnaces

All but one of the families ndash the Lerara ndash traveling

Slerotin arrived in the area of the Flanaess now known as

Yeomanry From there the Suloise peoples spread throug

the Flanaess founding nations for themselves often for

from the colonies of the Suel Imperium The noble fami

Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero

tunnel and reside there today

The most infamous and secretive society of the Suloi

indisputably the Scarlet Brotherhood headquartered on

Tilvanot Peninsula This Suloise organization has bases sp

out across the Flanaess and beyond So embroiled have

become in the aairs of the Flanaessrsquo nations this so-ca

secretive society is no longer as secretive as it once was W

the Scarlet Brotherhood is prominent in Shar they do

actually have control of the government there though

do exercise major inuence over all the Peninsularsquos aair

There is another Suloise organization called ldquoThose

must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in

Kingdom of Keoland Not much is known of the Silent O

though it is rumored that they seek to obtain forbidden ma

and ancient Suloise artifacts What their main goals ar

one knows for certain however those few who happen c

upon the Silent Tower and try to gain entrance are very o

not heard from again Whatever their main goal one thin

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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8162019 Oerth Journal 27pdf

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 4: Oerth Journal 27.pdf

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3

ldquoI rst met Tina at the Art Institute of Pittsburgh in 1998 She was in the smoking lounge at the timewearing a black Slayer t-shirt and her leather coat I cannot say what drew me there but whatblossomed was a long-lasting deep friendship and love that lasts unto this day We spent muchof that next summer with each other until I left to earn money for college once more in the lateFall Over the next decade and more we always kept in contact occasionally losing touch due

to events in our lives which ironically always paralleled one an-other She has been one of the greatest inspirations and closestfriends I will ever have Even when things went sourwe never stopped caring Her art was an extensionof her heart and soul so in tting tribute I shareher passion with the world as it is I shall miss

you always my friend though even now youare with me Blessed journeys my love mysweetest friend

-Your forest-eyed friend forever

-Rick ldquoDuicarthanrdquo Millerrdquo

8162019 Oerth Journal 27pdf

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GAZETTEER OF THE FLANAESS

THE CITY OF GLASS

By Frank Myres

Art by Art by Adam Koča Rick Miller amp Frank Myres

4

The mystical City of Glass oats over the capital of Lo

Reltarma the Lendore Isles (formerly Spindrift Isles) This

igantic articial construct supports a city created solely from

magic a testimony to power of the Suloise and the ability of

heir ancient Mages of Power

LO DENIQ ldquoTHE CITY OF GLASSrdquoConventional Magocracy Large City

National Alignment Lawful NeutralGood

GP Limit 300000gp Assets unknown

DEMOGRAPHICSPopulation unknown

Type mixed (human (suel) 90 others 10)

Economy type variable

Resources armaments slaves foodstus gems and spell

omponents

AUTHORITY FIGURES

Governed by the seven members of the Council of High

Magic (one for each school of magic save divination)

HISTORY

The City of Glass was created by the Archmage Lendore i

-425 and he placed it in the air 8888 feet above the capit

the Lendore Isles Lo Reltarma

The entirety of the original structure is believed to be m

up of glassteel

It was originally connected to the capital below it by me

of an artifact of Lendorersquos creation the Gate of Glass

artifact is said to have been deactivated (but not destroy

by the high elven followers of Sehanine when they claithe Lendore Isles for themselves

Initially Lendore and his followers used a oating towe

his personal residence and place of power Once construc

on Lo Reltarma was well begun more and more of Lendo

followers and their families relocated there Finally

Lendore and eight of his best students remained He

began a Master Shaping (epic magic) which when comple

8162019 Oerth Journal 27pdf

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5

esulted in a circular disc 10 miles across covered by a clear

early invisible dome of hardened glassteel

CONSTRUCTION AND GEOGRAPHY

The base of the disc is 12 mile thick though it is thought that

nly the outer foot or so is actually comprised of glassteel

The remainder appears to be stone assorted minerals and a

op layer comprised of several feet of incredibly fertile topsoil

An illusory sun followed by night sky travels across the time

eeping track with Liga Luna and Celene outside

In the exact center of the disc is the City of Glass proper

nd it covers an area two miles in diameter All of the major

tructures common to a city appear within it though over0 are empty Each was made in the distinct architectural

tyle of the ancient Suloise Many though not all of the

riginal structures are made from glassteel of varying colors

ransparencies and even textures

A wall of dark almost black glassteel a foot thick and fty

eet high surrounds the City of Glass (this cannot be climbed

without magical assistance) Eight circular towers are equally

paced around the wall and are largely set within it Each is

00 feet high and 80 feet in diameter The base of each tower

as a double gate set within it allowing access into and out of

he city itself

Each tower is residence to a wizard of 17th-21st level known

s a High Master This supreme practitioner of a given school

f magic (abjuration conjuration enchantment evocation

lusion necromancy and transmutation) sits on the Council

f High Magic and through it governs the city There is no

ower of divination and no High Master of Divination the

ower for divination sits closed and empty and its gates have

een sealed for over a thousand years It is said that the last

High Master of Divination was Lendore himself

Broad avenues over fty-feet wide extend from the base

ach tower of magic to the central plaza at the heart of the

ity The area between each of these forms the eight districts

f the city

DISTRICTS AND LOCALESThe districts are the Noble District the Garden District the

Common District the Trade District the Foreign District

he Militant District the Necropolis District and the Divine

District

NOBLE DISTRICT

The Noble District lies between the Divine District and the

Garden District It is lled with small walled compounds

urrounded by park-like pleasances The borders between

hese are colored glassteel walls pierced with gated archways

GARDEN DISTRICTThis district is mostly well manicured gardens and small ponds

nd lakes with a few small wooded groves Some of the latter

re wilder and far less manicured

COMMON DISTRICT

The common district is situated between the Garden and

Trade districts Here are the residences of common Suloise

olk Some are individual multi-storied structures while others

are insulae (see Foreign District below)

TRADE DISTRICT

Situated between the Foreign and Common Districts

manufacturing crafting (except for arcane artistry)

marketing is done here Everything from small artisan s

to vast (mostly subterranean manufactories can be fo

here

All public oces are found here though these are far fe

than would be found in most cities

FOREIGN DISTRICTAll those not of pure Suloise blood (either noble or comm

as well visitors to the city reside here Many empty pri

residences as well as taverns inns exist here Five to e

story high towers of apartments known as insulae tower a

the other private residences Each insulae features oors

two to eight apartments sharing a common stairwell loc

at the top of the building only oors above the 4th may h

a small balcony and it will never protrude beyond the wal

the structure)

MILITANT DISTRICT

Between the Necropolis and Foreign districts lies the lar

vacant Militant District Burgeoning with empty pa

grounds barracks and several schools dedicated to the ma

arts the district could very well hold a vast army Howe

many insist that such a force would be summoned in

NECROPOLIS DISTRICT

Lying in the area between the towers of Necromancy

Evocation the Necropolis district accommodates vast pri

crypts and large obelisks that are the public ossuaries o

common folk

DIVINE DISTRICT

A place of calm and serenity the Divine District accommodeach temple of the Suel pantheon Within it are tem

(major and minor) to each of the deities once worshippe

the Suloise Beltar Bralm Dalt Fortubo Jascar Kord Len

Lydia Norebo Osprem Phaulkon Phyton Pyremius Ra

Syrul Vatun Wastri Wee Jas and Xerbo The two grea

of these is the House of Wee Jas a massive cathedral w

main spire rises almost 600 feet high and the Hall of Len

an oddly shaped upright twisted ring structure which is la

on the inside than the outside

CENTRAL PLAZA

At the very center of the City of Glass lies Lendorersquos to

resting on the serenity of a glassy-like pool where Lendotomb resides Surrounding Lendorersquos tower the central p

illuminates the glory of the enormous gate of glass

At the center of the plazarsquos large open pool the gates

entry to four twenty-foot wide arching bridges of glasstee

THE GATE OF GLASS

This artifact actually exists in two places at the same t

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6

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T983151983159983141983154 983151983142

I983148983148983157983155983145983151983150

T983151983159983141983154 983151983142

N983141983139983154983151983149983137983150983139983161

D983145983158983145983150983141 N983151983138983148983141

N983141983139983154983151983152983151983148983145983155T983151983159983141983154 983151983142

E983158983151983139983137983156983145983151983150

W983145983148983140 B983141983148983156

T983151983159983141983154 983151983142

C983151983150983146983157983154983137983156983145983151983150C983141983150983156983154983137983148

P983148983137983162983137

M983145983148983145983156983137983150983156 C983151983149983149983151983150

G983137983154983140983141983150

F983154983141983155983144

W983137983156983141983154

T983151983159983141983154 983151983142

T983154983137983150983155983149983157983156983137983156983145983151983150

T983151983159983141983154 983151983142

E983150983139983144983137983150983156983149983141983150983156 T983151983159983141983154 983151983142

A983138983146983157983154983137983156983145983151983150

Half of it exists below in Lo Reltarma and the other side heren the City of Glass It resembles nothing more than a 60rsquo

wide by 40rsquo tall pane of almost ethereally clear glass oating

couple of feet above the pool below Etched into its base in

lowing runes are the cryptic words ldquoUrbs Deniqrdquo

When both sides are active looking through one side shows

what is on the other Now that the side in Lo Reltarma has

een encased in a massive wall of stone (created by having

multiple casters casting simultaneously) the side in the City of

Glass seems to icker every few seconds revealing images of

trange doorways gates and portals from ancient to possibly

uture times and from worlds other than Oerth

Anyone casting any form of teleportation magic while

ouching of the Gate of Glass lsquolocksrsquo it to the desired locationor up to 1 hour creating a portal (cf portal spell) with the

imensions of the Gate of Glass This eect is dismissible and

as no component costs Unlike the portal spell this can be

sed to create a portal which can access other planes andor

imensions

Unknown to anyone presently inhabiting the City of Glass

s the fact that the Gate of Glass is the reason no divination

magics function there A side eect of its vast power the Gate

of Glass blocks all divination eects within a 5 mile raEXCEPT when the caster is touching the Gate itself Bec

of the link between itself and the City of Glass this block

extends only to the outer edges of the dome and disc u

which the City of Glass sits This anti-divination powe

so great that it is (rightfully) believed not even the

themselves can locate the City of Glass

LENDORErsquoS TOWER

This glassteel lattice tower sits on 4 legs and rises 1500

above the central plaza Its base is a square area measu

400 feet per side It has 3 levels the lowest of which is

feet above the Central Plaza and is 200 feet square per s

250 feet above this sits another smaller level (100 feet sqper side) and the topmost level (50 feet square per side)

uppermost level is rumored to be heavily warded since

said to provide access to Lendorersquos Tomb

Access to the rst level is via magical moving stairc

in each of the towerrsquos legs (two ascend two descend) E

staircase is 20 feet wide and ascends 250 to the rst lev

the tower One merely stands at the base steps upon the

step and it begins to ascend at a pace faster than a man

F983151983154983141983145983143983150 T983154983137983140983141

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7

walk up stairs normally (the stairs ascenddescend at 50 feet

er round)

First Level The rst level of Lendorersquos Tower is a large open

rea lled with benches made of glassteel which surround a

entral rostrum This space was used by Lendore to lecture

nd instruct his students and apprentices prior to his lsquodeathrsquo

Now it is the public assembly hall for the inhabitants of the

City of Glass It is from here that the Council of High Magic

overns the city

Once every 10 days the High Masters of each tower

ssemble here for 6 hours During this time they dispense

ustice inform the citizens of the city of events happening

within the city (and outside it as well) and meet with any

mportant newcomers to the City of Glass Should one be

ndisposed or otherwise unavailable his proxy is given over to

he High Master of his choice

Second Level The second level of Lendorersquos Tower lies

mpty now Once it provided the living spaces kitchens

antries baths and other areas need by the students and

pprentices of Lendore It is connected to the rst level via 4

more of the enchanted moving staircases

In the center of the second level is a small locked chamber

with a shaft (10rsquo x 10rsquo) leading upward The base of this circular

haft is actually a platform with a permanent suspension spellecting it

Third Level This heavily warded area was the private

anctum of Lendore and it is here (rather than in his tomb)

hat all of his greatest treasures are kept

Lendorersquos Tomb Beneath the pool which lies under

endorersquos Tower is Lendorersquos Tomb This small sepulcher has

emained undisturbed for over 1000 years It is said to be

eavily warded and to be protected by powerful constructs

which have not been seen since the height of the Suloise

mpire

GM Note This area is left for individual GMs to esh out as

hey wish (or might be revealed at a later time in the Oerth

ournal) However something to consider is that Lendoreimself is not dead Rather he is in greater temporal stasis

which he cast upon himself awaiting the Final Calamity

NHABITANTSThe inhabitants of the City of Glass are 90 pure Suloise

approx 9000 of which about 1500 are of noble Suloise

rigin) with the remainder being made up of non-Suloise

uman races (there are no Bakluni to be found among them)

nd a few non-humanoid individuals (who number less than

00 and range from at least one vampire to a shape-shifted

ragon)

Those born here are known as lsquociviirsquo and many can trace

heir lineage back to the original followers and students ofendore

A strange curse seems to aect the City of Glass in that those

orn here or anyone who spends more than 8 consecutive days

ere is unable to leave without suering a lingering malady

This strange illness manifests itself 8 days after leaving the

City of Glass itself (not the outer disc) in the form of a malaise

anyone who is a lsquociviirsquo loses 1 hp per day they are outside it

no form of magical healing stops this loss only return to

City of Glass)

GM Note This is actually a minor side eect of the Ga

Glass Each of the High Masters possesses a small mag

trinket which belonged to the 8 apprentices of Lendore

helped him create the City and Gate of Glass which allows

possessor to leave for any length of time

OUTSIDE THE CITY OF GLASSThe area immediately outside the City of Glass is know

the lsquowildsrsquo Immediately outside the city walls is a freshw

river 12 mile across and a 14 mile deep at its deepest p

(next to the city wall) It is spanned by straight at brid

of glassteel which radiate outward from each of the tow

50 feet above the riverrsquos surface This body of water is ca

a river rather than a lake because it moves languidly

clockwise direction

A large variety of freshwater plants and aquatic life lls

river 90 of this life is benign and people can be found

sitting on the bridge or making use of small boats to sh

Surrounding the river is a wilderness belt 3 miles wide

terrain here varies from small glades to several belts of s

steep hills An abundance of game can be found again

most of it being benign in nature and obviously suitedhunting

A curious thing about this wilderness belt is that it

lsquoseasonsrsquo If one extends imaginary lines from the Towe

Necromancy and the Tower of Illusion the area which

between is always in winter - with mild winter being fo

near each edge and extreme winter at its exact center

area that would lie between the Tower of Illusion to the T

of Abjuration is always in Spring Between the Towe

Abjuration and the Tower of Enchantment it is always sum

and between the Tower of Enchantment and the Towe

Necromancy it is always autumn

Every eight days in a counterclockwise direction

eighth of the wilds (the area including both the fresh saltwater areas between any two adjacent towers underg

the eects of a renew the land spell

The outermost lsquoshorersquo of this belt opens onto a saltw

lsquosearsquo which like its freshwater sister is 12 mile across a

14 mile deep at its deepest point (next to the outer wa

the dome which covers the disc) Beds of kelp and coral

be found next to the shore which has a couple of beau

beaches as well as several areas of tall clis (some of w

have obvious sea caves)

The marine life here is abundant being made up of sev

varieties of game sh as well as several small schoo

sharks and even a small pod of orca

WILDERNESS DENIZENSThe wilderness surrounding the City of Glass has a

inhabitants (less than 1000 total) who are known as lsquoho

These are the mixed descendants of the Spindrift Isl

inhabitants that escaped to the City of Glass when the e

took over the islands Most of these are nomadic half-elve

high elfSuloise heritage

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8

A similar malaise aects the lsquohospiirsquo as does the lsquociviirsquo

hough the lsquohospiirsquo are not permitted to build permanent

ncampments They must move every 8 days or they begin

o sicken Any structure built of wood or stone immediately

isappears when the renew the land eect aects the area in

which it lies

BEYOND THE DOMESince the time of its creation the City of Glass and the disc

pon which it sits have hung in the sky above Lo Reltarma

or over 1000 years it was used by sailors and travelers as a

avigational aid All of that changed when the elves took overhe islands and began their pogrom

When the elves began to drive out the non-elven inhabitants

great storm cloud 40 miles across and 5 miles high formed

entered on the dome and disc Terrible waves of sheet

ghtning constantly rage while winds of up to 100 mile per

our blow Even the mightiest of dragons would be bueted

bout by the stormrsquos power There is no rain in this storm just

ury Below it the Lendore Isles have been cloaked in mist

y the Sehaninersquos priests and wizards The storm seems to

ugment this aect with mists of its own often merging with

hose below

CONFLICTS AND INTRIGUESA human resistance force operates from the City of Glass above

endore Isle The High Masters of Magic and their students

aily open temporary portals to the lands below Often these

re opened onto locations within the Lendore Isles themselves

or purposes that advance the cause of the resistance

Why havenrsquot the elves invaded the City of Glass There are

robably several reasons for this Most importantly the elves

re isolationists and religious fanatics Even the cost of the

ccasional raids from the resistance is nothing compared to

what it would take to storm a city that can only be entered

ia teleportation magic Since it cannot be divined by normal

means it comes back to a lsquoyou canrsquot get there unless youave already been therersquo situation

Additionally there is the eternal storm raging around the

isc at all times Even dragons could not survive its fury for

ong With visibility down to zero how are you going to nd

t in an area 5 miles deep and 40 miles across It would be

mpossible to y a normal search grid This leaves subterfuge

a spy or spies if you will This could lead to some amazing

uests

The Scarlet Brotherhood would love to inltrate and take

ver the City of Glass It is after all perhaps the greatest

magical achievement of the ancient Suloise A series of

dventures centered on this goal would certainly be possible

The Society of the Serpentrsquos legendary headquarters couldasily be set here This would aord PC members of the

Society an opportunity to visit Who knows what could happen

fter that

THE FINAL CALAMITY The City of Glass was prepared by Lendore for what he saw

n his nal visions what he himself named the Final Calamity

However Lendore never revealed what the exact natur

that catastrophe was Was this omission deliberate

likely so However some things can be deduced from

nature of his greatest creation the City of Glass itself

Final Calamity must be something so devastating as to req

a sheltered city of immense size It seems to require that

city be self-sustaining for an indeterminate amount of tim

would appear that the Final Calamity will rival even the T

Cataclysms

So what is it Here are three possibilities

1) The destruction of Flanaess itself In the ruins of

remains the survivors could leave the City of Glasrepopulate the Flanaess restoring the Suloise to their fo

glory

2) The destruction of Oerth itself In this scenario the

of Glass might drift in Greyspace circled by Liga Oerthrsquos

Perhaps its inhabitants could discover some method of mo

it to another world

3) The destruction of the Prime Material Plane In su

case the City of Glass becomes an inter-dimensional hab

wandering through the multiverse

SPELLS AND ARCANA It goes without saying that the City of Glass is renown fo

arcane mysteries Below are a few of these rare arcanum

School transmutation Level sorcerer wizard 6

Casting Time 1 minutelb created

Components V S M

Range touch

Eect A glassteel object weighing up to 5 lblevel

Duration instantaneous

Saving Throw none Spell Resistance none

Glassteel is a magical substance created from normal

magical crystal and glass Glassteel is as strong and resis

to re as steel but retains the transparency (and color if of the original material Spells that aect metal or glass (

as shatter and rusting grasp) do not function on glass

Using this spell with fabricate or a glass-related Craft ch

the caster can fashion glass or crystal items that functio

steel items Thus creating glass plate armor and glass sw

that are as durable as their normal steel counterparts ar

Reference Freeport City of Adventure (Green Ronin)

128

School transmutation Level sorcerer wizard 6

Casting Time 1 minutelb created

Components V S MRange touch

Target One item of a volume no greater than 10 cu ftle

see text

Duration permanent

Saving Throw none Spell Resistance none

This spell increases the hardness of materials Paper beco

harder to tear glass becomes harder to break wood beco

X

G

X

H

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9

more resilient and so on For every two caster levels add 1

oint of hardness to the material targeted by the spell This

ardness increase improves only the materialrsquos resistance to

amage Nothing else is modied by the improvement For

xample a longsword (treat steel as iron base hardness

0) aected by a hardening spell cast by a 12th-level caster

would have hardness 16 for the purpose of ignoring damage

aused by someone making a sunder attack The swordrsquos hit

oints attack and damage modiers and other factors are

ot aected A hardening spell does not in any way aect

substancersquos resistance to other forms of transformation

ce still melts paper and wood still burn rock still becomesransmutable to mud with the proper spell and so on

Reference Spell Compendium (WotC) pg 109

School conjuration (creation) Level sorcerer wizard 8

Casting Time 3 full rounds

Components V S M (small leather loop suspended from a

ent wire of gold) XP (500 XP)

Range close (25 ft + 5 ftlevel)

Eect See text

Duration concentration + 1 round

Saving Throw none Spell Resistance none

Casting portal opens an interdimensional connection

etween two places on the same plane of existence allowing

ravel between the locations in either direction The portal

tself is a circular hoop or disk from 5 to 20 feet in diameter

casterrsquos choice) oriented in the direction you desire when it

omes into existence (typically vertical and facing you) It is a

wo-dimensional window and anyone or anything that moves

hrough is shunted instantly to the other side The portal has a

ront and back Creatures moving through the portal from the

ront are transported to the other location creatures moving

rom the back are not

SPECIAL MATERIAL GLASSTEELGlassteel may be created via one of two methods Through an alchemical process requiring extensive knowledge of botmetallurgy and glassblowing or by the 6th-level arcane spell of the same name (cf glassteel) Glassteel combines strengtbeyond iron with the transparency of glass It most commonly nds use as a building material in fantastic castles but itcan also be fashioned into weapons and armor (although plain glassteel armor is much more costly to craft than eventhe most ornate armor) Glassteel is stronger and lighter than iron and completely transparent lacking the greenishtint of common glass Colored or tinted glassteel may be created using slight variations of either method Glassteelmay be textured from rough to smooth Items made of glassteel weigh only half what they otherwise would Items not primarily made of metal are notmeaningfully aected by being partially made of glassteel (A breastplate can be made of glassteel but hidearmor cannot) Glassteel armor counts as one armor category lighter than normal for purposes of movement and otherlimitations Heavy armors are treated as medium and medium armors are treated as light but light armorsare still treated as light Arcane spell failure chances for armors and shields made of glassteel are decreased

by 10 maximum Dexterity bonus is increased by 2 and armor check penalties are lessened by 3 (to aminimum of 0) Glassteel has hardness 20 and 40 hit points per inch of thickness This means that it is as hard asadmantine but much lighter Weapons and armor fashioned from glassteel are treated as masterworkitems with regard to creation times but the masterwork quality does not aect the enhancementbonus of weapons or the armor check penalty of armor Item Cost Modier light armor +2000 gp medium armor +6000 gp heavy armor +12000gp shield +2000 gp weapon +500 gp other items +100 gplb Reference Champions of Valor (WotC) pg 65

The interdimensional connection is forged through

Astral Plane so anything that blocks astral travel will

block the usage of the portal Much like the teleporta

spell you must have a clear idea of the location and la

of the destination You cannot create a portal if you d

know where the terminus will end up The clearer your me

image the more likely the portal will form Areas of st

physical or magical energies may make traversing a p

more hazardous or even impossible Use the following tab

determine the success of the portalrsquos opening

Reference DragonLance Campaign Setting pg 108 (

material is taken from the DragonLance Campaign se

where it is called Fistandantilusrsquo Portal)

School conjuration (creation) Level druid 6Casting Time 60 minutes

Components V S M (any seed pod)

Range touch

Target 1 square milelevel

Eect See text

Duration instantaneous

Saving Throw none Spell Resistance none

Taking the seed pod in one and making the prerequ

gestures in the other you cause the area aected to experie

an immediate renewal of all natural life (animal and pla

Destination Successful Failed Familiarity Portal Porta

P

X

R L

Very familiar 01-97 98-10 Studied carefully 01-94 95-10 Seen casually 01-88 89-10 Viewed once 01-76 77-10 Description 01-60 61-10

A glassteeled scim

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10

lants and trees are immediately restored to perfect health

nd any that bear nuts or fruit are immediately bountifully

aden Any plants or trees that have been cut back or down

n the past month are immediately restored to full life This

pell works as well on both fresh and salt water bodies as it

oes land

Insects and animals (Int 3 and lower) are returned to full

igorous health with any that have been slain in the past

month also being returned to full life

This spell never causes more life to be renewed than could

ustain itself for a month in the environment It will not bring

fe to barren deserts (though it would aect an oasis) or to

are lifeless stone

Any area suering the eects of any form of magical blight

must make an opposed caster level check or have that blight

emoved and the land renewed

School transmutation Level sorcerer wizard 4

Casting Time 1 standard action

Components V S M (small leather loop suspended from a

ent wire of gold)

Range touch

Target Any nonliving object up to 1000 lblevelDuration 1d4 days + 1 daylevel (D)

Saving Throw none Spell Resistance none

This spell functions like levitate except as noted above

nd as follows You can mentally direct the object to move

p or down as much as 45 feet each round for the duration

f the spell doing so is a move action When you cease

oncentration the object remains in place for the duration of

he spell

This spell can be made permanent with a permanency spell

HR)

Reference Shining South (WotC) pg 51 Additionally

s a house rule it has been modied to allow it to be made

ermanent

School transmutation Level sorcerer wizard 9

Casting Time 1 standard action

Components V S M (powdered diamond emerald ruby and

apphire dust worth 5000 gp contained in a platinum coated

lassteel hourglass worth at least 2500gp)

Range touch

Target creature or object touched

Duration see text

Saving Throw Fortitude negates (object) Spell Resistance

Yes (object)

Like the spell temporal stasis you use this spell to place

omething into suspended animation But instead of the

arget being a creature only it can be anythingmdashliving or

onliving When cast on an object any magical properties are

uspended (but not dispelled) Potions cannot be opened the

ext of magical scrolls is too fuzzy to read magic items do

ot operate etc At your discretion you can set a condition

r time whereby the spellrsquos magic releases the target This

is done verbally at the end of the spellrsquos casting and m

be specic if a condition For example you might cast

spell on a king and state ldquoYou are freed when the nat

of Forann and Bretin make peace with each otherrdquo Or if

target is a magic sword you might state ldquoYou are freed w

the youngest son of the Diranges family enters this cham

Whether or not you choose to ax a condition to the spell

magic of greater temporal stasis cannot be otherwise remo

(such as by a successful dispel magic spell or a freedom sp

Reference Behind the Spells Compendium (Tricky Owl

Publishing) pg 90

S

T S G

SHORT ON CONTENT

NEED NEW ADVENTURES FOR YOUWORLD OF GREYHAWK GROUP

LOOK NO FURTHER THAN TH

CANONFIRE CHRONICLES

FROM THE SAME CREW THAT BROUGH

YOU THE OERTH JOURNAL

CHECK IT OUT AT CANONFIRE

UNDER CANONFIRE CHRONICLES

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11

The modern Bakluni from Yecha to the southern reaches of

Ull trace their lineage back to the alabaster cities of the fabled

Baklunish Empire With a history measured in centuries this

ncient nation consist of all the lands stretching along theDramidj Ocean and from the distant Baklhaut Mountains in

he mythic west to the Flanness heartlands in the east The

egendary elemental mages of the empire bound dijinni and

lemental alike to the task of creating wondrous things to

proverdquo that this empire would stand the wrath of time itself

verything fell before the power of the great empire until

t encountered another empire that was following the same

manifest destiny the Suel Imperium The stage was set for

hese two mammoth empires to wage a war on a scale that

was thus far unseen upon the world of Oerth

Sixty-three years of war saw brave new heroes rise to

odhood and moldy old gods crumble into ash In the end

he two empires unleashed their doomsday weapons uponach other in an event that has become known as the ldquoTwin

Cataclysmsrdquo When the smoke nally cleared the Suel

mperium was left an ashen waste and the Baklunish were

cattered to the four winds Today the Baklunish are still

aunted by the memory of what was and the loss of an empire

hat has shaped each nation that has followed with each

eeking some claim to the Enlightened Throne

APPEARANCEThe Baklunish people fall within the norms of most human

aces with their height being anywhere from 5rsquo to 6rsquo6rdquo tall and

heir weight ranging from 140-225 lbs

The Bakluni have a skin almost golden in hue with hair

anging from blue-black to dark brown Their eyes are most

ften green gray-green gray or hazel with a rare jade-green

eing the most prized Children born with such eyes are seen

s a blessing

Though almost unheard of golden eyes have cropped up from

me to time among the Bakluni and these almost always

ndicate a child with Djinni bloodlines

PERSONALITY AND CULTURESpread across the eastern expanse of the region know

the Baklunish Basin the Bakluni cultures are diverse

the varying personalities are shaped by the environmenwhich they dwell Despite these dierences the Baklu

people do have common threads which link them togethe

a race The Bakluni are in general a contemplative peo

carefully thinking matters through before acting Even

most brazen chieftain of the Tiger Nomads or Ullish War

thinks upon any impending action for to court failure

stain onersquos honor

Following the precepts known as the ldquoFour Feet of

Dragonrdquo people of Baklunish descent follow these max

Honor Family Generosity and Piety While the other race

the Flanaess have an understanding of these concepts

Bakluni people give them a much deeper meaning

To the Bakluni honor determines how a man carries out

activities of his day It entails keeping onersquos word not ac

cowardly comporting oneself as due his station in life Th

are the acts of an honorable man

Even a bandit can act honorably and yet still be a ba

Honor is the rst -- and for some -- the most important fo

the dragon and for this very reason A man might be imp

or a miser and might even treat his family poorly and yet

be seen as a man But if a man acts without honor then

a cur to be beaten and killed as one would kill any verm

An honorable man seeks the deep roots that only family

provide He honors his parents and grandparents by marr

a woman of mutual standing who has conducted hehonorably who has a family that is also honorable Chil

bring wealth to a man and his wife that is beyond the mea

of coin An Honorable man magnies his grace and stan

by taking care of his family and seeing to their needs He

his children get good educations his daughters marrie

honorable men from good families his sons taught the w

of honor and family so they may stand as men worth

their fatherrsquos name A Bakluni man takes care of his pare

RACES OF OERTH

The BaklunishBy Dennis LovattArt by Adam Koča amp Rick Miller

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12

is brothers and sisters his aunts and uncles if they are by

atersquos hand or by age unable to do so themselves Family

an be a broad term which can also means the employees

f a merchant warriors in a mercenary company even the

ollowers of a bandit lord In these cases the leader will often

reat his men in the same fashion hersquod treat his children Hersquod

ee they were properly wed given a nest egg to start out in

married life etc

While wealth does not always nd those that spend a lifetime

n hard work generosity is not limited to the coin in ones

ouch An honorable man is generous with his time helping

is neighbors and friends giving advice to those that seek it

llowing them to prot from the wisdom Istus has shown to

im and he does not shirk from giving what food he can to

hose in need Hoarding food or coin is frowned upon and

ften is the rst step to ruination in the folktales retold by the

ards of the region The generous man it is said sees that

which he gives returned tenfold when his time of need arises

Piety while the last of the dragonrsquos feet plays an important

ole in the lives of the Bakluni people An honorable man pays

omage to the gods that stand in judgment of his life Istus

he Spinner of Fate AlrsquoAkbar the Restorer of Righteousness

Xan Yae the Lady of Perfection Zuoken the Ladyrsquos Hand

Geshtai the Lady of the Living WatersWhile one god or goddess may have a higher standing in

he eye of any given person it is a fool that cuts o his nose to

pite of his face Only the Mullahs of a given deity can focus all

f their devotion to a single god The average Bakluni oers

rayers to all of the gods in order to ensure that no slight or

nsult is given to any and to guard against the ckle hand of

ate turning against them Even during times of both drought

nd an abundance of water pious Bakluni make oerings to

Sevelkhar the Waster so as to keep him at bay An old Bakluni

aying says it all ldquoTrust in Istus but tie up your camelrdquo

Culturally turbans and keyehs are the common head wear

or men with Hijabs being the choice of women Loose tting

ants and shirts are the style with robes (light in desertslains regions and thicker in the more northernmountainous

egions) worn over them

Most Baklunish warriors favor lighter armor than the heavy

late armor of the east Preferred weaponry consists of spears

ances and composite bows with personal weaponry being all

manner of curved swords such as Scimitars Tulwars Saifs

Shamshirs and Kilij Even those who are not well trained carry

Jambiya which is little more than a curved dagger

RELIGIONThough not a massive pantheon the gods of the Bakluni are

well represented in the daily lives of their people They pay

espect to their deities with a wide variety of oerings andbeisances With Piety being a trait to which all honorable

Bakluni aspire or at least want to appear to aspire it is

ot surprising that the temples and their mullahs discuss

assionately the nature of orthodoxy and the truest path by

which divine enlightenment can be reached This religious

assion while a noble thing can lead some to rationalize

eeds from which even the most devout Mullah would recoil

It is upon these throes of religious passion that ends of

and the abyss gain footholds upon Oerth and cults aris

dark reections of the Bakluni gods Grazrsquozt makes a

mockery of Istus uttering his own blasphemous comm

to the eager ears of cultists who foolishly believe they

doing the Lady of Fatersquos bidding It is for this reason

the Baklunish region suers a larger quantity of cults

do most other regions and it is why the Mullahs are swi

punish these tools of heresy It is perhaps this very advers

environment that caused the rst Hakima to be blessed

ldquoThe Sightrdquo

A word originally in ancient Baklunish meaning wise

insightful Hakimas were often women skilled in midwif

Most temples had Hakimas on sta and even the poore

villages boasted at least one such woman Searches in

ancient records of the Empire revealed no precedent so

believed that the Sight is a recent development Hakimas

gifted with the ability to see and hear the truth of mat

and even the most skilled liar cringes at the presenc

these wise women In the years since their rst appeara

Hakimas have become the ldquoone honest soulrdquo who can sp

out with impunity against the edicts of the Mullahs the d

of the military even the laws of the Caliph For their part

Hakimas have taken this change in stride and treat theof the Sight as an honor and duty and while there are alw

rumors no case of a Hakima being stripped of the Sight

ever been conrmed

PROFESSIONS SKILLS AND CULTURAL FOIBLEThe Baklunish people have by dint of centuries of exist

and weight of tradition shaped themselves for their plac

this world This shaping has given them advantages in ce

professions and skills All Baklunish gain a +2 racial bo

to Knowledge (Religion) checks Those Baklunish born in

sprawling cities are also adept in the ne Baklunish a

haggling and spotting a good deal Such urban Baklu

gain a +2 racial bonus to Diplomacy (when using the skinegotiations) and appraisal checks Conversely the Baklu

born outside the great cities are less concerned with bargai

and more focused on horseesh Rural Baklunish gain a

racial bonus to Ride and Handle Animal checks

Not all of this shaping has been benecial as a people

Baklunish are insular and superstitious by nature Foreign

while not mistreated are kept at armrsquos length and

standosh nature results in a ndash2 racial penalty for Baklu

on all diplomacy checks involving foreigners The thre

demonic and diabolic inuences have made the Bakluni w

and mindful of the signs taught to them by their parents

grandparents Few Bakluni man or woman leaves the ho

in the morning without a token of good luck on their perBe it an iron nail bent into a ring a bronze eye worn o

necklace made of woven hair or a lucky copper piece th

tokens are an important security blanket for the superstit

Bakluni If deprived of this token a Bakluni grows nervous

somewhat jumpy resulting in a ndash2 penalty to all charis

based skill checks until the token is reclaimed

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13

FIGHTING STYLESThe Baklunish warrior is the undeniable master of mounted

ombat Be it with a lance bow or scimitar and shield the

Baklunish do it best when on horseback The Bakluni re-

urved Bow or horse bow is the weapon of choice for themounted archer The limbs of the bow seem short but this

s an illusion precipitated by the severe curve the limbs The

amination process used to construct the bow gives it the

trength and thus the distance to rival the eastern composite

ows yet allows it to serve expertly for horseback archers

The one aw of the otherwise masterful design lies in the

trings These wound strips of catgut work well but begin to

eteriorate in an overly damp environment It is common for

rchers who favor the horse bow to carry two bows one

trung and one unstrung plus several replacement strings

As mentioned above the Scimitar (and its cousins) is

he blade of choice in the Baklunish west and has been so

or several centuries Various ghting styles involving theweeping style of the blade are favored which maximizes the

weaponrsquos powerful slashing ability While most favor a light

hield in partnership with the scimitar a few nimble warriors

ake up a second blade sometimes a Jambiya or a short

hrusting sword and at other times another scimitar of equal

ize and arc This dual weapon style called Kasirga -- ancient

Baklunish for Whirlwind -- is a powerful and dramatic style

but requires plenty of room to use properly A more com

style of dual ghting using the Jambiya called Yuzlu -- anc

Baklunish for two-fang -- is favored by urban warriors W

it has less power than the wide sweeping strikes used in

Kasirga style it takes up less room and is more viable intwisting alleyways of the Baklunish Cities

RACIAL FEATSThese are racial feats any Baklunish character can take

their bonus human feat

You are a child of the desert and know its ways

Benet +2 to survival checks in desert terrain

Special Can only be taken at 1st level

You have been riding horses since before you could walk

Benet grants a +2 bonus to ride and to handle an

checks when dealing with horses

Special Can only be taken at 1st level

D [H]

E F [G]

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14

Grsquo G [H]

The goddess of the living waters has blessed your birth

Benet +2 to swim checks and need consume only half the

mount of water than other humans

Special Can only be taken at 1st level

The energies of the Invoked Devastation which tore apart the

reat Empire still linger within you and are manifested in theirthmark scar that you bear

Benet You receive a +2 bonus to Intimidate checks

+4 vs any Baklunish) You also add a +2 to the DC of Save

hrows for any spell with the Fear descriptor you cast You also

eceive a ndash2 to all Diplomacy checks made against any Bakluni

who see or know of your scar

Special You may only take this feat as a 1st-level character

You are descended from the genies summoned to Oerth by

he ancient Baklunish in the days of the Suel-Baklunish wars

You might bear some physical or psychological mark of yourncestry such as a ery disposition thanks to an Efreeti

ncestor or uniformly blue eyes from the blood of a Marid

Benet Select one type of genie Dao (earth) Djinni (air)

freeti (re) or Marid (water) The benets of this feat vary

y the type of your genie ancestor

Dao You receive a +4 bonus on Saving throws against

arth eects and Fortitude saves made to resist petrication

You also add +2 to the DC of saving throws for any spell with

he earth descriptor that you cast as a sorcerer This benet

tacks with the Spell Focus and Greater Spell Focus feats if the

pell you cast is from your chosen school

Djinni You receive a +4 bonus on Saving throws against

ir eects and the following spells acid fog call lightning

loudkill stinking cloud and storm of vengeance You also

dd +2 to the DC of Saving throws for any spells with the Air

escriptor that you cast as a sorcerer This benet stacks with

he Spell Focus and Greater Spell Focus feats if the spell you

ast is from your chosen school

Efreeti You receive a +4 bonus on Saving throws against

re eects You also add +2 to the DC of Saving throws for

ny spells with the Fire descriptor that you cast as a sorcerer

This benet stacks with the Spell Focus and Greater Spell

ocus feats if the spell you cast is from your chosen school

Marid You receive a +4 bonus on Saving throws against

water eects and the following spells acid fog cone of coldorrid wilting ice storm and sleet storm You receive a +2

onus on Constitution checks made to resist drowning You

lso add +2 to the DC of Saving throws for any spells with

he water descriptor that you cast as a sorcerer This benet

tacks with the Spell Focus and Greater Spell Focus feats if the

pell you cast is from your chosen school

Special You may only take this feat as a 1st-level character

S [H]

[H]

M W [G]

You know your way around business negotiations

Benet You receive a +2 bonus on Appraise Checks

checks and Diplomacy checks related to business dealing

You have been riding horses since before you could walk

Benet grants a +2 bonus to ride and to handle an

checks when dealing with horses Special Can only be taken at 1st level

You are a Bakluni who was raised in the deserts of the

Steppes The harsh storms have toughened you

Benet You have a +1 natural armor class bonus

Special You may only take this feat as a 1st-level chara

Your mother was a Hakima and you were born with a to

of her sightBenet You receive a +2 to Initiative rolls and Spot che

Special You may only take this feat as a 1st-level chara

While many Bakluni pay lip service to Sevelkhar to stave

his wrath you have been born with a touch of the wa

within them

Benets All diseases poisons and dehydration eects

twice as long to eect you For eects that are Instantane

delay the onset time one hour per constitution bonus If o

time is 1 minutes triple the time frame if hours make it

and if days make it weeks The character suers pena

slowly and damages are drawn out to make the chara

suer longer This allows the character to be healed when

would otherwise be detrimental While most people are le

tune with such supernatural aictions animals can sen

and you receive a -2 to all handle animal checks

Special You may only take this feat as a 1st-level chara

S [H]

S [H]

T S [H]

T W B [H]

T B P

AlrsquoAkbar (LG god of guardianship faithfulness digniduty)Azorrsquoalq (NG god of light purity courage strength)

Daoud (N god of humility clarity immediacy)Geshtai (N goddess of lakes rivers and wells)Istus (N goddess of fate and destiny)Mouqol (N god of trade negotiation venturesappraisal reciprocity)Xan Yae (N goddess of twilight shadows stealthmind over matter etc)Zuoken (N god of monks mental powers physical anmental mastery)

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15

t is widely documented that the Flannae people are natives of

he Flannaes Hence the name given to the lands even by the

Oeridian conquerors

Rumors persist that one time long ago perhaps before the

ation of Caerdiralor took shape That the Olman and Touv

eople occupied a stretch of land that occupied much of the

outhern Flannaes While no sages can prove the validity of

his claim a case can be made that the ancient Flan could of

eized these lands from the eeing Olman and Touv people

After all many a Touv and Olman god mimic aspects of the

lannae own pantheon

Perhaps a relation to MokrsquoSlyk and the Serpent of Touv

myth Meyanok bare some resemblance though Meyanok was

ot known as a purveyor of magic Though he was directly

esponsible for the birth of three gods Vara Damaran and

Berna Vara has aspects closely aligned to that of Incabulos

specially in the deliverance of nightmares One could arguehat each pantheon has gods or goddess that can be crossed

eferenced with the gods of other pantheons However many

an directly see the inuence of Flannae myth in every other

uman culture bordering or occupying the Flannaes However

were the Flannae inspired by a pantheon of gods from another

rigin

Many sages discredit any notion that such a scenario ever

xisted as no recorded documentation of the presence of

Olman or Touv culture has ever been seen in the Flannaes

roof of Touv and Olman cultures have prevailed in the

Amedio Jungle and there are no signs that these people did

ot originate from these lands

Many agree that the Old Faith is the bastion of Flannaeworship even to this day However some text remain that

how demonic like beings where accepted in the old faith and

eing part of mans primal nature The Old Faith coexisted with

hese obyrith and later tanaric beings Many paid lip service

o appease these ancient brethren Others worshipped them

ke gods and made pacts to gain power and inuence from

hese beings Some appeared to be less diabolical in their

reatment of the Flan people

Mokrsquoslyk the Serpent is thought to have granted the

people with the knowledge of arcane magic Though Flan

religion shows us that Boccob is the god of magic In anc

texts from the church itself show that Boccob once trapp

demon of unknown origin that was more powerful then Bo

at this time It is believe he gleaned enough magical po

over these thousand years of the demonic creatures capt

This could explain how Mokrsquoslyk stopped inuencing the

in his teachings on magic With Boccob now in place as

deity of magic Mokrsquoslyk waned in power Hoping to rec

what was taken from him in his thousand years of capti

It would also explain how Boccob would have little need

worshippers as his power was siphoned from another pow

being

Throughout the history of the peaceful Flannae T

always existed some outside inuence over how their nat

where formed Caerdiralor was formed by dark priests mystics whorsquos primary worship of Tiamat absconded with

teachings of the Old Faith Perhaps it was the pantheo

the Old Faith that was behind the mysterious force w

devastated their capital of Mysyrna Forcing the survivor

cross the Sea of Gearnat

The six great realms of the grass sea lived in tune with na

Until the survivors of Caerdiralor reared their ugly heads

inuenced Sulm in becoming yet another representa

of Ur-Flan power Perhaps the Old Faith was testing

people the dark priests and mystics of Caerdiralor ceme

themselves into seats of power among the Sulmi The

grew in power and once the Old Faith became threatene

obscurity Shattados would don the Scorpion crown the Iof Woe would sink The rampant lion of the Aerdy would

claim to the Flannaes and many of the gods of the Flan

would be incorporated into the pantheon of their conque

Coincidence highly unlikely

Many Flan nationrsquos existed at some point Exag is on

them however Exag was greatly inuenced by the cra

and little is heard of Flan culture in the city of clay excep

inuence in Perrenland The Vast Swamp was or is the hom

RACES OF OERTH

The FlannaeBy Dennis LovattArt by Adam Koča amp Rick Miller

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16

Acerak a cambion demilich who constructed his own labyrinth

or which every artisan or worker who aided in its construction

was locked away within its clutches Acerak would soon follow

ever a true empire in itself Many adventurers deemed it the

Tomb of Horrors for the atrocities committed and experienced

y those who entered the wretched place

The Kings of Burgess were the last of the just and noble

ations to fall to Vecnarsquos spider throne The nations of Fleeth

nd Almadia where intertwined those with the death of the

rincess of Fleeth Almadia was on its own to defend itself

rom the spider throne Vecna sort his vengeance against the

ity of Fleeth Once he slayed all her people save a few nobles

who submitted themselves to his mercy Vecna took Almadia

nd then set his sights on Burgess The only true threat to his

eign at the time of his Occluded Empire

Nuria was a contemporary of six realms of the grass sea

nd the Isles of Woe It traded magical wonders with the

itadel of Veralos ultimately it would be consumed into the

Great Kingdom Believed to have existed in what is now the

Kingdom of Nyrond The Flan population would intermingle

with their oeridian conquerors and become willing citizens of

The Great Kingdom

Perhaps one of the most troublesome of the lost Flan nations

re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants

f Trask were responsible for the attacks on the elven city of

Summer Stars Evil and bellicose beyond refute the invading

erids of house Naelax had little choice but to wipe them

rom the face of Oerth Destroying much of their magic and

writings

Last in the line of benevolent Flannae rulers Ehlissa the

nchantress lived in what is now know as the United Kingdom

f Ahlissa some 1700 years ago and continued to reign in

er prehistoric kingdom for several centuries more Queen

hlissa has no issues she keep song birds as pets During her

eign her people knew peace and none of her subjects knew

overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend

er subjects to her will Her reign lasted up until the Great

Migrations during her reign she managed to prevent the force

ocked away in her Nightingale from escaping Presumably

ead none truly know what happen to Queen Ehlissa or her

amed Nightingale Little to noting remains of Flan culture in

his region Long ago Suel and oerid migrations took their toll

n her Kingdom Becoming part of the Great Kingdom of the

Aerdy and recently The United Kingdom of Ahlissa

APPEARANCEThe Flannae people are recognizable by their bronze

omplexions and wavy or curly hair With strong angular

eatures and heavy brows most Flan are easily discernible

rom other human racial types They tend to be of average to

tocky build sturdy and somewhat hirsute they are anything

ut the prototypical human type these days

Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh

etween 150-180 lbs Female Flannae average between 4rsquo8rdquo

o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller

and heavier Flannae are possible

Their eyes are most commonly dark brown or black br

and amber appearing less frequently Their hair color is us

black but also ranges through shades of black-brown

brown and brown Curly and wavy hair is usual but some

have taken to straightening out there hair in recent times

The original Flan nomads of a millennium ago wore sim

utilitarian clothing including loincloths capes and lea

wrappings on their feet that served as shoes They also w

brightly colored body paints primarily vermilion and ye

ochre in primitive patterns a practice still common am

the surviving Rovers of the Barrens In civilized regions

clothing tends to follow current fashion though they still

to prefer solid bright primary colors

PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract

hard-working and reserved Flan are natural hunters

gatherers imbued with survival instincts most learn to

o the land Flan tend to eat lean even when there i

over abundance of food available Many Flan prefer wate

milk to alcoholic beverages though some places espec

in Geo and Sterich mead and ale have become com

place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling

family ancestry All Flan appear to be unemotional or slo

speak however those that succeed in gaining there trust

nd themselves a loyal passionate and jovial friend O

the human sub-races the Flan are more inclined to work

live among the demi-human races

Few nations boast a large Flan population these d

Geo Sterich Perrenland and the Wolf nomads sport

people mostly mixed with people of other human ethnici

Only the Roverrsquos of the Barrens and the people of Tehn s

a signicant stock of pure Flan-blooded people these day

The ancient Flan were able to carve out some of the m

successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em

Tostenhca Sulm and Itar

The Kingdom of Caerdiralor was the seat of Ur-Flan po

Absconding from the Flan coexistence with nature The ur-

delved deeply into the dark arts and sort to use the destru

force of nature to bend all to their will Worship of Tiamat b

paramount to their society Many other obscure demonic

or immortal powers inuenced them as well Mokrsquoslyk

Serpent seemed to be inuential in gifting the ancient

people with the arcane arts The true nature of Mokrsquosly

unknown Though his inuence amongst all the Flan pe

is well documented throughout history Caerdiralor mee

end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t

capital city of Myrsyrna that ended the genocidal war and

the surviving elite eeing across the Sea of Gearnat to

Lands of the Rhugha

Meanwhile in the lands known as the Bright Desert tr

of Flan people began to embrace the teachings of Va

the Maker the Subtle Teacher Born a mortal Vathris ra

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17

imself to the cusp of immortality through his knowledge

eeds and wisdom Embracing the ideals of progress and

ngenuity Under Vathris guidance the six great tribes of the

rass-sea became six realms

The six realms at that time where known as Itar Sulm

Rhugha Ronhass Durha and Truun Itar was chief among

hese six realms as they embraced the teachings of Vathris

wholeheartedly Many of the other tribes struggled to shed

heir past beliefs and the most resistant of those realms where

he Rhugha and the Ronhass strange that two of the most

rominent realms in the great grass sea choose to war against

ach other on a mere slight that none can recall If not for

he interference of the other four realms the Ronhass would

urely have fallen into obscurity The only way to keep peace

mong the six realms was to divide a line directly through the

ands of the Rhugha and Ronhass The Truun were gifted this

ealm to maintain the peace Gifted horsemen themselves and

utnumbering both the Rhugha and Ronhass in size made the

Truun the most reasonable choice to police these realms

Though peace would not last that long The dark mystics and

riests of Caerdiralor found their way into the nobility of Sulm

ars They whispered honeyed words of peace and progress

nstead they used their knowledge of iron-craft and secretitive

ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic

nd technology brought to them by the Caerdiralorrsquos sought

o control the six realms and make them into one mighty

ation

Sulm would rule over the six realms uniting them in bloodshed

nder one banner Despite the numerous nations of horsemen

hat opposed them Sulmrsquos iron-shod legions proved too much

or the other realms The Itari posed the greatest threat to

Sulmrsquos machinations of dominance over the great grass sea

The decades long war ended when Vathris divine spark was

nded by a dark wicked barbed longspear In vengeance for

tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered

he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering

lis of Sennerae down into the deep blue void of the Sea of

Gearnat

Sulm would fall due to the machinations of their last king

Shattados Five hundred years after Keraptis was named

rotector over the Flan nation of Tostenhca Shattados

would don the Scorpion crown gifted to him by the lord of

ntropy himself Tharizdun The people were transformed

nto manscorpions and dune stalkers while Sulmrsquos grass sea

uickly converted into the sands which make up the lands of

he Bright Desert today

Tostenhca was a military protectorate under the leadership

f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences

nd craftsmens ship that could rival those of dwarven and

nomish races They also saw the height in taxation that was

trictly enforced by Keraptis regime Keraptis made good on

is threats to those who failed to follow his strict tyrannical

rders Though the city saw its greatest success under

Keraptis rule His over taxation and cruelty were ultimately his

downfall the people revoked and under the leadership of

High priest Gethrun Shoiraine destroyed the wizard hiera

and laid siege to Keraptis keep Defeated Keraptis ed to

south with his gnomish minions

Three hundred years later Keraptis would enact his reve

using the power from the Null Enigma found under W

Plume Mountain Keraptis cursed Tostenhca Which lea

the death of Tostenhcarsquos inhabitants Tostenhca was lost

forgotten save for the rumors of its gold laden rooftops

unsurpassed wealth Many an adventurer has meet their

searching for the lost wealth of Tostenhca Where on

proud and striving Flan nation stood only a cursed and ko

infested place remain Now referred to in the cold tongu

Skrellingshald ldquothe cursed Flan holdrdquo

Veralos the Lost Citadel of the Flan was a fortress

upon the edge of the Rift Canyon in ancient times and

fealty to the wizards priests of the Isles of Woe Elite scho

artisans and mystics from all walks of life where sent he

develop their craft for the betterment of all Flan-kind Tho

the wizard priests of the isles of Woe were well entrenc

into Veralos social structure Little discovered behind

fortied walls escaped their attention Well after The Isle

Woe plunged beneath its watery depths into oblivion Ver

continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel

a sleeping power from within the Rift that would crum

the hidden citadel and its people for all time Even with

successful foray initiated by the company of seven M

scholars believe Veralos to be just another myth surroun

by an uninhabitable region of the Flannaes

The ldquosurvivalist instinctrdquo is forever present within the m

and hearts of the Flannae peoples and they nd ways to

exist in their lands regardless of their circumstances

nations of pure Flan decent survive these days save the Ro

of the Barren and Tenha The Wolf nomads The Sheldo

Valley Perrenland and the Theocracy of the Pale are p

that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o

human cultures cementing part of their religious and cul

inuences amongst them all

A great many Flannae grow-up to become farmers herd

druids bards rangers and mages of renown Being inst

from early childhood with a profound respect for natur

all its forms Flannae have studied the aspects of nature

their place in it at one time or another Most Flannae h

at least a rudimentary understanding of farming herd

animal husbandry agriculture geography and wea

patterns Many Flannae plant a tree in front of their home

in a garden where they have easy access to As long as

tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of

luck and one should pick up and leave the place behind th

The skill of manufacturing leather and wooden crafts is

highly respected among the Flannae peoples Many a Flan

crafted a ute from a branch that had fell during a st

Tanning was and still is a common practice of many Flan

people The hides are highly prized for use as clothing

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18

rmor A naturally peaceful people skills such as dancing and

inging are often manifested in Flannae from all walks of life

RELIGIONThe Flannae peoples seem to have a particular fondness

or gods representing nature The Flannae Pantheon mostly

onsists of gods from the Old Faith With Beory and Obad-

Hai being the gods most commonly associated with the old

aith Over the years dierent cultures have altered the

riginal gods associated with the Old Faith save Beory and

Obad-Hai who are always present among their number The

riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn

ord Incabulos (in some Flan cultures he is replaced by the

oddess Berei) and The Lord of Winter Nerull Originally all

were neutral aspects though Incabulos became associated

with plagues and suering making many followers of the old

aith wish for the Lord of Winter to end their suering As such

very winter Obad -Hai is slain by the lord of winter It is the

ord of spring that releases Obad-Hai from the summer tree

He has Berei assist him with the burial of Obad-Hai Where he

s buried Mother Beoryrsquos tears revive him and a young sapling

rows which drops the fruit that hatches a young Obad-Hai

nce again in the spring By the summer he is fully grown and

trong the Stag King leading the wild hunt against those that

would dele nature During autumn he grows into a weathered

ld man waiting for the winter lord to slay him once again

There is a belief amongst the Old Faith that should Pelor fail

o bury Obad-Hai after seven days He will be gone forever

nd Oerth will forever be plunged into an eternal winter

The Flannae Pantheon consists of Allitur Beory Berei

Boccob Celene Earth Dragon Ehlonna Grummush (amongst

he early Flan he was thought a chief rival of Obad-Hai in

he old faith he was once known as the autumn lord and

was replaced by Incabulous after he established himself as

he chief patron of the orcish pantheon)Obad-Hai Pelor

ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and

Zodal

Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are

he primary recipients of Flannae worship in the Flannaess

hough all the gods of the pantheon receive varying amounts

f veneration token though they may be Many others

ave lost a direct association with the Flan pantheon and

re not mentioned here Though in truth about 90 of the

lan pantheon is considered part of the common pantheon

f gods As the oeridians stopped worshipping Sol and have

ully adopted Pelor into their pantheon of gods Beory is

onsidered the mother of the gods and only in the baklunish

west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the

most diminished of the human races currently bordering or

ccupying the Flannaes However they have cemented their

ustoms and traditions into every human species they have

ver come across Most notable of them all are the Oeridians

nd to a lesser extent the Suloise people

PROFESSIONS AND SKILLSThe Flannae have developed many and various skills

the centuries and in that time those professions and s

have changed little regardless of their location upon the O

-- as such all Flannae characters gain a + 2 racial bonu

two of the following skills Knowledge (nature) Knowle

(geography) Knowledge (the planes) Survival Ha

Animal Profession (tanner) Profession (animal breed

Profession (grain farmer) Dancing Singing or Ride T

skills are considered Class Skills for all Flannae character

Flannae characters are so attuned to nature that many

learned languages common amongst the fey races As

Flannae characters may take the Sylvan tongue as secon

language

The ancient Flannae also dwelled and worshipped dem

like they do gods these days Many have learned the Aby

tongue of demons and a few have learned the infe

languages of devils as a secondary language Note D

may require one of the following feats to be taken (Tai

Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o

to explain where the character has developed their knowle

of these languages

Flannae characters hailing from nations within the Sheldo

Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla

are exposed -- or have been exposed -- to atrocities dea

them by giants or other creatures driven from their home

an invasion of giants

FIGHTING STYLESThe ancient Flannae peoples where associated with prim

ghting styles few of which see use today Many Flan

where accomplished horsemen Most preferred to ride

their opponents armed with spears and axes Some ca

sickles to sacrice their enemies to the old gods Archery

horseback saw some usage mostly among the Itari and

by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we

maintaining their lands

In Geo and Sterich many of the Flan in these nations

adopted the sword as their main weapon While it se

this tradition was inspired by the oerids of these lands

Flan embody the spirit of their ancient brethren by run

headlong into battle naked armed only with their swords

handed weapons have also become common place as

tend to be more useful in damaging the giants which

these lands Long-bowmen have just begun to see m

usage as they allow one to keep a long distance from t

enemy short-bow use is more common especially when ri

horseback

The Wolf nomads favor the spear throwing axe and

their ancestors used in battle Some carry a spiked lea

gauntlets or the punching dagger and curved blades of t

baklunish ancestors alongside their wolf companions

In Perrenland polearms see much use especially amo

the mercenary companies Mercenaries from Perrenland

highly valued in the armies they serve Their ability espec

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19

n defense measurements are highly sort after Shortswords

xes spears shields and hunting knives are also common

lace with crossbows seeing little use in this region The most

killed pikemen and halberdiers are often from Perrenland

Having pushed back many a marauding army Most military

men in Perrenland learned their craft as mercenaries Fighting

n the opposite sides of warring parties However it is the

are mercenary who fellrsquos one of his kin This has served them

well when being hired to route fellow countrymen from the

pposing army ranks Only to nd them bolstering the ranks

f the mercenary army sent to dispose of them

One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra

urden of heavy armor and few would don any armor that

weighs more than forty pounds

Naval combat is something most Flan nations these days

now little about Many of their nations do not border large

odies of water capable of supporting naval units In ancient

mes the Isles of Woe and Caerdiralor supported naval units

Ahlissa presumably had the largest naval unit of all Flan

ations Though they also saw little usage as naval combat

was not as advanced as it is now in present day Oerth Instead

most naval units merely supported the transportation of

roops Perhaps naval units were more commonplace when

he Pomarj was a heavily populated Flan nation Though as

ar as historians can tell this area was populated by primitive

solationists who later were absorb into the migrating Suel

opulation Eventually only traces of Flan culture exist With

ltars and shrines devoting worship to the earth dragon

aramount among these ndings

The Flan present in the Theocracy of the Pale have been

bsorbed into the Oeridian way of life In truth little of their

ways exist in the Pale these days Many of their ghting

ormations and weapon usage mimics those of their Oeridian

rethren

RACIAL FEATSThe following is a list of racial and heritage feats that an

lannae character may take as hisher bonus feat

While some Flan from all walks of life are imbued with the

lood line of Caerdiralor You have a stronger connection

raced back to a mixture of the Sulmi bloodline with the

urvivors who ed the doomed nation when they crossed the

Sea of Gearnat

Benet A Caerdiralor Flan receives a +2 to saves against

pells from the necromantic school of magic If they have the

bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic

Special You may only take this feat as a 1st-level character

You are a descendant of the ancient Itari Flan whose forward-

hinking permitted them access to the ways of Vathris the

B C[H]

B I [H]

B D [H]

B R R [H]

maker

Benet An Itari Flan receives +2 skill bonuses to both

Knowledge (nature) and Diplomacy skills The character

easily sway someonersquos reaction by two categories for e

successful Diplomacy roll

Special You may only take this feat as a 1st-level chara

The characters Diplomacy score must be equal to or gre

than the characters level he is trying to persuade Other

the characters Diplomacy can only improve reactions rol

one category

You are a descendant of the Durha Flan some of the m

backward thinking and barbaric of the Flan people

Benet The Durha were some of the most determ

warriors However determination and skill are two die

things As such these characters gain 1 extra hit point

character level

Those with this bloodline may remain active at less

zero hit points with a successful Willpower save with a

DC of 12 plus the amount of damage suered below z

Example Fleg was struck by a club bringing his hit point

to - 3 hit points Fleg wills himself to maintain ghting on

rolls a 16 for his Will save to overcome his wounds S

Fleg is at -3 hit points he needed a 15 to remain active

remains active and is not struck again in combat Howeve

now requires a successful Willpower save DC 16 to cont

ghting as he cannot become stable while remaining activ

combat

Special You may only take this feat as a 1st-level chara

You are a descendant of the RhughaRonhass Flan While

Rhugha and the Ronhass were both intimately related to

other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron

were skilled horseman only because they were as stubbor

the mules they trained and lived with

Benet A RhughaRonhass Flan receives a +2 compet

bonus to their Ride skill (horses) and Handle Animal

(horses) They also receive a +2 to saves against spel

abilities to charm or enthrall them Spells that control emot

can aect them if it induces anger

Special You may only take this feat as a 1st-l

character Diplomacy is never a class skill for a character

this bloodline Diplomacy is treated as a non-class skill

receives all the limitations of a non-class skill for those

this bloodline regardless of which class they belong too

You are a descendant of the Sulmi Flan The ancient S

were always very ambitious determined to complete a tas

matter the cost This endearing trait led them to incorpora

the teachings of Caerdiralor into their society However s

B S [H]

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20

ure strains of this bloodline exist

Benet A Sulmi Flan receives a +4 insight bonus to any

kill roll once per day This does not guarantee success but

hows there determination in completing a task

Special You may only take this feat as a 1st-level character

The DM should penalize characters with this feat who give up

task too often or too easily

You are a descendant of the Truun Flan Much like the Rhugha

Ronhass the ancient Truun were skilled horsemen that

ttacked in large groups However the Truun did not share

he stubbornness their Rhugha and Ronhass brethren were

amous for

Benet A Truun Flan receives a +2 competence bonus

o their Ride skill (horses) and Handle Animal skill (horses)

A Truun that makes a successful Ride skill check in combat

lso receives a +1 competence bonus to attack rolls while on

orseback

Special You may only take this feat as a 1st-level character

You bear the mark of Demogorgon prince of all demons

Benet A character with this feat can telepathically

ommunicate with a creature in close range (25ft) much

ke a detect thoughts spell A targetrsquos successful Willpower

ave prevents you from reading its thoughts the save DC

=character level + 2 + highest non-physical attribute bonus

Intelligence Wisdom or Charisma]

However you also receive telepathic signals from all demon-

ind The latter is never at ease You struggle to control

he telepathic communication from demons a successful

Willpower save (DC demonrsquos hit dice + charisma bonus) is

equired whenever the character wants to actively block out

his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2

enalty on attack rolls saving throws skill checks and ability

hecks) until a successful Willpower save is made Because

he character has a volatile nature he gains a +2 insight

onus to all Intimidate skill checks and his telepathic link with

emon-kind grants him a +2 insight bonus to his Knowledge

the planes) skill checks Because the character is telepathic

e gains a +1 insight bonus to all initiative rolls

However the character always exudes a faint evil aura due

o the mark regardless of the characters actual alignment

Special You may only take this feat as a 1st-level character

You were born with a slightly forked tongue granting greater

ptitude with magic

Benet A character with Mokrsquoslykrsquos Tongue gains +2

ompetence bonus to either his Knowledge (arcana) or

Spellcraft skills The character also gains a +1 to their caster

evel when overcoming resistance for spells cast with a verbal

B T [H]

M S B [H]

Mrsquo T [H]

O A [H]

O F [H]

T T [H]

T T [H]

V T [H]

component

Special You may only take this feat as a 1st-level chara

You share some ancestry with those that lent their ma

might to the defense and expansion of Vecnarsquos Occlu

Empire

Benet Vecnarsquos Occluded Empire was well known fo

use of dark and secretive magical might As a descen

of this region you receive a +2 competence bonus to

Knowledge (arcana) and Knowledge (the planes) skills

Special You may only take this feat as a 1st-level chara

While many modern day Flan follow many faiths you fo

the ancients ways of your people

Benet A character with this feat receives a +2 compet

bonus to their Knowledge (religion) and Knowledge (nat

skills

Special You may only take this feat as a 1st-level chara

must follow Old Faith

You bear the taint of Tiamatrsquos followers

Benet A character with this feat has slightly scaly

that is noticeable by touch only and gains a +1 natural a

bonus They also gain a +4 resistance bonus to one of

following energy types acid electricity re or frost

Further the character also receives a +2 insight bonus t

Sense Motive checks to detect malicious intents or auras

as an evil spell or power register

However the character always exudes a faint evil aura

to the taint regardless of the characters actual alignmen

Special You may only take this feat as a 1st-level chara

You bear the artice and skill the the Tostencha people w

famous for

Benet This character may add +2 to one Craft sk

their choice The character also gains a +2 to their Appr

skill checks

Special You may only take this feat as a 1st-level chara

You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any

Knowledge skills and add a +2 competence bonus to t

skills or they make take one non-class knowledge skill

use it as a class skill without any penalty for skill improvem

cost

Then there are those who follow the teachings of Vathr

the god of lost causes and revenge These latter charac

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21

eceive a +2 to saves against poison or magic that would

ring them death or below zero hit points They also stand a

0 chance of becoming stable when brought below zero hit

oints instead of the normal 10 chance of most people

Special You may only take this feat as a 1st-level character

You are exceptionally skilled and versed in the workings of

he world

Benet A character with this feat gains 4 extra skill points

t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class

Also Knowledge skills can be increased by one more point

han usually allowed per character level A rst level character

with this feat may have a Knowledge skill with up to ve ranks

t rst level

Special You may only take this feat as a 1st-level character

V S I [H]

The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4

T F P

Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a

hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)

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8162019 Oerth Journal 27pdf

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23

PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged

traightforward and pragmatic Oeridians are taught from the

arliest age to respect authority and those who bear arms

Their interests lay in exploration hunting ghting and empire

uilding The history of their people give them right to boast

Oeridians are prone to take charge in dicult situations and

et they respect their superiors and sacrice for the good of

whatever cause or group they believe in Oeridians are known

or their enjoyment of songs celebration physical games

nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly

egarded by other races

There are three prominent Oeridian tribes The Aerdi best

nown for establishing The Great Kingdom The Nyrondal

f the Kingdom of Nyrond and the Vollar of the Prelacy of

Veluna are the other two prominent tribes of Oeridians Other

ribes do exist -- or have existed -- but they have become

ntermingled with other cultures

The Kingdom of Furyondy has a signicant Vollar presence

n its border with the Prelacy of Veluna however the Vollar

n both sides of the border have intermingled extensively with

he other peoples of these nations

The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of

he Flannaess but is now but a shadow of what it once was

aving splintered into two separate and distinct kingdoms

North Kingdom and The United Kingdom of Ahlissa Neither

f these current kingdoms is in control of the former capital

f Rauxes Decades of inghting magical atrocities and the

ramping of undead armies across the land have devastated

he area around the former capital

Most Oeridians now living in these lands tend to be less than

traightforward compared to their brothers in other lands

eing much more conniving and preferring to avoid direct

onict They seek instead to manipulate their adversaries

uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This

ttitude has served to lessen both the military presence and

nuence of the Church of Hextor

The Kingdoms of Furyondy and Nyrond as well as the former

Shield Lands are able to boast Oeridians of purest blood

Though the Shield Lands have been overrun by the forces of

uz the Oeridians still living there show real determination

nd the erce spirit of the race The Oeridians in these lands

ontinue the struggle against the occupying forces of Iuz the

nly exception being the Oeridians of Nyrond

The Oeridians of Nyrond mirror the condition of the Kingdom

tself they are poverty stricken This situation leaves them in

very poor position to wage an oensive war against the ldquoOld

Onerdquo However the Oeridians of Nyrond remain ever vigilant

f the Old Onersquos designs on their territories and are prepared

hough their stance must be defensive in nature

The ldquowarrior coderdquo is forever present within the minds and

earts of the Oeridian peoples and they nd ways to defend

heir lands regardless of their circumstances Defensively

uryondy is currently in the best shape of all the Oeridian

nations due to their being aided in securing their border

their Velunese neighbors In addition the Church of Heiron

has an ever growing inuence amongst the Oeridian peo

in these two nations and the Priests and Paladins of His ch

are highly regarded by the peoples of these two kingdom

The Oeridian peoples have learned to work well with o

human races and nowhere is this truth more evident tha

the Sheldomar valley and the Kingdom of Keoland In Keo

a minority of Oeridian and Suloise nobles enjoy a peaceful

over a Flannae majority

In the Prelacy of Veluna a considerable populatio

intermingled Oeridian and Flannae peoples also live toge

peacefully Rao serves as this nationrsquos chief deity but

church of Heironious is also well represented on the nat

Theocratic Council The Oeridian peoples of Keoland

Veluna are much more in control of their emotions then

their brethren in other nations and are therefore less like

fall prone to the more traditional overreaction of Oeridian

A great many Oeridians grow-up to become warriors B

instilled from early childhood with a profound respect for

and women of martial prowess most Oeridians have studie

least one melee weapon by the time they reach adulthoo

The skill of manufacturing weapons and armor is also h

respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are

naturally nimble people acrobatic skills such as dancing

tumbling are often manifested in Oeridians from all walk

life

RELIGIONThe Oeridian peoples seem to have a particular fondnes

martial gods The Oeridian Pantheon boasts no less than t

Gods of War and Battle Heironious Hextor and Stratis

is believed to be dead

All three war gods were mothered by Stern Alia God

of Motherhood Culture and Law three precepts which

important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St

was dominant in their ancient homeland which they be

was in western Oerik Some Oeridians still worship this fa

deity and repeat a legend associated with His death

whispered that at His death Stratisrsquo blood burned its

through the Oerth down into the Underdark and exposed

passageway to the drow settlement of Kalan-Grsquoeld Str

blood then turned into mists and still oats around

Underdark in clouds It is said that anyone touched by th

clouds is gifted with a portion of Stratisrsquo divine spark

The Oeridian Pantheon also consists of Bleredd Celes

Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku

Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri

collective name for the Oeridian agricultural gods Veln

Telchur Atroa Sotillion and Wenta

Heironious Hextor Fharlanghn Pholtus Pelor and Zil

are the primary recipients of Oeridian worship in the Flanna

though all the gods of the pantheon receive varying amo

of veneration token though they may be

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25

s another matter entirely If not for the considerable size of

heir eets these nations would be in serious trouble given

hat this is the one area in which the Suloise have bested

hem

The Oeridians of the former Great Kingdom prefer to ram an

nemyrsquos vessel and board them with marine units since their

and to hand tactics are superior to that of their opponents

However their naval tactics prove a contradiction in this

egard as Oeridian ships are built for strength rather than

peed and ranged combat seems to be the most eective

method against the Suloise vessels

The Peace loving Oeridians of Veluna have ample amounts

f military units cavalry infantry and archers However these

Oeridians prefer bludgeoning weapons Veluna is also known

o have the only man-catcher unit in existence While no

ne has yet seen it used on the eld of battle it is rumored

hat these units were responsible for quelling the upheavals

n the disputed lands of Bissel The man-catcher unit serves

mainly as an honor guard but gives frequent demonstrations

f its great prociency in the non-lethal use of their weapon

Although swordsmanship is practiced in Veluna it is viewed

rimarily as a sport rather than an instrument of war

RACIAL FEATSThe following is a list of racial feats that an Oeridian character

may take as hisher bonus feat

You have studied many dierent Aerdi styles of warfare

ranting you a mastery of the battleeld

Benet A character with the Aerdi Bloodline feat gains a +2

ompetence bonus to Alertness checks and a +1 competence

onus to hit with spear or short sword

Special You may only take this feat as a 1st-level character

You have exceptional skill on mounts and with Nyrondal

anged combat tactics

Benet A character with the Nyrondal Bloodline feat

ains a +2 competence bonus to Ride skill checks and a +1

ompetence bonus to hit with a rapier or bow

Special You may only take this feat as a 1st-level character

You are known for your scouting skills and defensive ghting

actics

Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and

+1 dodge bonus to their AC

Special You may only take this feat as a 1st-level character

A character must choose either Spot or Survival skill bonus at

st-level

B N [H]

B A [H]

B V [H]

C S [G]

D R [H]

H [GB]

You are skilled in battle and can sense when combat is a

to ensue

Benet Before combat begins a character with this

can make a wisdom check (DC 10+ frac12 opponents hit dice)

if successful the character gains a +2 insight bonus to t

saving throws or Armor Class either which can apply

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters need to meet a prerequisite to a

this feat a wisdom score of 13 or higher

You are nimble in battle and many of them study how to a

blows

Benet A character with this feat gains a +2 dodge bo

when not using armor or shields of any kind The chara

must have a weapon in his hand for the feat to work

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters can take this feat but the prerequ

is a Dexterity score of 13 or more

You have toughened your body to the point where they s

able to turn blades aside during battle

Benet A character with this feat gains a damage resista

of 2

Special You may only take this feat as a 1st-level chara

must take either Endurance or Toughness as a prerequisi

this feat

You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta

they may rage like a barbarian of equal level The chara

receives all bonuses and penalties associated with ragin

noted on page 25 of the 35 edition of the PHBThe chara

receives all bonuses and penalties associated with raging

noted on page 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level chara

Oeridians from Veluna cannot take this feat

You can be quite intimidating when you have to be

Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi

someone a second time even after an initial intimida

check has failed but without the +2 bonus on the sec

attempt

Special You may only take this feat as a 1st-level chara

O R [H]

O P [H]

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26

O G [H]

O S [H]

You have a greater aptitude towards grace and maneuverability

Benet A character with this feat gains a +2 competence

onus to all Balance and Tumbling skill checks

Special You may only take this feat as a 1st-level character

Your ghting spirit shows your resolve when the end is nigh

Benet A character with this feat gains a +2 competence

o hit and damage but only when reduced to less than 20

f his hit point total

Special Oeridians who are members of the following

lasses may choose this feat Barbarians Rangers Paladins

Warriors and Fighters Fighters can gain this feat at rst level

A character may gain this feat after choosing the Endurance

nd Die-hard feats

You are well versed in many ghting styles However you

refer a less lethal approachBenet A character with this feat can use any blunt object

r bludgeoning weapon to cause non-lethal damage to his

pponent Weapons used in this way do half damage All

amage inicted in this manner is non-lethal

You have mastered the art of non-lethal damage

Benet As Sub-dual Focus above only the weapon does

ull damage all of it being sub-dual

Special Oeridians from Veluna taking Sub-dual Focus get

Greater Sub-dual Focus for free Other characters are required

o spend a second feat for Greater Sub-dual Focus

You have honed your skills in the subtle arts eschewing any

warrior instincts for a more deceptive approach

Benet A character with this feat receives a +2 competence

onus to both the Blu and Sense Motive skills The character

s equally adept at lying and discerning a lie

Special You may only take this feat as a 1st-level character

Only those characters from Ahlissa and North Kingdom may

ake this feat

S- F [G]

S- F G [G]

S [H]

T O P

Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti

Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves

Zilchus (LN god of power prestige inuence monbusiness)

Crsquo

C

G

T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073

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27

RACES OF OERTH

The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak

The Rhennee rmly believe they are from another world

nown as ldquoRhoprdquo In truth Rhop was a large island continent

ar removed from the Flanaess The distance is so great that

t could easily lead anyone to believe that Rhop was anotherworld

Natural talents possessed by the Rhennee strongly suggest

o scholars that the Rhennee have lived on or near large

odies of water for the racersquos entire existence Some sages

elieve that Rhop was ndash in reality ndash some type of ldquoElder

Beingrdquo possessed of supernatural powers and quite possibly

esembled some type of turtle-like creature Such a Being

would of necessity have been quite large possibly measuring

ome ve miles in radius Sages believed that either some

xternal ldquoforcerdquo removed the Rhennee from their living island

aradise or else this ldquoIsland Beingrdquo itself sent them away

While there is some debate upon the subject most sages

gree that the Rhennee are native to Oerth Sages also agree

hat after leaving their island home the Rhennee traveled to

he Flanaess and settled in and around the Adri Forest But

enturies ago they were driven out of this area as well -- by

he invading Oeridians

On the whole the Rhennee are still a young race Having

nally found their own niche within the societies of the Flanaess

eems to have caused their civilization to ourish especially

pon the Selitan river and the Nyr Dyv What happens to the

ace next remains to be seen

The Rhennee themselves have taken a generally neutral

pproach to their neighbors refusing to involve themselves

r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have

sed them for a variety of transportation services including

he delivery legal and illegal goods

Whether or not the legend of Rhop being some other world

s true or not one thing is certain the Rhennee people are not

eaving the Flanaess anytime soon

APPEARANCEThe Rhennee are often tan or olive skinned humans T

tend to be shorter than other human races and often stoc

displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w

between 140-175 lbs while female Rhennee average betw

4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co

are most often blue gray or hazel although green eyes

not unknown Their hair color is often black or dark bro

Curly hair is most common but wavy hair is not unknown

PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated

secretive most Rhennee have little regard for the other hu

races

Having been ostracized by the majority of human ra

Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp

and it is very rare to nd one amongst the Rhennee for

great length of time To the Rhennee nothing is more impor

than family and regardless of personal dierences it is ta

to go against the family and side with a Gajo

The Rhennee live almost exclusively upon the waterw

of the Flanaess making their homes on large barges A s

sect of Rhennee ndash known as the Attloi ndash travel in caravan

the area of the Adri Forest where many believe the Rhen

made their rst appearance in the Flanaess The majori

Rhennee reside in the central Flanaess remaining close to

Nyr Dyv which serves as a central focus for these people

Most other races of the Flanaess often consider the e

race of Rhennee as criminals and thieves While it is true

many Rhennee excel in the roguish arts relatively few

out right criminals The conict lies in the fact that to

Rhennee things which are considered the property of G

are actually considered ldquopublic propertyrdquo by the Rhennee

The Rhennee believe that if you cannot carry the item u

your person then it is open to public use To be fair even am

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28

hemselves the Rhennee practice this belief The exception to

his is items placed into a roped circle This practice dictates

hat the items should not be touched or removed The number

nd sequence of knots tied into the rope will show any and all

ust who it is that claims the roped property as their own

The Rhennee culture is very chauvinistic Males are the

eaders and may carry on their barge just as many wives as

hey can aord It should be noted however that each barge

r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda

cts as an advisor and a councilor to the leader in all of the

amilyrsquos aairs The Verda also serves as the tribersquos healer

nd herbalist She predicts the weather and sells fortunes to

he Gajos While male nobles rule the tribe none of them will

ontradict the Verda of their tribe

Interestingly Rhennee women must remain virgin until their

marriage while males are encouraged to take many lovers

But if a woman is found to have had sex before marriage she

s then forbidden to ever marry and must become a prostitute

r ldquoAuntardquo to the tribe Such a woman is often given a small

essel separate from the barges and is only welcome aboard

barge when she is servicing the Rhennee males on it

This custom seems strange to others given that most

Rhennee males will quickly start a ght if they believe that

Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for

he privilege of a night with one of these women For these

easons and others an Aunta is much more likely to leave the

arge-folk and seek a new life amongst the Gajos

All Rhennee are known to fear sickness child birth and

eath Since all three conditions are considered taboo If

Rhennee person is sick they are left with the wise women

f the tribe ndash the Verda ndash and no one will even visit with the

ick individual until the Verda deem it safe to do so If the sick

annot be cured or if there is the fear of infection then the

ick are sometimes simply cast out This rejection of the sick

n order to protect the tribe is considered even to out way any

amily tiesWomen who give birth must remain in seclusion with the

Verda for 40 days and 40 nights During this time no male

may see her she cannot even return to her husband until this

eriod is over The newly born child may be brought before

he father by the wise women but it is common place that the

hild is usually not seen until the wife returns to her husbandrsquos

ide

Women who give birth to an exceptional number of male

hildren have considerable authority within the tribe Age and

xperience also play an important role in Rhennee society For

xample older females possess considerably more power and

nuence than do younger woman within the tribe

Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become

Vethardquo sorceresses who are endowed with the powers of

Rhoprdquo Women who attain this standing ndash but are not actually

Verda ndash are now treated as though they were while actual

Verda who develop the Vetha abilities are considered nearly

divinerdquo in nature and are given a great range of freedoms in

egards to tribal aairs

Death by any cause is something that all Rhennee fear

For the barge-folk the deceasersquo body must be lled with

or sand and then wrapped in linen and cast into a large b

of water The Attloi on the other hand bury their dead

very often mark the grave as the site of a great evil Pries

Death Gods and Goddesses are greatly feared and consid

repulsive to the Rhennee peoples as are Necromancers

Though predominantly rogues all Rhennee males bec

adept with weapons and the most accomplished of t

become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe

warriors and enforcers Both elder males and the Darkha

are second only to the chieftain of the tribe

Rhennee earn most of what little income they have prim

through the transportation of goods and passengers altho

hunting shing trading and craft-work also play a role A

Rhennee are excellent Tinkerers though their reputation

such work may vary widely Sadly some Rhennee do pref

steal from the Gajos in order to make a living and this re

poorly on the race as a whole though Rhennee will not s

from each other

The Rhennee practice no known religion or at the le

no Gajo is aware of any formal Rhennee religion Wate

respected and honored by all the Rhennee so much so

the barge-folk have been known to clean dirty waterways

to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen

will willingly pollute a water source

Rhennee males like to wear tight-legged pantaloons l

tting shirts and leather jerkins Females wear long ow

sleeveless dresses with low-cut tops so as to entice t

males Rhennee women also like to wear charms made

mollusk shells and precious stones that are found near

the water The more colorful these garments and adornm

are the more they are liked by the Rhennee though b

and greens are easily the most popular colors

RELIGION

Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and

basis of their religious beliefs This thinking is reinforce

the practice among the Rhennee of ldquoVethardquo where som

their women are endowed with the sorcerous powers of

ldquoRhoprdquo

In the last few centuries some of the Rhennee

begun worshiping the elemental forces of water Still ot

participate in the sacricial rites of demonic and devilish c

Some of the Rhennee have even taken up the worship of s

Deities of the air though such Rhennee are few

Among the land dwelling Attloi some have taken up

service of Gods more commonly worshiped in the Flana

these include Fharlanghn Olidamarra and Istus Still

are those few who worship Celestian and Pelor

PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and

these skills as their trade Rhennee are taught from birt

swim and some are even conceived in the water

All Rhennee characters gain a +2 racial bonus to the ski

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29

f their profession (Boater) and swimming These are

onsidered class skills for all Rhennee characters Rhennee

haracters also have an innate ability for sleight of hand and

eceive a +2 bonus to this skill as well But they suer a ndash2 to

ll Diplomacy checks when dealing with other human races

Crafting hunting and shing are very common among the

Rhennee people They are also adept at preparing some of the

nest seafood dishes in all the Oerth

The land based Attloi keep horses and pack animals and use

hem to pull their wagons and haul their goods The Attloi are

killed performers excelling at dance wind instruments and

inging For this reason Attloi characters receive a +2 bonus

o animal handling and a +2 performance bonus in one of the

kills listed above

Like their waterborne brethren Attloi characters also excel

t sleight of hand and receive a +2 bonus to this skill But

hey also receive a -2 penalty to Diplomacy checks whenever

ealing with the other humans races The Attloi are skilled

raftsman and leather workers and make some of the nest

eather armor and goods to be found in the Flanaess

FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing

hey have to an army are the Darkhagard warriors who guardheir barges

Most Rhennee focus on martial skills which favor thrown

weapons single weapons dual weapons or a two handed

weapon style Wrestling and sticus matches commonly take

lace among the Rhennee people

Some Rhennee have developed a rope ghting style which

s used to trip bound or to escape an opponent This ghting

tyle is defensive in nature and is often used by older males

nd a few of the females among the barge-folk though it is a

much less common ghting style among the land based Attloi

The Rhennee have also developed a special racial weapon

alled the ldquoDarkhardquo This special weapon will only be found in

he possession of a tribal chief or his Darkhagards

RACIAL FEATSThe following is a list of racial feats that a Rhennee character

may take as hisher bonus feat

You have developed a sense for locating and spotting water in

ny quantity

Benet You receive a +2 competence bonus to Survival and

Knowledge (geography) skill checks Further you can obtain

p to two gallons of fresh water with a successful Survival skill

heck and up to two more gallons of water can be obtained for

very three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

Surprisingly more Attloi obtain this feat then Rhennee maybe

nes presence around bodies of water limits a knack for this

bility

You spend a great deal of time in the water and have impres

swimming skills

Benet You are able to hold their breath under water

number of rounds equal to three times your Constitution S

before suering any ill eects You receive a +2 compete

bonus to all swim skill checks

Special You may only take this feat as a 1st-level chara

Attloi cannot take this feat

You have a knack for catching large amounts of sh and o

aquatic game

Benet You receive a +4 competence bonus to Surv

checks when shing hunting aquatic game or gathe

aquatic plants

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but it should be noted

these cases are rare

You can communicate with all fresh water aquatic creatur

Benet So long as you do no harm to them or t

environment You can communicate with any fresh w

aquatic creatures including (crustaceans frogs and turt

Even if charmed both you and these creatures are giv

save in order to avoid the suggestion

You will not consume or harm any crustaceans or tu

like creatures nor will the character allow these creature

come to harm

If you are a Rhennee spell caster able to summon w

elemental creatures you may do so for twice the no

duration with zero chance of the elemental successrebelling against you Any water elemental summone

oppose you is twice as likely to rebel against its summ

and the duration of the spellrsquos eect is halved

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but instances are

common

You can see things beyond the limits of most mortals and h

a strong sense of your surroundings

Benet You receive a +2 competence bonus to all Initia

rolls and Spot checks On a successful Spot check (DC 30)

can sense where invisible creatures or objects are loca

but you cannot actually see them (Example A mage c

invisibility on himself prior to combat Without knowing h

there you make a successful Spot check You get a sens

where the invisible mage is but you cannot actually see

invisible mage)

Special You may only take this feat as a 1st-level chara

F W [H]

D [H]

R B [H]

K F [H]

S S [H]

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30

While much more prominent in females this feat is not

mited to them alone

Travelers Trade [Heritage]

You are ever on the move for the roads are your home

Benet You receive a +2 competence bonus to all Handle

Animal and Ride skill checks when dealing with any animal or

ehicle used in a caravan While traveling you also receive a

+2 competence bonus to all Survival skill checks

Special You may only take this feat as a 1st-level character

Rhennee cannot take this feat

Water Walker [Heritage]

You have a knack for operating barges and traversing your

essel through perilous waters

Benet You receive a +2 competence bonus to their

rofession (boater) skill and a +2 circumstance bonus to

etect weather and weatherrsquos eects on water conditions

while piloting their vessels

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

Contact with water rejuvenates and sustains you

Benet If you stand at least in knee deep water you

atigue at only half the normal rate In addition if you engage

n no strenuous activity while in a body of water you recover

it points equal to your Constitution bonus +1 for every three

ours in the water You may also hold your breath for a number

f rounds equal to twice your Constitution Score You must

ubmerge yourself in water for at least one hour each week

r he will begin to suer fatigue at twice the normal rate

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

You are more sensitive to the forces of nature often feeling

minor changes in the weather and environment which are

ometimes undetectable to animals

Benet You receive a +2 competence bonus to Survival

nd Knowledge (nature) skill checks You may predict weather

hanges up to six hours in advance including changes in

emperature Further with a successful Survival skill check

ou can predict the weather and up to two more hours more

or every three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

While much more prominent in females this feat is not limited

o them alone

T T [H]

W W [H]

W W [H]

IN SEARCH OF HOME

ldquoWe are the children with no landrdquo

ldquoForced to live in the unknownrdquo

ldquoWe sail this worlds waterwaysrdquo

ldquoIn search of yesterdays embracerdquo

ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo

ldquoShow us your unfurling facerdquo

ldquoWe are use to your disgracerdquo ldquo

You will one day atonerdquo

ldquoWhen we children return homerdquo

-Made famous by Artoli Medni

Rhennee bard

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31

The Suloise peoples had their origins outside of the Flanaess

South of the Crystalmist Mountains and west of the

Hellfurnaces

Many Suloise ed to the Flanaess to escape the constant

SuelBaklunish wars which eventually lead to the magical

evastation of their homeland These Suloise migrations

elped to displace many of the Flannae from their homelands

esulting in the Flannae being scattered far and wide

The ancient Suloise have passed on many of their traits to

heir descendants for good or bad Centuries ago the Suloise

oasted one of the greatest empires ever known to mankind

They learned the arts of sorcery and civilization from the

Olven-folk but in time the Suloise peoples surpassed even

heir Elven teachers in the manipulation of magic and used

his knowledge to forge the greatest empire of their time ndash the

Suel Imperium But they rejected the Elven peoplesrsquo warnings

bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies

The ancient Suloise were totalitarian in demeanor and

nslaved many peoples and races All peoples fell to the will

f the Suloise Imperium except for the ancient Baklunish

mpire The Suloise Imperium relied heavily upon magic and

t helped forged their empire Their magical experimentation

ead to the creation and engineering of altered races races

reated for the sole purpose of serving the empire

One of the most well known of these created races is the

Derro Many dwarves claim that the Derro existed long before

he Suel experimented on their kin and it is rumored that

he Derro are actually a blending of dwarves and humans

Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were

onducted before the Suel Imperium fell

The Suel Imperium fought the Baklunish Empire to a stand

till for control of eastern Oerik To break the stalemate the

Suloise brought about the Invoked Devastation This apparent

ictory over their enemies was short lived however as one of

he long forgotten Gods of the Baklunish chose to intervene

RACES OF OERTH

The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller

Gathering together the most powerful mages from am

his people within the stone circle of Tovag Baragu this

channeled much of His own power through these magici

supporting their retribution against the Imperium

This is the origin of the Rain of Colorless Fire which cov

all of the Suel Imperium in its inferno Were it not for

great seer Slerotin the Suloise peoples may well have b

destroyed but receiving premonitions of the impen

doom Slerotin gathered what noble families he could and

them through a magical tunnel ndash of his own creation ndash w

passed completely through the Hellfurnaces

All but one of the families ndash the Lerara ndash traveling

Slerotin arrived in the area of the Flanaess now known as

Yeomanry From there the Suloise peoples spread throug

the Flanaess founding nations for themselves often for

from the colonies of the Suel Imperium The noble fami

Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero

tunnel and reside there today

The most infamous and secretive society of the Suloi

indisputably the Scarlet Brotherhood headquartered on

Tilvanot Peninsula This Suloise organization has bases sp

out across the Flanaess and beyond So embroiled have

become in the aairs of the Flanaessrsquo nations this so-ca

secretive society is no longer as secretive as it once was W

the Scarlet Brotherhood is prominent in Shar they do

actually have control of the government there though

do exercise major inuence over all the Peninsularsquos aair

There is another Suloise organization called ldquoThose

must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in

Kingdom of Keoland Not much is known of the Silent O

though it is rumored that they seek to obtain forbidden ma

and ancient Suloise artifacts What their main goals ar

one knows for certain however those few who happen c

upon the Silent Tower and try to gain entrance are very o

not heard from again Whatever their main goal one thin

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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8162019 Oerth Journal 27pdf

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

8162019 Oerth Journal 27pdf

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 5: Oerth Journal 27.pdf

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GAZETTEER OF THE FLANAESS

THE CITY OF GLASS

By Frank Myres

Art by Art by Adam Koča Rick Miller amp Frank Myres

4

The mystical City of Glass oats over the capital of Lo

Reltarma the Lendore Isles (formerly Spindrift Isles) This

igantic articial construct supports a city created solely from

magic a testimony to power of the Suloise and the ability of

heir ancient Mages of Power

LO DENIQ ldquoTHE CITY OF GLASSrdquoConventional Magocracy Large City

National Alignment Lawful NeutralGood

GP Limit 300000gp Assets unknown

DEMOGRAPHICSPopulation unknown

Type mixed (human (suel) 90 others 10)

Economy type variable

Resources armaments slaves foodstus gems and spell

omponents

AUTHORITY FIGURES

Governed by the seven members of the Council of High

Magic (one for each school of magic save divination)

HISTORY

The City of Glass was created by the Archmage Lendore i

-425 and he placed it in the air 8888 feet above the capit

the Lendore Isles Lo Reltarma

The entirety of the original structure is believed to be m

up of glassteel

It was originally connected to the capital below it by me

of an artifact of Lendorersquos creation the Gate of Glass

artifact is said to have been deactivated (but not destroy

by the high elven followers of Sehanine when they claithe Lendore Isles for themselves

Initially Lendore and his followers used a oating towe

his personal residence and place of power Once construc

on Lo Reltarma was well begun more and more of Lendo

followers and their families relocated there Finally

Lendore and eight of his best students remained He

began a Master Shaping (epic magic) which when comple

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5

esulted in a circular disc 10 miles across covered by a clear

early invisible dome of hardened glassteel

CONSTRUCTION AND GEOGRAPHY

The base of the disc is 12 mile thick though it is thought that

nly the outer foot or so is actually comprised of glassteel

The remainder appears to be stone assorted minerals and a

op layer comprised of several feet of incredibly fertile topsoil

An illusory sun followed by night sky travels across the time

eeping track with Liga Luna and Celene outside

In the exact center of the disc is the City of Glass proper

nd it covers an area two miles in diameter All of the major

tructures common to a city appear within it though over0 are empty Each was made in the distinct architectural

tyle of the ancient Suloise Many though not all of the

riginal structures are made from glassteel of varying colors

ransparencies and even textures

A wall of dark almost black glassteel a foot thick and fty

eet high surrounds the City of Glass (this cannot be climbed

without magical assistance) Eight circular towers are equally

paced around the wall and are largely set within it Each is

00 feet high and 80 feet in diameter The base of each tower

as a double gate set within it allowing access into and out of

he city itself

Each tower is residence to a wizard of 17th-21st level known

s a High Master This supreme practitioner of a given school

f magic (abjuration conjuration enchantment evocation

lusion necromancy and transmutation) sits on the Council

f High Magic and through it governs the city There is no

ower of divination and no High Master of Divination the

ower for divination sits closed and empty and its gates have

een sealed for over a thousand years It is said that the last

High Master of Divination was Lendore himself

Broad avenues over fty-feet wide extend from the base

ach tower of magic to the central plaza at the heart of the

ity The area between each of these forms the eight districts

f the city

DISTRICTS AND LOCALESThe districts are the Noble District the Garden District the

Common District the Trade District the Foreign District

he Militant District the Necropolis District and the Divine

District

NOBLE DISTRICT

The Noble District lies between the Divine District and the

Garden District It is lled with small walled compounds

urrounded by park-like pleasances The borders between

hese are colored glassteel walls pierced with gated archways

GARDEN DISTRICTThis district is mostly well manicured gardens and small ponds

nd lakes with a few small wooded groves Some of the latter

re wilder and far less manicured

COMMON DISTRICT

The common district is situated between the Garden and

Trade districts Here are the residences of common Suloise

olk Some are individual multi-storied structures while others

are insulae (see Foreign District below)

TRADE DISTRICT

Situated between the Foreign and Common Districts

manufacturing crafting (except for arcane artistry)

marketing is done here Everything from small artisan s

to vast (mostly subterranean manufactories can be fo

here

All public oces are found here though these are far fe

than would be found in most cities

FOREIGN DISTRICTAll those not of pure Suloise blood (either noble or comm

as well visitors to the city reside here Many empty pri

residences as well as taverns inns exist here Five to e

story high towers of apartments known as insulae tower a

the other private residences Each insulae features oors

two to eight apartments sharing a common stairwell loc

at the top of the building only oors above the 4th may h

a small balcony and it will never protrude beyond the wal

the structure)

MILITANT DISTRICT

Between the Necropolis and Foreign districts lies the lar

vacant Militant District Burgeoning with empty pa

grounds barracks and several schools dedicated to the ma

arts the district could very well hold a vast army Howe

many insist that such a force would be summoned in

NECROPOLIS DISTRICT

Lying in the area between the towers of Necromancy

Evocation the Necropolis district accommodates vast pri

crypts and large obelisks that are the public ossuaries o

common folk

DIVINE DISTRICT

A place of calm and serenity the Divine District accommodeach temple of the Suel pantheon Within it are tem

(major and minor) to each of the deities once worshippe

the Suloise Beltar Bralm Dalt Fortubo Jascar Kord Len

Lydia Norebo Osprem Phaulkon Phyton Pyremius Ra

Syrul Vatun Wastri Wee Jas and Xerbo The two grea

of these is the House of Wee Jas a massive cathedral w

main spire rises almost 600 feet high and the Hall of Len

an oddly shaped upright twisted ring structure which is la

on the inside than the outside

CENTRAL PLAZA

At the very center of the City of Glass lies Lendorersquos to

resting on the serenity of a glassy-like pool where Lendotomb resides Surrounding Lendorersquos tower the central p

illuminates the glory of the enormous gate of glass

At the center of the plazarsquos large open pool the gates

entry to four twenty-foot wide arching bridges of glasstee

THE GATE OF GLASS

This artifact actually exists in two places at the same t

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6

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D983145983158983145983150983137983156983145983151983150

T983151983159983141983154 983151983142

I983148983148983157983155983145983151983150

T983151983159983141983154 983151983142

N983141983139983154983151983149983137983150983139983161

D983145983158983145983150983141 N983151983138983148983141

N983141983139983154983151983152983151983148983145983155T983151983159983141983154 983151983142

E983158983151983139983137983156983145983151983150

W983145983148983140 B983141983148983156

T983151983159983141983154 983151983142

C983151983150983146983157983154983137983156983145983151983150C983141983150983156983154983137983148

P983148983137983162983137

M983145983148983145983156983137983150983156 C983151983149983149983151983150

G983137983154983140983141983150

F983154983141983155983144

W983137983156983141983154

T983151983159983141983154 983151983142

T983154983137983150983155983149983157983156983137983156983145983151983150

T983151983159983141983154 983151983142

E983150983139983144983137983150983156983149983141983150983156 T983151983159983141983154 983151983142

A983138983146983157983154983137983156983145983151983150

Half of it exists below in Lo Reltarma and the other side heren the City of Glass It resembles nothing more than a 60rsquo

wide by 40rsquo tall pane of almost ethereally clear glass oating

couple of feet above the pool below Etched into its base in

lowing runes are the cryptic words ldquoUrbs Deniqrdquo

When both sides are active looking through one side shows

what is on the other Now that the side in Lo Reltarma has

een encased in a massive wall of stone (created by having

multiple casters casting simultaneously) the side in the City of

Glass seems to icker every few seconds revealing images of

trange doorways gates and portals from ancient to possibly

uture times and from worlds other than Oerth

Anyone casting any form of teleportation magic while

ouching of the Gate of Glass lsquolocksrsquo it to the desired locationor up to 1 hour creating a portal (cf portal spell) with the

imensions of the Gate of Glass This eect is dismissible and

as no component costs Unlike the portal spell this can be

sed to create a portal which can access other planes andor

imensions

Unknown to anyone presently inhabiting the City of Glass

s the fact that the Gate of Glass is the reason no divination

magics function there A side eect of its vast power the Gate

of Glass blocks all divination eects within a 5 mile raEXCEPT when the caster is touching the Gate itself Bec

of the link between itself and the City of Glass this block

extends only to the outer edges of the dome and disc u

which the City of Glass sits This anti-divination powe

so great that it is (rightfully) believed not even the

themselves can locate the City of Glass

LENDORErsquoS TOWER

This glassteel lattice tower sits on 4 legs and rises 1500

above the central plaza Its base is a square area measu

400 feet per side It has 3 levels the lowest of which is

feet above the Central Plaza and is 200 feet square per s

250 feet above this sits another smaller level (100 feet sqper side) and the topmost level (50 feet square per side)

uppermost level is rumored to be heavily warded since

said to provide access to Lendorersquos Tomb

Access to the rst level is via magical moving stairc

in each of the towerrsquos legs (two ascend two descend) E

staircase is 20 feet wide and ascends 250 to the rst lev

the tower One merely stands at the base steps upon the

step and it begins to ascend at a pace faster than a man

F983151983154983141983145983143983150 T983154983137983140983141

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7

walk up stairs normally (the stairs ascenddescend at 50 feet

er round)

First Level The rst level of Lendorersquos Tower is a large open

rea lled with benches made of glassteel which surround a

entral rostrum This space was used by Lendore to lecture

nd instruct his students and apprentices prior to his lsquodeathrsquo

Now it is the public assembly hall for the inhabitants of the

City of Glass It is from here that the Council of High Magic

overns the city

Once every 10 days the High Masters of each tower

ssemble here for 6 hours During this time they dispense

ustice inform the citizens of the city of events happening

within the city (and outside it as well) and meet with any

mportant newcomers to the City of Glass Should one be

ndisposed or otherwise unavailable his proxy is given over to

he High Master of his choice

Second Level The second level of Lendorersquos Tower lies

mpty now Once it provided the living spaces kitchens

antries baths and other areas need by the students and

pprentices of Lendore It is connected to the rst level via 4

more of the enchanted moving staircases

In the center of the second level is a small locked chamber

with a shaft (10rsquo x 10rsquo) leading upward The base of this circular

haft is actually a platform with a permanent suspension spellecting it

Third Level This heavily warded area was the private

anctum of Lendore and it is here (rather than in his tomb)

hat all of his greatest treasures are kept

Lendorersquos Tomb Beneath the pool which lies under

endorersquos Tower is Lendorersquos Tomb This small sepulcher has

emained undisturbed for over 1000 years It is said to be

eavily warded and to be protected by powerful constructs

which have not been seen since the height of the Suloise

mpire

GM Note This area is left for individual GMs to esh out as

hey wish (or might be revealed at a later time in the Oerth

ournal) However something to consider is that Lendoreimself is not dead Rather he is in greater temporal stasis

which he cast upon himself awaiting the Final Calamity

NHABITANTSThe inhabitants of the City of Glass are 90 pure Suloise

approx 9000 of which about 1500 are of noble Suloise

rigin) with the remainder being made up of non-Suloise

uman races (there are no Bakluni to be found among them)

nd a few non-humanoid individuals (who number less than

00 and range from at least one vampire to a shape-shifted

ragon)

Those born here are known as lsquociviirsquo and many can trace

heir lineage back to the original followers and students ofendore

A strange curse seems to aect the City of Glass in that those

orn here or anyone who spends more than 8 consecutive days

ere is unable to leave without suering a lingering malady

This strange illness manifests itself 8 days after leaving the

City of Glass itself (not the outer disc) in the form of a malaise

anyone who is a lsquociviirsquo loses 1 hp per day they are outside it

no form of magical healing stops this loss only return to

City of Glass)

GM Note This is actually a minor side eect of the Ga

Glass Each of the High Masters possesses a small mag

trinket which belonged to the 8 apprentices of Lendore

helped him create the City and Gate of Glass which allows

possessor to leave for any length of time

OUTSIDE THE CITY OF GLASSThe area immediately outside the City of Glass is know

the lsquowildsrsquo Immediately outside the city walls is a freshw

river 12 mile across and a 14 mile deep at its deepest p

(next to the city wall) It is spanned by straight at brid

of glassteel which radiate outward from each of the tow

50 feet above the riverrsquos surface This body of water is ca

a river rather than a lake because it moves languidly

clockwise direction

A large variety of freshwater plants and aquatic life lls

river 90 of this life is benign and people can be found

sitting on the bridge or making use of small boats to sh

Surrounding the river is a wilderness belt 3 miles wide

terrain here varies from small glades to several belts of s

steep hills An abundance of game can be found again

most of it being benign in nature and obviously suitedhunting

A curious thing about this wilderness belt is that it

lsquoseasonsrsquo If one extends imaginary lines from the Towe

Necromancy and the Tower of Illusion the area which

between is always in winter - with mild winter being fo

near each edge and extreme winter at its exact center

area that would lie between the Tower of Illusion to the T

of Abjuration is always in Spring Between the Towe

Abjuration and the Tower of Enchantment it is always sum

and between the Tower of Enchantment and the Towe

Necromancy it is always autumn

Every eight days in a counterclockwise direction

eighth of the wilds (the area including both the fresh saltwater areas between any two adjacent towers underg

the eects of a renew the land spell

The outermost lsquoshorersquo of this belt opens onto a saltw

lsquosearsquo which like its freshwater sister is 12 mile across a

14 mile deep at its deepest point (next to the outer wa

the dome which covers the disc) Beds of kelp and coral

be found next to the shore which has a couple of beau

beaches as well as several areas of tall clis (some of w

have obvious sea caves)

The marine life here is abundant being made up of sev

varieties of game sh as well as several small schoo

sharks and even a small pod of orca

WILDERNESS DENIZENSThe wilderness surrounding the City of Glass has a

inhabitants (less than 1000 total) who are known as lsquoho

These are the mixed descendants of the Spindrift Isl

inhabitants that escaped to the City of Glass when the e

took over the islands Most of these are nomadic half-elve

high elfSuloise heritage

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8

A similar malaise aects the lsquohospiirsquo as does the lsquociviirsquo

hough the lsquohospiirsquo are not permitted to build permanent

ncampments They must move every 8 days or they begin

o sicken Any structure built of wood or stone immediately

isappears when the renew the land eect aects the area in

which it lies

BEYOND THE DOMESince the time of its creation the City of Glass and the disc

pon which it sits have hung in the sky above Lo Reltarma

or over 1000 years it was used by sailors and travelers as a

avigational aid All of that changed when the elves took overhe islands and began their pogrom

When the elves began to drive out the non-elven inhabitants

great storm cloud 40 miles across and 5 miles high formed

entered on the dome and disc Terrible waves of sheet

ghtning constantly rage while winds of up to 100 mile per

our blow Even the mightiest of dragons would be bueted

bout by the stormrsquos power There is no rain in this storm just

ury Below it the Lendore Isles have been cloaked in mist

y the Sehaninersquos priests and wizards The storm seems to

ugment this aect with mists of its own often merging with

hose below

CONFLICTS AND INTRIGUESA human resistance force operates from the City of Glass above

endore Isle The High Masters of Magic and their students

aily open temporary portals to the lands below Often these

re opened onto locations within the Lendore Isles themselves

or purposes that advance the cause of the resistance

Why havenrsquot the elves invaded the City of Glass There are

robably several reasons for this Most importantly the elves

re isolationists and religious fanatics Even the cost of the

ccasional raids from the resistance is nothing compared to

what it would take to storm a city that can only be entered

ia teleportation magic Since it cannot be divined by normal

means it comes back to a lsquoyou canrsquot get there unless youave already been therersquo situation

Additionally there is the eternal storm raging around the

isc at all times Even dragons could not survive its fury for

ong With visibility down to zero how are you going to nd

t in an area 5 miles deep and 40 miles across It would be

mpossible to y a normal search grid This leaves subterfuge

a spy or spies if you will This could lead to some amazing

uests

The Scarlet Brotherhood would love to inltrate and take

ver the City of Glass It is after all perhaps the greatest

magical achievement of the ancient Suloise A series of

dventures centered on this goal would certainly be possible

The Society of the Serpentrsquos legendary headquarters couldasily be set here This would aord PC members of the

Society an opportunity to visit Who knows what could happen

fter that

THE FINAL CALAMITY The City of Glass was prepared by Lendore for what he saw

n his nal visions what he himself named the Final Calamity

However Lendore never revealed what the exact natur

that catastrophe was Was this omission deliberate

likely so However some things can be deduced from

nature of his greatest creation the City of Glass itself

Final Calamity must be something so devastating as to req

a sheltered city of immense size It seems to require that

city be self-sustaining for an indeterminate amount of tim

would appear that the Final Calamity will rival even the T

Cataclysms

So what is it Here are three possibilities

1) The destruction of Flanaess itself In the ruins of

remains the survivors could leave the City of Glasrepopulate the Flanaess restoring the Suloise to their fo

glory

2) The destruction of Oerth itself In this scenario the

of Glass might drift in Greyspace circled by Liga Oerthrsquos

Perhaps its inhabitants could discover some method of mo

it to another world

3) The destruction of the Prime Material Plane In su

case the City of Glass becomes an inter-dimensional hab

wandering through the multiverse

SPELLS AND ARCANA It goes without saying that the City of Glass is renown fo

arcane mysteries Below are a few of these rare arcanum

School transmutation Level sorcerer wizard 6

Casting Time 1 minutelb created

Components V S M

Range touch

Eect A glassteel object weighing up to 5 lblevel

Duration instantaneous

Saving Throw none Spell Resistance none

Glassteel is a magical substance created from normal

magical crystal and glass Glassteel is as strong and resis

to re as steel but retains the transparency (and color if of the original material Spells that aect metal or glass (

as shatter and rusting grasp) do not function on glass

Using this spell with fabricate or a glass-related Craft ch

the caster can fashion glass or crystal items that functio

steel items Thus creating glass plate armor and glass sw

that are as durable as their normal steel counterparts ar

Reference Freeport City of Adventure (Green Ronin)

128

School transmutation Level sorcerer wizard 6

Casting Time 1 minutelb created

Components V S MRange touch

Target One item of a volume no greater than 10 cu ftle

see text

Duration permanent

Saving Throw none Spell Resistance none

This spell increases the hardness of materials Paper beco

harder to tear glass becomes harder to break wood beco

X

G

X

H

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9

more resilient and so on For every two caster levels add 1

oint of hardness to the material targeted by the spell This

ardness increase improves only the materialrsquos resistance to

amage Nothing else is modied by the improvement For

xample a longsword (treat steel as iron base hardness

0) aected by a hardening spell cast by a 12th-level caster

would have hardness 16 for the purpose of ignoring damage

aused by someone making a sunder attack The swordrsquos hit

oints attack and damage modiers and other factors are

ot aected A hardening spell does not in any way aect

substancersquos resistance to other forms of transformation

ce still melts paper and wood still burn rock still becomesransmutable to mud with the proper spell and so on

Reference Spell Compendium (WotC) pg 109

School conjuration (creation) Level sorcerer wizard 8

Casting Time 3 full rounds

Components V S M (small leather loop suspended from a

ent wire of gold) XP (500 XP)

Range close (25 ft + 5 ftlevel)

Eect See text

Duration concentration + 1 round

Saving Throw none Spell Resistance none

Casting portal opens an interdimensional connection

etween two places on the same plane of existence allowing

ravel between the locations in either direction The portal

tself is a circular hoop or disk from 5 to 20 feet in diameter

casterrsquos choice) oriented in the direction you desire when it

omes into existence (typically vertical and facing you) It is a

wo-dimensional window and anyone or anything that moves

hrough is shunted instantly to the other side The portal has a

ront and back Creatures moving through the portal from the

ront are transported to the other location creatures moving

rom the back are not

SPECIAL MATERIAL GLASSTEELGlassteel may be created via one of two methods Through an alchemical process requiring extensive knowledge of botmetallurgy and glassblowing or by the 6th-level arcane spell of the same name (cf glassteel) Glassteel combines strengtbeyond iron with the transparency of glass It most commonly nds use as a building material in fantastic castles but itcan also be fashioned into weapons and armor (although plain glassteel armor is much more costly to craft than eventhe most ornate armor) Glassteel is stronger and lighter than iron and completely transparent lacking the greenishtint of common glass Colored or tinted glassteel may be created using slight variations of either method Glassteelmay be textured from rough to smooth Items made of glassteel weigh only half what they otherwise would Items not primarily made of metal are notmeaningfully aected by being partially made of glassteel (A breastplate can be made of glassteel but hidearmor cannot) Glassteel armor counts as one armor category lighter than normal for purposes of movement and otherlimitations Heavy armors are treated as medium and medium armors are treated as light but light armorsare still treated as light Arcane spell failure chances for armors and shields made of glassteel are decreased

by 10 maximum Dexterity bonus is increased by 2 and armor check penalties are lessened by 3 (to aminimum of 0) Glassteel has hardness 20 and 40 hit points per inch of thickness This means that it is as hard asadmantine but much lighter Weapons and armor fashioned from glassteel are treated as masterworkitems with regard to creation times but the masterwork quality does not aect the enhancementbonus of weapons or the armor check penalty of armor Item Cost Modier light armor +2000 gp medium armor +6000 gp heavy armor +12000gp shield +2000 gp weapon +500 gp other items +100 gplb Reference Champions of Valor (WotC) pg 65

The interdimensional connection is forged through

Astral Plane so anything that blocks astral travel will

block the usage of the portal Much like the teleporta

spell you must have a clear idea of the location and la

of the destination You cannot create a portal if you d

know where the terminus will end up The clearer your me

image the more likely the portal will form Areas of st

physical or magical energies may make traversing a p

more hazardous or even impossible Use the following tab

determine the success of the portalrsquos opening

Reference DragonLance Campaign Setting pg 108 (

material is taken from the DragonLance Campaign se

where it is called Fistandantilusrsquo Portal)

School conjuration (creation) Level druid 6Casting Time 60 minutes

Components V S M (any seed pod)

Range touch

Target 1 square milelevel

Eect See text

Duration instantaneous

Saving Throw none Spell Resistance none

Taking the seed pod in one and making the prerequ

gestures in the other you cause the area aected to experie

an immediate renewal of all natural life (animal and pla

Destination Successful Failed Familiarity Portal Porta

P

X

R L

Very familiar 01-97 98-10 Studied carefully 01-94 95-10 Seen casually 01-88 89-10 Viewed once 01-76 77-10 Description 01-60 61-10

A glassteeled scim

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10

lants and trees are immediately restored to perfect health

nd any that bear nuts or fruit are immediately bountifully

aden Any plants or trees that have been cut back or down

n the past month are immediately restored to full life This

pell works as well on both fresh and salt water bodies as it

oes land

Insects and animals (Int 3 and lower) are returned to full

igorous health with any that have been slain in the past

month also being returned to full life

This spell never causes more life to be renewed than could

ustain itself for a month in the environment It will not bring

fe to barren deserts (though it would aect an oasis) or to

are lifeless stone

Any area suering the eects of any form of magical blight

must make an opposed caster level check or have that blight

emoved and the land renewed

School transmutation Level sorcerer wizard 4

Casting Time 1 standard action

Components V S M (small leather loop suspended from a

ent wire of gold)

Range touch

Target Any nonliving object up to 1000 lblevelDuration 1d4 days + 1 daylevel (D)

Saving Throw none Spell Resistance none

This spell functions like levitate except as noted above

nd as follows You can mentally direct the object to move

p or down as much as 45 feet each round for the duration

f the spell doing so is a move action When you cease

oncentration the object remains in place for the duration of

he spell

This spell can be made permanent with a permanency spell

HR)

Reference Shining South (WotC) pg 51 Additionally

s a house rule it has been modied to allow it to be made

ermanent

School transmutation Level sorcerer wizard 9

Casting Time 1 standard action

Components V S M (powdered diamond emerald ruby and

apphire dust worth 5000 gp contained in a platinum coated

lassteel hourglass worth at least 2500gp)

Range touch

Target creature or object touched

Duration see text

Saving Throw Fortitude negates (object) Spell Resistance

Yes (object)

Like the spell temporal stasis you use this spell to place

omething into suspended animation But instead of the

arget being a creature only it can be anythingmdashliving or

onliving When cast on an object any magical properties are

uspended (but not dispelled) Potions cannot be opened the

ext of magical scrolls is too fuzzy to read magic items do

ot operate etc At your discretion you can set a condition

r time whereby the spellrsquos magic releases the target This

is done verbally at the end of the spellrsquos casting and m

be specic if a condition For example you might cast

spell on a king and state ldquoYou are freed when the nat

of Forann and Bretin make peace with each otherrdquo Or if

target is a magic sword you might state ldquoYou are freed w

the youngest son of the Diranges family enters this cham

Whether or not you choose to ax a condition to the spell

magic of greater temporal stasis cannot be otherwise remo

(such as by a successful dispel magic spell or a freedom sp

Reference Behind the Spells Compendium (Tricky Owl

Publishing) pg 90

S

T S G

SHORT ON CONTENT

NEED NEW ADVENTURES FOR YOUWORLD OF GREYHAWK GROUP

LOOK NO FURTHER THAN TH

CANONFIRE CHRONICLES

FROM THE SAME CREW THAT BROUGH

YOU THE OERTH JOURNAL

CHECK IT OUT AT CANONFIRE

UNDER CANONFIRE CHRONICLES

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11

The modern Bakluni from Yecha to the southern reaches of

Ull trace their lineage back to the alabaster cities of the fabled

Baklunish Empire With a history measured in centuries this

ncient nation consist of all the lands stretching along theDramidj Ocean and from the distant Baklhaut Mountains in

he mythic west to the Flanness heartlands in the east The

egendary elemental mages of the empire bound dijinni and

lemental alike to the task of creating wondrous things to

proverdquo that this empire would stand the wrath of time itself

verything fell before the power of the great empire until

t encountered another empire that was following the same

manifest destiny the Suel Imperium The stage was set for

hese two mammoth empires to wage a war on a scale that

was thus far unseen upon the world of Oerth

Sixty-three years of war saw brave new heroes rise to

odhood and moldy old gods crumble into ash In the end

he two empires unleashed their doomsday weapons uponach other in an event that has become known as the ldquoTwin

Cataclysmsrdquo When the smoke nally cleared the Suel

mperium was left an ashen waste and the Baklunish were

cattered to the four winds Today the Baklunish are still

aunted by the memory of what was and the loss of an empire

hat has shaped each nation that has followed with each

eeking some claim to the Enlightened Throne

APPEARANCEThe Baklunish people fall within the norms of most human

aces with their height being anywhere from 5rsquo to 6rsquo6rdquo tall and

heir weight ranging from 140-225 lbs

The Bakluni have a skin almost golden in hue with hair

anging from blue-black to dark brown Their eyes are most

ften green gray-green gray or hazel with a rare jade-green

eing the most prized Children born with such eyes are seen

s a blessing

Though almost unheard of golden eyes have cropped up from

me to time among the Bakluni and these almost always

ndicate a child with Djinni bloodlines

PERSONALITY AND CULTURESpread across the eastern expanse of the region know

the Baklunish Basin the Bakluni cultures are diverse

the varying personalities are shaped by the environmenwhich they dwell Despite these dierences the Baklu

people do have common threads which link them togethe

a race The Bakluni are in general a contemplative peo

carefully thinking matters through before acting Even

most brazen chieftain of the Tiger Nomads or Ullish War

thinks upon any impending action for to court failure

stain onersquos honor

Following the precepts known as the ldquoFour Feet of

Dragonrdquo people of Baklunish descent follow these max

Honor Family Generosity and Piety While the other race

the Flanaess have an understanding of these concepts

Bakluni people give them a much deeper meaning

To the Bakluni honor determines how a man carries out

activities of his day It entails keeping onersquos word not ac

cowardly comporting oneself as due his station in life Th

are the acts of an honorable man

Even a bandit can act honorably and yet still be a ba

Honor is the rst -- and for some -- the most important fo

the dragon and for this very reason A man might be imp

or a miser and might even treat his family poorly and yet

be seen as a man But if a man acts without honor then

a cur to be beaten and killed as one would kill any verm

An honorable man seeks the deep roots that only family

provide He honors his parents and grandparents by marr

a woman of mutual standing who has conducted hehonorably who has a family that is also honorable Chil

bring wealth to a man and his wife that is beyond the mea

of coin An Honorable man magnies his grace and stan

by taking care of his family and seeing to their needs He

his children get good educations his daughters marrie

honorable men from good families his sons taught the w

of honor and family so they may stand as men worth

their fatherrsquos name A Bakluni man takes care of his pare

RACES OF OERTH

The BaklunishBy Dennis LovattArt by Adam Koča amp Rick Miller

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12

is brothers and sisters his aunts and uncles if they are by

atersquos hand or by age unable to do so themselves Family

an be a broad term which can also means the employees

f a merchant warriors in a mercenary company even the

ollowers of a bandit lord In these cases the leader will often

reat his men in the same fashion hersquod treat his children Hersquod

ee they were properly wed given a nest egg to start out in

married life etc

While wealth does not always nd those that spend a lifetime

n hard work generosity is not limited to the coin in ones

ouch An honorable man is generous with his time helping

is neighbors and friends giving advice to those that seek it

llowing them to prot from the wisdom Istus has shown to

im and he does not shirk from giving what food he can to

hose in need Hoarding food or coin is frowned upon and

ften is the rst step to ruination in the folktales retold by the

ards of the region The generous man it is said sees that

which he gives returned tenfold when his time of need arises

Piety while the last of the dragonrsquos feet plays an important

ole in the lives of the Bakluni people An honorable man pays

omage to the gods that stand in judgment of his life Istus

he Spinner of Fate AlrsquoAkbar the Restorer of Righteousness

Xan Yae the Lady of Perfection Zuoken the Ladyrsquos Hand

Geshtai the Lady of the Living WatersWhile one god or goddess may have a higher standing in

he eye of any given person it is a fool that cuts o his nose to

pite of his face Only the Mullahs of a given deity can focus all

f their devotion to a single god The average Bakluni oers

rayers to all of the gods in order to ensure that no slight or

nsult is given to any and to guard against the ckle hand of

ate turning against them Even during times of both drought

nd an abundance of water pious Bakluni make oerings to

Sevelkhar the Waster so as to keep him at bay An old Bakluni

aying says it all ldquoTrust in Istus but tie up your camelrdquo

Culturally turbans and keyehs are the common head wear

or men with Hijabs being the choice of women Loose tting

ants and shirts are the style with robes (light in desertslains regions and thicker in the more northernmountainous

egions) worn over them

Most Baklunish warriors favor lighter armor than the heavy

late armor of the east Preferred weaponry consists of spears

ances and composite bows with personal weaponry being all

manner of curved swords such as Scimitars Tulwars Saifs

Shamshirs and Kilij Even those who are not well trained carry

Jambiya which is little more than a curved dagger

RELIGIONThough not a massive pantheon the gods of the Bakluni are

well represented in the daily lives of their people They pay

espect to their deities with a wide variety of oerings andbeisances With Piety being a trait to which all honorable

Bakluni aspire or at least want to appear to aspire it is

ot surprising that the temples and their mullahs discuss

assionately the nature of orthodoxy and the truest path by

which divine enlightenment can be reached This religious

assion while a noble thing can lead some to rationalize

eeds from which even the most devout Mullah would recoil

It is upon these throes of religious passion that ends of

and the abyss gain footholds upon Oerth and cults aris

dark reections of the Bakluni gods Grazrsquozt makes a

mockery of Istus uttering his own blasphemous comm

to the eager ears of cultists who foolishly believe they

doing the Lady of Fatersquos bidding It is for this reason

the Baklunish region suers a larger quantity of cults

do most other regions and it is why the Mullahs are swi

punish these tools of heresy It is perhaps this very advers

environment that caused the rst Hakima to be blessed

ldquoThe Sightrdquo

A word originally in ancient Baklunish meaning wise

insightful Hakimas were often women skilled in midwif

Most temples had Hakimas on sta and even the poore

villages boasted at least one such woman Searches in

ancient records of the Empire revealed no precedent so

believed that the Sight is a recent development Hakimas

gifted with the ability to see and hear the truth of mat

and even the most skilled liar cringes at the presenc

these wise women In the years since their rst appeara

Hakimas have become the ldquoone honest soulrdquo who can sp

out with impunity against the edicts of the Mullahs the d

of the military even the laws of the Caliph For their part

Hakimas have taken this change in stride and treat theof the Sight as an honor and duty and while there are alw

rumors no case of a Hakima being stripped of the Sight

ever been conrmed

PROFESSIONS SKILLS AND CULTURAL FOIBLEThe Baklunish people have by dint of centuries of exist

and weight of tradition shaped themselves for their plac

this world This shaping has given them advantages in ce

professions and skills All Baklunish gain a +2 racial bo

to Knowledge (Religion) checks Those Baklunish born in

sprawling cities are also adept in the ne Baklunish a

haggling and spotting a good deal Such urban Baklu

gain a +2 racial bonus to Diplomacy (when using the skinegotiations) and appraisal checks Conversely the Baklu

born outside the great cities are less concerned with bargai

and more focused on horseesh Rural Baklunish gain a

racial bonus to Ride and Handle Animal checks

Not all of this shaping has been benecial as a people

Baklunish are insular and superstitious by nature Foreign

while not mistreated are kept at armrsquos length and

standosh nature results in a ndash2 racial penalty for Baklu

on all diplomacy checks involving foreigners The thre

demonic and diabolic inuences have made the Bakluni w

and mindful of the signs taught to them by their parents

grandparents Few Bakluni man or woman leaves the ho

in the morning without a token of good luck on their perBe it an iron nail bent into a ring a bronze eye worn o

necklace made of woven hair or a lucky copper piece th

tokens are an important security blanket for the superstit

Bakluni If deprived of this token a Bakluni grows nervous

somewhat jumpy resulting in a ndash2 penalty to all charis

based skill checks until the token is reclaimed

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13

FIGHTING STYLESThe Baklunish warrior is the undeniable master of mounted

ombat Be it with a lance bow or scimitar and shield the

Baklunish do it best when on horseback The Bakluni re-

urved Bow or horse bow is the weapon of choice for themounted archer The limbs of the bow seem short but this

s an illusion precipitated by the severe curve the limbs The

amination process used to construct the bow gives it the

trength and thus the distance to rival the eastern composite

ows yet allows it to serve expertly for horseback archers

The one aw of the otherwise masterful design lies in the

trings These wound strips of catgut work well but begin to

eteriorate in an overly damp environment It is common for

rchers who favor the horse bow to carry two bows one

trung and one unstrung plus several replacement strings

As mentioned above the Scimitar (and its cousins) is

he blade of choice in the Baklunish west and has been so

or several centuries Various ghting styles involving theweeping style of the blade are favored which maximizes the

weaponrsquos powerful slashing ability While most favor a light

hield in partnership with the scimitar a few nimble warriors

ake up a second blade sometimes a Jambiya or a short

hrusting sword and at other times another scimitar of equal

ize and arc This dual weapon style called Kasirga -- ancient

Baklunish for Whirlwind -- is a powerful and dramatic style

but requires plenty of room to use properly A more com

style of dual ghting using the Jambiya called Yuzlu -- anc

Baklunish for two-fang -- is favored by urban warriors W

it has less power than the wide sweeping strikes used in

Kasirga style it takes up less room and is more viable intwisting alleyways of the Baklunish Cities

RACIAL FEATSThese are racial feats any Baklunish character can take

their bonus human feat

You are a child of the desert and know its ways

Benet +2 to survival checks in desert terrain

Special Can only be taken at 1st level

You have been riding horses since before you could walk

Benet grants a +2 bonus to ride and to handle an

checks when dealing with horses

Special Can only be taken at 1st level

D [H]

E F [G]

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14

Grsquo G [H]

The goddess of the living waters has blessed your birth

Benet +2 to swim checks and need consume only half the

mount of water than other humans

Special Can only be taken at 1st level

The energies of the Invoked Devastation which tore apart the

reat Empire still linger within you and are manifested in theirthmark scar that you bear

Benet You receive a +2 bonus to Intimidate checks

+4 vs any Baklunish) You also add a +2 to the DC of Save

hrows for any spell with the Fear descriptor you cast You also

eceive a ndash2 to all Diplomacy checks made against any Bakluni

who see or know of your scar

Special You may only take this feat as a 1st-level character

You are descended from the genies summoned to Oerth by

he ancient Baklunish in the days of the Suel-Baklunish wars

You might bear some physical or psychological mark of yourncestry such as a ery disposition thanks to an Efreeti

ncestor or uniformly blue eyes from the blood of a Marid

Benet Select one type of genie Dao (earth) Djinni (air)

freeti (re) or Marid (water) The benets of this feat vary

y the type of your genie ancestor

Dao You receive a +4 bonus on Saving throws against

arth eects and Fortitude saves made to resist petrication

You also add +2 to the DC of saving throws for any spell with

he earth descriptor that you cast as a sorcerer This benet

tacks with the Spell Focus and Greater Spell Focus feats if the

pell you cast is from your chosen school

Djinni You receive a +4 bonus on Saving throws against

ir eects and the following spells acid fog call lightning

loudkill stinking cloud and storm of vengeance You also

dd +2 to the DC of Saving throws for any spells with the Air

escriptor that you cast as a sorcerer This benet stacks with

he Spell Focus and Greater Spell Focus feats if the spell you

ast is from your chosen school

Efreeti You receive a +4 bonus on Saving throws against

re eects You also add +2 to the DC of Saving throws for

ny spells with the Fire descriptor that you cast as a sorcerer

This benet stacks with the Spell Focus and Greater Spell

ocus feats if the spell you cast is from your chosen school

Marid You receive a +4 bonus on Saving throws against

water eects and the following spells acid fog cone of coldorrid wilting ice storm and sleet storm You receive a +2

onus on Constitution checks made to resist drowning You

lso add +2 to the DC of Saving throws for any spells with

he water descriptor that you cast as a sorcerer This benet

tacks with the Spell Focus and Greater Spell Focus feats if the

pell you cast is from your chosen school

Special You may only take this feat as a 1st-level character

S [H]

[H]

M W [G]

You know your way around business negotiations

Benet You receive a +2 bonus on Appraise Checks

checks and Diplomacy checks related to business dealing

You have been riding horses since before you could walk

Benet grants a +2 bonus to ride and to handle an

checks when dealing with horses Special Can only be taken at 1st level

You are a Bakluni who was raised in the deserts of the

Steppes The harsh storms have toughened you

Benet You have a +1 natural armor class bonus

Special You may only take this feat as a 1st-level chara

Your mother was a Hakima and you were born with a to

of her sightBenet You receive a +2 to Initiative rolls and Spot che

Special You may only take this feat as a 1st-level chara

While many Bakluni pay lip service to Sevelkhar to stave

his wrath you have been born with a touch of the wa

within them

Benets All diseases poisons and dehydration eects

twice as long to eect you For eects that are Instantane

delay the onset time one hour per constitution bonus If o

time is 1 minutes triple the time frame if hours make it

and if days make it weeks The character suers pena

slowly and damages are drawn out to make the chara

suer longer This allows the character to be healed when

would otherwise be detrimental While most people are le

tune with such supernatural aictions animals can sen

and you receive a -2 to all handle animal checks

Special You may only take this feat as a 1st-level chara

S [H]

S [H]

T S [H]

T W B [H]

T B P

AlrsquoAkbar (LG god of guardianship faithfulness digniduty)Azorrsquoalq (NG god of light purity courage strength)

Daoud (N god of humility clarity immediacy)Geshtai (N goddess of lakes rivers and wells)Istus (N goddess of fate and destiny)Mouqol (N god of trade negotiation venturesappraisal reciprocity)Xan Yae (N goddess of twilight shadows stealthmind over matter etc)Zuoken (N god of monks mental powers physical anmental mastery)

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15

t is widely documented that the Flannae people are natives of

he Flannaes Hence the name given to the lands even by the

Oeridian conquerors

Rumors persist that one time long ago perhaps before the

ation of Caerdiralor took shape That the Olman and Touv

eople occupied a stretch of land that occupied much of the

outhern Flannaes While no sages can prove the validity of

his claim a case can be made that the ancient Flan could of

eized these lands from the eeing Olman and Touv people

After all many a Touv and Olman god mimic aspects of the

lannae own pantheon

Perhaps a relation to MokrsquoSlyk and the Serpent of Touv

myth Meyanok bare some resemblance though Meyanok was

ot known as a purveyor of magic Though he was directly

esponsible for the birth of three gods Vara Damaran and

Berna Vara has aspects closely aligned to that of Incabulos

specially in the deliverance of nightmares One could arguehat each pantheon has gods or goddess that can be crossed

eferenced with the gods of other pantheons However many

an directly see the inuence of Flannae myth in every other

uman culture bordering or occupying the Flannaes However

were the Flannae inspired by a pantheon of gods from another

rigin

Many sages discredit any notion that such a scenario ever

xisted as no recorded documentation of the presence of

Olman or Touv culture has ever been seen in the Flannaes

roof of Touv and Olman cultures have prevailed in the

Amedio Jungle and there are no signs that these people did

ot originate from these lands

Many agree that the Old Faith is the bastion of Flannaeworship even to this day However some text remain that

how demonic like beings where accepted in the old faith and

eing part of mans primal nature The Old Faith coexisted with

hese obyrith and later tanaric beings Many paid lip service

o appease these ancient brethren Others worshipped them

ke gods and made pacts to gain power and inuence from

hese beings Some appeared to be less diabolical in their

reatment of the Flan people

Mokrsquoslyk the Serpent is thought to have granted the

people with the knowledge of arcane magic Though Flan

religion shows us that Boccob is the god of magic In anc

texts from the church itself show that Boccob once trapp

demon of unknown origin that was more powerful then Bo

at this time It is believe he gleaned enough magical po

over these thousand years of the demonic creatures capt

This could explain how Mokrsquoslyk stopped inuencing the

in his teachings on magic With Boccob now in place as

deity of magic Mokrsquoslyk waned in power Hoping to rec

what was taken from him in his thousand years of capti

It would also explain how Boccob would have little need

worshippers as his power was siphoned from another pow

being

Throughout the history of the peaceful Flannae T

always existed some outside inuence over how their nat

where formed Caerdiralor was formed by dark priests mystics whorsquos primary worship of Tiamat absconded with

teachings of the Old Faith Perhaps it was the pantheo

the Old Faith that was behind the mysterious force w

devastated their capital of Mysyrna Forcing the survivor

cross the Sea of Gearnat

The six great realms of the grass sea lived in tune with na

Until the survivors of Caerdiralor reared their ugly heads

inuenced Sulm in becoming yet another representa

of Ur-Flan power Perhaps the Old Faith was testing

people the dark priests and mystics of Caerdiralor ceme

themselves into seats of power among the Sulmi The

grew in power and once the Old Faith became threatene

obscurity Shattados would don the Scorpion crown the Iof Woe would sink The rampant lion of the Aerdy would

claim to the Flannaes and many of the gods of the Flan

would be incorporated into the pantheon of their conque

Coincidence highly unlikely

Many Flan nationrsquos existed at some point Exag is on

them however Exag was greatly inuenced by the cra

and little is heard of Flan culture in the city of clay excep

inuence in Perrenland The Vast Swamp was or is the hom

RACES OF OERTH

The FlannaeBy Dennis LovattArt by Adam Koča amp Rick Miller

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16

Acerak a cambion demilich who constructed his own labyrinth

or which every artisan or worker who aided in its construction

was locked away within its clutches Acerak would soon follow

ever a true empire in itself Many adventurers deemed it the

Tomb of Horrors for the atrocities committed and experienced

y those who entered the wretched place

The Kings of Burgess were the last of the just and noble

ations to fall to Vecnarsquos spider throne The nations of Fleeth

nd Almadia where intertwined those with the death of the

rincess of Fleeth Almadia was on its own to defend itself

rom the spider throne Vecna sort his vengeance against the

ity of Fleeth Once he slayed all her people save a few nobles

who submitted themselves to his mercy Vecna took Almadia

nd then set his sights on Burgess The only true threat to his

eign at the time of his Occluded Empire

Nuria was a contemporary of six realms of the grass sea

nd the Isles of Woe It traded magical wonders with the

itadel of Veralos ultimately it would be consumed into the

Great Kingdom Believed to have existed in what is now the

Kingdom of Nyrond The Flan population would intermingle

with their oeridian conquerors and become willing citizens of

The Great Kingdom

Perhaps one of the most troublesome of the lost Flan nations

re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants

f Trask were responsible for the attacks on the elven city of

Summer Stars Evil and bellicose beyond refute the invading

erids of house Naelax had little choice but to wipe them

rom the face of Oerth Destroying much of their magic and

writings

Last in the line of benevolent Flannae rulers Ehlissa the

nchantress lived in what is now know as the United Kingdom

f Ahlissa some 1700 years ago and continued to reign in

er prehistoric kingdom for several centuries more Queen

hlissa has no issues she keep song birds as pets During her

eign her people knew peace and none of her subjects knew

overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend

er subjects to her will Her reign lasted up until the Great

Migrations during her reign she managed to prevent the force

ocked away in her Nightingale from escaping Presumably

ead none truly know what happen to Queen Ehlissa or her

amed Nightingale Little to noting remains of Flan culture in

his region Long ago Suel and oerid migrations took their toll

n her Kingdom Becoming part of the Great Kingdom of the

Aerdy and recently The United Kingdom of Ahlissa

APPEARANCEThe Flannae people are recognizable by their bronze

omplexions and wavy or curly hair With strong angular

eatures and heavy brows most Flan are easily discernible

rom other human racial types They tend to be of average to

tocky build sturdy and somewhat hirsute they are anything

ut the prototypical human type these days

Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh

etween 150-180 lbs Female Flannae average between 4rsquo8rdquo

o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller

and heavier Flannae are possible

Their eyes are most commonly dark brown or black br

and amber appearing less frequently Their hair color is us

black but also ranges through shades of black-brown

brown and brown Curly and wavy hair is usual but some

have taken to straightening out there hair in recent times

The original Flan nomads of a millennium ago wore sim

utilitarian clothing including loincloths capes and lea

wrappings on their feet that served as shoes They also w

brightly colored body paints primarily vermilion and ye

ochre in primitive patterns a practice still common am

the surviving Rovers of the Barrens In civilized regions

clothing tends to follow current fashion though they still

to prefer solid bright primary colors

PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract

hard-working and reserved Flan are natural hunters

gatherers imbued with survival instincts most learn to

o the land Flan tend to eat lean even when there i

over abundance of food available Many Flan prefer wate

milk to alcoholic beverages though some places espec

in Geo and Sterich mead and ale have become com

place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling

family ancestry All Flan appear to be unemotional or slo

speak however those that succeed in gaining there trust

nd themselves a loyal passionate and jovial friend O

the human sub-races the Flan are more inclined to work

live among the demi-human races

Few nations boast a large Flan population these d

Geo Sterich Perrenland and the Wolf nomads sport

people mostly mixed with people of other human ethnici

Only the Roverrsquos of the Barrens and the people of Tehn s

a signicant stock of pure Flan-blooded people these day

The ancient Flan were able to carve out some of the m

successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em

Tostenhca Sulm and Itar

The Kingdom of Caerdiralor was the seat of Ur-Flan po

Absconding from the Flan coexistence with nature The ur-

delved deeply into the dark arts and sort to use the destru

force of nature to bend all to their will Worship of Tiamat b

paramount to their society Many other obscure demonic

or immortal powers inuenced them as well Mokrsquoslyk

Serpent seemed to be inuential in gifting the ancient

people with the arcane arts The true nature of Mokrsquosly

unknown Though his inuence amongst all the Flan pe

is well documented throughout history Caerdiralor mee

end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t

capital city of Myrsyrna that ended the genocidal war and

the surviving elite eeing across the Sea of Gearnat to

Lands of the Rhugha

Meanwhile in the lands known as the Bright Desert tr

of Flan people began to embrace the teachings of Va

the Maker the Subtle Teacher Born a mortal Vathris ra

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17

imself to the cusp of immortality through his knowledge

eeds and wisdom Embracing the ideals of progress and

ngenuity Under Vathris guidance the six great tribes of the

rass-sea became six realms

The six realms at that time where known as Itar Sulm

Rhugha Ronhass Durha and Truun Itar was chief among

hese six realms as they embraced the teachings of Vathris

wholeheartedly Many of the other tribes struggled to shed

heir past beliefs and the most resistant of those realms where

he Rhugha and the Ronhass strange that two of the most

rominent realms in the great grass sea choose to war against

ach other on a mere slight that none can recall If not for

he interference of the other four realms the Ronhass would

urely have fallen into obscurity The only way to keep peace

mong the six realms was to divide a line directly through the

ands of the Rhugha and Ronhass The Truun were gifted this

ealm to maintain the peace Gifted horsemen themselves and

utnumbering both the Rhugha and Ronhass in size made the

Truun the most reasonable choice to police these realms

Though peace would not last that long The dark mystics and

riests of Caerdiralor found their way into the nobility of Sulm

ars They whispered honeyed words of peace and progress

nstead they used their knowledge of iron-craft and secretitive

ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic

nd technology brought to them by the Caerdiralorrsquos sought

o control the six realms and make them into one mighty

ation

Sulm would rule over the six realms uniting them in bloodshed

nder one banner Despite the numerous nations of horsemen

hat opposed them Sulmrsquos iron-shod legions proved too much

or the other realms The Itari posed the greatest threat to

Sulmrsquos machinations of dominance over the great grass sea

The decades long war ended when Vathris divine spark was

nded by a dark wicked barbed longspear In vengeance for

tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered

he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering

lis of Sennerae down into the deep blue void of the Sea of

Gearnat

Sulm would fall due to the machinations of their last king

Shattados Five hundred years after Keraptis was named

rotector over the Flan nation of Tostenhca Shattados

would don the Scorpion crown gifted to him by the lord of

ntropy himself Tharizdun The people were transformed

nto manscorpions and dune stalkers while Sulmrsquos grass sea

uickly converted into the sands which make up the lands of

he Bright Desert today

Tostenhca was a military protectorate under the leadership

f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences

nd craftsmens ship that could rival those of dwarven and

nomish races They also saw the height in taxation that was

trictly enforced by Keraptis regime Keraptis made good on

is threats to those who failed to follow his strict tyrannical

rders Though the city saw its greatest success under

Keraptis rule His over taxation and cruelty were ultimately his

downfall the people revoked and under the leadership of

High priest Gethrun Shoiraine destroyed the wizard hiera

and laid siege to Keraptis keep Defeated Keraptis ed to

south with his gnomish minions

Three hundred years later Keraptis would enact his reve

using the power from the Null Enigma found under W

Plume Mountain Keraptis cursed Tostenhca Which lea

the death of Tostenhcarsquos inhabitants Tostenhca was lost

forgotten save for the rumors of its gold laden rooftops

unsurpassed wealth Many an adventurer has meet their

searching for the lost wealth of Tostenhca Where on

proud and striving Flan nation stood only a cursed and ko

infested place remain Now referred to in the cold tongu

Skrellingshald ldquothe cursed Flan holdrdquo

Veralos the Lost Citadel of the Flan was a fortress

upon the edge of the Rift Canyon in ancient times and

fealty to the wizards priests of the Isles of Woe Elite scho

artisans and mystics from all walks of life where sent he

develop their craft for the betterment of all Flan-kind Tho

the wizard priests of the isles of Woe were well entrenc

into Veralos social structure Little discovered behind

fortied walls escaped their attention Well after The Isle

Woe plunged beneath its watery depths into oblivion Ver

continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel

a sleeping power from within the Rift that would crum

the hidden citadel and its people for all time Even with

successful foray initiated by the company of seven M

scholars believe Veralos to be just another myth surroun

by an uninhabitable region of the Flannaes

The ldquosurvivalist instinctrdquo is forever present within the m

and hearts of the Flannae peoples and they nd ways to

exist in their lands regardless of their circumstances

nations of pure Flan decent survive these days save the Ro

of the Barren and Tenha The Wolf nomads The Sheldo

Valley Perrenland and the Theocracy of the Pale are p

that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o

human cultures cementing part of their religious and cul

inuences amongst them all

A great many Flannae grow-up to become farmers herd

druids bards rangers and mages of renown Being inst

from early childhood with a profound respect for natur

all its forms Flannae have studied the aspects of nature

their place in it at one time or another Most Flannae h

at least a rudimentary understanding of farming herd

animal husbandry agriculture geography and wea

patterns Many Flannae plant a tree in front of their home

in a garden where they have easy access to As long as

tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of

luck and one should pick up and leave the place behind th

The skill of manufacturing leather and wooden crafts is

highly respected among the Flannae peoples Many a Flan

crafted a ute from a branch that had fell during a st

Tanning was and still is a common practice of many Flan

people The hides are highly prized for use as clothing

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18

rmor A naturally peaceful people skills such as dancing and

inging are often manifested in Flannae from all walks of life

RELIGIONThe Flannae peoples seem to have a particular fondness

or gods representing nature The Flannae Pantheon mostly

onsists of gods from the Old Faith With Beory and Obad-

Hai being the gods most commonly associated with the old

aith Over the years dierent cultures have altered the

riginal gods associated with the Old Faith save Beory and

Obad-Hai who are always present among their number The

riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn

ord Incabulos (in some Flan cultures he is replaced by the

oddess Berei) and The Lord of Winter Nerull Originally all

were neutral aspects though Incabulos became associated

with plagues and suering making many followers of the old

aith wish for the Lord of Winter to end their suering As such

very winter Obad -Hai is slain by the lord of winter It is the

ord of spring that releases Obad-Hai from the summer tree

He has Berei assist him with the burial of Obad-Hai Where he

s buried Mother Beoryrsquos tears revive him and a young sapling

rows which drops the fruit that hatches a young Obad-Hai

nce again in the spring By the summer he is fully grown and

trong the Stag King leading the wild hunt against those that

would dele nature During autumn he grows into a weathered

ld man waiting for the winter lord to slay him once again

There is a belief amongst the Old Faith that should Pelor fail

o bury Obad-Hai after seven days He will be gone forever

nd Oerth will forever be plunged into an eternal winter

The Flannae Pantheon consists of Allitur Beory Berei

Boccob Celene Earth Dragon Ehlonna Grummush (amongst

he early Flan he was thought a chief rival of Obad-Hai in

he old faith he was once known as the autumn lord and

was replaced by Incabulous after he established himself as

he chief patron of the orcish pantheon)Obad-Hai Pelor

ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and

Zodal

Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are

he primary recipients of Flannae worship in the Flannaess

hough all the gods of the pantheon receive varying amounts

f veneration token though they may be Many others

ave lost a direct association with the Flan pantheon and

re not mentioned here Though in truth about 90 of the

lan pantheon is considered part of the common pantheon

f gods As the oeridians stopped worshipping Sol and have

ully adopted Pelor into their pantheon of gods Beory is

onsidered the mother of the gods and only in the baklunish

west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the

most diminished of the human races currently bordering or

ccupying the Flannaes However they have cemented their

ustoms and traditions into every human species they have

ver come across Most notable of them all are the Oeridians

nd to a lesser extent the Suloise people

PROFESSIONS AND SKILLSThe Flannae have developed many and various skills

the centuries and in that time those professions and s

have changed little regardless of their location upon the O

-- as such all Flannae characters gain a + 2 racial bonu

two of the following skills Knowledge (nature) Knowle

(geography) Knowledge (the planes) Survival Ha

Animal Profession (tanner) Profession (animal breed

Profession (grain farmer) Dancing Singing or Ride T

skills are considered Class Skills for all Flannae character

Flannae characters are so attuned to nature that many

learned languages common amongst the fey races As

Flannae characters may take the Sylvan tongue as secon

language

The ancient Flannae also dwelled and worshipped dem

like they do gods these days Many have learned the Aby

tongue of demons and a few have learned the infe

languages of devils as a secondary language Note D

may require one of the following feats to be taken (Tai

Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o

to explain where the character has developed their knowle

of these languages

Flannae characters hailing from nations within the Sheldo

Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla

are exposed -- or have been exposed -- to atrocities dea

them by giants or other creatures driven from their home

an invasion of giants

FIGHTING STYLESThe ancient Flannae peoples where associated with prim

ghting styles few of which see use today Many Flan

where accomplished horsemen Most preferred to ride

their opponents armed with spears and axes Some ca

sickles to sacrice their enemies to the old gods Archery

horseback saw some usage mostly among the Itari and

by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we

maintaining their lands

In Geo and Sterich many of the Flan in these nations

adopted the sword as their main weapon While it se

this tradition was inspired by the oerids of these lands

Flan embody the spirit of their ancient brethren by run

headlong into battle naked armed only with their swords

handed weapons have also become common place as

tend to be more useful in damaging the giants which

these lands Long-bowmen have just begun to see m

usage as they allow one to keep a long distance from t

enemy short-bow use is more common especially when ri

horseback

The Wolf nomads favor the spear throwing axe and

their ancestors used in battle Some carry a spiked lea

gauntlets or the punching dagger and curved blades of t

baklunish ancestors alongside their wolf companions

In Perrenland polearms see much use especially amo

the mercenary companies Mercenaries from Perrenland

highly valued in the armies they serve Their ability espec

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19

n defense measurements are highly sort after Shortswords

xes spears shields and hunting knives are also common

lace with crossbows seeing little use in this region The most

killed pikemen and halberdiers are often from Perrenland

Having pushed back many a marauding army Most military

men in Perrenland learned their craft as mercenaries Fighting

n the opposite sides of warring parties However it is the

are mercenary who fellrsquos one of his kin This has served them

well when being hired to route fellow countrymen from the

pposing army ranks Only to nd them bolstering the ranks

f the mercenary army sent to dispose of them

One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra

urden of heavy armor and few would don any armor that

weighs more than forty pounds

Naval combat is something most Flan nations these days

now little about Many of their nations do not border large

odies of water capable of supporting naval units In ancient

mes the Isles of Woe and Caerdiralor supported naval units

Ahlissa presumably had the largest naval unit of all Flan

ations Though they also saw little usage as naval combat

was not as advanced as it is now in present day Oerth Instead

most naval units merely supported the transportation of

roops Perhaps naval units were more commonplace when

he Pomarj was a heavily populated Flan nation Though as

ar as historians can tell this area was populated by primitive

solationists who later were absorb into the migrating Suel

opulation Eventually only traces of Flan culture exist With

ltars and shrines devoting worship to the earth dragon

aramount among these ndings

The Flan present in the Theocracy of the Pale have been

bsorbed into the Oeridian way of life In truth little of their

ways exist in the Pale these days Many of their ghting

ormations and weapon usage mimics those of their Oeridian

rethren

RACIAL FEATSThe following is a list of racial and heritage feats that an

lannae character may take as hisher bonus feat

While some Flan from all walks of life are imbued with the

lood line of Caerdiralor You have a stronger connection

raced back to a mixture of the Sulmi bloodline with the

urvivors who ed the doomed nation when they crossed the

Sea of Gearnat

Benet A Caerdiralor Flan receives a +2 to saves against

pells from the necromantic school of magic If they have the

bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic

Special You may only take this feat as a 1st-level character

You are a descendant of the ancient Itari Flan whose forward-

hinking permitted them access to the ways of Vathris the

B C[H]

B I [H]

B D [H]

B R R [H]

maker

Benet An Itari Flan receives +2 skill bonuses to both

Knowledge (nature) and Diplomacy skills The character

easily sway someonersquos reaction by two categories for e

successful Diplomacy roll

Special You may only take this feat as a 1st-level chara

The characters Diplomacy score must be equal to or gre

than the characters level he is trying to persuade Other

the characters Diplomacy can only improve reactions rol

one category

You are a descendant of the Durha Flan some of the m

backward thinking and barbaric of the Flan people

Benet The Durha were some of the most determ

warriors However determination and skill are two die

things As such these characters gain 1 extra hit point

character level

Those with this bloodline may remain active at less

zero hit points with a successful Willpower save with a

DC of 12 plus the amount of damage suered below z

Example Fleg was struck by a club bringing his hit point

to - 3 hit points Fleg wills himself to maintain ghting on

rolls a 16 for his Will save to overcome his wounds S

Fleg is at -3 hit points he needed a 15 to remain active

remains active and is not struck again in combat Howeve

now requires a successful Willpower save DC 16 to cont

ghting as he cannot become stable while remaining activ

combat

Special You may only take this feat as a 1st-level chara

You are a descendant of the RhughaRonhass Flan While

Rhugha and the Ronhass were both intimately related to

other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron

were skilled horseman only because they were as stubbor

the mules they trained and lived with

Benet A RhughaRonhass Flan receives a +2 compet

bonus to their Ride skill (horses) and Handle Animal

(horses) They also receive a +2 to saves against spel

abilities to charm or enthrall them Spells that control emot

can aect them if it induces anger

Special You may only take this feat as a 1st-l

character Diplomacy is never a class skill for a character

this bloodline Diplomacy is treated as a non-class skill

receives all the limitations of a non-class skill for those

this bloodline regardless of which class they belong too

You are a descendant of the Sulmi Flan The ancient S

were always very ambitious determined to complete a tas

matter the cost This endearing trait led them to incorpora

the teachings of Caerdiralor into their society However s

B S [H]

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20

ure strains of this bloodline exist

Benet A Sulmi Flan receives a +4 insight bonus to any

kill roll once per day This does not guarantee success but

hows there determination in completing a task

Special You may only take this feat as a 1st-level character

The DM should penalize characters with this feat who give up

task too often or too easily

You are a descendant of the Truun Flan Much like the Rhugha

Ronhass the ancient Truun were skilled horsemen that

ttacked in large groups However the Truun did not share

he stubbornness their Rhugha and Ronhass brethren were

amous for

Benet A Truun Flan receives a +2 competence bonus

o their Ride skill (horses) and Handle Animal skill (horses)

A Truun that makes a successful Ride skill check in combat

lso receives a +1 competence bonus to attack rolls while on

orseback

Special You may only take this feat as a 1st-level character

You bear the mark of Demogorgon prince of all demons

Benet A character with this feat can telepathically

ommunicate with a creature in close range (25ft) much

ke a detect thoughts spell A targetrsquos successful Willpower

ave prevents you from reading its thoughts the save DC

=character level + 2 + highest non-physical attribute bonus

Intelligence Wisdom or Charisma]

However you also receive telepathic signals from all demon-

ind The latter is never at ease You struggle to control

he telepathic communication from demons a successful

Willpower save (DC demonrsquos hit dice + charisma bonus) is

equired whenever the character wants to actively block out

his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2

enalty on attack rolls saving throws skill checks and ability

hecks) until a successful Willpower save is made Because

he character has a volatile nature he gains a +2 insight

onus to all Intimidate skill checks and his telepathic link with

emon-kind grants him a +2 insight bonus to his Knowledge

the planes) skill checks Because the character is telepathic

e gains a +1 insight bonus to all initiative rolls

However the character always exudes a faint evil aura due

o the mark regardless of the characters actual alignment

Special You may only take this feat as a 1st-level character

You were born with a slightly forked tongue granting greater

ptitude with magic

Benet A character with Mokrsquoslykrsquos Tongue gains +2

ompetence bonus to either his Knowledge (arcana) or

Spellcraft skills The character also gains a +1 to their caster

evel when overcoming resistance for spells cast with a verbal

B T [H]

M S B [H]

Mrsquo T [H]

O A [H]

O F [H]

T T [H]

T T [H]

V T [H]

component

Special You may only take this feat as a 1st-level chara

You share some ancestry with those that lent their ma

might to the defense and expansion of Vecnarsquos Occlu

Empire

Benet Vecnarsquos Occluded Empire was well known fo

use of dark and secretive magical might As a descen

of this region you receive a +2 competence bonus to

Knowledge (arcana) and Knowledge (the planes) skills

Special You may only take this feat as a 1st-level chara

While many modern day Flan follow many faiths you fo

the ancients ways of your people

Benet A character with this feat receives a +2 compet

bonus to their Knowledge (religion) and Knowledge (nat

skills

Special You may only take this feat as a 1st-level chara

must follow Old Faith

You bear the taint of Tiamatrsquos followers

Benet A character with this feat has slightly scaly

that is noticeable by touch only and gains a +1 natural a

bonus They also gain a +4 resistance bonus to one of

following energy types acid electricity re or frost

Further the character also receives a +2 insight bonus t

Sense Motive checks to detect malicious intents or auras

as an evil spell or power register

However the character always exudes a faint evil aura

to the taint regardless of the characters actual alignmen

Special You may only take this feat as a 1st-level chara

You bear the artice and skill the the Tostencha people w

famous for

Benet This character may add +2 to one Craft sk

their choice The character also gains a +2 to their Appr

skill checks

Special You may only take this feat as a 1st-level chara

You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any

Knowledge skills and add a +2 competence bonus to t

skills or they make take one non-class knowledge skill

use it as a class skill without any penalty for skill improvem

cost

Then there are those who follow the teachings of Vathr

the god of lost causes and revenge These latter charac

8162019 Oerth Journal 27pdf

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21

eceive a +2 to saves against poison or magic that would

ring them death or below zero hit points They also stand a

0 chance of becoming stable when brought below zero hit

oints instead of the normal 10 chance of most people

Special You may only take this feat as a 1st-level character

You are exceptionally skilled and versed in the workings of

he world

Benet A character with this feat gains 4 extra skill points

t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class

Also Knowledge skills can be increased by one more point

han usually allowed per character level A rst level character

with this feat may have a Knowledge skill with up to ve ranks

t rst level

Special You may only take this feat as a 1st-level character

V S I [H]

The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4

T F P

Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a

hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)

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23

PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged

traightforward and pragmatic Oeridians are taught from the

arliest age to respect authority and those who bear arms

Their interests lay in exploration hunting ghting and empire

uilding The history of their people give them right to boast

Oeridians are prone to take charge in dicult situations and

et they respect their superiors and sacrice for the good of

whatever cause or group they believe in Oeridians are known

or their enjoyment of songs celebration physical games

nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly

egarded by other races

There are three prominent Oeridian tribes The Aerdi best

nown for establishing The Great Kingdom The Nyrondal

f the Kingdom of Nyrond and the Vollar of the Prelacy of

Veluna are the other two prominent tribes of Oeridians Other

ribes do exist -- or have existed -- but they have become

ntermingled with other cultures

The Kingdom of Furyondy has a signicant Vollar presence

n its border with the Prelacy of Veluna however the Vollar

n both sides of the border have intermingled extensively with

he other peoples of these nations

The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of

he Flannaess but is now but a shadow of what it once was

aving splintered into two separate and distinct kingdoms

North Kingdom and The United Kingdom of Ahlissa Neither

f these current kingdoms is in control of the former capital

f Rauxes Decades of inghting magical atrocities and the

ramping of undead armies across the land have devastated

he area around the former capital

Most Oeridians now living in these lands tend to be less than

traightforward compared to their brothers in other lands

eing much more conniving and preferring to avoid direct

onict They seek instead to manipulate their adversaries

uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This

ttitude has served to lessen both the military presence and

nuence of the Church of Hextor

The Kingdoms of Furyondy and Nyrond as well as the former

Shield Lands are able to boast Oeridians of purest blood

Though the Shield Lands have been overrun by the forces of

uz the Oeridians still living there show real determination

nd the erce spirit of the race The Oeridians in these lands

ontinue the struggle against the occupying forces of Iuz the

nly exception being the Oeridians of Nyrond

The Oeridians of Nyrond mirror the condition of the Kingdom

tself they are poverty stricken This situation leaves them in

very poor position to wage an oensive war against the ldquoOld

Onerdquo However the Oeridians of Nyrond remain ever vigilant

f the Old Onersquos designs on their territories and are prepared

hough their stance must be defensive in nature

The ldquowarrior coderdquo is forever present within the minds and

earts of the Oeridian peoples and they nd ways to defend

heir lands regardless of their circumstances Defensively

uryondy is currently in the best shape of all the Oeridian

nations due to their being aided in securing their border

their Velunese neighbors In addition the Church of Heiron

has an ever growing inuence amongst the Oeridian peo

in these two nations and the Priests and Paladins of His ch

are highly regarded by the peoples of these two kingdom

The Oeridian peoples have learned to work well with o

human races and nowhere is this truth more evident tha

the Sheldomar valley and the Kingdom of Keoland In Keo

a minority of Oeridian and Suloise nobles enjoy a peaceful

over a Flannae majority

In the Prelacy of Veluna a considerable populatio

intermingled Oeridian and Flannae peoples also live toge

peacefully Rao serves as this nationrsquos chief deity but

church of Heironious is also well represented on the nat

Theocratic Council The Oeridian peoples of Keoland

Veluna are much more in control of their emotions then

their brethren in other nations and are therefore less like

fall prone to the more traditional overreaction of Oeridian

A great many Oeridians grow-up to become warriors B

instilled from early childhood with a profound respect for

and women of martial prowess most Oeridians have studie

least one melee weapon by the time they reach adulthoo

The skill of manufacturing weapons and armor is also h

respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are

naturally nimble people acrobatic skills such as dancing

tumbling are often manifested in Oeridians from all walk

life

RELIGIONThe Oeridian peoples seem to have a particular fondnes

martial gods The Oeridian Pantheon boasts no less than t

Gods of War and Battle Heironious Hextor and Stratis

is believed to be dead

All three war gods were mothered by Stern Alia God

of Motherhood Culture and Law three precepts which

important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St

was dominant in their ancient homeland which they be

was in western Oerik Some Oeridians still worship this fa

deity and repeat a legend associated with His death

whispered that at His death Stratisrsquo blood burned its

through the Oerth down into the Underdark and exposed

passageway to the drow settlement of Kalan-Grsquoeld Str

blood then turned into mists and still oats around

Underdark in clouds It is said that anyone touched by th

clouds is gifted with a portion of Stratisrsquo divine spark

The Oeridian Pantheon also consists of Bleredd Celes

Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku

Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri

collective name for the Oeridian agricultural gods Veln

Telchur Atroa Sotillion and Wenta

Heironious Hextor Fharlanghn Pholtus Pelor and Zil

are the primary recipients of Oeridian worship in the Flanna

though all the gods of the pantheon receive varying amo

of veneration token though they may be

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25

s another matter entirely If not for the considerable size of

heir eets these nations would be in serious trouble given

hat this is the one area in which the Suloise have bested

hem

The Oeridians of the former Great Kingdom prefer to ram an

nemyrsquos vessel and board them with marine units since their

and to hand tactics are superior to that of their opponents

However their naval tactics prove a contradiction in this

egard as Oeridian ships are built for strength rather than

peed and ranged combat seems to be the most eective

method against the Suloise vessels

The Peace loving Oeridians of Veluna have ample amounts

f military units cavalry infantry and archers However these

Oeridians prefer bludgeoning weapons Veluna is also known

o have the only man-catcher unit in existence While no

ne has yet seen it used on the eld of battle it is rumored

hat these units were responsible for quelling the upheavals

n the disputed lands of Bissel The man-catcher unit serves

mainly as an honor guard but gives frequent demonstrations

f its great prociency in the non-lethal use of their weapon

Although swordsmanship is practiced in Veluna it is viewed

rimarily as a sport rather than an instrument of war

RACIAL FEATSThe following is a list of racial feats that an Oeridian character

may take as hisher bonus feat

You have studied many dierent Aerdi styles of warfare

ranting you a mastery of the battleeld

Benet A character with the Aerdi Bloodline feat gains a +2

ompetence bonus to Alertness checks and a +1 competence

onus to hit with spear or short sword

Special You may only take this feat as a 1st-level character

You have exceptional skill on mounts and with Nyrondal

anged combat tactics

Benet A character with the Nyrondal Bloodline feat

ains a +2 competence bonus to Ride skill checks and a +1

ompetence bonus to hit with a rapier or bow

Special You may only take this feat as a 1st-level character

You are known for your scouting skills and defensive ghting

actics

Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and

+1 dodge bonus to their AC

Special You may only take this feat as a 1st-level character

A character must choose either Spot or Survival skill bonus at

st-level

B N [H]

B A [H]

B V [H]

C S [G]

D R [H]

H [GB]

You are skilled in battle and can sense when combat is a

to ensue

Benet Before combat begins a character with this

can make a wisdom check (DC 10+ frac12 opponents hit dice)

if successful the character gains a +2 insight bonus to t

saving throws or Armor Class either which can apply

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters need to meet a prerequisite to a

this feat a wisdom score of 13 or higher

You are nimble in battle and many of them study how to a

blows

Benet A character with this feat gains a +2 dodge bo

when not using armor or shields of any kind The chara

must have a weapon in his hand for the feat to work

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters can take this feat but the prerequ

is a Dexterity score of 13 or more

You have toughened your body to the point where they s

able to turn blades aside during battle

Benet A character with this feat gains a damage resista

of 2

Special You may only take this feat as a 1st-level chara

must take either Endurance or Toughness as a prerequisi

this feat

You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta

they may rage like a barbarian of equal level The chara

receives all bonuses and penalties associated with ragin

noted on page 25 of the 35 edition of the PHBThe chara

receives all bonuses and penalties associated with raging

noted on page 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level chara

Oeridians from Veluna cannot take this feat

You can be quite intimidating when you have to be

Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi

someone a second time even after an initial intimida

check has failed but without the +2 bonus on the sec

attempt

Special You may only take this feat as a 1st-level chara

O R [H]

O P [H]

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26

O G [H]

O S [H]

You have a greater aptitude towards grace and maneuverability

Benet A character with this feat gains a +2 competence

onus to all Balance and Tumbling skill checks

Special You may only take this feat as a 1st-level character

Your ghting spirit shows your resolve when the end is nigh

Benet A character with this feat gains a +2 competence

o hit and damage but only when reduced to less than 20

f his hit point total

Special Oeridians who are members of the following

lasses may choose this feat Barbarians Rangers Paladins

Warriors and Fighters Fighters can gain this feat at rst level

A character may gain this feat after choosing the Endurance

nd Die-hard feats

You are well versed in many ghting styles However you

refer a less lethal approachBenet A character with this feat can use any blunt object

r bludgeoning weapon to cause non-lethal damage to his

pponent Weapons used in this way do half damage All

amage inicted in this manner is non-lethal

You have mastered the art of non-lethal damage

Benet As Sub-dual Focus above only the weapon does

ull damage all of it being sub-dual

Special Oeridians from Veluna taking Sub-dual Focus get

Greater Sub-dual Focus for free Other characters are required

o spend a second feat for Greater Sub-dual Focus

You have honed your skills in the subtle arts eschewing any

warrior instincts for a more deceptive approach

Benet A character with this feat receives a +2 competence

onus to both the Blu and Sense Motive skills The character

s equally adept at lying and discerning a lie

Special You may only take this feat as a 1st-level character

Only those characters from Ahlissa and North Kingdom may

ake this feat

S- F [G]

S- F G [G]

S [H]

T O P

Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti

Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves

Zilchus (LN god of power prestige inuence monbusiness)

