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The Campaign :

The campaign combines

elements from several fantasy settings. Many of the names and continents are those from ICE's Shadow World, many of the Gods and concepts on magic are

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from Glorantha; SpaceMaster, Dark Space, and Warhammer 40K are also added to the pot for flavor. Many of the adventure modules we will be running are from the Pathfinder game and other independent companies producing roleplaying materials. In effect, the ultimate goal is to have two ongoing campaigns: 1 in the dim past of the world and another in the far flung reaches of the future.

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To those with previous experience in Rolemaster you will find several changes to character creation for the initial Campaign. Background options are now assigned by race.Characters will be allowed and additional 3 points which can be used to boost stats (not stat bonuses), increase starting funds or to start with a unique item of GM suggestion or approval. Likewise characters will all begin with 3 fate points. Additional fate points shall be awarded based on role playing. Character races will be limited to those listed at the beginning of the campaign but many NPC races will be added as we

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advance. This is an evolving world and what happens in the past may very well effect the future.


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Races


Gorshaq: Although considered 'men', it is obvious that this race has closer ties to the great apes such as the gorilla. Despite their broad mass they are both swift and agile. They are terrifically tall, with 8' as an average for males and females, and long lived with ages of 300 years not unheard of. They are covered with short coarse hair (almost a fur; which silvers with age for males), have glowing eyes, and pointed though man-like teeth.The Gorshaq are an ancient race of 'men' dating back to the time before the Fall. Now they reside chiefly in the bamboo forests of the upper Ash and Grey Mountains. Lifestyle: On visiting a Gorshaq enclave one would be surprised at the mix of activity that makes up daily life. Be it silent meditation, carving great stone monoliths or honing their martial prowess the Gorshaq possess a focus of will difficult to match. As a whole they are superb and unsurpassed workers. Enclaves are run by the eldest male who has silvered (if one is living) and his word is law. Younger males thus tend towards a solitary life style and on occasion take up a life of adventure as a means of gaining experience and influence at home. Gorshaq females are treated as equals in all things except that they cannot lead or countermand the orders of a male that has silvered. Religion: The Gorshaq, as a race, are old enough to remember the time of the Gods, before the Fall, and thus see them more as equals

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than as objects to be revered. They Honor the great works done by the Gods but lament the foolishness of the Gods as well. Instead they hold to the common belief that each lineage has a common spirit that permeates them all and ties them together. They revere their ancestors above all things and can recite the names of their forebears to well past the Fall. In reverence to their ancestors they often erect stone monoliths as places of remembrance and reflection. Demeanor: Tenacious warriors they fight without quarter but have a long military tradition of tactics and strategy to rely upon. Their blood is thick and their bonds deep. They are solitary by nature, living in small tightly knit enclaves. They have little to do with others but do on occasion have some trade with the mahogany skinned natives and the elves of the Blue Forest. Although talented in the art of warfare due to their massive size and strength, they are unsurpassed in the crafting of metal and stone work and are capable of great feats of labor. Silent intellectuals they often lean towards self reflection and poetry. Weapons: two handed sword and shield, battle hammer, great sword, halberds, throwing spears or javelin. Clothing: Heavy cloak fastened with decorative brooch; tall split toe boots of heavy leather; garments are of solid but subdued colors. Inner garb-leather jerkin or woolen tunic of deep hue, trousers of deep hued leather or wool. As metal smiths they often tend towards heavy armor when given to War. Money: 2gp in gems or gold dust. Special feature: 12d for body development instead of the typical 10d, Dense- their weight and bodies are twice what is normal (+5AT +5DB; lower Impact crits taken by one level). Great Arm- all thrown weapon ranges are increased by 25% due to their natural strength and long arms. Reverberative Strength- in melee combat whenever you deliver a critical the foe suffers a second unbalancing critical of two levels less in severity (A is treated as a -50 A).

