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The Kingdoms of Kalamar

PlaPlayer’s Guide to the Sovereign Landsyer’s Guide to the Sovereign Lands

AAuutthhoorrss:: Lloyd Brown III, Brian Jelke, David S. Kenzer, Noah Kolman, Don Morgan, Mark Plemmons

TTaabbllee ooff CCoonntteennttss

1

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2Chapter 1 . . . . . . . . . . . . .Races . . . . . . . . . . . . . . . . . .3Chapter 2 . . . . . . . . . . . .Classes . . . . . . . . . . . . . . . . .40Chapter 3 . . . . . . . . .Prestige Classes . . . . . . . . . . . . .82Chapter 4 . . . . . . . . . . . . .Skills . . . . . . . . . . . . . . . . . .98Chapter 5 . . . . . . . . . . . . .Feats . . . . . . . . . . . . . . . . .113Chapter 6 . . . . . . . . . . . .Religion . . . . . . . . . . . . . . .128Chapter 7 . . . . . . . . . . .Equipment . . . . . . . . . . . . . .159Chapter 8 . . . . . . . . . . . .Combat . . . . . . . . . . . . . . .178Chapter 9 . . . . . . . . . .Adventuring . . . . . . . . . . . . . .183Chapter 10 . . . . . . . . . . . .Spells . . . . . . . . . . . . . . . .205Chapter 11 . . . . . . . . .Magic Items . . . . . . . . . . . . . .250

AppendicesGlossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .260Place of Origin Tables . . . . . . . . . . . . . . . . . . . . . . .267Character Record Sheet . . . . . . . . . . . . . . . . . . . . .274

Questions, Comments, Product Orders?Phone: (847) 662-6600Fax: (847) 680-8950email: [email protected] our website: wwwwww..kkeennzzeerrccoo..ccoomm

© Copyright 2006 Kenzer and Company. All Rights Reserved.

This book is protected under international treaties and copyright laws of the UnitedStates of America. No part of this book may be reproduced, without the expresswritten consent of Kenzer and Company. Permission is granted to the purchaser ofthis product to reproduce sections of this book for personal use only. Sale or tradeof such reproductions is strictly prohibited.

PUBLISHER’S NOTE:This is a work of fiction. Names, characters, places and incidents either are theproduct of the authors’ imaginations or are used fictitiously, and any resemblanceto actual persons, living or dead, events or locales is entirely coincidental.

Kenzer & Company511 W. Greenwood Ave.

Waukegan, IL 60087

With respect to trademarks: Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer and Company.The Player’s Guide to the Sovereign Lands and the Kenzer andCompany logo are trademarks of Kenzer and Company. © Copyright 2006 Kenzer & Company, Inc. All Rights Reserved. Dungeons & Dragons is a trademark owned byWizards of the Coast, Inc., a subsidiary of Hasbro, Inc.

AADDDDIITTIIOONNAALL CCOONNTTRRIIBBUUTTOORRSS:: Jeff Abar, Jolly Blackburn,

Scott Casper, Dan Donnelly, D. Andrew Ferguson, Ed

Greenwood, Christopher Heath, Richard Jensen, David

Johansson, Steve Johansson, Robert King, Rob Lee, Andy

Miller, James Mishler, Barratt Moy, Jarret Sylvestre, John

Terra, Tony Wilson and D.M. Zwerg

PPRROOJJEECCTT MMAANNAAGGEERR:: Mark Plemmons

PPRROODDUUCCTTIIOONN MMAANNAAGGEERR:: Steve Johansson

AARRTT DDIIRREECCTTOORR:: Mark Plemmons

GGRRAAPPHHIICC DDEESSIIGGNN:: Steve Johansson

CCOOVVEERR IILLLLUUSSTTRRAATTIIOONN:: Thomas Woods

IINNTTEERRIIOORR IILLLLUUSSTTRRAATTIIOONNSS:: Matthew Armstrong,

Caleb Cleveland, Keith DeCesare, Thomas Denmark,

Marcio Fiorito, Tom Galambos, Lars Grant-West, Jon

Hodgson, Jonathan Kirtz, Chuck Lukacs, Jeremy Mohler,

David Esbri Molinas, Travis Moore, Gregory Price, Kevin

Wasden

VV33..55 RREEVVIISSIIOONNIISSTTSS:: Lloyd Brown III, Troy Daniels, Brian

Jelke, Rob Lee, Mark Plemmons

PPLLAAYYTTEESSTTEERRSS:: German Altgelt, John Benner, Holger

Brackmann, brynjolf, Douglas Click, Len Cogle, Roxann

Cogle, Joel Conner, Brad Daeda, Troy Daniels, Gary Duell,

Ted Elsner, Gigi Epps, Craig Furness, Leslie Furness,

Randy Gardner, Phil Greenwood, Alison Grisenthwaite,

Casey Grooms, Jeff Harding, Roy Hart, Jim Ivens, Pam

Ivens, Patrick Judy, Mark Lane, Rob Lee, Marc Kowallik,

Glenn Martin, Harald Menschel, Oliver Mauermann,

Hans Messersmith, Greg Nelson, Roger Pascal, Mark

Prater, Patrick Pricken, John Richard, Lee Sharp, Michelle

Sharp, Kevin Stillwell, Brian Testa, Jeff Thomas, Stefan

Thomassen, Thomas Young, Bill Watson, John Williams,

John Wright.

Introduction

The Kingdoms of Kalamar campaign setting sourcebook offers avast amount of information on the lands of Tellene, its inhabi-tants, organizations, major languages, cities, deities, armies,codes of law and so on. It also includes hundreds of intriguingadventure hooks for a Dungeon Master to make his or her own.Meanwhile, the Kingdoms of Kalamar Player’s Primer provides thebasic details of life in the Kingdoms of Kalamar campaign setting,helping players recognize what their characters know and whatthey believe (often the two are quite different), and fleshing outtheir personal histories and family backgrounds.

The Player’s Guide to the Sovereign Lands, on the other hand,introduces new classes, races, feats, spells, equipment and otherrules mechanics not found in the standard D&D Player’sHandbook. It also introduces even more helpful guidelines tomake your character feel like he or she belongs in the SovereignLands.

WWHHAATT IISS TTEELLLLEENNEE?? TTHHEE SSOOVVEERREEIIGGNN LLAANNDDSS?? TTHHEE KKIINNGGDDOOMMSS

OOFF KKAALLAAMMAARR??Tellene is a planet similar to Earth, but with a warmer

climate. Many different races of beings populate Tellene,including humans, elves, dwarves, gnomes, halflings, hobgob-lins and many types of monsters and other humanoids.

The lands of Tellene defined in the Kingdoms of Kalamarcampaign setting sourcebook are often referred to as the SovereignLands, and include the kingdoms of Brandobia, the KalamaranEmpire, the cities and city-states of Reanaaria Bay, the Isle ofSvimohzia, the Wild Lands and the Young Kingdoms.

The Kingdoms of Kalamar campaign setting is named after thegreat Kalamaran Empire, which once covered much of Tellene.But time weighs heavily upon all, and the empire’s reach is notwhat it once was. Its provinces declare independence,hobgoblin kingdoms thrive and foreign empires expand, whilethe monsters of the land grow stronger than ever. Still, its influ-ence is felt almost everywhere in Tellene.

WWHHAATT AARREE SSOOMMEE HHIIGGHHLLIIGGHHTTSS OOFF TTHHEE KKIINNGGDDOOMMSS OOFF KKAALLAAMMAARR

CCAAMMPPAAIIGGNN SSEETTTTIINNGG??The Kingdoms of Kalamar is a vibrant setting for your game,

alive with rich characters, imminent danger, complex intrigueand exciting adventure, all awaiting your shaping hand. It is arobust and detailed world filled with many cultures, bothhuman and humanoid. It is also a world rife with adventurepossibilities, where fantastic creatures roam the wilderness, evilclerics worship evil deities hell-bent on destruction, and thedead rise again to spread terror throughout the world. Here,complex political alliances mix with marauding bands ofhumanoids and technology and industry come face to face withmagic and the fantastic. This setting combines the best of thereal medieval world with all the elements of fantasy you havecome to enjoy. And while nearly any setting suffices for a singleadventure, these qualities make Tellene an engaging gamesetting for your character to live in and explore, long after thenovelty of the “tourist bazaars” has worn thin.

This is partly because of the strong geo-historical basis of thesetting. The maps feel right because they are right, at least froma standpoint of verisimilitude. The continents, the lakes, therivers, the forests, all the geographical features are based on realexamples. The setting was built from the ground up, and it wasbuilt with an attention to detail. Everything was determined atthe start, from the direction of the prevailing winds to the plate

tectonics. There are no glaciers in the middle of warm lakes, noswamps adjacent to deserts, nor huge jungles in temperatelatitudes. The realistic basis of the setting allows it to becomethe invisible backdrop for the real action: you.

Your player character is the real hero of any game. Yourescue the princess and you recover the stolen Whatzit for LordSo-and-So. You are the focus, and a campaign world should beshaped by your actions, not the other way around. Tellene isthat kind of campaign world as it offers you the opportunity tobe a world-shaper. Life in the Sovereign Lands is guided byordinary men and women with extraordinary courage andresolve. This book gives you the information you need tobecome one of those people. But fear not, for all the detail andbackground history that this setting provides adds depth toyour adventures without confining them. The Kingdoms ofKalamar campaign setting allows you to be the author of yourown destiny by providing the scenery but not the story.

Of course, player characters cannot be everywhere at once.The world continues moving even when you are off exploring aforgotten dungeon somewhere. Evil cults spread their influ-ence throughout a small town. A village succumbs to a myste-rious disease. A band of humanoids halts merchant routesbetween two cities. Villains even kidnap princesses when youare not around to do anything about it. What happens then?Well, usually the Vicelord has his way with her. You see, theNPCs of Tellene are not inept; otherwise, they would not beworthy (or successful) villains. A world full of morons is noplace to live. You need the good, the bad and even the so-so topopulate your campaign to make the party’s heroic deeds excep-tional. After all, if everybody on the block is a superhero,nobody stands out.

The Kingdoms of Kalamar campaign setting enhances yourgaming experience by providing you a realistic backdrop foryour character. Every type of person you could imagine livessomewhere on Tellene. In fact, that’s one of the reasons this issuch an enjoyable setting to play in: it is tremendously versatile.No matter what type of character you choose to play, you shouldfeel confident that they will have an important place in theworld of Tellene.