Crsquo

C

G

T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073

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27

RACES OF OERTH

The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak

The Rhennee rmly believe they are from another world

nown as ldquoRhoprdquo In truth Rhop was a large island continent

ar removed from the Flanaess The distance is so great that

t could easily lead anyone to believe that Rhop was anotherworld

Natural talents possessed by the Rhennee strongly suggest

o scholars that the Rhennee have lived on or near large

odies of water for the racersquos entire existence Some sages

elieve that Rhop was ndash in reality ndash some type of ldquoElder

Beingrdquo possessed of supernatural powers and quite possibly

esembled some type of turtle-like creature Such a Being

would of necessity have been quite large possibly measuring

ome ve miles in radius Sages believed that either some

xternal ldquoforcerdquo removed the Rhennee from their living island

aradise or else this ldquoIsland Beingrdquo itself sent them away

While there is some debate upon the subject most sages

gree that the Rhennee are native to Oerth Sages also agree

hat after leaving their island home the Rhennee traveled to

he Flanaess and settled in and around the Adri Forest But

enturies ago they were driven out of this area as well -- by

he invading Oeridians

On the whole the Rhennee are still a young race Having

nally found their own niche within the societies of the Flanaess

eems to have caused their civilization to ourish especially

pon the Selitan river and the Nyr Dyv What happens to the

ace next remains to be seen

The Rhennee themselves have taken a generally neutral

pproach to their neighbors refusing to involve themselves

r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have

sed them for a variety of transportation services including

he delivery legal and illegal goods

Whether or not the legend of Rhop being some other world

s true or not one thing is certain the Rhennee people are not

eaving the Flanaess anytime soon

APPEARANCEThe Rhennee are often tan or olive skinned humans T

tend to be shorter than other human races and often stoc

displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w

between 140-175 lbs while female Rhennee average betw

4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co

are most often blue gray or hazel although green eyes

not unknown Their hair color is often black or dark bro

Curly hair is most common but wavy hair is not unknown

PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated

secretive most Rhennee have little regard for the other hu

races

Having been ostracized by the majority of human ra

Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp

and it is very rare to nd one amongst the Rhennee for

great length of time To the Rhennee nothing is more impor

than family and regardless of personal dierences it is ta

to go against the family and side with a Gajo

The Rhennee live almost exclusively upon the waterw

of the Flanaess making their homes on large barges A s

sect of Rhennee ndash known as the Attloi ndash travel in caravan

the area of the Adri Forest where many believe the Rhen

made their rst appearance in the Flanaess The majori

Rhennee reside in the central Flanaess remaining close to

Nyr Dyv which serves as a central focus for these people

Most other races of the Flanaess often consider the e

race of Rhennee as criminals and thieves While it is true

many Rhennee excel in the roguish arts relatively few

out right criminals The conict lies in the fact that to

Rhennee things which are considered the property of G

are actually considered ldquopublic propertyrdquo by the Rhennee

The Rhennee believe that if you cannot carry the item u

your person then it is open to public use To be fair even am

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28

hemselves the Rhennee practice this belief The exception to

his is items placed into a roped circle This practice dictates

hat the items should not be touched or removed The number

nd sequence of knots tied into the rope will show any and all

ust who it is that claims the roped property as their own

The Rhennee culture is very chauvinistic Males are the

eaders and may carry on their barge just as many wives as

hey can aord It should be noted however that each barge

r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda

cts as an advisor and a councilor to the leader in all of the

amilyrsquos aairs The Verda also serves as the tribersquos healer

nd herbalist She predicts the weather and sells fortunes to

he Gajos While male nobles rule the tribe none of them will

ontradict the Verda of their tribe

Interestingly Rhennee women must remain virgin until their

marriage while males are encouraged to take many lovers

But if a woman is found to have had sex before marriage she

s then forbidden to ever marry and must become a prostitute

r ldquoAuntardquo to the tribe Such a woman is often given a small

essel separate from the barges and is only welcome aboard

barge when she is servicing the Rhennee males on it

This custom seems strange to others given that most

Rhennee males will quickly start a ght if they believe that

Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for

he privilege of a night with one of these women For these

easons and others an Aunta is much more likely to leave the

arge-folk and seek a new life amongst the Gajos

All Rhennee are known to fear sickness child birth and

eath Since all three conditions are considered taboo If

Rhennee person is sick they are left with the wise women

f the tribe ndash the Verda ndash and no one will even visit with the

ick individual until the Verda deem it safe to do so If the sick

annot be cured or if there is the fear of infection then the

ick are sometimes simply cast out This rejection of the sick

n order to protect the tribe is considered even to out way any

amily tiesWomen who give birth must remain in seclusion with the

Verda for 40 days and 40 nights During this time no male

may see her she cannot even return to her husband until this

eriod is over The newly born child may be brought before

he father by the wise women but it is common place that the

hild is usually not seen until the wife returns to her husbandrsquos

ide

Women who give birth to an exceptional number of male

hildren have considerable authority within the tribe Age and

xperience also play an important role in Rhennee society For

xample older females possess considerably more power and

nuence than do younger woman within the tribe

Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become

Vethardquo sorceresses who are endowed with the powers of

Rhoprdquo Women who attain this standing ndash but are not actually

Verda ndash are now treated as though they were while actual

Verda who develop the Vetha abilities are considered nearly

divinerdquo in nature and are given a great range of freedoms in

egards to tribal aairs

Death by any cause is something that all Rhennee fear

For the barge-folk the deceasersquo body must be lled with

or sand and then wrapped in linen and cast into a large b

of water The Attloi on the other hand bury their dead

very often mark the grave as the site of a great evil Pries

Death Gods and Goddesses are greatly feared and consid

repulsive to the Rhennee peoples as are Necromancers

Though predominantly rogues all Rhennee males bec

adept with weapons and the most accomplished of t

become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe

warriors and enforcers Both elder males and the Darkha

are second only to the chieftain of the tribe

Rhennee earn most of what little income they have prim

through the transportation of goods and passengers altho

hunting shing trading and craft-work also play a role A

Rhennee are excellent Tinkerers though their reputation

such work may vary widely Sadly some Rhennee do pref

steal from the Gajos in order to make a living and this re

poorly on the race as a whole though Rhennee will not s

from each other

The Rhennee practice no known religion or at the le

no Gajo is aware of any formal Rhennee religion Wate

respected and honored by all the Rhennee so much so

the barge-folk have been known to clean dirty waterways

to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen

will willingly pollute a water source

Rhennee males like to wear tight-legged pantaloons l

tting shirts and leather jerkins Females wear long ow

sleeveless dresses with low-cut tops so as to entice t

males Rhennee women also like to wear charms made

mollusk shells and precious stones that are found near

the water The more colorful these garments and adornm

are the more they are liked by the Rhennee though b

and greens are easily the most popular colors

RELIGION

Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and

basis of their religious beliefs This thinking is reinforce

the practice among the Rhennee of ldquoVethardquo where som

their women are endowed with the sorcerous powers of

ldquoRhoprdquo

In the last few centuries some of the Rhennee

begun worshiping the elemental forces of water Still ot

participate in the sacricial rites of demonic and devilish c

Some of the Rhennee have even taken up the worship of s

Deities of the air though such Rhennee are few

Among the land dwelling Attloi some have taken up

service of Gods more commonly worshiped in the Flana

these include Fharlanghn Olidamarra and Istus Still

are those few who worship Celestian and Pelor

PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and

these skills as their trade Rhennee are taught from birt

swim and some are even conceived in the water

All Rhennee characters gain a +2 racial bonus to the ski

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29

f their profession (Boater) and swimming These are

onsidered class skills for all Rhennee characters Rhennee

haracters also have an innate ability for sleight of hand and

eceive a +2 bonus to this skill as well But they suer a ndash2 to

ll Diplomacy checks when dealing with other human races

Crafting hunting and shing are very common among the

Rhennee people They are also adept at preparing some of the

nest seafood dishes in all the Oerth

The land based Attloi keep horses and pack animals and use

hem to pull their wagons and haul their goods The Attloi are

killed performers excelling at dance wind instruments and

inging For this reason Attloi characters receive a +2 bonus

o animal handling and a +2 performance bonus in one of the

kills listed above

Like their waterborne brethren Attloi characters also excel

t sleight of hand and receive a +2 bonus to this skill But

hey also receive a -2 penalty to Diplomacy checks whenever

ealing with the other humans races The Attloi are skilled

raftsman and leather workers and make some of the nest

eather armor and goods to be found in the Flanaess

FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing

hey have to an army are the Darkhagard warriors who guardheir barges

Most Rhennee focus on martial skills which favor thrown

weapons single weapons dual weapons or a two handed

weapon style Wrestling and sticus matches commonly take

lace among the Rhennee people

Some Rhennee have developed a rope ghting style which

s used to trip bound or to escape an opponent This ghting

tyle is defensive in nature and is often used by older males

nd a few of the females among the barge-folk though it is a

much less common ghting style among the land based Attloi

The Rhennee have also developed a special racial weapon

alled the ldquoDarkhardquo This special weapon will only be found in

he possession of a tribal chief or his Darkhagards

RACIAL FEATSThe following is a list of racial feats that a Rhennee character

may take as hisher bonus feat

You have developed a sense for locating and spotting water in

ny quantity

Benet You receive a +2 competence bonus to Survival and

Knowledge (geography) skill checks Further you can obtain

p to two gallons of fresh water with a successful Survival skill

heck and up to two more gallons of water can be obtained for

very three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

Surprisingly more Attloi obtain this feat then Rhennee maybe

nes presence around bodies of water limits a knack for this

bility

You spend a great deal of time in the water and have impres

swimming skills

Benet You are able to hold their breath under water

number of rounds equal to three times your Constitution S

before suering any ill eects You receive a +2 compete

bonus to all swim skill checks

Special You may only take this feat as a 1st-level chara

Attloi cannot take this feat

You have a knack for catching large amounts of sh and o

aquatic game

Benet You receive a +4 competence bonus to Surv

checks when shing hunting aquatic game or gathe

aquatic plants

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but it should be noted

these cases are rare

You can communicate with all fresh water aquatic creatur

Benet So long as you do no harm to them or t

environment You can communicate with any fresh w

aquatic creatures including (crustaceans frogs and turt

Even if charmed both you and these creatures are giv

save in order to avoid the suggestion

You will not consume or harm any crustaceans or tu

like creatures nor will the character allow these creature

come to harm

If you are a Rhennee spell caster able to summon w

elemental creatures you may do so for twice the no

duration with zero chance of the elemental successrebelling against you Any water elemental summone

oppose you is twice as likely to rebel against its summ

and the duration of the spellrsquos eect is halved

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but instances are

common

You can see things beyond the limits of most mortals and h

a strong sense of your surroundings

Benet You receive a +2 competence bonus to all Initia

rolls and Spot checks On a successful Spot check (DC 30)

can sense where invisible creatures or objects are loca

but you cannot actually see them (Example A mage c

invisibility on himself prior to combat Without knowing h

there you make a successful Spot check You get a sens

where the invisible mage is but you cannot actually see

invisible mage)

Special You may only take this feat as a 1st-level chara

F W [H]

D [H]

R B [H]

K F [H]

S S [H]

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30

While much more prominent in females this feat is not

mited to them alone

Travelers Trade [Heritage]

You are ever on the move for the roads are your home

Benet You receive a +2 competence bonus to all Handle

Animal and Ride skill checks when dealing with any animal or

ehicle used in a caravan While traveling you also receive a

+2 competence bonus to all Survival skill checks

Special You may only take this feat as a 1st-level character

Rhennee cannot take this feat

Water Walker [Heritage]

You have a knack for operating barges and traversing your

essel through perilous waters

Benet You receive a +2 competence bonus to their

rofession (boater) skill and a +2 circumstance bonus to

etect weather and weatherrsquos eects on water conditions

while piloting their vessels

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

Contact with water rejuvenates and sustains you

Benet If you stand at least in knee deep water you

atigue at only half the normal rate In addition if you engage

n no strenuous activity while in a body of water you recover

it points equal to your Constitution bonus +1 for every three

ours in the water You may also hold your breath for a number

f rounds equal to twice your Constitution Score You must

ubmerge yourself in water for at least one hour each week

r he will begin to suer fatigue at twice the normal rate

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

You are more sensitive to the forces of nature often feeling

minor changes in the weather and environment which are

ometimes undetectable to animals

Benet You receive a +2 competence bonus to Survival

nd Knowledge (nature) skill checks You may predict weather

hanges up to six hours in advance including changes in

emperature Further with a successful Survival skill check

ou can predict the weather and up to two more hours more

or every three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

While much more prominent in females this feat is not limited

o them alone

T T [H]

W W [H]

W W [H]

IN SEARCH OF HOME

ldquoWe are the children with no landrdquo

ldquoForced to live in the unknownrdquo

ldquoWe sail this worlds waterwaysrdquo

ldquoIn search of yesterdays embracerdquo

ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo

ldquoShow us your unfurling facerdquo

ldquoWe are use to your disgracerdquo ldquo

You will one day atonerdquo

ldquoWhen we children return homerdquo

-Made famous by Artoli Medni

Rhennee bard

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31

The Suloise peoples had their origins outside of the Flanaess

South of the Crystalmist Mountains and west of the

Hellfurnaces

Many Suloise ed to the Flanaess to escape the constant

SuelBaklunish wars which eventually lead to the magical

evastation of their homeland These Suloise migrations

elped to displace many of the Flannae from their homelands

esulting in the Flannae being scattered far and wide

The ancient Suloise have passed on many of their traits to

heir descendants for good or bad Centuries ago the Suloise

oasted one of the greatest empires ever known to mankind

They learned the arts of sorcery and civilization from the

Olven-folk but in time the Suloise peoples surpassed even

heir Elven teachers in the manipulation of magic and used

his knowledge to forge the greatest empire of their time ndash the

Suel Imperium But they rejected the Elven peoplesrsquo warnings

bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies

The ancient Suloise were totalitarian in demeanor and

nslaved many peoples and races All peoples fell to the will

f the Suloise Imperium except for the ancient Baklunish

mpire The Suloise Imperium relied heavily upon magic and

t helped forged their empire Their magical experimentation

ead to the creation and engineering of altered races races

reated for the sole purpose of serving the empire

One of the most well known of these created races is the

Derro Many dwarves claim that the Derro existed long before

he Suel experimented on their kin and it is rumored that

he Derro are actually a blending of dwarves and humans

Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were

onducted before the Suel Imperium fell

The Suel Imperium fought the Baklunish Empire to a stand

till for control of eastern Oerik To break the stalemate the

Suloise brought about the Invoked Devastation This apparent

ictory over their enemies was short lived however as one of

he long forgotten Gods of the Baklunish chose to intervene

RACES OF OERTH

The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller

Gathering together the most powerful mages from am

his people within the stone circle of Tovag Baragu this

channeled much of His own power through these magici

supporting their retribution against the Imperium

This is the origin of the Rain of Colorless Fire which cov

all of the Suel Imperium in its inferno Were it not for

great seer Slerotin the Suloise peoples may well have b

destroyed but receiving premonitions of the impen

doom Slerotin gathered what noble families he could and

them through a magical tunnel ndash of his own creation ndash w

passed completely through the Hellfurnaces

All but one of the families ndash the Lerara ndash traveling

Slerotin arrived in the area of the Flanaess now known as

Yeomanry From there the Suloise peoples spread throug

the Flanaess founding nations for themselves often for

from the colonies of the Suel Imperium The noble fami

Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero

tunnel and reside there today

The most infamous and secretive society of the Suloi

indisputably the Scarlet Brotherhood headquartered on

Tilvanot Peninsula This Suloise organization has bases sp

out across the Flanaess and beyond So embroiled have

become in the aairs of the Flanaessrsquo nations this so-ca

secretive society is no longer as secretive as it once was W

the Scarlet Brotherhood is prominent in Shar they do

actually have control of the government there though

do exercise major inuence over all the Peninsularsquos aair

There is another Suloise organization called ldquoThose

must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in

Kingdom of Keoland Not much is known of the Silent O

though it is rumored that they seek to obtain forbidden ma

and ancient Suloise artifacts What their main goals ar

one knows for certain however those few who happen c

upon the Silent Tower and try to gain entrance are very o

not heard from again Whatever their main goal one thin

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 6: Oerth Journal 27.pdf

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5

esulted in a circular disc 10 miles across covered by a clear

early invisible dome of hardened glassteel

CONSTRUCTION AND GEOGRAPHY

The base of the disc is 12 mile thick though it is thought that

nly the outer foot or so is actually comprised of glassteel

The remainder appears to be stone assorted minerals and a

op layer comprised of several feet of incredibly fertile topsoil

An illusory sun followed by night sky travels across the time

eeping track with Liga Luna and Celene outside

In the exact center of the disc is the City of Glass proper

nd it covers an area two miles in diameter All of the major

tructures common to a city appear within it though over0 are empty Each was made in the distinct architectural

tyle of the ancient Suloise Many though not all of the

riginal structures are made from glassteel of varying colors

ransparencies and even textures

A wall of dark almost black glassteel a foot thick and fty

eet high surrounds the City of Glass (this cannot be climbed

without magical assistance) Eight circular towers are equally

paced around the wall and are largely set within it Each is

00 feet high and 80 feet in diameter The base of each tower

as a double gate set within it allowing access into and out of

he city itself

Each tower is residence to a wizard of 17th-21st level known

s a High Master This supreme practitioner of a given school

f magic (abjuration conjuration enchantment evocation

lusion necromancy and transmutation) sits on the Council

f High Magic and through it governs the city There is no

ower of divination and no High Master of Divination the

ower for divination sits closed and empty and its gates have

een sealed for over a thousand years It is said that the last

High Master of Divination was Lendore himself

Broad avenues over fty-feet wide extend from the base

ach tower of magic to the central plaza at the heart of the

ity The area between each of these forms the eight districts

f the city

DISTRICTS AND LOCALESThe districts are the Noble District the Garden District the

Common District the Trade District the Foreign District

he Militant District the Necropolis District and the Divine

District

NOBLE DISTRICT

The Noble District lies between the Divine District and the

Garden District It is lled with small walled compounds

urrounded by park-like pleasances The borders between

hese are colored glassteel walls pierced with gated archways

GARDEN DISTRICTThis district is mostly well manicured gardens and small ponds

nd lakes with a few small wooded groves Some of the latter

re wilder and far less manicured

COMMON DISTRICT

The common district is situated between the Garden and

Trade districts Here are the residences of common Suloise

olk Some are individual multi-storied structures while others

are insulae (see Foreign District below)

TRADE DISTRICT

Situated between the Foreign and Common Districts

manufacturing crafting (except for arcane artistry)

marketing is done here Everything from small artisan s

to vast (mostly subterranean manufactories can be fo

here

All public oces are found here though these are far fe

than would be found in most cities

FOREIGN DISTRICTAll those not of pure Suloise blood (either noble or comm

as well visitors to the city reside here Many empty pri

residences as well as taverns inns exist here Five to e

story high towers of apartments known as insulae tower a

the other private residences Each insulae features oors

two to eight apartments sharing a common stairwell loc

at the top of the building only oors above the 4th may h

a small balcony and it will never protrude beyond the wal

the structure)

MILITANT DISTRICT

Between the Necropolis and Foreign districts lies the lar

vacant Militant District Burgeoning with empty pa

grounds barracks and several schools dedicated to the ma

arts the district could very well hold a vast army Howe

many insist that such a force would be summoned in

NECROPOLIS DISTRICT

Lying in the area between the towers of Necromancy

Evocation the Necropolis district accommodates vast pri

crypts and large obelisks that are the public ossuaries o

common folk

DIVINE DISTRICT

A place of calm and serenity the Divine District accommodeach temple of the Suel pantheon Within it are tem

(major and minor) to each of the deities once worshippe

the Suloise Beltar Bralm Dalt Fortubo Jascar Kord Len

Lydia Norebo Osprem Phaulkon Phyton Pyremius Ra

Syrul Vatun Wastri Wee Jas and Xerbo The two grea

of these is the House of Wee Jas a massive cathedral w

main spire rises almost 600 feet high and the Hall of Len

an oddly shaped upright twisted ring structure which is la

on the inside than the outside

CENTRAL PLAZA

At the very center of the City of Glass lies Lendorersquos to

resting on the serenity of a glassy-like pool where Lendotomb resides Surrounding Lendorersquos tower the central p

illuminates the glory of the enormous gate of glass

At the center of the plazarsquos large open pool the gates

entry to four twenty-foot wide arching bridges of glasstee

THE GATE OF GLASS

This artifact actually exists in two places at the same t

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6

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D983145983158983145983150983141 N983151983138983148983141

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P983148983137983162983137

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G983137983154983140983141983150

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A983138983146983157983154983137983156983145983151983150

Half of it exists below in Lo Reltarma and the other side heren the City of Glass It resembles nothing more than a 60rsquo

wide by 40rsquo tall pane of almost ethereally clear glass oating

couple of feet above the pool below Etched into its base in

lowing runes are the cryptic words ldquoUrbs Deniqrdquo

When both sides are active looking through one side shows

what is on the other Now that the side in Lo Reltarma has

een encased in a massive wall of stone (created by having

multiple casters casting simultaneously) the side in the City of

Glass seems to icker every few seconds revealing images of

trange doorways gates and portals from ancient to possibly

uture times and from worlds other than Oerth

Anyone casting any form of teleportation magic while

ouching of the Gate of Glass lsquolocksrsquo it to the desired locationor up to 1 hour creating a portal (cf portal spell) with the

imensions of the Gate of Glass This eect is dismissible and

as no component costs Unlike the portal spell this can be

sed to create a portal which can access other planes andor

imensions

Unknown to anyone presently inhabiting the City of Glass

s the fact that the Gate of Glass is the reason no divination

magics function there A side eect of its vast power the Gate

of Glass blocks all divination eects within a 5 mile raEXCEPT when the caster is touching the Gate itself Bec

of the link between itself and the City of Glass this block

extends only to the outer edges of the dome and disc u

which the City of Glass sits This anti-divination powe

so great that it is (rightfully) believed not even the

themselves can locate the City of Glass

LENDORErsquoS TOWER

This glassteel lattice tower sits on 4 legs and rises 1500

above the central plaza Its base is a square area measu

400 feet per side It has 3 levels the lowest of which is

feet above the Central Plaza and is 200 feet square per s

250 feet above this sits another smaller level (100 feet sqper side) and the topmost level (50 feet square per side)

uppermost level is rumored to be heavily warded since

said to provide access to Lendorersquos Tomb

Access to the rst level is via magical moving stairc

in each of the towerrsquos legs (two ascend two descend) E

staircase is 20 feet wide and ascends 250 to the rst lev

the tower One merely stands at the base steps upon the

step and it begins to ascend at a pace faster than a man

F983151983154983141983145983143983150 T983154983137983140983141

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7

walk up stairs normally (the stairs ascenddescend at 50 feet

er round)

First Level The rst level of Lendorersquos Tower is a large open

rea lled with benches made of glassteel which surround a

entral rostrum This space was used by Lendore to lecture

nd instruct his students and apprentices prior to his lsquodeathrsquo

Now it is the public assembly hall for the inhabitants of the

City of Glass It is from here that the Council of High Magic

overns the city

Once every 10 days the High Masters of each tower

ssemble here for 6 hours During this time they dispense

ustice inform the citizens of the city of events happening

within the city (and outside it as well) and meet with any

mportant newcomers to the City of Glass Should one be

ndisposed or otherwise unavailable his proxy is given over to

he High Master of his choice

Second Level The second level of Lendorersquos Tower lies

mpty now Once it provided the living spaces kitchens

antries baths and other areas need by the students and

pprentices of Lendore It is connected to the rst level via 4

more of the enchanted moving staircases

In the center of the second level is a small locked chamber

with a shaft (10rsquo x 10rsquo) leading upward The base of this circular

haft is actually a platform with a permanent suspension spellecting it

Third Level This heavily warded area was the private

anctum of Lendore and it is here (rather than in his tomb)

hat all of his greatest treasures are kept

Lendorersquos Tomb Beneath the pool which lies under

endorersquos Tower is Lendorersquos Tomb This small sepulcher has

emained undisturbed for over 1000 years It is said to be

eavily warded and to be protected by powerful constructs

which have not been seen since the height of the Suloise

mpire

GM Note This area is left for individual GMs to esh out as

hey wish (or might be revealed at a later time in the Oerth

ournal) However something to consider is that Lendoreimself is not dead Rather he is in greater temporal stasis

which he cast upon himself awaiting the Final Calamity

NHABITANTSThe inhabitants of the City of Glass are 90 pure Suloise

approx 9000 of which about 1500 are of noble Suloise

rigin) with the remainder being made up of non-Suloise

uman races (there are no Bakluni to be found among them)

nd a few non-humanoid individuals (who number less than

00 and range from at least one vampire to a shape-shifted

ragon)

Those born here are known as lsquociviirsquo and many can trace

heir lineage back to the original followers and students ofendore

A strange curse seems to aect the City of Glass in that those

orn here or anyone who spends more than 8 consecutive days

ere is unable to leave without suering a lingering malady

This strange illness manifests itself 8 days after leaving the

City of Glass itself (not the outer disc) in the form of a malaise

anyone who is a lsquociviirsquo loses 1 hp per day they are outside it

no form of magical healing stops this loss only return to

City of Glass)

GM Note This is actually a minor side eect of the Ga

Glass Each of the High Masters possesses a small mag

trinket which belonged to the 8 apprentices of Lendore

helped him create the City and Gate of Glass which allows

possessor to leave for any length of time

OUTSIDE THE CITY OF GLASSThe area immediately outside the City of Glass is know

the lsquowildsrsquo Immediately outside the city walls is a freshw

river 12 mile across and a 14 mile deep at its deepest p

(next to the city wall) It is spanned by straight at brid

of glassteel which radiate outward from each of the tow

50 feet above the riverrsquos surface This body of water is ca

a river rather than a lake because it moves languidly

clockwise direction

A large variety of freshwater plants and aquatic life lls

river 90 of this life is benign and people can be found

sitting on the bridge or making use of small boats to sh

Surrounding the river is a wilderness belt 3 miles wide

terrain here varies from small glades to several belts of s

steep hills An abundance of game can be found again

most of it being benign in nature and obviously suitedhunting

A curious thing about this wilderness belt is that it

lsquoseasonsrsquo If one extends imaginary lines from the Towe

Necromancy and the Tower of Illusion the area which

between is always in winter - with mild winter being fo

near each edge and extreme winter at its exact center

area that would lie between the Tower of Illusion to the T

of Abjuration is always in Spring Between the Towe

Abjuration and the Tower of Enchantment it is always sum

and between the Tower of Enchantment and the Towe

Necromancy it is always autumn

Every eight days in a counterclockwise direction

eighth of the wilds (the area including both the fresh saltwater areas between any two adjacent towers underg

the eects of a renew the land spell

The outermost lsquoshorersquo of this belt opens onto a saltw

lsquosearsquo which like its freshwater sister is 12 mile across a

14 mile deep at its deepest point (next to the outer wa

the dome which covers the disc) Beds of kelp and coral

be found next to the shore which has a couple of beau

beaches as well as several areas of tall clis (some of w

have obvious sea caves)

The marine life here is abundant being made up of sev

varieties of game sh as well as several small schoo

sharks and even a small pod of orca

WILDERNESS DENIZENSThe wilderness surrounding the City of Glass has a

inhabitants (less than 1000 total) who are known as lsquoho

These are the mixed descendants of the Spindrift Isl

inhabitants that escaped to the City of Glass when the e

took over the islands Most of these are nomadic half-elve

high elfSuloise heritage

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8

A similar malaise aects the lsquohospiirsquo as does the lsquociviirsquo

hough the lsquohospiirsquo are not permitted to build permanent

ncampments They must move every 8 days or they begin

o sicken Any structure built of wood or stone immediately

isappears when the renew the land eect aects the area in

which it lies

BEYOND THE DOMESince the time of its creation the City of Glass and the disc

pon which it sits have hung in the sky above Lo Reltarma

or over 1000 years it was used by sailors and travelers as a

avigational aid All of that changed when the elves took overhe islands and began their pogrom

When the elves began to drive out the non-elven inhabitants

great storm cloud 40 miles across and 5 miles high formed

entered on the dome and disc Terrible waves of sheet

ghtning constantly rage while winds of up to 100 mile per

our blow Even the mightiest of dragons would be bueted

bout by the stormrsquos power There is no rain in this storm just

ury Below it the Lendore Isles have been cloaked in mist

y the Sehaninersquos priests and wizards The storm seems to

ugment this aect with mists of its own often merging with

hose below

CONFLICTS AND INTRIGUESA human resistance force operates from the City of Glass above

endore Isle The High Masters of Magic and their students

aily open temporary portals to the lands below Often these

re opened onto locations within the Lendore Isles themselves

or purposes that advance the cause of the resistance

Why havenrsquot the elves invaded the City of Glass There are

robably several reasons for this Most importantly the elves

re isolationists and religious fanatics Even the cost of the

ccasional raids from the resistance is nothing compared to

what it would take to storm a city that can only be entered

ia teleportation magic Since it cannot be divined by normal

means it comes back to a lsquoyou canrsquot get there unless youave already been therersquo situation

Additionally there is the eternal storm raging around the

isc at all times Even dragons could not survive its fury for

ong With visibility down to zero how are you going to nd

t in an area 5 miles deep and 40 miles across It would be

mpossible to y a normal search grid This leaves subterfuge

a spy or spies if you will This could lead to some amazing

uests

The Scarlet Brotherhood would love to inltrate and take

ver the City of Glass It is after all perhaps the greatest

magical achievement of the ancient Suloise A series of

dventures centered on this goal would certainly be possible

The Society of the Serpentrsquos legendary headquarters couldasily be set here This would aord PC members of the

Society an opportunity to visit Who knows what could happen

fter that

THE FINAL CALAMITY The City of Glass was prepared by Lendore for what he saw

n his nal visions what he himself named the Final Calamity

However Lendore never revealed what the exact natur

that catastrophe was Was this omission deliberate

likely so However some things can be deduced from

nature of his greatest creation the City of Glass itself

Final Calamity must be something so devastating as to req

a sheltered city of immense size It seems to require that

city be self-sustaining for an indeterminate amount of tim

would appear that the Final Calamity will rival even the T

Cataclysms

So what is it Here are three possibilities

1) The destruction of Flanaess itself In the ruins of

remains the survivors could leave the City of Glasrepopulate the Flanaess restoring the Suloise to their fo

glory

2) The destruction of Oerth itself In this scenario the

of Glass might drift in Greyspace circled by Liga Oerthrsquos

Perhaps its inhabitants could discover some method of mo

it to another world

3) The destruction of the Prime Material Plane In su

case the City of Glass becomes an inter-dimensional hab

wandering through the multiverse

SPELLS AND ARCANA It goes without saying that the City of Glass is renown fo

arcane mysteries Below are a few of these rare arcanum

School transmutation Level sorcerer wizard 6

Casting Time 1 minutelb created

Components V S M

Range touch

Eect A glassteel object weighing up to 5 lblevel

Duration instantaneous

Saving Throw none Spell Resistance none

Glassteel is a magical substance created from normal

magical crystal and glass Glassteel is as strong and resis

to re as steel but retains the transparency (and color if of the original material Spells that aect metal or glass (

as shatter and rusting grasp) do not function on glass

Using this spell with fabricate or a glass-related Craft ch

the caster can fashion glass or crystal items that functio

steel items Thus creating glass plate armor and glass sw

that are as durable as their normal steel counterparts ar

Reference Freeport City of Adventure (Green Ronin)

128

School transmutation Level sorcerer wizard 6

Casting Time 1 minutelb created

Components V S MRange touch

Target One item of a volume no greater than 10 cu ftle

see text

Duration permanent

Saving Throw none Spell Resistance none

This spell increases the hardness of materials Paper beco

harder to tear glass becomes harder to break wood beco

X

G

X

H

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9

more resilient and so on For every two caster levels add 1

oint of hardness to the material targeted by the spell This

ardness increase improves only the materialrsquos resistance to

amage Nothing else is modied by the improvement For

xample a longsword (treat steel as iron base hardness

0) aected by a hardening spell cast by a 12th-level caster

would have hardness 16 for the purpose of ignoring damage

aused by someone making a sunder attack The swordrsquos hit

oints attack and damage modiers and other factors are

ot aected A hardening spell does not in any way aect

substancersquos resistance to other forms of transformation

ce still melts paper and wood still burn rock still becomesransmutable to mud with the proper spell and so on

Reference Spell Compendium (WotC) pg 109

School conjuration (creation) Level sorcerer wizard 8

Casting Time 3 full rounds

Components V S M (small leather loop suspended from a

ent wire of gold) XP (500 XP)

Range close (25 ft + 5 ftlevel)

Eect See text

Duration concentration + 1 round

Saving Throw none Spell Resistance none

Casting portal opens an interdimensional connection

etween two places on the same plane of existence allowing

ravel between the locations in either direction The portal

tself is a circular hoop or disk from 5 to 20 feet in diameter

casterrsquos choice) oriented in the direction you desire when it

omes into existence (typically vertical and facing you) It is a

wo-dimensional window and anyone or anything that moves

hrough is shunted instantly to the other side The portal has a

ront and back Creatures moving through the portal from the

ront are transported to the other location creatures moving

rom the back are not

SPECIAL MATERIAL GLASSTEELGlassteel may be created via one of two methods Through an alchemical process requiring extensive knowledge of botmetallurgy and glassblowing or by the 6th-level arcane spell of the same name (cf glassteel) Glassteel combines strengtbeyond iron with the transparency of glass It most commonly nds use as a building material in fantastic castles but itcan also be fashioned into weapons and armor (although plain glassteel armor is much more costly to craft than eventhe most ornate armor) Glassteel is stronger and lighter than iron and completely transparent lacking the greenishtint of common glass Colored or tinted glassteel may be created using slight variations of either method Glassteelmay be textured from rough to smooth Items made of glassteel weigh only half what they otherwise would Items not primarily made of metal are notmeaningfully aected by being partially made of glassteel (A breastplate can be made of glassteel but hidearmor cannot) Glassteel armor counts as one armor category lighter than normal for purposes of movement and otherlimitations Heavy armors are treated as medium and medium armors are treated as light but light armorsare still treated as light Arcane spell failure chances for armors and shields made of glassteel are decreased

by 10 maximum Dexterity bonus is increased by 2 and armor check penalties are lessened by 3 (to aminimum of 0) Glassteel has hardness 20 and 40 hit points per inch of thickness This means that it is as hard asadmantine but much lighter Weapons and armor fashioned from glassteel are treated as masterworkitems with regard to creation times but the masterwork quality does not aect the enhancementbonus of weapons or the armor check penalty of armor Item Cost Modier light armor +2000 gp medium armor +6000 gp heavy armor +12000gp shield +2000 gp weapon +500 gp other items +100 gplb Reference Champions of Valor (WotC) pg 65

The interdimensional connection is forged through

Astral Plane so anything that blocks astral travel will

block the usage of the portal Much like the teleporta

spell you must have a clear idea of the location and la

of the destination You cannot create a portal if you d

know where the terminus will end up The clearer your me

image the more likely the portal will form Areas of st

physical or magical energies may make traversing a p

more hazardous or even impossible Use the following tab

determine the success of the portalrsquos opening

Reference DragonLance Campaign Setting pg 108 (

material is taken from the DragonLance Campaign se

where it is called Fistandantilusrsquo Portal)

School conjuration (creation) Level druid 6Casting Time 60 minutes

Components V S M (any seed pod)

Range touch

Target 1 square milelevel

Eect See text

Duration instantaneous

Saving Throw none Spell Resistance none

Taking the seed pod in one and making the prerequ

gestures in the other you cause the area aected to experie

an immediate renewal of all natural life (animal and pla

Destination Successful Failed Familiarity Portal Porta

P

X

R L

Very familiar 01-97 98-10 Studied carefully 01-94 95-10 Seen casually 01-88 89-10 Viewed once 01-76 77-10 Description 01-60 61-10

A glassteeled scim

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10

lants and trees are immediately restored to perfect health

nd any that bear nuts or fruit are immediately bountifully

aden Any plants or trees that have been cut back or down

n the past month are immediately restored to full life This

pell works as well on both fresh and salt water bodies as it

oes land

Insects and animals (Int 3 and lower) are returned to full

igorous health with any that have been slain in the past

month also being returned to full life

This spell never causes more life to be renewed than could

ustain itself for a month in the environment It will not bring

fe to barren deserts (though it would aect an oasis) or to

are lifeless stone

Any area suering the eects of any form of magical blight

must make an opposed caster level check or have that blight

emoved and the land renewed

School transmutation Level sorcerer wizard 4

Casting Time 1 standard action

Components V S M (small leather loop suspended from a

ent wire of gold)

Range touch

Target Any nonliving object up to 1000 lblevelDuration 1d4 days + 1 daylevel (D)

Saving Throw none Spell Resistance none

This spell functions like levitate except as noted above

nd as follows You can mentally direct the object to move

p or down as much as 45 feet each round for the duration

f the spell doing so is a move action When you cease

oncentration the object remains in place for the duration of

he spell

This spell can be made permanent with a permanency spell

HR)

Reference Shining South (WotC) pg 51 Additionally

s a house rule it has been modied to allow it to be made

ermanent

School transmutation Level sorcerer wizard 9

Casting Time 1 standard action

Components V S M (powdered diamond emerald ruby and

apphire dust worth 5000 gp contained in a platinum coated

lassteel hourglass worth at least 2500gp)

Range touch

Target creature or object touched

Duration see text

Saving Throw Fortitude negates (object) Spell Resistance

Yes (object)

Like the spell temporal stasis you use this spell to place

omething into suspended animation But instead of the

arget being a creature only it can be anythingmdashliving or

onliving When cast on an object any magical properties are

uspended (but not dispelled) Potions cannot be opened the

ext of magical scrolls is too fuzzy to read magic items do

ot operate etc At your discretion you can set a condition

r time whereby the spellrsquos magic releases the target This

is done verbally at the end of the spellrsquos casting and m

be specic if a condition For example you might cast

spell on a king and state ldquoYou are freed when the nat

of Forann and Bretin make peace with each otherrdquo Or if

target is a magic sword you might state ldquoYou are freed w

the youngest son of the Diranges family enters this cham

Whether or not you choose to ax a condition to the spell

magic of greater temporal stasis cannot be otherwise remo

(such as by a successful dispel magic spell or a freedom sp

Reference Behind the Spells Compendium (Tricky Owl

Publishing) pg 90

S

T S G

SHORT ON CONTENT

NEED NEW ADVENTURES FOR YOUWORLD OF GREYHAWK GROUP

LOOK NO FURTHER THAN TH

CANONFIRE CHRONICLES

FROM THE SAME CREW THAT BROUGH

YOU THE OERTH JOURNAL

CHECK IT OUT AT CANONFIRE

UNDER CANONFIRE CHRONICLES

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11

The modern Bakluni from Yecha to the southern reaches of

Ull trace their lineage back to the alabaster cities of the fabled

Baklunish Empire With a history measured in centuries this

ncient nation consist of all the lands stretching along theDramidj Ocean and from the distant Baklhaut Mountains in

he mythic west to the Flanness heartlands in the east The

egendary elemental mages of the empire bound dijinni and

lemental alike to the task of creating wondrous things to

proverdquo that this empire would stand the wrath of time itself

verything fell before the power of the great empire until

t encountered another empire that was following the same

manifest destiny the Suel Imperium The stage was set for

hese two mammoth empires to wage a war on a scale that

was thus far unseen upon the world of Oerth

Sixty-three years of war saw brave new heroes rise to

odhood and moldy old gods crumble into ash In the end

he two empires unleashed their doomsday weapons uponach other in an event that has become known as the ldquoTwin

Cataclysmsrdquo When the smoke nally cleared the Suel

mperium was left an ashen waste and the Baklunish were

cattered to the four winds Today the Baklunish are still

aunted by the memory of what was and the loss of an empire

hat has shaped each nation that has followed with each

eeking some claim to the Enlightened Throne

APPEARANCEThe Baklunish people fall within the norms of most human

aces with their height being anywhere from 5rsquo to 6rsquo6rdquo tall and

heir weight ranging from 140-225 lbs

The Bakluni have a skin almost golden in hue with hair

anging from blue-black to dark brown Their eyes are most

ften green gray-green gray or hazel with a rare jade-green

eing the most prized Children born with such eyes are seen

s a blessing

Though almost unheard of golden eyes have cropped up from

me to time among the Bakluni and these almost always

ndicate a child with Djinni bloodlines

PERSONALITY AND CULTURESpread across the eastern expanse of the region know

the Baklunish Basin the Bakluni cultures are diverse

the varying personalities are shaped by the environmenwhich they dwell Despite these dierences the Baklu

people do have common threads which link them togethe

a race The Bakluni are in general a contemplative peo

carefully thinking matters through before acting Even

most brazen chieftain of the Tiger Nomads or Ullish War

thinks upon any impending action for to court failure

stain onersquos honor

Following the precepts known as the ldquoFour Feet of

Dragonrdquo people of Baklunish descent follow these max

Honor Family Generosity and Piety While the other race

the Flanaess have an understanding of these concepts

Bakluni people give them a much deeper meaning

To the Bakluni honor determines how a man carries out

activities of his day It entails keeping onersquos word not ac

cowardly comporting oneself as due his station in life Th

are the acts of an honorable man

Even a bandit can act honorably and yet still be a ba

Honor is the rst -- and for some -- the most important fo

the dragon and for this very reason A man might be imp

or a miser and might even treat his family poorly and yet

be seen as a man But if a man acts without honor then

a cur to be beaten and killed as one would kill any verm

An honorable man seeks the deep roots that only family

provide He honors his parents and grandparents by marr

a woman of mutual standing who has conducted hehonorably who has a family that is also honorable Chil

bring wealth to a man and his wife that is beyond the mea

of coin An Honorable man magnies his grace and stan

by taking care of his family and seeing to their needs He

his children get good educations his daughters marrie

honorable men from good families his sons taught the w

of honor and family so they may stand as men worth

their fatherrsquos name A Bakluni man takes care of his pare

RACES OF OERTH

The BaklunishBy Dennis LovattArt by Adam Koča amp Rick Miller

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12

is brothers and sisters his aunts and uncles if they are by

atersquos hand or by age unable to do so themselves Family

an be a broad term which can also means the employees

f a merchant warriors in a mercenary company even the

ollowers of a bandit lord In these cases the leader will often

reat his men in the same fashion hersquod treat his children Hersquod

ee they were properly wed given a nest egg to start out in

married life etc

While wealth does not always nd those that spend a lifetime

n hard work generosity is not limited to the coin in ones

ouch An honorable man is generous with his time helping

is neighbors and friends giving advice to those that seek it

llowing them to prot from the wisdom Istus has shown to

im and he does not shirk from giving what food he can to

hose in need Hoarding food or coin is frowned upon and

ften is the rst step to ruination in the folktales retold by the

ards of the region The generous man it is said sees that

which he gives returned tenfold when his time of need arises

Piety while the last of the dragonrsquos feet plays an important

ole in the lives of the Bakluni people An honorable man pays

omage to the gods that stand in judgment of his life Istus

he Spinner of Fate AlrsquoAkbar the Restorer of Righteousness

Xan Yae the Lady of Perfection Zuoken the Ladyrsquos Hand

Geshtai the Lady of the Living WatersWhile one god or goddess may have a higher standing in

he eye of any given person it is a fool that cuts o his nose to

pite of his face Only the Mullahs of a given deity can focus all

f their devotion to a single god The average Bakluni oers

rayers to all of the gods in order to ensure that no slight or

nsult is given to any and to guard against the ckle hand of

ate turning against them Even during times of both drought

nd an abundance of water pious Bakluni make oerings to

Sevelkhar the Waster so as to keep him at bay An old Bakluni

aying says it all ldquoTrust in Istus but tie up your camelrdquo

Culturally turbans and keyehs are the common head wear

or men with Hijabs being the choice of women Loose tting

ants and shirts are the style with robes (light in desertslains regions and thicker in the more northernmountainous

egions) worn over them

Most Baklunish warriors favor lighter armor than the heavy

late armor of the east Preferred weaponry consists of spears

ances and composite bows with personal weaponry being all

manner of curved swords such as Scimitars Tulwars Saifs

Shamshirs and Kilij Even those who are not well trained carry

Jambiya which is little more than a curved dagger

RELIGIONThough not a massive pantheon the gods of the Bakluni are

well represented in the daily lives of their people They pay

espect to their deities with a wide variety of oerings andbeisances With Piety being a trait to which all honorable

Bakluni aspire or at least want to appear to aspire it is

ot surprising that the temples and their mullahs discuss

assionately the nature of orthodoxy and the truest path by

which divine enlightenment can be reached This religious

assion while a noble thing can lead some to rationalize

eeds from which even the most devout Mullah would recoil

It is upon these throes of religious passion that ends of

and the abyss gain footholds upon Oerth and cults aris

dark reections of the Bakluni gods Grazrsquozt makes a

mockery of Istus uttering his own blasphemous comm

to the eager ears of cultists who foolishly believe they

doing the Lady of Fatersquos bidding It is for this reason

the Baklunish region suers a larger quantity of cults

do most other regions and it is why the Mullahs are swi

punish these tools of heresy It is perhaps this very advers

environment that caused the rst Hakima to be blessed

ldquoThe Sightrdquo

A word originally in ancient Baklunish meaning wise

insightful Hakimas were often women skilled in midwif

Most temples had Hakimas on sta and even the poore

villages boasted at least one such woman Searches in

ancient records of the Empire revealed no precedent so

believed that the Sight is a recent development Hakimas

gifted with the ability to see and hear the truth of mat

and even the most skilled liar cringes at the presenc

these wise women In the years since their rst appeara

Hakimas have become the ldquoone honest soulrdquo who can sp

out with impunity against the edicts of the Mullahs the d

of the military even the laws of the Caliph For their part

Hakimas have taken this change in stride and treat theof the Sight as an honor and duty and while there are alw

rumors no case of a Hakima being stripped of the Sight

ever been conrmed

PROFESSIONS SKILLS AND CULTURAL FOIBLEThe Baklunish people have by dint of centuries of exist

and weight of tradition shaped themselves for their plac

this world This shaping has given them advantages in ce

professions and skills All Baklunish gain a +2 racial bo

to Knowledge (Religion) checks Those Baklunish born in

sprawling cities are also adept in the ne Baklunish a

haggling and spotting a good deal Such urban Baklu

gain a +2 racial bonus to Diplomacy (when using the skinegotiations) and appraisal checks Conversely the Baklu

born outside the great cities are less concerned with bargai

and more focused on horseesh Rural Baklunish gain a

racial bonus to Ride and Handle Animal checks

Not all of this shaping has been benecial as a people

Baklunish are insular and superstitious by nature Foreign

while not mistreated are kept at armrsquos length and

standosh nature results in a ndash2 racial penalty for Baklu

on all diplomacy checks involving foreigners The thre

demonic and diabolic inuences have made the Bakluni w

and mindful of the signs taught to them by their parents

grandparents Few Bakluni man or woman leaves the ho

in the morning without a token of good luck on their perBe it an iron nail bent into a ring a bronze eye worn o

necklace made of woven hair or a lucky copper piece th

tokens are an important security blanket for the superstit

Bakluni If deprived of this token a Bakluni grows nervous

somewhat jumpy resulting in a ndash2 penalty to all charis

based skill checks until the token is reclaimed

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13

FIGHTING STYLESThe Baklunish warrior is the undeniable master of mounted

ombat Be it with a lance bow or scimitar and shield the

Baklunish do it best when on horseback The Bakluni re-

urved Bow or horse bow is the weapon of choice for themounted archer The limbs of the bow seem short but this

s an illusion precipitated by the severe curve the limbs The

amination process used to construct the bow gives it the

trength and thus the distance to rival the eastern composite

ows yet allows it to serve expertly for horseback archers

The one aw of the otherwise masterful design lies in the

trings These wound strips of catgut work well but begin to

eteriorate in an overly damp environment It is common for

rchers who favor the horse bow to carry two bows one

trung and one unstrung plus several replacement strings

As mentioned above the Scimitar (and its cousins) is

he blade of choice in the Baklunish west and has been so

or several centuries Various ghting styles involving theweeping style of the blade are favored which maximizes the

weaponrsquos powerful slashing ability While most favor a light

hield in partnership with the scimitar a few nimble warriors

ake up a second blade sometimes a Jambiya or a short

hrusting sword and at other times another scimitar of equal

ize and arc This dual weapon style called Kasirga -- ancient

Baklunish for Whirlwind -- is a powerful and dramatic style

but requires plenty of room to use properly A more com

style of dual ghting using the Jambiya called Yuzlu -- anc

Baklunish for two-fang -- is favored by urban warriors W

it has less power than the wide sweeping strikes used in

Kasirga style it takes up less room and is more viable intwisting alleyways of the Baklunish Cities

RACIAL FEATSThese are racial feats any Baklunish character can take

their bonus human feat

You are a child of the desert and know its ways

Benet +2 to survival checks in desert terrain

Special Can only be taken at 1st level

You have been riding horses since before you could walk

Benet grants a +2 bonus to ride and to handle an

checks when dealing with horses

Special Can only be taken at 1st level

D [H]

E F [G]

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14

Grsquo G [H]

The goddess of the living waters has blessed your birth

Benet +2 to swim checks and need consume only half the

mount of water than other humans

Special Can only be taken at 1st level

The energies of the Invoked Devastation which tore apart the

reat Empire still linger within you and are manifested in theirthmark scar that you bear

Benet You receive a +2 bonus to Intimidate checks

+4 vs any Baklunish) You also add a +2 to the DC of Save

hrows for any spell with the Fear descriptor you cast You also

eceive a ndash2 to all Diplomacy checks made against any Bakluni

who see or know of your scar

Special You may only take this feat as a 1st-level character

You are descended from the genies summoned to Oerth by

he ancient Baklunish in the days of the Suel-Baklunish wars

You might bear some physical or psychological mark of yourncestry such as a ery disposition thanks to an Efreeti

ncestor or uniformly blue eyes from the blood of a Marid

Benet Select one type of genie Dao (earth) Djinni (air)

freeti (re) or Marid (water) The benets of this feat vary

y the type of your genie ancestor

Dao You receive a +4 bonus on Saving throws against

arth eects and Fortitude saves made to resist petrication

You also add +2 to the DC of saving throws for any spell with

he earth descriptor that you cast as a sorcerer This benet

tacks with the Spell Focus and Greater Spell Focus feats if the

pell you cast is from your chosen school

Djinni You receive a +4 bonus on Saving throws against

ir eects and the following spells acid fog call lightning

loudkill stinking cloud and storm of vengeance You also

dd +2 to the DC of Saving throws for any spells with the Air

escriptor that you cast as a sorcerer This benet stacks with

he Spell Focus and Greater Spell Focus feats if the spell you

ast is from your chosen school

Efreeti You receive a +4 bonus on Saving throws against

re eects You also add +2 to the DC of Saving throws for

ny spells with the Fire descriptor that you cast as a sorcerer

This benet stacks with the Spell Focus and Greater Spell

ocus feats if the spell you cast is from your chosen school

Marid You receive a +4 bonus on Saving throws against

water eects and the following spells acid fog cone of coldorrid wilting ice storm and sleet storm You receive a +2

onus on Constitution checks made to resist drowning You

lso add +2 to the DC of Saving throws for any spells with

he water descriptor that you cast as a sorcerer This benet

tacks with the Spell Focus and Greater Spell Focus feats if the

pell you cast is from your chosen school

Special You may only take this feat as a 1st-level character

S [H]

[H]

M W [G]

You know your way around business negotiations

Benet You receive a +2 bonus on Appraise Checks

checks and Diplomacy checks related to business dealing

You have been riding horses since before you could walk

Benet grants a +2 bonus to ride and to handle an

checks when dealing with horses Special Can only be taken at 1st level

You are a Bakluni who was raised in the deserts of the

Steppes The harsh storms have toughened you

Benet You have a +1 natural armor class bonus

Special You may only take this feat as a 1st-level chara

Your mother was a Hakima and you were born with a to

of her sightBenet You receive a +2 to Initiative rolls and Spot che

Special You may only take this feat as a 1st-level chara

While many Bakluni pay lip service to Sevelkhar to stave

his wrath you have been born with a touch of the wa

within them

Benets All diseases poisons and dehydration eects

twice as long to eect you For eects that are Instantane

delay the onset time one hour per constitution bonus If o

time is 1 minutes triple the time frame if hours make it

and if days make it weeks The character suers pena

slowly and damages are drawn out to make the chara

suer longer This allows the character to be healed when

would otherwise be detrimental While most people are le

tune with such supernatural aictions animals can sen

and you receive a -2 to all handle animal checks

Special You may only take this feat as a 1st-level chara

S [H]

S [H]

T S [H]

T W B [H]

T B P

AlrsquoAkbar (LG god of guardianship faithfulness digniduty)Azorrsquoalq (NG god of light purity courage strength)

Daoud (N god of humility clarity immediacy)Geshtai (N goddess of lakes rivers and wells)Istus (N goddess of fate and destiny)Mouqol (N god of trade negotiation venturesappraisal reciprocity)Xan Yae (N goddess of twilight shadows stealthmind over matter etc)Zuoken (N god of monks mental powers physical anmental mastery)

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15

t is widely documented that the Flannae people are natives of

he Flannaes Hence the name given to the lands even by the

Oeridian conquerors

Rumors persist that one time long ago perhaps before the

ation of Caerdiralor took shape That the Olman and Touv

eople occupied a stretch of land that occupied much of the

outhern Flannaes While no sages can prove the validity of

his claim a case can be made that the ancient Flan could of

eized these lands from the eeing Olman and Touv people

After all many a Touv and Olman god mimic aspects of the

lannae own pantheon

Perhaps a relation to MokrsquoSlyk and the Serpent of Touv

myth Meyanok bare some resemblance though Meyanok was

ot known as a purveyor of magic Though he was directly

esponsible for the birth of three gods Vara Damaran and

Berna Vara has aspects closely aligned to that of Incabulos

specially in the deliverance of nightmares One could arguehat each pantheon has gods or goddess that can be crossed

eferenced with the gods of other pantheons However many

an directly see the inuence of Flannae myth in every other

uman culture bordering or occupying the Flannaes However

were the Flannae inspired by a pantheon of gods from another

rigin

Many sages discredit any notion that such a scenario ever

xisted as no recorded documentation of the presence of

Olman or Touv culture has ever been seen in the Flannaes

roof of Touv and Olman cultures have prevailed in the

Amedio Jungle and there are no signs that these people did

ot originate from these lands

Many agree that the Old Faith is the bastion of Flannaeworship even to this day However some text remain that

how demonic like beings where accepted in the old faith and

eing part of mans primal nature The Old Faith coexisted with

hese obyrith and later tanaric beings Many paid lip service

o appease these ancient brethren Others worshipped them

ke gods and made pacts to gain power and inuence from

hese beings Some appeared to be less diabolical in their

reatment of the Flan people

Mokrsquoslyk the Serpent is thought to have granted the

people with the knowledge of arcane magic Though Flan

religion shows us that Boccob is the god of magic In anc

texts from the church itself show that Boccob once trapp

demon of unknown origin that was more powerful then Bo

at this time It is believe he gleaned enough magical po

over these thousand years of the demonic creatures capt

This could explain how Mokrsquoslyk stopped inuencing the

in his teachings on magic With Boccob now in place as

deity of magic Mokrsquoslyk waned in power Hoping to rec

what was taken from him in his thousand years of capti

It would also explain how Boccob would have little need

worshippers as his power was siphoned from another pow

being

Throughout the history of the peaceful Flannae T

always existed some outside inuence over how their nat

where formed Caerdiralor was formed by dark priests mystics whorsquos primary worship of Tiamat absconded with

teachings of the Old Faith Perhaps it was the pantheo

the Old Faith that was behind the mysterious force w

devastated their capital of Mysyrna Forcing the survivor

cross the Sea of Gearnat

The six great realms of the grass sea lived in tune with na

Until the survivors of Caerdiralor reared their ugly heads

inuenced Sulm in becoming yet another representa

of Ur-Flan power Perhaps the Old Faith was testing

people the dark priests and mystics of Caerdiralor ceme

themselves into seats of power among the Sulmi The

grew in power and once the Old Faith became threatene

obscurity Shattados would don the Scorpion crown the Iof Woe would sink The rampant lion of the Aerdy would

claim to the Flannaes and many of the gods of the Flan

would be incorporated into the pantheon of their conque

Coincidence highly unlikely

Many Flan nationrsquos existed at some point Exag is on

them however Exag was greatly inuenced by the cra

and little is heard of Flan culture in the city of clay excep

inuence in Perrenland The Vast Swamp was or is the hom

RACES OF OERTH

The FlannaeBy Dennis LovattArt by Adam Koča amp Rick Miller

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16

Acerak a cambion demilich who constructed his own labyrinth

or which every artisan or worker who aided in its construction

was locked away within its clutches Acerak would soon follow

ever a true empire in itself Many adventurers deemed it the

Tomb of Horrors for the atrocities committed and experienced

y those who entered the wretched place

The Kings of Burgess were the last of the just and noble

ations to fall to Vecnarsquos spider throne The nations of Fleeth

nd Almadia where intertwined those with the death of the

rincess of Fleeth Almadia was on its own to defend itself

rom the spider throne Vecna sort his vengeance against the

ity of Fleeth Once he slayed all her people save a few nobles

who submitted themselves to his mercy Vecna took Almadia

nd then set his sights on Burgess The only true threat to his

eign at the time of his Occluded Empire

Nuria was a contemporary of six realms of the grass sea

nd the Isles of Woe It traded magical wonders with the

itadel of Veralos ultimately it would be consumed into the

Great Kingdom Believed to have existed in what is now the

Kingdom of Nyrond The Flan population would intermingle

with their oeridian conquerors and become willing citizens of

The Great Kingdom

Perhaps one of the most troublesome of the lost Flan nations

re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants

f Trask were responsible for the attacks on the elven city of

Summer Stars Evil and bellicose beyond refute the invading

erids of house Naelax had little choice but to wipe them

rom the face of Oerth Destroying much of their magic and

writings

Last in the line of benevolent Flannae rulers Ehlissa the

nchantress lived in what is now know as the United Kingdom

f Ahlissa some 1700 years ago and continued to reign in

er prehistoric kingdom for several centuries more Queen

hlissa has no issues she keep song birds as pets During her

eign her people knew peace and none of her subjects knew

overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend

er subjects to her will Her reign lasted up until the Great

Migrations during her reign she managed to prevent the force

ocked away in her Nightingale from escaping Presumably

ead none truly know what happen to Queen Ehlissa or her

amed Nightingale Little to noting remains of Flan culture in

his region Long ago Suel and oerid migrations took their toll

n her Kingdom Becoming part of the Great Kingdom of the

Aerdy and recently The United Kingdom of Ahlissa

APPEARANCEThe Flannae people are recognizable by their bronze

omplexions and wavy or curly hair With strong angular

eatures and heavy brows most Flan are easily discernible

rom other human racial types They tend to be of average to

tocky build sturdy and somewhat hirsute they are anything

ut the prototypical human type these days

Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh

etween 150-180 lbs Female Flannae average between 4rsquo8rdquo

o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller

and heavier Flannae are possible

Their eyes are most commonly dark brown or black br

and amber appearing less frequently Their hair color is us

black but also ranges through shades of black-brown

brown and brown Curly and wavy hair is usual but some

have taken to straightening out there hair in recent times

The original Flan nomads of a millennium ago wore sim

utilitarian clothing including loincloths capes and lea

wrappings on their feet that served as shoes They also w

brightly colored body paints primarily vermilion and ye

ochre in primitive patterns a practice still common am

the surviving Rovers of the Barrens In civilized regions

clothing tends to follow current fashion though they still

to prefer solid bright primary colors

PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract

hard-working and reserved Flan are natural hunters

gatherers imbued with survival instincts most learn to

o the land Flan tend to eat lean even when there i

over abundance of food available Many Flan prefer wate

milk to alcoholic beverages though some places espec

in Geo and Sterich mead and ale have become com

place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling

family ancestry All Flan appear to be unemotional or slo

speak however those that succeed in gaining there trust

nd themselves a loyal passionate and jovial friend O

the human sub-races the Flan are more inclined to work

live among the demi-human races

Few nations boast a large Flan population these d

Geo Sterich Perrenland and the Wolf nomads sport

people mostly mixed with people of other human ethnici

Only the Roverrsquos of the Barrens and the people of Tehn s

a signicant stock of pure Flan-blooded people these day

The ancient Flan were able to carve out some of the m

successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em

Tostenhca Sulm and Itar

The Kingdom of Caerdiralor was the seat of Ur-Flan po

Absconding from the Flan coexistence with nature The ur-

delved deeply into the dark arts and sort to use the destru

force of nature to bend all to their will Worship of Tiamat b

paramount to their society Many other obscure demonic

or immortal powers inuenced them as well Mokrsquoslyk

Serpent seemed to be inuential in gifting the ancient

people with the arcane arts The true nature of Mokrsquosly

unknown Though his inuence amongst all the Flan pe

is well documented throughout history Caerdiralor mee

end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t

capital city of Myrsyrna that ended the genocidal war and

the surviving elite eeing across the Sea of Gearnat to

Lands of the Rhugha

Meanwhile in the lands known as the Bright Desert tr

of Flan people began to embrace the teachings of Va

the Maker the Subtle Teacher Born a mortal Vathris ra

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17

imself to the cusp of immortality through his knowledge

eeds and wisdom Embracing the ideals of progress and

ngenuity Under Vathris guidance the six great tribes of the

rass-sea became six realms

The six realms at that time where known as Itar Sulm

Rhugha Ronhass Durha and Truun Itar was chief among

hese six realms as they embraced the teachings of Vathris

wholeheartedly Many of the other tribes struggled to shed

heir past beliefs and the most resistant of those realms where

he Rhugha and the Ronhass strange that two of the most

rominent realms in the great grass sea choose to war against

ach other on a mere slight that none can recall If not for

he interference of the other four realms the Ronhass would

urely have fallen into obscurity The only way to keep peace

mong the six realms was to divide a line directly through the

ands of the Rhugha and Ronhass The Truun were gifted this

ealm to maintain the peace Gifted horsemen themselves and

utnumbering both the Rhugha and Ronhass in size made the

Truun the most reasonable choice to police these realms

Though peace would not last that long The dark mystics and

riests of Caerdiralor found their way into the nobility of Sulm

ars They whispered honeyed words of peace and progress

nstead they used their knowledge of iron-craft and secretitive

ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic

nd technology brought to them by the Caerdiralorrsquos sought

o control the six realms and make them into one mighty

ation

Sulm would rule over the six realms uniting them in bloodshed

nder one banner Despite the numerous nations of horsemen

hat opposed them Sulmrsquos iron-shod legions proved too much

or the other realms The Itari posed the greatest threat to

Sulmrsquos machinations of dominance over the great grass sea

The decades long war ended when Vathris divine spark was

nded by a dark wicked barbed longspear In vengeance for

tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered

he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering

lis of Sennerae down into the deep blue void of the Sea of

Gearnat

Sulm would fall due to the machinations of their last king

Shattados Five hundred years after Keraptis was named

rotector over the Flan nation of Tostenhca Shattados

would don the Scorpion crown gifted to him by the lord of

ntropy himself Tharizdun The people were transformed

nto manscorpions and dune stalkers while Sulmrsquos grass sea

uickly converted into the sands which make up the lands of

he Bright Desert today

Tostenhca was a military protectorate under the leadership

f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences

nd craftsmens ship that could rival those of dwarven and

nomish races They also saw the height in taxation that was

trictly enforced by Keraptis regime Keraptis made good on

is threats to those who failed to follow his strict tyrannical

rders Though the city saw its greatest success under

Keraptis rule His over taxation and cruelty were ultimately his

downfall the people revoked and under the leadership of

High priest Gethrun Shoiraine destroyed the wizard hiera

and laid siege to Keraptis keep Defeated Keraptis ed to

south with his gnomish minions

Three hundred years later Keraptis would enact his reve

using the power from the Null Enigma found under W

Plume Mountain Keraptis cursed Tostenhca Which lea

the death of Tostenhcarsquos inhabitants Tostenhca was lost

forgotten save for the rumors of its gold laden rooftops

unsurpassed wealth Many an adventurer has meet their

searching for the lost wealth of Tostenhca Where on

proud and striving Flan nation stood only a cursed and ko

infested place remain Now referred to in the cold tongu

Skrellingshald ldquothe cursed Flan holdrdquo

Veralos the Lost Citadel of the Flan was a fortress

upon the edge of the Rift Canyon in ancient times and

fealty to the wizards priests of the Isles of Woe Elite scho

artisans and mystics from all walks of life where sent he

develop their craft for the betterment of all Flan-kind Tho

the wizard priests of the isles of Woe were well entrenc

into Veralos social structure Little discovered behind

fortied walls escaped their attention Well after The Isle

Woe plunged beneath its watery depths into oblivion Ver

continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel

a sleeping power from within the Rift that would crum

the hidden citadel and its people for all time Even with

successful foray initiated by the company of seven M

scholars believe Veralos to be just another myth surroun

by an uninhabitable region of the Flannaes

The ldquosurvivalist instinctrdquo is forever present within the m

and hearts of the Flannae peoples and they nd ways to

exist in their lands regardless of their circumstances

nations of pure Flan decent survive these days save the Ro

of the Barren and Tenha The Wolf nomads The Sheldo

Valley Perrenland and the Theocracy of the Pale are p

that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o

human cultures cementing part of their religious and cul

inuences amongst them all

A great many Flannae grow-up to become farmers herd

druids bards rangers and mages of renown Being inst

from early childhood with a profound respect for natur

all its forms Flannae have studied the aspects of nature

their place in it at one time or another Most Flannae h

at least a rudimentary understanding of farming herd

animal husbandry agriculture geography and wea

patterns Many Flannae plant a tree in front of their home

in a garden where they have easy access to As long as

tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of

luck and one should pick up and leave the place behind th

The skill of manufacturing leather and wooden crafts is

highly respected among the Flannae peoples Many a Flan

crafted a ute from a branch that had fell during a st

Tanning was and still is a common practice of many Flan

people The hides are highly prized for use as clothing

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18

rmor A naturally peaceful people skills such as dancing and

inging are often manifested in Flannae from all walks of life

RELIGIONThe Flannae peoples seem to have a particular fondness

or gods representing nature The Flannae Pantheon mostly

onsists of gods from the Old Faith With Beory and Obad-

Hai being the gods most commonly associated with the old

aith Over the years dierent cultures have altered the

riginal gods associated with the Old Faith save Beory and

Obad-Hai who are always present among their number The

riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn

ord Incabulos (in some Flan cultures he is replaced by the

oddess Berei) and The Lord of Winter Nerull Originally all

were neutral aspects though Incabulos became associated

with plagues and suering making many followers of the old

aith wish for the Lord of Winter to end their suering As such

very winter Obad -Hai is slain by the lord of winter It is the

ord of spring that releases Obad-Hai from the summer tree

He has Berei assist him with the burial of Obad-Hai Where he

s buried Mother Beoryrsquos tears revive him and a young sapling

rows which drops the fruit that hatches a young Obad-Hai

nce again in the spring By the summer he is fully grown and

trong the Stag King leading the wild hunt against those that

would dele nature During autumn he grows into a weathered

ld man waiting for the winter lord to slay him once again

There is a belief amongst the Old Faith that should Pelor fail

o bury Obad-Hai after seven days He will be gone forever

nd Oerth will forever be plunged into an eternal winter

The Flannae Pantheon consists of Allitur Beory Berei

Boccob Celene Earth Dragon Ehlonna Grummush (amongst

he early Flan he was thought a chief rival of Obad-Hai in

he old faith he was once known as the autumn lord and

was replaced by Incabulous after he established himself as

he chief patron of the orcish pantheon)Obad-Hai Pelor

ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and

Zodal

Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are

he primary recipients of Flannae worship in the Flannaess

hough all the gods of the pantheon receive varying amounts

f veneration token though they may be Many others

ave lost a direct association with the Flan pantheon and

re not mentioned here Though in truth about 90 of the

lan pantheon is considered part of the common pantheon

f gods As the oeridians stopped worshipping Sol and have

ully adopted Pelor into their pantheon of gods Beory is

onsidered the mother of the gods and only in the baklunish

west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the

most diminished of the human races currently bordering or

ccupying the Flannaes However they have cemented their

ustoms and traditions into every human species they have

ver come across Most notable of them all are the Oeridians

nd to a lesser extent the Suloise people

PROFESSIONS AND SKILLSThe Flannae have developed many and various skills

the centuries and in that time those professions and s

have changed little regardless of their location upon the O

-- as such all Flannae characters gain a + 2 racial bonu

two of the following skills Knowledge (nature) Knowle

(geography) Knowledge (the planes) Survival Ha

Animal Profession (tanner) Profession (animal breed

Profession (grain farmer) Dancing Singing or Ride T

skills are considered Class Skills for all Flannae character

Flannae characters are so attuned to nature that many

learned languages common amongst the fey races As

Flannae characters may take the Sylvan tongue as secon

language

The ancient Flannae also dwelled and worshipped dem

like they do gods these days Many have learned the Aby

tongue of demons and a few have learned the infe

languages of devils as a secondary language Note D

may require one of the following feats to be taken (Tai

Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o

to explain where the character has developed their knowle

of these languages

Flannae characters hailing from nations within the Sheldo

Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla

are exposed -- or have been exposed -- to atrocities dea

them by giants or other creatures driven from their home

an invasion of giants

FIGHTING STYLESThe ancient Flannae peoples where associated with prim

ghting styles few of which see use today Many Flan

where accomplished horsemen Most preferred to ride

their opponents armed with spears and axes Some ca

sickles to sacrice their enemies to the old gods Archery

horseback saw some usage mostly among the Itari and

by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we

maintaining their lands

In Geo and Sterich many of the Flan in these nations

adopted the sword as their main weapon While it se

this tradition was inspired by the oerids of these lands

Flan embody the spirit of their ancient brethren by run

headlong into battle naked armed only with their swords

handed weapons have also become common place as

tend to be more useful in damaging the giants which

these lands Long-bowmen have just begun to see m

usage as they allow one to keep a long distance from t

enemy short-bow use is more common especially when ri

horseback

The Wolf nomads favor the spear throwing axe and

their ancestors used in battle Some carry a spiked lea

gauntlets or the punching dagger and curved blades of t

baklunish ancestors alongside their wolf companions

In Perrenland polearms see much use especially amo

the mercenary companies Mercenaries from Perrenland

highly valued in the armies they serve Their ability espec

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19

n defense measurements are highly sort after Shortswords

xes spears shields and hunting knives are also common

lace with crossbows seeing little use in this region The most

killed pikemen and halberdiers are often from Perrenland

Having pushed back many a marauding army Most military

men in Perrenland learned their craft as mercenaries Fighting

n the opposite sides of warring parties However it is the

are mercenary who fellrsquos one of his kin This has served them

well when being hired to route fellow countrymen from the

pposing army ranks Only to nd them bolstering the ranks

f the mercenary army sent to dispose of them

One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra

urden of heavy armor and few would don any armor that

weighs more than forty pounds

Naval combat is something most Flan nations these days

now little about Many of their nations do not border large

odies of water capable of supporting naval units In ancient

mes the Isles of Woe and Caerdiralor supported naval units

Ahlissa presumably had the largest naval unit of all Flan

ations Though they also saw little usage as naval combat

was not as advanced as it is now in present day Oerth Instead

most naval units merely supported the transportation of

roops Perhaps naval units were more commonplace when

he Pomarj was a heavily populated Flan nation Though as

ar as historians can tell this area was populated by primitive

solationists who later were absorb into the migrating Suel

opulation Eventually only traces of Flan culture exist With

ltars and shrines devoting worship to the earth dragon

aramount among these ndings

The Flan present in the Theocracy of the Pale have been

bsorbed into the Oeridian way of life In truth little of their

ways exist in the Pale these days Many of their ghting

ormations and weapon usage mimics those of their Oeridian

rethren

RACIAL FEATSThe following is a list of racial and heritage feats that an

lannae character may take as hisher bonus feat

While some Flan from all walks of life are imbued with the

lood line of Caerdiralor You have a stronger connection

raced back to a mixture of the Sulmi bloodline with the

urvivors who ed the doomed nation when they crossed the

Sea of Gearnat

Benet A Caerdiralor Flan receives a +2 to saves against

pells from the necromantic school of magic If they have the

bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic

Special You may only take this feat as a 1st-level character

You are a descendant of the ancient Itari Flan whose forward-

hinking permitted them access to the ways of Vathris the

B C[H]

B I [H]

B D [H]

B R R [H]

maker

Benet An Itari Flan receives +2 skill bonuses to both

Knowledge (nature) and Diplomacy skills The character

easily sway someonersquos reaction by two categories for e

successful Diplomacy roll

Special You may only take this feat as a 1st-level chara

The characters Diplomacy score must be equal to or gre

than the characters level he is trying to persuade Other

the characters Diplomacy can only improve reactions rol

one category

You are a descendant of the Durha Flan some of the m

backward thinking and barbaric of the Flan people

Benet The Durha were some of the most determ

warriors However determination and skill are two die

things As such these characters gain 1 extra hit point

character level

Those with this bloodline may remain active at less

zero hit points with a successful Willpower save with a

DC of 12 plus the amount of damage suered below z

Example Fleg was struck by a club bringing his hit point

to - 3 hit points Fleg wills himself to maintain ghting on

rolls a 16 for his Will save to overcome his wounds S

Fleg is at -3 hit points he needed a 15 to remain active

remains active and is not struck again in combat Howeve

now requires a successful Willpower save DC 16 to cont

ghting as he cannot become stable while remaining activ

combat

Special You may only take this feat as a 1st-level chara

You are a descendant of the RhughaRonhass Flan While

Rhugha and the Ronhass were both intimately related to

other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron

were skilled horseman only because they were as stubbor

the mules they trained and lived with

Benet A RhughaRonhass Flan receives a +2 compet

bonus to their Ride skill (horses) and Handle Animal

(horses) They also receive a +2 to saves against spel

abilities to charm or enthrall them Spells that control emot

can aect them if it induces anger

Special You may only take this feat as a 1st-l

character Diplomacy is never a class skill for a character

this bloodline Diplomacy is treated as a non-class skill

receives all the limitations of a non-class skill for those

this bloodline regardless of which class they belong too

You are a descendant of the Sulmi Flan The ancient S

were always very ambitious determined to complete a tas

matter the cost This endearing trait led them to incorpora

the teachings of Caerdiralor into their society However s

B S [H]

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20

ure strains of this bloodline exist

Benet A Sulmi Flan receives a +4 insight bonus to any

kill roll once per day This does not guarantee success but

hows there determination in completing a task

Special You may only take this feat as a 1st-level character

The DM should penalize characters with this feat who give up

task too often or too easily

You are a descendant of the Truun Flan Much like the Rhugha

Ronhass the ancient Truun were skilled horsemen that

ttacked in large groups However the Truun did not share

he stubbornness their Rhugha and Ronhass brethren were

amous for

Benet A Truun Flan receives a +2 competence bonus

o their Ride skill (horses) and Handle Animal skill (horses)

A Truun that makes a successful Ride skill check in combat

lso receives a +1 competence bonus to attack rolls while on

orseback

Special You may only take this feat as a 1st-level character

You bear the mark of Demogorgon prince of all demons

Benet A character with this feat can telepathically

ommunicate with a creature in close range (25ft) much

ke a detect thoughts spell A targetrsquos successful Willpower

ave prevents you from reading its thoughts the save DC

=character level + 2 + highest non-physical attribute bonus

Intelligence Wisdom or Charisma]

However you also receive telepathic signals from all demon-

ind The latter is never at ease You struggle to control

he telepathic communication from demons a successful

Willpower save (DC demonrsquos hit dice + charisma bonus) is

equired whenever the character wants to actively block out

his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2

enalty on attack rolls saving throws skill checks and ability

hecks) until a successful Willpower save is made Because

he character has a volatile nature he gains a +2 insight

onus to all Intimidate skill checks and his telepathic link with

emon-kind grants him a +2 insight bonus to his Knowledge

the planes) skill checks Because the character is telepathic

e gains a +1 insight bonus to all initiative rolls

However the character always exudes a faint evil aura due

o the mark regardless of the characters actual alignment

Special You may only take this feat as a 1st-level character

You were born with a slightly forked tongue granting greater

ptitude with magic

Benet A character with Mokrsquoslykrsquos Tongue gains +2

ompetence bonus to either his Knowledge (arcana) or

Spellcraft skills The character also gains a +1 to their caster

evel when overcoming resistance for spells cast with a verbal

B T [H]

M S B [H]

Mrsquo T [H]

O A [H]

O F [H]

T T [H]

T T [H]

V T [H]

component

Special You may only take this feat as a 1st-level chara

You share some ancestry with those that lent their ma

might to the defense and expansion of Vecnarsquos Occlu

Empire

Benet Vecnarsquos Occluded Empire was well known fo

use of dark and secretive magical might As a descen

of this region you receive a +2 competence bonus to

Knowledge (arcana) and Knowledge (the planes) skills

Special You may only take this feat as a 1st-level chara

While many modern day Flan follow many faiths you fo

the ancients ways of your people

Benet A character with this feat receives a +2 compet

bonus to their Knowledge (religion) and Knowledge (nat

skills

Special You may only take this feat as a 1st-level chara

must follow Old Faith

You bear the taint of Tiamatrsquos followers

Benet A character with this feat has slightly scaly

that is noticeable by touch only and gains a +1 natural a

bonus They also gain a +4 resistance bonus to one of

following energy types acid electricity re or frost

Further the character also receives a +2 insight bonus t

Sense Motive checks to detect malicious intents or auras

as an evil spell or power register

However the character always exudes a faint evil aura

to the taint regardless of the characters actual alignmen

Special You may only take this feat as a 1st-level chara

You bear the artice and skill the the Tostencha people w

famous for

Benet This character may add +2 to one Craft sk

their choice The character also gains a +2 to their Appr

skill checks

Special You may only take this feat as a 1st-level chara

You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any

Knowledge skills and add a +2 competence bonus to t

skills or they make take one non-class knowledge skill

use it as a class skill without any penalty for skill improvem

cost

Then there are those who follow the teachings of Vathr

the god of lost causes and revenge These latter charac

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21

eceive a +2 to saves against poison or magic that would

ring them death or below zero hit points They also stand a

0 chance of becoming stable when brought below zero hit

oints instead of the normal 10 chance of most people

Special You may only take this feat as a 1st-level character

You are exceptionally skilled and versed in the workings of

he world

Benet A character with this feat gains 4 extra skill points

t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class

Also Knowledge skills can be increased by one more point

han usually allowed per character level A rst level character

with this feat may have a Knowledge skill with up to ve ranks

t rst level

Special You may only take this feat as a 1st-level character

V S I [H]

The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4

T F P

Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a

hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)

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23

PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged

traightforward and pragmatic Oeridians are taught from the

arliest age to respect authority and those who bear arms

Their interests lay in exploration hunting ghting and empire

uilding The history of their people give them right to boast

Oeridians are prone to take charge in dicult situations and

et they respect their superiors and sacrice for the good of

whatever cause or group they believe in Oeridians are known

or their enjoyment of songs celebration physical games

nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly

egarded by other races

There are three prominent Oeridian tribes The Aerdi best

nown for establishing The Great Kingdom The Nyrondal

f the Kingdom of Nyrond and the Vollar of the Prelacy of

Veluna are the other two prominent tribes of Oeridians Other

ribes do exist -- or have existed -- but they have become

ntermingled with other cultures

The Kingdom of Furyondy has a signicant Vollar presence

n its border with the Prelacy of Veluna however the Vollar

n both sides of the border have intermingled extensively with

he other peoples of these nations

The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of

he Flannaess but is now but a shadow of what it once was

aving splintered into two separate and distinct kingdoms

North Kingdom and The United Kingdom of Ahlissa Neither

f these current kingdoms is in control of the former capital

f Rauxes Decades of inghting magical atrocities and the

ramping of undead armies across the land have devastated

he area around the former capital

Most Oeridians now living in these lands tend to be less than

traightforward compared to their brothers in other lands

eing much more conniving and preferring to avoid direct

onict They seek instead to manipulate their adversaries

uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This

ttitude has served to lessen both the military presence and

nuence of the Church of Hextor

The Kingdoms of Furyondy and Nyrond as well as the former

Shield Lands are able to boast Oeridians of purest blood

Though the Shield Lands have been overrun by the forces of

uz the Oeridians still living there show real determination

nd the erce spirit of the race The Oeridians in these lands

ontinue the struggle against the occupying forces of Iuz the

nly exception being the Oeridians of Nyrond

The Oeridians of Nyrond mirror the condition of the Kingdom

tself they are poverty stricken This situation leaves them in

very poor position to wage an oensive war against the ldquoOld

Onerdquo However the Oeridians of Nyrond remain ever vigilant

f the Old Onersquos designs on their territories and are prepared

hough their stance must be defensive in nature

The ldquowarrior coderdquo is forever present within the minds and

earts of the Oeridian peoples and they nd ways to defend

heir lands regardless of their circumstances Defensively

uryondy is currently in the best shape of all the Oeridian

nations due to their being aided in securing their border

their Velunese neighbors In addition the Church of Heiron

has an ever growing inuence amongst the Oeridian peo

in these two nations and the Priests and Paladins of His ch

are highly regarded by the peoples of these two kingdom

The Oeridian peoples have learned to work well with o

human races and nowhere is this truth more evident tha

the Sheldomar valley and the Kingdom of Keoland In Keo

a minority of Oeridian and Suloise nobles enjoy a peaceful

over a Flannae majority

In the Prelacy of Veluna a considerable populatio

intermingled Oeridian and Flannae peoples also live toge

peacefully Rao serves as this nationrsquos chief deity but

church of Heironious is also well represented on the nat

Theocratic Council The Oeridian peoples of Keoland

Veluna are much more in control of their emotions then

their brethren in other nations and are therefore less like

fall prone to the more traditional overreaction of Oeridian

A great many Oeridians grow-up to become warriors B

instilled from early childhood with a profound respect for

and women of martial prowess most Oeridians have studie

least one melee weapon by the time they reach adulthoo

The skill of manufacturing weapons and armor is also h

respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are

naturally nimble people acrobatic skills such as dancing

tumbling are often manifested in Oeridians from all walk

life

RELIGIONThe Oeridian peoples seem to have a particular fondnes

martial gods The Oeridian Pantheon boasts no less than t

Gods of War and Battle Heironious Hextor and Stratis

is believed to be dead

All three war gods were mothered by Stern Alia God

of Motherhood Culture and Law three precepts which

important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St

was dominant in their ancient homeland which they be

was in western Oerik Some Oeridians still worship this fa

deity and repeat a legend associated with His death

whispered that at His death Stratisrsquo blood burned its

through the Oerth down into the Underdark and exposed

passageway to the drow settlement of Kalan-Grsquoeld Str

blood then turned into mists and still oats around

Underdark in clouds It is said that anyone touched by th

clouds is gifted with a portion of Stratisrsquo divine spark

The Oeridian Pantheon also consists of Bleredd Celes

Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku

Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri

collective name for the Oeridian agricultural gods Veln

Telchur Atroa Sotillion and Wenta

Heironious Hextor Fharlanghn Pholtus Pelor and Zil

are the primary recipients of Oeridian worship in the Flanna

though all the gods of the pantheon receive varying amo

of veneration token though they may be

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25

s another matter entirely If not for the considerable size of

heir eets these nations would be in serious trouble given

hat this is the one area in which the Suloise have bested

hem

The Oeridians of the former Great Kingdom prefer to ram an

nemyrsquos vessel and board them with marine units since their

and to hand tactics are superior to that of their opponents

However their naval tactics prove a contradiction in this

egard as Oeridian ships are built for strength rather than

peed and ranged combat seems to be the most eective

method against the Suloise vessels

The Peace loving Oeridians of Veluna have ample amounts

f military units cavalry infantry and archers However these

Oeridians prefer bludgeoning weapons Veluna is also known

o have the only man-catcher unit in existence While no

ne has yet seen it used on the eld of battle it is rumored

hat these units were responsible for quelling the upheavals

n the disputed lands of Bissel The man-catcher unit serves

mainly as an honor guard but gives frequent demonstrations

f its great prociency in the non-lethal use of their weapon

Although swordsmanship is practiced in Veluna it is viewed

rimarily as a sport rather than an instrument of war

RACIAL FEATSThe following is a list of racial feats that an Oeridian character

may take as hisher bonus feat

You have studied many dierent Aerdi styles of warfare

ranting you a mastery of the battleeld

Benet A character with the Aerdi Bloodline feat gains a +2

ompetence bonus to Alertness checks and a +1 competence

onus to hit with spear or short sword

Special You may only take this feat as a 1st-level character

You have exceptional skill on mounts and with Nyrondal

anged combat tactics

Benet A character with the Nyrondal Bloodline feat

ains a +2 competence bonus to Ride skill checks and a +1

ompetence bonus to hit with a rapier or bow

Special You may only take this feat as a 1st-level character

You are known for your scouting skills and defensive ghting

actics

Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and

+1 dodge bonus to their AC

Special You may only take this feat as a 1st-level character

A character must choose either Spot or Survival skill bonus at

st-level

B N [H]

B A [H]

B V [H]

C S [G]

D R [H]

H [GB]

You are skilled in battle and can sense when combat is a

to ensue

Benet Before combat begins a character with this

can make a wisdom check (DC 10+ frac12 opponents hit dice)

if successful the character gains a +2 insight bonus to t

saving throws or Armor Class either which can apply

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters need to meet a prerequisite to a

this feat a wisdom score of 13 or higher

You are nimble in battle and many of them study how to a

blows

Benet A character with this feat gains a +2 dodge bo

when not using armor or shields of any kind The chara

must have a weapon in his hand for the feat to work

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters can take this feat but the prerequ

is a Dexterity score of 13 or more

You have toughened your body to the point where they s

able to turn blades aside during battle

Benet A character with this feat gains a damage resista

of 2

Special You may only take this feat as a 1st-level chara

must take either Endurance or Toughness as a prerequisi

this feat

You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta

they may rage like a barbarian of equal level The chara

receives all bonuses and penalties associated with ragin

noted on page 25 of the 35 edition of the PHBThe chara

receives all bonuses and penalties associated with raging

noted on page 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level chara

Oeridians from Veluna cannot take this feat

You can be quite intimidating when you have to be

Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi

someone a second time even after an initial intimida

check has failed but without the +2 bonus on the sec

attempt

Special You may only take this feat as a 1st-level chara

O R [H]

O P [H]

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26

O G [H]

O S [H]

You have a greater aptitude towards grace and maneuverability

Benet A character with this feat gains a +2 competence

onus to all Balance and Tumbling skill checks

Special You may only take this feat as a 1st-level character

Your ghting spirit shows your resolve when the end is nigh

Benet A character with this feat gains a +2 competence

o hit and damage but only when reduced to less than 20

f his hit point total

Special Oeridians who are members of the following

lasses may choose this feat Barbarians Rangers Paladins

Warriors and Fighters Fighters can gain this feat at rst level

A character may gain this feat after choosing the Endurance

nd Die-hard feats

You are well versed in many ghting styles However you

refer a less lethal approachBenet A character with this feat can use any blunt object

r bludgeoning weapon to cause non-lethal damage to his

pponent Weapons used in this way do half damage All

amage inicted in this manner is non-lethal

You have mastered the art of non-lethal damage

Benet As Sub-dual Focus above only the weapon does

ull damage all of it being sub-dual

Special Oeridians from Veluna taking Sub-dual Focus get

Greater Sub-dual Focus for free Other characters are required

o spend a second feat for Greater Sub-dual Focus

You have honed your skills in the subtle arts eschewing any

warrior instincts for a more deceptive approach

Benet A character with this feat receives a +2 competence

onus to both the Blu and Sense Motive skills The character

s equally adept at lying and discerning a lie

Special You may only take this feat as a 1st-level character

Only those characters from Ahlissa and North Kingdom may

ake this feat

S- F [G]

S- F G [G]

S [H]

T O P

Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti

Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves

Zilchus (LN god of power prestige inuence monbusiness)

Crsquo

C

G

T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073

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27

RACES OF OERTH

The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak

The Rhennee rmly believe they are from another world

nown as ldquoRhoprdquo In truth Rhop was a large island continent

ar removed from the Flanaess The distance is so great that

t could easily lead anyone to believe that Rhop was anotherworld

Natural talents possessed by the Rhennee strongly suggest

o scholars that the Rhennee have lived on or near large

odies of water for the racersquos entire existence Some sages

elieve that Rhop was ndash in reality ndash some type of ldquoElder

Beingrdquo possessed of supernatural powers and quite possibly

esembled some type of turtle-like creature Such a Being

would of necessity have been quite large possibly measuring

ome ve miles in radius Sages believed that either some

xternal ldquoforcerdquo removed the Rhennee from their living island

aradise or else this ldquoIsland Beingrdquo itself sent them away

While there is some debate upon the subject most sages

gree that the Rhennee are native to Oerth Sages also agree

hat after leaving their island home the Rhennee traveled to

he Flanaess and settled in and around the Adri Forest But

enturies ago they were driven out of this area as well -- by

he invading Oeridians

On the whole the Rhennee are still a young race Having

nally found their own niche within the societies of the Flanaess

eems to have caused their civilization to ourish especially

pon the Selitan river and the Nyr Dyv What happens to the

ace next remains to be seen

The Rhennee themselves have taken a generally neutral

pproach to their neighbors refusing to involve themselves

r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have

sed them for a variety of transportation services including

he delivery legal and illegal goods

Whether or not the legend of Rhop being some other world

s true or not one thing is certain the Rhennee people are not

eaving the Flanaess anytime soon

APPEARANCEThe Rhennee are often tan or olive skinned humans T

tend to be shorter than other human races and often stoc

displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w

between 140-175 lbs while female Rhennee average betw

4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co

are most often blue gray or hazel although green eyes

not unknown Their hair color is often black or dark bro

Curly hair is most common but wavy hair is not unknown

PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated

secretive most Rhennee have little regard for the other hu

races

Having been ostracized by the majority of human ra

Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp

and it is very rare to nd one amongst the Rhennee for

great length of time To the Rhennee nothing is more impor

than family and regardless of personal dierences it is ta

to go against the family and side with a Gajo

The Rhennee live almost exclusively upon the waterw

of the Flanaess making their homes on large barges A s

sect of Rhennee ndash known as the Attloi ndash travel in caravan

the area of the Adri Forest where many believe the Rhen

made their rst appearance in the Flanaess The majori

Rhennee reside in the central Flanaess remaining close to

Nyr Dyv which serves as a central focus for these people

Most other races of the Flanaess often consider the e

race of Rhennee as criminals and thieves While it is true

many Rhennee excel in the roguish arts relatively few

out right criminals The conict lies in the fact that to

Rhennee things which are considered the property of G

are actually considered ldquopublic propertyrdquo by the Rhennee

The Rhennee believe that if you cannot carry the item u

your person then it is open to public use To be fair even am

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28

hemselves the Rhennee practice this belief The exception to

his is items placed into a roped circle This practice dictates

hat the items should not be touched or removed The number

nd sequence of knots tied into the rope will show any and all

ust who it is that claims the roped property as their own

The Rhennee culture is very chauvinistic Males are the

eaders and may carry on their barge just as many wives as

hey can aord It should be noted however that each barge

r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda

cts as an advisor and a councilor to the leader in all of the

amilyrsquos aairs The Verda also serves as the tribersquos healer

nd herbalist She predicts the weather and sells fortunes to

he Gajos While male nobles rule the tribe none of them will

ontradict the Verda of their tribe

Interestingly Rhennee women must remain virgin until their

marriage while males are encouraged to take many lovers

But if a woman is found to have had sex before marriage she

s then forbidden to ever marry and must become a prostitute

r ldquoAuntardquo to the tribe Such a woman is often given a small

essel separate from the barges and is only welcome aboard

barge when she is servicing the Rhennee males on it

This custom seems strange to others given that most

Rhennee males will quickly start a ght if they believe that

Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for

he privilege of a night with one of these women For these

easons and others an Aunta is much more likely to leave the

arge-folk and seek a new life amongst the Gajos

All Rhennee are known to fear sickness child birth and

eath Since all three conditions are considered taboo If

Rhennee person is sick they are left with the wise women

f the tribe ndash the Verda ndash and no one will even visit with the

ick individual until the Verda deem it safe to do so If the sick

annot be cured or if there is the fear of infection then the

ick are sometimes simply cast out This rejection of the sick

n order to protect the tribe is considered even to out way any

amily tiesWomen who give birth must remain in seclusion with the

Verda for 40 days and 40 nights During this time no male

may see her she cannot even return to her husband until this

eriod is over The newly born child may be brought before

he father by the wise women but it is common place that the

hild is usually not seen until the wife returns to her husbandrsquos

ide

Women who give birth to an exceptional number of male

hildren have considerable authority within the tribe Age and

xperience also play an important role in Rhennee society For

xample older females possess considerably more power and

nuence than do younger woman within the tribe

Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become

Vethardquo sorceresses who are endowed with the powers of

Rhoprdquo Women who attain this standing ndash but are not actually

Verda ndash are now treated as though they were while actual

Verda who develop the Vetha abilities are considered nearly

divinerdquo in nature and are given a great range of freedoms in

egards to tribal aairs

Death by any cause is something that all Rhennee fear

For the barge-folk the deceasersquo body must be lled with

or sand and then wrapped in linen and cast into a large b

of water The Attloi on the other hand bury their dead

very often mark the grave as the site of a great evil Pries

Death Gods and Goddesses are greatly feared and consid

repulsive to the Rhennee peoples as are Necromancers

Though predominantly rogues all Rhennee males bec

adept with weapons and the most accomplished of t

become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe

warriors and enforcers Both elder males and the Darkha

are second only to the chieftain of the tribe

Rhennee earn most of what little income they have prim

through the transportation of goods and passengers altho

hunting shing trading and craft-work also play a role A

Rhennee are excellent Tinkerers though their reputation

such work may vary widely Sadly some Rhennee do pref

steal from the Gajos in order to make a living and this re

poorly on the race as a whole though Rhennee will not s

from each other

The Rhennee practice no known religion or at the le

no Gajo is aware of any formal Rhennee religion Wate

respected and honored by all the Rhennee so much so

the barge-folk have been known to clean dirty waterways

to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen

will willingly pollute a water source

Rhennee males like to wear tight-legged pantaloons l

tting shirts and leather jerkins Females wear long ow

sleeveless dresses with low-cut tops so as to entice t

males Rhennee women also like to wear charms made

mollusk shells and precious stones that are found near

the water The more colorful these garments and adornm

are the more they are liked by the Rhennee though b

and greens are easily the most popular colors

RELIGION

Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and

basis of their religious beliefs This thinking is reinforce

the practice among the Rhennee of ldquoVethardquo where som

their women are endowed with the sorcerous powers of

ldquoRhoprdquo

In the last few centuries some of the Rhennee

begun worshiping the elemental forces of water Still ot

participate in the sacricial rites of demonic and devilish c

Some of the Rhennee have even taken up the worship of s

Deities of the air though such Rhennee are few

Among the land dwelling Attloi some have taken up

service of Gods more commonly worshiped in the Flana

these include Fharlanghn Olidamarra and Istus Still

are those few who worship Celestian and Pelor

PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and

these skills as their trade Rhennee are taught from birt

swim and some are even conceived in the water

All Rhennee characters gain a +2 racial bonus to the ski

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29

f their profession (Boater) and swimming These are

onsidered class skills for all Rhennee characters Rhennee

haracters also have an innate ability for sleight of hand and

eceive a +2 bonus to this skill as well But they suer a ndash2 to

ll Diplomacy checks when dealing with other human races

Crafting hunting and shing are very common among the

Rhennee people They are also adept at preparing some of the

nest seafood dishes in all the Oerth

The land based Attloi keep horses and pack animals and use

hem to pull their wagons and haul their goods The Attloi are

killed performers excelling at dance wind instruments and

inging For this reason Attloi characters receive a +2 bonus

o animal handling and a +2 performance bonus in one of the

kills listed above

Like their waterborne brethren Attloi characters also excel

t sleight of hand and receive a +2 bonus to this skill But

hey also receive a -2 penalty to Diplomacy checks whenever

ealing with the other humans races The Attloi are skilled

raftsman and leather workers and make some of the nest

eather armor and goods to be found in the Flanaess

FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing

hey have to an army are the Darkhagard warriors who guardheir barges

Most Rhennee focus on martial skills which favor thrown

weapons single weapons dual weapons or a two handed

weapon style Wrestling and sticus matches commonly take

lace among the Rhennee people

Some Rhennee have developed a rope ghting style which

s used to trip bound or to escape an opponent This ghting

tyle is defensive in nature and is often used by older males

nd a few of the females among the barge-folk though it is a

much less common ghting style among the land based Attloi

The Rhennee have also developed a special racial weapon

alled the ldquoDarkhardquo This special weapon will only be found in

he possession of a tribal chief or his Darkhagards

RACIAL FEATSThe following is a list of racial feats that a Rhennee character

may take as hisher bonus feat

You have developed a sense for locating and spotting water in

ny quantity

Benet You receive a +2 competence bonus to Survival and

Knowledge (geography) skill checks Further you can obtain

p to two gallons of fresh water with a successful Survival skill

heck and up to two more gallons of water can be obtained for

very three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

Surprisingly more Attloi obtain this feat then Rhennee maybe

nes presence around bodies of water limits a knack for this

bility

You spend a great deal of time in the water and have impres

swimming skills

Benet You are able to hold their breath under water

number of rounds equal to three times your Constitution S

before suering any ill eects You receive a +2 compete

bonus to all swim skill checks

Special You may only take this feat as a 1st-level chara

Attloi cannot take this feat

You have a knack for catching large amounts of sh and o

aquatic game

Benet You receive a +4 competence bonus to Surv

checks when shing hunting aquatic game or gathe

aquatic plants

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but it should be noted

these cases are rare

You can communicate with all fresh water aquatic creatur

Benet So long as you do no harm to them or t

environment You can communicate with any fresh w

aquatic creatures including (crustaceans frogs and turt

Even if charmed both you and these creatures are giv

save in order to avoid the suggestion

You will not consume or harm any crustaceans or tu

like creatures nor will the character allow these creature

come to harm

If you are a Rhennee spell caster able to summon w

elemental creatures you may do so for twice the no

duration with zero chance of the elemental successrebelling against you Any water elemental summone

oppose you is twice as likely to rebel against its summ

and the duration of the spellrsquos eect is halved

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but instances are

common

You can see things beyond the limits of most mortals and h

a strong sense of your surroundings

Benet You receive a +2 competence bonus to all Initia

rolls and Spot checks On a successful Spot check (DC 30)

can sense where invisible creatures or objects are loca

but you cannot actually see them (Example A mage c

invisibility on himself prior to combat Without knowing h

there you make a successful Spot check You get a sens

where the invisible mage is but you cannot actually see

invisible mage)

Special You may only take this feat as a 1st-level chara

F W [H]

D [H]

R B [H]

K F [H]

S S [H]

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30

While much more prominent in females this feat is not

mited to them alone

Travelers Trade [Heritage]

You are ever on the move for the roads are your home

Benet You receive a +2 competence bonus to all Handle

Animal and Ride skill checks when dealing with any animal or

ehicle used in a caravan While traveling you also receive a

+2 competence bonus to all Survival skill checks

Special You may only take this feat as a 1st-level character

Rhennee cannot take this feat

Water Walker [Heritage]

You have a knack for operating barges and traversing your

essel through perilous waters

Benet You receive a +2 competence bonus to their

rofession (boater) skill and a +2 circumstance bonus to

etect weather and weatherrsquos eects on water conditions

while piloting their vessels

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

Contact with water rejuvenates and sustains you

Benet If you stand at least in knee deep water you

atigue at only half the normal rate In addition if you engage

n no strenuous activity while in a body of water you recover

it points equal to your Constitution bonus +1 for every three

ours in the water You may also hold your breath for a number

f rounds equal to twice your Constitution Score You must

ubmerge yourself in water for at least one hour each week

r he will begin to suer fatigue at twice the normal rate

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

You are more sensitive to the forces of nature often feeling

minor changes in the weather and environment which are

ometimes undetectable to animals

Benet You receive a +2 competence bonus to Survival

nd Knowledge (nature) skill checks You may predict weather

hanges up to six hours in advance including changes in

emperature Further with a successful Survival skill check

ou can predict the weather and up to two more hours more

or every three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

While much more prominent in females this feat is not limited

o them alone

T T [H]

W W [H]

W W [H]

IN SEARCH OF HOME

ldquoWe are the children with no landrdquo

ldquoForced to live in the unknownrdquo

ldquoWe sail this worlds waterwaysrdquo

ldquoIn search of yesterdays embracerdquo

ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo

ldquoShow us your unfurling facerdquo

ldquoWe are use to your disgracerdquo ldquo

You will one day atonerdquo

ldquoWhen we children return homerdquo

-Made famous by Artoli Medni

Rhennee bard

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31

The Suloise peoples had their origins outside of the Flanaess

South of the Crystalmist Mountains and west of the

Hellfurnaces

Many Suloise ed to the Flanaess to escape the constant

SuelBaklunish wars which eventually lead to the magical

evastation of their homeland These Suloise migrations

elped to displace many of the Flannae from their homelands

esulting in the Flannae being scattered far and wide

The ancient Suloise have passed on many of their traits to

heir descendants for good or bad Centuries ago the Suloise

oasted one of the greatest empires ever known to mankind

They learned the arts of sorcery and civilization from the

Olven-folk but in time the Suloise peoples surpassed even

heir Elven teachers in the manipulation of magic and used

his knowledge to forge the greatest empire of their time ndash the

Suel Imperium But they rejected the Elven peoplesrsquo warnings

bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies

The ancient Suloise were totalitarian in demeanor and

nslaved many peoples and races All peoples fell to the will

f the Suloise Imperium except for the ancient Baklunish

mpire The Suloise Imperium relied heavily upon magic and

t helped forged their empire Their magical experimentation

ead to the creation and engineering of altered races races

reated for the sole purpose of serving the empire

One of the most well known of these created races is the

Derro Many dwarves claim that the Derro existed long before

he Suel experimented on their kin and it is rumored that

he Derro are actually a blending of dwarves and humans

Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were

onducted before the Suel Imperium fell

The Suel Imperium fought the Baklunish Empire to a stand

till for control of eastern Oerik To break the stalemate the

Suloise brought about the Invoked Devastation This apparent

ictory over their enemies was short lived however as one of

he long forgotten Gods of the Baklunish chose to intervene

RACES OF OERTH

The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller

Gathering together the most powerful mages from am

his people within the stone circle of Tovag Baragu this

channeled much of His own power through these magici

supporting their retribution against the Imperium

This is the origin of the Rain of Colorless Fire which cov

all of the Suel Imperium in its inferno Were it not for

great seer Slerotin the Suloise peoples may well have b

destroyed but receiving premonitions of the impen

doom Slerotin gathered what noble families he could and

them through a magical tunnel ndash of his own creation ndash w

passed completely through the Hellfurnaces

All but one of the families ndash the Lerara ndash traveling

Slerotin arrived in the area of the Flanaess now known as

Yeomanry From there the Suloise peoples spread throug

the Flanaess founding nations for themselves often for

from the colonies of the Suel Imperium The noble fami

Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero

tunnel and reside there today

The most infamous and secretive society of the Suloi

indisputably the Scarlet Brotherhood headquartered on

Tilvanot Peninsula This Suloise organization has bases sp

out across the Flanaess and beyond So embroiled have

become in the aairs of the Flanaessrsquo nations this so-ca

secretive society is no longer as secretive as it once was W

the Scarlet Brotherhood is prominent in Shar they do

actually have control of the government there though

do exercise major inuence over all the Peninsularsquos aair

There is another Suloise organization called ldquoThose

must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in

Kingdom of Keoland Not much is known of the Silent O

though it is rumored that they seek to obtain forbidden ma

and ancient Suloise artifacts What their main goals ar

one knows for certain however those few who happen c

upon the Silent Tower and try to gain entrance are very o

not heard from again Whatever their main goal one thin

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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8162019 Oerth Journal 27pdf

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 7: Oerth Journal 27.pdf

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6

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A983138983146983157983154983137983156983145983151983150

Half of it exists below in Lo Reltarma and the other side heren the City of Glass It resembles nothing more than a 60rsquo

wide by 40rsquo tall pane of almost ethereally clear glass oating

couple of feet above the pool below Etched into its base in

lowing runes are the cryptic words ldquoUrbs Deniqrdquo

When both sides are active looking through one side shows

what is on the other Now that the side in Lo Reltarma has

een encased in a massive wall of stone (created by having

multiple casters casting simultaneously) the side in the City of

Glass seems to icker every few seconds revealing images of

trange doorways gates and portals from ancient to possibly

uture times and from worlds other than Oerth

Anyone casting any form of teleportation magic while

ouching of the Gate of Glass lsquolocksrsquo it to the desired locationor up to 1 hour creating a portal (cf portal spell) with the

imensions of the Gate of Glass This eect is dismissible and

as no component costs Unlike the portal spell this can be

sed to create a portal which can access other planes andor

imensions

Unknown to anyone presently inhabiting the City of Glass

s the fact that the Gate of Glass is the reason no divination

magics function there A side eect of its vast power the Gate

of Glass blocks all divination eects within a 5 mile raEXCEPT when the caster is touching the Gate itself Bec

of the link between itself and the City of Glass this block

extends only to the outer edges of the dome and disc u

which the City of Glass sits This anti-divination powe

so great that it is (rightfully) believed not even the

themselves can locate the City of Glass

LENDORErsquoS TOWER

This glassteel lattice tower sits on 4 legs and rises 1500

above the central plaza Its base is a square area measu

400 feet per side It has 3 levels the lowest of which is

feet above the Central Plaza and is 200 feet square per s

250 feet above this sits another smaller level (100 feet sqper side) and the topmost level (50 feet square per side)

uppermost level is rumored to be heavily warded since

said to provide access to Lendorersquos Tomb

Access to the rst level is via magical moving stairc

in each of the towerrsquos legs (two ascend two descend) E

staircase is 20 feet wide and ascends 250 to the rst lev

the tower One merely stands at the base steps upon the

step and it begins to ascend at a pace faster than a man

F983151983154983141983145983143983150 T983154983137983140983141

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7

walk up stairs normally (the stairs ascenddescend at 50 feet

er round)

First Level The rst level of Lendorersquos Tower is a large open

rea lled with benches made of glassteel which surround a

entral rostrum This space was used by Lendore to lecture

nd instruct his students and apprentices prior to his lsquodeathrsquo

Now it is the public assembly hall for the inhabitants of the

City of Glass It is from here that the Council of High Magic

overns the city

Once every 10 days the High Masters of each tower

ssemble here for 6 hours During this time they dispense

ustice inform the citizens of the city of events happening

within the city (and outside it as well) and meet with any

mportant newcomers to the City of Glass Should one be

ndisposed or otherwise unavailable his proxy is given over to

he High Master of his choice

Second Level The second level of Lendorersquos Tower lies

mpty now Once it provided the living spaces kitchens

antries baths and other areas need by the students and

pprentices of Lendore It is connected to the rst level via 4

more of the enchanted moving staircases

In the center of the second level is a small locked chamber

with a shaft (10rsquo x 10rsquo) leading upward The base of this circular

haft is actually a platform with a permanent suspension spellecting it

Third Level This heavily warded area was the private

anctum of Lendore and it is here (rather than in his tomb)

hat all of his greatest treasures are kept

Lendorersquos Tomb Beneath the pool which lies under

endorersquos Tower is Lendorersquos Tomb This small sepulcher has

emained undisturbed for over 1000 years It is said to be

eavily warded and to be protected by powerful constructs

which have not been seen since the height of the Suloise

mpire

GM Note This area is left for individual GMs to esh out as

hey wish (or might be revealed at a later time in the Oerth

ournal) However something to consider is that Lendoreimself is not dead Rather he is in greater temporal stasis

which he cast upon himself awaiting the Final Calamity

NHABITANTSThe inhabitants of the City of Glass are 90 pure Suloise

approx 9000 of which about 1500 are of noble Suloise

rigin) with the remainder being made up of non-Suloise

uman races (there are no Bakluni to be found among them)

nd a few non-humanoid individuals (who number less than

00 and range from at least one vampire to a shape-shifted

ragon)

Those born here are known as lsquociviirsquo and many can trace

heir lineage back to the original followers and students ofendore

A strange curse seems to aect the City of Glass in that those

orn here or anyone who spends more than 8 consecutive days

ere is unable to leave without suering a lingering malady

This strange illness manifests itself 8 days after leaving the

City of Glass itself (not the outer disc) in the form of a malaise

anyone who is a lsquociviirsquo loses 1 hp per day they are outside it

no form of magical healing stops this loss only return to

City of Glass)

GM Note This is actually a minor side eect of the Ga

Glass Each of the High Masters possesses a small mag

trinket which belonged to the 8 apprentices of Lendore

helped him create the City and Gate of Glass which allows

possessor to leave for any length of time

OUTSIDE THE CITY OF GLASSThe area immediately outside the City of Glass is know

the lsquowildsrsquo Immediately outside the city walls is a freshw

river 12 mile across and a 14 mile deep at its deepest p

(next to the city wall) It is spanned by straight at brid

of glassteel which radiate outward from each of the tow

50 feet above the riverrsquos surface This body of water is ca

a river rather than a lake because it moves languidly

clockwise direction

A large variety of freshwater plants and aquatic life lls

river 90 of this life is benign and people can be found

sitting on the bridge or making use of small boats to sh

Surrounding the river is a wilderness belt 3 miles wide

terrain here varies from small glades to several belts of s

steep hills An abundance of game can be found again

most of it being benign in nature and obviously suitedhunting

A curious thing about this wilderness belt is that it

lsquoseasonsrsquo If one extends imaginary lines from the Towe

Necromancy and the Tower of Illusion the area which

between is always in winter - with mild winter being fo

near each edge and extreme winter at its exact center

area that would lie between the Tower of Illusion to the T

of Abjuration is always in Spring Between the Towe

Abjuration and the Tower of Enchantment it is always sum

and between the Tower of Enchantment and the Towe

Necromancy it is always autumn

Every eight days in a counterclockwise direction

eighth of the wilds (the area including both the fresh saltwater areas between any two adjacent towers underg

the eects of a renew the land spell

The outermost lsquoshorersquo of this belt opens onto a saltw

lsquosearsquo which like its freshwater sister is 12 mile across a

14 mile deep at its deepest point (next to the outer wa

the dome which covers the disc) Beds of kelp and coral

be found next to the shore which has a couple of beau

beaches as well as several areas of tall clis (some of w

have obvious sea caves)

The marine life here is abundant being made up of sev

varieties of game sh as well as several small schoo

sharks and even a small pod of orca

WILDERNESS DENIZENSThe wilderness surrounding the City of Glass has a

inhabitants (less than 1000 total) who are known as lsquoho

These are the mixed descendants of the Spindrift Isl

inhabitants that escaped to the City of Glass when the e

took over the islands Most of these are nomadic half-elve

high elfSuloise heritage

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8

A similar malaise aects the lsquohospiirsquo as does the lsquociviirsquo

hough the lsquohospiirsquo are not permitted to build permanent

ncampments They must move every 8 days or they begin

o sicken Any structure built of wood or stone immediately

isappears when the renew the land eect aects the area in

which it lies

BEYOND THE DOMESince the time of its creation the City of Glass and the disc

pon which it sits have hung in the sky above Lo Reltarma

or over 1000 years it was used by sailors and travelers as a

avigational aid All of that changed when the elves took overhe islands and began their pogrom

When the elves began to drive out the non-elven inhabitants

great storm cloud 40 miles across and 5 miles high formed

entered on the dome and disc Terrible waves of sheet

ghtning constantly rage while winds of up to 100 mile per

our blow Even the mightiest of dragons would be bueted

bout by the stormrsquos power There is no rain in this storm just

ury Below it the Lendore Isles have been cloaked in mist

y the Sehaninersquos priests and wizards The storm seems to

ugment this aect with mists of its own often merging with

hose below

CONFLICTS AND INTRIGUESA human resistance force operates from the City of Glass above

endore Isle The High Masters of Magic and their students

aily open temporary portals to the lands below Often these

re opened onto locations within the Lendore Isles themselves

or purposes that advance the cause of the resistance

Why havenrsquot the elves invaded the City of Glass There are

robably several reasons for this Most importantly the elves

re isolationists and religious fanatics Even the cost of the

ccasional raids from the resistance is nothing compared to

what it would take to storm a city that can only be entered

ia teleportation magic Since it cannot be divined by normal

means it comes back to a lsquoyou canrsquot get there unless youave already been therersquo situation

Additionally there is the eternal storm raging around the

isc at all times Even dragons could not survive its fury for

ong With visibility down to zero how are you going to nd

t in an area 5 miles deep and 40 miles across It would be

mpossible to y a normal search grid This leaves subterfuge

a spy or spies if you will This could lead to some amazing

uests

The Scarlet Brotherhood would love to inltrate and take

ver the City of Glass It is after all perhaps the greatest

magical achievement of the ancient Suloise A series of

dventures centered on this goal would certainly be possible

The Society of the Serpentrsquos legendary headquarters couldasily be set here This would aord PC members of the

Society an opportunity to visit Who knows what could happen

fter that

THE FINAL CALAMITY The City of Glass was prepared by Lendore for what he saw

n his nal visions what he himself named the Final Calamity

However Lendore never revealed what the exact natur

that catastrophe was Was this omission deliberate

likely so However some things can be deduced from

nature of his greatest creation the City of Glass itself

Final Calamity must be something so devastating as to req

a sheltered city of immense size It seems to require that

city be self-sustaining for an indeterminate amount of tim

would appear that the Final Calamity will rival even the T

Cataclysms

So what is it Here are three possibilities

1) The destruction of Flanaess itself In the ruins of

remains the survivors could leave the City of Glasrepopulate the Flanaess restoring the Suloise to their fo

glory

2) The destruction of Oerth itself In this scenario the

of Glass might drift in Greyspace circled by Liga Oerthrsquos

Perhaps its inhabitants could discover some method of mo

it to another world

3) The destruction of the Prime Material Plane In su

case the City of Glass becomes an inter-dimensional hab

wandering through the multiverse

SPELLS AND ARCANA It goes without saying that the City of Glass is renown fo

arcane mysteries Below are a few of these rare arcanum

School transmutation Level sorcerer wizard 6

Casting Time 1 minutelb created

Components V S M

Range touch

Eect A glassteel object weighing up to 5 lblevel

Duration instantaneous

Saving Throw none Spell Resistance none

Glassteel is a magical substance created from normal

magical crystal and glass Glassteel is as strong and resis

to re as steel but retains the transparency (and color if of the original material Spells that aect metal or glass (

as shatter and rusting grasp) do not function on glass

Using this spell with fabricate or a glass-related Craft ch

the caster can fashion glass or crystal items that functio

steel items Thus creating glass plate armor and glass sw

that are as durable as their normal steel counterparts ar

Reference Freeport City of Adventure (Green Ronin)

128

School transmutation Level sorcerer wizard 6

Casting Time 1 minutelb created

Components V S MRange touch

Target One item of a volume no greater than 10 cu ftle

see text

Duration permanent

Saving Throw none Spell Resistance none

This spell increases the hardness of materials Paper beco

harder to tear glass becomes harder to break wood beco

X

G

X

H

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9

more resilient and so on For every two caster levels add 1

oint of hardness to the material targeted by the spell This

ardness increase improves only the materialrsquos resistance to

amage Nothing else is modied by the improvement For

xample a longsword (treat steel as iron base hardness

0) aected by a hardening spell cast by a 12th-level caster

would have hardness 16 for the purpose of ignoring damage

aused by someone making a sunder attack The swordrsquos hit

oints attack and damage modiers and other factors are

ot aected A hardening spell does not in any way aect

substancersquos resistance to other forms of transformation

ce still melts paper and wood still burn rock still becomesransmutable to mud with the proper spell and so on

Reference Spell Compendium (WotC) pg 109

School conjuration (creation) Level sorcerer wizard 8

Casting Time 3 full rounds

Components V S M (small leather loop suspended from a

ent wire of gold) XP (500 XP)

Range close (25 ft + 5 ftlevel)

Eect See text

Duration concentration + 1 round

Saving Throw none Spell Resistance none

Casting portal opens an interdimensional connection

etween two places on the same plane of existence allowing

ravel between the locations in either direction The portal

tself is a circular hoop or disk from 5 to 20 feet in diameter

casterrsquos choice) oriented in the direction you desire when it

omes into existence (typically vertical and facing you) It is a

wo-dimensional window and anyone or anything that moves

hrough is shunted instantly to the other side The portal has a

ront and back Creatures moving through the portal from the

ront are transported to the other location creatures moving

rom the back are not

SPECIAL MATERIAL GLASSTEELGlassteel may be created via one of two methods Through an alchemical process requiring extensive knowledge of botmetallurgy and glassblowing or by the 6th-level arcane spell of the same name (cf glassteel) Glassteel combines strengtbeyond iron with the transparency of glass It most commonly nds use as a building material in fantastic castles but itcan also be fashioned into weapons and armor (although plain glassteel armor is much more costly to craft than eventhe most ornate armor) Glassteel is stronger and lighter than iron and completely transparent lacking the greenishtint of common glass Colored or tinted glassteel may be created using slight variations of either method Glassteelmay be textured from rough to smooth Items made of glassteel weigh only half what they otherwise would Items not primarily made of metal are notmeaningfully aected by being partially made of glassteel (A breastplate can be made of glassteel but hidearmor cannot) Glassteel armor counts as one armor category lighter than normal for purposes of movement and otherlimitations Heavy armors are treated as medium and medium armors are treated as light but light armorsare still treated as light Arcane spell failure chances for armors and shields made of glassteel are decreased

by 10 maximum Dexterity bonus is increased by 2 and armor check penalties are lessened by 3 (to aminimum of 0) Glassteel has hardness 20 and 40 hit points per inch of thickness This means that it is as hard asadmantine but much lighter Weapons and armor fashioned from glassteel are treated as masterworkitems with regard to creation times but the masterwork quality does not aect the enhancementbonus of weapons or the armor check penalty of armor Item Cost Modier light armor +2000 gp medium armor +6000 gp heavy armor +12000gp shield +2000 gp weapon +500 gp other items +100 gplb Reference Champions of Valor (WotC) pg 65

The interdimensional connection is forged through

Astral Plane so anything that blocks astral travel will

block the usage of the portal Much like the teleporta

spell you must have a clear idea of the location and la

of the destination You cannot create a portal if you d

know where the terminus will end up The clearer your me

image the more likely the portal will form Areas of st

physical or magical energies may make traversing a p

more hazardous or even impossible Use the following tab

determine the success of the portalrsquos opening

Reference DragonLance Campaign Setting pg 108 (

material is taken from the DragonLance Campaign se

where it is called Fistandantilusrsquo Portal)

School conjuration (creation) Level druid 6Casting Time 60 minutes

Components V S M (any seed pod)

Range touch

Target 1 square milelevel

Eect See text

Duration instantaneous

Saving Throw none Spell Resistance none

Taking the seed pod in one and making the prerequ

gestures in the other you cause the area aected to experie

an immediate renewal of all natural life (animal and pla

Destination Successful Failed Familiarity Portal Porta

P

X

R L

Very familiar 01-97 98-10 Studied carefully 01-94 95-10 Seen casually 01-88 89-10 Viewed once 01-76 77-10 Description 01-60 61-10

A glassteeled scim

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10

lants and trees are immediately restored to perfect health

nd any that bear nuts or fruit are immediately bountifully

aden Any plants or trees that have been cut back or down

n the past month are immediately restored to full life This

pell works as well on both fresh and salt water bodies as it

oes land

Insects and animals (Int 3 and lower) are returned to full

igorous health with any that have been slain in the past

month also being returned to full life

This spell never causes more life to be renewed than could

ustain itself for a month in the environment It will not bring

fe to barren deserts (though it would aect an oasis) or to

are lifeless stone

Any area suering the eects of any form of magical blight

must make an opposed caster level check or have that blight

emoved and the land renewed

School transmutation Level sorcerer wizard 4

Casting Time 1 standard action

Components V S M (small leather loop suspended from a

ent wire of gold)

Range touch

Target Any nonliving object up to 1000 lblevelDuration 1d4 days + 1 daylevel (D)

Saving Throw none Spell Resistance none

This spell functions like levitate except as noted above

nd as follows You can mentally direct the object to move

p or down as much as 45 feet each round for the duration

f the spell doing so is a move action When you cease

oncentration the object remains in place for the duration of

he spell

This spell can be made permanent with a permanency spell

HR)

Reference Shining South (WotC) pg 51 Additionally

s a house rule it has been modied to allow it to be made

ermanent

School transmutation Level sorcerer wizard 9

Casting Time 1 standard action

Components V S M (powdered diamond emerald ruby and

apphire dust worth 5000 gp contained in a platinum coated

lassteel hourglass worth at least 2500gp)

Range touch

Target creature or object touched

Duration see text

Saving Throw Fortitude negates (object) Spell Resistance

Yes (object)

Like the spell temporal stasis you use this spell to place

omething into suspended animation But instead of the

arget being a creature only it can be anythingmdashliving or

onliving When cast on an object any magical properties are

uspended (but not dispelled) Potions cannot be opened the

ext of magical scrolls is too fuzzy to read magic items do

ot operate etc At your discretion you can set a condition

r time whereby the spellrsquos magic releases the target This

is done verbally at the end of the spellrsquos casting and m

be specic if a condition For example you might cast

spell on a king and state ldquoYou are freed when the nat

of Forann and Bretin make peace with each otherrdquo Or if

target is a magic sword you might state ldquoYou are freed w

the youngest son of the Diranges family enters this cham

Whether or not you choose to ax a condition to the spell

magic of greater temporal stasis cannot be otherwise remo

(such as by a successful dispel magic spell or a freedom sp

Reference Behind the Spells Compendium (Tricky Owl

Publishing) pg 90

S

T S G

SHORT ON CONTENT

NEED NEW ADVENTURES FOR YOUWORLD OF GREYHAWK GROUP

LOOK NO FURTHER THAN TH

CANONFIRE CHRONICLES

FROM THE SAME CREW THAT BROUGH

YOU THE OERTH JOURNAL

CHECK IT OUT AT CANONFIRE

UNDER CANONFIRE CHRONICLES

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11

The modern Bakluni from Yecha to the southern reaches of

Ull trace their lineage back to the alabaster cities of the fabled

Baklunish Empire With a history measured in centuries this

ncient nation consist of all the lands stretching along theDramidj Ocean and from the distant Baklhaut Mountains in

he mythic west to the Flanness heartlands in the east The

egendary elemental mages of the empire bound dijinni and

lemental alike to the task of creating wondrous things to

proverdquo that this empire would stand the wrath of time itself

verything fell before the power of the great empire until

t encountered another empire that was following the same

manifest destiny the Suel Imperium The stage was set for

hese two mammoth empires to wage a war on a scale that

was thus far unseen upon the world of Oerth

Sixty-three years of war saw brave new heroes rise to

odhood and moldy old gods crumble into ash In the end

he two empires unleashed their doomsday weapons uponach other in an event that has become known as the ldquoTwin

Cataclysmsrdquo When the smoke nally cleared the Suel

mperium was left an ashen waste and the Baklunish were

cattered to the four winds Today the Baklunish are still

aunted by the memory of what was and the loss of an empire

hat has shaped each nation that has followed with each

eeking some claim to the Enlightened Throne

APPEARANCEThe Baklunish people fall within the norms of most human

aces with their height being anywhere from 5rsquo to 6rsquo6rdquo tall and

heir weight ranging from 140-225 lbs

The Bakluni have a skin almost golden in hue with hair

anging from blue-black to dark brown Their eyes are most

ften green gray-green gray or hazel with a rare jade-green

eing the most prized Children born with such eyes are seen

s a blessing

Though almost unheard of golden eyes have cropped up from

me to time among the Bakluni and these almost always

ndicate a child with Djinni bloodlines

PERSONALITY AND CULTURESpread across the eastern expanse of the region know

the Baklunish Basin the Bakluni cultures are diverse

the varying personalities are shaped by the environmenwhich they dwell Despite these dierences the Baklu

people do have common threads which link them togethe

a race The Bakluni are in general a contemplative peo

carefully thinking matters through before acting Even

most brazen chieftain of the Tiger Nomads or Ullish War

thinks upon any impending action for to court failure

stain onersquos honor

Following the precepts known as the ldquoFour Feet of

Dragonrdquo people of Baklunish descent follow these max

Honor Family Generosity and Piety While the other race

the Flanaess have an understanding of these concepts

Bakluni people give them a much deeper meaning

To the Bakluni honor determines how a man carries out

activities of his day It entails keeping onersquos word not ac

cowardly comporting oneself as due his station in life Th

are the acts of an honorable man

Even a bandit can act honorably and yet still be a ba

Honor is the rst -- and for some -- the most important fo

the dragon and for this very reason A man might be imp

or a miser and might even treat his family poorly and yet

be seen as a man But if a man acts without honor then

a cur to be beaten and killed as one would kill any verm

An honorable man seeks the deep roots that only family

provide He honors his parents and grandparents by marr

a woman of mutual standing who has conducted hehonorably who has a family that is also honorable Chil

bring wealth to a man and his wife that is beyond the mea

of coin An Honorable man magnies his grace and stan

by taking care of his family and seeing to their needs He

his children get good educations his daughters marrie

honorable men from good families his sons taught the w

of honor and family so they may stand as men worth

their fatherrsquos name A Bakluni man takes care of his pare

RACES OF OERTH

The BaklunishBy Dennis LovattArt by Adam Koča amp Rick Miller

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12

is brothers and sisters his aunts and uncles if they are by

atersquos hand or by age unable to do so themselves Family

an be a broad term which can also means the employees

f a merchant warriors in a mercenary company even the

ollowers of a bandit lord In these cases the leader will often

reat his men in the same fashion hersquod treat his children Hersquod

ee they were properly wed given a nest egg to start out in

married life etc

While wealth does not always nd those that spend a lifetime

n hard work generosity is not limited to the coin in ones

ouch An honorable man is generous with his time helping

is neighbors and friends giving advice to those that seek it

llowing them to prot from the wisdom Istus has shown to

im and he does not shirk from giving what food he can to

hose in need Hoarding food or coin is frowned upon and

ften is the rst step to ruination in the folktales retold by the

ards of the region The generous man it is said sees that

which he gives returned tenfold when his time of need arises

Piety while the last of the dragonrsquos feet plays an important

ole in the lives of the Bakluni people An honorable man pays

omage to the gods that stand in judgment of his life Istus

he Spinner of Fate AlrsquoAkbar the Restorer of Righteousness

Xan Yae the Lady of Perfection Zuoken the Ladyrsquos Hand

Geshtai the Lady of the Living WatersWhile one god or goddess may have a higher standing in

he eye of any given person it is a fool that cuts o his nose to

pite of his face Only the Mullahs of a given deity can focus all

f their devotion to a single god The average Bakluni oers

rayers to all of the gods in order to ensure that no slight or

nsult is given to any and to guard against the ckle hand of

ate turning against them Even during times of both drought

nd an abundance of water pious Bakluni make oerings to

Sevelkhar the Waster so as to keep him at bay An old Bakluni

aying says it all ldquoTrust in Istus but tie up your camelrdquo

Culturally turbans and keyehs are the common head wear

or men with Hijabs being the choice of women Loose tting

ants and shirts are the style with robes (light in desertslains regions and thicker in the more northernmountainous

egions) worn over them

Most Baklunish warriors favor lighter armor than the heavy

late armor of the east Preferred weaponry consists of spears

ances and composite bows with personal weaponry being all

manner of curved swords such as Scimitars Tulwars Saifs

Shamshirs and Kilij Even those who are not well trained carry

Jambiya which is little more than a curved dagger

RELIGIONThough not a massive pantheon the gods of the Bakluni are

well represented in the daily lives of their people They pay

espect to their deities with a wide variety of oerings andbeisances With Piety being a trait to which all honorable

Bakluni aspire or at least want to appear to aspire it is

ot surprising that the temples and their mullahs discuss

assionately the nature of orthodoxy and the truest path by

which divine enlightenment can be reached This religious

assion while a noble thing can lead some to rationalize

eeds from which even the most devout Mullah would recoil

It is upon these throes of religious passion that ends of

and the abyss gain footholds upon Oerth and cults aris

dark reections of the Bakluni gods Grazrsquozt makes a

mockery of Istus uttering his own blasphemous comm

to the eager ears of cultists who foolishly believe they

doing the Lady of Fatersquos bidding It is for this reason

the Baklunish region suers a larger quantity of cults

do most other regions and it is why the Mullahs are swi

punish these tools of heresy It is perhaps this very advers

environment that caused the rst Hakima to be blessed

ldquoThe Sightrdquo

A word originally in ancient Baklunish meaning wise

insightful Hakimas were often women skilled in midwif

Most temples had Hakimas on sta and even the poore

villages boasted at least one such woman Searches in

ancient records of the Empire revealed no precedent so

believed that the Sight is a recent development Hakimas

gifted with the ability to see and hear the truth of mat

and even the most skilled liar cringes at the presenc

these wise women In the years since their rst appeara

Hakimas have become the ldquoone honest soulrdquo who can sp

out with impunity against the edicts of the Mullahs the d

of the military even the laws of the Caliph For their part

Hakimas have taken this change in stride and treat theof the Sight as an honor and duty and while there are alw

rumors no case of a Hakima being stripped of the Sight

ever been conrmed

PROFESSIONS SKILLS AND CULTURAL FOIBLEThe Baklunish people have by dint of centuries of exist

and weight of tradition shaped themselves for their plac

this world This shaping has given them advantages in ce

professions and skills All Baklunish gain a +2 racial bo

to Knowledge (Religion) checks Those Baklunish born in

sprawling cities are also adept in the ne Baklunish a

haggling and spotting a good deal Such urban Baklu

gain a +2 racial bonus to Diplomacy (when using the skinegotiations) and appraisal checks Conversely the Baklu

born outside the great cities are less concerned with bargai

and more focused on horseesh Rural Baklunish gain a

racial bonus to Ride and Handle Animal checks

Not all of this shaping has been benecial as a people

Baklunish are insular and superstitious by nature Foreign

while not mistreated are kept at armrsquos length and

standosh nature results in a ndash2 racial penalty for Baklu

on all diplomacy checks involving foreigners The thre

demonic and diabolic inuences have made the Bakluni w

and mindful of the signs taught to them by their parents

grandparents Few Bakluni man or woman leaves the ho

in the morning without a token of good luck on their perBe it an iron nail bent into a ring a bronze eye worn o

necklace made of woven hair or a lucky copper piece th

tokens are an important security blanket for the superstit

Bakluni If deprived of this token a Bakluni grows nervous

somewhat jumpy resulting in a ndash2 penalty to all charis

based skill checks until the token is reclaimed

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13

FIGHTING STYLESThe Baklunish warrior is the undeniable master of mounted

ombat Be it with a lance bow or scimitar and shield the

Baklunish do it best when on horseback The Bakluni re-

urved Bow or horse bow is the weapon of choice for themounted archer The limbs of the bow seem short but this

s an illusion precipitated by the severe curve the limbs The

amination process used to construct the bow gives it the

trength and thus the distance to rival the eastern composite

ows yet allows it to serve expertly for horseback archers

The one aw of the otherwise masterful design lies in the

trings These wound strips of catgut work well but begin to

eteriorate in an overly damp environment It is common for

rchers who favor the horse bow to carry two bows one

trung and one unstrung plus several replacement strings

As mentioned above the Scimitar (and its cousins) is

he blade of choice in the Baklunish west and has been so

or several centuries Various ghting styles involving theweeping style of the blade are favored which maximizes the

weaponrsquos powerful slashing ability While most favor a light

hield in partnership with the scimitar a few nimble warriors

ake up a second blade sometimes a Jambiya or a short

hrusting sword and at other times another scimitar of equal

ize and arc This dual weapon style called Kasirga -- ancient

Baklunish for Whirlwind -- is a powerful and dramatic style

but requires plenty of room to use properly A more com

style of dual ghting using the Jambiya called Yuzlu -- anc

Baklunish for two-fang -- is favored by urban warriors W

it has less power than the wide sweeping strikes used in

Kasirga style it takes up less room and is more viable intwisting alleyways of the Baklunish Cities

RACIAL FEATSThese are racial feats any Baklunish character can take

their bonus human feat

You are a child of the desert and know its ways

Benet +2 to survival checks in desert terrain

Special Can only be taken at 1st level

You have been riding horses since before you could walk

Benet grants a +2 bonus to ride and to handle an

checks when dealing with horses

Special Can only be taken at 1st level

D [H]

E F [G]

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14

Grsquo G [H]

The goddess of the living waters has blessed your birth

Benet +2 to swim checks and need consume only half the

mount of water than other humans

Special Can only be taken at 1st level

The energies of the Invoked Devastation which tore apart the

reat Empire still linger within you and are manifested in theirthmark scar that you bear

Benet You receive a +2 bonus to Intimidate checks

+4 vs any Baklunish) You also add a +2 to the DC of Save

hrows for any spell with the Fear descriptor you cast You also

eceive a ndash2 to all Diplomacy checks made against any Bakluni

who see or know of your scar

Special You may only take this feat as a 1st-level character

You are descended from the genies summoned to Oerth by

he ancient Baklunish in the days of the Suel-Baklunish wars

You might bear some physical or psychological mark of yourncestry such as a ery disposition thanks to an Efreeti

ncestor or uniformly blue eyes from the blood of a Marid

Benet Select one type of genie Dao (earth) Djinni (air)

freeti (re) or Marid (water) The benets of this feat vary

y the type of your genie ancestor

Dao You receive a +4 bonus on Saving throws against

arth eects and Fortitude saves made to resist petrication

You also add +2 to the DC of saving throws for any spell with

he earth descriptor that you cast as a sorcerer This benet

tacks with the Spell Focus and Greater Spell Focus feats if the

pell you cast is from your chosen school

Djinni You receive a +4 bonus on Saving throws against

ir eects and the following spells acid fog call lightning

loudkill stinking cloud and storm of vengeance You also

dd +2 to the DC of Saving throws for any spells with the Air

escriptor that you cast as a sorcerer This benet stacks with

he Spell Focus and Greater Spell Focus feats if the spell you

ast is from your chosen school

Efreeti You receive a +4 bonus on Saving throws against

re eects You also add +2 to the DC of Saving throws for

ny spells with the Fire descriptor that you cast as a sorcerer

This benet stacks with the Spell Focus and Greater Spell

ocus feats if the spell you cast is from your chosen school

Marid You receive a +4 bonus on Saving throws against

water eects and the following spells acid fog cone of coldorrid wilting ice storm and sleet storm You receive a +2

onus on Constitution checks made to resist drowning You

lso add +2 to the DC of Saving throws for any spells with

he water descriptor that you cast as a sorcerer This benet

tacks with the Spell Focus and Greater Spell Focus feats if the

pell you cast is from your chosen school

Special You may only take this feat as a 1st-level character

S [H]

[H]

M W [G]

You know your way around business negotiations

Benet You receive a +2 bonus on Appraise Checks

checks and Diplomacy checks related to business dealing

You have been riding horses since before you could walk

Benet grants a +2 bonus to ride and to handle an

checks when dealing with horses Special Can only be taken at 1st level

You are a Bakluni who was raised in the deserts of the

Steppes The harsh storms have toughened you

Benet You have a +1 natural armor class bonus

Special You may only take this feat as a 1st-level chara

Your mother was a Hakima and you were born with a to

of her sightBenet You receive a +2 to Initiative rolls and Spot che

Special You may only take this feat as a 1st-level chara

While many Bakluni pay lip service to Sevelkhar to stave

his wrath you have been born with a touch of the wa

within them

Benets All diseases poisons and dehydration eects

twice as long to eect you For eects that are Instantane

delay the onset time one hour per constitution bonus If o

time is 1 minutes triple the time frame if hours make it

and if days make it weeks The character suers pena

slowly and damages are drawn out to make the chara

suer longer This allows the character to be healed when

would otherwise be detrimental While most people are le

tune with such supernatural aictions animals can sen

and you receive a -2 to all handle animal checks

Special You may only take this feat as a 1st-level chara

S [H]

S [H]

T S [H]

T W B [H]

T B P

AlrsquoAkbar (LG god of guardianship faithfulness digniduty)Azorrsquoalq (NG god of light purity courage strength)

Daoud (N god of humility clarity immediacy)Geshtai (N goddess of lakes rivers and wells)Istus (N goddess of fate and destiny)Mouqol (N god of trade negotiation venturesappraisal reciprocity)Xan Yae (N goddess of twilight shadows stealthmind over matter etc)Zuoken (N god of monks mental powers physical anmental mastery)

8162019 Oerth Journal 27pdf

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15

t is widely documented that the Flannae people are natives of

he Flannaes Hence the name given to the lands even by the

Oeridian conquerors

Rumors persist that one time long ago perhaps before the

ation of Caerdiralor took shape That the Olman and Touv

eople occupied a stretch of land that occupied much of the

outhern Flannaes While no sages can prove the validity of

his claim a case can be made that the ancient Flan could of

eized these lands from the eeing Olman and Touv people

After all many a Touv and Olman god mimic aspects of the

lannae own pantheon

Perhaps a relation to MokrsquoSlyk and the Serpent of Touv

myth Meyanok bare some resemblance though Meyanok was

ot known as a purveyor of magic Though he was directly

esponsible for the birth of three gods Vara Damaran and

Berna Vara has aspects closely aligned to that of Incabulos

specially in the deliverance of nightmares One could arguehat each pantheon has gods or goddess that can be crossed

eferenced with the gods of other pantheons However many

an directly see the inuence of Flannae myth in every other

uman culture bordering or occupying the Flannaes However

were the Flannae inspired by a pantheon of gods from another

rigin

Many sages discredit any notion that such a scenario ever

xisted as no recorded documentation of the presence of

Olman or Touv culture has ever been seen in the Flannaes

roof of Touv and Olman cultures have prevailed in the

Amedio Jungle and there are no signs that these people did

ot originate from these lands

Many agree that the Old Faith is the bastion of Flannaeworship even to this day However some text remain that

how demonic like beings where accepted in the old faith and

eing part of mans primal nature The Old Faith coexisted with

hese obyrith and later tanaric beings Many paid lip service

o appease these ancient brethren Others worshipped them

ke gods and made pacts to gain power and inuence from

hese beings Some appeared to be less diabolical in their

reatment of the Flan people

Mokrsquoslyk the Serpent is thought to have granted the

people with the knowledge of arcane magic Though Flan

religion shows us that Boccob is the god of magic In anc

texts from the church itself show that Boccob once trapp

demon of unknown origin that was more powerful then Bo

at this time It is believe he gleaned enough magical po

over these thousand years of the demonic creatures capt

This could explain how Mokrsquoslyk stopped inuencing the

in his teachings on magic With Boccob now in place as

deity of magic Mokrsquoslyk waned in power Hoping to rec

what was taken from him in his thousand years of capti

It would also explain how Boccob would have little need

worshippers as his power was siphoned from another pow

being

Throughout the history of the peaceful Flannae T

always existed some outside inuence over how their nat

where formed Caerdiralor was formed by dark priests mystics whorsquos primary worship of Tiamat absconded with

teachings of the Old Faith Perhaps it was the pantheo

the Old Faith that was behind the mysterious force w

devastated their capital of Mysyrna Forcing the survivor

cross the Sea of Gearnat

The six great realms of the grass sea lived in tune with na

Until the survivors of Caerdiralor reared their ugly heads

inuenced Sulm in becoming yet another representa

of Ur-Flan power Perhaps the Old Faith was testing

people the dark priests and mystics of Caerdiralor ceme

themselves into seats of power among the Sulmi The

grew in power and once the Old Faith became threatene

obscurity Shattados would don the Scorpion crown the Iof Woe would sink The rampant lion of the Aerdy would

claim to the Flannaes and many of the gods of the Flan

would be incorporated into the pantheon of their conque

Coincidence highly unlikely

Many Flan nationrsquos existed at some point Exag is on

them however Exag was greatly inuenced by the cra

and little is heard of Flan culture in the city of clay excep

inuence in Perrenland The Vast Swamp was or is the hom

RACES OF OERTH

The FlannaeBy Dennis LovattArt by Adam Koča amp Rick Miller

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16

Acerak a cambion demilich who constructed his own labyrinth

or which every artisan or worker who aided in its construction

was locked away within its clutches Acerak would soon follow

ever a true empire in itself Many adventurers deemed it the

Tomb of Horrors for the atrocities committed and experienced

y those who entered the wretched place

The Kings of Burgess were the last of the just and noble

ations to fall to Vecnarsquos spider throne The nations of Fleeth

nd Almadia where intertwined those with the death of the

rincess of Fleeth Almadia was on its own to defend itself

rom the spider throne Vecna sort his vengeance against the

ity of Fleeth Once he slayed all her people save a few nobles

who submitted themselves to his mercy Vecna took Almadia

nd then set his sights on Burgess The only true threat to his

eign at the time of his Occluded Empire

Nuria was a contemporary of six realms of the grass sea

nd the Isles of Woe It traded magical wonders with the

itadel of Veralos ultimately it would be consumed into the

Great Kingdom Believed to have existed in what is now the

Kingdom of Nyrond The Flan population would intermingle

with their oeridian conquerors and become willing citizens of

The Great Kingdom

Perhaps one of the most troublesome of the lost Flan nations

re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants

f Trask were responsible for the attacks on the elven city of

Summer Stars Evil and bellicose beyond refute the invading

erids of house Naelax had little choice but to wipe them

rom the face of Oerth Destroying much of their magic and

writings

Last in the line of benevolent Flannae rulers Ehlissa the

nchantress lived in what is now know as the United Kingdom

f Ahlissa some 1700 years ago and continued to reign in

er prehistoric kingdom for several centuries more Queen

hlissa has no issues she keep song birds as pets During her

eign her people knew peace and none of her subjects knew

overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend

er subjects to her will Her reign lasted up until the Great

Migrations during her reign she managed to prevent the force

ocked away in her Nightingale from escaping Presumably

ead none truly know what happen to Queen Ehlissa or her

amed Nightingale Little to noting remains of Flan culture in

his region Long ago Suel and oerid migrations took their toll

n her Kingdom Becoming part of the Great Kingdom of the

Aerdy and recently The United Kingdom of Ahlissa

APPEARANCEThe Flannae people are recognizable by their bronze

omplexions and wavy or curly hair With strong angular

eatures and heavy brows most Flan are easily discernible

rom other human racial types They tend to be of average to

tocky build sturdy and somewhat hirsute they are anything

ut the prototypical human type these days

Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh

etween 150-180 lbs Female Flannae average between 4rsquo8rdquo

o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller

and heavier Flannae are possible

Their eyes are most commonly dark brown or black br

and amber appearing less frequently Their hair color is us

black but also ranges through shades of black-brown

brown and brown Curly and wavy hair is usual but some

have taken to straightening out there hair in recent times

The original Flan nomads of a millennium ago wore sim

utilitarian clothing including loincloths capes and lea

wrappings on their feet that served as shoes They also w

brightly colored body paints primarily vermilion and ye

ochre in primitive patterns a practice still common am

the surviving Rovers of the Barrens In civilized regions

clothing tends to follow current fashion though they still

to prefer solid bright primary colors

PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract

hard-working and reserved Flan are natural hunters

gatherers imbued with survival instincts most learn to

o the land Flan tend to eat lean even when there i

over abundance of food available Many Flan prefer wate

milk to alcoholic beverages though some places espec

in Geo and Sterich mead and ale have become com

place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling

family ancestry All Flan appear to be unemotional or slo

speak however those that succeed in gaining there trust

nd themselves a loyal passionate and jovial friend O

the human sub-races the Flan are more inclined to work

live among the demi-human races

Few nations boast a large Flan population these d

Geo Sterich Perrenland and the Wolf nomads sport

people mostly mixed with people of other human ethnici

Only the Roverrsquos of the Barrens and the people of Tehn s

a signicant stock of pure Flan-blooded people these day

The ancient Flan were able to carve out some of the m

successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em

Tostenhca Sulm and Itar

The Kingdom of Caerdiralor was the seat of Ur-Flan po

Absconding from the Flan coexistence with nature The ur-

delved deeply into the dark arts and sort to use the destru

force of nature to bend all to their will Worship of Tiamat b

paramount to their society Many other obscure demonic

or immortal powers inuenced them as well Mokrsquoslyk

Serpent seemed to be inuential in gifting the ancient

people with the arcane arts The true nature of Mokrsquosly

unknown Though his inuence amongst all the Flan pe

is well documented throughout history Caerdiralor mee

end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t

capital city of Myrsyrna that ended the genocidal war and

the surviving elite eeing across the Sea of Gearnat to

Lands of the Rhugha

Meanwhile in the lands known as the Bright Desert tr

of Flan people began to embrace the teachings of Va

the Maker the Subtle Teacher Born a mortal Vathris ra

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17

imself to the cusp of immortality through his knowledge

eeds and wisdom Embracing the ideals of progress and

ngenuity Under Vathris guidance the six great tribes of the

rass-sea became six realms

The six realms at that time where known as Itar Sulm

Rhugha Ronhass Durha and Truun Itar was chief among

hese six realms as they embraced the teachings of Vathris

wholeheartedly Many of the other tribes struggled to shed

heir past beliefs and the most resistant of those realms where

he Rhugha and the Ronhass strange that two of the most

rominent realms in the great grass sea choose to war against

ach other on a mere slight that none can recall If not for

he interference of the other four realms the Ronhass would

urely have fallen into obscurity The only way to keep peace

mong the six realms was to divide a line directly through the

ands of the Rhugha and Ronhass The Truun were gifted this

ealm to maintain the peace Gifted horsemen themselves and

utnumbering both the Rhugha and Ronhass in size made the

Truun the most reasonable choice to police these realms

Though peace would not last that long The dark mystics and

riests of Caerdiralor found their way into the nobility of Sulm

ars They whispered honeyed words of peace and progress

nstead they used their knowledge of iron-craft and secretitive

ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic

nd technology brought to them by the Caerdiralorrsquos sought

o control the six realms and make them into one mighty

ation

Sulm would rule over the six realms uniting them in bloodshed

nder one banner Despite the numerous nations of horsemen

hat opposed them Sulmrsquos iron-shod legions proved too much

or the other realms The Itari posed the greatest threat to

Sulmrsquos machinations of dominance over the great grass sea

The decades long war ended when Vathris divine spark was

nded by a dark wicked barbed longspear In vengeance for

tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered

he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering

lis of Sennerae down into the deep blue void of the Sea of

Gearnat

Sulm would fall due to the machinations of their last king

Shattados Five hundred years after Keraptis was named

rotector over the Flan nation of Tostenhca Shattados

would don the Scorpion crown gifted to him by the lord of

ntropy himself Tharizdun The people were transformed

nto manscorpions and dune stalkers while Sulmrsquos grass sea

uickly converted into the sands which make up the lands of

he Bright Desert today

Tostenhca was a military protectorate under the leadership

f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences

nd craftsmens ship that could rival those of dwarven and

nomish races They also saw the height in taxation that was

trictly enforced by Keraptis regime Keraptis made good on

is threats to those who failed to follow his strict tyrannical

rders Though the city saw its greatest success under

Keraptis rule His over taxation and cruelty were ultimately his

downfall the people revoked and under the leadership of

High priest Gethrun Shoiraine destroyed the wizard hiera

and laid siege to Keraptis keep Defeated Keraptis ed to

south with his gnomish minions

Three hundred years later Keraptis would enact his reve

using the power from the Null Enigma found under W

Plume Mountain Keraptis cursed Tostenhca Which lea

the death of Tostenhcarsquos inhabitants Tostenhca was lost

forgotten save for the rumors of its gold laden rooftops

unsurpassed wealth Many an adventurer has meet their

searching for the lost wealth of Tostenhca Where on

proud and striving Flan nation stood only a cursed and ko

infested place remain Now referred to in the cold tongu

Skrellingshald ldquothe cursed Flan holdrdquo

Veralos the Lost Citadel of the Flan was a fortress

upon the edge of the Rift Canyon in ancient times and

fealty to the wizards priests of the Isles of Woe Elite scho

artisans and mystics from all walks of life where sent he

develop their craft for the betterment of all Flan-kind Tho

the wizard priests of the isles of Woe were well entrenc

into Veralos social structure Little discovered behind

fortied walls escaped their attention Well after The Isle

Woe plunged beneath its watery depths into oblivion Ver

continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel

a sleeping power from within the Rift that would crum

the hidden citadel and its people for all time Even with

successful foray initiated by the company of seven M

scholars believe Veralos to be just another myth surroun

by an uninhabitable region of the Flannaes

The ldquosurvivalist instinctrdquo is forever present within the m

and hearts of the Flannae peoples and they nd ways to

exist in their lands regardless of their circumstances

nations of pure Flan decent survive these days save the Ro

of the Barren and Tenha The Wolf nomads The Sheldo

Valley Perrenland and the Theocracy of the Pale are p

that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o

human cultures cementing part of their religious and cul

inuences amongst them all

A great many Flannae grow-up to become farmers herd

druids bards rangers and mages of renown Being inst

from early childhood with a profound respect for natur

all its forms Flannae have studied the aspects of nature

their place in it at one time or another Most Flannae h

at least a rudimentary understanding of farming herd

animal husbandry agriculture geography and wea

patterns Many Flannae plant a tree in front of their home

in a garden where they have easy access to As long as

tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of

luck and one should pick up and leave the place behind th

The skill of manufacturing leather and wooden crafts is

highly respected among the Flannae peoples Many a Flan

crafted a ute from a branch that had fell during a st

Tanning was and still is a common practice of many Flan

people The hides are highly prized for use as clothing

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18

rmor A naturally peaceful people skills such as dancing and

inging are often manifested in Flannae from all walks of life

RELIGIONThe Flannae peoples seem to have a particular fondness

or gods representing nature The Flannae Pantheon mostly

onsists of gods from the Old Faith With Beory and Obad-

Hai being the gods most commonly associated with the old

aith Over the years dierent cultures have altered the

riginal gods associated with the Old Faith save Beory and

Obad-Hai who are always present among their number The

riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn

ord Incabulos (in some Flan cultures he is replaced by the

oddess Berei) and The Lord of Winter Nerull Originally all

were neutral aspects though Incabulos became associated

with plagues and suering making many followers of the old

aith wish for the Lord of Winter to end their suering As such

very winter Obad -Hai is slain by the lord of winter It is the

ord of spring that releases Obad-Hai from the summer tree

He has Berei assist him with the burial of Obad-Hai Where he

s buried Mother Beoryrsquos tears revive him and a young sapling

rows which drops the fruit that hatches a young Obad-Hai

nce again in the spring By the summer he is fully grown and

trong the Stag King leading the wild hunt against those that

would dele nature During autumn he grows into a weathered

ld man waiting for the winter lord to slay him once again

There is a belief amongst the Old Faith that should Pelor fail

o bury Obad-Hai after seven days He will be gone forever

nd Oerth will forever be plunged into an eternal winter

The Flannae Pantheon consists of Allitur Beory Berei

Boccob Celene Earth Dragon Ehlonna Grummush (amongst

he early Flan he was thought a chief rival of Obad-Hai in

he old faith he was once known as the autumn lord and

was replaced by Incabulous after he established himself as

he chief patron of the orcish pantheon)Obad-Hai Pelor

ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and

Zodal

Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are

he primary recipients of Flannae worship in the Flannaess

hough all the gods of the pantheon receive varying amounts

f veneration token though they may be Many others

ave lost a direct association with the Flan pantheon and

re not mentioned here Though in truth about 90 of the

lan pantheon is considered part of the common pantheon

f gods As the oeridians stopped worshipping Sol and have

ully adopted Pelor into their pantheon of gods Beory is

onsidered the mother of the gods and only in the baklunish

west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the

most diminished of the human races currently bordering or

ccupying the Flannaes However they have cemented their

ustoms and traditions into every human species they have

ver come across Most notable of them all are the Oeridians

nd to a lesser extent the Suloise people

PROFESSIONS AND SKILLSThe Flannae have developed many and various skills

the centuries and in that time those professions and s

have changed little regardless of their location upon the O

-- as such all Flannae characters gain a + 2 racial bonu

two of the following skills Knowledge (nature) Knowle

(geography) Knowledge (the planes) Survival Ha

Animal Profession (tanner) Profession (animal breed

Profession (grain farmer) Dancing Singing or Ride T

skills are considered Class Skills for all Flannae character

Flannae characters are so attuned to nature that many

learned languages common amongst the fey races As

Flannae characters may take the Sylvan tongue as secon

language

The ancient Flannae also dwelled and worshipped dem

like they do gods these days Many have learned the Aby

tongue of demons and a few have learned the infe

languages of devils as a secondary language Note D

may require one of the following feats to be taken (Tai

Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o

to explain where the character has developed their knowle

of these languages

Flannae characters hailing from nations within the Sheldo

Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla

are exposed -- or have been exposed -- to atrocities dea

them by giants or other creatures driven from their home

an invasion of giants

FIGHTING STYLESThe ancient Flannae peoples where associated with prim

ghting styles few of which see use today Many Flan

where accomplished horsemen Most preferred to ride

their opponents armed with spears and axes Some ca

sickles to sacrice their enemies to the old gods Archery

horseback saw some usage mostly among the Itari and

by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we

maintaining their lands

In Geo and Sterich many of the Flan in these nations

adopted the sword as their main weapon While it se

this tradition was inspired by the oerids of these lands

Flan embody the spirit of their ancient brethren by run

headlong into battle naked armed only with their swords

handed weapons have also become common place as

tend to be more useful in damaging the giants which

these lands Long-bowmen have just begun to see m

usage as they allow one to keep a long distance from t

enemy short-bow use is more common especially when ri

horseback

The Wolf nomads favor the spear throwing axe and

their ancestors used in battle Some carry a spiked lea

gauntlets or the punching dagger and curved blades of t

baklunish ancestors alongside their wolf companions

In Perrenland polearms see much use especially amo

the mercenary companies Mercenaries from Perrenland

highly valued in the armies they serve Their ability espec

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19

n defense measurements are highly sort after Shortswords

xes spears shields and hunting knives are also common

lace with crossbows seeing little use in this region The most

killed pikemen and halberdiers are often from Perrenland

Having pushed back many a marauding army Most military

men in Perrenland learned their craft as mercenaries Fighting

n the opposite sides of warring parties However it is the

are mercenary who fellrsquos one of his kin This has served them

well when being hired to route fellow countrymen from the

pposing army ranks Only to nd them bolstering the ranks

f the mercenary army sent to dispose of them

One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra

urden of heavy armor and few would don any armor that

weighs more than forty pounds

Naval combat is something most Flan nations these days

now little about Many of their nations do not border large

odies of water capable of supporting naval units In ancient

mes the Isles of Woe and Caerdiralor supported naval units

Ahlissa presumably had the largest naval unit of all Flan

ations Though they also saw little usage as naval combat

was not as advanced as it is now in present day Oerth Instead

most naval units merely supported the transportation of

roops Perhaps naval units were more commonplace when

he Pomarj was a heavily populated Flan nation Though as

ar as historians can tell this area was populated by primitive

solationists who later were absorb into the migrating Suel

opulation Eventually only traces of Flan culture exist With

ltars and shrines devoting worship to the earth dragon

aramount among these ndings

The Flan present in the Theocracy of the Pale have been

bsorbed into the Oeridian way of life In truth little of their

ways exist in the Pale these days Many of their ghting

ormations and weapon usage mimics those of their Oeridian

rethren

RACIAL FEATSThe following is a list of racial and heritage feats that an

lannae character may take as hisher bonus feat

While some Flan from all walks of life are imbued with the

lood line of Caerdiralor You have a stronger connection

raced back to a mixture of the Sulmi bloodline with the

urvivors who ed the doomed nation when they crossed the

Sea of Gearnat

Benet A Caerdiralor Flan receives a +2 to saves against

pells from the necromantic school of magic If they have the

bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic

Special You may only take this feat as a 1st-level character

You are a descendant of the ancient Itari Flan whose forward-

hinking permitted them access to the ways of Vathris the

B C[H]

B I [H]

B D [H]

B R R [H]

maker

Benet An Itari Flan receives +2 skill bonuses to both

Knowledge (nature) and Diplomacy skills The character

easily sway someonersquos reaction by two categories for e

successful Diplomacy roll

Special You may only take this feat as a 1st-level chara

The characters Diplomacy score must be equal to or gre

than the characters level he is trying to persuade Other

the characters Diplomacy can only improve reactions rol

one category

You are a descendant of the Durha Flan some of the m

backward thinking and barbaric of the Flan people

Benet The Durha were some of the most determ

warriors However determination and skill are two die

things As such these characters gain 1 extra hit point

character level

Those with this bloodline may remain active at less

zero hit points with a successful Willpower save with a

DC of 12 plus the amount of damage suered below z

Example Fleg was struck by a club bringing his hit point

to - 3 hit points Fleg wills himself to maintain ghting on

rolls a 16 for his Will save to overcome his wounds S

Fleg is at -3 hit points he needed a 15 to remain active

remains active and is not struck again in combat Howeve

now requires a successful Willpower save DC 16 to cont

ghting as he cannot become stable while remaining activ

combat

Special You may only take this feat as a 1st-level chara

You are a descendant of the RhughaRonhass Flan While

Rhugha and the Ronhass were both intimately related to

other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron

were skilled horseman only because they were as stubbor

the mules they trained and lived with

Benet A RhughaRonhass Flan receives a +2 compet

bonus to their Ride skill (horses) and Handle Animal

(horses) They also receive a +2 to saves against spel

abilities to charm or enthrall them Spells that control emot

can aect them if it induces anger

Special You may only take this feat as a 1st-l

character Diplomacy is never a class skill for a character

this bloodline Diplomacy is treated as a non-class skill

receives all the limitations of a non-class skill for those

this bloodline regardless of which class they belong too

You are a descendant of the Sulmi Flan The ancient S

were always very ambitious determined to complete a tas

matter the cost This endearing trait led them to incorpora

the teachings of Caerdiralor into their society However s

B S [H]

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20

ure strains of this bloodline exist

Benet A Sulmi Flan receives a +4 insight bonus to any

kill roll once per day This does not guarantee success but

hows there determination in completing a task

Special You may only take this feat as a 1st-level character

The DM should penalize characters with this feat who give up

task too often or too easily

You are a descendant of the Truun Flan Much like the Rhugha

Ronhass the ancient Truun were skilled horsemen that

ttacked in large groups However the Truun did not share

he stubbornness their Rhugha and Ronhass brethren were

amous for

Benet A Truun Flan receives a +2 competence bonus

o their Ride skill (horses) and Handle Animal skill (horses)

A Truun that makes a successful Ride skill check in combat

lso receives a +1 competence bonus to attack rolls while on

orseback

Special You may only take this feat as a 1st-level character

You bear the mark of Demogorgon prince of all demons

Benet A character with this feat can telepathically

ommunicate with a creature in close range (25ft) much

ke a detect thoughts spell A targetrsquos successful Willpower

ave prevents you from reading its thoughts the save DC

=character level + 2 + highest non-physical attribute bonus

Intelligence Wisdom or Charisma]

However you also receive telepathic signals from all demon-

ind The latter is never at ease You struggle to control

he telepathic communication from demons a successful

Willpower save (DC demonrsquos hit dice + charisma bonus) is

equired whenever the character wants to actively block out

his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2

enalty on attack rolls saving throws skill checks and ability

hecks) until a successful Willpower save is made Because

he character has a volatile nature he gains a +2 insight

onus to all Intimidate skill checks and his telepathic link with

emon-kind grants him a +2 insight bonus to his Knowledge

the planes) skill checks Because the character is telepathic

e gains a +1 insight bonus to all initiative rolls

However the character always exudes a faint evil aura due

o the mark regardless of the characters actual alignment

Special You may only take this feat as a 1st-level character

You were born with a slightly forked tongue granting greater

ptitude with magic

Benet A character with Mokrsquoslykrsquos Tongue gains +2

ompetence bonus to either his Knowledge (arcana) or

Spellcraft skills The character also gains a +1 to their caster

evel when overcoming resistance for spells cast with a verbal

B T [H]

M S B [H]

Mrsquo T [H]

O A [H]

O F [H]

T T [H]

T T [H]

V T [H]

component

Special You may only take this feat as a 1st-level chara

You share some ancestry with those that lent their ma

might to the defense and expansion of Vecnarsquos Occlu

Empire

Benet Vecnarsquos Occluded Empire was well known fo

use of dark and secretive magical might As a descen

of this region you receive a +2 competence bonus to

Knowledge (arcana) and Knowledge (the planes) skills

Special You may only take this feat as a 1st-level chara

While many modern day Flan follow many faiths you fo

the ancients ways of your people

Benet A character with this feat receives a +2 compet

bonus to their Knowledge (religion) and Knowledge (nat

skills

Special You may only take this feat as a 1st-level chara

must follow Old Faith

You bear the taint of Tiamatrsquos followers

Benet A character with this feat has slightly scaly

that is noticeable by touch only and gains a +1 natural a

bonus They also gain a +4 resistance bonus to one of

following energy types acid electricity re or frost

Further the character also receives a +2 insight bonus t

Sense Motive checks to detect malicious intents or auras

as an evil spell or power register

However the character always exudes a faint evil aura

to the taint regardless of the characters actual alignmen

Special You may only take this feat as a 1st-level chara

You bear the artice and skill the the Tostencha people w

famous for

Benet This character may add +2 to one Craft sk

their choice The character also gains a +2 to their Appr

skill checks

Special You may only take this feat as a 1st-level chara

You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any

Knowledge skills and add a +2 competence bonus to t

skills or they make take one non-class knowledge skill

use it as a class skill without any penalty for skill improvem

cost

Then there are those who follow the teachings of Vathr

the god of lost causes and revenge These latter charac

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21

eceive a +2 to saves against poison or magic that would

ring them death or below zero hit points They also stand a

0 chance of becoming stable when brought below zero hit

oints instead of the normal 10 chance of most people

Special You may only take this feat as a 1st-level character

You are exceptionally skilled and versed in the workings of

he world

Benet A character with this feat gains 4 extra skill points

t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class

Also Knowledge skills can be increased by one more point

han usually allowed per character level A rst level character

with this feat may have a Knowledge skill with up to ve ranks

t rst level

Special You may only take this feat as a 1st-level character

V S I [H]

The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4

T F P

Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a

hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)

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23

PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged

traightforward and pragmatic Oeridians are taught from the

arliest age to respect authority and those who bear arms

Their interests lay in exploration hunting ghting and empire

uilding The history of their people give them right to boast

Oeridians are prone to take charge in dicult situations and

et they respect their superiors and sacrice for the good of

whatever cause or group they believe in Oeridians are known

or their enjoyment of songs celebration physical games

nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly

egarded by other races

There are three prominent Oeridian tribes The Aerdi best

nown for establishing The Great Kingdom The Nyrondal

f the Kingdom of Nyrond and the Vollar of the Prelacy of

Veluna are the other two prominent tribes of Oeridians Other

ribes do exist -- or have existed -- but they have become

ntermingled with other cultures

The Kingdom of Furyondy has a signicant Vollar presence

n its border with the Prelacy of Veluna however the Vollar

n both sides of the border have intermingled extensively with

he other peoples of these nations

The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of

he Flannaess but is now but a shadow of what it once was

aving splintered into two separate and distinct kingdoms

North Kingdom and The United Kingdom of Ahlissa Neither

f these current kingdoms is in control of the former capital

f Rauxes Decades of inghting magical atrocities and the

ramping of undead armies across the land have devastated

he area around the former capital

Most Oeridians now living in these lands tend to be less than

traightforward compared to their brothers in other lands

eing much more conniving and preferring to avoid direct

onict They seek instead to manipulate their adversaries

uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This

ttitude has served to lessen both the military presence and

nuence of the Church of Hextor

The Kingdoms of Furyondy and Nyrond as well as the former

Shield Lands are able to boast Oeridians of purest blood

Though the Shield Lands have been overrun by the forces of

uz the Oeridians still living there show real determination

nd the erce spirit of the race The Oeridians in these lands

ontinue the struggle against the occupying forces of Iuz the

nly exception being the Oeridians of Nyrond

The Oeridians of Nyrond mirror the condition of the Kingdom

tself they are poverty stricken This situation leaves them in

very poor position to wage an oensive war against the ldquoOld

Onerdquo However the Oeridians of Nyrond remain ever vigilant

f the Old Onersquos designs on their territories and are prepared

hough their stance must be defensive in nature

The ldquowarrior coderdquo is forever present within the minds and

earts of the Oeridian peoples and they nd ways to defend

heir lands regardless of their circumstances Defensively

uryondy is currently in the best shape of all the Oeridian

nations due to their being aided in securing their border

their Velunese neighbors In addition the Church of Heiron

has an ever growing inuence amongst the Oeridian peo

in these two nations and the Priests and Paladins of His ch

are highly regarded by the peoples of these two kingdom

The Oeridian peoples have learned to work well with o

human races and nowhere is this truth more evident tha

the Sheldomar valley and the Kingdom of Keoland In Keo

a minority of Oeridian and Suloise nobles enjoy a peaceful

over a Flannae majority

In the Prelacy of Veluna a considerable populatio

intermingled Oeridian and Flannae peoples also live toge

peacefully Rao serves as this nationrsquos chief deity but

church of Heironious is also well represented on the nat

Theocratic Council The Oeridian peoples of Keoland

Veluna are much more in control of their emotions then

their brethren in other nations and are therefore less like

fall prone to the more traditional overreaction of Oeridian

A great many Oeridians grow-up to become warriors B

instilled from early childhood with a profound respect for

and women of martial prowess most Oeridians have studie

least one melee weapon by the time they reach adulthoo

The skill of manufacturing weapons and armor is also h

respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are

naturally nimble people acrobatic skills such as dancing

tumbling are often manifested in Oeridians from all walk

life

RELIGIONThe Oeridian peoples seem to have a particular fondnes

martial gods The Oeridian Pantheon boasts no less than t

Gods of War and Battle Heironious Hextor and Stratis

is believed to be dead

All three war gods were mothered by Stern Alia God

of Motherhood Culture and Law three precepts which

important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St

was dominant in their ancient homeland which they be

was in western Oerik Some Oeridians still worship this fa

deity and repeat a legend associated with His death

whispered that at His death Stratisrsquo blood burned its

through the Oerth down into the Underdark and exposed

passageway to the drow settlement of Kalan-Grsquoeld Str

blood then turned into mists and still oats around

Underdark in clouds It is said that anyone touched by th

clouds is gifted with a portion of Stratisrsquo divine spark

The Oeridian Pantheon also consists of Bleredd Celes

Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku

Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri

collective name for the Oeridian agricultural gods Veln

Telchur Atroa Sotillion and Wenta

Heironious Hextor Fharlanghn Pholtus Pelor and Zil

are the primary recipients of Oeridian worship in the Flanna

though all the gods of the pantheon receive varying amo

of veneration token though they may be

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25

s another matter entirely If not for the considerable size of

heir eets these nations would be in serious trouble given

hat this is the one area in which the Suloise have bested

hem

The Oeridians of the former Great Kingdom prefer to ram an

nemyrsquos vessel and board them with marine units since their

and to hand tactics are superior to that of their opponents

However their naval tactics prove a contradiction in this

egard as Oeridian ships are built for strength rather than

peed and ranged combat seems to be the most eective

method against the Suloise vessels

The Peace loving Oeridians of Veluna have ample amounts

f military units cavalry infantry and archers However these

Oeridians prefer bludgeoning weapons Veluna is also known

o have the only man-catcher unit in existence While no

ne has yet seen it used on the eld of battle it is rumored

hat these units were responsible for quelling the upheavals

n the disputed lands of Bissel The man-catcher unit serves

mainly as an honor guard but gives frequent demonstrations

f its great prociency in the non-lethal use of their weapon

Although swordsmanship is practiced in Veluna it is viewed

rimarily as a sport rather than an instrument of war

RACIAL FEATSThe following is a list of racial feats that an Oeridian character

may take as hisher bonus feat

You have studied many dierent Aerdi styles of warfare

ranting you a mastery of the battleeld

Benet A character with the Aerdi Bloodline feat gains a +2

ompetence bonus to Alertness checks and a +1 competence

onus to hit with spear or short sword

Special You may only take this feat as a 1st-level character

You have exceptional skill on mounts and with Nyrondal

anged combat tactics

Benet A character with the Nyrondal Bloodline feat

ains a +2 competence bonus to Ride skill checks and a +1

ompetence bonus to hit with a rapier or bow

Special You may only take this feat as a 1st-level character

You are known for your scouting skills and defensive ghting

actics

Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and

+1 dodge bonus to their AC

Special You may only take this feat as a 1st-level character

A character must choose either Spot or Survival skill bonus at

st-level

B N [H]

B A [H]

B V [H]

C S [G]

D R [H]

H [GB]

You are skilled in battle and can sense when combat is a

to ensue

Benet Before combat begins a character with this

can make a wisdom check (DC 10+ frac12 opponents hit dice)

if successful the character gains a +2 insight bonus to t

saving throws or Armor Class either which can apply

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters need to meet a prerequisite to a

this feat a wisdom score of 13 or higher

You are nimble in battle and many of them study how to a

blows

Benet A character with this feat gains a +2 dodge bo

when not using armor or shields of any kind The chara

must have a weapon in his hand for the feat to work

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters can take this feat but the prerequ

is a Dexterity score of 13 or more

You have toughened your body to the point where they s

able to turn blades aside during battle

Benet A character with this feat gains a damage resista

of 2

Special You may only take this feat as a 1st-level chara

must take either Endurance or Toughness as a prerequisi

this feat

You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta

they may rage like a barbarian of equal level The chara

receives all bonuses and penalties associated with ragin

noted on page 25 of the 35 edition of the PHBThe chara

receives all bonuses and penalties associated with raging

noted on page 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level chara

Oeridians from Veluna cannot take this feat

You can be quite intimidating when you have to be

Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi

someone a second time even after an initial intimida

check has failed but without the +2 bonus on the sec

attempt

Special You may only take this feat as a 1st-level chara

O R [H]

O P [H]

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26

O G [H]

O S [H]

You have a greater aptitude towards grace and maneuverability

Benet A character with this feat gains a +2 competence

onus to all Balance and Tumbling skill checks

Special You may only take this feat as a 1st-level character

Your ghting spirit shows your resolve when the end is nigh

Benet A character with this feat gains a +2 competence

o hit and damage but only when reduced to less than 20

f his hit point total

Special Oeridians who are members of the following

lasses may choose this feat Barbarians Rangers Paladins

Warriors and Fighters Fighters can gain this feat at rst level

A character may gain this feat after choosing the Endurance

nd Die-hard feats

You are well versed in many ghting styles However you

refer a less lethal approachBenet A character with this feat can use any blunt object

r bludgeoning weapon to cause non-lethal damage to his

pponent Weapons used in this way do half damage All

amage inicted in this manner is non-lethal

You have mastered the art of non-lethal damage

Benet As Sub-dual Focus above only the weapon does

ull damage all of it being sub-dual

Special Oeridians from Veluna taking Sub-dual Focus get

Greater Sub-dual Focus for free Other characters are required

o spend a second feat for Greater Sub-dual Focus

You have honed your skills in the subtle arts eschewing any

warrior instincts for a more deceptive approach

Benet A character with this feat receives a +2 competence

onus to both the Blu and Sense Motive skills The character

s equally adept at lying and discerning a lie

Special You may only take this feat as a 1st-level character

Only those characters from Ahlissa and North Kingdom may

ake this feat

S- F [G]

S- F G [G]

S [H]

T O P

Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti

Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves

Zilchus (LN god of power prestige inuence monbusiness)