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Tough Skin- AT3

Aldryami (elf): The Aldryami are a race of sentient plants. If fully hydrated, males average 5'3" 135 pounds; females average 5' and 100 pounds. Coloration and physical characteristics vary greatly based on the type of tree or plant that the individual descends from. Lifestyle: We are the offspring of Aldrya. We are the keepers of the cycle and the song. We live in the bounty of Aldrya, the Creatrix and Giver of Life. We are one with her, one in her, and one outside her. She gives us everything, and takes us back to her seed when we are tired. Each of us is closely related to a particular sort of tree. We can live for hundreds of years. For this reason we are more cautious than our short lived foes. When we go into battle we have more to lose. As we age, we gradually become more treelike. Our elders gradually lose their mobility, putting permanent roots into the soil. Females are the seed bearers who increase our race. Males are the pollen bearers, and are expendable. The Council of Elders rule us. We have eight members who decide for us there: The Great Tree, the High Elf King, the Elder Sister, the Gardener, the Lightson, the Voice of the Mother Earth, the Healer, and He We Name Not.

Religion: We are born to learn, we wake and dance our lives, we sleep and know our Secrets, and we die to Be the secrets before we are born again. In the forest, at every instant, dead logs and leaves can be

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seen. But living plants can also be seen. So death, like life, is omnipresent. This is the Cycle. When we die our souls go to the secret holes of Trigora under the earth, where we sleep. We will stay there many years, preparing for our return to the Cycle.

Demeanor: Chaos is our worst enemy, for it is Oblivion personified, the destruction of the Potential. The undead are our enemy, for they are a twisted perversion of all we hold true. Weapons: dagger, broadsword, shortsword, long bow, short bow, javelin, spear, rapier. Clothing: Silk or cotton blouse; trim fitting tunic to mid thigh or heavy silk, cotton, or worked leather, leggings of sturdy canvas or supple leather; sandals or soft boots. Much of their 'clothing' is natural foliage or bark and they have no social taboos as to nudity. Money: silks and woven hemp ropes for barter or sell 2 gold value Special features: herbalist- you naturally recognize herbs and poisons and may use them; +30 to cooking, foraging, prepare herbs, poison lore and herb lore, Natural archer- +25% increase to bow ranges. Regeneration minor- you have the ability to regenerate from all but fatal wounds at 1 hit per round. Resilient- all bleeding wounds you receive have their rates reduced by half (round up). If the wound gives 1 hit per round it heals itself in d10 rounds. Nimble skeleton- +15 to all moving maneuvers.


Toadacians: A race of frog people, wide faced, flat featured, with large bright shiny eyes (most often red or gold). They are unique in that their skin can be of any color or pattern of hues giving them the appearance of sleek amphibians, their coloration often reminiscent of
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poison dart tree frogs. Both males and females average 4' and 65 pounds. Lifestyle: capable craftsmen enjoying pipeweed smoking and bright apparel. Highly intelligent they make the most of their native homes and thrill at finding solutions to problems. Typical villages are made of small wood or mud huts built on the ground, hidden in swamps, the deep shaded areas beneath heavy jungle foliage, or in the boughs of large trees. A ceremonial area on the ground may contain remnants of bonfires. Toadacians inhabit deep marshes and remote rainforests, both since these areas hold the giant insects they prey upon and keep them well secluded. The greatest populations of Toadacians include tribes within The Great Swamp and the tropical jungle home of Sog City.

Religion: low key and informal focusing on singing and celebrations. They hold a great reverence for Nature with a special place in their hearts for the waters of the world, thrilling at the sights and sounds of rivers, pools and streams. Each village also has an elder that follows the path of the Old God trickster for his wisdom, cunning and secret gifts.

Demeanor: Generally peaceful nomads who have no interest in mass warfare, instead coming easily to opportunities for trade with other tribes and races. They eagerly trade their crafts and swamp/marsh/ jungle services (often as scouts for armies, or as guides for travelers) in exchange for raw metals, food, and other basic resources. Within their villages, disputes are often settled with singing, yelling, and stomping competitions. If attacked at home they make excellent tactical use of their natural climbing abilities taking the "high ground," waging vertical wars against their foes as they climb down the trunks

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of the dense forests within the swamps. As a people they enjoy a tribal structure as it makes for a simpler life yet their intelligence and uncanny intuition have recently lead to the development of native fungi into explosive powder. It is the quiet peace loving Toadacians that first developed the musket, blunderbuss, dueling pistol and grenadoes (sharpers, crackers, burners, cussers, smokers, and drums). Weapons: dagger, hand axe, shortsword, club, long bow, blunderbuss, musket, or dueling pistol. Clothing: colorful waistcoats and vests often embellished with embroidery or ornate brocade (for color and pockets more than modesty) leather belts with brass buckles (gold when they can afford it), loose leather or canvas trousers with legs that reach either just below the knee or above the ankle.