The setting also provides a realistic, dynamic world for yourcharacter to live in. Every sort of adventure can be found on thecontinents of Tellene. Whether you dream of finding greatriches in the bellies of mountains or ridding the desert ofundead abominations, the Kingdoms of Kalamar setting providesthe where and the how, all the while maintaining a commit-ment to realism that lets you experience your character’s adven-tures in the most satisfying ways.

In the Sovereign Lands, your character has a chance to standout. In fact, you have a chance to be the greatest character in thecampaign world. However, greatness is different for everyindividual. While you may dream of conquering the continentand bringing peace and prosperity to its people, others maywish for the ultimate in scholarly or magical achievement.What sets this setting apart is its ability to give you the oppor-tunity to do all this and more without sacrificing continuity orcommon sense. This book provides rules for playing haughtynobles, influential clerics and avaricious warlords. It alsoincludes information on customizing your character for Telleneand more detail on the various races and subraces that populatethe continent. Here you are presented with the opportunity tobecome great. Realizing that opportunity, however, requiresskill, effort and a little bit of luck.

2

Dwarven warriors carry the body of a fallen leader deep into

their underground mountain city, passing the tombs of kings

dead for some thirty dwarven generations. Wandering Dejy

nomads explore the ruins of a fallen civilization deep within the

massive Vohven jungle, and awake a power none could expect.

Bold adventurers set off into the Khydoban desert, seeking a

country populated with undead and ruled by a powerful lich

lord. Barbarian horselords war among each other for control of

territory, while Slennish cultists kidnap the innocents left

behind the lines. Xenophobic elves patrol the Lendelwood,

guarding their ancient city against a threatened human assault.

These adventures and more are yours when you step into the

Kingdoms of Kalamar.

In the world of Tellene, your character is not defined merely

by his statistics. A character’s background, native land, race,

religion and much more all play important parts.

CREATING A CHARACTER

Although you can use the rules in the Dungeons & Dragons

Player’s Handbook to create any type of character for the

Kingdoms of Kalamar campaign setting, this chapter (and

indeed, the rest of this book) explains how to create a character

specifically designed for the world of Tellene. To create a 1st-

level character, simply turn to the D&D Player’s Handbook and

follow the steps, making sure you review the additional

character features in this book.

Character Races

Many different races of beings populate Tellene. The six

predominant human races share the world with dwarves, elves,

gnomes, halflings, hobgoblins, orcs and a wide variety of other

humanoids. In a Kingdoms of Kalamar campaign, a number of

races are available for players. The standard races described in

the D&D Player’s Handbook are present on Tellene (a large

continent, though its inhabitants believe it encompasses the

Chapter 1: Races

Chapter 1

Races

TABLE 1–1: RACIAL ABILITYADJUSTMENTS

RACE ABILITY ADJUSTMENT FAVORED CLASSHuman None AnyDwarf, Hill +2 Constitution, -2 Charisma FighterDwarf, Mountain +2 Constitution, -2 Wisdom FighterDwarf, Stone +2 Constitution, -2 Intelligence* RogueElf, Dark +2 Intelligence, -2 Constitution Cleric (female),

Wizard (male)Elf, Gray +2 Intelligence, -2 Constitution WizardElf, High +2 Dexterity, -2 Constitution WizardElf,Wild +2 Dexterity, -2 Intelligence* BarbarianElf,Wood +2 Dexterity, -2 Charisma RangerGnome, Deep +2 Constitution, -2 Strength FighterGnome, Forest +2 Wisdom, +2 Charisma, Druid

-2 StrengthGnome, Rock +2 Constitution, -2 Strength BardHalf-elf None AnyHalf-hobgoblin (Kargi) +2 Constitution, -2 Intelligence* FighterHalf-hobgoblin (other) +2 Dexterity, -2 Wisdom, Fighter

-2 CharismaHalf-orc +2 Strength, -2 Intelligence*, - Barbarian

2 CharismaHalfling, Golden +2 Intelligence, +2 Wisdom, Psion

-2 StrengthHalfling, Lightfoot +2 Dexterity, -2 Strength RogueHobgoblin, Krangi +2 Dexterity, +2 Constitution, Fighter

-2 Intelligence*, -2 Wisdom,-2 Charisma

Hobgoblin, Kargi +2 Dexterity, +2 Constitution, Cleric-2 Intelligence*, -2 Wisdom,-2 Charisma

Hobgoblin, Dazlak +2 Dexterity, +2 Constitution, Ranger-2 Strength, -2 Intelligence*

Hobgoblin, Kors +2 Dexterity, +2 Constitution, Fighter-2 Intelligence*, -2 Wisdom,-2 Charisma

Hobgoblin, Rankki +2 Strength, +2 Constitution, Fighter-2 Dexterity, -2 Intelligence*

* A player character’s starting Intelligence can be no lower than 3. If thismodifier lowers the Intelligence score below that, keep the score at 3. 3

Chapter 2: Classes

suffering an experience point penalty. The Basiran dancer,

brigand, gladiator, infiltrator, shaman, spellsinger and

watchman are variant classes specific to the Sovereign Lands.

Their descriptions follow.

BASIRAN DANCER

“What can I do that a regular dancer can’t? What, you mean

aside from kicking your knee so hard that the kneecap erupts

from your skin and skitters across the floor?”

– Jandy Gozer, gnome Basiran dancer

People across Tellene know Basiran dancers for their exotic

skills, grace and outrageous costumes. According to legend, the

ancient masters of the dance were famous fighters who hid

secret fighting techniques among the innocuous popular

dances of the time. These dancers appear in courts as far apart

as P’Bapar and Tarisato, and from metropolitan Bet Kalamar to

rustic Segeleta. While the overwhelming majority of Basiran

dancers are female, male characters do have roles within the

intricate dance, and some of the most famous dancers have been

male.

The first Basiran style of dance, known as samarata (or “dance

fighting”), traces its roots back to the meeting of the Kalamarans

and Fhokki in the area now known as Dodera. Each culture

argues that it invented the style and introduced it to the other,

but the evidence supporting either claim is suspect. In any case,

since the founding of the famous Ladies’ School of Dance and

Culture in Bet Urala in 220 IR, Basir and Tokis have been the

centers of the old tradition. More recent dance styles can be

found in the supplement Stealth and Style: A

Variant Class Guidebook to the Infiltrator and

Basiran Dancer.

Now, before we get started, let’s clear up a

common misconception. Basiran dancers

don’t necessarily come from the Kingdom of

Basir, in the Kalamaran Empire. The term

“Basiran dancer” mostly describes the kind

of dancer, not the place of birth. Another

way of saying “Basiran dancer” is “a dancer

trained in the style of dance that Basir is best

known for.” Basiran dancer is a shorter and

easier term to use.

MAKING A DANCER

As a Basiran dancer, you are devoted to a

unique and exciting form of expression. You

hold to a tradition of culture that you believe

should not be forgotten. You are the subtle,

versatile, intelligent, nimble, persuasive sort

– the kind who support their comrades and

smooth over the bumps and scrapes in dealing with stubborn

folk.

If your adventuring party lacks a character with diplomatic

ties (often the cleric, who has ties to an established church), you

make a great substitute when it comes to serving as mediator

between the party and those of noble blood or rank in the

community. If your group is missing an arcane caster, you can

serve that role by casting spells, but your spells tend to have dual

purposes: utility is one, and enhancing a performance is

another. You use these spells to distract an attacker should you

find yourself in combat.

AAbbiilliittiieess:: The dancer’s combat abilities are slightly better

than the bard’s, but the dancer enhances these skills with excep-

tional physical characteristics similar in degree of perfection to

those of a monk. In fact, a dancer is most often a trained fighter,

concealing martial maneuvers within his or her graceful spins

and gestures. Because the dancer might perform in a noble or

royal court, the dancer also has some knowledge of diplomacy

and etiquette. Nobles often retain dancers and sometimes

command them to perform for a guest; a social mistake could

cost both the host and the dancer a great deal of problems, so the

dancer must be discreet as well as attractive. In this capacity of

serving others, the dancer might also acquire information from

or about the guest, sometimes without his knowledge or

approval.

The dancer must have a high Dexterity to be able to execute

her intricate moves, but high Charisma is also imperative.

Dancers need to be in prime physical shape, often spending two

hours a day in exercise regimens, and watching their food

intake carefully. Dancers do not require high Strength, but42

TABLE 2–2: EXPERIENCE AND LEVEL-DEPENDENTBENEFITS

CLASS CROSS–CLASS

CHARACTER SKILL MAX SKILL MAX ABILITY

LEVEL XP RANKS RANKS FEATS INCREASES1 0 4 2 1st –2 1,000 5 2 1/2 – –3 3,000 6 3 2nd –4 6,000 7 3 1/2 – 1st5 10,000 8 4 – –6 15,000 9 4 1/2 3rd –7 21,000 10 5 – –8 28,000 11 5 1/2 – 2nd9 36,000 12 6 4th –10 45,000 13 6 1/2 – –11 55,000 14 7 – –12 66,000 15 7 1/2 5th 3rd13 78,000 16 8 – –14 91,000 17 8 1/2 – –15 105,000 18 9 6th –16 120,000 19 9 1/2 – 4th17 136,000 20 10 – –18 153,000 21 10 1/2 7th –19 171,000 22 11 – –20 190,000 23 11 1/2 – 5th

neither are they weak. Similarly, their constant exercise tends

to demand a certain measure of Constitution.

RRaacceess:: Most Basiran dancers are human, but elves, half-elves

and halflings follow samarata as well. Outside of the noble

courts, members of all races (except dwarves) perform the

cultural dances that form the basis of the class, and can be

members of the class. Very few dwarves, with their ungainly

builds and dislike for the style, adopt the class.

AAlliiggnnmmeenntt:: A Basiran dancer may be of any alignment. The

Basiran dances require a great deal of dedication and intense

concentration, so dancers often have a lawful element to their

alignment. On the other hand, dancers tend to be free spirits (a

chaotic trait) and add individual elements of style to their

dances. The propagation of beauty and happiness that they

represent is a good trait, though a few dancers use their skills to

distract victims from pickpockets, or as a disguise to sneak an

assassin into a noble household.

SSttaarrttiinngg GGoolldd:: 4d4x10 gp (100 gp).

SSttaarrttiinngg AAggee:: Varies by race. See Vital Statistics, in Chapter

One: Races.

CLASS FEATURESAll of the following are class features of the Basiran dancer.

WWeeaappoonn aanndd AArrmmoorr PPrrooffiicciieennccyy:: Dancers are proficient with

light armor, but not shields. They are proficient with all simple

weapons, plus the rapier.