Crsquo

C

G

T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073

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27

RACES OF OERTH

The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak

The Rhennee rmly believe they are from another world

nown as ldquoRhoprdquo In truth Rhop was a large island continent

ar removed from the Flanaess The distance is so great that

t could easily lead anyone to believe that Rhop was anotherworld

Natural talents possessed by the Rhennee strongly suggest

o scholars that the Rhennee have lived on or near large

odies of water for the racersquos entire existence Some sages

elieve that Rhop was ndash in reality ndash some type of ldquoElder

Beingrdquo possessed of supernatural powers and quite possibly

esembled some type of turtle-like creature Such a Being

would of necessity have been quite large possibly measuring

ome ve miles in radius Sages believed that either some

xternal ldquoforcerdquo removed the Rhennee from their living island

aradise or else this ldquoIsland Beingrdquo itself sent them away

While there is some debate upon the subject most sages

gree that the Rhennee are native to Oerth Sages also agree

hat after leaving their island home the Rhennee traveled to

he Flanaess and settled in and around the Adri Forest But

enturies ago they were driven out of this area as well -- by

he invading Oeridians

On the whole the Rhennee are still a young race Having

nally found their own niche within the societies of the Flanaess

eems to have caused their civilization to ourish especially

pon the Selitan river and the Nyr Dyv What happens to the

ace next remains to be seen

The Rhennee themselves have taken a generally neutral

pproach to their neighbors refusing to involve themselves

r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have

sed them for a variety of transportation services including

he delivery legal and illegal goods

Whether or not the legend of Rhop being some other world

s true or not one thing is certain the Rhennee people are not

eaving the Flanaess anytime soon

APPEARANCEThe Rhennee are often tan or olive skinned humans T

tend to be shorter than other human races and often stoc

displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w

between 140-175 lbs while female Rhennee average betw

4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co

are most often blue gray or hazel although green eyes

not unknown Their hair color is often black or dark bro

Curly hair is most common but wavy hair is not unknown

PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated

secretive most Rhennee have little regard for the other hu

races

Having been ostracized by the majority of human ra

Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp

and it is very rare to nd one amongst the Rhennee for

great length of time To the Rhennee nothing is more impor

than family and regardless of personal dierences it is ta

to go against the family and side with a Gajo

The Rhennee live almost exclusively upon the waterw

of the Flanaess making their homes on large barges A s

sect of Rhennee ndash known as the Attloi ndash travel in caravan

the area of the Adri Forest where many believe the Rhen

made their rst appearance in the Flanaess The majori

Rhennee reside in the central Flanaess remaining close to

Nyr Dyv which serves as a central focus for these people

Most other races of the Flanaess often consider the e

race of Rhennee as criminals and thieves While it is true

many Rhennee excel in the roguish arts relatively few

out right criminals The conict lies in the fact that to

Rhennee things which are considered the property of G

are actually considered ldquopublic propertyrdquo by the Rhennee

The Rhennee believe that if you cannot carry the item u

your person then it is open to public use To be fair even am

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28

hemselves the Rhennee practice this belief The exception to

his is items placed into a roped circle This practice dictates

hat the items should not be touched or removed The number

nd sequence of knots tied into the rope will show any and all

ust who it is that claims the roped property as their own

The Rhennee culture is very chauvinistic Males are the

eaders and may carry on their barge just as many wives as

hey can aord It should be noted however that each barge

r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda

cts as an advisor and a councilor to the leader in all of the

amilyrsquos aairs The Verda also serves as the tribersquos healer

nd herbalist She predicts the weather and sells fortunes to

he Gajos While male nobles rule the tribe none of them will

ontradict the Verda of their tribe

Interestingly Rhennee women must remain virgin until their

marriage while males are encouraged to take many lovers

But if a woman is found to have had sex before marriage she

s then forbidden to ever marry and must become a prostitute

r ldquoAuntardquo to the tribe Such a woman is often given a small

essel separate from the barges and is only welcome aboard

barge when she is servicing the Rhennee males on it

This custom seems strange to others given that most

Rhennee males will quickly start a ght if they believe that

Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for

he privilege of a night with one of these women For these

easons and others an Aunta is much more likely to leave the

arge-folk and seek a new life amongst the Gajos

All Rhennee are known to fear sickness child birth and

eath Since all three conditions are considered taboo If

Rhennee person is sick they are left with the wise women

f the tribe ndash the Verda ndash and no one will even visit with the

ick individual until the Verda deem it safe to do so If the sick

annot be cured or if there is the fear of infection then the

ick are sometimes simply cast out This rejection of the sick

n order to protect the tribe is considered even to out way any

amily tiesWomen who give birth must remain in seclusion with the

Verda for 40 days and 40 nights During this time no male

may see her she cannot even return to her husband until this

eriod is over The newly born child may be brought before

he father by the wise women but it is common place that the

hild is usually not seen until the wife returns to her husbandrsquos

ide

Women who give birth to an exceptional number of male

hildren have considerable authority within the tribe Age and

xperience also play an important role in Rhennee society For

xample older females possess considerably more power and

nuence than do younger woman within the tribe

Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become

Vethardquo sorceresses who are endowed with the powers of

Rhoprdquo Women who attain this standing ndash but are not actually

Verda ndash are now treated as though they were while actual

Verda who develop the Vetha abilities are considered nearly

divinerdquo in nature and are given a great range of freedoms in

egards to tribal aairs

Death by any cause is something that all Rhennee fear

For the barge-folk the deceasersquo body must be lled with

or sand and then wrapped in linen and cast into a large b

of water The Attloi on the other hand bury their dead

very often mark the grave as the site of a great evil Pries

Death Gods and Goddesses are greatly feared and consid

repulsive to the Rhennee peoples as are Necromancers

Though predominantly rogues all Rhennee males bec

adept with weapons and the most accomplished of t

become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe

warriors and enforcers Both elder males and the Darkha

are second only to the chieftain of the tribe

Rhennee earn most of what little income they have prim

through the transportation of goods and passengers altho

hunting shing trading and craft-work also play a role A

Rhennee are excellent Tinkerers though their reputation

such work may vary widely Sadly some Rhennee do pref

steal from the Gajos in order to make a living and this re

poorly on the race as a whole though Rhennee will not s

from each other

The Rhennee practice no known religion or at the le

no Gajo is aware of any formal Rhennee religion Wate

respected and honored by all the Rhennee so much so

the barge-folk have been known to clean dirty waterways

to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen

will willingly pollute a water source

Rhennee males like to wear tight-legged pantaloons l

tting shirts and leather jerkins Females wear long ow

sleeveless dresses with low-cut tops so as to entice t

males Rhennee women also like to wear charms made

mollusk shells and precious stones that are found near

the water The more colorful these garments and adornm

are the more they are liked by the Rhennee though b

and greens are easily the most popular colors

RELIGION

Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and

basis of their religious beliefs This thinking is reinforce

the practice among the Rhennee of ldquoVethardquo where som

their women are endowed with the sorcerous powers of

ldquoRhoprdquo

In the last few centuries some of the Rhennee

begun worshiping the elemental forces of water Still ot

participate in the sacricial rites of demonic and devilish c

Some of the Rhennee have even taken up the worship of s

Deities of the air though such Rhennee are few

Among the land dwelling Attloi some have taken up

service of Gods more commonly worshiped in the Flana

these include Fharlanghn Olidamarra and Istus Still

are those few who worship Celestian and Pelor

PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and

these skills as their trade Rhennee are taught from birt

swim and some are even conceived in the water

All Rhennee characters gain a +2 racial bonus to the ski

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29

f their profession (Boater) and swimming These are

onsidered class skills for all Rhennee characters Rhennee

haracters also have an innate ability for sleight of hand and

eceive a +2 bonus to this skill as well But they suer a ndash2 to

ll Diplomacy checks when dealing with other human races

Crafting hunting and shing are very common among the

Rhennee people They are also adept at preparing some of the

nest seafood dishes in all the Oerth

The land based Attloi keep horses and pack animals and use

hem to pull their wagons and haul their goods The Attloi are

killed performers excelling at dance wind instruments and

inging For this reason Attloi characters receive a +2 bonus

o animal handling and a +2 performance bonus in one of the

kills listed above

Like their waterborne brethren Attloi characters also excel

t sleight of hand and receive a +2 bonus to this skill But

hey also receive a -2 penalty to Diplomacy checks whenever

ealing with the other humans races The Attloi are skilled

raftsman and leather workers and make some of the nest

eather armor and goods to be found in the Flanaess

FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing

hey have to an army are the Darkhagard warriors who guardheir barges

Most Rhennee focus on martial skills which favor thrown

weapons single weapons dual weapons or a two handed

weapon style Wrestling and sticus matches commonly take

lace among the Rhennee people

Some Rhennee have developed a rope ghting style which

s used to trip bound or to escape an opponent This ghting

tyle is defensive in nature and is often used by older males

nd a few of the females among the barge-folk though it is a

much less common ghting style among the land based Attloi

The Rhennee have also developed a special racial weapon

alled the ldquoDarkhardquo This special weapon will only be found in

he possession of a tribal chief or his Darkhagards

RACIAL FEATSThe following is a list of racial feats that a Rhennee character

may take as hisher bonus feat

You have developed a sense for locating and spotting water in

ny quantity

Benet You receive a +2 competence bonus to Survival and

Knowledge (geography) skill checks Further you can obtain

p to two gallons of fresh water with a successful Survival skill

heck and up to two more gallons of water can be obtained for

very three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

Surprisingly more Attloi obtain this feat then Rhennee maybe

nes presence around bodies of water limits a knack for this

bility

You spend a great deal of time in the water and have impres

swimming skills

Benet You are able to hold their breath under water

number of rounds equal to three times your Constitution S

before suering any ill eects You receive a +2 compete

bonus to all swim skill checks

Special You may only take this feat as a 1st-level chara

Attloi cannot take this feat

You have a knack for catching large amounts of sh and o

aquatic game

Benet You receive a +4 competence bonus to Surv

checks when shing hunting aquatic game or gathe

aquatic plants

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but it should be noted

these cases are rare

You can communicate with all fresh water aquatic creatur

Benet So long as you do no harm to them or t

environment You can communicate with any fresh w

aquatic creatures including (crustaceans frogs and turt

Even if charmed both you and these creatures are giv

save in order to avoid the suggestion

You will not consume or harm any crustaceans or tu

like creatures nor will the character allow these creature

come to harm

If you are a Rhennee spell caster able to summon w

elemental creatures you may do so for twice the no

duration with zero chance of the elemental successrebelling against you Any water elemental summone

oppose you is twice as likely to rebel against its summ

and the duration of the spellrsquos eect is halved

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but instances are

common

You can see things beyond the limits of most mortals and h

a strong sense of your surroundings

Benet You receive a +2 competence bonus to all Initia

rolls and Spot checks On a successful Spot check (DC 30)

can sense where invisible creatures or objects are loca

but you cannot actually see them (Example A mage c

invisibility on himself prior to combat Without knowing h

there you make a successful Spot check You get a sens

where the invisible mage is but you cannot actually see

invisible mage)

Special You may only take this feat as a 1st-level chara

F W [H]

D [H]

R B [H]

K F [H]

S S [H]

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30

While much more prominent in females this feat is not

mited to them alone

Travelers Trade [Heritage]

You are ever on the move for the roads are your home

Benet You receive a +2 competence bonus to all Handle

Animal and Ride skill checks when dealing with any animal or

ehicle used in a caravan While traveling you also receive a

+2 competence bonus to all Survival skill checks

Special You may only take this feat as a 1st-level character

Rhennee cannot take this feat

Water Walker [Heritage]

You have a knack for operating barges and traversing your

essel through perilous waters

Benet You receive a +2 competence bonus to their

rofession (boater) skill and a +2 circumstance bonus to

etect weather and weatherrsquos eects on water conditions

while piloting their vessels

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

Contact with water rejuvenates and sustains you

Benet If you stand at least in knee deep water you

atigue at only half the normal rate In addition if you engage

n no strenuous activity while in a body of water you recover

it points equal to your Constitution bonus +1 for every three

ours in the water You may also hold your breath for a number

f rounds equal to twice your Constitution Score You must

ubmerge yourself in water for at least one hour each week

r he will begin to suer fatigue at twice the normal rate

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

You are more sensitive to the forces of nature often feeling

minor changes in the weather and environment which are

ometimes undetectable to animals

Benet You receive a +2 competence bonus to Survival

nd Knowledge (nature) skill checks You may predict weather

hanges up to six hours in advance including changes in

emperature Further with a successful Survival skill check

ou can predict the weather and up to two more hours more

or every three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

While much more prominent in females this feat is not limited

o them alone

T T [H]

W W [H]

W W [H]

IN SEARCH OF HOME

ldquoWe are the children with no landrdquo

ldquoForced to live in the unknownrdquo

ldquoWe sail this worlds waterwaysrdquo

ldquoIn search of yesterdays embracerdquo

ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo

ldquoShow us your unfurling facerdquo

ldquoWe are use to your disgracerdquo ldquo

You will one day atonerdquo

ldquoWhen we children return homerdquo

-Made famous by Artoli Medni

Rhennee bard

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31

The Suloise peoples had their origins outside of the Flanaess

South of the Crystalmist Mountains and west of the

Hellfurnaces

Many Suloise ed to the Flanaess to escape the constant

SuelBaklunish wars which eventually lead to the magical

evastation of their homeland These Suloise migrations

elped to displace many of the Flannae from their homelands

esulting in the Flannae being scattered far and wide

The ancient Suloise have passed on many of their traits to

heir descendants for good or bad Centuries ago the Suloise

oasted one of the greatest empires ever known to mankind

They learned the arts of sorcery and civilization from the

Olven-folk but in time the Suloise peoples surpassed even

heir Elven teachers in the manipulation of magic and used

his knowledge to forge the greatest empire of their time ndash the

Suel Imperium But they rejected the Elven peoplesrsquo warnings

bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies

The ancient Suloise were totalitarian in demeanor and

nslaved many peoples and races All peoples fell to the will

f the Suloise Imperium except for the ancient Baklunish

mpire The Suloise Imperium relied heavily upon magic and

t helped forged their empire Their magical experimentation

ead to the creation and engineering of altered races races

reated for the sole purpose of serving the empire

One of the most well known of these created races is the

Derro Many dwarves claim that the Derro existed long before

he Suel experimented on their kin and it is rumored that

he Derro are actually a blending of dwarves and humans

Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were

onducted before the Suel Imperium fell

The Suel Imperium fought the Baklunish Empire to a stand

till for control of eastern Oerik To break the stalemate the

Suloise brought about the Invoked Devastation This apparent

ictory over their enemies was short lived however as one of

he long forgotten Gods of the Baklunish chose to intervene

RACES OF OERTH

The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller

Gathering together the most powerful mages from am

his people within the stone circle of Tovag Baragu this

channeled much of His own power through these magici

supporting their retribution against the Imperium

This is the origin of the Rain of Colorless Fire which cov

all of the Suel Imperium in its inferno Were it not for

great seer Slerotin the Suloise peoples may well have b

destroyed but receiving premonitions of the impen

doom Slerotin gathered what noble families he could and

them through a magical tunnel ndash of his own creation ndash w

passed completely through the Hellfurnaces

All but one of the families ndash the Lerara ndash traveling

Slerotin arrived in the area of the Flanaess now known as

Yeomanry From there the Suloise peoples spread throug

the Flanaess founding nations for themselves often for

from the colonies of the Suel Imperium The noble fami

Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero

tunnel and reside there today

The most infamous and secretive society of the Suloi

indisputably the Scarlet Brotherhood headquartered on

Tilvanot Peninsula This Suloise organization has bases sp

out across the Flanaess and beyond So embroiled have

become in the aairs of the Flanaessrsquo nations this so-ca

secretive society is no longer as secretive as it once was W

the Scarlet Brotherhood is prominent in Shar they do

actually have control of the government there though

do exercise major inuence over all the Peninsularsquos aair

There is another Suloise organization called ldquoThose

must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in

Kingdom of Keoland Not much is known of the Silent O

though it is rumored that they seek to obtain forbidden ma

and ancient Suloise artifacts What their main goals ar

one knows for certain however those few who happen c

upon the Silent Tower and try to gain entrance are very o

not heard from again Whatever their main goal one thin

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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8162019 Oerth Journal 27pdf

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 8: Oerth Journal 27.pdf

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7

walk up stairs normally (the stairs ascenddescend at 50 feet

er round)

First Level The rst level of Lendorersquos Tower is a large open

rea lled with benches made of glassteel which surround a

entral rostrum This space was used by Lendore to lecture

nd instruct his students and apprentices prior to his lsquodeathrsquo

Now it is the public assembly hall for the inhabitants of the

City of Glass It is from here that the Council of High Magic

overns the city

Once every 10 days the High Masters of each tower

ssemble here for 6 hours During this time they dispense

ustice inform the citizens of the city of events happening

within the city (and outside it as well) and meet with any

mportant newcomers to the City of Glass Should one be

ndisposed or otherwise unavailable his proxy is given over to

he High Master of his choice

Second Level The second level of Lendorersquos Tower lies

mpty now Once it provided the living spaces kitchens

antries baths and other areas need by the students and

pprentices of Lendore It is connected to the rst level via 4

more of the enchanted moving staircases

In the center of the second level is a small locked chamber

with a shaft (10rsquo x 10rsquo) leading upward The base of this circular

haft is actually a platform with a permanent suspension spellecting it

Third Level This heavily warded area was the private

anctum of Lendore and it is here (rather than in his tomb)

hat all of his greatest treasures are kept

Lendorersquos Tomb Beneath the pool which lies under

endorersquos Tower is Lendorersquos Tomb This small sepulcher has

emained undisturbed for over 1000 years It is said to be

eavily warded and to be protected by powerful constructs

which have not been seen since the height of the Suloise

mpire

GM Note This area is left for individual GMs to esh out as

hey wish (or might be revealed at a later time in the Oerth

ournal) However something to consider is that Lendoreimself is not dead Rather he is in greater temporal stasis

which he cast upon himself awaiting the Final Calamity

NHABITANTSThe inhabitants of the City of Glass are 90 pure Suloise

approx 9000 of which about 1500 are of noble Suloise

rigin) with the remainder being made up of non-Suloise

uman races (there are no Bakluni to be found among them)

nd a few non-humanoid individuals (who number less than

00 and range from at least one vampire to a shape-shifted

ragon)

Those born here are known as lsquociviirsquo and many can trace

heir lineage back to the original followers and students ofendore

A strange curse seems to aect the City of Glass in that those

orn here or anyone who spends more than 8 consecutive days

ere is unable to leave without suering a lingering malady

This strange illness manifests itself 8 days after leaving the

City of Glass itself (not the outer disc) in the form of a malaise

anyone who is a lsquociviirsquo loses 1 hp per day they are outside it

no form of magical healing stops this loss only return to

City of Glass)

GM Note This is actually a minor side eect of the Ga

Glass Each of the High Masters possesses a small mag

trinket which belonged to the 8 apprentices of Lendore

helped him create the City and Gate of Glass which allows

possessor to leave for any length of time

OUTSIDE THE CITY OF GLASSThe area immediately outside the City of Glass is know

the lsquowildsrsquo Immediately outside the city walls is a freshw

river 12 mile across and a 14 mile deep at its deepest p

(next to the city wall) It is spanned by straight at brid

of glassteel which radiate outward from each of the tow

50 feet above the riverrsquos surface This body of water is ca

a river rather than a lake because it moves languidly

clockwise direction

A large variety of freshwater plants and aquatic life lls

river 90 of this life is benign and people can be found

sitting on the bridge or making use of small boats to sh

Surrounding the river is a wilderness belt 3 miles wide

terrain here varies from small glades to several belts of s

steep hills An abundance of game can be found again

most of it being benign in nature and obviously suitedhunting

A curious thing about this wilderness belt is that it

lsquoseasonsrsquo If one extends imaginary lines from the Towe

Necromancy and the Tower of Illusion the area which

between is always in winter - with mild winter being fo

near each edge and extreme winter at its exact center

area that would lie between the Tower of Illusion to the T

of Abjuration is always in Spring Between the Towe

Abjuration and the Tower of Enchantment it is always sum

and between the Tower of Enchantment and the Towe

Necromancy it is always autumn

Every eight days in a counterclockwise direction

eighth of the wilds (the area including both the fresh saltwater areas between any two adjacent towers underg

the eects of a renew the land spell

The outermost lsquoshorersquo of this belt opens onto a saltw

lsquosearsquo which like its freshwater sister is 12 mile across a

14 mile deep at its deepest point (next to the outer wa

the dome which covers the disc) Beds of kelp and coral

be found next to the shore which has a couple of beau

beaches as well as several areas of tall clis (some of w

have obvious sea caves)

The marine life here is abundant being made up of sev

varieties of game sh as well as several small schoo

sharks and even a small pod of orca

WILDERNESS DENIZENSThe wilderness surrounding the City of Glass has a

inhabitants (less than 1000 total) who are known as lsquoho

These are the mixed descendants of the Spindrift Isl

inhabitants that escaped to the City of Glass when the e

took over the islands Most of these are nomadic half-elve

high elfSuloise heritage

8162019 Oerth Journal 27pdf

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8

A similar malaise aects the lsquohospiirsquo as does the lsquociviirsquo

hough the lsquohospiirsquo are not permitted to build permanent

ncampments They must move every 8 days or they begin

o sicken Any structure built of wood or stone immediately

isappears when the renew the land eect aects the area in

which it lies

BEYOND THE DOMESince the time of its creation the City of Glass and the disc

pon which it sits have hung in the sky above Lo Reltarma

or over 1000 years it was used by sailors and travelers as a

avigational aid All of that changed when the elves took overhe islands and began their pogrom

When the elves began to drive out the non-elven inhabitants

great storm cloud 40 miles across and 5 miles high formed

entered on the dome and disc Terrible waves of sheet

ghtning constantly rage while winds of up to 100 mile per

our blow Even the mightiest of dragons would be bueted

bout by the stormrsquos power There is no rain in this storm just

ury Below it the Lendore Isles have been cloaked in mist

y the Sehaninersquos priests and wizards The storm seems to

ugment this aect with mists of its own often merging with

hose below

CONFLICTS AND INTRIGUESA human resistance force operates from the City of Glass above

endore Isle The High Masters of Magic and their students

aily open temporary portals to the lands below Often these

re opened onto locations within the Lendore Isles themselves

or purposes that advance the cause of the resistance

Why havenrsquot the elves invaded the City of Glass There are

robably several reasons for this Most importantly the elves

re isolationists and religious fanatics Even the cost of the

ccasional raids from the resistance is nothing compared to

what it would take to storm a city that can only be entered

ia teleportation magic Since it cannot be divined by normal

means it comes back to a lsquoyou canrsquot get there unless youave already been therersquo situation

Additionally there is the eternal storm raging around the

isc at all times Even dragons could not survive its fury for

ong With visibility down to zero how are you going to nd

t in an area 5 miles deep and 40 miles across It would be

mpossible to y a normal search grid This leaves subterfuge

a spy or spies if you will This could lead to some amazing

uests

The Scarlet Brotherhood would love to inltrate and take

ver the City of Glass It is after all perhaps the greatest

magical achievement of the ancient Suloise A series of

dventures centered on this goal would certainly be possible

The Society of the Serpentrsquos legendary headquarters couldasily be set here This would aord PC members of the

Society an opportunity to visit Who knows what could happen

fter that

THE FINAL CALAMITY The City of Glass was prepared by Lendore for what he saw

n his nal visions what he himself named the Final Calamity

However Lendore never revealed what the exact natur

that catastrophe was Was this omission deliberate

likely so However some things can be deduced from

nature of his greatest creation the City of Glass itself

Final Calamity must be something so devastating as to req

a sheltered city of immense size It seems to require that

city be self-sustaining for an indeterminate amount of tim

would appear that the Final Calamity will rival even the T

Cataclysms

So what is it Here are three possibilities

1) The destruction of Flanaess itself In the ruins of

remains the survivors could leave the City of Glasrepopulate the Flanaess restoring the Suloise to their fo

glory

2) The destruction of Oerth itself In this scenario the

of Glass might drift in Greyspace circled by Liga Oerthrsquos

Perhaps its inhabitants could discover some method of mo

it to another world

3) The destruction of the Prime Material Plane In su

case the City of Glass becomes an inter-dimensional hab

wandering through the multiverse

SPELLS AND ARCANA It goes without saying that the City of Glass is renown fo

arcane mysteries Below are a few of these rare arcanum

School transmutation Level sorcerer wizard 6

Casting Time 1 minutelb created

Components V S M

Range touch

Eect A glassteel object weighing up to 5 lblevel

Duration instantaneous

Saving Throw none Spell Resistance none

Glassteel is a magical substance created from normal

magical crystal and glass Glassteel is as strong and resis

to re as steel but retains the transparency (and color if of the original material Spells that aect metal or glass (

as shatter and rusting grasp) do not function on glass

Using this spell with fabricate or a glass-related Craft ch

the caster can fashion glass or crystal items that functio

steel items Thus creating glass plate armor and glass sw

that are as durable as their normal steel counterparts ar

Reference Freeport City of Adventure (Green Ronin)

128

School transmutation Level sorcerer wizard 6

Casting Time 1 minutelb created

Components V S MRange touch

Target One item of a volume no greater than 10 cu ftle

see text

Duration permanent

Saving Throw none Spell Resistance none

This spell increases the hardness of materials Paper beco

harder to tear glass becomes harder to break wood beco

X

G

X

H

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9

more resilient and so on For every two caster levels add 1

oint of hardness to the material targeted by the spell This

ardness increase improves only the materialrsquos resistance to

amage Nothing else is modied by the improvement For

xample a longsword (treat steel as iron base hardness

0) aected by a hardening spell cast by a 12th-level caster

would have hardness 16 for the purpose of ignoring damage

aused by someone making a sunder attack The swordrsquos hit

oints attack and damage modiers and other factors are

ot aected A hardening spell does not in any way aect

substancersquos resistance to other forms of transformation

ce still melts paper and wood still burn rock still becomesransmutable to mud with the proper spell and so on

Reference Spell Compendium (WotC) pg 109

School conjuration (creation) Level sorcerer wizard 8

Casting Time 3 full rounds

Components V S M (small leather loop suspended from a

ent wire of gold) XP (500 XP)

Range close (25 ft + 5 ftlevel)

Eect See text

Duration concentration + 1 round

Saving Throw none Spell Resistance none

Casting portal opens an interdimensional connection

etween two places on the same plane of existence allowing

ravel between the locations in either direction The portal

tself is a circular hoop or disk from 5 to 20 feet in diameter

casterrsquos choice) oriented in the direction you desire when it

omes into existence (typically vertical and facing you) It is a

wo-dimensional window and anyone or anything that moves

hrough is shunted instantly to the other side The portal has a

ront and back Creatures moving through the portal from the

ront are transported to the other location creatures moving

rom the back are not

SPECIAL MATERIAL GLASSTEELGlassteel may be created via one of two methods Through an alchemical process requiring extensive knowledge of botmetallurgy and glassblowing or by the 6th-level arcane spell of the same name (cf glassteel) Glassteel combines strengtbeyond iron with the transparency of glass It most commonly nds use as a building material in fantastic castles but itcan also be fashioned into weapons and armor (although plain glassteel armor is much more costly to craft than eventhe most ornate armor) Glassteel is stronger and lighter than iron and completely transparent lacking the greenishtint of common glass Colored or tinted glassteel may be created using slight variations of either method Glassteelmay be textured from rough to smooth Items made of glassteel weigh only half what they otherwise would Items not primarily made of metal are notmeaningfully aected by being partially made of glassteel (A breastplate can be made of glassteel but hidearmor cannot) Glassteel armor counts as one armor category lighter than normal for purposes of movement and otherlimitations Heavy armors are treated as medium and medium armors are treated as light but light armorsare still treated as light Arcane spell failure chances for armors and shields made of glassteel are decreased

by 10 maximum Dexterity bonus is increased by 2 and armor check penalties are lessened by 3 (to aminimum of 0) Glassteel has hardness 20 and 40 hit points per inch of thickness This means that it is as hard asadmantine but much lighter Weapons and armor fashioned from glassteel are treated as masterworkitems with regard to creation times but the masterwork quality does not aect the enhancementbonus of weapons or the armor check penalty of armor Item Cost Modier light armor +2000 gp medium armor +6000 gp heavy armor +12000gp shield +2000 gp weapon +500 gp other items +100 gplb Reference Champions of Valor (WotC) pg 65

The interdimensional connection is forged through

Astral Plane so anything that blocks astral travel will

block the usage of the portal Much like the teleporta

spell you must have a clear idea of the location and la

of the destination You cannot create a portal if you d

know where the terminus will end up The clearer your me

image the more likely the portal will form Areas of st

physical or magical energies may make traversing a p

more hazardous or even impossible Use the following tab

determine the success of the portalrsquos opening

Reference DragonLance Campaign Setting pg 108 (

material is taken from the DragonLance Campaign se

where it is called Fistandantilusrsquo Portal)

School conjuration (creation) Level druid 6Casting Time 60 minutes

Components V S M (any seed pod)

Range touch

Target 1 square milelevel

Eect See text

Duration instantaneous

Saving Throw none Spell Resistance none

Taking the seed pod in one and making the prerequ

gestures in the other you cause the area aected to experie

an immediate renewal of all natural life (animal and pla

Destination Successful Failed Familiarity Portal Porta

P

X

R L

Very familiar 01-97 98-10 Studied carefully 01-94 95-10 Seen casually 01-88 89-10 Viewed once 01-76 77-10 Description 01-60 61-10

A glassteeled scim

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10

lants and trees are immediately restored to perfect health

nd any that bear nuts or fruit are immediately bountifully

aden Any plants or trees that have been cut back or down

n the past month are immediately restored to full life This

pell works as well on both fresh and salt water bodies as it

oes land

Insects and animals (Int 3 and lower) are returned to full

igorous health with any that have been slain in the past

month also being returned to full life

This spell never causes more life to be renewed than could

ustain itself for a month in the environment It will not bring

fe to barren deserts (though it would aect an oasis) or to

are lifeless stone

Any area suering the eects of any form of magical blight

must make an opposed caster level check or have that blight

emoved and the land renewed

School transmutation Level sorcerer wizard 4

Casting Time 1 standard action

Components V S M (small leather loop suspended from a

ent wire of gold)

Range touch

Target Any nonliving object up to 1000 lblevelDuration 1d4 days + 1 daylevel (D)

Saving Throw none Spell Resistance none

This spell functions like levitate except as noted above

nd as follows You can mentally direct the object to move

p or down as much as 45 feet each round for the duration

f the spell doing so is a move action When you cease

oncentration the object remains in place for the duration of

he spell

This spell can be made permanent with a permanency spell

HR)

Reference Shining South (WotC) pg 51 Additionally

s a house rule it has been modied to allow it to be made

ermanent

School transmutation Level sorcerer wizard 9

Casting Time 1 standard action

Components V S M (powdered diamond emerald ruby and

apphire dust worth 5000 gp contained in a platinum coated

lassteel hourglass worth at least 2500gp)

Range touch

Target creature or object touched

Duration see text

Saving Throw Fortitude negates (object) Spell Resistance

Yes (object)

Like the spell temporal stasis you use this spell to place

omething into suspended animation But instead of the

arget being a creature only it can be anythingmdashliving or

onliving When cast on an object any magical properties are

uspended (but not dispelled) Potions cannot be opened the

ext of magical scrolls is too fuzzy to read magic items do

ot operate etc At your discretion you can set a condition

r time whereby the spellrsquos magic releases the target This

is done verbally at the end of the spellrsquos casting and m

be specic if a condition For example you might cast

spell on a king and state ldquoYou are freed when the nat

of Forann and Bretin make peace with each otherrdquo Or if

target is a magic sword you might state ldquoYou are freed w

the youngest son of the Diranges family enters this cham

Whether or not you choose to ax a condition to the spell

magic of greater temporal stasis cannot be otherwise remo

(such as by a successful dispel magic spell or a freedom sp

Reference Behind the Spells Compendium (Tricky Owl

Publishing) pg 90

S

T S G

SHORT ON CONTENT

NEED NEW ADVENTURES FOR YOUWORLD OF GREYHAWK GROUP

LOOK NO FURTHER THAN TH

CANONFIRE CHRONICLES

FROM THE SAME CREW THAT BROUGH

YOU THE OERTH JOURNAL

CHECK IT OUT AT CANONFIRE

UNDER CANONFIRE CHRONICLES

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11

The modern Bakluni from Yecha to the southern reaches of

Ull trace their lineage back to the alabaster cities of the fabled

Baklunish Empire With a history measured in centuries this

ncient nation consist of all the lands stretching along theDramidj Ocean and from the distant Baklhaut Mountains in

he mythic west to the Flanness heartlands in the east The

egendary elemental mages of the empire bound dijinni and

lemental alike to the task of creating wondrous things to

proverdquo that this empire would stand the wrath of time itself

verything fell before the power of the great empire until

t encountered another empire that was following the same

manifest destiny the Suel Imperium The stage was set for

hese two mammoth empires to wage a war on a scale that

was thus far unseen upon the world of Oerth

Sixty-three years of war saw brave new heroes rise to

odhood and moldy old gods crumble into ash In the end

he two empires unleashed their doomsday weapons uponach other in an event that has become known as the ldquoTwin

Cataclysmsrdquo When the smoke nally cleared the Suel

mperium was left an ashen waste and the Baklunish were

cattered to the four winds Today the Baklunish are still

aunted by the memory of what was and the loss of an empire

hat has shaped each nation that has followed with each

eeking some claim to the Enlightened Throne

APPEARANCEThe Baklunish people fall within the norms of most human

aces with their height being anywhere from 5rsquo to 6rsquo6rdquo tall and

heir weight ranging from 140-225 lbs

The Bakluni have a skin almost golden in hue with hair

anging from blue-black to dark brown Their eyes are most

ften green gray-green gray or hazel with a rare jade-green

eing the most prized Children born with such eyes are seen

s a blessing

Though almost unheard of golden eyes have cropped up from

me to time among the Bakluni and these almost always

ndicate a child with Djinni bloodlines

PERSONALITY AND CULTURESpread across the eastern expanse of the region know

the Baklunish Basin the Bakluni cultures are diverse

the varying personalities are shaped by the environmenwhich they dwell Despite these dierences the Baklu

people do have common threads which link them togethe

a race The Bakluni are in general a contemplative peo

carefully thinking matters through before acting Even

most brazen chieftain of the Tiger Nomads or Ullish War

thinks upon any impending action for to court failure

stain onersquos honor

Following the precepts known as the ldquoFour Feet of

Dragonrdquo people of Baklunish descent follow these max

Honor Family Generosity and Piety While the other race

the Flanaess have an understanding of these concepts

Bakluni people give them a much deeper meaning

To the Bakluni honor determines how a man carries out

activities of his day It entails keeping onersquos word not ac

cowardly comporting oneself as due his station in life Th

are the acts of an honorable man

Even a bandit can act honorably and yet still be a ba

Honor is the rst -- and for some -- the most important fo

the dragon and for this very reason A man might be imp

or a miser and might even treat his family poorly and yet

be seen as a man But if a man acts without honor then

a cur to be beaten and killed as one would kill any verm

An honorable man seeks the deep roots that only family

provide He honors his parents and grandparents by marr

a woman of mutual standing who has conducted hehonorably who has a family that is also honorable Chil

bring wealth to a man and his wife that is beyond the mea

of coin An Honorable man magnies his grace and stan

by taking care of his family and seeing to their needs He

his children get good educations his daughters marrie

honorable men from good families his sons taught the w

of honor and family so they may stand as men worth

their fatherrsquos name A Bakluni man takes care of his pare

RACES OF OERTH

The BaklunishBy Dennis LovattArt by Adam Koča amp Rick Miller

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12

is brothers and sisters his aunts and uncles if they are by

atersquos hand or by age unable to do so themselves Family

an be a broad term which can also means the employees

f a merchant warriors in a mercenary company even the

ollowers of a bandit lord In these cases the leader will often

reat his men in the same fashion hersquod treat his children Hersquod

ee they were properly wed given a nest egg to start out in

married life etc

While wealth does not always nd those that spend a lifetime

n hard work generosity is not limited to the coin in ones

ouch An honorable man is generous with his time helping

is neighbors and friends giving advice to those that seek it

llowing them to prot from the wisdom Istus has shown to

im and he does not shirk from giving what food he can to

hose in need Hoarding food or coin is frowned upon and

ften is the rst step to ruination in the folktales retold by the

ards of the region The generous man it is said sees that

which he gives returned tenfold when his time of need arises

Piety while the last of the dragonrsquos feet plays an important

ole in the lives of the Bakluni people An honorable man pays

omage to the gods that stand in judgment of his life Istus

he Spinner of Fate AlrsquoAkbar the Restorer of Righteousness

Xan Yae the Lady of Perfection Zuoken the Ladyrsquos Hand

Geshtai the Lady of the Living WatersWhile one god or goddess may have a higher standing in

he eye of any given person it is a fool that cuts o his nose to

pite of his face Only the Mullahs of a given deity can focus all

f their devotion to a single god The average Bakluni oers

rayers to all of the gods in order to ensure that no slight or

nsult is given to any and to guard against the ckle hand of

ate turning against them Even during times of both drought

nd an abundance of water pious Bakluni make oerings to

Sevelkhar the Waster so as to keep him at bay An old Bakluni

aying says it all ldquoTrust in Istus but tie up your camelrdquo

Culturally turbans and keyehs are the common head wear

or men with Hijabs being the choice of women Loose tting

ants and shirts are the style with robes (light in desertslains regions and thicker in the more northernmountainous

egions) worn over them

Most Baklunish warriors favor lighter armor than the heavy

late armor of the east Preferred weaponry consists of spears

ances and composite bows with personal weaponry being all

manner of curved swords such as Scimitars Tulwars Saifs

Shamshirs and Kilij Even those who are not well trained carry

Jambiya which is little more than a curved dagger

RELIGIONThough not a massive pantheon the gods of the Bakluni are

well represented in the daily lives of their people They pay

espect to their deities with a wide variety of oerings andbeisances With Piety being a trait to which all honorable

Bakluni aspire or at least want to appear to aspire it is

ot surprising that the temples and their mullahs discuss

assionately the nature of orthodoxy and the truest path by

which divine enlightenment can be reached This religious

assion while a noble thing can lead some to rationalize

eeds from which even the most devout Mullah would recoil

It is upon these throes of religious passion that ends of

and the abyss gain footholds upon Oerth and cults aris

dark reections of the Bakluni gods Grazrsquozt makes a

mockery of Istus uttering his own blasphemous comm

to the eager ears of cultists who foolishly believe they

doing the Lady of Fatersquos bidding It is for this reason

the Baklunish region suers a larger quantity of cults

do most other regions and it is why the Mullahs are swi

punish these tools of heresy It is perhaps this very advers

environment that caused the rst Hakima to be blessed

ldquoThe Sightrdquo

A word originally in ancient Baklunish meaning wise

insightful Hakimas were often women skilled in midwif

Most temples had Hakimas on sta and even the poore

villages boasted at least one such woman Searches in

ancient records of the Empire revealed no precedent so

believed that the Sight is a recent development Hakimas

gifted with the ability to see and hear the truth of mat

and even the most skilled liar cringes at the presenc

these wise women In the years since their rst appeara

Hakimas have become the ldquoone honest soulrdquo who can sp

out with impunity against the edicts of the Mullahs the d

of the military even the laws of the Caliph For their part

Hakimas have taken this change in stride and treat theof the Sight as an honor and duty and while there are alw

rumors no case of a Hakima being stripped of the Sight

ever been conrmed

PROFESSIONS SKILLS AND CULTURAL FOIBLEThe Baklunish people have by dint of centuries of exist

and weight of tradition shaped themselves for their plac

this world This shaping has given them advantages in ce

professions and skills All Baklunish gain a +2 racial bo

to Knowledge (Religion) checks Those Baklunish born in

sprawling cities are also adept in the ne Baklunish a

haggling and spotting a good deal Such urban Baklu

gain a +2 racial bonus to Diplomacy (when using the skinegotiations) and appraisal checks Conversely the Baklu

born outside the great cities are less concerned with bargai

and more focused on horseesh Rural Baklunish gain a

racial bonus to Ride and Handle Animal checks

Not all of this shaping has been benecial as a people

Baklunish are insular and superstitious by nature Foreign

while not mistreated are kept at armrsquos length and

standosh nature results in a ndash2 racial penalty for Baklu

on all diplomacy checks involving foreigners The thre

demonic and diabolic inuences have made the Bakluni w

and mindful of the signs taught to them by their parents

grandparents Few Bakluni man or woman leaves the ho

in the morning without a token of good luck on their perBe it an iron nail bent into a ring a bronze eye worn o

necklace made of woven hair or a lucky copper piece th

tokens are an important security blanket for the superstit

Bakluni If deprived of this token a Bakluni grows nervous

somewhat jumpy resulting in a ndash2 penalty to all charis

based skill checks until the token is reclaimed

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13

FIGHTING STYLESThe Baklunish warrior is the undeniable master of mounted

ombat Be it with a lance bow or scimitar and shield the

Baklunish do it best when on horseback The Bakluni re-

urved Bow or horse bow is the weapon of choice for themounted archer The limbs of the bow seem short but this

s an illusion precipitated by the severe curve the limbs The

amination process used to construct the bow gives it the

trength and thus the distance to rival the eastern composite

ows yet allows it to serve expertly for horseback archers

The one aw of the otherwise masterful design lies in the

trings These wound strips of catgut work well but begin to

eteriorate in an overly damp environment It is common for

rchers who favor the horse bow to carry two bows one

trung and one unstrung plus several replacement strings

As mentioned above the Scimitar (and its cousins) is

he blade of choice in the Baklunish west and has been so

or several centuries Various ghting styles involving theweeping style of the blade are favored which maximizes the

weaponrsquos powerful slashing ability While most favor a light

hield in partnership with the scimitar a few nimble warriors

ake up a second blade sometimes a Jambiya or a short

hrusting sword and at other times another scimitar of equal

ize and arc This dual weapon style called Kasirga -- ancient

Baklunish for Whirlwind -- is a powerful and dramatic style

but requires plenty of room to use properly A more com

style of dual ghting using the Jambiya called Yuzlu -- anc

Baklunish for two-fang -- is favored by urban warriors W

it has less power than the wide sweeping strikes used in

Kasirga style it takes up less room and is more viable intwisting alleyways of the Baklunish Cities

RACIAL FEATSThese are racial feats any Baklunish character can take

their bonus human feat

You are a child of the desert and know its ways

Benet +2 to survival checks in desert terrain

Special Can only be taken at 1st level

You have been riding horses since before you could walk

Benet grants a +2 bonus to ride and to handle an

checks when dealing with horses

Special Can only be taken at 1st level

D [H]

E F [G]

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14

Grsquo G [H]

The goddess of the living waters has blessed your birth

Benet +2 to swim checks and need consume only half the

mount of water than other humans

Special Can only be taken at 1st level

The energies of the Invoked Devastation which tore apart the

reat Empire still linger within you and are manifested in theirthmark scar that you bear

Benet You receive a +2 bonus to Intimidate checks

+4 vs any Baklunish) You also add a +2 to the DC of Save

hrows for any spell with the Fear descriptor you cast You also

eceive a ndash2 to all Diplomacy checks made against any Bakluni

who see or know of your scar

Special You may only take this feat as a 1st-level character

You are descended from the genies summoned to Oerth by

he ancient Baklunish in the days of the Suel-Baklunish wars

You might bear some physical or psychological mark of yourncestry such as a ery disposition thanks to an Efreeti

ncestor or uniformly blue eyes from the blood of a Marid

Benet Select one type of genie Dao (earth) Djinni (air)

freeti (re) or Marid (water) The benets of this feat vary

y the type of your genie ancestor

Dao You receive a +4 bonus on Saving throws against

arth eects and Fortitude saves made to resist petrication

You also add +2 to the DC of saving throws for any spell with

he earth descriptor that you cast as a sorcerer This benet

tacks with the Spell Focus and Greater Spell Focus feats if the

pell you cast is from your chosen school

Djinni You receive a +4 bonus on Saving throws against

ir eects and the following spells acid fog call lightning

loudkill stinking cloud and storm of vengeance You also

dd +2 to the DC of Saving throws for any spells with the Air

escriptor that you cast as a sorcerer This benet stacks with

he Spell Focus and Greater Spell Focus feats if the spell you

ast is from your chosen school

Efreeti You receive a +4 bonus on Saving throws against

re eects You also add +2 to the DC of Saving throws for

ny spells with the Fire descriptor that you cast as a sorcerer

This benet stacks with the Spell Focus and Greater Spell

ocus feats if the spell you cast is from your chosen school

Marid You receive a +4 bonus on Saving throws against

water eects and the following spells acid fog cone of coldorrid wilting ice storm and sleet storm You receive a +2

onus on Constitution checks made to resist drowning You

lso add +2 to the DC of Saving throws for any spells with

he water descriptor that you cast as a sorcerer This benet

tacks with the Spell Focus and Greater Spell Focus feats if the

pell you cast is from your chosen school

Special You may only take this feat as a 1st-level character

S [H]

[H]

M W [G]

You know your way around business negotiations

Benet You receive a +2 bonus on Appraise Checks

checks and Diplomacy checks related to business dealing

You have been riding horses since before you could walk

Benet grants a +2 bonus to ride and to handle an

checks when dealing with horses Special Can only be taken at 1st level

You are a Bakluni who was raised in the deserts of the

Steppes The harsh storms have toughened you

Benet You have a +1 natural armor class bonus

Special You may only take this feat as a 1st-level chara

Your mother was a Hakima and you were born with a to

of her sightBenet You receive a +2 to Initiative rolls and Spot che

Special You may only take this feat as a 1st-level chara

While many Bakluni pay lip service to Sevelkhar to stave

his wrath you have been born with a touch of the wa

within them

Benets All diseases poisons and dehydration eects

twice as long to eect you For eects that are Instantane

delay the onset time one hour per constitution bonus If o

time is 1 minutes triple the time frame if hours make it

and if days make it weeks The character suers pena

slowly and damages are drawn out to make the chara

suer longer This allows the character to be healed when

would otherwise be detrimental While most people are le

tune with such supernatural aictions animals can sen

and you receive a -2 to all handle animal checks

Special You may only take this feat as a 1st-level chara

S [H]

S [H]

T S [H]

T W B [H]

T B P

AlrsquoAkbar (LG god of guardianship faithfulness digniduty)Azorrsquoalq (NG god of light purity courage strength)

Daoud (N god of humility clarity immediacy)Geshtai (N goddess of lakes rivers and wells)Istus (N goddess of fate and destiny)Mouqol (N god of trade negotiation venturesappraisal reciprocity)Xan Yae (N goddess of twilight shadows stealthmind over matter etc)Zuoken (N god of monks mental powers physical anmental mastery)

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15

t is widely documented that the Flannae people are natives of

he Flannaes Hence the name given to the lands even by the

Oeridian conquerors

Rumors persist that one time long ago perhaps before the

ation of Caerdiralor took shape That the Olman and Touv

eople occupied a stretch of land that occupied much of the

outhern Flannaes While no sages can prove the validity of

his claim a case can be made that the ancient Flan could of

eized these lands from the eeing Olman and Touv people

After all many a Touv and Olman god mimic aspects of the

lannae own pantheon

Perhaps a relation to MokrsquoSlyk and the Serpent of Touv

myth Meyanok bare some resemblance though Meyanok was

ot known as a purveyor of magic Though he was directly

esponsible for the birth of three gods Vara Damaran and

Berna Vara has aspects closely aligned to that of Incabulos

specially in the deliverance of nightmares One could arguehat each pantheon has gods or goddess that can be crossed

eferenced with the gods of other pantheons However many

an directly see the inuence of Flannae myth in every other

uman culture bordering or occupying the Flannaes However

were the Flannae inspired by a pantheon of gods from another

rigin

Many sages discredit any notion that such a scenario ever

xisted as no recorded documentation of the presence of

Olman or Touv culture has ever been seen in the Flannaes

roof of Touv and Olman cultures have prevailed in the

Amedio Jungle and there are no signs that these people did

ot originate from these lands

Many agree that the Old Faith is the bastion of Flannaeworship even to this day However some text remain that

how demonic like beings where accepted in the old faith and

eing part of mans primal nature The Old Faith coexisted with

hese obyrith and later tanaric beings Many paid lip service

o appease these ancient brethren Others worshipped them

ke gods and made pacts to gain power and inuence from

hese beings Some appeared to be less diabolical in their

reatment of the Flan people

Mokrsquoslyk the Serpent is thought to have granted the

people with the knowledge of arcane magic Though Flan

religion shows us that Boccob is the god of magic In anc

texts from the church itself show that Boccob once trapp

demon of unknown origin that was more powerful then Bo

at this time It is believe he gleaned enough magical po

over these thousand years of the demonic creatures capt

This could explain how Mokrsquoslyk stopped inuencing the

in his teachings on magic With Boccob now in place as

deity of magic Mokrsquoslyk waned in power Hoping to rec

what was taken from him in his thousand years of capti

It would also explain how Boccob would have little need

worshippers as his power was siphoned from another pow

being

Throughout the history of the peaceful Flannae T

always existed some outside inuence over how their nat

where formed Caerdiralor was formed by dark priests mystics whorsquos primary worship of Tiamat absconded with

teachings of the Old Faith Perhaps it was the pantheo

the Old Faith that was behind the mysterious force w

devastated their capital of Mysyrna Forcing the survivor

cross the Sea of Gearnat

The six great realms of the grass sea lived in tune with na

Until the survivors of Caerdiralor reared their ugly heads

inuenced Sulm in becoming yet another representa

of Ur-Flan power Perhaps the Old Faith was testing

people the dark priests and mystics of Caerdiralor ceme

themselves into seats of power among the Sulmi The

grew in power and once the Old Faith became threatene

obscurity Shattados would don the Scorpion crown the Iof Woe would sink The rampant lion of the Aerdy would

claim to the Flannaes and many of the gods of the Flan

would be incorporated into the pantheon of their conque

Coincidence highly unlikely

Many Flan nationrsquos existed at some point Exag is on

them however Exag was greatly inuenced by the cra

and little is heard of Flan culture in the city of clay excep

inuence in Perrenland The Vast Swamp was or is the hom

RACES OF OERTH

The FlannaeBy Dennis LovattArt by Adam Koča amp Rick Miller

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16

Acerak a cambion demilich who constructed his own labyrinth

or which every artisan or worker who aided in its construction

was locked away within its clutches Acerak would soon follow

ever a true empire in itself Many adventurers deemed it the

Tomb of Horrors for the atrocities committed and experienced

y those who entered the wretched place

The Kings of Burgess were the last of the just and noble

ations to fall to Vecnarsquos spider throne The nations of Fleeth

nd Almadia where intertwined those with the death of the

rincess of Fleeth Almadia was on its own to defend itself

rom the spider throne Vecna sort his vengeance against the

ity of Fleeth Once he slayed all her people save a few nobles

who submitted themselves to his mercy Vecna took Almadia

nd then set his sights on Burgess The only true threat to his

eign at the time of his Occluded Empire

Nuria was a contemporary of six realms of the grass sea

nd the Isles of Woe It traded magical wonders with the

itadel of Veralos ultimately it would be consumed into the

Great Kingdom Believed to have existed in what is now the

Kingdom of Nyrond The Flan population would intermingle

with their oeridian conquerors and become willing citizens of

The Great Kingdom

Perhaps one of the most troublesome of the lost Flan nations

re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants

f Trask were responsible for the attacks on the elven city of

Summer Stars Evil and bellicose beyond refute the invading

erids of house Naelax had little choice but to wipe them

rom the face of Oerth Destroying much of their magic and

writings

Last in the line of benevolent Flannae rulers Ehlissa the

nchantress lived in what is now know as the United Kingdom

f Ahlissa some 1700 years ago and continued to reign in

er prehistoric kingdom for several centuries more Queen

hlissa has no issues she keep song birds as pets During her

eign her people knew peace and none of her subjects knew

overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend

er subjects to her will Her reign lasted up until the Great

Migrations during her reign she managed to prevent the force

ocked away in her Nightingale from escaping Presumably

ead none truly know what happen to Queen Ehlissa or her

amed Nightingale Little to noting remains of Flan culture in

his region Long ago Suel and oerid migrations took their toll

n her Kingdom Becoming part of the Great Kingdom of the

Aerdy and recently The United Kingdom of Ahlissa

APPEARANCEThe Flannae people are recognizable by their bronze

omplexions and wavy or curly hair With strong angular

eatures and heavy brows most Flan are easily discernible

rom other human racial types They tend to be of average to

tocky build sturdy and somewhat hirsute they are anything

ut the prototypical human type these days

Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh

etween 150-180 lbs Female Flannae average between 4rsquo8rdquo

o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller

and heavier Flannae are possible

Their eyes are most commonly dark brown or black br

and amber appearing less frequently Their hair color is us

black but also ranges through shades of black-brown

brown and brown Curly and wavy hair is usual but some

have taken to straightening out there hair in recent times

The original Flan nomads of a millennium ago wore sim

utilitarian clothing including loincloths capes and lea

wrappings on their feet that served as shoes They also w

brightly colored body paints primarily vermilion and ye

ochre in primitive patterns a practice still common am

the surviving Rovers of the Barrens In civilized regions

clothing tends to follow current fashion though they still

to prefer solid bright primary colors

PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract

hard-working and reserved Flan are natural hunters

gatherers imbued with survival instincts most learn to

o the land Flan tend to eat lean even when there i

over abundance of food available Many Flan prefer wate

milk to alcoholic beverages though some places espec

in Geo and Sterich mead and ale have become com

place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling

family ancestry All Flan appear to be unemotional or slo

speak however those that succeed in gaining there trust

nd themselves a loyal passionate and jovial friend O

the human sub-races the Flan are more inclined to work

live among the demi-human races

Few nations boast a large Flan population these d

Geo Sterich Perrenland and the Wolf nomads sport

people mostly mixed with people of other human ethnici

Only the Roverrsquos of the Barrens and the people of Tehn s

a signicant stock of pure Flan-blooded people these day

The ancient Flan were able to carve out some of the m

successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em

Tostenhca Sulm and Itar

The Kingdom of Caerdiralor was the seat of Ur-Flan po

Absconding from the Flan coexistence with nature The ur-

delved deeply into the dark arts and sort to use the destru

force of nature to bend all to their will Worship of Tiamat b

paramount to their society Many other obscure demonic

or immortal powers inuenced them as well Mokrsquoslyk

Serpent seemed to be inuential in gifting the ancient

people with the arcane arts The true nature of Mokrsquosly

unknown Though his inuence amongst all the Flan pe

is well documented throughout history Caerdiralor mee

end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t

capital city of Myrsyrna that ended the genocidal war and

the surviving elite eeing across the Sea of Gearnat to

Lands of the Rhugha

Meanwhile in the lands known as the Bright Desert tr

of Flan people began to embrace the teachings of Va

the Maker the Subtle Teacher Born a mortal Vathris ra

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17

imself to the cusp of immortality through his knowledge

eeds and wisdom Embracing the ideals of progress and

ngenuity Under Vathris guidance the six great tribes of the

rass-sea became six realms

The six realms at that time where known as Itar Sulm

Rhugha Ronhass Durha and Truun Itar was chief among

hese six realms as they embraced the teachings of Vathris

wholeheartedly Many of the other tribes struggled to shed

heir past beliefs and the most resistant of those realms where

he Rhugha and the Ronhass strange that two of the most

rominent realms in the great grass sea choose to war against

ach other on a mere slight that none can recall If not for

he interference of the other four realms the Ronhass would

urely have fallen into obscurity The only way to keep peace

mong the six realms was to divide a line directly through the

ands of the Rhugha and Ronhass The Truun were gifted this

ealm to maintain the peace Gifted horsemen themselves and

utnumbering both the Rhugha and Ronhass in size made the

Truun the most reasonable choice to police these realms

Though peace would not last that long The dark mystics and

riests of Caerdiralor found their way into the nobility of Sulm

ars They whispered honeyed words of peace and progress

nstead they used their knowledge of iron-craft and secretitive

ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic

nd technology brought to them by the Caerdiralorrsquos sought

o control the six realms and make them into one mighty

ation

Sulm would rule over the six realms uniting them in bloodshed

nder one banner Despite the numerous nations of horsemen

hat opposed them Sulmrsquos iron-shod legions proved too much

or the other realms The Itari posed the greatest threat to

Sulmrsquos machinations of dominance over the great grass sea

The decades long war ended when Vathris divine spark was

nded by a dark wicked barbed longspear In vengeance for

tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered

he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering

lis of Sennerae down into the deep blue void of the Sea of

Gearnat

Sulm would fall due to the machinations of their last king

Shattados Five hundred years after Keraptis was named

rotector over the Flan nation of Tostenhca Shattados

would don the Scorpion crown gifted to him by the lord of

ntropy himself Tharizdun The people were transformed

nto manscorpions and dune stalkers while Sulmrsquos grass sea

uickly converted into the sands which make up the lands of

he Bright Desert today

Tostenhca was a military protectorate under the leadership

f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences

nd craftsmens ship that could rival those of dwarven and

nomish races They also saw the height in taxation that was

trictly enforced by Keraptis regime Keraptis made good on

is threats to those who failed to follow his strict tyrannical

rders Though the city saw its greatest success under

Keraptis rule His over taxation and cruelty were ultimately his

downfall the people revoked and under the leadership of

High priest Gethrun Shoiraine destroyed the wizard hiera

and laid siege to Keraptis keep Defeated Keraptis ed to

south with his gnomish minions

Three hundred years later Keraptis would enact his reve

using the power from the Null Enigma found under W

Plume Mountain Keraptis cursed Tostenhca Which lea

the death of Tostenhcarsquos inhabitants Tostenhca was lost

forgotten save for the rumors of its gold laden rooftops

unsurpassed wealth Many an adventurer has meet their

searching for the lost wealth of Tostenhca Where on

proud and striving Flan nation stood only a cursed and ko

infested place remain Now referred to in the cold tongu

Skrellingshald ldquothe cursed Flan holdrdquo

Veralos the Lost Citadel of the Flan was a fortress

upon the edge of the Rift Canyon in ancient times and

fealty to the wizards priests of the Isles of Woe Elite scho

artisans and mystics from all walks of life where sent he

develop their craft for the betterment of all Flan-kind Tho

the wizard priests of the isles of Woe were well entrenc

into Veralos social structure Little discovered behind

fortied walls escaped their attention Well after The Isle

Woe plunged beneath its watery depths into oblivion Ver

continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel

a sleeping power from within the Rift that would crum

the hidden citadel and its people for all time Even with

successful foray initiated by the company of seven M

scholars believe Veralos to be just another myth surroun

by an uninhabitable region of the Flannaes

The ldquosurvivalist instinctrdquo is forever present within the m

and hearts of the Flannae peoples and they nd ways to

exist in their lands regardless of their circumstances

nations of pure Flan decent survive these days save the Ro

of the Barren and Tenha The Wolf nomads The Sheldo

Valley Perrenland and the Theocracy of the Pale are p

that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o

human cultures cementing part of their religious and cul

inuences amongst them all

A great many Flannae grow-up to become farmers herd

druids bards rangers and mages of renown Being inst

from early childhood with a profound respect for natur

all its forms Flannae have studied the aspects of nature

their place in it at one time or another Most Flannae h

at least a rudimentary understanding of farming herd

animal husbandry agriculture geography and wea

patterns Many Flannae plant a tree in front of their home

in a garden where they have easy access to As long as

tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of

luck and one should pick up and leave the place behind th

The skill of manufacturing leather and wooden crafts is

highly respected among the Flannae peoples Many a Flan

crafted a ute from a branch that had fell during a st

Tanning was and still is a common practice of many Flan

people The hides are highly prized for use as clothing

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18

rmor A naturally peaceful people skills such as dancing and

inging are often manifested in Flannae from all walks of life

RELIGIONThe Flannae peoples seem to have a particular fondness

or gods representing nature The Flannae Pantheon mostly

onsists of gods from the Old Faith With Beory and Obad-

Hai being the gods most commonly associated with the old

aith Over the years dierent cultures have altered the

riginal gods associated with the Old Faith save Beory and

Obad-Hai who are always present among their number The

riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn

ord Incabulos (in some Flan cultures he is replaced by the

oddess Berei) and The Lord of Winter Nerull Originally all

were neutral aspects though Incabulos became associated

with plagues and suering making many followers of the old

aith wish for the Lord of Winter to end their suering As such

very winter Obad -Hai is slain by the lord of winter It is the

ord of spring that releases Obad-Hai from the summer tree

He has Berei assist him with the burial of Obad-Hai Where he

s buried Mother Beoryrsquos tears revive him and a young sapling

rows which drops the fruit that hatches a young Obad-Hai

nce again in the spring By the summer he is fully grown and

trong the Stag King leading the wild hunt against those that

would dele nature During autumn he grows into a weathered

ld man waiting for the winter lord to slay him once again

There is a belief amongst the Old Faith that should Pelor fail

o bury Obad-Hai after seven days He will be gone forever

nd Oerth will forever be plunged into an eternal winter

The Flannae Pantheon consists of Allitur Beory Berei

Boccob Celene Earth Dragon Ehlonna Grummush (amongst

he early Flan he was thought a chief rival of Obad-Hai in

he old faith he was once known as the autumn lord and

was replaced by Incabulous after he established himself as

he chief patron of the orcish pantheon)Obad-Hai Pelor

ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and

Zodal

Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are

he primary recipients of Flannae worship in the Flannaess

hough all the gods of the pantheon receive varying amounts

f veneration token though they may be Many others

ave lost a direct association with the Flan pantheon and

re not mentioned here Though in truth about 90 of the

lan pantheon is considered part of the common pantheon

f gods As the oeridians stopped worshipping Sol and have

ully adopted Pelor into their pantheon of gods Beory is

onsidered the mother of the gods and only in the baklunish

west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the

most diminished of the human races currently bordering or

ccupying the Flannaes However they have cemented their

ustoms and traditions into every human species they have

ver come across Most notable of them all are the Oeridians

nd to a lesser extent the Suloise people

PROFESSIONS AND SKILLSThe Flannae have developed many and various skills

the centuries and in that time those professions and s

have changed little regardless of their location upon the O

-- as such all Flannae characters gain a + 2 racial bonu

two of the following skills Knowledge (nature) Knowle

(geography) Knowledge (the planes) Survival Ha

Animal Profession (tanner) Profession (animal breed

Profession (grain farmer) Dancing Singing or Ride T

skills are considered Class Skills for all Flannae character

Flannae characters are so attuned to nature that many

learned languages common amongst the fey races As

Flannae characters may take the Sylvan tongue as secon

language

The ancient Flannae also dwelled and worshipped dem

like they do gods these days Many have learned the Aby

tongue of demons and a few have learned the infe

languages of devils as a secondary language Note D

may require one of the following feats to be taken (Tai

Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o

to explain where the character has developed their knowle

of these languages

Flannae characters hailing from nations within the Sheldo

Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla

are exposed -- or have been exposed -- to atrocities dea

them by giants or other creatures driven from their home

an invasion of giants

FIGHTING STYLESThe ancient Flannae peoples where associated with prim

ghting styles few of which see use today Many Flan

where accomplished horsemen Most preferred to ride

their opponents armed with spears and axes Some ca

sickles to sacrice their enemies to the old gods Archery

horseback saw some usage mostly among the Itari and

by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we

maintaining their lands

In Geo and Sterich many of the Flan in these nations

adopted the sword as their main weapon While it se

this tradition was inspired by the oerids of these lands

Flan embody the spirit of their ancient brethren by run

headlong into battle naked armed only with their swords

handed weapons have also become common place as

tend to be more useful in damaging the giants which

these lands Long-bowmen have just begun to see m

usage as they allow one to keep a long distance from t

enemy short-bow use is more common especially when ri

horseback

The Wolf nomads favor the spear throwing axe and

their ancestors used in battle Some carry a spiked lea

gauntlets or the punching dagger and curved blades of t

baklunish ancestors alongside their wolf companions

In Perrenland polearms see much use especially amo

the mercenary companies Mercenaries from Perrenland

highly valued in the armies they serve Their ability espec

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19

n defense measurements are highly sort after Shortswords

xes spears shields and hunting knives are also common

lace with crossbows seeing little use in this region The most

killed pikemen and halberdiers are often from Perrenland

Having pushed back many a marauding army Most military

men in Perrenland learned their craft as mercenaries Fighting

n the opposite sides of warring parties However it is the

are mercenary who fellrsquos one of his kin This has served them

well when being hired to route fellow countrymen from the

pposing army ranks Only to nd them bolstering the ranks

f the mercenary army sent to dispose of them

One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra

urden of heavy armor and few would don any armor that

weighs more than forty pounds

Naval combat is something most Flan nations these days

now little about Many of their nations do not border large

odies of water capable of supporting naval units In ancient

mes the Isles of Woe and Caerdiralor supported naval units

Ahlissa presumably had the largest naval unit of all Flan

ations Though they also saw little usage as naval combat

was not as advanced as it is now in present day Oerth Instead

most naval units merely supported the transportation of

roops Perhaps naval units were more commonplace when

he Pomarj was a heavily populated Flan nation Though as

ar as historians can tell this area was populated by primitive

solationists who later were absorb into the migrating Suel

opulation Eventually only traces of Flan culture exist With

ltars and shrines devoting worship to the earth dragon

aramount among these ndings

The Flan present in the Theocracy of the Pale have been

bsorbed into the Oeridian way of life In truth little of their

ways exist in the Pale these days Many of their ghting

ormations and weapon usage mimics those of their Oeridian

rethren

RACIAL FEATSThe following is a list of racial and heritage feats that an

lannae character may take as hisher bonus feat

While some Flan from all walks of life are imbued with the

lood line of Caerdiralor You have a stronger connection

raced back to a mixture of the Sulmi bloodline with the

urvivors who ed the doomed nation when they crossed the

Sea of Gearnat

Benet A Caerdiralor Flan receives a +2 to saves against

pells from the necromantic school of magic If they have the

bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic

Special You may only take this feat as a 1st-level character

You are a descendant of the ancient Itari Flan whose forward-

hinking permitted them access to the ways of Vathris the

B C[H]

B I [H]

B D [H]

B R R [H]

maker

Benet An Itari Flan receives +2 skill bonuses to both

Knowledge (nature) and Diplomacy skills The character

easily sway someonersquos reaction by two categories for e

successful Diplomacy roll

Special You may only take this feat as a 1st-level chara

The characters Diplomacy score must be equal to or gre

than the characters level he is trying to persuade Other

the characters Diplomacy can only improve reactions rol

one category

You are a descendant of the Durha Flan some of the m

backward thinking and barbaric of the Flan people

Benet The Durha were some of the most determ

warriors However determination and skill are two die

things As such these characters gain 1 extra hit point

character level

Those with this bloodline may remain active at less

zero hit points with a successful Willpower save with a

DC of 12 plus the amount of damage suered below z

Example Fleg was struck by a club bringing his hit point

to - 3 hit points Fleg wills himself to maintain ghting on

rolls a 16 for his Will save to overcome his wounds S

Fleg is at -3 hit points he needed a 15 to remain active

remains active and is not struck again in combat Howeve

now requires a successful Willpower save DC 16 to cont

ghting as he cannot become stable while remaining activ

combat

Special You may only take this feat as a 1st-level chara

You are a descendant of the RhughaRonhass Flan While

Rhugha and the Ronhass were both intimately related to

other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron

were skilled horseman only because they were as stubbor

the mules they trained and lived with

Benet A RhughaRonhass Flan receives a +2 compet

bonus to their Ride skill (horses) and Handle Animal

(horses) They also receive a +2 to saves against spel

abilities to charm or enthrall them Spells that control emot

can aect them if it induces anger

Special You may only take this feat as a 1st-l

character Diplomacy is never a class skill for a character

this bloodline Diplomacy is treated as a non-class skill

receives all the limitations of a non-class skill for those

this bloodline regardless of which class they belong too

You are a descendant of the Sulmi Flan The ancient S

were always very ambitious determined to complete a tas

matter the cost This endearing trait led them to incorpora

the teachings of Caerdiralor into their society However s

B S [H]

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20

ure strains of this bloodline exist

Benet A Sulmi Flan receives a +4 insight bonus to any

kill roll once per day This does not guarantee success but

hows there determination in completing a task

Special You may only take this feat as a 1st-level character

The DM should penalize characters with this feat who give up

task too often or too easily

You are a descendant of the Truun Flan Much like the Rhugha

Ronhass the ancient Truun were skilled horsemen that

ttacked in large groups However the Truun did not share

he stubbornness their Rhugha and Ronhass brethren were

amous for

Benet A Truun Flan receives a +2 competence bonus

o their Ride skill (horses) and Handle Animal skill (horses)

A Truun that makes a successful Ride skill check in combat

lso receives a +1 competence bonus to attack rolls while on

orseback

Special You may only take this feat as a 1st-level character

You bear the mark of Demogorgon prince of all demons

Benet A character with this feat can telepathically

ommunicate with a creature in close range (25ft) much

ke a detect thoughts spell A targetrsquos successful Willpower

ave prevents you from reading its thoughts the save DC

=character level + 2 + highest non-physical attribute bonus

Intelligence Wisdom or Charisma]

However you also receive telepathic signals from all demon-

ind The latter is never at ease You struggle to control

he telepathic communication from demons a successful

Willpower save (DC demonrsquos hit dice + charisma bonus) is

equired whenever the character wants to actively block out

his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2

enalty on attack rolls saving throws skill checks and ability

hecks) until a successful Willpower save is made Because

he character has a volatile nature he gains a +2 insight

onus to all Intimidate skill checks and his telepathic link with

emon-kind grants him a +2 insight bonus to his Knowledge

the planes) skill checks Because the character is telepathic

e gains a +1 insight bonus to all initiative rolls

However the character always exudes a faint evil aura due

o the mark regardless of the characters actual alignment

Special You may only take this feat as a 1st-level character

You were born with a slightly forked tongue granting greater

ptitude with magic

Benet A character with Mokrsquoslykrsquos Tongue gains +2

ompetence bonus to either his Knowledge (arcana) or

Spellcraft skills The character also gains a +1 to their caster

evel when overcoming resistance for spells cast with a verbal

B T [H]

M S B [H]

Mrsquo T [H]

O A [H]

O F [H]

T T [H]

T T [H]

V T [H]

component

Special You may only take this feat as a 1st-level chara

You share some ancestry with those that lent their ma

might to the defense and expansion of Vecnarsquos Occlu

Empire

Benet Vecnarsquos Occluded Empire was well known fo

use of dark and secretive magical might As a descen

of this region you receive a +2 competence bonus to

Knowledge (arcana) and Knowledge (the planes) skills

Special You may only take this feat as a 1st-level chara

While many modern day Flan follow many faiths you fo

the ancients ways of your people

Benet A character with this feat receives a +2 compet

bonus to their Knowledge (religion) and Knowledge (nat

skills

Special You may only take this feat as a 1st-level chara

must follow Old Faith

You bear the taint of Tiamatrsquos followers

Benet A character with this feat has slightly scaly

that is noticeable by touch only and gains a +1 natural a

bonus They also gain a +4 resistance bonus to one of

following energy types acid electricity re or frost

Further the character also receives a +2 insight bonus t

Sense Motive checks to detect malicious intents or auras

as an evil spell or power register

However the character always exudes a faint evil aura

to the taint regardless of the characters actual alignmen

Special You may only take this feat as a 1st-level chara

You bear the artice and skill the the Tostencha people w

famous for

Benet This character may add +2 to one Craft sk

their choice The character also gains a +2 to their Appr

skill checks

Special You may only take this feat as a 1st-level chara

You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any

Knowledge skills and add a +2 competence bonus to t

skills or they make take one non-class knowledge skill

use it as a class skill without any penalty for skill improvem

cost

Then there are those who follow the teachings of Vathr

the god of lost causes and revenge These latter charac

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21

eceive a +2 to saves against poison or magic that would

ring them death or below zero hit points They also stand a

0 chance of becoming stable when brought below zero hit

oints instead of the normal 10 chance of most people

Special You may only take this feat as a 1st-level character

You are exceptionally skilled and versed in the workings of

he world

Benet A character with this feat gains 4 extra skill points

t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class

Also Knowledge skills can be increased by one more point

han usually allowed per character level A rst level character

with this feat may have a Knowledge skill with up to ve ranks

t rst level

Special You may only take this feat as a 1st-level character

V S I [H]

The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4

T F P

Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a

hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)

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23

PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged

traightforward and pragmatic Oeridians are taught from the

arliest age to respect authority and those who bear arms

Their interests lay in exploration hunting ghting and empire

uilding The history of their people give them right to boast

Oeridians are prone to take charge in dicult situations and

et they respect their superiors and sacrice for the good of

whatever cause or group they believe in Oeridians are known

or their enjoyment of songs celebration physical games

nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly

egarded by other races

There are three prominent Oeridian tribes The Aerdi best

nown for establishing The Great Kingdom The Nyrondal

f the Kingdom of Nyrond and the Vollar of the Prelacy of

Veluna are the other two prominent tribes of Oeridians Other

ribes do exist -- or have existed -- but they have become

ntermingled with other cultures

The Kingdom of Furyondy has a signicant Vollar presence

n its border with the Prelacy of Veluna however the Vollar

n both sides of the border have intermingled extensively with

he other peoples of these nations

The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of

he Flannaess but is now but a shadow of what it once was

aving splintered into two separate and distinct kingdoms

North Kingdom and The United Kingdom of Ahlissa Neither

f these current kingdoms is in control of the former capital

f Rauxes Decades of inghting magical atrocities and the

ramping of undead armies across the land have devastated

he area around the former capital

Most Oeridians now living in these lands tend to be less than

traightforward compared to their brothers in other lands

eing much more conniving and preferring to avoid direct

onict They seek instead to manipulate their adversaries

uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This

ttitude has served to lessen both the military presence and

nuence of the Church of Hextor

The Kingdoms of Furyondy and Nyrond as well as the former

Shield Lands are able to boast Oeridians of purest blood

Though the Shield Lands have been overrun by the forces of

uz the Oeridians still living there show real determination

nd the erce spirit of the race The Oeridians in these lands

ontinue the struggle against the occupying forces of Iuz the

nly exception being the Oeridians of Nyrond

The Oeridians of Nyrond mirror the condition of the Kingdom

tself they are poverty stricken This situation leaves them in

very poor position to wage an oensive war against the ldquoOld

Onerdquo However the Oeridians of Nyrond remain ever vigilant

f the Old Onersquos designs on their territories and are prepared

hough their stance must be defensive in nature

The ldquowarrior coderdquo is forever present within the minds and

earts of the Oeridian peoples and they nd ways to defend

heir lands regardless of their circumstances Defensively

uryondy is currently in the best shape of all the Oeridian

nations due to their being aided in securing their border

their Velunese neighbors In addition the Church of Heiron

has an ever growing inuence amongst the Oeridian peo

in these two nations and the Priests and Paladins of His ch

are highly regarded by the peoples of these two kingdom

The Oeridian peoples have learned to work well with o

human races and nowhere is this truth more evident tha

the Sheldomar valley and the Kingdom of Keoland In Keo

a minority of Oeridian and Suloise nobles enjoy a peaceful

over a Flannae majority

In the Prelacy of Veluna a considerable populatio

intermingled Oeridian and Flannae peoples also live toge

peacefully Rao serves as this nationrsquos chief deity but

church of Heironious is also well represented on the nat

Theocratic Council The Oeridian peoples of Keoland

Veluna are much more in control of their emotions then

their brethren in other nations and are therefore less like

fall prone to the more traditional overreaction of Oeridian

A great many Oeridians grow-up to become warriors B

instilled from early childhood with a profound respect for

and women of martial prowess most Oeridians have studie

least one melee weapon by the time they reach adulthoo

The skill of manufacturing weapons and armor is also h

respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are

naturally nimble people acrobatic skills such as dancing

tumbling are often manifested in Oeridians from all walk

life

RELIGIONThe Oeridian peoples seem to have a particular fondnes

martial gods The Oeridian Pantheon boasts no less than t

Gods of War and Battle Heironious Hextor and Stratis

is believed to be dead

All three war gods were mothered by Stern Alia God

of Motherhood Culture and Law three precepts which

important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St

was dominant in their ancient homeland which they be

was in western Oerik Some Oeridians still worship this fa

deity and repeat a legend associated with His death

whispered that at His death Stratisrsquo blood burned its

through the Oerth down into the Underdark and exposed

passageway to the drow settlement of Kalan-Grsquoeld Str

blood then turned into mists and still oats around

Underdark in clouds It is said that anyone touched by th

clouds is gifted with a portion of Stratisrsquo divine spark

The Oeridian Pantheon also consists of Bleredd Celes

Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku

Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri

collective name for the Oeridian agricultural gods Veln

Telchur Atroa Sotillion and Wenta

Heironious Hextor Fharlanghn Pholtus Pelor and Zil

are the primary recipients of Oeridian worship in the Flanna

though all the gods of the pantheon receive varying amo

of veneration token though they may be

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25

s another matter entirely If not for the considerable size of

heir eets these nations would be in serious trouble given

hat this is the one area in which the Suloise have bested

hem

The Oeridians of the former Great Kingdom prefer to ram an

nemyrsquos vessel and board them with marine units since their

and to hand tactics are superior to that of their opponents

However their naval tactics prove a contradiction in this

egard as Oeridian ships are built for strength rather than

peed and ranged combat seems to be the most eective

method against the Suloise vessels

The Peace loving Oeridians of Veluna have ample amounts

f military units cavalry infantry and archers However these

Oeridians prefer bludgeoning weapons Veluna is also known

o have the only man-catcher unit in existence While no

ne has yet seen it used on the eld of battle it is rumored

hat these units were responsible for quelling the upheavals

n the disputed lands of Bissel The man-catcher unit serves

mainly as an honor guard but gives frequent demonstrations

f its great prociency in the non-lethal use of their weapon

Although swordsmanship is practiced in Veluna it is viewed

rimarily as a sport rather than an instrument of war

RACIAL FEATSThe following is a list of racial feats that an Oeridian character

may take as hisher bonus feat

You have studied many dierent Aerdi styles of warfare

ranting you a mastery of the battleeld

Benet A character with the Aerdi Bloodline feat gains a +2

ompetence bonus to Alertness checks and a +1 competence

onus to hit with spear or short sword

Special You may only take this feat as a 1st-level character

You have exceptional skill on mounts and with Nyrondal

anged combat tactics

Benet A character with the Nyrondal Bloodline feat

ains a +2 competence bonus to Ride skill checks and a +1

ompetence bonus to hit with a rapier or bow

Special You may only take this feat as a 1st-level character

You are known for your scouting skills and defensive ghting

actics

Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and

+1 dodge bonus to their AC

Special You may only take this feat as a 1st-level character

A character must choose either Spot or Survival skill bonus at

st-level

B N [H]

B A [H]

B V [H]

C S [G]

D R [H]

H [GB]

You are skilled in battle and can sense when combat is a

to ensue

Benet Before combat begins a character with this

can make a wisdom check (DC 10+ frac12 opponents hit dice)

if successful the character gains a +2 insight bonus to t

saving throws or Armor Class either which can apply

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters need to meet a prerequisite to a

this feat a wisdom score of 13 or higher

You are nimble in battle and many of them study how to a

blows

Benet A character with this feat gains a +2 dodge bo

when not using armor or shields of any kind The chara

must have a weapon in his hand for the feat to work

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters can take this feat but the prerequ

is a Dexterity score of 13 or more

You have toughened your body to the point where they s

able to turn blades aside during battle

Benet A character with this feat gains a damage resista

of 2

Special You may only take this feat as a 1st-level chara

must take either Endurance or Toughness as a prerequisi

this feat

You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta

they may rage like a barbarian of equal level The chara

receives all bonuses and penalties associated with ragin

noted on page 25 of the 35 edition of the PHBThe chara

receives all bonuses and penalties associated with raging

noted on page 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level chara

Oeridians from Veluna cannot take this feat

You can be quite intimidating when you have to be

Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi

someone a second time even after an initial intimida

check has failed but without the +2 bonus on the sec

attempt

Special You may only take this feat as a 1st-level chara

O R [H]

O P [H]

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26

O G [H]

O S [H]

You have a greater aptitude towards grace and maneuverability

Benet A character with this feat gains a +2 competence

onus to all Balance and Tumbling skill checks

Special You may only take this feat as a 1st-level character

Your ghting spirit shows your resolve when the end is nigh

Benet A character with this feat gains a +2 competence

o hit and damage but only when reduced to less than 20

f his hit point total

Special Oeridians who are members of the following

lasses may choose this feat Barbarians Rangers Paladins

Warriors and Fighters Fighters can gain this feat at rst level

A character may gain this feat after choosing the Endurance

nd Die-hard feats

You are well versed in many ghting styles However you

refer a less lethal approachBenet A character with this feat can use any blunt object

r bludgeoning weapon to cause non-lethal damage to his

pponent Weapons used in this way do half damage All

amage inicted in this manner is non-lethal

You have mastered the art of non-lethal damage

Benet As Sub-dual Focus above only the weapon does

ull damage all of it being sub-dual

Special Oeridians from Veluna taking Sub-dual Focus get

Greater Sub-dual Focus for free Other characters are required

o spend a second feat for Greater Sub-dual Focus

You have honed your skills in the subtle arts eschewing any

warrior instincts for a more deceptive approach

Benet A character with this feat receives a +2 competence

onus to both the Blu and Sense Motive skills The character

s equally adept at lying and discerning a lie

Special You may only take this feat as a 1st-level character

Only those characters from Ahlissa and North Kingdom may

ake this feat

S- F [G]

S- F G [G]

S [H]

T O P

Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti

Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves

Zilchus (LN god of power prestige inuence monbusiness)

Crsquo

C

G

T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073

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27

RACES OF OERTH

The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak

The Rhennee rmly believe they are from another world

nown as ldquoRhoprdquo In truth Rhop was a large island continent

ar removed from the Flanaess The distance is so great that

t could easily lead anyone to believe that Rhop was anotherworld

Natural talents possessed by the Rhennee strongly suggest

o scholars that the Rhennee have lived on or near large

odies of water for the racersquos entire existence Some sages

elieve that Rhop was ndash in reality ndash some type of ldquoElder

Beingrdquo possessed of supernatural powers and quite possibly

esembled some type of turtle-like creature Such a Being

would of necessity have been quite large possibly measuring

ome ve miles in radius Sages believed that either some

xternal ldquoforcerdquo removed the Rhennee from their living island

aradise or else this ldquoIsland Beingrdquo itself sent them away

While there is some debate upon the subject most sages

gree that the Rhennee are native to Oerth Sages also agree

hat after leaving their island home the Rhennee traveled to

he Flanaess and settled in and around the Adri Forest But

enturies ago they were driven out of this area as well -- by

he invading Oeridians

On the whole the Rhennee are still a young race Having

nally found their own niche within the societies of the Flanaess

eems to have caused their civilization to ourish especially

pon the Selitan river and the Nyr Dyv What happens to the

ace next remains to be seen

The Rhennee themselves have taken a generally neutral

pproach to their neighbors refusing to involve themselves

r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have

sed them for a variety of transportation services including

he delivery legal and illegal goods

Whether or not the legend of Rhop being some other world

s true or not one thing is certain the Rhennee people are not

eaving the Flanaess anytime soon

APPEARANCEThe Rhennee are often tan or olive skinned humans T

tend to be shorter than other human races and often stoc

displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w

between 140-175 lbs while female Rhennee average betw

4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co

are most often blue gray or hazel although green eyes

not unknown Their hair color is often black or dark bro

Curly hair is most common but wavy hair is not unknown

PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated

secretive most Rhennee have little regard for the other hu

races

Having been ostracized by the majority of human ra

Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp

and it is very rare to nd one amongst the Rhennee for

great length of time To the Rhennee nothing is more impor

than family and regardless of personal dierences it is ta

to go against the family and side with a Gajo

The Rhennee live almost exclusively upon the waterw

of the Flanaess making their homes on large barges A s

sect of Rhennee ndash known as the Attloi ndash travel in caravan

the area of the Adri Forest where many believe the Rhen

made their rst appearance in the Flanaess The majori

Rhennee reside in the central Flanaess remaining close to

Nyr Dyv which serves as a central focus for these people

Most other races of the Flanaess often consider the e

race of Rhennee as criminals and thieves While it is true

many Rhennee excel in the roguish arts relatively few

out right criminals The conict lies in the fact that to

Rhennee things which are considered the property of G

are actually considered ldquopublic propertyrdquo by the Rhennee

The Rhennee believe that if you cannot carry the item u

your person then it is open to public use To be fair even am

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28

hemselves the Rhennee practice this belief The exception to

his is items placed into a roped circle This practice dictates

hat the items should not be touched or removed The number

nd sequence of knots tied into the rope will show any and all

ust who it is that claims the roped property as their own

The Rhennee culture is very chauvinistic Males are the

eaders and may carry on their barge just as many wives as

hey can aord It should be noted however that each barge

r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda

cts as an advisor and a councilor to the leader in all of the

amilyrsquos aairs The Verda also serves as the tribersquos healer

nd herbalist She predicts the weather and sells fortunes to

he Gajos While male nobles rule the tribe none of them will

ontradict the Verda of their tribe

Interestingly Rhennee women must remain virgin until their

marriage while males are encouraged to take many lovers

But if a woman is found to have had sex before marriage she

s then forbidden to ever marry and must become a prostitute

r ldquoAuntardquo to the tribe Such a woman is often given a small

essel separate from the barges and is only welcome aboard

barge when she is servicing the Rhennee males on it

This custom seems strange to others given that most

Rhennee males will quickly start a ght if they believe that

Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for

he privilege of a night with one of these women For these

easons and others an Aunta is much more likely to leave the

arge-folk and seek a new life amongst the Gajos

All Rhennee are known to fear sickness child birth and

eath Since all three conditions are considered taboo If

Rhennee person is sick they are left with the wise women

f the tribe ndash the Verda ndash and no one will even visit with the

ick individual until the Verda deem it safe to do so If the sick

annot be cured or if there is the fear of infection then the

ick are sometimes simply cast out This rejection of the sick

n order to protect the tribe is considered even to out way any

amily tiesWomen who give birth must remain in seclusion with the

Verda for 40 days and 40 nights During this time no male

may see her she cannot even return to her husband until this

eriod is over The newly born child may be brought before

he father by the wise women but it is common place that the

hild is usually not seen until the wife returns to her husbandrsquos

ide

Women who give birth to an exceptional number of male

hildren have considerable authority within the tribe Age and

xperience also play an important role in Rhennee society For

xample older females possess considerably more power and

nuence than do younger woman within the tribe

Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become

Vethardquo sorceresses who are endowed with the powers of

Rhoprdquo Women who attain this standing ndash but are not actually

Verda ndash are now treated as though they were while actual

Verda who develop the Vetha abilities are considered nearly

divinerdquo in nature and are given a great range of freedoms in

egards to tribal aairs

Death by any cause is something that all Rhennee fear

For the barge-folk the deceasersquo body must be lled with

or sand and then wrapped in linen and cast into a large b

of water The Attloi on the other hand bury their dead

very often mark the grave as the site of a great evil Pries

Death Gods and Goddesses are greatly feared and consid

repulsive to the Rhennee peoples as are Necromancers

Though predominantly rogues all Rhennee males bec

adept with weapons and the most accomplished of t

become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe

warriors and enforcers Both elder males and the Darkha

are second only to the chieftain of the tribe

Rhennee earn most of what little income they have prim

through the transportation of goods and passengers altho

hunting shing trading and craft-work also play a role A

Rhennee are excellent Tinkerers though their reputation

such work may vary widely Sadly some Rhennee do pref

steal from the Gajos in order to make a living and this re

poorly on the race as a whole though Rhennee will not s

from each other

The Rhennee practice no known religion or at the le

no Gajo is aware of any formal Rhennee religion Wate

respected and honored by all the Rhennee so much so

the barge-folk have been known to clean dirty waterways

to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen

will willingly pollute a water source

Rhennee males like to wear tight-legged pantaloons l

tting shirts and leather jerkins Females wear long ow

sleeveless dresses with low-cut tops so as to entice t

males Rhennee women also like to wear charms made

mollusk shells and precious stones that are found near

the water The more colorful these garments and adornm

are the more they are liked by the Rhennee though b

and greens are easily the most popular colors

RELIGION

Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and

basis of their religious beliefs This thinking is reinforce

the practice among the Rhennee of ldquoVethardquo where som

their women are endowed with the sorcerous powers of

ldquoRhoprdquo

In the last few centuries some of the Rhennee

begun worshiping the elemental forces of water Still ot

participate in the sacricial rites of demonic and devilish c

Some of the Rhennee have even taken up the worship of s

Deities of the air though such Rhennee are few

Among the land dwelling Attloi some have taken up

service of Gods more commonly worshiped in the Flana

these include Fharlanghn Olidamarra and Istus Still

are those few who worship Celestian and Pelor

PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and

these skills as their trade Rhennee are taught from birt

swim and some are even conceived in the water

All Rhennee characters gain a +2 racial bonus to the ski

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29

f their profession (Boater) and swimming These are

onsidered class skills for all Rhennee characters Rhennee

haracters also have an innate ability for sleight of hand and

eceive a +2 bonus to this skill as well But they suer a ndash2 to

ll Diplomacy checks when dealing with other human races

Crafting hunting and shing are very common among the

Rhennee people They are also adept at preparing some of the

nest seafood dishes in all the Oerth

The land based Attloi keep horses and pack animals and use

hem to pull their wagons and haul their goods The Attloi are

killed performers excelling at dance wind instruments and

inging For this reason Attloi characters receive a +2 bonus

o animal handling and a +2 performance bonus in one of the

kills listed above

Like their waterborne brethren Attloi characters also excel

t sleight of hand and receive a +2 bonus to this skill But

hey also receive a -2 penalty to Diplomacy checks whenever

ealing with the other humans races The Attloi are skilled

raftsman and leather workers and make some of the nest

eather armor and goods to be found in the Flanaess

FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing

hey have to an army are the Darkhagard warriors who guardheir barges

Most Rhennee focus on martial skills which favor thrown

weapons single weapons dual weapons or a two handed

weapon style Wrestling and sticus matches commonly take

lace among the Rhennee people

Some Rhennee have developed a rope ghting style which

s used to trip bound or to escape an opponent This ghting

tyle is defensive in nature and is often used by older males

nd a few of the females among the barge-folk though it is a

much less common ghting style among the land based Attloi

The Rhennee have also developed a special racial weapon

alled the ldquoDarkhardquo This special weapon will only be found in

he possession of a tribal chief or his Darkhagards

RACIAL FEATSThe following is a list of racial feats that a Rhennee character

may take as hisher bonus feat

You have developed a sense for locating and spotting water in

ny quantity

Benet You receive a +2 competence bonus to Survival and

Knowledge (geography) skill checks Further you can obtain

p to two gallons of fresh water with a successful Survival skill

heck and up to two more gallons of water can be obtained for

very three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

Surprisingly more Attloi obtain this feat then Rhennee maybe

nes presence around bodies of water limits a knack for this

bility

You spend a great deal of time in the water and have impres

swimming skills

Benet You are able to hold their breath under water

number of rounds equal to three times your Constitution S

before suering any ill eects You receive a +2 compete

bonus to all swim skill checks

Special You may only take this feat as a 1st-level chara

Attloi cannot take this feat

You have a knack for catching large amounts of sh and o

aquatic game

Benet You receive a +4 competence bonus to Surv

checks when shing hunting aquatic game or gathe

aquatic plants

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but it should be noted

these cases are rare

You can communicate with all fresh water aquatic creatur

Benet So long as you do no harm to them or t

environment You can communicate with any fresh w

aquatic creatures including (crustaceans frogs and turt

Even if charmed both you and these creatures are giv

save in order to avoid the suggestion

You will not consume or harm any crustaceans or tu

like creatures nor will the character allow these creature

come to harm

If you are a Rhennee spell caster able to summon w

elemental creatures you may do so for twice the no

duration with zero chance of the elemental successrebelling against you Any water elemental summone

oppose you is twice as likely to rebel against its summ

and the duration of the spellrsquos eect is halved

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but instances are

common

You can see things beyond the limits of most mortals and h

a strong sense of your surroundings

Benet You receive a +2 competence bonus to all Initia

rolls and Spot checks On a successful Spot check (DC 30)

can sense where invisible creatures or objects are loca

but you cannot actually see them (Example A mage c

invisibility on himself prior to combat Without knowing h

there you make a successful Spot check You get a sens

where the invisible mage is but you cannot actually see

invisible mage)

Special You may only take this feat as a 1st-level chara

F W [H]

D [H]

R B [H]

K F [H]

S S [H]

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30

While much more prominent in females this feat is not

mited to them alone

Travelers Trade [Heritage]

You are ever on the move for the roads are your home

Benet You receive a +2 competence bonus to all Handle

Animal and Ride skill checks when dealing with any animal or

ehicle used in a caravan While traveling you also receive a

+2 competence bonus to all Survival skill checks

Special You may only take this feat as a 1st-level character

Rhennee cannot take this feat

Water Walker [Heritage]

You have a knack for operating barges and traversing your

essel through perilous waters

Benet You receive a +2 competence bonus to their

rofession (boater) skill and a +2 circumstance bonus to

etect weather and weatherrsquos eects on water conditions

while piloting their vessels

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

Contact with water rejuvenates and sustains you

Benet If you stand at least in knee deep water you

atigue at only half the normal rate In addition if you engage

n no strenuous activity while in a body of water you recover

it points equal to your Constitution bonus +1 for every three

ours in the water You may also hold your breath for a number

f rounds equal to twice your Constitution Score You must

ubmerge yourself in water for at least one hour each week

r he will begin to suer fatigue at twice the normal rate

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

You are more sensitive to the forces of nature often feeling

minor changes in the weather and environment which are

ometimes undetectable to animals

Benet You receive a +2 competence bonus to Survival

nd Knowledge (nature) skill checks You may predict weather

hanges up to six hours in advance including changes in

emperature Further with a successful Survival skill check

ou can predict the weather and up to two more hours more

or every three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

While much more prominent in females this feat is not limited

o them alone

T T [H]

W W [H]

W W [H]

IN SEARCH OF HOME

ldquoWe are the children with no landrdquo

ldquoForced to live in the unknownrdquo

ldquoWe sail this worlds waterwaysrdquo

ldquoIn search of yesterdays embracerdquo

ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo

ldquoShow us your unfurling facerdquo

ldquoWe are use to your disgracerdquo ldquo

You will one day atonerdquo

ldquoWhen we children return homerdquo

-Made famous by Artoli Medni

Rhennee bard

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31

The Suloise peoples had their origins outside of the Flanaess

South of the Crystalmist Mountains and west of the

Hellfurnaces

Many Suloise ed to the Flanaess to escape the constant

SuelBaklunish wars which eventually lead to the magical

evastation of their homeland These Suloise migrations

elped to displace many of the Flannae from their homelands

esulting in the Flannae being scattered far and wide

The ancient Suloise have passed on many of their traits to

heir descendants for good or bad Centuries ago the Suloise

oasted one of the greatest empires ever known to mankind

They learned the arts of sorcery and civilization from the

Olven-folk but in time the Suloise peoples surpassed even

heir Elven teachers in the manipulation of magic and used

his knowledge to forge the greatest empire of their time ndash the

Suel Imperium But they rejected the Elven peoplesrsquo warnings

bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies

The ancient Suloise were totalitarian in demeanor and

nslaved many peoples and races All peoples fell to the will

f the Suloise Imperium except for the ancient Baklunish

mpire The Suloise Imperium relied heavily upon magic and

t helped forged their empire Their magical experimentation

ead to the creation and engineering of altered races races

reated for the sole purpose of serving the empire

One of the most well known of these created races is the

Derro Many dwarves claim that the Derro existed long before

he Suel experimented on their kin and it is rumored that

he Derro are actually a blending of dwarves and humans

Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were

onducted before the Suel Imperium fell

The Suel Imperium fought the Baklunish Empire to a stand

till for control of eastern Oerik To break the stalemate the

Suloise brought about the Invoked Devastation This apparent

ictory over their enemies was short lived however as one of

he long forgotten Gods of the Baklunish chose to intervene

RACES OF OERTH

The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller

Gathering together the most powerful mages from am

his people within the stone circle of Tovag Baragu this

channeled much of His own power through these magici

supporting their retribution against the Imperium

This is the origin of the Rain of Colorless Fire which cov

all of the Suel Imperium in its inferno Were it not for

great seer Slerotin the Suloise peoples may well have b

destroyed but receiving premonitions of the impen

doom Slerotin gathered what noble families he could and

them through a magical tunnel ndash of his own creation ndash w

passed completely through the Hellfurnaces

All but one of the families ndash the Lerara ndash traveling

Slerotin arrived in the area of the Flanaess now known as

Yeomanry From there the Suloise peoples spread throug

the Flanaess founding nations for themselves often for

from the colonies of the Suel Imperium The noble fami

Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero

tunnel and reside there today

The most infamous and secretive society of the Suloi

indisputably the Scarlet Brotherhood headquartered on

Tilvanot Peninsula This Suloise organization has bases sp

out across the Flanaess and beyond So embroiled have

become in the aairs of the Flanaessrsquo nations this so-ca

secretive society is no longer as secretive as it once was W

the Scarlet Brotherhood is prominent in Shar they do

actually have control of the government there though

do exercise major inuence over all the Peninsularsquos aair

There is another Suloise organization called ldquoThose

must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in

Kingdom of Keoland Not much is known of the Silent O

though it is rumored that they seek to obtain forbidden ma

and ancient Suloise artifacts What their main goals ar

one knows for certain however those few who happen c

upon the Silent Tower and try to gain entrance are very o

not heard from again Whatever their main goal one thin

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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8162019 Oerth Journal 27pdf

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 9: Oerth Journal 27.pdf

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8

A similar malaise aects the lsquohospiirsquo as does the lsquociviirsquo

hough the lsquohospiirsquo are not permitted to build permanent

ncampments They must move every 8 days or they begin

o sicken Any structure built of wood or stone immediately

isappears when the renew the land eect aects the area in

which it lies

BEYOND THE DOMESince the time of its creation the City of Glass and the disc

pon which it sits have hung in the sky above Lo Reltarma

or over 1000 years it was used by sailors and travelers as a

avigational aid All of that changed when the elves took overhe islands and began their pogrom

When the elves began to drive out the non-elven inhabitants

great storm cloud 40 miles across and 5 miles high formed

entered on the dome and disc Terrible waves of sheet

ghtning constantly rage while winds of up to 100 mile per

our blow Even the mightiest of dragons would be bueted

bout by the stormrsquos power There is no rain in this storm just

ury Below it the Lendore Isles have been cloaked in mist

y the Sehaninersquos priests and wizards The storm seems to

ugment this aect with mists of its own often merging with

hose below

CONFLICTS AND INTRIGUESA human resistance force operates from the City of Glass above

endore Isle The High Masters of Magic and their students

aily open temporary portals to the lands below Often these

re opened onto locations within the Lendore Isles themselves

or purposes that advance the cause of the resistance

Why havenrsquot the elves invaded the City of Glass There are

robably several reasons for this Most importantly the elves

re isolationists and religious fanatics Even the cost of the

ccasional raids from the resistance is nothing compared to

what it would take to storm a city that can only be entered

ia teleportation magic Since it cannot be divined by normal

means it comes back to a lsquoyou canrsquot get there unless youave already been therersquo situation

Additionally there is the eternal storm raging around the

isc at all times Even dragons could not survive its fury for

ong With visibility down to zero how are you going to nd

t in an area 5 miles deep and 40 miles across It would be

mpossible to y a normal search grid This leaves subterfuge

a spy or spies if you will This could lead to some amazing

uests

The Scarlet Brotherhood would love to inltrate and take

ver the City of Glass It is after all perhaps the greatest

magical achievement of the ancient Suloise A series of

dventures centered on this goal would certainly be possible

The Society of the Serpentrsquos legendary headquarters couldasily be set here This would aord PC members of the

Society an opportunity to visit Who knows what could happen

fter that

THE FINAL CALAMITY The City of Glass was prepared by Lendore for what he saw

n his nal visions what he himself named the Final Calamity

However Lendore never revealed what the exact natur

that catastrophe was Was this omission deliberate

likely so However some things can be deduced from

nature of his greatest creation the City of Glass itself

Final Calamity must be something so devastating as to req

a sheltered city of immense size It seems to require that

city be self-sustaining for an indeterminate amount of tim

would appear that the Final Calamity will rival even the T

Cataclysms

So what is it Here are three possibilities

1) The destruction of Flanaess itself In the ruins of

remains the survivors could leave the City of Glasrepopulate the Flanaess restoring the Suloise to their fo

glory

2) The destruction of Oerth itself In this scenario the

of Glass might drift in Greyspace circled by Liga Oerthrsquos

Perhaps its inhabitants could discover some method of mo

it to another world

3) The destruction of the Prime Material Plane In su

case the City of Glass becomes an inter-dimensional hab

wandering through the multiverse

SPELLS AND ARCANA It goes without saying that the City of Glass is renown fo

arcane mysteries Below are a few of these rare arcanum

School transmutation Level sorcerer wizard 6

Casting Time 1 minutelb created

Components V S M

Range touch

Eect A glassteel object weighing up to 5 lblevel

Duration instantaneous

Saving Throw none Spell Resistance none

Glassteel is a magical substance created from normal

magical crystal and glass Glassteel is as strong and resis

to re as steel but retains the transparency (and color if of the original material Spells that aect metal or glass (

as shatter and rusting grasp) do not function on glass

Using this spell with fabricate or a glass-related Craft ch

the caster can fashion glass or crystal items that functio

steel items Thus creating glass plate armor and glass sw

that are as durable as their normal steel counterparts ar

Reference Freeport City of Adventure (Green Ronin)

128

School transmutation Level sorcerer wizard 6

Casting Time 1 minutelb created

Components V S MRange touch

Target One item of a volume no greater than 10 cu ftle

see text

Duration permanent

Saving Throw none Spell Resistance none

This spell increases the hardness of materials Paper beco

harder to tear glass becomes harder to break wood beco

X

G

X

H

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9

more resilient and so on For every two caster levels add 1

oint of hardness to the material targeted by the spell This

ardness increase improves only the materialrsquos resistance to

amage Nothing else is modied by the improvement For

xample a longsword (treat steel as iron base hardness

0) aected by a hardening spell cast by a 12th-level caster

would have hardness 16 for the purpose of ignoring damage

aused by someone making a sunder attack The swordrsquos hit

oints attack and damage modiers and other factors are

ot aected A hardening spell does not in any way aect

substancersquos resistance to other forms of transformation

ce still melts paper and wood still burn rock still becomesransmutable to mud with the proper spell and so on

Reference Spell Compendium (WotC) pg 109

School conjuration (creation) Level sorcerer wizard 8

Casting Time 3 full rounds

Components V S M (small leather loop suspended from a

ent wire of gold) XP (500 XP)

Range close (25 ft + 5 ftlevel)

Eect See text

Duration concentration + 1 round

Saving Throw none Spell Resistance none

Casting portal opens an interdimensional connection

etween two places on the same plane of existence allowing

ravel between the locations in either direction The portal

tself is a circular hoop or disk from 5 to 20 feet in diameter

casterrsquos choice) oriented in the direction you desire when it

omes into existence (typically vertical and facing you) It is a

wo-dimensional window and anyone or anything that moves

hrough is shunted instantly to the other side The portal has a

ront and back Creatures moving through the portal from the

ront are transported to the other location creatures moving

rom the back are not

SPECIAL MATERIAL GLASSTEELGlassteel may be created via one of two methods Through an alchemical process requiring extensive knowledge of botmetallurgy and glassblowing or by the 6th-level arcane spell of the same name (cf glassteel) Glassteel combines strengtbeyond iron with the transparency of glass It most commonly nds use as a building material in fantastic castles but itcan also be fashioned into weapons and armor (although plain glassteel armor is much more costly to craft than eventhe most ornate armor) Glassteel is stronger and lighter than iron and completely transparent lacking the greenishtint of common glass Colored or tinted glassteel may be created using slight variations of either method Glassteelmay be textured from rough to smooth Items made of glassteel weigh only half what they otherwise would Items not primarily made of metal are notmeaningfully aected by being partially made of glassteel (A breastplate can be made of glassteel but hidearmor cannot) Glassteel armor counts as one armor category lighter than normal for purposes of movement and otherlimitations Heavy armors are treated as medium and medium armors are treated as light but light armorsare still treated as light Arcane spell failure chances for armors and shields made of glassteel are decreased

by 10 maximum Dexterity bonus is increased by 2 and armor check penalties are lessened by 3 (to aminimum of 0) Glassteel has hardness 20 and 40 hit points per inch of thickness This means that it is as hard asadmantine but much lighter Weapons and armor fashioned from glassteel are treated as masterworkitems with regard to creation times but the masterwork quality does not aect the enhancementbonus of weapons or the armor check penalty of armor Item Cost Modier light armor +2000 gp medium armor +6000 gp heavy armor +12000gp shield +2000 gp weapon +500 gp other items +100 gplb Reference Champions of Valor (WotC) pg 65

The interdimensional connection is forged through

Astral Plane so anything that blocks astral travel will

block the usage of the portal Much like the teleporta

spell you must have a clear idea of the location and la

of the destination You cannot create a portal if you d

know where the terminus will end up The clearer your me

image the more likely the portal will form Areas of st

physical or magical energies may make traversing a p

more hazardous or even impossible Use the following tab

determine the success of the portalrsquos opening

Reference DragonLance Campaign Setting pg 108 (

material is taken from the DragonLance Campaign se

where it is called Fistandantilusrsquo Portal)

School conjuration (creation) Level druid 6Casting Time 60 minutes

Components V S M (any seed pod)

Range touch

Target 1 square milelevel

Eect See text

Duration instantaneous

Saving Throw none Spell Resistance none

Taking the seed pod in one and making the prerequ

gestures in the other you cause the area aected to experie

an immediate renewal of all natural life (animal and pla

Destination Successful Failed Familiarity Portal Porta

P

X

R L

Very familiar 01-97 98-10 Studied carefully 01-94 95-10 Seen casually 01-88 89-10 Viewed once 01-76 77-10 Description 01-60 61-10

A glassteeled scim

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10

lants and trees are immediately restored to perfect health

nd any that bear nuts or fruit are immediately bountifully

aden Any plants or trees that have been cut back or down

n the past month are immediately restored to full life This

pell works as well on both fresh and salt water bodies as it

oes land

Insects and animals (Int 3 and lower) are returned to full

igorous health with any that have been slain in the past

month also being returned to full life

This spell never causes more life to be renewed than could

ustain itself for a month in the environment It will not bring

fe to barren deserts (though it would aect an oasis) or to

are lifeless stone

Any area suering the eects of any form of magical blight

must make an opposed caster level check or have that blight

emoved and the land renewed

School transmutation Level sorcerer wizard 4

Casting Time 1 standard action

Components V S M (small leather loop suspended from a

ent wire of gold)

Range touch

Target Any nonliving object up to 1000 lblevelDuration 1d4 days + 1 daylevel (D)

Saving Throw none Spell Resistance none

This spell functions like levitate except as noted above

nd as follows You can mentally direct the object to move

p or down as much as 45 feet each round for the duration

f the spell doing so is a move action When you cease

oncentration the object remains in place for the duration of

he spell

This spell can be made permanent with a permanency spell

HR)

Reference Shining South (WotC) pg 51 Additionally

s a house rule it has been modied to allow it to be made

ermanent

School transmutation Level sorcerer wizard 9

Casting Time 1 standard action

Components V S M (powdered diamond emerald ruby and

apphire dust worth 5000 gp contained in a platinum coated

lassteel hourglass worth at least 2500gp)

Range touch

Target creature or object touched

Duration see text

Saving Throw Fortitude negates (object) Spell Resistance

Yes (object)

Like the spell temporal stasis you use this spell to place

omething into suspended animation But instead of the

arget being a creature only it can be anythingmdashliving or

onliving When cast on an object any magical properties are

uspended (but not dispelled) Potions cannot be opened the

ext of magical scrolls is too fuzzy to read magic items do

ot operate etc At your discretion you can set a condition

r time whereby the spellrsquos magic releases the target This

is done verbally at the end of the spellrsquos casting and m

be specic if a condition For example you might cast

spell on a king and state ldquoYou are freed when the nat

of Forann and Bretin make peace with each otherrdquo Or if

target is a magic sword you might state ldquoYou are freed w

the youngest son of the Diranges family enters this cham

Whether or not you choose to ax a condition to the spell

magic of greater temporal stasis cannot be otherwise remo

(such as by a successful dispel magic spell or a freedom sp

Reference Behind the Spells Compendium (Tricky Owl

Publishing) pg 90

S

T S G

SHORT ON CONTENT

NEED NEW ADVENTURES FOR YOUWORLD OF GREYHAWK GROUP

LOOK NO FURTHER THAN TH

CANONFIRE CHRONICLES

FROM THE SAME CREW THAT BROUGH

YOU THE OERTH JOURNAL

CHECK IT OUT AT CANONFIRE

UNDER CANONFIRE CHRONICLES

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11

The modern Bakluni from Yecha to the southern reaches of

Ull trace their lineage back to the alabaster cities of the fabled

Baklunish Empire With a history measured in centuries this

ncient nation consist of all the lands stretching along theDramidj Ocean and from the distant Baklhaut Mountains in

he mythic west to the Flanness heartlands in the east The

egendary elemental mages of the empire bound dijinni and

lemental alike to the task of creating wondrous things to

proverdquo that this empire would stand the wrath of time itself

verything fell before the power of the great empire until

t encountered another empire that was following the same

manifest destiny the Suel Imperium The stage was set for

hese two mammoth empires to wage a war on a scale that

was thus far unseen upon the world of Oerth

Sixty-three years of war saw brave new heroes rise to

odhood and moldy old gods crumble into ash In the end

he two empires unleashed their doomsday weapons uponach other in an event that has become known as the ldquoTwin

Cataclysmsrdquo When the smoke nally cleared the Suel

mperium was left an ashen waste and the Baklunish were

cattered to the four winds Today the Baklunish are still

aunted by the memory of what was and the loss of an empire

hat has shaped each nation that has followed with each

eeking some claim to the Enlightened Throne

APPEARANCEThe Baklunish people fall within the norms of most human

aces with their height being anywhere from 5rsquo to 6rsquo6rdquo tall and

heir weight ranging from 140-225 lbs

The Bakluni have a skin almost golden in hue with hair

anging from blue-black to dark brown Their eyes are most

ften green gray-green gray or hazel with a rare jade-green

eing the most prized Children born with such eyes are seen

s a blessing

Though almost unheard of golden eyes have cropped up from

me to time among the Bakluni and these almost always

ndicate a child with Djinni bloodlines

PERSONALITY AND CULTURESpread across the eastern expanse of the region know

the Baklunish Basin the Bakluni cultures are diverse

the varying personalities are shaped by the environmenwhich they dwell Despite these dierences the Baklu

people do have common threads which link them togethe

a race The Bakluni are in general a contemplative peo

carefully thinking matters through before acting Even

most brazen chieftain of the Tiger Nomads or Ullish War

thinks upon any impending action for to court failure

stain onersquos honor

Following the precepts known as the ldquoFour Feet of

Dragonrdquo people of Baklunish descent follow these max

Honor Family Generosity and Piety While the other race

the Flanaess have an understanding of these concepts

Bakluni people give them a much deeper meaning

To the Bakluni honor determines how a man carries out

activities of his day It entails keeping onersquos word not ac

cowardly comporting oneself as due his station in life Th

are the acts of an honorable man

Even a bandit can act honorably and yet still be a ba

Honor is the rst -- and for some -- the most important fo

the dragon and for this very reason A man might be imp

or a miser and might even treat his family poorly and yet

be seen as a man But if a man acts without honor then

a cur to be beaten and killed as one would kill any verm

An honorable man seeks the deep roots that only family

provide He honors his parents and grandparents by marr

a woman of mutual standing who has conducted hehonorably who has a family that is also honorable Chil

bring wealth to a man and his wife that is beyond the mea

of coin An Honorable man magnies his grace and stan

by taking care of his family and seeing to their needs He

his children get good educations his daughters marrie

honorable men from good families his sons taught the w

of honor and family so they may stand as men worth

their fatherrsquos name A Bakluni man takes care of his pare

RACES OF OERTH

The BaklunishBy Dennis LovattArt by Adam Koča amp Rick Miller

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12

is brothers and sisters his aunts and uncles if they are by

atersquos hand or by age unable to do so themselves Family

an be a broad term which can also means the employees

f a merchant warriors in a mercenary company even the

ollowers of a bandit lord In these cases the leader will often

reat his men in the same fashion hersquod treat his children Hersquod

ee they were properly wed given a nest egg to start out in

married life etc

While wealth does not always nd those that spend a lifetime

n hard work generosity is not limited to the coin in ones

ouch An honorable man is generous with his time helping

is neighbors and friends giving advice to those that seek it

llowing them to prot from the wisdom Istus has shown to

im and he does not shirk from giving what food he can to

hose in need Hoarding food or coin is frowned upon and

ften is the rst step to ruination in the folktales retold by the

ards of the region The generous man it is said sees that

which he gives returned tenfold when his time of need arises

Piety while the last of the dragonrsquos feet plays an important

ole in the lives of the Bakluni people An honorable man pays

omage to the gods that stand in judgment of his life Istus

he Spinner of Fate AlrsquoAkbar the Restorer of Righteousness

Xan Yae the Lady of Perfection Zuoken the Ladyrsquos Hand

Geshtai the Lady of the Living WatersWhile one god or goddess may have a higher standing in

he eye of any given person it is a fool that cuts o his nose to

pite of his face Only the Mullahs of a given deity can focus all

f their devotion to a single god The average Bakluni oers

rayers to all of the gods in order to ensure that no slight or

nsult is given to any and to guard against the ckle hand of

ate turning against them Even during times of both drought

nd an abundance of water pious Bakluni make oerings to

Sevelkhar the Waster so as to keep him at bay An old Bakluni

aying says it all ldquoTrust in Istus but tie up your camelrdquo

Culturally turbans and keyehs are the common head wear

or men with Hijabs being the choice of women Loose tting

ants and shirts are the style with robes (light in desertslains regions and thicker in the more northernmountainous

egions) worn over them

Most Baklunish warriors favor lighter armor than the heavy

late armor of the east Preferred weaponry consists of spears

ances and composite bows with personal weaponry being all

manner of curved swords such as Scimitars Tulwars Saifs

Shamshirs and Kilij Even those who are not well trained carry

Jambiya which is little more than a curved dagger

RELIGIONThough not a massive pantheon the gods of the Bakluni are

well represented in the daily lives of their people They pay

espect to their deities with a wide variety of oerings andbeisances With Piety being a trait to which all honorable

Bakluni aspire or at least want to appear to aspire it is

ot surprising that the temples and their mullahs discuss

assionately the nature of orthodoxy and the truest path by

which divine enlightenment can be reached This religious

assion while a noble thing can lead some to rationalize

eeds from which even the most devout Mullah would recoil

It is upon these throes of religious passion that ends of

and the abyss gain footholds upon Oerth and cults aris

dark reections of the Bakluni gods Grazrsquozt makes a

mockery of Istus uttering his own blasphemous comm

to the eager ears of cultists who foolishly believe they

doing the Lady of Fatersquos bidding It is for this reason

the Baklunish region suers a larger quantity of cults

do most other regions and it is why the Mullahs are swi

punish these tools of heresy It is perhaps this very advers

environment that caused the rst Hakima to be blessed

ldquoThe Sightrdquo

A word originally in ancient Baklunish meaning wise

insightful Hakimas were often women skilled in midwif

Most temples had Hakimas on sta and even the poore

villages boasted at least one such woman Searches in

ancient records of the Empire revealed no precedent so

believed that the Sight is a recent development Hakimas

gifted with the ability to see and hear the truth of mat

and even the most skilled liar cringes at the presenc

these wise women In the years since their rst appeara

Hakimas have become the ldquoone honest soulrdquo who can sp

out with impunity against the edicts of the Mullahs the d

of the military even the laws of the Caliph For their part

Hakimas have taken this change in stride and treat theof the Sight as an honor and duty and while there are alw

rumors no case of a Hakima being stripped of the Sight

ever been conrmed

PROFESSIONS SKILLS AND CULTURAL FOIBLEThe Baklunish people have by dint of centuries of exist

and weight of tradition shaped themselves for their plac

this world This shaping has given them advantages in ce

professions and skills All Baklunish gain a +2 racial bo

to Knowledge (Religion) checks Those Baklunish born in

sprawling cities are also adept in the ne Baklunish a

haggling and spotting a good deal Such urban Baklu

gain a +2 racial bonus to Diplomacy (when using the skinegotiations) and appraisal checks Conversely the Baklu

born outside the great cities are less concerned with bargai

and more focused on horseesh Rural Baklunish gain a

racial bonus to Ride and Handle Animal checks

Not all of this shaping has been benecial as a people

Baklunish are insular and superstitious by nature Foreign

while not mistreated are kept at armrsquos length and

standosh nature results in a ndash2 racial penalty for Baklu

on all diplomacy checks involving foreigners The thre

demonic and diabolic inuences have made the Bakluni w

and mindful of the signs taught to them by their parents

grandparents Few Bakluni man or woman leaves the ho

in the morning without a token of good luck on their perBe it an iron nail bent into a ring a bronze eye worn o

necklace made of woven hair or a lucky copper piece th

tokens are an important security blanket for the superstit

Bakluni If deprived of this token a Bakluni grows nervous

somewhat jumpy resulting in a ndash2 penalty to all charis

based skill checks until the token is reclaimed

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13

FIGHTING STYLESThe Baklunish warrior is the undeniable master of mounted

ombat Be it with a lance bow or scimitar and shield the

Baklunish do it best when on horseback The Bakluni re-

urved Bow or horse bow is the weapon of choice for themounted archer The limbs of the bow seem short but this

s an illusion precipitated by the severe curve the limbs The

amination process used to construct the bow gives it the

trength and thus the distance to rival the eastern composite

ows yet allows it to serve expertly for horseback archers

The one aw of the otherwise masterful design lies in the

trings These wound strips of catgut work well but begin to

eteriorate in an overly damp environment It is common for

rchers who favor the horse bow to carry two bows one

trung and one unstrung plus several replacement strings

As mentioned above the Scimitar (and its cousins) is

he blade of choice in the Baklunish west and has been so

or several centuries Various ghting styles involving theweeping style of the blade are favored which maximizes the

weaponrsquos powerful slashing ability While most favor a light

hield in partnership with the scimitar a few nimble warriors

ake up a second blade sometimes a Jambiya or a short

hrusting sword and at other times another scimitar of equal

ize and arc This dual weapon style called Kasirga -- ancient

Baklunish for Whirlwind -- is a powerful and dramatic style

but requires plenty of room to use properly A more com

style of dual ghting using the Jambiya called Yuzlu -- anc

Baklunish for two-fang -- is favored by urban warriors W

it has less power than the wide sweeping strikes used in

Kasirga style it takes up less room and is more viable intwisting alleyways of the Baklunish Cities

RACIAL FEATSThese are racial feats any Baklunish character can take

their bonus human feat

You are a child of the desert and know its ways

Benet +2 to survival checks in desert terrain

Special Can only be taken at 1st level

You have been riding horses since before you could walk

Benet grants a +2 bonus to ride and to handle an

checks when dealing with horses

Special Can only be taken at 1st level

D [H]

E F [G]

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14

Grsquo G [H]

The goddess of the living waters has blessed your birth

Benet +2 to swim checks and need consume only half the

mount of water than other humans

Special Can only be taken at 1st level

The energies of the Invoked Devastation which tore apart the

reat Empire still linger within you and are manifested in theirthmark scar that you bear

Benet You receive a +2 bonus to Intimidate checks

+4 vs any Baklunish) You also add a +2 to the DC of Save

hrows for any spell with the Fear descriptor you cast You also

eceive a ndash2 to all Diplomacy checks made against any Bakluni

who see or know of your scar

Special You may only take this feat as a 1st-level character

You are descended from the genies summoned to Oerth by

he ancient Baklunish in the days of the Suel-Baklunish wars

You might bear some physical or psychological mark of yourncestry such as a ery disposition thanks to an Efreeti

ncestor or uniformly blue eyes from the blood of a Marid

Benet Select one type of genie Dao (earth) Djinni (air)

freeti (re) or Marid (water) The benets of this feat vary

y the type of your genie ancestor

Dao You receive a +4 bonus on Saving throws against

arth eects and Fortitude saves made to resist petrication

You also add +2 to the DC of saving throws for any spell with

he earth descriptor that you cast as a sorcerer This benet

tacks with the Spell Focus and Greater Spell Focus feats if the

pell you cast is from your chosen school

Djinni You receive a +4 bonus on Saving throws against

ir eects and the following spells acid fog call lightning

loudkill stinking cloud and storm of vengeance You also

dd +2 to the DC of Saving throws for any spells with the Air

escriptor that you cast as a sorcerer This benet stacks with

he Spell Focus and Greater Spell Focus feats if the spell you

ast is from your chosen school

Efreeti You receive a +4 bonus on Saving throws against

re eects You also add +2 to the DC of Saving throws for

ny spells with the Fire descriptor that you cast as a sorcerer

This benet stacks with the Spell Focus and Greater Spell

ocus feats if the spell you cast is from your chosen school

Marid You receive a +4 bonus on Saving throws against

water eects and the following spells acid fog cone of coldorrid wilting ice storm and sleet storm You receive a +2

onus on Constitution checks made to resist drowning You

lso add +2 to the DC of Saving throws for any spells with

he water descriptor that you cast as a sorcerer This benet

tacks with the Spell Focus and Greater Spell Focus feats if the

pell you cast is from your chosen school

Special You may only take this feat as a 1st-level character

S [H]

[H]

M W [G]

You know your way around business negotiations

Benet You receive a +2 bonus on Appraise Checks

checks and Diplomacy checks related to business dealing

You have been riding horses since before you could walk

Benet grants a +2 bonus to ride and to handle an

checks when dealing with horses Special Can only be taken at 1st level

You are a Bakluni who was raised in the deserts of the

Steppes The harsh storms have toughened you

Benet You have a +1 natural armor class bonus

Special You may only take this feat as a 1st-level chara

Your mother was a Hakima and you were born with a to

of her sightBenet You receive a +2 to Initiative rolls and Spot che

Special You may only take this feat as a 1st-level chara

While many Bakluni pay lip service to Sevelkhar to stave

his wrath you have been born with a touch of the wa

within them

Benets All diseases poisons and dehydration eects

twice as long to eect you For eects that are Instantane

delay the onset time one hour per constitution bonus If o

time is 1 minutes triple the time frame if hours make it

and if days make it weeks The character suers pena

slowly and damages are drawn out to make the chara

suer longer This allows the character to be healed when

would otherwise be detrimental While most people are le

tune with such supernatural aictions animals can sen

and you receive a -2 to all handle animal checks

Special You may only take this feat as a 1st-level chara

S [H]

S [H]

T S [H]

T W B [H]

T B P

AlrsquoAkbar (LG god of guardianship faithfulness digniduty)Azorrsquoalq (NG god of light purity courage strength)

Daoud (N god of humility clarity immediacy)Geshtai (N goddess of lakes rivers and wells)Istus (N goddess of fate and destiny)Mouqol (N god of trade negotiation venturesappraisal reciprocity)Xan Yae (N goddess of twilight shadows stealthmind over matter etc)Zuoken (N god of monks mental powers physical anmental mastery)

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15

t is widely documented that the Flannae people are natives of

he Flannaes Hence the name given to the lands even by the

Oeridian conquerors

Rumors persist that one time long ago perhaps before the

ation of Caerdiralor took shape That the Olman and Touv

eople occupied a stretch of land that occupied much of the

outhern Flannaes While no sages can prove the validity of

his claim a case can be made that the ancient Flan could of

eized these lands from the eeing Olman and Touv people

After all many a Touv and Olman god mimic aspects of the

lannae own pantheon

Perhaps a relation to MokrsquoSlyk and the Serpent of Touv

myth Meyanok bare some resemblance though Meyanok was

ot known as a purveyor of magic Though he was directly

esponsible for the birth of three gods Vara Damaran and

Berna Vara has aspects closely aligned to that of Incabulos

specially in the deliverance of nightmares One could arguehat each pantheon has gods or goddess that can be crossed

eferenced with the gods of other pantheons However many

an directly see the inuence of Flannae myth in every other

uman culture bordering or occupying the Flannaes However

were the Flannae inspired by a pantheon of gods from another

rigin

Many sages discredit any notion that such a scenario ever

xisted as no recorded documentation of the presence of

Olman or Touv culture has ever been seen in the Flannaes

roof of Touv and Olman cultures have prevailed in the

Amedio Jungle and there are no signs that these people did

ot originate from these lands

Many agree that the Old Faith is the bastion of Flannaeworship even to this day However some text remain that

how demonic like beings where accepted in the old faith and

eing part of mans primal nature The Old Faith coexisted with

hese obyrith and later tanaric beings Many paid lip service

o appease these ancient brethren Others worshipped them

ke gods and made pacts to gain power and inuence from

hese beings Some appeared to be less diabolical in their

reatment of the Flan people

Mokrsquoslyk the Serpent is thought to have granted the

people with the knowledge of arcane magic Though Flan

religion shows us that Boccob is the god of magic In anc

texts from the church itself show that Boccob once trapp

demon of unknown origin that was more powerful then Bo

at this time It is believe he gleaned enough magical po

over these thousand years of the demonic creatures capt

This could explain how Mokrsquoslyk stopped inuencing the

in his teachings on magic With Boccob now in place as

deity of magic Mokrsquoslyk waned in power Hoping to rec

what was taken from him in his thousand years of capti

It would also explain how Boccob would have little need

worshippers as his power was siphoned from another pow

being

Throughout the history of the peaceful Flannae T

always existed some outside inuence over how their nat

where formed Caerdiralor was formed by dark priests mystics whorsquos primary worship of Tiamat absconded with

teachings of the Old Faith Perhaps it was the pantheo

the Old Faith that was behind the mysterious force w

devastated their capital of Mysyrna Forcing the survivor

cross the Sea of Gearnat

The six great realms of the grass sea lived in tune with na

Until the survivors of Caerdiralor reared their ugly heads

inuenced Sulm in becoming yet another representa

of Ur-Flan power Perhaps the Old Faith was testing

people the dark priests and mystics of Caerdiralor ceme

themselves into seats of power among the Sulmi The

grew in power and once the Old Faith became threatene

obscurity Shattados would don the Scorpion crown the Iof Woe would sink The rampant lion of the Aerdy would

claim to the Flannaes and many of the gods of the Flan

would be incorporated into the pantheon of their conque

Coincidence highly unlikely

Many Flan nationrsquos existed at some point Exag is on

them however Exag was greatly inuenced by the cra

and little is heard of Flan culture in the city of clay excep

inuence in Perrenland The Vast Swamp was or is the hom

RACES OF OERTH

The FlannaeBy Dennis LovattArt by Adam Koča amp Rick Miller

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16

Acerak a cambion demilich who constructed his own labyrinth

or which every artisan or worker who aided in its construction

was locked away within its clutches Acerak would soon follow

ever a true empire in itself Many adventurers deemed it the

Tomb of Horrors for the atrocities committed and experienced

y those who entered the wretched place

The Kings of Burgess were the last of the just and noble

ations to fall to Vecnarsquos spider throne The nations of Fleeth

nd Almadia where intertwined those with the death of the

rincess of Fleeth Almadia was on its own to defend itself

rom the spider throne Vecna sort his vengeance against the

ity of Fleeth Once he slayed all her people save a few nobles

who submitted themselves to his mercy Vecna took Almadia

nd then set his sights on Burgess The only true threat to his

eign at the time of his Occluded Empire

Nuria was a contemporary of six realms of the grass sea

nd the Isles of Woe It traded magical wonders with the

itadel of Veralos ultimately it would be consumed into the

Great Kingdom Believed to have existed in what is now the

Kingdom of Nyrond The Flan population would intermingle

with their oeridian conquerors and become willing citizens of

The Great Kingdom

Perhaps one of the most troublesome of the lost Flan nations

re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants

f Trask were responsible for the attacks on the elven city of

Summer Stars Evil and bellicose beyond refute the invading

erids of house Naelax had little choice but to wipe them

rom the face of Oerth Destroying much of their magic and

writings

Last in the line of benevolent Flannae rulers Ehlissa the

nchantress lived in what is now know as the United Kingdom

f Ahlissa some 1700 years ago and continued to reign in

er prehistoric kingdom for several centuries more Queen

hlissa has no issues she keep song birds as pets During her

eign her people knew peace and none of her subjects knew

overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend

er subjects to her will Her reign lasted up until the Great

Migrations during her reign she managed to prevent the force

ocked away in her Nightingale from escaping Presumably

ead none truly know what happen to Queen Ehlissa or her

amed Nightingale Little to noting remains of Flan culture in

his region Long ago Suel and oerid migrations took their toll

n her Kingdom Becoming part of the Great Kingdom of the

Aerdy and recently The United Kingdom of Ahlissa

APPEARANCEThe Flannae people are recognizable by their bronze

omplexions and wavy or curly hair With strong angular

eatures and heavy brows most Flan are easily discernible

rom other human racial types They tend to be of average to

tocky build sturdy and somewhat hirsute they are anything

ut the prototypical human type these days

Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh

etween 150-180 lbs Female Flannae average between 4rsquo8rdquo

o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller

and heavier Flannae are possible

Their eyes are most commonly dark brown or black br

and amber appearing less frequently Their hair color is us

black but also ranges through shades of black-brown

brown and brown Curly and wavy hair is usual but some

have taken to straightening out there hair in recent times

The original Flan nomads of a millennium ago wore sim

utilitarian clothing including loincloths capes and lea

wrappings on their feet that served as shoes They also w

brightly colored body paints primarily vermilion and ye

ochre in primitive patterns a practice still common am

the surviving Rovers of the Barrens In civilized regions

clothing tends to follow current fashion though they still

to prefer solid bright primary colors

PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract

hard-working and reserved Flan are natural hunters

gatherers imbued with survival instincts most learn to

o the land Flan tend to eat lean even when there i

over abundance of food available Many Flan prefer wate

milk to alcoholic beverages though some places espec

in Geo and Sterich mead and ale have become com

place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling

family ancestry All Flan appear to be unemotional or slo

speak however those that succeed in gaining there trust

nd themselves a loyal passionate and jovial friend O

the human sub-races the Flan are more inclined to work

live among the demi-human races

Few nations boast a large Flan population these d

Geo Sterich Perrenland and the Wolf nomads sport

people mostly mixed with people of other human ethnici

Only the Roverrsquos of the Barrens and the people of Tehn s

a signicant stock of pure Flan-blooded people these day

The ancient Flan were able to carve out some of the m

successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em

Tostenhca Sulm and Itar

The Kingdom of Caerdiralor was the seat of Ur-Flan po

Absconding from the Flan coexistence with nature The ur-

delved deeply into the dark arts and sort to use the destru

force of nature to bend all to their will Worship of Tiamat b

paramount to their society Many other obscure demonic

or immortal powers inuenced them as well Mokrsquoslyk

Serpent seemed to be inuential in gifting the ancient

people with the arcane arts The true nature of Mokrsquosly

unknown Though his inuence amongst all the Flan pe

is well documented throughout history Caerdiralor mee

end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t

capital city of Myrsyrna that ended the genocidal war and

the surviving elite eeing across the Sea of Gearnat to

Lands of the Rhugha

Meanwhile in the lands known as the Bright Desert tr

of Flan people began to embrace the teachings of Va

the Maker the Subtle Teacher Born a mortal Vathris ra

8162019 Oerth Journal 27pdf

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17

imself to the cusp of immortality through his knowledge

eeds and wisdom Embracing the ideals of progress and

ngenuity Under Vathris guidance the six great tribes of the

rass-sea became six realms

The six realms at that time where known as Itar Sulm

Rhugha Ronhass Durha and Truun Itar was chief among

hese six realms as they embraced the teachings of Vathris

wholeheartedly Many of the other tribes struggled to shed

heir past beliefs and the most resistant of those realms where

he Rhugha and the Ronhass strange that two of the most

rominent realms in the great grass sea choose to war against

ach other on a mere slight that none can recall If not for

he interference of the other four realms the Ronhass would

urely have fallen into obscurity The only way to keep peace

mong the six realms was to divide a line directly through the

ands of the Rhugha and Ronhass The Truun were gifted this

ealm to maintain the peace Gifted horsemen themselves and

utnumbering both the Rhugha and Ronhass in size made the

Truun the most reasonable choice to police these realms

Though peace would not last that long The dark mystics and

riests of Caerdiralor found their way into the nobility of Sulm

ars They whispered honeyed words of peace and progress

nstead they used their knowledge of iron-craft and secretitive

ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic

nd technology brought to them by the Caerdiralorrsquos sought

o control the six realms and make them into one mighty

ation

Sulm would rule over the six realms uniting them in bloodshed

nder one banner Despite the numerous nations of horsemen

hat opposed them Sulmrsquos iron-shod legions proved too much

or the other realms The Itari posed the greatest threat to

Sulmrsquos machinations of dominance over the great grass sea

The decades long war ended when Vathris divine spark was

nded by a dark wicked barbed longspear In vengeance for

tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered

he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering

lis of Sennerae down into the deep blue void of the Sea of

Gearnat

Sulm would fall due to the machinations of their last king

Shattados Five hundred years after Keraptis was named

rotector over the Flan nation of Tostenhca Shattados

would don the Scorpion crown gifted to him by the lord of

ntropy himself Tharizdun The people were transformed

nto manscorpions and dune stalkers while Sulmrsquos grass sea

uickly converted into the sands which make up the lands of

he Bright Desert today

Tostenhca was a military protectorate under the leadership

f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences

nd craftsmens ship that could rival those of dwarven and

nomish races They also saw the height in taxation that was

trictly enforced by Keraptis regime Keraptis made good on

is threats to those who failed to follow his strict tyrannical

rders Though the city saw its greatest success under

Keraptis rule His over taxation and cruelty were ultimately his

downfall the people revoked and under the leadership of

High priest Gethrun Shoiraine destroyed the wizard hiera

and laid siege to Keraptis keep Defeated Keraptis ed to

south with his gnomish minions

Three hundred years later Keraptis would enact his reve

using the power from the Null Enigma found under W

Plume Mountain Keraptis cursed Tostenhca Which lea

the death of Tostenhcarsquos inhabitants Tostenhca was lost

forgotten save for the rumors of its gold laden rooftops

unsurpassed wealth Many an adventurer has meet their

searching for the lost wealth of Tostenhca Where on

proud and striving Flan nation stood only a cursed and ko

infested place remain Now referred to in the cold tongu

Skrellingshald ldquothe cursed Flan holdrdquo

Veralos the Lost Citadel of the Flan was a fortress

upon the edge of the Rift Canyon in ancient times and

fealty to the wizards priests of the Isles of Woe Elite scho

artisans and mystics from all walks of life where sent he

develop their craft for the betterment of all Flan-kind Tho

the wizard priests of the isles of Woe were well entrenc

into Veralos social structure Little discovered behind

fortied walls escaped their attention Well after The Isle

Woe plunged beneath its watery depths into oblivion Ver

continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel

a sleeping power from within the Rift that would crum

the hidden citadel and its people for all time Even with

successful foray initiated by the company of seven M

scholars believe Veralos to be just another myth surroun

by an uninhabitable region of the Flannaes

The ldquosurvivalist instinctrdquo is forever present within the m

and hearts of the Flannae peoples and they nd ways to

exist in their lands regardless of their circumstances

nations of pure Flan decent survive these days save the Ro

of the Barren and Tenha The Wolf nomads The Sheldo

Valley Perrenland and the Theocracy of the Pale are p

that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o

human cultures cementing part of their religious and cul

inuences amongst them all

A great many Flannae grow-up to become farmers herd

druids bards rangers and mages of renown Being inst

from early childhood with a profound respect for natur

all its forms Flannae have studied the aspects of nature

their place in it at one time or another Most Flannae h

at least a rudimentary understanding of farming herd

animal husbandry agriculture geography and wea

patterns Many Flannae plant a tree in front of their home

in a garden where they have easy access to As long as

tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of

luck and one should pick up and leave the place behind th

The skill of manufacturing leather and wooden crafts is

highly respected among the Flannae peoples Many a Flan

crafted a ute from a branch that had fell during a st

Tanning was and still is a common practice of many Flan

people The hides are highly prized for use as clothing

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18

rmor A naturally peaceful people skills such as dancing and

inging are often manifested in Flannae from all walks of life

RELIGIONThe Flannae peoples seem to have a particular fondness

or gods representing nature The Flannae Pantheon mostly

onsists of gods from the Old Faith With Beory and Obad-

Hai being the gods most commonly associated with the old

aith Over the years dierent cultures have altered the

riginal gods associated with the Old Faith save Beory and

Obad-Hai who are always present among their number The

riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn

ord Incabulos (in some Flan cultures he is replaced by the

oddess Berei) and The Lord of Winter Nerull Originally all

were neutral aspects though Incabulos became associated

with plagues and suering making many followers of the old

aith wish for the Lord of Winter to end their suering As such

very winter Obad -Hai is slain by the lord of winter It is the

ord of spring that releases Obad-Hai from the summer tree

He has Berei assist him with the burial of Obad-Hai Where he

s buried Mother Beoryrsquos tears revive him and a young sapling

rows which drops the fruit that hatches a young Obad-Hai

nce again in the spring By the summer he is fully grown and

trong the Stag King leading the wild hunt against those that

would dele nature During autumn he grows into a weathered

ld man waiting for the winter lord to slay him once again

There is a belief amongst the Old Faith that should Pelor fail

o bury Obad-Hai after seven days He will be gone forever

nd Oerth will forever be plunged into an eternal winter

The Flannae Pantheon consists of Allitur Beory Berei

Boccob Celene Earth Dragon Ehlonna Grummush (amongst

he early Flan he was thought a chief rival of Obad-Hai in

he old faith he was once known as the autumn lord and

was replaced by Incabulous after he established himself as

he chief patron of the orcish pantheon)Obad-Hai Pelor

ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and

Zodal

Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are

he primary recipients of Flannae worship in the Flannaess

hough all the gods of the pantheon receive varying amounts

f veneration token though they may be Many others

ave lost a direct association with the Flan pantheon and

re not mentioned here Though in truth about 90 of the

lan pantheon is considered part of the common pantheon

f gods As the oeridians stopped worshipping Sol and have

ully adopted Pelor into their pantheon of gods Beory is

onsidered the mother of the gods and only in the baklunish

west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the

most diminished of the human races currently bordering or

ccupying the Flannaes However they have cemented their

ustoms and traditions into every human species they have

ver come across Most notable of them all are the Oeridians

nd to a lesser extent the Suloise people

PROFESSIONS AND SKILLSThe Flannae have developed many and various skills

the centuries and in that time those professions and s

have changed little regardless of their location upon the O

-- as such all Flannae characters gain a + 2 racial bonu

two of the following skills Knowledge (nature) Knowle

(geography) Knowledge (the planes) Survival Ha

Animal Profession (tanner) Profession (animal breed

Profession (grain farmer) Dancing Singing or Ride T

skills are considered Class Skills for all Flannae character

Flannae characters are so attuned to nature that many

learned languages common amongst the fey races As

Flannae characters may take the Sylvan tongue as secon

language

The ancient Flannae also dwelled and worshipped dem

like they do gods these days Many have learned the Aby

tongue of demons and a few have learned the infe

languages of devils as a secondary language Note D

may require one of the following feats to be taken (Tai

Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o

to explain where the character has developed their knowle

of these languages

Flannae characters hailing from nations within the Sheldo

Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla

are exposed -- or have been exposed -- to atrocities dea

them by giants or other creatures driven from their home

an invasion of giants

FIGHTING STYLESThe ancient Flannae peoples where associated with prim

ghting styles few of which see use today Many Flan

where accomplished horsemen Most preferred to ride

their opponents armed with spears and axes Some ca

sickles to sacrice their enemies to the old gods Archery

horseback saw some usage mostly among the Itari and

by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we

maintaining their lands

In Geo and Sterich many of the Flan in these nations

adopted the sword as their main weapon While it se

this tradition was inspired by the oerids of these lands

Flan embody the spirit of their ancient brethren by run

headlong into battle naked armed only with their swords

handed weapons have also become common place as

tend to be more useful in damaging the giants which

these lands Long-bowmen have just begun to see m

usage as they allow one to keep a long distance from t

enemy short-bow use is more common especially when ri

horseback

The Wolf nomads favor the spear throwing axe and

their ancestors used in battle Some carry a spiked lea

gauntlets or the punching dagger and curved blades of t

baklunish ancestors alongside their wolf companions

In Perrenland polearms see much use especially amo

the mercenary companies Mercenaries from Perrenland

highly valued in the armies they serve Their ability espec

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19

n defense measurements are highly sort after Shortswords

xes spears shields and hunting knives are also common

lace with crossbows seeing little use in this region The most

killed pikemen and halberdiers are often from Perrenland

Having pushed back many a marauding army Most military

men in Perrenland learned their craft as mercenaries Fighting

n the opposite sides of warring parties However it is the

are mercenary who fellrsquos one of his kin This has served them

well when being hired to route fellow countrymen from the

pposing army ranks Only to nd them bolstering the ranks

f the mercenary army sent to dispose of them

One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra

urden of heavy armor and few would don any armor that

weighs more than forty pounds

Naval combat is something most Flan nations these days

now little about Many of their nations do not border large

odies of water capable of supporting naval units In ancient

mes the Isles of Woe and Caerdiralor supported naval units

Ahlissa presumably had the largest naval unit of all Flan

ations Though they also saw little usage as naval combat

was not as advanced as it is now in present day Oerth Instead

most naval units merely supported the transportation of

roops Perhaps naval units were more commonplace when

he Pomarj was a heavily populated Flan nation Though as

ar as historians can tell this area was populated by primitive

solationists who later were absorb into the migrating Suel

opulation Eventually only traces of Flan culture exist With

ltars and shrines devoting worship to the earth dragon

aramount among these ndings

The Flan present in the Theocracy of the Pale have been

bsorbed into the Oeridian way of life In truth little of their

ways exist in the Pale these days Many of their ghting

ormations and weapon usage mimics those of their Oeridian

rethren

RACIAL FEATSThe following is a list of racial and heritage feats that an

lannae character may take as hisher bonus feat

While some Flan from all walks of life are imbued with the

lood line of Caerdiralor You have a stronger connection

raced back to a mixture of the Sulmi bloodline with the

urvivors who ed the doomed nation when they crossed the

Sea of Gearnat

Benet A Caerdiralor Flan receives a +2 to saves against

pells from the necromantic school of magic If they have the

bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic

Special You may only take this feat as a 1st-level character

You are a descendant of the ancient Itari Flan whose forward-

hinking permitted them access to the ways of Vathris the

B C[H]

B I [H]

B D [H]

B R R [H]

maker

Benet An Itari Flan receives +2 skill bonuses to both

Knowledge (nature) and Diplomacy skills The character

easily sway someonersquos reaction by two categories for e

successful Diplomacy roll

Special You may only take this feat as a 1st-level chara

The characters Diplomacy score must be equal to or gre

than the characters level he is trying to persuade Other

the characters Diplomacy can only improve reactions rol

one category

You are a descendant of the Durha Flan some of the m

backward thinking and barbaric of the Flan people

Benet The Durha were some of the most determ

warriors However determination and skill are two die

things As such these characters gain 1 extra hit point

character level

Those with this bloodline may remain active at less

zero hit points with a successful Willpower save with a

DC of 12 plus the amount of damage suered below z

Example Fleg was struck by a club bringing his hit point

to - 3 hit points Fleg wills himself to maintain ghting on

rolls a 16 for his Will save to overcome his wounds S

Fleg is at -3 hit points he needed a 15 to remain active

remains active and is not struck again in combat Howeve

now requires a successful Willpower save DC 16 to cont

ghting as he cannot become stable while remaining activ

combat

Special You may only take this feat as a 1st-level chara

You are a descendant of the RhughaRonhass Flan While

Rhugha and the Ronhass were both intimately related to

other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron

were skilled horseman only because they were as stubbor

the mules they trained and lived with

Benet A RhughaRonhass Flan receives a +2 compet

bonus to their Ride skill (horses) and Handle Animal

(horses) They also receive a +2 to saves against spel

abilities to charm or enthrall them Spells that control emot

can aect them if it induces anger

Special You may only take this feat as a 1st-l

character Diplomacy is never a class skill for a character

this bloodline Diplomacy is treated as a non-class skill

receives all the limitations of a non-class skill for those

this bloodline regardless of which class they belong too

You are a descendant of the Sulmi Flan The ancient S

were always very ambitious determined to complete a tas

matter the cost This endearing trait led them to incorpora

the teachings of Caerdiralor into their society However s

B S [H]

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20

ure strains of this bloodline exist

Benet A Sulmi Flan receives a +4 insight bonus to any

kill roll once per day This does not guarantee success but

hows there determination in completing a task

Special You may only take this feat as a 1st-level character

The DM should penalize characters with this feat who give up

task too often or too easily

You are a descendant of the Truun Flan Much like the Rhugha

Ronhass the ancient Truun were skilled horsemen that

ttacked in large groups However the Truun did not share

he stubbornness their Rhugha and Ronhass brethren were

amous for

Benet A Truun Flan receives a +2 competence bonus

o their Ride skill (horses) and Handle Animal skill (horses)

A Truun that makes a successful Ride skill check in combat

lso receives a +1 competence bonus to attack rolls while on

orseback

Special You may only take this feat as a 1st-level character

You bear the mark of Demogorgon prince of all demons

Benet A character with this feat can telepathically

ommunicate with a creature in close range (25ft) much

ke a detect thoughts spell A targetrsquos successful Willpower

ave prevents you from reading its thoughts the save DC

=character level + 2 + highest non-physical attribute bonus

Intelligence Wisdom or Charisma]

However you also receive telepathic signals from all demon-

ind The latter is never at ease You struggle to control

he telepathic communication from demons a successful

Willpower save (DC demonrsquos hit dice + charisma bonus) is

equired whenever the character wants to actively block out

his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2

enalty on attack rolls saving throws skill checks and ability

hecks) until a successful Willpower save is made Because

he character has a volatile nature he gains a +2 insight

onus to all Intimidate skill checks and his telepathic link with

emon-kind grants him a +2 insight bonus to his Knowledge

the planes) skill checks Because the character is telepathic

e gains a +1 insight bonus to all initiative rolls

However the character always exudes a faint evil aura due

o the mark regardless of the characters actual alignment

Special You may only take this feat as a 1st-level character

You were born with a slightly forked tongue granting greater

ptitude with magic

Benet A character with Mokrsquoslykrsquos Tongue gains +2

ompetence bonus to either his Knowledge (arcana) or

Spellcraft skills The character also gains a +1 to their caster

evel when overcoming resistance for spells cast with a verbal

B T [H]

M S B [H]

Mrsquo T [H]

O A [H]

O F [H]

T T [H]

T T [H]

V T [H]

component

Special You may only take this feat as a 1st-level chara

You share some ancestry with those that lent their ma

might to the defense and expansion of Vecnarsquos Occlu

Empire

Benet Vecnarsquos Occluded Empire was well known fo

use of dark and secretive magical might As a descen

of this region you receive a +2 competence bonus to

Knowledge (arcana) and Knowledge (the planes) skills

Special You may only take this feat as a 1st-level chara

While many modern day Flan follow many faiths you fo

the ancients ways of your people

Benet A character with this feat receives a +2 compet

bonus to their Knowledge (religion) and Knowledge (nat

skills

Special You may only take this feat as a 1st-level chara

must follow Old Faith

You bear the taint of Tiamatrsquos followers

Benet A character with this feat has slightly scaly

that is noticeable by touch only and gains a +1 natural a

bonus They also gain a +4 resistance bonus to one of

following energy types acid electricity re or frost

Further the character also receives a +2 insight bonus t

Sense Motive checks to detect malicious intents or auras

as an evil spell or power register

However the character always exudes a faint evil aura

to the taint regardless of the characters actual alignmen

Special You may only take this feat as a 1st-level chara

You bear the artice and skill the the Tostencha people w

famous for

Benet This character may add +2 to one Craft sk

their choice The character also gains a +2 to their Appr

skill checks

Special You may only take this feat as a 1st-level chara

You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any

Knowledge skills and add a +2 competence bonus to t

skills or they make take one non-class knowledge skill

use it as a class skill without any penalty for skill improvem

cost

Then there are those who follow the teachings of Vathr

the god of lost causes and revenge These latter charac

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21

eceive a +2 to saves against poison or magic that would

ring them death or below zero hit points They also stand a

0 chance of becoming stable when brought below zero hit

oints instead of the normal 10 chance of most people

Special You may only take this feat as a 1st-level character

You are exceptionally skilled and versed in the workings of

he world

Benet A character with this feat gains 4 extra skill points

t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class

Also Knowledge skills can be increased by one more point

han usually allowed per character level A rst level character

with this feat may have a Knowledge skill with up to ve ranks

t rst level

Special You may only take this feat as a 1st-level character

V S I [H]

The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4

T F P

Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a

hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)

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23

PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged

traightforward and pragmatic Oeridians are taught from the

arliest age to respect authority and those who bear arms

Their interests lay in exploration hunting ghting and empire

uilding The history of their people give them right to boast

Oeridians are prone to take charge in dicult situations and

et they respect their superiors and sacrice for the good of

whatever cause or group they believe in Oeridians are known

or their enjoyment of songs celebration physical games

nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly

egarded by other races

There are three prominent Oeridian tribes The Aerdi best

nown for establishing The Great Kingdom The Nyrondal

f the Kingdom of Nyrond and the Vollar of the Prelacy of

Veluna are the other two prominent tribes of Oeridians Other

ribes do exist -- or have existed -- but they have become

ntermingled with other cultures

The Kingdom of Furyondy has a signicant Vollar presence

n its border with the Prelacy of Veluna however the Vollar

n both sides of the border have intermingled extensively with

he other peoples of these nations

The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of

he Flannaess but is now but a shadow of what it once was

aving splintered into two separate and distinct kingdoms

North Kingdom and The United Kingdom of Ahlissa Neither

f these current kingdoms is in control of the former capital

f Rauxes Decades of inghting magical atrocities and the

ramping of undead armies across the land have devastated

he area around the former capital

Most Oeridians now living in these lands tend to be less than

traightforward compared to their brothers in other lands

eing much more conniving and preferring to avoid direct

onict They seek instead to manipulate their adversaries

uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This

ttitude has served to lessen both the military presence and

nuence of the Church of Hextor

The Kingdoms of Furyondy and Nyrond as well as the former

Shield Lands are able to boast Oeridians of purest blood

Though the Shield Lands have been overrun by the forces of

uz the Oeridians still living there show real determination

nd the erce spirit of the race The Oeridians in these lands

ontinue the struggle against the occupying forces of Iuz the

nly exception being the Oeridians of Nyrond

The Oeridians of Nyrond mirror the condition of the Kingdom

tself they are poverty stricken This situation leaves them in

very poor position to wage an oensive war against the ldquoOld

Onerdquo However the Oeridians of Nyrond remain ever vigilant

f the Old Onersquos designs on their territories and are prepared

hough their stance must be defensive in nature

The ldquowarrior coderdquo is forever present within the minds and

earts of the Oeridian peoples and they nd ways to defend

heir lands regardless of their circumstances Defensively

uryondy is currently in the best shape of all the Oeridian

nations due to their being aided in securing their border

their Velunese neighbors In addition the Church of Heiron

has an ever growing inuence amongst the Oeridian peo

in these two nations and the Priests and Paladins of His ch

are highly regarded by the peoples of these two kingdom

The Oeridian peoples have learned to work well with o

human races and nowhere is this truth more evident tha

the Sheldomar valley and the Kingdom of Keoland In Keo

a minority of Oeridian and Suloise nobles enjoy a peaceful

over a Flannae majority

In the Prelacy of Veluna a considerable populatio

intermingled Oeridian and Flannae peoples also live toge

peacefully Rao serves as this nationrsquos chief deity but

church of Heironious is also well represented on the nat

Theocratic Council The Oeridian peoples of Keoland

Veluna are much more in control of their emotions then

their brethren in other nations and are therefore less like

fall prone to the more traditional overreaction of Oeridian

A great many Oeridians grow-up to become warriors B

instilled from early childhood with a profound respect for

and women of martial prowess most Oeridians have studie

least one melee weapon by the time they reach adulthoo

The skill of manufacturing weapons and armor is also h

respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are

naturally nimble people acrobatic skills such as dancing

tumbling are often manifested in Oeridians from all walk

life

RELIGIONThe Oeridian peoples seem to have a particular fondnes

martial gods The Oeridian Pantheon boasts no less than t

Gods of War and Battle Heironious Hextor and Stratis

is believed to be dead

All three war gods were mothered by Stern Alia God

of Motherhood Culture and Law three precepts which

important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St

was dominant in their ancient homeland which they be

was in western Oerik Some Oeridians still worship this fa

deity and repeat a legend associated with His death

whispered that at His death Stratisrsquo blood burned its

through the Oerth down into the Underdark and exposed

passageway to the drow settlement of Kalan-Grsquoeld Str

blood then turned into mists and still oats around

Underdark in clouds It is said that anyone touched by th

clouds is gifted with a portion of Stratisrsquo divine spark

The Oeridian Pantheon also consists of Bleredd Celes

Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku

Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri

collective name for the Oeridian agricultural gods Veln

Telchur Atroa Sotillion and Wenta

Heironious Hextor Fharlanghn Pholtus Pelor and Zil

are the primary recipients of Oeridian worship in the Flanna

though all the gods of the pantheon receive varying amo

of veneration token though they may be

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25

s another matter entirely If not for the considerable size of

heir eets these nations would be in serious trouble given

hat this is the one area in which the Suloise have bested

hem

The Oeridians of the former Great Kingdom prefer to ram an

nemyrsquos vessel and board them with marine units since their

and to hand tactics are superior to that of their opponents

However their naval tactics prove a contradiction in this

egard as Oeridian ships are built for strength rather than

peed and ranged combat seems to be the most eective

method against the Suloise vessels

The Peace loving Oeridians of Veluna have ample amounts

f military units cavalry infantry and archers However these

Oeridians prefer bludgeoning weapons Veluna is also known

o have the only man-catcher unit in existence While no

ne has yet seen it used on the eld of battle it is rumored

hat these units were responsible for quelling the upheavals

n the disputed lands of Bissel The man-catcher unit serves

mainly as an honor guard but gives frequent demonstrations

f its great prociency in the non-lethal use of their weapon

Although swordsmanship is practiced in Veluna it is viewed

rimarily as a sport rather than an instrument of war

RACIAL FEATSThe following is a list of racial feats that an Oeridian character

may take as hisher bonus feat

You have studied many dierent Aerdi styles of warfare

ranting you a mastery of the battleeld

Benet A character with the Aerdi Bloodline feat gains a +2

ompetence bonus to Alertness checks and a +1 competence

onus to hit with spear or short sword

Special You may only take this feat as a 1st-level character

You have exceptional skill on mounts and with Nyrondal

anged combat tactics

Benet A character with the Nyrondal Bloodline feat

ains a +2 competence bonus to Ride skill checks and a +1

ompetence bonus to hit with a rapier or bow

Special You may only take this feat as a 1st-level character

You are known for your scouting skills and defensive ghting

actics

Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and

+1 dodge bonus to their AC

Special You may only take this feat as a 1st-level character

A character must choose either Spot or Survival skill bonus at

st-level

B N [H]

B A [H]

B V [H]

C S [G]

D R [H]

H [GB]

You are skilled in battle and can sense when combat is a

to ensue

Benet Before combat begins a character with this

can make a wisdom check (DC 10+ frac12 opponents hit dice)

if successful the character gains a +2 insight bonus to t

saving throws or Armor Class either which can apply

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters need to meet a prerequisite to a

this feat a wisdom score of 13 or higher

You are nimble in battle and many of them study how to a

blows

Benet A character with this feat gains a +2 dodge bo

when not using armor or shields of any kind The chara

must have a weapon in his hand for the feat to work

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters can take this feat but the prerequ

is a Dexterity score of 13 or more

You have toughened your body to the point where they s

able to turn blades aside during battle

Benet A character with this feat gains a damage resista

of 2

Special You may only take this feat as a 1st-level chara

must take either Endurance or Toughness as a prerequisi

this feat

You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta

they may rage like a barbarian of equal level The chara

receives all bonuses and penalties associated with ragin

noted on page 25 of the 35 edition of the PHBThe chara

receives all bonuses and penalties associated with raging

noted on page 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level chara

Oeridians from Veluna cannot take this feat

You can be quite intimidating when you have to be

Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi

someone a second time even after an initial intimida

check has failed but without the +2 bonus on the sec

attempt

Special You may only take this feat as a 1st-level chara

O R [H]

O P [H]

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26

O G [H]

O S [H]

You have a greater aptitude towards grace and maneuverability

Benet A character with this feat gains a +2 competence

onus to all Balance and Tumbling skill checks

Special You may only take this feat as a 1st-level character

Your ghting spirit shows your resolve when the end is nigh

Benet A character with this feat gains a +2 competence

o hit and damage but only when reduced to less than 20

f his hit point total

Special Oeridians who are members of the following

lasses may choose this feat Barbarians Rangers Paladins

Warriors and Fighters Fighters can gain this feat at rst level

A character may gain this feat after choosing the Endurance

nd Die-hard feats

You are well versed in many ghting styles However you

refer a less lethal approachBenet A character with this feat can use any blunt object

r bludgeoning weapon to cause non-lethal damage to his

pponent Weapons used in this way do half damage All

amage inicted in this manner is non-lethal

You have mastered the art of non-lethal damage

Benet As Sub-dual Focus above only the weapon does

ull damage all of it being sub-dual

Special Oeridians from Veluna taking Sub-dual Focus get

Greater Sub-dual Focus for free Other characters are required

o spend a second feat for Greater Sub-dual Focus

You have honed your skills in the subtle arts eschewing any

warrior instincts for a more deceptive approach

Benet A character with this feat receives a +2 competence

onus to both the Blu and Sense Motive skills The character

s equally adept at lying and discerning a lie

Special You may only take this feat as a 1st-level character

Only those characters from Ahlissa and North Kingdom may

ake this feat

S- F [G]

S- F G [G]

S [H]

T O P

Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti

Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves

Zilchus (LN god of power prestige inuence monbusiness)

Crsquo

C

G

T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073

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27

RACES OF OERTH

The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak

The Rhennee rmly believe they are from another world

nown as ldquoRhoprdquo In truth Rhop was a large island continent

ar removed from the Flanaess The distance is so great that

t could easily lead anyone to believe that Rhop was anotherworld

Natural talents possessed by the Rhennee strongly suggest

o scholars that the Rhennee have lived on or near large

odies of water for the racersquos entire existence Some sages

elieve that Rhop was ndash in reality ndash some type of ldquoElder

Beingrdquo possessed of supernatural powers and quite possibly

esembled some type of turtle-like creature Such a Being

would of necessity have been quite large possibly measuring

ome ve miles in radius Sages believed that either some

xternal ldquoforcerdquo removed the Rhennee from their living island

aradise or else this ldquoIsland Beingrdquo itself sent them away

While there is some debate upon the subject most sages

gree that the Rhennee are native to Oerth Sages also agree

hat after leaving their island home the Rhennee traveled to

he Flanaess and settled in and around the Adri Forest But

enturies ago they were driven out of this area as well -- by

he invading Oeridians

On the whole the Rhennee are still a young race Having

nally found their own niche within the societies of the Flanaess

eems to have caused their civilization to ourish especially

pon the Selitan river and the Nyr Dyv What happens to the

ace next remains to be seen

The Rhennee themselves have taken a generally neutral

pproach to their neighbors refusing to involve themselves

r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have

sed them for a variety of transportation services including

he delivery legal and illegal goods

Whether or not the legend of Rhop being some other world

s true or not one thing is certain the Rhennee people are not

eaving the Flanaess anytime soon

APPEARANCEThe Rhennee are often tan or olive skinned humans T

tend to be shorter than other human races and often stoc

displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w

between 140-175 lbs while female Rhennee average betw

4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co

are most often blue gray or hazel although green eyes

not unknown Their hair color is often black or dark bro

Curly hair is most common but wavy hair is not unknown

PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated

secretive most Rhennee have little regard for the other hu

races

Having been ostracized by the majority of human ra

Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp

and it is very rare to nd one amongst the Rhennee for

great length of time To the Rhennee nothing is more impor

than family and regardless of personal dierences it is ta

to go against the family and side with a Gajo

The Rhennee live almost exclusively upon the waterw

of the Flanaess making their homes on large barges A s

sect of Rhennee ndash known as the Attloi ndash travel in caravan

the area of the Adri Forest where many believe the Rhen

made their rst appearance in the Flanaess The majori

Rhennee reside in the central Flanaess remaining close to

Nyr Dyv which serves as a central focus for these people

Most other races of the Flanaess often consider the e

race of Rhennee as criminals and thieves While it is true

many Rhennee excel in the roguish arts relatively few

out right criminals The conict lies in the fact that to

Rhennee things which are considered the property of G

are actually considered ldquopublic propertyrdquo by the Rhennee

The Rhennee believe that if you cannot carry the item u

your person then it is open to public use To be fair even am

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28

hemselves the Rhennee practice this belief The exception to

his is items placed into a roped circle This practice dictates

hat the items should not be touched or removed The number

nd sequence of knots tied into the rope will show any and all

ust who it is that claims the roped property as their own

The Rhennee culture is very chauvinistic Males are the

eaders and may carry on their barge just as many wives as

hey can aord It should be noted however that each barge

r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda

cts as an advisor and a councilor to the leader in all of the

amilyrsquos aairs The Verda also serves as the tribersquos healer

nd herbalist She predicts the weather and sells fortunes to

he Gajos While male nobles rule the tribe none of them will

ontradict the Verda of their tribe

Interestingly Rhennee women must remain virgin until their

marriage while males are encouraged to take many lovers

But if a woman is found to have had sex before marriage she

s then forbidden to ever marry and must become a prostitute

r ldquoAuntardquo to the tribe Such a woman is often given a small

essel separate from the barges and is only welcome aboard

barge when she is servicing the Rhennee males on it

This custom seems strange to others given that most

Rhennee males will quickly start a ght if they believe that

Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for

he privilege of a night with one of these women For these

easons and others an Aunta is much more likely to leave the

arge-folk and seek a new life amongst the Gajos

All Rhennee are known to fear sickness child birth and

eath Since all three conditions are considered taboo If

Rhennee person is sick they are left with the wise women

f the tribe ndash the Verda ndash and no one will even visit with the

ick individual until the Verda deem it safe to do so If the sick

annot be cured or if there is the fear of infection then the

ick are sometimes simply cast out This rejection of the sick

n order to protect the tribe is considered even to out way any

amily tiesWomen who give birth must remain in seclusion with the

Verda for 40 days and 40 nights During this time no male

may see her she cannot even return to her husband until this

eriod is over The newly born child may be brought before

he father by the wise women but it is common place that the

hild is usually not seen until the wife returns to her husbandrsquos

ide

Women who give birth to an exceptional number of male

hildren have considerable authority within the tribe Age and

xperience also play an important role in Rhennee society For

xample older females possess considerably more power and

nuence than do younger woman within the tribe

Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become

Vethardquo sorceresses who are endowed with the powers of

Rhoprdquo Women who attain this standing ndash but are not actually

Verda ndash are now treated as though they were while actual

Verda who develop the Vetha abilities are considered nearly

divinerdquo in nature and are given a great range of freedoms in

egards to tribal aairs

Death by any cause is something that all Rhennee fear

For the barge-folk the deceasersquo body must be lled with

or sand and then wrapped in linen and cast into a large b

of water The Attloi on the other hand bury their dead

very often mark the grave as the site of a great evil Pries

Death Gods and Goddesses are greatly feared and consid

repulsive to the Rhennee peoples as are Necromancers

Though predominantly rogues all Rhennee males bec

adept with weapons and the most accomplished of t

become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe

warriors and enforcers Both elder males and the Darkha

are second only to the chieftain of the tribe

Rhennee earn most of what little income they have prim

through the transportation of goods and passengers altho

hunting shing trading and craft-work also play a role A

Rhennee are excellent Tinkerers though their reputation

such work may vary widely Sadly some Rhennee do pref

steal from the Gajos in order to make a living and this re

poorly on the race as a whole though Rhennee will not s

from each other

The Rhennee practice no known religion or at the le

no Gajo is aware of any formal Rhennee religion Wate

respected and honored by all the Rhennee so much so

the barge-folk have been known to clean dirty waterways

to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen

will willingly pollute a water source

Rhennee males like to wear tight-legged pantaloons l

tting shirts and leather jerkins Females wear long ow

sleeveless dresses with low-cut tops so as to entice t

males Rhennee women also like to wear charms made

mollusk shells and precious stones that are found near

the water The more colorful these garments and adornm

are the more they are liked by the Rhennee though b

and greens are easily the most popular colors

RELIGION

Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and

basis of their religious beliefs This thinking is reinforce

the practice among the Rhennee of ldquoVethardquo where som

their women are endowed with the sorcerous powers of

ldquoRhoprdquo

In the last few centuries some of the Rhennee

begun worshiping the elemental forces of water Still ot

participate in the sacricial rites of demonic and devilish c

Some of the Rhennee have even taken up the worship of s

Deities of the air though such Rhennee are few

Among the land dwelling Attloi some have taken up

service of Gods more commonly worshiped in the Flana

these include Fharlanghn Olidamarra and Istus Still

are those few who worship Celestian and Pelor

PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and

these skills as their trade Rhennee are taught from birt

swim and some are even conceived in the water

All Rhennee characters gain a +2 racial bonus to the ski

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29

f their profession (Boater) and swimming These are

onsidered class skills for all Rhennee characters Rhennee

haracters also have an innate ability for sleight of hand and

eceive a +2 bonus to this skill as well But they suer a ndash2 to

ll Diplomacy checks when dealing with other human races

Crafting hunting and shing are very common among the

Rhennee people They are also adept at preparing some of the

nest seafood dishes in all the Oerth

The land based Attloi keep horses and pack animals and use

hem to pull their wagons and haul their goods The Attloi are

killed performers excelling at dance wind instruments and

inging For this reason Attloi characters receive a +2 bonus

o animal handling and a +2 performance bonus in one of the

kills listed above

Like their waterborne brethren Attloi characters also excel

t sleight of hand and receive a +2 bonus to this skill But

hey also receive a -2 penalty to Diplomacy checks whenever

ealing with the other humans races The Attloi are skilled

raftsman and leather workers and make some of the nest

eather armor and goods to be found in the Flanaess

FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing

hey have to an army are the Darkhagard warriors who guardheir barges

Most Rhennee focus on martial skills which favor thrown

weapons single weapons dual weapons or a two handed

weapon style Wrestling and sticus matches commonly take

lace among the Rhennee people

Some Rhennee have developed a rope ghting style which

s used to trip bound or to escape an opponent This ghting

tyle is defensive in nature and is often used by older males

nd a few of the females among the barge-folk though it is a

much less common ghting style among the land based Attloi

The Rhennee have also developed a special racial weapon

alled the ldquoDarkhardquo This special weapon will only be found in

he possession of a tribal chief or his Darkhagards

RACIAL FEATSThe following is a list of racial feats that a Rhennee character

may take as hisher bonus feat

You have developed a sense for locating and spotting water in

ny quantity

Benet You receive a +2 competence bonus to Survival and

Knowledge (geography) skill checks Further you can obtain

p to two gallons of fresh water with a successful Survival skill

heck and up to two more gallons of water can be obtained for

very three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

Surprisingly more Attloi obtain this feat then Rhennee maybe

nes presence around bodies of water limits a knack for this

bility

You spend a great deal of time in the water and have impres

swimming skills

Benet You are able to hold their breath under water

number of rounds equal to three times your Constitution S

before suering any ill eects You receive a +2 compete

bonus to all swim skill checks

Special You may only take this feat as a 1st-level chara

Attloi cannot take this feat

You have a knack for catching large amounts of sh and o

aquatic game

Benet You receive a +4 competence bonus to Surv

checks when shing hunting aquatic game or gathe

aquatic plants

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but it should be noted

these cases are rare

You can communicate with all fresh water aquatic creatur

Benet So long as you do no harm to them or t

environment You can communicate with any fresh w

aquatic creatures including (crustaceans frogs and turt

Even if charmed both you and these creatures are giv

save in order to avoid the suggestion

You will not consume or harm any crustaceans or tu

like creatures nor will the character allow these creature

come to harm

If you are a Rhennee spell caster able to summon w

elemental creatures you may do so for twice the no

duration with zero chance of the elemental successrebelling against you Any water elemental summone

oppose you is twice as likely to rebel against its summ

and the duration of the spellrsquos eect is halved

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but instances are

common

You can see things beyond the limits of most mortals and h

a strong sense of your surroundings

Benet You receive a +2 competence bonus to all Initia

rolls and Spot checks On a successful Spot check (DC 30)

can sense where invisible creatures or objects are loca

but you cannot actually see them (Example A mage c

invisibility on himself prior to combat Without knowing h

there you make a successful Spot check You get a sens

where the invisible mage is but you cannot actually see

invisible mage)

Special You may only take this feat as a 1st-level chara

F W [H]

D [H]

R B [H]

K F [H]

S S [H]

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30

While much more prominent in females this feat is not

mited to them alone

Travelers Trade [Heritage]

You are ever on the move for the roads are your home

Benet You receive a +2 competence bonus to all Handle

Animal and Ride skill checks when dealing with any animal or

ehicle used in a caravan While traveling you also receive a

+2 competence bonus to all Survival skill checks

Special You may only take this feat as a 1st-level character

Rhennee cannot take this feat

Water Walker [Heritage]

You have a knack for operating barges and traversing your

essel through perilous waters

Benet You receive a +2 competence bonus to their

rofession (boater) skill and a +2 circumstance bonus to

etect weather and weatherrsquos eects on water conditions

while piloting their vessels

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

Contact with water rejuvenates and sustains you

Benet If you stand at least in knee deep water you

atigue at only half the normal rate In addition if you engage

n no strenuous activity while in a body of water you recover

it points equal to your Constitution bonus +1 for every three

ours in the water You may also hold your breath for a number

f rounds equal to twice your Constitution Score You must

ubmerge yourself in water for at least one hour each week

r he will begin to suer fatigue at twice the normal rate

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

You are more sensitive to the forces of nature often feeling

minor changes in the weather and environment which are

ometimes undetectable to animals

Benet You receive a +2 competence bonus to Survival

nd Knowledge (nature) skill checks You may predict weather

hanges up to six hours in advance including changes in

emperature Further with a successful Survival skill check

ou can predict the weather and up to two more hours more

or every three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

While much more prominent in females this feat is not limited

o them alone

T T [H]

W W [H]

W W [H]

IN SEARCH OF HOME

ldquoWe are the children with no landrdquo

ldquoForced to live in the unknownrdquo

ldquoWe sail this worlds waterwaysrdquo

ldquoIn search of yesterdays embracerdquo

ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo

ldquoShow us your unfurling facerdquo

ldquoWe are use to your disgracerdquo ldquo

You will one day atonerdquo

ldquoWhen we children return homerdquo

-Made famous by Artoli Medni

Rhennee bard

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31

The Suloise peoples had their origins outside of the Flanaess

South of the Crystalmist Mountains and west of the

Hellfurnaces

Many Suloise ed to the Flanaess to escape the constant

SuelBaklunish wars which eventually lead to the magical

evastation of their homeland These Suloise migrations

elped to displace many of the Flannae from their homelands

esulting in the Flannae being scattered far and wide

The ancient Suloise have passed on many of their traits to

heir descendants for good or bad Centuries ago the Suloise

oasted one of the greatest empires ever known to mankind

They learned the arts of sorcery and civilization from the

Olven-folk but in time the Suloise peoples surpassed even

heir Elven teachers in the manipulation of magic and used

his knowledge to forge the greatest empire of their time ndash the

Suel Imperium But they rejected the Elven peoplesrsquo warnings

bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies

The ancient Suloise were totalitarian in demeanor and

nslaved many peoples and races All peoples fell to the will

f the Suloise Imperium except for the ancient Baklunish

mpire The Suloise Imperium relied heavily upon magic and

t helped forged their empire Their magical experimentation

ead to the creation and engineering of altered races races

reated for the sole purpose of serving the empire

One of the most well known of these created races is the

Derro Many dwarves claim that the Derro existed long before

he Suel experimented on their kin and it is rumored that

he Derro are actually a blending of dwarves and humans

Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were

onducted before the Suel Imperium fell

The Suel Imperium fought the Baklunish Empire to a stand

till for control of eastern Oerik To break the stalemate the

Suloise brought about the Invoked Devastation This apparent

ictory over their enemies was short lived however as one of

he long forgotten Gods of the Baklunish chose to intervene

RACES OF OERTH

The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller

Gathering together the most powerful mages from am

his people within the stone circle of Tovag Baragu this

channeled much of His own power through these magici

supporting their retribution against the Imperium

This is the origin of the Rain of Colorless Fire which cov

all of the Suel Imperium in its inferno Were it not for

great seer Slerotin the Suloise peoples may well have b

destroyed but receiving premonitions of the impen

doom Slerotin gathered what noble families he could and

them through a magical tunnel ndash of his own creation ndash w

passed completely through the Hellfurnaces

All but one of the families ndash the Lerara ndash traveling

Slerotin arrived in the area of the Flanaess now known as

Yeomanry From there the Suloise peoples spread throug

the Flanaess founding nations for themselves often for

from the colonies of the Suel Imperium The noble fami

Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero

tunnel and reside there today

The most infamous and secretive society of the Suloi

indisputably the Scarlet Brotherhood headquartered on

Tilvanot Peninsula This Suloise organization has bases sp

out across the Flanaess and beyond So embroiled have

become in the aairs of the Flanaessrsquo nations this so-ca

secretive society is no longer as secretive as it once was W

the Scarlet Brotherhood is prominent in Shar they do

actually have control of the government there though

do exercise major inuence over all the Peninsularsquos aair

There is another Suloise organization called ldquoThose

must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in

Kingdom of Keoland Not much is known of the Silent O

though it is rumored that they seek to obtain forbidden ma

and ancient Suloise artifacts What their main goals ar

one knows for certain however those few who happen c

upon the Silent Tower and try to gain entrance are very o

not heard from again Whatever their main goal one thin

8162019 Oerth Journal 27pdf

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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8162019 Oerth Journal 27pdf