Money: herbs to trade or barter worth 2 gold Special features: Leaping and Jumping- you can leap 50' laterally or 20' vertically, Subconscious preparation- can reload a missile weapon or draw a melee weapon as an instantaneous action once per round, Nature climbing- may move along any solid surface at half walking speed angled up to 90 degrees as long as you maintain 3 points of contact with the surface (such as two feet and one hand), Peripheral vision- when attacked from the flank your foe's bonus is reduced to only +5, from the rear the foe's bonus is only +15, Strong lungs- you can hold your breath for 10 seconds plus 1 minute per Con bonus. Flaws: Unique looks- this will cause people to recognize and describe you much easier. Vow (lesser)- for the gift of explosive fungi given to them by Trickster all Toadacians must take a vow sealed with a formal ritual by their tribal elder. If you fail to fulfill your vow at any time,

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some calamity will fall on you. (Player decides on vow subject to GM approval- can be anything such as tithing 10% to a church, showing the utmost respect to a race or sex, never wearing black clothing, only drinking water etc.)


Orlanthi: The proud, well built sturdy people of the Northern reaches. Men average 190 pounds; women, 130 pounds. Most have blond or red hair, fair skinned, and have blue eyes. Beards are common among men. Men average 6'1"; women 5'6". They are practical, rugged, straightforward and somewhat loud.

Lifestyle: 'The stead is our home. Our clan owns it. From those hills where our sheep graze, to the forest where we hunt the red deer, down to our fishing river there, is what Orlanth gave to the Old Man. Hard work, bent over the plow and treading its furrows, then reaping the bounty of the Mother, is our life. Every man plows, or wishes to, or works for those that do. Even Orlanth plows. And we hunt, fish the rivers, tend the sheep in the hills, and trade for special goods. For shelter, we have log houses for us and barns for the animals. Our property is odal or personal. Odal property is everything which the clan owns, like the land and the trees and the animals and buildings. The clan owns them, and we have personal rights, like us always being able to live in this stead, and to dispense of the sheep we breed from our flock. Personal property is whatever you get on your own. We herd cattle and sheep and raise horses which we consider a precious commodity.

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We organize ourselves into bloodlines, then clans, the tribes, then kingdoms. Of these associations the most important is the clan. Clans control their own pieces of territory. They are governed by chiefs, who may be male or female. Each chief appoints a ring, a council of seven worthies who provide advice. As for men and women, Beyond the obvious sexual differences, women are more cold and calculating, less emotional, and more inclined to be peaceful and stable. Men are more passionate: we love to fight and shout and run all about full of the battle frenzy, ready to do and to die then and there. Afterwards we love the smell of the new flowers, or even of the dry desert dust which reminds us we are alive. I love to breath deep on a frosty starlit night, and to hold a woman in my arms and exchange caresses under the covers. My children fill my chest with joy, the clan moot makes me laugh and shout with friends, where we love to clash our weapons on a vote, and to preen before our fellows, boasting truth and pride in our accomplishments. Women are more thoughtful, careful of their mortality. Most of them seek children, and protect them with the fierceness of a she-bear. They usually think before they act rather than acting on their feelings. But I cannot say anything without mentioning the men and women who have changed roles in their clans. Warrior maidens are known in every clans past, and some say they are making a new sisterhood of them right now.'