SSppeellllss:: A Basiran dancer casts arcane spells from the Basiran

dancer spell list according to Table 2-3: The Basiran Dancer and

Table 2-4: Basiran Dancer Spells Known. She casts these spells

without the need to memorize them beforehand or keep a spell-

book. All dancer spells have a substantial somatic component,

requiring dance-like movement (thus Basiran dancers cannot

take the Still Spell feat). Dancers receive bonus spells for high

Charisma, and to cast a spell, a dancer must have a Charisma

score at least equal to 10 + the level of the spell. The Difficulty

Class for a saving throw against a dancer’s spell is 10 + the spell’s

level + the dancer’s Charisma modifier.

Bear in mind that dancing is a move action unless otherwise

stated. A Basiran dancer can conceivably fight while dancing.

However, any Basiran dancer who attacks with a melee weapon

in combat while dancing to maintain a spell must make a

Concentration check (DC 10 + spell level) in order to keep the

dance going properly. A failed check means the spell ends,

although if it lingers for any time after dancing stops then it will

do so.

WWeeaappoonn FFiinneessssee:: The dancer gains the Weapon Finesse feat.

AAccuupprreessssuurree ((EExx)):: Basiran dancers know the art of finger

massage at certain key points in the body to relieve muscle

aches and promote healing. They learn this out of necessity for

use when warming up, stretching out and keeping their bodies

fit for dancing. A Basiran dancer who uses his Heal skill to

apply long-term care for up to six persons may add his Wisdom

modifier to the hit points recovered for 8 hours of rest or twice

his Wisdom modifier per day of rest.

Chapter 2: Classes

43

TABLE 2–3: THE BASIRAN DANCER (Hit Die: d6) SPELLS PER DAYCLASS BASE ATTACK FORT REF WILL

LEVEL BONUS SAVE SAVE SAVE SPECIAL 0 1 2 3 4 5 61 +0 +2 +2 +0 Dancer’s Fitness +1 2 - - - - - -

acupressure, fascinate2 +1 +3 +3 +0 Weapon Finesse feat 3 0 - - - - -3 +2 +3 +3 +1 Dancer’s Fitness +2 3 1 - - - - -4 +3 +4 +4 +1 Bonus feat 3 2 0 - - - -5 +3 +4 +4 +1 Swirling robes 3 3 1 - - - -6 +4 +5 +5 +2 Dancer’s Fitness +3, Suggestion 3 3 2 - - - -7 +5 +5 +5 +2 Deft hands 3 3 2 0 - - -8 +6/+1 +6 +6 +2 Bonus feat 3 3 3 1 - - -9 +6/+1 +6 +6 +3 Dancer’s Fitness +4 3 3 3 2 - - -10 +7/+2 +7 +7 +3 3 3 3 2 0 - -11 +8/+3 +7 +7 +3 3 3 3 3 1 - -12 +9/+4 +8 +8 +4 Bonus feat, Dancer’s Fitness +5 3 3 3 3 2 - -13 +9/+4 +8 +8 +4 3 3 3 3 2 0 -14 +10/+5 +9 +9 +4 4 3 3 3 1 1 -15 +11/+6/+1 +9 +9 +5 Dancer’s Fitness +6 4 4 3 3 3 2 -16 +12/+7/+2 +10 +10 +5 Bonus feat 4 4 4 3 3 2 017 +12/+7/+2 +10 +10 +5 4 4 4 4 3 3 118 +13/+8/+3 +11 +11 +5 Dancer’s Fitness +7, 4 4 4 4 4 3 2

Mass Suggestion19 +14/+9/+4 +11 +11 +6 4 4 4 4 4 4 320 +15/+10/+5 +12 +12 +6 Bonus feat 4 4 4 4 4 4 4

Class Skills (6 + Int modifier per level, x4 at 1st level): Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist(Dex), Gather Information (Cha), Heal (Wis), Jump (Str), Knowledge (arcana) (Int), Knowledge (dance styles) (Int), Knowledge (local) (usually Basir,Dodera or Kalamar) (Int), Knowledge (nobility and royalty) (Int), Knowledge (races) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession(Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str),Tumble (Dex), Use Magic Device (Cha) and Use Rope (Dex). SeeChapter 4: Skills in this book and in the D&D Player’s Handbook for skill descriptions.

Chapter 4: Skills

For the most part, characters on Tellene use skills just like

their counterparts elsewhere. This list includes new skills, new

uses of existing skills and Tellene-specific details to supplement

the skills from the D&D Player’s Handbook.

Bluff (Cha)

NNoorrmmaall UUssee:: You can use Bluff to conceal a hidden message

in everyday conversation.

NNeeww UUssee 11:: You can use Bluff to disguise spellcasting in

normal conversation. If a listener’s Sense Motive check or Spot

check exceeds your Bluff roll, that person realizes that you are

casting a spell. If you fail to beat DC 10 + 1 per spell level, you

spoke the components incorrectly and the spell fails. You lose

the prepared spell (or spell slot).

RReettrryy 11:: If the listener’s Sense Motive check or Spot check

exceeds your Bluff check, the listener associated the words you

spoke with spellcasting (if the spell failed) or the spell effect

that just appeared (if the spell worked). You may try again on

the next spell, but watchers become suspicious and gain a +2

circumstance bonus on their Sense Motive or Spot checks.

NNeeww UUssee 22:: Use this skill to communicate by using hand

gestures with intelligent creatures that do not share any

languages with you. You must make a Bluff check for each

message, and the recipient must a make a Sense Motive check

to receive the message. The DM rolls the check in secret

because your only indication of success is the recipient’s

reaction. Failing by 5 or more means that you send or receive an

incorrect message.

Sending or receiving a message is a standard action.

MESSAGE DIFFICULTY DC TO SEND

Simple (“What’s your name?”) 5Average (“The dragon is coming”) 10Hard (“Which way is the big city?”) 15Very Hard (“The elf is charmed”) 20Nearly Impossible (explaining professional or 30magical concepts to untrained individuals)

RReettrryy 22:: Generally, one is allowed a retry when trying to send

a message, but not when receiving one. Each retry risks

miscommunication.

Climb (Str)

NNoorrmmaall UUssee:: The Climb skill allows a character to move up,

down, or across a steep incline.

NNeeww UUssee:: Sailors often swing on ropes to cross the large deck

of a ship or to board another ship more easily. In order to swing

on a rope, the rope must be fixed to an object (usually the

rigging) some distance in front of the character. This is called

the anchor point. On a successful Climb skill check at DC 15,

the character can travel a distance equal to twice the distance

between his starting position and the anchor point. Swinging

on a rope is a full-round action.

Craft (Int)

In addition to the ability to create useful or decorative items,

the Craft skill may be helpful in identifying items and

providing important adventure clues. A craftsman can tell if a

particular item is the product of her own culture (DC 10), deter-

mine the national origin of a foreign item (DC 15), or determine

the approximate age* of an item (DC 15 for an item of her own

culture, 20 for a foreign one). A character with 5 or more ranks

in Knowledge (history) gains a +2 synergy bonus to this appli-

cation.

Craftsmen of any sort may substitute their Craft skill for the

Appraise skill to estimate the value of items they are capable of

producing. A gemcutter, for example, may use her Craft

(gemcutting) skill to appraise a handful of cut gems, but she

must use the Appraise skill to evaluate the market value of a

gem-studded silver crown.

Characters who derive income from their craft may earn half

their Craft check result in gold pieces per week of dedicated

work. Characters with more than 12 ranks in Craft are consid-

98

Chapter 4

Skills

Chapter 4: Skills

99

TABLE 4–1: SKILLSBASIRAN KEY

SKILL DANCER BRIGAND GLADIATOR INFILTRATOR SHAMAN SPELLSINGER WATCHMAN UNTRAINED ABILITY

Appraise cc cc cc C cc cc cc Yes IntBalance C cc C C cc cc cc Yes Dex*Bluff cc C C C cc cc cc Yes ChaClimb C C C C cc cc C Yes Str*Concentration C cc cc cc C C C Yes ConCraft C C C C C C C Yes IntDecipher Script cc cc cc C cc C cc No IntDiplomacy C cc cc cc C cc C Yes ChaDisable Device cc cc cc C cc cc cc No IntDisguise cc C cc C cc cc C Yes ChaEscape Artist C cc cc C cc cc cc Yes Dex*Forgery cc cc cc C cc cc cc Yes IntGather Information C C cc C cc cc C Yes ChaHandle Animal cc C C C C cc C No ChaHeal C cc cc cc C cc C Yes WisHide cc C cc C cc cc cc Yes Dex*Intimidate cc C C cc cc cc C Yes ChaJump C C C C cc cc C Yes Str*Knowledge (ancient languages) cc cc cc cc cc cc cc No IntKnowledge (arcana) C cc cc cc cc C cc No IntKnowledge (architecture & engineering) cc cc cc C cc cc cc No IntKnowledge (art/music) cc cc cc cc cc C cc No IntKnowledge (dance styles) C cc cc cc cc cc cc No IntKnowledge (dungeoneering) cc cc cc C cc cc cc No IntKnowledge (fighting styles) cc cc C cc cc cc cc No IntKnowledge (geography) cc cc cc C C cc cc No IntKnowledge (history) cc cc cc cc cc C cc No IntKnowledge (local) C C cc C C cc C No IntKnowledge (military logistics) cc cc cc cc cc cc cc No IntKnowledge (military tactics) cc cc cc cc cc cc cc No IntKnowledge (monsters) cc cc C cc C cc cc No IntKnowledge (nature) cc cc cc cc C cc cc No IntKnowledge (nobility and royalty) C cc cc C cc cc cc No IntKnowledge (races) C cc C C cc cc cc No IntKnowledge (religion) cc cc cc cc C C cc No IntKnowledge (the planes) cc cc cc cc cc cc cc No IntListen C cc C C C cc C Yes WisMove Silently C C cc C cc cc cc Yes Dex*Open Lock cc cc cc C cc cc cc No DexPerform C cc cc cc cc C cc Yes ChaProfession C cc cc C C C C No WisRead/Write Language cc cc cc cc cc C C No IntRide cc C cc C C cc cc Yes DexSearch cc C cc C cc cc C Yes IntSense Motive cc cc cc cc cc cc C Yes WisSleight of Hand C cc cc C cc cc cc No Dex*Speak Language C cc cc cc cc C cc No NoneSpellcraft C cc cc cc C C cc No IntSpot cc C C C C cc C Yes WisSurvival cc C cc C C cc cc Yes WisSwim C cc cc C C cc C Yes Str**Tumble C cc C C cc cc cc No Dex*Use Magic Device C cc cc cc cc cc cc No ChaUse Rope C cc cc C cc cc C Yes Dex

C Class skill.cc Cross-class skill.* Armor check penalty, if any, also applies.** Double normal armor check penalty, if any, applies.