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 10: Oerth Journal 27.pdf

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9

more resilient and so on For every two caster levels add 1

oint of hardness to the material targeted by the spell This

ardness increase improves only the materialrsquos resistance to

amage Nothing else is modied by the improvement For

xample a longsword (treat steel as iron base hardness

0) aected by a hardening spell cast by a 12th-level caster

would have hardness 16 for the purpose of ignoring damage

aused by someone making a sunder attack The swordrsquos hit

oints attack and damage modiers and other factors are

ot aected A hardening spell does not in any way aect

substancersquos resistance to other forms of transformation

ce still melts paper and wood still burn rock still becomesransmutable to mud with the proper spell and so on

Reference Spell Compendium (WotC) pg 109

School conjuration (creation) Level sorcerer wizard 8

Casting Time 3 full rounds

Components V S M (small leather loop suspended from a

ent wire of gold) XP (500 XP)

Range close (25 ft + 5 ftlevel)

Eect See text

Duration concentration + 1 round

Saving Throw none Spell Resistance none

Casting portal opens an interdimensional connection

etween two places on the same plane of existence allowing

ravel between the locations in either direction The portal

tself is a circular hoop or disk from 5 to 20 feet in diameter

casterrsquos choice) oriented in the direction you desire when it

omes into existence (typically vertical and facing you) It is a

wo-dimensional window and anyone or anything that moves

hrough is shunted instantly to the other side The portal has a

ront and back Creatures moving through the portal from the

ront are transported to the other location creatures moving

rom the back are not

SPECIAL MATERIAL GLASSTEELGlassteel may be created via one of two methods Through an alchemical process requiring extensive knowledge of botmetallurgy and glassblowing or by the 6th-level arcane spell of the same name (cf glassteel) Glassteel combines strengtbeyond iron with the transparency of glass It most commonly nds use as a building material in fantastic castles but itcan also be fashioned into weapons and armor (although plain glassteel armor is much more costly to craft than eventhe most ornate armor) Glassteel is stronger and lighter than iron and completely transparent lacking the greenishtint of common glass Colored or tinted glassteel may be created using slight variations of either method Glassteelmay be textured from rough to smooth Items made of glassteel weigh only half what they otherwise would Items not primarily made of metal are notmeaningfully aected by being partially made of glassteel (A breastplate can be made of glassteel but hidearmor cannot) Glassteel armor counts as one armor category lighter than normal for purposes of movement and otherlimitations Heavy armors are treated as medium and medium armors are treated as light but light armorsare still treated as light Arcane spell failure chances for armors and shields made of glassteel are decreased

by 10 maximum Dexterity bonus is increased by 2 and armor check penalties are lessened by 3 (to aminimum of 0) Glassteel has hardness 20 and 40 hit points per inch of thickness This means that it is as hard asadmantine but much lighter Weapons and armor fashioned from glassteel are treated as masterworkitems with regard to creation times but the masterwork quality does not aect the enhancementbonus of weapons or the armor check penalty of armor Item Cost Modier light armor +2000 gp medium armor +6000 gp heavy armor +12000gp shield +2000 gp weapon +500 gp other items +100 gplb Reference Champions of Valor (WotC) pg 65

The interdimensional connection is forged through

Astral Plane so anything that blocks astral travel will

block the usage of the portal Much like the teleporta

spell you must have a clear idea of the location and la

of the destination You cannot create a portal if you d

know where the terminus will end up The clearer your me

image the more likely the portal will form Areas of st

physical or magical energies may make traversing a p

more hazardous or even impossible Use the following tab

determine the success of the portalrsquos opening

Reference DragonLance Campaign Setting pg 108 (

material is taken from the DragonLance Campaign se

where it is called Fistandantilusrsquo Portal)

School conjuration (creation) Level druid 6Casting Time 60 minutes

Components V S M (any seed pod)

Range touch

Target 1 square milelevel

Eect See text

Duration instantaneous

Saving Throw none Spell Resistance none

Taking the seed pod in one and making the prerequ

gestures in the other you cause the area aected to experie

an immediate renewal of all natural life (animal and pla

Destination Successful Failed Familiarity Portal Porta

P

X

R L

Very familiar 01-97 98-10 Studied carefully 01-94 95-10 Seen casually 01-88 89-10 Viewed once 01-76 77-10 Description 01-60 61-10

A glassteeled scim

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10

lants and trees are immediately restored to perfect health

nd any that bear nuts or fruit are immediately bountifully

aden Any plants or trees that have been cut back or down

n the past month are immediately restored to full life This

pell works as well on both fresh and salt water bodies as it

oes land

Insects and animals (Int 3 and lower) are returned to full

igorous health with any that have been slain in the past

month also being returned to full life

This spell never causes more life to be renewed than could

ustain itself for a month in the environment It will not bring

fe to barren deserts (though it would aect an oasis) or to

are lifeless stone

Any area suering the eects of any form of magical blight

must make an opposed caster level check or have that blight

emoved and the land renewed

School transmutation Level sorcerer wizard 4

Casting Time 1 standard action

Components V S M (small leather loop suspended from a

ent wire of gold)

Range touch

Target Any nonliving object up to 1000 lblevelDuration 1d4 days + 1 daylevel (D)

Saving Throw none Spell Resistance none

This spell functions like levitate except as noted above

nd as follows You can mentally direct the object to move

p or down as much as 45 feet each round for the duration

f the spell doing so is a move action When you cease

oncentration the object remains in place for the duration of

he spell

This spell can be made permanent with a permanency spell

HR)

Reference Shining South (WotC) pg 51 Additionally

s a house rule it has been modied to allow it to be made

ermanent

School transmutation Level sorcerer wizard 9

Casting Time 1 standard action

Components V S M (powdered diamond emerald ruby and

apphire dust worth 5000 gp contained in a platinum coated

lassteel hourglass worth at least 2500gp)

Range touch

Target creature or object touched

Duration see text

Saving Throw Fortitude negates (object) Spell Resistance

Yes (object)

Like the spell temporal stasis you use this spell to place

omething into suspended animation But instead of the

arget being a creature only it can be anythingmdashliving or

onliving When cast on an object any magical properties are

uspended (but not dispelled) Potions cannot be opened the

ext of magical scrolls is too fuzzy to read magic items do

ot operate etc At your discretion you can set a condition

r time whereby the spellrsquos magic releases the target This

is done verbally at the end of the spellrsquos casting and m

be specic if a condition For example you might cast

spell on a king and state ldquoYou are freed when the nat

of Forann and Bretin make peace with each otherrdquo Or if

target is a magic sword you might state ldquoYou are freed w

the youngest son of the Diranges family enters this cham

Whether or not you choose to ax a condition to the spell

magic of greater temporal stasis cannot be otherwise remo

(such as by a successful dispel magic spell or a freedom sp

Reference Behind the Spells Compendium (Tricky Owl

Publishing) pg 90

S

T S G

SHORT ON CONTENT

NEED NEW ADVENTURES FOR YOUWORLD OF GREYHAWK GROUP

LOOK NO FURTHER THAN TH

CANONFIRE CHRONICLES

FROM THE SAME CREW THAT BROUGH

YOU THE OERTH JOURNAL

CHECK IT OUT AT CANONFIRE

UNDER CANONFIRE CHRONICLES

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11

The modern Bakluni from Yecha to the southern reaches of

Ull trace their lineage back to the alabaster cities of the fabled

Baklunish Empire With a history measured in centuries this

ncient nation consist of all the lands stretching along theDramidj Ocean and from the distant Baklhaut Mountains in

he mythic west to the Flanness heartlands in the east The

egendary elemental mages of the empire bound dijinni and

lemental alike to the task of creating wondrous things to

proverdquo that this empire would stand the wrath of time itself

verything fell before the power of the great empire until

t encountered another empire that was following the same

manifest destiny the Suel Imperium The stage was set for

hese two mammoth empires to wage a war on a scale that

was thus far unseen upon the world of Oerth

Sixty-three years of war saw brave new heroes rise to

odhood and moldy old gods crumble into ash In the end

he two empires unleashed their doomsday weapons uponach other in an event that has become known as the ldquoTwin

Cataclysmsrdquo When the smoke nally cleared the Suel

mperium was left an ashen waste and the Baklunish were

cattered to the four winds Today the Baklunish are still

aunted by the memory of what was and the loss of an empire

hat has shaped each nation that has followed with each

eeking some claim to the Enlightened Throne

APPEARANCEThe Baklunish people fall within the norms of most human

aces with their height being anywhere from 5rsquo to 6rsquo6rdquo tall and

heir weight ranging from 140-225 lbs

The Bakluni have a skin almost golden in hue with hair

anging from blue-black to dark brown Their eyes are most

ften green gray-green gray or hazel with a rare jade-green

eing the most prized Children born with such eyes are seen

s a blessing

Though almost unheard of golden eyes have cropped up from

me to time among the Bakluni and these almost always

ndicate a child with Djinni bloodlines

PERSONALITY AND CULTURESpread across the eastern expanse of the region know

the Baklunish Basin the Bakluni cultures are diverse

the varying personalities are shaped by the environmenwhich they dwell Despite these dierences the Baklu

people do have common threads which link them togethe

a race The Bakluni are in general a contemplative peo

carefully thinking matters through before acting Even

most brazen chieftain of the Tiger Nomads or Ullish War

thinks upon any impending action for to court failure

stain onersquos honor

Following the precepts known as the ldquoFour Feet of

Dragonrdquo people of Baklunish descent follow these max

Honor Family Generosity and Piety While the other race

the Flanaess have an understanding of these concepts

Bakluni people give them a much deeper meaning

To the Bakluni honor determines how a man carries out

activities of his day It entails keeping onersquos word not ac

cowardly comporting oneself as due his station in life Th

are the acts of an honorable man

Even a bandit can act honorably and yet still be a ba

Honor is the rst -- and for some -- the most important fo

the dragon and for this very reason A man might be imp

or a miser and might even treat his family poorly and yet

be seen as a man But if a man acts without honor then

a cur to be beaten and killed as one would kill any verm

An honorable man seeks the deep roots that only family

provide He honors his parents and grandparents by marr

a woman of mutual standing who has conducted hehonorably who has a family that is also honorable Chil

bring wealth to a man and his wife that is beyond the mea

of coin An Honorable man magnies his grace and stan

by taking care of his family and seeing to their needs He

his children get good educations his daughters marrie

honorable men from good families his sons taught the w

of honor and family so they may stand as men worth

their fatherrsquos name A Bakluni man takes care of his pare

RACES OF OERTH

The BaklunishBy Dennis LovattArt by Adam Koča amp Rick Miller

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12

is brothers and sisters his aunts and uncles if they are by

atersquos hand or by age unable to do so themselves Family

an be a broad term which can also means the employees

f a merchant warriors in a mercenary company even the

ollowers of a bandit lord In these cases the leader will often

reat his men in the same fashion hersquod treat his children Hersquod

ee they were properly wed given a nest egg to start out in

married life etc

While wealth does not always nd those that spend a lifetime

n hard work generosity is not limited to the coin in ones

ouch An honorable man is generous with his time helping

is neighbors and friends giving advice to those that seek it

llowing them to prot from the wisdom Istus has shown to

im and he does not shirk from giving what food he can to

hose in need Hoarding food or coin is frowned upon and

ften is the rst step to ruination in the folktales retold by the

ards of the region The generous man it is said sees that

which he gives returned tenfold when his time of need arises

Piety while the last of the dragonrsquos feet plays an important

ole in the lives of the Bakluni people An honorable man pays

omage to the gods that stand in judgment of his life Istus

he Spinner of Fate AlrsquoAkbar the Restorer of Righteousness

Xan Yae the Lady of Perfection Zuoken the Ladyrsquos Hand

Geshtai the Lady of the Living WatersWhile one god or goddess may have a higher standing in

he eye of any given person it is a fool that cuts o his nose to

pite of his face Only the Mullahs of a given deity can focus all

f their devotion to a single god The average Bakluni oers

rayers to all of the gods in order to ensure that no slight or

nsult is given to any and to guard against the ckle hand of

ate turning against them Even during times of both drought

nd an abundance of water pious Bakluni make oerings to

Sevelkhar the Waster so as to keep him at bay An old Bakluni

aying says it all ldquoTrust in Istus but tie up your camelrdquo

Culturally turbans and keyehs are the common head wear

or men with Hijabs being the choice of women Loose tting

ants and shirts are the style with robes (light in desertslains regions and thicker in the more northernmountainous

egions) worn over them

Most Baklunish warriors favor lighter armor than the heavy

late armor of the east Preferred weaponry consists of spears

ances and composite bows with personal weaponry being all

manner of curved swords such as Scimitars Tulwars Saifs

Shamshirs and Kilij Even those who are not well trained carry

Jambiya which is little more than a curved dagger

RELIGIONThough not a massive pantheon the gods of the Bakluni are

well represented in the daily lives of their people They pay

espect to their deities with a wide variety of oerings andbeisances With Piety being a trait to which all honorable

Bakluni aspire or at least want to appear to aspire it is

ot surprising that the temples and their mullahs discuss

assionately the nature of orthodoxy and the truest path by

which divine enlightenment can be reached This religious

assion while a noble thing can lead some to rationalize

eeds from which even the most devout Mullah would recoil

It is upon these throes of religious passion that ends of

and the abyss gain footholds upon Oerth and cults aris

dark reections of the Bakluni gods Grazrsquozt makes a

mockery of Istus uttering his own blasphemous comm

to the eager ears of cultists who foolishly believe they

doing the Lady of Fatersquos bidding It is for this reason

the Baklunish region suers a larger quantity of cults

do most other regions and it is why the Mullahs are swi

punish these tools of heresy It is perhaps this very advers

environment that caused the rst Hakima to be blessed

ldquoThe Sightrdquo

A word originally in ancient Baklunish meaning wise

insightful Hakimas were often women skilled in midwif

Most temples had Hakimas on sta and even the poore

villages boasted at least one such woman Searches in

ancient records of the Empire revealed no precedent so

believed that the Sight is a recent development Hakimas

gifted with the ability to see and hear the truth of mat

and even the most skilled liar cringes at the presenc

these wise women In the years since their rst appeara

Hakimas have become the ldquoone honest soulrdquo who can sp

out with impunity against the edicts of the Mullahs the d

of the military even the laws of the Caliph For their part

Hakimas have taken this change in stride and treat theof the Sight as an honor and duty and while there are alw

rumors no case of a Hakima being stripped of the Sight

ever been conrmed

PROFESSIONS SKILLS AND CULTURAL FOIBLEThe Baklunish people have by dint of centuries of exist

and weight of tradition shaped themselves for their plac

this world This shaping has given them advantages in ce

professions and skills All Baklunish gain a +2 racial bo

to Knowledge (Religion) checks Those Baklunish born in

sprawling cities are also adept in the ne Baklunish a

haggling and spotting a good deal Such urban Baklu

gain a +2 racial bonus to Diplomacy (when using the skinegotiations) and appraisal checks Conversely the Baklu

born outside the great cities are less concerned with bargai

and more focused on horseesh Rural Baklunish gain a

racial bonus to Ride and Handle Animal checks

Not all of this shaping has been benecial as a people

Baklunish are insular and superstitious by nature Foreign

while not mistreated are kept at armrsquos length and

standosh nature results in a ndash2 racial penalty for Baklu

on all diplomacy checks involving foreigners The thre

demonic and diabolic inuences have made the Bakluni w

and mindful of the signs taught to them by their parents

grandparents Few Bakluni man or woman leaves the ho

in the morning without a token of good luck on their perBe it an iron nail bent into a ring a bronze eye worn o

necklace made of woven hair or a lucky copper piece th

tokens are an important security blanket for the superstit

Bakluni If deprived of this token a Bakluni grows nervous

somewhat jumpy resulting in a ndash2 penalty to all charis

based skill checks until the token is reclaimed

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13

FIGHTING STYLESThe Baklunish warrior is the undeniable master of mounted

ombat Be it with a lance bow or scimitar and shield the

Baklunish do it best when on horseback The Bakluni re-

urved Bow or horse bow is the weapon of choice for themounted archer The limbs of the bow seem short but this

s an illusion precipitated by the severe curve the limbs The

amination process used to construct the bow gives it the

trength and thus the distance to rival the eastern composite

ows yet allows it to serve expertly for horseback archers

The one aw of the otherwise masterful design lies in the

trings These wound strips of catgut work well but begin to

eteriorate in an overly damp environment It is common for

rchers who favor the horse bow to carry two bows one

trung and one unstrung plus several replacement strings

As mentioned above the Scimitar (and its cousins) is

he blade of choice in the Baklunish west and has been so

or several centuries Various ghting styles involving theweeping style of the blade are favored which maximizes the

weaponrsquos powerful slashing ability While most favor a light

hield in partnership with the scimitar a few nimble warriors

ake up a second blade sometimes a Jambiya or a short

hrusting sword and at other times another scimitar of equal

ize and arc This dual weapon style called Kasirga -- ancient

Baklunish for Whirlwind -- is a powerful and dramatic style

but requires plenty of room to use properly A more com

style of dual ghting using the Jambiya called Yuzlu -- anc

Baklunish for two-fang -- is favored by urban warriors W

it has less power than the wide sweeping strikes used in

Kasirga style it takes up less room and is more viable intwisting alleyways of the Baklunish Cities

RACIAL FEATSThese are racial feats any Baklunish character can take

their bonus human feat

You are a child of the desert and know its ways

Benet +2 to survival checks in desert terrain

Special Can only be taken at 1st level

You have been riding horses since before you could walk

Benet grants a +2 bonus to ride and to handle an

checks when dealing with horses

Special Can only be taken at 1st level

D [H]

E F [G]

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14

Grsquo G [H]

The goddess of the living waters has blessed your birth

Benet +2 to swim checks and need consume only half the

mount of water than other humans

Special Can only be taken at 1st level

The energies of the Invoked Devastation which tore apart the

reat Empire still linger within you and are manifested in theirthmark scar that you bear

Benet You receive a +2 bonus to Intimidate checks

+4 vs any Baklunish) You also add a +2 to the DC of Save

hrows for any spell with the Fear descriptor you cast You also

eceive a ndash2 to all Diplomacy checks made against any Bakluni

who see or know of your scar

Special You may only take this feat as a 1st-level character

You are descended from the genies summoned to Oerth by

he ancient Baklunish in the days of the Suel-Baklunish wars

You might bear some physical or psychological mark of yourncestry such as a ery disposition thanks to an Efreeti

ncestor or uniformly blue eyes from the blood of a Marid

Benet Select one type of genie Dao (earth) Djinni (air)

freeti (re) or Marid (water) The benets of this feat vary

y the type of your genie ancestor

Dao You receive a +4 bonus on Saving throws against

arth eects and Fortitude saves made to resist petrication

You also add +2 to the DC of saving throws for any spell with

he earth descriptor that you cast as a sorcerer This benet

tacks with the Spell Focus and Greater Spell Focus feats if the

pell you cast is from your chosen school

Djinni You receive a +4 bonus on Saving throws against

ir eects and the following spells acid fog call lightning

loudkill stinking cloud and storm of vengeance You also

dd +2 to the DC of Saving throws for any spells with the Air

escriptor that you cast as a sorcerer This benet stacks with

he Spell Focus and Greater Spell Focus feats if the spell you

ast is from your chosen school

Efreeti You receive a +4 bonus on Saving throws against

re eects You also add +2 to the DC of Saving throws for

ny spells with the Fire descriptor that you cast as a sorcerer

This benet stacks with the Spell Focus and Greater Spell

ocus feats if the spell you cast is from your chosen school

Marid You receive a +4 bonus on Saving throws against

water eects and the following spells acid fog cone of coldorrid wilting ice storm and sleet storm You receive a +2

onus on Constitution checks made to resist drowning You

lso add +2 to the DC of Saving throws for any spells with

he water descriptor that you cast as a sorcerer This benet

tacks with the Spell Focus and Greater Spell Focus feats if the

pell you cast is from your chosen school

Special You may only take this feat as a 1st-level character

S [H]

[H]

M W [G]

You know your way around business negotiations

Benet You receive a +2 bonus on Appraise Checks

checks and Diplomacy checks related to business dealing

You have been riding horses since before you could walk

Benet grants a +2 bonus to ride and to handle an

checks when dealing with horses Special Can only be taken at 1st level

You are a Bakluni who was raised in the deserts of the

Steppes The harsh storms have toughened you

Benet You have a +1 natural armor class bonus

Special You may only take this feat as a 1st-level chara

Your mother was a Hakima and you were born with a to

of her sightBenet You receive a +2 to Initiative rolls and Spot che

Special You may only take this feat as a 1st-level chara

While many Bakluni pay lip service to Sevelkhar to stave

his wrath you have been born with a touch of the wa

within them

Benets All diseases poisons and dehydration eects

twice as long to eect you For eects that are Instantane

delay the onset time one hour per constitution bonus If o

time is 1 minutes triple the time frame if hours make it

and if days make it weeks The character suers pena

slowly and damages are drawn out to make the chara

suer longer This allows the character to be healed when

would otherwise be detrimental While most people are le

tune with such supernatural aictions animals can sen

and you receive a -2 to all handle animal checks

Special You may only take this feat as a 1st-level chara

S [H]

S [H]

T S [H]

T W B [H]

T B P

AlrsquoAkbar (LG god of guardianship faithfulness digniduty)Azorrsquoalq (NG god of light purity courage strength)

Daoud (N god of humility clarity immediacy)Geshtai (N goddess of lakes rivers and wells)Istus (N goddess of fate and destiny)Mouqol (N god of trade negotiation venturesappraisal reciprocity)Xan Yae (N goddess of twilight shadows stealthmind over matter etc)Zuoken (N god of monks mental powers physical anmental mastery)

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15

t is widely documented that the Flannae people are natives of

he Flannaes Hence the name given to the lands even by the

Oeridian conquerors

Rumors persist that one time long ago perhaps before the

ation of Caerdiralor took shape That the Olman and Touv

eople occupied a stretch of land that occupied much of the

outhern Flannaes While no sages can prove the validity of

his claim a case can be made that the ancient Flan could of

eized these lands from the eeing Olman and Touv people

After all many a Touv and Olman god mimic aspects of the

lannae own pantheon

Perhaps a relation to MokrsquoSlyk and the Serpent of Touv

myth Meyanok bare some resemblance though Meyanok was

ot known as a purveyor of magic Though he was directly

esponsible for the birth of three gods Vara Damaran and

Berna Vara has aspects closely aligned to that of Incabulos

specially in the deliverance of nightmares One could arguehat each pantheon has gods or goddess that can be crossed

eferenced with the gods of other pantheons However many

an directly see the inuence of Flannae myth in every other

uman culture bordering or occupying the Flannaes However

were the Flannae inspired by a pantheon of gods from another

rigin

Many sages discredit any notion that such a scenario ever

xisted as no recorded documentation of the presence of

Olman or Touv culture has ever been seen in the Flannaes

roof of Touv and Olman cultures have prevailed in the

Amedio Jungle and there are no signs that these people did

ot originate from these lands

Many agree that the Old Faith is the bastion of Flannaeworship even to this day However some text remain that

how demonic like beings where accepted in the old faith and

eing part of mans primal nature The Old Faith coexisted with

hese obyrith and later tanaric beings Many paid lip service

o appease these ancient brethren Others worshipped them

ke gods and made pacts to gain power and inuence from

hese beings Some appeared to be less diabolical in their

reatment of the Flan people

Mokrsquoslyk the Serpent is thought to have granted the

people with the knowledge of arcane magic Though Flan

religion shows us that Boccob is the god of magic In anc

texts from the church itself show that Boccob once trapp

demon of unknown origin that was more powerful then Bo

at this time It is believe he gleaned enough magical po

over these thousand years of the demonic creatures capt

This could explain how Mokrsquoslyk stopped inuencing the

in his teachings on magic With Boccob now in place as

deity of magic Mokrsquoslyk waned in power Hoping to rec

what was taken from him in his thousand years of capti

It would also explain how Boccob would have little need

worshippers as his power was siphoned from another pow

being

Throughout the history of the peaceful Flannae T

always existed some outside inuence over how their nat

where formed Caerdiralor was formed by dark priests mystics whorsquos primary worship of Tiamat absconded with

teachings of the Old Faith Perhaps it was the pantheo

the Old Faith that was behind the mysterious force w

devastated their capital of Mysyrna Forcing the survivor

cross the Sea of Gearnat

The six great realms of the grass sea lived in tune with na

Until the survivors of Caerdiralor reared their ugly heads

inuenced Sulm in becoming yet another representa

of Ur-Flan power Perhaps the Old Faith was testing

people the dark priests and mystics of Caerdiralor ceme

themselves into seats of power among the Sulmi The

grew in power and once the Old Faith became threatene

obscurity Shattados would don the Scorpion crown the Iof Woe would sink The rampant lion of the Aerdy would

claim to the Flannaes and many of the gods of the Flan

would be incorporated into the pantheon of their conque

Coincidence highly unlikely

Many Flan nationrsquos existed at some point Exag is on

them however Exag was greatly inuenced by the cra

and little is heard of Flan culture in the city of clay excep

inuence in Perrenland The Vast Swamp was or is the hom

RACES OF OERTH

The FlannaeBy Dennis LovattArt by Adam Koča amp Rick Miller

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16

Acerak a cambion demilich who constructed his own labyrinth

or which every artisan or worker who aided in its construction

was locked away within its clutches Acerak would soon follow

ever a true empire in itself Many adventurers deemed it the

Tomb of Horrors for the atrocities committed and experienced

y those who entered the wretched place

The Kings of Burgess were the last of the just and noble

ations to fall to Vecnarsquos spider throne The nations of Fleeth

nd Almadia where intertwined those with the death of the

rincess of Fleeth Almadia was on its own to defend itself

rom the spider throne Vecna sort his vengeance against the

ity of Fleeth Once he slayed all her people save a few nobles

who submitted themselves to his mercy Vecna took Almadia

nd then set his sights on Burgess The only true threat to his

eign at the time of his Occluded Empire

Nuria was a contemporary of six realms of the grass sea

nd the Isles of Woe It traded magical wonders with the

itadel of Veralos ultimately it would be consumed into the

Great Kingdom Believed to have existed in what is now the

Kingdom of Nyrond The Flan population would intermingle

with their oeridian conquerors and become willing citizens of

The Great Kingdom

Perhaps one of the most troublesome of the lost Flan nations

re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants

f Trask were responsible for the attacks on the elven city of

Summer Stars Evil and bellicose beyond refute the invading

erids of house Naelax had little choice but to wipe them

rom the face of Oerth Destroying much of their magic and

writings

Last in the line of benevolent Flannae rulers Ehlissa the

nchantress lived in what is now know as the United Kingdom

f Ahlissa some 1700 years ago and continued to reign in

er prehistoric kingdom for several centuries more Queen

hlissa has no issues she keep song birds as pets During her

eign her people knew peace and none of her subjects knew

overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend

er subjects to her will Her reign lasted up until the Great

Migrations during her reign she managed to prevent the force

ocked away in her Nightingale from escaping Presumably

ead none truly know what happen to Queen Ehlissa or her

amed Nightingale Little to noting remains of Flan culture in

his region Long ago Suel and oerid migrations took their toll

n her Kingdom Becoming part of the Great Kingdom of the

Aerdy and recently The United Kingdom of Ahlissa

APPEARANCEThe Flannae people are recognizable by their bronze

omplexions and wavy or curly hair With strong angular

eatures and heavy brows most Flan are easily discernible

rom other human racial types They tend to be of average to

tocky build sturdy and somewhat hirsute they are anything

ut the prototypical human type these days

Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh

etween 150-180 lbs Female Flannae average between 4rsquo8rdquo

o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller

and heavier Flannae are possible

Their eyes are most commonly dark brown or black br

and amber appearing less frequently Their hair color is us

black but also ranges through shades of black-brown

brown and brown Curly and wavy hair is usual but some

have taken to straightening out there hair in recent times

The original Flan nomads of a millennium ago wore sim

utilitarian clothing including loincloths capes and lea

wrappings on their feet that served as shoes They also w

brightly colored body paints primarily vermilion and ye

ochre in primitive patterns a practice still common am

the surviving Rovers of the Barrens In civilized regions

clothing tends to follow current fashion though they still

to prefer solid bright primary colors

PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract

hard-working and reserved Flan are natural hunters

gatherers imbued with survival instincts most learn to

o the land Flan tend to eat lean even when there i

over abundance of food available Many Flan prefer wate

milk to alcoholic beverages though some places espec

in Geo and Sterich mead and ale have become com

place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling

family ancestry All Flan appear to be unemotional or slo

speak however those that succeed in gaining there trust

nd themselves a loyal passionate and jovial friend O

the human sub-races the Flan are more inclined to work

live among the demi-human races

Few nations boast a large Flan population these d

Geo Sterich Perrenland and the Wolf nomads sport

people mostly mixed with people of other human ethnici

Only the Roverrsquos of the Barrens and the people of Tehn s

a signicant stock of pure Flan-blooded people these day

The ancient Flan were able to carve out some of the m

successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em

Tostenhca Sulm and Itar

The Kingdom of Caerdiralor was the seat of Ur-Flan po

Absconding from the Flan coexistence with nature The ur-

delved deeply into the dark arts and sort to use the destru

force of nature to bend all to their will Worship of Tiamat b

paramount to their society Many other obscure demonic

or immortal powers inuenced them as well Mokrsquoslyk

Serpent seemed to be inuential in gifting the ancient

people with the arcane arts The true nature of Mokrsquosly

unknown Though his inuence amongst all the Flan pe

is well documented throughout history Caerdiralor mee

end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t

capital city of Myrsyrna that ended the genocidal war and

the surviving elite eeing across the Sea of Gearnat to

Lands of the Rhugha

Meanwhile in the lands known as the Bright Desert tr

of Flan people began to embrace the teachings of Va

the Maker the Subtle Teacher Born a mortal Vathris ra

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17

imself to the cusp of immortality through his knowledge

eeds and wisdom Embracing the ideals of progress and

ngenuity Under Vathris guidance the six great tribes of the

rass-sea became six realms

The six realms at that time where known as Itar Sulm

Rhugha Ronhass Durha and Truun Itar was chief among

hese six realms as they embraced the teachings of Vathris

wholeheartedly Many of the other tribes struggled to shed

heir past beliefs and the most resistant of those realms where

he Rhugha and the Ronhass strange that two of the most

rominent realms in the great grass sea choose to war against

ach other on a mere slight that none can recall If not for

he interference of the other four realms the Ronhass would

urely have fallen into obscurity The only way to keep peace

mong the six realms was to divide a line directly through the

ands of the Rhugha and Ronhass The Truun were gifted this

ealm to maintain the peace Gifted horsemen themselves and

utnumbering both the Rhugha and Ronhass in size made the

Truun the most reasonable choice to police these realms

Though peace would not last that long The dark mystics and

riests of Caerdiralor found their way into the nobility of Sulm

ars They whispered honeyed words of peace and progress

nstead they used their knowledge of iron-craft and secretitive

ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic

nd technology brought to them by the Caerdiralorrsquos sought

o control the six realms and make them into one mighty

ation

Sulm would rule over the six realms uniting them in bloodshed

nder one banner Despite the numerous nations of horsemen

hat opposed them Sulmrsquos iron-shod legions proved too much

or the other realms The Itari posed the greatest threat to

Sulmrsquos machinations of dominance over the great grass sea

The decades long war ended when Vathris divine spark was

nded by a dark wicked barbed longspear In vengeance for

tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered

he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering

lis of Sennerae down into the deep blue void of the Sea of

Gearnat

Sulm would fall due to the machinations of their last king

Shattados Five hundred years after Keraptis was named

rotector over the Flan nation of Tostenhca Shattados

would don the Scorpion crown gifted to him by the lord of

ntropy himself Tharizdun The people were transformed

nto manscorpions and dune stalkers while Sulmrsquos grass sea

uickly converted into the sands which make up the lands of

he Bright Desert today

Tostenhca was a military protectorate under the leadership

f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences

nd craftsmens ship that could rival those of dwarven and

nomish races They also saw the height in taxation that was

trictly enforced by Keraptis regime Keraptis made good on

is threats to those who failed to follow his strict tyrannical

rders Though the city saw its greatest success under

Keraptis rule His over taxation and cruelty were ultimately his

downfall the people revoked and under the leadership of

High priest Gethrun Shoiraine destroyed the wizard hiera

and laid siege to Keraptis keep Defeated Keraptis ed to

south with his gnomish minions

Three hundred years later Keraptis would enact his reve

using the power from the Null Enigma found under W

Plume Mountain Keraptis cursed Tostenhca Which lea

the death of Tostenhcarsquos inhabitants Tostenhca was lost

forgotten save for the rumors of its gold laden rooftops

unsurpassed wealth Many an adventurer has meet their

searching for the lost wealth of Tostenhca Where on

proud and striving Flan nation stood only a cursed and ko

infested place remain Now referred to in the cold tongu

Skrellingshald ldquothe cursed Flan holdrdquo

Veralos the Lost Citadel of the Flan was a fortress

upon the edge of the Rift Canyon in ancient times and

fealty to the wizards priests of the Isles of Woe Elite scho

artisans and mystics from all walks of life where sent he

develop their craft for the betterment of all Flan-kind Tho

the wizard priests of the isles of Woe were well entrenc

into Veralos social structure Little discovered behind

fortied walls escaped their attention Well after The Isle

Woe plunged beneath its watery depths into oblivion Ver

continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel

a sleeping power from within the Rift that would crum

the hidden citadel and its people for all time Even with

successful foray initiated by the company of seven M

scholars believe Veralos to be just another myth surroun

by an uninhabitable region of the Flannaes

The ldquosurvivalist instinctrdquo is forever present within the m

and hearts of the Flannae peoples and they nd ways to

exist in their lands regardless of their circumstances

nations of pure Flan decent survive these days save the Ro

of the Barren and Tenha The Wolf nomads The Sheldo

Valley Perrenland and the Theocracy of the Pale are p

that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o

human cultures cementing part of their religious and cul

inuences amongst them all

A great many Flannae grow-up to become farmers herd

druids bards rangers and mages of renown Being inst

from early childhood with a profound respect for natur

all its forms Flannae have studied the aspects of nature

their place in it at one time or another Most Flannae h

at least a rudimentary understanding of farming herd

animal husbandry agriculture geography and wea

patterns Many Flannae plant a tree in front of their home

in a garden where they have easy access to As long as

tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of

luck and one should pick up and leave the place behind th

The skill of manufacturing leather and wooden crafts is

highly respected among the Flannae peoples Many a Flan

crafted a ute from a branch that had fell during a st

Tanning was and still is a common practice of many Flan

people The hides are highly prized for use as clothing

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18

rmor A naturally peaceful people skills such as dancing and

inging are often manifested in Flannae from all walks of life

RELIGIONThe Flannae peoples seem to have a particular fondness

or gods representing nature The Flannae Pantheon mostly

onsists of gods from the Old Faith With Beory and Obad-

Hai being the gods most commonly associated with the old

aith Over the years dierent cultures have altered the

riginal gods associated with the Old Faith save Beory and

Obad-Hai who are always present among their number The

riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn

ord Incabulos (in some Flan cultures he is replaced by the

oddess Berei) and The Lord of Winter Nerull Originally all

were neutral aspects though Incabulos became associated

with plagues and suering making many followers of the old

aith wish for the Lord of Winter to end their suering As such

very winter Obad -Hai is slain by the lord of winter It is the

ord of spring that releases Obad-Hai from the summer tree

He has Berei assist him with the burial of Obad-Hai Where he

s buried Mother Beoryrsquos tears revive him and a young sapling

rows which drops the fruit that hatches a young Obad-Hai

nce again in the spring By the summer he is fully grown and

trong the Stag King leading the wild hunt against those that

would dele nature During autumn he grows into a weathered

ld man waiting for the winter lord to slay him once again

There is a belief amongst the Old Faith that should Pelor fail

o bury Obad-Hai after seven days He will be gone forever

nd Oerth will forever be plunged into an eternal winter

The Flannae Pantheon consists of Allitur Beory Berei

Boccob Celene Earth Dragon Ehlonna Grummush (amongst

he early Flan he was thought a chief rival of Obad-Hai in

he old faith he was once known as the autumn lord and

was replaced by Incabulous after he established himself as

he chief patron of the orcish pantheon)Obad-Hai Pelor

ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and

Zodal

Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are

he primary recipients of Flannae worship in the Flannaess

hough all the gods of the pantheon receive varying amounts

f veneration token though they may be Many others

ave lost a direct association with the Flan pantheon and

re not mentioned here Though in truth about 90 of the

lan pantheon is considered part of the common pantheon

f gods As the oeridians stopped worshipping Sol and have

ully adopted Pelor into their pantheon of gods Beory is

onsidered the mother of the gods and only in the baklunish

west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the

most diminished of the human races currently bordering or

ccupying the Flannaes However they have cemented their

ustoms and traditions into every human species they have

ver come across Most notable of them all are the Oeridians

nd to a lesser extent the Suloise people

PROFESSIONS AND SKILLSThe Flannae have developed many and various skills

the centuries and in that time those professions and s

have changed little regardless of their location upon the O

-- as such all Flannae characters gain a + 2 racial bonu

two of the following skills Knowledge (nature) Knowle

(geography) Knowledge (the planes) Survival Ha

Animal Profession (tanner) Profession (animal breed

Profession (grain farmer) Dancing Singing or Ride T

skills are considered Class Skills for all Flannae character

Flannae characters are so attuned to nature that many

learned languages common amongst the fey races As

Flannae characters may take the Sylvan tongue as secon

language

The ancient Flannae also dwelled and worshipped dem

like they do gods these days Many have learned the Aby

tongue of demons and a few have learned the infe

languages of devils as a secondary language Note D

may require one of the following feats to be taken (Tai

Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o

to explain where the character has developed their knowle

of these languages

Flannae characters hailing from nations within the Sheldo

Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla

are exposed -- or have been exposed -- to atrocities dea

them by giants or other creatures driven from their home

an invasion of giants

FIGHTING STYLESThe ancient Flannae peoples where associated with prim

ghting styles few of which see use today Many Flan

where accomplished horsemen Most preferred to ride

their opponents armed with spears and axes Some ca

sickles to sacrice their enemies to the old gods Archery

horseback saw some usage mostly among the Itari and

by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we

maintaining their lands

In Geo and Sterich many of the Flan in these nations

adopted the sword as their main weapon While it se

this tradition was inspired by the oerids of these lands

Flan embody the spirit of their ancient brethren by run

headlong into battle naked armed only with their swords

handed weapons have also become common place as

tend to be more useful in damaging the giants which

these lands Long-bowmen have just begun to see m

usage as they allow one to keep a long distance from t

enemy short-bow use is more common especially when ri

horseback

The Wolf nomads favor the spear throwing axe and

their ancestors used in battle Some carry a spiked lea

gauntlets or the punching dagger and curved blades of t

baklunish ancestors alongside their wolf companions

In Perrenland polearms see much use especially amo

the mercenary companies Mercenaries from Perrenland

highly valued in the armies they serve Their ability espec

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19

n defense measurements are highly sort after Shortswords

xes spears shields and hunting knives are also common

lace with crossbows seeing little use in this region The most

killed pikemen and halberdiers are often from Perrenland

Having pushed back many a marauding army Most military

men in Perrenland learned their craft as mercenaries Fighting

n the opposite sides of warring parties However it is the

are mercenary who fellrsquos one of his kin This has served them

well when being hired to route fellow countrymen from the

pposing army ranks Only to nd them bolstering the ranks

f the mercenary army sent to dispose of them

One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra

urden of heavy armor and few would don any armor that

weighs more than forty pounds

Naval combat is something most Flan nations these days

now little about Many of their nations do not border large

odies of water capable of supporting naval units In ancient

mes the Isles of Woe and Caerdiralor supported naval units

Ahlissa presumably had the largest naval unit of all Flan

ations Though they also saw little usage as naval combat

was not as advanced as it is now in present day Oerth Instead

most naval units merely supported the transportation of

roops Perhaps naval units were more commonplace when

he Pomarj was a heavily populated Flan nation Though as

ar as historians can tell this area was populated by primitive

solationists who later were absorb into the migrating Suel

opulation Eventually only traces of Flan culture exist With

ltars and shrines devoting worship to the earth dragon

aramount among these ndings

The Flan present in the Theocracy of the Pale have been

bsorbed into the Oeridian way of life In truth little of their

ways exist in the Pale these days Many of their ghting

ormations and weapon usage mimics those of their Oeridian

rethren

RACIAL FEATSThe following is a list of racial and heritage feats that an

lannae character may take as hisher bonus feat

While some Flan from all walks of life are imbued with the

lood line of Caerdiralor You have a stronger connection

raced back to a mixture of the Sulmi bloodline with the

urvivors who ed the doomed nation when they crossed the

Sea of Gearnat

Benet A Caerdiralor Flan receives a +2 to saves against

pells from the necromantic school of magic If they have the

bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic

Special You may only take this feat as a 1st-level character

You are a descendant of the ancient Itari Flan whose forward-

hinking permitted them access to the ways of Vathris the

B C[H]

B I [H]

B D [H]

B R R [H]

maker

Benet An Itari Flan receives +2 skill bonuses to both

Knowledge (nature) and Diplomacy skills The character

easily sway someonersquos reaction by two categories for e

successful Diplomacy roll

Special You may only take this feat as a 1st-level chara

The characters Diplomacy score must be equal to or gre

than the characters level he is trying to persuade Other

the characters Diplomacy can only improve reactions rol

one category

You are a descendant of the Durha Flan some of the m

backward thinking and barbaric of the Flan people

Benet The Durha were some of the most determ

warriors However determination and skill are two die

things As such these characters gain 1 extra hit point

character level

Those with this bloodline may remain active at less

zero hit points with a successful Willpower save with a

DC of 12 plus the amount of damage suered below z

Example Fleg was struck by a club bringing his hit point

to - 3 hit points Fleg wills himself to maintain ghting on

rolls a 16 for his Will save to overcome his wounds S

Fleg is at -3 hit points he needed a 15 to remain active

remains active and is not struck again in combat Howeve

now requires a successful Willpower save DC 16 to cont

ghting as he cannot become stable while remaining activ

combat

Special You may only take this feat as a 1st-level chara

You are a descendant of the RhughaRonhass Flan While

Rhugha and the Ronhass were both intimately related to

other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron

were skilled horseman only because they were as stubbor

the mules they trained and lived with

Benet A RhughaRonhass Flan receives a +2 compet

bonus to their Ride skill (horses) and Handle Animal

(horses) They also receive a +2 to saves against spel

abilities to charm or enthrall them Spells that control emot

can aect them if it induces anger

Special You may only take this feat as a 1st-l

character Diplomacy is never a class skill for a character

this bloodline Diplomacy is treated as a non-class skill

receives all the limitations of a non-class skill for those

this bloodline regardless of which class they belong too

You are a descendant of the Sulmi Flan The ancient S

were always very ambitious determined to complete a tas

matter the cost This endearing trait led them to incorpora

the teachings of Caerdiralor into their society However s

B S [H]

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20

ure strains of this bloodline exist

Benet A Sulmi Flan receives a +4 insight bonus to any

kill roll once per day This does not guarantee success but

hows there determination in completing a task

Special You may only take this feat as a 1st-level character

The DM should penalize characters with this feat who give up

task too often or too easily

You are a descendant of the Truun Flan Much like the Rhugha

Ronhass the ancient Truun were skilled horsemen that

ttacked in large groups However the Truun did not share

he stubbornness their Rhugha and Ronhass brethren were

amous for

Benet A Truun Flan receives a +2 competence bonus

o their Ride skill (horses) and Handle Animal skill (horses)

A Truun that makes a successful Ride skill check in combat

lso receives a +1 competence bonus to attack rolls while on

orseback

Special You may only take this feat as a 1st-level character

You bear the mark of Demogorgon prince of all demons

Benet A character with this feat can telepathically

ommunicate with a creature in close range (25ft) much

ke a detect thoughts spell A targetrsquos successful Willpower

ave prevents you from reading its thoughts the save DC

=character level + 2 + highest non-physical attribute bonus

Intelligence Wisdom or Charisma]

However you also receive telepathic signals from all demon-

ind The latter is never at ease You struggle to control

he telepathic communication from demons a successful

Willpower save (DC demonrsquos hit dice + charisma bonus) is

equired whenever the character wants to actively block out

his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2

enalty on attack rolls saving throws skill checks and ability

hecks) until a successful Willpower save is made Because

he character has a volatile nature he gains a +2 insight

onus to all Intimidate skill checks and his telepathic link with

emon-kind grants him a +2 insight bonus to his Knowledge

the planes) skill checks Because the character is telepathic

e gains a +1 insight bonus to all initiative rolls

However the character always exudes a faint evil aura due

o the mark regardless of the characters actual alignment

Special You may only take this feat as a 1st-level character

You were born with a slightly forked tongue granting greater

ptitude with magic

Benet A character with Mokrsquoslykrsquos Tongue gains +2

ompetence bonus to either his Knowledge (arcana) or

Spellcraft skills The character also gains a +1 to their caster

evel when overcoming resistance for spells cast with a verbal

B T [H]

M S B [H]

Mrsquo T [H]

O A [H]

O F [H]

T T [H]

T T [H]

V T [H]

component

Special You may only take this feat as a 1st-level chara

You share some ancestry with those that lent their ma

might to the defense and expansion of Vecnarsquos Occlu

Empire

Benet Vecnarsquos Occluded Empire was well known fo

use of dark and secretive magical might As a descen

of this region you receive a +2 competence bonus to

Knowledge (arcana) and Knowledge (the planes) skills

Special You may only take this feat as a 1st-level chara

While many modern day Flan follow many faiths you fo

the ancients ways of your people

Benet A character with this feat receives a +2 compet

bonus to their Knowledge (religion) and Knowledge (nat

skills

Special You may only take this feat as a 1st-level chara

must follow Old Faith

You bear the taint of Tiamatrsquos followers

Benet A character with this feat has slightly scaly

that is noticeable by touch only and gains a +1 natural a

bonus They also gain a +4 resistance bonus to one of

following energy types acid electricity re or frost

Further the character also receives a +2 insight bonus t

Sense Motive checks to detect malicious intents or auras

as an evil spell or power register

However the character always exudes a faint evil aura

to the taint regardless of the characters actual alignmen

Special You may only take this feat as a 1st-level chara

You bear the artice and skill the the Tostencha people w

famous for

Benet This character may add +2 to one Craft sk

their choice The character also gains a +2 to their Appr

skill checks

Special You may only take this feat as a 1st-level chara

You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any

Knowledge skills and add a +2 competence bonus to t

skills or they make take one non-class knowledge skill

use it as a class skill without any penalty for skill improvem

cost

Then there are those who follow the teachings of Vathr

the god of lost causes and revenge These latter charac

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21

eceive a +2 to saves against poison or magic that would

ring them death or below zero hit points They also stand a

0 chance of becoming stable when brought below zero hit

oints instead of the normal 10 chance of most people

Special You may only take this feat as a 1st-level character

You are exceptionally skilled and versed in the workings of

he world

Benet A character with this feat gains 4 extra skill points

t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class

Also Knowledge skills can be increased by one more point

han usually allowed per character level A rst level character

with this feat may have a Knowledge skill with up to ve ranks

t rst level

Special You may only take this feat as a 1st-level character

V S I [H]

The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4

T F P

Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a

hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)

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23

PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged

traightforward and pragmatic Oeridians are taught from the

arliest age to respect authority and those who bear arms

Their interests lay in exploration hunting ghting and empire

uilding The history of their people give them right to boast

Oeridians are prone to take charge in dicult situations and

et they respect their superiors and sacrice for the good of

whatever cause or group they believe in Oeridians are known

or their enjoyment of songs celebration physical games

nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly

egarded by other races

There are three prominent Oeridian tribes The Aerdi best

nown for establishing The Great Kingdom The Nyrondal

f the Kingdom of Nyrond and the Vollar of the Prelacy of

Veluna are the other two prominent tribes of Oeridians Other

ribes do exist -- or have existed -- but they have become

ntermingled with other cultures

The Kingdom of Furyondy has a signicant Vollar presence

n its border with the Prelacy of Veluna however the Vollar

n both sides of the border have intermingled extensively with

he other peoples of these nations

The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of

he Flannaess but is now but a shadow of what it once was

aving splintered into two separate and distinct kingdoms

North Kingdom and The United Kingdom of Ahlissa Neither

f these current kingdoms is in control of the former capital

f Rauxes Decades of inghting magical atrocities and the

ramping of undead armies across the land have devastated

he area around the former capital

Most Oeridians now living in these lands tend to be less than

traightforward compared to their brothers in other lands

eing much more conniving and preferring to avoid direct

onict They seek instead to manipulate their adversaries

uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This

ttitude has served to lessen both the military presence and

nuence of the Church of Hextor

The Kingdoms of Furyondy and Nyrond as well as the former

Shield Lands are able to boast Oeridians of purest blood

Though the Shield Lands have been overrun by the forces of

uz the Oeridians still living there show real determination

nd the erce spirit of the race The Oeridians in these lands

ontinue the struggle against the occupying forces of Iuz the

nly exception being the Oeridians of Nyrond

The Oeridians of Nyrond mirror the condition of the Kingdom

tself they are poverty stricken This situation leaves them in

very poor position to wage an oensive war against the ldquoOld

Onerdquo However the Oeridians of Nyrond remain ever vigilant

f the Old Onersquos designs on their territories and are prepared

hough their stance must be defensive in nature

The ldquowarrior coderdquo is forever present within the minds and

earts of the Oeridian peoples and they nd ways to defend

heir lands regardless of their circumstances Defensively

uryondy is currently in the best shape of all the Oeridian

nations due to their being aided in securing their border

their Velunese neighbors In addition the Church of Heiron

has an ever growing inuence amongst the Oeridian peo

in these two nations and the Priests and Paladins of His ch

are highly regarded by the peoples of these two kingdom

The Oeridian peoples have learned to work well with o

human races and nowhere is this truth more evident tha

the Sheldomar valley and the Kingdom of Keoland In Keo

a minority of Oeridian and Suloise nobles enjoy a peaceful

over a Flannae majority

In the Prelacy of Veluna a considerable populatio

intermingled Oeridian and Flannae peoples also live toge

peacefully Rao serves as this nationrsquos chief deity but

church of Heironious is also well represented on the nat

Theocratic Council The Oeridian peoples of Keoland

Veluna are much more in control of their emotions then

their brethren in other nations and are therefore less like

fall prone to the more traditional overreaction of Oeridian

A great many Oeridians grow-up to become warriors B

instilled from early childhood with a profound respect for

and women of martial prowess most Oeridians have studie

least one melee weapon by the time they reach adulthoo

The skill of manufacturing weapons and armor is also h

respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are

naturally nimble people acrobatic skills such as dancing

tumbling are often manifested in Oeridians from all walk

life

RELIGIONThe Oeridian peoples seem to have a particular fondnes

martial gods The Oeridian Pantheon boasts no less than t

Gods of War and Battle Heironious Hextor and Stratis

is believed to be dead

All three war gods were mothered by Stern Alia God

of Motherhood Culture and Law three precepts which

important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St

was dominant in their ancient homeland which they be

was in western Oerik Some Oeridians still worship this fa

deity and repeat a legend associated with His death

whispered that at His death Stratisrsquo blood burned its

through the Oerth down into the Underdark and exposed

passageway to the drow settlement of Kalan-Grsquoeld Str

blood then turned into mists and still oats around

Underdark in clouds It is said that anyone touched by th

clouds is gifted with a portion of Stratisrsquo divine spark

The Oeridian Pantheon also consists of Bleredd Celes

Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku

Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri

collective name for the Oeridian agricultural gods Veln

Telchur Atroa Sotillion and Wenta

Heironious Hextor Fharlanghn Pholtus Pelor and Zil

are the primary recipients of Oeridian worship in the Flanna

though all the gods of the pantheon receive varying amo

of veneration token though they may be

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25

s another matter entirely If not for the considerable size of

heir eets these nations would be in serious trouble given

hat this is the one area in which the Suloise have bested

hem

The Oeridians of the former Great Kingdom prefer to ram an

nemyrsquos vessel and board them with marine units since their

and to hand tactics are superior to that of their opponents

However their naval tactics prove a contradiction in this

egard as Oeridian ships are built for strength rather than

peed and ranged combat seems to be the most eective

method against the Suloise vessels

The Peace loving Oeridians of Veluna have ample amounts

f military units cavalry infantry and archers However these

Oeridians prefer bludgeoning weapons Veluna is also known

o have the only man-catcher unit in existence While no

ne has yet seen it used on the eld of battle it is rumored

hat these units were responsible for quelling the upheavals

n the disputed lands of Bissel The man-catcher unit serves

mainly as an honor guard but gives frequent demonstrations

f its great prociency in the non-lethal use of their weapon

Although swordsmanship is practiced in Veluna it is viewed

rimarily as a sport rather than an instrument of war

RACIAL FEATSThe following is a list of racial feats that an Oeridian character

may take as hisher bonus feat

You have studied many dierent Aerdi styles of warfare

ranting you a mastery of the battleeld

Benet A character with the Aerdi Bloodline feat gains a +2

ompetence bonus to Alertness checks and a +1 competence

onus to hit with spear or short sword

Special You may only take this feat as a 1st-level character

You have exceptional skill on mounts and with Nyrondal

anged combat tactics

Benet A character with the Nyrondal Bloodline feat

ains a +2 competence bonus to Ride skill checks and a +1

ompetence bonus to hit with a rapier or bow

Special You may only take this feat as a 1st-level character

You are known for your scouting skills and defensive ghting

actics

Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and

+1 dodge bonus to their AC

Special You may only take this feat as a 1st-level character

A character must choose either Spot or Survival skill bonus at

st-level

B N [H]

B A [H]

B V [H]

C S [G]

D R [H]

H [GB]

You are skilled in battle and can sense when combat is a

to ensue

Benet Before combat begins a character with this

can make a wisdom check (DC 10+ frac12 opponents hit dice)

if successful the character gains a +2 insight bonus to t

saving throws or Armor Class either which can apply

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters need to meet a prerequisite to a

this feat a wisdom score of 13 or higher

You are nimble in battle and many of them study how to a

blows

Benet A character with this feat gains a +2 dodge bo

when not using armor or shields of any kind The chara

must have a weapon in his hand for the feat to work

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters can take this feat but the prerequ

is a Dexterity score of 13 or more

You have toughened your body to the point where they s

able to turn blades aside during battle

Benet A character with this feat gains a damage resista

of 2

Special You may only take this feat as a 1st-level chara

must take either Endurance or Toughness as a prerequisi

this feat

You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta

they may rage like a barbarian of equal level The chara

receives all bonuses and penalties associated with ragin

noted on page 25 of the 35 edition of the PHBThe chara

receives all bonuses and penalties associated with raging

noted on page 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level chara

Oeridians from Veluna cannot take this feat

You can be quite intimidating when you have to be

Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi

someone a second time even after an initial intimida

check has failed but without the +2 bonus on the sec

attempt

Special You may only take this feat as a 1st-level chara

O R [H]

O P [H]

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26

O G [H]

O S [H]

You have a greater aptitude towards grace and maneuverability

Benet A character with this feat gains a +2 competence

onus to all Balance and Tumbling skill checks

Special You may only take this feat as a 1st-level character

Your ghting spirit shows your resolve when the end is nigh

Benet A character with this feat gains a +2 competence

o hit and damage but only when reduced to less than 20

f his hit point total

Special Oeridians who are members of the following

lasses may choose this feat Barbarians Rangers Paladins

Warriors and Fighters Fighters can gain this feat at rst level

A character may gain this feat after choosing the Endurance

nd Die-hard feats

You are well versed in many ghting styles However you

refer a less lethal approachBenet A character with this feat can use any blunt object

r bludgeoning weapon to cause non-lethal damage to his

pponent Weapons used in this way do half damage All

amage inicted in this manner is non-lethal

You have mastered the art of non-lethal damage

Benet As Sub-dual Focus above only the weapon does

ull damage all of it being sub-dual

Special Oeridians from Veluna taking Sub-dual Focus get

Greater Sub-dual Focus for free Other characters are required

o spend a second feat for Greater Sub-dual Focus

You have honed your skills in the subtle arts eschewing any

warrior instincts for a more deceptive approach

Benet A character with this feat receives a +2 competence

onus to both the Blu and Sense Motive skills The character

s equally adept at lying and discerning a lie

Special You may only take this feat as a 1st-level character

Only those characters from Ahlissa and North Kingdom may

ake this feat

S- F [G]

S- F G [G]

S [H]

T O P

Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti

Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves

Zilchus (LN god of power prestige inuence monbusiness)

Crsquo

C

G

T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073

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27

RACES OF OERTH

The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak

The Rhennee rmly believe they are from another world

nown as ldquoRhoprdquo In truth Rhop was a large island continent

ar removed from the Flanaess The distance is so great that

t could easily lead anyone to believe that Rhop was anotherworld

Natural talents possessed by the Rhennee strongly suggest

o scholars that the Rhennee have lived on or near large

odies of water for the racersquos entire existence Some sages

elieve that Rhop was ndash in reality ndash some type of ldquoElder

Beingrdquo possessed of supernatural powers and quite possibly

esembled some type of turtle-like creature Such a Being

would of necessity have been quite large possibly measuring

ome ve miles in radius Sages believed that either some

xternal ldquoforcerdquo removed the Rhennee from their living island

aradise or else this ldquoIsland Beingrdquo itself sent them away

While there is some debate upon the subject most sages

gree that the Rhennee are native to Oerth Sages also agree

hat after leaving their island home the Rhennee traveled to

he Flanaess and settled in and around the Adri Forest But

enturies ago they were driven out of this area as well -- by

he invading Oeridians

On the whole the Rhennee are still a young race Having

nally found their own niche within the societies of the Flanaess

eems to have caused their civilization to ourish especially

pon the Selitan river and the Nyr Dyv What happens to the

ace next remains to be seen

The Rhennee themselves have taken a generally neutral

pproach to their neighbors refusing to involve themselves

r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have

sed them for a variety of transportation services including

he delivery legal and illegal goods

Whether or not the legend of Rhop being some other world

s true or not one thing is certain the Rhennee people are not

eaving the Flanaess anytime soon

APPEARANCEThe Rhennee are often tan or olive skinned humans T

tend to be shorter than other human races and often stoc

displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w

between 140-175 lbs while female Rhennee average betw

4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co

are most often blue gray or hazel although green eyes

not unknown Their hair color is often black or dark bro

Curly hair is most common but wavy hair is not unknown

PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated

secretive most Rhennee have little regard for the other hu

races

Having been ostracized by the majority of human ra

Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp

and it is very rare to nd one amongst the Rhennee for

great length of time To the Rhennee nothing is more impor

than family and regardless of personal dierences it is ta

to go against the family and side with a Gajo

The Rhennee live almost exclusively upon the waterw

of the Flanaess making their homes on large barges A s

sect of Rhennee ndash known as the Attloi ndash travel in caravan

the area of the Adri Forest where many believe the Rhen

made their rst appearance in the Flanaess The majori

Rhennee reside in the central Flanaess remaining close to

Nyr Dyv which serves as a central focus for these people

Most other races of the Flanaess often consider the e

race of Rhennee as criminals and thieves While it is true

many Rhennee excel in the roguish arts relatively few

out right criminals The conict lies in the fact that to

Rhennee things which are considered the property of G

are actually considered ldquopublic propertyrdquo by the Rhennee

The Rhennee believe that if you cannot carry the item u

your person then it is open to public use To be fair even am

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28

hemselves the Rhennee practice this belief The exception to

his is items placed into a roped circle This practice dictates

hat the items should not be touched or removed The number

nd sequence of knots tied into the rope will show any and all

ust who it is that claims the roped property as their own

The Rhennee culture is very chauvinistic Males are the

eaders and may carry on their barge just as many wives as

hey can aord It should be noted however that each barge

r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda

cts as an advisor and a councilor to the leader in all of the

amilyrsquos aairs The Verda also serves as the tribersquos healer

nd herbalist She predicts the weather and sells fortunes to

he Gajos While male nobles rule the tribe none of them will

ontradict the Verda of their tribe

Interestingly Rhennee women must remain virgin until their

marriage while males are encouraged to take many lovers

But if a woman is found to have had sex before marriage she

s then forbidden to ever marry and must become a prostitute

r ldquoAuntardquo to the tribe Such a woman is often given a small

essel separate from the barges and is only welcome aboard

barge when she is servicing the Rhennee males on it

This custom seems strange to others given that most

Rhennee males will quickly start a ght if they believe that

Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for

he privilege of a night with one of these women For these

easons and others an Aunta is much more likely to leave the

arge-folk and seek a new life amongst the Gajos

All Rhennee are known to fear sickness child birth and

eath Since all three conditions are considered taboo If

Rhennee person is sick they are left with the wise women

f the tribe ndash the Verda ndash and no one will even visit with the

ick individual until the Verda deem it safe to do so If the sick

annot be cured or if there is the fear of infection then the

ick are sometimes simply cast out This rejection of the sick

n order to protect the tribe is considered even to out way any

amily tiesWomen who give birth must remain in seclusion with the

Verda for 40 days and 40 nights During this time no male

may see her she cannot even return to her husband until this

eriod is over The newly born child may be brought before

he father by the wise women but it is common place that the

hild is usually not seen until the wife returns to her husbandrsquos

ide

Women who give birth to an exceptional number of male

hildren have considerable authority within the tribe Age and

xperience also play an important role in Rhennee society For

xample older females possess considerably more power and

nuence than do younger woman within the tribe

Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become

Vethardquo sorceresses who are endowed with the powers of

Rhoprdquo Women who attain this standing ndash but are not actually

Verda ndash are now treated as though they were while actual

Verda who develop the Vetha abilities are considered nearly

divinerdquo in nature and are given a great range of freedoms in

egards to tribal aairs

Death by any cause is something that all Rhennee fear

For the barge-folk the deceasersquo body must be lled with

or sand and then wrapped in linen and cast into a large b

of water The Attloi on the other hand bury their dead

very often mark the grave as the site of a great evil Pries

Death Gods and Goddesses are greatly feared and consid

repulsive to the Rhennee peoples as are Necromancers

Though predominantly rogues all Rhennee males bec

adept with weapons and the most accomplished of t

become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe

warriors and enforcers Both elder males and the Darkha

are second only to the chieftain of the tribe

Rhennee earn most of what little income they have prim

through the transportation of goods and passengers altho

hunting shing trading and craft-work also play a role A

Rhennee are excellent Tinkerers though their reputation

such work may vary widely Sadly some Rhennee do pref

steal from the Gajos in order to make a living and this re

poorly on the race as a whole though Rhennee will not s

from each other

The Rhennee practice no known religion or at the le

no Gajo is aware of any formal Rhennee religion Wate

respected and honored by all the Rhennee so much so

the barge-folk have been known to clean dirty waterways

to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen

will willingly pollute a water source

Rhennee males like to wear tight-legged pantaloons l

tting shirts and leather jerkins Females wear long ow

sleeveless dresses with low-cut tops so as to entice t

males Rhennee women also like to wear charms made

mollusk shells and precious stones that are found near

the water The more colorful these garments and adornm

are the more they are liked by the Rhennee though b

and greens are easily the most popular colors

RELIGION

Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and

basis of their religious beliefs This thinking is reinforce

the practice among the Rhennee of ldquoVethardquo where som

their women are endowed with the sorcerous powers of

ldquoRhoprdquo

In the last few centuries some of the Rhennee

begun worshiping the elemental forces of water Still ot

participate in the sacricial rites of demonic and devilish c

Some of the Rhennee have even taken up the worship of s

Deities of the air though such Rhennee are few

Among the land dwelling Attloi some have taken up

service of Gods more commonly worshiped in the Flana

these include Fharlanghn Olidamarra and Istus Still

are those few who worship Celestian and Pelor

PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and

these skills as their trade Rhennee are taught from birt

swim and some are even conceived in the water

All Rhennee characters gain a +2 racial bonus to the ski

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29

f their profession (Boater) and swimming These are

onsidered class skills for all Rhennee characters Rhennee

haracters also have an innate ability for sleight of hand and

eceive a +2 bonus to this skill as well But they suer a ndash2 to

ll Diplomacy checks when dealing with other human races

Crafting hunting and shing are very common among the

Rhennee people They are also adept at preparing some of the

nest seafood dishes in all the Oerth

The land based Attloi keep horses and pack animals and use

hem to pull their wagons and haul their goods The Attloi are

killed performers excelling at dance wind instruments and

inging For this reason Attloi characters receive a +2 bonus

o animal handling and a +2 performance bonus in one of the

kills listed above

Like their waterborne brethren Attloi characters also excel

t sleight of hand and receive a +2 bonus to this skill But

hey also receive a -2 penalty to Diplomacy checks whenever

ealing with the other humans races The Attloi are skilled

raftsman and leather workers and make some of the nest

eather armor and goods to be found in the Flanaess

FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing

hey have to an army are the Darkhagard warriors who guardheir barges

Most Rhennee focus on martial skills which favor thrown

weapons single weapons dual weapons or a two handed

weapon style Wrestling and sticus matches commonly take

lace among the Rhennee people

Some Rhennee have developed a rope ghting style which

s used to trip bound or to escape an opponent This ghting

tyle is defensive in nature and is often used by older males

nd a few of the females among the barge-folk though it is a

much less common ghting style among the land based Attloi

The Rhennee have also developed a special racial weapon

alled the ldquoDarkhardquo This special weapon will only be found in

he possession of a tribal chief or his Darkhagards

RACIAL FEATSThe following is a list of racial feats that a Rhennee character

may take as hisher bonus feat

You have developed a sense for locating and spotting water in

ny quantity

Benet You receive a +2 competence bonus to Survival and

Knowledge (geography) skill checks Further you can obtain

p to two gallons of fresh water with a successful Survival skill

heck and up to two more gallons of water can be obtained for

very three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

Surprisingly more Attloi obtain this feat then Rhennee maybe

nes presence around bodies of water limits a knack for this

bility

You spend a great deal of time in the water and have impres

swimming skills

Benet You are able to hold their breath under water

number of rounds equal to three times your Constitution S

before suering any ill eects You receive a +2 compete

bonus to all swim skill checks

Special You may only take this feat as a 1st-level chara

Attloi cannot take this feat

You have a knack for catching large amounts of sh and o

aquatic game

Benet You receive a +4 competence bonus to Surv

checks when shing hunting aquatic game or gathe

aquatic plants

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but it should be noted

these cases are rare

You can communicate with all fresh water aquatic creatur

Benet So long as you do no harm to them or t

environment You can communicate with any fresh w

aquatic creatures including (crustaceans frogs and turt

Even if charmed both you and these creatures are giv

save in order to avoid the suggestion

You will not consume or harm any crustaceans or tu

like creatures nor will the character allow these creature

come to harm

If you are a Rhennee spell caster able to summon w

elemental creatures you may do so for twice the no

duration with zero chance of the elemental successrebelling against you Any water elemental summone

oppose you is twice as likely to rebel against its summ

and the duration of the spellrsquos eect is halved

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but instances are

common

You can see things beyond the limits of most mortals and h

a strong sense of your surroundings

Benet You receive a +2 competence bonus to all Initia

rolls and Spot checks On a successful Spot check (DC 30)

can sense where invisible creatures or objects are loca

but you cannot actually see them (Example A mage c

invisibility on himself prior to combat Without knowing h

there you make a successful Spot check You get a sens

where the invisible mage is but you cannot actually see

invisible mage)

Special You may only take this feat as a 1st-level chara

F W [H]

D [H]

R B [H]

K F [H]

S S [H]

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30

While much more prominent in females this feat is not

mited to them alone

Travelers Trade [Heritage]

You are ever on the move for the roads are your home

Benet You receive a +2 competence bonus to all Handle

Animal and Ride skill checks when dealing with any animal or

ehicle used in a caravan While traveling you also receive a

+2 competence bonus to all Survival skill checks

Special You may only take this feat as a 1st-level character

Rhennee cannot take this feat

Water Walker [Heritage]

You have a knack for operating barges and traversing your

essel through perilous waters

Benet You receive a +2 competence bonus to their

rofession (boater) skill and a +2 circumstance bonus to

etect weather and weatherrsquos eects on water conditions

while piloting their vessels

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

Contact with water rejuvenates and sustains you

Benet If you stand at least in knee deep water you

atigue at only half the normal rate In addition if you engage

n no strenuous activity while in a body of water you recover

it points equal to your Constitution bonus +1 for every three

ours in the water You may also hold your breath for a number

f rounds equal to twice your Constitution Score You must

ubmerge yourself in water for at least one hour each week

r he will begin to suer fatigue at twice the normal rate

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

You are more sensitive to the forces of nature often feeling

minor changes in the weather and environment which are

ometimes undetectable to animals

Benet You receive a +2 competence bonus to Survival

nd Knowledge (nature) skill checks You may predict weather

hanges up to six hours in advance including changes in

emperature Further with a successful Survival skill check

ou can predict the weather and up to two more hours more

or every three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

While much more prominent in females this feat is not limited

o them alone

T T [H]

W W [H]

W W [H]

IN SEARCH OF HOME

ldquoWe are the children with no landrdquo

ldquoForced to live in the unknownrdquo

ldquoWe sail this worlds waterwaysrdquo

ldquoIn search of yesterdays embracerdquo

ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo

ldquoShow us your unfurling facerdquo

ldquoWe are use to your disgracerdquo ldquo

You will one day atonerdquo

ldquoWhen we children return homerdquo

-Made famous by Artoli Medni

Rhennee bard

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31

The Suloise peoples had their origins outside of the Flanaess

South of the Crystalmist Mountains and west of the

Hellfurnaces

Many Suloise ed to the Flanaess to escape the constant

SuelBaklunish wars which eventually lead to the magical

evastation of their homeland These Suloise migrations

elped to displace many of the Flannae from their homelands

esulting in the Flannae being scattered far and wide

The ancient Suloise have passed on many of their traits to

heir descendants for good or bad Centuries ago the Suloise

oasted one of the greatest empires ever known to mankind

They learned the arts of sorcery and civilization from the

Olven-folk but in time the Suloise peoples surpassed even

heir Elven teachers in the manipulation of magic and used

his knowledge to forge the greatest empire of their time ndash the

Suel Imperium But they rejected the Elven peoplesrsquo warnings

bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies

The ancient Suloise were totalitarian in demeanor and

nslaved many peoples and races All peoples fell to the will

f the Suloise Imperium except for the ancient Baklunish

mpire The Suloise Imperium relied heavily upon magic and

t helped forged their empire Their magical experimentation

ead to the creation and engineering of altered races races

reated for the sole purpose of serving the empire

One of the most well known of these created races is the

Derro Many dwarves claim that the Derro existed long before

he Suel experimented on their kin and it is rumored that

he Derro are actually a blending of dwarves and humans

Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were

onducted before the Suel Imperium fell

The Suel Imperium fought the Baklunish Empire to a stand

till for control of eastern Oerik To break the stalemate the

Suloise brought about the Invoked Devastation This apparent

ictory over their enemies was short lived however as one of

he long forgotten Gods of the Baklunish chose to intervene

RACES OF OERTH

The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller

Gathering together the most powerful mages from am

his people within the stone circle of Tovag Baragu this

channeled much of His own power through these magici

supporting their retribution against the Imperium

This is the origin of the Rain of Colorless Fire which cov

all of the Suel Imperium in its inferno Were it not for

great seer Slerotin the Suloise peoples may well have b

destroyed but receiving premonitions of the impen

doom Slerotin gathered what noble families he could and

them through a magical tunnel ndash of his own creation ndash w

passed completely through the Hellfurnaces

All but one of the families ndash the Lerara ndash traveling

Slerotin arrived in the area of the Flanaess now known as

Yeomanry From there the Suloise peoples spread throug

the Flanaess founding nations for themselves often for

from the colonies of the Suel Imperium The noble fami

Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero

tunnel and reside there today

The most infamous and secretive society of the Suloi

indisputably the Scarlet Brotherhood headquartered on

Tilvanot Peninsula This Suloise organization has bases sp

out across the Flanaess and beyond So embroiled have

become in the aairs of the Flanaessrsquo nations this so-ca

secretive society is no longer as secretive as it once was W

the Scarlet Brotherhood is prominent in Shar they do

actually have control of the government there though

do exercise major inuence over all the Peninsularsquos aair

There is another Suloise organization called ldquoThose

must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in

Kingdom of Keoland Not much is known of the Silent O

though it is rumored that they seek to obtain forbidden ma

and ancient Suloise artifacts What their main goals ar

one knows for certain however those few who happen c

upon the Silent Tower and try to gain entrance are very o

not heard from again Whatever their main goal one thin

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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8162019 Oerth Journal 27pdf

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 11: Oerth Journal 27.pdf

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10

lants and trees are immediately restored to perfect health

nd any that bear nuts or fruit are immediately bountifully

aden Any plants or trees that have been cut back or down

n the past month are immediately restored to full life This

pell works as well on both fresh and salt water bodies as it

oes land

Insects and animals (Int 3 and lower) are returned to full

igorous health with any that have been slain in the past

month also being returned to full life

This spell never causes more life to be renewed than could

ustain itself for a month in the environment It will not bring

fe to barren deserts (though it would aect an oasis) or to

are lifeless stone

Any area suering the eects of any form of magical blight

must make an opposed caster level check or have that blight

emoved and the land renewed

School transmutation Level sorcerer wizard 4

Casting Time 1 standard action

Components V S M (small leather loop suspended from a

ent wire of gold)

Range touch

Target Any nonliving object up to 1000 lblevelDuration 1d4 days + 1 daylevel (D)

Saving Throw none Spell Resistance none

This spell functions like levitate except as noted above

nd as follows You can mentally direct the object to move

p or down as much as 45 feet each round for the duration

f the spell doing so is a move action When you cease

oncentration the object remains in place for the duration of

he spell

This spell can be made permanent with a permanency spell

HR)

Reference Shining South (WotC) pg 51 Additionally

s a house rule it has been modied to allow it to be made

ermanent

School transmutation Level sorcerer wizard 9

Casting Time 1 standard action

Components V S M (powdered diamond emerald ruby and

apphire dust worth 5000 gp contained in a platinum coated

lassteel hourglass worth at least 2500gp)

Range touch

Target creature or object touched

Duration see text

Saving Throw Fortitude negates (object) Spell Resistance

Yes (object)

Like the spell temporal stasis you use this spell to place

omething into suspended animation But instead of the

arget being a creature only it can be anythingmdashliving or

onliving When cast on an object any magical properties are

uspended (but not dispelled) Potions cannot be opened the

ext of magical scrolls is too fuzzy to read magic items do

ot operate etc At your discretion you can set a condition

r time whereby the spellrsquos magic releases the target This

is done verbally at the end of the spellrsquos casting and m

be specic if a condition For example you might cast

spell on a king and state ldquoYou are freed when the nat

of Forann and Bretin make peace with each otherrdquo Or if

target is a magic sword you might state ldquoYou are freed w

the youngest son of the Diranges family enters this cham

Whether or not you choose to ax a condition to the spell

magic of greater temporal stasis cannot be otherwise remo

(such as by a successful dispel magic spell or a freedom sp

Reference Behind the Spells Compendium (Tricky Owl

Publishing) pg 90

S

T S G

SHORT ON CONTENT

NEED NEW ADVENTURES FOR YOUWORLD OF GREYHAWK GROUP

LOOK NO FURTHER THAN TH

CANONFIRE CHRONICLES

FROM THE SAME CREW THAT BROUGH

YOU THE OERTH JOURNAL

CHECK IT OUT AT CANONFIRE

UNDER CANONFIRE CHRONICLES

8162019 Oerth Journal 27pdf

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11

The modern Bakluni from Yecha to the southern reaches of

Ull trace their lineage back to the alabaster cities of the fabled

Baklunish Empire With a history measured in centuries this

ncient nation consist of all the lands stretching along theDramidj Ocean and from the distant Baklhaut Mountains in

he mythic west to the Flanness heartlands in the east The

egendary elemental mages of the empire bound dijinni and

lemental alike to the task of creating wondrous things to

proverdquo that this empire would stand the wrath of time itself

verything fell before the power of the great empire until

t encountered another empire that was following the same

manifest destiny the Suel Imperium The stage was set for

hese two mammoth empires to wage a war on a scale that

was thus far unseen upon the world of Oerth

Sixty-three years of war saw brave new heroes rise to

odhood and moldy old gods crumble into ash In the end

he two empires unleashed their doomsday weapons uponach other in an event that has become known as the ldquoTwin

Cataclysmsrdquo When the smoke nally cleared the Suel

mperium was left an ashen waste and the Baklunish were

cattered to the four winds Today the Baklunish are still

aunted by the memory of what was and the loss of an empire

hat has shaped each nation that has followed with each

eeking some claim to the Enlightened Throne

APPEARANCEThe Baklunish people fall within the norms of most human

aces with their height being anywhere from 5rsquo to 6rsquo6rdquo tall and

heir weight ranging from 140-225 lbs

The Bakluni have a skin almost golden in hue with hair

anging from blue-black to dark brown Their eyes are most

ften green gray-green gray or hazel with a rare jade-green

eing the most prized Children born with such eyes are seen

s a blessing

Though almost unheard of golden eyes have cropped up from

me to time among the Bakluni and these almost always

ndicate a child with Djinni bloodlines

PERSONALITY AND CULTURESpread across the eastern expanse of the region know

the Baklunish Basin the Bakluni cultures are diverse

the varying personalities are shaped by the environmenwhich they dwell Despite these dierences the Baklu

people do have common threads which link them togethe

a race The Bakluni are in general a contemplative peo

carefully thinking matters through before acting Even

most brazen chieftain of the Tiger Nomads or Ullish War

thinks upon any impending action for to court failure

stain onersquos honor

Following the precepts known as the ldquoFour Feet of

Dragonrdquo people of Baklunish descent follow these max

Honor Family Generosity and Piety While the other race

the Flanaess have an understanding of these concepts

Bakluni people give them a much deeper meaning

To the Bakluni honor determines how a man carries out

activities of his day It entails keeping onersquos word not ac

cowardly comporting oneself as due his station in life Th

are the acts of an honorable man

Even a bandit can act honorably and yet still be a ba

Honor is the rst -- and for some -- the most important fo

the dragon and for this very reason A man might be imp

or a miser and might even treat his family poorly and yet

be seen as a man But if a man acts without honor then

a cur to be beaten and killed as one would kill any verm

An honorable man seeks the deep roots that only family

provide He honors his parents and grandparents by marr

a woman of mutual standing who has conducted hehonorably who has a family that is also honorable Chil

bring wealth to a man and his wife that is beyond the mea

of coin An Honorable man magnies his grace and stan

by taking care of his family and seeing to their needs He

his children get good educations his daughters marrie

honorable men from good families his sons taught the w

of honor and family so they may stand as men worth

their fatherrsquos name A Bakluni man takes care of his pare

RACES OF OERTH

The BaklunishBy Dennis LovattArt by Adam Koča amp Rick Miller

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12

is brothers and sisters his aunts and uncles if they are by

atersquos hand or by age unable to do so themselves Family

an be a broad term which can also means the employees

f a merchant warriors in a mercenary company even the

ollowers of a bandit lord In these cases the leader will often

reat his men in the same fashion hersquod treat his children Hersquod

ee they were properly wed given a nest egg to start out in

married life etc

While wealth does not always nd those that spend a lifetime

n hard work generosity is not limited to the coin in ones

ouch An honorable man is generous with his time helping

is neighbors and friends giving advice to those that seek it

llowing them to prot from the wisdom Istus has shown to

im and he does not shirk from giving what food he can to

hose in need Hoarding food or coin is frowned upon and

ften is the rst step to ruination in the folktales retold by the

ards of the region The generous man it is said sees that

which he gives returned tenfold when his time of need arises

Piety while the last of the dragonrsquos feet plays an important

ole in the lives of the Bakluni people An honorable man pays

omage to the gods that stand in judgment of his life Istus

he Spinner of Fate AlrsquoAkbar the Restorer of Righteousness

Xan Yae the Lady of Perfection Zuoken the Ladyrsquos Hand

Geshtai the Lady of the Living WatersWhile one god or goddess may have a higher standing in

he eye of any given person it is a fool that cuts o his nose to

pite of his face Only the Mullahs of a given deity can focus all

f their devotion to a single god The average Bakluni oers

rayers to all of the gods in order to ensure that no slight or

nsult is given to any and to guard against the ckle hand of

ate turning against them Even during times of both drought

nd an abundance of water pious Bakluni make oerings to

Sevelkhar the Waster so as to keep him at bay An old Bakluni

aying says it all ldquoTrust in Istus but tie up your camelrdquo

Culturally turbans and keyehs are the common head wear

or men with Hijabs being the choice of women Loose tting

ants and shirts are the style with robes (light in desertslains regions and thicker in the more northernmountainous

egions) worn over them

Most Baklunish warriors favor lighter armor than the heavy

late armor of the east Preferred weaponry consists of spears

ances and composite bows with personal weaponry being all

manner of curved swords such as Scimitars Tulwars Saifs

Shamshirs and Kilij Even those who are not well trained carry

Jambiya which is little more than a curved dagger

RELIGIONThough not a massive pantheon the gods of the Bakluni are

well represented in the daily lives of their people They pay

espect to their deities with a wide variety of oerings andbeisances With Piety being a trait to which all honorable

Bakluni aspire or at least want to appear to aspire it is

ot surprising that the temples and their mullahs discuss

assionately the nature of orthodoxy and the truest path by

which divine enlightenment can be reached This religious

assion while a noble thing can lead some to rationalize

eeds from which even the most devout Mullah would recoil

It is upon these throes of religious passion that ends of

and the abyss gain footholds upon Oerth and cults aris

dark reections of the Bakluni gods Grazrsquozt makes a

mockery of Istus uttering his own blasphemous comm

to the eager ears of cultists who foolishly believe they

doing the Lady of Fatersquos bidding It is for this reason

the Baklunish region suers a larger quantity of cults

do most other regions and it is why the Mullahs are swi

punish these tools of heresy It is perhaps this very advers

environment that caused the rst Hakima to be blessed

ldquoThe Sightrdquo

A word originally in ancient Baklunish meaning wise

insightful Hakimas were often women skilled in midwif

Most temples had Hakimas on sta and even the poore

villages boasted at least one such woman Searches in

ancient records of the Empire revealed no precedent so

believed that the Sight is a recent development Hakimas

gifted with the ability to see and hear the truth of mat

and even the most skilled liar cringes at the presenc

these wise women In the years since their rst appeara

Hakimas have become the ldquoone honest soulrdquo who can sp

out with impunity against the edicts of the Mullahs the d

of the military even the laws of the Caliph For their part

Hakimas have taken this change in stride and treat theof the Sight as an honor and duty and while there are alw

rumors no case of a Hakima being stripped of the Sight

ever been conrmed

PROFESSIONS SKILLS AND CULTURAL FOIBLEThe Baklunish people have by dint of centuries of exist

and weight of tradition shaped themselves for their plac

this world This shaping has given them advantages in ce

professions and skills All Baklunish gain a +2 racial bo

to Knowledge (Religion) checks Those Baklunish born in

sprawling cities are also adept in the ne Baklunish a

haggling and spotting a good deal Such urban Baklu

gain a +2 racial bonus to Diplomacy (when using the skinegotiations) and appraisal checks Conversely the Baklu

born outside the great cities are less concerned with bargai

and more focused on horseesh Rural Baklunish gain a

racial bonus to Ride and Handle Animal checks

Not all of this shaping has been benecial as a people

Baklunish are insular and superstitious by nature Foreign

while not mistreated are kept at armrsquos length and

standosh nature results in a ndash2 racial penalty for Baklu

on all diplomacy checks involving foreigners The thre

demonic and diabolic inuences have made the Bakluni w

and mindful of the signs taught to them by their parents

grandparents Few Bakluni man or woman leaves the ho

in the morning without a token of good luck on their perBe it an iron nail bent into a ring a bronze eye worn o

necklace made of woven hair or a lucky copper piece th

tokens are an important security blanket for the superstit

Bakluni If deprived of this token a Bakluni grows nervous

somewhat jumpy resulting in a ndash2 penalty to all charis

based skill checks until the token is reclaimed

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13

FIGHTING STYLESThe Baklunish warrior is the undeniable master of mounted

ombat Be it with a lance bow or scimitar and shield the

Baklunish do it best when on horseback The Bakluni re-

urved Bow or horse bow is the weapon of choice for themounted archer The limbs of the bow seem short but this

s an illusion precipitated by the severe curve the limbs The

amination process used to construct the bow gives it the

trength and thus the distance to rival the eastern composite

ows yet allows it to serve expertly for horseback archers

The one aw of the otherwise masterful design lies in the

trings These wound strips of catgut work well but begin to

eteriorate in an overly damp environment It is common for

rchers who favor the horse bow to carry two bows one

trung and one unstrung plus several replacement strings

As mentioned above the Scimitar (and its cousins) is

he blade of choice in the Baklunish west and has been so

or several centuries Various ghting styles involving theweeping style of the blade are favored which maximizes the

weaponrsquos powerful slashing ability While most favor a light

hield in partnership with the scimitar a few nimble warriors

ake up a second blade sometimes a Jambiya or a short

hrusting sword and at other times another scimitar of equal

ize and arc This dual weapon style called Kasirga -- ancient

Baklunish for Whirlwind -- is a powerful and dramatic style

but requires plenty of room to use properly A more com

style of dual ghting using the Jambiya called Yuzlu -- anc

Baklunish for two-fang -- is favored by urban warriors W

it has less power than the wide sweeping strikes used in

Kasirga style it takes up less room and is more viable intwisting alleyways of the Baklunish Cities

RACIAL FEATSThese are racial feats any Baklunish character can take

their bonus human feat

You are a child of the desert and know its ways

Benet +2 to survival checks in desert terrain

Special Can only be taken at 1st level

You have been riding horses since before you could walk

Benet grants a +2 bonus to ride and to handle an

checks when dealing with horses

Special Can only be taken at 1st level

D [H]

E F [G]

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14

Grsquo G [H]

The goddess of the living waters has blessed your birth

Benet +2 to swim checks and need consume only half the

mount of water than other humans

Special Can only be taken at 1st level

The energies of the Invoked Devastation which tore apart the

reat Empire still linger within you and are manifested in theirthmark scar that you bear

Benet You receive a +2 bonus to Intimidate checks

+4 vs any Baklunish) You also add a +2 to the DC of Save

hrows for any spell with the Fear descriptor you cast You also

eceive a ndash2 to all Diplomacy checks made against any Bakluni

who see or know of your scar

Special You may only take this feat as a 1st-level character

You are descended from the genies summoned to Oerth by

he ancient Baklunish in the days of the Suel-Baklunish wars

You might bear some physical or psychological mark of yourncestry such as a ery disposition thanks to an Efreeti

ncestor or uniformly blue eyes from the blood of a Marid

Benet Select one type of genie Dao (earth) Djinni (air)

freeti (re) or Marid (water) The benets of this feat vary

y the type of your genie ancestor

Dao You receive a +4 bonus on Saving throws against

arth eects and Fortitude saves made to resist petrication

You also add +2 to the DC of saving throws for any spell with

he earth descriptor that you cast as a sorcerer This benet

tacks with the Spell Focus and Greater Spell Focus feats if the

pell you cast is from your chosen school

Djinni You receive a +4 bonus on Saving throws against

ir eects and the following spells acid fog call lightning

loudkill stinking cloud and storm of vengeance You also

dd +2 to the DC of Saving throws for any spells with the Air

escriptor that you cast as a sorcerer This benet stacks with

he Spell Focus and Greater Spell Focus feats if the spell you

ast is from your chosen school

Efreeti You receive a +4 bonus on Saving throws against

re eects You also add +2 to the DC of Saving throws for

ny spells with the Fire descriptor that you cast as a sorcerer

This benet stacks with the Spell Focus and Greater Spell

ocus feats if the spell you cast is from your chosen school

Marid You receive a +4 bonus on Saving throws against

water eects and the following spells acid fog cone of coldorrid wilting ice storm and sleet storm You receive a +2

onus on Constitution checks made to resist drowning You

lso add +2 to the DC of Saving throws for any spells with

he water descriptor that you cast as a sorcerer This benet

tacks with the Spell Focus and Greater Spell Focus feats if the

pell you cast is from your chosen school

Special You may only take this feat as a 1st-level character

S [H]

[H]

M W [G]

You know your way around business negotiations

Benet You receive a +2 bonus on Appraise Checks

checks and Diplomacy checks related to business dealing

You have been riding horses since before you could walk

Benet grants a +2 bonus to ride and to handle an

checks when dealing with horses Special Can only be taken at 1st level

You are a Bakluni who was raised in the deserts of the

Steppes The harsh storms have toughened you

Benet You have a +1 natural armor class bonus

Special You may only take this feat as a 1st-level chara

Your mother was a Hakima and you were born with a to

of her sightBenet You receive a +2 to Initiative rolls and Spot che

Special You may only take this feat as a 1st-level chara

While many Bakluni pay lip service to Sevelkhar to stave

his wrath you have been born with a touch of the wa

within them

Benets All diseases poisons and dehydration eects

twice as long to eect you For eects that are Instantane

delay the onset time one hour per constitution bonus If o

time is 1 minutes triple the time frame if hours make it

and if days make it weeks The character suers pena

slowly and damages are drawn out to make the chara

suer longer This allows the character to be healed when

would otherwise be detrimental While most people are le

tune with such supernatural aictions animals can sen

and you receive a -2 to all handle animal checks

Special You may only take this feat as a 1st-level chara

S [H]

S [H]

T S [H]

T W B [H]

T B P

AlrsquoAkbar (LG god of guardianship faithfulness digniduty)Azorrsquoalq (NG god of light purity courage strength)

Daoud (N god of humility clarity immediacy)Geshtai (N goddess of lakes rivers and wells)Istus (N goddess of fate and destiny)Mouqol (N god of trade negotiation venturesappraisal reciprocity)Xan Yae (N goddess of twilight shadows stealthmind over matter etc)Zuoken (N god of monks mental powers physical anmental mastery)

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15

t is widely documented that the Flannae people are natives of

he Flannaes Hence the name given to the lands even by the

Oeridian conquerors

Rumors persist that one time long ago perhaps before the

ation of Caerdiralor took shape That the Olman and Touv

eople occupied a stretch of land that occupied much of the

outhern Flannaes While no sages can prove the validity of

his claim a case can be made that the ancient Flan could of

eized these lands from the eeing Olman and Touv people

After all many a Touv and Olman god mimic aspects of the

lannae own pantheon

Perhaps a relation to MokrsquoSlyk and the Serpent of Touv

myth Meyanok bare some resemblance though Meyanok was

ot known as a purveyor of magic Though he was directly

esponsible for the birth of three gods Vara Damaran and

Berna Vara has aspects closely aligned to that of Incabulos

specially in the deliverance of nightmares One could arguehat each pantheon has gods or goddess that can be crossed

eferenced with the gods of other pantheons However many

an directly see the inuence of Flannae myth in every other

uman culture bordering or occupying the Flannaes However

were the Flannae inspired by a pantheon of gods from another

rigin

Many sages discredit any notion that such a scenario ever

xisted as no recorded documentation of the presence of

Olman or Touv culture has ever been seen in the Flannaes

roof of Touv and Olman cultures have prevailed in the

Amedio Jungle and there are no signs that these people did

ot originate from these lands

Many agree that the Old Faith is the bastion of Flannaeworship even to this day However some text remain that

how demonic like beings where accepted in the old faith and

eing part of mans primal nature The Old Faith coexisted with

hese obyrith and later tanaric beings Many paid lip service

o appease these ancient brethren Others worshipped them

ke gods and made pacts to gain power and inuence from

hese beings Some appeared to be less diabolical in their

reatment of the Flan people

Mokrsquoslyk the Serpent is thought to have granted the

people with the knowledge of arcane magic Though Flan

religion shows us that Boccob is the god of magic In anc

texts from the church itself show that Boccob once trapp

demon of unknown origin that was more powerful then Bo

at this time It is believe he gleaned enough magical po

over these thousand years of the demonic creatures capt

This could explain how Mokrsquoslyk stopped inuencing the

in his teachings on magic With Boccob now in place as

deity of magic Mokrsquoslyk waned in power Hoping to rec

what was taken from him in his thousand years of capti

It would also explain how Boccob would have little need

worshippers as his power was siphoned from another pow

being

Throughout the history of the peaceful Flannae T

always existed some outside inuence over how their nat

where formed Caerdiralor was formed by dark priests mystics whorsquos primary worship of Tiamat absconded with

teachings of the Old Faith Perhaps it was the pantheo

the Old Faith that was behind the mysterious force w

devastated their capital of Mysyrna Forcing the survivor

cross the Sea of Gearnat

The six great realms of the grass sea lived in tune with na

Until the survivors of Caerdiralor reared their ugly heads

inuenced Sulm in becoming yet another representa

of Ur-Flan power Perhaps the Old Faith was testing

people the dark priests and mystics of Caerdiralor ceme

themselves into seats of power among the Sulmi The

grew in power and once the Old Faith became threatene

obscurity Shattados would don the Scorpion crown the Iof Woe would sink The rampant lion of the Aerdy would

claim to the Flannaes and many of the gods of the Flan

would be incorporated into the pantheon of their conque

Coincidence highly unlikely

Many Flan nationrsquos existed at some point Exag is on

them however Exag was greatly inuenced by the cra

and little is heard of Flan culture in the city of clay excep

inuence in Perrenland The Vast Swamp was or is the hom

RACES OF OERTH

The FlannaeBy Dennis LovattArt by Adam Koča amp Rick Miller

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16

Acerak a cambion demilich who constructed his own labyrinth

or which every artisan or worker who aided in its construction

was locked away within its clutches Acerak would soon follow

ever a true empire in itself Many adventurers deemed it the

Tomb of Horrors for the atrocities committed and experienced

y those who entered the wretched place

The Kings of Burgess were the last of the just and noble

ations to fall to Vecnarsquos spider throne The nations of Fleeth

nd Almadia where intertwined those with the death of the

rincess of Fleeth Almadia was on its own to defend itself

rom the spider throne Vecna sort his vengeance against the

ity of Fleeth Once he slayed all her people save a few nobles

who submitted themselves to his mercy Vecna took Almadia

nd then set his sights on Burgess The only true threat to his

eign at the time of his Occluded Empire

Nuria was a contemporary of six realms of the grass sea

nd the Isles of Woe It traded magical wonders with the

itadel of Veralos ultimately it would be consumed into the

Great Kingdom Believed to have existed in what is now the

Kingdom of Nyrond The Flan population would intermingle

with their oeridian conquerors and become willing citizens of

The Great Kingdom

Perhaps one of the most troublesome of the lost Flan nations

re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants

f Trask were responsible for the attacks on the elven city of

Summer Stars Evil and bellicose beyond refute the invading

erids of house Naelax had little choice but to wipe them

rom the face of Oerth Destroying much of their magic and

writings

Last in the line of benevolent Flannae rulers Ehlissa the

nchantress lived in what is now know as the United Kingdom

f Ahlissa some 1700 years ago and continued to reign in

er prehistoric kingdom for several centuries more Queen

hlissa has no issues she keep song birds as pets During her

eign her people knew peace and none of her subjects knew

overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend

er subjects to her will Her reign lasted up until the Great

Migrations during her reign she managed to prevent the force

ocked away in her Nightingale from escaping Presumably

ead none truly know what happen to Queen Ehlissa or her

amed Nightingale Little to noting remains of Flan culture in

his region Long ago Suel and oerid migrations took their toll

n her Kingdom Becoming part of the Great Kingdom of the

Aerdy and recently The United Kingdom of Ahlissa

APPEARANCEThe Flannae people are recognizable by their bronze

omplexions and wavy or curly hair With strong angular

eatures and heavy brows most Flan are easily discernible

rom other human racial types They tend to be of average to

tocky build sturdy and somewhat hirsute they are anything

ut the prototypical human type these days

Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh

etween 150-180 lbs Female Flannae average between 4rsquo8rdquo

o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller

and heavier Flannae are possible

Their eyes are most commonly dark brown or black br

and amber appearing less frequently Their hair color is us

black but also ranges through shades of black-brown

brown and brown Curly and wavy hair is usual but some

have taken to straightening out there hair in recent times

The original Flan nomads of a millennium ago wore sim

utilitarian clothing including loincloths capes and lea

wrappings on their feet that served as shoes They also w

brightly colored body paints primarily vermilion and ye

ochre in primitive patterns a practice still common am

the surviving Rovers of the Barrens In civilized regions

clothing tends to follow current fashion though they still

to prefer solid bright primary colors

PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract

hard-working and reserved Flan are natural hunters

gatherers imbued with survival instincts most learn to

o the land Flan tend to eat lean even when there i

over abundance of food available Many Flan prefer wate

milk to alcoholic beverages though some places espec

in Geo and Sterich mead and ale have become com

place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling

family ancestry All Flan appear to be unemotional or slo

speak however those that succeed in gaining there trust

nd themselves a loyal passionate and jovial friend O

the human sub-races the Flan are more inclined to work

live among the demi-human races

Few nations boast a large Flan population these d

Geo Sterich Perrenland and the Wolf nomads sport

people mostly mixed with people of other human ethnici

Only the Roverrsquos of the Barrens and the people of Tehn s

a signicant stock of pure Flan-blooded people these day

The ancient Flan were able to carve out some of the m

successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em

Tostenhca Sulm and Itar

The Kingdom of Caerdiralor was the seat of Ur-Flan po

Absconding from the Flan coexistence with nature The ur-

delved deeply into the dark arts and sort to use the destru

force of nature to bend all to their will Worship of Tiamat b

paramount to their society Many other obscure demonic

or immortal powers inuenced them as well Mokrsquoslyk

Serpent seemed to be inuential in gifting the ancient

people with the arcane arts The true nature of Mokrsquosly

unknown Though his inuence amongst all the Flan pe

is well documented throughout history Caerdiralor mee

end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t

capital city of Myrsyrna that ended the genocidal war and

the surviving elite eeing across the Sea of Gearnat to

Lands of the Rhugha

Meanwhile in the lands known as the Bright Desert tr

of Flan people began to embrace the teachings of Va

the Maker the Subtle Teacher Born a mortal Vathris ra

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17

imself to the cusp of immortality through his knowledge

eeds and wisdom Embracing the ideals of progress and

ngenuity Under Vathris guidance the six great tribes of the

rass-sea became six realms

The six realms at that time where known as Itar Sulm

Rhugha Ronhass Durha and Truun Itar was chief among

hese six realms as they embraced the teachings of Vathris

wholeheartedly Many of the other tribes struggled to shed

heir past beliefs and the most resistant of those realms where

he Rhugha and the Ronhass strange that two of the most

rominent realms in the great grass sea choose to war against

ach other on a mere slight that none can recall If not for

he interference of the other four realms the Ronhass would

urely have fallen into obscurity The only way to keep peace

mong the six realms was to divide a line directly through the

ands of the Rhugha and Ronhass The Truun were gifted this

ealm to maintain the peace Gifted horsemen themselves and

utnumbering both the Rhugha and Ronhass in size made the

Truun the most reasonable choice to police these realms

Though peace would not last that long The dark mystics and

riests of Caerdiralor found their way into the nobility of Sulm

ars They whispered honeyed words of peace and progress

nstead they used their knowledge of iron-craft and secretitive

ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic

nd technology brought to them by the Caerdiralorrsquos sought

o control the six realms and make them into one mighty

ation

Sulm would rule over the six realms uniting them in bloodshed

nder one banner Despite the numerous nations of horsemen

hat opposed them Sulmrsquos iron-shod legions proved too much

or the other realms The Itari posed the greatest threat to

Sulmrsquos machinations of dominance over the great grass sea

The decades long war ended when Vathris divine spark was

nded by a dark wicked barbed longspear In vengeance for

tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered

he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering

lis of Sennerae down into the deep blue void of the Sea of

Gearnat

Sulm would fall due to the machinations of their last king

Shattados Five hundred years after Keraptis was named

rotector over the Flan nation of Tostenhca Shattados

would don the Scorpion crown gifted to him by the lord of

ntropy himself Tharizdun The people were transformed

nto manscorpions and dune stalkers while Sulmrsquos grass sea

uickly converted into the sands which make up the lands of

he Bright Desert today

Tostenhca was a military protectorate under the leadership

f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences

nd craftsmens ship that could rival those of dwarven and

nomish races They also saw the height in taxation that was

trictly enforced by Keraptis regime Keraptis made good on

is threats to those who failed to follow his strict tyrannical

rders Though the city saw its greatest success under

Keraptis rule His over taxation and cruelty were ultimately his

downfall the people revoked and under the leadership of

High priest Gethrun Shoiraine destroyed the wizard hiera

and laid siege to Keraptis keep Defeated Keraptis ed to

south with his gnomish minions

Three hundred years later Keraptis would enact his reve

using the power from the Null Enigma found under W

Plume Mountain Keraptis cursed Tostenhca Which lea

the death of Tostenhcarsquos inhabitants Tostenhca was lost

forgotten save for the rumors of its gold laden rooftops

unsurpassed wealth Many an adventurer has meet their

searching for the lost wealth of Tostenhca Where on

proud and striving Flan nation stood only a cursed and ko

infested place remain Now referred to in the cold tongu

Skrellingshald ldquothe cursed Flan holdrdquo

Veralos the Lost Citadel of the Flan was a fortress

upon the edge of the Rift Canyon in ancient times and

fealty to the wizards priests of the Isles of Woe Elite scho

artisans and mystics from all walks of life where sent he

develop their craft for the betterment of all Flan-kind Tho

the wizard priests of the isles of Woe were well entrenc

into Veralos social structure Little discovered behind

fortied walls escaped their attention Well after The Isle

Woe plunged beneath its watery depths into oblivion Ver

continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel

a sleeping power from within the Rift that would crum

the hidden citadel and its people for all time Even with

successful foray initiated by the company of seven M

scholars believe Veralos to be just another myth surroun

by an uninhabitable region of the Flannaes

The ldquosurvivalist instinctrdquo is forever present within the m

and hearts of the Flannae peoples and they nd ways to

exist in their lands regardless of their circumstances

nations of pure Flan decent survive these days save the Ro

of the Barren and Tenha The Wolf nomads The Sheldo

Valley Perrenland and the Theocracy of the Pale are p

that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o

human cultures cementing part of their religious and cul

inuences amongst them all

A great many Flannae grow-up to become farmers herd

druids bards rangers and mages of renown Being inst

from early childhood with a profound respect for natur

all its forms Flannae have studied the aspects of nature

their place in it at one time or another Most Flannae h

at least a rudimentary understanding of farming herd

animal husbandry agriculture geography and wea

patterns Many Flannae plant a tree in front of their home

in a garden where they have easy access to As long as

tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of

luck and one should pick up and leave the place behind th

The skill of manufacturing leather and wooden crafts is

highly respected among the Flannae peoples Many a Flan

crafted a ute from a branch that had fell during a st

Tanning was and still is a common practice of many Flan

people The hides are highly prized for use as clothing

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18

rmor A naturally peaceful people skills such as dancing and

inging are often manifested in Flannae from all walks of life

RELIGIONThe Flannae peoples seem to have a particular fondness

or gods representing nature The Flannae Pantheon mostly

onsists of gods from the Old Faith With Beory and Obad-

Hai being the gods most commonly associated with the old

aith Over the years dierent cultures have altered the

riginal gods associated with the Old Faith save Beory and

Obad-Hai who are always present among their number The

riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn

ord Incabulos (in some Flan cultures he is replaced by the

oddess Berei) and The Lord of Winter Nerull Originally all

were neutral aspects though Incabulos became associated

with plagues and suering making many followers of the old

aith wish for the Lord of Winter to end their suering As such

very winter Obad -Hai is slain by the lord of winter It is the

ord of spring that releases Obad-Hai from the summer tree

He has Berei assist him with the burial of Obad-Hai Where he

s buried Mother Beoryrsquos tears revive him and a young sapling

rows which drops the fruit that hatches a young Obad-Hai

nce again in the spring By the summer he is fully grown and

trong the Stag King leading the wild hunt against those that

would dele nature During autumn he grows into a weathered

ld man waiting for the winter lord to slay him once again

There is a belief amongst the Old Faith that should Pelor fail

o bury Obad-Hai after seven days He will be gone forever

nd Oerth will forever be plunged into an eternal winter

The Flannae Pantheon consists of Allitur Beory Berei

Boccob Celene Earth Dragon Ehlonna Grummush (amongst

he early Flan he was thought a chief rival of Obad-Hai in

he old faith he was once known as the autumn lord and

was replaced by Incabulous after he established himself as

he chief patron of the orcish pantheon)Obad-Hai Pelor

ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and

Zodal

Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are

he primary recipients of Flannae worship in the Flannaess

hough all the gods of the pantheon receive varying amounts

f veneration token though they may be Many others

ave lost a direct association with the Flan pantheon and

re not mentioned here Though in truth about 90 of the

lan pantheon is considered part of the common pantheon

f gods As the oeridians stopped worshipping Sol and have

ully adopted Pelor into their pantheon of gods Beory is

onsidered the mother of the gods and only in the baklunish

west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the

most diminished of the human races currently bordering or

ccupying the Flannaes However they have cemented their

ustoms and traditions into every human species they have

ver come across Most notable of them all are the Oeridians

nd to a lesser extent the Suloise people

PROFESSIONS AND SKILLSThe Flannae have developed many and various skills

the centuries and in that time those professions and s

have changed little regardless of their location upon the O

-- as such all Flannae characters gain a + 2 racial bonu

two of the following skills Knowledge (nature) Knowle

(geography) Knowledge (the planes) Survival Ha

Animal Profession (tanner) Profession (animal breed

Profession (grain farmer) Dancing Singing or Ride T

skills are considered Class Skills for all Flannae character

Flannae characters are so attuned to nature that many

learned languages common amongst the fey races As

Flannae characters may take the Sylvan tongue as secon

language

The ancient Flannae also dwelled and worshipped dem

like they do gods these days Many have learned the Aby

tongue of demons and a few have learned the infe

languages of devils as a secondary language Note D

may require one of the following feats to be taken (Tai

Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o

to explain where the character has developed their knowle

of these languages

Flannae characters hailing from nations within the Sheldo

Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla

are exposed -- or have been exposed -- to atrocities dea

them by giants or other creatures driven from their home

an invasion of giants

FIGHTING STYLESThe ancient Flannae peoples where associated with prim

ghting styles few of which see use today Many Flan

where accomplished horsemen Most preferred to ride

their opponents armed with spears and axes Some ca

sickles to sacrice their enemies to the old gods Archery

horseback saw some usage mostly among the Itari and

by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we

maintaining their lands

In Geo and Sterich many of the Flan in these nations

adopted the sword as their main weapon While it se

this tradition was inspired by the oerids of these lands

Flan embody the spirit of their ancient brethren by run

headlong into battle naked armed only with their swords

handed weapons have also become common place as

tend to be more useful in damaging the giants which

these lands Long-bowmen have just begun to see m

usage as they allow one to keep a long distance from t

enemy short-bow use is more common especially when ri

horseback

The Wolf nomads favor the spear throwing axe and

their ancestors used in battle Some carry a spiked lea

gauntlets or the punching dagger and curved blades of t

baklunish ancestors alongside their wolf companions

In Perrenland polearms see much use especially amo

the mercenary companies Mercenaries from Perrenland

highly valued in the armies they serve Their ability espec

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19

n defense measurements are highly sort after Shortswords

xes spears shields and hunting knives are also common

lace with crossbows seeing little use in this region The most

killed pikemen and halberdiers are often from Perrenland

Having pushed back many a marauding army Most military

men in Perrenland learned their craft as mercenaries Fighting

n the opposite sides of warring parties However it is the

are mercenary who fellrsquos one of his kin This has served them

well when being hired to route fellow countrymen from the

pposing army ranks Only to nd them bolstering the ranks

f the mercenary army sent to dispose of them

One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra

urden of heavy armor and few would don any armor that

weighs more than forty pounds

Naval combat is something most Flan nations these days

now little about Many of their nations do not border large

odies of water capable of supporting naval units In ancient

mes the Isles of Woe and Caerdiralor supported naval units

Ahlissa presumably had the largest naval unit of all Flan

ations Though they also saw little usage as naval combat

was not as advanced as it is now in present day Oerth Instead

most naval units merely supported the transportation of

roops Perhaps naval units were more commonplace when

he Pomarj was a heavily populated Flan nation Though as

ar as historians can tell this area was populated by primitive

solationists who later were absorb into the migrating Suel

opulation Eventually only traces of Flan culture exist With

ltars and shrines devoting worship to the earth dragon

aramount among these ndings

The Flan present in the Theocracy of the Pale have been

bsorbed into the Oeridian way of life In truth little of their

ways exist in the Pale these days Many of their ghting

ormations and weapon usage mimics those of their Oeridian

rethren

RACIAL FEATSThe following is a list of racial and heritage feats that an

lannae character may take as hisher bonus feat

While some Flan from all walks of life are imbued with the

lood line of Caerdiralor You have a stronger connection

raced back to a mixture of the Sulmi bloodline with the

urvivors who ed the doomed nation when they crossed the

Sea of Gearnat

Benet A Caerdiralor Flan receives a +2 to saves against

pells from the necromantic school of magic If they have the

bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic

Special You may only take this feat as a 1st-level character

You are a descendant of the ancient Itari Flan whose forward-

hinking permitted them access to the ways of Vathris the

B C[H]

B I [H]

B D [H]

B R R [H]

maker

Benet An Itari Flan receives +2 skill bonuses to both

Knowledge (nature) and Diplomacy skills The character

easily sway someonersquos reaction by two categories for e

successful Diplomacy roll

Special You may only take this feat as a 1st-level chara

The characters Diplomacy score must be equal to or gre

than the characters level he is trying to persuade Other

the characters Diplomacy can only improve reactions rol

one category

You are a descendant of the Durha Flan some of the m

backward thinking and barbaric of the Flan people

Benet The Durha were some of the most determ

warriors However determination and skill are two die

things As such these characters gain 1 extra hit point

character level

Those with this bloodline may remain active at less

zero hit points with a successful Willpower save with a

DC of 12 plus the amount of damage suered below z

Example Fleg was struck by a club bringing his hit point

to - 3 hit points Fleg wills himself to maintain ghting on

rolls a 16 for his Will save to overcome his wounds S

Fleg is at -3 hit points he needed a 15 to remain active

remains active and is not struck again in combat Howeve

now requires a successful Willpower save DC 16 to cont

ghting as he cannot become stable while remaining activ

combat

Special You may only take this feat as a 1st-level chara

You are a descendant of the RhughaRonhass Flan While

Rhugha and the Ronhass were both intimately related to

other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron

were skilled horseman only because they were as stubbor

the mules they trained and lived with

Benet A RhughaRonhass Flan receives a +2 compet

bonus to their Ride skill (horses) and Handle Animal

(horses) They also receive a +2 to saves against spel

abilities to charm or enthrall them Spells that control emot

can aect them if it induces anger

Special You may only take this feat as a 1st-l

character Diplomacy is never a class skill for a character

this bloodline Diplomacy is treated as a non-class skill

receives all the limitations of a non-class skill for those

this bloodline regardless of which class they belong too

You are a descendant of the Sulmi Flan The ancient S

were always very ambitious determined to complete a tas

matter the cost This endearing trait led them to incorpora

the teachings of Caerdiralor into their society However s

B S [H]

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20

ure strains of this bloodline exist

Benet A Sulmi Flan receives a +4 insight bonus to any

kill roll once per day This does not guarantee success but

hows there determination in completing a task

Special You may only take this feat as a 1st-level character

The DM should penalize characters with this feat who give up

task too often or too easily

You are a descendant of the Truun Flan Much like the Rhugha

Ronhass the ancient Truun were skilled horsemen that

ttacked in large groups However the Truun did not share

he stubbornness their Rhugha and Ronhass brethren were

amous for

Benet A Truun Flan receives a +2 competence bonus

o their Ride skill (horses) and Handle Animal skill (horses)

A Truun that makes a successful Ride skill check in combat

lso receives a +1 competence bonus to attack rolls while on

orseback

Special You may only take this feat as a 1st-level character

You bear the mark of Demogorgon prince of all demons

Benet A character with this feat can telepathically

ommunicate with a creature in close range (25ft) much

ke a detect thoughts spell A targetrsquos successful Willpower

ave prevents you from reading its thoughts the save DC

=character level + 2 + highest non-physical attribute bonus

Intelligence Wisdom or Charisma]

However you also receive telepathic signals from all demon-

ind The latter is never at ease You struggle to control

he telepathic communication from demons a successful

Willpower save (DC demonrsquos hit dice + charisma bonus) is

equired whenever the character wants to actively block out

his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2

enalty on attack rolls saving throws skill checks and ability

hecks) until a successful Willpower save is made Because

he character has a volatile nature he gains a +2 insight

onus to all Intimidate skill checks and his telepathic link with

emon-kind grants him a +2 insight bonus to his Knowledge

the planes) skill checks Because the character is telepathic

e gains a +1 insight bonus to all initiative rolls

However the character always exudes a faint evil aura due

o the mark regardless of the characters actual alignment

Special You may only take this feat as a 1st-level character

You were born with a slightly forked tongue granting greater

ptitude with magic

Benet A character with Mokrsquoslykrsquos Tongue gains +2

ompetence bonus to either his Knowledge (arcana) or

Spellcraft skills The character also gains a +1 to their caster

evel when overcoming resistance for spells cast with a verbal

B T [H]

M S B [H]

Mrsquo T [H]

O A [H]

O F [H]

T T [H]

T T [H]

V T [H]

component

Special You may only take this feat as a 1st-level chara

You share some ancestry with those that lent their ma

might to the defense and expansion of Vecnarsquos Occlu

Empire

Benet Vecnarsquos Occluded Empire was well known fo

use of dark and secretive magical might As a descen

of this region you receive a +2 competence bonus to

Knowledge (arcana) and Knowledge (the planes) skills

Special You may only take this feat as a 1st-level chara

While many modern day Flan follow many faiths you fo

the ancients ways of your people

Benet A character with this feat receives a +2 compet

bonus to their Knowledge (religion) and Knowledge (nat

skills

Special You may only take this feat as a 1st-level chara

must follow Old Faith

You bear the taint of Tiamatrsquos followers

Benet A character with this feat has slightly scaly

that is noticeable by touch only and gains a +1 natural a

bonus They also gain a +4 resistance bonus to one of

following energy types acid electricity re or frost

Further the character also receives a +2 insight bonus t

Sense Motive checks to detect malicious intents or auras

as an evil spell or power register

However the character always exudes a faint evil aura

to the taint regardless of the characters actual alignmen

Special You may only take this feat as a 1st-level chara

You bear the artice and skill the the Tostencha people w

famous for

Benet This character may add +2 to one Craft sk

their choice The character also gains a +2 to their Appr

skill checks

Special You may only take this feat as a 1st-level chara

You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any

Knowledge skills and add a +2 competence bonus to t

skills or they make take one non-class knowledge skill

use it as a class skill without any penalty for skill improvem

cost

Then there are those who follow the teachings of Vathr

the god of lost causes and revenge These latter charac

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21

eceive a +2 to saves against poison or magic that would

ring them death or below zero hit points They also stand a

0 chance of becoming stable when brought below zero hit

oints instead of the normal 10 chance of most people

Special You may only take this feat as a 1st-level character

You are exceptionally skilled and versed in the workings of

he world

Benet A character with this feat gains 4 extra skill points

t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class

Also Knowledge skills can be increased by one more point

han usually allowed per character level A rst level character

with this feat may have a Knowledge skill with up to ve ranks

t rst level

Special You may only take this feat as a 1st-level character

V S I [H]

The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4

T F P

Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a

hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)

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23

PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged

traightforward and pragmatic Oeridians are taught from the

arliest age to respect authority and those who bear arms

Their interests lay in exploration hunting ghting and empire

uilding The history of their people give them right to boast

Oeridians are prone to take charge in dicult situations and

et they respect their superiors and sacrice for the good of

whatever cause or group they believe in Oeridians are known

or their enjoyment of songs celebration physical games

nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly

egarded by other races

There are three prominent Oeridian tribes The Aerdi best

nown for establishing The Great Kingdom The Nyrondal

f the Kingdom of Nyrond and the Vollar of the Prelacy of

Veluna are the other two prominent tribes of Oeridians Other

ribes do exist -- or have existed -- but they have become

ntermingled with other cultures

The Kingdom of Furyondy has a signicant Vollar presence

n its border with the Prelacy of Veluna however the Vollar

n both sides of the border have intermingled extensively with

he other peoples of these nations

The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of

he Flannaess but is now but a shadow of what it once was

aving splintered into two separate and distinct kingdoms

North Kingdom and The United Kingdom of Ahlissa Neither

f these current kingdoms is in control of the former capital

f Rauxes Decades of inghting magical atrocities and the

ramping of undead armies across the land have devastated

he area around the former capital

Most Oeridians now living in these lands tend to be less than

traightforward compared to their brothers in other lands

eing much more conniving and preferring to avoid direct

onict They seek instead to manipulate their adversaries

uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This

ttitude has served to lessen both the military presence and

nuence of the Church of Hextor

The Kingdoms of Furyondy and Nyrond as well as the former

Shield Lands are able to boast Oeridians of purest blood

Though the Shield Lands have been overrun by the forces of

uz the Oeridians still living there show real determination

nd the erce spirit of the race The Oeridians in these lands

ontinue the struggle against the occupying forces of Iuz the

nly exception being the Oeridians of Nyrond

The Oeridians of Nyrond mirror the condition of the Kingdom

tself they are poverty stricken This situation leaves them in

very poor position to wage an oensive war against the ldquoOld

Onerdquo However the Oeridians of Nyrond remain ever vigilant

f the Old Onersquos designs on their territories and are prepared

hough their stance must be defensive in nature

The ldquowarrior coderdquo is forever present within the minds and

earts of the Oeridian peoples and they nd ways to defend

heir lands regardless of their circumstances Defensively

uryondy is currently in the best shape of all the Oeridian

nations due to their being aided in securing their border

their Velunese neighbors In addition the Church of Heiron

has an ever growing inuence amongst the Oeridian peo

in these two nations and the Priests and Paladins of His ch

are highly regarded by the peoples of these two kingdom

The Oeridian peoples have learned to work well with o

human races and nowhere is this truth more evident tha

the Sheldomar valley and the Kingdom of Keoland In Keo

a minority of Oeridian and Suloise nobles enjoy a peaceful

over a Flannae majority

In the Prelacy of Veluna a considerable populatio

intermingled Oeridian and Flannae peoples also live toge

peacefully Rao serves as this nationrsquos chief deity but

church of Heironious is also well represented on the nat

Theocratic Council The Oeridian peoples of Keoland

Veluna are much more in control of their emotions then

their brethren in other nations and are therefore less like

fall prone to the more traditional overreaction of Oeridian

A great many Oeridians grow-up to become warriors B

instilled from early childhood with a profound respect for

and women of martial prowess most Oeridians have studie

least one melee weapon by the time they reach adulthoo

The skill of manufacturing weapons and armor is also h

respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are

naturally nimble people acrobatic skills such as dancing

tumbling are often manifested in Oeridians from all walk

life

RELIGIONThe Oeridian peoples seem to have a particular fondnes

martial gods The Oeridian Pantheon boasts no less than t

Gods of War and Battle Heironious Hextor and Stratis

is believed to be dead

All three war gods were mothered by Stern Alia God

of Motherhood Culture and Law three precepts which

important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St

was dominant in their ancient homeland which they be

was in western Oerik Some Oeridians still worship this fa

deity and repeat a legend associated with His death

whispered that at His death Stratisrsquo blood burned its

through the Oerth down into the Underdark and exposed

passageway to the drow settlement of Kalan-Grsquoeld Str

blood then turned into mists and still oats around

Underdark in clouds It is said that anyone touched by th

clouds is gifted with a portion of Stratisrsquo divine spark

The Oeridian Pantheon also consists of Bleredd Celes

Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku

Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri

collective name for the Oeridian agricultural gods Veln

Telchur Atroa Sotillion and Wenta

Heironious Hextor Fharlanghn Pholtus Pelor and Zil

are the primary recipients of Oeridian worship in the Flanna

though all the gods of the pantheon receive varying amo

of veneration token though they may be

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25

s another matter entirely If not for the considerable size of

heir eets these nations would be in serious trouble given

hat this is the one area in which the Suloise have bested

hem

The Oeridians of the former Great Kingdom prefer to ram an

nemyrsquos vessel and board them with marine units since their

and to hand tactics are superior to that of their opponents

However their naval tactics prove a contradiction in this

egard as Oeridian ships are built for strength rather than

peed and ranged combat seems to be the most eective

method against the Suloise vessels

The Peace loving Oeridians of Veluna have ample amounts

f military units cavalry infantry and archers However these

Oeridians prefer bludgeoning weapons Veluna is also known

o have the only man-catcher unit in existence While no

ne has yet seen it used on the eld of battle it is rumored

hat these units were responsible for quelling the upheavals

n the disputed lands of Bissel The man-catcher unit serves

mainly as an honor guard but gives frequent demonstrations

f its great prociency in the non-lethal use of their weapon

Although swordsmanship is practiced in Veluna it is viewed

rimarily as a sport rather than an instrument of war

RACIAL FEATSThe following is a list of racial feats that an Oeridian character

may take as hisher bonus feat

You have studied many dierent Aerdi styles of warfare

ranting you a mastery of the battleeld

Benet A character with the Aerdi Bloodline feat gains a +2

ompetence bonus to Alertness checks and a +1 competence

onus to hit with spear or short sword

Special You may only take this feat as a 1st-level character

You have exceptional skill on mounts and with Nyrondal

anged combat tactics

Benet A character with the Nyrondal Bloodline feat

ains a +2 competence bonus to Ride skill checks and a +1

ompetence bonus to hit with a rapier or bow

Special You may only take this feat as a 1st-level character

You are known for your scouting skills and defensive ghting

actics

Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and

+1 dodge bonus to their AC

Special You may only take this feat as a 1st-level character

A character must choose either Spot or Survival skill bonus at

st-level

B N [H]

B A [H]

B V [H]

C S [G]

D R [H]

H [GB]

You are skilled in battle and can sense when combat is a

to ensue

Benet Before combat begins a character with this

can make a wisdom check (DC 10+ frac12 opponents hit dice)

if successful the character gains a +2 insight bonus to t

saving throws or Armor Class either which can apply

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters need to meet a prerequisite to a

this feat a wisdom score of 13 or higher

You are nimble in battle and many of them study how to a

blows

Benet A character with this feat gains a +2 dodge bo

when not using armor or shields of any kind The chara

must have a weapon in his hand for the feat to work

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters can take this feat but the prerequ

is a Dexterity score of 13 or more

You have toughened your body to the point where they s

able to turn blades aside during battle

Benet A character with this feat gains a damage resista

of 2

Special You may only take this feat as a 1st-level chara

must take either Endurance or Toughness as a prerequisi

this feat

You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta

they may rage like a barbarian of equal level The chara

receives all bonuses and penalties associated with ragin

noted on page 25 of the 35 edition of the PHBThe chara

receives all bonuses and penalties associated with raging

noted on page 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level chara

Oeridians from Veluna cannot take this feat

You can be quite intimidating when you have to be

Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi

someone a second time even after an initial intimida

check has failed but without the +2 bonus on the sec

attempt

Special You may only take this feat as a 1st-level chara

O R [H]

O P [H]

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26

O G [H]

O S [H]

You have a greater aptitude towards grace and maneuverability

Benet A character with this feat gains a +2 competence

onus to all Balance and Tumbling skill checks

Special You may only take this feat as a 1st-level character

Your ghting spirit shows your resolve when the end is nigh

Benet A character with this feat gains a +2 competence

o hit and damage but only when reduced to less than 20

f his hit point total

Special Oeridians who are members of the following

lasses may choose this feat Barbarians Rangers Paladins

Warriors and Fighters Fighters can gain this feat at rst level

A character may gain this feat after choosing the Endurance

nd Die-hard feats

You are well versed in many ghting styles However you

refer a less lethal approachBenet A character with this feat can use any blunt object

r bludgeoning weapon to cause non-lethal damage to his

pponent Weapons used in this way do half damage All

amage inicted in this manner is non-lethal

You have mastered the art of non-lethal damage

Benet As Sub-dual Focus above only the weapon does

ull damage all of it being sub-dual

Special Oeridians from Veluna taking Sub-dual Focus get

Greater Sub-dual Focus for free Other characters are required

o spend a second feat for Greater Sub-dual Focus

You have honed your skills in the subtle arts eschewing any

warrior instincts for a more deceptive approach

Benet A character with this feat receives a +2 competence

onus to both the Blu and Sense Motive skills The character

s equally adept at lying and discerning a lie

Special You may only take this feat as a 1st-level character

Only those characters from Ahlissa and North Kingdom may

ake this feat

S- F [G]

S- F G [G]

S [H]

T O P

Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti

Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves

Zilchus (LN god of power prestige inuence monbusiness)

Crsquo

C

G

T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073

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27

RACES OF OERTH

The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak

The Rhennee rmly believe they are from another world

nown as ldquoRhoprdquo In truth Rhop was a large island continent

ar removed from the Flanaess The distance is so great that

t could easily lead anyone to believe that Rhop was anotherworld

Natural talents possessed by the Rhennee strongly suggest

o scholars that the Rhennee have lived on or near large

odies of water for the racersquos entire existence Some sages

elieve that Rhop was ndash in reality ndash some type of ldquoElder

Beingrdquo possessed of supernatural powers and quite possibly

esembled some type of turtle-like creature Such a Being

would of necessity have been quite large possibly measuring

ome ve miles in radius Sages believed that either some

xternal ldquoforcerdquo removed the Rhennee from their living island

aradise or else this ldquoIsland Beingrdquo itself sent them away

While there is some debate upon the subject most sages

gree that the Rhennee are native to Oerth Sages also agree

hat after leaving their island home the Rhennee traveled to

he Flanaess and settled in and around the Adri Forest But

enturies ago they were driven out of this area as well -- by

he invading Oeridians

On the whole the Rhennee are still a young race Having

nally found their own niche within the societies of the Flanaess

eems to have caused their civilization to ourish especially

pon the Selitan river and the Nyr Dyv What happens to the

ace next remains to be seen

The Rhennee themselves have taken a generally neutral

pproach to their neighbors refusing to involve themselves

r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have

sed them for a variety of transportation services including

he delivery legal and illegal goods

Whether or not the legend of Rhop being some other world

s true or not one thing is certain the Rhennee people are not

eaving the Flanaess anytime soon

APPEARANCEThe Rhennee are often tan or olive skinned humans T

tend to be shorter than other human races and often stoc

displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w

between 140-175 lbs while female Rhennee average betw

4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co

are most often blue gray or hazel although green eyes

not unknown Their hair color is often black or dark bro

Curly hair is most common but wavy hair is not unknown

PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated

secretive most Rhennee have little regard for the other hu

races

Having been ostracized by the majority of human ra

Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp

and it is very rare to nd one amongst the Rhennee for

great length of time To the Rhennee nothing is more impor

than family and regardless of personal dierences it is ta

to go against the family and side with a Gajo

The Rhennee live almost exclusively upon the waterw

of the Flanaess making their homes on large barges A s

sect of Rhennee ndash known as the Attloi ndash travel in caravan

the area of the Adri Forest where many believe the Rhen

made their rst appearance in the Flanaess The majori

Rhennee reside in the central Flanaess remaining close to

Nyr Dyv which serves as a central focus for these people

Most other races of the Flanaess often consider the e

race of Rhennee as criminals and thieves While it is true

many Rhennee excel in the roguish arts relatively few

out right criminals The conict lies in the fact that to

Rhennee things which are considered the property of G

are actually considered ldquopublic propertyrdquo by the Rhennee

The Rhennee believe that if you cannot carry the item u

your person then it is open to public use To be fair even am

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28

hemselves the Rhennee practice this belief The exception to

his is items placed into a roped circle This practice dictates

hat the items should not be touched or removed The number

nd sequence of knots tied into the rope will show any and all

ust who it is that claims the roped property as their own

The Rhennee culture is very chauvinistic Males are the

eaders and may carry on their barge just as many wives as

hey can aord It should be noted however that each barge

r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda

cts as an advisor and a councilor to the leader in all of the

amilyrsquos aairs The Verda also serves as the tribersquos healer

nd herbalist She predicts the weather and sells fortunes to

he Gajos While male nobles rule the tribe none of them will

ontradict the Verda of their tribe

Interestingly Rhennee women must remain virgin until their

marriage while males are encouraged to take many lovers

But if a woman is found to have had sex before marriage she

s then forbidden to ever marry and must become a prostitute

r ldquoAuntardquo to the tribe Such a woman is often given a small

essel separate from the barges and is only welcome aboard

barge when she is servicing the Rhennee males on it

This custom seems strange to others given that most

Rhennee males will quickly start a ght if they believe that

Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for

he privilege of a night with one of these women For these

easons and others an Aunta is much more likely to leave the

arge-folk and seek a new life amongst the Gajos

All Rhennee are known to fear sickness child birth and

eath Since all three conditions are considered taboo If

Rhennee person is sick they are left with the wise women

f the tribe ndash the Verda ndash and no one will even visit with the

ick individual until the Verda deem it safe to do so If the sick

annot be cured or if there is the fear of infection then the

ick are sometimes simply cast out This rejection of the sick

n order to protect the tribe is considered even to out way any

amily tiesWomen who give birth must remain in seclusion with the

Verda for 40 days and 40 nights During this time no male

may see her she cannot even return to her husband until this

eriod is over The newly born child may be brought before

he father by the wise women but it is common place that the

hild is usually not seen until the wife returns to her husbandrsquos

ide

Women who give birth to an exceptional number of male

hildren have considerable authority within the tribe Age and

xperience also play an important role in Rhennee society For

xample older females possess considerably more power and

nuence than do younger woman within the tribe

Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become

Vethardquo sorceresses who are endowed with the powers of

Rhoprdquo Women who attain this standing ndash but are not actually

Verda ndash are now treated as though they were while actual

Verda who develop the Vetha abilities are considered nearly

divinerdquo in nature and are given a great range of freedoms in

egards to tribal aairs

Death by any cause is something that all Rhennee fear

For the barge-folk the deceasersquo body must be lled with

or sand and then wrapped in linen and cast into a large b

of water The Attloi on the other hand bury their dead

very often mark the grave as the site of a great evil Pries

Death Gods and Goddesses are greatly feared and consid

repulsive to the Rhennee peoples as are Necromancers

Though predominantly rogues all Rhennee males bec

adept with weapons and the most accomplished of t

become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe

warriors and enforcers Both elder males and the Darkha

are second only to the chieftain of the tribe

Rhennee earn most of what little income they have prim

through the transportation of goods and passengers altho

hunting shing trading and craft-work also play a role A

Rhennee are excellent Tinkerers though their reputation

such work may vary widely Sadly some Rhennee do pref

steal from the Gajos in order to make a living and this re

poorly on the race as a whole though Rhennee will not s

from each other

The Rhennee practice no known religion or at the le

no Gajo is aware of any formal Rhennee religion Wate

respected and honored by all the Rhennee so much so

the barge-folk have been known to clean dirty waterways

to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen

will willingly pollute a water source

Rhennee males like to wear tight-legged pantaloons l

tting shirts and leather jerkins Females wear long ow

sleeveless dresses with low-cut tops so as to entice t

males Rhennee women also like to wear charms made

mollusk shells and precious stones that are found near

the water The more colorful these garments and adornm

are the more they are liked by the Rhennee though b

and greens are easily the most popular colors

RELIGION

Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and

basis of their religious beliefs This thinking is reinforce

the practice among the Rhennee of ldquoVethardquo where som

their women are endowed with the sorcerous powers of

ldquoRhoprdquo

In the last few centuries some of the Rhennee

begun worshiping the elemental forces of water Still ot

participate in the sacricial rites of demonic and devilish c

Some of the Rhennee have even taken up the worship of s

Deities of the air though such Rhennee are few

Among the land dwelling Attloi some have taken up

service of Gods more commonly worshiped in the Flana

these include Fharlanghn Olidamarra and Istus Still

are those few who worship Celestian and Pelor

PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and

these skills as their trade Rhennee are taught from birt

swim and some are even conceived in the water

All Rhennee characters gain a +2 racial bonus to the ski

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29

f their profession (Boater) and swimming These are

onsidered class skills for all Rhennee characters Rhennee

haracters also have an innate ability for sleight of hand and

eceive a +2 bonus to this skill as well But they suer a ndash2 to

ll Diplomacy checks when dealing with other human races

Crafting hunting and shing are very common among the

Rhennee people They are also adept at preparing some of the

nest seafood dishes in all the Oerth

The land based Attloi keep horses and pack animals and use

hem to pull their wagons and haul their goods The Attloi are

killed performers excelling at dance wind instruments and

inging For this reason Attloi characters receive a +2 bonus

o animal handling and a +2 performance bonus in one of the

kills listed above

Like their waterborne brethren Attloi characters also excel

t sleight of hand and receive a +2 bonus to this skill But

hey also receive a -2 penalty to Diplomacy checks whenever

ealing with the other humans races The Attloi are skilled

raftsman and leather workers and make some of the nest

eather armor and goods to be found in the Flanaess

FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing

hey have to an army are the Darkhagard warriors who guardheir barges

Most Rhennee focus on martial skills which favor thrown

weapons single weapons dual weapons or a two handed

weapon style Wrestling and sticus matches commonly take

lace among the Rhennee people

Some Rhennee have developed a rope ghting style which

s used to trip bound or to escape an opponent This ghting

tyle is defensive in nature and is often used by older males

nd a few of the females among the barge-folk though it is a

much less common ghting style among the land based Attloi

The Rhennee have also developed a special racial weapon

alled the ldquoDarkhardquo This special weapon will only be found in

he possession of a tribal chief or his Darkhagards

RACIAL FEATSThe following is a list of racial feats that a Rhennee character

may take as hisher bonus feat

You have developed a sense for locating and spotting water in

ny quantity

Benet You receive a +2 competence bonus to Survival and

Knowledge (geography) skill checks Further you can obtain

p to two gallons of fresh water with a successful Survival skill

heck and up to two more gallons of water can be obtained for

very three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

Surprisingly more Attloi obtain this feat then Rhennee maybe

nes presence around bodies of water limits a knack for this

bility

You spend a great deal of time in the water and have impres

swimming skills

Benet You are able to hold their breath under water

number of rounds equal to three times your Constitution S

before suering any ill eects You receive a +2 compete

bonus to all swim skill checks

Special You may only take this feat as a 1st-level chara

Attloi cannot take this feat

You have a knack for catching large amounts of sh and o

aquatic game

Benet You receive a +4 competence bonus to Surv

checks when shing hunting aquatic game or gathe

aquatic plants

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but it should be noted

these cases are rare

You can communicate with all fresh water aquatic creatur

Benet So long as you do no harm to them or t

environment You can communicate with any fresh w

aquatic creatures including (crustaceans frogs and turt

Even if charmed both you and these creatures are giv

save in order to avoid the suggestion

You will not consume or harm any crustaceans or tu

like creatures nor will the character allow these creature

come to harm

If you are a Rhennee spell caster able to summon w

elemental creatures you may do so for twice the no

duration with zero chance of the elemental successrebelling against you Any water elemental summone

oppose you is twice as likely to rebel against its summ

and the duration of the spellrsquos eect is halved

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but instances are

common

You can see things beyond the limits of most mortals and h

a strong sense of your surroundings

Benet You receive a +2 competence bonus to all Initia

rolls and Spot checks On a successful Spot check (DC 30)

can sense where invisible creatures or objects are loca

but you cannot actually see them (Example A mage c

invisibility on himself prior to combat Without knowing h

there you make a successful Spot check You get a sens

where the invisible mage is but you cannot actually see

invisible mage)

Special You may only take this feat as a 1st-level chara

F W [H]

D [H]

R B [H]

K F [H]

S S [H]

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30

While much more prominent in females this feat is not

mited to them alone

Travelers Trade [Heritage]

You are ever on the move for the roads are your home

Benet You receive a +2 competence bonus to all Handle

Animal and Ride skill checks when dealing with any animal or

ehicle used in a caravan While traveling you also receive a

+2 competence bonus to all Survival skill checks

Special You may only take this feat as a 1st-level character

Rhennee cannot take this feat

Water Walker [Heritage]

You have a knack for operating barges and traversing your

essel through perilous waters

Benet You receive a +2 competence bonus to their

rofession (boater) skill and a +2 circumstance bonus to

etect weather and weatherrsquos eects on water conditions

while piloting their vessels

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

Contact with water rejuvenates and sustains you

Benet If you stand at least in knee deep water you

atigue at only half the normal rate In addition if you engage

n no strenuous activity while in a body of water you recover

it points equal to your Constitution bonus +1 for every three

ours in the water You may also hold your breath for a number

f rounds equal to twice your Constitution Score You must

ubmerge yourself in water for at least one hour each week

r he will begin to suer fatigue at twice the normal rate

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

You are more sensitive to the forces of nature often feeling

minor changes in the weather and environment which are

ometimes undetectable to animals

Benet You receive a +2 competence bonus to Survival

nd Knowledge (nature) skill checks You may predict weather

hanges up to six hours in advance including changes in

emperature Further with a successful Survival skill check

ou can predict the weather and up to two more hours more

or every three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

While much more prominent in females this feat is not limited

o them alone

T T [H]

W W [H]

W W [H]

IN SEARCH OF HOME

ldquoWe are the children with no landrdquo

ldquoForced to live in the unknownrdquo

ldquoWe sail this worlds waterwaysrdquo

ldquoIn search of yesterdays embracerdquo

ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo

ldquoShow us your unfurling facerdquo

ldquoWe are use to your disgracerdquo ldquo

You will one day atonerdquo

ldquoWhen we children return homerdquo

-Made famous by Artoli Medni

Rhennee bard

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31

The Suloise peoples had their origins outside of the Flanaess

South of the Crystalmist Mountains and west of the

Hellfurnaces

Many Suloise ed to the Flanaess to escape the constant

SuelBaklunish wars which eventually lead to the magical

evastation of their homeland These Suloise migrations

elped to displace many of the Flannae from their homelands

esulting in the Flannae being scattered far and wide

The ancient Suloise have passed on many of their traits to

heir descendants for good or bad Centuries ago the Suloise

oasted one of the greatest empires ever known to mankind

They learned the arts of sorcery and civilization from the

Olven-folk but in time the Suloise peoples surpassed even

heir Elven teachers in the manipulation of magic and used

his knowledge to forge the greatest empire of their time ndash the

Suel Imperium But they rejected the Elven peoplesrsquo warnings

bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies

The ancient Suloise were totalitarian in demeanor and

nslaved many peoples and races All peoples fell to the will

f the Suloise Imperium except for the ancient Baklunish

mpire The Suloise Imperium relied heavily upon magic and

t helped forged their empire Their magical experimentation

ead to the creation and engineering of altered races races

reated for the sole purpose of serving the empire

One of the most well known of these created races is the

Derro Many dwarves claim that the Derro existed long before

he Suel experimented on their kin and it is rumored that

he Derro are actually a blending of dwarves and humans

Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were

onducted before the Suel Imperium fell

The Suel Imperium fought the Baklunish Empire to a stand

till for control of eastern Oerik To break the stalemate the

Suloise brought about the Invoked Devastation This apparent

ictory over their enemies was short lived however as one of

he long forgotten Gods of the Baklunish chose to intervene

RACES OF OERTH

The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller

Gathering together the most powerful mages from am

his people within the stone circle of Tovag Baragu this

channeled much of His own power through these magici

supporting their retribution against the Imperium

This is the origin of the Rain of Colorless Fire which cov

all of the Suel Imperium in its inferno Were it not for

great seer Slerotin the Suloise peoples may well have b

destroyed but receiving premonitions of the impen

doom Slerotin gathered what noble families he could and

them through a magical tunnel ndash of his own creation ndash w

passed completely through the Hellfurnaces

All but one of the families ndash the Lerara ndash traveling

Slerotin arrived in the area of the Flanaess now known as

Yeomanry From there the Suloise peoples spread throug

the Flanaess founding nations for themselves often for

from the colonies of the Suel Imperium The noble fami

Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero

tunnel and reside there today

The most infamous and secretive society of the Suloi

indisputably the Scarlet Brotherhood headquartered on

Tilvanot Peninsula This Suloise organization has bases sp

out across the Flanaess and beyond So embroiled have

become in the aairs of the Flanaessrsquo nations this so-ca

secretive society is no longer as secretive as it once was W

the Scarlet Brotherhood is prominent in Shar they do

actually have control of the government there though

do exercise major inuence over all the Peninsularsquos aair

There is another Suloise organization called ldquoThose

must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in

Kingdom of Keoland Not much is known of the Silent O

though it is rumored that they seek to obtain forbidden ma

and ancient Suloise artifacts What their main goals ar

one knows for certain however those few who happen c

upon the Silent Tower and try to gain entrance are very o

not heard from again Whatever their main goal one thin

8162019 Oerth Journal 27pdf

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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8162019 Oerth Journal 27pdf

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 12: Oerth Journal 27.pdf

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11

The modern Bakluni from Yecha to the southern reaches of

Ull trace their lineage back to the alabaster cities of the fabled

Baklunish Empire With a history measured in centuries this

ncient nation consist of all the lands stretching along theDramidj Ocean and from the distant Baklhaut Mountains in

he mythic west to the Flanness heartlands in the east The

egendary elemental mages of the empire bound dijinni and

lemental alike to the task of creating wondrous things to

proverdquo that this empire would stand the wrath of time itself

verything fell before the power of the great empire until

t encountered another empire that was following the same

manifest destiny the Suel Imperium The stage was set for

hese two mammoth empires to wage a war on a scale that

was thus far unseen upon the world of Oerth

Sixty-three years of war saw brave new heroes rise to

odhood and moldy old gods crumble into ash In the end

he two empires unleashed their doomsday weapons uponach other in an event that has become known as the ldquoTwin

Cataclysmsrdquo When the smoke nally cleared the Suel

mperium was left an ashen waste and the Baklunish were

cattered to the four winds Today the Baklunish are still

aunted by the memory of what was and the loss of an empire

hat has shaped each nation that has followed with each

eeking some claim to the Enlightened Throne

APPEARANCEThe Baklunish people fall within the norms of most human

aces with their height being anywhere from 5rsquo to 6rsquo6rdquo tall and

heir weight ranging from 140-225 lbs

The Bakluni have a skin almost golden in hue with hair

anging from blue-black to dark brown Their eyes are most

ften green gray-green gray or hazel with a rare jade-green

eing the most prized Children born with such eyes are seen

s a blessing

Though almost unheard of golden eyes have cropped up from

me to time among the Bakluni and these almost always

ndicate a child with Djinni bloodlines

PERSONALITY AND CULTURESpread across the eastern expanse of the region know

the Baklunish Basin the Bakluni cultures are diverse

the varying personalities are shaped by the environmenwhich they dwell Despite these dierences the Baklu

people do have common threads which link them togethe

a race The Bakluni are in general a contemplative peo

carefully thinking matters through before acting Even

most brazen chieftain of the Tiger Nomads or Ullish War

thinks upon any impending action for to court failure

stain onersquos honor

Following the precepts known as the ldquoFour Feet of

Dragonrdquo people of Baklunish descent follow these max

Honor Family Generosity and Piety While the other race

the Flanaess have an understanding of these concepts

Bakluni people give them a much deeper meaning

To the Bakluni honor determines how a man carries out

activities of his day It entails keeping onersquos word not ac

cowardly comporting oneself as due his station in life Th

are the acts of an honorable man

Even a bandit can act honorably and yet still be a ba

Honor is the rst -- and for some -- the most important fo

the dragon and for this very reason A man might be imp

or a miser and might even treat his family poorly and yet

be seen as a man But if a man acts without honor then

a cur to be beaten and killed as one would kill any verm

An honorable man seeks the deep roots that only family

provide He honors his parents and grandparents by marr

a woman of mutual standing who has conducted hehonorably who has a family that is also honorable Chil

bring wealth to a man and his wife that is beyond the mea

of coin An Honorable man magnies his grace and stan

by taking care of his family and seeing to their needs He

his children get good educations his daughters marrie

honorable men from good families his sons taught the w

of honor and family so they may stand as men worth

their fatherrsquos name A Bakluni man takes care of his pare

RACES OF OERTH

The BaklunishBy Dennis LovattArt by Adam Koča amp Rick Miller

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12

is brothers and sisters his aunts and uncles if they are by

atersquos hand or by age unable to do so themselves Family

an be a broad term which can also means the employees

f a merchant warriors in a mercenary company even the

ollowers of a bandit lord In these cases the leader will often

reat his men in the same fashion hersquod treat his children Hersquod

ee they were properly wed given a nest egg to start out in

married life etc

While wealth does not always nd those that spend a lifetime

n hard work generosity is not limited to the coin in ones

ouch An honorable man is generous with his time helping

is neighbors and friends giving advice to those that seek it

llowing them to prot from the wisdom Istus has shown to

im and he does not shirk from giving what food he can to

hose in need Hoarding food or coin is frowned upon and

ften is the rst step to ruination in the folktales retold by the

ards of the region The generous man it is said sees that

which he gives returned tenfold when his time of need arises

Piety while the last of the dragonrsquos feet plays an important

ole in the lives of the Bakluni people An honorable man pays

omage to the gods that stand in judgment of his life Istus

he Spinner of Fate AlrsquoAkbar the Restorer of Righteousness

Xan Yae the Lady of Perfection Zuoken the Ladyrsquos Hand

Geshtai the Lady of the Living WatersWhile one god or goddess may have a higher standing in

he eye of any given person it is a fool that cuts o his nose to

pite of his face Only the Mullahs of a given deity can focus all

f their devotion to a single god The average Bakluni oers

rayers to all of the gods in order to ensure that no slight or

nsult is given to any and to guard against the ckle hand of

ate turning against them Even during times of both drought

nd an abundance of water pious Bakluni make oerings to

Sevelkhar the Waster so as to keep him at bay An old Bakluni

aying says it all ldquoTrust in Istus but tie up your camelrdquo

Culturally turbans and keyehs are the common head wear

or men with Hijabs being the choice of women Loose tting

ants and shirts are the style with robes (light in desertslains regions and thicker in the more northernmountainous

egions) worn over them

Most Baklunish warriors favor lighter armor than the heavy

late armor of the east Preferred weaponry consists of spears

ances and composite bows with personal weaponry being all

manner of curved swords such as Scimitars Tulwars Saifs

Shamshirs and Kilij Even those who are not well trained carry

Jambiya which is little more than a curved dagger

RELIGIONThough not a massive pantheon the gods of the Bakluni are

well represented in the daily lives of their people They pay

espect to their deities with a wide variety of oerings andbeisances With Piety being a trait to which all honorable

Bakluni aspire or at least want to appear to aspire it is

ot surprising that the temples and their mullahs discuss

assionately the nature of orthodoxy and the truest path by

which divine enlightenment can be reached This religious

assion while a noble thing can lead some to rationalize

eeds from which even the most devout Mullah would recoil

It is upon these throes of religious passion that ends of

and the abyss gain footholds upon Oerth and cults aris

dark reections of the Bakluni gods Grazrsquozt makes a

mockery of Istus uttering his own blasphemous comm

to the eager ears of cultists who foolishly believe they

doing the Lady of Fatersquos bidding It is for this reason

the Baklunish region suers a larger quantity of cults

do most other regions and it is why the Mullahs are swi

punish these tools of heresy It is perhaps this very advers

environment that caused the rst Hakima to be blessed

ldquoThe Sightrdquo

A word originally in ancient Baklunish meaning wise

insightful Hakimas were often women skilled in midwif

Most temples had Hakimas on sta and even the poore

villages boasted at least one such woman Searches in

ancient records of the Empire revealed no precedent so

believed that the Sight is a recent development Hakimas

gifted with the ability to see and hear the truth of mat

and even the most skilled liar cringes at the presenc

these wise women In the years since their rst appeara

Hakimas have become the ldquoone honest soulrdquo who can sp

out with impunity against the edicts of the Mullahs the d

of the military even the laws of the Caliph For their part

Hakimas have taken this change in stride and treat theof the Sight as an honor and duty and while there are alw

rumors no case of a Hakima being stripped of the Sight

ever been conrmed

PROFESSIONS SKILLS AND CULTURAL FOIBLEThe Baklunish people have by dint of centuries of exist

and weight of tradition shaped themselves for their plac

this world This shaping has given them advantages in ce

professions and skills All Baklunish gain a +2 racial bo

to Knowledge (Religion) checks Those Baklunish born in

sprawling cities are also adept in the ne Baklunish a

haggling and spotting a good deal Such urban Baklu

gain a +2 racial bonus to Diplomacy (when using the skinegotiations) and appraisal checks Conversely the Baklu

born outside the great cities are less concerned with bargai

and more focused on horseesh Rural Baklunish gain a

racial bonus to Ride and Handle Animal checks

Not all of this shaping has been benecial as a people

Baklunish are insular and superstitious by nature Foreign

while not mistreated are kept at armrsquos length and

standosh nature results in a ndash2 racial penalty for Baklu

on all diplomacy checks involving foreigners The thre

demonic and diabolic inuences have made the Bakluni w

and mindful of the signs taught to them by their parents

grandparents Few Bakluni man or woman leaves the ho

in the morning without a token of good luck on their perBe it an iron nail bent into a ring a bronze eye worn o

necklace made of woven hair or a lucky copper piece th

tokens are an important security blanket for the superstit

Bakluni If deprived of this token a Bakluni grows nervous

somewhat jumpy resulting in a ndash2 penalty to all charis

based skill checks until the token is reclaimed

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13

FIGHTING STYLESThe Baklunish warrior is the undeniable master of mounted

ombat Be it with a lance bow or scimitar and shield the

Baklunish do it best when on horseback The Bakluni re-

urved Bow or horse bow is the weapon of choice for themounted archer The limbs of the bow seem short but this

s an illusion precipitated by the severe curve the limbs The

amination process used to construct the bow gives it the

trength and thus the distance to rival the eastern composite

ows yet allows it to serve expertly for horseback archers

The one aw of the otherwise masterful design lies in the

trings These wound strips of catgut work well but begin to

eteriorate in an overly damp environment It is common for

rchers who favor the horse bow to carry two bows one

trung and one unstrung plus several replacement strings

As mentioned above the Scimitar (and its cousins) is

he blade of choice in the Baklunish west and has been so

or several centuries Various ghting styles involving theweeping style of the blade are favored which maximizes the

weaponrsquos powerful slashing ability While most favor a light

hield in partnership with the scimitar a few nimble warriors

ake up a second blade sometimes a Jambiya or a short

hrusting sword and at other times another scimitar of equal

ize and arc This dual weapon style called Kasirga -- ancient

Baklunish for Whirlwind -- is a powerful and dramatic style

but requires plenty of room to use properly A more com

style of dual ghting using the Jambiya called Yuzlu -- anc

Baklunish for two-fang -- is favored by urban warriors W

it has less power than the wide sweeping strikes used in

Kasirga style it takes up less room and is more viable intwisting alleyways of the Baklunish Cities

RACIAL FEATSThese are racial feats any Baklunish character can take

their bonus human feat

You are a child of the desert and know its ways

Benet +2 to survival checks in desert terrain

Special Can only be taken at 1st level

You have been riding horses since before you could walk

Benet grants a +2 bonus to ride and to handle an

checks when dealing with horses

Special Can only be taken at 1st level

D [H]

E F [G]

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14

Grsquo G [H]

The goddess of the living waters has blessed your birth

Benet +2 to swim checks and need consume only half the

mount of water than other humans

Special Can only be taken at 1st level

The energies of the Invoked Devastation which tore apart the

reat Empire still linger within you and are manifested in theirthmark scar that you bear

Benet You receive a +2 bonus to Intimidate checks

+4 vs any Baklunish) You also add a +2 to the DC of Save

hrows for any spell with the Fear descriptor you cast You also

eceive a ndash2 to all Diplomacy checks made against any Bakluni

who see or know of your scar

Special You may only take this feat as a 1st-level character

You are descended from the genies summoned to Oerth by

he ancient Baklunish in the days of the Suel-Baklunish wars

You might bear some physical or psychological mark of yourncestry such as a ery disposition thanks to an Efreeti

ncestor or uniformly blue eyes from the blood of a Marid

Benet Select one type of genie Dao (earth) Djinni (air)

freeti (re) or Marid (water) The benets of this feat vary

y the type of your genie ancestor

Dao You receive a +4 bonus on Saving throws against

arth eects and Fortitude saves made to resist petrication

You also add +2 to the DC of saving throws for any spell with

he earth descriptor that you cast as a sorcerer This benet

tacks with the Spell Focus and Greater Spell Focus feats if the

pell you cast is from your chosen school

Djinni You receive a +4 bonus on Saving throws against

ir eects and the following spells acid fog call lightning

loudkill stinking cloud and storm of vengeance You also

dd +2 to the DC of Saving throws for any spells with the Air

escriptor that you cast as a sorcerer This benet stacks with

he Spell Focus and Greater Spell Focus feats if the spell you

ast is from your chosen school

Efreeti You receive a +4 bonus on Saving throws against

re eects You also add +2 to the DC of Saving throws for

ny spells with the Fire descriptor that you cast as a sorcerer

This benet stacks with the Spell Focus and Greater Spell

ocus feats if the spell you cast is from your chosen school

Marid You receive a +4 bonus on Saving throws against

water eects and the following spells acid fog cone of coldorrid wilting ice storm and sleet storm You receive a +2

onus on Constitution checks made to resist drowning You

lso add +2 to the DC of Saving throws for any spells with

he water descriptor that you cast as a sorcerer This benet

tacks with the Spell Focus and Greater Spell Focus feats if the

pell you cast is from your chosen school

Special You may only take this feat as a 1st-level character

S [H]

[H]

M W [G]

You know your way around business negotiations

Benet You receive a +2 bonus on Appraise Checks

checks and Diplomacy checks related to business dealing

You have been riding horses since before you could walk

Benet grants a +2 bonus to ride and to handle an

checks when dealing with horses Special Can only be taken at 1st level

You are a Bakluni who was raised in the deserts of the

Steppes The harsh storms have toughened you

Benet You have a +1 natural armor class bonus

Special You may only take this feat as a 1st-level chara

Your mother was a Hakima and you were born with a to

of her sightBenet You receive a +2 to Initiative rolls and Spot che

Special You may only take this feat as a 1st-level chara

While many Bakluni pay lip service to Sevelkhar to stave

his wrath you have been born with a touch of the wa

within them

Benets All diseases poisons and dehydration eects

twice as long to eect you For eects that are Instantane

delay the onset time one hour per constitution bonus If o

time is 1 minutes triple the time frame if hours make it

and if days make it weeks The character suers pena

slowly and damages are drawn out to make the chara

suer longer This allows the character to be healed when

would otherwise be detrimental While most people are le

tune with such supernatural aictions animals can sen

and you receive a -2 to all handle animal checks

Special You may only take this feat as a 1st-level chara

S [H]

S [H]

T S [H]

T W B [H]

T B P

AlrsquoAkbar (LG god of guardianship faithfulness digniduty)Azorrsquoalq (NG god of light purity courage strength)

Daoud (N god of humility clarity immediacy)Geshtai (N goddess of lakes rivers and wells)Istus (N goddess of fate and destiny)Mouqol (N god of trade negotiation venturesappraisal reciprocity)Xan Yae (N goddess of twilight shadows stealthmind over matter etc)Zuoken (N god of monks mental powers physical anmental mastery)

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15

t is widely documented that the Flannae people are natives of

he Flannaes Hence the name given to the lands even by the

Oeridian conquerors

Rumors persist that one time long ago perhaps before the

ation of Caerdiralor took shape That the Olman and Touv

eople occupied a stretch of land that occupied much of the

outhern Flannaes While no sages can prove the validity of

his claim a case can be made that the ancient Flan could of

eized these lands from the eeing Olman and Touv people

After all many a Touv and Olman god mimic aspects of the

lannae own pantheon

Perhaps a relation to MokrsquoSlyk and the Serpent of Touv

myth Meyanok bare some resemblance though Meyanok was

ot known as a purveyor of magic Though he was directly

esponsible for the birth of three gods Vara Damaran and

Berna Vara has aspects closely aligned to that of Incabulos

specially in the deliverance of nightmares One could arguehat each pantheon has gods or goddess that can be crossed

eferenced with the gods of other pantheons However many

an directly see the inuence of Flannae myth in every other

uman culture bordering or occupying the Flannaes However

were the Flannae inspired by a pantheon of gods from another

rigin

Many sages discredit any notion that such a scenario ever

xisted as no recorded documentation of the presence of

Olman or Touv culture has ever been seen in the Flannaes

roof of Touv and Olman cultures have prevailed in the

Amedio Jungle and there are no signs that these people did

ot originate from these lands

Many agree that the Old Faith is the bastion of Flannaeworship even to this day However some text remain that

how demonic like beings where accepted in the old faith and

eing part of mans primal nature The Old Faith coexisted with

hese obyrith and later tanaric beings Many paid lip service

o appease these ancient brethren Others worshipped them

ke gods and made pacts to gain power and inuence from

hese beings Some appeared to be less diabolical in their

reatment of the Flan people

Mokrsquoslyk the Serpent is thought to have granted the

people with the knowledge of arcane magic Though Flan

religion shows us that Boccob is the god of magic In anc

texts from the church itself show that Boccob once trapp

demon of unknown origin that was more powerful then Bo

at this time It is believe he gleaned enough magical po

over these thousand years of the demonic creatures capt

This could explain how Mokrsquoslyk stopped inuencing the

in his teachings on magic With Boccob now in place as

deity of magic Mokrsquoslyk waned in power Hoping to rec

what was taken from him in his thousand years of capti

It would also explain how Boccob would have little need

worshippers as his power was siphoned from another pow

being

Throughout the history of the peaceful Flannae T

always existed some outside inuence over how their nat

where formed Caerdiralor was formed by dark priests mystics whorsquos primary worship of Tiamat absconded with

teachings of the Old Faith Perhaps it was the pantheo

the Old Faith that was behind the mysterious force w

devastated their capital of Mysyrna Forcing the survivor

cross the Sea of Gearnat

The six great realms of the grass sea lived in tune with na

Until the survivors of Caerdiralor reared their ugly heads

inuenced Sulm in becoming yet another representa

of Ur-Flan power Perhaps the Old Faith was testing

people the dark priests and mystics of Caerdiralor ceme

themselves into seats of power among the Sulmi The

grew in power and once the Old Faith became threatene

obscurity Shattados would don the Scorpion crown the Iof Woe would sink The rampant lion of the Aerdy would

claim to the Flannaes and many of the gods of the Flan

would be incorporated into the pantheon of their conque

Coincidence highly unlikely

Many Flan nationrsquos existed at some point Exag is on

them however Exag was greatly inuenced by the cra

and little is heard of Flan culture in the city of clay excep

inuence in Perrenland The Vast Swamp was or is the hom

RACES OF OERTH

The FlannaeBy Dennis LovattArt by Adam Koča amp Rick Miller

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16

Acerak a cambion demilich who constructed his own labyrinth

or which every artisan or worker who aided in its construction

was locked away within its clutches Acerak would soon follow

ever a true empire in itself Many adventurers deemed it the

Tomb of Horrors for the atrocities committed and experienced

y those who entered the wretched place

The Kings of Burgess were the last of the just and noble

ations to fall to Vecnarsquos spider throne The nations of Fleeth

nd Almadia where intertwined those with the death of the

rincess of Fleeth Almadia was on its own to defend itself

rom the spider throne Vecna sort his vengeance against the

ity of Fleeth Once he slayed all her people save a few nobles

who submitted themselves to his mercy Vecna took Almadia

nd then set his sights on Burgess The only true threat to his

eign at the time of his Occluded Empire

Nuria was a contemporary of six realms of the grass sea

nd the Isles of Woe It traded magical wonders with the

itadel of Veralos ultimately it would be consumed into the

Great Kingdom Believed to have existed in what is now the

Kingdom of Nyrond The Flan population would intermingle

with their oeridian conquerors and become willing citizens of

The Great Kingdom

Perhaps one of the most troublesome of the lost Flan nations

re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants

f Trask were responsible for the attacks on the elven city of

Summer Stars Evil and bellicose beyond refute the invading

erids of house Naelax had little choice but to wipe them

rom the face of Oerth Destroying much of their magic and

writings

Last in the line of benevolent Flannae rulers Ehlissa the

nchantress lived in what is now know as the United Kingdom

f Ahlissa some 1700 years ago and continued to reign in

er prehistoric kingdom for several centuries more Queen

hlissa has no issues she keep song birds as pets During her

eign her people knew peace and none of her subjects knew

overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend

er subjects to her will Her reign lasted up until the Great

Migrations during her reign she managed to prevent the force

ocked away in her Nightingale from escaping Presumably

ead none truly know what happen to Queen Ehlissa or her

amed Nightingale Little to noting remains of Flan culture in

his region Long ago Suel and oerid migrations took their toll

n her Kingdom Becoming part of the Great Kingdom of the

Aerdy and recently The United Kingdom of Ahlissa

APPEARANCEThe Flannae people are recognizable by their bronze

omplexions and wavy or curly hair With strong angular

eatures and heavy brows most Flan are easily discernible

rom other human racial types They tend to be of average to

tocky build sturdy and somewhat hirsute they are anything

ut the prototypical human type these days

Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh

etween 150-180 lbs Female Flannae average between 4rsquo8rdquo

o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller

and heavier Flannae are possible

Their eyes are most commonly dark brown or black br

and amber appearing less frequently Their hair color is us

black but also ranges through shades of black-brown

brown and brown Curly and wavy hair is usual but some

have taken to straightening out there hair in recent times

The original Flan nomads of a millennium ago wore sim

utilitarian clothing including loincloths capes and lea

wrappings on their feet that served as shoes They also w

brightly colored body paints primarily vermilion and ye

ochre in primitive patterns a practice still common am

the surviving Rovers of the Barrens In civilized regions

clothing tends to follow current fashion though they still

to prefer solid bright primary colors

PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract

hard-working and reserved Flan are natural hunters

gatherers imbued with survival instincts most learn to

o the land Flan tend to eat lean even when there i

over abundance of food available Many Flan prefer wate

milk to alcoholic beverages though some places espec

in Geo and Sterich mead and ale have become com

place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling

family ancestry All Flan appear to be unemotional or slo

speak however those that succeed in gaining there trust

nd themselves a loyal passionate and jovial friend O

the human sub-races the Flan are more inclined to work

live among the demi-human races

Few nations boast a large Flan population these d

Geo Sterich Perrenland and the Wolf nomads sport

people mostly mixed with people of other human ethnici

Only the Roverrsquos of the Barrens and the people of Tehn s

a signicant stock of pure Flan-blooded people these day

The ancient Flan were able to carve out some of the m

successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em

Tostenhca Sulm and Itar

The Kingdom of Caerdiralor was the seat of Ur-Flan po

Absconding from the Flan coexistence with nature The ur-

delved deeply into the dark arts and sort to use the destru

force of nature to bend all to their will Worship of Tiamat b

paramount to their society Many other obscure demonic

or immortal powers inuenced them as well Mokrsquoslyk

Serpent seemed to be inuential in gifting the ancient

people with the arcane arts The true nature of Mokrsquosly

unknown Though his inuence amongst all the Flan pe

is well documented throughout history Caerdiralor mee

end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t

capital city of Myrsyrna that ended the genocidal war and

the surviving elite eeing across the Sea of Gearnat to

Lands of the Rhugha

Meanwhile in the lands known as the Bright Desert tr

of Flan people began to embrace the teachings of Va

the Maker the Subtle Teacher Born a mortal Vathris ra

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17

imself to the cusp of immortality through his knowledge

eeds and wisdom Embracing the ideals of progress and

ngenuity Under Vathris guidance the six great tribes of the

rass-sea became six realms

The six realms at that time where known as Itar Sulm

Rhugha Ronhass Durha and Truun Itar was chief among

hese six realms as they embraced the teachings of Vathris

wholeheartedly Many of the other tribes struggled to shed

heir past beliefs and the most resistant of those realms where

he Rhugha and the Ronhass strange that two of the most

rominent realms in the great grass sea choose to war against

ach other on a mere slight that none can recall If not for

he interference of the other four realms the Ronhass would

urely have fallen into obscurity The only way to keep peace

mong the six realms was to divide a line directly through the

ands of the Rhugha and Ronhass The Truun were gifted this

ealm to maintain the peace Gifted horsemen themselves and

utnumbering both the Rhugha and Ronhass in size made the

Truun the most reasonable choice to police these realms

Though peace would not last that long The dark mystics and

riests of Caerdiralor found their way into the nobility of Sulm

ars They whispered honeyed words of peace and progress

nstead they used their knowledge of iron-craft and secretitive

ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic

nd technology brought to them by the Caerdiralorrsquos sought

o control the six realms and make them into one mighty

ation

Sulm would rule over the six realms uniting them in bloodshed

nder one banner Despite the numerous nations of horsemen

hat opposed them Sulmrsquos iron-shod legions proved too much

or the other realms The Itari posed the greatest threat to

Sulmrsquos machinations of dominance over the great grass sea

The decades long war ended when Vathris divine spark was

nded by a dark wicked barbed longspear In vengeance for

tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered

he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering

lis of Sennerae down into the deep blue void of the Sea of

Gearnat

Sulm would fall due to the machinations of their last king

Shattados Five hundred years after Keraptis was named

rotector over the Flan nation of Tostenhca Shattados

would don the Scorpion crown gifted to him by the lord of

ntropy himself Tharizdun The people were transformed

nto manscorpions and dune stalkers while Sulmrsquos grass sea

uickly converted into the sands which make up the lands of

he Bright Desert today

Tostenhca was a military protectorate under the leadership

f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences

nd craftsmens ship that could rival those of dwarven and

nomish races They also saw the height in taxation that was

trictly enforced by Keraptis regime Keraptis made good on

is threats to those who failed to follow his strict tyrannical

rders Though the city saw its greatest success under

Keraptis rule His over taxation and cruelty were ultimately his

downfall the people revoked and under the leadership of

High priest Gethrun Shoiraine destroyed the wizard hiera

and laid siege to Keraptis keep Defeated Keraptis ed to

south with his gnomish minions

Three hundred years later Keraptis would enact his reve

using the power from the Null Enigma found under W

Plume Mountain Keraptis cursed Tostenhca Which lea

the death of Tostenhcarsquos inhabitants Tostenhca was lost

forgotten save for the rumors of its gold laden rooftops

unsurpassed wealth Many an adventurer has meet their

searching for the lost wealth of Tostenhca Where on

proud and striving Flan nation stood only a cursed and ko

infested place remain Now referred to in the cold tongu

Skrellingshald ldquothe cursed Flan holdrdquo

Veralos the Lost Citadel of the Flan was a fortress

upon the edge of the Rift Canyon in ancient times and

fealty to the wizards priests of the Isles of Woe Elite scho

artisans and mystics from all walks of life where sent he

develop their craft for the betterment of all Flan-kind Tho

the wizard priests of the isles of Woe were well entrenc

into Veralos social structure Little discovered behind

fortied walls escaped their attention Well after The Isle

Woe plunged beneath its watery depths into oblivion Ver

continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel

a sleeping power from within the Rift that would crum

the hidden citadel and its people for all time Even with

successful foray initiated by the company of seven M

scholars believe Veralos to be just another myth surroun

by an uninhabitable region of the Flannaes

The ldquosurvivalist instinctrdquo is forever present within the m

and hearts of the Flannae peoples and they nd ways to

exist in their lands regardless of their circumstances

nations of pure Flan decent survive these days save the Ro

of the Barren and Tenha The Wolf nomads The Sheldo

Valley Perrenland and the Theocracy of the Pale are p

that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o

human cultures cementing part of their religious and cul

inuences amongst them all

A great many Flannae grow-up to become farmers herd

druids bards rangers and mages of renown Being inst

from early childhood with a profound respect for natur

all its forms Flannae have studied the aspects of nature

their place in it at one time or another Most Flannae h

at least a rudimentary understanding of farming herd

animal husbandry agriculture geography and wea

patterns Many Flannae plant a tree in front of their home

in a garden where they have easy access to As long as

tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of

luck and one should pick up and leave the place behind th

The skill of manufacturing leather and wooden crafts is

highly respected among the Flannae peoples Many a Flan

crafted a ute from a branch that had fell during a st

Tanning was and still is a common practice of many Flan

people The hides are highly prized for use as clothing

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18

rmor A naturally peaceful people skills such as dancing and

inging are often manifested in Flannae from all walks of life

RELIGIONThe Flannae peoples seem to have a particular fondness

or gods representing nature The Flannae Pantheon mostly

onsists of gods from the Old Faith With Beory and Obad-

Hai being the gods most commonly associated with the old

aith Over the years dierent cultures have altered the

riginal gods associated with the Old Faith save Beory and

Obad-Hai who are always present among their number The

riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn

ord Incabulos (in some Flan cultures he is replaced by the

oddess Berei) and The Lord of Winter Nerull Originally all

were neutral aspects though Incabulos became associated

with plagues and suering making many followers of the old

aith wish for the Lord of Winter to end their suering As such

very winter Obad -Hai is slain by the lord of winter It is the

ord of spring that releases Obad-Hai from the summer tree

He has Berei assist him with the burial of Obad-Hai Where he

s buried Mother Beoryrsquos tears revive him and a young sapling

rows which drops the fruit that hatches a young Obad-Hai

nce again in the spring By the summer he is fully grown and

trong the Stag King leading the wild hunt against those that

would dele nature During autumn he grows into a weathered

ld man waiting for the winter lord to slay him once again

There is a belief amongst the Old Faith that should Pelor fail

o bury Obad-Hai after seven days He will be gone forever

nd Oerth will forever be plunged into an eternal winter

The Flannae Pantheon consists of Allitur Beory Berei

Boccob Celene Earth Dragon Ehlonna Grummush (amongst

he early Flan he was thought a chief rival of Obad-Hai in

he old faith he was once known as the autumn lord and

was replaced by Incabulous after he established himself as

he chief patron of the orcish pantheon)Obad-Hai Pelor

ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and

Zodal

Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are

he primary recipients of Flannae worship in the Flannaess

hough all the gods of the pantheon receive varying amounts

f veneration token though they may be Many others

ave lost a direct association with the Flan pantheon and

re not mentioned here Though in truth about 90 of the

lan pantheon is considered part of the common pantheon

f gods As the oeridians stopped worshipping Sol and have

ully adopted Pelor into their pantheon of gods Beory is

onsidered the mother of the gods and only in the baklunish

west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the

most diminished of the human races currently bordering or

ccupying the Flannaes However they have cemented their

ustoms and traditions into every human species they have

ver come across Most notable of them all are the Oeridians

nd to a lesser extent the Suloise people

PROFESSIONS AND SKILLSThe Flannae have developed many and various skills

the centuries and in that time those professions and s

have changed little regardless of their location upon the O

-- as such all Flannae characters gain a + 2 racial bonu

two of the following skills Knowledge (nature) Knowle

(geography) Knowledge (the planes) Survival Ha

Animal Profession (tanner) Profession (animal breed

Profession (grain farmer) Dancing Singing or Ride T

skills are considered Class Skills for all Flannae character

Flannae characters are so attuned to nature that many

learned languages common amongst the fey races As

Flannae characters may take the Sylvan tongue as secon

language

The ancient Flannae also dwelled and worshipped dem

like they do gods these days Many have learned the Aby

tongue of demons and a few have learned the infe

languages of devils as a secondary language Note D

may require one of the following feats to be taken (Tai

Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o

to explain where the character has developed their knowle

of these languages

Flannae characters hailing from nations within the Sheldo

Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla

are exposed -- or have been exposed -- to atrocities dea

them by giants or other creatures driven from their home

an invasion of giants

FIGHTING STYLESThe ancient Flannae peoples where associated with prim

ghting styles few of which see use today Many Flan

where accomplished horsemen Most preferred to ride

their opponents armed with spears and axes Some ca

sickles to sacrice their enemies to the old gods Archery

horseback saw some usage mostly among the Itari and

by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we

maintaining their lands

In Geo and Sterich many of the Flan in these nations

adopted the sword as their main weapon While it se

this tradition was inspired by the oerids of these lands

Flan embody the spirit of their ancient brethren by run

headlong into battle naked armed only with their swords

handed weapons have also become common place as

tend to be more useful in damaging the giants which

these lands Long-bowmen have just begun to see m

usage as they allow one to keep a long distance from t

enemy short-bow use is more common especially when ri

horseback

The Wolf nomads favor the spear throwing axe and

their ancestors used in battle Some carry a spiked lea

gauntlets or the punching dagger and curved blades of t

baklunish ancestors alongside their wolf companions

In Perrenland polearms see much use especially amo

the mercenary companies Mercenaries from Perrenland

highly valued in the armies they serve Their ability espec

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19

n defense measurements are highly sort after Shortswords

xes spears shields and hunting knives are also common

lace with crossbows seeing little use in this region The most

killed pikemen and halberdiers are often from Perrenland

Having pushed back many a marauding army Most military

men in Perrenland learned their craft as mercenaries Fighting

n the opposite sides of warring parties However it is the

are mercenary who fellrsquos one of his kin This has served them

well when being hired to route fellow countrymen from the

pposing army ranks Only to nd them bolstering the ranks

f the mercenary army sent to dispose of them

One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra

urden of heavy armor and few would don any armor that

weighs more than forty pounds

Naval combat is something most Flan nations these days

now little about Many of their nations do not border large

odies of water capable of supporting naval units In ancient

mes the Isles of Woe and Caerdiralor supported naval units

Ahlissa presumably had the largest naval unit of all Flan

ations Though they also saw little usage as naval combat

was not as advanced as it is now in present day Oerth Instead

most naval units merely supported the transportation of

roops Perhaps naval units were more commonplace when

he Pomarj was a heavily populated Flan nation Though as

ar as historians can tell this area was populated by primitive

solationists who later were absorb into the migrating Suel

opulation Eventually only traces of Flan culture exist With

ltars and shrines devoting worship to the earth dragon

aramount among these ndings

The Flan present in the Theocracy of the Pale have been

bsorbed into the Oeridian way of life In truth little of their

ways exist in the Pale these days Many of their ghting

ormations and weapon usage mimics those of their Oeridian

rethren

RACIAL FEATSThe following is a list of racial and heritage feats that an

lannae character may take as hisher bonus feat

While some Flan from all walks of life are imbued with the

lood line of Caerdiralor You have a stronger connection

raced back to a mixture of the Sulmi bloodline with the

urvivors who ed the doomed nation when they crossed the

Sea of Gearnat

Benet A Caerdiralor Flan receives a +2 to saves against

pells from the necromantic school of magic If they have the

bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic

Special You may only take this feat as a 1st-level character

You are a descendant of the ancient Itari Flan whose forward-

hinking permitted them access to the ways of Vathris the

B C[H]