Religion: 'Orlanth the Stormbull is our god. He is ruler of the universe by virtue of his might and right. He has a great throne house in his city which moves about the sky, and there his family and friends decide the fate of the world. The elements are his weapons: lightning fire, winter winds, drenching rain, and the cloaking dark. We fight as Orlanth did, against sterile authority, and the forces of chaos, against those that would steal our freedom. We delight in stories of his victories, yet it is

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the tales of his failures, his overreaching, that the true measure of a man is found. Anybody can win all the time. Greatness is tested when we act foolishly and ruin things, and then must make matters right. The world is full of many kinds of people, but none can measure up to us. Orlanth, our great god, saved the world from doom when all other gods hid during the Gods War. When you die we will burn your body with rune-carved logs. Your children will shout your name and the priest will summon the wind to send your soul to Orlanth. Your son will inherit your goods and your rights, just as you shall inherit mine. Orlanth gave us our life because he intended us to live this way. Anything which defies us and tries to make us obey rigid laws or to worship stupid gods is bad.'

Demeanor: 'All people can be great if they follow the virtues of Orlanth: courage, wisdom, generosity, justice, honor, and piety. Another thing you should know: we always fix what we have made wrong. We care for ourselves and the world and take responsibility for our errors. We can break and we can fix. We are powerful, and we are responsible. Friends are better than treasure. Our clan is our family they are the air we breathe. Be careful with strangers. Most of them are harmless and many are entertaining. Remember that they are different, and do not know our ways. You can learn much from them. But if they are enemies, fight them fair and foul, do your best to kill them. The Lunar Empire is our greatest foe, along with everyone in it. They are of Chaos.' Weapons: broadsword, long knife, war hammer, hand axe, battle axe, or long bow. Clothing: chain mail with helmet and shield, long sleeved cotton shirt falling to mid thigh embroidered at hem and neck, wool or leather trousers tied snug, high boots or shoes. Females typically dress the same as males unless at home where simple cotton or woolen gowns with form fitting lines and extensive embroidery are popular.

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Money: 20 pieces of silver.

Special features: Judge of weaponry- you may determine the bonuses and materials of any magical or non-magical weapon or armor. Battle cry- you may shout your battle cry before entering combat granting you a special +10 to OB & DB for that combat. Usable once per day. Danger sense- you may make a perception roll to sense danger with a +10 bonus Stability sense- any time you are stunned you may reduce the total rounds of stun by one. If you are only stunned for one round then it has no effect on you and you are not stunned at all. Survival instinct- when you use your total OB to parry, your DB is granted an additional +25.

Rhiani: 5'6" average height for males, 5'2" for females; lifespan approximately 75 years, light brown skin, hair color is mixed and often streaked by the suncolors range of dark black to dirty blond, Rhiani have two eyelids to protect them from the glare of the sun. Natural eye color is pale blue to violet except when the second lid is closed and then it is dead white. They

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are a compact, hardy agile race that live by raising horses, wild kine, and goats. Lifestyle: superlative horsemen they are nomadic, fierce, and very strong willed. They live in mobile camps that follow yearly grazing patterns. 'We drink the milk and blood of our herds. We eat their flesh at our most important ceremonies, and the women make cheese, yogurt, and koumiss. In addition, we eat the wild animals hunted by our men and plants gathered by women or grown by slaves (vendref). The slaves also make bread, beer, and wine. We receive exotic foods, cloth, and gold from the traders that pass through our territory. Our herds provide for us in many other ways. Our tents are sewn from the hides of our horses. Our pants and women's dresses are also made from their hide, and the hair from their mane and tail is woven into our ropes and rugs. But most of all the herds carry us and our possessions, so that we don't have to live in one place forever, which is the mark of poverty. Strive to become prosperous, increasing your herd through raiding and careful breeding. Maybe you will become wealthy enough to take a second wife.' Religion: rituals involving horse spirits, local gods, or heroic ancestor spirits. Yu-Kargzant is The Lord of the Majestic Horses Tradition. He is the source of fire, stallions, good men, action, morality, good weather, and life itself. He made himself visible to ordinary people, and so gallops across the sky each day, blazing with life and light. At night he raids the Underworld and releases the spirits of his people from Hell. When you die, let your body be burned in a great pyre, so the sparks will carry your soul to Yu-Kargzant, who will judge if you are ready to be reborn, or must spend time in the Underworld until you are purified. Demeanor: cold, determined, brave to the point of foolishness. They relish or at least are unconcerned with death in battle. A great man owns many horses and slaves, and wears glittering gold. Bravery,