Chapter 5: Feats

114

Name Prerequisites BenefitGeneral FeatsAnimal Empathy Sense Motive 2 ranks Apply Sense Motive skill to animalsAntimage Caster level 1st Gain +4 bonus to counterspelling and dispellingAttentive - Gain +2 bonus on Bluff checks and Sense Motive checksAwareness1 Dex 13, Dodge, Lightning Reflexes Flanking characters cannot sneak attackBlessed - Reroll automatic miss and gain +4 bonus on Will saves against cursesBlind Shot1 Dex 13,Wis 13, Point-Blank Shot, Target an unseen foe

Precise ShotCat Burglar Dex 13, Climb 5 ranks Gain +2 bonus on Balance checks and Climb checksChampion of the Faith Divine caster 1st Gain +4 bonus on Concentration checks against enemies of your faithCircle of Friends - Gain +4 bonus on Gather Information checks and Intimidate checks in certain areasCommanding Presence Cha 13, Eyes of Fury, Frighten enemies with a gaze attack

Fearsome AppearanceCritical Spell Strike Caster level 1st Add +4 to your roll to confirm a critical hit with a touch attackDragon Blood Cha 13 Detect presence of magic with Search checksEidetic Memory Int 15 Gain bonuses to recall specific informationElemental Adept Caster level 1st Save DC from earth, air, fire or water spells increases by 2Energy Adept Caster level 1st Save DC from acid, cold, electricity, light or sonic spells increases by 2Expert Timing - Delay action without losing normal initiativeEyes of Fury Cha 13 Make enemies shaken with a gaze attackFable Weaver Perform 2 ranks Gain +4 bonus on Perform checks when telling storiesFame and Fortune Inheritance Gain additional wealth per levelFast Healer Con 13 Regain faster with restFearsome Appearance Cha 13, Eyes of Fury Opponent needs Will save to make attack of opportunityFinal Breath - Make attack of opportunity at 0 hp or lessFinding the Secrets1 Improved Critical, Knowledge (monsters) Inflict critical hits on creatures normally immune

6 ranks, base attack bonus +9Gorgeous Cha 13 Add Cha bonus (instead of Wis) to Profession and Sense Motive checksGuardian1 Shield Proficiency Give shield bonus to adjacent characterHammer and Anvil1 Two characters must have feat Flanking target with ally provides +4 to attack rolls and +2 to damage rollsHardiness Toughness Immunity to number of poisons equal to Con modifierImmovability - Gain +4 bonus on saves and opposed checks against trips, overruns and bull rushesImproved Cover - Cover provides additional bonuses to AC and Reflex savesInheritance - Gain additional wealth at character creationInstant Stand - Stand from prone as a free actionInterruption Wis 13, Expert Timing Delay action and interrupt interrupt target’s action without losing initiativeKnock Prone1 Str 13, Power Attack Knock down target with a critical hitKnow Your Enemy1 Wis 13, Patience Gain +2 bonus to attack target after three combat rounds with that targetLegacy Iron Will Resist level-dependent spells as if three levels higherLight-footed - Gain +2 bonus on Move Silently checks and +4 bonus on DCs to track youLike Mind Two characters must have feat Gain +2 bonuses on Bluff checks and Sense Motive, and +4 bonus on Spot checks,

in regard to the other characterLinguist Int 13 Gain bonus languages equal to Int modifierLone Wolf - When alone, gain choice of +1 bonus on melee attacks, +1 on save DCs against

your spells, or +1 dodge bonus to ACMasterful Parry1 Dex 13+, Int 13+,Weapon Focus Make an opposed attack roll to parry an attack of opportunityMeditate Wis 13 Use meditate action to gain +4 bonus on next melee attackMovement Check - Use attack of opportunity to stop running or charging foeMusical Ear Perform skill Gain +4 bonus on Perform checks with your chosen instrumentNatural Engineer Knowledge (architecture and engineering) Gain +2 bonus on Knowledge (architecture and engineering) checks

4 ranks, Profession (engineer) 4 ranks and Profession (engineer) checksNatural Mathematician Literate Gain +4 bonus on all skill checks that require mathematical calculationsNatural Swimmer - Gain +2 bonus on Swim checks plus hold breath for Con x4 roundsNever Say Die Con 13 Gain 3/- damage reduction against nonlethal damageNoble Bearing Cha 13, noble blood; or Cha 13,Wis 13 Gain +2 bonus on Diplomacy checks and Intimidate checks

with access to frequent observation of nobility.Pacify Weapon Proficiency Ignore –4 penalty when attacking to subduePatience1 Wis 13 Hold initiative until last to gain +2 bonus on attack roll and damage roll Pilgrim Knowledge (religion) 5 ranks Gain +2 bonus on saves against enemies of your faithPush1 Str 13, Power Attack Push opponent 5 ft. on a successful attackQuick Dismount1 Mounted Combat Dismount as a free actionRam - Use overrun actions as one size category largerRapid Ready1 - Reduce time to don, don hastily or remove armor by at least halfRegal Bearing Cha 13, Noble Bearing feat Gain additional +2 bonus on Diplomacy checks and Intimidate checksScholar Literacy Gain +1 bonus on any three Knowledge skills and treat all Knowledge skills as class skillsShapechanger Wis 13, caster level 5th Gain +2 bonus on Str, Dex or Con on a number of forms equal to Wis modifier

TABLE 5–1: FEATS

Chapter 5: Feats

115

Shield Specialization1 Shield Proficiency Gain +1 bonus to AC or +2 bonus to fight defensively, when using a shieldShock Resistant Con 13, Undying Gain automatic Fortitude save to avoid instant deathSkeptic - Gain +4 bonus on saving throws against illusionsSkill Prodigy - Treat a number of cross-class skills equal to Int modifier as class skillsSmashing Blow1 Str 13, Power Attack, Sunder Gain +4 damage bonus on melee attacks against target weapon or shieldSpell Dodge - Gain +2 AC bonus against ranged touch attacks and +1 bonus on Reflex saves against spellsSprint - When in combat add 10 ft. to base speed for a number of rounds equal to ConStately Demeanor Cha 14, Knowledge (history, or nobility Gain +4 bonus on Intimidate checks to impress others

and royalty) 6 ranks.Targeted Attack1 Int 13, Expertise Replace critical damage with normal damage to a specific body locationTough as Nails Con 13, Shock Resistant, Undying Weapons suffer half the damage they deal to youUndying Con 13 Act normally when disabled or staggered, and have 15% chance per round

of stabilizing, plus others gain +4 bonus to stabilize youUnerring Strike1 Dex 13 Trade damage bonus for attack (up to base attack bonus)Familiar FeatsEndowed Cleverness Familiar or character with familiar Familiar gains +2 bonus to IntEndowed Flight Familiar or character with familiar Familiar gains ability to flyEndowed Greater Familiar or character with familiar; Familiar’s spell resistance increases to master’s level +10Spell Resistance spell resistanceEndowed Jump Familiar or character with familiar Familiar gains +10 bonus to Jump skill and can make extra-long jumpsEndowed Speech Familiar or character with familiar; Familiar gains additional languages

ability to speakEndowed Speed Familiar or character with familiar Familiar gains 10 feet to primary movementEndowed Toughskin Familiar or character with familiar Familiar gains +2 bonus to natural ACItem Creation FeatsArtificer Any item creation feat Prepare item in 2/3 time, gain +2 bonus to Knowledge (arcana) checksMetamagic FeatsEnvelop the Wall Caster level 1st Increase spell level to penetrate spell resistanceIrresistible Spell Caster level 7th, Cast spell at higher level to forbid saving throws

Envelop the Wall, Maximize SpellMiser With Magic Caster level 7th Use Spellcraft skill to retain a cast spellPsionic FeatsSense Danger Psionic character of Elos, Khydoban, Detect an enemy in the process of attacking

or Torakk; or Golden Halfling.Regional FeatsArtistic Crafter Geanavue, Pekal, Xaarum; or Elf Value of items you make increasesBazaar Veteran Ahznomahn,Ashoshani, Bet Kalamar, Gain +4 bonus to Appraise and Bluff checks for common items,

Bet Seder, Bet Urala, Dalen, or +2 bonus for rarer itemsDowond-Brandel, Monahm-Ahnozh,Ospolen, P’Bapar, Svomahni,Thygasha,Zha-nehzmish or Zoa

Born of the Cradle Meznamish, Ohzvinmish or Zazahni. Gain +2 bonus on Knowledge (history) checks and Knowledge (nobility and royalty) checksBorn to the Saddle Drhokker or Dodera. Gain +2 bonus on Ride checks and +1 dodge bonus to AC while mountedChild of the Desert Con 13, Khydoban Desert Survive for days or weeks without thirst or starvation checksChild of the Earth Defohy (Dejy) of O’Par, Paru’Bor Gain +1 luck bonus to all saving throws

or Ek’Gakel.Exotic Steed Ehzhimahn, Slen,Tarisato,Thygasha;

any desert, jungle or marsh Gain +4 bonus on Handle Animal checks and Ride checks to an exotic mountExplorer Cosdol, Eldor, Mendarn, the Wild Lands; Gain +2 bonus on Knowledge (nature) and Survival checks

any jungle, desert, marsh or unclaimed land. .Fey Blood Human of Young Kingdoms (except P’Bapar), Gain low-light vision and +2 bonus on Diplomacy checks against fey

Pel Brolenon,Thybaj, Zoa or XaarumIndomitable Krangi or Kargi Gain +4 bonus on Will saves against charm or mental dominationIron Touch of Kruk-Ma-Kali Hobgoblin or Sil-Karg Suffer less damage from critical hitsIslander Aasaer,Ardarr- Norr, Baethel, Delnondrian Gain +2 bonus on Swim checks and +4 bonus on Profession (sailor) checks

Isles, Privbolsian Isles, Saaniema or ShyffKruk’s Demeanor Krangi hobgoblin Gain +2 bonus on Intimdate checks (+4 against goblinoids)Magical Affinity Int 13 and Cosdol or Pel Brolenon; or Int Gain a number of 0-level spells equal to Int modifier

13 and Gray Elf, High Elf, or Golden HalflingMartial Instinct Hobgoblin Treat Knowledge (art of war, fighting styles, military logistics, military tactics,

military training) skills as class skillsNatural Leader Hobgoblin Gain +2 bonus on on Intimidate checks, Knowledge (military tactics) checks and

Knowledge (military training) skill checksNoble Pride Human born in the current or former Gain +2 bonus on saves against fear effects

Kalamaran Empire.Racial Enmity Hobgoblin Gain +2 bonus on initiative and +1 bonus on attack rolls, suffer -4 penalty on Bluff

checks, Diplomacy checks and Intimidate checks against racial enemy

TABLE 5–1: FEATS (CONTINUED)

Chapter 5: Feats

SSppeecciiaall:: You can gain this feat multiple times. Its effects do

not stack. Each time you take the feat it applies to a new Item

Creation feat.