B I [H]

B D [H]

B R R [H]

maker

Benet An Itari Flan receives +2 skill bonuses to both

Knowledge (nature) and Diplomacy skills The character

easily sway someonersquos reaction by two categories for e

successful Diplomacy roll

Special You may only take this feat as a 1st-level chara

The characters Diplomacy score must be equal to or gre

than the characters level he is trying to persuade Other

the characters Diplomacy can only improve reactions rol

one category

You are a descendant of the Durha Flan some of the m

backward thinking and barbaric of the Flan people

Benet The Durha were some of the most determ

warriors However determination and skill are two die

things As such these characters gain 1 extra hit point

character level

Those with this bloodline may remain active at less

zero hit points with a successful Willpower save with a

DC of 12 plus the amount of damage suered below z

Example Fleg was struck by a club bringing his hit point

to - 3 hit points Fleg wills himself to maintain ghting on

rolls a 16 for his Will save to overcome his wounds S

Fleg is at -3 hit points he needed a 15 to remain active

remains active and is not struck again in combat Howeve

now requires a successful Willpower save DC 16 to cont

ghting as he cannot become stable while remaining activ

combat

Special You may only take this feat as a 1st-level chara

You are a descendant of the RhughaRonhass Flan While

Rhugha and the Ronhass were both intimately related to

other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron

were skilled horseman only because they were as stubbor

the mules they trained and lived with

Benet A RhughaRonhass Flan receives a +2 compet

bonus to their Ride skill (horses) and Handle Animal

(horses) They also receive a +2 to saves against spel

abilities to charm or enthrall them Spells that control emot

can aect them if it induces anger

Special You may only take this feat as a 1st-l

character Diplomacy is never a class skill for a character

this bloodline Diplomacy is treated as a non-class skill

receives all the limitations of a non-class skill for those

this bloodline regardless of which class they belong too

You are a descendant of the Sulmi Flan The ancient S

were always very ambitious determined to complete a tas

matter the cost This endearing trait led them to incorpora

the teachings of Caerdiralor into their society However s

B S [H]

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20

ure strains of this bloodline exist

Benet A Sulmi Flan receives a +4 insight bonus to any

kill roll once per day This does not guarantee success but

hows there determination in completing a task

Special You may only take this feat as a 1st-level character

The DM should penalize characters with this feat who give up

task too often or too easily

You are a descendant of the Truun Flan Much like the Rhugha

Ronhass the ancient Truun were skilled horsemen that

ttacked in large groups However the Truun did not share

he stubbornness their Rhugha and Ronhass brethren were

amous for

Benet A Truun Flan receives a +2 competence bonus

o their Ride skill (horses) and Handle Animal skill (horses)

A Truun that makes a successful Ride skill check in combat

lso receives a +1 competence bonus to attack rolls while on

orseback

Special You may only take this feat as a 1st-level character

You bear the mark of Demogorgon prince of all demons

Benet A character with this feat can telepathically

ommunicate with a creature in close range (25ft) much

ke a detect thoughts spell A targetrsquos successful Willpower

ave prevents you from reading its thoughts the save DC

=character level + 2 + highest non-physical attribute bonus

Intelligence Wisdom or Charisma]

However you also receive telepathic signals from all demon-

ind The latter is never at ease You struggle to control

he telepathic communication from demons a successful

Willpower save (DC demonrsquos hit dice + charisma bonus) is

equired whenever the character wants to actively block out

his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2

enalty on attack rolls saving throws skill checks and ability

hecks) until a successful Willpower save is made Because

he character has a volatile nature he gains a +2 insight

onus to all Intimidate skill checks and his telepathic link with

emon-kind grants him a +2 insight bonus to his Knowledge

the planes) skill checks Because the character is telepathic

e gains a +1 insight bonus to all initiative rolls

However the character always exudes a faint evil aura due

o the mark regardless of the characters actual alignment

Special You may only take this feat as a 1st-level character

You were born with a slightly forked tongue granting greater

ptitude with magic

Benet A character with Mokrsquoslykrsquos Tongue gains +2

ompetence bonus to either his Knowledge (arcana) or

Spellcraft skills The character also gains a +1 to their caster

evel when overcoming resistance for spells cast with a verbal

B T [H]

M S B [H]

Mrsquo T [H]

O A [H]

O F [H]

T T [H]

T T [H]

V T [H]

component

Special You may only take this feat as a 1st-level chara

You share some ancestry with those that lent their ma

might to the defense and expansion of Vecnarsquos Occlu

Empire

Benet Vecnarsquos Occluded Empire was well known fo

use of dark and secretive magical might As a descen

of this region you receive a +2 competence bonus to

Knowledge (arcana) and Knowledge (the planes) skills

Special You may only take this feat as a 1st-level chara

While many modern day Flan follow many faiths you fo

the ancients ways of your people

Benet A character with this feat receives a +2 compet

bonus to their Knowledge (religion) and Knowledge (nat

skills

Special You may only take this feat as a 1st-level chara

must follow Old Faith

You bear the taint of Tiamatrsquos followers

Benet A character with this feat has slightly scaly

that is noticeable by touch only and gains a +1 natural a

bonus They also gain a +4 resistance bonus to one of

following energy types acid electricity re or frost

Further the character also receives a +2 insight bonus t

Sense Motive checks to detect malicious intents or auras

as an evil spell or power register

However the character always exudes a faint evil aura

to the taint regardless of the characters actual alignmen

Special You may only take this feat as a 1st-level chara

You bear the artice and skill the the Tostencha people w

famous for

Benet This character may add +2 to one Craft sk

their choice The character also gains a +2 to their Appr

skill checks

Special You may only take this feat as a 1st-level chara

You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any

Knowledge skills and add a +2 competence bonus to t

skills or they make take one non-class knowledge skill

use it as a class skill without any penalty for skill improvem

cost

Then there are those who follow the teachings of Vathr

the god of lost causes and revenge These latter charac

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21

eceive a +2 to saves against poison or magic that would

ring them death or below zero hit points They also stand a

0 chance of becoming stable when brought below zero hit

oints instead of the normal 10 chance of most people

Special You may only take this feat as a 1st-level character

You are exceptionally skilled and versed in the workings of

he world

Benet A character with this feat gains 4 extra skill points

t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class

Also Knowledge skills can be increased by one more point

han usually allowed per character level A rst level character

with this feat may have a Knowledge skill with up to ve ranks

t rst level

Special You may only take this feat as a 1st-level character

V S I [H]

The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4

T F P

Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a

hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)

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8162019 Oerth Journal 27pdf

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23

PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged

traightforward and pragmatic Oeridians are taught from the

arliest age to respect authority and those who bear arms

Their interests lay in exploration hunting ghting and empire

uilding The history of their people give them right to boast

Oeridians are prone to take charge in dicult situations and

et they respect their superiors and sacrice for the good of

whatever cause or group they believe in Oeridians are known

or their enjoyment of songs celebration physical games

nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly

egarded by other races

There are three prominent Oeridian tribes The Aerdi best

nown for establishing The Great Kingdom The Nyrondal

f the Kingdom of Nyrond and the Vollar of the Prelacy of

Veluna are the other two prominent tribes of Oeridians Other

ribes do exist -- or have existed -- but they have become

ntermingled with other cultures

The Kingdom of Furyondy has a signicant Vollar presence

n its border with the Prelacy of Veluna however the Vollar

n both sides of the border have intermingled extensively with

he other peoples of these nations

The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of

he Flannaess but is now but a shadow of what it once was

aving splintered into two separate and distinct kingdoms

North Kingdom and The United Kingdom of Ahlissa Neither

f these current kingdoms is in control of the former capital

f Rauxes Decades of inghting magical atrocities and the

ramping of undead armies across the land have devastated

he area around the former capital

Most Oeridians now living in these lands tend to be less than

traightforward compared to their brothers in other lands

eing much more conniving and preferring to avoid direct

onict They seek instead to manipulate their adversaries

uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This

ttitude has served to lessen both the military presence and

nuence of the Church of Hextor

The Kingdoms of Furyondy and Nyrond as well as the former

Shield Lands are able to boast Oeridians of purest blood

Though the Shield Lands have been overrun by the forces of

uz the Oeridians still living there show real determination

nd the erce spirit of the race The Oeridians in these lands

ontinue the struggle against the occupying forces of Iuz the

nly exception being the Oeridians of Nyrond

The Oeridians of Nyrond mirror the condition of the Kingdom

tself they are poverty stricken This situation leaves them in

very poor position to wage an oensive war against the ldquoOld

Onerdquo However the Oeridians of Nyrond remain ever vigilant

f the Old Onersquos designs on their territories and are prepared

hough their stance must be defensive in nature

The ldquowarrior coderdquo is forever present within the minds and

earts of the Oeridian peoples and they nd ways to defend

heir lands regardless of their circumstances Defensively

uryondy is currently in the best shape of all the Oeridian

nations due to their being aided in securing their border

their Velunese neighbors In addition the Church of Heiron

has an ever growing inuence amongst the Oeridian peo

in these two nations and the Priests and Paladins of His ch

are highly regarded by the peoples of these two kingdom

The Oeridian peoples have learned to work well with o

human races and nowhere is this truth more evident tha

the Sheldomar valley and the Kingdom of Keoland In Keo

a minority of Oeridian and Suloise nobles enjoy a peaceful

over a Flannae majority

In the Prelacy of Veluna a considerable populatio

intermingled Oeridian and Flannae peoples also live toge

peacefully Rao serves as this nationrsquos chief deity but

church of Heironious is also well represented on the nat

Theocratic Council The Oeridian peoples of Keoland

Veluna are much more in control of their emotions then

their brethren in other nations and are therefore less like

fall prone to the more traditional overreaction of Oeridian

A great many Oeridians grow-up to become warriors B

instilled from early childhood with a profound respect for

and women of martial prowess most Oeridians have studie

least one melee weapon by the time they reach adulthoo

The skill of manufacturing weapons and armor is also h

respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are

naturally nimble people acrobatic skills such as dancing

tumbling are often manifested in Oeridians from all walk

life

RELIGIONThe Oeridian peoples seem to have a particular fondnes

martial gods The Oeridian Pantheon boasts no less than t

Gods of War and Battle Heironious Hextor and Stratis

is believed to be dead

All three war gods were mothered by Stern Alia God

of Motherhood Culture and Law three precepts which

important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St

was dominant in their ancient homeland which they be

was in western Oerik Some Oeridians still worship this fa

deity and repeat a legend associated with His death

whispered that at His death Stratisrsquo blood burned its

through the Oerth down into the Underdark and exposed

passageway to the drow settlement of Kalan-Grsquoeld Str

blood then turned into mists and still oats around

Underdark in clouds It is said that anyone touched by th

clouds is gifted with a portion of Stratisrsquo divine spark

The Oeridian Pantheon also consists of Bleredd Celes

Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku

Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri

collective name for the Oeridian agricultural gods Veln

Telchur Atroa Sotillion and Wenta

Heironious Hextor Fharlanghn Pholtus Pelor and Zil

are the primary recipients of Oeridian worship in the Flanna

though all the gods of the pantheon receive varying amo

of veneration token though they may be

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25

s another matter entirely If not for the considerable size of

heir eets these nations would be in serious trouble given

hat this is the one area in which the Suloise have bested

hem

The Oeridians of the former Great Kingdom prefer to ram an

nemyrsquos vessel and board them with marine units since their

and to hand tactics are superior to that of their opponents

However their naval tactics prove a contradiction in this

egard as Oeridian ships are built for strength rather than

peed and ranged combat seems to be the most eective

method against the Suloise vessels

The Peace loving Oeridians of Veluna have ample amounts

f military units cavalry infantry and archers However these

Oeridians prefer bludgeoning weapons Veluna is also known

o have the only man-catcher unit in existence While no

ne has yet seen it used on the eld of battle it is rumored

hat these units were responsible for quelling the upheavals

n the disputed lands of Bissel The man-catcher unit serves

mainly as an honor guard but gives frequent demonstrations

f its great prociency in the non-lethal use of their weapon

Although swordsmanship is practiced in Veluna it is viewed

rimarily as a sport rather than an instrument of war

RACIAL FEATSThe following is a list of racial feats that an Oeridian character

may take as hisher bonus feat

You have studied many dierent Aerdi styles of warfare

ranting you a mastery of the battleeld

Benet A character with the Aerdi Bloodline feat gains a +2

ompetence bonus to Alertness checks and a +1 competence

onus to hit with spear or short sword

Special You may only take this feat as a 1st-level character

You have exceptional skill on mounts and with Nyrondal

anged combat tactics

Benet A character with the Nyrondal Bloodline feat

ains a +2 competence bonus to Ride skill checks and a +1

ompetence bonus to hit with a rapier or bow

Special You may only take this feat as a 1st-level character

You are known for your scouting skills and defensive ghting

actics

Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and

+1 dodge bonus to their AC

Special You may only take this feat as a 1st-level character

A character must choose either Spot or Survival skill bonus at

st-level

B N [H]

B A [H]

B V [H]

C S [G]

D R [H]

H [GB]

You are skilled in battle and can sense when combat is a

to ensue

Benet Before combat begins a character with this

can make a wisdom check (DC 10+ frac12 opponents hit dice)

if successful the character gains a +2 insight bonus to t

saving throws or Armor Class either which can apply

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters need to meet a prerequisite to a

this feat a wisdom score of 13 or higher

You are nimble in battle and many of them study how to a

blows

Benet A character with this feat gains a +2 dodge bo

when not using armor or shields of any kind The chara

must have a weapon in his hand for the feat to work

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters can take this feat but the prerequ

is a Dexterity score of 13 or more

You have toughened your body to the point where they s

able to turn blades aside during battle

Benet A character with this feat gains a damage resista

of 2

Special You may only take this feat as a 1st-level chara

must take either Endurance or Toughness as a prerequisi

this feat

You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta

they may rage like a barbarian of equal level The chara

receives all bonuses and penalties associated with ragin

noted on page 25 of the 35 edition of the PHBThe chara

receives all bonuses and penalties associated with raging

noted on page 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level chara

Oeridians from Veluna cannot take this feat

You can be quite intimidating when you have to be

Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi

someone a second time even after an initial intimida

check has failed but without the +2 bonus on the sec

attempt

Special You may only take this feat as a 1st-level chara

O R [H]

O P [H]

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26

O G [H]

O S [H]

You have a greater aptitude towards grace and maneuverability

Benet A character with this feat gains a +2 competence

onus to all Balance and Tumbling skill checks

Special You may only take this feat as a 1st-level character

Your ghting spirit shows your resolve when the end is nigh

Benet A character with this feat gains a +2 competence

o hit and damage but only when reduced to less than 20

f his hit point total

Special Oeridians who are members of the following

lasses may choose this feat Barbarians Rangers Paladins

Warriors and Fighters Fighters can gain this feat at rst level

A character may gain this feat after choosing the Endurance

nd Die-hard feats

You are well versed in many ghting styles However you

refer a less lethal approachBenet A character with this feat can use any blunt object

r bludgeoning weapon to cause non-lethal damage to his

pponent Weapons used in this way do half damage All

amage inicted in this manner is non-lethal

You have mastered the art of non-lethal damage

Benet As Sub-dual Focus above only the weapon does

ull damage all of it being sub-dual

Special Oeridians from Veluna taking Sub-dual Focus get

Greater Sub-dual Focus for free Other characters are required

o spend a second feat for Greater Sub-dual Focus

You have honed your skills in the subtle arts eschewing any

warrior instincts for a more deceptive approach

Benet A character with this feat receives a +2 competence

onus to both the Blu and Sense Motive skills The character

s equally adept at lying and discerning a lie

Special You may only take this feat as a 1st-level character

Only those characters from Ahlissa and North Kingdom may

ake this feat

S- F [G]

S- F G [G]

S [H]

T O P

Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti

Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves

Zilchus (LN god of power prestige inuence monbusiness)

Crsquo

C

G

T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073

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27

RACES OF OERTH

The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak

The Rhennee rmly believe they are from another world

nown as ldquoRhoprdquo In truth Rhop was a large island continent

ar removed from the Flanaess The distance is so great that

t could easily lead anyone to believe that Rhop was anotherworld

Natural talents possessed by the Rhennee strongly suggest

o scholars that the Rhennee have lived on or near large

odies of water for the racersquos entire existence Some sages

elieve that Rhop was ndash in reality ndash some type of ldquoElder

Beingrdquo possessed of supernatural powers and quite possibly

esembled some type of turtle-like creature Such a Being

would of necessity have been quite large possibly measuring

ome ve miles in radius Sages believed that either some

xternal ldquoforcerdquo removed the Rhennee from their living island

aradise or else this ldquoIsland Beingrdquo itself sent them away

While there is some debate upon the subject most sages

gree that the Rhennee are native to Oerth Sages also agree

hat after leaving their island home the Rhennee traveled to

he Flanaess and settled in and around the Adri Forest But

enturies ago they were driven out of this area as well -- by

he invading Oeridians

On the whole the Rhennee are still a young race Having

nally found their own niche within the societies of the Flanaess

eems to have caused their civilization to ourish especially

pon the Selitan river and the Nyr Dyv What happens to the

ace next remains to be seen

The Rhennee themselves have taken a generally neutral

pproach to their neighbors refusing to involve themselves

r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have

sed them for a variety of transportation services including

he delivery legal and illegal goods

Whether or not the legend of Rhop being some other world

s true or not one thing is certain the Rhennee people are not

eaving the Flanaess anytime soon

APPEARANCEThe Rhennee are often tan or olive skinned humans T

tend to be shorter than other human races and often stoc

displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w

between 140-175 lbs while female Rhennee average betw

4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co

are most often blue gray or hazel although green eyes

not unknown Their hair color is often black or dark bro

Curly hair is most common but wavy hair is not unknown

PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated

secretive most Rhennee have little regard for the other hu

races

Having been ostracized by the majority of human ra

Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp

and it is very rare to nd one amongst the Rhennee for

great length of time To the Rhennee nothing is more impor

than family and regardless of personal dierences it is ta

to go against the family and side with a Gajo

The Rhennee live almost exclusively upon the waterw

of the Flanaess making their homes on large barges A s

sect of Rhennee ndash known as the Attloi ndash travel in caravan

the area of the Adri Forest where many believe the Rhen

made their rst appearance in the Flanaess The majori

Rhennee reside in the central Flanaess remaining close to

Nyr Dyv which serves as a central focus for these people

Most other races of the Flanaess often consider the e

race of Rhennee as criminals and thieves While it is true

many Rhennee excel in the roguish arts relatively few

out right criminals The conict lies in the fact that to

Rhennee things which are considered the property of G

are actually considered ldquopublic propertyrdquo by the Rhennee

The Rhennee believe that if you cannot carry the item u

your person then it is open to public use To be fair even am

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28

hemselves the Rhennee practice this belief The exception to

his is items placed into a roped circle This practice dictates

hat the items should not be touched or removed The number

nd sequence of knots tied into the rope will show any and all

ust who it is that claims the roped property as their own

The Rhennee culture is very chauvinistic Males are the

eaders and may carry on their barge just as many wives as

hey can aord It should be noted however that each barge

r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda

cts as an advisor and a councilor to the leader in all of the

amilyrsquos aairs The Verda also serves as the tribersquos healer

nd herbalist She predicts the weather and sells fortunes to

he Gajos While male nobles rule the tribe none of them will

ontradict the Verda of their tribe

Interestingly Rhennee women must remain virgin until their

marriage while males are encouraged to take many lovers

But if a woman is found to have had sex before marriage she

s then forbidden to ever marry and must become a prostitute

r ldquoAuntardquo to the tribe Such a woman is often given a small

essel separate from the barges and is only welcome aboard

barge when she is servicing the Rhennee males on it

This custom seems strange to others given that most

Rhennee males will quickly start a ght if they believe that

Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for

he privilege of a night with one of these women For these

easons and others an Aunta is much more likely to leave the

arge-folk and seek a new life amongst the Gajos

All Rhennee are known to fear sickness child birth and

eath Since all three conditions are considered taboo If

Rhennee person is sick they are left with the wise women

f the tribe ndash the Verda ndash and no one will even visit with the

ick individual until the Verda deem it safe to do so If the sick

annot be cured or if there is the fear of infection then the

ick are sometimes simply cast out This rejection of the sick

n order to protect the tribe is considered even to out way any

amily tiesWomen who give birth must remain in seclusion with the

Verda for 40 days and 40 nights During this time no male

may see her she cannot even return to her husband until this

eriod is over The newly born child may be brought before

he father by the wise women but it is common place that the

hild is usually not seen until the wife returns to her husbandrsquos

ide

Women who give birth to an exceptional number of male

hildren have considerable authority within the tribe Age and

xperience also play an important role in Rhennee society For

xample older females possess considerably more power and

nuence than do younger woman within the tribe

Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become

Vethardquo sorceresses who are endowed with the powers of

Rhoprdquo Women who attain this standing ndash but are not actually

Verda ndash are now treated as though they were while actual

Verda who develop the Vetha abilities are considered nearly

divinerdquo in nature and are given a great range of freedoms in

egards to tribal aairs

Death by any cause is something that all Rhennee fear

For the barge-folk the deceasersquo body must be lled with

or sand and then wrapped in linen and cast into a large b

of water The Attloi on the other hand bury their dead

very often mark the grave as the site of a great evil Pries

Death Gods and Goddesses are greatly feared and consid

repulsive to the Rhennee peoples as are Necromancers

Though predominantly rogues all Rhennee males bec

adept with weapons and the most accomplished of t

become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe

warriors and enforcers Both elder males and the Darkha

are second only to the chieftain of the tribe

Rhennee earn most of what little income they have prim

through the transportation of goods and passengers altho

hunting shing trading and craft-work also play a role A

Rhennee are excellent Tinkerers though their reputation

such work may vary widely Sadly some Rhennee do pref

steal from the Gajos in order to make a living and this re

poorly on the race as a whole though Rhennee will not s

from each other

The Rhennee practice no known religion or at the le

no Gajo is aware of any formal Rhennee religion Wate

respected and honored by all the Rhennee so much so

the barge-folk have been known to clean dirty waterways

to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen

will willingly pollute a water source

Rhennee males like to wear tight-legged pantaloons l

tting shirts and leather jerkins Females wear long ow

sleeveless dresses with low-cut tops so as to entice t

males Rhennee women also like to wear charms made

mollusk shells and precious stones that are found near

the water The more colorful these garments and adornm

are the more they are liked by the Rhennee though b

and greens are easily the most popular colors

RELIGION

Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and

basis of their religious beliefs This thinking is reinforce

the practice among the Rhennee of ldquoVethardquo where som

their women are endowed with the sorcerous powers of

ldquoRhoprdquo

In the last few centuries some of the Rhennee

begun worshiping the elemental forces of water Still ot

participate in the sacricial rites of demonic and devilish c

Some of the Rhennee have even taken up the worship of s

Deities of the air though such Rhennee are few

Among the land dwelling Attloi some have taken up

service of Gods more commonly worshiped in the Flana

these include Fharlanghn Olidamarra and Istus Still

are those few who worship Celestian and Pelor

PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and

these skills as their trade Rhennee are taught from birt

swim and some are even conceived in the water

All Rhennee characters gain a +2 racial bonus to the ski

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29

f their profession (Boater) and swimming These are

onsidered class skills for all Rhennee characters Rhennee

haracters also have an innate ability for sleight of hand and

eceive a +2 bonus to this skill as well But they suer a ndash2 to

ll Diplomacy checks when dealing with other human races

Crafting hunting and shing are very common among the

Rhennee people They are also adept at preparing some of the

nest seafood dishes in all the Oerth

The land based Attloi keep horses and pack animals and use

hem to pull their wagons and haul their goods The Attloi are

killed performers excelling at dance wind instruments and

inging For this reason Attloi characters receive a +2 bonus

o animal handling and a +2 performance bonus in one of the

kills listed above

Like their waterborne brethren Attloi characters also excel

t sleight of hand and receive a +2 bonus to this skill But

hey also receive a -2 penalty to Diplomacy checks whenever

ealing with the other humans races The Attloi are skilled

raftsman and leather workers and make some of the nest

eather armor and goods to be found in the Flanaess

FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing

hey have to an army are the Darkhagard warriors who guardheir barges

Most Rhennee focus on martial skills which favor thrown

weapons single weapons dual weapons or a two handed

weapon style Wrestling and sticus matches commonly take

lace among the Rhennee people

Some Rhennee have developed a rope ghting style which

s used to trip bound or to escape an opponent This ghting

tyle is defensive in nature and is often used by older males

nd a few of the females among the barge-folk though it is a

much less common ghting style among the land based Attloi

The Rhennee have also developed a special racial weapon

alled the ldquoDarkhardquo This special weapon will only be found in

he possession of a tribal chief or his Darkhagards

RACIAL FEATSThe following is a list of racial feats that a Rhennee character

may take as hisher bonus feat

You have developed a sense for locating and spotting water in

ny quantity

Benet You receive a +2 competence bonus to Survival and

Knowledge (geography) skill checks Further you can obtain

p to two gallons of fresh water with a successful Survival skill

heck and up to two more gallons of water can be obtained for

very three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

Surprisingly more Attloi obtain this feat then Rhennee maybe

nes presence around bodies of water limits a knack for this

bility

You spend a great deal of time in the water and have impres

swimming skills

Benet You are able to hold their breath under water

number of rounds equal to three times your Constitution S

before suering any ill eects You receive a +2 compete

bonus to all swim skill checks

Special You may only take this feat as a 1st-level chara

Attloi cannot take this feat

You have a knack for catching large amounts of sh and o

aquatic game

Benet You receive a +4 competence bonus to Surv

checks when shing hunting aquatic game or gathe

aquatic plants

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but it should be noted

these cases are rare

You can communicate with all fresh water aquatic creatur

Benet So long as you do no harm to them or t

environment You can communicate with any fresh w

aquatic creatures including (crustaceans frogs and turt

Even if charmed both you and these creatures are giv

save in order to avoid the suggestion

You will not consume or harm any crustaceans or tu

like creatures nor will the character allow these creature

come to harm

If you are a Rhennee spell caster able to summon w

elemental creatures you may do so for twice the no

duration with zero chance of the elemental successrebelling against you Any water elemental summone

oppose you is twice as likely to rebel against its summ

and the duration of the spellrsquos eect is halved

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but instances are

common

You can see things beyond the limits of most mortals and h

a strong sense of your surroundings

Benet You receive a +2 competence bonus to all Initia

rolls and Spot checks On a successful Spot check (DC 30)

can sense where invisible creatures or objects are loca

but you cannot actually see them (Example A mage c

invisibility on himself prior to combat Without knowing h

there you make a successful Spot check You get a sens

where the invisible mage is but you cannot actually see

invisible mage)

Special You may only take this feat as a 1st-level chara

F W [H]

D [H]

R B [H]

K F [H]

S S [H]

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30

While much more prominent in females this feat is not

mited to them alone

Travelers Trade [Heritage]

You are ever on the move for the roads are your home

Benet You receive a +2 competence bonus to all Handle

Animal and Ride skill checks when dealing with any animal or

ehicle used in a caravan While traveling you also receive a

+2 competence bonus to all Survival skill checks

Special You may only take this feat as a 1st-level character

Rhennee cannot take this feat

Water Walker [Heritage]

You have a knack for operating barges and traversing your

essel through perilous waters

Benet You receive a +2 competence bonus to their

rofession (boater) skill and a +2 circumstance bonus to

etect weather and weatherrsquos eects on water conditions

while piloting their vessels

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

Contact with water rejuvenates and sustains you

Benet If you stand at least in knee deep water you

atigue at only half the normal rate In addition if you engage

n no strenuous activity while in a body of water you recover

it points equal to your Constitution bonus +1 for every three

ours in the water You may also hold your breath for a number

f rounds equal to twice your Constitution Score You must

ubmerge yourself in water for at least one hour each week

r he will begin to suer fatigue at twice the normal rate

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

You are more sensitive to the forces of nature often feeling

minor changes in the weather and environment which are

ometimes undetectable to animals

Benet You receive a +2 competence bonus to Survival

nd Knowledge (nature) skill checks You may predict weather

hanges up to six hours in advance including changes in

emperature Further with a successful Survival skill check

ou can predict the weather and up to two more hours more

or every three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

While much more prominent in females this feat is not limited

o them alone

T T [H]

W W [H]

W W [H]

IN SEARCH OF HOME

ldquoWe are the children with no landrdquo

ldquoForced to live in the unknownrdquo

ldquoWe sail this worlds waterwaysrdquo

ldquoIn search of yesterdays embracerdquo

ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo

ldquoShow us your unfurling facerdquo

ldquoWe are use to your disgracerdquo ldquo

You will one day atonerdquo

ldquoWhen we children return homerdquo

-Made famous by Artoli Medni

Rhennee bard

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31

The Suloise peoples had their origins outside of the Flanaess

South of the Crystalmist Mountains and west of the

Hellfurnaces

Many Suloise ed to the Flanaess to escape the constant

SuelBaklunish wars which eventually lead to the magical

evastation of their homeland These Suloise migrations

elped to displace many of the Flannae from their homelands

esulting in the Flannae being scattered far and wide

The ancient Suloise have passed on many of their traits to

heir descendants for good or bad Centuries ago the Suloise

oasted one of the greatest empires ever known to mankind

They learned the arts of sorcery and civilization from the

Olven-folk but in time the Suloise peoples surpassed even

heir Elven teachers in the manipulation of magic and used

his knowledge to forge the greatest empire of their time ndash the

Suel Imperium But they rejected the Elven peoplesrsquo warnings

bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies

The ancient Suloise were totalitarian in demeanor and

nslaved many peoples and races All peoples fell to the will

f the Suloise Imperium except for the ancient Baklunish

mpire The Suloise Imperium relied heavily upon magic and

t helped forged their empire Their magical experimentation

ead to the creation and engineering of altered races races

reated for the sole purpose of serving the empire

One of the most well known of these created races is the

Derro Many dwarves claim that the Derro existed long before

he Suel experimented on their kin and it is rumored that

he Derro are actually a blending of dwarves and humans

Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were

onducted before the Suel Imperium fell

The Suel Imperium fought the Baklunish Empire to a stand

till for control of eastern Oerik To break the stalemate the

Suloise brought about the Invoked Devastation This apparent

ictory over their enemies was short lived however as one of

he long forgotten Gods of the Baklunish chose to intervene

RACES OF OERTH

The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller

Gathering together the most powerful mages from am

his people within the stone circle of Tovag Baragu this

channeled much of His own power through these magici

supporting their retribution against the Imperium

This is the origin of the Rain of Colorless Fire which cov

all of the Suel Imperium in its inferno Were it not for

great seer Slerotin the Suloise peoples may well have b

destroyed but receiving premonitions of the impen

doom Slerotin gathered what noble families he could and

them through a magical tunnel ndash of his own creation ndash w

passed completely through the Hellfurnaces

All but one of the families ndash the Lerara ndash traveling

Slerotin arrived in the area of the Flanaess now known as

Yeomanry From there the Suloise peoples spread throug

the Flanaess founding nations for themselves often for

from the colonies of the Suel Imperium The noble fami

Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero

tunnel and reside there today

The most infamous and secretive society of the Suloi

indisputably the Scarlet Brotherhood headquartered on

Tilvanot Peninsula This Suloise organization has bases sp

out across the Flanaess and beyond So embroiled have

become in the aairs of the Flanaessrsquo nations this so-ca

secretive society is no longer as secretive as it once was W

the Scarlet Brotherhood is prominent in Shar they do

actually have control of the government there though

do exercise major inuence over all the Peninsularsquos aair

There is another Suloise organization called ldquoThose

must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in

Kingdom of Keoland Not much is known of the Silent O

though it is rumored that they seek to obtain forbidden ma

and ancient Suloise artifacts What their main goals ar

one knows for certain however those few who happen c

upon the Silent Tower and try to gain entrance are very o

not heard from again Whatever their main goal one thin

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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8162019 Oerth Journal 27pdf

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

8162019 Oerth Journal 27pdf

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 13: Oerth Journal 27.pdf

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12

is brothers and sisters his aunts and uncles if they are by

atersquos hand or by age unable to do so themselves Family

an be a broad term which can also means the employees

f a merchant warriors in a mercenary company even the

ollowers of a bandit lord In these cases the leader will often

reat his men in the same fashion hersquod treat his children Hersquod

ee they were properly wed given a nest egg to start out in

married life etc

While wealth does not always nd those that spend a lifetime

n hard work generosity is not limited to the coin in ones

ouch An honorable man is generous with his time helping

is neighbors and friends giving advice to those that seek it

llowing them to prot from the wisdom Istus has shown to

im and he does not shirk from giving what food he can to

hose in need Hoarding food or coin is frowned upon and

ften is the rst step to ruination in the folktales retold by the

ards of the region The generous man it is said sees that

which he gives returned tenfold when his time of need arises

Piety while the last of the dragonrsquos feet plays an important

ole in the lives of the Bakluni people An honorable man pays

omage to the gods that stand in judgment of his life Istus

he Spinner of Fate AlrsquoAkbar the Restorer of Righteousness

Xan Yae the Lady of Perfection Zuoken the Ladyrsquos Hand

Geshtai the Lady of the Living WatersWhile one god or goddess may have a higher standing in

he eye of any given person it is a fool that cuts o his nose to

pite of his face Only the Mullahs of a given deity can focus all

f their devotion to a single god The average Bakluni oers

rayers to all of the gods in order to ensure that no slight or

nsult is given to any and to guard against the ckle hand of

ate turning against them Even during times of both drought

nd an abundance of water pious Bakluni make oerings to

Sevelkhar the Waster so as to keep him at bay An old Bakluni

aying says it all ldquoTrust in Istus but tie up your camelrdquo

Culturally turbans and keyehs are the common head wear

or men with Hijabs being the choice of women Loose tting

ants and shirts are the style with robes (light in desertslains regions and thicker in the more northernmountainous

egions) worn over them

Most Baklunish warriors favor lighter armor than the heavy

late armor of the east Preferred weaponry consists of spears

ances and composite bows with personal weaponry being all

manner of curved swords such as Scimitars Tulwars Saifs

Shamshirs and Kilij Even those who are not well trained carry

Jambiya which is little more than a curved dagger

RELIGIONThough not a massive pantheon the gods of the Bakluni are

well represented in the daily lives of their people They pay

espect to their deities with a wide variety of oerings andbeisances With Piety being a trait to which all honorable

Bakluni aspire or at least want to appear to aspire it is

ot surprising that the temples and their mullahs discuss

assionately the nature of orthodoxy and the truest path by

which divine enlightenment can be reached This religious

assion while a noble thing can lead some to rationalize

eeds from which even the most devout Mullah would recoil

It is upon these throes of religious passion that ends of

and the abyss gain footholds upon Oerth and cults aris

dark reections of the Bakluni gods Grazrsquozt makes a

mockery of Istus uttering his own blasphemous comm

to the eager ears of cultists who foolishly believe they

doing the Lady of Fatersquos bidding It is for this reason

the Baklunish region suers a larger quantity of cults

do most other regions and it is why the Mullahs are swi

punish these tools of heresy It is perhaps this very advers

environment that caused the rst Hakima to be blessed

ldquoThe Sightrdquo

A word originally in ancient Baklunish meaning wise

insightful Hakimas were often women skilled in midwif

Most temples had Hakimas on sta and even the poore

villages boasted at least one such woman Searches in

ancient records of the Empire revealed no precedent so

believed that the Sight is a recent development Hakimas

gifted with the ability to see and hear the truth of mat

and even the most skilled liar cringes at the presenc

these wise women In the years since their rst appeara

Hakimas have become the ldquoone honest soulrdquo who can sp

out with impunity against the edicts of the Mullahs the d

of the military even the laws of the Caliph For their part

Hakimas have taken this change in stride and treat theof the Sight as an honor and duty and while there are alw

rumors no case of a Hakima being stripped of the Sight

ever been conrmed

PROFESSIONS SKILLS AND CULTURAL FOIBLEThe Baklunish people have by dint of centuries of exist

and weight of tradition shaped themselves for their plac

this world This shaping has given them advantages in ce

professions and skills All Baklunish gain a +2 racial bo

to Knowledge (Religion) checks Those Baklunish born in

sprawling cities are also adept in the ne Baklunish a

haggling and spotting a good deal Such urban Baklu

gain a +2 racial bonus to Diplomacy (when using the skinegotiations) and appraisal checks Conversely the Baklu

born outside the great cities are less concerned with bargai

and more focused on horseesh Rural Baklunish gain a

racial bonus to Ride and Handle Animal checks

Not all of this shaping has been benecial as a people

Baklunish are insular and superstitious by nature Foreign

while not mistreated are kept at armrsquos length and

standosh nature results in a ndash2 racial penalty for Baklu

on all diplomacy checks involving foreigners The thre

demonic and diabolic inuences have made the Bakluni w

and mindful of the signs taught to them by their parents

grandparents Few Bakluni man or woman leaves the ho

in the morning without a token of good luck on their perBe it an iron nail bent into a ring a bronze eye worn o

necklace made of woven hair or a lucky copper piece th

tokens are an important security blanket for the superstit

Bakluni If deprived of this token a Bakluni grows nervous

somewhat jumpy resulting in a ndash2 penalty to all charis

based skill checks until the token is reclaimed

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13

FIGHTING STYLESThe Baklunish warrior is the undeniable master of mounted

ombat Be it with a lance bow or scimitar and shield the

Baklunish do it best when on horseback The Bakluni re-

urved Bow or horse bow is the weapon of choice for themounted archer The limbs of the bow seem short but this

s an illusion precipitated by the severe curve the limbs The

amination process used to construct the bow gives it the

trength and thus the distance to rival the eastern composite

ows yet allows it to serve expertly for horseback archers

The one aw of the otherwise masterful design lies in the

trings These wound strips of catgut work well but begin to

eteriorate in an overly damp environment It is common for

rchers who favor the horse bow to carry two bows one

trung and one unstrung plus several replacement strings

As mentioned above the Scimitar (and its cousins) is

he blade of choice in the Baklunish west and has been so

or several centuries Various ghting styles involving theweeping style of the blade are favored which maximizes the

weaponrsquos powerful slashing ability While most favor a light

hield in partnership with the scimitar a few nimble warriors

ake up a second blade sometimes a Jambiya or a short

hrusting sword and at other times another scimitar of equal

ize and arc This dual weapon style called Kasirga -- ancient

Baklunish for Whirlwind -- is a powerful and dramatic style

but requires plenty of room to use properly A more com

style of dual ghting using the Jambiya called Yuzlu -- anc

Baklunish for two-fang -- is favored by urban warriors W

it has less power than the wide sweeping strikes used in

Kasirga style it takes up less room and is more viable intwisting alleyways of the Baklunish Cities

RACIAL FEATSThese are racial feats any Baklunish character can take

their bonus human feat

You are a child of the desert and know its ways

Benet +2 to survival checks in desert terrain

Special Can only be taken at 1st level

You have been riding horses since before you could walk

Benet grants a +2 bonus to ride and to handle an

checks when dealing with horses

Special Can only be taken at 1st level

D [H]

E F [G]

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14

Grsquo G [H]

The goddess of the living waters has blessed your birth

Benet +2 to swim checks and need consume only half the

mount of water than other humans

Special Can only be taken at 1st level

The energies of the Invoked Devastation which tore apart the

reat Empire still linger within you and are manifested in theirthmark scar that you bear

Benet You receive a +2 bonus to Intimidate checks

+4 vs any Baklunish) You also add a +2 to the DC of Save

hrows for any spell with the Fear descriptor you cast You also

eceive a ndash2 to all Diplomacy checks made against any Bakluni

who see or know of your scar

Special You may only take this feat as a 1st-level character

You are descended from the genies summoned to Oerth by

he ancient Baklunish in the days of the Suel-Baklunish wars

You might bear some physical or psychological mark of yourncestry such as a ery disposition thanks to an Efreeti

ncestor or uniformly blue eyes from the blood of a Marid

Benet Select one type of genie Dao (earth) Djinni (air)

freeti (re) or Marid (water) The benets of this feat vary

y the type of your genie ancestor

Dao You receive a +4 bonus on Saving throws against

arth eects and Fortitude saves made to resist petrication

You also add +2 to the DC of saving throws for any spell with

he earth descriptor that you cast as a sorcerer This benet

tacks with the Spell Focus and Greater Spell Focus feats if the

pell you cast is from your chosen school

Djinni You receive a +4 bonus on Saving throws against

ir eects and the following spells acid fog call lightning

loudkill stinking cloud and storm of vengeance You also

dd +2 to the DC of Saving throws for any spells with the Air

escriptor that you cast as a sorcerer This benet stacks with

he Spell Focus and Greater Spell Focus feats if the spell you

ast is from your chosen school

Efreeti You receive a +4 bonus on Saving throws against

re eects You also add +2 to the DC of Saving throws for

ny spells with the Fire descriptor that you cast as a sorcerer

This benet stacks with the Spell Focus and Greater Spell

ocus feats if the spell you cast is from your chosen school

Marid You receive a +4 bonus on Saving throws against

water eects and the following spells acid fog cone of coldorrid wilting ice storm and sleet storm You receive a +2

onus on Constitution checks made to resist drowning You

lso add +2 to the DC of Saving throws for any spells with

he water descriptor that you cast as a sorcerer This benet

tacks with the Spell Focus and Greater Spell Focus feats if the

pell you cast is from your chosen school

Special You may only take this feat as a 1st-level character

S [H]

[H]

M W [G]

You know your way around business negotiations

Benet You receive a +2 bonus on Appraise Checks

checks and Diplomacy checks related to business dealing

You have been riding horses since before you could walk

Benet grants a +2 bonus to ride and to handle an

checks when dealing with horses Special Can only be taken at 1st level

You are a Bakluni who was raised in the deserts of the

Steppes The harsh storms have toughened you

Benet You have a +1 natural armor class bonus

Special You may only take this feat as a 1st-level chara

Your mother was a Hakima and you were born with a to

of her sightBenet You receive a +2 to Initiative rolls and Spot che

Special You may only take this feat as a 1st-level chara

While many Bakluni pay lip service to Sevelkhar to stave

his wrath you have been born with a touch of the wa

within them

Benets All diseases poisons and dehydration eects

twice as long to eect you For eects that are Instantane

delay the onset time one hour per constitution bonus If o

time is 1 minutes triple the time frame if hours make it

and if days make it weeks The character suers pena

slowly and damages are drawn out to make the chara

suer longer This allows the character to be healed when

would otherwise be detrimental While most people are le

tune with such supernatural aictions animals can sen

and you receive a -2 to all handle animal checks

Special You may only take this feat as a 1st-level chara

S [H]

S [H]

T S [H]

T W B [H]

T B P

AlrsquoAkbar (LG god of guardianship faithfulness digniduty)Azorrsquoalq (NG god of light purity courage strength)

Daoud (N god of humility clarity immediacy)Geshtai (N goddess of lakes rivers and wells)Istus (N goddess of fate and destiny)Mouqol (N god of trade negotiation venturesappraisal reciprocity)Xan Yae (N goddess of twilight shadows stealthmind over matter etc)Zuoken (N god of monks mental powers physical anmental mastery)

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15

t is widely documented that the Flannae people are natives of

he Flannaes Hence the name given to the lands even by the

Oeridian conquerors

Rumors persist that one time long ago perhaps before the

ation of Caerdiralor took shape That the Olman and Touv

eople occupied a stretch of land that occupied much of the

outhern Flannaes While no sages can prove the validity of

his claim a case can be made that the ancient Flan could of

eized these lands from the eeing Olman and Touv people

After all many a Touv and Olman god mimic aspects of the

lannae own pantheon

Perhaps a relation to MokrsquoSlyk and the Serpent of Touv

myth Meyanok bare some resemblance though Meyanok was

ot known as a purveyor of magic Though he was directly

esponsible for the birth of three gods Vara Damaran and

Berna Vara has aspects closely aligned to that of Incabulos

specially in the deliverance of nightmares One could arguehat each pantheon has gods or goddess that can be crossed

eferenced with the gods of other pantheons However many

an directly see the inuence of Flannae myth in every other

uman culture bordering or occupying the Flannaes However

were the Flannae inspired by a pantheon of gods from another

rigin

Many sages discredit any notion that such a scenario ever

xisted as no recorded documentation of the presence of

Olman or Touv culture has ever been seen in the Flannaes

roof of Touv and Olman cultures have prevailed in the

Amedio Jungle and there are no signs that these people did

ot originate from these lands

Many agree that the Old Faith is the bastion of Flannaeworship even to this day However some text remain that

how demonic like beings where accepted in the old faith and

eing part of mans primal nature The Old Faith coexisted with

hese obyrith and later tanaric beings Many paid lip service

o appease these ancient brethren Others worshipped them

ke gods and made pacts to gain power and inuence from

hese beings Some appeared to be less diabolical in their

reatment of the Flan people

Mokrsquoslyk the Serpent is thought to have granted the

people with the knowledge of arcane magic Though Flan

religion shows us that Boccob is the god of magic In anc

texts from the church itself show that Boccob once trapp

demon of unknown origin that was more powerful then Bo

at this time It is believe he gleaned enough magical po

over these thousand years of the demonic creatures capt

This could explain how Mokrsquoslyk stopped inuencing the

in his teachings on magic With Boccob now in place as

deity of magic Mokrsquoslyk waned in power Hoping to rec

what was taken from him in his thousand years of capti

It would also explain how Boccob would have little need

worshippers as his power was siphoned from another pow

being

Throughout the history of the peaceful Flannae T

always existed some outside inuence over how their nat

where formed Caerdiralor was formed by dark priests mystics whorsquos primary worship of Tiamat absconded with

teachings of the Old Faith Perhaps it was the pantheo

the Old Faith that was behind the mysterious force w

devastated their capital of Mysyrna Forcing the survivor

cross the Sea of Gearnat

The six great realms of the grass sea lived in tune with na

Until the survivors of Caerdiralor reared their ugly heads

inuenced Sulm in becoming yet another representa

of Ur-Flan power Perhaps the Old Faith was testing

people the dark priests and mystics of Caerdiralor ceme

themselves into seats of power among the Sulmi The

grew in power and once the Old Faith became threatene

obscurity Shattados would don the Scorpion crown the Iof Woe would sink The rampant lion of the Aerdy would

claim to the Flannaes and many of the gods of the Flan

would be incorporated into the pantheon of their conque

Coincidence highly unlikely

Many Flan nationrsquos existed at some point Exag is on

them however Exag was greatly inuenced by the cra

and little is heard of Flan culture in the city of clay excep

inuence in Perrenland The Vast Swamp was or is the hom

RACES OF OERTH

The FlannaeBy Dennis LovattArt by Adam Koča amp Rick Miller

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16

Acerak a cambion demilich who constructed his own labyrinth

or which every artisan or worker who aided in its construction

was locked away within its clutches Acerak would soon follow

ever a true empire in itself Many adventurers deemed it the

Tomb of Horrors for the atrocities committed and experienced

y those who entered the wretched place

The Kings of Burgess were the last of the just and noble

ations to fall to Vecnarsquos spider throne The nations of Fleeth

nd Almadia where intertwined those with the death of the

rincess of Fleeth Almadia was on its own to defend itself

rom the spider throne Vecna sort his vengeance against the

ity of Fleeth Once he slayed all her people save a few nobles

who submitted themselves to his mercy Vecna took Almadia

nd then set his sights on Burgess The only true threat to his

eign at the time of his Occluded Empire

Nuria was a contemporary of six realms of the grass sea

nd the Isles of Woe It traded magical wonders with the

itadel of Veralos ultimately it would be consumed into the

Great Kingdom Believed to have existed in what is now the

Kingdom of Nyrond The Flan population would intermingle

with their oeridian conquerors and become willing citizens of

The Great Kingdom

Perhaps one of the most troublesome of the lost Flan nations

re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants

f Trask were responsible for the attacks on the elven city of

Summer Stars Evil and bellicose beyond refute the invading

erids of house Naelax had little choice but to wipe them

rom the face of Oerth Destroying much of their magic and

writings

Last in the line of benevolent Flannae rulers Ehlissa the

nchantress lived in what is now know as the United Kingdom

f Ahlissa some 1700 years ago and continued to reign in

er prehistoric kingdom for several centuries more Queen

hlissa has no issues she keep song birds as pets During her

eign her people knew peace and none of her subjects knew

overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend

er subjects to her will Her reign lasted up until the Great

Migrations during her reign she managed to prevent the force

ocked away in her Nightingale from escaping Presumably

ead none truly know what happen to Queen Ehlissa or her

amed Nightingale Little to noting remains of Flan culture in

his region Long ago Suel and oerid migrations took their toll

n her Kingdom Becoming part of the Great Kingdom of the

Aerdy and recently The United Kingdom of Ahlissa

APPEARANCEThe Flannae people are recognizable by their bronze

omplexions and wavy or curly hair With strong angular

eatures and heavy brows most Flan are easily discernible

rom other human racial types They tend to be of average to

tocky build sturdy and somewhat hirsute they are anything

ut the prototypical human type these days

Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh

etween 150-180 lbs Female Flannae average between 4rsquo8rdquo

o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller

and heavier Flannae are possible

Their eyes are most commonly dark brown or black br

and amber appearing less frequently Their hair color is us

black but also ranges through shades of black-brown

brown and brown Curly and wavy hair is usual but some

have taken to straightening out there hair in recent times

The original Flan nomads of a millennium ago wore sim

utilitarian clothing including loincloths capes and lea

wrappings on their feet that served as shoes They also w

brightly colored body paints primarily vermilion and ye

ochre in primitive patterns a practice still common am

the surviving Rovers of the Barrens In civilized regions

clothing tends to follow current fashion though they still

to prefer solid bright primary colors

PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract

hard-working and reserved Flan are natural hunters

gatherers imbued with survival instincts most learn to

o the land Flan tend to eat lean even when there i

over abundance of food available Many Flan prefer wate

milk to alcoholic beverages though some places espec

in Geo and Sterich mead and ale have become com

place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling

family ancestry All Flan appear to be unemotional or slo

speak however those that succeed in gaining there trust

nd themselves a loyal passionate and jovial friend O

the human sub-races the Flan are more inclined to work

live among the demi-human races

Few nations boast a large Flan population these d

Geo Sterich Perrenland and the Wolf nomads sport

people mostly mixed with people of other human ethnici

Only the Roverrsquos of the Barrens and the people of Tehn s

a signicant stock of pure Flan-blooded people these day

The ancient Flan were able to carve out some of the m

successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em

Tostenhca Sulm and Itar

The Kingdom of Caerdiralor was the seat of Ur-Flan po

Absconding from the Flan coexistence with nature The ur-

delved deeply into the dark arts and sort to use the destru

force of nature to bend all to their will Worship of Tiamat b

paramount to their society Many other obscure demonic

or immortal powers inuenced them as well Mokrsquoslyk

Serpent seemed to be inuential in gifting the ancient

people with the arcane arts The true nature of Mokrsquosly

unknown Though his inuence amongst all the Flan pe

is well documented throughout history Caerdiralor mee

end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t

capital city of Myrsyrna that ended the genocidal war and

the surviving elite eeing across the Sea of Gearnat to

Lands of the Rhugha

Meanwhile in the lands known as the Bright Desert tr

of Flan people began to embrace the teachings of Va

the Maker the Subtle Teacher Born a mortal Vathris ra

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17

imself to the cusp of immortality through his knowledge

eeds and wisdom Embracing the ideals of progress and

ngenuity Under Vathris guidance the six great tribes of the

rass-sea became six realms

The six realms at that time where known as Itar Sulm

Rhugha Ronhass Durha and Truun Itar was chief among

hese six realms as they embraced the teachings of Vathris

wholeheartedly Many of the other tribes struggled to shed

heir past beliefs and the most resistant of those realms where

he Rhugha and the Ronhass strange that two of the most

rominent realms in the great grass sea choose to war against

ach other on a mere slight that none can recall If not for

he interference of the other four realms the Ronhass would

urely have fallen into obscurity The only way to keep peace

mong the six realms was to divide a line directly through the

ands of the Rhugha and Ronhass The Truun were gifted this

ealm to maintain the peace Gifted horsemen themselves and

utnumbering both the Rhugha and Ronhass in size made the

Truun the most reasonable choice to police these realms

Though peace would not last that long The dark mystics and

riests of Caerdiralor found their way into the nobility of Sulm

ars They whispered honeyed words of peace and progress

nstead they used their knowledge of iron-craft and secretitive

ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic

nd technology brought to them by the Caerdiralorrsquos sought

o control the six realms and make them into one mighty

ation

Sulm would rule over the six realms uniting them in bloodshed

nder one banner Despite the numerous nations of horsemen

hat opposed them Sulmrsquos iron-shod legions proved too much

or the other realms The Itari posed the greatest threat to

Sulmrsquos machinations of dominance over the great grass sea

The decades long war ended when Vathris divine spark was

nded by a dark wicked barbed longspear In vengeance for

tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered

he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering

lis of Sennerae down into the deep blue void of the Sea of

Gearnat

Sulm would fall due to the machinations of their last king

Shattados Five hundred years after Keraptis was named

rotector over the Flan nation of Tostenhca Shattados

would don the Scorpion crown gifted to him by the lord of

ntropy himself Tharizdun The people were transformed

nto manscorpions and dune stalkers while Sulmrsquos grass sea

uickly converted into the sands which make up the lands of

he Bright Desert today

Tostenhca was a military protectorate under the leadership

f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences

nd craftsmens ship that could rival those of dwarven and

nomish races They also saw the height in taxation that was

trictly enforced by Keraptis regime Keraptis made good on

is threats to those who failed to follow his strict tyrannical

rders Though the city saw its greatest success under

Keraptis rule His over taxation and cruelty were ultimately his

downfall the people revoked and under the leadership of

High priest Gethrun Shoiraine destroyed the wizard hiera

and laid siege to Keraptis keep Defeated Keraptis ed to

south with his gnomish minions

Three hundred years later Keraptis would enact his reve

using the power from the Null Enigma found under W

Plume Mountain Keraptis cursed Tostenhca Which lea

the death of Tostenhcarsquos inhabitants Tostenhca was lost

forgotten save for the rumors of its gold laden rooftops

unsurpassed wealth Many an adventurer has meet their

searching for the lost wealth of Tostenhca Where on

proud and striving Flan nation stood only a cursed and ko

infested place remain Now referred to in the cold tongu

Skrellingshald ldquothe cursed Flan holdrdquo

Veralos the Lost Citadel of the Flan was a fortress

upon the edge of the Rift Canyon in ancient times and

fealty to the wizards priests of the Isles of Woe Elite scho

artisans and mystics from all walks of life where sent he

develop their craft for the betterment of all Flan-kind Tho

the wizard priests of the isles of Woe were well entrenc

into Veralos social structure Little discovered behind

fortied walls escaped their attention Well after The Isle

Woe plunged beneath its watery depths into oblivion Ver

continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel

a sleeping power from within the Rift that would crum

the hidden citadel and its people for all time Even with

successful foray initiated by the company of seven M

scholars believe Veralos to be just another myth surroun

by an uninhabitable region of the Flannaes

The ldquosurvivalist instinctrdquo is forever present within the m

and hearts of the Flannae peoples and they nd ways to

exist in their lands regardless of their circumstances

nations of pure Flan decent survive these days save the Ro

of the Barren and Tenha The Wolf nomads The Sheldo

Valley Perrenland and the Theocracy of the Pale are p

that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o

human cultures cementing part of their religious and cul

inuences amongst them all

A great many Flannae grow-up to become farmers herd

druids bards rangers and mages of renown Being inst

from early childhood with a profound respect for natur

all its forms Flannae have studied the aspects of nature

their place in it at one time or another Most Flannae h

at least a rudimentary understanding of farming herd

animal husbandry agriculture geography and wea

patterns Many Flannae plant a tree in front of their home

in a garden where they have easy access to As long as

tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of

luck and one should pick up and leave the place behind th

The skill of manufacturing leather and wooden crafts is

highly respected among the Flannae peoples Many a Flan

crafted a ute from a branch that had fell during a st

Tanning was and still is a common practice of many Flan

people The hides are highly prized for use as clothing

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18

rmor A naturally peaceful people skills such as dancing and

inging are often manifested in Flannae from all walks of life

RELIGIONThe Flannae peoples seem to have a particular fondness

or gods representing nature The Flannae Pantheon mostly

onsists of gods from the Old Faith With Beory and Obad-

Hai being the gods most commonly associated with the old

aith Over the years dierent cultures have altered the

riginal gods associated with the Old Faith save Beory and

Obad-Hai who are always present among their number The

riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn

ord Incabulos (in some Flan cultures he is replaced by the

oddess Berei) and The Lord of Winter Nerull Originally all

were neutral aspects though Incabulos became associated

with plagues and suering making many followers of the old

aith wish for the Lord of Winter to end their suering As such

very winter Obad -Hai is slain by the lord of winter It is the

ord of spring that releases Obad-Hai from the summer tree

He has Berei assist him with the burial of Obad-Hai Where he

s buried Mother Beoryrsquos tears revive him and a young sapling

rows which drops the fruit that hatches a young Obad-Hai

nce again in the spring By the summer he is fully grown and

trong the Stag King leading the wild hunt against those that

would dele nature During autumn he grows into a weathered

ld man waiting for the winter lord to slay him once again

There is a belief amongst the Old Faith that should Pelor fail

o bury Obad-Hai after seven days He will be gone forever

nd Oerth will forever be plunged into an eternal winter

The Flannae Pantheon consists of Allitur Beory Berei

Boccob Celene Earth Dragon Ehlonna Grummush (amongst

he early Flan he was thought a chief rival of Obad-Hai in

he old faith he was once known as the autumn lord and

was replaced by Incabulous after he established himself as

he chief patron of the orcish pantheon)Obad-Hai Pelor

ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and

Zodal

Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are

he primary recipients of Flannae worship in the Flannaess

hough all the gods of the pantheon receive varying amounts

f veneration token though they may be Many others

ave lost a direct association with the Flan pantheon and

re not mentioned here Though in truth about 90 of the

lan pantheon is considered part of the common pantheon

f gods As the oeridians stopped worshipping Sol and have

ully adopted Pelor into their pantheon of gods Beory is

onsidered the mother of the gods and only in the baklunish

west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the

most diminished of the human races currently bordering or

ccupying the Flannaes However they have cemented their

ustoms and traditions into every human species they have

ver come across Most notable of them all are the Oeridians

nd to a lesser extent the Suloise people

PROFESSIONS AND SKILLSThe Flannae have developed many and various skills

the centuries and in that time those professions and s

have changed little regardless of their location upon the O

-- as such all Flannae characters gain a + 2 racial bonu

two of the following skills Knowledge (nature) Knowle

(geography) Knowledge (the planes) Survival Ha

Animal Profession (tanner) Profession (animal breed

Profession (grain farmer) Dancing Singing or Ride T

skills are considered Class Skills for all Flannae character

Flannae characters are so attuned to nature that many

learned languages common amongst the fey races As

Flannae characters may take the Sylvan tongue as secon

language

The ancient Flannae also dwelled and worshipped dem

like they do gods these days Many have learned the Aby

tongue of demons and a few have learned the infe

languages of devils as a secondary language Note D

may require one of the following feats to be taken (Tai

Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o

to explain where the character has developed their knowle

of these languages

Flannae characters hailing from nations within the Sheldo

Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla

are exposed -- or have been exposed -- to atrocities dea

them by giants or other creatures driven from their home

an invasion of giants

FIGHTING STYLESThe ancient Flannae peoples where associated with prim

ghting styles few of which see use today Many Flan

where accomplished horsemen Most preferred to ride

their opponents armed with spears and axes Some ca

sickles to sacrice their enemies to the old gods Archery

horseback saw some usage mostly among the Itari and

by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we

maintaining their lands

In Geo and Sterich many of the Flan in these nations

adopted the sword as their main weapon While it se

this tradition was inspired by the oerids of these lands

Flan embody the spirit of their ancient brethren by run

headlong into battle naked armed only with their swords

handed weapons have also become common place as

tend to be more useful in damaging the giants which

these lands Long-bowmen have just begun to see m

usage as they allow one to keep a long distance from t

enemy short-bow use is more common especially when ri

horseback

The Wolf nomads favor the spear throwing axe and

their ancestors used in battle Some carry a spiked lea

gauntlets or the punching dagger and curved blades of t

baklunish ancestors alongside their wolf companions

In Perrenland polearms see much use especially amo

the mercenary companies Mercenaries from Perrenland

highly valued in the armies they serve Their ability espec

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19

n defense measurements are highly sort after Shortswords

xes spears shields and hunting knives are also common

lace with crossbows seeing little use in this region The most

killed pikemen and halberdiers are often from Perrenland

Having pushed back many a marauding army Most military

men in Perrenland learned their craft as mercenaries Fighting

n the opposite sides of warring parties However it is the

are mercenary who fellrsquos one of his kin This has served them

well when being hired to route fellow countrymen from the

pposing army ranks Only to nd them bolstering the ranks

f the mercenary army sent to dispose of them

One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra

urden of heavy armor and few would don any armor that

weighs more than forty pounds

Naval combat is something most Flan nations these days

now little about Many of their nations do not border large

odies of water capable of supporting naval units In ancient

mes the Isles of Woe and Caerdiralor supported naval units

Ahlissa presumably had the largest naval unit of all Flan

ations Though they also saw little usage as naval combat

was not as advanced as it is now in present day Oerth Instead

most naval units merely supported the transportation of

roops Perhaps naval units were more commonplace when

he Pomarj was a heavily populated Flan nation Though as

ar as historians can tell this area was populated by primitive

solationists who later were absorb into the migrating Suel

opulation Eventually only traces of Flan culture exist With

ltars and shrines devoting worship to the earth dragon

aramount among these ndings

The Flan present in the Theocracy of the Pale have been

bsorbed into the Oeridian way of life In truth little of their

ways exist in the Pale these days Many of their ghting

ormations and weapon usage mimics those of their Oeridian

rethren

RACIAL FEATSThe following is a list of racial and heritage feats that an

lannae character may take as hisher bonus feat

While some Flan from all walks of life are imbued with the

lood line of Caerdiralor You have a stronger connection

raced back to a mixture of the Sulmi bloodline with the

urvivors who ed the doomed nation when they crossed the

Sea of Gearnat

Benet A Caerdiralor Flan receives a +2 to saves against

pells from the necromantic school of magic If they have the

bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic

Special You may only take this feat as a 1st-level character

You are a descendant of the ancient Itari Flan whose forward-

hinking permitted them access to the ways of Vathris the

B C[H]

B I [H]

B D [H]

B R R [H]

maker

Benet An Itari Flan receives +2 skill bonuses to both

Knowledge (nature) and Diplomacy skills The character

easily sway someonersquos reaction by two categories for e

successful Diplomacy roll

Special You may only take this feat as a 1st-level chara

The characters Diplomacy score must be equal to or gre

than the characters level he is trying to persuade Other

the characters Diplomacy can only improve reactions rol

one category

You are a descendant of the Durha Flan some of the m

backward thinking and barbaric of the Flan people

Benet The Durha were some of the most determ

warriors However determination and skill are two die

things As such these characters gain 1 extra hit point

character level

Those with this bloodline may remain active at less

zero hit points with a successful Willpower save with a

DC of 12 plus the amount of damage suered below z

Example Fleg was struck by a club bringing his hit point

to - 3 hit points Fleg wills himself to maintain ghting on

rolls a 16 for his Will save to overcome his wounds S

Fleg is at -3 hit points he needed a 15 to remain active

remains active and is not struck again in combat Howeve

now requires a successful Willpower save DC 16 to cont

ghting as he cannot become stable while remaining activ

combat

Special You may only take this feat as a 1st-level chara

You are a descendant of the RhughaRonhass Flan While

Rhugha and the Ronhass were both intimately related to

other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron

were skilled horseman only because they were as stubbor

the mules they trained and lived with

Benet A RhughaRonhass Flan receives a +2 compet

bonus to their Ride skill (horses) and Handle Animal

(horses) They also receive a +2 to saves against spel

abilities to charm or enthrall them Spells that control emot

can aect them if it induces anger

Special You may only take this feat as a 1st-l

character Diplomacy is never a class skill for a character

this bloodline Diplomacy is treated as a non-class skill

receives all the limitations of a non-class skill for those

this bloodline regardless of which class they belong too

You are a descendant of the Sulmi Flan The ancient S

were always very ambitious determined to complete a tas

matter the cost This endearing trait led them to incorpora

the teachings of Caerdiralor into their society However s

B S [H]

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20

ure strains of this bloodline exist

Benet A Sulmi Flan receives a +4 insight bonus to any

kill roll once per day This does not guarantee success but

hows there determination in completing a task

Special You may only take this feat as a 1st-level character

The DM should penalize characters with this feat who give up

task too often or too easily

You are a descendant of the Truun Flan Much like the Rhugha

Ronhass the ancient Truun were skilled horsemen that

ttacked in large groups However the Truun did not share

he stubbornness their Rhugha and Ronhass brethren were

amous for

Benet A Truun Flan receives a +2 competence bonus

o their Ride skill (horses) and Handle Animal skill (horses)

A Truun that makes a successful Ride skill check in combat

lso receives a +1 competence bonus to attack rolls while on

orseback

Special You may only take this feat as a 1st-level character

You bear the mark of Demogorgon prince of all demons

Benet A character with this feat can telepathically

ommunicate with a creature in close range (25ft) much

ke a detect thoughts spell A targetrsquos successful Willpower

ave prevents you from reading its thoughts the save DC

=character level + 2 + highest non-physical attribute bonus

Intelligence Wisdom or Charisma]

However you also receive telepathic signals from all demon-

ind The latter is never at ease You struggle to control

he telepathic communication from demons a successful

Willpower save (DC demonrsquos hit dice + charisma bonus) is

equired whenever the character wants to actively block out

his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2

enalty on attack rolls saving throws skill checks and ability

hecks) until a successful Willpower save is made Because

he character has a volatile nature he gains a +2 insight

onus to all Intimidate skill checks and his telepathic link with

emon-kind grants him a +2 insight bonus to his Knowledge

the planes) skill checks Because the character is telepathic

e gains a +1 insight bonus to all initiative rolls

However the character always exudes a faint evil aura due

o the mark regardless of the characters actual alignment

Special You may only take this feat as a 1st-level character

You were born with a slightly forked tongue granting greater

ptitude with magic

Benet A character with Mokrsquoslykrsquos Tongue gains +2

ompetence bonus to either his Knowledge (arcana) or

Spellcraft skills The character also gains a +1 to their caster

evel when overcoming resistance for spells cast with a verbal

B T [H]

M S B [H]

Mrsquo T [H]

O A [H]

O F [H]

T T [H]

T T [H]

V T [H]

component

Special You may only take this feat as a 1st-level chara

You share some ancestry with those that lent their ma

might to the defense and expansion of Vecnarsquos Occlu

Empire

Benet Vecnarsquos Occluded Empire was well known fo

use of dark and secretive magical might As a descen

of this region you receive a +2 competence bonus to

Knowledge (arcana) and Knowledge (the planes) skills

Special You may only take this feat as a 1st-level chara

While many modern day Flan follow many faiths you fo

the ancients ways of your people

Benet A character with this feat receives a +2 compet

bonus to their Knowledge (religion) and Knowledge (nat

skills

Special You may only take this feat as a 1st-level chara

must follow Old Faith

You bear the taint of Tiamatrsquos followers

Benet A character with this feat has slightly scaly

that is noticeable by touch only and gains a +1 natural a

bonus They also gain a +4 resistance bonus to one of

following energy types acid electricity re or frost

Further the character also receives a +2 insight bonus t

Sense Motive checks to detect malicious intents or auras

as an evil spell or power register

However the character always exudes a faint evil aura

to the taint regardless of the characters actual alignmen

Special You may only take this feat as a 1st-level chara

You bear the artice and skill the the Tostencha people w

famous for

Benet This character may add +2 to one Craft sk

their choice The character also gains a +2 to their Appr

skill checks

Special You may only take this feat as a 1st-level chara

You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any

Knowledge skills and add a +2 competence bonus to t

skills or they make take one non-class knowledge skill

use it as a class skill without any penalty for skill improvem

cost

Then there are those who follow the teachings of Vathr

the god of lost causes and revenge These latter charac

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21

eceive a +2 to saves against poison or magic that would

ring them death or below zero hit points They also stand a

0 chance of becoming stable when brought below zero hit

oints instead of the normal 10 chance of most people

Special You may only take this feat as a 1st-level character

You are exceptionally skilled and versed in the workings of

he world

Benet A character with this feat gains 4 extra skill points

t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class

Also Knowledge skills can be increased by one more point

han usually allowed per character level A rst level character

with this feat may have a Knowledge skill with up to ve ranks

t rst level

Special You may only take this feat as a 1st-level character

V S I [H]

The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4

T F P

Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a

hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)

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8162019 Oerth Journal 27pdf

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23

PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged

traightforward and pragmatic Oeridians are taught from the

arliest age to respect authority and those who bear arms

Their interests lay in exploration hunting ghting and empire

uilding The history of their people give them right to boast

Oeridians are prone to take charge in dicult situations and

et they respect their superiors and sacrice for the good of

whatever cause or group they believe in Oeridians are known

or their enjoyment of songs celebration physical games

nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly

egarded by other races

There are three prominent Oeridian tribes The Aerdi best

nown for establishing The Great Kingdom The Nyrondal

f the Kingdom of Nyrond and the Vollar of the Prelacy of

Veluna are the other two prominent tribes of Oeridians Other

ribes do exist -- or have existed -- but they have become

ntermingled with other cultures

The Kingdom of Furyondy has a signicant Vollar presence

n its border with the Prelacy of Veluna however the Vollar

n both sides of the border have intermingled extensively with

he other peoples of these nations

The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of

he Flannaess but is now but a shadow of what it once was

aving splintered into two separate and distinct kingdoms

North Kingdom and The United Kingdom of Ahlissa Neither

f these current kingdoms is in control of the former capital

f Rauxes Decades of inghting magical atrocities and the

ramping of undead armies across the land have devastated

he area around the former capital

Most Oeridians now living in these lands tend to be less than

traightforward compared to their brothers in other lands

eing much more conniving and preferring to avoid direct

onict They seek instead to manipulate their adversaries

uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This

ttitude has served to lessen both the military presence and

nuence of the Church of Hextor

The Kingdoms of Furyondy and Nyrond as well as the former

Shield Lands are able to boast Oeridians of purest blood

Though the Shield Lands have been overrun by the forces of

uz the Oeridians still living there show real determination

nd the erce spirit of the race The Oeridians in these lands

ontinue the struggle against the occupying forces of Iuz the

nly exception being the Oeridians of Nyrond

The Oeridians of Nyrond mirror the condition of the Kingdom

tself they are poverty stricken This situation leaves them in

very poor position to wage an oensive war against the ldquoOld

Onerdquo However the Oeridians of Nyrond remain ever vigilant

f the Old Onersquos designs on their territories and are prepared

hough their stance must be defensive in nature

The ldquowarrior coderdquo is forever present within the minds and

earts of the Oeridian peoples and they nd ways to defend

heir lands regardless of their circumstances Defensively

uryondy is currently in the best shape of all the Oeridian

nations due to their being aided in securing their border

their Velunese neighbors In addition the Church of Heiron

has an ever growing inuence amongst the Oeridian peo

in these two nations and the Priests and Paladins of His ch

are highly regarded by the peoples of these two kingdom

The Oeridian peoples have learned to work well with o

human races and nowhere is this truth more evident tha

the Sheldomar valley and the Kingdom of Keoland In Keo

a minority of Oeridian and Suloise nobles enjoy a peaceful

over a Flannae majority

In the Prelacy of Veluna a considerable populatio

intermingled Oeridian and Flannae peoples also live toge

peacefully Rao serves as this nationrsquos chief deity but

church of Heironious is also well represented on the nat

Theocratic Council The Oeridian peoples of Keoland

Veluna are much more in control of their emotions then

their brethren in other nations and are therefore less like

fall prone to the more traditional overreaction of Oeridian

A great many Oeridians grow-up to become warriors B

instilled from early childhood with a profound respect for

and women of martial prowess most Oeridians have studie

least one melee weapon by the time they reach adulthoo

The skill of manufacturing weapons and armor is also h

respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are

naturally nimble people acrobatic skills such as dancing

tumbling are often manifested in Oeridians from all walk

life

RELIGIONThe Oeridian peoples seem to have a particular fondnes

martial gods The Oeridian Pantheon boasts no less than t

Gods of War and Battle Heironious Hextor and Stratis

is believed to be dead

All three war gods were mothered by Stern Alia God

of Motherhood Culture and Law three precepts which

important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St

was dominant in their ancient homeland which they be

was in western Oerik Some Oeridians still worship this fa

deity and repeat a legend associated with His death

whispered that at His death Stratisrsquo blood burned its

through the Oerth down into the Underdark and exposed

passageway to the drow settlement of Kalan-Grsquoeld Str

blood then turned into mists and still oats around

Underdark in clouds It is said that anyone touched by th

clouds is gifted with a portion of Stratisrsquo divine spark

The Oeridian Pantheon also consists of Bleredd Celes

Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku

Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri

collective name for the Oeridian agricultural gods Veln

Telchur Atroa Sotillion and Wenta

Heironious Hextor Fharlanghn Pholtus Pelor and Zil

are the primary recipients of Oeridian worship in the Flanna

though all the gods of the pantheon receive varying amo

of veneration token though they may be

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25

s another matter entirely If not for the considerable size of

heir eets these nations would be in serious trouble given

hat this is the one area in which the Suloise have bested

hem

The Oeridians of the former Great Kingdom prefer to ram an

nemyrsquos vessel and board them with marine units since their

and to hand tactics are superior to that of their opponents

However their naval tactics prove a contradiction in this

egard as Oeridian ships are built for strength rather than

peed and ranged combat seems to be the most eective

method against the Suloise vessels

The Peace loving Oeridians of Veluna have ample amounts

f military units cavalry infantry and archers However these

Oeridians prefer bludgeoning weapons Veluna is also known

o have the only man-catcher unit in existence While no

ne has yet seen it used on the eld of battle it is rumored

hat these units were responsible for quelling the upheavals

n the disputed lands of Bissel The man-catcher unit serves

mainly as an honor guard but gives frequent demonstrations

f its great prociency in the non-lethal use of their weapon

Although swordsmanship is practiced in Veluna it is viewed

rimarily as a sport rather than an instrument of war

RACIAL FEATSThe following is a list of racial feats that an Oeridian character

may take as hisher bonus feat

You have studied many dierent Aerdi styles of warfare

ranting you a mastery of the battleeld

Benet A character with the Aerdi Bloodline feat gains a +2

ompetence bonus to Alertness checks and a +1 competence

onus to hit with spear or short sword

Special You may only take this feat as a 1st-level character

You have exceptional skill on mounts and with Nyrondal

anged combat tactics

Benet A character with the Nyrondal Bloodline feat

ains a +2 competence bonus to Ride skill checks and a +1

ompetence bonus to hit with a rapier or bow

Special You may only take this feat as a 1st-level character

You are known for your scouting skills and defensive ghting

actics

Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and

+1 dodge bonus to their AC

Special You may only take this feat as a 1st-level character

A character must choose either Spot or Survival skill bonus at

st-level

B N [H]

B A [H]

B V [H]

C S [G]

D R [H]

H [GB]

You are skilled in battle and can sense when combat is a

to ensue

Benet Before combat begins a character with this

can make a wisdom check (DC 10+ frac12 opponents hit dice)

if successful the character gains a +2 insight bonus to t

saving throws or Armor Class either which can apply

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters need to meet a prerequisite to a

this feat a wisdom score of 13 or higher

You are nimble in battle and many of them study how to a

blows

Benet A character with this feat gains a +2 dodge bo

when not using armor or shields of any kind The chara

must have a weapon in his hand for the feat to work

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters can take this feat but the prerequ

is a Dexterity score of 13 or more

You have toughened your body to the point where they s

able to turn blades aside during battle

Benet A character with this feat gains a damage resista

of 2

Special You may only take this feat as a 1st-level chara

must take either Endurance or Toughness as a prerequisi

this feat

You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta

they may rage like a barbarian of equal level The chara

receives all bonuses and penalties associated with ragin

noted on page 25 of the 35 edition of the PHBThe chara

receives all bonuses and penalties associated with raging

noted on page 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level chara

Oeridians from Veluna cannot take this feat

You can be quite intimidating when you have to be

Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi

someone a second time even after an initial intimida

check has failed but without the +2 bonus on the sec

attempt

Special You may only take this feat as a 1st-level chara

O R [H]

O P [H]

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26

O G [H]

O S [H]

You have a greater aptitude towards grace and maneuverability

Benet A character with this feat gains a +2 competence

onus to all Balance and Tumbling skill checks

Special You may only take this feat as a 1st-level character

Your ghting spirit shows your resolve when the end is nigh

Benet A character with this feat gains a +2 competence

o hit and damage but only when reduced to less than 20

f his hit point total

Special Oeridians who are members of the following

lasses may choose this feat Barbarians Rangers Paladins

Warriors and Fighters Fighters can gain this feat at rst level

A character may gain this feat after choosing the Endurance

nd Die-hard feats

You are well versed in many ghting styles However you

refer a less lethal approachBenet A character with this feat can use any blunt object

r bludgeoning weapon to cause non-lethal damage to his

pponent Weapons used in this way do half damage All

amage inicted in this manner is non-lethal

You have mastered the art of non-lethal damage

Benet As Sub-dual Focus above only the weapon does

ull damage all of it being sub-dual

Special Oeridians from Veluna taking Sub-dual Focus get

Greater Sub-dual Focus for free Other characters are required

o spend a second feat for Greater Sub-dual Focus

You have honed your skills in the subtle arts eschewing any

warrior instincts for a more deceptive approach

Benet A character with this feat receives a +2 competence

onus to both the Blu and Sense Motive skills The character

s equally adept at lying and discerning a lie

Special You may only take this feat as a 1st-level character

Only those characters from Ahlissa and North Kingdom may

ake this feat

S- F [G]

S- F G [G]

S [H]

T O P

Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti

Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves

Zilchus (LN god of power prestige inuence monbusiness)

Crsquo

C

G

T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073

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27

RACES OF OERTH

The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak

The Rhennee rmly believe they are from another world

nown as ldquoRhoprdquo In truth Rhop was a large island continent

ar removed from the Flanaess The distance is so great that

t could easily lead anyone to believe that Rhop was anotherworld

Natural talents possessed by the Rhennee strongly suggest

o scholars that the Rhennee have lived on or near large

odies of water for the racersquos entire existence Some sages

elieve that Rhop was ndash in reality ndash some type of ldquoElder

Beingrdquo possessed of supernatural powers and quite possibly

esembled some type of turtle-like creature Such a Being

would of necessity have been quite large possibly measuring

ome ve miles in radius Sages believed that either some

xternal ldquoforcerdquo removed the Rhennee from their living island

aradise or else this ldquoIsland Beingrdquo itself sent them away

While there is some debate upon the subject most sages

gree that the Rhennee are native to Oerth Sages also agree

hat after leaving their island home the Rhennee traveled to

he Flanaess and settled in and around the Adri Forest But

enturies ago they were driven out of this area as well -- by

he invading Oeridians

On the whole the Rhennee are still a young race Having

nally found their own niche within the societies of the Flanaess

eems to have caused their civilization to ourish especially

pon the Selitan river and the Nyr Dyv What happens to the

ace next remains to be seen

The Rhennee themselves have taken a generally neutral

pproach to their neighbors refusing to involve themselves

r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have

sed them for a variety of transportation services including

he delivery legal and illegal goods

Whether or not the legend of Rhop being some other world

s true or not one thing is certain the Rhennee people are not

eaving the Flanaess anytime soon

APPEARANCEThe Rhennee are often tan or olive skinned humans T

tend to be shorter than other human races and often stoc

displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w

between 140-175 lbs while female Rhennee average betw

4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co

are most often blue gray or hazel although green eyes

not unknown Their hair color is often black or dark bro

Curly hair is most common but wavy hair is not unknown

PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated

secretive most Rhennee have little regard for the other hu

races

Having been ostracized by the majority of human ra

Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp

and it is very rare to nd one amongst the Rhennee for

great length of time To the Rhennee nothing is more impor

than family and regardless of personal dierences it is ta

to go against the family and side with a Gajo

The Rhennee live almost exclusively upon the waterw

of the Flanaess making their homes on large barges A s

sect of Rhennee ndash known as the Attloi ndash travel in caravan

the area of the Adri Forest where many believe the Rhen

made their rst appearance in the Flanaess The majori

Rhennee reside in the central Flanaess remaining close to

Nyr Dyv which serves as a central focus for these people

Most other races of the Flanaess often consider the e

race of Rhennee as criminals and thieves While it is true

many Rhennee excel in the roguish arts relatively few

out right criminals The conict lies in the fact that to

Rhennee things which are considered the property of G

are actually considered ldquopublic propertyrdquo by the Rhennee

The Rhennee believe that if you cannot carry the item u

your person then it is open to public use To be fair even am

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28

hemselves the Rhennee practice this belief The exception to

his is items placed into a roped circle This practice dictates

hat the items should not be touched or removed The number

nd sequence of knots tied into the rope will show any and all

ust who it is that claims the roped property as their own

The Rhennee culture is very chauvinistic Males are the

eaders and may carry on their barge just as many wives as

hey can aord It should be noted however that each barge

r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda

cts as an advisor and a councilor to the leader in all of the

amilyrsquos aairs The Verda also serves as the tribersquos healer

nd herbalist She predicts the weather and sells fortunes to

he Gajos While male nobles rule the tribe none of them will

ontradict the Verda of their tribe

Interestingly Rhennee women must remain virgin until their

marriage while males are encouraged to take many lovers

But if a woman is found to have had sex before marriage she

s then forbidden to ever marry and must become a prostitute

r ldquoAuntardquo to the tribe Such a woman is often given a small

essel separate from the barges and is only welcome aboard

barge when she is servicing the Rhennee males on it

This custom seems strange to others given that most

Rhennee males will quickly start a ght if they believe that

Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for

he privilege of a night with one of these women For these

easons and others an Aunta is much more likely to leave the

arge-folk and seek a new life amongst the Gajos

All Rhennee are known to fear sickness child birth and

eath Since all three conditions are considered taboo If

Rhennee person is sick they are left with the wise women

f the tribe ndash the Verda ndash and no one will even visit with the

ick individual until the Verda deem it safe to do so If the sick

annot be cured or if there is the fear of infection then the

ick are sometimes simply cast out This rejection of the sick

n order to protect the tribe is considered even to out way any

amily tiesWomen who give birth must remain in seclusion with the

Verda for 40 days and 40 nights During this time no male

may see her she cannot even return to her husband until this

eriod is over The newly born child may be brought before

he father by the wise women but it is common place that the

hild is usually not seen until the wife returns to her husbandrsquos

ide

Women who give birth to an exceptional number of male

hildren have considerable authority within the tribe Age and

xperience also play an important role in Rhennee society For

xample older females possess considerably more power and

nuence than do younger woman within the tribe

Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become

Vethardquo sorceresses who are endowed with the powers of

Rhoprdquo Women who attain this standing ndash but are not actually

Verda ndash are now treated as though they were while actual

Verda who develop the Vetha abilities are considered nearly

divinerdquo in nature and are given a great range of freedoms in

egards to tribal aairs

Death by any cause is something that all Rhennee fear

For the barge-folk the deceasersquo body must be lled with

or sand and then wrapped in linen and cast into a large b

of water The Attloi on the other hand bury their dead

very often mark the grave as the site of a great evil Pries

Death Gods and Goddesses are greatly feared and consid

repulsive to the Rhennee peoples as are Necromancers

Though predominantly rogues all Rhennee males bec

adept with weapons and the most accomplished of t

become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe

warriors and enforcers Both elder males and the Darkha

are second only to the chieftain of the tribe

Rhennee earn most of what little income they have prim

through the transportation of goods and passengers altho

hunting shing trading and craft-work also play a role A

Rhennee are excellent Tinkerers though their reputation

such work may vary widely Sadly some Rhennee do pref

steal from the Gajos in order to make a living and this re

poorly on the race as a whole though Rhennee will not s

from each other

The Rhennee practice no known religion or at the le

no Gajo is aware of any formal Rhennee religion Wate

respected and honored by all the Rhennee so much so

the barge-folk have been known to clean dirty waterways

to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen

will willingly pollute a water source

Rhennee males like to wear tight-legged pantaloons l

tting shirts and leather jerkins Females wear long ow

sleeveless dresses with low-cut tops so as to entice t

males Rhennee women also like to wear charms made

mollusk shells and precious stones that are found near

the water The more colorful these garments and adornm

are the more they are liked by the Rhennee though b

and greens are easily the most popular colors

RELIGION

Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and

basis of their religious beliefs This thinking is reinforce

the practice among the Rhennee of ldquoVethardquo where som

their women are endowed with the sorcerous powers of

ldquoRhoprdquo

In the last few centuries some of the Rhennee

begun worshiping the elemental forces of water Still ot

participate in the sacricial rites of demonic and devilish c

Some of the Rhennee have even taken up the worship of s

Deities of the air though such Rhennee are few

Among the land dwelling Attloi some have taken up

service of Gods more commonly worshiped in the Flana

these include Fharlanghn Olidamarra and Istus Still

are those few who worship Celestian and Pelor

PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and

these skills as their trade Rhennee are taught from birt

swim and some are even conceived in the water

All Rhennee characters gain a +2 racial bonus to the ski

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29

f their profession (Boater) and swimming These are

onsidered class skills for all Rhennee characters Rhennee

haracters also have an innate ability for sleight of hand and

eceive a +2 bonus to this skill as well But they suer a ndash2 to

ll Diplomacy checks when dealing with other human races

Crafting hunting and shing are very common among the

Rhennee people They are also adept at preparing some of the

nest seafood dishes in all the Oerth

The land based Attloi keep horses and pack animals and use

hem to pull their wagons and haul their goods The Attloi are

killed performers excelling at dance wind instruments and

inging For this reason Attloi characters receive a +2 bonus

o animal handling and a +2 performance bonus in one of the

kills listed above

Like their waterborne brethren Attloi characters also excel

t sleight of hand and receive a +2 bonus to this skill But

hey also receive a -2 penalty to Diplomacy checks whenever

ealing with the other humans races The Attloi are skilled

raftsman and leather workers and make some of the nest

eather armor and goods to be found in the Flanaess

FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing

hey have to an army are the Darkhagard warriors who guardheir barges

Most Rhennee focus on martial skills which favor thrown

weapons single weapons dual weapons or a two handed

weapon style Wrestling and sticus matches commonly take

lace among the Rhennee people

Some Rhennee have developed a rope ghting style which

s used to trip bound or to escape an opponent This ghting

tyle is defensive in nature and is often used by older males

nd a few of the females among the barge-folk though it is a

much less common ghting style among the land based Attloi

The Rhennee have also developed a special racial weapon

alled the ldquoDarkhardquo This special weapon will only be found in

he possession of a tribal chief or his Darkhagards

RACIAL FEATSThe following is a list of racial feats that a Rhennee character

may take as hisher bonus feat

You have developed a sense for locating and spotting water in

ny quantity

Benet You receive a +2 competence bonus to Survival and

Knowledge (geography) skill checks Further you can obtain

p to two gallons of fresh water with a successful Survival skill

heck and up to two more gallons of water can be obtained for

very three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

Surprisingly more Attloi obtain this feat then Rhennee maybe

nes presence around bodies of water limits a knack for this

bility

You spend a great deal of time in the water and have impres

swimming skills

Benet You are able to hold their breath under water

number of rounds equal to three times your Constitution S

before suering any ill eects You receive a +2 compete

bonus to all swim skill checks

Special You may only take this feat as a 1st-level chara

Attloi cannot take this feat

You have a knack for catching large amounts of sh and o

aquatic game

Benet You receive a +4 competence bonus to Surv

checks when shing hunting aquatic game or gathe

aquatic plants

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but it should be noted

these cases are rare

You can communicate with all fresh water aquatic creatur

Benet So long as you do no harm to them or t

environment You can communicate with any fresh w

aquatic creatures including (crustaceans frogs and turt

Even if charmed both you and these creatures are giv

save in order to avoid the suggestion

You will not consume or harm any crustaceans or tu

like creatures nor will the character allow these creature

come to harm

If you are a Rhennee spell caster able to summon w

elemental creatures you may do so for twice the no

duration with zero chance of the elemental successrebelling against you Any water elemental summone

oppose you is twice as likely to rebel against its summ

and the duration of the spellrsquos eect is halved

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but instances are

common

You can see things beyond the limits of most mortals and h

a strong sense of your surroundings

Benet You receive a +2 competence bonus to all Initia

rolls and Spot checks On a successful Spot check (DC 30)

can sense where invisible creatures or objects are loca

but you cannot actually see them (Example A mage c

invisibility on himself prior to combat Without knowing h

there you make a successful Spot check You get a sens

where the invisible mage is but you cannot actually see

invisible mage)

Special You may only take this feat as a 1st-level chara

F W [H]

D [H]

R B [H]

K F [H]

S S [H]

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30

While much more prominent in females this feat is not

mited to them alone

Travelers Trade [Heritage]

You are ever on the move for the roads are your home

Benet You receive a +2 competence bonus to all Handle

Animal and Ride skill checks when dealing with any animal or

ehicle used in a caravan While traveling you also receive a

+2 competence bonus to all Survival skill checks

Special You may only take this feat as a 1st-level character

Rhennee cannot take this feat

Water Walker [Heritage]

You have a knack for operating barges and traversing your

essel through perilous waters

Benet You receive a +2 competence bonus to their

rofession (boater) skill and a +2 circumstance bonus to

etect weather and weatherrsquos eects on water conditions

while piloting their vessels

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

Contact with water rejuvenates and sustains you

Benet If you stand at least in knee deep water you

atigue at only half the normal rate In addition if you engage

n no strenuous activity while in a body of water you recover

it points equal to your Constitution bonus +1 for every three

ours in the water You may also hold your breath for a number

f rounds equal to twice your Constitution Score You must

ubmerge yourself in water for at least one hour each week

r he will begin to suer fatigue at twice the normal rate

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

You are more sensitive to the forces of nature often feeling

minor changes in the weather and environment which are

ometimes undetectable to animals

Benet You receive a +2 competence bonus to Survival

nd Knowledge (nature) skill checks You may predict weather

hanges up to six hours in advance including changes in

emperature Further with a successful Survival skill check

ou can predict the weather and up to two more hours more

or every three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

While much more prominent in females this feat is not limited

o them alone

T T [H]

W W [H]

W W [H]

IN SEARCH OF HOME

ldquoWe are the children with no landrdquo

ldquoForced to live in the unknownrdquo

ldquoWe sail this worlds waterwaysrdquo

ldquoIn search of yesterdays embracerdquo

ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo

ldquoShow us your unfurling facerdquo

ldquoWe are use to your disgracerdquo ldquo

You will one day atonerdquo

ldquoWhen we children return homerdquo

-Made famous by Artoli Medni

Rhennee bard

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31

The Suloise peoples had their origins outside of the Flanaess

South of the Crystalmist Mountains and west of the

Hellfurnaces

Many Suloise ed to the Flanaess to escape the constant

SuelBaklunish wars which eventually lead to the magical

evastation of their homeland These Suloise migrations

elped to displace many of the Flannae from their homelands

esulting in the Flannae being scattered far and wide

The ancient Suloise have passed on many of their traits to

heir descendants for good or bad Centuries ago the Suloise

oasted one of the greatest empires ever known to mankind

They learned the arts of sorcery and civilization from the

Olven-folk but in time the Suloise peoples surpassed even

heir Elven teachers in the manipulation of magic and used

his knowledge to forge the greatest empire of their time ndash the

Suel Imperium But they rejected the Elven peoplesrsquo warnings

bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies

The ancient Suloise were totalitarian in demeanor and

nslaved many peoples and races All peoples fell to the will

f the Suloise Imperium except for the ancient Baklunish

mpire The Suloise Imperium relied heavily upon magic and

t helped forged their empire Their magical experimentation

ead to the creation and engineering of altered races races

reated for the sole purpose of serving the empire

One of the most well known of these created races is the

Derro Many dwarves claim that the Derro existed long before

he Suel experimented on their kin and it is rumored that

he Derro are actually a blending of dwarves and humans

Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were

onducted before the Suel Imperium fell

The Suel Imperium fought the Baklunish Empire to a stand

till for control of eastern Oerik To break the stalemate the

Suloise brought about the Invoked Devastation This apparent

ictory over their enemies was short lived however as one of

he long forgotten Gods of the Baklunish chose to intervene

RACES OF OERTH

The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller

Gathering together the most powerful mages from am

his people within the stone circle of Tovag Baragu this

channeled much of His own power through these magici

supporting their retribution against the Imperium

This is the origin of the Rain of Colorless Fire which cov

all of the Suel Imperium in its inferno Were it not for

great seer Slerotin the Suloise peoples may well have b

destroyed but receiving premonitions of the impen

doom Slerotin gathered what noble families he could and

them through a magical tunnel ndash of his own creation ndash w

passed completely through the Hellfurnaces

All but one of the families ndash the Lerara ndash traveling

Slerotin arrived in the area of the Flanaess now known as

Yeomanry From there the Suloise peoples spread throug

the Flanaess founding nations for themselves often for

from the colonies of the Suel Imperium The noble fami

Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero

tunnel and reside there today

The most infamous and secretive society of the Suloi

indisputably the Scarlet Brotherhood headquartered on

Tilvanot Peninsula This Suloise organization has bases sp

out across the Flanaess and beyond So embroiled have

become in the aairs of the Flanaessrsquo nations this so-ca

secretive society is no longer as secretive as it once was W

the Scarlet Brotherhood is prominent in Shar they do

actually have control of the government there though

do exercise major inuence over all the Peninsularsquos aair

There is another Suloise organization called ldquoThose

must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in

Kingdom of Keoland Not much is known of the Silent O

though it is rumored that they seek to obtain forbidden ma

and ancient Suloise artifacts What their main goals ar

one knows for certain however those few who happen c

upon the Silent Tower and try to gain entrance are very o

not heard from again Whatever their main goal one thin

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 14: Oerth Journal 27.pdf

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13

FIGHTING STYLESThe Baklunish warrior is the undeniable master of mounted

ombat Be it with a lance bow or scimitar and shield the

Baklunish do it best when on horseback The Bakluni re-

urved Bow or horse bow is the weapon of choice for themounted archer The limbs of the bow seem short but this

s an illusion precipitated by the severe curve the limbs The

amination process used to construct the bow gives it the

trength and thus the distance to rival the eastern composite

ows yet allows it to serve expertly for horseback archers

The one aw of the otherwise masterful design lies in the

trings These wound strips of catgut work well but begin to

eteriorate in an overly damp environment It is common for

rchers who favor the horse bow to carry two bows one

trung and one unstrung plus several replacement strings

As mentioned above the Scimitar (and its cousins) is

he blade of choice in the Baklunish west and has been so

or several centuries Various ghting styles involving theweeping style of the blade are favored which maximizes the

weaponrsquos powerful slashing ability While most favor a light

hield in partnership with the scimitar a few nimble warriors

ake up a second blade sometimes a Jambiya or a short

hrusting sword and at other times another scimitar of equal

ize and arc This dual weapon style called Kasirga -- ancient

Baklunish for Whirlwind -- is a powerful and dramatic style

but requires plenty of room to use properly A more com

style of dual ghting using the Jambiya called Yuzlu -- anc

Baklunish for two-fang -- is favored by urban warriors W

it has less power than the wide sweeping strikes used in

Kasirga style it takes up less room and is more viable intwisting alleyways of the Baklunish Cities

RACIAL FEATSThese are racial feats any Baklunish character can take

their bonus human feat

You are a child of the desert and know its ways

Benet +2 to survival checks in desert terrain

Special Can only be taken at 1st level

You have been riding horses since before you could walk

Benet grants a +2 bonus to ride and to handle an

checks when dealing with horses

Special Can only be taken at 1st level

D [H]

E F [G]

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14

Grsquo G [H]

The goddess of the living waters has blessed your birth

Benet +2 to swim checks and need consume only half the

mount of water than other humans

Special Can only be taken at 1st level

The energies of the Invoked Devastation which tore apart the

reat Empire still linger within you and are manifested in theirthmark scar that you bear

Benet You receive a +2 bonus to Intimidate checks

+4 vs any Baklunish) You also add a +2 to the DC of Save

hrows for any spell with the Fear descriptor you cast You also

eceive a ndash2 to all Diplomacy checks made against any Bakluni

who see or know of your scar

Special You may only take this feat as a 1st-level character

You are descended from the genies summoned to Oerth by

he ancient Baklunish in the days of the Suel-Baklunish wars

You might bear some physical or psychological mark of yourncestry such as a ery disposition thanks to an Efreeti

ncestor or uniformly blue eyes from the blood of a Marid

Benet Select one type of genie Dao (earth) Djinni (air)

freeti (re) or Marid (water) The benets of this feat vary

y the type of your genie ancestor

Dao You receive a +4 bonus on Saving throws against

arth eects and Fortitude saves made to resist petrication

You also add +2 to the DC of saving throws for any spell with

he earth descriptor that you cast as a sorcerer This benet

tacks with the Spell Focus and Greater Spell Focus feats if the

pell you cast is from your chosen school

Djinni You receive a +4 bonus on Saving throws against

ir eects and the following spells acid fog call lightning

loudkill stinking cloud and storm of vengeance You also

dd +2 to the DC of Saving throws for any spells with the Air

escriptor that you cast as a sorcerer This benet stacks with

he Spell Focus and Greater Spell Focus feats if the spell you

ast is from your chosen school

Efreeti You receive a +4 bonus on Saving throws against

re eects You also add +2 to the DC of Saving throws for

ny spells with the Fire descriptor that you cast as a sorcerer

This benet stacks with the Spell Focus and Greater Spell

ocus feats if the spell you cast is from your chosen school

Marid You receive a +4 bonus on Saving throws against

water eects and the following spells acid fog cone of coldorrid wilting ice storm and sleet storm You receive a +2

onus on Constitution checks made to resist drowning You

lso add +2 to the DC of Saving throws for any spells with

he water descriptor that you cast as a sorcerer This benet

tacks with the Spell Focus and Greater Spell Focus feats if the

pell you cast is from your chosen school

Special You may only take this feat as a 1st-level character

S [H]

[H]

M W [G]

You know your way around business negotiations

Benet You receive a +2 bonus on Appraise Checks

checks and Diplomacy checks related to business dealing

You have been riding horses since before you could walk

Benet grants a +2 bonus to ride and to handle an

checks when dealing with horses Special Can only be taken at 1st level

You are a Bakluni who was raised in the deserts of the

Steppes The harsh storms have toughened you

Benet You have a +1 natural armor class bonus

Special You may only take this feat as a 1st-level chara

Your mother was a Hakima and you were born with a to

of her sightBenet You receive a +2 to Initiative rolls and Spot che

Special You may only take this feat as a 1st-level chara

While many Bakluni pay lip service to Sevelkhar to stave

his wrath you have been born with a touch of the wa

within them

Benets All diseases poisons and dehydration eects

twice as long to eect you For eects that are Instantane

delay the onset time one hour per constitution bonus If o

time is 1 minutes triple the time frame if hours make it

and if days make it weeks The character suers pena

slowly and damages are drawn out to make the chara

suer longer This allows the character to be healed when

would otherwise be detrimental While most people are le

tune with such supernatural aictions animals can sen

and you receive a -2 to all handle animal checks

Special You may only take this feat as a 1st-level chara

S [H]

S [H]

T S [H]

T W B [H]

T B P

AlrsquoAkbar (LG god of guardianship faithfulness digniduty)Azorrsquoalq (NG god of light purity courage strength)

Daoud (N god of humility clarity immediacy)Geshtai (N goddess of lakes rivers and wells)Istus (N goddess of fate and destiny)Mouqol (N god of trade negotiation venturesappraisal reciprocity)Xan Yae (N goddess of twilight shadows stealthmind over matter etc)Zuoken (N god of monks mental powers physical anmental mastery)

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15

t is widely documented that the Flannae people are natives of

he Flannaes Hence the name given to the lands even by the

Oeridian conquerors

Rumors persist that one time long ago perhaps before the

ation of Caerdiralor took shape That the Olman and Touv

eople occupied a stretch of land that occupied much of the

outhern Flannaes While no sages can prove the validity of

his claim a case can be made that the ancient Flan could of

eized these lands from the eeing Olman and Touv people

After all many a Touv and Olman god mimic aspects of the

lannae own pantheon

Perhaps a relation to MokrsquoSlyk and the Serpent of Touv

myth Meyanok bare some resemblance though Meyanok was

ot known as a purveyor of magic Though he was directly

esponsible for the birth of three gods Vara Damaran and

Berna Vara has aspects closely aligned to that of Incabulos

specially in the deliverance of nightmares One could arguehat each pantheon has gods or goddess that can be crossed

eferenced with the gods of other pantheons However many

an directly see the inuence of Flannae myth in every other

uman culture bordering or occupying the Flannaes However

were the Flannae inspired by a pantheon of gods from another

rigin

Many sages discredit any notion that such a scenario ever

xisted as no recorded documentation of the presence of

Olman or Touv culture has ever been seen in the Flannaes

roof of Touv and Olman cultures have prevailed in the

Amedio Jungle and there are no signs that these people did

ot originate from these lands

Many agree that the Old Faith is the bastion of Flannaeworship even to this day However some text remain that

how demonic like beings where accepted in the old faith and

eing part of mans primal nature The Old Faith coexisted with

hese obyrith and later tanaric beings Many paid lip service

o appease these ancient brethren Others worshipped them

ke gods and made pacts to gain power and inuence from

hese beings Some appeared to be less diabolical in their

reatment of the Flan people

Mokrsquoslyk the Serpent is thought to have granted the

people with the knowledge of arcane magic Though Flan

religion shows us that Boccob is the god of magic In anc

texts from the church itself show that Boccob once trapp

demon of unknown origin that was more powerful then Bo

at this time It is believe he gleaned enough magical po

over these thousand years of the demonic creatures capt

This could explain how Mokrsquoslyk stopped inuencing the

in his teachings on magic With Boccob now in place as

deity of magic Mokrsquoslyk waned in power Hoping to rec

what was taken from him in his thousand years of capti

It would also explain how Boccob would have little need

worshippers as his power was siphoned from another pow

being

Throughout the history of the peaceful Flannae T

always existed some outside inuence over how their nat

where formed Caerdiralor was formed by dark priests mystics whorsquos primary worship of Tiamat absconded with

teachings of the Old Faith Perhaps it was the pantheo

the Old Faith that was behind the mysterious force w

devastated their capital of Mysyrna Forcing the survivor

cross the Sea of Gearnat

The six great realms of the grass sea lived in tune with na

Until the survivors of Caerdiralor reared their ugly heads

inuenced Sulm in becoming yet another representa

of Ur-Flan power Perhaps the Old Faith was testing

people the dark priests and mystics of Caerdiralor ceme

themselves into seats of power among the Sulmi The

grew in power and once the Old Faith became threatene

obscurity Shattados would don the Scorpion crown the Iof Woe would sink The rampant lion of the Aerdy would

claim to the Flannaes and many of the gods of the Flan

would be incorporated into the pantheon of their conque

Coincidence highly unlikely

Many Flan nationrsquos existed at some point Exag is on

them however Exag was greatly inuenced by the cra

and little is heard of Flan culture in the city of clay excep

inuence in Perrenland The Vast Swamp was or is the hom

RACES OF OERTH

The FlannaeBy Dennis LovattArt by Adam Koča amp Rick Miller

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16

Acerak a cambion demilich who constructed his own labyrinth

or which every artisan or worker who aided in its construction

was locked away within its clutches Acerak would soon follow

ever a true empire in itself Many adventurers deemed it the

Tomb of Horrors for the atrocities committed and experienced

y those who entered the wretched place

The Kings of Burgess were the last of the just and noble

ations to fall to Vecnarsquos spider throne The nations of Fleeth

nd Almadia where intertwined those with the death of the

rincess of Fleeth Almadia was on its own to defend itself

rom the spider throne Vecna sort his vengeance against the

ity of Fleeth Once he slayed all her people save a few nobles

who submitted themselves to his mercy Vecna took Almadia

nd then set his sights on Burgess The only true threat to his

eign at the time of his Occluded Empire

Nuria was a contemporary of six realms of the grass sea

nd the Isles of Woe It traded magical wonders with the

itadel of Veralos ultimately it would be consumed into the

Great Kingdom Believed to have existed in what is now the

Kingdom of Nyrond The Flan population would intermingle

with their oeridian conquerors and become willing citizens of

The Great Kingdom

Perhaps one of the most troublesome of the lost Flan nations

re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants

f Trask were responsible for the attacks on the elven city of

Summer Stars Evil and bellicose beyond refute the invading

erids of house Naelax had little choice but to wipe them

rom the face of Oerth Destroying much of their magic and

writings

Last in the line of benevolent Flannae rulers Ehlissa the

nchantress lived in what is now know as the United Kingdom

f Ahlissa some 1700 years ago and continued to reign in

er prehistoric kingdom for several centuries more Queen

hlissa has no issues she keep song birds as pets During her

eign her people knew peace and none of her subjects knew

overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend

er subjects to her will Her reign lasted up until the Great

Migrations during her reign she managed to prevent the force

ocked away in her Nightingale from escaping Presumably

ead none truly know what happen to Queen Ehlissa or her

amed Nightingale Little to noting remains of Flan culture in

his region Long ago Suel and oerid migrations took their toll

n her Kingdom Becoming part of the Great Kingdom of the

Aerdy and recently The United Kingdom of Ahlissa

APPEARANCEThe Flannae people are recognizable by their bronze

omplexions and wavy or curly hair With strong angular

eatures and heavy brows most Flan are easily discernible

rom other human racial types They tend to be of average to

tocky build sturdy and somewhat hirsute they are anything

ut the prototypical human type these days

Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh

etween 150-180 lbs Female Flannae average between 4rsquo8rdquo

o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller

and heavier Flannae are possible

Their eyes are most commonly dark brown or black br

and amber appearing less frequently Their hair color is us

black but also ranges through shades of black-brown

brown and brown Curly and wavy hair is usual but some

have taken to straightening out there hair in recent times

The original Flan nomads of a millennium ago wore sim

utilitarian clothing including loincloths capes and lea

wrappings on their feet that served as shoes They also w

brightly colored body paints primarily vermilion and ye

ochre in primitive patterns a practice still common am

the surviving Rovers of the Barrens In civilized regions

clothing tends to follow current fashion though they still

to prefer solid bright primary colors

PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract

hard-working and reserved Flan are natural hunters

gatherers imbued with survival instincts most learn to

o the land Flan tend to eat lean even when there i

over abundance of food available Many Flan prefer wate

milk to alcoholic beverages though some places espec

in Geo and Sterich mead and ale have become com

place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling

family ancestry All Flan appear to be unemotional or slo

speak however those that succeed in gaining there trust

nd themselves a loyal passionate and jovial friend O

the human sub-races the Flan are more inclined to work

live among the demi-human races

Few nations boast a large Flan population these d

Geo Sterich Perrenland and the Wolf nomads sport

people mostly mixed with people of other human ethnici

Only the Roverrsquos of the Barrens and the people of Tehn s

a signicant stock of pure Flan-blooded people these day

The ancient Flan were able to carve out some of the m

successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em

Tostenhca Sulm and Itar

The Kingdom of Caerdiralor was the seat of Ur-Flan po

Absconding from the Flan coexistence with nature The ur-

delved deeply into the dark arts and sort to use the destru

force of nature to bend all to their will Worship of Tiamat b

paramount to their society Many other obscure demonic

or immortal powers inuenced them as well Mokrsquoslyk

Serpent seemed to be inuential in gifting the ancient

people with the arcane arts The true nature of Mokrsquosly

unknown Though his inuence amongst all the Flan pe

is well documented throughout history Caerdiralor mee

end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t

capital city of Myrsyrna that ended the genocidal war and

the surviving elite eeing across the Sea of Gearnat to

Lands of the Rhugha

Meanwhile in the lands known as the Bright Desert tr

of Flan people began to embrace the teachings of Va

the Maker the Subtle Teacher Born a mortal Vathris ra

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17

imself to the cusp of immortality through his knowledge

eeds and wisdom Embracing the ideals of progress and

ngenuity Under Vathris guidance the six great tribes of the

rass-sea became six realms

The six realms at that time where known as Itar Sulm

Rhugha Ronhass Durha and Truun Itar was chief among

hese six realms as they embraced the teachings of Vathris

wholeheartedly Many of the other tribes struggled to shed

heir past beliefs and the most resistant of those realms where

he Rhugha and the Ronhass strange that two of the most

rominent realms in the great grass sea choose to war against

ach other on a mere slight that none can recall If not for

he interference of the other four realms the Ronhass would

urely have fallen into obscurity The only way to keep peace

mong the six realms was to divide a line directly through the

ands of the Rhugha and Ronhass The Truun were gifted this

ealm to maintain the peace Gifted horsemen themselves and

utnumbering both the Rhugha and Ronhass in size made the

Truun the most reasonable choice to police these realms

Though peace would not last that long The dark mystics and

riests of Caerdiralor found their way into the nobility of Sulm

ars They whispered honeyed words of peace and progress

nstead they used their knowledge of iron-craft and secretitive

ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic

nd technology brought to them by the Caerdiralorrsquos sought

o control the six realms and make them into one mighty

ation

Sulm would rule over the six realms uniting them in bloodshed

nder one banner Despite the numerous nations of horsemen

hat opposed them Sulmrsquos iron-shod legions proved too much

or the other realms The Itari posed the greatest threat to

Sulmrsquos machinations of dominance over the great grass sea

The decades long war ended when Vathris divine spark was

nded by a dark wicked barbed longspear In vengeance for

tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered

he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering

lis of Sennerae down into the deep blue void of the Sea of

Gearnat

Sulm would fall due to the machinations of their last king

Shattados Five hundred years after Keraptis was named

rotector over the Flan nation of Tostenhca Shattados

would don the Scorpion crown gifted to him by the lord of

ntropy himself Tharizdun The people were transformed

nto manscorpions and dune stalkers while Sulmrsquos grass sea

uickly converted into the sands which make up the lands of

he Bright Desert today

Tostenhca was a military protectorate under the leadership

f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences

nd craftsmens ship that could rival those of dwarven and

nomish races They also saw the height in taxation that was

trictly enforced by Keraptis regime Keraptis made good on

is threats to those who failed to follow his strict tyrannical

rders Though the city saw its greatest success under

Keraptis rule His over taxation and cruelty were ultimately his

downfall the people revoked and under the leadership of

High priest Gethrun Shoiraine destroyed the wizard hiera

and laid siege to Keraptis keep Defeated Keraptis ed to

south with his gnomish minions

Three hundred years later Keraptis would enact his reve

using the power from the Null Enigma found under W

Plume Mountain Keraptis cursed Tostenhca Which lea

the death of Tostenhcarsquos inhabitants Tostenhca was lost

forgotten save for the rumors of its gold laden rooftops

unsurpassed wealth Many an adventurer has meet their

searching for the lost wealth of Tostenhca Where on

proud and striving Flan nation stood only a cursed and ko

infested place remain Now referred to in the cold tongu

Skrellingshald ldquothe cursed Flan holdrdquo

Veralos the Lost Citadel of the Flan was a fortress

upon the edge of the Rift Canyon in ancient times and

fealty to the wizards priests of the Isles of Woe Elite scho

artisans and mystics from all walks of life where sent he

develop their craft for the betterment of all Flan-kind Tho

the wizard priests of the isles of Woe were well entrenc

into Veralos social structure Little discovered behind

fortied walls escaped their attention Well after The Isle

Woe plunged beneath its watery depths into oblivion Ver

continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel

a sleeping power from within the Rift that would crum

the hidden citadel and its people for all time Even with

successful foray initiated by the company of seven M

scholars believe Veralos to be just another myth surroun

by an uninhabitable region of the Flannaes

The ldquosurvivalist instinctrdquo is forever present within the m

and hearts of the Flannae peoples and they nd ways to

exist in their lands regardless of their circumstances

nations of pure Flan decent survive these days save the Ro

of the Barren and Tenha The Wolf nomads The Sheldo

Valley Perrenland and the Theocracy of the Pale are p

that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o

human cultures cementing part of their religious and cul

inuences amongst them all

A great many Flannae grow-up to become farmers herd

druids bards rangers and mages of renown Being inst

from early childhood with a profound respect for natur

all its forms Flannae have studied the aspects of nature

their place in it at one time or another Most Flannae h

at least a rudimentary understanding of farming herd

animal husbandry agriculture geography and wea

patterns Many Flannae plant a tree in front of their home

in a garden where they have easy access to As long as

tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of

luck and one should pick up and leave the place behind th

The skill of manufacturing leather and wooden crafts is

highly respected among the Flannae peoples Many a Flan

crafted a ute from a branch that had fell during a st

Tanning was and still is a common practice of many Flan

people The hides are highly prized for use as clothing

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18

rmor A naturally peaceful people skills such as dancing and

inging are often manifested in Flannae from all walks of life

RELIGIONThe Flannae peoples seem to have a particular fondness

or gods representing nature The Flannae Pantheon mostly

onsists of gods from the Old Faith With Beory and Obad-

Hai being the gods most commonly associated with the old

aith Over the years dierent cultures have altered the

riginal gods associated with the Old Faith save Beory and

Obad-Hai who are always present among their number The

riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn

ord Incabulos (in some Flan cultures he is replaced by the

oddess Berei) and The Lord of Winter Nerull Originally all

were neutral aspects though Incabulos became associated

with plagues and suering making many followers of the old

aith wish for the Lord of Winter to end their suering As such

very winter Obad -Hai is slain by the lord of winter It is the

ord of spring that releases Obad-Hai from the summer tree

He has Berei assist him with the burial of Obad-Hai Where he

s buried Mother Beoryrsquos tears revive him and a young sapling

rows which drops the fruit that hatches a young Obad-Hai

nce again in the spring By the summer he is fully grown and

trong the Stag King leading the wild hunt against those that

would dele nature During autumn he grows into a weathered

ld man waiting for the winter lord to slay him once again

There is a belief amongst the Old Faith that should Pelor fail

o bury Obad-Hai after seven days He will be gone forever

nd Oerth will forever be plunged into an eternal winter

The Flannae Pantheon consists of Allitur Beory Berei

Boccob Celene Earth Dragon Ehlonna Grummush (amongst

he early Flan he was thought a chief rival of Obad-Hai in

he old faith he was once known as the autumn lord and

was replaced by Incabulous after he established himself as

he chief patron of the orcish pantheon)Obad-Hai Pelor

ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and

Zodal

Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are

he primary recipients of Flannae worship in the Flannaess

hough all the gods of the pantheon receive varying amounts

f veneration token though they may be Many others

ave lost a direct association with the Flan pantheon and

re not mentioned here Though in truth about 90 of the

lan pantheon is considered part of the common pantheon

f gods As the oeridians stopped worshipping Sol and have

ully adopted Pelor into their pantheon of gods Beory is

onsidered the mother of the gods and only in the baklunish

west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the

most diminished of the human races currently bordering or

ccupying the Flannaes However they have cemented their

ustoms and traditions into every human species they have

ver come across Most notable of them all are the Oeridians

nd to a lesser extent the Suloise people

PROFESSIONS AND SKILLSThe Flannae have developed many and various skills

the centuries and in that time those professions and s

have changed little regardless of their location upon the O

-- as such all Flannae characters gain a + 2 racial bonu

two of the following skills Knowledge (nature) Knowle

(geography) Knowledge (the planes) Survival Ha

Animal Profession (tanner) Profession (animal breed

Profession (grain farmer) Dancing Singing or Ride T

skills are considered Class Skills for all Flannae character

Flannae characters are so attuned to nature that many

learned languages common amongst the fey races As

Flannae characters may take the Sylvan tongue as secon

language

The ancient Flannae also dwelled and worshipped dem

like they do gods these days Many have learned the Aby

tongue of demons and a few have learned the infe

languages of devils as a secondary language Note D

may require one of the following feats to be taken (Tai

Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o

to explain where the character has developed their knowle

of these languages

Flannae characters hailing from nations within the Sheldo

Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla

are exposed -- or have been exposed -- to atrocities dea

them by giants or other creatures driven from their home

an invasion of giants

FIGHTING STYLESThe ancient Flannae peoples where associated with prim

ghting styles few of which see use today Many Flan

where accomplished horsemen Most preferred to ride

their opponents armed with spears and axes Some ca

sickles to sacrice their enemies to the old gods Archery

horseback saw some usage mostly among the Itari and

by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we

maintaining their lands

In Geo and Sterich many of the Flan in these nations

adopted the sword as their main weapon While it se

this tradition was inspired by the oerids of these lands

Flan embody the spirit of their ancient brethren by run

headlong into battle naked armed only with their swords

handed weapons have also become common place as

tend to be more useful in damaging the giants which

these lands Long-bowmen have just begun to see m

usage as they allow one to keep a long distance from t

enemy short-bow use is more common especially when ri

horseback

The Wolf nomads favor the spear throwing axe and

their ancestors used in battle Some carry a spiked lea

gauntlets or the punching dagger and curved blades of t

baklunish ancestors alongside their wolf companions

In Perrenland polearms see much use especially amo

the mercenary companies Mercenaries from Perrenland

highly valued in the armies they serve Their ability espec

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19

n defense measurements are highly sort after Shortswords

xes spears shields and hunting knives are also common

lace with crossbows seeing little use in this region The most

killed pikemen and halberdiers are often from Perrenland

Having pushed back many a marauding army Most military

men in Perrenland learned their craft as mercenaries Fighting

n the opposite sides of warring parties However it is the

are mercenary who fellrsquos one of his kin This has served them

well when being hired to route fellow countrymen from the

pposing army ranks Only to nd them bolstering the ranks

f the mercenary army sent to dispose of them

One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra

urden of heavy armor and few would don any armor that

weighs more than forty pounds

Naval combat is something most Flan nations these days

now little about Many of their nations do not border large

odies of water capable of supporting naval units In ancient

mes the Isles of Woe and Caerdiralor supported naval units

Ahlissa presumably had the largest naval unit of all Flan

ations Though they also saw little usage as naval combat

was not as advanced as it is now in present day Oerth Instead

most naval units merely supported the transportation of

roops Perhaps naval units were more commonplace when

he Pomarj was a heavily populated Flan nation Though as

ar as historians can tell this area was populated by primitive

solationists who later were absorb into the migrating Suel

opulation Eventually only traces of Flan culture exist With

ltars and shrines devoting worship to the earth dragon

aramount among these ndings

The Flan present in the Theocracy of the Pale have been

bsorbed into the Oeridian way of life In truth little of their

ways exist in the Pale these days Many of their ghting

ormations and weapon usage mimics those of their Oeridian

rethren

RACIAL FEATSThe following is a list of racial and heritage feats that an

lannae character may take as hisher bonus feat

While some Flan from all walks of life are imbued with the

lood line of Caerdiralor You have a stronger connection

raced back to a mixture of the Sulmi bloodline with the

urvivors who ed the doomed nation when they crossed the

Sea of Gearnat

Benet A Caerdiralor Flan receives a +2 to saves against

pells from the necromantic school of magic If they have the

bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic

Special You may only take this feat as a 1st-level character

You are a descendant of the ancient Itari Flan whose forward-

hinking permitted them access to the ways of Vathris the

B C[H]

B I [H]

B D [H]

B R R [H]

maker

Benet An Itari Flan receives +2 skill bonuses to both

Knowledge (nature) and Diplomacy skills The character

easily sway someonersquos reaction by two categories for e

successful Diplomacy roll

Special You may only take this feat as a 1st-level chara

The characters Diplomacy score must be equal to or gre

than the characters level he is trying to persuade Other

the characters Diplomacy can only improve reactions rol

one category

You are a descendant of the Durha Flan some of the m

backward thinking and barbaric of the Flan people

Benet The Durha were some of the most determ

warriors However determination and skill are two die

things As such these characters gain 1 extra hit point

character level

Those with this bloodline may remain active at less

zero hit points with a successful Willpower save with a

DC of 12 plus the amount of damage suered below z

Example Fleg was struck by a club bringing his hit point

to - 3 hit points Fleg wills himself to maintain ghting on

rolls a 16 for his Will save to overcome his wounds S

Fleg is at -3 hit points he needed a 15 to remain active

remains active and is not struck again in combat Howeve

now requires a successful Willpower save DC 16 to cont

ghting as he cannot become stable while remaining activ

combat

Special You may only take this feat as a 1st-level chara

You are a descendant of the RhughaRonhass Flan While

Rhugha and the Ronhass were both intimately related to

other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron

were skilled horseman only because they were as stubbor

the mules they trained and lived with

Benet A RhughaRonhass Flan receives a +2 compet

bonus to their Ride skill (horses) and Handle Animal

(horses) They also receive a +2 to saves against spel

abilities to charm or enthrall them Spells that control emot

can aect them if it induces anger

Special You may only take this feat as a 1st-l

character Diplomacy is never a class skill for a character

this bloodline Diplomacy is treated as a non-class skill

receives all the limitations of a non-class skill for those

this bloodline regardless of which class they belong too

You are a descendant of the Sulmi Flan The ancient S

were always very ambitious determined to complete a tas

matter the cost This endearing trait led them to incorpora

the teachings of Caerdiralor into their society However s

B S [H]

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20

ure strains of this bloodline exist

Benet A Sulmi Flan receives a +4 insight bonus to any

kill roll once per day This does not guarantee success but

hows there determination in completing a task

Special You may only take this feat as a 1st-level character

The DM should penalize characters with this feat who give up

task too often or too easily

You are a descendant of the Truun Flan Much like the Rhugha

Ronhass the ancient Truun were skilled horsemen that

ttacked in large groups However the Truun did not share

he stubbornness their Rhugha and Ronhass brethren were

amous for

Benet A Truun Flan receives a +2 competence bonus

o their Ride skill (horses) and Handle Animal skill (horses)

A Truun that makes a successful Ride skill check in combat

lso receives a +1 competence bonus to attack rolls while on

orseback

Special You may only take this feat as a 1st-level character

You bear the mark of Demogorgon prince of all demons

Benet A character with this feat can telepathically

ommunicate with a creature in close range (25ft) much

ke a detect thoughts spell A targetrsquos successful Willpower

ave prevents you from reading its thoughts the save DC

=character level + 2 + highest non-physical attribute bonus

Intelligence Wisdom or Charisma]

However you also receive telepathic signals from all demon-

ind The latter is never at ease You struggle to control

he telepathic communication from demons a successful

Willpower save (DC demonrsquos hit dice + charisma bonus) is

equired whenever the character wants to actively block out

his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2

enalty on attack rolls saving throws skill checks and ability

hecks) until a successful Willpower save is made Because

he character has a volatile nature he gains a +2 insight

onus to all Intimidate skill checks and his telepathic link with

emon-kind grants him a +2 insight bonus to his Knowledge

the planes) skill checks Because the character is telepathic

e gains a +1 insight bonus to all initiative rolls

However the character always exudes a faint evil aura due

o the mark regardless of the characters actual alignment

Special You may only take this feat as a 1st-level character

You were born with a slightly forked tongue granting greater

ptitude with magic

Benet A character with Mokrsquoslykrsquos Tongue gains +2

ompetence bonus to either his Knowledge (arcana) or

Spellcraft skills The character also gains a +1 to their caster

evel when overcoming resistance for spells cast with a verbal

B T [H]

M S B [H]

Mrsquo T [H]

O A [H]

O F [H]

T T [H]

T T [H]

V T [H]

component

Special You may only take this feat as a 1st-level chara

You share some ancestry with those that lent their ma

might to the defense and expansion of Vecnarsquos Occlu

Empire

Benet Vecnarsquos Occluded Empire was well known fo

use of dark and secretive magical might As a descen

of this region you receive a +2 competence bonus to

Knowledge (arcana) and Knowledge (the planes) skills

Special You may only take this feat as a 1st-level chara

While many modern day Flan follow many faiths you fo

the ancients ways of your people

Benet A character with this feat receives a +2 compet

bonus to their Knowledge (religion) and Knowledge (nat

skills

Special You may only take this feat as a 1st-level chara

must follow Old Faith

You bear the taint of Tiamatrsquos followers

Benet A character with this feat has slightly scaly

that is noticeable by touch only and gains a +1 natural a

bonus They also gain a +4 resistance bonus to one of

following energy types acid electricity re or frost

Further the character also receives a +2 insight bonus t

Sense Motive checks to detect malicious intents or auras

as an evil spell or power register

However the character always exudes a faint evil aura

to the taint regardless of the characters actual alignmen

Special You may only take this feat as a 1st-level chara

You bear the artice and skill the the Tostencha people w

famous for

Benet This character may add +2 to one Craft sk

their choice The character also gains a +2 to their Appr

skill checks

Special You may only take this feat as a 1st-level chara

You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any

Knowledge skills and add a +2 competence bonus to t

skills or they make take one non-class knowledge skill

use it as a class skill without any penalty for skill improvem

cost

Then there are those who follow the teachings of Vathr

the god of lost causes and revenge These latter charac

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21

eceive a +2 to saves against poison or magic that would

ring them death or below zero hit points They also stand a

0 chance of becoming stable when brought below zero hit

oints instead of the normal 10 chance of most people

Special You may only take this feat as a 1st-level character

You are exceptionally skilled and versed in the workings of

he world

Benet A character with this feat gains 4 extra skill points

t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class

Also Knowledge skills can be increased by one more point

han usually allowed per character level A rst level character

with this feat may have a Knowledge skill with up to ve ranks

t rst level

Special You may only take this feat as a 1st-level character

V S I [H]

The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4

T F P

Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a

hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)

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23

PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged

traightforward and pragmatic Oeridians are taught from the

arliest age to respect authority and those who bear arms

Their interests lay in exploration hunting ghting and empire

uilding The history of their people give them right to boast

Oeridians are prone to take charge in dicult situations and

et they respect their superiors and sacrice for the good of

whatever cause or group they believe in Oeridians are known

or their enjoyment of songs celebration physical games

nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly

egarded by other races

There are three prominent Oeridian tribes The Aerdi best

nown for establishing The Great Kingdom The Nyrondal

f the Kingdom of Nyrond and the Vollar of the Prelacy of

Veluna are the other two prominent tribes of Oeridians Other

ribes do exist -- or have existed -- but they have become

ntermingled with other cultures

The Kingdom of Furyondy has a signicant Vollar presence

n its border with the Prelacy of Veluna however the Vollar

n both sides of the border have intermingled extensively with

he other peoples of these nations

The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of

he Flannaess but is now but a shadow of what it once was

aving splintered into two separate and distinct kingdoms

North Kingdom and The United Kingdom of Ahlissa Neither

f these current kingdoms is in control of the former capital

f Rauxes Decades of inghting magical atrocities and the

ramping of undead armies across the land have devastated

he area around the former capital

Most Oeridians now living in these lands tend to be less than

traightforward compared to their brothers in other lands

eing much more conniving and preferring to avoid direct

onict They seek instead to manipulate their adversaries

uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This

ttitude has served to lessen both the military presence and

nuence of the Church of Hextor

The Kingdoms of Furyondy and Nyrond as well as the former

Shield Lands are able to boast Oeridians of purest blood

Though the Shield Lands have been overrun by the forces of

uz the Oeridians still living there show real determination

nd the erce spirit of the race The Oeridians in these lands

ontinue the struggle against the occupying forces of Iuz the

nly exception being the Oeridians of Nyrond

The Oeridians of Nyrond mirror the condition of the Kingdom

tself they are poverty stricken This situation leaves them in

very poor position to wage an oensive war against the ldquoOld

Onerdquo However the Oeridians of Nyrond remain ever vigilant

f the Old Onersquos designs on their territories and are prepared

hough their stance must be defensive in nature

The ldquowarrior coderdquo is forever present within the minds and

earts of the Oeridian peoples and they nd ways to defend

heir lands regardless of their circumstances Defensively

uryondy is currently in the best shape of all the Oeridian

nations due to their being aided in securing their border

their Velunese neighbors In addition the Church of Heiron

has an ever growing inuence amongst the Oeridian peo

in these two nations and the Priests and Paladins of His ch

are highly regarded by the peoples of these two kingdom

The Oeridian peoples have learned to work well with o

human races and nowhere is this truth more evident tha

the Sheldomar valley and the Kingdom of Keoland In Keo

a minority of Oeridian and Suloise nobles enjoy a peaceful

over a Flannae majority

In the Prelacy of Veluna a considerable populatio

intermingled Oeridian and Flannae peoples also live toge

peacefully Rao serves as this nationrsquos chief deity but

church of Heironious is also well represented on the nat

Theocratic Council The Oeridian peoples of Keoland

Veluna are much more in control of their emotions then

their brethren in other nations and are therefore less like

fall prone to the more traditional overreaction of Oeridian

A great many Oeridians grow-up to become warriors B

instilled from early childhood with a profound respect for

and women of martial prowess most Oeridians have studie

least one melee weapon by the time they reach adulthoo

The skill of manufacturing weapons and armor is also h

respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are

naturally nimble people acrobatic skills such as dancing

tumbling are often manifested in Oeridians from all walk

life

RELIGIONThe Oeridian peoples seem to have a particular fondnes

martial gods The Oeridian Pantheon boasts no less than t

Gods of War and Battle Heironious Hextor and Stratis

is believed to be dead

All three war gods were mothered by Stern Alia God

of Motherhood Culture and Law three precepts which

important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St

was dominant in their ancient homeland which they be

was in western Oerik Some Oeridians still worship this fa

deity and repeat a legend associated with His death

whispered that at His death Stratisrsquo blood burned its

through the Oerth down into the Underdark and exposed

passageway to the drow settlement of Kalan-Grsquoeld Str

blood then turned into mists and still oats around

Underdark in clouds It is said that anyone touched by th

clouds is gifted with a portion of Stratisrsquo divine spark

The Oeridian Pantheon also consists of Bleredd Celes

Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku

Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri

collective name for the Oeridian agricultural gods Veln

Telchur Atroa Sotillion and Wenta

Heironious Hextor Fharlanghn Pholtus Pelor and Zil

are the primary recipients of Oeridian worship in the Flanna

though all the gods of the pantheon receive varying amo

of veneration token though they may be

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25

s another matter entirely If not for the considerable size of

heir eets these nations would be in serious trouble given

hat this is the one area in which the Suloise have bested

hem

The Oeridians of the former Great Kingdom prefer to ram an

nemyrsquos vessel and board them with marine units since their

and to hand tactics are superior to that of their opponents

However their naval tactics prove a contradiction in this

egard as Oeridian ships are built for strength rather than

peed and ranged combat seems to be the most eective

method against the Suloise vessels

The Peace loving Oeridians of Veluna have ample amounts

f military units cavalry infantry and archers However these

Oeridians prefer bludgeoning weapons Veluna is also known

o have the only man-catcher unit in existence While no

ne has yet seen it used on the eld of battle it is rumored

hat these units were responsible for quelling the upheavals

n the disputed lands of Bissel The man-catcher unit serves

mainly as an honor guard but gives frequent demonstrations

f its great prociency in the non-lethal use of their weapon

Although swordsmanship is practiced in Veluna it is viewed

rimarily as a sport rather than an instrument of war

RACIAL FEATSThe following is a list of racial feats that an Oeridian character

may take as hisher bonus feat

You have studied many dierent Aerdi styles of warfare

ranting you a mastery of the battleeld

Benet A character with the Aerdi Bloodline feat gains a +2

ompetence bonus to Alertness checks and a +1 competence

onus to hit with spear or short sword

Special You may only take this feat as a 1st-level character

You have exceptional skill on mounts and with Nyrondal

anged combat tactics

Benet A character with the Nyrondal Bloodline feat

ains a +2 competence bonus to Ride skill checks and a +1

ompetence bonus to hit with a rapier or bow

Special You may only take this feat as a 1st-level character

You are known for your scouting skills and defensive ghting

actics

Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and

+1 dodge bonus to their AC

Special You may only take this feat as a 1st-level character

A character must choose either Spot or Survival skill bonus at

st-level

B N [H]

B A [H]

B V [H]

C S [G]

D R [H]

H [GB]

You are skilled in battle and can sense when combat is a

to ensue

Benet Before combat begins a character with this

can make a wisdom check (DC 10+ frac12 opponents hit dice)

if successful the character gains a +2 insight bonus to t

saving throws or Armor Class either which can apply

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters need to meet a prerequisite to a

this feat a wisdom score of 13 or higher

You are nimble in battle and many of them study how to a

blows

Benet A character with this feat gains a +2 dodge bo

when not using armor or shields of any kind The chara

must have a weapon in his hand for the feat to work

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters can take this feat but the prerequ

is a Dexterity score of 13 or more

You have toughened your body to the point where they s

able to turn blades aside during battle

Benet A character with this feat gains a damage resista

of 2

Special You may only take this feat as a 1st-level chara

must take either Endurance or Toughness as a prerequisi

this feat

You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta

they may rage like a barbarian of equal level The chara

receives all bonuses and penalties associated with ragin

noted on page 25 of the 35 edition of the PHBThe chara

receives all bonuses and penalties associated with raging

noted on page 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level chara

Oeridians from Veluna cannot take this feat

You can be quite intimidating when you have to be

Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi

someone a second time even after an initial intimida

check has failed but without the +2 bonus on the sec

attempt

Special You may only take this feat as a 1st-level chara

O R [H]

O P [H]

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26

O G [H]

O S [H]

You have a greater aptitude towards grace and maneuverability

Benet A character with this feat gains a +2 competence

onus to all Balance and Tumbling skill checks

Special You may only take this feat as a 1st-level character

Your ghting spirit shows your resolve when the end is nigh

Benet A character with this feat gains a +2 competence

o hit and damage but only when reduced to less than 20

f his hit point total

Special Oeridians who are members of the following

lasses may choose this feat Barbarians Rangers Paladins

Warriors and Fighters Fighters can gain this feat at rst level

A character may gain this feat after choosing the Endurance

nd Die-hard feats

You are well versed in many ghting styles However you

refer a less lethal approachBenet A character with this feat can use any blunt object

r bludgeoning weapon to cause non-lethal damage to his

pponent Weapons used in this way do half damage All

amage inicted in this manner is non-lethal

You have mastered the art of non-lethal damage

Benet As Sub-dual Focus above only the weapon does

ull damage all of it being sub-dual

Special Oeridians from Veluna taking Sub-dual Focus get

Greater Sub-dual Focus for free Other characters are required

o spend a second feat for Greater Sub-dual Focus

You have honed your skills in the subtle arts eschewing any

warrior instincts for a more deceptive approach

Benet A character with this feat receives a +2 competence

onus to both the Blu and Sense Motive skills The character

s equally adept at lying and discerning a lie

Special You may only take this feat as a 1st-level character

Only those characters from Ahlissa and North Kingdom may

ake this feat

S- F [G]

S- F G [G]

S [H]

T O P

Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti

Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves

Zilchus (LN god of power prestige inuence monbusiness)

Crsquo

C

G

T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073

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27

RACES OF OERTH

The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak

The Rhennee rmly believe they are from another world

nown as ldquoRhoprdquo In truth Rhop was a large island continent

ar removed from the Flanaess The distance is so great that

t could easily lead anyone to believe that Rhop was anotherworld

Natural talents possessed by the Rhennee strongly suggest

o scholars that the Rhennee have lived on or near large

odies of water for the racersquos entire existence Some sages

elieve that Rhop was ndash in reality ndash some type of ldquoElder

Beingrdquo possessed of supernatural powers and quite possibly

esembled some type of turtle-like creature Such a Being

would of necessity have been quite large possibly measuring

ome ve miles in radius Sages believed that either some

xternal ldquoforcerdquo removed the Rhennee from their living island

aradise or else this ldquoIsland Beingrdquo itself sent them away

While there is some debate upon the subject most sages

gree that the Rhennee are native to Oerth Sages also agree

hat after leaving their island home the Rhennee traveled to

he Flanaess and settled in and around the Adri Forest But

enturies ago they were driven out of this area as well -- by

he invading Oeridians

On the whole the Rhennee are still a young race Having

nally found their own niche within the societies of the Flanaess

eems to have caused their civilization to ourish especially

pon the Selitan river and the Nyr Dyv What happens to the

ace next remains to be seen

The Rhennee themselves have taken a generally neutral

pproach to their neighbors refusing to involve themselves

r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have

sed them for a variety of transportation services including

he delivery legal and illegal goods

Whether or not the legend of Rhop being some other world

s true or not one thing is certain the Rhennee people are not

eaving the Flanaess anytime soon

APPEARANCEThe Rhennee are often tan or olive skinned humans T

tend to be shorter than other human races and often stoc

displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w

between 140-175 lbs while female Rhennee average betw

4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co

are most often blue gray or hazel although green eyes

not unknown Their hair color is often black or dark bro

Curly hair is most common but wavy hair is not unknown

PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated

secretive most Rhennee have little regard for the other hu

races

Having been ostracized by the majority of human ra

Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp

and it is very rare to nd one amongst the Rhennee for

great length of time To the Rhennee nothing is more impor

than family and regardless of personal dierences it is ta

to go against the family and side with a Gajo

The Rhennee live almost exclusively upon the waterw

of the Flanaess making their homes on large barges A s

sect of Rhennee ndash known as the Attloi ndash travel in caravan

the area of the Adri Forest where many believe the Rhen

made their rst appearance in the Flanaess The majori

Rhennee reside in the central Flanaess remaining close to

Nyr Dyv which serves as a central focus for these people

Most other races of the Flanaess often consider the e

race of Rhennee as criminals and thieves While it is true

many Rhennee excel in the roguish arts relatively few

out right criminals The conict lies in the fact that to

Rhennee things which are considered the property of G

are actually considered ldquopublic propertyrdquo by the Rhennee

The Rhennee believe that if you cannot carry the item u

your person then it is open to public use To be fair even am

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28

hemselves the Rhennee practice this belief The exception to

his is items placed into a roped circle This practice dictates

hat the items should not be touched or removed The number

nd sequence of knots tied into the rope will show any and all

ust who it is that claims the roped property as their own

The Rhennee culture is very chauvinistic Males are the

eaders and may carry on their barge just as many wives as

hey can aord It should be noted however that each barge

r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda

cts as an advisor and a councilor to the leader in all of the

amilyrsquos aairs The Verda also serves as the tribersquos healer

nd herbalist She predicts the weather and sells fortunes to

he Gajos While male nobles rule the tribe none of them will

ontradict the Verda of their tribe

Interestingly Rhennee women must remain virgin until their

marriage while males are encouraged to take many lovers

But if a woman is found to have had sex before marriage she

s then forbidden to ever marry and must become a prostitute

r ldquoAuntardquo to the tribe Such a woman is often given a small

essel separate from the barges and is only welcome aboard

barge when she is servicing the Rhennee males on it

This custom seems strange to others given that most

Rhennee males will quickly start a ght if they believe that

Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for

he privilege of a night with one of these women For these

easons and others an Aunta is much more likely to leave the

arge-folk and seek a new life amongst the Gajos

All Rhennee are known to fear sickness child birth and

eath Since all three conditions are considered taboo If

Rhennee person is sick they are left with the wise women

f the tribe ndash the Verda ndash and no one will even visit with the

ick individual until the Verda deem it safe to do so If the sick

annot be cured or if there is the fear of infection then the

ick are sometimes simply cast out This rejection of the sick

n order to protect the tribe is considered even to out way any

amily tiesWomen who give birth must remain in seclusion with the

Verda for 40 days and 40 nights During this time no male

may see her she cannot even return to her husband until this

eriod is over The newly born child may be brought before

he father by the wise women but it is common place that the

hild is usually not seen until the wife returns to her husbandrsquos

ide

Women who give birth to an exceptional number of male

hildren have considerable authority within the tribe Age and

xperience also play an important role in Rhennee society For

xample older females possess considerably more power and

nuence than do younger woman within the tribe

Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become

Vethardquo sorceresses who are endowed with the powers of

Rhoprdquo Women who attain this standing ndash but are not actually

Verda ndash are now treated as though they were while actual

Verda who develop the Vetha abilities are considered nearly

divinerdquo in nature and are given a great range of freedoms in

egards to tribal aairs

Death by any cause is something that all Rhennee fear

For the barge-folk the deceasersquo body must be lled with

or sand and then wrapped in linen and cast into a large b

of water The Attloi on the other hand bury their dead

very often mark the grave as the site of a great evil Pries

Death Gods and Goddesses are greatly feared and consid

repulsive to the Rhennee peoples as are Necromancers

Though predominantly rogues all Rhennee males bec

adept with weapons and the most accomplished of t

become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe

warriors and enforcers Both elder males and the Darkha

are second only to the chieftain of the tribe

Rhennee earn most of what little income they have prim

through the transportation of goods and passengers altho

hunting shing trading and craft-work also play a role A

Rhennee are excellent Tinkerers though their reputation

such work may vary widely Sadly some Rhennee do pref

steal from the Gajos in order to make a living and this re

poorly on the race as a whole though Rhennee will not s

from each other

The Rhennee practice no known religion or at the le

no Gajo is aware of any formal Rhennee religion Wate

respected and honored by all the Rhennee so much so

the barge-folk have been known to clean dirty waterways

to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen

will willingly pollute a water source

Rhennee males like to wear tight-legged pantaloons l

tting shirts and leather jerkins Females wear long ow

sleeveless dresses with low-cut tops so as to entice t

males Rhennee women also like to wear charms made

mollusk shells and precious stones that are found near

the water The more colorful these garments and adornm

are the more they are liked by the Rhennee though b

and greens are easily the most popular colors

RELIGION

Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and

basis of their religious beliefs This thinking is reinforce

the practice among the Rhennee of ldquoVethardquo where som

their women are endowed with the sorcerous powers of

ldquoRhoprdquo

In the last few centuries some of the Rhennee

begun worshiping the elemental forces of water Still ot

participate in the sacricial rites of demonic and devilish c

Some of the Rhennee have even taken up the worship of s

Deities of the air though such Rhennee are few

Among the land dwelling Attloi some have taken up

service of Gods more commonly worshiped in the Flana

these include Fharlanghn Olidamarra and Istus Still

are those few who worship Celestian and Pelor

PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and

these skills as their trade Rhennee are taught from birt

swim and some are even conceived in the water

All Rhennee characters gain a +2 racial bonus to the ski

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29

f their profession (Boater) and swimming These are

onsidered class skills for all Rhennee characters Rhennee

haracters also have an innate ability for sleight of hand and

eceive a +2 bonus to this skill as well But they suer a ndash2 to

ll Diplomacy checks when dealing with other human races

Crafting hunting and shing are very common among the

Rhennee people They are also adept at preparing some of the

nest seafood dishes in all the Oerth

The land based Attloi keep horses and pack animals and use

hem to pull their wagons and haul their goods The Attloi are

killed performers excelling at dance wind instruments and

inging For this reason Attloi characters receive a +2 bonus

o animal handling and a +2 performance bonus in one of the

kills listed above

Like their waterborne brethren Attloi characters also excel

t sleight of hand and receive a +2 bonus to this skill But

hey also receive a -2 penalty to Diplomacy checks whenever

ealing with the other humans races The Attloi are skilled

raftsman and leather workers and make some of the nest

eather armor and goods to be found in the Flanaess

FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing

hey have to an army are the Darkhagard warriors who guardheir barges

Most Rhennee focus on martial skills which favor thrown

weapons single weapons dual weapons or a two handed

weapon style Wrestling and sticus matches commonly take

lace among the Rhennee people

Some Rhennee have developed a rope ghting style which

s used to trip bound or to escape an opponent This ghting

tyle is defensive in nature and is often used by older males

nd a few of the females among the barge-folk though it is a

much less common ghting style among the land based Attloi

The Rhennee have also developed a special racial weapon

alled the ldquoDarkhardquo This special weapon will only be found in

he possession of a tribal chief or his Darkhagards

RACIAL FEATSThe following is a list of racial feats that a Rhennee character

may take as hisher bonus feat

You have developed a sense for locating and spotting water in

ny quantity

Benet You receive a +2 competence bonus to Survival and

Knowledge (geography) skill checks Further you can obtain

p to two gallons of fresh water with a successful Survival skill

heck and up to two more gallons of water can be obtained for

very three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

Surprisingly more Attloi obtain this feat then Rhennee maybe

nes presence around bodies of water limits a knack for this

bility

You spend a great deal of time in the water and have impres

swimming skills

Benet You are able to hold their breath under water

number of rounds equal to three times your Constitution S

before suering any ill eects You receive a +2 compete

bonus to all swim skill checks

Special You may only take this feat as a 1st-level chara

Attloi cannot take this feat

You have a knack for catching large amounts of sh and o

aquatic game

Benet You receive a +4 competence bonus to Surv

checks when shing hunting aquatic game or gathe

aquatic plants

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but it should be noted

these cases are rare

You can communicate with all fresh water aquatic creatur

Benet So long as you do no harm to them or t

environment You can communicate with any fresh w

aquatic creatures including (crustaceans frogs and turt

Even if charmed both you and these creatures are giv

save in order to avoid the suggestion

You will not consume or harm any crustaceans or tu

like creatures nor will the character allow these creature

come to harm

If you are a Rhennee spell caster able to summon w

elemental creatures you may do so for twice the no

duration with zero chance of the elemental successrebelling against you Any water elemental summone

oppose you is twice as likely to rebel against its summ

and the duration of the spellrsquos eect is halved

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but instances are

common

You can see things beyond the limits of most mortals and h

a strong sense of your surroundings

Benet You receive a +2 competence bonus to all Initia

rolls and Spot checks On a successful Spot check (DC 30)

can sense where invisible creatures or objects are loca

but you cannot actually see them (Example A mage c

invisibility on himself prior to combat Without knowing h

there you make a successful Spot check You get a sens

where the invisible mage is but you cannot actually see

invisible mage)

Special You may only take this feat as a 1st-level chara

F W [H]

D [H]

R B [H]

K F [H]

S S [H]

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30

While much more prominent in females this feat is not

mited to them alone

Travelers Trade [Heritage]

You are ever on the move for the roads are your home

Benet You receive a +2 competence bonus to all Handle

Animal and Ride skill checks when dealing with any animal or

ehicle used in a caravan While traveling you also receive a

+2 competence bonus to all Survival skill checks

Special You may only take this feat as a 1st-level character

Rhennee cannot take this feat

Water Walker [Heritage]

You have a knack for operating barges and traversing your

essel through perilous waters

Benet You receive a +2 competence bonus to their

rofession (boater) skill and a +2 circumstance bonus to

etect weather and weatherrsquos eects on water conditions

while piloting their vessels

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

Contact with water rejuvenates and sustains you

Benet If you stand at least in knee deep water you

atigue at only half the normal rate In addition if you engage

n no strenuous activity while in a body of water you recover

it points equal to your Constitution bonus +1 for every three

ours in the water You may also hold your breath for a number

f rounds equal to twice your Constitution Score You must

ubmerge yourself in water for at least one hour each week

r he will begin to suer fatigue at twice the normal rate

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

You are more sensitive to the forces of nature often feeling

minor changes in the weather and environment which are

ometimes undetectable to animals

Benet You receive a +2 competence bonus to Survival

nd Knowledge (nature) skill checks You may predict weather

hanges up to six hours in advance including changes in

emperature Further with a successful Survival skill check

ou can predict the weather and up to two more hours more

or every three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

While much more prominent in females this feat is not limited

o them alone

T T [H]

W W [H]

W W [H]

IN SEARCH OF HOME

ldquoWe are the children with no landrdquo

ldquoForced to live in the unknownrdquo

ldquoWe sail this worlds waterwaysrdquo

ldquoIn search of yesterdays embracerdquo

ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo

ldquoShow us your unfurling facerdquo

ldquoWe are use to your disgracerdquo ldquo

You will one day atonerdquo

ldquoWhen we children return homerdquo

-Made famous by Artoli Medni

Rhennee bard

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31

The Suloise peoples had their origins outside of the Flanaess

South of the Crystalmist Mountains and west of the

Hellfurnaces

Many Suloise ed to the Flanaess to escape the constant

SuelBaklunish wars which eventually lead to the magical

evastation of their homeland These Suloise migrations

elped to displace many of the Flannae from their homelands

esulting in the Flannae being scattered far and wide

The ancient Suloise have passed on many of their traits to

heir descendants for good or bad Centuries ago the Suloise

oasted one of the greatest empires ever known to mankind

They learned the arts of sorcery and civilization from the

Olven-folk but in time the Suloise peoples surpassed even

heir Elven teachers in the manipulation of magic and used

his knowledge to forge the greatest empire of their time ndash the

Suel Imperium But they rejected the Elven peoplesrsquo warnings

bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies

The ancient Suloise were totalitarian in demeanor and

nslaved many peoples and races All peoples fell to the will

f the Suloise Imperium except for the ancient Baklunish

mpire The Suloise Imperium relied heavily upon magic and

t helped forged their empire Their magical experimentation

ead to the creation and engineering of altered races races

reated for the sole purpose of serving the empire

One of the most well known of these created races is the

Derro Many dwarves claim that the Derro existed long before

he Suel experimented on their kin and it is rumored that

he Derro are actually a blending of dwarves and humans

Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were

onducted before the Suel Imperium fell

The Suel Imperium fought the Baklunish Empire to a stand

till for control of eastern Oerik To break the stalemate the

Suloise brought about the Invoked Devastation This apparent

ictory over their enemies was short lived however as one of

he long forgotten Gods of the Baklunish chose to intervene

RACES OF OERTH

The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller

Gathering together the most powerful mages from am

his people within the stone circle of Tovag Baragu this

channeled much of His own power through these magici

supporting their retribution against the Imperium

This is the origin of the Rain of Colorless Fire which cov

all of the Suel Imperium in its inferno Were it not for

great seer Slerotin the Suloise peoples may well have b

destroyed but receiving premonitions of the impen

doom Slerotin gathered what noble families he could and

them through a magical tunnel ndash of his own creation ndash w

passed completely through the Hellfurnaces

All but one of the families ndash the Lerara ndash traveling

Slerotin arrived in the area of the Flanaess now known as

Yeomanry From there the Suloise peoples spread throug

the Flanaess founding nations for themselves often for

from the colonies of the Suel Imperium The noble fami

Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero

tunnel and reside there today

The most infamous and secretive society of the Suloi

indisputably the Scarlet Brotherhood headquartered on

Tilvanot Peninsula This Suloise organization has bases sp

out across the Flanaess and beyond So embroiled have

become in the aairs of the Flanaessrsquo nations this so-ca

secretive society is no longer as secretive as it once was W

the Scarlet Brotherhood is prominent in Shar they do

actually have control of the government there though

do exercise major inuence over all the Peninsularsquos aair

There is another Suloise organization called ldquoThose

must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in

Kingdom of Keoland Not much is known of the Silent O

though it is rumored that they seek to obtain forbidden ma

and ancient Suloise artifacts What their main goals ar

one knows for certain however those few who happen c

upon the Silent Tower and try to gain entrance are very o

not heard from again Whatever their main goal one thin

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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8162019 Oerth Journal 27pdf

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 15: Oerth Journal 27.pdf

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14

Grsquo G [H]

The goddess of the living waters has blessed your birth

Benet +2 to swim checks and need consume only half the

mount of water than other humans

Special Can only be taken at 1st level

The energies of the Invoked Devastation which tore apart the

reat Empire still linger within you and are manifested in theirthmark scar that you bear

Benet You receive a +2 bonus to Intimidate checks

+4 vs any Baklunish) You also add a +2 to the DC of Save

hrows for any spell with the Fear descriptor you cast You also

eceive a ndash2 to all Diplomacy checks made against any Bakluni

who see or know of your scar

Special You may only take this feat as a 1st-level character

You are descended from the genies summoned to Oerth by

he ancient Baklunish in the days of the Suel-Baklunish wars

You might bear some physical or psychological mark of yourncestry such as a ery disposition thanks to an Efreeti

ncestor or uniformly blue eyes from the blood of a Marid

Benet Select one type of genie Dao (earth) Djinni (air)

freeti (re) or Marid (water) The benets of this feat vary

y the type of your genie ancestor

Dao You receive a +4 bonus on Saving throws against

arth eects and Fortitude saves made to resist petrication

You also add +2 to the DC of saving throws for any spell with

he earth descriptor that you cast as a sorcerer This benet

tacks with the Spell Focus and Greater Spell Focus feats if the

pell you cast is from your chosen school

Djinni You receive a +4 bonus on Saving throws against

ir eects and the following spells acid fog call lightning

loudkill stinking cloud and storm of vengeance You also

dd +2 to the DC of Saving throws for any spells with the Air

escriptor that you cast as a sorcerer This benet stacks with

he Spell Focus and Greater Spell Focus feats if the spell you

ast is from your chosen school

Efreeti You receive a +4 bonus on Saving throws against

re eects You also add +2 to the DC of Saving throws for

ny spells with the Fire descriptor that you cast as a sorcerer

This benet stacks with the Spell Focus and Greater Spell

ocus feats if the spell you cast is from your chosen school

Marid You receive a +4 bonus on Saving throws against

water eects and the following spells acid fog cone of coldorrid wilting ice storm and sleet storm You receive a +2

onus on Constitution checks made to resist drowning You

lso add +2 to the DC of Saving throws for any spells with

he water descriptor that you cast as a sorcerer This benet

tacks with the Spell Focus and Greater Spell Focus feats if the

pell you cast is from your chosen school

Special You may only take this feat as a 1st-level character

S [H]

[H]

M W [G]

You know your way around business negotiations

Benet You receive a +2 bonus on Appraise Checks

checks and Diplomacy checks related to business dealing

You have been riding horses since before you could walk

Benet grants a +2 bonus to ride and to handle an

checks when dealing with horses Special Can only be taken at 1st level

You are a Bakluni who was raised in the deserts of the

Steppes The harsh storms have toughened you

Benet You have a +1 natural armor class bonus

Special You may only take this feat as a 1st-level chara

Your mother was a Hakima and you were born with a to

of her sightBenet You receive a +2 to Initiative rolls and Spot che

Special You may only take this feat as a 1st-level chara

While many Bakluni pay lip service to Sevelkhar to stave

his wrath you have been born with a touch of the wa

within them

Benets All diseases poisons and dehydration eects

twice as long to eect you For eects that are Instantane

delay the onset time one hour per constitution bonus If o

time is 1 minutes triple the time frame if hours make it

and if days make it weeks The character suers pena

slowly and damages are drawn out to make the chara

suer longer This allows the character to be healed when

would otherwise be detrimental While most people are le

tune with such supernatural aictions animals can sen

and you receive a -2 to all handle animal checks

Special You may only take this feat as a 1st-level chara

S [H]

S [H]

T S [H]

T W B [H]

T B P

AlrsquoAkbar (LG god of guardianship faithfulness digniduty)Azorrsquoalq (NG god of light purity courage strength)

Daoud (N god of humility clarity immediacy)Geshtai (N goddess of lakes rivers and wells)Istus (N goddess of fate and destiny)Mouqol (N god of trade negotiation venturesappraisal reciprocity)Xan Yae (N goddess of twilight shadows stealthmind over matter etc)Zuoken (N god of monks mental powers physical anmental mastery)

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15

t is widely documented that the Flannae people are natives of

he Flannaes Hence the name given to the lands even by the

Oeridian conquerors

Rumors persist that one time long ago perhaps before the

ation of Caerdiralor took shape That the Olman and Touv

eople occupied a stretch of land that occupied much of the

outhern Flannaes While no sages can prove the validity of

his claim a case can be made that the ancient Flan could of

eized these lands from the eeing Olman and Touv people

After all many a Touv and Olman god mimic aspects of the

lannae own pantheon

Perhaps a relation to MokrsquoSlyk and the Serpent of Touv

myth Meyanok bare some resemblance though Meyanok was

ot known as a purveyor of magic Though he was directly

esponsible for the birth of three gods Vara Damaran and

Berna Vara has aspects closely aligned to that of Incabulos

specially in the deliverance of nightmares One could arguehat each pantheon has gods or goddess that can be crossed

eferenced with the gods of other pantheons However many

an directly see the inuence of Flannae myth in every other

uman culture bordering or occupying the Flannaes However

were the Flannae inspired by a pantheon of gods from another

rigin

Many sages discredit any notion that such a scenario ever

xisted as no recorded documentation of the presence of

Olman or Touv culture has ever been seen in the Flannaes

roof of Touv and Olman cultures have prevailed in the

Amedio Jungle and there are no signs that these people did

ot originate from these lands

Many agree that the Old Faith is the bastion of Flannaeworship even to this day However some text remain that

how demonic like beings where accepted in the old faith and

eing part of mans primal nature The Old Faith coexisted with

hese obyrith and later tanaric beings Many paid lip service

o appease these ancient brethren Others worshipped them

ke gods and made pacts to gain power and inuence from

hese beings Some appeared to be less diabolical in their

reatment of the Flan people

Mokrsquoslyk the Serpent is thought to have granted the

people with the knowledge of arcane magic Though Flan

religion shows us that Boccob is the god of magic In anc

texts from the church itself show that Boccob once trapp

demon of unknown origin that was more powerful then Bo

at this time It is believe he gleaned enough magical po

over these thousand years of the demonic creatures capt

This could explain how Mokrsquoslyk stopped inuencing the

in his teachings on magic With Boccob now in place as

deity of magic Mokrsquoslyk waned in power Hoping to rec

what was taken from him in his thousand years of capti

It would also explain how Boccob would have little need

worshippers as his power was siphoned from another pow

being

Throughout the history of the peaceful Flannae T

always existed some outside inuence over how their nat

where formed Caerdiralor was formed by dark priests mystics whorsquos primary worship of Tiamat absconded with

teachings of the Old Faith Perhaps it was the pantheo

the Old Faith that was behind the mysterious force w

devastated their capital of Mysyrna Forcing the survivor

cross the Sea of Gearnat

The six great realms of the grass sea lived in tune with na

Until the survivors of Caerdiralor reared their ugly heads

inuenced Sulm in becoming yet another representa

of Ur-Flan power Perhaps the Old Faith was testing

people the dark priests and mystics of Caerdiralor ceme

themselves into seats of power among the Sulmi The

grew in power and once the Old Faith became threatene

obscurity Shattados would don the Scorpion crown the Iof Woe would sink The rampant lion of the Aerdy would

claim to the Flannaes and many of the gods of the Flan

would be incorporated into the pantheon of their conque

Coincidence highly unlikely

Many Flan nationrsquos existed at some point Exag is on

them however Exag was greatly inuenced by the cra

and little is heard of Flan culture in the city of clay excep

inuence in Perrenland The Vast Swamp was or is the hom

RACES OF OERTH

The FlannaeBy Dennis LovattArt by Adam Koča amp Rick Miller

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16

Acerak a cambion demilich who constructed his own labyrinth

or which every artisan or worker who aided in its construction

was locked away within its clutches Acerak would soon follow

ever a true empire in itself Many adventurers deemed it the

Tomb of Horrors for the atrocities committed and experienced

y those who entered the wretched place

The Kings of Burgess were the last of the just and noble

ations to fall to Vecnarsquos spider throne The nations of Fleeth

nd Almadia where intertwined those with the death of the

rincess of Fleeth Almadia was on its own to defend itself

rom the spider throne Vecna sort his vengeance against the

ity of Fleeth Once he slayed all her people save a few nobles

who submitted themselves to his mercy Vecna took Almadia

nd then set his sights on Burgess The only true threat to his

eign at the time of his Occluded Empire

Nuria was a contemporary of six realms of the grass sea

nd the Isles of Woe It traded magical wonders with the

itadel of Veralos ultimately it would be consumed into the

Great Kingdom Believed to have existed in what is now the

Kingdom of Nyrond The Flan population would intermingle

with their oeridian conquerors and become willing citizens of

The Great Kingdom

Perhaps one of the most troublesome of the lost Flan nations

re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants

f Trask were responsible for the attacks on the elven city of

Summer Stars Evil and bellicose beyond refute the invading

erids of house Naelax had little choice but to wipe them

rom the face of Oerth Destroying much of their magic and

writings

Last in the line of benevolent Flannae rulers Ehlissa the

nchantress lived in what is now know as the United Kingdom

f Ahlissa some 1700 years ago and continued to reign in

er prehistoric kingdom for several centuries more Queen

hlissa has no issues she keep song birds as pets During her

eign her people knew peace and none of her subjects knew

overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend

er subjects to her will Her reign lasted up until the Great

Migrations during her reign she managed to prevent the force

ocked away in her Nightingale from escaping Presumably

ead none truly know what happen to Queen Ehlissa or her

amed Nightingale Little to noting remains of Flan culture in

his region Long ago Suel and oerid migrations took their toll

n her Kingdom Becoming part of the Great Kingdom of the

Aerdy and recently The United Kingdom of Ahlissa

APPEARANCEThe Flannae people are recognizable by their bronze

omplexions and wavy or curly hair With strong angular

eatures and heavy brows most Flan are easily discernible

rom other human racial types They tend to be of average to

tocky build sturdy and somewhat hirsute they are anything

ut the prototypical human type these days

Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh

etween 150-180 lbs Female Flannae average between 4rsquo8rdquo

o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller

and heavier Flannae are possible

Their eyes are most commonly dark brown or black br

and amber appearing less frequently Their hair color is us

black but also ranges through shades of black-brown

brown and brown Curly and wavy hair is usual but some

have taken to straightening out there hair in recent times

The original Flan nomads of a millennium ago wore sim

utilitarian clothing including loincloths capes and lea

wrappings on their feet that served as shoes They also w

brightly colored body paints primarily vermilion and ye

ochre in primitive patterns a practice still common am

the surviving Rovers of the Barrens In civilized regions

clothing tends to follow current fashion though they still

to prefer solid bright primary colors

PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract

hard-working and reserved Flan are natural hunters

gatherers imbued with survival instincts most learn to

o the land Flan tend to eat lean even when there i

over abundance of food available Many Flan prefer wate

milk to alcoholic beverages though some places espec

in Geo and Sterich mead and ale have become com

place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling

family ancestry All Flan appear to be unemotional or slo

speak however those that succeed in gaining there trust

nd themselves a loyal passionate and jovial friend O

the human sub-races the Flan are more inclined to work

live among the demi-human races

Few nations boast a large Flan population these d

Geo Sterich Perrenland and the Wolf nomads sport

people mostly mixed with people of other human ethnici

Only the Roverrsquos of the Barrens and the people of Tehn s

a signicant stock of pure Flan-blooded people these day

The ancient Flan were able to carve out some of the m

successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em

Tostenhca Sulm and Itar

The Kingdom of Caerdiralor was the seat of Ur-Flan po

Absconding from the Flan coexistence with nature The ur-

delved deeply into the dark arts and sort to use the destru

force of nature to bend all to their will Worship of Tiamat b

paramount to their society Many other obscure demonic

or immortal powers inuenced them as well Mokrsquoslyk

Serpent seemed to be inuential in gifting the ancient

people with the arcane arts The true nature of Mokrsquosly

unknown Though his inuence amongst all the Flan pe

is well documented throughout history Caerdiralor mee

end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t

capital city of Myrsyrna that ended the genocidal war and

the surviving elite eeing across the Sea of Gearnat to

Lands of the Rhugha

Meanwhile in the lands known as the Bright Desert tr

of Flan people began to embrace the teachings of Va

the Maker the Subtle Teacher Born a mortal Vathris ra

8162019 Oerth Journal 27pdf

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17

imself to the cusp of immortality through his knowledge

eeds and wisdom Embracing the ideals of progress and

ngenuity Under Vathris guidance the six great tribes of the

rass-sea became six realms

The six realms at that time where known as Itar Sulm

Rhugha Ronhass Durha and Truun Itar was chief among

hese six realms as they embraced the teachings of Vathris

wholeheartedly Many of the other tribes struggled to shed

heir past beliefs and the most resistant of those realms where

he Rhugha and the Ronhass strange that two of the most

rominent realms in the great grass sea choose to war against

ach other on a mere slight that none can recall If not for

he interference of the other four realms the Ronhass would

urely have fallen into obscurity The only way to keep peace

mong the six realms was to divide a line directly through the

ands of the Rhugha and Ronhass The Truun were gifted this

ealm to maintain the peace Gifted horsemen themselves and

utnumbering both the Rhugha and Ronhass in size made the

Truun the most reasonable choice to police these realms

Though peace would not last that long The dark mystics and

riests of Caerdiralor found their way into the nobility of Sulm

ars They whispered honeyed words of peace and progress

nstead they used their knowledge of iron-craft and secretitive

ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic

nd technology brought to them by the Caerdiralorrsquos sought

o control the six realms and make them into one mighty

ation

Sulm would rule over the six realms uniting them in bloodshed

nder one banner Despite the numerous nations of horsemen

hat opposed them Sulmrsquos iron-shod legions proved too much

or the other realms The Itari posed the greatest threat to

Sulmrsquos machinations of dominance over the great grass sea

The decades long war ended when Vathris divine spark was

nded by a dark wicked barbed longspear In vengeance for

tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered

he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering

lis of Sennerae down into the deep blue void of the Sea of

Gearnat

Sulm would fall due to the machinations of their last king

Shattados Five hundred years after Keraptis was named

rotector over the Flan nation of Tostenhca Shattados

would don the Scorpion crown gifted to him by the lord of

ntropy himself Tharizdun The people were transformed

nto manscorpions and dune stalkers while Sulmrsquos grass sea

uickly converted into the sands which make up the lands of

he Bright Desert today

Tostenhca was a military protectorate under the leadership

f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences

nd craftsmens ship that could rival those of dwarven and

nomish races They also saw the height in taxation that was

trictly enforced by Keraptis regime Keraptis made good on

is threats to those who failed to follow his strict tyrannical

rders Though the city saw its greatest success under

Keraptis rule His over taxation and cruelty were ultimately his

downfall the people revoked and under the leadership of

High priest Gethrun Shoiraine destroyed the wizard hiera

and laid siege to Keraptis keep Defeated Keraptis ed to

south with his gnomish minions

Three hundred years later Keraptis would enact his reve

using the power from the Null Enigma found under W

Plume Mountain Keraptis cursed Tostenhca Which lea

the death of Tostenhcarsquos inhabitants Tostenhca was lost

forgotten save for the rumors of its gold laden rooftops

unsurpassed wealth Many an adventurer has meet their

searching for the lost wealth of Tostenhca Where on

proud and striving Flan nation stood only a cursed and ko

infested place remain Now referred to in the cold tongu

Skrellingshald ldquothe cursed Flan holdrdquo

Veralos the Lost Citadel of the Flan was a fortress

upon the edge of the Rift Canyon in ancient times and

fealty to the wizards priests of the Isles of Woe Elite scho

artisans and mystics from all walks of life where sent he

develop their craft for the betterment of all Flan-kind Tho

the wizard priests of the isles of Woe were well entrenc

into Veralos social structure Little discovered behind

fortied walls escaped their attention Well after The Isle

Woe plunged beneath its watery depths into oblivion Ver

continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel

a sleeping power from within the Rift that would crum

the hidden citadel and its people for all time Even with

successful foray initiated by the company of seven M

scholars believe Veralos to be just another myth surroun

by an uninhabitable region of the Flannaes

The ldquosurvivalist instinctrdquo is forever present within the m

and hearts of the Flannae peoples and they nd ways to

exist in their lands regardless of their circumstances

nations of pure Flan decent survive these days save the Ro

of the Barren and Tenha The Wolf nomads The Sheldo

Valley Perrenland and the Theocracy of the Pale are p

that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o

human cultures cementing part of their religious and cul

inuences amongst them all

A great many Flannae grow-up to become farmers herd

druids bards rangers and mages of renown Being inst

from early childhood with a profound respect for natur

all its forms Flannae have studied the aspects of nature

their place in it at one time or another Most Flannae h

at least a rudimentary understanding of farming herd

animal husbandry agriculture geography and wea

patterns Many Flannae plant a tree in front of their home

in a garden where they have easy access to As long as

tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of

luck and one should pick up and leave the place behind th

The skill of manufacturing leather and wooden crafts is

highly respected among the Flannae peoples Many a Flan

crafted a ute from a branch that had fell during a st

Tanning was and still is a common practice of many Flan

people The hides are highly prized for use as clothing

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18

rmor A naturally peaceful people skills such as dancing and

inging are often manifested in Flannae from all walks of life

RELIGIONThe Flannae peoples seem to have a particular fondness

or gods representing nature The Flannae Pantheon mostly

onsists of gods from the Old Faith With Beory and Obad-

Hai being the gods most commonly associated with the old

aith Over the years dierent cultures have altered the

riginal gods associated with the Old Faith save Beory and

Obad-Hai who are always present among their number The

riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn

ord Incabulos (in some Flan cultures he is replaced by the

oddess Berei) and The Lord of Winter Nerull Originally all

were neutral aspects though Incabulos became associated

with plagues and suering making many followers of the old

aith wish for the Lord of Winter to end their suering As such

very winter Obad -Hai is slain by the lord of winter It is the

ord of spring that releases Obad-Hai from the summer tree

He has Berei assist him with the burial of Obad-Hai Where he

s buried Mother Beoryrsquos tears revive him and a young sapling

rows which drops the fruit that hatches a young Obad-Hai

nce again in the spring By the summer he is fully grown and

trong the Stag King leading the wild hunt against those that

would dele nature During autumn he grows into a weathered

ld man waiting for the winter lord to slay him once again

There is a belief amongst the Old Faith that should Pelor fail

o bury Obad-Hai after seven days He will be gone forever

nd Oerth will forever be plunged into an eternal winter

The Flannae Pantheon consists of Allitur Beory Berei

Boccob Celene Earth Dragon Ehlonna Grummush (amongst

he early Flan he was thought a chief rival of Obad-Hai in

he old faith he was once known as the autumn lord and

was replaced by Incabulous after he established himself as

he chief patron of the orcish pantheon)Obad-Hai Pelor

ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and

Zodal

Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are

he primary recipients of Flannae worship in the Flannaess

hough all the gods of the pantheon receive varying amounts

f veneration token though they may be Many others

ave lost a direct association with the Flan pantheon and

re not mentioned here Though in truth about 90 of the

lan pantheon is considered part of the common pantheon

f gods As the oeridians stopped worshipping Sol and have

ully adopted Pelor into their pantheon of gods Beory is

onsidered the mother of the gods and only in the baklunish

west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the

most diminished of the human races currently bordering or

ccupying the Flannaes However they have cemented their

ustoms and traditions into every human species they have

ver come across Most notable of them all are the Oeridians

nd to a lesser extent the Suloise people

PROFESSIONS AND SKILLSThe Flannae have developed many and various skills

the centuries and in that time those professions and s

have changed little regardless of their location upon the O

-- as such all Flannae characters gain a + 2 racial bonu

two of the following skills Knowledge (nature) Knowle

(geography) Knowledge (the planes) Survival Ha

Animal Profession (tanner) Profession (animal breed

Profession (grain farmer) Dancing Singing or Ride T

skills are considered Class Skills for all Flannae character

Flannae characters are so attuned to nature that many

learned languages common amongst the fey races As

Flannae characters may take the Sylvan tongue as secon

language

The ancient Flannae also dwelled and worshipped dem

like they do gods these days Many have learned the Aby

tongue of demons and a few have learned the infe

languages of devils as a secondary language Note D

may require one of the following feats to be taken (Tai

Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o

to explain where the character has developed their knowle

of these languages

Flannae characters hailing from nations within the Sheldo

Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla

are exposed -- or have been exposed -- to atrocities dea

them by giants or other creatures driven from their home

an invasion of giants

FIGHTING STYLESThe ancient Flannae peoples where associated with prim

ghting styles few of which see use today Many Flan

where accomplished horsemen Most preferred to ride

their opponents armed with spears and axes Some ca

sickles to sacrice their enemies to the old gods Archery

horseback saw some usage mostly among the Itari and

by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we

maintaining their lands

In Geo and Sterich many of the Flan in these nations

adopted the sword as their main weapon While it se

this tradition was inspired by the oerids of these lands

Flan embody the spirit of their ancient brethren by run

headlong into battle naked armed only with their swords

handed weapons have also become common place as

tend to be more useful in damaging the giants which

these lands Long-bowmen have just begun to see m

usage as they allow one to keep a long distance from t

enemy short-bow use is more common especially when ri

horseback

The Wolf nomads favor the spear throwing axe and

their ancestors used in battle Some carry a spiked lea

gauntlets or the punching dagger and curved blades of t

baklunish ancestors alongside their wolf companions

In Perrenland polearms see much use especially amo

the mercenary companies Mercenaries from Perrenland

highly valued in the armies they serve Their ability espec

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19

n defense measurements are highly sort after Shortswords

xes spears shields and hunting knives are also common

lace with crossbows seeing little use in this region The most

killed pikemen and halberdiers are often from Perrenland

Having pushed back many a marauding army Most military

men in Perrenland learned their craft as mercenaries Fighting

n the opposite sides of warring parties However it is the

are mercenary who fellrsquos one of his kin This has served them

well when being hired to route fellow countrymen from the

pposing army ranks Only to nd them bolstering the ranks

f the mercenary army sent to dispose of them

One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra

urden of heavy armor and few would don any armor that

weighs more than forty pounds

Naval combat is something most Flan nations these days

now little about Many of their nations do not border large

odies of water capable of supporting naval units In ancient

mes the Isles of Woe and Caerdiralor supported naval units

Ahlissa presumably had the largest naval unit of all Flan

ations Though they also saw little usage as naval combat

was not as advanced as it is now in present day Oerth Instead

most naval units merely supported the transportation of

roops Perhaps naval units were more commonplace when

he Pomarj was a heavily populated Flan nation Though as

ar as historians can tell this area was populated by primitive

solationists who later were absorb into the migrating Suel

opulation Eventually only traces of Flan culture exist With

ltars and shrines devoting worship to the earth dragon

aramount among these ndings

The Flan present in the Theocracy of the Pale have been

bsorbed into the Oeridian way of life In truth little of their

ways exist in the Pale these days Many of their ghting

ormations and weapon usage mimics those of their Oeridian

rethren

RACIAL FEATSThe following is a list of racial and heritage feats that an

lannae character may take as hisher bonus feat

While some Flan from all walks of life are imbued with the

lood line of Caerdiralor You have a stronger connection

raced back to a mixture of the Sulmi bloodline with the

urvivors who ed the doomed nation when they crossed the

Sea of Gearnat

Benet A Caerdiralor Flan receives a +2 to saves against

pells from the necromantic school of magic If they have the

bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic

Special You may only take this feat as a 1st-level character

You are a descendant of the ancient Itari Flan whose forward-

hinking permitted them access to the ways of Vathris the

B C[H]