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honesty, generosity, and obedience are the mark of a great warrior, as are the many scalps he's taken in battle. Weapons: scimitar, falcion, composite bow, dagger, usriev, bola. Clothing: woolen or linen tunic with bright stitching and long close fitting sleeves, decorative collars and tunics with split backs for ease of riding with buttons or ties to secured closed, leather weapons belt, leather pants, knee high leather boots with lacing along the outside calf worn snug to the leg, colorful linen cloaks pieced from brightly dyed scraps often taken from fallen enemies, and fur hats. They are a people who wear their wealth in the form of jewelry and rings. Money: Draft kine worth 20 sp. Special features: Natural horseman- you receive a special +25 bonus to all maneuvers involving horses. Manual deftness- your fast fingers give you a +10 bonus to all subterfuge skills (pick locks, pick pockets etc.) General weapons mastery- you receive a special +10 OB bonus to all weapon skills. Ambidexterity- you may use either hand equally well. There is no penalty for using a weapon in your off hand.

Y'nari: 5'2" to 6' for males and females, lifespan 80 years. Y'nari are a quiet people, they have fair skin and little body hair, but scalp hair is thick and while it can be curly or straight it is almost always black (or in rare cases silver). Eyes are usually brown or amber with a distinguishing epicanthic fold.

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Lifestyle: Ours is the Kingdom of Splendor, where all wisdom, virtue and enlightenment reside. From the rolling terraces with their fertile paddy fields to the teeming cities, ours is a land of harmony, wonder, and majesty. Beyond the mighty Mountains are only barbarians, devils, and ghosts. Religion: Every hill and village has its own gods, spirits, and powers, all part of the Divine Order. Atop them all are the Cosmic Dragon and the Deified Dragon Emperors. All power flows from the Divine Dragon Emperor, whose radiant wisdom is interpreted by the divine Generals who lead his armies and rule each of the fifteen provinces in his illustrious name. Rebellion is evil: the Divine Order is the ladder upon which we ascend to perfection. Ignorance is evil: knowledge of Correct Thought is the foundation-stone of virtue. Sin is evil: the vices, unchecked, rob a man of wisdom, a woman of fertility, and a people of magic. Demeanor: How to treat people? If they are of a lower rung of the Divine Order, such as paddy farmers with but one name, treat them with polite condescension. But watch them carefully, for they are often feckless, idle, and prone to strong drink and weak morals. Beat them fairly but firmly with a stout bamboo and they will thank you for the instruction and admonition. To those above you, show respect and decorum. Those who are not even of the Order, such as barbarians, outcasts, and the more sacred animals, are of little worth or interest. Some may have been born foreigners as punishment, but they have the chance of redemption. For others, their unfortunate birth may have been a clerical error by some minor functionary of the Celestial Court. In this case they may be judged "Y-nari Inside" and acquire the dragon tattoo of their status, but I have never yet met such a person. Weapons: dagger, scimitar, mace, quarter staff, spear, two-handed sword.

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Clothing: materials will depend on status of individual; silk or cotton blouse in rich colors (scarlet, gold, emerald green, violet) or silk of cotton tunic reaching just above ankles, embroidered and elaborate hems; loose silk or cotton trousers; males wear gold collars; sandals or soft leather boots. Money: 4 jade coins worth 10 sp each. Special features: Aura- you receive 1 additional power point each level Fluid wrists- due to your fine wrists you receive a special bonus of +20 to all thrown weapons and to martial arts sweeps and throws. Hyper charged adrenaline- you receive a +15 bonus to all adrenal maneuvers and frenzy maneuvers. You also receive +5 to all special attack skills and special defense skills. Force shield- you may summon a barrier to protect yourself when you are being attacked or damaged granting +5 DB


Jaka: In general, catfolk are lithe and slender, standing between 5'0". and 5'8" although some breeds are exceptionally large and reach as much as 6'6". While clearly humanoid, they possess many feline features, including a coat of soft fine fur, slit pupils, and a sleek, slender tail. Their ears are pointed, but are rounded and catlike. They manipulate objects as easily as any other humanoid, but their fingers terminate in small, sharp, retractable claws. Lifestyle: 'We live anywhere we want. Choose a place with good hunting, where no evil lives close by, where the days are long and