ARTISTIC CRAFTER [REGIONAL]You produce beautiful crafts of unparalleled skill.

PPrreerreeqquuiissiittee:: Raised in Geanavue, Pekal or Xaarum; or Elf.

BBeenneeffiitt:: Choose a Craft skill. All items you create with this

skill are worth an additional amount equal to one-fifth the

item’s price per every 5 ranks you have in this skill. For

example, if you have Craft (armorsmithing) you can create an

incredibly attractive suit of scale mail armor worth 50 gp + an

additional 10 gp for every 5 Craft (armorsmithing) ranks you

have.

SSppeecciiaall:: You may only take this feat as a 1st-level character.

ATTENTIVE [GENERAL]You notice numerous verbal and non-verbal cues, conscious

or otherwise. This allows you to learn things that people are

trying to hide and that other observers might miss.

BBeenneeffiitt:: You get a +2 bonus on all Bluff checks and Sense

Motive checks.

AWARENESS [GENERAL]You are perceptive in combat.

PPrreerreeqquuiissiittee:: Dex 13+, Dodge feat, Lightning Reflexes feat.

BBeenneeffiitt:: You cannot be the target of a sneak attack from a

flanking character. Only an attacker who catches you flat-

footed (or if you are somehow otherwise unable to apply your

Dex bonus to AC) may sneak attack you.

SSppeecciiaall:: A fighter may select Awareness as a fighter bonus

feat.

BAZAAR VETERAN [REGIONAL]You are skilled in barter and trade.

PPrreerreeqquuiissiittee:: Raised in Ahznomahn, Ashoshani, Bet Kalamar,

Bet Seder, Bet Urala, Dalen, Dowond-Brandel, Monahm-

Ahnozh, Ospolen, P’Bapar, Svomahni, Thygasha, Zha-nehzmish

or Zoa.

BBeenneeffiitt:: You gain a +4 bonus to Appraise checks when

appraising common trade goods and Bluff checks when

bartering for those goods, or a +2 bonus when appraising or

bartering for less common or rare items (your DM will deter-

mine the item’s status).

SSppeecciiaall:: You may only take this feat as a 1st-level character.

BLESSED [GENERAL]Bad luck never seems to touch you.

BBeenneeffiitt:: You can reroll any automatic miss that occurs from

rolling a natural 1 on a d20 attack roll. You also gain a +4 bonus

to Will saves against curses (such as from the bestow curse spell).

BLIND SHOT [GENERAL]By using all your senses, you can shoot at things that you

cannot see.

PPrreerreeqquuiissiittee:: Dex 13+, Wis 13+, Point Blank Shot feat, Precise

Shot feat.

BBeenneeffiitt:: Once per round, your character can use his intuition

(no Spot check) to automatically target the space of an unseen

target within 30 feet and fire a ranged weapon at it. The

character must have a clear line of sight to the target’s square or

squares.

SSppeecciiaall:: A fighter can select Blind Shot as a fighter bonus feat.

BORN OF THE CRADLE [REGIONAL]Being steeped in the lore of your Svimohzish ancestors, you

find history fascinating.

PPrreerreeqquuiissiittee:: Born and raised in Meznamish, Ohzvinmish or

Zazahni.

BBeenneeffiitt:: You gain a +2 bonus on Knowledge (history) and

Knowledge (nobility and royalty) checks.

SSppeecciiaall:: You may only take this feat as a 1st-level character.

BORN TO THE SADDLE [REGIONAL]Your people are practically born on horseback, spending

more time mounted than on foot.

PPrreerreeqquuiissiittee:: Born and raised in Drhokker or Dodera.

BBeenneeffiitt:: You gain a +2 bonus on all Ride checks and +1 dodge

bonus to AC while mounted.

SSppeecciiaall:: You may only take this feat as a 1st-level character.

CAT BURGLAR [GENERAL]You are experienced at breaking into difficult places.

PPrreerreeqquuiissiittee:: Dex 13, Climb 5 ranks.

BBeenneeffiitt:: You gain a +2 bonus to Balance checks and Climb

checks.

116

Sense Danger Psionic character of Elos, Khydoban, or Detect an enemy in the process of attackingTorakk; or Golden Halfling.

Sisterhood of Arms1 Female of Tharggy;Multiple characters must have feat Gain +1 bonus on attack rolls per ally with this feat

Spell Resistor Hobgoblin Gain +2 bonus on saving throws against spells that directly target youSteadfast Con 13, raised in Baethel or Paru’Bor. Cannot be checked, knocked down or blown away by less than hurricane-force windsStonebones Dwarf, Gnome Gain +1 bonus on natural ACSpecial FeatsDivine Channeling Divine caster level 1st, Channel positive/negative energy into special ability

ability to turn/rebuke undead1 A fighter can select this feat as a fighter bonus feat.

TABLE 5–1: FEATS (CONTINUED)

Chapter 6: Religion

“There is something more powerful than all the nations ofTellene; and that is a religion whose time has come.”

– High Peace Maker Khazuk

The Gods of Tellene

A diverse pantheon of deities watches over the lands of

Tellene. These gods concern themselves with the affairs of

intelligent mortals. Keeping them straight might prove

challenging for players just beginning their adventures in the

Sovereign Lands. First, each culture or language has its own

name for each god. Furthermore, the gods have many names,

even among a single culture, and each god’s priesthood and

faith has a distinct name. Even among the priesthoods, clerics

have different titles commensurate with their ranks within the

faith’s hierarchy.

Note that the gods of Tellene do not segment themselves by

region or by race. There is no “god of the elves.” They are far

more concerned with their followers’ actions and beliefs than

they are with race, gender or other physical factors. Because of

cultural and racial differences, certain deities appeal more to

some races or classes.

Table 6-1: Non-Human Names for Deities lists the gods of

Tellene’s names in Merchant’s Tongue, along with the name

that the non-human races use. The many and various human

racial names for the deities are listed in the Kingdoms of Kalamar

campaign setting sourcebook.

CHOOSING A DEITY TO WORSHIP

Except for clerics, the average person on Tellene does not

worship a single god. Instead, they offer donations and prayers

to many gods, depending on which deity best serves their needs

at the time. For instance, a farmer might attend a service of The

Raiser before planting his crops, propitiate The Storm Lord with

a small sacrifice while the crops grow and then donate to The

Traveler's temple before taking his goods to market.

Adventurers in particular revere a wide variety of gods. A

character might pay homage to the Powermaster before

accepting a single challenge, shout an exclamation invoking the

Knight of the Gods when she meets a disgusting ghast, and drop

off a few coins at the Landlord’s temple before she attempts to

sell the loot she recovered from a dungeon.

However, if you decide to choose a patron deity, consider

first the deities most appropriate to your character’s race, class

and alignment. Refer to Chapter 1: Races and Chapter 2: Classes

if necessary. Once you have chosen a deity and an alignment for

your cleric, choose two domains from among the deity’s

domains for your cleric (see Table 10-2: Deity Domains). Table

6-2: Deities of Tellene has information on your deity’s align-

ment, favored/spiritual weapon, symbol and divine focus

(needed for certain spells). Clerics on Tellene have the same

class skills and features as those detailed for clerics in the D&D

Player’s Handbook, as well as being able to use the Divine

Channeling feat (see Chapter Five: Feats).

The Kingdoms of Kalamar campaign setting sourcebook has

further information on your church’s spheres of influence, holy

days, places of worship, colors, animals, appearance, clerical

raiment, sacrifices, advancement, friends and allies, enemies

and sayings. If you do not already own this book, ask your DM

for this information.

Besides paying homage to a god, a cleric might choose to

champion an alignment: good, evil, neutrality, law or chaos.

Clerics might also worship the Creator, his or her own ances-

tors, nature spirits, or general principles. Many Dejy tribes of

the Young Kingdoms, for example, express a belief in the Earth

Mother, a personification of Tellene that some perceive as

another name for the Creator. These clerics typically use Air,

Earth, Plant and Sun domains. Some piratical clerics consider

the seas divine and use spells from the domains of Travel and

Water.

128

Chapter 6

Religion

Note that because all of the above examples employ gods that

do not or no longer exist (for whatever reason), such clerics

typically only gain mastery of 0th, 1st and 2nd level spells

(higher ones being granted by the deity or her messenger). In

some cases, one or more deities may grant spells and powers to

such a non-believer. This happens if the non-believer is of the

same alignment as the god and she either furthers the god’s

agenda through her actions (e.g. The Seller of Souls may grant

spells and powers to a vengeful, neutral evil cleric bent on

murdering enemies that once wronged her) or worships the

god’s sphere of influence (e.g. the Storm Lord may grant spells

and powers to a primitive that worships the rain). The DM

determines the extent of these powers.

FOLLOWERS, WORSHIPERS AND OFFICIALS

Exclusive worship of one god or another is rare among non-

clerics. Typically, the faithful make donations to a wide variety

of temples, depending on their needs at the time. A farmer

might attend a service of the Raiser before planting his crops,

propitiate the Storm Lord with a small sacrifice while the crops

grow and then make a donation to the Traveler’s temple before

taking his goods to market. These types of people are consid-

ered to be worshipers.

Those few individuals who revere one god above others and

typically pay a tithe to that temple are considered followers of

that faith. They might have contacts that other characters do not

because of that fellowship and they have more than the basic

knowledge of the faith (its holy symbol, spheres of interest, the

name of its canon, specific religious stories, etc.). They might

also move into a temple or monastery to labor under the clerics

and monks who devote their lives to that god. Clerics perceive

these folk differently than they view worshipers in their

bestowal of spells and other services. While enjoying these

benefits, followers are also subject to the faith’s laws, and the

faith might have legal power to collect tithes equal to a tax

collector’s power to collect monies owed to the sovereign.