B I [H]

B D [H]

B R R [H]

maker

Benet An Itari Flan receives +2 skill bonuses to both

Knowledge (nature) and Diplomacy skills The character

easily sway someonersquos reaction by two categories for e

successful Diplomacy roll

Special You may only take this feat as a 1st-level chara

The characters Diplomacy score must be equal to or gre

than the characters level he is trying to persuade Other

the characters Diplomacy can only improve reactions rol

one category

You are a descendant of the Durha Flan some of the m

backward thinking and barbaric of the Flan people

Benet The Durha were some of the most determ

warriors However determination and skill are two die

things As such these characters gain 1 extra hit point

character level

Those with this bloodline may remain active at less

zero hit points with a successful Willpower save with a

DC of 12 plus the amount of damage suered below z

Example Fleg was struck by a club bringing his hit point

to - 3 hit points Fleg wills himself to maintain ghting on

rolls a 16 for his Will save to overcome his wounds S

Fleg is at -3 hit points he needed a 15 to remain active

remains active and is not struck again in combat Howeve

now requires a successful Willpower save DC 16 to cont

ghting as he cannot become stable while remaining activ

combat

Special You may only take this feat as a 1st-level chara

You are a descendant of the RhughaRonhass Flan While

Rhugha and the Ronhass were both intimately related to

other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron

were skilled horseman only because they were as stubbor

the mules they trained and lived with

Benet A RhughaRonhass Flan receives a +2 compet

bonus to their Ride skill (horses) and Handle Animal

(horses) They also receive a +2 to saves against spel

abilities to charm or enthrall them Spells that control emot

can aect them if it induces anger

Special You may only take this feat as a 1st-l

character Diplomacy is never a class skill for a character

this bloodline Diplomacy is treated as a non-class skill

receives all the limitations of a non-class skill for those

this bloodline regardless of which class they belong too

You are a descendant of the Sulmi Flan The ancient S

were always very ambitious determined to complete a tas

matter the cost This endearing trait led them to incorpora

the teachings of Caerdiralor into their society However s

B S [H]

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20

ure strains of this bloodline exist

Benet A Sulmi Flan receives a +4 insight bonus to any

kill roll once per day This does not guarantee success but

hows there determination in completing a task

Special You may only take this feat as a 1st-level character

The DM should penalize characters with this feat who give up

task too often or too easily

You are a descendant of the Truun Flan Much like the Rhugha

Ronhass the ancient Truun were skilled horsemen that

ttacked in large groups However the Truun did not share

he stubbornness their Rhugha and Ronhass brethren were

amous for

Benet A Truun Flan receives a +2 competence bonus

o their Ride skill (horses) and Handle Animal skill (horses)

A Truun that makes a successful Ride skill check in combat

lso receives a +1 competence bonus to attack rolls while on

orseback

Special You may only take this feat as a 1st-level character

You bear the mark of Demogorgon prince of all demons

Benet A character with this feat can telepathically

ommunicate with a creature in close range (25ft) much

ke a detect thoughts spell A targetrsquos successful Willpower

ave prevents you from reading its thoughts the save DC

=character level + 2 + highest non-physical attribute bonus

Intelligence Wisdom or Charisma]

However you also receive telepathic signals from all demon-

ind The latter is never at ease You struggle to control

he telepathic communication from demons a successful

Willpower save (DC demonrsquos hit dice + charisma bonus) is

equired whenever the character wants to actively block out

his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2

enalty on attack rolls saving throws skill checks and ability

hecks) until a successful Willpower save is made Because

he character has a volatile nature he gains a +2 insight

onus to all Intimidate skill checks and his telepathic link with

emon-kind grants him a +2 insight bonus to his Knowledge

the planes) skill checks Because the character is telepathic

e gains a +1 insight bonus to all initiative rolls

However the character always exudes a faint evil aura due

o the mark regardless of the characters actual alignment

Special You may only take this feat as a 1st-level character

You were born with a slightly forked tongue granting greater

ptitude with magic

Benet A character with Mokrsquoslykrsquos Tongue gains +2

ompetence bonus to either his Knowledge (arcana) or

Spellcraft skills The character also gains a +1 to their caster

evel when overcoming resistance for spells cast with a verbal

B T [H]

M S B [H]

Mrsquo T [H]

O A [H]

O F [H]

T T [H]

T T [H]

V T [H]

component

Special You may only take this feat as a 1st-level chara

You share some ancestry with those that lent their ma

might to the defense and expansion of Vecnarsquos Occlu

Empire

Benet Vecnarsquos Occluded Empire was well known fo

use of dark and secretive magical might As a descen

of this region you receive a +2 competence bonus to

Knowledge (arcana) and Knowledge (the planes) skills

Special You may only take this feat as a 1st-level chara

While many modern day Flan follow many faiths you fo

the ancients ways of your people

Benet A character with this feat receives a +2 compet

bonus to their Knowledge (religion) and Knowledge (nat

skills

Special You may only take this feat as a 1st-level chara

must follow Old Faith

You bear the taint of Tiamatrsquos followers

Benet A character with this feat has slightly scaly

that is noticeable by touch only and gains a +1 natural a

bonus They also gain a +4 resistance bonus to one of

following energy types acid electricity re or frost

Further the character also receives a +2 insight bonus t

Sense Motive checks to detect malicious intents or auras

as an evil spell or power register

However the character always exudes a faint evil aura

to the taint regardless of the characters actual alignmen

Special You may only take this feat as a 1st-level chara

You bear the artice and skill the the Tostencha people w

famous for

Benet This character may add +2 to one Craft sk

their choice The character also gains a +2 to their Appr

skill checks

Special You may only take this feat as a 1st-level chara

You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any

Knowledge skills and add a +2 competence bonus to t

skills or they make take one non-class knowledge skill

use it as a class skill without any penalty for skill improvem

cost

Then there are those who follow the teachings of Vathr

the god of lost causes and revenge These latter charac

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21

eceive a +2 to saves against poison or magic that would

ring them death or below zero hit points They also stand a

0 chance of becoming stable when brought below zero hit

oints instead of the normal 10 chance of most people

Special You may only take this feat as a 1st-level character

You are exceptionally skilled and versed in the workings of

he world

Benet A character with this feat gains 4 extra skill points

t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class

Also Knowledge skills can be increased by one more point

han usually allowed per character level A rst level character

with this feat may have a Knowledge skill with up to ve ranks

t rst level

Special You may only take this feat as a 1st-level character

V S I [H]

The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4

T F P

Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a

hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)

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23

PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged

traightforward and pragmatic Oeridians are taught from the

arliest age to respect authority and those who bear arms

Their interests lay in exploration hunting ghting and empire

uilding The history of their people give them right to boast

Oeridians are prone to take charge in dicult situations and

et they respect their superiors and sacrice for the good of

whatever cause or group they believe in Oeridians are known

or their enjoyment of songs celebration physical games

nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly

egarded by other races

There are three prominent Oeridian tribes The Aerdi best

nown for establishing The Great Kingdom The Nyrondal

f the Kingdom of Nyrond and the Vollar of the Prelacy of

Veluna are the other two prominent tribes of Oeridians Other

ribes do exist -- or have existed -- but they have become

ntermingled with other cultures

The Kingdom of Furyondy has a signicant Vollar presence

n its border with the Prelacy of Veluna however the Vollar

n both sides of the border have intermingled extensively with

he other peoples of these nations

The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of

he Flannaess but is now but a shadow of what it once was

aving splintered into two separate and distinct kingdoms

North Kingdom and The United Kingdom of Ahlissa Neither

f these current kingdoms is in control of the former capital

f Rauxes Decades of inghting magical atrocities and the

ramping of undead armies across the land have devastated

he area around the former capital

Most Oeridians now living in these lands tend to be less than

traightforward compared to their brothers in other lands

eing much more conniving and preferring to avoid direct

onict They seek instead to manipulate their adversaries

uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This

ttitude has served to lessen both the military presence and

nuence of the Church of Hextor

The Kingdoms of Furyondy and Nyrond as well as the former

Shield Lands are able to boast Oeridians of purest blood

Though the Shield Lands have been overrun by the forces of

uz the Oeridians still living there show real determination

nd the erce spirit of the race The Oeridians in these lands

ontinue the struggle against the occupying forces of Iuz the

nly exception being the Oeridians of Nyrond

The Oeridians of Nyrond mirror the condition of the Kingdom

tself they are poverty stricken This situation leaves them in

very poor position to wage an oensive war against the ldquoOld

Onerdquo However the Oeridians of Nyrond remain ever vigilant

f the Old Onersquos designs on their territories and are prepared

hough their stance must be defensive in nature

The ldquowarrior coderdquo is forever present within the minds and

earts of the Oeridian peoples and they nd ways to defend

heir lands regardless of their circumstances Defensively

uryondy is currently in the best shape of all the Oeridian

nations due to their being aided in securing their border

their Velunese neighbors In addition the Church of Heiron

has an ever growing inuence amongst the Oeridian peo

in these two nations and the Priests and Paladins of His ch

are highly regarded by the peoples of these two kingdom

The Oeridian peoples have learned to work well with o

human races and nowhere is this truth more evident tha

the Sheldomar valley and the Kingdom of Keoland In Keo

a minority of Oeridian and Suloise nobles enjoy a peaceful

over a Flannae majority

In the Prelacy of Veluna a considerable populatio

intermingled Oeridian and Flannae peoples also live toge

peacefully Rao serves as this nationrsquos chief deity but

church of Heironious is also well represented on the nat

Theocratic Council The Oeridian peoples of Keoland

Veluna are much more in control of their emotions then

their brethren in other nations and are therefore less like

fall prone to the more traditional overreaction of Oeridian

A great many Oeridians grow-up to become warriors B

instilled from early childhood with a profound respect for

and women of martial prowess most Oeridians have studie

least one melee weapon by the time they reach adulthoo

The skill of manufacturing weapons and armor is also h

respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are

naturally nimble people acrobatic skills such as dancing

tumbling are often manifested in Oeridians from all walk

life

RELIGIONThe Oeridian peoples seem to have a particular fondnes

martial gods The Oeridian Pantheon boasts no less than t

Gods of War and Battle Heironious Hextor and Stratis

is believed to be dead

All three war gods were mothered by Stern Alia God

of Motherhood Culture and Law three precepts which

important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St

was dominant in their ancient homeland which they be

was in western Oerik Some Oeridians still worship this fa

deity and repeat a legend associated with His death

whispered that at His death Stratisrsquo blood burned its

through the Oerth down into the Underdark and exposed

passageway to the drow settlement of Kalan-Grsquoeld Str

blood then turned into mists and still oats around

Underdark in clouds It is said that anyone touched by th

clouds is gifted with a portion of Stratisrsquo divine spark

The Oeridian Pantheon also consists of Bleredd Celes

Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku

Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri

collective name for the Oeridian agricultural gods Veln

Telchur Atroa Sotillion and Wenta

Heironious Hextor Fharlanghn Pholtus Pelor and Zil

are the primary recipients of Oeridian worship in the Flanna

though all the gods of the pantheon receive varying amo

of veneration token though they may be

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25

s another matter entirely If not for the considerable size of

heir eets these nations would be in serious trouble given

hat this is the one area in which the Suloise have bested

hem

The Oeridians of the former Great Kingdom prefer to ram an

nemyrsquos vessel and board them with marine units since their

and to hand tactics are superior to that of their opponents

However their naval tactics prove a contradiction in this

egard as Oeridian ships are built for strength rather than

peed and ranged combat seems to be the most eective

method against the Suloise vessels

The Peace loving Oeridians of Veluna have ample amounts

f military units cavalry infantry and archers However these

Oeridians prefer bludgeoning weapons Veluna is also known

o have the only man-catcher unit in existence While no

ne has yet seen it used on the eld of battle it is rumored

hat these units were responsible for quelling the upheavals

n the disputed lands of Bissel The man-catcher unit serves

mainly as an honor guard but gives frequent demonstrations

f its great prociency in the non-lethal use of their weapon

Although swordsmanship is practiced in Veluna it is viewed

rimarily as a sport rather than an instrument of war

RACIAL FEATSThe following is a list of racial feats that an Oeridian character

may take as hisher bonus feat

You have studied many dierent Aerdi styles of warfare

ranting you a mastery of the battleeld

Benet A character with the Aerdi Bloodline feat gains a +2

ompetence bonus to Alertness checks and a +1 competence

onus to hit with spear or short sword

Special You may only take this feat as a 1st-level character

You have exceptional skill on mounts and with Nyrondal

anged combat tactics

Benet A character with the Nyrondal Bloodline feat

ains a +2 competence bonus to Ride skill checks and a +1

ompetence bonus to hit with a rapier or bow

Special You may only take this feat as a 1st-level character

You are known for your scouting skills and defensive ghting

actics

Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and

+1 dodge bonus to their AC

Special You may only take this feat as a 1st-level character

A character must choose either Spot or Survival skill bonus at

st-level

B N [H]

B A [H]

B V [H]

C S [G]

D R [H]

H [GB]

You are skilled in battle and can sense when combat is a

to ensue

Benet Before combat begins a character with this

can make a wisdom check (DC 10+ frac12 opponents hit dice)

if successful the character gains a +2 insight bonus to t

saving throws or Armor Class either which can apply

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters need to meet a prerequisite to a

this feat a wisdom score of 13 or higher

You are nimble in battle and many of them study how to a

blows

Benet A character with this feat gains a +2 dodge bo

when not using armor or shields of any kind The chara

must have a weapon in his hand for the feat to work

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters can take this feat but the prerequ

is a Dexterity score of 13 or more

You have toughened your body to the point where they s

able to turn blades aside during battle

Benet A character with this feat gains a damage resista

of 2

Special You may only take this feat as a 1st-level chara

must take either Endurance or Toughness as a prerequisi

this feat

You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta

they may rage like a barbarian of equal level The chara

receives all bonuses and penalties associated with ragin

noted on page 25 of the 35 edition of the PHBThe chara

receives all bonuses and penalties associated with raging

noted on page 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level chara

Oeridians from Veluna cannot take this feat

You can be quite intimidating when you have to be

Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi

someone a second time even after an initial intimida

check has failed but without the +2 bonus on the sec

attempt

Special You may only take this feat as a 1st-level chara

O R [H]

O P [H]

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26

O G [H]

O S [H]

You have a greater aptitude towards grace and maneuverability

Benet A character with this feat gains a +2 competence

onus to all Balance and Tumbling skill checks

Special You may only take this feat as a 1st-level character

Your ghting spirit shows your resolve when the end is nigh

Benet A character with this feat gains a +2 competence

o hit and damage but only when reduced to less than 20

f his hit point total

Special Oeridians who are members of the following

lasses may choose this feat Barbarians Rangers Paladins

Warriors and Fighters Fighters can gain this feat at rst level

A character may gain this feat after choosing the Endurance

nd Die-hard feats

You are well versed in many ghting styles However you

refer a less lethal approachBenet A character with this feat can use any blunt object

r bludgeoning weapon to cause non-lethal damage to his

pponent Weapons used in this way do half damage All

amage inicted in this manner is non-lethal

You have mastered the art of non-lethal damage

Benet As Sub-dual Focus above only the weapon does

ull damage all of it being sub-dual

Special Oeridians from Veluna taking Sub-dual Focus get

Greater Sub-dual Focus for free Other characters are required

o spend a second feat for Greater Sub-dual Focus

You have honed your skills in the subtle arts eschewing any

warrior instincts for a more deceptive approach

Benet A character with this feat receives a +2 competence

onus to both the Blu and Sense Motive skills The character

s equally adept at lying and discerning a lie

Special You may only take this feat as a 1st-level character

Only those characters from Ahlissa and North Kingdom may

ake this feat

S- F [G]

S- F G [G]

S [H]

T O P

Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti

Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves

Zilchus (LN god of power prestige inuence monbusiness)

Crsquo

C

G

T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073

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27

RACES OF OERTH

The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak

The Rhennee rmly believe they are from another world

nown as ldquoRhoprdquo In truth Rhop was a large island continent

ar removed from the Flanaess The distance is so great that

t could easily lead anyone to believe that Rhop was anotherworld

Natural talents possessed by the Rhennee strongly suggest

o scholars that the Rhennee have lived on or near large

odies of water for the racersquos entire existence Some sages

elieve that Rhop was ndash in reality ndash some type of ldquoElder

Beingrdquo possessed of supernatural powers and quite possibly

esembled some type of turtle-like creature Such a Being

would of necessity have been quite large possibly measuring

ome ve miles in radius Sages believed that either some

xternal ldquoforcerdquo removed the Rhennee from their living island

aradise or else this ldquoIsland Beingrdquo itself sent them away

While there is some debate upon the subject most sages

gree that the Rhennee are native to Oerth Sages also agree

hat after leaving their island home the Rhennee traveled to

he Flanaess and settled in and around the Adri Forest But

enturies ago they were driven out of this area as well -- by

he invading Oeridians

On the whole the Rhennee are still a young race Having

nally found their own niche within the societies of the Flanaess

eems to have caused their civilization to ourish especially

pon the Selitan river and the Nyr Dyv What happens to the

ace next remains to be seen

The Rhennee themselves have taken a generally neutral

pproach to their neighbors refusing to involve themselves

r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have

sed them for a variety of transportation services including

he delivery legal and illegal goods

Whether or not the legend of Rhop being some other world

s true or not one thing is certain the Rhennee people are not

eaving the Flanaess anytime soon

APPEARANCEThe Rhennee are often tan or olive skinned humans T

tend to be shorter than other human races and often stoc

displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w

between 140-175 lbs while female Rhennee average betw

4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co

are most often blue gray or hazel although green eyes

not unknown Their hair color is often black or dark bro

Curly hair is most common but wavy hair is not unknown

PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated

secretive most Rhennee have little regard for the other hu

races

Having been ostracized by the majority of human ra

Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp

and it is very rare to nd one amongst the Rhennee for

great length of time To the Rhennee nothing is more impor

than family and regardless of personal dierences it is ta

to go against the family and side with a Gajo

The Rhennee live almost exclusively upon the waterw

of the Flanaess making their homes on large barges A s

sect of Rhennee ndash known as the Attloi ndash travel in caravan

the area of the Adri Forest where many believe the Rhen

made their rst appearance in the Flanaess The majori

Rhennee reside in the central Flanaess remaining close to

Nyr Dyv which serves as a central focus for these people

Most other races of the Flanaess often consider the e

race of Rhennee as criminals and thieves While it is true

many Rhennee excel in the roguish arts relatively few

out right criminals The conict lies in the fact that to

Rhennee things which are considered the property of G

are actually considered ldquopublic propertyrdquo by the Rhennee

The Rhennee believe that if you cannot carry the item u

your person then it is open to public use To be fair even am

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28

hemselves the Rhennee practice this belief The exception to

his is items placed into a roped circle This practice dictates

hat the items should not be touched or removed The number

nd sequence of knots tied into the rope will show any and all

ust who it is that claims the roped property as their own

The Rhennee culture is very chauvinistic Males are the

eaders and may carry on their barge just as many wives as

hey can aord It should be noted however that each barge

r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda

cts as an advisor and a councilor to the leader in all of the

amilyrsquos aairs The Verda also serves as the tribersquos healer

nd herbalist She predicts the weather and sells fortunes to

he Gajos While male nobles rule the tribe none of them will

ontradict the Verda of their tribe

Interestingly Rhennee women must remain virgin until their

marriage while males are encouraged to take many lovers

But if a woman is found to have had sex before marriage she

s then forbidden to ever marry and must become a prostitute

r ldquoAuntardquo to the tribe Such a woman is often given a small

essel separate from the barges and is only welcome aboard

barge when she is servicing the Rhennee males on it

This custom seems strange to others given that most

Rhennee males will quickly start a ght if they believe that

Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for

he privilege of a night with one of these women For these

easons and others an Aunta is much more likely to leave the

arge-folk and seek a new life amongst the Gajos

All Rhennee are known to fear sickness child birth and

eath Since all three conditions are considered taboo If

Rhennee person is sick they are left with the wise women

f the tribe ndash the Verda ndash and no one will even visit with the

ick individual until the Verda deem it safe to do so If the sick

annot be cured or if there is the fear of infection then the

ick are sometimes simply cast out This rejection of the sick

n order to protect the tribe is considered even to out way any

amily tiesWomen who give birth must remain in seclusion with the

Verda for 40 days and 40 nights During this time no male

may see her she cannot even return to her husband until this

eriod is over The newly born child may be brought before

he father by the wise women but it is common place that the

hild is usually not seen until the wife returns to her husbandrsquos

ide

Women who give birth to an exceptional number of male

hildren have considerable authority within the tribe Age and

xperience also play an important role in Rhennee society For

xample older females possess considerably more power and

nuence than do younger woman within the tribe

Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become

Vethardquo sorceresses who are endowed with the powers of

Rhoprdquo Women who attain this standing ndash but are not actually

Verda ndash are now treated as though they were while actual

Verda who develop the Vetha abilities are considered nearly

divinerdquo in nature and are given a great range of freedoms in

egards to tribal aairs

Death by any cause is something that all Rhennee fear

For the barge-folk the deceasersquo body must be lled with

or sand and then wrapped in linen and cast into a large b

of water The Attloi on the other hand bury their dead

very often mark the grave as the site of a great evil Pries

Death Gods and Goddesses are greatly feared and consid

repulsive to the Rhennee peoples as are Necromancers

Though predominantly rogues all Rhennee males bec

adept with weapons and the most accomplished of t

become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe

warriors and enforcers Both elder males and the Darkha

are second only to the chieftain of the tribe

Rhennee earn most of what little income they have prim

through the transportation of goods and passengers altho

hunting shing trading and craft-work also play a role A

Rhennee are excellent Tinkerers though their reputation

such work may vary widely Sadly some Rhennee do pref

steal from the Gajos in order to make a living and this re

poorly on the race as a whole though Rhennee will not s

from each other

The Rhennee practice no known religion or at the le

no Gajo is aware of any formal Rhennee religion Wate

respected and honored by all the Rhennee so much so

the barge-folk have been known to clean dirty waterways

to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen

will willingly pollute a water source

Rhennee males like to wear tight-legged pantaloons l

tting shirts and leather jerkins Females wear long ow

sleeveless dresses with low-cut tops so as to entice t

males Rhennee women also like to wear charms made

mollusk shells and precious stones that are found near

the water The more colorful these garments and adornm

are the more they are liked by the Rhennee though b

and greens are easily the most popular colors

RELIGION

Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and

basis of their religious beliefs This thinking is reinforce

the practice among the Rhennee of ldquoVethardquo where som

their women are endowed with the sorcerous powers of

ldquoRhoprdquo

In the last few centuries some of the Rhennee

begun worshiping the elemental forces of water Still ot

participate in the sacricial rites of demonic and devilish c

Some of the Rhennee have even taken up the worship of s

Deities of the air though such Rhennee are few

Among the land dwelling Attloi some have taken up

service of Gods more commonly worshiped in the Flana

these include Fharlanghn Olidamarra and Istus Still

are those few who worship Celestian and Pelor

PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and

these skills as their trade Rhennee are taught from birt

swim and some are even conceived in the water

All Rhennee characters gain a +2 racial bonus to the ski

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29

f their profession (Boater) and swimming These are

onsidered class skills for all Rhennee characters Rhennee

haracters also have an innate ability for sleight of hand and

eceive a +2 bonus to this skill as well But they suer a ndash2 to

ll Diplomacy checks when dealing with other human races

Crafting hunting and shing are very common among the

Rhennee people They are also adept at preparing some of the

nest seafood dishes in all the Oerth

The land based Attloi keep horses and pack animals and use

hem to pull their wagons and haul their goods The Attloi are

killed performers excelling at dance wind instruments and

inging For this reason Attloi characters receive a +2 bonus

o animal handling and a +2 performance bonus in one of the

kills listed above

Like their waterborne brethren Attloi characters also excel

t sleight of hand and receive a +2 bonus to this skill But

hey also receive a -2 penalty to Diplomacy checks whenever

ealing with the other humans races The Attloi are skilled

raftsman and leather workers and make some of the nest

eather armor and goods to be found in the Flanaess

FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing

hey have to an army are the Darkhagard warriors who guardheir barges

Most Rhennee focus on martial skills which favor thrown

weapons single weapons dual weapons or a two handed

weapon style Wrestling and sticus matches commonly take

lace among the Rhennee people

Some Rhennee have developed a rope ghting style which

s used to trip bound or to escape an opponent This ghting

tyle is defensive in nature and is often used by older males

nd a few of the females among the barge-folk though it is a

much less common ghting style among the land based Attloi

The Rhennee have also developed a special racial weapon

alled the ldquoDarkhardquo This special weapon will only be found in

he possession of a tribal chief or his Darkhagards

RACIAL FEATSThe following is a list of racial feats that a Rhennee character

may take as hisher bonus feat

You have developed a sense for locating and spotting water in

ny quantity

Benet You receive a +2 competence bonus to Survival and

Knowledge (geography) skill checks Further you can obtain

p to two gallons of fresh water with a successful Survival skill

heck and up to two more gallons of water can be obtained for

very three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

Surprisingly more Attloi obtain this feat then Rhennee maybe

nes presence around bodies of water limits a knack for this

bility

You spend a great deal of time in the water and have impres

swimming skills

Benet You are able to hold their breath under water

number of rounds equal to three times your Constitution S

before suering any ill eects You receive a +2 compete

bonus to all swim skill checks

Special You may only take this feat as a 1st-level chara

Attloi cannot take this feat

You have a knack for catching large amounts of sh and o

aquatic game

Benet You receive a +4 competence bonus to Surv

checks when shing hunting aquatic game or gathe

aquatic plants

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but it should be noted

these cases are rare

You can communicate with all fresh water aquatic creatur

Benet So long as you do no harm to them or t

environment You can communicate with any fresh w

aquatic creatures including (crustaceans frogs and turt

Even if charmed both you and these creatures are giv

save in order to avoid the suggestion

You will not consume or harm any crustaceans or tu

like creatures nor will the character allow these creature

come to harm

If you are a Rhennee spell caster able to summon w

elemental creatures you may do so for twice the no

duration with zero chance of the elemental successrebelling against you Any water elemental summone

oppose you is twice as likely to rebel against its summ

and the duration of the spellrsquos eect is halved

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but instances are

common

You can see things beyond the limits of most mortals and h

a strong sense of your surroundings

Benet You receive a +2 competence bonus to all Initia

rolls and Spot checks On a successful Spot check (DC 30)

can sense where invisible creatures or objects are loca

but you cannot actually see them (Example A mage c

invisibility on himself prior to combat Without knowing h

there you make a successful Spot check You get a sens

where the invisible mage is but you cannot actually see

invisible mage)

Special You may only take this feat as a 1st-level chara

F W [H]

D [H]

R B [H]

K F [H]

S S [H]

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30

While much more prominent in females this feat is not

mited to them alone

Travelers Trade [Heritage]

You are ever on the move for the roads are your home

Benet You receive a +2 competence bonus to all Handle

Animal and Ride skill checks when dealing with any animal or

ehicle used in a caravan While traveling you also receive a

+2 competence bonus to all Survival skill checks

Special You may only take this feat as a 1st-level character

Rhennee cannot take this feat

Water Walker [Heritage]

You have a knack for operating barges and traversing your

essel through perilous waters

Benet You receive a +2 competence bonus to their

rofession (boater) skill and a +2 circumstance bonus to

etect weather and weatherrsquos eects on water conditions

while piloting their vessels

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

Contact with water rejuvenates and sustains you

Benet If you stand at least in knee deep water you

atigue at only half the normal rate In addition if you engage

n no strenuous activity while in a body of water you recover

it points equal to your Constitution bonus +1 for every three

ours in the water You may also hold your breath for a number

f rounds equal to twice your Constitution Score You must

ubmerge yourself in water for at least one hour each week

r he will begin to suer fatigue at twice the normal rate

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

You are more sensitive to the forces of nature often feeling

minor changes in the weather and environment which are

ometimes undetectable to animals

Benet You receive a +2 competence bonus to Survival

nd Knowledge (nature) skill checks You may predict weather

hanges up to six hours in advance including changes in

emperature Further with a successful Survival skill check

ou can predict the weather and up to two more hours more

or every three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

While much more prominent in females this feat is not limited

o them alone

T T [H]

W W [H]

W W [H]

IN SEARCH OF HOME

ldquoWe are the children with no landrdquo

ldquoForced to live in the unknownrdquo

ldquoWe sail this worlds waterwaysrdquo

ldquoIn search of yesterdays embracerdquo

ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo

ldquoShow us your unfurling facerdquo

ldquoWe are use to your disgracerdquo ldquo

You will one day atonerdquo

ldquoWhen we children return homerdquo

-Made famous by Artoli Medni

Rhennee bard

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31

The Suloise peoples had their origins outside of the Flanaess

South of the Crystalmist Mountains and west of the

Hellfurnaces

Many Suloise ed to the Flanaess to escape the constant

SuelBaklunish wars which eventually lead to the magical

evastation of their homeland These Suloise migrations

elped to displace many of the Flannae from their homelands

esulting in the Flannae being scattered far and wide

The ancient Suloise have passed on many of their traits to

heir descendants for good or bad Centuries ago the Suloise

oasted one of the greatest empires ever known to mankind

They learned the arts of sorcery and civilization from the

Olven-folk but in time the Suloise peoples surpassed even

heir Elven teachers in the manipulation of magic and used

his knowledge to forge the greatest empire of their time ndash the

Suel Imperium But they rejected the Elven peoplesrsquo warnings

bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies

The ancient Suloise were totalitarian in demeanor and

nslaved many peoples and races All peoples fell to the will

f the Suloise Imperium except for the ancient Baklunish

mpire The Suloise Imperium relied heavily upon magic and

t helped forged their empire Their magical experimentation

ead to the creation and engineering of altered races races

reated for the sole purpose of serving the empire

One of the most well known of these created races is the

Derro Many dwarves claim that the Derro existed long before

he Suel experimented on their kin and it is rumored that

he Derro are actually a blending of dwarves and humans

Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were

onducted before the Suel Imperium fell

The Suel Imperium fought the Baklunish Empire to a stand

till for control of eastern Oerik To break the stalemate the

Suloise brought about the Invoked Devastation This apparent

ictory over their enemies was short lived however as one of

he long forgotten Gods of the Baklunish chose to intervene

RACES OF OERTH

The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller

Gathering together the most powerful mages from am

his people within the stone circle of Tovag Baragu this

channeled much of His own power through these magici

supporting their retribution against the Imperium

This is the origin of the Rain of Colorless Fire which cov

all of the Suel Imperium in its inferno Were it not for

great seer Slerotin the Suloise peoples may well have b

destroyed but receiving premonitions of the impen

doom Slerotin gathered what noble families he could and

them through a magical tunnel ndash of his own creation ndash w

passed completely through the Hellfurnaces

All but one of the families ndash the Lerara ndash traveling

Slerotin arrived in the area of the Flanaess now known as

Yeomanry From there the Suloise peoples spread throug

the Flanaess founding nations for themselves often for

from the colonies of the Suel Imperium The noble fami

Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero

tunnel and reside there today

The most infamous and secretive society of the Suloi

indisputably the Scarlet Brotherhood headquartered on

Tilvanot Peninsula This Suloise organization has bases sp

out across the Flanaess and beyond So embroiled have

become in the aairs of the Flanaessrsquo nations this so-ca

secretive society is no longer as secretive as it once was W

the Scarlet Brotherhood is prominent in Shar they do

actually have control of the government there though

do exercise major inuence over all the Peninsularsquos aair

There is another Suloise organization called ldquoThose

must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in

Kingdom of Keoland Not much is known of the Silent O

though it is rumored that they seek to obtain forbidden ma

and ancient Suloise artifacts What their main goals ar

one knows for certain however those few who happen c

upon the Silent Tower and try to gain entrance are very o

not heard from again Whatever their main goal one thin

8162019 Oerth Journal 27pdf

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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8162019 Oerth Journal 27pdf

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 16: Oerth Journal 27.pdf

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15

t is widely documented that the Flannae people are natives of

he Flannaes Hence the name given to the lands even by the

Oeridian conquerors

Rumors persist that one time long ago perhaps before the

ation of Caerdiralor took shape That the Olman and Touv

eople occupied a stretch of land that occupied much of the

outhern Flannaes While no sages can prove the validity of

his claim a case can be made that the ancient Flan could of

eized these lands from the eeing Olman and Touv people

After all many a Touv and Olman god mimic aspects of the

lannae own pantheon

Perhaps a relation to MokrsquoSlyk and the Serpent of Touv

myth Meyanok bare some resemblance though Meyanok was

ot known as a purveyor of magic Though he was directly

esponsible for the birth of three gods Vara Damaran and

Berna Vara has aspects closely aligned to that of Incabulos

specially in the deliverance of nightmares One could arguehat each pantheon has gods or goddess that can be crossed

eferenced with the gods of other pantheons However many

an directly see the inuence of Flannae myth in every other

uman culture bordering or occupying the Flannaes However

were the Flannae inspired by a pantheon of gods from another

rigin

Many sages discredit any notion that such a scenario ever

xisted as no recorded documentation of the presence of

Olman or Touv culture has ever been seen in the Flannaes

roof of Touv and Olman cultures have prevailed in the

Amedio Jungle and there are no signs that these people did

ot originate from these lands

Many agree that the Old Faith is the bastion of Flannaeworship even to this day However some text remain that

how demonic like beings where accepted in the old faith and

eing part of mans primal nature The Old Faith coexisted with

hese obyrith and later tanaric beings Many paid lip service

o appease these ancient brethren Others worshipped them

ke gods and made pacts to gain power and inuence from

hese beings Some appeared to be less diabolical in their

reatment of the Flan people

Mokrsquoslyk the Serpent is thought to have granted the

people with the knowledge of arcane magic Though Flan

religion shows us that Boccob is the god of magic In anc

texts from the church itself show that Boccob once trapp

demon of unknown origin that was more powerful then Bo

at this time It is believe he gleaned enough magical po

over these thousand years of the demonic creatures capt

This could explain how Mokrsquoslyk stopped inuencing the

in his teachings on magic With Boccob now in place as

deity of magic Mokrsquoslyk waned in power Hoping to rec

what was taken from him in his thousand years of capti

It would also explain how Boccob would have little need

worshippers as his power was siphoned from another pow

being

Throughout the history of the peaceful Flannae T

always existed some outside inuence over how their nat

where formed Caerdiralor was formed by dark priests mystics whorsquos primary worship of Tiamat absconded with

teachings of the Old Faith Perhaps it was the pantheo

the Old Faith that was behind the mysterious force w

devastated their capital of Mysyrna Forcing the survivor

cross the Sea of Gearnat

The six great realms of the grass sea lived in tune with na

Until the survivors of Caerdiralor reared their ugly heads

inuenced Sulm in becoming yet another representa

of Ur-Flan power Perhaps the Old Faith was testing

people the dark priests and mystics of Caerdiralor ceme

themselves into seats of power among the Sulmi The

grew in power and once the Old Faith became threatene

obscurity Shattados would don the Scorpion crown the Iof Woe would sink The rampant lion of the Aerdy would

claim to the Flannaes and many of the gods of the Flan

would be incorporated into the pantheon of their conque

Coincidence highly unlikely

Many Flan nationrsquos existed at some point Exag is on

them however Exag was greatly inuenced by the cra

and little is heard of Flan culture in the city of clay excep

inuence in Perrenland The Vast Swamp was or is the hom

RACES OF OERTH

The FlannaeBy Dennis LovattArt by Adam Koča amp Rick Miller

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16

Acerak a cambion demilich who constructed his own labyrinth

or which every artisan or worker who aided in its construction

was locked away within its clutches Acerak would soon follow

ever a true empire in itself Many adventurers deemed it the

Tomb of Horrors for the atrocities committed and experienced

y those who entered the wretched place

The Kings of Burgess were the last of the just and noble

ations to fall to Vecnarsquos spider throne The nations of Fleeth

nd Almadia where intertwined those with the death of the

rincess of Fleeth Almadia was on its own to defend itself

rom the spider throne Vecna sort his vengeance against the

ity of Fleeth Once he slayed all her people save a few nobles

who submitted themselves to his mercy Vecna took Almadia

nd then set his sights on Burgess The only true threat to his

eign at the time of his Occluded Empire

Nuria was a contemporary of six realms of the grass sea

nd the Isles of Woe It traded magical wonders with the

itadel of Veralos ultimately it would be consumed into the

Great Kingdom Believed to have existed in what is now the

Kingdom of Nyrond The Flan population would intermingle

with their oeridian conquerors and become willing citizens of

The Great Kingdom

Perhaps one of the most troublesome of the lost Flan nations

re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants

f Trask were responsible for the attacks on the elven city of

Summer Stars Evil and bellicose beyond refute the invading

erids of house Naelax had little choice but to wipe them

rom the face of Oerth Destroying much of their magic and

writings

Last in the line of benevolent Flannae rulers Ehlissa the

nchantress lived in what is now know as the United Kingdom

f Ahlissa some 1700 years ago and continued to reign in

er prehistoric kingdom for several centuries more Queen

hlissa has no issues she keep song birds as pets During her

eign her people knew peace and none of her subjects knew

overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend

er subjects to her will Her reign lasted up until the Great

Migrations during her reign she managed to prevent the force

ocked away in her Nightingale from escaping Presumably

ead none truly know what happen to Queen Ehlissa or her

amed Nightingale Little to noting remains of Flan culture in

his region Long ago Suel and oerid migrations took their toll

n her Kingdom Becoming part of the Great Kingdom of the

Aerdy and recently The United Kingdom of Ahlissa

APPEARANCEThe Flannae people are recognizable by their bronze

omplexions and wavy or curly hair With strong angular

eatures and heavy brows most Flan are easily discernible

rom other human racial types They tend to be of average to

tocky build sturdy and somewhat hirsute they are anything

ut the prototypical human type these days

Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh

etween 150-180 lbs Female Flannae average between 4rsquo8rdquo

o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller

and heavier Flannae are possible

Their eyes are most commonly dark brown or black br

and amber appearing less frequently Their hair color is us

black but also ranges through shades of black-brown

brown and brown Curly and wavy hair is usual but some

have taken to straightening out there hair in recent times

The original Flan nomads of a millennium ago wore sim

utilitarian clothing including loincloths capes and lea

wrappings on their feet that served as shoes They also w

brightly colored body paints primarily vermilion and ye

ochre in primitive patterns a practice still common am

the surviving Rovers of the Barrens In civilized regions

clothing tends to follow current fashion though they still

to prefer solid bright primary colors

PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract

hard-working and reserved Flan are natural hunters

gatherers imbued with survival instincts most learn to

o the land Flan tend to eat lean even when there i

over abundance of food available Many Flan prefer wate

milk to alcoholic beverages though some places espec

in Geo and Sterich mead and ale have become com

place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling

family ancestry All Flan appear to be unemotional or slo

speak however those that succeed in gaining there trust

nd themselves a loyal passionate and jovial friend O

the human sub-races the Flan are more inclined to work

live among the demi-human races

Few nations boast a large Flan population these d

Geo Sterich Perrenland and the Wolf nomads sport

people mostly mixed with people of other human ethnici

Only the Roverrsquos of the Barrens and the people of Tehn s

a signicant stock of pure Flan-blooded people these day

The ancient Flan were able to carve out some of the m

successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em

Tostenhca Sulm and Itar

The Kingdom of Caerdiralor was the seat of Ur-Flan po

Absconding from the Flan coexistence with nature The ur-

delved deeply into the dark arts and sort to use the destru

force of nature to bend all to their will Worship of Tiamat b

paramount to their society Many other obscure demonic

or immortal powers inuenced them as well Mokrsquoslyk

Serpent seemed to be inuential in gifting the ancient

people with the arcane arts The true nature of Mokrsquosly

unknown Though his inuence amongst all the Flan pe

is well documented throughout history Caerdiralor mee

end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t

capital city of Myrsyrna that ended the genocidal war and

the surviving elite eeing across the Sea of Gearnat to

Lands of the Rhugha

Meanwhile in the lands known as the Bright Desert tr

of Flan people began to embrace the teachings of Va

the Maker the Subtle Teacher Born a mortal Vathris ra

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17

imself to the cusp of immortality through his knowledge

eeds and wisdom Embracing the ideals of progress and

ngenuity Under Vathris guidance the six great tribes of the

rass-sea became six realms

The six realms at that time where known as Itar Sulm

Rhugha Ronhass Durha and Truun Itar was chief among

hese six realms as they embraced the teachings of Vathris

wholeheartedly Many of the other tribes struggled to shed

heir past beliefs and the most resistant of those realms where

he Rhugha and the Ronhass strange that two of the most

rominent realms in the great grass sea choose to war against

ach other on a mere slight that none can recall If not for

he interference of the other four realms the Ronhass would

urely have fallen into obscurity The only way to keep peace

mong the six realms was to divide a line directly through the

ands of the Rhugha and Ronhass The Truun were gifted this

ealm to maintain the peace Gifted horsemen themselves and

utnumbering both the Rhugha and Ronhass in size made the

Truun the most reasonable choice to police these realms

Though peace would not last that long The dark mystics and

riests of Caerdiralor found their way into the nobility of Sulm

ars They whispered honeyed words of peace and progress

nstead they used their knowledge of iron-craft and secretitive

ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic

nd technology brought to them by the Caerdiralorrsquos sought

o control the six realms and make them into one mighty

ation

Sulm would rule over the six realms uniting them in bloodshed

nder one banner Despite the numerous nations of horsemen

hat opposed them Sulmrsquos iron-shod legions proved too much

or the other realms The Itari posed the greatest threat to

Sulmrsquos machinations of dominance over the great grass sea

The decades long war ended when Vathris divine spark was

nded by a dark wicked barbed longspear In vengeance for

tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered

he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering

lis of Sennerae down into the deep blue void of the Sea of

Gearnat

Sulm would fall due to the machinations of their last king

Shattados Five hundred years after Keraptis was named

rotector over the Flan nation of Tostenhca Shattados

would don the Scorpion crown gifted to him by the lord of

ntropy himself Tharizdun The people were transformed

nto manscorpions and dune stalkers while Sulmrsquos grass sea

uickly converted into the sands which make up the lands of

he Bright Desert today

Tostenhca was a military protectorate under the leadership

f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences

nd craftsmens ship that could rival those of dwarven and

nomish races They also saw the height in taxation that was

trictly enforced by Keraptis regime Keraptis made good on

is threats to those who failed to follow his strict tyrannical

rders Though the city saw its greatest success under

Keraptis rule His over taxation and cruelty were ultimately his

downfall the people revoked and under the leadership of

High priest Gethrun Shoiraine destroyed the wizard hiera

and laid siege to Keraptis keep Defeated Keraptis ed to

south with his gnomish minions

Three hundred years later Keraptis would enact his reve

using the power from the Null Enigma found under W

Plume Mountain Keraptis cursed Tostenhca Which lea

the death of Tostenhcarsquos inhabitants Tostenhca was lost

forgotten save for the rumors of its gold laden rooftops

unsurpassed wealth Many an adventurer has meet their

searching for the lost wealth of Tostenhca Where on

proud and striving Flan nation stood only a cursed and ko

infested place remain Now referred to in the cold tongu

Skrellingshald ldquothe cursed Flan holdrdquo

Veralos the Lost Citadel of the Flan was a fortress

upon the edge of the Rift Canyon in ancient times and

fealty to the wizards priests of the Isles of Woe Elite scho

artisans and mystics from all walks of life where sent he

develop their craft for the betterment of all Flan-kind Tho

the wizard priests of the isles of Woe were well entrenc

into Veralos social structure Little discovered behind

fortied walls escaped their attention Well after The Isle

Woe plunged beneath its watery depths into oblivion Ver

continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel

a sleeping power from within the Rift that would crum

the hidden citadel and its people for all time Even with

successful foray initiated by the company of seven M

scholars believe Veralos to be just another myth surroun

by an uninhabitable region of the Flannaes

The ldquosurvivalist instinctrdquo is forever present within the m

and hearts of the Flannae peoples and they nd ways to

exist in their lands regardless of their circumstances

nations of pure Flan decent survive these days save the Ro

of the Barren and Tenha The Wolf nomads The Sheldo

Valley Perrenland and the Theocracy of the Pale are p

that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o

human cultures cementing part of their religious and cul

inuences amongst them all

A great many Flannae grow-up to become farmers herd

druids bards rangers and mages of renown Being inst

from early childhood with a profound respect for natur

all its forms Flannae have studied the aspects of nature

their place in it at one time or another Most Flannae h

at least a rudimentary understanding of farming herd

animal husbandry agriculture geography and wea

patterns Many Flannae plant a tree in front of their home

in a garden where they have easy access to As long as

tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of

luck and one should pick up and leave the place behind th

The skill of manufacturing leather and wooden crafts is

highly respected among the Flannae peoples Many a Flan

crafted a ute from a branch that had fell during a st

Tanning was and still is a common practice of many Flan

people The hides are highly prized for use as clothing

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18

rmor A naturally peaceful people skills such as dancing and

inging are often manifested in Flannae from all walks of life

RELIGIONThe Flannae peoples seem to have a particular fondness

or gods representing nature The Flannae Pantheon mostly

onsists of gods from the Old Faith With Beory and Obad-

Hai being the gods most commonly associated with the old

aith Over the years dierent cultures have altered the

riginal gods associated with the Old Faith save Beory and

Obad-Hai who are always present among their number The

riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn

ord Incabulos (in some Flan cultures he is replaced by the

oddess Berei) and The Lord of Winter Nerull Originally all

were neutral aspects though Incabulos became associated

with plagues and suering making many followers of the old

aith wish for the Lord of Winter to end their suering As such

very winter Obad -Hai is slain by the lord of winter It is the

ord of spring that releases Obad-Hai from the summer tree

He has Berei assist him with the burial of Obad-Hai Where he

s buried Mother Beoryrsquos tears revive him and a young sapling

rows which drops the fruit that hatches a young Obad-Hai

nce again in the spring By the summer he is fully grown and

trong the Stag King leading the wild hunt against those that

would dele nature During autumn he grows into a weathered

ld man waiting for the winter lord to slay him once again

There is a belief amongst the Old Faith that should Pelor fail

o bury Obad-Hai after seven days He will be gone forever

nd Oerth will forever be plunged into an eternal winter

The Flannae Pantheon consists of Allitur Beory Berei

Boccob Celene Earth Dragon Ehlonna Grummush (amongst

he early Flan he was thought a chief rival of Obad-Hai in

he old faith he was once known as the autumn lord and

was replaced by Incabulous after he established himself as

he chief patron of the orcish pantheon)Obad-Hai Pelor

ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and

Zodal

Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are

he primary recipients of Flannae worship in the Flannaess

hough all the gods of the pantheon receive varying amounts

f veneration token though they may be Many others

ave lost a direct association with the Flan pantheon and

re not mentioned here Though in truth about 90 of the

lan pantheon is considered part of the common pantheon

f gods As the oeridians stopped worshipping Sol and have

ully adopted Pelor into their pantheon of gods Beory is

onsidered the mother of the gods and only in the baklunish

west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the

most diminished of the human races currently bordering or

ccupying the Flannaes However they have cemented their

ustoms and traditions into every human species they have

ver come across Most notable of them all are the Oeridians

nd to a lesser extent the Suloise people

PROFESSIONS AND SKILLSThe Flannae have developed many and various skills

the centuries and in that time those professions and s

have changed little regardless of their location upon the O

-- as such all Flannae characters gain a + 2 racial bonu

two of the following skills Knowledge (nature) Knowle

(geography) Knowledge (the planes) Survival Ha

Animal Profession (tanner) Profession (animal breed

Profession (grain farmer) Dancing Singing or Ride T

skills are considered Class Skills for all Flannae character

Flannae characters are so attuned to nature that many

learned languages common amongst the fey races As

Flannae characters may take the Sylvan tongue as secon

language

The ancient Flannae also dwelled and worshipped dem

like they do gods these days Many have learned the Aby

tongue of demons and a few have learned the infe

languages of devils as a secondary language Note D

may require one of the following feats to be taken (Tai

Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o

to explain where the character has developed their knowle

of these languages

Flannae characters hailing from nations within the Sheldo

Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla

are exposed -- or have been exposed -- to atrocities dea

them by giants or other creatures driven from their home

an invasion of giants

FIGHTING STYLESThe ancient Flannae peoples where associated with prim

ghting styles few of which see use today Many Flan

where accomplished horsemen Most preferred to ride

their opponents armed with spears and axes Some ca

sickles to sacrice their enemies to the old gods Archery

horseback saw some usage mostly among the Itari and

by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we

maintaining their lands

In Geo and Sterich many of the Flan in these nations

adopted the sword as their main weapon While it se

this tradition was inspired by the oerids of these lands

Flan embody the spirit of their ancient brethren by run

headlong into battle naked armed only with their swords

handed weapons have also become common place as

tend to be more useful in damaging the giants which

these lands Long-bowmen have just begun to see m

usage as they allow one to keep a long distance from t

enemy short-bow use is more common especially when ri

horseback

The Wolf nomads favor the spear throwing axe and

their ancestors used in battle Some carry a spiked lea

gauntlets or the punching dagger and curved blades of t

baklunish ancestors alongside their wolf companions

In Perrenland polearms see much use especially amo

the mercenary companies Mercenaries from Perrenland

highly valued in the armies they serve Their ability espec

8162019 Oerth Journal 27pdf

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19

n defense measurements are highly sort after Shortswords

xes spears shields and hunting knives are also common

lace with crossbows seeing little use in this region The most

killed pikemen and halberdiers are often from Perrenland

Having pushed back many a marauding army Most military

men in Perrenland learned their craft as mercenaries Fighting

n the opposite sides of warring parties However it is the

are mercenary who fellrsquos one of his kin This has served them

well when being hired to route fellow countrymen from the

pposing army ranks Only to nd them bolstering the ranks

f the mercenary army sent to dispose of them

One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra

urden of heavy armor and few would don any armor that

weighs more than forty pounds

Naval combat is something most Flan nations these days

now little about Many of their nations do not border large

odies of water capable of supporting naval units In ancient

mes the Isles of Woe and Caerdiralor supported naval units

Ahlissa presumably had the largest naval unit of all Flan

ations Though they also saw little usage as naval combat

was not as advanced as it is now in present day Oerth Instead

most naval units merely supported the transportation of

roops Perhaps naval units were more commonplace when

he Pomarj was a heavily populated Flan nation Though as

ar as historians can tell this area was populated by primitive

solationists who later were absorb into the migrating Suel

opulation Eventually only traces of Flan culture exist With

ltars and shrines devoting worship to the earth dragon

aramount among these ndings

The Flan present in the Theocracy of the Pale have been

bsorbed into the Oeridian way of life In truth little of their

ways exist in the Pale these days Many of their ghting

ormations and weapon usage mimics those of their Oeridian

rethren

RACIAL FEATSThe following is a list of racial and heritage feats that an

lannae character may take as hisher bonus feat

While some Flan from all walks of life are imbued with the

lood line of Caerdiralor You have a stronger connection

raced back to a mixture of the Sulmi bloodline with the

urvivors who ed the doomed nation when they crossed the

Sea of Gearnat

Benet A Caerdiralor Flan receives a +2 to saves against

pells from the necromantic school of magic If they have the

bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic

Special You may only take this feat as a 1st-level character

You are a descendant of the ancient Itari Flan whose forward-

hinking permitted them access to the ways of Vathris the

B C[H]

B I [H]

B D [H]

B R R [H]

maker

Benet An Itari Flan receives +2 skill bonuses to both

Knowledge (nature) and Diplomacy skills The character

easily sway someonersquos reaction by two categories for e

successful Diplomacy roll

Special You may only take this feat as a 1st-level chara

The characters Diplomacy score must be equal to or gre

than the characters level he is trying to persuade Other

the characters Diplomacy can only improve reactions rol

one category

You are a descendant of the Durha Flan some of the m

backward thinking and barbaric of the Flan people

Benet The Durha were some of the most determ

warriors However determination and skill are two die

things As such these characters gain 1 extra hit point

character level

Those with this bloodline may remain active at less

zero hit points with a successful Willpower save with a

DC of 12 plus the amount of damage suered below z

Example Fleg was struck by a club bringing his hit point

to - 3 hit points Fleg wills himself to maintain ghting on

rolls a 16 for his Will save to overcome his wounds S

Fleg is at -3 hit points he needed a 15 to remain active

remains active and is not struck again in combat Howeve

now requires a successful Willpower save DC 16 to cont

ghting as he cannot become stable while remaining activ

combat

Special You may only take this feat as a 1st-level chara

You are a descendant of the RhughaRonhass Flan While

Rhugha and the Ronhass were both intimately related to

other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron

were skilled horseman only because they were as stubbor

the mules they trained and lived with

Benet A RhughaRonhass Flan receives a +2 compet

bonus to their Ride skill (horses) and Handle Animal

(horses) They also receive a +2 to saves against spel

abilities to charm or enthrall them Spells that control emot

can aect them if it induces anger

Special You may only take this feat as a 1st-l

character Diplomacy is never a class skill for a character

this bloodline Diplomacy is treated as a non-class skill

receives all the limitations of a non-class skill for those

this bloodline regardless of which class they belong too

You are a descendant of the Sulmi Flan The ancient S

were always very ambitious determined to complete a tas

matter the cost This endearing trait led them to incorpora

the teachings of Caerdiralor into their society However s

B S [H]

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20

ure strains of this bloodline exist

Benet A Sulmi Flan receives a +4 insight bonus to any

kill roll once per day This does not guarantee success but

hows there determination in completing a task

Special You may only take this feat as a 1st-level character

The DM should penalize characters with this feat who give up

task too often or too easily

You are a descendant of the Truun Flan Much like the Rhugha

Ronhass the ancient Truun were skilled horsemen that

ttacked in large groups However the Truun did not share

he stubbornness their Rhugha and Ronhass brethren were

amous for

Benet A Truun Flan receives a +2 competence bonus

o their Ride skill (horses) and Handle Animal skill (horses)

A Truun that makes a successful Ride skill check in combat

lso receives a +1 competence bonus to attack rolls while on

orseback

Special You may only take this feat as a 1st-level character

You bear the mark of Demogorgon prince of all demons

Benet A character with this feat can telepathically

ommunicate with a creature in close range (25ft) much

ke a detect thoughts spell A targetrsquos successful Willpower

ave prevents you from reading its thoughts the save DC

=character level + 2 + highest non-physical attribute bonus

Intelligence Wisdom or Charisma]

However you also receive telepathic signals from all demon-

ind The latter is never at ease You struggle to control

he telepathic communication from demons a successful

Willpower save (DC demonrsquos hit dice + charisma bonus) is

equired whenever the character wants to actively block out

his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2

enalty on attack rolls saving throws skill checks and ability

hecks) until a successful Willpower save is made Because

he character has a volatile nature he gains a +2 insight

onus to all Intimidate skill checks and his telepathic link with

emon-kind grants him a +2 insight bonus to his Knowledge

the planes) skill checks Because the character is telepathic

e gains a +1 insight bonus to all initiative rolls

However the character always exudes a faint evil aura due

o the mark regardless of the characters actual alignment

Special You may only take this feat as a 1st-level character

You were born with a slightly forked tongue granting greater

ptitude with magic

Benet A character with Mokrsquoslykrsquos Tongue gains +2

ompetence bonus to either his Knowledge (arcana) or

Spellcraft skills The character also gains a +1 to their caster

evel when overcoming resistance for spells cast with a verbal

B T [H]

M S B [H]

Mrsquo T [H]

O A [H]

O F [H]

T T [H]

T T [H]

V T [H]

component

Special You may only take this feat as a 1st-level chara

You share some ancestry with those that lent their ma

might to the defense and expansion of Vecnarsquos Occlu

Empire

Benet Vecnarsquos Occluded Empire was well known fo

use of dark and secretive magical might As a descen

of this region you receive a +2 competence bonus to

Knowledge (arcana) and Knowledge (the planes) skills

Special You may only take this feat as a 1st-level chara

While many modern day Flan follow many faiths you fo

the ancients ways of your people

Benet A character with this feat receives a +2 compet

bonus to their Knowledge (religion) and Knowledge (nat

skills

Special You may only take this feat as a 1st-level chara

must follow Old Faith

You bear the taint of Tiamatrsquos followers

Benet A character with this feat has slightly scaly

that is noticeable by touch only and gains a +1 natural a

bonus They also gain a +4 resistance bonus to one of

following energy types acid electricity re or frost

Further the character also receives a +2 insight bonus t

Sense Motive checks to detect malicious intents or auras

as an evil spell or power register

However the character always exudes a faint evil aura

to the taint regardless of the characters actual alignmen

Special You may only take this feat as a 1st-level chara

You bear the artice and skill the the Tostencha people w

famous for

Benet This character may add +2 to one Craft sk

their choice The character also gains a +2 to their Appr

skill checks

Special You may only take this feat as a 1st-level chara

You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any

Knowledge skills and add a +2 competence bonus to t

skills or they make take one non-class knowledge skill

use it as a class skill without any penalty for skill improvem

cost

Then there are those who follow the teachings of Vathr

the god of lost causes and revenge These latter charac

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21

eceive a +2 to saves against poison or magic that would

ring them death or below zero hit points They also stand a

0 chance of becoming stable when brought below zero hit

oints instead of the normal 10 chance of most people

Special You may only take this feat as a 1st-level character

You are exceptionally skilled and versed in the workings of

he world

Benet A character with this feat gains 4 extra skill points

t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class

Also Knowledge skills can be increased by one more point

han usually allowed per character level A rst level character

with this feat may have a Knowledge skill with up to ve ranks

t rst level

Special You may only take this feat as a 1st-level character

V S I [H]

The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4

T F P

Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a

hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)

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23

PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged

traightforward and pragmatic Oeridians are taught from the

arliest age to respect authority and those who bear arms

Their interests lay in exploration hunting ghting and empire

uilding The history of their people give them right to boast

Oeridians are prone to take charge in dicult situations and

et they respect their superiors and sacrice for the good of

whatever cause or group they believe in Oeridians are known

or their enjoyment of songs celebration physical games

nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly

egarded by other races

There are three prominent Oeridian tribes The Aerdi best

nown for establishing The Great Kingdom The Nyrondal

f the Kingdom of Nyrond and the Vollar of the Prelacy of

Veluna are the other two prominent tribes of Oeridians Other

ribes do exist -- or have existed -- but they have become

ntermingled with other cultures

The Kingdom of Furyondy has a signicant Vollar presence

n its border with the Prelacy of Veluna however the Vollar

n both sides of the border have intermingled extensively with

he other peoples of these nations

The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of

he Flannaess but is now but a shadow of what it once was

aving splintered into two separate and distinct kingdoms

North Kingdom and The United Kingdom of Ahlissa Neither

f these current kingdoms is in control of the former capital

f Rauxes Decades of inghting magical atrocities and the

ramping of undead armies across the land have devastated

he area around the former capital

Most Oeridians now living in these lands tend to be less than

traightforward compared to their brothers in other lands

eing much more conniving and preferring to avoid direct

onict They seek instead to manipulate their adversaries

uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This

ttitude has served to lessen both the military presence and

nuence of the Church of Hextor

The Kingdoms of Furyondy and Nyrond as well as the former

Shield Lands are able to boast Oeridians of purest blood

Though the Shield Lands have been overrun by the forces of

uz the Oeridians still living there show real determination

nd the erce spirit of the race The Oeridians in these lands

ontinue the struggle against the occupying forces of Iuz the

nly exception being the Oeridians of Nyrond

The Oeridians of Nyrond mirror the condition of the Kingdom

tself they are poverty stricken This situation leaves them in

very poor position to wage an oensive war against the ldquoOld

Onerdquo However the Oeridians of Nyrond remain ever vigilant

f the Old Onersquos designs on their territories and are prepared

hough their stance must be defensive in nature

The ldquowarrior coderdquo is forever present within the minds and

earts of the Oeridian peoples and they nd ways to defend

heir lands regardless of their circumstances Defensively

uryondy is currently in the best shape of all the Oeridian

nations due to their being aided in securing their border

their Velunese neighbors In addition the Church of Heiron

has an ever growing inuence amongst the Oeridian peo

in these two nations and the Priests and Paladins of His ch

are highly regarded by the peoples of these two kingdom

The Oeridian peoples have learned to work well with o

human races and nowhere is this truth more evident tha

the Sheldomar valley and the Kingdom of Keoland In Keo

a minority of Oeridian and Suloise nobles enjoy a peaceful

over a Flannae majority

In the Prelacy of Veluna a considerable populatio

intermingled Oeridian and Flannae peoples also live toge

peacefully Rao serves as this nationrsquos chief deity but

church of Heironious is also well represented on the nat

Theocratic Council The Oeridian peoples of Keoland

Veluna are much more in control of their emotions then

their brethren in other nations and are therefore less like

fall prone to the more traditional overreaction of Oeridian

A great many Oeridians grow-up to become warriors B

instilled from early childhood with a profound respect for

and women of martial prowess most Oeridians have studie

least one melee weapon by the time they reach adulthoo

The skill of manufacturing weapons and armor is also h

respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are

naturally nimble people acrobatic skills such as dancing

tumbling are often manifested in Oeridians from all walk

life

RELIGIONThe Oeridian peoples seem to have a particular fondnes

martial gods The Oeridian Pantheon boasts no less than t

Gods of War and Battle Heironious Hextor and Stratis

is believed to be dead

All three war gods were mothered by Stern Alia God

of Motherhood Culture and Law three precepts which

important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St

was dominant in their ancient homeland which they be

was in western Oerik Some Oeridians still worship this fa

deity and repeat a legend associated with His death

whispered that at His death Stratisrsquo blood burned its

through the Oerth down into the Underdark and exposed

passageway to the drow settlement of Kalan-Grsquoeld Str

blood then turned into mists and still oats around

Underdark in clouds It is said that anyone touched by th

clouds is gifted with a portion of Stratisrsquo divine spark

The Oeridian Pantheon also consists of Bleredd Celes

Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku

Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri

collective name for the Oeridian agricultural gods Veln

Telchur Atroa Sotillion and Wenta

Heironious Hextor Fharlanghn Pholtus Pelor and Zil

are the primary recipients of Oeridian worship in the Flanna

though all the gods of the pantheon receive varying amo

of veneration token though they may be

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25

s another matter entirely If not for the considerable size of

heir eets these nations would be in serious trouble given

hat this is the one area in which the Suloise have bested

hem

The Oeridians of the former Great Kingdom prefer to ram an

nemyrsquos vessel and board them with marine units since their

and to hand tactics are superior to that of their opponents

However their naval tactics prove a contradiction in this

egard as Oeridian ships are built for strength rather than

peed and ranged combat seems to be the most eective

method against the Suloise vessels

The Peace loving Oeridians of Veluna have ample amounts

f military units cavalry infantry and archers However these

Oeridians prefer bludgeoning weapons Veluna is also known

o have the only man-catcher unit in existence While no

ne has yet seen it used on the eld of battle it is rumored

hat these units were responsible for quelling the upheavals

n the disputed lands of Bissel The man-catcher unit serves

mainly as an honor guard but gives frequent demonstrations

f its great prociency in the non-lethal use of their weapon

Although swordsmanship is practiced in Veluna it is viewed

rimarily as a sport rather than an instrument of war

RACIAL FEATSThe following is a list of racial feats that an Oeridian character

may take as hisher bonus feat

You have studied many dierent Aerdi styles of warfare

ranting you a mastery of the battleeld

Benet A character with the Aerdi Bloodline feat gains a +2

ompetence bonus to Alertness checks and a +1 competence

onus to hit with spear or short sword

Special You may only take this feat as a 1st-level character

You have exceptional skill on mounts and with Nyrondal

anged combat tactics

Benet A character with the Nyrondal Bloodline feat

ains a +2 competence bonus to Ride skill checks and a +1

ompetence bonus to hit with a rapier or bow

Special You may only take this feat as a 1st-level character

You are known for your scouting skills and defensive ghting

actics

Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and

+1 dodge bonus to their AC

Special You may only take this feat as a 1st-level character

A character must choose either Spot or Survival skill bonus at

st-level

B N [H]

B A [H]

B V [H]

C S [G]

D R [H]

H [GB]

You are skilled in battle and can sense when combat is a

to ensue

Benet Before combat begins a character with this

can make a wisdom check (DC 10+ frac12 opponents hit dice)

if successful the character gains a +2 insight bonus to t

saving throws or Armor Class either which can apply

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters need to meet a prerequisite to a

this feat a wisdom score of 13 or higher

You are nimble in battle and many of them study how to a

blows

Benet A character with this feat gains a +2 dodge bo

when not using armor or shields of any kind The chara

must have a weapon in his hand for the feat to work

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters can take this feat but the prerequ

is a Dexterity score of 13 or more

You have toughened your body to the point where they s

able to turn blades aside during battle

Benet A character with this feat gains a damage resista

of 2

Special You may only take this feat as a 1st-level chara

must take either Endurance or Toughness as a prerequisi

this feat

You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta

they may rage like a barbarian of equal level The chara

receives all bonuses and penalties associated with ragin

noted on page 25 of the 35 edition of the PHBThe chara

receives all bonuses and penalties associated with raging

noted on page 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level chara

Oeridians from Veluna cannot take this feat

You can be quite intimidating when you have to be

Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi

someone a second time even after an initial intimida

check has failed but without the +2 bonus on the sec

attempt

Special You may only take this feat as a 1st-level chara

O R [H]

O P [H]

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26

O G [H]

O S [H]

You have a greater aptitude towards grace and maneuverability

Benet A character with this feat gains a +2 competence

onus to all Balance and Tumbling skill checks

Special You may only take this feat as a 1st-level character

Your ghting spirit shows your resolve when the end is nigh

Benet A character with this feat gains a +2 competence

o hit and damage but only when reduced to less than 20

f his hit point total

Special Oeridians who are members of the following

lasses may choose this feat Barbarians Rangers Paladins

Warriors and Fighters Fighters can gain this feat at rst level

A character may gain this feat after choosing the Endurance

nd Die-hard feats

You are well versed in many ghting styles However you

refer a less lethal approachBenet A character with this feat can use any blunt object

r bludgeoning weapon to cause non-lethal damage to his

pponent Weapons used in this way do half damage All

amage inicted in this manner is non-lethal

You have mastered the art of non-lethal damage

Benet As Sub-dual Focus above only the weapon does

ull damage all of it being sub-dual

Special Oeridians from Veluna taking Sub-dual Focus get

Greater Sub-dual Focus for free Other characters are required

o spend a second feat for Greater Sub-dual Focus

You have honed your skills in the subtle arts eschewing any

warrior instincts for a more deceptive approach

Benet A character with this feat receives a +2 competence

onus to both the Blu and Sense Motive skills The character

s equally adept at lying and discerning a lie

Special You may only take this feat as a 1st-level character

Only those characters from Ahlissa and North Kingdom may

ake this feat

S- F [G]

S- F G [G]

S [H]

T O P

Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti

Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves

Zilchus (LN god of power prestige inuence monbusiness)

Crsquo

C

G

T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073

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27

RACES OF OERTH

The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak

The Rhennee rmly believe they are from another world

nown as ldquoRhoprdquo In truth Rhop was a large island continent

ar removed from the Flanaess The distance is so great that

t could easily lead anyone to believe that Rhop was anotherworld

Natural talents possessed by the Rhennee strongly suggest

o scholars that the Rhennee have lived on or near large

odies of water for the racersquos entire existence Some sages

elieve that Rhop was ndash in reality ndash some type of ldquoElder

Beingrdquo possessed of supernatural powers and quite possibly

esembled some type of turtle-like creature Such a Being

would of necessity have been quite large possibly measuring

ome ve miles in radius Sages believed that either some

xternal ldquoforcerdquo removed the Rhennee from their living island

aradise or else this ldquoIsland Beingrdquo itself sent them away

While there is some debate upon the subject most sages

gree that the Rhennee are native to Oerth Sages also agree

hat after leaving their island home the Rhennee traveled to

he Flanaess and settled in and around the Adri Forest But

enturies ago they were driven out of this area as well -- by

he invading Oeridians

On the whole the Rhennee are still a young race Having

nally found their own niche within the societies of the Flanaess

eems to have caused their civilization to ourish especially

pon the Selitan river and the Nyr Dyv What happens to the

ace next remains to be seen

The Rhennee themselves have taken a generally neutral

pproach to their neighbors refusing to involve themselves

r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have

sed them for a variety of transportation services including

he delivery legal and illegal goods

Whether or not the legend of Rhop being some other world

s true or not one thing is certain the Rhennee people are not

eaving the Flanaess anytime soon

APPEARANCEThe Rhennee are often tan or olive skinned humans T

tend to be shorter than other human races and often stoc

displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w

between 140-175 lbs while female Rhennee average betw

4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co

are most often blue gray or hazel although green eyes

not unknown Their hair color is often black or dark bro

Curly hair is most common but wavy hair is not unknown

PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated

secretive most Rhennee have little regard for the other hu

races

Having been ostracized by the majority of human ra

Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp

and it is very rare to nd one amongst the Rhennee for

great length of time To the Rhennee nothing is more impor

than family and regardless of personal dierences it is ta

to go against the family and side with a Gajo

The Rhennee live almost exclusively upon the waterw

of the Flanaess making their homes on large barges A s

sect of Rhennee ndash known as the Attloi ndash travel in caravan

the area of the Adri Forest where many believe the Rhen

made their rst appearance in the Flanaess The majori

Rhennee reside in the central Flanaess remaining close to

Nyr Dyv which serves as a central focus for these people

Most other races of the Flanaess often consider the e

race of Rhennee as criminals and thieves While it is true

many Rhennee excel in the roguish arts relatively few

out right criminals The conict lies in the fact that to

Rhennee things which are considered the property of G

are actually considered ldquopublic propertyrdquo by the Rhennee

The Rhennee believe that if you cannot carry the item u

your person then it is open to public use To be fair even am

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28

hemselves the Rhennee practice this belief The exception to

his is items placed into a roped circle This practice dictates

hat the items should not be touched or removed The number

nd sequence of knots tied into the rope will show any and all

ust who it is that claims the roped property as their own

The Rhennee culture is very chauvinistic Males are the

eaders and may carry on their barge just as many wives as

hey can aord It should be noted however that each barge

r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda

cts as an advisor and a councilor to the leader in all of the

amilyrsquos aairs The Verda also serves as the tribersquos healer

nd herbalist She predicts the weather and sells fortunes to

he Gajos While male nobles rule the tribe none of them will

ontradict the Verda of their tribe

Interestingly Rhennee women must remain virgin until their

marriage while males are encouraged to take many lovers

But if a woman is found to have had sex before marriage she

s then forbidden to ever marry and must become a prostitute

r ldquoAuntardquo to the tribe Such a woman is often given a small

essel separate from the barges and is only welcome aboard

barge when she is servicing the Rhennee males on it

This custom seems strange to others given that most

Rhennee males will quickly start a ght if they believe that

Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for

he privilege of a night with one of these women For these

easons and others an Aunta is much more likely to leave the

arge-folk and seek a new life amongst the Gajos

All Rhennee are known to fear sickness child birth and

eath Since all three conditions are considered taboo If

Rhennee person is sick they are left with the wise women

f the tribe ndash the Verda ndash and no one will even visit with the

ick individual until the Verda deem it safe to do so If the sick

annot be cured or if there is the fear of infection then the

ick are sometimes simply cast out This rejection of the sick

n order to protect the tribe is considered even to out way any

amily tiesWomen who give birth must remain in seclusion with the

Verda for 40 days and 40 nights During this time no male

may see her she cannot even return to her husband until this

eriod is over The newly born child may be brought before

he father by the wise women but it is common place that the

hild is usually not seen until the wife returns to her husbandrsquos

ide

Women who give birth to an exceptional number of male

hildren have considerable authority within the tribe Age and

xperience also play an important role in Rhennee society For

xample older females possess considerably more power and

nuence than do younger woman within the tribe

Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become

Vethardquo sorceresses who are endowed with the powers of

Rhoprdquo Women who attain this standing ndash but are not actually

Verda ndash are now treated as though they were while actual

Verda who develop the Vetha abilities are considered nearly

divinerdquo in nature and are given a great range of freedoms in

egards to tribal aairs

Death by any cause is something that all Rhennee fear

For the barge-folk the deceasersquo body must be lled with

or sand and then wrapped in linen and cast into a large b

of water The Attloi on the other hand bury their dead

very often mark the grave as the site of a great evil Pries

Death Gods and Goddesses are greatly feared and consid

repulsive to the Rhennee peoples as are Necromancers

Though predominantly rogues all Rhennee males bec

adept with weapons and the most accomplished of t

become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe

warriors and enforcers Both elder males and the Darkha

are second only to the chieftain of the tribe

Rhennee earn most of what little income they have prim

through the transportation of goods and passengers altho

hunting shing trading and craft-work also play a role A

Rhennee are excellent Tinkerers though their reputation

such work may vary widely Sadly some Rhennee do pref

steal from the Gajos in order to make a living and this re

poorly on the race as a whole though Rhennee will not s

from each other

The Rhennee practice no known religion or at the le

no Gajo is aware of any formal Rhennee religion Wate

respected and honored by all the Rhennee so much so

the barge-folk have been known to clean dirty waterways

to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen

will willingly pollute a water source

Rhennee males like to wear tight-legged pantaloons l

tting shirts and leather jerkins Females wear long ow

sleeveless dresses with low-cut tops so as to entice t

males Rhennee women also like to wear charms made

mollusk shells and precious stones that are found near

the water The more colorful these garments and adornm

are the more they are liked by the Rhennee though b

and greens are easily the most popular colors

RELIGION

Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and

basis of their religious beliefs This thinking is reinforce

the practice among the Rhennee of ldquoVethardquo where som

their women are endowed with the sorcerous powers of

ldquoRhoprdquo

In the last few centuries some of the Rhennee

begun worshiping the elemental forces of water Still ot

participate in the sacricial rites of demonic and devilish c

Some of the Rhennee have even taken up the worship of s

Deities of the air though such Rhennee are few

Among the land dwelling Attloi some have taken up

service of Gods more commonly worshiped in the Flana

these include Fharlanghn Olidamarra and Istus Still

are those few who worship Celestian and Pelor

PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and

these skills as their trade Rhennee are taught from birt

swim and some are even conceived in the water

All Rhennee characters gain a +2 racial bonus to the ski

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29

f their profession (Boater) and swimming These are

onsidered class skills for all Rhennee characters Rhennee

haracters also have an innate ability for sleight of hand and

eceive a +2 bonus to this skill as well But they suer a ndash2 to

ll Diplomacy checks when dealing with other human races

Crafting hunting and shing are very common among the

Rhennee people They are also adept at preparing some of the

nest seafood dishes in all the Oerth

The land based Attloi keep horses and pack animals and use

hem to pull their wagons and haul their goods The Attloi are

killed performers excelling at dance wind instruments and

inging For this reason Attloi characters receive a +2 bonus

o animal handling and a +2 performance bonus in one of the

kills listed above

Like their waterborne brethren Attloi characters also excel

t sleight of hand and receive a +2 bonus to this skill But

hey also receive a -2 penalty to Diplomacy checks whenever

ealing with the other humans races The Attloi are skilled

raftsman and leather workers and make some of the nest

eather armor and goods to be found in the Flanaess

FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing

hey have to an army are the Darkhagard warriors who guardheir barges

Most Rhennee focus on martial skills which favor thrown

weapons single weapons dual weapons or a two handed

weapon style Wrestling and sticus matches commonly take

lace among the Rhennee people

Some Rhennee have developed a rope ghting style which

s used to trip bound or to escape an opponent This ghting

tyle is defensive in nature and is often used by older males

nd a few of the females among the barge-folk though it is a

much less common ghting style among the land based Attloi

The Rhennee have also developed a special racial weapon

alled the ldquoDarkhardquo This special weapon will only be found in

he possession of a tribal chief or his Darkhagards

RACIAL FEATSThe following is a list of racial feats that a Rhennee character

may take as hisher bonus feat

You have developed a sense for locating and spotting water in

ny quantity

Benet You receive a +2 competence bonus to Survival and

Knowledge (geography) skill checks Further you can obtain

p to two gallons of fresh water with a successful Survival skill

heck and up to two more gallons of water can be obtained for

very three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

Surprisingly more Attloi obtain this feat then Rhennee maybe

nes presence around bodies of water limits a knack for this

bility

You spend a great deal of time in the water and have impres

swimming skills

Benet You are able to hold their breath under water

number of rounds equal to three times your Constitution S

before suering any ill eects You receive a +2 compete

bonus to all swim skill checks

Special You may only take this feat as a 1st-level chara

Attloi cannot take this feat

You have a knack for catching large amounts of sh and o

aquatic game

Benet You receive a +4 competence bonus to Surv

checks when shing hunting aquatic game or gathe

aquatic plants

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but it should be noted

these cases are rare

You can communicate with all fresh water aquatic creatur

Benet So long as you do no harm to them or t

environment You can communicate with any fresh w

aquatic creatures including (crustaceans frogs and turt

Even if charmed both you and these creatures are giv

save in order to avoid the suggestion

You will not consume or harm any crustaceans or tu

like creatures nor will the character allow these creature

come to harm

If you are a Rhennee spell caster able to summon w

elemental creatures you may do so for twice the no

duration with zero chance of the elemental successrebelling against you Any water elemental summone

oppose you is twice as likely to rebel against its summ

and the duration of the spellrsquos eect is halved

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but instances are

common

You can see things beyond the limits of most mortals and h

a strong sense of your surroundings

Benet You receive a +2 competence bonus to all Initia

rolls and Spot checks On a successful Spot check (DC 30)

can sense where invisible creatures or objects are loca

but you cannot actually see them (Example A mage c

invisibility on himself prior to combat Without knowing h

there you make a successful Spot check You get a sens

where the invisible mage is but you cannot actually see

invisible mage)

Special You may only take this feat as a 1st-level chara

F W [H]

D [H]

R B [H]

K F [H]

S S [H]

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30

While much more prominent in females this feat is not

mited to them alone

Travelers Trade [Heritage]

You are ever on the move for the roads are your home

Benet You receive a +2 competence bonus to all Handle

Animal and Ride skill checks when dealing with any animal or

ehicle used in a caravan While traveling you also receive a

+2 competence bonus to all Survival skill checks

Special You may only take this feat as a 1st-level character

Rhennee cannot take this feat

Water Walker [Heritage]

You have a knack for operating barges and traversing your

essel through perilous waters

Benet You receive a +2 competence bonus to their

rofession (boater) skill and a +2 circumstance bonus to

etect weather and weatherrsquos eects on water conditions

while piloting their vessels

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

Contact with water rejuvenates and sustains you

Benet If you stand at least in knee deep water you

atigue at only half the normal rate In addition if you engage

n no strenuous activity while in a body of water you recover

it points equal to your Constitution bonus +1 for every three

ours in the water You may also hold your breath for a number

f rounds equal to twice your Constitution Score You must

ubmerge yourself in water for at least one hour each week

r he will begin to suer fatigue at twice the normal rate

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

You are more sensitive to the forces of nature often feeling

minor changes in the weather and environment which are

ometimes undetectable to animals

Benet You receive a +2 competence bonus to Survival

nd Knowledge (nature) skill checks You may predict weather

hanges up to six hours in advance including changes in

emperature Further with a successful Survival skill check

ou can predict the weather and up to two more hours more

or every three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

While much more prominent in females this feat is not limited

o them alone

T T [H]

W W [H]

W W [H]

IN SEARCH OF HOME

ldquoWe are the children with no landrdquo

ldquoForced to live in the unknownrdquo

ldquoWe sail this worlds waterwaysrdquo

ldquoIn search of yesterdays embracerdquo

ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo

ldquoShow us your unfurling facerdquo

ldquoWe are use to your disgracerdquo ldquo

You will one day atonerdquo

ldquoWhen we children return homerdquo

-Made famous by Artoli Medni

Rhennee bard

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31

The Suloise peoples had their origins outside of the Flanaess

South of the Crystalmist Mountains and west of the

Hellfurnaces

Many Suloise ed to the Flanaess to escape the constant

SuelBaklunish wars which eventually lead to the magical

evastation of their homeland These Suloise migrations

elped to displace many of the Flannae from their homelands

esulting in the Flannae being scattered far and wide

The ancient Suloise have passed on many of their traits to

heir descendants for good or bad Centuries ago the Suloise

oasted one of the greatest empires ever known to mankind

They learned the arts of sorcery and civilization from the

Olven-folk but in time the Suloise peoples surpassed even

heir Elven teachers in the manipulation of magic and used

his knowledge to forge the greatest empire of their time ndash the

Suel Imperium But they rejected the Elven peoplesrsquo warnings

bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies

The ancient Suloise were totalitarian in demeanor and

nslaved many peoples and races All peoples fell to the will

f the Suloise Imperium except for the ancient Baklunish

mpire The Suloise Imperium relied heavily upon magic and

t helped forged their empire Their magical experimentation

ead to the creation and engineering of altered races races

reated for the sole purpose of serving the empire

One of the most well known of these created races is the

Derro Many dwarves claim that the Derro existed long before

he Suel experimented on their kin and it is rumored that

he Derro are actually a blending of dwarves and humans

Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were

onducted before the Suel Imperium fell

The Suel Imperium fought the Baklunish Empire to a stand

till for control of eastern Oerik To break the stalemate the

Suloise brought about the Invoked Devastation This apparent

ictory over their enemies was short lived however as one of

he long forgotten Gods of the Baklunish chose to intervene

RACES OF OERTH

The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller

Gathering together the most powerful mages from am

his people within the stone circle of Tovag Baragu this

channeled much of His own power through these magici

supporting their retribution against the Imperium

This is the origin of the Rain of Colorless Fire which cov

all of the Suel Imperium in its inferno Were it not for

great seer Slerotin the Suloise peoples may well have b

destroyed but receiving premonitions of the impen

doom Slerotin gathered what noble families he could and

them through a magical tunnel ndash of his own creation ndash w

passed completely through the Hellfurnaces

All but one of the families ndash the Lerara ndash traveling

Slerotin arrived in the area of the Flanaess now known as

Yeomanry From there the Suloise peoples spread throug

the Flanaess founding nations for themselves often for

from the colonies of the Suel Imperium The noble fami

Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero

tunnel and reside there today

The most infamous and secretive society of the Suloi

indisputably the Scarlet Brotherhood headquartered on

Tilvanot Peninsula This Suloise organization has bases sp

out across the Flanaess and beyond So embroiled have

become in the aairs of the Flanaessrsquo nations this so-ca

secretive society is no longer as secretive as it once was W

the Scarlet Brotherhood is prominent in Shar they do

actually have control of the government there though

do exercise major inuence over all the Peninsularsquos aair

There is another Suloise organization called ldquoThose

must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in

Kingdom of Keoland Not much is known of the Silent O

though it is rumored that they seek to obtain forbidden ma

and ancient Suloise artifacts What their main goals ar

one knows for certain however those few who happen c

upon the Silent Tower and try to gain entrance are very o

not heard from again Whatever their main goal one thin

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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8162019 Oerth Journal 27pdf

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 17: Oerth Journal 27.pdf

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16

Acerak a cambion demilich who constructed his own labyrinth

or which every artisan or worker who aided in its construction

was locked away within its clutches Acerak would soon follow

ever a true empire in itself Many adventurers deemed it the

Tomb of Horrors for the atrocities committed and experienced

y those who entered the wretched place

The Kings of Burgess were the last of the just and noble

ations to fall to Vecnarsquos spider throne The nations of Fleeth

nd Almadia where intertwined those with the death of the

rincess of Fleeth Almadia was on its own to defend itself

rom the spider throne Vecna sort his vengeance against the

ity of Fleeth Once he slayed all her people save a few nobles

who submitted themselves to his mercy Vecna took Almadia

nd then set his sights on Burgess The only true threat to his

eign at the time of his Occluded Empire

Nuria was a contemporary of six realms of the grass sea

nd the Isles of Woe It traded magical wonders with the

itadel of Veralos ultimately it would be consumed into the

Great Kingdom Believed to have existed in what is now the

Kingdom of Nyrond The Flan population would intermingle

with their oeridian conquerors and become willing citizens of

The Great Kingdom

Perhaps one of the most troublesome of the lost Flan nations

re the tyrants of Trask Believed to have existed aroundhe Trask River in modern day North Kingdom The Tyrants

f Trask were responsible for the attacks on the elven city of

Summer Stars Evil and bellicose beyond refute the invading

erids of house Naelax had little choice but to wipe them

rom the face of Oerth Destroying much of their magic and

writings

Last in the line of benevolent Flannae rulers Ehlissa the

nchantress lived in what is now know as the United Kingdom

f Ahlissa some 1700 years ago and continued to reign in

er prehistoric kingdom for several centuries more Queen

hlissa has no issues she keep song birds as pets During her

eign her people knew peace and none of her subjects knew

overty or hunger Fair but ruthless willing to use her artifactQueen Ehlissarsquos Marvelous Nightingale to magically bend

er subjects to her will Her reign lasted up until the Great

Migrations during her reign she managed to prevent the force

ocked away in her Nightingale from escaping Presumably

ead none truly know what happen to Queen Ehlissa or her

amed Nightingale Little to noting remains of Flan culture in

his region Long ago Suel and oerid migrations took their toll

n her Kingdom Becoming part of the Great Kingdom of the

Aerdy and recently The United Kingdom of Ahlissa

APPEARANCEThe Flannae people are recognizable by their bronze

omplexions and wavy or curly hair With strong angular

eatures and heavy brows most Flan are easily discernible

rom other human racial types They tend to be of average to

tocky build sturdy and somewhat hirsute they are anything

ut the prototypical human type these days

Male Flannae average between 5rsquo 3rdquo to 5rsquo 6rdquo tall and weigh

etween 150-180 lbs Female Flannae average between 4rsquo8rdquo

o 5rsquo2rdquo tall and weigh between 110-130 lbs Of course taller

and heavier Flannae are possible

Their eyes are most commonly dark brown or black br

and amber appearing less frequently Their hair color is us

black but also ranges through shades of black-brown

brown and brown Curly and wavy hair is usual but some

have taken to straightening out there hair in recent times

The original Flan nomads of a millennium ago wore sim

utilitarian clothing including loincloths capes and lea

wrappings on their feet that served as shoes They also w

brightly colored body paints primarily vermilion and ye

ochre in primitive patterns a practice still common am

the surviving Rovers of the Barrens In civilized regions

clothing tends to follow current fashion though they still

to prefer solid bright primary colors

PERSONALITY AND CULTUREFlan are reclusive independent secretive quiet pract

hard-working and reserved Flan are natural hunters

gatherers imbued with survival instincts most learn to

o the land Flan tend to eat lean even when there i

over abundance of food available Many Flan prefer wate

milk to alcoholic beverages though some places espec

in Geo and Sterich mead and ale have become com

place Flannae are known for their enjoyment of nature winstruments hunting gathering dancing storytelling

family ancestry All Flan appear to be unemotional or slo

speak however those that succeed in gaining there trust

nd themselves a loyal passionate and jovial friend O

the human sub-races the Flan are more inclined to work

live among the demi-human races

Few nations boast a large Flan population these d

Geo Sterich Perrenland and the Wolf nomads sport

people mostly mixed with people of other human ethnici

Only the Roverrsquos of the Barrens and the people of Tehn s

a signicant stock of pure Flan-blooded people these day

The ancient Flan were able to carve out some of the m

successful and impressive nations known to man-kAhlissa Caerdiralor The Isles of Woe The Occluded Em

Tostenhca Sulm and Itar

The Kingdom of Caerdiralor was the seat of Ur-Flan po

Absconding from the Flan coexistence with nature The ur-

delved deeply into the dark arts and sort to use the destru

force of nature to bend all to their will Worship of Tiamat b

paramount to their society Many other obscure demonic

or immortal powers inuenced them as well Mokrsquoslyk

Serpent seemed to be inuential in gifting the ancient

people with the arcane arts The true nature of Mokrsquosly

unknown Though his inuence amongst all the Flan pe

is well documented throughout history Caerdiralor mee

end during its genocidal campaign against its gnomish dwarven neighbors It was an unknown catastrophe of t

capital city of Myrsyrna that ended the genocidal war and

the surviving elite eeing across the Sea of Gearnat to

Lands of the Rhugha

Meanwhile in the lands known as the Bright Desert tr

of Flan people began to embrace the teachings of Va

the Maker the Subtle Teacher Born a mortal Vathris ra

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17

imself to the cusp of immortality through his knowledge

eeds and wisdom Embracing the ideals of progress and

ngenuity Under Vathris guidance the six great tribes of the

rass-sea became six realms

The six realms at that time where known as Itar Sulm

Rhugha Ronhass Durha and Truun Itar was chief among

hese six realms as they embraced the teachings of Vathris

wholeheartedly Many of the other tribes struggled to shed

heir past beliefs and the most resistant of those realms where

he Rhugha and the Ronhass strange that two of the most

rominent realms in the great grass sea choose to war against

ach other on a mere slight that none can recall If not for

he interference of the other four realms the Ronhass would

urely have fallen into obscurity The only way to keep peace

mong the six realms was to divide a line directly through the

ands of the Rhugha and Ronhass The Truun were gifted this

ealm to maintain the peace Gifted horsemen themselves and

utnumbering both the Rhugha and Ronhass in size made the

Truun the most reasonable choice to police these realms

Though peace would not last that long The dark mystics and

riests of Caerdiralor found their way into the nobility of Sulm

ars They whispered honeyed words of peace and progress

nstead they used their knowledge of iron-craft and secretitive

ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic

nd technology brought to them by the Caerdiralorrsquos sought

o control the six realms and make them into one mighty

ation

Sulm would rule over the six realms uniting them in bloodshed

nder one banner Despite the numerous nations of horsemen

hat opposed them Sulmrsquos iron-shod legions proved too much

or the other realms The Itari posed the greatest threat to

Sulmrsquos machinations of dominance over the great grass sea

The decades long war ended when Vathris divine spark was

nded by a dark wicked barbed longspear In vengeance for

tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered

he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering

lis of Sennerae down into the deep blue void of the Sea of

Gearnat

Sulm would fall due to the machinations of their last king

Shattados Five hundred years after Keraptis was named

rotector over the Flan nation of Tostenhca Shattados

would don the Scorpion crown gifted to him by the lord of

ntropy himself Tharizdun The people were transformed

nto manscorpions and dune stalkers while Sulmrsquos grass sea

uickly converted into the sands which make up the lands of

he Bright Desert today

Tostenhca was a military protectorate under the leadership

f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences

nd craftsmens ship that could rival those of dwarven and

nomish races They also saw the height in taxation that was

trictly enforced by Keraptis regime Keraptis made good on

is threats to those who failed to follow his strict tyrannical

rders Though the city saw its greatest success under

Keraptis rule His over taxation and cruelty were ultimately his

downfall the people revoked and under the leadership of

High priest Gethrun Shoiraine destroyed the wizard hiera

and laid siege to Keraptis keep Defeated Keraptis ed to

south with his gnomish minions

Three hundred years later Keraptis would enact his reve

using the power from the Null Enigma found under W

Plume Mountain Keraptis cursed Tostenhca Which lea

the death of Tostenhcarsquos inhabitants Tostenhca was lost

forgotten save for the rumors of its gold laden rooftops

unsurpassed wealth Many an adventurer has meet their

searching for the lost wealth of Tostenhca Where on

proud and striving Flan nation stood only a cursed and ko

infested place remain Now referred to in the cold tongu

Skrellingshald ldquothe cursed Flan holdrdquo

Veralos the Lost Citadel of the Flan was a fortress

upon the edge of the Rift Canyon in ancient times and

fealty to the wizards priests of the Isles of Woe Elite scho

artisans and mystics from all walks of life where sent he

develop their craft for the betterment of all Flan-kind Tho

the wizard priests of the isles of Woe were well entrenc

into Veralos social structure Little discovered behind

fortied walls escaped their attention Well after The Isle

Woe plunged beneath its watery depths into oblivion Ver

continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel

a sleeping power from within the Rift that would crum

the hidden citadel and its people for all time Even with

successful foray initiated by the company of seven M

scholars believe Veralos to be just another myth surroun

by an uninhabitable region of the Flannaes

The ldquosurvivalist instinctrdquo is forever present within the m

and hearts of the Flannae peoples and they nd ways to

exist in their lands regardless of their circumstances

nations of pure Flan decent survive these days save the Ro

of the Barren and Tenha The Wolf nomads The Sheldo

Valley Perrenland and the Theocracy of the Pale are p

that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o

human cultures cementing part of their religious and cul

inuences amongst them all

A great many Flannae grow-up to become farmers herd

druids bards rangers and mages of renown Being inst

from early childhood with a profound respect for natur

all its forms Flannae have studied the aspects of nature

their place in it at one time or another Most Flannae h

at least a rudimentary understanding of farming herd

animal husbandry agriculture geography and wea

patterns Many Flannae plant a tree in front of their home

in a garden where they have easy access to As long as

tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of

luck and one should pick up and leave the place behind th

The skill of manufacturing leather and wooden crafts is

highly respected among the Flannae peoples Many a Flan

crafted a ute from a branch that had fell during a st

Tanning was and still is a common practice of many Flan

people The hides are highly prized for use as clothing

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18

rmor A naturally peaceful people skills such as dancing and

inging are often manifested in Flannae from all walks of life

RELIGIONThe Flannae peoples seem to have a particular fondness

or gods representing nature The Flannae Pantheon mostly

onsists of gods from the Old Faith With Beory and Obad-

Hai being the gods most commonly associated with the old

aith Over the years dierent cultures have altered the

riginal gods associated with the Old Faith save Beory and

Obad-Hai who are always present among their number The

riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn

ord Incabulos (in some Flan cultures he is replaced by the

oddess Berei) and The Lord of Winter Nerull Originally all

were neutral aspects though Incabulos became associated

with plagues and suering making many followers of the old

aith wish for the Lord of Winter to end their suering As such

very winter Obad -Hai is slain by the lord of winter It is the

ord of spring that releases Obad-Hai from the summer tree

He has Berei assist him with the burial of Obad-Hai Where he

s buried Mother Beoryrsquos tears revive him and a young sapling

rows which drops the fruit that hatches a young Obad-Hai

nce again in the spring By the summer he is fully grown and

trong the Stag King leading the wild hunt against those that

would dele nature During autumn he grows into a weathered

ld man waiting for the winter lord to slay him once again

There is a belief amongst the Old Faith that should Pelor fail

o bury Obad-Hai after seven days He will be gone forever

nd Oerth will forever be plunged into an eternal winter

The Flannae Pantheon consists of Allitur Beory Berei

Boccob Celene Earth Dragon Ehlonna Grummush (amongst

he early Flan he was thought a chief rival of Obad-Hai in

he old faith he was once known as the autumn lord and

was replaced by Incabulous after he established himself as

he chief patron of the orcish pantheon)Obad-Hai Pelor

ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and

Zodal

Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are

he primary recipients of Flannae worship in the Flannaess

hough all the gods of the pantheon receive varying amounts

f veneration token though they may be Many others

ave lost a direct association with the Flan pantheon and

re not mentioned here Though in truth about 90 of the

lan pantheon is considered part of the common pantheon

f gods As the oeridians stopped worshipping Sol and have

ully adopted Pelor into their pantheon of gods Beory is

onsidered the mother of the gods and only in the baklunish

west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the

most diminished of the human races currently bordering or

ccupying the Flannaes However they have cemented their

ustoms and traditions into every human species they have

ver come across Most notable of them all are the Oeridians

nd to a lesser extent the Suloise people

PROFESSIONS AND SKILLSThe Flannae have developed many and various skills

the centuries and in that time those professions and s

have changed little regardless of their location upon the O

-- as such all Flannae characters gain a + 2 racial bonu

two of the following skills Knowledge (nature) Knowle

(geography) Knowledge (the planes) Survival Ha

Animal Profession (tanner) Profession (animal breed

Profession (grain farmer) Dancing Singing or Ride T

skills are considered Class Skills for all Flannae character

Flannae characters are so attuned to nature that many

learned languages common amongst the fey races As

Flannae characters may take the Sylvan tongue as secon

language

The ancient Flannae also dwelled and worshipped dem

like they do gods these days Many have learned the Aby

tongue of demons and a few have learned the infe

languages of devils as a secondary language Note D

may require one of the following feats to be taken (Tai

Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o

to explain where the character has developed their knowle

of these languages

Flannae characters hailing from nations within the Sheldo

Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla

are exposed -- or have been exposed -- to atrocities dea

them by giants or other creatures driven from their home

an invasion of giants

FIGHTING STYLESThe ancient Flannae peoples where associated with prim

ghting styles few of which see use today Many Flan

where accomplished horsemen Most preferred to ride

their opponents armed with spears and axes Some ca

sickles to sacrice their enemies to the old gods Archery

horseback saw some usage mostly among the Itari and

by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we

maintaining their lands

In Geo and Sterich many of the Flan in these nations

adopted the sword as their main weapon While it se

this tradition was inspired by the oerids of these lands

Flan embody the spirit of their ancient brethren by run

headlong into battle naked armed only with their swords

handed weapons have also become common place as

tend to be more useful in damaging the giants which

these lands Long-bowmen have just begun to see m

usage as they allow one to keep a long distance from t

enemy short-bow use is more common especially when ri

horseback

The Wolf nomads favor the spear throwing axe and

their ancestors used in battle Some carry a spiked lea

gauntlets or the punching dagger and curved blades of t

baklunish ancestors alongside their wolf companions

In Perrenland polearms see much use especially amo

the mercenary companies Mercenaries from Perrenland

highly valued in the armies they serve Their ability espec

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19

n defense measurements are highly sort after Shortswords

xes spears shields and hunting knives are also common

lace with crossbows seeing little use in this region The most

killed pikemen and halberdiers are often from Perrenland

Having pushed back many a marauding army Most military

men in Perrenland learned their craft as mercenaries Fighting

n the opposite sides of warring parties However it is the

are mercenary who fellrsquos one of his kin This has served them

well when being hired to route fellow countrymen from the

pposing army ranks Only to nd them bolstering the ranks

f the mercenary army sent to dispose of them

One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra

urden of heavy armor and few would don any armor that

weighs more than forty pounds

Naval combat is something most Flan nations these days

now little about Many of their nations do not border large

odies of water capable of supporting naval units In ancient

mes the Isles of Woe and Caerdiralor supported naval units

Ahlissa presumably had the largest naval unit of all Flan

ations Though they also saw little usage as naval combat

was not as advanced as it is now in present day Oerth Instead

most naval units merely supported the transportation of

roops Perhaps naval units were more commonplace when

he Pomarj was a heavily populated Flan nation Though as

ar as historians can tell this area was populated by primitive

solationists who later were absorb into the migrating Suel

opulation Eventually only traces of Flan culture exist With

ltars and shrines devoting worship to the earth dragon

aramount among these ndings

The Flan present in the Theocracy of the Pale have been

bsorbed into the Oeridian way of life In truth little of their

ways exist in the Pale these days Many of their ghting

ormations and weapon usage mimics those of their Oeridian

rethren

RACIAL FEATSThe following is a list of racial and heritage feats that an

lannae character may take as hisher bonus feat

While some Flan from all walks of life are imbued with the

lood line of Caerdiralor You have a stronger connection

raced back to a mixture of the Sulmi bloodline with the

urvivors who ed the doomed nation when they crossed the

Sea of Gearnat

Benet A Caerdiralor Flan receives a +2 to saves against

pells from the necromantic school of magic If they have the

bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic

Special You may only take this feat as a 1st-level character

You are a descendant of the ancient Itari Flan whose forward-

hinking permitted them access to the ways of Vathris the

B C[H]

B I [H]

B D [H]

B R R [H]

maker

Benet An Itari Flan receives +2 skill bonuses to both

Knowledge (nature) and Diplomacy skills The character

easily sway someonersquos reaction by two categories for e

successful Diplomacy roll

Special You may only take this feat as a 1st-level chara

The characters Diplomacy score must be equal to or gre

than the characters level he is trying to persuade Other

the characters Diplomacy can only improve reactions rol

one category

You are a descendant of the Durha Flan some of the m

backward thinking and barbaric of the Flan people

Benet The Durha were some of the most determ

warriors However determination and skill are two die

things As such these characters gain 1 extra hit point

character level

Those with this bloodline may remain active at less

zero hit points with a successful Willpower save with a

DC of 12 plus the amount of damage suered below z

Example Fleg was struck by a club bringing his hit point

to - 3 hit points Fleg wills himself to maintain ghting on

rolls a 16 for his Will save to overcome his wounds S

Fleg is at -3 hit points he needed a 15 to remain active

remains active and is not struck again in combat Howeve

now requires a successful Willpower save DC 16 to cont

ghting as he cannot become stable while remaining activ

combat

Special You may only take this feat as a 1st-level chara

You are a descendant of the RhughaRonhass Flan While

Rhugha and the Ronhass were both intimately related to

other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron

were skilled horseman only because they were as stubbor

the mules they trained and lived with

Benet A RhughaRonhass Flan receives a +2 compet

bonus to their Ride skill (horses) and Handle Animal

(horses) They also receive a +2 to saves against spel

abilities to charm or enthrall them Spells that control emot

can aect them if it induces anger

Special You may only take this feat as a 1st-l

character Diplomacy is never a class skill for a character

this bloodline Diplomacy is treated as a non-class skill

receives all the limitations of a non-class skill for those

this bloodline regardless of which class they belong too

You are a descendant of the Sulmi Flan The ancient S

were always very ambitious determined to complete a tas

matter the cost This endearing trait led them to incorpora

the teachings of Caerdiralor into their society However s

B S [H]

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20

ure strains of this bloodline exist

Benet A Sulmi Flan receives a +4 insight bonus to any

kill roll once per day This does not guarantee success but

hows there determination in completing a task

Special You may only take this feat as a 1st-level character

The DM should penalize characters with this feat who give up

task too often or too easily

You are a descendant of the Truun Flan Much like the Rhugha

Ronhass the ancient Truun were skilled horsemen that

ttacked in large groups However the Truun did not share

he stubbornness their Rhugha and Ronhass brethren were

amous for

Benet A Truun Flan receives a +2 competence bonus

o their Ride skill (horses) and Handle Animal skill (horses)

A Truun that makes a successful Ride skill check in combat

lso receives a +1 competence bonus to attack rolls while on

orseback

Special You may only take this feat as a 1st-level character

You bear the mark of Demogorgon prince of all demons

Benet A character with this feat can telepathically

ommunicate with a creature in close range (25ft) much

ke a detect thoughts spell A targetrsquos successful Willpower

ave prevents you from reading its thoughts the save DC

=character level + 2 + highest non-physical attribute bonus

Intelligence Wisdom or Charisma]

However you also receive telepathic signals from all demon-

ind The latter is never at ease You struggle to control

he telepathic communication from demons a successful

Willpower save (DC demonrsquos hit dice + charisma bonus) is

equired whenever the character wants to actively block out

his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2

enalty on attack rolls saving throws skill checks and ability

hecks) until a successful Willpower save is made Because

he character has a volatile nature he gains a +2 insight

onus to all Intimidate skill checks and his telepathic link with

emon-kind grants him a +2 insight bonus to his Knowledge

the planes) skill checks Because the character is telepathic

e gains a +1 insight bonus to all initiative rolls

However the character always exudes a faint evil aura due

o the mark regardless of the characters actual alignment

Special You may only take this feat as a 1st-level character

You were born with a slightly forked tongue granting greater

ptitude with magic

Benet A character with Mokrsquoslykrsquos Tongue gains +2

ompetence bonus to either his Knowledge (arcana) or

Spellcraft skills The character also gains a +1 to their caster

evel when overcoming resistance for spells cast with a verbal

B T [H]

M S B [H]

Mrsquo T [H]

O A [H]

O F [H]

T T [H]

T T [H]

V T [H]

component

Special You may only take this feat as a 1st-level chara

You share some ancestry with those that lent their ma

might to the defense and expansion of Vecnarsquos Occlu

Empire

Benet Vecnarsquos Occluded Empire was well known fo

use of dark and secretive magical might As a descen

of this region you receive a +2 competence bonus to

Knowledge (arcana) and Knowledge (the planes) skills

Special You may only take this feat as a 1st-level chara

While many modern day Flan follow many faiths you fo

the ancients ways of your people

Benet A character with this feat receives a +2 compet

bonus to their Knowledge (religion) and Knowledge (nat

skills

Special You may only take this feat as a 1st-level chara

must follow Old Faith

You bear the taint of Tiamatrsquos followers

Benet A character with this feat has slightly scaly

that is noticeable by touch only and gains a +1 natural a

bonus They also gain a +4 resistance bonus to one of

following energy types acid electricity re or frost

Further the character also receives a +2 insight bonus t

Sense Motive checks to detect malicious intents or auras

as an evil spell or power register

However the character always exudes a faint evil aura

to the taint regardless of the characters actual alignmen

Special You may only take this feat as a 1st-level chara

You bear the artice and skill the the Tostencha people w

famous for

Benet This character may add +2 to one Craft sk

their choice The character also gains a +2 to their Appr

skill checks

Special You may only take this feat as a 1st-level chara

You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any

Knowledge skills and add a +2 competence bonus to t

skills or they make take one non-class knowledge skill

use it as a class skill without any penalty for skill improvem

cost

Then there are those who follow the teachings of Vathr

the god of lost causes and revenge These latter charac

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21

eceive a +2 to saves against poison or magic that would

ring them death or below zero hit points They also stand a

0 chance of becoming stable when brought below zero hit

oints instead of the normal 10 chance of most people

Special You may only take this feat as a 1st-level character

You are exceptionally skilled and versed in the workings of

he world

Benet A character with this feat gains 4 extra skill points

t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class

Also Knowledge skills can be increased by one more point

han usually allowed per character level A rst level character

with this feat may have a Knowledge skill with up to ve ranks

t rst level

Special You may only take this feat as a 1st-level character

V S I [H]

The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4

T F P

Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a

hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)

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23

PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged

traightforward and pragmatic Oeridians are taught from the

arliest age to respect authority and those who bear arms

Their interests lay in exploration hunting ghting and empire

uilding The history of their people give them right to boast

Oeridians are prone to take charge in dicult situations and

et they respect their superiors and sacrice for the good of

whatever cause or group they believe in Oeridians are known

or their enjoyment of songs celebration physical games

nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly

egarded by other races

There are three prominent Oeridian tribes The Aerdi best

nown for establishing The Great Kingdom The Nyrondal

f the Kingdom of Nyrond and the Vollar of the Prelacy of

Veluna are the other two prominent tribes of Oeridians Other

ribes do exist -- or have existed -- but they have become

ntermingled with other cultures

The Kingdom of Furyondy has a signicant Vollar presence

n its border with the Prelacy of Veluna however the Vollar

n both sides of the border have intermingled extensively with

he other peoples of these nations

The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of

he Flannaess but is now but a shadow of what it once was

aving splintered into two separate and distinct kingdoms

North Kingdom and The United Kingdom of Ahlissa Neither

f these current kingdoms is in control of the former capital

f Rauxes Decades of inghting magical atrocities and the

ramping of undead armies across the land have devastated

he area around the former capital

Most Oeridians now living in these lands tend to be less than

traightforward compared to their brothers in other lands

eing much more conniving and preferring to avoid direct

onict They seek instead to manipulate their adversaries

uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This

ttitude has served to lessen both the military presence and

nuence of the Church of Hextor

The Kingdoms of Furyondy and Nyrond as well as the former

Shield Lands are able to boast Oeridians of purest blood

Though the Shield Lands have been overrun by the forces of

uz the Oeridians still living there show real determination

nd the erce spirit of the race The Oeridians in these lands

ontinue the struggle against the occupying forces of Iuz the

nly exception being the Oeridians of Nyrond

The Oeridians of Nyrond mirror the condition of the Kingdom

tself they are poverty stricken This situation leaves them in

very poor position to wage an oensive war against the ldquoOld

Onerdquo However the Oeridians of Nyrond remain ever vigilant

f the Old Onersquos designs on their territories and are prepared

hough their stance must be defensive in nature

The ldquowarrior coderdquo is forever present within the minds and

earts of the Oeridian peoples and they nd ways to defend

heir lands regardless of their circumstances Defensively

uryondy is currently in the best shape of all the Oeridian

nations due to their being aided in securing their border

their Velunese neighbors In addition the Church of Heiron

has an ever growing inuence amongst the Oeridian peo

in these two nations and the Priests and Paladins of His ch

are highly regarded by the peoples of these two kingdom

The Oeridian peoples have learned to work well with o

human races and nowhere is this truth more evident tha

the Sheldomar valley and the Kingdom of Keoland In Keo

a minority of Oeridian and Suloise nobles enjoy a peaceful

over a Flannae majority

In the Prelacy of Veluna a considerable populatio

intermingled Oeridian and Flannae peoples also live toge

peacefully Rao serves as this nationrsquos chief deity but

church of Heironious is also well represented on the nat

Theocratic Council The Oeridian peoples of Keoland

Veluna are much more in control of their emotions then

their brethren in other nations and are therefore less like

fall prone to the more traditional overreaction of Oeridian

A great many Oeridians grow-up to become warriors B

instilled from early childhood with a profound respect for

and women of martial prowess most Oeridians have studie

least one melee weapon by the time they reach adulthoo

The skill of manufacturing weapons and armor is also h

respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are

naturally nimble people acrobatic skills such as dancing

tumbling are often manifested in Oeridians from all walk

life

RELIGIONThe Oeridian peoples seem to have a particular fondnes

martial gods The Oeridian Pantheon boasts no less than t

Gods of War and Battle Heironious Hextor and Stratis

is believed to be dead

All three war gods were mothered by Stern Alia God

of Motherhood Culture and Law three precepts which

important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St

was dominant in their ancient homeland which they be

was in western Oerik Some Oeridians still worship this fa

deity and repeat a legend associated with His death

whispered that at His death Stratisrsquo blood burned its

through the Oerth down into the Underdark and exposed

passageway to the drow settlement of Kalan-Grsquoeld Str

blood then turned into mists and still oats around

Underdark in clouds It is said that anyone touched by th

clouds is gifted with a portion of Stratisrsquo divine spark

The Oeridian Pantheon also consists of Bleredd Celes

Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku

Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri

collective name for the Oeridian agricultural gods Veln

Telchur Atroa Sotillion and Wenta

Heironious Hextor Fharlanghn Pholtus Pelor and Zil

are the primary recipients of Oeridian worship in the Flanna

though all the gods of the pantheon receive varying amo

of veneration token though they may be

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25

s another matter entirely If not for the considerable size of

heir eets these nations would be in serious trouble given

hat this is the one area in which the Suloise have bested

hem

The Oeridians of the former Great Kingdom prefer to ram an

nemyrsquos vessel and board them with marine units since their

and to hand tactics are superior to that of their opponents

However their naval tactics prove a contradiction in this

egard as Oeridian ships are built for strength rather than

peed and ranged combat seems to be the most eective

method against the Suloise vessels

The Peace loving Oeridians of Veluna have ample amounts

f military units cavalry infantry and archers However these

Oeridians prefer bludgeoning weapons Veluna is also known

o have the only man-catcher unit in existence While no

ne has yet seen it used on the eld of battle it is rumored

hat these units were responsible for quelling the upheavals

n the disputed lands of Bissel The man-catcher unit serves

mainly as an honor guard but gives frequent demonstrations

f its great prociency in the non-lethal use of their weapon

Although swordsmanship is practiced in Veluna it is viewed

rimarily as a sport rather than an instrument of war

RACIAL FEATSThe following is a list of racial feats that an Oeridian character

may take as hisher bonus feat

You have studied many dierent Aerdi styles of warfare

ranting you a mastery of the battleeld

Benet A character with the Aerdi Bloodline feat gains a +2

ompetence bonus to Alertness checks and a +1 competence

onus to hit with spear or short sword

Special You may only take this feat as a 1st-level character

You have exceptional skill on mounts and with Nyrondal

anged combat tactics

Benet A character with the Nyrondal Bloodline feat

ains a +2 competence bonus to Ride skill checks and a +1

ompetence bonus to hit with a rapier or bow

Special You may only take this feat as a 1st-level character

You are known for your scouting skills and defensive ghting

actics

Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and

+1 dodge bonus to their AC

Special You may only take this feat as a 1st-level character

A character must choose either Spot or Survival skill bonus at

st-level

B N [H]

B A [H]

B V [H]

C S [G]

D R [H]

H [GB]

You are skilled in battle and can sense when combat is a

to ensue

Benet Before combat begins a character with this

can make a wisdom check (DC 10+ frac12 opponents hit dice)

if successful the character gains a +2 insight bonus to t

saving throws or Armor Class either which can apply

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters need to meet a prerequisite to a

this feat a wisdom score of 13 or higher

You are nimble in battle and many of them study how to a

blows

Benet A character with this feat gains a +2 dodge bo

when not using armor or shields of any kind The chara

must have a weapon in his hand for the feat to work

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters can take this feat but the prerequ

is a Dexterity score of 13 or more

You have toughened your body to the point where they s

able to turn blades aside during battle

Benet A character with this feat gains a damage resista

of 2

Special You may only take this feat as a 1st-level chara

must take either Endurance or Toughness as a prerequisi

this feat

You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta

they may rage like a barbarian of equal level The chara

receives all bonuses and penalties associated with ragin

noted on page 25 of the 35 edition of the PHBThe chara

receives all bonuses and penalties associated with raging

noted on page 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level chara

Oeridians from Veluna cannot take this feat

You can be quite intimidating when you have to be

Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi

someone a second time even after an initial intimida

check has failed but without the +2 bonus on the sec

attempt

Special You may only take this feat as a 1st-level chara

O R [H]

O P [H]

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26

O G [H]

O S [H]

You have a greater aptitude towards grace and maneuverability

Benet A character with this feat gains a +2 competence

onus to all Balance and Tumbling skill checks

Special You may only take this feat as a 1st-level character

Your ghting spirit shows your resolve when the end is nigh

Benet A character with this feat gains a +2 competence

o hit and damage but only when reduced to less than 20

f his hit point total

Special Oeridians who are members of the following

lasses may choose this feat Barbarians Rangers Paladins

Warriors and Fighters Fighters can gain this feat at rst level

A character may gain this feat after choosing the Endurance

nd Die-hard feats

You are well versed in many ghting styles However you

refer a less lethal approachBenet A character with this feat can use any blunt object

r bludgeoning weapon to cause non-lethal damage to his

pponent Weapons used in this way do half damage All

amage inicted in this manner is non-lethal

You have mastered the art of non-lethal damage

Benet As Sub-dual Focus above only the weapon does

ull damage all of it being sub-dual

Special Oeridians from Veluna taking Sub-dual Focus get

Greater Sub-dual Focus for free Other characters are required

o spend a second feat for Greater Sub-dual Focus

You have honed your skills in the subtle arts eschewing any

warrior instincts for a more deceptive approach

Benet A character with this feat receives a +2 competence

onus to both the Blu and Sense Motive skills The character

s equally adept at lying and discerning a lie

Special You may only take this feat as a 1st-level character

Only those characters from Ahlissa and North Kingdom may

ake this feat

S- F [G]

S- F G [G]

S [H]

T O P

Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti

Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves

Zilchus (LN god of power prestige inuence monbusiness)

Crsquo

C

G

T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073

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27

RACES OF OERTH

The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak

The Rhennee rmly believe they are from another world

nown as ldquoRhoprdquo In truth Rhop was a large island continent

ar removed from the Flanaess The distance is so great that

t could easily lead anyone to believe that Rhop was anotherworld

Natural talents possessed by the Rhennee strongly suggest

o scholars that the Rhennee have lived on or near large

odies of water for the racersquos entire existence Some sages

elieve that Rhop was ndash in reality ndash some type of ldquoElder

Beingrdquo possessed of supernatural powers and quite possibly

esembled some type of turtle-like creature Such a Being

would of necessity have been quite large possibly measuring

ome ve miles in radius Sages believed that either some

xternal ldquoforcerdquo removed the Rhennee from their living island

aradise or else this ldquoIsland Beingrdquo itself sent them away

While there is some debate upon the subject most sages

gree that the Rhennee are native to Oerth Sages also agree

hat after leaving their island home the Rhennee traveled to

he Flanaess and settled in and around the Adri Forest But

enturies ago they were driven out of this area as well -- by

he invading Oeridians

On the whole the Rhennee are still a young race Having

nally found their own niche within the societies of the Flanaess

eems to have caused their civilization to ourish especially

pon the Selitan river and the Nyr Dyv What happens to the

ace next remains to be seen

The Rhennee themselves have taken a generally neutral

pproach to their neighbors refusing to involve themselves

r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have

sed them for a variety of transportation services including

he delivery legal and illegal goods

Whether or not the legend of Rhop being some other world

s true or not one thing is certain the Rhennee people are not

eaving the Flanaess anytime soon

APPEARANCEThe Rhennee are often tan or olive skinned humans T

tend to be shorter than other human races and often stoc

displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w

between 140-175 lbs while female Rhennee average betw

4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co

are most often blue gray or hazel although green eyes

not unknown Their hair color is often black or dark bro

Curly hair is most common but wavy hair is not unknown

PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated

secretive most Rhennee have little regard for the other hu

races

Having been ostracized by the majority of human ra

Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp

and it is very rare to nd one amongst the Rhennee for

great length of time To the Rhennee nothing is more impor

than family and regardless of personal dierences it is ta

to go against the family and side with a Gajo

The Rhennee live almost exclusively upon the waterw

of the Flanaess making their homes on large barges A s

sect of Rhennee ndash known as the Attloi ndash travel in caravan

the area of the Adri Forest where many believe the Rhen

made their rst appearance in the Flanaess The majori

Rhennee reside in the central Flanaess remaining close to

Nyr Dyv which serves as a central focus for these people

Most other races of the Flanaess often consider the e

race of Rhennee as criminals and thieves While it is true

many Rhennee excel in the roguish arts relatively few

out right criminals The conict lies in the fact that to

Rhennee things which are considered the property of G

are actually considered ldquopublic propertyrdquo by the Rhennee

The Rhennee believe that if you cannot carry the item u

your person then it is open to public use To be fair even am

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28

hemselves the Rhennee practice this belief The exception to

his is items placed into a roped circle This practice dictates

hat the items should not be touched or removed The number

nd sequence of knots tied into the rope will show any and all

ust who it is that claims the roped property as their own

The Rhennee culture is very chauvinistic Males are the

eaders and may carry on their barge just as many wives as

hey can aord It should be noted however that each barge

r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda

cts as an advisor and a councilor to the leader in all of the

amilyrsquos aairs The Verda also serves as the tribersquos healer

nd herbalist She predicts the weather and sells fortunes to

he Gajos While male nobles rule the tribe none of them will

ontradict the Verda of their tribe

Interestingly Rhennee women must remain virgin until their

marriage while males are encouraged to take many lovers

But if a woman is found to have had sex before marriage she

s then forbidden to ever marry and must become a prostitute

r ldquoAuntardquo to the tribe Such a woman is often given a small

essel separate from the barges and is only welcome aboard

barge when she is servicing the Rhennee males on it

This custom seems strange to others given that most

Rhennee males will quickly start a ght if they believe that

Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for

he privilege of a night with one of these women For these

easons and others an Aunta is much more likely to leave the

arge-folk and seek a new life amongst the Gajos

All Rhennee are known to fear sickness child birth and

eath Since all three conditions are considered taboo If

Rhennee person is sick they are left with the wise women

f the tribe ndash the Verda ndash and no one will even visit with the

ick individual until the Verda deem it safe to do so If the sick

annot be cured or if there is the fear of infection then the

ick are sometimes simply cast out This rejection of the sick

n order to protect the tribe is considered even to out way any

amily tiesWomen who give birth must remain in seclusion with the

Verda for 40 days and 40 nights During this time no male

may see her she cannot even return to her husband until this

eriod is over The newly born child may be brought before

he father by the wise women but it is common place that the

hild is usually not seen until the wife returns to her husbandrsquos

ide

Women who give birth to an exceptional number of male

hildren have considerable authority within the tribe Age and

xperience also play an important role in Rhennee society For

xample older females possess considerably more power and

nuence than do younger woman within the tribe

Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become

Vethardquo sorceresses who are endowed with the powers of

Rhoprdquo Women who attain this standing ndash but are not actually

Verda ndash are now treated as though they were while actual

Verda who develop the Vetha abilities are considered nearly

divinerdquo in nature and are given a great range of freedoms in

egards to tribal aairs

Death by any cause is something that all Rhennee fear

For the barge-folk the deceasersquo body must be lled with

or sand and then wrapped in linen and cast into a large b

of water The Attloi on the other hand bury their dead

very often mark the grave as the site of a great evil Pries

Death Gods and Goddesses are greatly feared and consid

repulsive to the Rhennee peoples as are Necromancers

Though predominantly rogues all Rhennee males bec

adept with weapons and the most accomplished of t

become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe

warriors and enforcers Both elder males and the Darkha

are second only to the chieftain of the tribe

Rhennee earn most of what little income they have prim

through the transportation of goods and passengers altho

hunting shing trading and craft-work also play a role A

Rhennee are excellent Tinkerers though their reputation

such work may vary widely Sadly some Rhennee do pref

steal from the Gajos in order to make a living and this re

poorly on the race as a whole though Rhennee will not s

from each other

The Rhennee practice no known religion or at the le

no Gajo is aware of any formal Rhennee religion Wate

respected and honored by all the Rhennee so much so

the barge-folk have been known to clean dirty waterways

to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen

will willingly pollute a water source

Rhennee males like to wear tight-legged pantaloons l

tting shirts and leather jerkins Females wear long ow

sleeveless dresses with low-cut tops so as to entice t

males Rhennee women also like to wear charms made

mollusk shells and precious stones that are found near

the water The more colorful these garments and adornm

are the more they are liked by the Rhennee though b

and greens are easily the most popular colors

RELIGION

Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and

basis of their religious beliefs This thinking is reinforce

the practice among the Rhennee of ldquoVethardquo where som

their women are endowed with the sorcerous powers of

ldquoRhoprdquo

In the last few centuries some of the Rhennee

begun worshiping the elemental forces of water Still ot

participate in the sacricial rites of demonic and devilish c

Some of the Rhennee have even taken up the worship of s

Deities of the air though such Rhennee are few

Among the land dwelling Attloi some have taken up

service of Gods more commonly worshiped in the Flana

these include Fharlanghn Olidamarra and Istus Still

are those few who worship Celestian and Pelor

PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and

these skills as their trade Rhennee are taught from birt

swim and some are even conceived in the water

All Rhennee characters gain a +2 racial bonus to the ski

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29

f their profession (Boater) and swimming These are

onsidered class skills for all Rhennee characters Rhennee

haracters also have an innate ability for sleight of hand and

eceive a +2 bonus to this skill as well But they suer a ndash2 to

ll Diplomacy checks when dealing with other human races

Crafting hunting and shing are very common among the

Rhennee people They are also adept at preparing some of the

nest seafood dishes in all the Oerth

The land based Attloi keep horses and pack animals and use

hem to pull their wagons and haul their goods The Attloi are

killed performers excelling at dance wind instruments and

inging For this reason Attloi characters receive a +2 bonus

o animal handling and a +2 performance bonus in one of the

kills listed above

Like their waterborne brethren Attloi characters also excel

t sleight of hand and receive a +2 bonus to this skill But

hey also receive a -2 penalty to Diplomacy checks whenever

ealing with the other humans races The Attloi are skilled

raftsman and leather workers and make some of the nest

eather armor and goods to be found in the Flanaess

FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing

hey have to an army are the Darkhagard warriors who guardheir barges

Most Rhennee focus on martial skills which favor thrown

weapons single weapons dual weapons or a two handed

weapon style Wrestling and sticus matches commonly take

lace among the Rhennee people

Some Rhennee have developed a rope ghting style which

s used to trip bound or to escape an opponent This ghting

tyle is defensive in nature and is often used by older males

nd a few of the females among the barge-folk though it is a

much less common ghting style among the land based Attloi

The Rhennee have also developed a special racial weapon

alled the ldquoDarkhardquo This special weapon will only be found in

he possession of a tribal chief or his Darkhagards

RACIAL FEATSThe following is a list of racial feats that a Rhennee character

may take as hisher bonus feat

You have developed a sense for locating and spotting water in

ny quantity

Benet You receive a +2 competence bonus to Survival and

Knowledge (geography) skill checks Further you can obtain

p to two gallons of fresh water with a successful Survival skill

heck and up to two more gallons of water can be obtained for

very three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

Surprisingly more Attloi obtain this feat then Rhennee maybe

nes presence around bodies of water limits a knack for this

bility

You spend a great deal of time in the water and have impres

swimming skills

Benet You are able to hold their breath under water

number of rounds equal to three times your Constitution S

before suering any ill eects You receive a +2 compete

bonus to all swim skill checks

Special You may only take this feat as a 1st-level chara

Attloi cannot take this feat

You have a knack for catching large amounts of sh and o

aquatic game

Benet You receive a +4 competence bonus to Surv

checks when shing hunting aquatic game or gathe

aquatic plants

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but it should be noted

these cases are rare

You can communicate with all fresh water aquatic creatur

Benet So long as you do no harm to them or t

environment You can communicate with any fresh w

aquatic creatures including (crustaceans frogs and turt

Even if charmed both you and these creatures are giv

save in order to avoid the suggestion

You will not consume or harm any crustaceans or tu

like creatures nor will the character allow these creature

come to harm

If you are a Rhennee spell caster able to summon w

elemental creatures you may do so for twice the no

duration with zero chance of the elemental successrebelling against you Any water elemental summone

oppose you is twice as likely to rebel against its summ

and the duration of the spellrsquos eect is halved

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but instances are

common

You can see things beyond the limits of most mortals and h

a strong sense of your surroundings

Benet You receive a +2 competence bonus to all Initia

rolls and Spot checks On a successful Spot check (DC 30)

can sense where invisible creatures or objects are loca

but you cannot actually see them (Example A mage c

invisibility on himself prior to combat Without knowing h

there you make a successful Spot check You get a sens

where the invisible mage is but you cannot actually see

invisible mage)

Special You may only take this feat as a 1st-level chara

F W [H]

D [H]

R B [H]

K F [H]

S S [H]

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30

While much more prominent in females this feat is not

mited to them alone

Travelers Trade [Heritage]

You are ever on the move for the roads are your home

Benet You receive a +2 competence bonus to all Handle

Animal and Ride skill checks when dealing with any animal or

ehicle used in a caravan While traveling you also receive a

+2 competence bonus to all Survival skill checks

Special You may only take this feat as a 1st-level character

Rhennee cannot take this feat

Water Walker [Heritage]

You have a knack for operating barges and traversing your

essel through perilous waters

Benet You receive a +2 competence bonus to their

rofession (boater) skill and a +2 circumstance bonus to

etect weather and weatherrsquos eects on water conditions

while piloting their vessels

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

Contact with water rejuvenates and sustains you

Benet If you stand at least in knee deep water you

atigue at only half the normal rate In addition if you engage

n no strenuous activity while in a body of water you recover

it points equal to your Constitution bonus +1 for every three

ours in the water You may also hold your breath for a number

f rounds equal to twice your Constitution Score You must

ubmerge yourself in water for at least one hour each week

r he will begin to suer fatigue at twice the normal rate

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

You are more sensitive to the forces of nature often feeling

minor changes in the weather and environment which are

ometimes undetectable to animals

Benet You receive a +2 competence bonus to Survival

nd Knowledge (nature) skill checks You may predict weather

hanges up to six hours in advance including changes in

emperature Further with a successful Survival skill check

ou can predict the weather and up to two more hours more

or every three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

While much more prominent in females this feat is not limited

o them alone

T T [H]

W W [H]

W W [H]

IN SEARCH OF HOME

ldquoWe are the children with no landrdquo

ldquoForced to live in the unknownrdquo

ldquoWe sail this worlds waterwaysrdquo

ldquoIn search of yesterdays embracerdquo

ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo

ldquoShow us your unfurling facerdquo

ldquoWe are use to your disgracerdquo ldquo

You will one day atonerdquo

ldquoWhen we children return homerdquo

-Made famous by Artoli Medni

Rhennee bard

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31

The Suloise peoples had their origins outside of the Flanaess

South of the Crystalmist Mountains and west of the

Hellfurnaces

Many Suloise ed to the Flanaess to escape the constant

SuelBaklunish wars which eventually lead to the magical

evastation of their homeland These Suloise migrations

elped to displace many of the Flannae from their homelands

esulting in the Flannae being scattered far and wide

The ancient Suloise have passed on many of their traits to

heir descendants for good or bad Centuries ago the Suloise

oasted one of the greatest empires ever known to mankind

They learned the arts of sorcery and civilization from the

Olven-folk but in time the Suloise peoples surpassed even

heir Elven teachers in the manipulation of magic and used

his knowledge to forge the greatest empire of their time ndash the

Suel Imperium But they rejected the Elven peoplesrsquo warnings

bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies

The ancient Suloise were totalitarian in demeanor and

nslaved many peoples and races All peoples fell to the will

f the Suloise Imperium except for the ancient Baklunish

mpire The Suloise Imperium relied heavily upon magic and

t helped forged their empire Their magical experimentation

ead to the creation and engineering of altered races races

reated for the sole purpose of serving the empire

One of the most well known of these created races is the

Derro Many dwarves claim that the Derro existed long before

he Suel experimented on their kin and it is rumored that

he Derro are actually a blending of dwarves and humans

Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were

onducted before the Suel Imperium fell

The Suel Imperium fought the Baklunish Empire to a stand

till for control of eastern Oerik To break the stalemate the

Suloise brought about the Invoked Devastation This apparent

ictory over their enemies was short lived however as one of

he long forgotten Gods of the Baklunish chose to intervene

RACES OF OERTH

The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller

Gathering together the most powerful mages from am

his people within the stone circle of Tovag Baragu this

channeled much of His own power through these magici

supporting their retribution against the Imperium

This is the origin of the Rain of Colorless Fire which cov

all of the Suel Imperium in its inferno Were it not for

great seer Slerotin the Suloise peoples may well have b

destroyed but receiving premonitions of the impen

doom Slerotin gathered what noble families he could and

them through a magical tunnel ndash of his own creation ndash w

passed completely through the Hellfurnaces

All but one of the families ndash the Lerara ndash traveling

Slerotin arrived in the area of the Flanaess now known as

Yeomanry From there the Suloise peoples spread throug

the Flanaess founding nations for themselves often for

from the colonies of the Suel Imperium The noble fami

Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero

tunnel and reside there today

The most infamous and secretive society of the Suloi

indisputably the Scarlet Brotherhood headquartered on

Tilvanot Peninsula This Suloise organization has bases sp

out across the Flanaess and beyond So embroiled have

become in the aairs of the Flanaessrsquo nations this so-ca

secretive society is no longer as secretive as it once was W

the Scarlet Brotherhood is prominent in Shar they do

actually have control of the government there though

do exercise major inuence over all the Peninsularsquos aair

There is another Suloise organization called ldquoThose

must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in

Kingdom of Keoland Not much is known of the Silent O

though it is rumored that they seek to obtain forbidden ma

and ancient Suloise artifacts What their main goals ar

one knows for certain however those few who happen c

upon the Silent Tower and try to gain entrance are very o

not heard from again Whatever their main goal one thin

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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8162019 Oerth Journal 27pdf

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 18: Oerth Journal 27.pdf

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17

imself to the cusp of immortality through his knowledge

eeds and wisdom Embracing the ideals of progress and

ngenuity Under Vathris guidance the six great tribes of the

rass-sea became six realms

The six realms at that time where known as Itar Sulm

Rhugha Ronhass Durha and Truun Itar was chief among

hese six realms as they embraced the teachings of Vathris

wholeheartedly Many of the other tribes struggled to shed

heir past beliefs and the most resistant of those realms where

he Rhugha and the Ronhass strange that two of the most

rominent realms in the great grass sea choose to war against

ach other on a mere slight that none can recall If not for

he interference of the other four realms the Ronhass would

urely have fallen into obscurity The only way to keep peace

mong the six realms was to divide a line directly through the

ands of the Rhugha and Ronhass The Truun were gifted this

ealm to maintain the peace Gifted horsemen themselves and

utnumbering both the Rhugha and Ronhass in size made the

Truun the most reasonable choice to police these realms

Though peace would not last that long The dark mystics and

riests of Caerdiralor found their way into the nobility of Sulm

ars They whispered honeyed words of peace and progress

nstead they used their knowledge of iron-craft and secretitive

ark magicrsquos to inuence Sulm away from the teachings ofVathris Sulmrsquos nobility enthralled by the advances in magic

nd technology brought to them by the Caerdiralorrsquos sought

o control the six realms and make them into one mighty

ation

Sulm would rule over the six realms uniting them in bloodshed

nder one banner Despite the numerous nations of horsemen

hat opposed them Sulmrsquos iron-shod legions proved too much

or the other realms The Itari posed the greatest threat to

Sulmrsquos machinations of dominance over the great grass sea

The decades long war ended when Vathris divine spark was

nded by a dark wicked barbed longspear In vengeance for

tarrsquos tenacious defense Sulmrsquos wicked sorcerer-king ordered

he destruction of Itarrsquos capital Sennerae An earthquakeummoned by the dark mystics of Sulm brought the towering

lis of Sennerae down into the deep blue void of the Sea of

Gearnat

Sulm would fall due to the machinations of their last king

Shattados Five hundred years after Keraptis was named

rotector over the Flan nation of Tostenhca Shattados

would don the Scorpion crown gifted to him by the lord of

ntropy himself Tharizdun The people were transformed

nto manscorpions and dune stalkers while Sulmrsquos grass sea

uickly converted into the sands which make up the lands of

he Bright Desert today

Tostenhca was a military protectorate under the leadership

f Keraptis the people saw great strides in production ofmineral wealth hanging gardens of agricultural sciences

nd craftsmens ship that could rival those of dwarven and

nomish races They also saw the height in taxation that was

trictly enforced by Keraptis regime Keraptis made good on

is threats to those who failed to follow his strict tyrannical

rders Though the city saw its greatest success under

Keraptis rule His over taxation and cruelty were ultimately his

downfall the people revoked and under the leadership of

High priest Gethrun Shoiraine destroyed the wizard hiera

and laid siege to Keraptis keep Defeated Keraptis ed to

south with his gnomish minions

Three hundred years later Keraptis would enact his reve

using the power from the Null Enigma found under W

Plume Mountain Keraptis cursed Tostenhca Which lea

the death of Tostenhcarsquos inhabitants Tostenhca was lost

forgotten save for the rumors of its gold laden rooftops

unsurpassed wealth Many an adventurer has meet their

searching for the lost wealth of Tostenhca Where on

proud and striving Flan nation stood only a cursed and ko

infested place remain Now referred to in the cold tongu

Skrellingshald ldquothe cursed Flan holdrdquo

Veralos the Lost Citadel of the Flan was a fortress

upon the edge of the Rift Canyon in ancient times and

fealty to the wizards priests of the Isles of Woe Elite scho

artisans and mystics from all walks of life where sent he

develop their craft for the betterment of all Flan-kind Tho

the wizard priests of the isles of Woe were well entrenc

into Veralos social structure Little discovered behind

fortied walls escaped their attention Well after The Isle

Woe plunged beneath its watery depths into oblivion Ver

continued on though fearful of the rampant lion neacloser to its hallowed walls Veralos would unknowingly rel

a sleeping power from within the Rift that would crum

the hidden citadel and its people for all time Even with

successful foray initiated by the company of seven M

scholars believe Veralos to be just another myth surroun

by an uninhabitable region of the Flannaes

The ldquosurvivalist instinctrdquo is forever present within the m

and hearts of the Flannae peoples and they nd ways to

exist in their lands regardless of their circumstances

nations of pure Flan decent survive these days save the Ro

of the Barren and Tenha The Wolf nomads The Sheldo

Valley Perrenland and the Theocracy of the Pale are p

that the survivalist instinct can prevail While these natare not of pure Flan descent they have intermingled with o

human cultures cementing part of their religious and cul

inuences amongst them all

A great many Flannae grow-up to become farmers herd

druids bards rangers and mages of renown Being inst

from early childhood with a profound respect for natur

all its forms Flannae have studied the aspects of nature

their place in it at one time or another Most Flannae h

at least a rudimentary understanding of farming herd

animal husbandry agriculture geography and wea

patterns Many Flannae plant a tree in front of their home

in a garden where they have easy access to As long as

tree remains alive and well the place is considered safe Itree should be damaged or die it is considered a sign of

luck and one should pick up and leave the place behind th

The skill of manufacturing leather and wooden crafts is

highly respected among the Flannae peoples Many a Flan

crafted a ute from a branch that had fell during a st

Tanning was and still is a common practice of many Flan

people The hides are highly prized for use as clothing

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18

rmor A naturally peaceful people skills such as dancing and

inging are often manifested in Flannae from all walks of life

RELIGIONThe Flannae peoples seem to have a particular fondness

or gods representing nature The Flannae Pantheon mostly

onsists of gods from the Old Faith With Beory and Obad-

Hai being the gods most commonly associated with the old

aith Over the years dierent cultures have altered the

riginal gods associated with the Old Faith save Beory and

Obad-Hai who are always present among their number The

riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn

ord Incabulos (in some Flan cultures he is replaced by the

oddess Berei) and The Lord of Winter Nerull Originally all

were neutral aspects though Incabulos became associated

with plagues and suering making many followers of the old

aith wish for the Lord of Winter to end their suering As such

very winter Obad -Hai is slain by the lord of winter It is the

ord of spring that releases Obad-Hai from the summer tree

He has Berei assist him with the burial of Obad-Hai Where he

s buried Mother Beoryrsquos tears revive him and a young sapling

rows which drops the fruit that hatches a young Obad-Hai

nce again in the spring By the summer he is fully grown and

trong the Stag King leading the wild hunt against those that

would dele nature During autumn he grows into a weathered

ld man waiting for the winter lord to slay him once again

There is a belief amongst the Old Faith that should Pelor fail

o bury Obad-Hai after seven days He will be gone forever

nd Oerth will forever be plunged into an eternal winter

The Flannae Pantheon consists of Allitur Beory Berei

Boccob Celene Earth Dragon Ehlonna Grummush (amongst

he early Flan he was thought a chief rival of Obad-Hai in

he old faith he was once known as the autumn lord and

was replaced by Incabulous after he established himself as

he chief patron of the orcish pantheon)Obad-Hai Pelor

ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and

Zodal

Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are

he primary recipients of Flannae worship in the Flannaess

hough all the gods of the pantheon receive varying amounts

f veneration token though they may be Many others

ave lost a direct association with the Flan pantheon and

re not mentioned here Though in truth about 90 of the

lan pantheon is considered part of the common pantheon

f gods As the oeridians stopped worshipping Sol and have

ully adopted Pelor into their pantheon of gods Beory is

onsidered the mother of the gods and only in the baklunish

west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the

most diminished of the human races currently bordering or

ccupying the Flannaes However they have cemented their

ustoms and traditions into every human species they have

ver come across Most notable of them all are the Oeridians

nd to a lesser extent the Suloise people

PROFESSIONS AND SKILLSThe Flannae have developed many and various skills

the centuries and in that time those professions and s

have changed little regardless of their location upon the O

-- as such all Flannae characters gain a + 2 racial bonu

two of the following skills Knowledge (nature) Knowle

(geography) Knowledge (the planes) Survival Ha

Animal Profession (tanner) Profession (animal breed

Profession (grain farmer) Dancing Singing or Ride T

skills are considered Class Skills for all Flannae character

Flannae characters are so attuned to nature that many

learned languages common amongst the fey races As

Flannae characters may take the Sylvan tongue as secon

language

The ancient Flannae also dwelled and worshipped dem

like they do gods these days Many have learned the Aby

tongue of demons and a few have learned the infe

languages of devils as a secondary language Note D

may require one of the following feats to be taken (Tai

Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o

to explain where the character has developed their knowle

of these languages

Flannae characters hailing from nations within the Sheldo

Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla

are exposed -- or have been exposed -- to atrocities dea

them by giants or other creatures driven from their home

an invasion of giants

FIGHTING STYLESThe ancient Flannae peoples where associated with prim

ghting styles few of which see use today Many Flan

where accomplished horsemen Most preferred to ride

their opponents armed with spears and axes Some ca

sickles to sacrice their enemies to the old gods Archery

horseback saw some usage mostly among the Itari and

by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we

maintaining their lands

In Geo and Sterich many of the Flan in these nations

adopted the sword as their main weapon While it se

this tradition was inspired by the oerids of these lands

Flan embody the spirit of their ancient brethren by run

headlong into battle naked armed only with their swords

handed weapons have also become common place as

tend to be more useful in damaging the giants which

these lands Long-bowmen have just begun to see m

usage as they allow one to keep a long distance from t

enemy short-bow use is more common especially when ri

horseback

The Wolf nomads favor the spear throwing axe and

their ancestors used in battle Some carry a spiked lea

gauntlets or the punching dagger and curved blades of t

baklunish ancestors alongside their wolf companions

In Perrenland polearms see much use especially amo

the mercenary companies Mercenaries from Perrenland

highly valued in the armies they serve Their ability espec

8162019 Oerth Journal 27pdf

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19

n defense measurements are highly sort after Shortswords

xes spears shields and hunting knives are also common

lace with crossbows seeing little use in this region The most

killed pikemen and halberdiers are often from Perrenland

Having pushed back many a marauding army Most military

men in Perrenland learned their craft as mercenaries Fighting

n the opposite sides of warring parties However it is the

are mercenary who fellrsquos one of his kin This has served them

well when being hired to route fellow countrymen from the

pposing army ranks Only to nd them bolstering the ranks

f the mercenary army sent to dispose of them

One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra

urden of heavy armor and few would don any armor that

weighs more than forty pounds

Naval combat is something most Flan nations these days

now little about Many of their nations do not border large

odies of water capable of supporting naval units In ancient

mes the Isles of Woe and Caerdiralor supported naval units

Ahlissa presumably had the largest naval unit of all Flan

ations Though they also saw little usage as naval combat

was not as advanced as it is now in present day Oerth Instead

most naval units merely supported the transportation of

roops Perhaps naval units were more commonplace when

he Pomarj was a heavily populated Flan nation Though as

ar as historians can tell this area was populated by primitive

solationists who later were absorb into the migrating Suel

opulation Eventually only traces of Flan culture exist With

ltars and shrines devoting worship to the earth dragon

aramount among these ndings

The Flan present in the Theocracy of the Pale have been

bsorbed into the Oeridian way of life In truth little of their

ways exist in the Pale these days Many of their ghting

ormations and weapon usage mimics those of their Oeridian

rethren

RACIAL FEATSThe following is a list of racial and heritage feats that an

lannae character may take as hisher bonus feat

While some Flan from all walks of life are imbued with the

lood line of Caerdiralor You have a stronger connection

raced back to a mixture of the Sulmi bloodline with the

urvivors who ed the doomed nation when they crossed the

Sea of Gearnat

Benet A Caerdiralor Flan receives a +2 to saves against

pells from the necromantic school of magic If they have the

bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic

Special You may only take this feat as a 1st-level character

You are a descendant of the ancient Itari Flan whose forward-

hinking permitted them access to the ways of Vathris the

B C[H]

B I [H]

B D [H]

B R R [H]

maker

Benet An Itari Flan receives +2 skill bonuses to both

Knowledge (nature) and Diplomacy skills The character

easily sway someonersquos reaction by two categories for e

successful Diplomacy roll

Special You may only take this feat as a 1st-level chara

The characters Diplomacy score must be equal to or gre

than the characters level he is trying to persuade Other

the characters Diplomacy can only improve reactions rol

one category

You are a descendant of the Durha Flan some of the m

backward thinking and barbaric of the Flan people

Benet The Durha were some of the most determ

warriors However determination and skill are two die

things As such these characters gain 1 extra hit point

character level

Those with this bloodline may remain active at less

zero hit points with a successful Willpower save with a

DC of 12 plus the amount of damage suered below z

Example Fleg was struck by a club bringing his hit point

to - 3 hit points Fleg wills himself to maintain ghting on

rolls a 16 for his Will save to overcome his wounds S

Fleg is at -3 hit points he needed a 15 to remain active

remains active and is not struck again in combat Howeve

now requires a successful Willpower save DC 16 to cont

ghting as he cannot become stable while remaining activ

combat

Special You may only take this feat as a 1st-level chara

You are a descendant of the RhughaRonhass Flan While

Rhugha and the Ronhass were both intimately related to

other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron

were skilled horseman only because they were as stubbor

the mules they trained and lived with

Benet A RhughaRonhass Flan receives a +2 compet

bonus to their Ride skill (horses) and Handle Animal

(horses) They also receive a +2 to saves against spel

abilities to charm or enthrall them Spells that control emot

can aect them if it induces anger

Special You may only take this feat as a 1st-l

character Diplomacy is never a class skill for a character

this bloodline Diplomacy is treated as a non-class skill

receives all the limitations of a non-class skill for those

this bloodline regardless of which class they belong too

You are a descendant of the Sulmi Flan The ancient S

were always very ambitious determined to complete a tas

matter the cost This endearing trait led them to incorpora

the teachings of Caerdiralor into their society However s

B S [H]

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20

ure strains of this bloodline exist

Benet A Sulmi Flan receives a +4 insight bonus to any

kill roll once per day This does not guarantee success but

hows there determination in completing a task

Special You may only take this feat as a 1st-level character

The DM should penalize characters with this feat who give up

task too often or too easily

You are a descendant of the Truun Flan Much like the Rhugha

Ronhass the ancient Truun were skilled horsemen that

ttacked in large groups However the Truun did not share

he stubbornness their Rhugha and Ronhass brethren were

amous for

Benet A Truun Flan receives a +2 competence bonus

o their Ride skill (horses) and Handle Animal skill (horses)

A Truun that makes a successful Ride skill check in combat

lso receives a +1 competence bonus to attack rolls while on

orseback

Special You may only take this feat as a 1st-level character

You bear the mark of Demogorgon prince of all demons

Benet A character with this feat can telepathically

ommunicate with a creature in close range (25ft) much

ke a detect thoughts spell A targetrsquos successful Willpower

ave prevents you from reading its thoughts the save DC

=character level + 2 + highest non-physical attribute bonus

Intelligence Wisdom or Charisma]

However you also receive telepathic signals from all demon-

ind The latter is never at ease You struggle to control

he telepathic communication from demons a successful

Willpower save (DC demonrsquos hit dice + charisma bonus) is

equired whenever the character wants to actively block out

his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2

enalty on attack rolls saving throws skill checks and ability

hecks) until a successful Willpower save is made Because

he character has a volatile nature he gains a +2 insight

onus to all Intimidate skill checks and his telepathic link with

emon-kind grants him a +2 insight bonus to his Knowledge

the planes) skill checks Because the character is telepathic

e gains a +1 insight bonus to all initiative rolls

However the character always exudes a faint evil aura due

o the mark regardless of the characters actual alignment

Special You may only take this feat as a 1st-level character

You were born with a slightly forked tongue granting greater

ptitude with magic

Benet A character with Mokrsquoslykrsquos Tongue gains +2

ompetence bonus to either his Knowledge (arcana) or

Spellcraft skills The character also gains a +1 to their caster

evel when overcoming resistance for spells cast with a verbal

B T [H]

M S B [H]

Mrsquo T [H]

O A [H]

O F [H]

T T [H]

T T [H]

V T [H]

component

Special You may only take this feat as a 1st-level chara

You share some ancestry with those that lent their ma

might to the defense and expansion of Vecnarsquos Occlu

Empire

Benet Vecnarsquos Occluded Empire was well known fo

use of dark and secretive magical might As a descen

of this region you receive a +2 competence bonus to

Knowledge (arcana) and Knowledge (the planes) skills

Special You may only take this feat as a 1st-level chara

While many modern day Flan follow many faiths you fo

the ancients ways of your people

Benet A character with this feat receives a +2 compet

bonus to their Knowledge (religion) and Knowledge (nat

skills

Special You may only take this feat as a 1st-level chara

must follow Old Faith

You bear the taint of Tiamatrsquos followers

Benet A character with this feat has slightly scaly

that is noticeable by touch only and gains a +1 natural a

bonus They also gain a +4 resistance bonus to one of

following energy types acid electricity re or frost

Further the character also receives a +2 insight bonus t

Sense Motive checks to detect malicious intents or auras

as an evil spell or power register

However the character always exudes a faint evil aura

to the taint regardless of the characters actual alignmen

Special You may only take this feat as a 1st-level chara

You bear the artice and skill the the Tostencha people w

famous for

Benet This character may add +2 to one Craft sk

their choice The character also gains a +2 to their Appr

skill checks

Special You may only take this feat as a 1st-level chara

You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any

Knowledge skills and add a +2 competence bonus to t

skills or they make take one non-class knowledge skill

use it as a class skill without any penalty for skill improvem

cost

Then there are those who follow the teachings of Vathr

the god of lost causes and revenge These latter charac

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21

eceive a +2 to saves against poison or magic that would

ring them death or below zero hit points They also stand a

0 chance of becoming stable when brought below zero hit

oints instead of the normal 10 chance of most people

Special You may only take this feat as a 1st-level character

You are exceptionally skilled and versed in the workings of

he world

Benet A character with this feat gains 4 extra skill points

t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class

Also Knowledge skills can be increased by one more point

han usually allowed per character level A rst level character

with this feat may have a Knowledge skill with up to ve ranks

t rst level

Special You may only take this feat as a 1st-level character

V S I [H]

The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4

T F P

Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a

hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)

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23

PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged

traightforward and pragmatic Oeridians are taught from the

arliest age to respect authority and those who bear arms

Their interests lay in exploration hunting ghting and empire

uilding The history of their people give them right to boast

Oeridians are prone to take charge in dicult situations and

et they respect their superiors and sacrice for the good of

whatever cause or group they believe in Oeridians are known

or their enjoyment of songs celebration physical games

nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly

egarded by other races

There are three prominent Oeridian tribes The Aerdi best

nown for establishing The Great Kingdom The Nyrondal

f the Kingdom of Nyrond and the Vollar of the Prelacy of

Veluna are the other two prominent tribes of Oeridians Other

ribes do exist -- or have existed -- but they have become

ntermingled with other cultures

The Kingdom of Furyondy has a signicant Vollar presence

n its border with the Prelacy of Veluna however the Vollar

n both sides of the border have intermingled extensively with

he other peoples of these nations

The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of

he Flannaess but is now but a shadow of what it once was

aving splintered into two separate and distinct kingdoms

North Kingdom and The United Kingdom of Ahlissa Neither

f these current kingdoms is in control of the former capital

f Rauxes Decades of inghting magical atrocities and the

ramping of undead armies across the land have devastated

he area around the former capital

Most Oeridians now living in these lands tend to be less than

traightforward compared to their brothers in other lands

eing much more conniving and preferring to avoid direct

onict They seek instead to manipulate their adversaries

uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This

ttitude has served to lessen both the military presence and

nuence of the Church of Hextor

The Kingdoms of Furyondy and Nyrond as well as the former

Shield Lands are able to boast Oeridians of purest blood

Though the Shield Lands have been overrun by the forces of

uz the Oeridians still living there show real determination

nd the erce spirit of the race The Oeridians in these lands

ontinue the struggle against the occupying forces of Iuz the

nly exception being the Oeridians of Nyrond

The Oeridians of Nyrond mirror the condition of the Kingdom

tself they are poverty stricken This situation leaves them in

very poor position to wage an oensive war against the ldquoOld

Onerdquo However the Oeridians of Nyrond remain ever vigilant

f the Old Onersquos designs on their territories and are prepared

hough their stance must be defensive in nature

The ldquowarrior coderdquo is forever present within the minds and

earts of the Oeridian peoples and they nd ways to defend

heir lands regardless of their circumstances Defensively

uryondy is currently in the best shape of all the Oeridian

nations due to their being aided in securing their border

their Velunese neighbors In addition the Church of Heiron

has an ever growing inuence amongst the Oeridian peo

in these two nations and the Priests and Paladins of His ch

are highly regarded by the peoples of these two kingdom

The Oeridian peoples have learned to work well with o

human races and nowhere is this truth more evident tha

the Sheldomar valley and the Kingdom of Keoland In Keo

a minority of Oeridian and Suloise nobles enjoy a peaceful

over a Flannae majority

In the Prelacy of Veluna a considerable populatio

intermingled Oeridian and Flannae peoples also live toge

peacefully Rao serves as this nationrsquos chief deity but

church of Heironious is also well represented on the nat

Theocratic Council The Oeridian peoples of Keoland

Veluna are much more in control of their emotions then

their brethren in other nations and are therefore less like

fall prone to the more traditional overreaction of Oeridian

A great many Oeridians grow-up to become warriors B

instilled from early childhood with a profound respect for

and women of martial prowess most Oeridians have studie

least one melee weapon by the time they reach adulthoo

The skill of manufacturing weapons and armor is also h

respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are

naturally nimble people acrobatic skills such as dancing

tumbling are often manifested in Oeridians from all walk

life

RELIGIONThe Oeridian peoples seem to have a particular fondnes

martial gods The Oeridian Pantheon boasts no less than t

Gods of War and Battle Heironious Hextor and Stratis

is believed to be dead

All three war gods were mothered by Stern Alia God

of Motherhood Culture and Law three precepts which

important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St

was dominant in their ancient homeland which they be

was in western Oerik Some Oeridians still worship this fa

deity and repeat a legend associated with His death

whispered that at His death Stratisrsquo blood burned its

through the Oerth down into the Underdark and exposed

passageway to the drow settlement of Kalan-Grsquoeld Str

blood then turned into mists and still oats around

Underdark in clouds It is said that anyone touched by th

clouds is gifted with a portion of Stratisrsquo divine spark

The Oeridian Pantheon also consists of Bleredd Celes

Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku

Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri

collective name for the Oeridian agricultural gods Veln

Telchur Atroa Sotillion and Wenta

Heironious Hextor Fharlanghn Pholtus Pelor and Zil

are the primary recipients of Oeridian worship in the Flanna

though all the gods of the pantheon receive varying amo

of veneration token though they may be

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25

s another matter entirely If not for the considerable size of

heir eets these nations would be in serious trouble given

hat this is the one area in which the Suloise have bested

hem

The Oeridians of the former Great Kingdom prefer to ram an

nemyrsquos vessel and board them with marine units since their

and to hand tactics are superior to that of their opponents

However their naval tactics prove a contradiction in this

egard as Oeridian ships are built for strength rather than

peed and ranged combat seems to be the most eective

method against the Suloise vessels

The Peace loving Oeridians of Veluna have ample amounts

f military units cavalry infantry and archers However these

Oeridians prefer bludgeoning weapons Veluna is also known

o have the only man-catcher unit in existence While no

ne has yet seen it used on the eld of battle it is rumored

hat these units were responsible for quelling the upheavals

n the disputed lands of Bissel The man-catcher unit serves

mainly as an honor guard but gives frequent demonstrations

f its great prociency in the non-lethal use of their weapon

Although swordsmanship is practiced in Veluna it is viewed

rimarily as a sport rather than an instrument of war

RACIAL FEATSThe following is a list of racial feats that an Oeridian character

may take as hisher bonus feat

You have studied many dierent Aerdi styles of warfare

ranting you a mastery of the battleeld

Benet A character with the Aerdi Bloodline feat gains a +2

ompetence bonus to Alertness checks and a +1 competence

onus to hit with spear or short sword

Special You may only take this feat as a 1st-level character

You have exceptional skill on mounts and with Nyrondal

anged combat tactics

Benet A character with the Nyrondal Bloodline feat

ains a +2 competence bonus to Ride skill checks and a +1

ompetence bonus to hit with a rapier or bow

Special You may only take this feat as a 1st-level character

You are known for your scouting skills and defensive ghting

actics

Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and

+1 dodge bonus to their AC

Special You may only take this feat as a 1st-level character

A character must choose either Spot or Survival skill bonus at

st-level

B N [H]

B A [H]

B V [H]

C S [G]

D R [H]

H [GB]

You are skilled in battle and can sense when combat is a

to ensue

Benet Before combat begins a character with this

can make a wisdom check (DC 10+ frac12 opponents hit dice)

if successful the character gains a +2 insight bonus to t

saving throws or Armor Class either which can apply

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters need to meet a prerequisite to a

this feat a wisdom score of 13 or higher

You are nimble in battle and many of them study how to a

blows

Benet A character with this feat gains a +2 dodge bo

when not using armor or shields of any kind The chara

must have a weapon in his hand for the feat to work

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters can take this feat but the prerequ

is a Dexterity score of 13 or more

You have toughened your body to the point where they s

able to turn blades aside during battle

Benet A character with this feat gains a damage resista

of 2

Special You may only take this feat as a 1st-level chara

must take either Endurance or Toughness as a prerequisi

this feat

You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta

they may rage like a barbarian of equal level The chara

receives all bonuses and penalties associated with ragin

noted on page 25 of the 35 edition of the PHBThe chara

receives all bonuses and penalties associated with raging

noted on page 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level chara

Oeridians from Veluna cannot take this feat

You can be quite intimidating when you have to be

Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi

someone a second time even after an initial intimida

check has failed but without the +2 bonus on the sec

attempt

Special You may only take this feat as a 1st-level chara

O R [H]

O P [H]

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26

O G [H]

O S [H]

You have a greater aptitude towards grace and maneuverability

Benet A character with this feat gains a +2 competence

onus to all Balance and Tumbling skill checks

Special You may only take this feat as a 1st-level character

Your ghting spirit shows your resolve when the end is nigh

Benet A character with this feat gains a +2 competence

o hit and damage but only when reduced to less than 20

f his hit point total

Special Oeridians who are members of the following

lasses may choose this feat Barbarians Rangers Paladins

Warriors and Fighters Fighters can gain this feat at rst level

A character may gain this feat after choosing the Endurance

nd Die-hard feats

You are well versed in many ghting styles However you

refer a less lethal approachBenet A character with this feat can use any blunt object

r bludgeoning weapon to cause non-lethal damage to his

pponent Weapons used in this way do half damage All

amage inicted in this manner is non-lethal

You have mastered the art of non-lethal damage

Benet As Sub-dual Focus above only the weapon does

ull damage all of it being sub-dual

Special Oeridians from Veluna taking Sub-dual Focus get

Greater Sub-dual Focus for free Other characters are required

o spend a second feat for Greater Sub-dual Focus

You have honed your skills in the subtle arts eschewing any

warrior instincts for a more deceptive approach

Benet A character with this feat receives a +2 competence

onus to both the Blu and Sense Motive skills The character

s equally adept at lying and discerning a lie

Special You may only take this feat as a 1st-level character

Only those characters from Ahlissa and North Kingdom may

ake this feat

S- F [G]

S- F G [G]

S [H]

T O P

Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti

Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves

Zilchus (LN god of power prestige inuence monbusiness)