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warm without much snow, and where you can be close to your ancestors. We are the hunters of the wild. Your ancestors taught you to be independent and that is the most important thing. Never submit to anyone or anything, unless you have something significant to gain from it. Even then, make it temporary if you can. Females are more important than males because they extend the ancestors into the present and the future. Males help feed the cubs sometimes, but females can do just fine without them. You are to roam the world enjoying what you wish, seeing the wonders and sights and supporting the ways of the ancestors. As a cub you are to play with your litter mates, when you are ten summers old you are an adult- free and independent and can leave to wander, look around, and fill your belly. We are here to live and love, to enjoy and to be loved. We are here to partake in the Great Hunt and the Great Pleasure, to play in the wide world and to do whatever the Ancestors tell us to do to continue Creation.'

Religion: 'The ancestors are first, for without them we would not be. They are always happy and available to help us out as long as we remember and revere them. Most Ancient First Grandmother and Most Ancient First Grandfather are the most sacred because they made the Great Pleasure, littered, and we superior beings spread throughout the world to overlook it and enjoy it. There are also a variety of inferior gods, spirits, and essences that you can use as you wish, but you don't need them. Just use them when you want to. Remember chaos is evil because it destroys without creating, because it sucks up life without rebirth.' Demeanor: Adaptable and curious, natural trailblazers seeking new horizons either outward or for some by looking inward. Self expression is an important part of Jaka culture. 'Your lot in life is to be yourself. To live with pleasure, to mate someday for males and to litter for females. Deal carefully with others and never so as to compromise yourself or

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your freedom. They are lesser beings than we, so be careful with them. You can cheat the cheaters, lie to the liars and always, always kill the killers.' Weapons: rapier, metal whip, musket, long knife, war hammer, hand or throwing axe. Clothing: Breechclouts, deerskin leggings tucked into a leather belt or short skirts/kilts; bone or shell ornaments often trimmed in fur (rabbit, beaver, mink, marten, sable); quillwork stitching. Money: pelts to trade; beaver 4 for 5 sp each, 10 deerskin at 2sp each, 5 otter at 4 sp each Special features: Tough skin- AT 4 Acute hearing- you perceive any sounds within a range of 100' in open areas and 25' when listening through solid barriers. +10 to perception when dealing with these sounds. Night vision- you can see in the presence of extremely faint light. The moon, stars, or even a tiny point of light allows you to see up to 25' normally. In total darkness you receive no benefits. Natural weapon- you have natural claws that allow you to develop skill in a Medium claw attack. Flaws: superstitious- you are superstitious, often reading omens into anything you encounter. You always observe the various good luck and bad luck practices of your culture.

Ratkin: Ratfolk are small, rodent-like humanoids males and females that average 4' and 80 pounds; originally native to subterranean areas in dry deserts and plains, they are now more often found in nomadic trading caravans. Much like the pack rats

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they resemble, ratfolk are tinkerers and hoarders by nature, and as a whole are masters of commerce, especially when it comes to acquiring and repairing mechanical or magical devices. Though some are shrewd merchants who carefully navigate the shifting alliances of black markets and bazaars, many ratfolk love their stockpiles of interesting items far more than money, and would rather trade for more such prizes to add to their hoards over mere coins. It's common to see a successful crew of ratfolk traders rolling out of town with an even larger bundle than they entered with. Lifestyle: Ratfolk are extremely communal, and live in large warrens with plenty of hidden crannies in which to stash their hoards or flee in times of danger, gravitating toward subterranean tunnels or tightly packed tenements in city slums. They feel an intense bond with their large families and kin networks, as well as with ordinary rodents of all sorts, living in chaotic harmony and fighting fiercely to defend each other when threatened. They are quick to use their stockpiles of gear in combat, but prefer to work out differences and settle disputes with mutually beneficial trades. When a specific ratfolk warren grows overcrowded and the surrounding environment won't support a larger community, young ratfolk instinctively seek out new places in which to dwell. If a large enough group of ratfolk immigrants all settle down in a new, fertile area, they may create a new warren, often with strong political ties to their original homeland. Otherwise, individual ratfolk are inclined to simply leave home and take up residence elsewhere, or wander on caravan trips that last most of the year, reducing the pressure of overcrowding at home. Religion: Most ratfolk are neutral, and those who take to religion tend to worship deities that represent commerce and family. Demeanor: Ratfolk have a strong attraction to shiny jewelry, especially copper, bronze, and gold, and many decorate their ears and tails with small rings made of such metals. Ratfolk individuals are driven by a desire to acquire interesting items and a compulsion to tinker with