Chapter 6: Religion

129

TABLE 6–1: NON-HUMAN NAMES FOR DEITIESDEITY DWARVEN ELVEN GNOMISH HALFLING HOBGOBLIN ORCKnight of the Gods Lusurk Berereldar Mirazi Adaran Thargaz-Tubrog RorgHoly Mother Manklim Adraladdlaen Thimaneo Periva Gulmab-Thrakkro BaragSpeaker of the Word Sesilk Calamassi Lulipa Resim Kurgaz-Thal PruurkThe True Salimak Eleria Treslin Lareki Graz-Vagh RorkThe Eternal Lantern Resgad Javaeclya Serit Birin Kuban-Randtak GankThe Raiser Kelburd Gavedever Grozer Dari Dolkagh-Naz-Kelgar VralgThe Peacemaker Nisakil Valaennon Wabamel Valdi Tukamek-Ultak VarbagThe Pure One Roirak Adrabrintariel Salansa Kavagon Thunarrag VrodashLord of the Silver Linings Namieka Nanaeclya Kaerast Milamal Gorrand-Krotak BokThe Traveler Gemila Landanna Kalborn Taktan Kakkel-Gazh HogorThe Guardian Moimli Adrededar Jeday Zaldi Kelgul-Nazka-Dol GrinakRaconteur Doisin Banadar Laulla Birah Grozar-Tuka ValgThe Shimmering One Kolir Devamaeriel Miraemos Fulan Raithal-Terek RilgThe Great Huntress Adda Albabrilia Sendal Rasda Nagra-Kel PridashThe Coddler Gilli Manassi Cozer Baktar Thulvar-Tudar-Brog GrikThe Founder Hildal Ebaenderiel Graemond Vendan Herkka-Magazh VrudashThe Mule Gramlek Darabentariel Nidorn Kavdela Mukli-Gurkkagh PadashPowermaster Lasterm Alabriria Wiakith Lekimal Thagraz-Ranmek-Kro PoragThe Old Man Tragrim Contabesi Serabal Nounad Vradhka-Khor-Vredhi BugarEye Opener Migmar Elobreria Denfort Sartan Tukhar-Renn VroshnakMother of the Elements Suzek Carrobredanten Ferran Vela Katha-Gulmakkel PunakThe Riftmaster Lugad Halobrendar Halit Boerin Ganlinaraz-Krok EraurkThe Bear Kernus Valanna Sevay Thassah Terenka-Shalik BushnakThe Landlord Gisila Albereclya Toa Fuleta Dazulghaz-Vakh PraurkFate Scribe Foimek Enaryn Pomawin Taotan Grondvar-Brogguk GroshnakBattle Rager Ragmar Halamaegyn Laeribel Malakkan Thallak-Shakarz GrargThe Watcher Sunila Ranalaessi Wicilat Tojela Greznar-Tukro-Kuul VrigorThe Storm Lord Taglek Faranna Dohas Noala Mokdar-Marrag PuolRisk Gloinum Landobalaen Lanari Kaepran Luggukagh PrarbagThe Laugher Rublim Jennaentariel Sulreen Ledia Akdren-Ulkromar GrolgThe Corruptor Surik Adrenannon Norenn Tarbak Ganor-Thana-Kurrug VrakThe Overlord Moizarak Enedeteriel Foirin Shakkan Grebok-Krokramar VraolThe Dark One Solin Beraclya Ruwin Gonwen Mravroshkha-Khielshor GridashThe Flaymaster Zegnar Beraendar Laripa Ralek Patukk-Ro-Tirnog GrodishHarvester of Souls Dusur Wyleredar Baxeeri Rawen Domaadrik-Kanar PrudushLocust Lord Fuoro Laberel Gulrath Geflen Korrogaz-Melrak VagarEmperor of Scorn Gordal Calereria Golmel Rendravan Kortak-Tuvaghaz BugdushThe Seller of Souls Kezek Valandar Yumas Narokam Guldarr-Thorbrog VadashRotlord Lignar Gherhimn Treibaen Alvear Azzabrak-Kathal RudashThe Confuser of Ways Guralk Valamariel Feim Galirem Rondarg-Thallinatt GungPrince of Terror Benlarr Kheiskhari Gardonn Sevar Haagul-Naz HilgCreator of Strife Gloran Shambourki Kerra Mometh Vakkro-Gur-Haad BolgThe Vicelord Minakil Lhaghari Lothoeloth Noorshar Stirnoggul-Brog Grurg

Creatures of dark evil roam the lands in search of prey, while

others rule a terrified populace from the safety of their throne

rooms. Meanwhile, elven warriors battle an expansionist

kingdom to protect their forest home, dwarven rebels plot the

overthrow of their human conquerors, and hobgoblin armies

grow increasingly powerful day by day. Spies and spellcasters

seek knowledge and power for themselves and those they serve,

and strands of their web-like plots reach into cities and towns

across the continent. Ruins of ancient empires lie buried

beneath burning desert sands, and their stories told in smoky

back rooms attract brave fools eager for excitement and quick

wealth. The streets are full of fighters and rogues eager to draw

steel and strike for little cause, and war between kingdoms is a

constant occurrence. The courts of the nobility also hold

mystery and intrigue, provided one can master social pressures

greater than the threat of a giant’s club or a dragon’s fang. Yes, a

campaign set in the lands of Tellene offers a vast wealth of possi-

bilities for adventure.

This chapter briefly describes the six major regions of

Tellene, including information on their kingdoms, organiza-

tions and special sites. For further details on the history,

geography, religions, cities and peoples of Tellene, consult the

Kingdoms of Kalamar campaign setting sourcebook. Players inter-

ested in fleshing out the history of their character and his or her

family, as well as learning the beliefs common to characters of

that race and region, should peruse the Player’s Primer.

ANCIENT HISTORY

Legends say that in distant days, the dwarves, elves, gnomes

and halflings inhabited the main continent of Tellene, and

many of their great civilizations rose and fell over the millennia.

However, most humans of that time were simple hunters and

gatherers, living off the resources of the great Svimohzish Isle

to the south. Then, over time, certain tribes occasionally

migrated away from the Isle, crossing to the main continent by

means of a land bridge that periodically rose from the waves.

For the humanoids, the arrival of these new creatures mattered

little, for the bounty of Tellene was such that it could support

many races, and they often helped the new humans to prosper,

teaching them the arts of agriculture, magic and such. Little did

they know what the future would hold, and that the humans

would thrive, establishing great kingdoms throughout the

unsettled lands.

BRANDOBIA

With few enemies to challenge them, save small groups of

unorganized gnolls, a tribe of humans quickly settled the entire

western coast of the mainland – to become known as Brandobia.

Humanoids were welcomed at first, for the elves taught the

Brandobians the basics of magic, seamanship, shipbuilding, and

age-old fighting tactics, while halflings taught them advanced

farming techniques. Yet, eventually, human arrogance took

over and those with ‘true’ Brandobian blood began to take

power.

In time, the Brandobians began to persecute their humanoid

neighbors and all foreigners, even non-Brandobian humans.

The elves withdrew into the Lendelwood, but the Brandobians

were not content with this and soon mounted an attack, though

the elves easily defeated them. Humiliated, the Brandobian

king insulted the elven ruler, but the elven king merely

laughed, blessing the human with fruitful loins. His queen

soon gave birth to triplet boys who, as they matured, fought

amongst themselves and eventually divided Brandobia into

three separate kingdoms – Cosdol, Eldor and Mendarn. A

fourth realm to the south, which outsiders often consider part

of Brandobia, is known as Pel Brolenon.

CCoossddooll:: When Brandobia divided, those skilled in the use of

magic (mostly elves and half-elves) fled to this northern land.

Today, Cosdol’s population is a mostly peaceful collection of

magicians and merchants, almost entirely made up of humans,

Chapter 9: Adventuring

183

Chapter 9

Adventuring

Chapter 9: Adventuring

elves and half-elves. Player characters traveling to Cosdol often

seek out the powerful magic schools and guilds based in the

capital city, Cosolen. The Cosolen Military Academy is also a

popular destination for characters of all classes (see Chapter 8:

Combat).

EEllddoorr:: Fiercely proud of its ancestry and racial heritage, Eldor

is quite dangerous for foreigners. The country barely tolerates

the mere presence of humanoids, and even non-Eldoran

humans must register at the gate of any Eldoran city or be

hunted down and expelled. The Royal Marines are the heroes

of the seaside city of Dalen, and player characters may occasion-

ally need access to their extensive maps, records and charts.

Some adventurers also pass through the city of Inolen in hopes

of obtaining the Duke’s most recent commission or covert

mission against Pel Brolenon, or to explore a series of monster-

ridden caves along the Edros Bay. Meanwhile, the city of

Unvolen offers adventure in the form of smuggling (or catching

smugglers), battling (or helping) an elven attack, or making

strides in the government.

LLaatthhllaanniiaann,, CCiittyy ooff tthhee WWoooodd:: This city of wood and high

elves lies deep within Lendelwood, bordering the eastern edge

of Eldor and a bit of Cosdol. Visitors are not usually welcome,

and unexpected intruders are often killed as they enter the

forest. Elven player characters may have family or friends here,

or seek to help in the war with Eldor. Druids are formidable

powers here, and a character seeking a Lathlan druid leader or

spiritual guide may certainly find one.

MMeennddaarrnn:: Though not as fanatical as Eldoran humans, in

regards to racial purity, Mendarns frown upon interracial

marriages and most races keep to their own kind. Large

numbers of halflings farm, fish or pan for gold in the rivers, and

dwarves and gnomes mine the local hills and downs, trading the

precious stones for food and textiles. A few elves are also in

evidence. Player characters in hopes of learning their future

may seek out Desgen the Timelord, in Ospolen, or find jobs

protecting merchant caravans, ferrying messages between the

city and the elves, or working for the elves to protect their

sanctuary.

PPeell BBrroolleennoonn:: Pel Brolenon (also known as “the Pel”) was

founded by a group of humanoids and sympathetic humans

who fled Brandobia in fear for their ‘racially impure’ lives, just

before Brandobia’s civil war. Then, only a decade afterwards, a

scouting party unwittingly broke a magical seal and released the

Overlord, an evil deity imprisoned there by other gods

millennia before. The Overlord immediately

made followers of the valley people, and the new

Theocracy of Pel Brolenon has since become the

single largest source of slaves (of every race and

culture) on Tellene. Characters may join with the

slavers, or fight against them alongside the

Brotherhood of the Broken Chain. They might

also visit Vrendolen to seek out the Golden

Alliance, search for a missing person taken

captive, or pursue a stolen artifact taken by

Bringers of the New Order.