Crsquo

C

G

T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073

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27

RACES OF OERTH

The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak

The Rhennee rmly believe they are from another world

nown as ldquoRhoprdquo In truth Rhop was a large island continent

ar removed from the Flanaess The distance is so great that

t could easily lead anyone to believe that Rhop was anotherworld

Natural talents possessed by the Rhennee strongly suggest

o scholars that the Rhennee have lived on or near large

odies of water for the racersquos entire existence Some sages

elieve that Rhop was ndash in reality ndash some type of ldquoElder

Beingrdquo possessed of supernatural powers and quite possibly

esembled some type of turtle-like creature Such a Being

would of necessity have been quite large possibly measuring

ome ve miles in radius Sages believed that either some

xternal ldquoforcerdquo removed the Rhennee from their living island

aradise or else this ldquoIsland Beingrdquo itself sent them away

While there is some debate upon the subject most sages

gree that the Rhennee are native to Oerth Sages also agree

hat after leaving their island home the Rhennee traveled to

he Flanaess and settled in and around the Adri Forest But

enturies ago they were driven out of this area as well -- by

he invading Oeridians

On the whole the Rhennee are still a young race Having

nally found their own niche within the societies of the Flanaess

eems to have caused their civilization to ourish especially

pon the Selitan river and the Nyr Dyv What happens to the

ace next remains to be seen

The Rhennee themselves have taken a generally neutral

pproach to their neighbors refusing to involve themselves

r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have

sed them for a variety of transportation services including

he delivery legal and illegal goods

Whether or not the legend of Rhop being some other world

s true or not one thing is certain the Rhennee people are not

eaving the Flanaess anytime soon

APPEARANCEThe Rhennee are often tan or olive skinned humans T

tend to be shorter than other human races and often stoc

displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w

between 140-175 lbs while female Rhennee average betw

4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co

are most often blue gray or hazel although green eyes

not unknown Their hair color is often black or dark bro

Curly hair is most common but wavy hair is not unknown

PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated

secretive most Rhennee have little regard for the other hu

races

Having been ostracized by the majority of human ra

Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp

and it is very rare to nd one amongst the Rhennee for

great length of time To the Rhennee nothing is more impor

than family and regardless of personal dierences it is ta

to go against the family and side with a Gajo

The Rhennee live almost exclusively upon the waterw

of the Flanaess making their homes on large barges A s

sect of Rhennee ndash known as the Attloi ndash travel in caravan

the area of the Adri Forest where many believe the Rhen

made their rst appearance in the Flanaess The majori

Rhennee reside in the central Flanaess remaining close to

Nyr Dyv which serves as a central focus for these people

Most other races of the Flanaess often consider the e

race of Rhennee as criminals and thieves While it is true

many Rhennee excel in the roguish arts relatively few

out right criminals The conict lies in the fact that to

Rhennee things which are considered the property of G

are actually considered ldquopublic propertyrdquo by the Rhennee

The Rhennee believe that if you cannot carry the item u

your person then it is open to public use To be fair even am

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28

hemselves the Rhennee practice this belief The exception to

his is items placed into a roped circle This practice dictates

hat the items should not be touched or removed The number

nd sequence of knots tied into the rope will show any and all

ust who it is that claims the roped property as their own

The Rhennee culture is very chauvinistic Males are the

eaders and may carry on their barge just as many wives as

hey can aord It should be noted however that each barge

r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda

cts as an advisor and a councilor to the leader in all of the

amilyrsquos aairs The Verda also serves as the tribersquos healer

nd herbalist She predicts the weather and sells fortunes to

he Gajos While male nobles rule the tribe none of them will

ontradict the Verda of their tribe

Interestingly Rhennee women must remain virgin until their

marriage while males are encouraged to take many lovers

But if a woman is found to have had sex before marriage she

s then forbidden to ever marry and must become a prostitute

r ldquoAuntardquo to the tribe Such a woman is often given a small

essel separate from the barges and is only welcome aboard

barge when she is servicing the Rhennee males on it

This custom seems strange to others given that most

Rhennee males will quickly start a ght if they believe that

Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for

he privilege of a night with one of these women For these

easons and others an Aunta is much more likely to leave the

arge-folk and seek a new life amongst the Gajos

All Rhennee are known to fear sickness child birth and

eath Since all three conditions are considered taboo If

Rhennee person is sick they are left with the wise women

f the tribe ndash the Verda ndash and no one will even visit with the

ick individual until the Verda deem it safe to do so If the sick

annot be cured or if there is the fear of infection then the

ick are sometimes simply cast out This rejection of the sick

n order to protect the tribe is considered even to out way any

amily tiesWomen who give birth must remain in seclusion with the

Verda for 40 days and 40 nights During this time no male

may see her she cannot even return to her husband until this

eriod is over The newly born child may be brought before

he father by the wise women but it is common place that the

hild is usually not seen until the wife returns to her husbandrsquos

ide

Women who give birth to an exceptional number of male

hildren have considerable authority within the tribe Age and

xperience also play an important role in Rhennee society For

xample older females possess considerably more power and

nuence than do younger woman within the tribe

Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become

Vethardquo sorceresses who are endowed with the powers of

Rhoprdquo Women who attain this standing ndash but are not actually

Verda ndash are now treated as though they were while actual

Verda who develop the Vetha abilities are considered nearly

divinerdquo in nature and are given a great range of freedoms in

egards to tribal aairs

Death by any cause is something that all Rhennee fear

For the barge-folk the deceasersquo body must be lled with

or sand and then wrapped in linen and cast into a large b

of water The Attloi on the other hand bury their dead

very often mark the grave as the site of a great evil Pries

Death Gods and Goddesses are greatly feared and consid

repulsive to the Rhennee peoples as are Necromancers

Though predominantly rogues all Rhennee males bec

adept with weapons and the most accomplished of t

become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe

warriors and enforcers Both elder males and the Darkha

are second only to the chieftain of the tribe

Rhennee earn most of what little income they have prim

through the transportation of goods and passengers altho

hunting shing trading and craft-work also play a role A

Rhennee are excellent Tinkerers though their reputation

such work may vary widely Sadly some Rhennee do pref

steal from the Gajos in order to make a living and this re

poorly on the race as a whole though Rhennee will not s

from each other

The Rhennee practice no known religion or at the le

no Gajo is aware of any formal Rhennee religion Wate

respected and honored by all the Rhennee so much so

the barge-folk have been known to clean dirty waterways

to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen

will willingly pollute a water source

Rhennee males like to wear tight-legged pantaloons l

tting shirts and leather jerkins Females wear long ow

sleeveless dresses with low-cut tops so as to entice t

males Rhennee women also like to wear charms made

mollusk shells and precious stones that are found near

the water The more colorful these garments and adornm

are the more they are liked by the Rhennee though b

and greens are easily the most popular colors

RELIGION

Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and

basis of their religious beliefs This thinking is reinforce

the practice among the Rhennee of ldquoVethardquo where som

their women are endowed with the sorcerous powers of

ldquoRhoprdquo

In the last few centuries some of the Rhennee

begun worshiping the elemental forces of water Still ot

participate in the sacricial rites of demonic and devilish c

Some of the Rhennee have even taken up the worship of s

Deities of the air though such Rhennee are few

Among the land dwelling Attloi some have taken up

service of Gods more commonly worshiped in the Flana

these include Fharlanghn Olidamarra and Istus Still

are those few who worship Celestian and Pelor

PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and

these skills as their trade Rhennee are taught from birt

swim and some are even conceived in the water

All Rhennee characters gain a +2 racial bonus to the ski

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29

f their profession (Boater) and swimming These are

onsidered class skills for all Rhennee characters Rhennee

haracters also have an innate ability for sleight of hand and

eceive a +2 bonus to this skill as well But they suer a ndash2 to

ll Diplomacy checks when dealing with other human races

Crafting hunting and shing are very common among the

Rhennee people They are also adept at preparing some of the

nest seafood dishes in all the Oerth

The land based Attloi keep horses and pack animals and use

hem to pull their wagons and haul their goods The Attloi are

killed performers excelling at dance wind instruments and

inging For this reason Attloi characters receive a +2 bonus

o animal handling and a +2 performance bonus in one of the

kills listed above

Like their waterborne brethren Attloi characters also excel

t sleight of hand and receive a +2 bonus to this skill But

hey also receive a -2 penalty to Diplomacy checks whenever

ealing with the other humans races The Attloi are skilled

raftsman and leather workers and make some of the nest

eather armor and goods to be found in the Flanaess

FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing

hey have to an army are the Darkhagard warriors who guardheir barges

Most Rhennee focus on martial skills which favor thrown

weapons single weapons dual weapons or a two handed

weapon style Wrestling and sticus matches commonly take

lace among the Rhennee people

Some Rhennee have developed a rope ghting style which

s used to trip bound or to escape an opponent This ghting

tyle is defensive in nature and is often used by older males

nd a few of the females among the barge-folk though it is a

much less common ghting style among the land based Attloi

The Rhennee have also developed a special racial weapon

alled the ldquoDarkhardquo This special weapon will only be found in

he possession of a tribal chief or his Darkhagards

RACIAL FEATSThe following is a list of racial feats that a Rhennee character

may take as hisher bonus feat

You have developed a sense for locating and spotting water in

ny quantity

Benet You receive a +2 competence bonus to Survival and

Knowledge (geography) skill checks Further you can obtain

p to two gallons of fresh water with a successful Survival skill

heck and up to two more gallons of water can be obtained for

very three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

Surprisingly more Attloi obtain this feat then Rhennee maybe

nes presence around bodies of water limits a knack for this

bility

You spend a great deal of time in the water and have impres

swimming skills

Benet You are able to hold their breath under water

number of rounds equal to three times your Constitution S

before suering any ill eects You receive a +2 compete

bonus to all swim skill checks

Special You may only take this feat as a 1st-level chara

Attloi cannot take this feat

You have a knack for catching large amounts of sh and o

aquatic game

Benet You receive a +4 competence bonus to Surv

checks when shing hunting aquatic game or gathe

aquatic plants

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but it should be noted

these cases are rare

You can communicate with all fresh water aquatic creatur

Benet So long as you do no harm to them or t

environment You can communicate with any fresh w

aquatic creatures including (crustaceans frogs and turt

Even if charmed both you and these creatures are giv

save in order to avoid the suggestion

You will not consume or harm any crustaceans or tu

like creatures nor will the character allow these creature

come to harm

If you are a Rhennee spell caster able to summon w

elemental creatures you may do so for twice the no

duration with zero chance of the elemental successrebelling against you Any water elemental summone

oppose you is twice as likely to rebel against its summ

and the duration of the spellrsquos eect is halved

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but instances are

common

You can see things beyond the limits of most mortals and h

a strong sense of your surroundings

Benet You receive a +2 competence bonus to all Initia

rolls and Spot checks On a successful Spot check (DC 30)

can sense where invisible creatures or objects are loca

but you cannot actually see them (Example A mage c

invisibility on himself prior to combat Without knowing h

there you make a successful Spot check You get a sens

where the invisible mage is but you cannot actually see

invisible mage)

Special You may only take this feat as a 1st-level chara

F W [H]

D [H]

R B [H]

K F [H]

S S [H]

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30

While much more prominent in females this feat is not

mited to them alone

Travelers Trade [Heritage]

You are ever on the move for the roads are your home

Benet You receive a +2 competence bonus to all Handle

Animal and Ride skill checks when dealing with any animal or

ehicle used in a caravan While traveling you also receive a

+2 competence bonus to all Survival skill checks

Special You may only take this feat as a 1st-level character

Rhennee cannot take this feat

Water Walker [Heritage]

You have a knack for operating barges and traversing your

essel through perilous waters

Benet You receive a +2 competence bonus to their

rofession (boater) skill and a +2 circumstance bonus to

etect weather and weatherrsquos eects on water conditions

while piloting their vessels

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

Contact with water rejuvenates and sustains you

Benet If you stand at least in knee deep water you

atigue at only half the normal rate In addition if you engage

n no strenuous activity while in a body of water you recover

it points equal to your Constitution bonus +1 for every three

ours in the water You may also hold your breath for a number

f rounds equal to twice your Constitution Score You must

ubmerge yourself in water for at least one hour each week

r he will begin to suer fatigue at twice the normal rate

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

You are more sensitive to the forces of nature often feeling

minor changes in the weather and environment which are

ometimes undetectable to animals

Benet You receive a +2 competence bonus to Survival

nd Knowledge (nature) skill checks You may predict weather

hanges up to six hours in advance including changes in

emperature Further with a successful Survival skill check

ou can predict the weather and up to two more hours more

or every three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

While much more prominent in females this feat is not limited

o them alone

T T [H]

W W [H]

W W [H]

IN SEARCH OF HOME

ldquoWe are the children with no landrdquo

ldquoForced to live in the unknownrdquo

ldquoWe sail this worlds waterwaysrdquo

ldquoIn search of yesterdays embracerdquo

ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo

ldquoShow us your unfurling facerdquo

ldquoWe are use to your disgracerdquo ldquo

You will one day atonerdquo

ldquoWhen we children return homerdquo

-Made famous by Artoli Medni

Rhennee bard

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31

The Suloise peoples had their origins outside of the Flanaess

South of the Crystalmist Mountains and west of the

Hellfurnaces

Many Suloise ed to the Flanaess to escape the constant

SuelBaklunish wars which eventually lead to the magical

evastation of their homeland These Suloise migrations

elped to displace many of the Flannae from their homelands

esulting in the Flannae being scattered far and wide

The ancient Suloise have passed on many of their traits to

heir descendants for good or bad Centuries ago the Suloise

oasted one of the greatest empires ever known to mankind

They learned the arts of sorcery and civilization from the

Olven-folk but in time the Suloise peoples surpassed even

heir Elven teachers in the manipulation of magic and used

his knowledge to forge the greatest empire of their time ndash the

Suel Imperium But they rejected the Elven peoplesrsquo warnings

bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies

The ancient Suloise were totalitarian in demeanor and

nslaved many peoples and races All peoples fell to the will

f the Suloise Imperium except for the ancient Baklunish

mpire The Suloise Imperium relied heavily upon magic and

t helped forged their empire Their magical experimentation

ead to the creation and engineering of altered races races

reated for the sole purpose of serving the empire

One of the most well known of these created races is the

Derro Many dwarves claim that the Derro existed long before

he Suel experimented on their kin and it is rumored that

he Derro are actually a blending of dwarves and humans

Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were

onducted before the Suel Imperium fell

The Suel Imperium fought the Baklunish Empire to a stand

till for control of eastern Oerik To break the stalemate the

Suloise brought about the Invoked Devastation This apparent

ictory over their enemies was short lived however as one of

he long forgotten Gods of the Baklunish chose to intervene

RACES OF OERTH

The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller

Gathering together the most powerful mages from am

his people within the stone circle of Tovag Baragu this

channeled much of His own power through these magici

supporting their retribution against the Imperium

This is the origin of the Rain of Colorless Fire which cov

all of the Suel Imperium in its inferno Were it not for

great seer Slerotin the Suloise peoples may well have b

destroyed but receiving premonitions of the impen

doom Slerotin gathered what noble families he could and

them through a magical tunnel ndash of his own creation ndash w

passed completely through the Hellfurnaces

All but one of the families ndash the Lerara ndash traveling

Slerotin arrived in the area of the Flanaess now known as

Yeomanry From there the Suloise peoples spread throug

the Flanaess founding nations for themselves often for

from the colonies of the Suel Imperium The noble fami

Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero

tunnel and reside there today

The most infamous and secretive society of the Suloi

indisputably the Scarlet Brotherhood headquartered on

Tilvanot Peninsula This Suloise organization has bases sp

out across the Flanaess and beyond So embroiled have

become in the aairs of the Flanaessrsquo nations this so-ca

secretive society is no longer as secretive as it once was W

the Scarlet Brotherhood is prominent in Shar they do

actually have control of the government there though

do exercise major inuence over all the Peninsularsquos aair

There is another Suloise organization called ldquoThose

must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in

Kingdom of Keoland Not much is known of the Silent O

though it is rumored that they seek to obtain forbidden ma

and ancient Suloise artifacts What their main goals ar

one knows for certain however those few who happen c

upon the Silent Tower and try to gain entrance are very o

not heard from again Whatever their main goal one thin

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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8162019 Oerth Journal 27pdf

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 19: Oerth Journal 27.pdf

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18

rmor A naturally peaceful people skills such as dancing and

inging are often manifested in Flannae from all walks of life

RELIGIONThe Flannae peoples seem to have a particular fondness

or gods representing nature The Flannae Pantheon mostly

onsists of gods from the Old Faith With Beory and Obad-

Hai being the gods most commonly associated with the old

aith Over the years dierent cultures have altered the

riginal gods associated with the Old Faith save Beory and

Obad-Hai who are always present among their number The

riginal gods where the center of it all Mother Beory Fatherf Summer Obad-Hai The Lord of Spring Pelor The Autumn

ord Incabulos (in some Flan cultures he is replaced by the

oddess Berei) and The Lord of Winter Nerull Originally all

were neutral aspects though Incabulos became associated

with plagues and suering making many followers of the old

aith wish for the Lord of Winter to end their suering As such

very winter Obad -Hai is slain by the lord of winter It is the

ord of spring that releases Obad-Hai from the summer tree

He has Berei assist him with the burial of Obad-Hai Where he

s buried Mother Beoryrsquos tears revive him and a young sapling

rows which drops the fruit that hatches a young Obad-Hai

nce again in the spring By the summer he is fully grown and

trong the Stag King leading the wild hunt against those that

would dele nature During autumn he grows into a weathered

ld man waiting for the winter lord to slay him once again

There is a belief amongst the Old Faith that should Pelor fail

o bury Obad-Hai after seven days He will be gone forever

nd Oerth will forever be plunged into an eternal winter

The Flannae Pantheon consists of Allitur Beory Berei

Boccob Celene Earth Dragon Ehlonna Grummush (amongst

he early Flan he was thought a chief rival of Obad-Hai in

he old faith he was once known as the autumn lord and

was replaced by Incabulous after he established himself as

he chief patron of the orcish pantheon)Obad-Hai Pelor

ncabulous Iuz Krovis Kyuss Luna Myhriss OlidamarraRao Red Fox St Cuthbert The Serpent Vathris Vecna and

Zodal

Beory Boccob Obad-Hai St Cuthbert Pelor and Rao are

he primary recipients of Flannae worship in the Flannaess

hough all the gods of the pantheon receive varying amounts

f veneration token though they may be Many others

ave lost a direct association with the Flan pantheon and

re not mentioned here Though in truth about 90 of the

lan pantheon is considered part of the common pantheon

f gods As the oeridians stopped worshipping Sol and have

ully adopted Pelor into their pantheon of gods Beory is

onsidered the mother of the gods and only in the baklunish

west is she known as Mother Geshtai foe of Sevelkar thewaster the baklunish name for Incabulos the Flan may be the

most diminished of the human races currently bordering or

ccupying the Flannaes However they have cemented their

ustoms and traditions into every human species they have

ver come across Most notable of them all are the Oeridians

nd to a lesser extent the Suloise people

PROFESSIONS AND SKILLSThe Flannae have developed many and various skills

the centuries and in that time those professions and s

have changed little regardless of their location upon the O

-- as such all Flannae characters gain a + 2 racial bonu

two of the following skills Knowledge (nature) Knowle

(geography) Knowledge (the planes) Survival Ha

Animal Profession (tanner) Profession (animal breed

Profession (grain farmer) Dancing Singing or Ride T

skills are considered Class Skills for all Flannae character

Flannae characters are so attuned to nature that many

learned languages common amongst the fey races As

Flannae characters may take the Sylvan tongue as secon

language

The ancient Flannae also dwelled and worshipped dem

like they do gods these days Many have learned the Aby

tongue of demons and a few have learned the infe

languages of devils as a secondary language Note D

may require one of the following feats to be taken (Tai

Tiamat Mark of the Sibilant Beast Mokrsquoslyks Tongue) in o

to explain where the character has developed their knowle

of these languages

Flannae characters hailing from nations within the Sheldo

Valley may also take the Joten tongue -- or some other gtongue -- as a secondary language Many of these Fla

are exposed -- or have been exposed -- to atrocities dea

them by giants or other creatures driven from their home

an invasion of giants

FIGHTING STYLESThe ancient Flannae peoples where associated with prim

ghting styles few of which see use today Many Flan

where accomplished horsemen Most preferred to ride

their opponents armed with spears and axes Some ca

sickles to sacrice their enemies to the old gods Archery

horseback saw some usage mostly among the Itari and

by Sulmi Now the modern day Rovers of the Barren sto have continued this tradition which serves them we

maintaining their lands

In Geo and Sterich many of the Flan in these nations

adopted the sword as their main weapon While it se

this tradition was inspired by the oerids of these lands

Flan embody the spirit of their ancient brethren by run

headlong into battle naked armed only with their swords

handed weapons have also become common place as

tend to be more useful in damaging the giants which

these lands Long-bowmen have just begun to see m

usage as they allow one to keep a long distance from t

enemy short-bow use is more common especially when ri

horseback

The Wolf nomads favor the spear throwing axe and

their ancestors used in battle Some carry a spiked lea

gauntlets or the punching dagger and curved blades of t

baklunish ancestors alongside their wolf companions

In Perrenland polearms see much use especially amo

the mercenary companies Mercenaries from Perrenland

highly valued in the armies they serve Their ability espec

8162019 Oerth Journal 27pdf

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19

n defense measurements are highly sort after Shortswords

xes spears shields and hunting knives are also common

lace with crossbows seeing little use in this region The most

killed pikemen and halberdiers are often from Perrenland

Having pushed back many a marauding army Most military

men in Perrenland learned their craft as mercenaries Fighting

n the opposite sides of warring parties However it is the

are mercenary who fellrsquos one of his kin This has served them

well when being hired to route fellow countrymen from the

pposing army ranks Only to nd them bolstering the ranks

f the mercenary army sent to dispose of them

One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra

urden of heavy armor and few would don any armor that

weighs more than forty pounds

Naval combat is something most Flan nations these days

now little about Many of their nations do not border large

odies of water capable of supporting naval units In ancient

mes the Isles of Woe and Caerdiralor supported naval units

Ahlissa presumably had the largest naval unit of all Flan

ations Though they also saw little usage as naval combat

was not as advanced as it is now in present day Oerth Instead

most naval units merely supported the transportation of

roops Perhaps naval units were more commonplace when

he Pomarj was a heavily populated Flan nation Though as

ar as historians can tell this area was populated by primitive

solationists who later were absorb into the migrating Suel

opulation Eventually only traces of Flan culture exist With

ltars and shrines devoting worship to the earth dragon

aramount among these ndings

The Flan present in the Theocracy of the Pale have been

bsorbed into the Oeridian way of life In truth little of their

ways exist in the Pale these days Many of their ghting

ormations and weapon usage mimics those of their Oeridian

rethren

RACIAL FEATSThe following is a list of racial and heritage feats that an

lannae character may take as hisher bonus feat

While some Flan from all walks of life are imbued with the

lood line of Caerdiralor You have a stronger connection

raced back to a mixture of the Sulmi bloodline with the

urvivors who ed the doomed nation when they crossed the

Sea of Gearnat

Benet A Caerdiralor Flan receives a +2 to saves against

pells from the necromantic school of magic If they have the

bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic

Special You may only take this feat as a 1st-level character

You are a descendant of the ancient Itari Flan whose forward-

hinking permitted them access to the ways of Vathris the

B C[H]

B I [H]

B D [H]

B R R [H]

maker

Benet An Itari Flan receives +2 skill bonuses to both

Knowledge (nature) and Diplomacy skills The character

easily sway someonersquos reaction by two categories for e

successful Diplomacy roll

Special You may only take this feat as a 1st-level chara

The characters Diplomacy score must be equal to or gre

than the characters level he is trying to persuade Other

the characters Diplomacy can only improve reactions rol

one category

You are a descendant of the Durha Flan some of the m

backward thinking and barbaric of the Flan people

Benet The Durha were some of the most determ

warriors However determination and skill are two die

things As such these characters gain 1 extra hit point

character level

Those with this bloodline may remain active at less

zero hit points with a successful Willpower save with a

DC of 12 plus the amount of damage suered below z

Example Fleg was struck by a club bringing his hit point

to - 3 hit points Fleg wills himself to maintain ghting on

rolls a 16 for his Will save to overcome his wounds S

Fleg is at -3 hit points he needed a 15 to remain active

remains active and is not struck again in combat Howeve

now requires a successful Willpower save DC 16 to cont

ghting as he cannot become stable while remaining activ

combat

Special You may only take this feat as a 1st-level chara

You are a descendant of the RhughaRonhass Flan While

Rhugha and the Ronhass were both intimately related to

other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron

were skilled horseman only because they were as stubbor

the mules they trained and lived with

Benet A RhughaRonhass Flan receives a +2 compet

bonus to their Ride skill (horses) and Handle Animal

(horses) They also receive a +2 to saves against spel

abilities to charm or enthrall them Spells that control emot

can aect them if it induces anger

Special You may only take this feat as a 1st-l

character Diplomacy is never a class skill for a character

this bloodline Diplomacy is treated as a non-class skill

receives all the limitations of a non-class skill for those

this bloodline regardless of which class they belong too

You are a descendant of the Sulmi Flan The ancient S

were always very ambitious determined to complete a tas

matter the cost This endearing trait led them to incorpora

the teachings of Caerdiralor into their society However s

B S [H]

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20

ure strains of this bloodline exist

Benet A Sulmi Flan receives a +4 insight bonus to any

kill roll once per day This does not guarantee success but

hows there determination in completing a task

Special You may only take this feat as a 1st-level character

The DM should penalize characters with this feat who give up

task too often or too easily

You are a descendant of the Truun Flan Much like the Rhugha

Ronhass the ancient Truun were skilled horsemen that

ttacked in large groups However the Truun did not share

he stubbornness their Rhugha and Ronhass brethren were

amous for

Benet A Truun Flan receives a +2 competence bonus

o their Ride skill (horses) and Handle Animal skill (horses)

A Truun that makes a successful Ride skill check in combat

lso receives a +1 competence bonus to attack rolls while on

orseback

Special You may only take this feat as a 1st-level character

You bear the mark of Demogorgon prince of all demons

Benet A character with this feat can telepathically

ommunicate with a creature in close range (25ft) much

ke a detect thoughts spell A targetrsquos successful Willpower

ave prevents you from reading its thoughts the save DC

=character level + 2 + highest non-physical attribute bonus

Intelligence Wisdom or Charisma]

However you also receive telepathic signals from all demon-

ind The latter is never at ease You struggle to control

he telepathic communication from demons a successful

Willpower save (DC demonrsquos hit dice + charisma bonus) is

equired whenever the character wants to actively block out

his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2

enalty on attack rolls saving throws skill checks and ability

hecks) until a successful Willpower save is made Because

he character has a volatile nature he gains a +2 insight

onus to all Intimidate skill checks and his telepathic link with

emon-kind grants him a +2 insight bonus to his Knowledge

the planes) skill checks Because the character is telepathic

e gains a +1 insight bonus to all initiative rolls

However the character always exudes a faint evil aura due

o the mark regardless of the characters actual alignment

Special You may only take this feat as a 1st-level character

You were born with a slightly forked tongue granting greater

ptitude with magic

Benet A character with Mokrsquoslykrsquos Tongue gains +2

ompetence bonus to either his Knowledge (arcana) or

Spellcraft skills The character also gains a +1 to their caster

evel when overcoming resistance for spells cast with a verbal

B T [H]

M S B [H]

Mrsquo T [H]

O A [H]

O F [H]

T T [H]

T T [H]

V T [H]

component

Special You may only take this feat as a 1st-level chara

You share some ancestry with those that lent their ma

might to the defense and expansion of Vecnarsquos Occlu

Empire

Benet Vecnarsquos Occluded Empire was well known fo

use of dark and secretive magical might As a descen

of this region you receive a +2 competence bonus to

Knowledge (arcana) and Knowledge (the planes) skills

Special You may only take this feat as a 1st-level chara

While many modern day Flan follow many faiths you fo

the ancients ways of your people

Benet A character with this feat receives a +2 compet

bonus to their Knowledge (religion) and Knowledge (nat

skills

Special You may only take this feat as a 1st-level chara

must follow Old Faith

You bear the taint of Tiamatrsquos followers

Benet A character with this feat has slightly scaly

that is noticeable by touch only and gains a +1 natural a

bonus They also gain a +4 resistance bonus to one of

following energy types acid electricity re or frost

Further the character also receives a +2 insight bonus t

Sense Motive checks to detect malicious intents or auras

as an evil spell or power register

However the character always exudes a faint evil aura

to the taint regardless of the characters actual alignmen

Special You may only take this feat as a 1st-level chara

You bear the artice and skill the the Tostencha people w

famous for

Benet This character may add +2 to one Craft sk

their choice The character also gains a +2 to their Appr

skill checks

Special You may only take this feat as a 1st-level chara

You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any

Knowledge skills and add a +2 competence bonus to t

skills or they make take one non-class knowledge skill

use it as a class skill without any penalty for skill improvem

cost

Then there are those who follow the teachings of Vathr

the god of lost causes and revenge These latter charac

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21

eceive a +2 to saves against poison or magic that would

ring them death or below zero hit points They also stand a

0 chance of becoming stable when brought below zero hit

oints instead of the normal 10 chance of most people

Special You may only take this feat as a 1st-level character

You are exceptionally skilled and versed in the workings of

he world

Benet A character with this feat gains 4 extra skill points

t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class

Also Knowledge skills can be increased by one more point

han usually allowed per character level A rst level character

with this feat may have a Knowledge skill with up to ve ranks

t rst level

Special You may only take this feat as a 1st-level character

V S I [H]

The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4

T F P

Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a

hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)

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23

PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged

traightforward and pragmatic Oeridians are taught from the

arliest age to respect authority and those who bear arms

Their interests lay in exploration hunting ghting and empire

uilding The history of their people give them right to boast

Oeridians are prone to take charge in dicult situations and

et they respect their superiors and sacrice for the good of

whatever cause or group they believe in Oeridians are known

or their enjoyment of songs celebration physical games

nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly

egarded by other races

There are three prominent Oeridian tribes The Aerdi best

nown for establishing The Great Kingdom The Nyrondal

f the Kingdom of Nyrond and the Vollar of the Prelacy of

Veluna are the other two prominent tribes of Oeridians Other

ribes do exist -- or have existed -- but they have become

ntermingled with other cultures

The Kingdom of Furyondy has a signicant Vollar presence

n its border with the Prelacy of Veluna however the Vollar

n both sides of the border have intermingled extensively with

he other peoples of these nations

The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of

he Flannaess but is now but a shadow of what it once was

aving splintered into two separate and distinct kingdoms

North Kingdom and The United Kingdom of Ahlissa Neither

f these current kingdoms is in control of the former capital

f Rauxes Decades of inghting magical atrocities and the

ramping of undead armies across the land have devastated

he area around the former capital

Most Oeridians now living in these lands tend to be less than

traightforward compared to their brothers in other lands

eing much more conniving and preferring to avoid direct

onict They seek instead to manipulate their adversaries

uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This

ttitude has served to lessen both the military presence and

nuence of the Church of Hextor

The Kingdoms of Furyondy and Nyrond as well as the former

Shield Lands are able to boast Oeridians of purest blood

Though the Shield Lands have been overrun by the forces of

uz the Oeridians still living there show real determination

nd the erce spirit of the race The Oeridians in these lands

ontinue the struggle against the occupying forces of Iuz the

nly exception being the Oeridians of Nyrond

The Oeridians of Nyrond mirror the condition of the Kingdom

tself they are poverty stricken This situation leaves them in

very poor position to wage an oensive war against the ldquoOld

Onerdquo However the Oeridians of Nyrond remain ever vigilant

f the Old Onersquos designs on their territories and are prepared

hough their stance must be defensive in nature

The ldquowarrior coderdquo is forever present within the minds and

earts of the Oeridian peoples and they nd ways to defend

heir lands regardless of their circumstances Defensively

uryondy is currently in the best shape of all the Oeridian

nations due to their being aided in securing their border

their Velunese neighbors In addition the Church of Heiron

has an ever growing inuence amongst the Oeridian peo

in these two nations and the Priests and Paladins of His ch

are highly regarded by the peoples of these two kingdom

The Oeridian peoples have learned to work well with o

human races and nowhere is this truth more evident tha

the Sheldomar valley and the Kingdom of Keoland In Keo

a minority of Oeridian and Suloise nobles enjoy a peaceful

over a Flannae majority

In the Prelacy of Veluna a considerable populatio

intermingled Oeridian and Flannae peoples also live toge

peacefully Rao serves as this nationrsquos chief deity but

church of Heironious is also well represented on the nat

Theocratic Council The Oeridian peoples of Keoland

Veluna are much more in control of their emotions then

their brethren in other nations and are therefore less like

fall prone to the more traditional overreaction of Oeridian

A great many Oeridians grow-up to become warriors B

instilled from early childhood with a profound respect for

and women of martial prowess most Oeridians have studie

least one melee weapon by the time they reach adulthoo

The skill of manufacturing weapons and armor is also h

respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are

naturally nimble people acrobatic skills such as dancing

tumbling are often manifested in Oeridians from all walk

life

RELIGIONThe Oeridian peoples seem to have a particular fondnes

martial gods The Oeridian Pantheon boasts no less than t

Gods of War and Battle Heironious Hextor and Stratis

is believed to be dead

All three war gods were mothered by Stern Alia God

of Motherhood Culture and Law three precepts which

important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St

was dominant in their ancient homeland which they be

was in western Oerik Some Oeridians still worship this fa

deity and repeat a legend associated with His death

whispered that at His death Stratisrsquo blood burned its

through the Oerth down into the Underdark and exposed

passageway to the drow settlement of Kalan-Grsquoeld Str

blood then turned into mists and still oats around

Underdark in clouds It is said that anyone touched by th

clouds is gifted with a portion of Stratisrsquo divine spark

The Oeridian Pantheon also consists of Bleredd Celes

Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku

Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri

collective name for the Oeridian agricultural gods Veln

Telchur Atroa Sotillion and Wenta

Heironious Hextor Fharlanghn Pholtus Pelor and Zil

are the primary recipients of Oeridian worship in the Flanna

though all the gods of the pantheon receive varying amo

of veneration token though they may be

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25

s another matter entirely If not for the considerable size of

heir eets these nations would be in serious trouble given

hat this is the one area in which the Suloise have bested

hem

The Oeridians of the former Great Kingdom prefer to ram an

nemyrsquos vessel and board them with marine units since their

and to hand tactics are superior to that of their opponents

However their naval tactics prove a contradiction in this

egard as Oeridian ships are built for strength rather than

peed and ranged combat seems to be the most eective

method against the Suloise vessels

The Peace loving Oeridians of Veluna have ample amounts

f military units cavalry infantry and archers However these

Oeridians prefer bludgeoning weapons Veluna is also known

o have the only man-catcher unit in existence While no

ne has yet seen it used on the eld of battle it is rumored

hat these units were responsible for quelling the upheavals

n the disputed lands of Bissel The man-catcher unit serves

mainly as an honor guard but gives frequent demonstrations

f its great prociency in the non-lethal use of their weapon

Although swordsmanship is practiced in Veluna it is viewed

rimarily as a sport rather than an instrument of war

RACIAL FEATSThe following is a list of racial feats that an Oeridian character

may take as hisher bonus feat

You have studied many dierent Aerdi styles of warfare

ranting you a mastery of the battleeld

Benet A character with the Aerdi Bloodline feat gains a +2

ompetence bonus to Alertness checks and a +1 competence

onus to hit with spear or short sword

Special You may only take this feat as a 1st-level character

You have exceptional skill on mounts and with Nyrondal

anged combat tactics

Benet A character with the Nyrondal Bloodline feat

ains a +2 competence bonus to Ride skill checks and a +1

ompetence bonus to hit with a rapier or bow

Special You may only take this feat as a 1st-level character

You are known for your scouting skills and defensive ghting

actics

Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and

+1 dodge bonus to their AC

Special You may only take this feat as a 1st-level character

A character must choose either Spot or Survival skill bonus at

st-level

B N [H]

B A [H]

B V [H]

C S [G]

D R [H]

H [GB]

You are skilled in battle and can sense when combat is a

to ensue

Benet Before combat begins a character with this

can make a wisdom check (DC 10+ frac12 opponents hit dice)

if successful the character gains a +2 insight bonus to t

saving throws or Armor Class either which can apply

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters need to meet a prerequisite to a

this feat a wisdom score of 13 or higher

You are nimble in battle and many of them study how to a

blows

Benet A character with this feat gains a +2 dodge bo

when not using armor or shields of any kind The chara

must have a weapon in his hand for the feat to work

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters can take this feat but the prerequ

is a Dexterity score of 13 or more

You have toughened your body to the point where they s

able to turn blades aside during battle

Benet A character with this feat gains a damage resista

of 2

Special You may only take this feat as a 1st-level chara

must take either Endurance or Toughness as a prerequisi

this feat

You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta

they may rage like a barbarian of equal level The chara

receives all bonuses and penalties associated with ragin

noted on page 25 of the 35 edition of the PHBThe chara

receives all bonuses and penalties associated with raging

noted on page 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level chara

Oeridians from Veluna cannot take this feat

You can be quite intimidating when you have to be

Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi

someone a second time even after an initial intimida

check has failed but without the +2 bonus on the sec

attempt

Special You may only take this feat as a 1st-level chara

O R [H]

O P [H]

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26

O G [H]

O S [H]

You have a greater aptitude towards grace and maneuverability

Benet A character with this feat gains a +2 competence

onus to all Balance and Tumbling skill checks

Special You may only take this feat as a 1st-level character

Your ghting spirit shows your resolve when the end is nigh

Benet A character with this feat gains a +2 competence

o hit and damage but only when reduced to less than 20

f his hit point total

Special Oeridians who are members of the following

lasses may choose this feat Barbarians Rangers Paladins

Warriors and Fighters Fighters can gain this feat at rst level

A character may gain this feat after choosing the Endurance

nd Die-hard feats

You are well versed in many ghting styles However you

refer a less lethal approachBenet A character with this feat can use any blunt object

r bludgeoning weapon to cause non-lethal damage to his

pponent Weapons used in this way do half damage All

amage inicted in this manner is non-lethal

You have mastered the art of non-lethal damage

Benet As Sub-dual Focus above only the weapon does

ull damage all of it being sub-dual

Special Oeridians from Veluna taking Sub-dual Focus get

Greater Sub-dual Focus for free Other characters are required

o spend a second feat for Greater Sub-dual Focus

You have honed your skills in the subtle arts eschewing any

warrior instincts for a more deceptive approach

Benet A character with this feat receives a +2 competence

onus to both the Blu and Sense Motive skills The character

s equally adept at lying and discerning a lie

Special You may only take this feat as a 1st-level character

Only those characters from Ahlissa and North Kingdom may

ake this feat

S- F [G]

S- F G [G]

S [H]

T O P

Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti

Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves

Zilchus (LN god of power prestige inuence monbusiness)

Crsquo

C

G

T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073

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27

RACES OF OERTH

The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak

The Rhennee rmly believe they are from another world

nown as ldquoRhoprdquo In truth Rhop was a large island continent

ar removed from the Flanaess The distance is so great that

t could easily lead anyone to believe that Rhop was anotherworld

Natural talents possessed by the Rhennee strongly suggest

o scholars that the Rhennee have lived on or near large

odies of water for the racersquos entire existence Some sages

elieve that Rhop was ndash in reality ndash some type of ldquoElder

Beingrdquo possessed of supernatural powers and quite possibly

esembled some type of turtle-like creature Such a Being

would of necessity have been quite large possibly measuring

ome ve miles in radius Sages believed that either some

xternal ldquoforcerdquo removed the Rhennee from their living island

aradise or else this ldquoIsland Beingrdquo itself sent them away

While there is some debate upon the subject most sages

gree that the Rhennee are native to Oerth Sages also agree

hat after leaving their island home the Rhennee traveled to

he Flanaess and settled in and around the Adri Forest But

enturies ago they were driven out of this area as well -- by

he invading Oeridians

On the whole the Rhennee are still a young race Having

nally found their own niche within the societies of the Flanaess

eems to have caused their civilization to ourish especially

pon the Selitan river and the Nyr Dyv What happens to the

ace next remains to be seen

The Rhennee themselves have taken a generally neutral

pproach to their neighbors refusing to involve themselves

r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have

sed them for a variety of transportation services including

he delivery legal and illegal goods

Whether or not the legend of Rhop being some other world

s true or not one thing is certain the Rhennee people are not

eaving the Flanaess anytime soon

APPEARANCEThe Rhennee are often tan or olive skinned humans T

tend to be shorter than other human races and often stoc

displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w

between 140-175 lbs while female Rhennee average betw

4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co

are most often blue gray or hazel although green eyes

not unknown Their hair color is often black or dark bro

Curly hair is most common but wavy hair is not unknown

PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated

secretive most Rhennee have little regard for the other hu

races

Having been ostracized by the majority of human ra

Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp

and it is very rare to nd one amongst the Rhennee for

great length of time To the Rhennee nothing is more impor

than family and regardless of personal dierences it is ta

to go against the family and side with a Gajo

The Rhennee live almost exclusively upon the waterw

of the Flanaess making their homes on large barges A s

sect of Rhennee ndash known as the Attloi ndash travel in caravan

the area of the Adri Forest where many believe the Rhen

made their rst appearance in the Flanaess The majori

Rhennee reside in the central Flanaess remaining close to

Nyr Dyv which serves as a central focus for these people

Most other races of the Flanaess often consider the e

race of Rhennee as criminals and thieves While it is true

many Rhennee excel in the roguish arts relatively few

out right criminals The conict lies in the fact that to

Rhennee things which are considered the property of G

are actually considered ldquopublic propertyrdquo by the Rhennee

The Rhennee believe that if you cannot carry the item u

your person then it is open to public use To be fair even am

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28

hemselves the Rhennee practice this belief The exception to

his is items placed into a roped circle This practice dictates

hat the items should not be touched or removed The number

nd sequence of knots tied into the rope will show any and all

ust who it is that claims the roped property as their own

The Rhennee culture is very chauvinistic Males are the

eaders and may carry on their barge just as many wives as

hey can aord It should be noted however that each barge

r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda

cts as an advisor and a councilor to the leader in all of the

amilyrsquos aairs The Verda also serves as the tribersquos healer

nd herbalist She predicts the weather and sells fortunes to

he Gajos While male nobles rule the tribe none of them will

ontradict the Verda of their tribe

Interestingly Rhennee women must remain virgin until their

marriage while males are encouraged to take many lovers

But if a woman is found to have had sex before marriage she

s then forbidden to ever marry and must become a prostitute

r ldquoAuntardquo to the tribe Such a woman is often given a small

essel separate from the barges and is only welcome aboard

barge when she is servicing the Rhennee males on it

This custom seems strange to others given that most

Rhennee males will quickly start a ght if they believe that

Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for

he privilege of a night with one of these women For these

easons and others an Aunta is much more likely to leave the

arge-folk and seek a new life amongst the Gajos

All Rhennee are known to fear sickness child birth and

eath Since all three conditions are considered taboo If

Rhennee person is sick they are left with the wise women

f the tribe ndash the Verda ndash and no one will even visit with the

ick individual until the Verda deem it safe to do so If the sick

annot be cured or if there is the fear of infection then the

ick are sometimes simply cast out This rejection of the sick

n order to protect the tribe is considered even to out way any

amily tiesWomen who give birth must remain in seclusion with the

Verda for 40 days and 40 nights During this time no male

may see her she cannot even return to her husband until this

eriod is over The newly born child may be brought before

he father by the wise women but it is common place that the

hild is usually not seen until the wife returns to her husbandrsquos

ide

Women who give birth to an exceptional number of male

hildren have considerable authority within the tribe Age and

xperience also play an important role in Rhennee society For

xample older females possess considerably more power and

nuence than do younger woman within the tribe

Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become

Vethardquo sorceresses who are endowed with the powers of

Rhoprdquo Women who attain this standing ndash but are not actually

Verda ndash are now treated as though they were while actual

Verda who develop the Vetha abilities are considered nearly

divinerdquo in nature and are given a great range of freedoms in

egards to tribal aairs

Death by any cause is something that all Rhennee fear

For the barge-folk the deceasersquo body must be lled with

or sand and then wrapped in linen and cast into a large b

of water The Attloi on the other hand bury their dead

very often mark the grave as the site of a great evil Pries

Death Gods and Goddesses are greatly feared and consid

repulsive to the Rhennee peoples as are Necromancers

Though predominantly rogues all Rhennee males bec

adept with weapons and the most accomplished of t

become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe

warriors and enforcers Both elder males and the Darkha

are second only to the chieftain of the tribe

Rhennee earn most of what little income they have prim

through the transportation of goods and passengers altho

hunting shing trading and craft-work also play a role A

Rhennee are excellent Tinkerers though their reputation

such work may vary widely Sadly some Rhennee do pref

steal from the Gajos in order to make a living and this re

poorly on the race as a whole though Rhennee will not s

from each other

The Rhennee practice no known religion or at the le

no Gajo is aware of any formal Rhennee religion Wate

respected and honored by all the Rhennee so much so

the barge-folk have been known to clean dirty waterways

to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen

will willingly pollute a water source

Rhennee males like to wear tight-legged pantaloons l

tting shirts and leather jerkins Females wear long ow

sleeveless dresses with low-cut tops so as to entice t

males Rhennee women also like to wear charms made

mollusk shells and precious stones that are found near

the water The more colorful these garments and adornm

are the more they are liked by the Rhennee though b

and greens are easily the most popular colors

RELIGION

Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and

basis of their religious beliefs This thinking is reinforce

the practice among the Rhennee of ldquoVethardquo where som

their women are endowed with the sorcerous powers of

ldquoRhoprdquo

In the last few centuries some of the Rhennee

begun worshiping the elemental forces of water Still ot

participate in the sacricial rites of demonic and devilish c

Some of the Rhennee have even taken up the worship of s

Deities of the air though such Rhennee are few

Among the land dwelling Attloi some have taken up

service of Gods more commonly worshiped in the Flana

these include Fharlanghn Olidamarra and Istus Still

are those few who worship Celestian and Pelor

PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and

these skills as their trade Rhennee are taught from birt

swim and some are even conceived in the water

All Rhennee characters gain a +2 racial bonus to the ski

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29

f their profession (Boater) and swimming These are

onsidered class skills for all Rhennee characters Rhennee

haracters also have an innate ability for sleight of hand and

eceive a +2 bonus to this skill as well But they suer a ndash2 to

ll Diplomacy checks when dealing with other human races

Crafting hunting and shing are very common among the

Rhennee people They are also adept at preparing some of the

nest seafood dishes in all the Oerth

The land based Attloi keep horses and pack animals and use

hem to pull their wagons and haul their goods The Attloi are

killed performers excelling at dance wind instruments and

inging For this reason Attloi characters receive a +2 bonus

o animal handling and a +2 performance bonus in one of the

kills listed above

Like their waterborne brethren Attloi characters also excel

t sleight of hand and receive a +2 bonus to this skill But

hey also receive a -2 penalty to Diplomacy checks whenever

ealing with the other humans races The Attloi are skilled

raftsman and leather workers and make some of the nest

eather armor and goods to be found in the Flanaess

FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing

hey have to an army are the Darkhagard warriors who guardheir barges

Most Rhennee focus on martial skills which favor thrown

weapons single weapons dual weapons or a two handed

weapon style Wrestling and sticus matches commonly take

lace among the Rhennee people

Some Rhennee have developed a rope ghting style which

s used to trip bound or to escape an opponent This ghting

tyle is defensive in nature and is often used by older males

nd a few of the females among the barge-folk though it is a

much less common ghting style among the land based Attloi

The Rhennee have also developed a special racial weapon

alled the ldquoDarkhardquo This special weapon will only be found in

he possession of a tribal chief or his Darkhagards

RACIAL FEATSThe following is a list of racial feats that a Rhennee character

may take as hisher bonus feat

You have developed a sense for locating and spotting water in

ny quantity

Benet You receive a +2 competence bonus to Survival and

Knowledge (geography) skill checks Further you can obtain

p to two gallons of fresh water with a successful Survival skill

heck and up to two more gallons of water can be obtained for

very three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

Surprisingly more Attloi obtain this feat then Rhennee maybe

nes presence around bodies of water limits a knack for this

bility

You spend a great deal of time in the water and have impres

swimming skills

Benet You are able to hold their breath under water

number of rounds equal to three times your Constitution S

before suering any ill eects You receive a +2 compete

bonus to all swim skill checks

Special You may only take this feat as a 1st-level chara

Attloi cannot take this feat

You have a knack for catching large amounts of sh and o

aquatic game

Benet You receive a +4 competence bonus to Surv

checks when shing hunting aquatic game or gathe

aquatic plants

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but it should be noted

these cases are rare

You can communicate with all fresh water aquatic creatur

Benet So long as you do no harm to them or t

environment You can communicate with any fresh w

aquatic creatures including (crustaceans frogs and turt

Even if charmed both you and these creatures are giv

save in order to avoid the suggestion

You will not consume or harm any crustaceans or tu

like creatures nor will the character allow these creature

come to harm

If you are a Rhennee spell caster able to summon w

elemental creatures you may do so for twice the no

duration with zero chance of the elemental successrebelling against you Any water elemental summone

oppose you is twice as likely to rebel against its summ

and the duration of the spellrsquos eect is halved

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but instances are

common

You can see things beyond the limits of most mortals and h

a strong sense of your surroundings

Benet You receive a +2 competence bonus to all Initia

rolls and Spot checks On a successful Spot check (DC 30)

can sense where invisible creatures or objects are loca

but you cannot actually see them (Example A mage c

invisibility on himself prior to combat Without knowing h

there you make a successful Spot check You get a sens

where the invisible mage is but you cannot actually see

invisible mage)

Special You may only take this feat as a 1st-level chara

F W [H]

D [H]

R B [H]

K F [H]

S S [H]

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30

While much more prominent in females this feat is not

mited to them alone

Travelers Trade [Heritage]

You are ever on the move for the roads are your home

Benet You receive a +2 competence bonus to all Handle

Animal and Ride skill checks when dealing with any animal or

ehicle used in a caravan While traveling you also receive a

+2 competence bonus to all Survival skill checks

Special You may only take this feat as a 1st-level character

Rhennee cannot take this feat

Water Walker [Heritage]

You have a knack for operating barges and traversing your

essel through perilous waters

Benet You receive a +2 competence bonus to their

rofession (boater) skill and a +2 circumstance bonus to

etect weather and weatherrsquos eects on water conditions

while piloting their vessels

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

Contact with water rejuvenates and sustains you

Benet If you stand at least in knee deep water you

atigue at only half the normal rate In addition if you engage

n no strenuous activity while in a body of water you recover

it points equal to your Constitution bonus +1 for every three

ours in the water You may also hold your breath for a number

f rounds equal to twice your Constitution Score You must

ubmerge yourself in water for at least one hour each week

r he will begin to suer fatigue at twice the normal rate

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

You are more sensitive to the forces of nature often feeling

minor changes in the weather and environment which are

ometimes undetectable to animals

Benet You receive a +2 competence bonus to Survival

nd Knowledge (nature) skill checks You may predict weather

hanges up to six hours in advance including changes in

emperature Further with a successful Survival skill check

ou can predict the weather and up to two more hours more

or every three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

While much more prominent in females this feat is not limited

o them alone

T T [H]

W W [H]

W W [H]

IN SEARCH OF HOME

ldquoWe are the children with no landrdquo

ldquoForced to live in the unknownrdquo

ldquoWe sail this worlds waterwaysrdquo

ldquoIn search of yesterdays embracerdquo

ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo

ldquoShow us your unfurling facerdquo

ldquoWe are use to your disgracerdquo ldquo

You will one day atonerdquo

ldquoWhen we children return homerdquo

-Made famous by Artoli Medni

Rhennee bard

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31

The Suloise peoples had their origins outside of the Flanaess

South of the Crystalmist Mountains and west of the

Hellfurnaces

Many Suloise ed to the Flanaess to escape the constant

SuelBaklunish wars which eventually lead to the magical

evastation of their homeland These Suloise migrations

elped to displace many of the Flannae from their homelands

esulting in the Flannae being scattered far and wide

The ancient Suloise have passed on many of their traits to

heir descendants for good or bad Centuries ago the Suloise

oasted one of the greatest empires ever known to mankind

They learned the arts of sorcery and civilization from the

Olven-folk but in time the Suloise peoples surpassed even

heir Elven teachers in the manipulation of magic and used

his knowledge to forge the greatest empire of their time ndash the

Suel Imperium But they rejected the Elven peoplesrsquo warnings

bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies

The ancient Suloise were totalitarian in demeanor and

nslaved many peoples and races All peoples fell to the will

f the Suloise Imperium except for the ancient Baklunish

mpire The Suloise Imperium relied heavily upon magic and

t helped forged their empire Their magical experimentation

ead to the creation and engineering of altered races races

reated for the sole purpose of serving the empire

One of the most well known of these created races is the

Derro Many dwarves claim that the Derro existed long before

he Suel experimented on their kin and it is rumored that

he Derro are actually a blending of dwarves and humans

Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were

onducted before the Suel Imperium fell

The Suel Imperium fought the Baklunish Empire to a stand

till for control of eastern Oerik To break the stalemate the

Suloise brought about the Invoked Devastation This apparent

ictory over their enemies was short lived however as one of

he long forgotten Gods of the Baklunish chose to intervene

RACES OF OERTH

The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller

Gathering together the most powerful mages from am

his people within the stone circle of Tovag Baragu this

channeled much of His own power through these magici

supporting their retribution against the Imperium

This is the origin of the Rain of Colorless Fire which cov

all of the Suel Imperium in its inferno Were it not for

great seer Slerotin the Suloise peoples may well have b

destroyed but receiving premonitions of the impen

doom Slerotin gathered what noble families he could and

them through a magical tunnel ndash of his own creation ndash w

passed completely through the Hellfurnaces

All but one of the families ndash the Lerara ndash traveling

Slerotin arrived in the area of the Flanaess now known as

Yeomanry From there the Suloise peoples spread throug

the Flanaess founding nations for themselves often for

from the colonies of the Suel Imperium The noble fami

Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero

tunnel and reside there today

The most infamous and secretive society of the Suloi

indisputably the Scarlet Brotherhood headquartered on

Tilvanot Peninsula This Suloise organization has bases sp

out across the Flanaess and beyond So embroiled have

become in the aairs of the Flanaessrsquo nations this so-ca

secretive society is no longer as secretive as it once was W

the Scarlet Brotherhood is prominent in Shar they do

actually have control of the government there though

do exercise major inuence over all the Peninsularsquos aair

There is another Suloise organization called ldquoThose

must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in

Kingdom of Keoland Not much is known of the Silent O

though it is rumored that they seek to obtain forbidden ma

and ancient Suloise artifacts What their main goals ar

one knows for certain however those few who happen c

upon the Silent Tower and try to gain entrance are very o

not heard from again Whatever their main goal one thin

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 20: Oerth Journal 27.pdf

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19

n defense measurements are highly sort after Shortswords

xes spears shields and hunting knives are also common

lace with crossbows seeing little use in this region The most

killed pikemen and halberdiers are often from Perrenland

Having pushed back many a marauding army Most military

men in Perrenland learned their craft as mercenaries Fighting

n the opposite sides of warring parties However it is the

are mercenary who fellrsquos one of his kin This has served them

well when being hired to route fellow countrymen from the

pposing army ranks Only to nd them bolstering the ranks

f the mercenary army sent to dispose of them

One thing that remains common amongst all Flan peoples the use of light or no armor Most Flan despise the extra

urden of heavy armor and few would don any armor that

weighs more than forty pounds

Naval combat is something most Flan nations these days

now little about Many of their nations do not border large

odies of water capable of supporting naval units In ancient

mes the Isles of Woe and Caerdiralor supported naval units

Ahlissa presumably had the largest naval unit of all Flan

ations Though they also saw little usage as naval combat

was not as advanced as it is now in present day Oerth Instead

most naval units merely supported the transportation of

roops Perhaps naval units were more commonplace when

he Pomarj was a heavily populated Flan nation Though as

ar as historians can tell this area was populated by primitive

solationists who later were absorb into the migrating Suel

opulation Eventually only traces of Flan culture exist With

ltars and shrines devoting worship to the earth dragon

aramount among these ndings

The Flan present in the Theocracy of the Pale have been

bsorbed into the Oeridian way of life In truth little of their

ways exist in the Pale these days Many of their ghting

ormations and weapon usage mimics those of their Oeridian

rethren

RACIAL FEATSThe following is a list of racial and heritage feats that an

lannae character may take as hisher bonus feat

While some Flan from all walks of life are imbued with the

lood line of Caerdiralor You have a stronger connection

raced back to a mixture of the Sulmi bloodline with the

urvivors who ed the doomed nation when they crossed the

Sea of Gearnat

Benet A Caerdiralor Flan receives a +2 to saves against

pells from the necromantic school of magic If they have the

bility to cast spells they may add 1 to the DC rating of spellsast from the necromantic school of magic

Special You may only take this feat as a 1st-level character

You are a descendant of the ancient Itari Flan whose forward-

hinking permitted them access to the ways of Vathris the

B C[H]

B I [H]

B D [H]

B R R [H]

maker

Benet An Itari Flan receives +2 skill bonuses to both

Knowledge (nature) and Diplomacy skills The character

easily sway someonersquos reaction by two categories for e

successful Diplomacy roll

Special You may only take this feat as a 1st-level chara

The characters Diplomacy score must be equal to or gre

than the characters level he is trying to persuade Other

the characters Diplomacy can only improve reactions rol

one category

You are a descendant of the Durha Flan some of the m

backward thinking and barbaric of the Flan people

Benet The Durha were some of the most determ

warriors However determination and skill are two die

things As such these characters gain 1 extra hit point

character level

Those with this bloodline may remain active at less

zero hit points with a successful Willpower save with a

DC of 12 plus the amount of damage suered below z

Example Fleg was struck by a club bringing his hit point

to - 3 hit points Fleg wills himself to maintain ghting on

rolls a 16 for his Will save to overcome his wounds S

Fleg is at -3 hit points he needed a 15 to remain active

remains active and is not struck again in combat Howeve

now requires a successful Willpower save DC 16 to cont

ghting as he cannot become stable while remaining activ

combat

Special You may only take this feat as a 1st-level chara

You are a descendant of the RhughaRonhass Flan While

Rhugha and the Ronhass were both intimately related to

other by blood and tradition the two were continuouslodds with each other Many jest that the Rhugha and Ron

were skilled horseman only because they were as stubbor

the mules they trained and lived with

Benet A RhughaRonhass Flan receives a +2 compet

bonus to their Ride skill (horses) and Handle Animal

(horses) They also receive a +2 to saves against spel

abilities to charm or enthrall them Spells that control emot

can aect them if it induces anger

Special You may only take this feat as a 1st-l

character Diplomacy is never a class skill for a character

this bloodline Diplomacy is treated as a non-class skill

receives all the limitations of a non-class skill for those

this bloodline regardless of which class they belong too

You are a descendant of the Sulmi Flan The ancient S

were always very ambitious determined to complete a tas

matter the cost This endearing trait led them to incorpora

the teachings of Caerdiralor into their society However s

B S [H]

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20

ure strains of this bloodline exist

Benet A Sulmi Flan receives a +4 insight bonus to any

kill roll once per day This does not guarantee success but

hows there determination in completing a task

Special You may only take this feat as a 1st-level character

The DM should penalize characters with this feat who give up

task too often or too easily

You are a descendant of the Truun Flan Much like the Rhugha

Ronhass the ancient Truun were skilled horsemen that

ttacked in large groups However the Truun did not share

he stubbornness their Rhugha and Ronhass brethren were

amous for

Benet A Truun Flan receives a +2 competence bonus

o their Ride skill (horses) and Handle Animal skill (horses)

A Truun that makes a successful Ride skill check in combat

lso receives a +1 competence bonus to attack rolls while on

orseback

Special You may only take this feat as a 1st-level character

You bear the mark of Demogorgon prince of all demons

Benet A character with this feat can telepathically

ommunicate with a creature in close range (25ft) much

ke a detect thoughts spell A targetrsquos successful Willpower

ave prevents you from reading its thoughts the save DC

=character level + 2 + highest non-physical attribute bonus

Intelligence Wisdom or Charisma]

However you also receive telepathic signals from all demon-

ind The latter is never at ease You struggle to control

he telepathic communication from demons a successful

Willpower save (DC demonrsquos hit dice + charisma bonus) is

equired whenever the character wants to actively block out

his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2

enalty on attack rolls saving throws skill checks and ability

hecks) until a successful Willpower save is made Because

he character has a volatile nature he gains a +2 insight

onus to all Intimidate skill checks and his telepathic link with

emon-kind grants him a +2 insight bonus to his Knowledge

the planes) skill checks Because the character is telepathic

e gains a +1 insight bonus to all initiative rolls

However the character always exudes a faint evil aura due

o the mark regardless of the characters actual alignment

Special You may only take this feat as a 1st-level character

You were born with a slightly forked tongue granting greater

ptitude with magic

Benet A character with Mokrsquoslykrsquos Tongue gains +2

ompetence bonus to either his Knowledge (arcana) or

Spellcraft skills The character also gains a +1 to their caster

evel when overcoming resistance for spells cast with a verbal

B T [H]

M S B [H]

Mrsquo T [H]

O A [H]

O F [H]

T T [H]

T T [H]

V T [H]

component

Special You may only take this feat as a 1st-level chara

You share some ancestry with those that lent their ma

might to the defense and expansion of Vecnarsquos Occlu

Empire

Benet Vecnarsquos Occluded Empire was well known fo

use of dark and secretive magical might As a descen

of this region you receive a +2 competence bonus to

Knowledge (arcana) and Knowledge (the planes) skills

Special You may only take this feat as a 1st-level chara

While many modern day Flan follow many faiths you fo

the ancients ways of your people

Benet A character with this feat receives a +2 compet

bonus to their Knowledge (religion) and Knowledge (nat

skills

Special You may only take this feat as a 1st-level chara

must follow Old Faith

You bear the taint of Tiamatrsquos followers

Benet A character with this feat has slightly scaly

that is noticeable by touch only and gains a +1 natural a

bonus They also gain a +4 resistance bonus to one of

following energy types acid electricity re or frost

Further the character also receives a +2 insight bonus t

Sense Motive checks to detect malicious intents or auras

as an evil spell or power register

However the character always exudes a faint evil aura

to the taint regardless of the characters actual alignmen

Special You may only take this feat as a 1st-level chara

You bear the artice and skill the the Tostencha people w

famous for

Benet This character may add +2 to one Craft sk

their choice The character also gains a +2 to their Appr

skill checks

Special You may only take this feat as a 1st-level chara

You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any

Knowledge skills and add a +2 competence bonus to t

skills or they make take one non-class knowledge skill

use it as a class skill without any penalty for skill improvem

cost

Then there are those who follow the teachings of Vathr

the god of lost causes and revenge These latter charac

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21

eceive a +2 to saves against poison or magic that would

ring them death or below zero hit points They also stand a

0 chance of becoming stable when brought below zero hit

oints instead of the normal 10 chance of most people

Special You may only take this feat as a 1st-level character

You are exceptionally skilled and versed in the workings of

he world

Benet A character with this feat gains 4 extra skill points

t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class

Also Knowledge skills can be increased by one more point

han usually allowed per character level A rst level character

with this feat may have a Knowledge skill with up to ve ranks

t rst level

Special You may only take this feat as a 1st-level character

V S I [H]

The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4

T F P

Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a

hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)

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23

PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged

traightforward and pragmatic Oeridians are taught from the

arliest age to respect authority and those who bear arms

Their interests lay in exploration hunting ghting and empire

uilding The history of their people give them right to boast

Oeridians are prone to take charge in dicult situations and

et they respect their superiors and sacrice for the good of

whatever cause or group they believe in Oeridians are known

or their enjoyment of songs celebration physical games

nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly

egarded by other races

There are three prominent Oeridian tribes The Aerdi best

nown for establishing The Great Kingdom The Nyrondal

f the Kingdom of Nyrond and the Vollar of the Prelacy of

Veluna are the other two prominent tribes of Oeridians Other

ribes do exist -- or have existed -- but they have become

ntermingled with other cultures

The Kingdom of Furyondy has a signicant Vollar presence

n its border with the Prelacy of Veluna however the Vollar

n both sides of the border have intermingled extensively with

he other peoples of these nations

The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of

he Flannaess but is now but a shadow of what it once was

aving splintered into two separate and distinct kingdoms

North Kingdom and The United Kingdom of Ahlissa Neither

f these current kingdoms is in control of the former capital

f Rauxes Decades of inghting magical atrocities and the

ramping of undead armies across the land have devastated

he area around the former capital

Most Oeridians now living in these lands tend to be less than

traightforward compared to their brothers in other lands

eing much more conniving and preferring to avoid direct

onict They seek instead to manipulate their adversaries

uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This

ttitude has served to lessen both the military presence and

nuence of the Church of Hextor

The Kingdoms of Furyondy and Nyrond as well as the former

Shield Lands are able to boast Oeridians of purest blood

Though the Shield Lands have been overrun by the forces of

uz the Oeridians still living there show real determination

nd the erce spirit of the race The Oeridians in these lands

ontinue the struggle against the occupying forces of Iuz the

nly exception being the Oeridians of Nyrond

The Oeridians of Nyrond mirror the condition of the Kingdom

tself they are poverty stricken This situation leaves them in

very poor position to wage an oensive war against the ldquoOld

Onerdquo However the Oeridians of Nyrond remain ever vigilant

f the Old Onersquos designs on their territories and are prepared

hough their stance must be defensive in nature

The ldquowarrior coderdquo is forever present within the minds and

earts of the Oeridian peoples and they nd ways to defend

heir lands regardless of their circumstances Defensively

uryondy is currently in the best shape of all the Oeridian

nations due to their being aided in securing their border

their Velunese neighbors In addition the Church of Heiron

has an ever growing inuence amongst the Oeridian peo

in these two nations and the Priests and Paladins of His ch

are highly regarded by the peoples of these two kingdom

The Oeridian peoples have learned to work well with o

human races and nowhere is this truth more evident tha

the Sheldomar valley and the Kingdom of Keoland In Keo

a minority of Oeridian and Suloise nobles enjoy a peaceful

over a Flannae majority

In the Prelacy of Veluna a considerable populatio

intermingled Oeridian and Flannae peoples also live toge

peacefully Rao serves as this nationrsquos chief deity but

church of Heironious is also well represented on the nat

Theocratic Council The Oeridian peoples of Keoland

Veluna are much more in control of their emotions then

their brethren in other nations and are therefore less like

fall prone to the more traditional overreaction of Oeridian

A great many Oeridians grow-up to become warriors B

instilled from early childhood with a profound respect for

and women of martial prowess most Oeridians have studie

least one melee weapon by the time they reach adulthoo

The skill of manufacturing weapons and armor is also h

respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are

naturally nimble people acrobatic skills such as dancing

tumbling are often manifested in Oeridians from all walk

life

RELIGIONThe Oeridian peoples seem to have a particular fondnes

martial gods The Oeridian Pantheon boasts no less than t

Gods of War and Battle Heironious Hextor and Stratis

is believed to be dead

All three war gods were mothered by Stern Alia God

of Motherhood Culture and Law three precepts which

important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St

was dominant in their ancient homeland which they be

was in western Oerik Some Oeridians still worship this fa

deity and repeat a legend associated with His death

whispered that at His death Stratisrsquo blood burned its

through the Oerth down into the Underdark and exposed

passageway to the drow settlement of Kalan-Grsquoeld Str

blood then turned into mists and still oats around

Underdark in clouds It is said that anyone touched by th

clouds is gifted with a portion of Stratisrsquo divine spark

The Oeridian Pantheon also consists of Bleredd Celes

Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku

Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri

collective name for the Oeridian agricultural gods Veln

Telchur Atroa Sotillion and Wenta

Heironious Hextor Fharlanghn Pholtus Pelor and Zil

are the primary recipients of Oeridian worship in the Flanna

though all the gods of the pantheon receive varying amo

of veneration token though they may be

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25

s another matter entirely If not for the considerable size of

heir eets these nations would be in serious trouble given

hat this is the one area in which the Suloise have bested

hem

The Oeridians of the former Great Kingdom prefer to ram an

nemyrsquos vessel and board them with marine units since their

and to hand tactics are superior to that of their opponents

However their naval tactics prove a contradiction in this

egard as Oeridian ships are built for strength rather than

peed and ranged combat seems to be the most eective

method against the Suloise vessels

The Peace loving Oeridians of Veluna have ample amounts

f military units cavalry infantry and archers However these

Oeridians prefer bludgeoning weapons Veluna is also known

o have the only man-catcher unit in existence While no

ne has yet seen it used on the eld of battle it is rumored

hat these units were responsible for quelling the upheavals

n the disputed lands of Bissel The man-catcher unit serves

mainly as an honor guard but gives frequent demonstrations

f its great prociency in the non-lethal use of their weapon

Although swordsmanship is practiced in Veluna it is viewed

rimarily as a sport rather than an instrument of war

RACIAL FEATSThe following is a list of racial feats that an Oeridian character

may take as hisher bonus feat

You have studied many dierent Aerdi styles of warfare

ranting you a mastery of the battleeld

Benet A character with the Aerdi Bloodline feat gains a +2

ompetence bonus to Alertness checks and a +1 competence

onus to hit with spear or short sword

Special You may only take this feat as a 1st-level character

You have exceptional skill on mounts and with Nyrondal

anged combat tactics

Benet A character with the Nyrondal Bloodline feat

ains a +2 competence bonus to Ride skill checks and a +1

ompetence bonus to hit with a rapier or bow

Special You may only take this feat as a 1st-level character

You are known for your scouting skills and defensive ghting

actics

Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and

+1 dodge bonus to their AC

Special You may only take this feat as a 1st-level character

A character must choose either Spot or Survival skill bonus at

st-level

B N [H]

B A [H]

B V [H]

C S [G]

D R [H]

H [GB]

You are skilled in battle and can sense when combat is a

to ensue

Benet Before combat begins a character with this

can make a wisdom check (DC 10+ frac12 opponents hit dice)

if successful the character gains a +2 insight bonus to t

saving throws or Armor Class either which can apply

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters need to meet a prerequisite to a

this feat a wisdom score of 13 or higher

You are nimble in battle and many of them study how to a

blows

Benet A character with this feat gains a +2 dodge bo

when not using armor or shields of any kind The chara

must have a weapon in his hand for the feat to work

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters can take this feat but the prerequ

is a Dexterity score of 13 or more

You have toughened your body to the point where they s

able to turn blades aside during battle

Benet A character with this feat gains a damage resista

of 2

Special You may only take this feat as a 1st-level chara

must take either Endurance or Toughness as a prerequisi

this feat

You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta

they may rage like a barbarian of equal level The chara

receives all bonuses and penalties associated with ragin

noted on page 25 of the 35 edition of the PHBThe chara

receives all bonuses and penalties associated with raging

noted on page 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level chara

Oeridians from Veluna cannot take this feat

You can be quite intimidating when you have to be

Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi

someone a second time even after an initial intimida

check has failed but without the +2 bonus on the sec

attempt

Special You may only take this feat as a 1st-level chara

O R [H]

O P [H]

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26

O G [H]

O S [H]

You have a greater aptitude towards grace and maneuverability

Benet A character with this feat gains a +2 competence

onus to all Balance and Tumbling skill checks

Special You may only take this feat as a 1st-level character

Your ghting spirit shows your resolve when the end is nigh

Benet A character with this feat gains a +2 competence

o hit and damage but only when reduced to less than 20

f his hit point total

Special Oeridians who are members of the following

lasses may choose this feat Barbarians Rangers Paladins

Warriors and Fighters Fighters can gain this feat at rst level

A character may gain this feat after choosing the Endurance

nd Die-hard feats

You are well versed in many ghting styles However you

refer a less lethal approachBenet A character with this feat can use any blunt object

r bludgeoning weapon to cause non-lethal damage to his

pponent Weapons used in this way do half damage All

amage inicted in this manner is non-lethal

You have mastered the art of non-lethal damage

Benet As Sub-dual Focus above only the weapon does

ull damage all of it being sub-dual

Special Oeridians from Veluna taking Sub-dual Focus get

Greater Sub-dual Focus for free Other characters are required

o spend a second feat for Greater Sub-dual Focus

You have honed your skills in the subtle arts eschewing any

warrior instincts for a more deceptive approach

Benet A character with this feat receives a +2 competence

onus to both the Blu and Sense Motive skills The character

s equally adept at lying and discerning a lie

Special You may only take this feat as a 1st-level character

Only those characters from Ahlissa and North Kingdom may

ake this feat

S- F [G]

S- F G [G]

S [H]

T O P

Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti

Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves

Zilchus (LN god of power prestige inuence monbusiness)

Crsquo

C

G

T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073

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27

RACES OF OERTH

The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak

The Rhennee rmly believe they are from another world

nown as ldquoRhoprdquo In truth Rhop was a large island continent

ar removed from the Flanaess The distance is so great that

t could easily lead anyone to believe that Rhop was anotherworld

Natural talents possessed by the Rhennee strongly suggest

o scholars that the Rhennee have lived on or near large

odies of water for the racersquos entire existence Some sages

elieve that Rhop was ndash in reality ndash some type of ldquoElder

Beingrdquo possessed of supernatural powers and quite possibly

esembled some type of turtle-like creature Such a Being

would of necessity have been quite large possibly measuring

ome ve miles in radius Sages believed that either some

xternal ldquoforcerdquo removed the Rhennee from their living island

aradise or else this ldquoIsland Beingrdquo itself sent them away

While there is some debate upon the subject most sages

gree that the Rhennee are native to Oerth Sages also agree

hat after leaving their island home the Rhennee traveled to

he Flanaess and settled in and around the Adri Forest But

enturies ago they were driven out of this area as well -- by

he invading Oeridians

On the whole the Rhennee are still a young race Having

nally found their own niche within the societies of the Flanaess

eems to have caused their civilization to ourish especially

pon the Selitan river and the Nyr Dyv What happens to the

ace next remains to be seen

The Rhennee themselves have taken a generally neutral

pproach to their neighbors refusing to involve themselves

r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have

sed them for a variety of transportation services including

he delivery legal and illegal goods

Whether or not the legend of Rhop being some other world

s true or not one thing is certain the Rhennee people are not

eaving the Flanaess anytime soon

APPEARANCEThe Rhennee are often tan or olive skinned humans T

tend to be shorter than other human races and often stoc

displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w

between 140-175 lbs while female Rhennee average betw

4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co

are most often blue gray or hazel although green eyes

not unknown Their hair color is often black or dark bro

Curly hair is most common but wavy hair is not unknown

PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated

secretive most Rhennee have little regard for the other hu

races

Having been ostracized by the majority of human ra

Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp

and it is very rare to nd one amongst the Rhennee for

great length of time To the Rhennee nothing is more impor

than family and regardless of personal dierences it is ta

to go against the family and side with a Gajo

The Rhennee live almost exclusively upon the waterw

of the Flanaess making their homes on large barges A s

sect of Rhennee ndash known as the Attloi ndash travel in caravan

the area of the Adri Forest where many believe the Rhen

made their rst appearance in the Flanaess The majori

Rhennee reside in the central Flanaess remaining close to

Nyr Dyv which serves as a central focus for these people

Most other races of the Flanaess often consider the e

race of Rhennee as criminals and thieves While it is true

many Rhennee excel in the roguish arts relatively few

out right criminals The conict lies in the fact that to

Rhennee things which are considered the property of G

are actually considered ldquopublic propertyrdquo by the Rhennee

The Rhennee believe that if you cannot carry the item u

your person then it is open to public use To be fair even am

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28

hemselves the Rhennee practice this belief The exception to

his is items placed into a roped circle This practice dictates

hat the items should not be touched or removed The number

nd sequence of knots tied into the rope will show any and all

ust who it is that claims the roped property as their own

The Rhennee culture is very chauvinistic Males are the

eaders and may carry on their barge just as many wives as

hey can aord It should be noted however that each barge

r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda

cts as an advisor and a councilor to the leader in all of the

amilyrsquos aairs The Verda also serves as the tribersquos healer

nd herbalist She predicts the weather and sells fortunes to

he Gajos While male nobles rule the tribe none of them will

ontradict the Verda of their tribe

Interestingly Rhennee women must remain virgin until their

marriage while males are encouraged to take many lovers

But if a woman is found to have had sex before marriage she

s then forbidden to ever marry and must become a prostitute

r ldquoAuntardquo to the tribe Such a woman is often given a small

essel separate from the barges and is only welcome aboard

barge when she is servicing the Rhennee males on it

This custom seems strange to others given that most

Rhennee males will quickly start a ght if they believe that

Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for

he privilege of a night with one of these women For these

easons and others an Aunta is much more likely to leave the

arge-folk and seek a new life amongst the Gajos

All Rhennee are known to fear sickness child birth and

eath Since all three conditions are considered taboo If

Rhennee person is sick they are left with the wise women

f the tribe ndash the Verda ndash and no one will even visit with the

ick individual until the Verda deem it safe to do so If the sick

annot be cured or if there is the fear of infection then the

ick are sometimes simply cast out This rejection of the sick

n order to protect the tribe is considered even to out way any

amily tiesWomen who give birth must remain in seclusion with the

Verda for 40 days and 40 nights During this time no male

may see her she cannot even return to her husband until this

eriod is over The newly born child may be brought before

he father by the wise women but it is common place that the

hild is usually not seen until the wife returns to her husbandrsquos

ide

Women who give birth to an exceptional number of male

hildren have considerable authority within the tribe Age and

xperience also play an important role in Rhennee society For

xample older females possess considerably more power and

nuence than do younger woman within the tribe

Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become

Vethardquo sorceresses who are endowed with the powers of

Rhoprdquo Women who attain this standing ndash but are not actually

Verda ndash are now treated as though they were while actual

Verda who develop the Vetha abilities are considered nearly

divinerdquo in nature and are given a great range of freedoms in

egards to tribal aairs

Death by any cause is something that all Rhennee fear

For the barge-folk the deceasersquo body must be lled with

or sand and then wrapped in linen and cast into a large b

of water The Attloi on the other hand bury their dead

very often mark the grave as the site of a great evil Pries

Death Gods and Goddesses are greatly feared and consid

repulsive to the Rhennee peoples as are Necromancers

Though predominantly rogues all Rhennee males bec

adept with weapons and the most accomplished of t

become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe

warriors and enforcers Both elder males and the Darkha

are second only to the chieftain of the tribe

Rhennee earn most of what little income they have prim

through the transportation of goods and passengers altho

hunting shing trading and craft-work also play a role A

Rhennee are excellent Tinkerers though their reputation

such work may vary widely Sadly some Rhennee do pref

steal from the Gajos in order to make a living and this re

poorly on the race as a whole though Rhennee will not s

from each other

The Rhennee practice no known religion or at the le

no Gajo is aware of any formal Rhennee religion Wate

respected and honored by all the Rhennee so much so

the barge-folk have been known to clean dirty waterways

to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen

will willingly pollute a water source

Rhennee males like to wear tight-legged pantaloons l

tting shirts and leather jerkins Females wear long ow

sleeveless dresses with low-cut tops so as to entice t

males Rhennee women also like to wear charms made

mollusk shells and precious stones that are found near

the water The more colorful these garments and adornm

are the more they are liked by the Rhennee though b

and greens are easily the most popular colors

RELIGION

Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and

basis of their religious beliefs This thinking is reinforce

the practice among the Rhennee of ldquoVethardquo where som

their women are endowed with the sorcerous powers of

ldquoRhoprdquo

In the last few centuries some of the Rhennee

begun worshiping the elemental forces of water Still ot

participate in the sacricial rites of demonic and devilish c

Some of the Rhennee have even taken up the worship of s

Deities of the air though such Rhennee are few

Among the land dwelling Attloi some have taken up

service of Gods more commonly worshiped in the Flana

these include Fharlanghn Olidamarra and Istus Still

are those few who worship Celestian and Pelor

PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and

these skills as their trade Rhennee are taught from birt

swim and some are even conceived in the water

All Rhennee characters gain a +2 racial bonus to the ski

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29

f their profession (Boater) and swimming These are

onsidered class skills for all Rhennee characters Rhennee

haracters also have an innate ability for sleight of hand and

eceive a +2 bonus to this skill as well But they suer a ndash2 to

ll Diplomacy checks when dealing with other human races

Crafting hunting and shing are very common among the

Rhennee people They are also adept at preparing some of the

nest seafood dishes in all the Oerth

The land based Attloi keep horses and pack animals and use

hem to pull their wagons and haul their goods The Attloi are

killed performers excelling at dance wind instruments and

inging For this reason Attloi characters receive a +2 bonus

o animal handling and a +2 performance bonus in one of the

kills listed above

Like their waterborne brethren Attloi characters also excel

t sleight of hand and receive a +2 bonus to this skill But

hey also receive a -2 penalty to Diplomacy checks whenever

ealing with the other humans races The Attloi are skilled

raftsman and leather workers and make some of the nest

eather armor and goods to be found in the Flanaess

FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing

hey have to an army are the Darkhagard warriors who guardheir barges

Most Rhennee focus on martial skills which favor thrown

weapons single weapons dual weapons or a two handed

weapon style Wrestling and sticus matches commonly take

lace among the Rhennee people

Some Rhennee have developed a rope ghting style which

s used to trip bound or to escape an opponent This ghting

tyle is defensive in nature and is often used by older males

nd a few of the females among the barge-folk though it is a

much less common ghting style among the land based Attloi

The Rhennee have also developed a special racial weapon

alled the ldquoDarkhardquo This special weapon will only be found in

he possession of a tribal chief or his Darkhagards

RACIAL FEATSThe following is a list of racial feats that a Rhennee character

may take as hisher bonus feat

You have developed a sense for locating and spotting water in

ny quantity

Benet You receive a +2 competence bonus to Survival and

Knowledge (geography) skill checks Further you can obtain

p to two gallons of fresh water with a successful Survival skill

heck and up to two more gallons of water can be obtained for

very three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

Surprisingly more Attloi obtain this feat then Rhennee maybe

nes presence around bodies of water limits a knack for this

bility

You spend a great deal of time in the water and have impres

swimming skills

Benet You are able to hold their breath under water

number of rounds equal to three times your Constitution S

before suering any ill eects You receive a +2 compete

bonus to all swim skill checks

Special You may only take this feat as a 1st-level chara

Attloi cannot take this feat

You have a knack for catching large amounts of sh and o

aquatic game

Benet You receive a +4 competence bonus to Surv

checks when shing hunting aquatic game or gathe

aquatic plants

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but it should be noted

these cases are rare

You can communicate with all fresh water aquatic creatur

Benet So long as you do no harm to them or t

environment You can communicate with any fresh w

aquatic creatures including (crustaceans frogs and turt

Even if charmed both you and these creatures are giv

save in order to avoid the suggestion

You will not consume or harm any crustaceans or tu

like creatures nor will the character allow these creature

come to harm

If you are a Rhennee spell caster able to summon w

elemental creatures you may do so for twice the no

duration with zero chance of the elemental successrebelling against you Any water elemental summone

oppose you is twice as likely to rebel against its summ

and the duration of the spellrsquos eect is halved

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but instances are

common

You can see things beyond the limits of most mortals and h

a strong sense of your surroundings

Benet You receive a +2 competence bonus to all Initia

rolls and Spot checks On a successful Spot check (DC 30)

can sense where invisible creatures or objects are loca

but you cannot actually see them (Example A mage c

invisibility on himself prior to combat Without knowing h

there you make a successful Spot check You get a sens

where the invisible mage is but you cannot actually see

invisible mage)

Special You may only take this feat as a 1st-level chara

F W [H]

D [H]

R B [H]

K F [H]

S S [H]

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30

While much more prominent in females this feat is not

mited to them alone

Travelers Trade [Heritage]

You are ever on the move for the roads are your home

Benet You receive a +2 competence bonus to all Handle

Animal and Ride skill checks when dealing with any animal or

ehicle used in a caravan While traveling you also receive a

+2 competence bonus to all Survival skill checks

Special You may only take this feat as a 1st-level character

Rhennee cannot take this feat

Water Walker [Heritage]

You have a knack for operating barges and traversing your

essel through perilous waters

Benet You receive a +2 competence bonus to their

rofession (boater) skill and a +2 circumstance bonus to

etect weather and weatherrsquos eects on water conditions

while piloting their vessels

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

Contact with water rejuvenates and sustains you

Benet If you stand at least in knee deep water you

atigue at only half the normal rate In addition if you engage

n no strenuous activity while in a body of water you recover

it points equal to your Constitution bonus +1 for every three

ours in the water You may also hold your breath for a number

f rounds equal to twice your Constitution Score You must

ubmerge yourself in water for at least one hour each week

r he will begin to suer fatigue at twice the normal rate

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

You are more sensitive to the forces of nature often feeling

minor changes in the weather and environment which are

ometimes undetectable to animals

Benet You receive a +2 competence bonus to Survival

nd Knowledge (nature) skill checks You may predict weather

hanges up to six hours in advance including changes in

emperature Further with a successful Survival skill check

ou can predict the weather and up to two more hours more

or every three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

While much more prominent in females this feat is not limited

o them alone

T T [H]

W W [H]

W W [H]

IN SEARCH OF HOME

ldquoWe are the children with no landrdquo

ldquoForced to live in the unknownrdquo

ldquoWe sail this worlds waterwaysrdquo

ldquoIn search of yesterdays embracerdquo

ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo

ldquoShow us your unfurling facerdquo

ldquoWe are use to your disgracerdquo ldquo

You will one day atonerdquo

ldquoWhen we children return homerdquo

-Made famous by Artoli Medni

Rhennee bard

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31

The Suloise peoples had their origins outside of the Flanaess

South of the Crystalmist Mountains and west of the

Hellfurnaces

Many Suloise ed to the Flanaess to escape the constant

SuelBaklunish wars which eventually lead to the magical

evastation of their homeland These Suloise migrations

elped to displace many of the Flannae from their homelands

esulting in the Flannae being scattered far and wide

The ancient Suloise have passed on many of their traits to

heir descendants for good or bad Centuries ago the Suloise

oasted one of the greatest empires ever known to mankind

They learned the arts of sorcery and civilization from the

Olven-folk but in time the Suloise peoples surpassed even

heir Elven teachers in the manipulation of magic and used

his knowledge to forge the greatest empire of their time ndash the

Suel Imperium But they rejected the Elven peoplesrsquo warnings

bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies

The ancient Suloise were totalitarian in demeanor and

nslaved many peoples and races All peoples fell to the will

f the Suloise Imperium except for the ancient Baklunish

mpire The Suloise Imperium relied heavily upon magic and

t helped forged their empire Their magical experimentation

ead to the creation and engineering of altered races races

reated for the sole purpose of serving the empire

One of the most well known of these created races is the

Derro Many dwarves claim that the Derro existed long before

he Suel experimented on their kin and it is rumored that

he Derro are actually a blending of dwarves and humans

Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were

onducted before the Suel Imperium fell

The Suel Imperium fought the Baklunish Empire to a stand

till for control of eastern Oerik To break the stalemate the

Suloise brought about the Invoked Devastation This apparent

ictory over their enemies was short lived however as one of

he long forgotten Gods of the Baklunish chose to intervene

RACES OF OERTH

The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller

Gathering together the most powerful mages from am

his people within the stone circle of Tovag Baragu this

channeled much of His own power through these magici

supporting their retribution against the Imperium

This is the origin of the Rain of Colorless Fire which cov

all of the Suel Imperium in its inferno Were it not for

great seer Slerotin the Suloise peoples may well have b

destroyed but receiving premonitions of the impen

doom Slerotin gathered what noble families he could and

them through a magical tunnel ndash of his own creation ndash w

passed completely through the Hellfurnaces

All but one of the families ndash the Lerara ndash traveling

Slerotin arrived in the area of the Flanaess now known as

Yeomanry From there the Suloise peoples spread throug

the Flanaess founding nations for themselves often for

from the colonies of the Suel Imperium The noble fami

Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero

tunnel and reside there today

The most infamous and secretive society of the Suloi

indisputably the Scarlet Brotherhood headquartered on

Tilvanot Peninsula This Suloise organization has bases sp

out across the Flanaess and beyond So embroiled have

become in the aairs of the Flanaessrsquo nations this so-ca

secretive society is no longer as secretive as it once was W

the Scarlet Brotherhood is prominent in Shar they do

actually have control of the government there though

do exercise major inuence over all the Peninsularsquos aair

There is another Suloise organization called ldquoThose

must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in

Kingdom of Keoland Not much is known of the Silent O

though it is rumored that they seek to obtain forbidden ma

and ancient Suloise artifacts What their main goals ar

one knows for certain however those few who happen c

upon the Silent Tower and try to gain entrance are very o

not heard from again Whatever their main goal one thin

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 21: Oerth Journal 27.pdf

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20

ure strains of this bloodline exist

Benet A Sulmi Flan receives a +4 insight bonus to any

kill roll once per day This does not guarantee success but

hows there determination in completing a task

Special You may only take this feat as a 1st-level character

The DM should penalize characters with this feat who give up

task too often or too easily

You are a descendant of the Truun Flan Much like the Rhugha

Ronhass the ancient Truun were skilled horsemen that

ttacked in large groups However the Truun did not share

he stubbornness their Rhugha and Ronhass brethren were

amous for

Benet A Truun Flan receives a +2 competence bonus

o their Ride skill (horses) and Handle Animal skill (horses)

A Truun that makes a successful Ride skill check in combat

lso receives a +1 competence bonus to attack rolls while on

orseback

Special You may only take this feat as a 1st-level character

You bear the mark of Demogorgon prince of all demons

Benet A character with this feat can telepathically

ommunicate with a creature in close range (25ft) much

ke a detect thoughts spell A targetrsquos successful Willpower

ave prevents you from reading its thoughts the save DC

=character level + 2 + highest non-physical attribute bonus

Intelligence Wisdom or Charisma]

However you also receive telepathic signals from all demon-

ind The latter is never at ease You struggle to control

he telepathic communication from demons a successful

Willpower save (DC demonrsquos hit dice + charisma bonus) is

equired whenever the character wants to actively block out

his telepathic communication A failed Willpower save meanshe character cannot concentrate and becomes shaken (a -2

enalty on attack rolls saving throws skill checks and ability

hecks) until a successful Willpower save is made Because

he character has a volatile nature he gains a +2 insight

onus to all Intimidate skill checks and his telepathic link with

emon-kind grants him a +2 insight bonus to his Knowledge

the planes) skill checks Because the character is telepathic

e gains a +1 insight bonus to all initiative rolls

However the character always exudes a faint evil aura due

o the mark regardless of the characters actual alignment

Special You may only take this feat as a 1st-level character

You were born with a slightly forked tongue granting greater

ptitude with magic

Benet A character with Mokrsquoslykrsquos Tongue gains +2

ompetence bonus to either his Knowledge (arcana) or

Spellcraft skills The character also gains a +1 to their caster

evel when overcoming resistance for spells cast with a verbal

B T [H]

M S B [H]

Mrsquo T [H]

O A [H]

O F [H]

T T [H]

T T [H]

V T [H]

component

Special You may only take this feat as a 1st-level chara

You share some ancestry with those that lent their ma

might to the defense and expansion of Vecnarsquos Occlu

Empire

Benet Vecnarsquos Occluded Empire was well known fo

use of dark and secretive magical might As a descen

of this region you receive a +2 competence bonus to

Knowledge (arcana) and Knowledge (the planes) skills

Special You may only take this feat as a 1st-level chara

While many modern day Flan follow many faiths you fo

the ancients ways of your people

Benet A character with this feat receives a +2 compet

bonus to their Knowledge (religion) and Knowledge (nat

skills

Special You may only take this feat as a 1st-level chara

must follow Old Faith

You bear the taint of Tiamatrsquos followers

Benet A character with this feat has slightly scaly

that is noticeable by touch only and gains a +1 natural a

bonus They also gain a +4 resistance bonus to one of

following energy types acid electricity re or frost

Further the character also receives a +2 insight bonus t

Sense Motive checks to detect malicious intents or auras

as an evil spell or power register

However the character always exudes a faint evil aura

to the taint regardless of the characters actual alignmen

Special You may only take this feat as a 1st-level chara

You bear the artice and skill the the Tostencha people w

famous for

Benet This character may add +2 to one Craft sk

their choice The character also gains a +2 to their Appr

skill checks

Special You may only take this feat as a 1st-level chara

You have continued the original teachings of Vathris the MaBenet A character with this feat may choose any

Knowledge skills and add a +2 competence bonus to t

skills or they make take one non-class knowledge skill

use it as a class skill without any penalty for skill improvem

cost

Then there are those who follow the teachings of Vathr

the god of lost causes and revenge These latter charac

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21

eceive a +2 to saves against poison or magic that would

ring them death or below zero hit points They also stand a

0 chance of becoming stable when brought below zero hit

oints instead of the normal 10 chance of most people

Special You may only take this feat as a 1st-level character

You are exceptionally skilled and versed in the workings of

he world

Benet A character with this feat gains 4 extra skill points

t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class

Also Knowledge skills can be increased by one more point

han usually allowed per character level A rst level character

with this feat may have a Knowledge skill with up to ve ranks

t rst level

Special You may only take this feat as a 1st-level character

V S I [H]

The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4

T F P

Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a

hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)

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23

PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged

traightforward and pragmatic Oeridians are taught from the

arliest age to respect authority and those who bear arms

Their interests lay in exploration hunting ghting and empire

uilding The history of their people give them right to boast

Oeridians are prone to take charge in dicult situations and

et they respect their superiors and sacrice for the good of

whatever cause or group they believe in Oeridians are known

or their enjoyment of songs celebration physical games

nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly

egarded by other races

There are three prominent Oeridian tribes The Aerdi best

nown for establishing The Great Kingdom The Nyrondal

f the Kingdom of Nyrond and the Vollar of the Prelacy of

Veluna are the other two prominent tribes of Oeridians Other

ribes do exist -- or have existed -- but they have become

ntermingled with other cultures

The Kingdom of Furyondy has a signicant Vollar presence

n its border with the Prelacy of Veluna however the Vollar

n both sides of the border have intermingled extensively with

he other peoples of these nations

The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of

he Flannaess but is now but a shadow of what it once was

aving splintered into two separate and distinct kingdoms

North Kingdom and The United Kingdom of Ahlissa Neither

f these current kingdoms is in control of the former capital

f Rauxes Decades of inghting magical atrocities and the

ramping of undead armies across the land have devastated

he area around the former capital

Most Oeridians now living in these lands tend to be less than

traightforward compared to their brothers in other lands

eing much more conniving and preferring to avoid direct

onict They seek instead to manipulate their adversaries

uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This

ttitude has served to lessen both the military presence and

nuence of the Church of Hextor

The Kingdoms of Furyondy and Nyrond as well as the former

Shield Lands are able to boast Oeridians of purest blood

Though the Shield Lands have been overrun by the forces of

uz the Oeridians still living there show real determination

nd the erce spirit of the race The Oeridians in these lands

ontinue the struggle against the occupying forces of Iuz the

nly exception being the Oeridians of Nyrond

The Oeridians of Nyrond mirror the condition of the Kingdom

tself they are poverty stricken This situation leaves them in

very poor position to wage an oensive war against the ldquoOld

Onerdquo However the Oeridians of Nyrond remain ever vigilant

f the Old Onersquos designs on their territories and are prepared

hough their stance must be defensive in nature

The ldquowarrior coderdquo is forever present within the minds and

earts of the Oeridian peoples and they nd ways to defend

heir lands regardless of their circumstances Defensively

uryondy is currently in the best shape of all the Oeridian

nations due to their being aided in securing their border

their Velunese neighbors In addition the Church of Heiron

has an ever growing inuence amongst the Oeridian peo

in these two nations and the Priests and Paladins of His ch

are highly regarded by the peoples of these two kingdom

The Oeridian peoples have learned to work well with o

human races and nowhere is this truth more evident tha

the Sheldomar valley and the Kingdom of Keoland In Keo

a minority of Oeridian and Suloise nobles enjoy a peaceful

over a Flannae majority

In the Prelacy of Veluna a considerable populatio

intermingled Oeridian and Flannae peoples also live toge

peacefully Rao serves as this nationrsquos chief deity but

church of Heironious is also well represented on the nat

Theocratic Council The Oeridian peoples of Keoland

Veluna are much more in control of their emotions then

their brethren in other nations and are therefore less like

fall prone to the more traditional overreaction of Oeridian

A great many Oeridians grow-up to become warriors B

instilled from early childhood with a profound respect for

and women of martial prowess most Oeridians have studie

least one melee weapon by the time they reach adulthoo

The skill of manufacturing weapons and armor is also h

respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are

naturally nimble people acrobatic skills such as dancing

tumbling are often manifested in Oeridians from all walk

life

RELIGIONThe Oeridian peoples seem to have a particular fondnes

martial gods The Oeridian Pantheon boasts no less than t

Gods of War and Battle Heironious Hextor and Stratis

is believed to be dead

All three war gods were mothered by Stern Alia God

of Motherhood Culture and Law three precepts which

important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St

was dominant in their ancient homeland which they be

was in western Oerik Some Oeridians still worship this fa

deity and repeat a legend associated with His death

whispered that at His death Stratisrsquo blood burned its

through the Oerth down into the Underdark and exposed

passageway to the drow settlement of Kalan-Grsquoeld Str

blood then turned into mists and still oats around

Underdark in clouds It is said that anyone touched by th

clouds is gifted with a portion of Stratisrsquo divine spark

The Oeridian Pantheon also consists of Bleredd Celes

Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku

Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri

collective name for the Oeridian agricultural gods Veln

Telchur Atroa Sotillion and Wenta

Heironious Hextor Fharlanghn Pholtus Pelor and Zil

are the primary recipients of Oeridian worship in the Flanna

though all the gods of the pantheon receive varying amo

of veneration token though they may be

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25

s another matter entirely If not for the considerable size of

heir eets these nations would be in serious trouble given

hat this is the one area in which the Suloise have bested

hem

The Oeridians of the former Great Kingdom prefer to ram an

nemyrsquos vessel and board them with marine units since their

and to hand tactics are superior to that of their opponents

However their naval tactics prove a contradiction in this

egard as Oeridian ships are built for strength rather than

peed and ranged combat seems to be the most eective

method against the Suloise vessels

The Peace loving Oeridians of Veluna have ample amounts

f military units cavalry infantry and archers However these

Oeridians prefer bludgeoning weapons Veluna is also known

o have the only man-catcher unit in existence While no

ne has yet seen it used on the eld of battle it is rumored

hat these units were responsible for quelling the upheavals

n the disputed lands of Bissel The man-catcher unit serves

mainly as an honor guard but gives frequent demonstrations

f its great prociency in the non-lethal use of their weapon

Although swordsmanship is practiced in Veluna it is viewed

rimarily as a sport rather than an instrument of war

RACIAL FEATSThe following is a list of racial feats that an Oeridian character

may take as hisher bonus feat

You have studied many dierent Aerdi styles of warfare

ranting you a mastery of the battleeld

Benet A character with the Aerdi Bloodline feat gains a +2

ompetence bonus to Alertness checks and a +1 competence

onus to hit with spear or short sword

Special You may only take this feat as a 1st-level character

You have exceptional skill on mounts and with Nyrondal

anged combat tactics

Benet A character with the Nyrondal Bloodline feat

ains a +2 competence bonus to Ride skill checks and a +1

ompetence bonus to hit with a rapier or bow

Special You may only take this feat as a 1st-level character

You are known for your scouting skills and defensive ghting

actics

Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and

+1 dodge bonus to their AC

Special You may only take this feat as a 1st-level character

A character must choose either Spot or Survival skill bonus at

st-level

B N [H]

B A [H]

B V [H]

C S [G]

D R [H]

H [GB]

You are skilled in battle and can sense when combat is a

to ensue

Benet Before combat begins a character with this

can make a wisdom check (DC 10+ frac12 opponents hit dice)

if successful the character gains a +2 insight bonus to t

saving throws or Armor Class either which can apply

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters need to meet a prerequisite to a

this feat a wisdom score of 13 or higher

You are nimble in battle and many of them study how to a

blows

Benet A character with this feat gains a +2 dodge bo

when not using armor or shields of any kind The chara

must have a weapon in his hand for the feat to work

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters can take this feat but the prerequ

is a Dexterity score of 13 or more

You have toughened your body to the point where they s

able to turn blades aside during battle

Benet A character with this feat gains a damage resista

of 2

Special You may only take this feat as a 1st-level chara

must take either Endurance or Toughness as a prerequisi

this feat

You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta

they may rage like a barbarian of equal level The chara

receives all bonuses and penalties associated with ragin

noted on page 25 of the 35 edition of the PHBThe chara

receives all bonuses and penalties associated with raging

noted on page 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level chara

Oeridians from Veluna cannot take this feat

You can be quite intimidating when you have to be

Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi

someone a second time even after an initial intimida

check has failed but without the +2 bonus on the sec

attempt

Special You may only take this feat as a 1st-level chara

O R [H]

O P [H]

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26

O G [H]

O S [H]

You have a greater aptitude towards grace and maneuverability

Benet A character with this feat gains a +2 competence

onus to all Balance and Tumbling skill checks

Special You may only take this feat as a 1st-level character

Your ghting spirit shows your resolve when the end is nigh

Benet A character with this feat gains a +2 competence

o hit and damage but only when reduced to less than 20

f his hit point total

Special Oeridians who are members of the following

lasses may choose this feat Barbarians Rangers Paladins

Warriors and Fighters Fighters can gain this feat at rst level

A character may gain this feat after choosing the Endurance

nd Die-hard feats

You are well versed in many ghting styles However you

refer a less lethal approachBenet A character with this feat can use any blunt object

r bludgeoning weapon to cause non-lethal damage to his

pponent Weapons used in this way do half damage All

amage inicted in this manner is non-lethal

You have mastered the art of non-lethal damage

Benet As Sub-dual Focus above only the weapon does

ull damage all of it being sub-dual

Special Oeridians from Veluna taking Sub-dual Focus get

Greater Sub-dual Focus for free Other characters are required

o spend a second feat for Greater Sub-dual Focus

You have honed your skills in the subtle arts eschewing any

warrior instincts for a more deceptive approach

Benet A character with this feat receives a +2 competence

onus to both the Blu and Sense Motive skills The character

s equally adept at lying and discerning a lie

Special You may only take this feat as a 1st-level character

Only those characters from Ahlissa and North Kingdom may

ake this feat

S- F [G]

S- F G [G]

S [H]

T O P

Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti

Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves

Zilchus (LN god of power prestige inuence monbusiness)

Crsquo

C

G

T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073

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27

RACES OF OERTH

The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak

The Rhennee rmly believe they are from another world

nown as ldquoRhoprdquo In truth Rhop was a large island continent

ar removed from the Flanaess The distance is so great that

t could easily lead anyone to believe that Rhop was anotherworld

Natural talents possessed by the Rhennee strongly suggest

o scholars that the Rhennee have lived on or near large

odies of water for the racersquos entire existence Some sages

elieve that Rhop was ndash in reality ndash some type of ldquoElder

Beingrdquo possessed of supernatural powers and quite possibly

esembled some type of turtle-like creature Such a Being

would of necessity have been quite large possibly measuring

ome ve miles in radius Sages believed that either some

xternal ldquoforcerdquo removed the Rhennee from their living island

aradise or else this ldquoIsland Beingrdquo itself sent them away

While there is some debate upon the subject most sages

gree that the Rhennee are native to Oerth Sages also agree

hat after leaving their island home the Rhennee traveled to

he Flanaess and settled in and around the Adri Forest But

enturies ago they were driven out of this area as well -- by

he invading Oeridians

On the whole the Rhennee are still a young race Having

nally found their own niche within the societies of the Flanaess

eems to have caused their civilization to ourish especially

pon the Selitan river and the Nyr Dyv What happens to the

ace next remains to be seen

The Rhennee themselves have taken a generally neutral

pproach to their neighbors refusing to involve themselves

r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have

sed them for a variety of transportation services including

he delivery legal and illegal goods

Whether or not the legend of Rhop being some other world

s true or not one thing is certain the Rhennee people are not

eaving the Flanaess anytime soon

APPEARANCEThe Rhennee are often tan or olive skinned humans T

tend to be shorter than other human races and often stoc

displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w

between 140-175 lbs while female Rhennee average betw

4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co

are most often blue gray or hazel although green eyes

not unknown Their hair color is often black or dark bro

Curly hair is most common but wavy hair is not unknown

PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated

secretive most Rhennee have little regard for the other hu

races

Having been ostracized by the majority of human ra

Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp

and it is very rare to nd one amongst the Rhennee for

great length of time To the Rhennee nothing is more impor

than family and regardless of personal dierences it is ta

to go against the family and side with a Gajo

The Rhennee live almost exclusively upon the waterw

of the Flanaess making their homes on large barges A s

sect of Rhennee ndash known as the Attloi ndash travel in caravan

the area of the Adri Forest where many believe the Rhen

made their rst appearance in the Flanaess The majori

Rhennee reside in the central Flanaess remaining close to

Nyr Dyv which serves as a central focus for these people

Most other races of the Flanaess often consider the e

race of Rhennee as criminals and thieves While it is true

many Rhennee excel in the roguish arts relatively few

out right criminals The conict lies in the fact that to

Rhennee things which are considered the property of G

are actually considered ldquopublic propertyrdquo by the Rhennee

The Rhennee believe that if you cannot carry the item u

your person then it is open to public use To be fair even am

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28

hemselves the Rhennee practice this belief The exception to

his is items placed into a roped circle This practice dictates

hat the items should not be touched or removed The number

nd sequence of knots tied into the rope will show any and all

ust who it is that claims the roped property as their own

The Rhennee culture is very chauvinistic Males are the

eaders and may carry on their barge just as many wives as

hey can aord It should be noted however that each barge

r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda

cts as an advisor and a councilor to the leader in all of the

amilyrsquos aairs The Verda also serves as the tribersquos healer

nd herbalist She predicts the weather and sells fortunes to

he Gajos While male nobles rule the tribe none of them will

ontradict the Verda of their tribe

Interestingly Rhennee women must remain virgin until their

marriage while males are encouraged to take many lovers

But if a woman is found to have had sex before marriage she

s then forbidden to ever marry and must become a prostitute

r ldquoAuntardquo to the tribe Such a woman is often given a small

essel separate from the barges and is only welcome aboard

barge when she is servicing the Rhennee males on it

This custom seems strange to others given that most

Rhennee males will quickly start a ght if they believe that

Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for

he privilege of a night with one of these women For these

easons and others an Aunta is much more likely to leave the

arge-folk and seek a new life amongst the Gajos

All Rhennee are known to fear sickness child birth and

eath Since all three conditions are considered taboo If

Rhennee person is sick they are left with the wise women

f the tribe ndash the Verda ndash and no one will even visit with the

ick individual until the Verda deem it safe to do so If the sick

annot be cured or if there is the fear of infection then the

ick are sometimes simply cast out This rejection of the sick

n order to protect the tribe is considered even to out way any

amily tiesWomen who give birth must remain in seclusion with the

Verda for 40 days and 40 nights During this time no male

may see her she cannot even return to her husband until this

eriod is over The newly born child may be brought before

he father by the wise women but it is common place that the

hild is usually not seen until the wife returns to her husbandrsquos

ide

Women who give birth to an exceptional number of male

hildren have considerable authority within the tribe Age and

xperience also play an important role in Rhennee society For

xample older females possess considerably more power and

nuence than do younger woman within the tribe

Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become

Vethardquo sorceresses who are endowed with the powers of

Rhoprdquo Women who attain this standing ndash but are not actually

Verda ndash are now treated as though they were while actual

Verda who develop the Vetha abilities are considered nearly

divinerdquo in nature and are given a great range of freedoms in

egards to tribal aairs

Death by any cause is something that all Rhennee fear

For the barge-folk the deceasersquo body must be lled with

or sand and then wrapped in linen and cast into a large b

of water The Attloi on the other hand bury their dead

very often mark the grave as the site of a great evil Pries

Death Gods and Goddesses are greatly feared and consid

repulsive to the Rhennee peoples as are Necromancers

Though predominantly rogues all Rhennee males bec

adept with weapons and the most accomplished of t

become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe

warriors and enforcers Both elder males and the Darkha

are second only to the chieftain of the tribe

Rhennee earn most of what little income they have prim

through the transportation of goods and passengers altho

hunting shing trading and craft-work also play a role A

Rhennee are excellent Tinkerers though their reputation

such work may vary widely Sadly some Rhennee do pref

steal from the Gajos in order to make a living and this re

poorly on the race as a whole though Rhennee will not s

from each other

The Rhennee practice no known religion or at the le

no Gajo is aware of any formal Rhennee religion Wate

respected and honored by all the Rhennee so much so

the barge-folk have been known to clean dirty waterways

to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen

will willingly pollute a water source

Rhennee males like to wear tight-legged pantaloons l

tting shirts and leather jerkins Females wear long ow

sleeveless dresses with low-cut tops so as to entice t

males Rhennee women also like to wear charms made

mollusk shells and precious stones that are found near

the water The more colorful these garments and adornm

are the more they are liked by the Rhennee though b

and greens are easily the most popular colors

RELIGION

Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and

basis of their religious beliefs This thinking is reinforce

the practice among the Rhennee of ldquoVethardquo where som

their women are endowed with the sorcerous powers of

ldquoRhoprdquo

In the last few centuries some of the Rhennee

begun worshiping the elemental forces of water Still ot

participate in the sacricial rites of demonic and devilish c

Some of the Rhennee have even taken up the worship of s

Deities of the air though such Rhennee are few

Among the land dwelling Attloi some have taken up

service of Gods more commonly worshiped in the Flana

these include Fharlanghn Olidamarra and Istus Still

are those few who worship Celestian and Pelor

PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and

these skills as their trade Rhennee are taught from birt

swim and some are even conceived in the water

All Rhennee characters gain a +2 racial bonus to the ski

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29

f their profession (Boater) and swimming These are

onsidered class skills for all Rhennee characters Rhennee

haracters also have an innate ability for sleight of hand and

eceive a +2 bonus to this skill as well But they suer a ndash2 to

ll Diplomacy checks when dealing with other human races

Crafting hunting and shing are very common among the

Rhennee people They are also adept at preparing some of the

nest seafood dishes in all the Oerth

The land based Attloi keep horses and pack animals and use

hem to pull their wagons and haul their goods The Attloi are

killed performers excelling at dance wind instruments and

inging For this reason Attloi characters receive a +2 bonus

o animal handling and a +2 performance bonus in one of the

kills listed above

Like their waterborne brethren Attloi characters also excel

t sleight of hand and receive a +2 bonus to this skill But

hey also receive a -2 penalty to Diplomacy checks whenever

ealing with the other humans races The Attloi are skilled

raftsman and leather workers and make some of the nest

eather armor and goods to be found in the Flanaess

FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing

hey have to an army are the Darkhagard warriors who guardheir barges

Most Rhennee focus on martial skills which favor thrown

weapons single weapons dual weapons or a two handed

weapon style Wrestling and sticus matches commonly take

lace among the Rhennee people

Some Rhennee have developed a rope ghting style which

s used to trip bound or to escape an opponent This ghting

tyle is defensive in nature and is often used by older males

nd a few of the females among the barge-folk though it is a

much less common ghting style among the land based Attloi

The Rhennee have also developed a special racial weapon

alled the ldquoDarkhardquo This special weapon will only be found in

he possession of a tribal chief or his Darkhagards

RACIAL FEATSThe following is a list of racial feats that a Rhennee character

may take as hisher bonus feat

You have developed a sense for locating and spotting water in

ny quantity

Benet You receive a +2 competence bonus to Survival and

Knowledge (geography) skill checks Further you can obtain

p to two gallons of fresh water with a successful Survival skill

heck and up to two more gallons of water can be obtained for

very three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

Surprisingly more Attloi obtain this feat then Rhennee maybe

nes presence around bodies of water limits a knack for this

bility

You spend a great deal of time in the water and have impres

swimming skills

Benet You are able to hold their breath under water

number of rounds equal to three times your Constitution S

before suering any ill eects You receive a +2 compete

bonus to all swim skill checks

Special You may only take this feat as a 1st-level chara

Attloi cannot take this feat

You have a knack for catching large amounts of sh and o

aquatic game

Benet You receive a +4 competence bonus to Surv

checks when shing hunting aquatic game or gathe

aquatic plants

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but it should be noted

these cases are rare

You can communicate with all fresh water aquatic creatur

Benet So long as you do no harm to them or t

environment You can communicate with any fresh w

aquatic creatures including (crustaceans frogs and turt

Even if charmed both you and these creatures are giv

save in order to avoid the suggestion

You will not consume or harm any crustaceans or tu

like creatures nor will the character allow these creature

come to harm

If you are a Rhennee spell caster able to summon w

elemental creatures you may do so for twice the no

duration with zero chance of the elemental successrebelling against you Any water elemental summone

oppose you is twice as likely to rebel against its summ

and the duration of the spellrsquos eect is halved

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but instances are

common

You can see things beyond the limits of most mortals and h

a strong sense of your surroundings

Benet You receive a +2 competence bonus to all Initia

rolls and Spot checks On a successful Spot check (DC 30)

can sense where invisible creatures or objects are loca

but you cannot actually see them (Example A mage c

invisibility on himself prior to combat Without knowing h

there you make a successful Spot check You get a sens

where the invisible mage is but you cannot actually see

invisible mage)

Special You may only take this feat as a 1st-level chara

F W [H]

D [H]

R B [H]

K F [H]

S S [H]

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30

While much more prominent in females this feat is not

mited to them alone

Travelers Trade [Heritage]

You are ever on the move for the roads are your home

Benet You receive a +2 competence bonus to all Handle

Animal and Ride skill checks when dealing with any animal or

ehicle used in a caravan While traveling you also receive a

+2 competence bonus to all Survival skill checks

Special You may only take this feat as a 1st-level character

Rhennee cannot take this feat

Water Walker [Heritage]

You have a knack for operating barges and traversing your

essel through perilous waters

Benet You receive a +2 competence bonus to their

rofession (boater) skill and a +2 circumstance bonus to

etect weather and weatherrsquos eects on water conditions

while piloting their vessels

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

Contact with water rejuvenates and sustains you

Benet If you stand at least in knee deep water you

atigue at only half the normal rate In addition if you engage

n no strenuous activity while in a body of water you recover

it points equal to your Constitution bonus +1 for every three

ours in the water You may also hold your breath for a number

f rounds equal to twice your Constitution Score You must

ubmerge yourself in water for at least one hour each week

r he will begin to suer fatigue at twice the normal rate

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

You are more sensitive to the forces of nature often feeling

minor changes in the weather and environment which are

ometimes undetectable to animals

Benet You receive a +2 competence bonus to Survival

nd Knowledge (nature) skill checks You may predict weather

hanges up to six hours in advance including changes in

emperature Further with a successful Survival skill check

ou can predict the weather and up to two more hours more

or every three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

While much more prominent in females this feat is not limited

o them alone

T T [H]

W W [H]

W W [H]

IN SEARCH OF HOME

ldquoWe are the children with no landrdquo

ldquoForced to live in the unknownrdquo

ldquoWe sail this worlds waterwaysrdquo

ldquoIn search of yesterdays embracerdquo

ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo

ldquoShow us your unfurling facerdquo

ldquoWe are use to your disgracerdquo ldquo

You will one day atonerdquo

ldquoWhen we children return homerdquo

-Made famous by Artoli Medni

Rhennee bard

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31

The Suloise peoples had their origins outside of the Flanaess

South of the Crystalmist Mountains and west of the

Hellfurnaces

Many Suloise ed to the Flanaess to escape the constant

SuelBaklunish wars which eventually lead to the magical

evastation of their homeland These Suloise migrations

elped to displace many of the Flannae from their homelands

esulting in the Flannae being scattered far and wide

The ancient Suloise have passed on many of their traits to

heir descendants for good or bad Centuries ago the Suloise

oasted one of the greatest empires ever known to mankind

They learned the arts of sorcery and civilization from the

Olven-folk but in time the Suloise peoples surpassed even

heir Elven teachers in the manipulation of magic and used

his knowledge to forge the greatest empire of their time ndash the

Suel Imperium But they rejected the Elven peoplesrsquo warnings

bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies

The ancient Suloise were totalitarian in demeanor and

nslaved many peoples and races All peoples fell to the will

f the Suloise Imperium except for the ancient Baklunish

mpire The Suloise Imperium relied heavily upon magic and

t helped forged their empire Their magical experimentation

ead to the creation and engineering of altered races races

reated for the sole purpose of serving the empire

One of the most well known of these created races is the

Derro Many dwarves claim that the Derro existed long before

he Suel experimented on their kin and it is rumored that

he Derro are actually a blending of dwarves and humans

Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were

onducted before the Suel Imperium fell

The Suel Imperium fought the Baklunish Empire to a stand

till for control of eastern Oerik To break the stalemate the

Suloise brought about the Invoked Devastation This apparent

ictory over their enemies was short lived however as one of

he long forgotten Gods of the Baklunish chose to intervene

RACES OF OERTH

The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller

Gathering together the most powerful mages from am

his people within the stone circle of Tovag Baragu this

channeled much of His own power through these magici

supporting their retribution against the Imperium

This is the origin of the Rain of Colorless Fire which cov

all of the Suel Imperium in its inferno Were it not for

great seer Slerotin the Suloise peoples may well have b

destroyed but receiving premonitions of the impen

doom Slerotin gathered what noble families he could and

them through a magical tunnel ndash of his own creation ndash w

passed completely through the Hellfurnaces

All but one of the families ndash the Lerara ndash traveling

Slerotin arrived in the area of the Flanaess now known as

Yeomanry From there the Suloise peoples spread throug

the Flanaess founding nations for themselves often for

from the colonies of the Suel Imperium The noble fami

Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero

tunnel and reside there today

The most infamous and secretive society of the Suloi

indisputably the Scarlet Brotherhood headquartered on

Tilvanot Peninsula This Suloise organization has bases sp

out across the Flanaess and beyond So embroiled have

become in the aairs of the Flanaessrsquo nations this so-ca

secretive society is no longer as secretive as it once was W

the Scarlet Brotherhood is prominent in Shar they do

actually have control of the government there though

do exercise major inuence over all the Peninsularsquos aair

There is another Suloise organization called ldquoThose

must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in

Kingdom of Keoland Not much is known of the Silent O

though it is rumored that they seek to obtain forbidden ma

and ancient Suloise artifacts What their main goals ar

one knows for certain however those few who happen c

upon the Silent Tower and try to gain entrance are very o

not heard from again Whatever their main goal one thin

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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8162019 Oerth Journal 27pdf

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 22: Oerth Journal 27.pdf

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21

eceive a +2 to saves against poison or magic that would

ring them death or below zero hit points They also stand a

0 chance of becoming stable when brought below zero hit

oints instead of the normal 10 chance of most people

Special You may only take this feat as a 1st-level character

You are exceptionally skilled and versed in the workings of

he world

Benet A character with this feat gains 4 extra skill points

t rst level He may distribute them as he sees t into anyKnowledge skills he has available to him based on his class

Also Knowledge skills can be increased by one more point

han usually allowed per character level A rst level character

with this feat may have a Knowledge skill with up to ve ranks

t rst level

Special You may only take this feat as a 1st-level character

V S I [H]

The modern Flanness is dened by the great migrations ofhe Oeridian Baklunish and Suloise races of humanity Asened in Living Greyhawk Gazatteer pg 4

T F P

Allitur (LGLN god of ethics and propriety)Beory(N goddess of Oerth nature rain)Berei (NG goddess of home family and agriculture)Earth Dragon (LE god of earth weather hiddtreasures)Krovis (N god of halting the domination of the FlanaeKyuss (NE god of creation and mastery of the undeadMyhriss (NG goddess of love and beauty)Nerull ldquoThe Reaperrdquo (NE god of death darkness athe Underworld)Obad-hai (N god of nature wildlands freedom a

hunting)Pelor (NG god of the sun strength light and healingRao (LG god of peace reason and serenity)Red Fox (CG god of crafts thievery)The Serpent ( god of arcane magic)Vathris (LN god of anguish lost causes revenge)Vecna (NE god of destructive and evil secrets maghidden knowledge intrigue)Zodal (NG god of mercy hope and benevolence)

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23

PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged

traightforward and pragmatic Oeridians are taught from the

arliest age to respect authority and those who bear arms

Their interests lay in exploration hunting ghting and empire

uilding The history of their people give them right to boast

Oeridians are prone to take charge in dicult situations and

et they respect their superiors and sacrice for the good of

whatever cause or group they believe in Oeridians are known

or their enjoyment of songs celebration physical games

nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly

egarded by other races

There are three prominent Oeridian tribes The Aerdi best

nown for establishing The Great Kingdom The Nyrondal

f the Kingdom of Nyrond and the Vollar of the Prelacy of

Veluna are the other two prominent tribes of Oeridians Other

ribes do exist -- or have existed -- but they have become

ntermingled with other cultures

The Kingdom of Furyondy has a signicant Vollar presence

n its border with the Prelacy of Veluna however the Vollar

n both sides of the border have intermingled extensively with

he other peoples of these nations

The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of

he Flannaess but is now but a shadow of what it once was

aving splintered into two separate and distinct kingdoms

North Kingdom and The United Kingdom of Ahlissa Neither

f these current kingdoms is in control of the former capital

f Rauxes Decades of inghting magical atrocities and the

ramping of undead armies across the land have devastated

he area around the former capital

Most Oeridians now living in these lands tend to be less than

traightforward compared to their brothers in other lands

eing much more conniving and preferring to avoid direct

onict They seek instead to manipulate their adversaries

uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This

ttitude has served to lessen both the military presence and

nuence of the Church of Hextor

The Kingdoms of Furyondy and Nyrond as well as the former

Shield Lands are able to boast Oeridians of purest blood

Though the Shield Lands have been overrun by the forces of

uz the Oeridians still living there show real determination

nd the erce spirit of the race The Oeridians in these lands

ontinue the struggle against the occupying forces of Iuz the

nly exception being the Oeridians of Nyrond

The Oeridians of Nyrond mirror the condition of the Kingdom

tself they are poverty stricken This situation leaves them in

very poor position to wage an oensive war against the ldquoOld

Onerdquo However the Oeridians of Nyrond remain ever vigilant

f the Old Onersquos designs on their territories and are prepared

hough their stance must be defensive in nature

The ldquowarrior coderdquo is forever present within the minds and

earts of the Oeridian peoples and they nd ways to defend

heir lands regardless of their circumstances Defensively

uryondy is currently in the best shape of all the Oeridian

nations due to their being aided in securing their border

their Velunese neighbors In addition the Church of Heiron

has an ever growing inuence amongst the Oeridian peo

in these two nations and the Priests and Paladins of His ch

are highly regarded by the peoples of these two kingdom

The Oeridian peoples have learned to work well with o

human races and nowhere is this truth more evident tha

the Sheldomar valley and the Kingdom of Keoland In Keo

a minority of Oeridian and Suloise nobles enjoy a peaceful

over a Flannae majority

In the Prelacy of Veluna a considerable populatio

intermingled Oeridian and Flannae peoples also live toge

peacefully Rao serves as this nationrsquos chief deity but

church of Heironious is also well represented on the nat

Theocratic Council The Oeridian peoples of Keoland

Veluna are much more in control of their emotions then

their brethren in other nations and are therefore less like

fall prone to the more traditional overreaction of Oeridian

A great many Oeridians grow-up to become warriors B

instilled from early childhood with a profound respect for

and women of martial prowess most Oeridians have studie

least one melee weapon by the time they reach adulthoo

The skill of manufacturing weapons and armor is also h

respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are

naturally nimble people acrobatic skills such as dancing

tumbling are often manifested in Oeridians from all walk

life

RELIGIONThe Oeridian peoples seem to have a particular fondnes

martial gods The Oeridian Pantheon boasts no less than t

Gods of War and Battle Heironious Hextor and Stratis

is believed to be dead

All three war gods were mothered by Stern Alia God

of Motherhood Culture and Law three precepts which

important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St

was dominant in their ancient homeland which they be

was in western Oerik Some Oeridians still worship this fa

deity and repeat a legend associated with His death

whispered that at His death Stratisrsquo blood burned its

through the Oerth down into the Underdark and exposed

passageway to the drow settlement of Kalan-Grsquoeld Str

blood then turned into mists and still oats around

Underdark in clouds It is said that anyone touched by th

clouds is gifted with a portion of Stratisrsquo divine spark

The Oeridian Pantheon also consists of Bleredd Celes

Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku

Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri

collective name for the Oeridian agricultural gods Veln

Telchur Atroa Sotillion and Wenta

Heironious Hextor Fharlanghn Pholtus Pelor and Zil

are the primary recipients of Oeridian worship in the Flanna

though all the gods of the pantheon receive varying amo

of veneration token though they may be

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25

s another matter entirely If not for the considerable size of

heir eets these nations would be in serious trouble given

hat this is the one area in which the Suloise have bested

hem

The Oeridians of the former Great Kingdom prefer to ram an

nemyrsquos vessel and board them with marine units since their

and to hand tactics are superior to that of their opponents

However their naval tactics prove a contradiction in this

egard as Oeridian ships are built for strength rather than

peed and ranged combat seems to be the most eective

method against the Suloise vessels

The Peace loving Oeridians of Veluna have ample amounts

f military units cavalry infantry and archers However these

Oeridians prefer bludgeoning weapons Veluna is also known

o have the only man-catcher unit in existence While no

ne has yet seen it used on the eld of battle it is rumored

hat these units were responsible for quelling the upheavals

n the disputed lands of Bissel The man-catcher unit serves

mainly as an honor guard but gives frequent demonstrations

f its great prociency in the non-lethal use of their weapon

Although swordsmanship is practiced in Veluna it is viewed

rimarily as a sport rather than an instrument of war

RACIAL FEATSThe following is a list of racial feats that an Oeridian character

may take as hisher bonus feat

You have studied many dierent Aerdi styles of warfare

ranting you a mastery of the battleeld

Benet A character with the Aerdi Bloodline feat gains a +2

ompetence bonus to Alertness checks and a +1 competence

onus to hit with spear or short sword

Special You may only take this feat as a 1st-level character

You have exceptional skill on mounts and with Nyrondal

anged combat tactics

Benet A character with the Nyrondal Bloodline feat

ains a +2 competence bonus to Ride skill checks and a +1

ompetence bonus to hit with a rapier or bow

Special You may only take this feat as a 1st-level character

You are known for your scouting skills and defensive ghting

actics

Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and

+1 dodge bonus to their AC

Special You may only take this feat as a 1st-level character

A character must choose either Spot or Survival skill bonus at

st-level

B N [H]

B A [H]

B V [H]

C S [G]

D R [H]

H [GB]

You are skilled in battle and can sense when combat is a

to ensue

Benet Before combat begins a character with this

can make a wisdom check (DC 10+ frac12 opponents hit dice)

if successful the character gains a +2 insight bonus to t

saving throws or Armor Class either which can apply

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters need to meet a prerequisite to a

this feat a wisdom score of 13 or higher

You are nimble in battle and many of them study how to a

blows

Benet A character with this feat gains a +2 dodge bo

when not using armor or shields of any kind The chara

must have a weapon in his hand for the feat to work

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters can take this feat but the prerequ

is a Dexterity score of 13 or more

You have toughened your body to the point where they s

able to turn blades aside during battle

Benet A character with this feat gains a damage resista

of 2

Special You may only take this feat as a 1st-level chara

must take either Endurance or Toughness as a prerequisi

this feat

You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta

they may rage like a barbarian of equal level The chara

receives all bonuses and penalties associated with ragin

noted on page 25 of the 35 edition of the PHBThe chara

receives all bonuses and penalties associated with raging

noted on page 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level chara

Oeridians from Veluna cannot take this feat

You can be quite intimidating when you have to be

Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi

someone a second time even after an initial intimida

check has failed but without the +2 bonus on the sec

attempt

Special You may only take this feat as a 1st-level chara

O R [H]

O P [H]

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26

O G [H]

O S [H]

You have a greater aptitude towards grace and maneuverability

Benet A character with this feat gains a +2 competence

onus to all Balance and Tumbling skill checks

Special You may only take this feat as a 1st-level character

Your ghting spirit shows your resolve when the end is nigh

Benet A character with this feat gains a +2 competence

o hit and damage but only when reduced to less than 20

f his hit point total

Special Oeridians who are members of the following

lasses may choose this feat Barbarians Rangers Paladins

Warriors and Fighters Fighters can gain this feat at rst level

A character may gain this feat after choosing the Endurance

nd Die-hard feats

You are well versed in many ghting styles However you

refer a less lethal approachBenet A character with this feat can use any blunt object

r bludgeoning weapon to cause non-lethal damage to his

pponent Weapons used in this way do half damage All

amage inicted in this manner is non-lethal

You have mastered the art of non-lethal damage

Benet As Sub-dual Focus above only the weapon does

ull damage all of it being sub-dual

Special Oeridians from Veluna taking Sub-dual Focus get

Greater Sub-dual Focus for free Other characters are required

o spend a second feat for Greater Sub-dual Focus

You have honed your skills in the subtle arts eschewing any

warrior instincts for a more deceptive approach

Benet A character with this feat receives a +2 competence

onus to both the Blu and Sense Motive skills The character

s equally adept at lying and discerning a lie

Special You may only take this feat as a 1st-level character

Only those characters from Ahlissa and North Kingdom may

ake this feat

S- F [G]

S- F G [G]

S [H]

T O P

Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti

Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves

Zilchus (LN god of power prestige inuence monbusiness)

Crsquo

C

G

T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073

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27

RACES OF OERTH

The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak

The Rhennee rmly believe they are from another world

nown as ldquoRhoprdquo In truth Rhop was a large island continent

ar removed from the Flanaess The distance is so great that

t could easily lead anyone to believe that Rhop was anotherworld

Natural talents possessed by the Rhennee strongly suggest

o scholars that the Rhennee have lived on or near large

odies of water for the racersquos entire existence Some sages

elieve that Rhop was ndash in reality ndash some type of ldquoElder

Beingrdquo possessed of supernatural powers and quite possibly

esembled some type of turtle-like creature Such a Being

would of necessity have been quite large possibly measuring

ome ve miles in radius Sages believed that either some

xternal ldquoforcerdquo removed the Rhennee from their living island

aradise or else this ldquoIsland Beingrdquo itself sent them away

While there is some debate upon the subject most sages

gree that the Rhennee are native to Oerth Sages also agree

hat after leaving their island home the Rhennee traveled to

he Flanaess and settled in and around the Adri Forest But

enturies ago they were driven out of this area as well -- by

he invading Oeridians

On the whole the Rhennee are still a young race Having

nally found their own niche within the societies of the Flanaess

eems to have caused their civilization to ourish especially

pon the Selitan river and the Nyr Dyv What happens to the

ace next remains to be seen

The Rhennee themselves have taken a generally neutral

pproach to their neighbors refusing to involve themselves

r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have

sed them for a variety of transportation services including

he delivery legal and illegal goods

Whether or not the legend of Rhop being some other world

s true or not one thing is certain the Rhennee people are not

eaving the Flanaess anytime soon

APPEARANCEThe Rhennee are often tan or olive skinned humans T

tend to be shorter than other human races and often stoc

displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w

between 140-175 lbs while female Rhennee average betw

4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co

are most often blue gray or hazel although green eyes

not unknown Their hair color is often black or dark bro

Curly hair is most common but wavy hair is not unknown

PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated

secretive most Rhennee have little regard for the other hu

races

Having been ostracized by the majority of human ra

Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp

and it is very rare to nd one amongst the Rhennee for

great length of time To the Rhennee nothing is more impor

than family and regardless of personal dierences it is ta

to go against the family and side with a Gajo

The Rhennee live almost exclusively upon the waterw

of the Flanaess making their homes on large barges A s

sect of Rhennee ndash known as the Attloi ndash travel in caravan

the area of the Adri Forest where many believe the Rhen

made their rst appearance in the Flanaess The majori

Rhennee reside in the central Flanaess remaining close to

Nyr Dyv which serves as a central focus for these people

Most other races of the Flanaess often consider the e

race of Rhennee as criminals and thieves While it is true

many Rhennee excel in the roguish arts relatively few

out right criminals The conict lies in the fact that to

Rhennee things which are considered the property of G

are actually considered ldquopublic propertyrdquo by the Rhennee

The Rhennee believe that if you cannot carry the item u

your person then it is open to public use To be fair even am

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28

hemselves the Rhennee practice this belief The exception to

his is items placed into a roped circle This practice dictates

hat the items should not be touched or removed The number

nd sequence of knots tied into the rope will show any and all

ust who it is that claims the roped property as their own

The Rhennee culture is very chauvinistic Males are the

eaders and may carry on their barge just as many wives as

hey can aord It should be noted however that each barge

r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda

cts as an advisor and a councilor to the leader in all of the

amilyrsquos aairs The Verda also serves as the tribersquos healer

nd herbalist She predicts the weather and sells fortunes to

he Gajos While male nobles rule the tribe none of them will

ontradict the Verda of their tribe

Interestingly Rhennee women must remain virgin until their

marriage while males are encouraged to take many lovers

But if a woman is found to have had sex before marriage she

s then forbidden to ever marry and must become a prostitute

r ldquoAuntardquo to the tribe Such a woman is often given a small

essel separate from the barges and is only welcome aboard

barge when she is servicing the Rhennee males on it

This custom seems strange to others given that most

Rhennee males will quickly start a ght if they believe that

Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for

he privilege of a night with one of these women For these

easons and others an Aunta is much more likely to leave the

arge-folk and seek a new life amongst the Gajos

All Rhennee are known to fear sickness child birth and

eath Since all three conditions are considered taboo If

Rhennee person is sick they are left with the wise women

f the tribe ndash the Verda ndash and no one will even visit with the

ick individual until the Verda deem it safe to do so If the sick

annot be cured or if there is the fear of infection then the

ick are sometimes simply cast out This rejection of the sick

n order to protect the tribe is considered even to out way any

amily tiesWomen who give birth must remain in seclusion with the

Verda for 40 days and 40 nights During this time no male

may see her she cannot even return to her husband until this

eriod is over The newly born child may be brought before

he father by the wise women but it is common place that the

hild is usually not seen until the wife returns to her husbandrsquos

ide

Women who give birth to an exceptional number of male

hildren have considerable authority within the tribe Age and

xperience also play an important role in Rhennee society For

xample older females possess considerably more power and

nuence than do younger woman within the tribe

Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become

Vethardquo sorceresses who are endowed with the powers of

Rhoprdquo Women who attain this standing ndash but are not actually

Verda ndash are now treated as though they were while actual

Verda who develop the Vetha abilities are considered nearly

divinerdquo in nature and are given a great range of freedoms in

egards to tribal aairs

Death by any cause is something that all Rhennee fear

For the barge-folk the deceasersquo body must be lled with

or sand and then wrapped in linen and cast into a large b

of water The Attloi on the other hand bury their dead

very often mark the grave as the site of a great evil Pries

Death Gods and Goddesses are greatly feared and consid

repulsive to the Rhennee peoples as are Necromancers

Though predominantly rogues all Rhennee males bec

adept with weapons and the most accomplished of t

become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe

warriors and enforcers Both elder males and the Darkha

are second only to the chieftain of the tribe

Rhennee earn most of what little income they have prim

through the transportation of goods and passengers altho

hunting shing trading and craft-work also play a role A

Rhennee are excellent Tinkerers though their reputation

such work may vary widely Sadly some Rhennee do pref

steal from the Gajos in order to make a living and this re

poorly on the race as a whole though Rhennee will not s

from each other

The Rhennee practice no known religion or at the le

no Gajo is aware of any formal Rhennee religion Wate

respected and honored by all the Rhennee so much so

the barge-folk have been known to clean dirty waterways

to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen

will willingly pollute a water source

Rhennee males like to wear tight-legged pantaloons l

tting shirts and leather jerkins Females wear long ow

sleeveless dresses with low-cut tops so as to entice t

males Rhennee women also like to wear charms made

mollusk shells and precious stones that are found near

the water The more colorful these garments and adornm

are the more they are liked by the Rhennee though b

and greens are easily the most popular colors

RELIGION

Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and

basis of their religious beliefs This thinking is reinforce

the practice among the Rhennee of ldquoVethardquo where som

their women are endowed with the sorcerous powers of

ldquoRhoprdquo

In the last few centuries some of the Rhennee

begun worshiping the elemental forces of water Still ot

participate in the sacricial rites of demonic and devilish c

Some of the Rhennee have even taken up the worship of s

Deities of the air though such Rhennee are few

Among the land dwelling Attloi some have taken up

service of Gods more commonly worshiped in the Flana

these include Fharlanghn Olidamarra and Istus Still

are those few who worship Celestian and Pelor

PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and

these skills as their trade Rhennee are taught from birt

swim and some are even conceived in the water

All Rhennee characters gain a +2 racial bonus to the ski

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29

f their profession (Boater) and swimming These are

onsidered class skills for all Rhennee characters Rhennee

haracters also have an innate ability for sleight of hand and

eceive a +2 bonus to this skill as well But they suer a ndash2 to

ll Diplomacy checks when dealing with other human races

Crafting hunting and shing are very common among the

Rhennee people They are also adept at preparing some of the

nest seafood dishes in all the Oerth

The land based Attloi keep horses and pack animals and use

hem to pull their wagons and haul their goods The Attloi are

killed performers excelling at dance wind instruments and

inging For this reason Attloi characters receive a +2 bonus

o animal handling and a +2 performance bonus in one of the

kills listed above

Like their waterborne brethren Attloi characters also excel

t sleight of hand and receive a +2 bonus to this skill But

hey also receive a -2 penalty to Diplomacy checks whenever

ealing with the other humans races The Attloi are skilled

raftsman and leather workers and make some of the nest

eather armor and goods to be found in the Flanaess

FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing

hey have to an army are the Darkhagard warriors who guardheir barges

Most Rhennee focus on martial skills which favor thrown

weapons single weapons dual weapons or a two handed

weapon style Wrestling and sticus matches commonly take

lace among the Rhennee people

Some Rhennee have developed a rope ghting style which

s used to trip bound or to escape an opponent This ghting

tyle is defensive in nature and is often used by older males

nd a few of the females among the barge-folk though it is a

much less common ghting style among the land based Attloi

The Rhennee have also developed a special racial weapon

alled the ldquoDarkhardquo This special weapon will only be found in

he possession of a tribal chief or his Darkhagards

RACIAL FEATSThe following is a list of racial feats that a Rhennee character

may take as hisher bonus feat

You have developed a sense for locating and spotting water in

ny quantity

Benet You receive a +2 competence bonus to Survival and

Knowledge (geography) skill checks Further you can obtain

p to two gallons of fresh water with a successful Survival skill

heck and up to two more gallons of water can be obtained for

very three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

Surprisingly more Attloi obtain this feat then Rhennee maybe

nes presence around bodies of water limits a knack for this

bility

You spend a great deal of time in the water and have impres

swimming skills

Benet You are able to hold their breath under water

number of rounds equal to three times your Constitution S

before suering any ill eects You receive a +2 compete

bonus to all swim skill checks

Special You may only take this feat as a 1st-level chara

Attloi cannot take this feat

You have a knack for catching large amounts of sh and o

aquatic game

Benet You receive a +4 competence bonus to Surv

checks when shing hunting aquatic game or gathe

aquatic plants

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but it should be noted

these cases are rare

You can communicate with all fresh water aquatic creatur

Benet So long as you do no harm to them or t

environment You can communicate with any fresh w

aquatic creatures including (crustaceans frogs and turt

Even if charmed both you and these creatures are giv

save in order to avoid the suggestion

You will not consume or harm any crustaceans or tu

like creatures nor will the character allow these creature

come to harm

If you are a Rhennee spell caster able to summon w

elemental creatures you may do so for twice the no

duration with zero chance of the elemental successrebelling against you Any water elemental summone

oppose you is twice as likely to rebel against its summ

and the duration of the spellrsquos eect is halved

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but instances are

common

You can see things beyond the limits of most mortals and h

a strong sense of your surroundings

Benet You receive a +2 competence bonus to all Initia

rolls and Spot checks On a successful Spot check (DC 30)

can sense where invisible creatures or objects are loca

but you cannot actually see them (Example A mage c

invisibility on himself prior to combat Without knowing h

there you make a successful Spot check You get a sens

where the invisible mage is but you cannot actually see

invisible mage)

Special You may only take this feat as a 1st-level chara

F W [H]

D [H]

R B [H]

K F [H]

S S [H]

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30

While much more prominent in females this feat is not

mited to them alone

Travelers Trade [Heritage]

You are ever on the move for the roads are your home

Benet You receive a +2 competence bonus to all Handle

Animal and Ride skill checks when dealing with any animal or

ehicle used in a caravan While traveling you also receive a

+2 competence bonus to all Survival skill checks

Special You may only take this feat as a 1st-level character

Rhennee cannot take this feat

Water Walker [Heritage]

You have a knack for operating barges and traversing your

essel through perilous waters

Benet You receive a +2 competence bonus to their

rofession (boater) skill and a +2 circumstance bonus to

etect weather and weatherrsquos eects on water conditions

while piloting their vessels

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

Contact with water rejuvenates and sustains you

Benet If you stand at least in knee deep water you

atigue at only half the normal rate In addition if you engage

n no strenuous activity while in a body of water you recover

it points equal to your Constitution bonus +1 for every three

ours in the water You may also hold your breath for a number

f rounds equal to twice your Constitution Score You must

ubmerge yourself in water for at least one hour each week

r he will begin to suer fatigue at twice the normal rate

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

You are more sensitive to the forces of nature often feeling

minor changes in the weather and environment which are

ometimes undetectable to animals

Benet You receive a +2 competence bonus to Survival

nd Knowledge (nature) skill checks You may predict weather

hanges up to six hours in advance including changes in

emperature Further with a successful Survival skill check

ou can predict the weather and up to two more hours more

or every three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

While much more prominent in females this feat is not limited

o them alone

T T [H]

W W [H]

W W [H]

IN SEARCH OF HOME

ldquoWe are the children with no landrdquo

ldquoForced to live in the unknownrdquo

ldquoWe sail this worlds waterwaysrdquo

ldquoIn search of yesterdays embracerdquo

ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo

ldquoShow us your unfurling facerdquo

ldquoWe are use to your disgracerdquo ldquo

You will one day atonerdquo

ldquoWhen we children return homerdquo

-Made famous by Artoli Medni

Rhennee bard

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31

The Suloise peoples had their origins outside of the Flanaess

South of the Crystalmist Mountains and west of the

Hellfurnaces

Many Suloise ed to the Flanaess to escape the constant

SuelBaklunish wars which eventually lead to the magical

evastation of their homeland These Suloise migrations

elped to displace many of the Flannae from their homelands

esulting in the Flannae being scattered far and wide

The ancient Suloise have passed on many of their traits to

heir descendants for good or bad Centuries ago the Suloise

oasted one of the greatest empires ever known to mankind

They learned the arts of sorcery and civilization from the

Olven-folk but in time the Suloise peoples surpassed even

heir Elven teachers in the manipulation of magic and used

his knowledge to forge the greatest empire of their time ndash the

Suel Imperium But they rejected the Elven peoplesrsquo warnings

bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies

The ancient Suloise were totalitarian in demeanor and

nslaved many peoples and races All peoples fell to the will

f the Suloise Imperium except for the ancient Baklunish

mpire The Suloise Imperium relied heavily upon magic and

t helped forged their empire Their magical experimentation

ead to the creation and engineering of altered races races

reated for the sole purpose of serving the empire

One of the most well known of these created races is the

Derro Many dwarves claim that the Derro existed long before

he Suel experimented on their kin and it is rumored that

he Derro are actually a blending of dwarves and humans

Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were

onducted before the Suel Imperium fell

The Suel Imperium fought the Baklunish Empire to a stand

till for control of eastern Oerik To break the stalemate the

Suloise brought about the Invoked Devastation This apparent

ictory over their enemies was short lived however as one of

he long forgotten Gods of the Baklunish chose to intervene

RACES OF OERTH

The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller

Gathering together the most powerful mages from am

his people within the stone circle of Tovag Baragu this

channeled much of His own power through these magici

supporting their retribution against the Imperium

This is the origin of the Rain of Colorless Fire which cov

all of the Suel Imperium in its inferno Were it not for

great seer Slerotin the Suloise peoples may well have b

destroyed but receiving premonitions of the impen

doom Slerotin gathered what noble families he could and

them through a magical tunnel ndash of his own creation ndash w

passed completely through the Hellfurnaces

All but one of the families ndash the Lerara ndash traveling

Slerotin arrived in the area of the Flanaess now known as

Yeomanry From there the Suloise peoples spread throug

the Flanaess founding nations for themselves often for

from the colonies of the Suel Imperium The noble fami

Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero

tunnel and reside there today

The most infamous and secretive society of the Suloi

indisputably the Scarlet Brotherhood headquartered on

Tilvanot Peninsula This Suloise organization has bases sp

out across the Flanaess and beyond So embroiled have

become in the aairs of the Flanaessrsquo nations this so-ca

secretive society is no longer as secretive as it once was W

the Scarlet Brotherhood is prominent in Shar they do

actually have control of the government there though

do exercise major inuence over all the Peninsularsquos aair

There is another Suloise organization called ldquoThose

must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in

Kingdom of Keoland Not much is known of the Silent O

though it is rumored that they seek to obtain forbidden ma

and ancient Suloise artifacts What their main goals ar

one knows for certain however those few who happen c

upon the Silent Tower and try to gain entrance are very o

not heard from again Whatever their main goal one thin

8162019 Oerth Journal 27pdf

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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8162019 Oerth Journal 27pdf

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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23

PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged

traightforward and pragmatic Oeridians are taught from the

arliest age to respect authority and those who bear arms

Their interests lay in exploration hunting ghting and empire

uilding The history of their people give them right to boast

Oeridians are prone to take charge in dicult situations and

et they respect their superiors and sacrice for the good of

whatever cause or group they believe in Oeridians are known

or their enjoyment of songs celebration physical games

nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly

egarded by other races

There are three prominent Oeridian tribes The Aerdi best

nown for establishing The Great Kingdom The Nyrondal

f the Kingdom of Nyrond and the Vollar of the Prelacy of

Veluna are the other two prominent tribes of Oeridians Other

ribes do exist -- or have existed -- but they have become

ntermingled with other cultures

The Kingdom of Furyondy has a signicant Vollar presence

n its border with the Prelacy of Veluna however the Vollar

n both sides of the border have intermingled extensively with

he other peoples of these nations

The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of

he Flannaess but is now but a shadow of what it once was

aving splintered into two separate and distinct kingdoms

North Kingdom and The United Kingdom of Ahlissa Neither

f these current kingdoms is in control of the former capital

f Rauxes Decades of inghting magical atrocities and the

ramping of undead armies across the land have devastated

he area around the former capital

Most Oeridians now living in these lands tend to be less than

traightforward compared to their brothers in other lands

eing much more conniving and preferring to avoid direct

onict They seek instead to manipulate their adversaries

uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This

ttitude has served to lessen both the military presence and

nuence of the Church of Hextor

The Kingdoms of Furyondy and Nyrond as well as the former

Shield Lands are able to boast Oeridians of purest blood

Though the Shield Lands have been overrun by the forces of

uz the Oeridians still living there show real determination

nd the erce spirit of the race The Oeridians in these lands

ontinue the struggle against the occupying forces of Iuz the

nly exception being the Oeridians of Nyrond

The Oeridians of Nyrond mirror the condition of the Kingdom

tself they are poverty stricken This situation leaves them in

very poor position to wage an oensive war against the ldquoOld

Onerdquo However the Oeridians of Nyrond remain ever vigilant

f the Old Onersquos designs on their territories and are prepared

hough their stance must be defensive in nature

The ldquowarrior coderdquo is forever present within the minds and

earts of the Oeridian peoples and they nd ways to defend

heir lands regardless of their circumstances Defensively

uryondy is currently in the best shape of all the Oeridian

nations due to their being aided in securing their border

their Velunese neighbors In addition the Church of Heiron

has an ever growing inuence amongst the Oeridian peo

in these two nations and the Priests and Paladins of His ch

are highly regarded by the peoples of these two kingdom

The Oeridian peoples have learned to work well with o

human races and nowhere is this truth more evident tha

the Sheldomar valley and the Kingdom of Keoland In Keo

a minority of Oeridian and Suloise nobles enjoy a peaceful

over a Flannae majority

In the Prelacy of Veluna a considerable populatio

intermingled Oeridian and Flannae peoples also live toge

peacefully Rao serves as this nationrsquos chief deity but

church of Heironious is also well represented on the nat

Theocratic Council The Oeridian peoples of Keoland

Veluna are much more in control of their emotions then

their brethren in other nations and are therefore less like

fall prone to the more traditional overreaction of Oeridian

A great many Oeridians grow-up to become warriors B

instilled from early childhood with a profound respect for

and women of martial prowess most Oeridians have studie

least one melee weapon by the time they reach adulthoo

The skill of manufacturing weapons and armor is also h

respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are

naturally nimble people acrobatic skills such as dancing

tumbling are often manifested in Oeridians from all walk

life

RELIGIONThe Oeridian peoples seem to have a particular fondnes

martial gods The Oeridian Pantheon boasts no less than t

Gods of War and Battle Heironious Hextor and Stratis

is believed to be dead

All three war gods were mothered by Stern Alia God

of Motherhood Culture and Law three precepts which

important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St

was dominant in their ancient homeland which they be

was in western Oerik Some Oeridians still worship this fa

deity and repeat a legend associated with His death

whispered that at His death Stratisrsquo blood burned its

through the Oerth down into the Underdark and exposed

passageway to the drow settlement of Kalan-Grsquoeld Str

blood then turned into mists and still oats around

Underdark in clouds It is said that anyone touched by th

clouds is gifted with a portion of Stratisrsquo divine spark

The Oeridian Pantheon also consists of Bleredd Celes

Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku

Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri

collective name for the Oeridian agricultural gods Veln

Telchur Atroa Sotillion and Wenta

Heironious Hextor Fharlanghn Pholtus Pelor and Zil

are the primary recipients of Oeridian worship in the Flanna

though all the gods of the pantheon receive varying amo

of veneration token though they may be

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25

s another matter entirely If not for the considerable size of

heir eets these nations would be in serious trouble given

hat this is the one area in which the Suloise have bested

hem

The Oeridians of the former Great Kingdom prefer to ram an

nemyrsquos vessel and board them with marine units since their

and to hand tactics are superior to that of their opponents

However their naval tactics prove a contradiction in this

egard as Oeridian ships are built for strength rather than

peed and ranged combat seems to be the most eective

method against the Suloise vessels

The Peace loving Oeridians of Veluna have ample amounts

f military units cavalry infantry and archers However these

Oeridians prefer bludgeoning weapons Veluna is also known

o have the only man-catcher unit in existence While no

ne has yet seen it used on the eld of battle it is rumored

hat these units were responsible for quelling the upheavals

n the disputed lands of Bissel The man-catcher unit serves

mainly as an honor guard but gives frequent demonstrations

f its great prociency in the non-lethal use of their weapon

Although swordsmanship is practiced in Veluna it is viewed

rimarily as a sport rather than an instrument of war

RACIAL FEATSThe following is a list of racial feats that an Oeridian character

may take as hisher bonus feat

You have studied many dierent Aerdi styles of warfare

ranting you a mastery of the battleeld

Benet A character with the Aerdi Bloodline feat gains a +2

ompetence bonus to Alertness checks and a +1 competence

onus to hit with spear or short sword

Special You may only take this feat as a 1st-level character

You have exceptional skill on mounts and with Nyrondal

anged combat tactics

Benet A character with the Nyrondal Bloodline feat

ains a +2 competence bonus to Ride skill checks and a +1

ompetence bonus to hit with a rapier or bow

Special You may only take this feat as a 1st-level character

You are known for your scouting skills and defensive ghting

actics

Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and

+1 dodge bonus to their AC

Special You may only take this feat as a 1st-level character

A character must choose either Spot or Survival skill bonus at

st-level

B N [H]

B A [H]

B V [H]

C S [G]

D R [H]

H [GB]

You are skilled in battle and can sense when combat is a

to ensue

Benet Before combat begins a character with this

can make a wisdom check (DC 10+ frac12 opponents hit dice)

if successful the character gains a +2 insight bonus to t

saving throws or Armor Class either which can apply

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters need to meet a prerequisite to a

this feat a wisdom score of 13 or higher

You are nimble in battle and many of them study how to a

blows

Benet A character with this feat gains a +2 dodge bo

when not using armor or shields of any kind The chara

must have a weapon in his hand for the feat to work

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters can take this feat but the prerequ

is a Dexterity score of 13 or more

You have toughened your body to the point where they s

able to turn blades aside during battle

Benet A character with this feat gains a damage resista

of 2

Special You may only take this feat as a 1st-level chara

must take either Endurance or Toughness as a prerequisi

this feat

You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta

they may rage like a barbarian of equal level The chara

receives all bonuses and penalties associated with ragin

noted on page 25 of the 35 edition of the PHBThe chara

receives all bonuses and penalties associated with raging

noted on page 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level chara

Oeridians from Veluna cannot take this feat

You can be quite intimidating when you have to be

Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi

someone a second time even after an initial intimida

check has failed but without the +2 bonus on the sec

attempt

Special You may only take this feat as a 1st-level chara

O R [H]

O P [H]

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26

O G [H]

O S [H]

You have a greater aptitude towards grace and maneuverability

Benet A character with this feat gains a +2 competence

onus to all Balance and Tumbling skill checks

Special You may only take this feat as a 1st-level character

Your ghting spirit shows your resolve when the end is nigh

Benet A character with this feat gains a +2 competence

o hit and damage but only when reduced to less than 20

f his hit point total

Special Oeridians who are members of the following

lasses may choose this feat Barbarians Rangers Paladins

Warriors and Fighters Fighters can gain this feat at rst level

A character may gain this feat after choosing the Endurance

nd Die-hard feats

You are well versed in many ghting styles However you

refer a less lethal approachBenet A character with this feat can use any blunt object

r bludgeoning weapon to cause non-lethal damage to his

pponent Weapons used in this way do half damage All

amage inicted in this manner is non-lethal

You have mastered the art of non-lethal damage

Benet As Sub-dual Focus above only the weapon does

ull damage all of it being sub-dual

Special Oeridians from Veluna taking Sub-dual Focus get

Greater Sub-dual Focus for free Other characters are required

o spend a second feat for Greater Sub-dual Focus

You have honed your skills in the subtle arts eschewing any

warrior instincts for a more deceptive approach

Benet A character with this feat receives a +2 competence

onus to both the Blu and Sense Motive skills The character

s equally adept at lying and discerning a lie

Special You may only take this feat as a 1st-level character

Only those characters from Ahlissa and North Kingdom may

ake this feat

S- F [G]

S- F G [G]

S [H]

T O P

Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti

Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves

Zilchus (LN god of power prestige inuence monbusiness)

Crsquo

C

G

T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073

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27

RACES OF OERTH

The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak

The Rhennee rmly believe they are from another world

nown as ldquoRhoprdquo In truth Rhop was a large island continent

ar removed from the Flanaess The distance is so great that

t could easily lead anyone to believe that Rhop was anotherworld

Natural talents possessed by the Rhennee strongly suggest

o scholars that the Rhennee have lived on or near large

odies of water for the racersquos entire existence Some sages

elieve that Rhop was ndash in reality ndash some type of ldquoElder

Beingrdquo possessed of supernatural powers and quite possibly

esembled some type of turtle-like creature Such a Being

would of necessity have been quite large possibly measuring

ome ve miles in radius Sages believed that either some

xternal ldquoforcerdquo removed the Rhennee from their living island

aradise or else this ldquoIsland Beingrdquo itself sent them away

While there is some debate upon the subject most sages

gree that the Rhennee are native to Oerth Sages also agree

hat after leaving their island home the Rhennee traveled to

he Flanaess and settled in and around the Adri Forest But

enturies ago they were driven out of this area as well -- by

he invading Oeridians

On the whole the Rhennee are still a young race Having

nally found their own niche within the societies of the Flanaess

eems to have caused their civilization to ourish especially

pon the Selitan river and the Nyr Dyv What happens to the

ace next remains to be seen

The Rhennee themselves have taken a generally neutral

pproach to their neighbors refusing to involve themselves

r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have

sed them for a variety of transportation services including

he delivery legal and illegal goods

Whether or not the legend of Rhop being some other world

s true or not one thing is certain the Rhennee people are not

eaving the Flanaess anytime soon

APPEARANCEThe Rhennee are often tan or olive skinned humans T

tend to be shorter than other human races and often stoc

displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w

between 140-175 lbs while female Rhennee average betw

4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co

are most often blue gray or hazel although green eyes

not unknown Their hair color is often black or dark bro

Curly hair is most common but wavy hair is not unknown

PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated

secretive most Rhennee have little regard for the other hu

races

Having been ostracized by the majority of human ra

Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp

and it is very rare to nd one amongst the Rhennee for

great length of time To the Rhennee nothing is more impor

than family and regardless of personal dierences it is ta

to go against the family and side with a Gajo

The Rhennee live almost exclusively upon the waterw

of the Flanaess making their homes on large barges A s

sect of Rhennee ndash known as the Attloi ndash travel in caravan

the area of the Adri Forest where many believe the Rhen

made their rst appearance in the Flanaess The majori

Rhennee reside in the central Flanaess remaining close to

Nyr Dyv which serves as a central focus for these people

Most other races of the Flanaess often consider the e

race of Rhennee as criminals and thieves While it is true

many Rhennee excel in the roguish arts relatively few

out right criminals The conict lies in the fact that to

Rhennee things which are considered the property of G

are actually considered ldquopublic propertyrdquo by the Rhennee

The Rhennee believe that if you cannot carry the item u

your person then it is open to public use To be fair even am

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28

hemselves the Rhennee practice this belief The exception to

his is items placed into a roped circle This practice dictates

hat the items should not be touched or removed The number

nd sequence of knots tied into the rope will show any and all

ust who it is that claims the roped property as their own

The Rhennee culture is very chauvinistic Males are the

eaders and may carry on their barge just as many wives as

hey can aord It should be noted however that each barge

r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda

cts as an advisor and a councilor to the leader in all of the

amilyrsquos aairs The Verda also serves as the tribersquos healer

nd herbalist She predicts the weather and sells fortunes to

he Gajos While male nobles rule the tribe none of them will

ontradict the Verda of their tribe

Interestingly Rhennee women must remain virgin until their

marriage while males are encouraged to take many lovers

But if a woman is found to have had sex before marriage she

s then forbidden to ever marry and must become a prostitute

r ldquoAuntardquo to the tribe Such a woman is often given a small

essel separate from the barges and is only welcome aboard

barge when she is servicing the Rhennee males on it

This custom seems strange to others given that most

Rhennee males will quickly start a ght if they believe that

Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for

he privilege of a night with one of these women For these

easons and others an Aunta is much more likely to leave the

arge-folk and seek a new life amongst the Gajos

All Rhennee are known to fear sickness child birth and

eath Since all three conditions are considered taboo If

Rhennee person is sick they are left with the wise women

f the tribe ndash the Verda ndash and no one will even visit with the

ick individual until the Verda deem it safe to do so If the sick

annot be cured or if there is the fear of infection then the

ick are sometimes simply cast out This rejection of the sick

n order to protect the tribe is considered even to out way any

amily tiesWomen who give birth must remain in seclusion with the

Verda for 40 days and 40 nights During this time no male

may see her she cannot even return to her husband until this

eriod is over The newly born child may be brought before

he father by the wise women but it is common place that the

hild is usually not seen until the wife returns to her husbandrsquos

ide

Women who give birth to an exceptional number of male

hildren have considerable authority within the tribe Age and

xperience also play an important role in Rhennee society For

xample older females possess considerably more power and

nuence than do younger woman within the tribe

Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become

Vethardquo sorceresses who are endowed with the powers of

Rhoprdquo Women who attain this standing ndash but are not actually

Verda ndash are now treated as though they were while actual

Verda who develop the Vetha abilities are considered nearly

divinerdquo in nature and are given a great range of freedoms in

egards to tribal aairs

Death by any cause is something that all Rhennee fear

For the barge-folk the deceasersquo body must be lled with

or sand and then wrapped in linen and cast into a large b

of water The Attloi on the other hand bury their dead

very often mark the grave as the site of a great evil Pries

Death Gods and Goddesses are greatly feared and consid

repulsive to the Rhennee peoples as are Necromancers

Though predominantly rogues all Rhennee males bec

adept with weapons and the most accomplished of t

become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe

warriors and enforcers Both elder males and the Darkha

are second only to the chieftain of the tribe

Rhennee earn most of what little income they have prim

through the transportation of goods and passengers altho

hunting shing trading and craft-work also play a role A

Rhennee are excellent Tinkerers though their reputation

such work may vary widely Sadly some Rhennee do pref

steal from the Gajos in order to make a living and this re

poorly on the race as a whole though Rhennee will not s

from each other

The Rhennee practice no known religion or at the le

no Gajo is aware of any formal Rhennee religion Wate

respected and honored by all the Rhennee so much so

the barge-folk have been known to clean dirty waterways

to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen

will willingly pollute a water source

Rhennee males like to wear tight-legged pantaloons l

tting shirts and leather jerkins Females wear long ow

sleeveless dresses with low-cut tops so as to entice t

males Rhennee women also like to wear charms made

mollusk shells and precious stones that are found near

the water The more colorful these garments and adornm

are the more they are liked by the Rhennee though b

and greens are easily the most popular colors

RELIGION

Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and

basis of their religious beliefs This thinking is reinforce

the practice among the Rhennee of ldquoVethardquo where som

their women are endowed with the sorcerous powers of

ldquoRhoprdquo

In the last few centuries some of the Rhennee

begun worshiping the elemental forces of water Still ot

participate in the sacricial rites of demonic and devilish c

Some of the Rhennee have even taken up the worship of s

Deities of the air though such Rhennee are few

Among the land dwelling Attloi some have taken up

service of Gods more commonly worshiped in the Flana

these include Fharlanghn Olidamarra and Istus Still

are those few who worship Celestian and Pelor

PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and

these skills as their trade Rhennee are taught from birt

swim and some are even conceived in the water

All Rhennee characters gain a +2 racial bonus to the ski

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29

f their profession (Boater) and swimming These are

onsidered class skills for all Rhennee characters Rhennee

haracters also have an innate ability for sleight of hand and

eceive a +2 bonus to this skill as well But they suer a ndash2 to

ll Diplomacy checks when dealing with other human races

Crafting hunting and shing are very common among the

Rhennee people They are also adept at preparing some of the

nest seafood dishes in all the Oerth

The land based Attloi keep horses and pack animals and use

hem to pull their wagons and haul their goods The Attloi are

killed performers excelling at dance wind instruments and

inging For this reason Attloi characters receive a +2 bonus

o animal handling and a +2 performance bonus in one of the

kills listed above

Like their waterborne brethren Attloi characters also excel

t sleight of hand and receive a +2 bonus to this skill But

hey also receive a -2 penalty to Diplomacy checks whenever

ealing with the other humans races The Attloi are skilled

raftsman and leather workers and make some of the nest

eather armor and goods to be found in the Flanaess

FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing

hey have to an army are the Darkhagard warriors who guardheir barges

Most Rhennee focus on martial skills which favor thrown

weapons single weapons dual weapons or a two handed

weapon style Wrestling and sticus matches commonly take

lace among the Rhennee people

Some Rhennee have developed a rope ghting style which

s used to trip bound or to escape an opponent This ghting

tyle is defensive in nature and is often used by older males

nd a few of the females among the barge-folk though it is a

much less common ghting style among the land based Attloi

The Rhennee have also developed a special racial weapon

alled the ldquoDarkhardquo This special weapon will only be found in

he possession of a tribal chief or his Darkhagards

RACIAL FEATSThe following is a list of racial feats that a Rhennee character

may take as hisher bonus feat

You have developed a sense for locating and spotting water in

ny quantity

Benet You receive a +2 competence bonus to Survival and

Knowledge (geography) skill checks Further you can obtain

p to two gallons of fresh water with a successful Survival skill

heck and up to two more gallons of water can be obtained for

very three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

Surprisingly more Attloi obtain this feat then Rhennee maybe

nes presence around bodies of water limits a knack for this

bility

You spend a great deal of time in the water and have impres

swimming skills

Benet You are able to hold their breath under water

number of rounds equal to three times your Constitution S

before suering any ill eects You receive a +2 compete

bonus to all swim skill checks

Special You may only take this feat as a 1st-level chara

Attloi cannot take this feat

You have a knack for catching large amounts of sh and o

aquatic game

Benet You receive a +4 competence bonus to Surv

checks when shing hunting aquatic game or gathe

aquatic plants

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but it should be noted

these cases are rare

You can communicate with all fresh water aquatic creatur

Benet So long as you do no harm to them or t

environment You can communicate with any fresh w

aquatic creatures including (crustaceans frogs and turt

Even if charmed both you and these creatures are giv

save in order to avoid the suggestion

You will not consume or harm any crustaceans or tu

like creatures nor will the character allow these creature

come to harm

If you are a Rhennee spell caster able to summon w

elemental creatures you may do so for twice the no

duration with zero chance of the elemental successrebelling against you Any water elemental summone

oppose you is twice as likely to rebel against its summ

and the duration of the spellrsquos eect is halved

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but instances are

common

You can see things beyond the limits of most mortals and h

a strong sense of your surroundings

Benet You receive a +2 competence bonus to all Initia

rolls and Spot checks On a successful Spot check (DC 30)

can sense where invisible creatures or objects are loca

but you cannot actually see them (Example A mage c

invisibility on himself prior to combat Without knowing h

there you make a successful Spot check You get a sens

where the invisible mage is but you cannot actually see

invisible mage)

Special You may only take this feat as a 1st-level chara

F W [H]

D [H]

R B [H]

K F [H]

S S [H]

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30

While much more prominent in females this feat is not

mited to them alone

Travelers Trade [Heritage]

You are ever on the move for the roads are your home

Benet You receive a +2 competence bonus to all Handle

Animal and Ride skill checks when dealing with any animal or

ehicle used in a caravan While traveling you also receive a

+2 competence bonus to all Survival skill checks

Special You may only take this feat as a 1st-level character

Rhennee cannot take this feat

Water Walker [Heritage]

You have a knack for operating barges and traversing your

essel through perilous waters

Benet You receive a +2 competence bonus to their

rofession (boater) skill and a +2 circumstance bonus to

etect weather and weatherrsquos eects on water conditions

while piloting their vessels

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

Contact with water rejuvenates and sustains you

Benet If you stand at least in knee deep water you

atigue at only half the normal rate In addition if you engage

n no strenuous activity while in a body of water you recover

it points equal to your Constitution bonus +1 for every three

ours in the water You may also hold your breath for a number

f rounds equal to twice your Constitution Score You must

ubmerge yourself in water for at least one hour each week

r he will begin to suer fatigue at twice the normal rate

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

You are more sensitive to the forces of nature often feeling

minor changes in the weather and environment which are

ometimes undetectable to animals

Benet You receive a +2 competence bonus to Survival

nd Knowledge (nature) skill checks You may predict weather

hanges up to six hours in advance including changes in

emperature Further with a successful Survival skill check

ou can predict the weather and up to two more hours more

or every three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

While much more prominent in females this feat is not limited

o them alone

T T [H]

W W [H]

W W [H]

IN SEARCH OF HOME

ldquoWe are the children with no landrdquo

ldquoForced to live in the unknownrdquo

ldquoWe sail this worlds waterwaysrdquo

ldquoIn search of yesterdays embracerdquo

ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo

ldquoShow us your unfurling facerdquo

ldquoWe are use to your disgracerdquo ldquo

You will one day atonerdquo

ldquoWhen we children return homerdquo

-Made famous by Artoli Medni

Rhennee bard

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31

The Suloise peoples had their origins outside of the Flanaess

South of the Crystalmist Mountains and west of the

Hellfurnaces

Many Suloise ed to the Flanaess to escape the constant

SuelBaklunish wars which eventually lead to the magical

evastation of their homeland These Suloise migrations

elped to displace many of the Flannae from their homelands

esulting in the Flannae being scattered far and wide

The ancient Suloise have passed on many of their traits to

heir descendants for good or bad Centuries ago the Suloise

oasted one of the greatest empires ever known to mankind

They learned the arts of sorcery and civilization from the

Olven-folk but in time the Suloise peoples surpassed even

heir Elven teachers in the manipulation of magic and used

his knowledge to forge the greatest empire of their time ndash the

Suel Imperium But they rejected the Elven peoplesrsquo warnings

bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies

The ancient Suloise were totalitarian in demeanor and

nslaved many peoples and races All peoples fell to the will

f the Suloise Imperium except for the ancient Baklunish

mpire The Suloise Imperium relied heavily upon magic and

t helped forged their empire Their magical experimentation

ead to the creation and engineering of altered races races

reated for the sole purpose of serving the empire

One of the most well known of these created races is the

Derro Many dwarves claim that the Derro existed long before

he Suel experimented on their kin and it is rumored that

he Derro are actually a blending of dwarves and humans

Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were

onducted before the Suel Imperium fell

The Suel Imperium fought the Baklunish Empire to a stand

till for control of eastern Oerik To break the stalemate the

Suloise brought about the Invoked Devastation This apparent

ictory over their enemies was short lived however as one of

he long forgotten Gods of the Baklunish chose to intervene

RACES OF OERTH

The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller

Gathering together the most powerful mages from am

his people within the stone circle of Tovag Baragu this

channeled much of His own power through these magici

supporting their retribution against the Imperium

This is the origin of the Rain of Colorless Fire which cov

all of the Suel Imperium in its inferno Were it not for

great seer Slerotin the Suloise peoples may well have b

destroyed but receiving premonitions of the impen

doom Slerotin gathered what noble families he could and

them through a magical tunnel ndash of his own creation ndash w

passed completely through the Hellfurnaces

All but one of the families ndash the Lerara ndash traveling

Slerotin arrived in the area of the Flanaess now known as

Yeomanry From there the Suloise peoples spread throug

the Flanaess founding nations for themselves often for

from the colonies of the Suel Imperium The noble fami

Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero

tunnel and reside there today

The most infamous and secretive society of the Suloi

indisputably the Scarlet Brotherhood headquartered on

Tilvanot Peninsula This Suloise organization has bases sp

out across the Flanaess and beyond So embroiled have

become in the aairs of the Flanaessrsquo nations this so-ca

secretive society is no longer as secretive as it once was W

the Scarlet Brotherhood is prominent in Shar they do

actually have control of the government there though

do exercise major inuence over all the Peninsularsquos aair

There is another Suloise organization called ldquoThose

must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in

Kingdom of Keoland Not much is known of the Silent O

though it is rumored that they seek to obtain forbidden ma

and ancient Suloise artifacts What their main goals ar

one knows for certain however those few who happen c

upon the Silent Tower and try to gain entrance are very o

not heard from again Whatever their main goal one thin

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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8162019 Oerth Journal 27pdf