KALAMAR

After their journey over the land bridge to the

mainland, the tribe soon to be known as the

Kalamaran people settled down to become a

kingdom of simple farmers and ranchers. Then,

after encountering a settlement of dwarves who

traded with them for the secret of bronze, every-

thing changed. Armed with this new knowledge,

they easily crushed any force that dared oppose

them. After securing the jungle border to the

south, the Kalamaran leaders spied on the

countries to the north, but were turned back by

the local barbarians, as well as by sub-zero

temperatures and heavy snow. Declaring the

north a worthless wasteland, the Kalamarans

focused their attention on the lands of Brandobia.

After the battle, the Brandobians retained all

lands west of the Legasa Mountains, but

conceded P’Bapar Pass and the Legasa Peaks to

184

Traveling merchants see much of Tellene.

SShhaaddoowwsskkiinn:: Target’s skin becomes black, giving a bonus to

hide in shadows.

6TH-LEVEL CLERIC SPELL

AArreeaa ooff NNiigghhtt:: Creates an area of seemingly natural darkness.

CCiirrccllee ooff DDrreeaadd:: Creatures get -6 to skill checks and -2 to all

saving throws.

7TH-LEVEL CLERIC SPELLS

PPrrootteecctteedd PPoorrttaall:: Protects a portal from wrongful entry.

8TH-LEVEL CLERIC SPELLS

FFrreeeezzee:: Freezes a creature or object.

KKnnooww TTrruuee NNaammee:: Reveals the true name of a fiend to the

caster.

MMoooonntthhrruusstt:: A ray destroys an undead creature.

NNuummbbiinngg CClloouudd:: A cloud that saps heat from creatures and

objects.

OObbssccuurriittyy:: Makes the target unnoticeable.

9TH-LEVEL CLERIC SPELLS

AAmmnneessiiaa:: A creature loses all memories, i.e. skills, feats,

spells.

DDiivviinnee SSttaassiiss:: Places an object or creature in suspended

animation.

DDuusskk:: Creates night in a 100 feet radius of the caster.

EEcchhoo ooff tthhee WWhhiirrllwwiinndd:: The caster attacks and defends at

greater speeds.

IInnffeerrnnaall WWiinndd:: Deals 20d6 points of cold damage.

NNaattuurraall DDeeaatthh:: One creature ages rapidly and dies.

UUnnffoorrggeettttaabbllee TTeerrrroorr:: Cause a creature to panic for 1d6

minutes.

WWrraatthh ooff tthhee HHeeaavveennss:: Creates hurricane-like effects.

NEW DOMAINSBeing many, the gods of Tellene have a variety of interests

and spheres of influence. The domains listed in the D&D

Player’s Handbook do not cover all these areas, so additional,

unique domains were added to represent the spheres they influ-

ence. These new domains follow all the rules presented for

domains in the description of the cleric class in the D&D

Player’s Handbook. A cleric chooses any two of the available

domains listed for his deity, and should choose his or her

weapon according to the “Weapon” column of Table 6-2: Deities

of Tellene.

Naturally, the clerics of Tellene have access to certain unique

domains, as well as many of the domains listed in the D&D

Player’s Handbook and the Spell Compendium. The names of

potential domains and where they can be found are listed below

in Table 10-2: Deity Domains.

ASSASSINATION DOMAIN

DDeeiittyy:: The Seller of Souls

GGrraanntteedd PPoowweerr:: You gain Point Blank Shot or Weapon Focus

as a bonus feat.

ASSASSINATION DOMAIN SPELLS

1 UUnnddeetteeccttaabbllee AAlliiggnnmmeenntt. Hides alignment for 24 hours.

2 DDeetteecctt TThhoouugghhttss. You can listen to “exterior” thoughts.

3 DDiissppeell MMaaggiicc. End spells or magical abilities, or counter

spells.

4 PPooiissoonn. Inflict poison with melee touch attack.

5 SSccrryyiinngg. Observe creature from far away.

6 WWoorrdd ooff RReeccaallll. Teleports you back to your sanctuary.

7 DDeessttrruuccttiioonn. Slays a creature and consumes its remains.

8 DDiisscceerrnn LLooccaattiioonn. Learn location of an object or creature.

9 SShhaappeecchhaannggee. Assume form and abilities of another

creature.

BUILDER DOMAIN

DDeeiittyy:: The Founder

GGrraanntteedd PPoowweerr:: You gain Great Fortitude as a bonus feat.

BUILDER DOMAIN SPELLS

1 BBlleessss. Allies gain +1 morale bonus to attacks.

2 MMaakkee WWhhoollee. Completely repairs an object.

3 SSttoonnee SShhaappee. Reshape stone to fit your purpose.

4 FFaaoottiissssuunn’’ss TTiinnyy HHuutt.** Create sphere of force around

yourself.

5 WWaallll ooff SSttoonnee. Creates a wall of rock (5-ft.square/level).

6 TTrraannssmmuuttee MMuudd ttoo RRoocckk. Transform mud or quicksand to

stone.

7 SSttoonnee TTeellll. Gain the ability to speak with stones.

8 MMaaww ooff SSttoonnee.* Single natural opening or natural chamber

becomes animated.

9 PPoollyymmoorrpphh AAnnyy OObbjjeecctt. Change object or creature into

another form.

CHILL DOMAIN

DDeeiittiieess:: The Flaymaster.

GGrraanntteedd PPoowweerr:: You gain resistance to cold 5.

CHILL DOMAIN SPELLS

1 CChhiillll TToouucchh. Touch deals 1d6 damage and possibly 1 Str

damage.

2 IIccyy HHaannddss.* Sends a blast of cold from the caster’s hands.

3 SSlleeeett SSttoorrmm. Hampers vision and movement.

4 IIccee SSttoorrmm. Falling hail deals 5d6 damage in 40 ft. area.

5 CCoonnee ooff CCoolldd. Cold damage of 1d6 points/level.

6 PPllaannaarr AAllllyy (ice elemental only). Summon ice elemental of

up to 16 HD.

7 FFrreeeezzee.* Freezes a creature or object.

8 NNuummbbiinngg CClloouudd.* A cloud that saps heat from creatures

and objects.

9 IInnffeerrnnaall WWiinndd.* Deals 20d6 points of cold damage.

Chapter 10: Spells

207

Chapter 10: Spells

DECAY DOMAIN

DDeeiittyy:: Rotlord

GGrraanntteedd PPoowweerr:: You can turn or destroy plant creatures as a

good cleric turns undead. Use these abilities a number of times

per day equal to 3 + your Cha modifier.

DECAY DOMAIN SPELLS

1 DDiissgguuiissee SSeellff. Make yourself look different.

2 DDeesseeccrraattee. Imbue an area with negative energy.

3 CCoonnttaaggiioonn. Creature contracts a disease.

4 BBeessttooww CCuurrssee. Target subject with one of three curse types.

5 BBlliigghhtt. Wither a single plant..

6 CCoonnttaaggiioonn CClloouudd.* Creatures within the cloud immedi-

ately contract a disease.

7 AAnniimmaall SShhaappeess (dire rat only). Polymorph creature into a

dire rat.

8 HHoorrrriidd WWiillttiinngg. Evaporate water (up to 1d8 damage/level)

from creatures.

9 SSyymmbbooll ooff DDiisseeaassee.* All creatures within the radius

contract a disease.

DESTINY DOMAIN

DDeeiittyy:: Fate Scribe

GGrraanntteedd PPoowweerr ((SSuu)):: Once per day, you can reroll your

damage dealt (from an ability, spell or weapon) and take the

better of the two rolls.

208

TABLE 10–2: AVAILABLE DOMAINS

ALIGNMENT DEITY UNIQUE PLAYER’S HANDBOOK SPELL COMPENDIUMLG Knight of the Gods Valiant Good, Law, Protection,WarLG The Holy Mother Home Good, Healing, Law FamilyLG The Speaker of the Word Ethics Good, Knowledge, Law, StrengthLG The True Truth Good, Knowledge, Law, ProtectionLG The Eternal Lantern Sentinel Fire, Good, Law, SunNG The Raiser Life Good, Healing, Plant, ProtectionNG The Peacemaker Warding Good, Healing, Protection CommunityNG The Pure One Love Good, Healing Charm, CommunityNG Lord of Silver Linings Mercy Good, Healing, Luck PurificationNG The Traveler Journey Good, Sun,Travel PortalCG The Guardian Guarding Chaos, Good, Protection,TravelCG Raconteur Raconteur Chaos, Good, Knowledge, LuckCG The Shimmering One Moon (Veshemo) Chaos, Good Moon (Diadolai* or Pelselond**)CG The Great Huntress Hunting Animal, Chaos, Good, LuckCG The Coddler Inspiration Chaos, Good, Healing, ProtectionLN The Founder Builder Earth, Law, Protection MetalLN The Mule Pondering Knowledge, Law, Magic CraftLN Powermaster Invigoration Healing, Knowledge, Law, StrengthLN The Old Man Strategy Law, Strength,War CourageLN Eye Opener Sagacity Knowledge, Law,Travel MindN Mother of the Elements Elemental Air, Earth , Fire,WaterN The Riftmaster Timing Knowledge, Magic Balance, SpellN The Bear Nature Animal, Plant Renewal, SummonerN The Landlord Profit Knowledge, Luck,Trickery TradeN Fate Scribe Destiny Knowledge, Magic Oracle,TimeCN Battle Rager Ferocity Chaos, Strength,War ForceCN Watcher Observation Chaos, Knowledge,Travel MentalismCN The Storm Lord Tempest Air, Chaos, Strength,WaterCN Risk Stealth Chaos, Luck,Trickery CompetitionCN The Laugher Expressive Chaos, Destruction, Plant,TrickeryLE The Corrupter Injustice Evil, Law Greed,WealthLE The Overlord Oppression Evil, Law, Strength DominationLE The Dark One Void Earth, Evil, Law DarknessLE The Flaymaster Chill Cold, Destruction, Evil, LawNE Harvester of Souls Underworld Death, Destruction, Evil DeathboundNE Locust Lord Locust Destruction, Evil, Fire, PlantNE Emperor of Scorn Scorn Evil, Knowledge, Strength HatredNE The Seller of Souls Assassination Death, Evil,Trickery CelerityCE Rotlord Decay Chaos, Death, Destruction, EvilCE The Confuser of Ways Oblivion Chaos, Evil,Trickery MadnessCE Prince of Terror Terror Chaos, Evil,Trickery IllusionCE Creator of Strife Misfortune,Tempest Chaos, Destruction, EvilCE The Vicelord Vice Animal, Chaos, Evil,Trickery

*see the Elf domain in the D&D Spell Compendium**see the Moon domain in the D&D Spell Compendium

Chapter 11: Magic Items

“One magic item can do the work of many commoners. Nomagic item can do the work of a hero.”

– Thejvan, Dejy wizard

Although the working of magic is a great mystery to the

common folk of Tellene, the arcane arts are still part of the

framework of the Sovereign Lands, although a framework that

few have the capability to see. Remember that, while the merce-

nary band is a common theme of Tellene, the adventuring party

is rare. The player characters are the heroes of the story, and are

the persons who experience the battles with dragons, the

discovery of ancient tombs and the use of magic items, while

most common folk know only fear of such things - if they know

anything at all.

The spellcasters of Tellene are creative and resourceful in

their creation of magic items. Interesting, useful, dangerous,

elusive — their magic items are exceptional and deserving of

merit. There are no “magic item shops” where a character might

purchase such an item. Only at centers of arcane learning, in

the treasure hoards of vanquished foes, or in other similar

locations should characters have a chance of finding the magical

items presented here or in the D&D Dungeon Master’s Guide.

ARMOR AND SHIELD SPECIAL ABILITY

DESCRIPTIONS

These armor and shield special abilities supplement those

found in the D&D Dungeon Master’s Guide.

BBlloooodd:: Armor of blood is colored a deep red hue and always

feels sticky and wet to the touch. It provides a +2 resistance

bonus to saving throws against necromancy spells. Armors and

shields with this quality are found in Kalamar and Tokis.

Moderate Necromancy; CL 7th; Craft Magic Arms and

Armor, death ward; Price +1 bonus.

CCaallmm:: The symbols covering this armor or shield evoke a

sense of peace when activated. When invoked, the armor emits

a calm emotions effect once per day. Items with this trait are

found among the dwarves, especially those of hidden Draska.

Faint Transmutation; CL 3rd; Craft Magic Arms and Armor,

calm emotions; Price +1 bonus.

DDaarrkknneessss:: Once per day, this armor creates a globe of darkness

for 10 minutes. If the bearer does not have blindsight, he or she

gains it for the duration of the darkness. Shields and armors of

darkness exist across Tellene, especially in the Young

Kingdoms (mostly small shields) and southern Svimohzia (light

armors).

Faint Alteration and Evocation; CL 5th; Craft Magic Arms

and Armor, darkness; Price +1 bonus.

DDiivviinniittyy:: Armor of divinity provides a +1 morale bonus to

attack rolls and +1 enhancement bonus to AC against evil

creatures.

Moderate Enchantment and Abjuration; CL 9th; Craft Magic

Arms and Armor, bless, protection from evil; Price +2 bonus.

DDooddggiinngg DDeeaatthh:: Once per day, if the wearer of this armor

reaches a dying state (-1 to -9 hit points) he immediately receives

the benefits of a cure minor wounds spell, stabilizing him and

preventing him from dying.

Faint Conjuration; CL 1st; Craft Magic Arms and Armor, cure

minor wounds; Price +1 bonus.

FFoogg:: Armor of fog envelops the wearer in a wreath of pale

swirling mists. The wearer of this armor gains the benefit of a

blur spell in combat. Armors of fog are believed to have origi-

nated among the native elves of Cosdol, along Voldor Bay,

although they occasionally appear across the northern lands.

Faint Illusion; CL 5th; Craft Magic Arms and Armor, blur;

Price +1 bonus.

IIccee--WWaallkkiinngg:: The wearer of this armor suffers no penalties to

Balance, Climb, Jump or Tumble checks when on ice or snow.

Walking across ice and snow imposes no penalties upon the

250

Chapter 11

Magic Items

PLACE OF ORIGIN TABLE

HALF-BRANDOBIA HUMANS ELVES HALF-ELVES DWARVES HALFLINGS GNOMES HOBGOBLINS HOBGOBLINS HALF-ORCSCosdolAlmven 1 1 - 38 1 - 39Cosolen 2 - 40 39 - 176 40 - 423Crandolen 41 - 58 177 - 240 424 - 602Dorndern 59 - 61 241 - 250 603 - 629 1 - 12 1 - 483 1 - 40Napalido 62 - 66 251 - 267 630 - 677Napalago Hills 268 - 737 1 - 863 1 - 50 1 - 496Odril Hills 864 - 1,733 51 - 99 497 - 928 13 - 203 484 - 766 41 - 377Rural Thorp 67 - 347 738 - 1,671 678 - 3,425 204 - 341 767 - 2,017 378 - 721Rural Hamlet 348 - 554 1,672 - 2,385 3,426 - 5,462 342 - 378 2,018 - 2,631 722 - 820Minor Town 555 - 584 2,386 - 2,472 5,463 - 5,752 379 - 454 2,632 - 2,756 821 - 849Farmstead 585 - 586 2,473 - 2,475 5,753 - 5,767 455 2,757 - 2,859 850 - 863EldorAndven 587 - 597Brolador Forest 2,476 - 2,654 5,768 - 5,842 100 - 111Bronven 598 - 606Dalen 607 - 817Dralven 818 - 823Inolen 824 - 874 2,655 5,843 1,734 112 - 116 929 - 965Nordolen 875 - 916Premolen 917 - 937Randolen 938 - 956Ranven 957 - 962Unvolen 963 - 984 2,656 - 2,660Rural Thorp 985 - 3,797 2,661 5,844 - 5,860 1,735 - 1,749 117 - 118 966Rural Hamlet 3,798 - 5,882 2,662 5,861 - 5,862 1,750 - 1,758 118 967 - 969Minor Town 5,883 - 6,179 2,663 5,863 1,759 - 1,791 119 970Farmstead 6,180 - 6,192 2,664 5,864 - 5,894 1,792 - 1,809 120 - 123 971 - 979Elenon MountainsKrond Heights 456 - 834 2,860 - 3,004 864 - 1,210Welpremond Downs 6,193 2,665 - 3,624 5,895 - 6,263 1,810 - 2,861 124 - 3,199Rural ThorpRural HamletMinor TownFarmsteadLendelwood 6,194 - 6,197 3,625 - 4,585 6,264 - 6,631 2,862 - 3,912 3,200 - 6,275Lathlanian 6,198 4,586 - 4,728 6,632 - 6,662Rural Thorp 6,199 - 6,211 4,729 - 6,399 6,663 - 7,289 6,276 - 6,375Rural Hamlet 6,212 - 6,217 6,400 - 7,194 7,290 - 7,539 6,376 - 6,425Minor Town 6,218 - 6,220 7,195 - 7,350 7,540 - 7,588 6,426 - 6,450Farmstead 6,221 - 6,223 7,351 - 8,015 7,589 - 7,713 6,451 - 6,474MendarnBreven 6,224 - 6,233 3,913 - 3,924 6,475 980 - 1,006Crondor Woods 6,234 8,016 - 8,223 7,714 - 7,734 6,476 - 6,478Dayolen 6,235 - 6,263 8,224 - 8,226 7,735 3,925 - 3,931 6,479 - 6,480 1,007 - 1,009Dopven 6,264 - 6,271Dopromond Hills 6,272 3,932 - 5,757 6,481 1,010 - 2,353Narlven 6,273 - 6,281 6,482 - 6,483 2,354Narnolen 6,282 - 6,297 8,227 7,736 5,758 - 5,876 2,355 - 2,416Ospolen 6,298 - 6,386 8,228 - 8,280 7,737 6,484 - 6,490 2,417 - 2,441Yelden 6,387 - 6,389 6,491 - 6,499Rural Thorp 6,390 - 7,436 7,738 - 7,739 6,500 - 7,866Rural Hamlet 7,437 - 8,211 7,740 7,867 - 8,879Minor Town 8,212 - 8,322 7,741 8,880 - 9,023Farmstead 8,323 - 8,328 7,742 9,024 - 9,025Pel BrolenonDowon-Brandel 8,329 - 8,450 8,281 - 8,374 7,743 - 7,899 5,877 - 6,201 9,026 - 9,138 2,442 - 2,608 835 - 1,445 3,005 - 3,463 1,211 - 2,015Eldrose Forest 8,451 - 8,452 8,375 - 8,525 7,900 - 8,223 9,139 - 9,232 2,609 - 2,687 1,446 - 2,118 3,464 - 3,785Vrendolen 8,453 - 8,478 8,526 - 8,585 8,224 - 8,681 6,202 - 7,380 9,233 - 9,462 2,688 - 4,519 2,119 - 2,237 3,786 - 4,081 2,016 - 2,180Yan Elenon Mountains 8,479 8,682 - 8,772 7,381 - 8,922 9,463 - 9,510 4,520 - 9,463 2,238 - 8,272 4,082 - 8,521 2,181 - 8,247Rural Thorp 8,480 - 9,097 8,586 - 8,645 8,773 - 9,107 8,923 - 9,033 9,511 - 9,633 9,464 - 9,558 8,273 - 8,540 8,522 - 8,826 8,248 - 8,619Rural Hamlet 9,098 - 9,507 8,646 - 8,665 9,108 - 9,304 9,034 - 9,071 9,634 - 9,706 9,559 - 9,591 8,541 - 8,698 8,827 - 8,931 8,620 - 8,838Minor Town 9,508 - 9,552 8,666 - 8,678 9,305 - 9,397 9,072 - 9,095 9,707 - 9,740 9,592 - 9,612 8,699 - 8,772 8,932 - 8,997 8,839 - 8,941Farmstead 9,553 - 9,777 8,679 - 8,739 9,398 - 9,845 9,096 - 9,209 9,741 - 9,905 9,613 - 9,709 8,773 - 9,130 8,998 - 9,311 8,942 - 9,438VoldorwoodRural Thorp 9,778 - 9,779 8,740 - 9,474 9,846 - 9,911 9,906 - 9,915 9,710Rural Hamlet 9,780 9,475 - 9,824 9,912 - 9,943 9,916 - 9,919Minor Town 9,781 9,825 - 9,844 9,944 - 9,957 9,920 - 9,921Farmstead 9,782 9,845 - 9,877 9,958 - 9,971 9,922 - 9,923

267PLAYER’S GUIDE TO THE SOVEREIGN LANDS – PLACE OF ORIGIN TABLE