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 24: Oerth Journal 27.pdf

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23

PERSONALITY AND CULTUREOeridians are aggressive determined impulsive rugged

traightforward and pragmatic Oeridians are taught from the

arliest age to respect authority and those who bear arms

Their interests lay in exploration hunting ghting and empire

uilding The history of their people give them right to boast

Oeridians are prone to take charge in dicult situations and

et they respect their superiors and sacrice for the good of

whatever cause or group they believe in Oeridians are known

or their enjoyment of songs celebration physical games

nd battle All Oeridians are short tempered however thosehat succeed in controlling these emotions are often highly

egarded by other races

There are three prominent Oeridian tribes The Aerdi best

nown for establishing The Great Kingdom The Nyrondal

f the Kingdom of Nyrond and the Vollar of the Prelacy of

Veluna are the other two prominent tribes of Oeridians Other

ribes do exist -- or have existed -- but they have become

ntermingled with other cultures

The Kingdom of Furyondy has a signicant Vollar presence

n its border with the Prelacy of Veluna however the Vollar

n both sides of the border have intermingled extensively with

he other peoples of these nations

The greatest example of Oeridian dominion was the GreatKingdom The Great Kingdom once covered nearly a third of

he Flannaess but is now but a shadow of what it once was

aving splintered into two separate and distinct kingdoms

North Kingdom and The United Kingdom of Ahlissa Neither

f these current kingdoms is in control of the former capital

f Rauxes Decades of inghting magical atrocities and the

ramping of undead armies across the land have devastated

he area around the former capital

Most Oeridians now living in these lands tend to be less than

traightforward compared to their brothers in other lands

eing much more conniving and preferring to avoid direct

onict They seek instead to manipulate their adversaries

uch as their Suloise neighbors They are much more adept atubterfuge and political intrigue than they are at ghting This

ttitude has served to lessen both the military presence and

nuence of the Church of Hextor

The Kingdoms of Furyondy and Nyrond as well as the former

Shield Lands are able to boast Oeridians of purest blood

Though the Shield Lands have been overrun by the forces of

uz the Oeridians still living there show real determination

nd the erce spirit of the race The Oeridians in these lands

ontinue the struggle against the occupying forces of Iuz the

nly exception being the Oeridians of Nyrond

The Oeridians of Nyrond mirror the condition of the Kingdom

tself they are poverty stricken This situation leaves them in

very poor position to wage an oensive war against the ldquoOld

Onerdquo However the Oeridians of Nyrond remain ever vigilant

f the Old Onersquos designs on their territories and are prepared

hough their stance must be defensive in nature

The ldquowarrior coderdquo is forever present within the minds and

earts of the Oeridian peoples and they nd ways to defend

heir lands regardless of their circumstances Defensively

uryondy is currently in the best shape of all the Oeridian

nations due to their being aided in securing their border

their Velunese neighbors In addition the Church of Heiron

has an ever growing inuence amongst the Oeridian peo

in these two nations and the Priests and Paladins of His ch

are highly regarded by the peoples of these two kingdom

The Oeridian peoples have learned to work well with o

human races and nowhere is this truth more evident tha

the Sheldomar valley and the Kingdom of Keoland In Keo

a minority of Oeridian and Suloise nobles enjoy a peaceful

over a Flannae majority

In the Prelacy of Veluna a considerable populatio

intermingled Oeridian and Flannae peoples also live toge

peacefully Rao serves as this nationrsquos chief deity but

church of Heironious is also well represented on the nat

Theocratic Council The Oeridian peoples of Keoland

Veluna are much more in control of their emotions then

their brethren in other nations and are therefore less like

fall prone to the more traditional overreaction of Oeridian

A great many Oeridians grow-up to become warriors B

instilled from early childhood with a profound respect for

and women of martial prowess most Oeridians have studie

least one melee weapon by the time they reach adulthoo

The skill of manufacturing weapons and armor is also h

respected among the Oeridian peoples Even dwarves hbeen known to admire the Oeridiansrsquo skill in this are

naturally nimble people acrobatic skills such as dancing

tumbling are often manifested in Oeridians from all walk

life

RELIGIONThe Oeridian peoples seem to have a particular fondnes

martial gods The Oeridian Pantheon boasts no less than t

Gods of War and Battle Heironious Hextor and Stratis

is believed to be dead

All three war gods were mothered by Stern Alia God

of Motherhood Culture and Law three precepts which

important to the Oeridian peoplesIt is said among Oeridian sages that the worship of St

was dominant in their ancient homeland which they be

was in western Oerik Some Oeridians still worship this fa

deity and repeat a legend associated with His death

whispered that at His death Stratisrsquo blood burned its

through the Oerth down into the Underdark and exposed

passageway to the drow settlement of Kalan-Grsquoeld Str

blood then turned into mists and still oats around

Underdark in clouds It is said that anyone touched by th

clouds is gifted with a portion of Stratisrsquo divine spark

The Oeridian Pantheon also consists of Bleredd Celes

Cyndor Daern Delleb Erthynul Fharlanghn Johydee Ku

Merikka Pholtus Procan Rudd Sol -- an ancient Oeriname for Pelor -- Stern Alia Zilchus and The Velaeri

collective name for the Oeridian agricultural gods Veln

Telchur Atroa Sotillion and Wenta

Heironious Hextor Fharlanghn Pholtus Pelor and Zil

are the primary recipients of Oeridian worship in the Flanna

though all the gods of the pantheon receive varying amo

of veneration token though they may be

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25

s another matter entirely If not for the considerable size of

heir eets these nations would be in serious trouble given

hat this is the one area in which the Suloise have bested

hem

The Oeridians of the former Great Kingdom prefer to ram an

nemyrsquos vessel and board them with marine units since their

and to hand tactics are superior to that of their opponents

However their naval tactics prove a contradiction in this

egard as Oeridian ships are built for strength rather than

peed and ranged combat seems to be the most eective

method against the Suloise vessels

The Peace loving Oeridians of Veluna have ample amounts

f military units cavalry infantry and archers However these

Oeridians prefer bludgeoning weapons Veluna is also known

o have the only man-catcher unit in existence While no

ne has yet seen it used on the eld of battle it is rumored

hat these units were responsible for quelling the upheavals

n the disputed lands of Bissel The man-catcher unit serves

mainly as an honor guard but gives frequent demonstrations

f its great prociency in the non-lethal use of their weapon

Although swordsmanship is practiced in Veluna it is viewed

rimarily as a sport rather than an instrument of war

RACIAL FEATSThe following is a list of racial feats that an Oeridian character

may take as hisher bonus feat

You have studied many dierent Aerdi styles of warfare

ranting you a mastery of the battleeld

Benet A character with the Aerdi Bloodline feat gains a +2

ompetence bonus to Alertness checks and a +1 competence

onus to hit with spear or short sword

Special You may only take this feat as a 1st-level character

You have exceptional skill on mounts and with Nyrondal

anged combat tactics

Benet A character with the Nyrondal Bloodline feat

ains a +2 competence bonus to Ride skill checks and a +1

ompetence bonus to hit with a rapier or bow

Special You may only take this feat as a 1st-level character

You are known for your scouting skills and defensive ghting

actics

Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and

+1 dodge bonus to their AC

Special You may only take this feat as a 1st-level character

A character must choose either Spot or Survival skill bonus at

st-level

B N [H]

B A [H]

B V [H]

C S [G]

D R [H]

H [GB]

You are skilled in battle and can sense when combat is a

to ensue

Benet Before combat begins a character with this

can make a wisdom check (DC 10+ frac12 opponents hit dice)

if successful the character gains a +2 insight bonus to t

saving throws or Armor Class either which can apply

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters need to meet a prerequisite to a

this feat a wisdom score of 13 or higher

You are nimble in battle and many of them study how to a

blows

Benet A character with this feat gains a +2 dodge bo

when not using armor or shields of any kind The chara

must have a weapon in his hand for the feat to work

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters can take this feat but the prerequ

is a Dexterity score of 13 or more

You have toughened your body to the point where they s

able to turn blades aside during battle

Benet A character with this feat gains a damage resista

of 2

Special You may only take this feat as a 1st-level chara

must take either Endurance or Toughness as a prerequisi

this feat

You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta

they may rage like a barbarian of equal level The chara

receives all bonuses and penalties associated with ragin

noted on page 25 of the 35 edition of the PHBThe chara

receives all bonuses and penalties associated with raging

noted on page 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level chara

Oeridians from Veluna cannot take this feat

You can be quite intimidating when you have to be

Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi

someone a second time even after an initial intimida

check has failed but without the +2 bonus on the sec

attempt

Special You may only take this feat as a 1st-level chara

O R [H]

O P [H]

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26

O G [H]

O S [H]

You have a greater aptitude towards grace and maneuverability

Benet A character with this feat gains a +2 competence

onus to all Balance and Tumbling skill checks

Special You may only take this feat as a 1st-level character

Your ghting spirit shows your resolve when the end is nigh

Benet A character with this feat gains a +2 competence

o hit and damage but only when reduced to less than 20

f his hit point total

Special Oeridians who are members of the following

lasses may choose this feat Barbarians Rangers Paladins

Warriors and Fighters Fighters can gain this feat at rst level

A character may gain this feat after choosing the Endurance

nd Die-hard feats

You are well versed in many ghting styles However you

refer a less lethal approachBenet A character with this feat can use any blunt object

r bludgeoning weapon to cause non-lethal damage to his

pponent Weapons used in this way do half damage All

amage inicted in this manner is non-lethal

You have mastered the art of non-lethal damage

Benet As Sub-dual Focus above only the weapon does

ull damage all of it being sub-dual

Special Oeridians from Veluna taking Sub-dual Focus get

Greater Sub-dual Focus for free Other characters are required

o spend a second feat for Greater Sub-dual Focus

You have honed your skills in the subtle arts eschewing any

warrior instincts for a more deceptive approach

Benet A character with this feat receives a +2 competence

onus to both the Blu and Sense Motive skills The character

s equally adept at lying and discerning a lie

Special You may only take this feat as a 1st-level character

Only those characters from Ahlissa and North Kingdom may

ake this feat

S- F [G]

S- F G [G]

S [H]

T O P

Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti

Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves

Zilchus (LN god of power prestige inuence monbusiness)

Crsquo

C

G

T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073

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27

RACES OF OERTH

The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak

The Rhennee rmly believe they are from another world

nown as ldquoRhoprdquo In truth Rhop was a large island continent

ar removed from the Flanaess The distance is so great that

t could easily lead anyone to believe that Rhop was anotherworld

Natural talents possessed by the Rhennee strongly suggest

o scholars that the Rhennee have lived on or near large

odies of water for the racersquos entire existence Some sages

elieve that Rhop was ndash in reality ndash some type of ldquoElder

Beingrdquo possessed of supernatural powers and quite possibly

esembled some type of turtle-like creature Such a Being

would of necessity have been quite large possibly measuring

ome ve miles in radius Sages believed that either some

xternal ldquoforcerdquo removed the Rhennee from their living island

aradise or else this ldquoIsland Beingrdquo itself sent them away

While there is some debate upon the subject most sages

gree that the Rhennee are native to Oerth Sages also agree

hat after leaving their island home the Rhennee traveled to

he Flanaess and settled in and around the Adri Forest But

enturies ago they were driven out of this area as well -- by

he invading Oeridians

On the whole the Rhennee are still a young race Having

nally found their own niche within the societies of the Flanaess

eems to have caused their civilization to ourish especially

pon the Selitan river and the Nyr Dyv What happens to the

ace next remains to be seen

The Rhennee themselves have taken a generally neutral

pproach to their neighbors refusing to involve themselves

r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have

sed them for a variety of transportation services including

he delivery legal and illegal goods

Whether or not the legend of Rhop being some other world

s true or not one thing is certain the Rhennee people are not

eaving the Flanaess anytime soon

APPEARANCEThe Rhennee are often tan or olive skinned humans T

tend to be shorter than other human races and often stoc

displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w

between 140-175 lbs while female Rhennee average betw

4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co

are most often blue gray or hazel although green eyes

not unknown Their hair color is often black or dark bro

Curly hair is most common but wavy hair is not unknown

PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated

secretive most Rhennee have little regard for the other hu

races

Having been ostracized by the majority of human ra

Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp

and it is very rare to nd one amongst the Rhennee for

great length of time To the Rhennee nothing is more impor

than family and regardless of personal dierences it is ta

to go against the family and side with a Gajo

The Rhennee live almost exclusively upon the waterw

of the Flanaess making their homes on large barges A s

sect of Rhennee ndash known as the Attloi ndash travel in caravan

the area of the Adri Forest where many believe the Rhen

made their rst appearance in the Flanaess The majori

Rhennee reside in the central Flanaess remaining close to

Nyr Dyv which serves as a central focus for these people

Most other races of the Flanaess often consider the e

race of Rhennee as criminals and thieves While it is true

many Rhennee excel in the roguish arts relatively few

out right criminals The conict lies in the fact that to

Rhennee things which are considered the property of G

are actually considered ldquopublic propertyrdquo by the Rhennee

The Rhennee believe that if you cannot carry the item u

your person then it is open to public use To be fair even am

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28

hemselves the Rhennee practice this belief The exception to

his is items placed into a roped circle This practice dictates

hat the items should not be touched or removed The number

nd sequence of knots tied into the rope will show any and all

ust who it is that claims the roped property as their own

The Rhennee culture is very chauvinistic Males are the

eaders and may carry on their barge just as many wives as

hey can aord It should be noted however that each barge

r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda

cts as an advisor and a councilor to the leader in all of the

amilyrsquos aairs The Verda also serves as the tribersquos healer

nd herbalist She predicts the weather and sells fortunes to

he Gajos While male nobles rule the tribe none of them will

ontradict the Verda of their tribe

Interestingly Rhennee women must remain virgin until their

marriage while males are encouraged to take many lovers

But if a woman is found to have had sex before marriage she

s then forbidden to ever marry and must become a prostitute

r ldquoAuntardquo to the tribe Such a woman is often given a small

essel separate from the barges and is only welcome aboard

barge when she is servicing the Rhennee males on it

This custom seems strange to others given that most

Rhennee males will quickly start a ght if they believe that

Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for

he privilege of a night with one of these women For these

easons and others an Aunta is much more likely to leave the

arge-folk and seek a new life amongst the Gajos

All Rhennee are known to fear sickness child birth and

eath Since all three conditions are considered taboo If

Rhennee person is sick they are left with the wise women

f the tribe ndash the Verda ndash and no one will even visit with the

ick individual until the Verda deem it safe to do so If the sick

annot be cured or if there is the fear of infection then the

ick are sometimes simply cast out This rejection of the sick

n order to protect the tribe is considered even to out way any

amily tiesWomen who give birth must remain in seclusion with the

Verda for 40 days and 40 nights During this time no male

may see her she cannot even return to her husband until this

eriod is over The newly born child may be brought before

he father by the wise women but it is common place that the

hild is usually not seen until the wife returns to her husbandrsquos

ide

Women who give birth to an exceptional number of male

hildren have considerable authority within the tribe Age and

xperience also play an important role in Rhennee society For

xample older females possess considerably more power and

nuence than do younger woman within the tribe

Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become

Vethardquo sorceresses who are endowed with the powers of

Rhoprdquo Women who attain this standing ndash but are not actually

Verda ndash are now treated as though they were while actual

Verda who develop the Vetha abilities are considered nearly

divinerdquo in nature and are given a great range of freedoms in

egards to tribal aairs

Death by any cause is something that all Rhennee fear

For the barge-folk the deceasersquo body must be lled with

or sand and then wrapped in linen and cast into a large b

of water The Attloi on the other hand bury their dead

very often mark the grave as the site of a great evil Pries

Death Gods and Goddesses are greatly feared and consid

repulsive to the Rhennee peoples as are Necromancers

Though predominantly rogues all Rhennee males bec

adept with weapons and the most accomplished of t

become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe

warriors and enforcers Both elder males and the Darkha

are second only to the chieftain of the tribe

Rhennee earn most of what little income they have prim

through the transportation of goods and passengers altho

hunting shing trading and craft-work also play a role A

Rhennee are excellent Tinkerers though their reputation

such work may vary widely Sadly some Rhennee do pref

steal from the Gajos in order to make a living and this re

poorly on the race as a whole though Rhennee will not s

from each other

The Rhennee practice no known religion or at the le

no Gajo is aware of any formal Rhennee religion Wate

respected and honored by all the Rhennee so much so

the barge-folk have been known to clean dirty waterways

to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen

will willingly pollute a water source

Rhennee males like to wear tight-legged pantaloons l

tting shirts and leather jerkins Females wear long ow

sleeveless dresses with low-cut tops so as to entice t

males Rhennee women also like to wear charms made

mollusk shells and precious stones that are found near

the water The more colorful these garments and adornm

are the more they are liked by the Rhennee though b

and greens are easily the most popular colors

RELIGION

Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and

basis of their religious beliefs This thinking is reinforce

the practice among the Rhennee of ldquoVethardquo where som

their women are endowed with the sorcerous powers of

ldquoRhoprdquo

In the last few centuries some of the Rhennee

begun worshiping the elemental forces of water Still ot

participate in the sacricial rites of demonic and devilish c

Some of the Rhennee have even taken up the worship of s

Deities of the air though such Rhennee are few

Among the land dwelling Attloi some have taken up

service of Gods more commonly worshiped in the Flana

these include Fharlanghn Olidamarra and Istus Still

are those few who worship Celestian and Pelor

PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and

these skills as their trade Rhennee are taught from birt

swim and some are even conceived in the water

All Rhennee characters gain a +2 racial bonus to the ski

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29

f their profession (Boater) and swimming These are

onsidered class skills for all Rhennee characters Rhennee

haracters also have an innate ability for sleight of hand and

eceive a +2 bonus to this skill as well But they suer a ndash2 to

ll Diplomacy checks when dealing with other human races

Crafting hunting and shing are very common among the

Rhennee people They are also adept at preparing some of the

nest seafood dishes in all the Oerth

The land based Attloi keep horses and pack animals and use

hem to pull their wagons and haul their goods The Attloi are

killed performers excelling at dance wind instruments and

inging For this reason Attloi characters receive a +2 bonus

o animal handling and a +2 performance bonus in one of the

kills listed above

Like their waterborne brethren Attloi characters also excel

t sleight of hand and receive a +2 bonus to this skill But

hey also receive a -2 penalty to Diplomacy checks whenever

ealing with the other humans races The Attloi are skilled

raftsman and leather workers and make some of the nest

eather armor and goods to be found in the Flanaess

FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing

hey have to an army are the Darkhagard warriors who guardheir barges

Most Rhennee focus on martial skills which favor thrown

weapons single weapons dual weapons or a two handed

weapon style Wrestling and sticus matches commonly take

lace among the Rhennee people

Some Rhennee have developed a rope ghting style which

s used to trip bound or to escape an opponent This ghting

tyle is defensive in nature and is often used by older males

nd a few of the females among the barge-folk though it is a

much less common ghting style among the land based Attloi

The Rhennee have also developed a special racial weapon

alled the ldquoDarkhardquo This special weapon will only be found in

he possession of a tribal chief or his Darkhagards

RACIAL FEATSThe following is a list of racial feats that a Rhennee character

may take as hisher bonus feat

You have developed a sense for locating and spotting water in

ny quantity

Benet You receive a +2 competence bonus to Survival and

Knowledge (geography) skill checks Further you can obtain

p to two gallons of fresh water with a successful Survival skill

heck and up to two more gallons of water can be obtained for

very three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

Surprisingly more Attloi obtain this feat then Rhennee maybe

nes presence around bodies of water limits a knack for this

bility

You spend a great deal of time in the water and have impres

swimming skills

Benet You are able to hold their breath under water

number of rounds equal to three times your Constitution S

before suering any ill eects You receive a +2 compete

bonus to all swim skill checks

Special You may only take this feat as a 1st-level chara

Attloi cannot take this feat

You have a knack for catching large amounts of sh and o

aquatic game

Benet You receive a +4 competence bonus to Surv

checks when shing hunting aquatic game or gathe

aquatic plants

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but it should be noted

these cases are rare

You can communicate with all fresh water aquatic creatur

Benet So long as you do no harm to them or t

environment You can communicate with any fresh w

aquatic creatures including (crustaceans frogs and turt

Even if charmed both you and these creatures are giv

save in order to avoid the suggestion

You will not consume or harm any crustaceans or tu

like creatures nor will the character allow these creature

come to harm

If you are a Rhennee spell caster able to summon w

elemental creatures you may do so for twice the no

duration with zero chance of the elemental successrebelling against you Any water elemental summone

oppose you is twice as likely to rebel against its summ

and the duration of the spellrsquos eect is halved

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but instances are

common

You can see things beyond the limits of most mortals and h

a strong sense of your surroundings

Benet You receive a +2 competence bonus to all Initia

rolls and Spot checks On a successful Spot check (DC 30)

can sense where invisible creatures or objects are loca

but you cannot actually see them (Example A mage c

invisibility on himself prior to combat Without knowing h

there you make a successful Spot check You get a sens

where the invisible mage is but you cannot actually see

invisible mage)

Special You may only take this feat as a 1st-level chara

F W [H]

D [H]

R B [H]

K F [H]

S S [H]

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30

While much more prominent in females this feat is not

mited to them alone

Travelers Trade [Heritage]

You are ever on the move for the roads are your home

Benet You receive a +2 competence bonus to all Handle

Animal and Ride skill checks when dealing with any animal or

ehicle used in a caravan While traveling you also receive a

+2 competence bonus to all Survival skill checks

Special You may only take this feat as a 1st-level character

Rhennee cannot take this feat

Water Walker [Heritage]

You have a knack for operating barges and traversing your

essel through perilous waters

Benet You receive a +2 competence bonus to their

rofession (boater) skill and a +2 circumstance bonus to

etect weather and weatherrsquos eects on water conditions

while piloting their vessels

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

Contact with water rejuvenates and sustains you

Benet If you stand at least in knee deep water you

atigue at only half the normal rate In addition if you engage

n no strenuous activity while in a body of water you recover

it points equal to your Constitution bonus +1 for every three

ours in the water You may also hold your breath for a number

f rounds equal to twice your Constitution Score You must

ubmerge yourself in water for at least one hour each week

r he will begin to suer fatigue at twice the normal rate

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

You are more sensitive to the forces of nature often feeling

minor changes in the weather and environment which are

ometimes undetectable to animals

Benet You receive a +2 competence bonus to Survival

nd Knowledge (nature) skill checks You may predict weather

hanges up to six hours in advance including changes in

emperature Further with a successful Survival skill check

ou can predict the weather and up to two more hours more

or every three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

While much more prominent in females this feat is not limited

o them alone

T T [H]

W W [H]

W W [H]

IN SEARCH OF HOME

ldquoWe are the children with no landrdquo

ldquoForced to live in the unknownrdquo

ldquoWe sail this worlds waterwaysrdquo

ldquoIn search of yesterdays embracerdquo

ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo

ldquoShow us your unfurling facerdquo

ldquoWe are use to your disgracerdquo ldquo

You will one day atonerdquo

ldquoWhen we children return homerdquo

-Made famous by Artoli Medni

Rhennee bard

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31

The Suloise peoples had their origins outside of the Flanaess

South of the Crystalmist Mountains and west of the

Hellfurnaces

Many Suloise ed to the Flanaess to escape the constant

SuelBaklunish wars which eventually lead to the magical

evastation of their homeland These Suloise migrations

elped to displace many of the Flannae from their homelands

esulting in the Flannae being scattered far and wide

The ancient Suloise have passed on many of their traits to

heir descendants for good or bad Centuries ago the Suloise

oasted one of the greatest empires ever known to mankind

They learned the arts of sorcery and civilization from the

Olven-folk but in time the Suloise peoples surpassed even

heir Elven teachers in the manipulation of magic and used

his knowledge to forge the greatest empire of their time ndash the

Suel Imperium But they rejected the Elven peoplesrsquo warnings

bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies

The ancient Suloise were totalitarian in demeanor and

nslaved many peoples and races All peoples fell to the will

f the Suloise Imperium except for the ancient Baklunish

mpire The Suloise Imperium relied heavily upon magic and

t helped forged their empire Their magical experimentation

ead to the creation and engineering of altered races races

reated for the sole purpose of serving the empire

One of the most well known of these created races is the

Derro Many dwarves claim that the Derro existed long before

he Suel experimented on their kin and it is rumored that

he Derro are actually a blending of dwarves and humans

Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were

onducted before the Suel Imperium fell

The Suel Imperium fought the Baklunish Empire to a stand

till for control of eastern Oerik To break the stalemate the

Suloise brought about the Invoked Devastation This apparent

ictory over their enemies was short lived however as one of

he long forgotten Gods of the Baklunish chose to intervene

RACES OF OERTH

The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller

Gathering together the most powerful mages from am

his people within the stone circle of Tovag Baragu this

channeled much of His own power through these magici

supporting their retribution against the Imperium

This is the origin of the Rain of Colorless Fire which cov

all of the Suel Imperium in its inferno Were it not for

great seer Slerotin the Suloise peoples may well have b

destroyed but receiving premonitions of the impen

doom Slerotin gathered what noble families he could and

them through a magical tunnel ndash of his own creation ndash w

passed completely through the Hellfurnaces

All but one of the families ndash the Lerara ndash traveling

Slerotin arrived in the area of the Flanaess now known as

Yeomanry From there the Suloise peoples spread throug

the Flanaess founding nations for themselves often for

from the colonies of the Suel Imperium The noble fami

Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero

tunnel and reside there today

The most infamous and secretive society of the Suloi

indisputably the Scarlet Brotherhood headquartered on

Tilvanot Peninsula This Suloise organization has bases sp

out across the Flanaess and beyond So embroiled have

become in the aairs of the Flanaessrsquo nations this so-ca

secretive society is no longer as secretive as it once was W

the Scarlet Brotherhood is prominent in Shar they do

actually have control of the government there though

do exercise major inuence over all the Peninsularsquos aair

There is another Suloise organization called ldquoThose

must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in

Kingdom of Keoland Not much is known of the Silent O

though it is rumored that they seek to obtain forbidden ma

and ancient Suloise artifacts What their main goals ar

one knows for certain however those few who happen c

upon the Silent Tower and try to gain entrance are very o

not heard from again Whatever their main goal one thin

8162019 Oerth Journal 27pdf

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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8162019 Oerth Journal 27pdf

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 25: Oerth Journal 27.pdf

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25

s another matter entirely If not for the considerable size of

heir eets these nations would be in serious trouble given

hat this is the one area in which the Suloise have bested

hem

The Oeridians of the former Great Kingdom prefer to ram an

nemyrsquos vessel and board them with marine units since their

and to hand tactics are superior to that of their opponents

However their naval tactics prove a contradiction in this

egard as Oeridian ships are built for strength rather than

peed and ranged combat seems to be the most eective

method against the Suloise vessels

The Peace loving Oeridians of Veluna have ample amounts

f military units cavalry infantry and archers However these

Oeridians prefer bludgeoning weapons Veluna is also known

o have the only man-catcher unit in existence While no

ne has yet seen it used on the eld of battle it is rumored

hat these units were responsible for quelling the upheavals

n the disputed lands of Bissel The man-catcher unit serves

mainly as an honor guard but gives frequent demonstrations

f its great prociency in the non-lethal use of their weapon

Although swordsmanship is practiced in Veluna it is viewed

rimarily as a sport rather than an instrument of war

RACIAL FEATSThe following is a list of racial feats that an Oeridian character

may take as hisher bonus feat

You have studied many dierent Aerdi styles of warfare

ranting you a mastery of the battleeld

Benet A character with the Aerdi Bloodline feat gains a +2

ompetence bonus to Alertness checks and a +1 competence

onus to hit with spear or short sword

Special You may only take this feat as a 1st-level character

You have exceptional skill on mounts and with Nyrondal

anged combat tactics

Benet A character with the Nyrondal Bloodline feat

ains a +2 competence bonus to Ride skill checks and a +1

ompetence bonus to hit with a rapier or bow

Special You may only take this feat as a 1st-level character

You are known for your scouting skills and defensive ghting

actics

Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and

+1 dodge bonus to their AC

Special You may only take this feat as a 1st-level character

A character must choose either Spot or Survival skill bonus at

st-level

B N [H]

B A [H]

B V [H]

C S [G]

D R [H]

H [GB]

You are skilled in battle and can sense when combat is a

to ensue

Benet Before combat begins a character with this

can make a wisdom check (DC 10+ frac12 opponents hit dice)

if successful the character gains a +2 insight bonus to t

saving throws or Armor Class either which can apply

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters need to meet a prerequisite to a

this feat a wisdom score of 13 or higher

You are nimble in battle and many of them study how to a

blows

Benet A character with this feat gains a +2 dodge bo

when not using armor or shields of any kind The chara

must have a weapon in his hand for the feat to work

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters can take this feat but the prerequ

is a Dexterity score of 13 or more

You have toughened your body to the point where they s

able to turn blades aside during battle

Benet A character with this feat gains a damage resista

of 2

Special You may only take this feat as a 1st-level chara

must take either Endurance or Toughness as a prerequisi

this feat

You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta

they may rage like a barbarian of equal level The chara

receives all bonuses and penalties associated with ragin

noted on page 25 of the 35 edition of the PHBThe chara

receives all bonuses and penalties associated with raging

noted on page 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level chara

Oeridians from Veluna cannot take this feat

You can be quite intimidating when you have to be

Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi

someone a second time even after an initial intimida

check has failed but without the +2 bonus on the sec

attempt

Special You may only take this feat as a 1st-level chara

O R [H]

O P [H]

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26

O G [H]

O S [H]

You have a greater aptitude towards grace and maneuverability

Benet A character with this feat gains a +2 competence

onus to all Balance and Tumbling skill checks

Special You may only take this feat as a 1st-level character

Your ghting spirit shows your resolve when the end is nigh

Benet A character with this feat gains a +2 competence

o hit and damage but only when reduced to less than 20

f his hit point total

Special Oeridians who are members of the following

lasses may choose this feat Barbarians Rangers Paladins

Warriors and Fighters Fighters can gain this feat at rst level

A character may gain this feat after choosing the Endurance

nd Die-hard feats

You are well versed in many ghting styles However you

refer a less lethal approachBenet A character with this feat can use any blunt object

r bludgeoning weapon to cause non-lethal damage to his

pponent Weapons used in this way do half damage All

amage inicted in this manner is non-lethal

You have mastered the art of non-lethal damage

Benet As Sub-dual Focus above only the weapon does

ull damage all of it being sub-dual

Special Oeridians from Veluna taking Sub-dual Focus get

Greater Sub-dual Focus for free Other characters are required

o spend a second feat for Greater Sub-dual Focus

You have honed your skills in the subtle arts eschewing any

warrior instincts for a more deceptive approach

Benet A character with this feat receives a +2 competence

onus to both the Blu and Sense Motive skills The character

s equally adept at lying and discerning a lie

Special You may only take this feat as a 1st-level character

Only those characters from Ahlissa and North Kingdom may

ake this feat

S- F [G]

S- F G [G]

S [H]

T O P

Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti

Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves

Zilchus (LN god of power prestige inuence monbusiness)

Crsquo

C

G

T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073

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27

RACES OF OERTH

The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak

The Rhennee rmly believe they are from another world

nown as ldquoRhoprdquo In truth Rhop was a large island continent

ar removed from the Flanaess The distance is so great that

t could easily lead anyone to believe that Rhop was anotherworld

Natural talents possessed by the Rhennee strongly suggest

o scholars that the Rhennee have lived on or near large

odies of water for the racersquos entire existence Some sages

elieve that Rhop was ndash in reality ndash some type of ldquoElder

Beingrdquo possessed of supernatural powers and quite possibly

esembled some type of turtle-like creature Such a Being

would of necessity have been quite large possibly measuring

ome ve miles in radius Sages believed that either some

xternal ldquoforcerdquo removed the Rhennee from their living island

aradise or else this ldquoIsland Beingrdquo itself sent them away

While there is some debate upon the subject most sages

gree that the Rhennee are native to Oerth Sages also agree

hat after leaving their island home the Rhennee traveled to

he Flanaess and settled in and around the Adri Forest But

enturies ago they were driven out of this area as well -- by

he invading Oeridians

On the whole the Rhennee are still a young race Having

nally found their own niche within the societies of the Flanaess

eems to have caused their civilization to ourish especially

pon the Selitan river and the Nyr Dyv What happens to the

ace next remains to be seen

The Rhennee themselves have taken a generally neutral

pproach to their neighbors refusing to involve themselves

r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have

sed them for a variety of transportation services including

he delivery legal and illegal goods

Whether or not the legend of Rhop being some other world

s true or not one thing is certain the Rhennee people are not

eaving the Flanaess anytime soon

APPEARANCEThe Rhennee are often tan or olive skinned humans T

tend to be shorter than other human races and often stoc

displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w

between 140-175 lbs while female Rhennee average betw

4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co

are most often blue gray or hazel although green eyes

not unknown Their hair color is often black or dark bro

Curly hair is most common but wavy hair is not unknown

PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated

secretive most Rhennee have little regard for the other hu

races

Having been ostracized by the majority of human ra

Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp

and it is very rare to nd one amongst the Rhennee for

great length of time To the Rhennee nothing is more impor

than family and regardless of personal dierences it is ta

to go against the family and side with a Gajo

The Rhennee live almost exclusively upon the waterw

of the Flanaess making their homes on large barges A s

sect of Rhennee ndash known as the Attloi ndash travel in caravan

the area of the Adri Forest where many believe the Rhen

made their rst appearance in the Flanaess The majori

Rhennee reside in the central Flanaess remaining close to

Nyr Dyv which serves as a central focus for these people

Most other races of the Flanaess often consider the e

race of Rhennee as criminals and thieves While it is true

many Rhennee excel in the roguish arts relatively few

out right criminals The conict lies in the fact that to

Rhennee things which are considered the property of G

are actually considered ldquopublic propertyrdquo by the Rhennee

The Rhennee believe that if you cannot carry the item u

your person then it is open to public use To be fair even am

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28

hemselves the Rhennee practice this belief The exception to

his is items placed into a roped circle This practice dictates

hat the items should not be touched or removed The number

nd sequence of knots tied into the rope will show any and all

ust who it is that claims the roped property as their own

The Rhennee culture is very chauvinistic Males are the

eaders and may carry on their barge just as many wives as

hey can aord It should be noted however that each barge

r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda

cts as an advisor and a councilor to the leader in all of the

amilyrsquos aairs The Verda also serves as the tribersquos healer

nd herbalist She predicts the weather and sells fortunes to

he Gajos While male nobles rule the tribe none of them will

ontradict the Verda of their tribe

Interestingly Rhennee women must remain virgin until their

marriage while males are encouraged to take many lovers

But if a woman is found to have had sex before marriage she

s then forbidden to ever marry and must become a prostitute

r ldquoAuntardquo to the tribe Such a woman is often given a small

essel separate from the barges and is only welcome aboard

barge when she is servicing the Rhennee males on it

This custom seems strange to others given that most

Rhennee males will quickly start a ght if they believe that

Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for

he privilege of a night with one of these women For these

easons and others an Aunta is much more likely to leave the

arge-folk and seek a new life amongst the Gajos

All Rhennee are known to fear sickness child birth and

eath Since all three conditions are considered taboo If

Rhennee person is sick they are left with the wise women

f the tribe ndash the Verda ndash and no one will even visit with the

ick individual until the Verda deem it safe to do so If the sick

annot be cured or if there is the fear of infection then the

ick are sometimes simply cast out This rejection of the sick

n order to protect the tribe is considered even to out way any

amily tiesWomen who give birth must remain in seclusion with the

Verda for 40 days and 40 nights During this time no male

may see her she cannot even return to her husband until this

eriod is over The newly born child may be brought before

he father by the wise women but it is common place that the

hild is usually not seen until the wife returns to her husbandrsquos

ide

Women who give birth to an exceptional number of male

hildren have considerable authority within the tribe Age and

xperience also play an important role in Rhennee society For

xample older females possess considerably more power and

nuence than do younger woman within the tribe

Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become

Vethardquo sorceresses who are endowed with the powers of

Rhoprdquo Women who attain this standing ndash but are not actually

Verda ndash are now treated as though they were while actual

Verda who develop the Vetha abilities are considered nearly

divinerdquo in nature and are given a great range of freedoms in

egards to tribal aairs

Death by any cause is something that all Rhennee fear

For the barge-folk the deceasersquo body must be lled with

or sand and then wrapped in linen and cast into a large b

of water The Attloi on the other hand bury their dead

very often mark the grave as the site of a great evil Pries

Death Gods and Goddesses are greatly feared and consid

repulsive to the Rhennee peoples as are Necromancers

Though predominantly rogues all Rhennee males bec

adept with weapons and the most accomplished of t

become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe

warriors and enforcers Both elder males and the Darkha

are second only to the chieftain of the tribe

Rhennee earn most of what little income they have prim

through the transportation of goods and passengers altho

hunting shing trading and craft-work also play a role A

Rhennee are excellent Tinkerers though their reputation

such work may vary widely Sadly some Rhennee do pref

steal from the Gajos in order to make a living and this re

poorly on the race as a whole though Rhennee will not s

from each other

The Rhennee practice no known religion or at the le

no Gajo is aware of any formal Rhennee religion Wate

respected and honored by all the Rhennee so much so

the barge-folk have been known to clean dirty waterways

to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen

will willingly pollute a water source

Rhennee males like to wear tight-legged pantaloons l

tting shirts and leather jerkins Females wear long ow

sleeveless dresses with low-cut tops so as to entice t

males Rhennee women also like to wear charms made

mollusk shells and precious stones that are found near

the water The more colorful these garments and adornm

are the more they are liked by the Rhennee though b

and greens are easily the most popular colors

RELIGION

Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and

basis of their religious beliefs This thinking is reinforce

the practice among the Rhennee of ldquoVethardquo where som

their women are endowed with the sorcerous powers of

ldquoRhoprdquo

In the last few centuries some of the Rhennee

begun worshiping the elemental forces of water Still ot

participate in the sacricial rites of demonic and devilish c

Some of the Rhennee have even taken up the worship of s

Deities of the air though such Rhennee are few

Among the land dwelling Attloi some have taken up

service of Gods more commonly worshiped in the Flana

these include Fharlanghn Olidamarra and Istus Still

are those few who worship Celestian and Pelor

PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and

these skills as their trade Rhennee are taught from birt

swim and some are even conceived in the water

All Rhennee characters gain a +2 racial bonus to the ski

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29

f their profession (Boater) and swimming These are

onsidered class skills for all Rhennee characters Rhennee

haracters also have an innate ability for sleight of hand and

eceive a +2 bonus to this skill as well But they suer a ndash2 to

ll Diplomacy checks when dealing with other human races

Crafting hunting and shing are very common among the

Rhennee people They are also adept at preparing some of the

nest seafood dishes in all the Oerth

The land based Attloi keep horses and pack animals and use

hem to pull their wagons and haul their goods The Attloi are

killed performers excelling at dance wind instruments and

inging For this reason Attloi characters receive a +2 bonus

o animal handling and a +2 performance bonus in one of the

kills listed above

Like their waterborne brethren Attloi characters also excel

t sleight of hand and receive a +2 bonus to this skill But

hey also receive a -2 penalty to Diplomacy checks whenever

ealing with the other humans races The Attloi are skilled

raftsman and leather workers and make some of the nest

eather armor and goods to be found in the Flanaess

FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing

hey have to an army are the Darkhagard warriors who guardheir barges

Most Rhennee focus on martial skills which favor thrown

weapons single weapons dual weapons or a two handed

weapon style Wrestling and sticus matches commonly take

lace among the Rhennee people

Some Rhennee have developed a rope ghting style which

s used to trip bound or to escape an opponent This ghting

tyle is defensive in nature and is often used by older males

nd a few of the females among the barge-folk though it is a

much less common ghting style among the land based Attloi

The Rhennee have also developed a special racial weapon

alled the ldquoDarkhardquo This special weapon will only be found in

he possession of a tribal chief or his Darkhagards

RACIAL FEATSThe following is a list of racial feats that a Rhennee character

may take as hisher bonus feat

You have developed a sense for locating and spotting water in

ny quantity

Benet You receive a +2 competence bonus to Survival and

Knowledge (geography) skill checks Further you can obtain

p to two gallons of fresh water with a successful Survival skill

heck and up to two more gallons of water can be obtained for

very three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

Surprisingly more Attloi obtain this feat then Rhennee maybe

nes presence around bodies of water limits a knack for this

bility

You spend a great deal of time in the water and have impres

swimming skills

Benet You are able to hold their breath under water

number of rounds equal to three times your Constitution S

before suering any ill eects You receive a +2 compete

bonus to all swim skill checks

Special You may only take this feat as a 1st-level chara

Attloi cannot take this feat

You have a knack for catching large amounts of sh and o

aquatic game

Benet You receive a +4 competence bonus to Surv

checks when shing hunting aquatic game or gathe

aquatic plants

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but it should be noted

these cases are rare

You can communicate with all fresh water aquatic creatur

Benet So long as you do no harm to them or t

environment You can communicate with any fresh w

aquatic creatures including (crustaceans frogs and turt

Even if charmed both you and these creatures are giv

save in order to avoid the suggestion

You will not consume or harm any crustaceans or tu

like creatures nor will the character allow these creature

come to harm

If you are a Rhennee spell caster able to summon w

elemental creatures you may do so for twice the no

duration with zero chance of the elemental successrebelling against you Any water elemental summone

oppose you is twice as likely to rebel against its summ

and the duration of the spellrsquos eect is halved

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but instances are

common

You can see things beyond the limits of most mortals and h

a strong sense of your surroundings

Benet You receive a +2 competence bonus to all Initia

rolls and Spot checks On a successful Spot check (DC 30)

can sense where invisible creatures or objects are loca

but you cannot actually see them (Example A mage c

invisibility on himself prior to combat Without knowing h

there you make a successful Spot check You get a sens

where the invisible mage is but you cannot actually see

invisible mage)

Special You may only take this feat as a 1st-level chara

F W [H]

D [H]

R B [H]

K F [H]

S S [H]

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30

While much more prominent in females this feat is not

mited to them alone

Travelers Trade [Heritage]

You are ever on the move for the roads are your home

Benet You receive a +2 competence bonus to all Handle

Animal and Ride skill checks when dealing with any animal or

ehicle used in a caravan While traveling you also receive a

+2 competence bonus to all Survival skill checks

Special You may only take this feat as a 1st-level character

Rhennee cannot take this feat

Water Walker [Heritage]

You have a knack for operating barges and traversing your

essel through perilous waters

Benet You receive a +2 competence bonus to their

rofession (boater) skill and a +2 circumstance bonus to

etect weather and weatherrsquos eects on water conditions

while piloting their vessels

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

Contact with water rejuvenates and sustains you

Benet If you stand at least in knee deep water you

atigue at only half the normal rate In addition if you engage

n no strenuous activity while in a body of water you recover

it points equal to your Constitution bonus +1 for every three

ours in the water You may also hold your breath for a number

f rounds equal to twice your Constitution Score You must

ubmerge yourself in water for at least one hour each week

r he will begin to suer fatigue at twice the normal rate

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

You are more sensitive to the forces of nature often feeling

minor changes in the weather and environment which are

ometimes undetectable to animals

Benet You receive a +2 competence bonus to Survival

nd Knowledge (nature) skill checks You may predict weather

hanges up to six hours in advance including changes in

emperature Further with a successful Survival skill check

ou can predict the weather and up to two more hours more

or every three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

While much more prominent in females this feat is not limited

o them alone

T T [H]

W W [H]

W W [H]

IN SEARCH OF HOME

ldquoWe are the children with no landrdquo

ldquoForced to live in the unknownrdquo

ldquoWe sail this worlds waterwaysrdquo

ldquoIn search of yesterdays embracerdquo

ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo

ldquoShow us your unfurling facerdquo

ldquoWe are use to your disgracerdquo ldquo

You will one day atonerdquo

ldquoWhen we children return homerdquo

-Made famous by Artoli Medni

Rhennee bard

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31

The Suloise peoples had their origins outside of the Flanaess

South of the Crystalmist Mountains and west of the

Hellfurnaces

Many Suloise ed to the Flanaess to escape the constant

SuelBaklunish wars which eventually lead to the magical

evastation of their homeland These Suloise migrations

elped to displace many of the Flannae from their homelands

esulting in the Flannae being scattered far and wide

The ancient Suloise have passed on many of their traits to

heir descendants for good or bad Centuries ago the Suloise

oasted one of the greatest empires ever known to mankind

They learned the arts of sorcery and civilization from the

Olven-folk but in time the Suloise peoples surpassed even

heir Elven teachers in the manipulation of magic and used

his knowledge to forge the greatest empire of their time ndash the

Suel Imperium But they rejected the Elven peoplesrsquo warnings

bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies

The ancient Suloise were totalitarian in demeanor and

nslaved many peoples and races All peoples fell to the will

f the Suloise Imperium except for the ancient Baklunish

mpire The Suloise Imperium relied heavily upon magic and

t helped forged their empire Their magical experimentation

ead to the creation and engineering of altered races races

reated for the sole purpose of serving the empire

One of the most well known of these created races is the

Derro Many dwarves claim that the Derro existed long before

he Suel experimented on their kin and it is rumored that

he Derro are actually a blending of dwarves and humans

Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were

onducted before the Suel Imperium fell

The Suel Imperium fought the Baklunish Empire to a stand

till for control of eastern Oerik To break the stalemate the

Suloise brought about the Invoked Devastation This apparent

ictory over their enemies was short lived however as one of

he long forgotten Gods of the Baklunish chose to intervene

RACES OF OERTH

The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller

Gathering together the most powerful mages from am

his people within the stone circle of Tovag Baragu this

channeled much of His own power through these magici

supporting their retribution against the Imperium

This is the origin of the Rain of Colorless Fire which cov

all of the Suel Imperium in its inferno Were it not for

great seer Slerotin the Suloise peoples may well have b

destroyed but receiving premonitions of the impen

doom Slerotin gathered what noble families he could and

them through a magical tunnel ndash of his own creation ndash w

passed completely through the Hellfurnaces

All but one of the families ndash the Lerara ndash traveling

Slerotin arrived in the area of the Flanaess now known as

Yeomanry From there the Suloise peoples spread throug

the Flanaess founding nations for themselves often for

from the colonies of the Suel Imperium The noble fami

Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero

tunnel and reside there today

The most infamous and secretive society of the Suloi

indisputably the Scarlet Brotherhood headquartered on

Tilvanot Peninsula This Suloise organization has bases sp

out across the Flanaess and beyond So embroiled have

become in the aairs of the Flanaessrsquo nations this so-ca

secretive society is no longer as secretive as it once was W

the Scarlet Brotherhood is prominent in Shar they do

actually have control of the government there though

do exercise major inuence over all the Peninsularsquos aair

There is another Suloise organization called ldquoThose

must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in

Kingdom of Keoland Not much is known of the Silent O

though it is rumored that they seek to obtain forbidden ma

and ancient Suloise artifacts What their main goals ar

one knows for certain however those few who happen c

upon the Silent Tower and try to gain entrance are very o

not heard from again Whatever their main goal one thin

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 26: Oerth Journal 27.pdf

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25

s another matter entirely If not for the considerable size of

heir eets these nations would be in serious trouble given

hat this is the one area in which the Suloise have bested

hem

The Oeridians of the former Great Kingdom prefer to ram an

nemyrsquos vessel and board them with marine units since their

and to hand tactics are superior to that of their opponents

However their naval tactics prove a contradiction in this

egard as Oeridian ships are built for strength rather than

peed and ranged combat seems to be the most eective

method against the Suloise vessels

The Peace loving Oeridians of Veluna have ample amounts

f military units cavalry infantry and archers However these

Oeridians prefer bludgeoning weapons Veluna is also known

o have the only man-catcher unit in existence While no

ne has yet seen it used on the eld of battle it is rumored

hat these units were responsible for quelling the upheavals

n the disputed lands of Bissel The man-catcher unit serves

mainly as an honor guard but gives frequent demonstrations

f its great prociency in the non-lethal use of their weapon

Although swordsmanship is practiced in Veluna it is viewed

rimarily as a sport rather than an instrument of war

RACIAL FEATSThe following is a list of racial feats that an Oeridian character

may take as hisher bonus feat

You have studied many dierent Aerdi styles of warfare

ranting you a mastery of the battleeld

Benet A character with the Aerdi Bloodline feat gains a +2

ompetence bonus to Alertness checks and a +1 competence

onus to hit with spear or short sword

Special You may only take this feat as a 1st-level character

You have exceptional skill on mounts and with Nyrondal

anged combat tactics

Benet A character with the Nyrondal Bloodline feat

ains a +2 competence bonus to Ride skill checks and a +1

ompetence bonus to hit with a rapier or bow

Special You may only take this feat as a 1st-level character

You are known for your scouting skills and defensive ghting

actics

Benet A character with the Vollar Bloodline feat gains a+2 competence bonus to all Spot or Survival skill checks and

+1 dodge bonus to their AC

Special You may only take this feat as a 1st-level character

A character must choose either Spot or Survival skill bonus at

st-level

B N [H]

B A [H]

B V [H]

C S [G]

D R [H]

H [GB]

You are skilled in battle and can sense when combat is a

to ensue

Benet Before combat begins a character with this

can make a wisdom check (DC 10+ frac12 opponents hit dice)

if successful the character gains a +2 insight bonus to t

saving throws or Armor Class either which can apply

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters need to meet a prerequisite to a

this feat a wisdom score of 13 or higher

You are nimble in battle and many of them study how to a

blows

Benet A character with this feat gains a +2 dodge bo

when not using armor or shields of any kind The chara

must have a weapon in his hand for the feat to work

Special You may only take this feat as a 1st-level chara

Non-Oeridian characters can take this feat but the prerequ

is a Dexterity score of 13 or more

You have toughened your body to the point where they s

able to turn blades aside during battle

Benet A character with this feat gains a damage resista

of 2

Special You may only take this feat as a 1st-level chara

must take either Endurance or Toughness as a prerequisi

this feat

You are blessed cursed with a short-temper Benet 1day for every ve levels the character atta

they may rage like a barbarian of equal level The chara

receives all bonuses and penalties associated with ragin

noted on page 25 of the 35 edition of the PHBThe chara

receives all bonuses and penalties associated with raging

noted on page 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level chara

Oeridians from Veluna cannot take this feat

You can be quite intimidating when you have to be

Benet A character with this feat gains+2 competbonus to Intimidate checks Further they may try to intimi

someone a second time even after an initial intimida

check has failed but without the +2 bonus on the sec

attempt

Special You may only take this feat as a 1st-level chara

O R [H]

O P [H]

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26

O G [H]

O S [H]

You have a greater aptitude towards grace and maneuverability

Benet A character with this feat gains a +2 competence

onus to all Balance and Tumbling skill checks

Special You may only take this feat as a 1st-level character

Your ghting spirit shows your resolve when the end is nigh

Benet A character with this feat gains a +2 competence

o hit and damage but only when reduced to less than 20

f his hit point total

Special Oeridians who are members of the following

lasses may choose this feat Barbarians Rangers Paladins

Warriors and Fighters Fighters can gain this feat at rst level

A character may gain this feat after choosing the Endurance

nd Die-hard feats

You are well versed in many ghting styles However you

refer a less lethal approachBenet A character with this feat can use any blunt object

r bludgeoning weapon to cause non-lethal damage to his

pponent Weapons used in this way do half damage All

amage inicted in this manner is non-lethal

You have mastered the art of non-lethal damage

Benet As Sub-dual Focus above only the weapon does

ull damage all of it being sub-dual

Special Oeridians from Veluna taking Sub-dual Focus get

Greater Sub-dual Focus for free Other characters are required

o spend a second feat for Greater Sub-dual Focus

You have honed your skills in the subtle arts eschewing any

warrior instincts for a more deceptive approach

Benet A character with this feat receives a +2 competence

onus to both the Blu and Sense Motive skills The character

s equally adept at lying and discerning a lie

Special You may only take this feat as a 1st-level character

Only those characters from Ahlissa and North Kingdom may

ake this feat

S- F [G]

S- F G [G]

S [H]

T O P

Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti

Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves

Zilchus (LN god of power prestige inuence monbusiness)

Crsquo

C

G

T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073

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27

RACES OF OERTH

The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak

The Rhennee rmly believe they are from another world

nown as ldquoRhoprdquo In truth Rhop was a large island continent

ar removed from the Flanaess The distance is so great that

t could easily lead anyone to believe that Rhop was anotherworld

Natural talents possessed by the Rhennee strongly suggest

o scholars that the Rhennee have lived on or near large

odies of water for the racersquos entire existence Some sages

elieve that Rhop was ndash in reality ndash some type of ldquoElder

Beingrdquo possessed of supernatural powers and quite possibly

esembled some type of turtle-like creature Such a Being

would of necessity have been quite large possibly measuring

ome ve miles in radius Sages believed that either some

xternal ldquoforcerdquo removed the Rhennee from their living island

aradise or else this ldquoIsland Beingrdquo itself sent them away

While there is some debate upon the subject most sages

gree that the Rhennee are native to Oerth Sages also agree

hat after leaving their island home the Rhennee traveled to

he Flanaess and settled in and around the Adri Forest But

enturies ago they were driven out of this area as well -- by

he invading Oeridians

On the whole the Rhennee are still a young race Having

nally found their own niche within the societies of the Flanaess

eems to have caused their civilization to ourish especially

pon the Selitan river and the Nyr Dyv What happens to the

ace next remains to be seen

The Rhennee themselves have taken a generally neutral

pproach to their neighbors refusing to involve themselves

r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have

sed them for a variety of transportation services including

he delivery legal and illegal goods

Whether or not the legend of Rhop being some other world

s true or not one thing is certain the Rhennee people are not

eaving the Flanaess anytime soon

APPEARANCEThe Rhennee are often tan or olive skinned humans T

tend to be shorter than other human races and often stoc

displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w

between 140-175 lbs while female Rhennee average betw

4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co

are most often blue gray or hazel although green eyes

not unknown Their hair color is often black or dark bro

Curly hair is most common but wavy hair is not unknown

PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated

secretive most Rhennee have little regard for the other hu

races

Having been ostracized by the majority of human ra

Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp

and it is very rare to nd one amongst the Rhennee for

great length of time To the Rhennee nothing is more impor

than family and regardless of personal dierences it is ta

to go against the family and side with a Gajo

The Rhennee live almost exclusively upon the waterw

of the Flanaess making their homes on large barges A s

sect of Rhennee ndash known as the Attloi ndash travel in caravan

the area of the Adri Forest where many believe the Rhen

made their rst appearance in the Flanaess The majori

Rhennee reside in the central Flanaess remaining close to

Nyr Dyv which serves as a central focus for these people

Most other races of the Flanaess often consider the e

race of Rhennee as criminals and thieves While it is true

many Rhennee excel in the roguish arts relatively few

out right criminals The conict lies in the fact that to

Rhennee things which are considered the property of G

are actually considered ldquopublic propertyrdquo by the Rhennee

The Rhennee believe that if you cannot carry the item u

your person then it is open to public use To be fair even am

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28

hemselves the Rhennee practice this belief The exception to

his is items placed into a roped circle This practice dictates

hat the items should not be touched or removed The number

nd sequence of knots tied into the rope will show any and all

ust who it is that claims the roped property as their own

The Rhennee culture is very chauvinistic Males are the

eaders and may carry on their barge just as many wives as

hey can aord It should be noted however that each barge

r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda

cts as an advisor and a councilor to the leader in all of the

amilyrsquos aairs The Verda also serves as the tribersquos healer

nd herbalist She predicts the weather and sells fortunes to

he Gajos While male nobles rule the tribe none of them will

ontradict the Verda of their tribe

Interestingly Rhennee women must remain virgin until their

marriage while males are encouraged to take many lovers

But if a woman is found to have had sex before marriage she

s then forbidden to ever marry and must become a prostitute

r ldquoAuntardquo to the tribe Such a woman is often given a small

essel separate from the barges and is only welcome aboard

barge when she is servicing the Rhennee males on it

This custom seems strange to others given that most

Rhennee males will quickly start a ght if they believe that

Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for

he privilege of a night with one of these women For these

easons and others an Aunta is much more likely to leave the

arge-folk and seek a new life amongst the Gajos

All Rhennee are known to fear sickness child birth and

eath Since all three conditions are considered taboo If

Rhennee person is sick they are left with the wise women

f the tribe ndash the Verda ndash and no one will even visit with the

ick individual until the Verda deem it safe to do so If the sick

annot be cured or if there is the fear of infection then the

ick are sometimes simply cast out This rejection of the sick

n order to protect the tribe is considered even to out way any

amily tiesWomen who give birth must remain in seclusion with the

Verda for 40 days and 40 nights During this time no male

may see her she cannot even return to her husband until this

eriod is over The newly born child may be brought before

he father by the wise women but it is common place that the

hild is usually not seen until the wife returns to her husbandrsquos

ide

Women who give birth to an exceptional number of male

hildren have considerable authority within the tribe Age and

xperience also play an important role in Rhennee society For

xample older females possess considerably more power and

nuence than do younger woman within the tribe

Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become

Vethardquo sorceresses who are endowed with the powers of

Rhoprdquo Women who attain this standing ndash but are not actually

Verda ndash are now treated as though they were while actual

Verda who develop the Vetha abilities are considered nearly

divinerdquo in nature and are given a great range of freedoms in

egards to tribal aairs

Death by any cause is something that all Rhennee fear

For the barge-folk the deceasersquo body must be lled with

or sand and then wrapped in linen and cast into a large b

of water The Attloi on the other hand bury their dead

very often mark the grave as the site of a great evil Pries

Death Gods and Goddesses are greatly feared and consid

repulsive to the Rhennee peoples as are Necromancers

Though predominantly rogues all Rhennee males bec

adept with weapons and the most accomplished of t

become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe

warriors and enforcers Both elder males and the Darkha

are second only to the chieftain of the tribe

Rhennee earn most of what little income they have prim

through the transportation of goods and passengers altho

hunting shing trading and craft-work also play a role A

Rhennee are excellent Tinkerers though their reputation

such work may vary widely Sadly some Rhennee do pref

steal from the Gajos in order to make a living and this re

poorly on the race as a whole though Rhennee will not s

from each other

The Rhennee practice no known religion or at the le

no Gajo is aware of any formal Rhennee religion Wate

respected and honored by all the Rhennee so much so

the barge-folk have been known to clean dirty waterways

to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen

will willingly pollute a water source

Rhennee males like to wear tight-legged pantaloons l

tting shirts and leather jerkins Females wear long ow

sleeveless dresses with low-cut tops so as to entice t

males Rhennee women also like to wear charms made

mollusk shells and precious stones that are found near

the water The more colorful these garments and adornm

are the more they are liked by the Rhennee though b

and greens are easily the most popular colors

RELIGION

Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and

basis of their religious beliefs This thinking is reinforce

the practice among the Rhennee of ldquoVethardquo where som

their women are endowed with the sorcerous powers of

ldquoRhoprdquo

In the last few centuries some of the Rhennee

begun worshiping the elemental forces of water Still ot

participate in the sacricial rites of demonic and devilish c

Some of the Rhennee have even taken up the worship of s

Deities of the air though such Rhennee are few

Among the land dwelling Attloi some have taken up

service of Gods more commonly worshiped in the Flana

these include Fharlanghn Olidamarra and Istus Still

are those few who worship Celestian and Pelor

PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and

these skills as their trade Rhennee are taught from birt

swim and some are even conceived in the water

All Rhennee characters gain a +2 racial bonus to the ski

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29

f their profession (Boater) and swimming These are

onsidered class skills for all Rhennee characters Rhennee

haracters also have an innate ability for sleight of hand and

eceive a +2 bonus to this skill as well But they suer a ndash2 to

ll Diplomacy checks when dealing with other human races

Crafting hunting and shing are very common among the

Rhennee people They are also adept at preparing some of the

nest seafood dishes in all the Oerth

The land based Attloi keep horses and pack animals and use

hem to pull their wagons and haul their goods The Attloi are

killed performers excelling at dance wind instruments and

inging For this reason Attloi characters receive a +2 bonus

o animal handling and a +2 performance bonus in one of the

kills listed above

Like their waterborne brethren Attloi characters also excel

t sleight of hand and receive a +2 bonus to this skill But

hey also receive a -2 penalty to Diplomacy checks whenever

ealing with the other humans races The Attloi are skilled

raftsman and leather workers and make some of the nest

eather armor and goods to be found in the Flanaess

FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing

hey have to an army are the Darkhagard warriors who guardheir barges

Most Rhennee focus on martial skills which favor thrown

weapons single weapons dual weapons or a two handed

weapon style Wrestling and sticus matches commonly take

lace among the Rhennee people

Some Rhennee have developed a rope ghting style which

s used to trip bound or to escape an opponent This ghting

tyle is defensive in nature and is often used by older males

nd a few of the females among the barge-folk though it is a

much less common ghting style among the land based Attloi

The Rhennee have also developed a special racial weapon

alled the ldquoDarkhardquo This special weapon will only be found in

he possession of a tribal chief or his Darkhagards

RACIAL FEATSThe following is a list of racial feats that a Rhennee character

may take as hisher bonus feat

You have developed a sense for locating and spotting water in

ny quantity

Benet You receive a +2 competence bonus to Survival and

Knowledge (geography) skill checks Further you can obtain

p to two gallons of fresh water with a successful Survival skill

heck and up to two more gallons of water can be obtained for

very three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

Surprisingly more Attloi obtain this feat then Rhennee maybe

nes presence around bodies of water limits a knack for this

bility

You spend a great deal of time in the water and have impres

swimming skills

Benet You are able to hold their breath under water

number of rounds equal to three times your Constitution S

before suering any ill eects You receive a +2 compete

bonus to all swim skill checks

Special You may only take this feat as a 1st-level chara

Attloi cannot take this feat

You have a knack for catching large amounts of sh and o

aquatic game

Benet You receive a +4 competence bonus to Surv

checks when shing hunting aquatic game or gathe

aquatic plants

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but it should be noted

these cases are rare

You can communicate with all fresh water aquatic creatur

Benet So long as you do no harm to them or t

environment You can communicate with any fresh w

aquatic creatures including (crustaceans frogs and turt

Even if charmed both you and these creatures are giv

save in order to avoid the suggestion

You will not consume or harm any crustaceans or tu

like creatures nor will the character allow these creature

come to harm

If you are a Rhennee spell caster able to summon w

elemental creatures you may do so for twice the no

duration with zero chance of the elemental successrebelling against you Any water elemental summone

oppose you is twice as likely to rebel against its summ

and the duration of the spellrsquos eect is halved

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but instances are

common

You can see things beyond the limits of most mortals and h

a strong sense of your surroundings

Benet You receive a +2 competence bonus to all Initia

rolls and Spot checks On a successful Spot check (DC 30)

can sense where invisible creatures or objects are loca

but you cannot actually see them (Example A mage c

invisibility on himself prior to combat Without knowing h

there you make a successful Spot check You get a sens

where the invisible mage is but you cannot actually see

invisible mage)

Special You may only take this feat as a 1st-level chara

F W [H]

D [H]

R B [H]

K F [H]

S S [H]

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30

While much more prominent in females this feat is not

mited to them alone

Travelers Trade [Heritage]

You are ever on the move for the roads are your home

Benet You receive a +2 competence bonus to all Handle

Animal and Ride skill checks when dealing with any animal or

ehicle used in a caravan While traveling you also receive a

+2 competence bonus to all Survival skill checks

Special You may only take this feat as a 1st-level character

Rhennee cannot take this feat

Water Walker [Heritage]

You have a knack for operating barges and traversing your

essel through perilous waters

Benet You receive a +2 competence bonus to their

rofession (boater) skill and a +2 circumstance bonus to

etect weather and weatherrsquos eects on water conditions

while piloting their vessels

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

Contact with water rejuvenates and sustains you

Benet If you stand at least in knee deep water you

atigue at only half the normal rate In addition if you engage

n no strenuous activity while in a body of water you recover

it points equal to your Constitution bonus +1 for every three

ours in the water You may also hold your breath for a number

f rounds equal to twice your Constitution Score You must

ubmerge yourself in water for at least one hour each week

r he will begin to suer fatigue at twice the normal rate

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

You are more sensitive to the forces of nature often feeling

minor changes in the weather and environment which are

ometimes undetectable to animals

Benet You receive a +2 competence bonus to Survival

nd Knowledge (nature) skill checks You may predict weather

hanges up to six hours in advance including changes in

emperature Further with a successful Survival skill check

ou can predict the weather and up to two more hours more

or every three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

While much more prominent in females this feat is not limited

o them alone

T T [H]

W W [H]

W W [H]

IN SEARCH OF HOME

ldquoWe are the children with no landrdquo

ldquoForced to live in the unknownrdquo

ldquoWe sail this worlds waterwaysrdquo

ldquoIn search of yesterdays embracerdquo

ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo

ldquoShow us your unfurling facerdquo

ldquoWe are use to your disgracerdquo ldquo

You will one day atonerdquo

ldquoWhen we children return homerdquo

-Made famous by Artoli Medni

Rhennee bard

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31

The Suloise peoples had their origins outside of the Flanaess

South of the Crystalmist Mountains and west of the

Hellfurnaces

Many Suloise ed to the Flanaess to escape the constant

SuelBaklunish wars which eventually lead to the magical

evastation of their homeland These Suloise migrations

elped to displace many of the Flannae from their homelands

esulting in the Flannae being scattered far and wide

The ancient Suloise have passed on many of their traits to

heir descendants for good or bad Centuries ago the Suloise

oasted one of the greatest empires ever known to mankind

They learned the arts of sorcery and civilization from the

Olven-folk but in time the Suloise peoples surpassed even

heir Elven teachers in the manipulation of magic and used

his knowledge to forge the greatest empire of their time ndash the

Suel Imperium But they rejected the Elven peoplesrsquo warnings

bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies

The ancient Suloise were totalitarian in demeanor and

nslaved many peoples and races All peoples fell to the will

f the Suloise Imperium except for the ancient Baklunish

mpire The Suloise Imperium relied heavily upon magic and

t helped forged their empire Their magical experimentation

ead to the creation and engineering of altered races races

reated for the sole purpose of serving the empire

One of the most well known of these created races is the

Derro Many dwarves claim that the Derro existed long before

he Suel experimented on their kin and it is rumored that

he Derro are actually a blending of dwarves and humans

Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were

onducted before the Suel Imperium fell

The Suel Imperium fought the Baklunish Empire to a stand

till for control of eastern Oerik To break the stalemate the

Suloise brought about the Invoked Devastation This apparent

ictory over their enemies was short lived however as one of

he long forgotten Gods of the Baklunish chose to intervene

RACES OF OERTH

The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller

Gathering together the most powerful mages from am

his people within the stone circle of Tovag Baragu this

channeled much of His own power through these magici

supporting their retribution against the Imperium

This is the origin of the Rain of Colorless Fire which cov

all of the Suel Imperium in its inferno Were it not for

great seer Slerotin the Suloise peoples may well have b

destroyed but receiving premonitions of the impen

doom Slerotin gathered what noble families he could and

them through a magical tunnel ndash of his own creation ndash w

passed completely through the Hellfurnaces

All but one of the families ndash the Lerara ndash traveling

Slerotin arrived in the area of the Flanaess now known as

Yeomanry From there the Suloise peoples spread throug

the Flanaess founding nations for themselves often for

from the colonies of the Suel Imperium The noble fami

Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero

tunnel and reside there today

The most infamous and secretive society of the Suloi

indisputably the Scarlet Brotherhood headquartered on

Tilvanot Peninsula This Suloise organization has bases sp

out across the Flanaess and beyond So embroiled have

become in the aairs of the Flanaessrsquo nations this so-ca

secretive society is no longer as secretive as it once was W

the Scarlet Brotherhood is prominent in Shar they do

actually have control of the government there though

do exercise major inuence over all the Peninsularsquos aair

There is another Suloise organization called ldquoThose

must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in

Kingdom of Keoland Not much is known of the Silent O

though it is rumored that they seek to obtain forbidden ma

and ancient Suloise artifacts What their main goals ar

one knows for certain however those few who happen c

upon the Silent Tower and try to gain entrance are very o

not heard from again Whatever their main goal one thin

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 27: Oerth Journal 27.pdf

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26

O G [H]

O S [H]

You have a greater aptitude towards grace and maneuverability

Benet A character with this feat gains a +2 competence

onus to all Balance and Tumbling skill checks

Special You may only take this feat as a 1st-level character

Your ghting spirit shows your resolve when the end is nigh

Benet A character with this feat gains a +2 competence

o hit and damage but only when reduced to less than 20

f his hit point total

Special Oeridians who are members of the following

lasses may choose this feat Barbarians Rangers Paladins

Warriors and Fighters Fighters can gain this feat at rst level

A character may gain this feat after choosing the Endurance

nd Die-hard feats

You are well versed in many ghting styles However you

refer a less lethal approachBenet A character with this feat can use any blunt object

r bludgeoning weapon to cause non-lethal damage to his

pponent Weapons used in this way do half damage All

amage inicted in this manner is non-lethal

You have mastered the art of non-lethal damage

Benet As Sub-dual Focus above only the weapon does

ull damage all of it being sub-dual

Special Oeridians from Veluna taking Sub-dual Focus get

Greater Sub-dual Focus for free Other characters are required

o spend a second feat for Greater Sub-dual Focus

You have honed your skills in the subtle arts eschewing any

warrior instincts for a more deceptive approach

Benet A character with this feat receives a +2 competence

onus to both the Blu and Sense Motive skills The character

s equally adept at lying and discerning a lie

Special You may only take this feat as a 1st-level character

Only those characters from Ahlissa and North Kingdom may

ake this feat

S- F [G]

S- F G [G]

S [H]

T O P

Atroa (NG goddess of spring east wind)Bleredd (N god of metal mines smiths)Celestian (NNG god of the stars space wanderers)Cyndor (LN god of time innity continuity)Daern (LN goddess of defenses fortications)Delleb (LG god of reason and intellect)Erythnul (CE CN god of hate envy malice panic)Fharlanghn(NNG god of horizons distance travHeironeous (LG god of chivalry honor justice valor)Hextor (LE god of war discord massacre)Johydee (NG goddess of deception espionage protecti

Kurell (CN god of jealousy revenge thievery)Kuroth (CN god of theft treasure-nding)Lirr (CG goddess of prose poetry art)Merikka (LG goddess of farming agriculture home)Myhriss (NG goddess of love beauty)Olidammara (CN god of music revelry rougery winePholtus (LGLN god of light resolution law)Procan (CN god of the oceans seas salt)Rudd (CNCG goddess of chance good luck skill)Sotillion (CGCN goddess of summer the South wiease and comfort)Stern Alia (LN goddess of Oeridian culture lmotherhood)Stratis (NCN god of war -deceased)Telchur (CN god of winter the north wind cold)Velnius (NNG god of the sky weather)Wenta (CG goddess of autumn the west wind harves

Zilchus (LN god of power prestige inuence monbusiness)

Crsquo

C

G

T983154983161 983156983144983141 G983154983141983161983159983145983147983145983073

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27

RACES OF OERTH

The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak

The Rhennee rmly believe they are from another world

nown as ldquoRhoprdquo In truth Rhop was a large island continent

ar removed from the Flanaess The distance is so great that

t could easily lead anyone to believe that Rhop was anotherworld

Natural talents possessed by the Rhennee strongly suggest

o scholars that the Rhennee have lived on or near large

odies of water for the racersquos entire existence Some sages

elieve that Rhop was ndash in reality ndash some type of ldquoElder

Beingrdquo possessed of supernatural powers and quite possibly

esembled some type of turtle-like creature Such a Being

would of necessity have been quite large possibly measuring

ome ve miles in radius Sages believed that either some

xternal ldquoforcerdquo removed the Rhennee from their living island

aradise or else this ldquoIsland Beingrdquo itself sent them away

While there is some debate upon the subject most sages

gree that the Rhennee are native to Oerth Sages also agree

hat after leaving their island home the Rhennee traveled to

he Flanaess and settled in and around the Adri Forest But

enturies ago they were driven out of this area as well -- by

he invading Oeridians

On the whole the Rhennee are still a young race Having

nally found their own niche within the societies of the Flanaess

eems to have caused their civilization to ourish especially

pon the Selitan river and the Nyr Dyv What happens to the

ace next remains to be seen

The Rhennee themselves have taken a generally neutral

pproach to their neighbors refusing to involve themselves

r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have

sed them for a variety of transportation services including

he delivery legal and illegal goods

Whether or not the legend of Rhop being some other world

s true or not one thing is certain the Rhennee people are not

eaving the Flanaess anytime soon

APPEARANCEThe Rhennee are often tan or olive skinned humans T

tend to be shorter than other human races and often stoc

displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w

between 140-175 lbs while female Rhennee average betw

4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co

are most often blue gray or hazel although green eyes

not unknown Their hair color is often black or dark bro

Curly hair is most common but wavy hair is not unknown

PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated

secretive most Rhennee have little regard for the other hu

races

Having been ostracized by the majority of human ra

Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp

and it is very rare to nd one amongst the Rhennee for

great length of time To the Rhennee nothing is more impor

than family and regardless of personal dierences it is ta

to go against the family and side with a Gajo

The Rhennee live almost exclusively upon the waterw

of the Flanaess making their homes on large barges A s

sect of Rhennee ndash known as the Attloi ndash travel in caravan

the area of the Adri Forest where many believe the Rhen

made their rst appearance in the Flanaess The majori

Rhennee reside in the central Flanaess remaining close to

Nyr Dyv which serves as a central focus for these people

Most other races of the Flanaess often consider the e

race of Rhennee as criminals and thieves While it is true

many Rhennee excel in the roguish arts relatively few

out right criminals The conict lies in the fact that to

Rhennee things which are considered the property of G

are actually considered ldquopublic propertyrdquo by the Rhennee

The Rhennee believe that if you cannot carry the item u

your person then it is open to public use To be fair even am

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28

hemselves the Rhennee practice this belief The exception to

his is items placed into a roped circle This practice dictates

hat the items should not be touched or removed The number

nd sequence of knots tied into the rope will show any and all

ust who it is that claims the roped property as their own

The Rhennee culture is very chauvinistic Males are the

eaders and may carry on their barge just as many wives as

hey can aord It should be noted however that each barge

r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda

cts as an advisor and a councilor to the leader in all of the

amilyrsquos aairs The Verda also serves as the tribersquos healer

nd herbalist She predicts the weather and sells fortunes to

he Gajos While male nobles rule the tribe none of them will

ontradict the Verda of their tribe

Interestingly Rhennee women must remain virgin until their

marriage while males are encouraged to take many lovers

But if a woman is found to have had sex before marriage she

s then forbidden to ever marry and must become a prostitute

r ldquoAuntardquo to the tribe Such a woman is often given a small

essel separate from the barges and is only welcome aboard

barge when she is servicing the Rhennee males on it

This custom seems strange to others given that most

Rhennee males will quickly start a ght if they believe that

Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for

he privilege of a night with one of these women For these

easons and others an Aunta is much more likely to leave the

arge-folk and seek a new life amongst the Gajos

All Rhennee are known to fear sickness child birth and

eath Since all three conditions are considered taboo If

Rhennee person is sick they are left with the wise women

f the tribe ndash the Verda ndash and no one will even visit with the

ick individual until the Verda deem it safe to do so If the sick

annot be cured or if there is the fear of infection then the

ick are sometimes simply cast out This rejection of the sick

n order to protect the tribe is considered even to out way any

amily tiesWomen who give birth must remain in seclusion with the

Verda for 40 days and 40 nights During this time no male

may see her she cannot even return to her husband until this

eriod is over The newly born child may be brought before

he father by the wise women but it is common place that the

hild is usually not seen until the wife returns to her husbandrsquos

ide

Women who give birth to an exceptional number of male

hildren have considerable authority within the tribe Age and

xperience also play an important role in Rhennee society For

xample older females possess considerably more power and

nuence than do younger woman within the tribe

Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become

Vethardquo sorceresses who are endowed with the powers of

Rhoprdquo Women who attain this standing ndash but are not actually

Verda ndash are now treated as though they were while actual

Verda who develop the Vetha abilities are considered nearly

divinerdquo in nature and are given a great range of freedoms in

egards to tribal aairs

Death by any cause is something that all Rhennee fear

For the barge-folk the deceasersquo body must be lled with

or sand and then wrapped in linen and cast into a large b

of water The Attloi on the other hand bury their dead

very often mark the grave as the site of a great evil Pries

Death Gods and Goddesses are greatly feared and consid

repulsive to the Rhennee peoples as are Necromancers

Though predominantly rogues all Rhennee males bec

adept with weapons and the most accomplished of t

become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe

warriors and enforcers Both elder males and the Darkha

are second only to the chieftain of the tribe

Rhennee earn most of what little income they have prim

through the transportation of goods and passengers altho

hunting shing trading and craft-work also play a role A

Rhennee are excellent Tinkerers though their reputation

such work may vary widely Sadly some Rhennee do pref

steal from the Gajos in order to make a living and this re

poorly on the race as a whole though Rhennee will not s

from each other

The Rhennee practice no known religion or at the le

no Gajo is aware of any formal Rhennee religion Wate

respected and honored by all the Rhennee so much so

the barge-folk have been known to clean dirty waterways

to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen

will willingly pollute a water source

Rhennee males like to wear tight-legged pantaloons l

tting shirts and leather jerkins Females wear long ow

sleeveless dresses with low-cut tops so as to entice t

males Rhennee women also like to wear charms made

mollusk shells and precious stones that are found near

the water The more colorful these garments and adornm

are the more they are liked by the Rhennee though b

and greens are easily the most popular colors

RELIGION

Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and

basis of their religious beliefs This thinking is reinforce

the practice among the Rhennee of ldquoVethardquo where som

their women are endowed with the sorcerous powers of

ldquoRhoprdquo

In the last few centuries some of the Rhennee

begun worshiping the elemental forces of water Still ot

participate in the sacricial rites of demonic and devilish c

Some of the Rhennee have even taken up the worship of s

Deities of the air though such Rhennee are few

Among the land dwelling Attloi some have taken up

service of Gods more commonly worshiped in the Flana

these include Fharlanghn Olidamarra and Istus Still

are those few who worship Celestian and Pelor

PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and

these skills as their trade Rhennee are taught from birt

swim and some are even conceived in the water

All Rhennee characters gain a +2 racial bonus to the ski

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29

f their profession (Boater) and swimming These are

onsidered class skills for all Rhennee characters Rhennee

haracters also have an innate ability for sleight of hand and

eceive a +2 bonus to this skill as well But they suer a ndash2 to

ll Diplomacy checks when dealing with other human races

Crafting hunting and shing are very common among the

Rhennee people They are also adept at preparing some of the

nest seafood dishes in all the Oerth

The land based Attloi keep horses and pack animals and use

hem to pull their wagons and haul their goods The Attloi are

killed performers excelling at dance wind instruments and

inging For this reason Attloi characters receive a +2 bonus

o animal handling and a +2 performance bonus in one of the

kills listed above

Like their waterborne brethren Attloi characters also excel

t sleight of hand and receive a +2 bonus to this skill But

hey also receive a -2 penalty to Diplomacy checks whenever

ealing with the other humans races The Attloi are skilled

raftsman and leather workers and make some of the nest

eather armor and goods to be found in the Flanaess

FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing

hey have to an army are the Darkhagard warriors who guardheir barges

Most Rhennee focus on martial skills which favor thrown

weapons single weapons dual weapons or a two handed

weapon style Wrestling and sticus matches commonly take

lace among the Rhennee people

Some Rhennee have developed a rope ghting style which

s used to trip bound or to escape an opponent This ghting

tyle is defensive in nature and is often used by older males

nd a few of the females among the barge-folk though it is a

much less common ghting style among the land based Attloi

The Rhennee have also developed a special racial weapon

alled the ldquoDarkhardquo This special weapon will only be found in

he possession of a tribal chief or his Darkhagards

RACIAL FEATSThe following is a list of racial feats that a Rhennee character

may take as hisher bonus feat

You have developed a sense for locating and spotting water in

ny quantity

Benet You receive a +2 competence bonus to Survival and

Knowledge (geography) skill checks Further you can obtain

p to two gallons of fresh water with a successful Survival skill

heck and up to two more gallons of water can be obtained for

very three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

Surprisingly more Attloi obtain this feat then Rhennee maybe

nes presence around bodies of water limits a knack for this

bility

You spend a great deal of time in the water and have impres

swimming skills

Benet You are able to hold their breath under water

number of rounds equal to three times your Constitution S

before suering any ill eects You receive a +2 compete

bonus to all swim skill checks

Special You may only take this feat as a 1st-level chara

Attloi cannot take this feat

You have a knack for catching large amounts of sh and o

aquatic game

Benet You receive a +4 competence bonus to Surv

checks when shing hunting aquatic game or gathe

aquatic plants

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but it should be noted

these cases are rare

You can communicate with all fresh water aquatic creatur

Benet So long as you do no harm to them or t

environment You can communicate with any fresh w

aquatic creatures including (crustaceans frogs and turt

Even if charmed both you and these creatures are giv

save in order to avoid the suggestion

You will not consume or harm any crustaceans or tu

like creatures nor will the character allow these creature

come to harm

If you are a Rhennee spell caster able to summon w

elemental creatures you may do so for twice the no

duration with zero chance of the elemental successrebelling against you Any water elemental summone

oppose you is twice as likely to rebel against its summ

and the duration of the spellrsquos eect is halved

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but instances are

common

You can see things beyond the limits of most mortals and h

a strong sense of your surroundings

Benet You receive a +2 competence bonus to all Initia

rolls and Spot checks On a successful Spot check (DC 30)

can sense where invisible creatures or objects are loca

but you cannot actually see them (Example A mage c

invisibility on himself prior to combat Without knowing h

there you make a successful Spot check You get a sens

where the invisible mage is but you cannot actually see

invisible mage)

Special You may only take this feat as a 1st-level chara

F W [H]

D [H]

R B [H]

K F [H]

S S [H]

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30

While much more prominent in females this feat is not

mited to them alone

Travelers Trade [Heritage]

You are ever on the move for the roads are your home

Benet You receive a +2 competence bonus to all Handle

Animal and Ride skill checks when dealing with any animal or

ehicle used in a caravan While traveling you also receive a

+2 competence bonus to all Survival skill checks

Special You may only take this feat as a 1st-level character

Rhennee cannot take this feat

Water Walker [Heritage]

You have a knack for operating barges and traversing your

essel through perilous waters

Benet You receive a +2 competence bonus to their

rofession (boater) skill and a +2 circumstance bonus to

etect weather and weatherrsquos eects on water conditions

while piloting their vessels

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

Contact with water rejuvenates and sustains you

Benet If you stand at least in knee deep water you

atigue at only half the normal rate In addition if you engage

n no strenuous activity while in a body of water you recover

it points equal to your Constitution bonus +1 for every three

ours in the water You may also hold your breath for a number

f rounds equal to twice your Constitution Score You must

ubmerge yourself in water for at least one hour each week

r he will begin to suer fatigue at twice the normal rate

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

You are more sensitive to the forces of nature often feeling

minor changes in the weather and environment which are

ometimes undetectable to animals

Benet You receive a +2 competence bonus to Survival

nd Knowledge (nature) skill checks You may predict weather

hanges up to six hours in advance including changes in

emperature Further with a successful Survival skill check

ou can predict the weather and up to two more hours more

or every three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

While much more prominent in females this feat is not limited

o them alone

T T [H]

W W [H]

W W [H]

IN SEARCH OF HOME

ldquoWe are the children with no landrdquo

ldquoForced to live in the unknownrdquo

ldquoWe sail this worlds waterwaysrdquo

ldquoIn search of yesterdays embracerdquo

ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo

ldquoShow us your unfurling facerdquo

ldquoWe are use to your disgracerdquo ldquo

You will one day atonerdquo

ldquoWhen we children return homerdquo

-Made famous by Artoli Medni

Rhennee bard

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31

The Suloise peoples had their origins outside of the Flanaess

South of the Crystalmist Mountains and west of the

Hellfurnaces

Many Suloise ed to the Flanaess to escape the constant

SuelBaklunish wars which eventually lead to the magical

evastation of their homeland These Suloise migrations

elped to displace many of the Flannae from their homelands

esulting in the Flannae being scattered far and wide

The ancient Suloise have passed on many of their traits to

heir descendants for good or bad Centuries ago the Suloise

oasted one of the greatest empires ever known to mankind

They learned the arts of sorcery and civilization from the

Olven-folk but in time the Suloise peoples surpassed even

heir Elven teachers in the manipulation of magic and used

his knowledge to forge the greatest empire of their time ndash the

Suel Imperium But they rejected the Elven peoplesrsquo warnings

bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies

The ancient Suloise were totalitarian in demeanor and

nslaved many peoples and races All peoples fell to the will

f the Suloise Imperium except for the ancient Baklunish

mpire The Suloise Imperium relied heavily upon magic and

t helped forged their empire Their magical experimentation

ead to the creation and engineering of altered races races

reated for the sole purpose of serving the empire

One of the most well known of these created races is the

Derro Many dwarves claim that the Derro existed long before

he Suel experimented on their kin and it is rumored that

he Derro are actually a blending of dwarves and humans

Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were

onducted before the Suel Imperium fell

The Suel Imperium fought the Baklunish Empire to a stand

till for control of eastern Oerik To break the stalemate the

Suloise brought about the Invoked Devastation This apparent

ictory over their enemies was short lived however as one of

he long forgotten Gods of the Baklunish chose to intervene

RACES OF OERTH

The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller

Gathering together the most powerful mages from am

his people within the stone circle of Tovag Baragu this

channeled much of His own power through these magici

supporting their retribution against the Imperium

This is the origin of the Rain of Colorless Fire which cov

all of the Suel Imperium in its inferno Were it not for

great seer Slerotin the Suloise peoples may well have b

destroyed but receiving premonitions of the impen

doom Slerotin gathered what noble families he could and

them through a magical tunnel ndash of his own creation ndash w

passed completely through the Hellfurnaces

All but one of the families ndash the Lerara ndash traveling

Slerotin arrived in the area of the Flanaess now known as

Yeomanry From there the Suloise peoples spread throug

the Flanaess founding nations for themselves often for

from the colonies of the Suel Imperium The noble fami

Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero

tunnel and reside there today

The most infamous and secretive society of the Suloi

indisputably the Scarlet Brotherhood headquartered on

Tilvanot Peninsula This Suloise organization has bases sp

out across the Flanaess and beyond So embroiled have

become in the aairs of the Flanaessrsquo nations this so-ca

secretive society is no longer as secretive as it once was W

the Scarlet Brotherhood is prominent in Shar they do

actually have control of the government there though

do exercise major inuence over all the Peninsularsquos aair

There is another Suloise organization called ldquoThose

must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in

Kingdom of Keoland Not much is known of the Silent O

though it is rumored that they seek to obtain forbidden ma

and ancient Suloise artifacts What their main goals ar

one knows for certain however those few who happen c

upon the Silent Tower and try to gain entrance are very o

not heard from again Whatever their main goal one thin

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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8162019 Oerth Journal 27pdf

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 28: Oerth Journal 27.pdf

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27

RACES OF OERTH

The RhenneeBy Dennis LovattArt by Adam Koča Rick Miller amp Tina Slezak

The Rhennee rmly believe they are from another world

nown as ldquoRhoprdquo In truth Rhop was a large island continent

ar removed from the Flanaess The distance is so great that

t could easily lead anyone to believe that Rhop was anotherworld

Natural talents possessed by the Rhennee strongly suggest

o scholars that the Rhennee have lived on or near large

odies of water for the racersquos entire existence Some sages

elieve that Rhop was ndash in reality ndash some type of ldquoElder

Beingrdquo possessed of supernatural powers and quite possibly

esembled some type of turtle-like creature Such a Being

would of necessity have been quite large possibly measuring

ome ve miles in radius Sages believed that either some

xternal ldquoforcerdquo removed the Rhennee from their living island

aradise or else this ldquoIsland Beingrdquo itself sent them away

While there is some debate upon the subject most sages

gree that the Rhennee are native to Oerth Sages also agree

hat after leaving their island home the Rhennee traveled to

he Flanaess and settled in and around the Adri Forest But

enturies ago they were driven out of this area as well -- by

he invading Oeridians

On the whole the Rhennee are still a young race Having

nally found their own niche within the societies of the Flanaess

eems to have caused their civilization to ourish especially

pon the Selitan river and the Nyr Dyv What happens to the

ace next remains to be seen

The Rhennee themselves have taken a generally neutral

pproach to their neighbors refusing to involve themselves

r take sides in any wars Many of the nations surroundinghe Nyr Dyv ndash especially the less respectable powers ndash have

sed them for a variety of transportation services including

he delivery legal and illegal goods

Whether or not the legend of Rhop being some other world

s true or not one thing is certain the Rhennee people are not

eaving the Flanaess anytime soon

APPEARANCEThe Rhennee are often tan or olive skinned humans T

tend to be shorter than other human races and often stoc

displaying wide features Male Rhennee average between 5rsquo to 5rsquo 6rdquo tall and w

between 140-175 lbs while female Rhennee average betw

4rsquo 8rdquo to 5rsquo tall and weigh between 100-140 lbs Their eye co

are most often blue gray or hazel although green eyes

not unknown Their hair color is often black or dark bro

Curly hair is most common but wavy hair is not unknown

PERSONALITY AND CULTUREAggressive embittered haughty proud opinionated

secretive most Rhennee have little regard for the other hu

races

Having been ostracized by the majority of human ra

Rhennee have disdain for those not of Rhennee decent Gndash as they refer to non-Rhennee ndash are treated with susp

and it is very rare to nd one amongst the Rhennee for

great length of time To the Rhennee nothing is more impor

than family and regardless of personal dierences it is ta

to go against the family and side with a Gajo

The Rhennee live almost exclusively upon the waterw

of the Flanaess making their homes on large barges A s

sect of Rhennee ndash known as the Attloi ndash travel in caravan

the area of the Adri Forest where many believe the Rhen

made their rst appearance in the Flanaess The majori

Rhennee reside in the central Flanaess remaining close to

Nyr Dyv which serves as a central focus for these people

Most other races of the Flanaess often consider the e

race of Rhennee as criminals and thieves While it is true

many Rhennee excel in the roguish arts relatively few

out right criminals The conict lies in the fact that to

Rhennee things which are considered the property of G

are actually considered ldquopublic propertyrdquo by the Rhennee

The Rhennee believe that if you cannot carry the item u

your person then it is open to public use To be fair even am

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28

hemselves the Rhennee practice this belief The exception to

his is items placed into a roped circle This practice dictates

hat the items should not be touched or removed The number

nd sequence of knots tied into the rope will show any and all

ust who it is that claims the roped property as their own

The Rhennee culture is very chauvinistic Males are the

eaders and may carry on their barge just as many wives as

hey can aord It should be noted however that each barge

r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda

cts as an advisor and a councilor to the leader in all of the

amilyrsquos aairs The Verda also serves as the tribersquos healer

nd herbalist She predicts the weather and sells fortunes to

he Gajos While male nobles rule the tribe none of them will

ontradict the Verda of their tribe

Interestingly Rhennee women must remain virgin until their

marriage while males are encouraged to take many lovers

But if a woman is found to have had sex before marriage she

s then forbidden to ever marry and must become a prostitute

r ldquoAuntardquo to the tribe Such a woman is often given a small

essel separate from the barges and is only welcome aboard

barge when she is servicing the Rhennee males on it

This custom seems strange to others given that most

Rhennee males will quickly start a ght if they believe that

Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for

he privilege of a night with one of these women For these

easons and others an Aunta is much more likely to leave the

arge-folk and seek a new life amongst the Gajos

All Rhennee are known to fear sickness child birth and

eath Since all three conditions are considered taboo If

Rhennee person is sick they are left with the wise women

f the tribe ndash the Verda ndash and no one will even visit with the

ick individual until the Verda deem it safe to do so If the sick

annot be cured or if there is the fear of infection then the

ick are sometimes simply cast out This rejection of the sick

n order to protect the tribe is considered even to out way any

amily tiesWomen who give birth must remain in seclusion with the

Verda for 40 days and 40 nights During this time no male

may see her she cannot even return to her husband until this

eriod is over The newly born child may be brought before

he father by the wise women but it is common place that the

hild is usually not seen until the wife returns to her husbandrsquos

ide

Women who give birth to an exceptional number of male

hildren have considerable authority within the tribe Age and

xperience also play an important role in Rhennee society For

xample older females possess considerably more power and

nuence than do younger woman within the tribe

Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become

Vethardquo sorceresses who are endowed with the powers of

Rhoprdquo Women who attain this standing ndash but are not actually

Verda ndash are now treated as though they were while actual

Verda who develop the Vetha abilities are considered nearly

divinerdquo in nature and are given a great range of freedoms in

egards to tribal aairs

Death by any cause is something that all Rhennee fear

For the barge-folk the deceasersquo body must be lled with

or sand and then wrapped in linen and cast into a large b

of water The Attloi on the other hand bury their dead

very often mark the grave as the site of a great evil Pries

Death Gods and Goddesses are greatly feared and consid

repulsive to the Rhennee peoples as are Necromancers

Though predominantly rogues all Rhennee males bec

adept with weapons and the most accomplished of t

become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe

warriors and enforcers Both elder males and the Darkha

are second only to the chieftain of the tribe

Rhennee earn most of what little income they have prim

through the transportation of goods and passengers altho

hunting shing trading and craft-work also play a role A

Rhennee are excellent Tinkerers though their reputation

such work may vary widely Sadly some Rhennee do pref

steal from the Gajos in order to make a living and this re

poorly on the race as a whole though Rhennee will not s

from each other

The Rhennee practice no known religion or at the le

no Gajo is aware of any formal Rhennee religion Wate

respected and honored by all the Rhennee so much so

the barge-folk have been known to clean dirty waterways

to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen

will willingly pollute a water source

Rhennee males like to wear tight-legged pantaloons l

tting shirts and leather jerkins Females wear long ow

sleeveless dresses with low-cut tops so as to entice t

males Rhennee women also like to wear charms made

mollusk shells and precious stones that are found near

the water The more colorful these garments and adornm

are the more they are liked by the Rhennee though b

and greens are easily the most popular colors

RELIGION

Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and

basis of their religious beliefs This thinking is reinforce

the practice among the Rhennee of ldquoVethardquo where som

their women are endowed with the sorcerous powers of

ldquoRhoprdquo

In the last few centuries some of the Rhennee

begun worshiping the elemental forces of water Still ot

participate in the sacricial rites of demonic and devilish c

Some of the Rhennee have even taken up the worship of s

Deities of the air though such Rhennee are few

Among the land dwelling Attloi some have taken up

service of Gods more commonly worshiped in the Flana

these include Fharlanghn Olidamarra and Istus Still

are those few who worship Celestian and Pelor

PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and

these skills as their trade Rhennee are taught from birt

swim and some are even conceived in the water

All Rhennee characters gain a +2 racial bonus to the ski

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29

f their profession (Boater) and swimming These are

onsidered class skills for all Rhennee characters Rhennee

haracters also have an innate ability for sleight of hand and

eceive a +2 bonus to this skill as well But they suer a ndash2 to

ll Diplomacy checks when dealing with other human races

Crafting hunting and shing are very common among the

Rhennee people They are also adept at preparing some of the

nest seafood dishes in all the Oerth

The land based Attloi keep horses and pack animals and use

hem to pull their wagons and haul their goods The Attloi are

killed performers excelling at dance wind instruments and

inging For this reason Attloi characters receive a +2 bonus

o animal handling and a +2 performance bonus in one of the

kills listed above

Like their waterborne brethren Attloi characters also excel

t sleight of hand and receive a +2 bonus to this skill But

hey also receive a -2 penalty to Diplomacy checks whenever

ealing with the other humans races The Attloi are skilled

raftsman and leather workers and make some of the nest

eather armor and goods to be found in the Flanaess

FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing

hey have to an army are the Darkhagard warriors who guardheir barges

Most Rhennee focus on martial skills which favor thrown

weapons single weapons dual weapons or a two handed

weapon style Wrestling and sticus matches commonly take

lace among the Rhennee people

Some Rhennee have developed a rope ghting style which

s used to trip bound or to escape an opponent This ghting

tyle is defensive in nature and is often used by older males

nd a few of the females among the barge-folk though it is a

much less common ghting style among the land based Attloi

The Rhennee have also developed a special racial weapon

alled the ldquoDarkhardquo This special weapon will only be found in

he possession of a tribal chief or his Darkhagards

RACIAL FEATSThe following is a list of racial feats that a Rhennee character

may take as hisher bonus feat

You have developed a sense for locating and spotting water in

ny quantity

Benet You receive a +2 competence bonus to Survival and

Knowledge (geography) skill checks Further you can obtain

p to two gallons of fresh water with a successful Survival skill

heck and up to two more gallons of water can be obtained for

very three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

Surprisingly more Attloi obtain this feat then Rhennee maybe

nes presence around bodies of water limits a knack for this

bility

You spend a great deal of time in the water and have impres

swimming skills

Benet You are able to hold their breath under water

number of rounds equal to three times your Constitution S

before suering any ill eects You receive a +2 compete

bonus to all swim skill checks

Special You may only take this feat as a 1st-level chara

Attloi cannot take this feat

You have a knack for catching large amounts of sh and o

aquatic game

Benet You receive a +4 competence bonus to Surv

checks when shing hunting aquatic game or gathe

aquatic plants

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but it should be noted

these cases are rare

You can communicate with all fresh water aquatic creatur

Benet So long as you do no harm to them or t

environment You can communicate with any fresh w

aquatic creatures including (crustaceans frogs and turt

Even if charmed both you and these creatures are giv

save in order to avoid the suggestion

You will not consume or harm any crustaceans or tu

like creatures nor will the character allow these creature

come to harm

If you are a Rhennee spell caster able to summon w

elemental creatures you may do so for twice the no

duration with zero chance of the elemental successrebelling against you Any water elemental summone

oppose you is twice as likely to rebel against its summ

and the duration of the spellrsquos eect is halved

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but instances are

common

You can see things beyond the limits of most mortals and h

a strong sense of your surroundings

Benet You receive a +2 competence bonus to all Initia

rolls and Spot checks On a successful Spot check (DC 30)

can sense where invisible creatures or objects are loca

but you cannot actually see them (Example A mage c

invisibility on himself prior to combat Without knowing h

there you make a successful Spot check You get a sens

where the invisible mage is but you cannot actually see

invisible mage)

Special You may only take this feat as a 1st-level chara

F W [H]

D [H]

R B [H]

K F [H]

S S [H]

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30

While much more prominent in females this feat is not

mited to them alone

Travelers Trade [Heritage]

You are ever on the move for the roads are your home

Benet You receive a +2 competence bonus to all Handle

Animal and Ride skill checks when dealing with any animal or

ehicle used in a caravan While traveling you also receive a

+2 competence bonus to all Survival skill checks

Special You may only take this feat as a 1st-level character

Rhennee cannot take this feat

Water Walker [Heritage]

You have a knack for operating barges and traversing your

essel through perilous waters

Benet You receive a +2 competence bonus to their

rofession (boater) skill and a +2 circumstance bonus to

etect weather and weatherrsquos eects on water conditions

while piloting their vessels

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

Contact with water rejuvenates and sustains you

Benet If you stand at least in knee deep water you

atigue at only half the normal rate In addition if you engage

n no strenuous activity while in a body of water you recover

it points equal to your Constitution bonus +1 for every three

ours in the water You may also hold your breath for a number

f rounds equal to twice your Constitution Score You must

ubmerge yourself in water for at least one hour each week

r he will begin to suer fatigue at twice the normal rate

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

You are more sensitive to the forces of nature often feeling

minor changes in the weather and environment which are

ometimes undetectable to animals

Benet You receive a +2 competence bonus to Survival

nd Knowledge (nature) skill checks You may predict weather

hanges up to six hours in advance including changes in

emperature Further with a successful Survival skill check

ou can predict the weather and up to two more hours more

or every three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

While much more prominent in females this feat is not limited

o them alone

T T [H]

W W [H]

W W [H]

IN SEARCH OF HOME

ldquoWe are the children with no landrdquo

ldquoForced to live in the unknownrdquo

ldquoWe sail this worlds waterwaysrdquo

ldquoIn search of yesterdays embracerdquo

ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo

ldquoShow us your unfurling facerdquo

ldquoWe are use to your disgracerdquo ldquo

You will one day atonerdquo

ldquoWhen we children return homerdquo

-Made famous by Artoli Medni

Rhennee bard

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31

The Suloise peoples had their origins outside of the Flanaess

South of the Crystalmist Mountains and west of the

Hellfurnaces

Many Suloise ed to the Flanaess to escape the constant

SuelBaklunish wars which eventually lead to the magical

evastation of their homeland These Suloise migrations

elped to displace many of the Flannae from their homelands

esulting in the Flannae being scattered far and wide

The ancient Suloise have passed on many of their traits to

heir descendants for good or bad Centuries ago the Suloise

oasted one of the greatest empires ever known to mankind

They learned the arts of sorcery and civilization from the

Olven-folk but in time the Suloise peoples surpassed even

heir Elven teachers in the manipulation of magic and used

his knowledge to forge the greatest empire of their time ndash the

Suel Imperium But they rejected the Elven peoplesrsquo warnings

bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies

The ancient Suloise were totalitarian in demeanor and

nslaved many peoples and races All peoples fell to the will

f the Suloise Imperium except for the ancient Baklunish

mpire The Suloise Imperium relied heavily upon magic and

t helped forged their empire Their magical experimentation

ead to the creation and engineering of altered races races

reated for the sole purpose of serving the empire

One of the most well known of these created races is the

Derro Many dwarves claim that the Derro existed long before

he Suel experimented on their kin and it is rumored that

he Derro are actually a blending of dwarves and humans

Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were

onducted before the Suel Imperium fell

The Suel Imperium fought the Baklunish Empire to a stand

till for control of eastern Oerik To break the stalemate the

Suloise brought about the Invoked Devastation This apparent

ictory over their enemies was short lived however as one of

he long forgotten Gods of the Baklunish chose to intervene

RACES OF OERTH

The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller

Gathering together the most powerful mages from am

his people within the stone circle of Tovag Baragu this

channeled much of His own power through these magici

supporting their retribution against the Imperium

This is the origin of the Rain of Colorless Fire which cov

all of the Suel Imperium in its inferno Were it not for

great seer Slerotin the Suloise peoples may well have b

destroyed but receiving premonitions of the impen

doom Slerotin gathered what noble families he could and

them through a magical tunnel ndash of his own creation ndash w

passed completely through the Hellfurnaces

All but one of the families ndash the Lerara ndash traveling

Slerotin arrived in the area of the Flanaess now known as

Yeomanry From there the Suloise peoples spread throug

the Flanaess founding nations for themselves often for

from the colonies of the Suel Imperium The noble fami

Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero

tunnel and reside there today

The most infamous and secretive society of the Suloi

indisputably the Scarlet Brotherhood headquartered on

Tilvanot Peninsula This Suloise organization has bases sp

out across the Flanaess and beyond So embroiled have

become in the aairs of the Flanaessrsquo nations this so-ca

secretive society is no longer as secretive as it once was W

the Scarlet Brotherhood is prominent in Shar they do

actually have control of the government there though

do exercise major inuence over all the Peninsularsquos aair

There is another Suloise organization called ldquoThose

must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in

Kingdom of Keoland Not much is known of the Silent O

though it is rumored that they seek to obtain forbidden ma

and ancient Suloise artifacts What their main goals ar

one knows for certain however those few who happen c

upon the Silent Tower and try to gain entrance are very o

not heard from again Whatever their main goal one thin

8162019 Oerth Journal 27pdf

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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8162019 Oerth Journal 27pdf

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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28

hemselves the Rhennee practice this belief The exception to

his is items placed into a roped circle This practice dictates

hat the items should not be touched or removed The number

nd sequence of knots tied into the rope will show any and all

ust who it is that claims the roped property as their own

The Rhennee culture is very chauvinistic Males are the

eaders and may carry on their barge just as many wives as

hey can aord It should be noted however that each barge

r caravan supports a ldquowise womanrdquo ndash a ldquoVerdardquo The Verda

cts as an advisor and a councilor to the leader in all of the

amilyrsquos aairs The Verda also serves as the tribersquos healer

nd herbalist She predicts the weather and sells fortunes to

he Gajos While male nobles rule the tribe none of them will

ontradict the Verda of their tribe

Interestingly Rhennee women must remain virgin until their

marriage while males are encouraged to take many lovers

But if a woman is found to have had sex before marriage she

s then forbidden to ever marry and must become a prostitute

r ldquoAuntardquo to the tribe Such a woman is often given a small

essel separate from the barges and is only welcome aboard

barge when she is servicing the Rhennee males on it

This custom seems strange to others given that most

Rhennee males will quickly start a ght if they believe that

Gajo male is looking at a Rhennee female ndash even an Aunta with desire All such non-Rhennee males must pay for

he privilege of a night with one of these women For these

easons and others an Aunta is much more likely to leave the

arge-folk and seek a new life amongst the Gajos

All Rhennee are known to fear sickness child birth and

eath Since all three conditions are considered taboo If

Rhennee person is sick they are left with the wise women

f the tribe ndash the Verda ndash and no one will even visit with the

ick individual until the Verda deem it safe to do so If the sick

annot be cured or if there is the fear of infection then the

ick are sometimes simply cast out This rejection of the sick

n order to protect the tribe is considered even to out way any

amily tiesWomen who give birth must remain in seclusion with the

Verda for 40 days and 40 nights During this time no male

may see her she cannot even return to her husband until this

eriod is over The newly born child may be brought before

he father by the wise women but it is common place that the

hild is usually not seen until the wife returns to her husbandrsquos

ide

Women who give birth to an exceptional number of male

hildren have considerable authority within the tribe Age and

xperience also play an important role in Rhennee society For

xample older females possess considerably more power and

nuence than do younger woman within the tribe

Some Verda ndash and other ldquoolder womenrdquo of the tribe ndash become

Vethardquo sorceresses who are endowed with the powers of

Rhoprdquo Women who attain this standing ndash but are not actually

Verda ndash are now treated as though they were while actual

Verda who develop the Vetha abilities are considered nearly

divinerdquo in nature and are given a great range of freedoms in

egards to tribal aairs

Death by any cause is something that all Rhennee fear

For the barge-folk the deceasersquo body must be lled with

or sand and then wrapped in linen and cast into a large b

of water The Attloi on the other hand bury their dead

very often mark the grave as the site of a great evil Pries

Death Gods and Goddesses are greatly feared and consid

repulsive to the Rhennee peoples as are Necromancers

Though predominantly rogues all Rhennee males bec

adept with weapons and the most accomplished of t

become known as ldquoDarkhagardrdquo a Rhennee tribersquos most fe

warriors and enforcers Both elder males and the Darkha

are second only to the chieftain of the tribe

Rhennee earn most of what little income they have prim

through the transportation of goods and passengers altho

hunting shing trading and craft-work also play a role A

Rhennee are excellent Tinkerers though their reputation

such work may vary widely Sadly some Rhennee do pref

steal from the Gajos in order to make a living and this re

poorly on the race as a whole though Rhennee will not s

from each other

The Rhennee practice no known religion or at the le

no Gajo is aware of any formal Rhennee religion Wate

respected and honored by all the Rhennee so much so

the barge-folk have been known to clean dirty waterways

to take care to preserve the waters they reside upon Evenland based Attloi have a reverence for water and no Rhen

will willingly pollute a water source

Rhennee males like to wear tight-legged pantaloons l

tting shirts and leather jerkins Females wear long ow

sleeveless dresses with low-cut tops so as to entice t

males Rhennee women also like to wear charms made

mollusk shells and precious stones that are found near

the water The more colorful these garments and adornm

are the more they are liked by the Rhennee though b

and greens are easily the most popular colors

RELIGION

Some believe that as an ldquoElder Beingrdquo Rhop was not onlyoriginal homeland of the Rhennee but also their God and

basis of their religious beliefs This thinking is reinforce

the practice among the Rhennee of ldquoVethardquo where som

their women are endowed with the sorcerous powers of

ldquoRhoprdquo

In the last few centuries some of the Rhennee

begun worshiping the elemental forces of water Still ot

participate in the sacricial rites of demonic and devilish c

Some of the Rhennee have even taken up the worship of s

Deities of the air though such Rhennee are few

Among the land dwelling Attloi some have taken up

service of Gods more commonly worshiped in the Flana

these include Fharlanghn Olidamarra and Istus Still

are those few who worship Celestian and Pelor

PROFESSIONS AND SKILLSThe Rhennee excel at living and traveling on the water and

these skills as their trade Rhennee are taught from birt

swim and some are even conceived in the water

All Rhennee characters gain a +2 racial bonus to the ski

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29

f their profession (Boater) and swimming These are

onsidered class skills for all Rhennee characters Rhennee

haracters also have an innate ability for sleight of hand and

eceive a +2 bonus to this skill as well But they suer a ndash2 to

ll Diplomacy checks when dealing with other human races

Crafting hunting and shing are very common among the

Rhennee people They are also adept at preparing some of the

nest seafood dishes in all the Oerth

The land based Attloi keep horses and pack animals and use

hem to pull their wagons and haul their goods The Attloi are

killed performers excelling at dance wind instruments and

inging For this reason Attloi characters receive a +2 bonus

o animal handling and a +2 performance bonus in one of the

kills listed above

Like their waterborne brethren Attloi characters also excel

t sleight of hand and receive a +2 bonus to this skill But

hey also receive a -2 penalty to Diplomacy checks whenever

ealing with the other humans races The Attloi are skilled

raftsman and leather workers and make some of the nest

eather armor and goods to be found in the Flanaess

FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing

hey have to an army are the Darkhagard warriors who guardheir barges

Most Rhennee focus on martial skills which favor thrown

weapons single weapons dual weapons or a two handed

weapon style Wrestling and sticus matches commonly take

lace among the Rhennee people

Some Rhennee have developed a rope ghting style which

s used to trip bound or to escape an opponent This ghting

tyle is defensive in nature and is often used by older males

nd a few of the females among the barge-folk though it is a

much less common ghting style among the land based Attloi

The Rhennee have also developed a special racial weapon

alled the ldquoDarkhardquo This special weapon will only be found in

he possession of a tribal chief or his Darkhagards

RACIAL FEATSThe following is a list of racial feats that a Rhennee character

may take as hisher bonus feat

You have developed a sense for locating and spotting water in

ny quantity

Benet You receive a +2 competence bonus to Survival and

Knowledge (geography) skill checks Further you can obtain

p to two gallons of fresh water with a successful Survival skill

heck and up to two more gallons of water can be obtained for

very three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

Surprisingly more Attloi obtain this feat then Rhennee maybe

nes presence around bodies of water limits a knack for this

bility

You spend a great deal of time in the water and have impres

swimming skills

Benet You are able to hold their breath under water

number of rounds equal to three times your Constitution S

before suering any ill eects You receive a +2 compete

bonus to all swim skill checks

Special You may only take this feat as a 1st-level chara

Attloi cannot take this feat

You have a knack for catching large amounts of sh and o

aquatic game

Benet You receive a +4 competence bonus to Surv

checks when shing hunting aquatic game or gathe

aquatic plants

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but it should be noted

these cases are rare

You can communicate with all fresh water aquatic creatur

Benet So long as you do no harm to them or t

environment You can communicate with any fresh w

aquatic creatures including (crustaceans frogs and turt

Even if charmed both you and these creatures are giv

save in order to avoid the suggestion

You will not consume or harm any crustaceans or tu

like creatures nor will the character allow these creature

come to harm

If you are a Rhennee spell caster able to summon w

elemental creatures you may do so for twice the no

duration with zero chance of the elemental successrebelling against you Any water elemental summone

oppose you is twice as likely to rebel against its summ

and the duration of the spellrsquos eect is halved

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but instances are

common

You can see things beyond the limits of most mortals and h

a strong sense of your surroundings

Benet You receive a +2 competence bonus to all Initia

rolls and Spot checks On a successful Spot check (DC 30)

can sense where invisible creatures or objects are loca

but you cannot actually see them (Example A mage c

invisibility on himself prior to combat Without knowing h

there you make a successful Spot check You get a sens

where the invisible mage is but you cannot actually see

invisible mage)

Special You may only take this feat as a 1st-level chara

F W [H]

D [H]

R B [H]

K F [H]

S S [H]

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30

While much more prominent in females this feat is not

mited to them alone

Travelers Trade [Heritage]

You are ever on the move for the roads are your home

Benet You receive a +2 competence bonus to all Handle

Animal and Ride skill checks when dealing with any animal or

ehicle used in a caravan While traveling you also receive a

+2 competence bonus to all Survival skill checks

Special You may only take this feat as a 1st-level character

Rhennee cannot take this feat

Water Walker [Heritage]

You have a knack for operating barges and traversing your

essel through perilous waters

Benet You receive a +2 competence bonus to their

rofession (boater) skill and a +2 circumstance bonus to

etect weather and weatherrsquos eects on water conditions

while piloting their vessels

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

Contact with water rejuvenates and sustains you

Benet If you stand at least in knee deep water you

atigue at only half the normal rate In addition if you engage

n no strenuous activity while in a body of water you recover

it points equal to your Constitution bonus +1 for every three

ours in the water You may also hold your breath for a number

f rounds equal to twice your Constitution Score You must

ubmerge yourself in water for at least one hour each week

r he will begin to suer fatigue at twice the normal rate

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

You are more sensitive to the forces of nature often feeling

minor changes in the weather and environment which are

ometimes undetectable to animals

Benet You receive a +2 competence bonus to Survival

nd Knowledge (nature) skill checks You may predict weather

hanges up to six hours in advance including changes in

emperature Further with a successful Survival skill check

ou can predict the weather and up to two more hours more

or every three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

While much more prominent in females this feat is not limited

o them alone

T T [H]

W W [H]

W W [H]

IN SEARCH OF HOME

ldquoWe are the children with no landrdquo

ldquoForced to live in the unknownrdquo

ldquoWe sail this worlds waterwaysrdquo

ldquoIn search of yesterdays embracerdquo

ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo

ldquoShow us your unfurling facerdquo

ldquoWe are use to your disgracerdquo ldquo

You will one day atonerdquo

ldquoWhen we children return homerdquo

-Made famous by Artoli Medni

Rhennee bard

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31

The Suloise peoples had their origins outside of the Flanaess

South of the Crystalmist Mountains and west of the

Hellfurnaces

Many Suloise ed to the Flanaess to escape the constant

SuelBaklunish wars which eventually lead to the magical

evastation of their homeland These Suloise migrations

elped to displace many of the Flannae from their homelands

esulting in the Flannae being scattered far and wide

The ancient Suloise have passed on many of their traits to

heir descendants for good or bad Centuries ago the Suloise

oasted one of the greatest empires ever known to mankind

They learned the arts of sorcery and civilization from the

Olven-folk but in time the Suloise peoples surpassed even

heir Elven teachers in the manipulation of magic and used

his knowledge to forge the greatest empire of their time ndash the

Suel Imperium But they rejected the Elven peoplesrsquo warnings

bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies

The ancient Suloise were totalitarian in demeanor and

nslaved many peoples and races All peoples fell to the will

f the Suloise Imperium except for the ancient Baklunish

mpire The Suloise Imperium relied heavily upon magic and

t helped forged their empire Their magical experimentation

ead to the creation and engineering of altered races races

reated for the sole purpose of serving the empire

One of the most well known of these created races is the

Derro Many dwarves claim that the Derro existed long before

he Suel experimented on their kin and it is rumored that

he Derro are actually a blending of dwarves and humans

Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were

onducted before the Suel Imperium fell

The Suel Imperium fought the Baklunish Empire to a stand

till for control of eastern Oerik To break the stalemate the

Suloise brought about the Invoked Devastation This apparent

ictory over their enemies was short lived however as one of

he long forgotten Gods of the Baklunish chose to intervene

RACES OF OERTH

The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller

Gathering together the most powerful mages from am

his people within the stone circle of Tovag Baragu this

channeled much of His own power through these magici

supporting their retribution against the Imperium

This is the origin of the Rain of Colorless Fire which cov

all of the Suel Imperium in its inferno Were it not for

great seer Slerotin the Suloise peoples may well have b

destroyed but receiving premonitions of the impen

doom Slerotin gathered what noble families he could and

them through a magical tunnel ndash of his own creation ndash w

passed completely through the Hellfurnaces

All but one of the families ndash the Lerara ndash traveling

Slerotin arrived in the area of the Flanaess now known as

Yeomanry From there the Suloise peoples spread throug

the Flanaess founding nations for themselves often for

from the colonies of the Suel Imperium The noble fami

Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero

tunnel and reside there today

The most infamous and secretive society of the Suloi

indisputably the Scarlet Brotherhood headquartered on

Tilvanot Peninsula This Suloise organization has bases sp

out across the Flanaess and beyond So embroiled have

become in the aairs of the Flanaessrsquo nations this so-ca

secretive society is no longer as secretive as it once was W

the Scarlet Brotherhood is prominent in Shar they do

actually have control of the government there though

do exercise major inuence over all the Peninsularsquos aair

There is another Suloise organization called ldquoThose

must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in

Kingdom of Keoland Not much is known of the Silent O

though it is rumored that they seek to obtain forbidden ma

and ancient Suloise artifacts What their main goals ar

one knows for certain however those few who happen c

upon the Silent Tower and try to gain entrance are very o

not heard from again Whatever their main goal one thin

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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8162019 Oerth Journal 27pdf

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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29

f their profession (Boater) and swimming These are

onsidered class skills for all Rhennee characters Rhennee

haracters also have an innate ability for sleight of hand and

eceive a +2 bonus to this skill as well But they suer a ndash2 to

ll Diplomacy checks when dealing with other human races

Crafting hunting and shing are very common among the

Rhennee people They are also adept at preparing some of the

nest seafood dishes in all the Oerth

The land based Attloi keep horses and pack animals and use

hem to pull their wagons and haul their goods The Attloi are

killed performers excelling at dance wind instruments and

inging For this reason Attloi characters receive a +2 bonus

o animal handling and a +2 performance bonus in one of the

kills listed above

Like their waterborne brethren Attloi characters also excel

t sleight of hand and receive a +2 bonus to this skill But

hey also receive a -2 penalty to Diplomacy checks whenever

ealing with the other humans races The Attloi are skilled

raftsman and leather workers and make some of the nest

eather armor and goods to be found in the Flanaess

FIGHTING STYLESThe Rhennee maintain no standing armies the closest thing

hey have to an army are the Darkhagard warriors who guardheir barges

Most Rhennee focus on martial skills which favor thrown

weapons single weapons dual weapons or a two handed

weapon style Wrestling and sticus matches commonly take

lace among the Rhennee people

Some Rhennee have developed a rope ghting style which

s used to trip bound or to escape an opponent This ghting

tyle is defensive in nature and is often used by older males

nd a few of the females among the barge-folk though it is a

much less common ghting style among the land based Attloi

The Rhennee have also developed a special racial weapon

alled the ldquoDarkhardquo This special weapon will only be found in

he possession of a tribal chief or his Darkhagards

RACIAL FEATSThe following is a list of racial feats that a Rhennee character

may take as hisher bonus feat

You have developed a sense for locating and spotting water in

ny quantity

Benet You receive a +2 competence bonus to Survival and

Knowledge (geography) skill checks Further you can obtain

p to two gallons of fresh water with a successful Survival skill

heck and up to two more gallons of water can be obtained for

very three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

Surprisingly more Attloi obtain this feat then Rhennee maybe

nes presence around bodies of water limits a knack for this

bility

You spend a great deal of time in the water and have impres

swimming skills

Benet You are able to hold their breath under water

number of rounds equal to three times your Constitution S

before suering any ill eects You receive a +2 compete

bonus to all swim skill checks

Special You may only take this feat as a 1st-level chara

Attloi cannot take this feat

You have a knack for catching large amounts of sh and o

aquatic game

Benet You receive a +4 competence bonus to Surv

checks when shing hunting aquatic game or gathe

aquatic plants

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but it should be noted

these cases are rare

You can communicate with all fresh water aquatic creatur

Benet So long as you do no harm to them or t

environment You can communicate with any fresh w

aquatic creatures including (crustaceans frogs and turt

Even if charmed both you and these creatures are giv

save in order to avoid the suggestion

You will not consume or harm any crustaceans or tu

like creatures nor will the character allow these creature

come to harm

If you are a Rhennee spell caster able to summon w

elemental creatures you may do so for twice the no

duration with zero chance of the elemental successrebelling against you Any water elemental summone

oppose you is twice as likely to rebel against its summ

and the duration of the spellrsquos eect is halved

Special You may only take this feat as a 1st-level chara

Some Attloi can obtain this feat but instances are

common

You can see things beyond the limits of most mortals and h

a strong sense of your surroundings

Benet You receive a +2 competence bonus to all Initia

rolls and Spot checks On a successful Spot check (DC 30)

can sense where invisible creatures or objects are loca

but you cannot actually see them (Example A mage c

invisibility on himself prior to combat Without knowing h

there you make a successful Spot check You get a sens

where the invisible mage is but you cannot actually see

invisible mage)

Special You may only take this feat as a 1st-level chara

F W [H]

D [H]

R B [H]

K F [H]

S S [H]

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30

While much more prominent in females this feat is not

mited to them alone

Travelers Trade [Heritage]

You are ever on the move for the roads are your home

Benet You receive a +2 competence bonus to all Handle

Animal and Ride skill checks when dealing with any animal or

ehicle used in a caravan While traveling you also receive a

+2 competence bonus to all Survival skill checks

Special You may only take this feat as a 1st-level character

Rhennee cannot take this feat

Water Walker [Heritage]

You have a knack for operating barges and traversing your

essel through perilous waters

Benet You receive a +2 competence bonus to their

rofession (boater) skill and a +2 circumstance bonus to

etect weather and weatherrsquos eects on water conditions

while piloting their vessels

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

Contact with water rejuvenates and sustains you

Benet If you stand at least in knee deep water you

atigue at only half the normal rate In addition if you engage

n no strenuous activity while in a body of water you recover

it points equal to your Constitution bonus +1 for every three

ours in the water You may also hold your breath for a number

f rounds equal to twice your Constitution Score You must

ubmerge yourself in water for at least one hour each week

r he will begin to suer fatigue at twice the normal rate

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

You are more sensitive to the forces of nature often feeling

minor changes in the weather and environment which are

ometimes undetectable to animals

Benet You receive a +2 competence bonus to Survival

nd Knowledge (nature) skill checks You may predict weather

hanges up to six hours in advance including changes in

emperature Further with a successful Survival skill check

ou can predict the weather and up to two more hours more

or every three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

While much more prominent in females this feat is not limited

o them alone

T T [H]

W W [H]

W W [H]

IN SEARCH OF HOME

ldquoWe are the children with no landrdquo

ldquoForced to live in the unknownrdquo

ldquoWe sail this worlds waterwaysrdquo

ldquoIn search of yesterdays embracerdquo

ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo

ldquoShow us your unfurling facerdquo

ldquoWe are use to your disgracerdquo ldquo

You will one day atonerdquo

ldquoWhen we children return homerdquo

-Made famous by Artoli Medni

Rhennee bard

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31

The Suloise peoples had their origins outside of the Flanaess

South of the Crystalmist Mountains and west of the

Hellfurnaces

Many Suloise ed to the Flanaess to escape the constant

SuelBaklunish wars which eventually lead to the magical

evastation of their homeland These Suloise migrations

elped to displace many of the Flannae from their homelands

esulting in the Flannae being scattered far and wide

The ancient Suloise have passed on many of their traits to

heir descendants for good or bad Centuries ago the Suloise

oasted one of the greatest empires ever known to mankind

They learned the arts of sorcery and civilization from the

Olven-folk but in time the Suloise peoples surpassed even

heir Elven teachers in the manipulation of magic and used

his knowledge to forge the greatest empire of their time ndash the

Suel Imperium But they rejected the Elven peoplesrsquo warnings

bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies

The ancient Suloise were totalitarian in demeanor and

nslaved many peoples and races All peoples fell to the will

f the Suloise Imperium except for the ancient Baklunish

mpire The Suloise Imperium relied heavily upon magic and

t helped forged their empire Their magical experimentation

ead to the creation and engineering of altered races races

reated for the sole purpose of serving the empire

One of the most well known of these created races is the

Derro Many dwarves claim that the Derro existed long before

he Suel experimented on their kin and it is rumored that

he Derro are actually a blending of dwarves and humans

Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were

onducted before the Suel Imperium fell

The Suel Imperium fought the Baklunish Empire to a stand

till for control of eastern Oerik To break the stalemate the

Suloise brought about the Invoked Devastation This apparent

ictory over their enemies was short lived however as one of

he long forgotten Gods of the Baklunish chose to intervene

RACES OF OERTH

The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller

Gathering together the most powerful mages from am

his people within the stone circle of Tovag Baragu this

channeled much of His own power through these magici

supporting their retribution against the Imperium

This is the origin of the Rain of Colorless Fire which cov

all of the Suel Imperium in its inferno Were it not for

great seer Slerotin the Suloise peoples may well have b

destroyed but receiving premonitions of the impen

doom Slerotin gathered what noble families he could and

them through a magical tunnel ndash of his own creation ndash w

passed completely through the Hellfurnaces

All but one of the families ndash the Lerara ndash traveling

Slerotin arrived in the area of the Flanaess now known as

Yeomanry From there the Suloise peoples spread throug

the Flanaess founding nations for themselves often for

from the colonies of the Suel Imperium The noble fami

Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero

tunnel and reside there today

The most infamous and secretive society of the Suloi

indisputably the Scarlet Brotherhood headquartered on

Tilvanot Peninsula This Suloise organization has bases sp

out across the Flanaess and beyond So embroiled have

become in the aairs of the Flanaessrsquo nations this so-ca

secretive society is no longer as secretive as it once was W

the Scarlet Brotherhood is prominent in Shar they do

actually have control of the government there though

do exercise major inuence over all the Peninsularsquos aair

There is another Suloise organization called ldquoThose

must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in

Kingdom of Keoland Not much is known of the Silent O

though it is rumored that they seek to obtain forbidden ma

and ancient Suloise artifacts What their main goals ar

one knows for certain however those few who happen c

upon the Silent Tower and try to gain entrance are very o

not heard from again Whatever their main goal one thin

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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8162019 Oerth Journal 27pdf

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 31: Oerth Journal 27.pdf

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30

While much more prominent in females this feat is not

mited to them alone

Travelers Trade [Heritage]

You are ever on the move for the roads are your home

Benet You receive a +2 competence bonus to all Handle

Animal and Ride skill checks when dealing with any animal or

ehicle used in a caravan While traveling you also receive a

+2 competence bonus to all Survival skill checks

Special You may only take this feat as a 1st-level character

Rhennee cannot take this feat

Water Walker [Heritage]

You have a knack for operating barges and traversing your

essel through perilous waters

Benet You receive a +2 competence bonus to their

rofession (boater) skill and a +2 circumstance bonus to

etect weather and weatherrsquos eects on water conditions

while piloting their vessels

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

Contact with water rejuvenates and sustains you

Benet If you stand at least in knee deep water you

atigue at only half the normal rate In addition if you engage

n no strenuous activity while in a body of water you recover

it points equal to your Constitution bonus +1 for every three

ours in the water You may also hold your breath for a number

f rounds equal to twice your Constitution Score You must

ubmerge yourself in water for at least one hour each week

r he will begin to suer fatigue at twice the normal rate

Special You may only take this feat as a 1st-level character

Attloi cannot take this feat

You are more sensitive to the forces of nature often feeling

minor changes in the weather and environment which are

ometimes undetectable to animals

Benet You receive a +2 competence bonus to Survival

nd Knowledge (nature) skill checks You may predict weather

hanges up to six hours in advance including changes in

emperature Further with a successful Survival skill check

ou can predict the weather and up to two more hours more

or every three points the Survival check succeeds by

Special You may only take this feat as a 1st-level character

While much more prominent in females this feat is not limited

o them alone

T T [H]

W W [H]

W W [H]

IN SEARCH OF HOME

ldquoWe are the children with no landrdquo

ldquoForced to live in the unknownrdquo

ldquoWe sail this worlds waterwaysrdquo

ldquoIn search of yesterdays embracerdquo

ldquoWhat these Gajos do not knowrdquo ldquoWhere in search of our true homerdquo

ldquoShow us your unfurling facerdquo

ldquoWe are use to your disgracerdquo ldquo

You will one day atonerdquo

ldquoWhen we children return homerdquo

-Made famous by Artoli Medni

Rhennee bard

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31

The Suloise peoples had their origins outside of the Flanaess

South of the Crystalmist Mountains and west of the

Hellfurnaces

Many Suloise ed to the Flanaess to escape the constant

SuelBaklunish wars which eventually lead to the magical

evastation of their homeland These Suloise migrations

elped to displace many of the Flannae from their homelands

esulting in the Flannae being scattered far and wide

The ancient Suloise have passed on many of their traits to

heir descendants for good or bad Centuries ago the Suloise

oasted one of the greatest empires ever known to mankind

They learned the arts of sorcery and civilization from the

Olven-folk but in time the Suloise peoples surpassed even

heir Elven teachers in the manipulation of magic and used

his knowledge to forge the greatest empire of their time ndash the

Suel Imperium But they rejected the Elven peoplesrsquo warnings

bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies

The ancient Suloise were totalitarian in demeanor and

nslaved many peoples and races All peoples fell to the will

f the Suloise Imperium except for the ancient Baklunish

mpire The Suloise Imperium relied heavily upon magic and

t helped forged their empire Their magical experimentation

ead to the creation and engineering of altered races races

reated for the sole purpose of serving the empire

One of the most well known of these created races is the

Derro Many dwarves claim that the Derro existed long before

he Suel experimented on their kin and it is rumored that

he Derro are actually a blending of dwarves and humans

Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were

onducted before the Suel Imperium fell

The Suel Imperium fought the Baklunish Empire to a stand

till for control of eastern Oerik To break the stalemate the

Suloise brought about the Invoked Devastation This apparent

ictory over their enemies was short lived however as one of

he long forgotten Gods of the Baklunish chose to intervene

RACES OF OERTH

The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller

Gathering together the most powerful mages from am

his people within the stone circle of Tovag Baragu this

channeled much of His own power through these magici

supporting their retribution against the Imperium

This is the origin of the Rain of Colorless Fire which cov

all of the Suel Imperium in its inferno Were it not for

great seer Slerotin the Suloise peoples may well have b

destroyed but receiving premonitions of the impen

doom Slerotin gathered what noble families he could and

them through a magical tunnel ndash of his own creation ndash w

passed completely through the Hellfurnaces

All but one of the families ndash the Lerara ndash traveling

Slerotin arrived in the area of the Flanaess now known as

Yeomanry From there the Suloise peoples spread throug

the Flanaess founding nations for themselves often for

from the colonies of the Suel Imperium The noble fami

Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero

tunnel and reside there today

The most infamous and secretive society of the Suloi

indisputably the Scarlet Brotherhood headquartered on

Tilvanot Peninsula This Suloise organization has bases sp

out across the Flanaess and beyond So embroiled have

become in the aairs of the Flanaessrsquo nations this so-ca

secretive society is no longer as secretive as it once was W

the Scarlet Brotherhood is prominent in Shar they do

actually have control of the government there though

do exercise major inuence over all the Peninsularsquos aair

There is another Suloise organization called ldquoThose

must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in

Kingdom of Keoland Not much is known of the Silent O

though it is rumored that they seek to obtain forbidden ma

and ancient Suloise artifacts What their main goals ar

one knows for certain however those few who happen c

upon the Silent Tower and try to gain entrance are very o

not heard from again Whatever their main goal one thin

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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8162019 Oerth Journal 27pdf

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 32: Oerth Journal 27.pdf

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31

The Suloise peoples had their origins outside of the Flanaess

South of the Crystalmist Mountains and west of the

Hellfurnaces

Many Suloise ed to the Flanaess to escape the constant

SuelBaklunish wars which eventually lead to the magical

evastation of their homeland These Suloise migrations

elped to displace many of the Flannae from their homelands

esulting in the Flannae being scattered far and wide

The ancient Suloise have passed on many of their traits to

heir descendants for good or bad Centuries ago the Suloise

oasted one of the greatest empires ever known to mankind

They learned the arts of sorcery and civilization from the

Olven-folk but in time the Suloise peoples surpassed even

heir Elven teachers in the manipulation of magic and used

his knowledge to forge the greatest empire of their time ndash the

Suel Imperium But they rejected the Elven peoplesrsquo warnings

bout dabbling in fell magicrsquos and so the Suloise soon foundhemselves at odds with their former allies

The ancient Suloise were totalitarian in demeanor and

nslaved many peoples and races All peoples fell to the will

f the Suloise Imperium except for the ancient Baklunish

mpire The Suloise Imperium relied heavily upon magic and

t helped forged their empire Their magical experimentation

ead to the creation and engineering of altered races races

reated for the sole purpose of serving the empire

One of the most well known of these created races is the

Derro Many dwarves claim that the Derro existed long before

he Suel experimented on their kin and it is rumored that

he Derro are actually a blending of dwarves and humans

Whatever the truth in this particular matter one thing isbsolutely certain many magical breeding experiments were

onducted before the Suel Imperium fell

The Suel Imperium fought the Baklunish Empire to a stand

till for control of eastern Oerik To break the stalemate the

Suloise brought about the Invoked Devastation This apparent

ictory over their enemies was short lived however as one of

he long forgotten Gods of the Baklunish chose to intervene

RACES OF OERTH

The SuloiseBy Dennis LovattArt by Adam Koča Mike Lowe amp Rick Miller

Gathering together the most powerful mages from am

his people within the stone circle of Tovag Baragu this

channeled much of His own power through these magici

supporting their retribution against the Imperium

This is the origin of the Rain of Colorless Fire which cov

all of the Suel Imperium in its inferno Were it not for

great seer Slerotin the Suloise peoples may well have b

destroyed but receiving premonitions of the impen

doom Slerotin gathered what noble families he could and

them through a magical tunnel ndash of his own creation ndash w

passed completely through the Hellfurnaces

All but one of the families ndash the Lerara ndash traveling

Slerotin arrived in the area of the Flanaess now known as

Yeomanry From there the Suloise peoples spread throug

the Flanaess founding nations for themselves often for

from the colonies of the Suel Imperium The noble fami

Lerara is the exception becoming separated from the oSuloise families during the migration they never left Slero

tunnel and reside there today

The most infamous and secretive society of the Suloi

indisputably the Scarlet Brotherhood headquartered on

Tilvanot Peninsula This Suloise organization has bases sp

out across the Flanaess and beyond So embroiled have

become in the aairs of the Flanaessrsquo nations this so-ca

secretive society is no longer as secretive as it once was W

the Scarlet Brotherhood is prominent in Shar they do

actually have control of the government there though

do exercise major inuence over all the Peninsularsquos aair

There is another Suloise organization called ldquoThose

must Not Speakrdquo ndash also known as ldquothe Silent Onesrdquo ndash they reside within the ldquoSilent Towerrdquo headquartered in

Kingdom of Keoland Not much is known of the Silent O

though it is rumored that they seek to obtain forbidden ma

and ancient Suloise artifacts What their main goals ar

one knows for certain however those few who happen c

upon the Silent Tower and try to gain entrance are very o

not heard from again Whatever their main goal one thin

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

8162019 Oerth Journal 27pdf

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

8162019 Oerth Journal 27pdf

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8162019 Oerth Journal 27pdf

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 33: Oerth Journal 27.pdf

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32

bsolutely certain you will only know what the Silent Ones

want you to know and then only when they want you to

now it

APPEARANCEThe Suloise are a fair skinned human race some being almost

lbino They tend to be slightly taller than the other human

aces and range between tall and lean to tall and sturdy

Suloise males average between 6rsquo to 6rsquo 3rdquo tall and weigh

etween 160-225 lbs Suloise females average between

rsquo 10rdquo to 6rsquo tall and weigh between 110-165 lbs Their eye

olors range from pale blue to violet with deep blue and gray

ossible Suloise hair color is most often blonde to strawberry

hough yellow and platinum are possible Straight wavy and

inky hairs are all common

PERSONALITY AND CULTUREThe Suloise are a proud commanding determined opinionated

nd overbearing people Most Suloise have little regard for

ther races and are quite often at odds with their own race

A personrsquos ancestral ties and family allegiances always way

eavily upon how Suloise are viewed within their own society

ecause of this Suloise from dierent countries often dispute

ach otherrsquos claims regarding ancestry and nowhere is thisractice more evident than in the Tilvanot Peninsula

Suloise from the Tilvanot Peninsula are the most organized

nd totalitarian of all the Suloise peoples Records of every

itizenrsquos ancestry are kept on le as are all facets of a citizenrsquos

fe which can be quickly laid before them Only Suloise

nown to be of pure blood are considered true citizens in the

Tilvanot any racial admixture ndash however slight ndash bar one

rom full citizenship For this reason those who are of Suloise

ncestry but not born on the Peninsula can never receive

ull citizenship In spite of this fact it is extremely rare to

nd anyone of Suloise ancestry performing any kind of menial

asks in the Tilvanot the Peninsula has more than its share of

alf-breeds and humanoids to perform all such tasks whichre considered to be beneath a pureblooded Suloisersquo station in

fe

Oddly enough and to the chagrin of the Scarlet Brotherhood

he Suloise of purest blood are found in the Thillonrian

eninsula among the Frost Ice and Snow Barbarians

nterestingly these Suloise peoples are the least like their

ncestors The Suloise of the Thillonrian Peninsula have

dopted a barbaric lifestyle and live by raiding each other or

eighboring civilizations

These northern barbarians excel as warriors trappers

unters seaman and shermen Their continued survival

n one of the most unforgiving climates on Oerth clearly

emonstrates just how adaptable they truly are but unlike theSuloise of the Tilvanot Peninsula the Suloise of the Thillonrian

eninsula are not above allying themselves with their racially

iverse neighbors in times of need These northern barbarians

re ferocious warriors on any eld of battle

The Suloise of the Duchy of Urnst and the eastern portions

f the Flanaess nd themselves in a leadership position in

pite of the fact that they are not in the majority Manipulation

and self determination are common traits among t

Suloise much like their ancestors but they tend to be

most cooperative of the Suloise peoples

As a whole the Suloise peoples are quick to dismiss

opinions of others relying more upon their own pers

judgments rather than upon a consensual determination

Suloise like to wear wide-legged pantaloons and loose

blouses In the far north of the Flanaess Suloise garments

often made from fur or felted wool and worn with ca

furred boots and mittens In the southern Flanaess

Suloise tend to wear loose vest over lightweight fabrics S

colors are universally preferred with most Suloise having

one or two colors in their wardrobe

RELIGIONThe Suloise people are as respectful of their Gods as they

of their ancestors

On the Thillonrian Peninsula the Suloise wind gods ndash espec

the imprisoned Vatun ndash receive considerable worship tho

Kord Llerg Norebo and Xerbo are also worshiped

In the Amedio Jungle and the continent of Hepmonal

the Suloise residents worship Llerg Beltar Bralm Phaul

Pyremius Wastri and Xerbo with a small number of t

worshiping Wee JasOn the Tilvanot Peninsula the entire Suloise Pantheon rece

dutiful worship although Lendor Bralm Pyremius Ly

Osprem Syrul and Wee Jas can lay claim to the lar

followings

It has been rumored that the Scarlet Brotherhood wors

dark gods such as Tharizdun though this is doub

However a group of Suloise worshipers of Tharizdun kn

as the Black Brotherhood does exist It is thought that

Scarlet Brotherhood does not trust this group but is on co

terms with them

In all other Suloise lands Kord Norebo and Wee Jas

to be very popular but Suloise cults to Tharizdun do exist

are spread throughout the Flanaess

PROFESSIONS AND SKILLSThe Suloise have developed many skills over the y

and dependent upon their location upon the Oerth s

professions and skills might change

One thing is common throughout all Suloise charac

gain a +2 racial bonus to the racial skills of Seafaring

Swimming Sailing and shing are prominent profess

among all the Suloise peoples so these skills are consid

to be class skills for all Suloise characters

In the Thillonrian Peninsula raiding exploring farming

shing are the prominent professions The Suloise peop

these lands tend to be short-tempered and it is common toberserkers among the warriors of this land The Suloise o

Thillonrian have a strong urge for exploration and are there

much more likely to go adventuring Suloise barbarians

therefore swap out Swimming or Sailing bonuses in favo

an added bonus to their Survival skill The barbarians of

Thillonrian are the least likely of all the Suloise to be intere

in spell casting except for their warrior bards

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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8162019 Oerth Journal 27pdf

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

8162019 Oerth Journal 27pdf

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 34: Oerth Journal 27.pdf

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33

Island-dwelling Suloise tend to excel in the same common

kills of all Suloise but they are expert traders as well Sailors

nd merchants are common among these island dwellers

ecause of this skills like Blu and Appraise can replace the

onus skills of Seafaring and Swimming Rogues Bards and

riests are dominant amongst the island people although

Wizards are not unknown here

In the central Flanaess the Suloise have blended in well with

ther cultures as such they may swap one of their bonuses in

Seafaring or Swimming for another skill common in their area

Many professions are available to Suloise characters living in

he central Flanaess as such all classes are well represented

However Wizards from this area are much more likely to have

eceived training at one of the formal Universities commonly

ound in these nations

In the Amedio Jungle and Hepmonaland many of the Suloise

ecame tanned and freckled and more animalistic in their

utlook then their ancestors where Acts of barbarism animal

acrice and cannibalism are common place among these

Suloise The Suloise of these areas retain their Swimming

kill but they have lost their Seafaring ability This is replaced

with a Survival bonus given the nature of their land Many

f the inhabitants of these lands are little more than slaves

rained in the arts of war and ghters are the major classepresented here but rangers and shamans ndash witch doctors ndash

re not unknown

The organization known as the Scarlet Brotherhood is based

n the Tilvanot Peninsula but has a great many spies and

nformants throughout the Flanaess This is unquestionably a

acist organization which uses any means necessary to obtain

ts goal Suloise domination of the Flanaess

There are many Suloise factions devoted to their cause but

he most feared members of the Scarlet Brotherhood are

ndoubtedly their monks Masters of sabotage and subversion

ll character classes have their place in the brotherhood

xcept for wizards Magic-users associated with the Scarlet

Brotherhood are governed very closely in an eort to preventhe terrible past from repeating itself

The Scarlet Sign ndash as the Brotherhood is often called ndash

elieves that the Suloisersquo past reliance on magic actually

made them weak and is the reason that the Suloise Imperium

rumbled They believe that to be true masters of their order

ne must be adaptable Because of this members of the

Scarlet Brotherhood can add a +2 bonus to any two skills

Blu and Disguise are most common

FIGHTING STYLESThe Ancient Suloise were well-versed in various forms of

ombat whether it be single weapon and weapon-shield

tyles of ghting or though sticusThe slave armies the Suloise Imperium used were all trained

n weapon-shield techniques with little or no armor These

laves relied more upon speed and quickness rather than

rmor as the Suloise cared little for any causalities suered

y their slave forces Magic was used quite heavily and siege

weapons infused with spells hurled re or lighting and were

manned only by Suloise forces Archery was practiced by the

nobility but it was very rare to see the nobility on the e

battle

The Suloise people living in the Flanaess today are

versed in sea warfare Those living in Hepmonaland and

Amedio Jungle seem decient in these areas

On the Thillonrian Peninsula the two handed weapon sty

ghting seem to be preferred though sticus and wres

are common past times Naval warfare tactics revolve aro

the ramming and boarding of a vessel

The Suloise of Hepmonaland and the Amedio Jungle

well versed in both single weapon and two handed wea

styles These Suloise have also developed a unique ma

skill based upon the movements of simians grasping cho

and kicking are common moves This style also uses th

and tosses and are some of this stylersquos more powerful mo

The Suloise of the Tilvanot Peninsula are excellent sailor

such naval warfare is their strength Archery is the prefe

method of battle and the longbow the preferred weapon

dual weapons and single weapon styles are practiced

many soldiers benet from weapon-shield techniques

Perhaps the most dangerous ghting style is that of

monks of the Scarlet Brotherhood Called the ldquoSilent Sashrdquo

style is both feared and renowned on the Tilvanot Penins

It is rare for anyone to escape a monk trained in this sunless it is the monkrsquos intention to let the character live

The Suloise people of the island nations where displ

years ago and have become procient in the ghting st

of the nations to which they ed While these Suloise

the ghting styles of other nations using the ancient way

weapon and shield they also use the ldquoclosed st open f

pugilistic skills of the monks If a Suloise monk uses the ldquoo

handrdquo it is to stun and humiliate his opponent

Siege weapons which strike from a distance are com

place among the more civilized Suloise nations And

Suloise have been known to adapt many of the Oer

ghting styles practiced among other nations

RACIAL FEATSThe following is a list of racial feats that a Suloise chara

may take as hisher bonus feat

You practice the magical arts have been blessed by

ancestry and thus can channel potent magical energies

Benet A character with this feat gains a +2 DC bonu

all spells they cast making it more dicult for their oppon

to overcome or save against spells cast by a character

this feat

Special You may only take this feat as a 1st-level chara

You are from the Thillonrian Peninsula are known for

short temper You are one of a few have even been blesse

cursed with a special raging ability

Benet 1day for every ve levels the Suloise chara

A S [H]

B R [H]

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

8162019 Oerth Journal 27pdf

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 35: Oerth Journal 27.pdf

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34

T S P

Beltar (CECN malice caves pits)Dalt (CG portals door enclosures locks keys)Fortubo (LGLN stone metals mountains guardianshJascar (LG hills mountains)Kord (CG athletics sports brawling strength couragLendor (LN time tedium patience study)Llerg (CN beasts strength)Lydia (NG music knowledge daylight)Norebo (CN luck gambling risks)Osprem (LN sea voyages ships sailors)

Phaulkon (CG air wind clouds birds archery)Phyton (CG nature beauty farming)Pyremius (NE assassins re poison murder)Ranet ( re -deceased)Syrul (NE lies deceit treachery false promises)Vatun (CN northern barbarians cold winter arctic beasWee Jas (LN death magic vanity (love) law)Xerbo (N the sea sailing money business)

may rage like a barbarian of equal level The character receives

ll bonuses and penalties associated with raging as noted on

g 25 of the 35 edition of the PHB

Special You may only take this feat as a 1st-level character

You are from the Amedio JungleHepmonaland and are

rone to cannibalism thus you have gained unique abilities

whenever they consume human esh

Benet When a Suloise character with this ability consumes

t least ten pounds of humanoid esh they gain +5 hit points

nd a +2 to saves versus poison and disease for that day

However if this character goes more than one week without

onsuming humanoid esh they receive a -2 to saves versus

oisons and disease until they consume human esh again

Special You may only take this feat as a 1st-level character

ike many of the Suloise people you are uent in many

anguages

Benet With this feat a character gains two languages for

very bonus they get from their Intelligence scoreSpecial You may only take this feat as a 1st-level character

Suloise characters from the Thillonrian Peninsula Amedio

ungle or Hepmonaland cannot use this feat

You are from the Thillonrian Peninsula and are constantly

xposed too harsh elements as such many have developed

esistance to their environment

Benet A Suloise character with this feat has a +4

esistance to all Cold eects and Cold based attacks Even

pon a failed save this character will experience only half the

uration and half the damage that is normal for said eectSpecial You may only take this feat as a 1st-level character

You are a capable swimmer and are very comfortable at sea

Benet A Suloise character with ranks in swimming who

akes this feat can hold their breath underwater for twice

he duration dictated by their Constitution score They also

eceive a +2 bonus to save against all water based attacks

Special You may only take this feat as a 1st-level character

Though Slerotinrsquos nal fate remains a mystery it is speculated

hat a female from each of the families saved by Slerotin bore

im a child with the hope of imbuing their blood line with the

ower of this seer

Benet A Suloise character with this feat receives

remonitions and glimpses of the future This Suloise character

ains a +2 bonus to all Initiative rolls

C [R]

L [H]

N R [H]

S B [H]

Srsquo E [H]

Special You may only take this feat as a 1st-level chara

The DM may also use this premonition ability as a red her

for adventures

The Suloise of the Scarlet Brotherhood and followers of S

are well versed in the arts of Disguise and Lies

Benet Suloise characters who take this feat receive a

skill bonus to both the Disguise and Blu skills This chara

may also use a Rush Diplomacy if he has 5 or more rank

Blu This character receives a -2 to their Blu rolls but

use their Blu skill to inuence people like a Diplomacy ch

Special You may only take this feat as a 1st-level chara

You like many of the Suloise people hail from civilized la

pursue many elds of study

Benet A Suloise character with this feat can choo

number of non-class skills equal to their Intelligence bo

These skills are treated as class skills for this Suloise chara

Special You may only take this feat as a 1st-level chara

Suloise characters from the Thillonrian Peninsula AmJungle and Hepmonaland cannot take this feat

W-V [H]

S [H]

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

8162019 Oerth Journal 27pdf

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

8162019 Oerth Journal 27pdf

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 36: Oerth Journal 27.pdf

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

8162019 Oerth Journal 27pdf

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

8162019 Oerth Journal 27pdf

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

8162019 Oerth Journal 27pdf

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40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

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Page 37: Oerth Journal 27.pdf

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36

nd the grandmaster lay dead at the foot of the throne and

he knights swore an oath to all the gods of the Bakluni that

Drathirsquos temple would fall The identity of the four knights has

een lost in time but it is believed this was the nal quest of

he mortal man who became AlrsquoAkbar

Thousands rallied to the knights and war began Slowly

he black roots of Drathi were burned from the lands of the

Bakluni with each temple being burnt and the ruins scattered

No follower of the mother of murder escaped the blades of

he knights In the end the Pall fell to the knights on the

teps of Drathirsquos hidden city Rather than letting their armies

ack the city the knights ordered everything burned leaving

he treasure behind rather than risk any of Drathirsquos tainted

blood goldrsquo getting out As they left the mountain redoubt

he knights ordered their armies to dismantle bridges and

estroy the roads leading to the place doing their

est to erase the location o the face of Oerth

The Faith of the Mother of Murder ended

t the edge of the knightsrsquo swords Had

hey carried their ght into the outer

lanes and destroyed the goddess

erself none knew but this act ended

er stranglehold The purge of all

hings Drathi continued for years books

urned mosaics destroyed even the very

warding tokens made by the terried

Bakluni fell into disfavor What could

ot be excised however was that fear It

ngered in the hearts and minds of the

Baklunish people and though it became

ameless that dread remained Where

here is fear however nameless there is

memory and in this collective memory

he last seed of Drathi lurked in the form

f Ruhl AlrsquoThaan

Some say he was Drathirsquos rst born

male child others say he was the rsto call her name in the act of murder some

ven whispered he predated the Mother herself

ut to the priestesses and monks of Drathi he was

legend He was the warden of her prison where

he shackled souls of those killed in her name

emained eternally tortured and stripped of all

estiges of humanity until they could be forged into the blades

f her faithful The knights slew all but him for he was beyond

ven their reach sequestered deep in the heart of the negative

material plane in a penitentiary built of black iron Where

ll had forgotten the Mother of Murder he remembered He

ustained the fear in the hearts of the Baklunish He was the

oogey man that frightened their children He was there athe end of their days to remind their spirits how lucky theyrsquod

een to die by anotherrsquos hand He was the dread of death the

loom that oblivion could not wipe away

Long after Drathi had become nothing more than a

merchantrsquos curse Ruhl left his prison and entered the world

f the living once more On the day of the Colorless Fire he

walked the killing elds wrought by the Twin Cataclysms and

Symbol of the Drahi

culled from the dying seven cowards who begged any

would answer for a way to escape the coming death Into

souls of these seven Ruhl whispered one of Drathirsquos Gloo

the precepts of her ideology and commanded them to pen

down in secret Each died upon completion of this task

collected these seven tomes and saw they reached the ha

of men and women of proper nature who would learn the w

of Drathi once more thus the Pall of Drathi was reborn

Through these seven books the ways of the Mothe

Murder live on and while the Pall has been destroyed to a

many times the books manage to slip away to be found a

allowing the deadly hand of Drathi to add to the inmates o

nal prison

Adventure Hooks

The Seven Books of Gloom oat and

through the market places moving

hand to hand until the right set nd

Six of the seven books are in the h

of the current incarnation of the

the seventh book is rumored to b

the Crypts of House Sammal Ag

are on the move to hire adventu

to lsquoliberatersquo the book from the Cry

A hidden war transpires in the a

and on the rooftops of Thornw

The long entrenched thievesrsquo gui

which the assassinrsquos circle has

been a part battles against a st

cyst of the Pall Despite having gre

numbers the guild is losing gro

They look for allies to help s

against this blast from the past

T EIt is said that those who watch b

change to the outcome of what they obseIn the case of the Elosati this could not be t

Far to the west of the Dramidj Ocean there

nations that are all but myths to the people of

Flanness In one of these nations known as Mur a c

of diviners foresaw the prison of an entity kn

to them as the Essence of Dark Hunger woul

breached and its darkness would consume the world T

Diviners had a strict set of ethics that forbade them from gi

warning or taking any action One young acolyte of this c

could not stay true to his vows Known as Adesh this aco

spoke with impassioned words pleading with his master

act to take a hand to prevent this from happening Altho

they to a man ignored this plea his words moved many ofellow acolytes Under the cover of night this group of aco

gathered to them what they could writings divining t

and books that held the teachings of divination and ed t

homeland

In ships meant for shallow coastal sailing and with not

more than a simple direction the acolytes sailed eastw

They encountered many things both wondrous and hor

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

8162019 Oerth Journal 27pdf

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38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

8162019 Oerth Journal 27pdf

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39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

8162019 Oerth Journal 27pdf

httpslidepdfcomreaderfulloerth-journal-27pdf 4143

40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

8162019 Oerth Journal 27pdf

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8162019 Oerth Journal 27pdf

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Page 38: Oerth Journal 27.pdf

8162019 Oerth Journal 27pdf

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37

Symbol of the Elosanti

The weather itself tore at them with terrible fury destroying

many of their vessels forcing them to stop for repairs often

By the time they reached the shore of what is now Ekbir only

ne ship remained and only nine former acolytes survived

Adesh was one of them though missing an eye from his

ravels he led his eight brothers inland following the Tuik

iver eastward

Many days later the band came to a headland that protruded

bove the otherwise low plains near the river At rst they

meant to only stay the night but that very night all nine of the

colytes had powerful visions of this being this Essence of

Dark Hunger They learned in

his vision many of its names

ut the one loudest of all was

Tharizdun Their journey was over

nd their task now began

Their collection of tents became

wooden huts and their skills as diviners

made them valuable to the wandering

ribes of Baklunish With the help of these

ribes the nine constructed a series of rst

wooden but later stone circles to aid in their

ivining some measured the year in this new

and others when the seasons would changeSlowly they integrated all of these dierent

alendars into one massive stone circle that allowed

hem to accurately predict several things Around

his headland the wandering tribes started to settle

aving accurate calendars made it possible for them to

row things rather than hunt The diviners also brought

with them the knowledge of their homelandrsquos techniques

f irrigation improving the yields of these rst

arms They named this place lsquoSef-anrsquoMurrsquo or

Our Eastern Homersquo

Time passed and the visions of the release came less and

ess soon it came only to Adesh Though his eight companions

ad faith in his visions they felt the yearning that all meneel and took wives of local stock Their children grew and

he weight of years bent the backs of these nine men Adesh

eared that the truth of his visions would be beyond the scope

f his life In his nineties Adesh decided he needed to ensure

hat their watch would continue A wizard of great skill beyond

eing a Diviner Adesh bent his art to the task of altering one

f the few remaining relics of the ancient Murian Cabal The

ye of Amur He augmented this rubyrsquos seeing abilities but also

wove into it the ability to record his visions his knowledge all

he dedication it took to carry himself to this place so far from

is homeland The Eye of the East was born Adesh died the

morning after its completion gripped by the most powerful of

is visions His eight companions wrote down his dying wordsThese words and the Eye were his last gifts that he gave with

is last breath to his successor Tarun the eldest son of one of

is eight followers

Thus the traditions of the Elosati came to pass Each leader

nown as the Arch-Seer would receive the Eye of the East

nd the Adeshrsquomal the scrolls carrying the dying words of the

revious Arch-Seer upon the former Arch-Seerrsquos death The

drive the relentless need of Adesh empowered the Eye

thus the successive line of Arch-Seers to remain faithful to

task The time of the release was coming and the Seers of

anrsquoMur (Later corrupted to simply lsquoSefmurrsquo) would be rea

Time marched on and the Baklunish Empire grew absor

the city and the Seers of Sefmur quietly continued t

charge unnoticed by the powerful elemental mages of

Empire Arch-Seers came and went the Eye ever gleam

in their turbans and the Adeshrsquomal growing from scrolls

full-edged tome

When war with the Suel started the Seers of the El

oered what help they c

to their adopted homel

Generals however dem

precise information so vision

the future were less valuable

seeing what the enemy was doin

the present so the Elosati were less

less used The Twin Cataclysms ca

much upheaval throughout the worl

Oerth but no more so than with the Elo

In this apocalyptic moment that shook

planes themselves those twisted souls

worshiped He of Darkness Eternal summonpiece of him from his prison into the world

spawn this avatar sought to use the confusio

the twin cataclysms to free its dark father but

Elosati were long since prepared

With their visions of the future the Elosati had wo

for centuries subtly maneuvering individuals tow

paths that would produce houses of honor and virtue

would have scions perfectly placed to handle

very event Heroes rose to face this avata

darkness tracking it across the land ghting it at every

until it fell into a chasm with landslides pouring in after it

feared release was averted

This event also sparked the schism in the Elosati Twere those in the order that saw this as the success of

ancient goal while others were not so hopeful This discus

grew until the past repeated itself with a splinter of the Elo

leaving This time however it was the Arch-Seer and his ar

supporters who left The Diviners of Sefmur turned their b

on this chapter of their lives while the Arch-Seer took

people into what is now Ket Settling in the mining tow

Molvar what remains of the Elosati began anew manipula

events to give rise to champions when the world has nee

them most

Adventure Hooks

The Diviners of Sefmur have long sought the return of wthey see as their relics the Eye of the East and the Adeshrsquo

Though always stopping short of actual bloodshed the Divi

have come to the conclusion that more clandestine met

must be taken Arsquonigne a young diviner is in Shaderis qu

seeking aid to help her obtain the relics one way or anot

The ery young woman has not drawn the attention of

Seers yet but if she does not nd help soon that will chan

8162019 Oerth Journal 27pdf

httpslidepdfcomreaderfulloerth-journal-27pdf 3943

38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

8162019 Oerth Journal 27pdf

httpslidepdfcomreaderfulloerth-journal-27pdf 4043

39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

8162019 Oerth Journal 27pdf

httpslidepdfcomreaderfulloerth-journal-27pdf 4143

40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

8162019 Oerth Journal 27pdf

httpslidepdfcomreaderfulloerth-journal-27pdf 4243

8162019 Oerth Journal 27pdf

httpslidepdfcomreaderfulloerth-journal-27pdf 4343

Page 39: Oerth Journal 27.pdf

8162019 Oerth Journal 27pdf

httpslidepdfcomreaderfulloerth-journal-27pdf 3943

38

Ever-manipulating the lives of those around them the Seers

f Adesh (As they publicly call themselves) are attempting to

rrange the marriage between two minor Ketite noble houses

ut a long-standing feud is frustrating them The advent of

ome adventurers into the mix might well serve to breech this

talemate

T Fate can be cruel or so it seems at the time Where some see

he cruel hand of Istus and rail at the lack of fairness others

ee opportunities Such can be said for Duskinvorastrixithael

Known as Dusk a dragon born with brilliance guile and

varice betting a wyrm of legend but in the body of a tiny

seudo-dragon

First to hatch of her clutch-mates her parentrsquos nest was

oo close to an aperture to the plane of shadows All would

ave been born with a touch of shadow in them had Dusk not

cted and destroyed the rest of her nest-mates before they

atched In scant years she outstripped her parents and

ound that being a big sh in a small pond did

ot translate well to large ponds Had Fate

ot had a hand in the small dragonrsquos

estiny once more she would have

nded up a very smart meal forome goblin or orc

The pseudo-dragon felt a

aint calling which lead her

nto the Southern Yatil

Mountains to the hidden

astion of the Black

Agate an infamous

Ketite necromancer

At rst Dusk thought

he mighty Black

Agate had issued

he call but reality

ashed her hopeswhen she found

he originator of

he call a lowly

pprentice named

Dakshina

The woman

was bright but not

articularly wise or

ersonable and it was

he former that led her to

ry summoning a pseudo-

ragon for her familiar Shersquod

ompletely fouled up the ritualhat only called Dusk and did not

ind her in any way She considered

illing the human woman in her sleep

nd stealing what she could but a thought

truck her Here as a familiar if in name only she

ould learn from one of the greatest wizards of

Oerth Dakshina could not match the dragonrsquos

Symbol of the Faelshenda

guile or brilliance and believed that shersquod performed the r

properly Thus began the Education of Dusk

The pseudo-dragon learned wizardry at a staggering

easily outstripping her supposed lsquomasterrsquo Dakshina

avarice that burned in her heart soon got the better of

and used her inuence over the woman to organize an at

on the Black Agate himself intent on taking his strongho

her own Dusk found out on that day that brilliance no ma

how great could never match genius Despite the surp

attack and the furious power the pseudo-dragon and

dupes unleashed on the Necromancer he proved too st

and destroyed their assault killing the majority of her a

and leaving Dakshina a burned out husk Dusk comman

the few corpses that were still whole ed with whatever

could grab on the running battle to escape the Black Aga

stronghold

Once within the Bramblewood Dusk went to ground

looked over what she had Most of it expendable items

as wands and potions The corpse of Dakshina held

deathgrip the spellbook that was Duskrsquos m

than it was Dakshinarsquos She also clutc

to her bosom a second book an ea

work by the Black Agate hims

precursor to his Skinplate Cotitled The Secrets of S

Within the tome Dusk fo

the formula for sev

magic items includin

suit of armor that w

allow the wearer

assume the likene

any humanoid tha

armor had skin f

With this disco

the Faelshenda

born

Dusk stime crafting ar

using her spell

take command

a clan of ogres

using them to wa

travelers a

the roads to ga

material for her ar

She also used this

to perfect a ritual

would let her bind a hu

to her as her familiar S

grown fond of the beauDakshina and forces her fam

to assume that form Through

Dusk started gathering thieves

the proper skill and provided them

the Skinwrought Armor Thus far there are

lsquoshadowed mastersrsquo who each manage ca

of minions Those that show promise are g

8162019 Oerth Journal 27pdf

httpslidepdfcomreaderfulloerth-journal-27pdf 4043

39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

8162019 Oerth Journal 27pdf

httpslidepdfcomreaderfulloerth-journal-27pdf 4143

40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

8162019 Oerth Journal 27pdf

httpslidepdfcomreaderfulloerth-journal-27pdf 4243

8162019 Oerth Journal 27pdf

httpslidepdfcomreaderfulloerth-journal-27pdf 4343

Page 40: Oerth Journal 27.pdf

8162019 Oerth Journal 27pdf

httpslidepdfcomreaderfulloerth-journal-27pdf 4043

39

Symbol of the Asimrsquoal-Ejdeha

evices crafted by Dusk Even the shadowed masters have

o clue that the beautiful Dakshina is a mouthpiece for the

evious pseudo-dragon

Now with wealth worthy of a dragon Dusk continues to

uild her organization in hopes to someday defeat the Black

Agate and write her name in the annals of Draconic Lore

Adventure Hooks

When a lsquoDakshinarsquo is killed Dusk suers as would any

wizard losing her familiar but the pseudo-dragon knows she

as to acquire another one quickly to keep her minions in line

While she prefers Rogues or Bards she has taken a Sorcerer

more than once This lsquosurvivalrsquo of Dakshina only increases the

mystique of the group and their seemingly invincible leader

Dakshina and the Faelshenda can plague the player characters

ver and over again each time they think theyrsquove killed her

nd she returns

The Black Agate has nally decided to reclaim

is lost property and has sent one (Or more)

f his infamous Dark Hunters on the trail

f Dusk The terried Pseudo-dragon

Through her familiar) tricks the PCs into

rotecting her from the relentless minions

Arsquo-EjThroughout the lands of Man and Elf there

re knightly orders galore Paladins though

ar less common ock to these orders as

he height of the virtues embodied by their

atron gods Ket is no dierent Paladins

ledge their oaths to AlrsquoAkbar just as they

ledge them to other gods of law and

oodness in other lands and they stand as

hining examples to all The devoted of Asimrsquoal-

jdeha are unique among the pious knights

f Ket in that they move in secret through

he land ghting and dying against thoseorces that would undermine and destroy

he four virtues that all good and honest

etites uphold Honor Family Generosity

nd Piety They are the protectors of the

Dragon

Founded long ago in the annals of

Baklunish history the Protectors of the

Dragon owe their birth to of all people the

all of Drathi It was the fear born by these

murderers that threatened to rend the

ociety of Bakluni asunder and AlrsquoAsim one

f the four knights who stood against them

ad wisdom or insight to realize if it coulde done once it can be done again He gathered his most

rusted and loyal of knights and to them entrusted the safety

f their people for all time

This core of loyal knights gathered and discussed how

est to manage this task placed before them They like their

eader had wisdom enough to see that a standard knightly

rder would never do Knights by nature live a life apart from

the people focusing instead on martial practice and knig

traditions They were also wise enough to know that

common for knights to fall under the onus of evil and

targeted to weaken their resolve To protect the people

had to live as them

Thusly the Asimrsquoal-Ejdeha are through much of their

shopkeepers merchants and farmers They live by the

precepts exemplifying them in their daily lives They r

families they help their neighbors they give generous

church and those in need they advise those who rule

when the need arises they don their armor take up

signature shields and stand the line against the evils

would rot the roots of Ketite society

When those sympathetic to Iuz took Ket into alliance

the Cambion King the Protectors took hand in the undergro

movement to ght both Iuz and those Ketites loyal to

They were the spark that started the res of rebellion

blades struck down the vile in the dead of n

and when the forces of evil teetered

Silver Shields of the order gleamed

beacon for all to rise up and throw o

corrupted leaders Once their task was d

however the Protectors faded back into

population They are faceless protecfor as their founder said lsquoA True Man cr

neither notoriety nor adoration from

brothers but basks in the knowledge o

safety he has wroughtrsquo

Cells of Protectors meet once a w

when possible and the entire order gat

only once a year Events of region is

along through complex ciphers and co

messages usually delivered by ca

bird While the Knights are as varied as

itself there are two traits common to

members of the Asimrsquoal-Ejdeha the

maintain and tend personal aviaries all are avid students of Dragonchess O

the coded are messages carry termino

of the game

Adventure Hooks

Two Cells have gone missing in

Thornward region with only one cry

message sent to the Order leader

Lopolla Unable to send their own mem

the heads of the order are looking to

adventurers to nd out what has happe

The death of a Protector is no

unusual occurrence but when posthe body is interred in the Hidden Hypogea a collectio

underground tombs in the Tusman Hills north of Lopolla

rise of Gnollish activity in that region has made it di

for the Knights to keep the location safe Options are b

discussed

8162019 Oerth Journal 27pdf

httpslidepdfcomreaderfulloerth-journal-27pdf 4143

40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

8162019 Oerth Journal 27pdf

httpslidepdfcomreaderfulloerth-journal-27pdf 4243

8162019 Oerth Journal 27pdf

httpslidepdfcomreaderfulloerth-journal-27pdf 4343

Page 41: Oerth Journal 27.pdf

8162019 Oerth Journal 27pdf

httpslidepdfcomreaderfulloerth-journal-27pdf 4143

40

T C I

Beings of great power regardless of alignment draw to them

hose that are for whatever personal reason willing to do

heir bidding Commanders call them armies Kings call them

itizens and Deities call them worshipers Whatever the title

hey come Iggwilv is no dierent Over the many years she

as plagued the Oerth she has called armies of minions to her

ut while most are burned up shielding her from those that

would stop her there are always more Where she has been

ollowers gather and while most go to where she is some

emain behind and become cults These cults come and go

ften swelling around charismatic leaders who call to Iggwilv

eeking power aid enlightenment even romance Ket despite

ll itrsquos righteous devout people plays host to cults of Iggwilv

more often than most regions due to the fact she lived here

or some time These cults inevitably fall apart on their own or

re broken by the Mullahs most fo the time rarely managing

o draw the attention of Iggwilv Time passes and another cult

ises from the ashes to keep the name Iggwilv whispered in

he shadows of Ket

Abbas Sammal the fourth son of an old noble house founded

he current Cult of Iggwilv some forty years ago A student

f both history and magic Abbas became enamored with the

tories of the Witch Queen Though only a minor skill in magice used the wealth of his family to fund the cult in the capital

ity of Lopolla Most of the members were young nobles

lso well outside the lines of succession and were destined

or sycophant-hood Many of the rituals were little more

hen elaborate minor summonings of lesser demons coupled

with drugs and wine that ended in debaucheries Abbas so

onvinced his rituals would draw Iggwilvrsquos attention did not

are how dangerous he made things His obsession grew to

manic levels

One night as Abbas conducted one of his lsquogreat convocationsrsquo

e actually managed to open a portal to the Abyss What

ame through was not Iggwilv but something that

ould easily take advantage of his obsession Irkaeli powerful Abyssal Hag She sensed his obsession

nd the depraved souls of his cult and slipped

nto the world of men As she stepped out of the

moke and haze she masked her hideous form

with the beautiful features of Iggwilv herself a

eceit that amused the hag greatly

She fed the ego of Abbas even as she fed on

he souls of his cultists aicting their dreams

ven as she whispered arcane secrets to him the

ult of wastrels destined to a short and painful

emise suddenly became much darker and even

more twisted Under her tutelage Abbasrsquo grasp of

magic grew as did his cultThe ersatz Iggwilv gave him truenames of demons

while strong enough to be of use were not so strong

s to challenge her The drugs and debauchery of his

rst pitiful attempts at rituals gave way to true darkness and

hose of the cult who were too weak to follow him were the

rst to be sacriced Irkaeli had found a hunting ground ripe

with tainted souls

Symbol of theCult of Iggwilv

Years passed and Abbas became a force in the dark pl

of Ket and Irkaeli bound him to her will with each lust-

night he spent in her Iggwilv-sheathed arms She gave

to his daughter a cunning greenhag named Zohrah and s

mother and daughter alike twisted and deceived Abbas u

him as a puppet to expand their cult and more importa

draw in the dark souls that Irkaeli culled as larva for

markets of Pazunia Calling other daughters Irkaeli bro

Vukol a powerful Annis-werewolf and Amelaki A Sea

druidess into the cult setting the three of them to man

Abbas As time passed the Cult of Iggwilv became a dark

choking Lopolla

This all changed when Symrsquoar came onto the scene At

she thought the cult actually had her motherrsquos patronage g

the power of its leadership but that hope turned to rage w

she discovered the Hagrsquos deception Weaving spells as

one of Iggwilvian blood could Symrsquoar destroyed Abbas and

circle of devotees The battle raged deep into the bowels o

old temple theyrsquod claimed as their base costing Amelak

life When the remaining two hags called for their mother

came with all the allies and powers she could gather but it

not enough Symrsquoar shattered her onslaught either dismis

or destroying her allies and binding the powerful Abyssal

Zohrah and Vukol bowed in surrender to the powerful smuch to their motherrsquos dismay

Symrsquoar took the remained of the cult and culled fro

any who were too weak to be of use Working in secret

expanded the reach of the cult but this time rather than

dark and tainted souls destined to be culled by the ha

reached into the noble houses and temples of Ket Dra

the heart of the cult away from the capital Symrsquoar took

ancient giant fortress of Demonroot as hers and from its

shrouded gates sent forth her minions to gather the sec

of a nation Zohrah and Vukol serve the daughter of Igg

loyally but she does not trust them knowing that if

could betray their own mother she would be next w

she to let down her guard While the nation breathes easier thinking

cult has been destroyed its learned and wise

only now beginning to realize that somet

dark still tempts the souls of men and they d

what it may be

Adventure Hooks

Rumors of another daughter of Iggwilv

reached Symrsquoarrsquos ears She has sent group

the cult into the Yatils without much succ

For the woman of many faces it would be ch

play to trick a group of adventurers to do the

but she isnrsquot interested in seeing this daughter kFinding the right group is proving dicult

The looting of the Vault of Daoud was

nal straw that saw Iggwilv chased out of Ket t

many years ago now Symrsquoar is considering using that V

as a means to weed any powerful adventurers out of the g

graces of the Mullahs and people

8162019 Oerth Journal 27pdf

httpslidepdfcomreaderfulloerth-journal-27pdf 4243

8162019 Oerth Journal 27pdf

httpslidepdfcomreaderfulloerth-journal-27pdf 4343

Page 42: Oerth Journal 27.pdf

8162019 Oerth Journal 27pdf

httpslidepdfcomreaderfulloerth-journal-27pdf 4243

8162019 Oerth Journal 27pdf

httpslidepdfcomreaderfulloerth-journal-27pdf 4343

Page 43: Oerth Journal 27.pdf

8162019 Oerth Journal 27pdf

httpslidepdfcomreaderfulloerth-journal-27pdf 4343