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complex objects. The strong ties of ratfolk communities give them an appreciation for the benefits of an orderly society, even if they are willing to bend those rules when excited about accomplishing their individual goals.

Weapons: short sword, dagger, throwing stars, dueling pistols Clothing: leather tunics closed by simple but ingenious metal clasps, soft leather pants and riding boots; heavy buckles and numerous straps and pockets are common as are hooded cloaks. Money: assorted trade goods valued at 2gp Special features: Deadly training- you receive a special bonus of +25 to your poison lore, use/remove poison, silent kill, stalk, hide and ambush maneuvers. Acute smell- you can smell odors up to 100' upwind, 2000' downwind, and 500' in still air. You receive a special bonus of +25 to tracking something based on its odor. You receive +10 to perception when dealing with smells. Tough skin- AT3 Tunneling- you may tunnel through earth at half your base movement rate assuming you are moving through material with the consistency and hardness of packed dirt. Denser material such as stone drops your rate to 1/10th your base movement rate. Night vision- you can see in the presence of extremely faint light. The moon, stars or even a tiny point of light allows you to see up to 25' normally. In total darkness you receive no benefits. Extra limb- you have a tail, this does not grant an extra attack or any special abilities but can be used to perform simple actions. Flaws: paranoid- you stay constantly alert, watching those who are plotting against you. You may have a few friends you trust, but you
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are wary of everyone else. Every time you look around you see someone watching you!

Race ST Gors +15 haq Aldry +5 ami Toad +5 acia ns Orla nthi Rhia ni +10 +5

QU +5 +10 +10

PR +5 +5 +10

IN -10 +0 +0

EM

CO

AG +5 +5 +5

SD -20

ME -5

RE -5 +0 +0

-10 +20 +5 +0 +5 +5

-20 +5 -10 +0

+0 +5 +0 +10 +10

+5 -5 +5 +5 +5

+0 -5 +5 +0 +0 +0 +0 +0 +0

-5 +10 +5 +5 +0 +0

+0 +5 +0 +10 +10

+5 +0 +5 -5

+0 +0 +0 -5

+0 +0 +0 -5 +0

Y'nar +5 i Jaka +0 Ratki +5 n

-5 +0


Classes/Professions
*- denotes a change from the standard rolemaster profession.

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Barbarian*- Up Close- typically powerfully built, lightly armored and a master of the wild places. The Barbarian is a skillful user of weapons that uses his quickness and connection to nature to survive in the harsh environment of his homelands. The barbarian has a close connection to the local spirits of the wild places he travels and is a semi-spell user of channeling (divine) magic using those magical skills for such things as: to find paths, track, hide, predict the weather, ease of movement over difficult terrain, and survival in harsh climates. Barbarians tend towards light armor but can wear heavier armor types. Behind the curtain: weapons skills remain the same; secondary skills as Ranger; level bonus as Ranger; now a semi-spell user with spell lists and development as Ranger.

Warrior monk*- Up Close- A lifelong student of the martial arts raised from an early age in a relatively isolated and restrictive environment focused on personal discipline over the mind/body/ spirit. This intensive training leads to a fluidity with those skills associated with martial arts but an underdevelopment of secondary and social skills. Focused studies of the universal energy flows that effect ones own body has made the Warrior Monk a semi-spell user of essence using those magical skills for such things as: evading attacks, enhancing senses, outstanding leaping, balance, coordination, and limited personal healing. Warrior Monks tend towards no armor or light armor. Behind the Curtain: all nonmagical skill costs as High Warrior Monk from RMC1; magical skill costs as Monk from Character Law with Monk base spell lists.

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Mercenary (Rogue)- Up Close- the mercenary focuses on flexibility over mastery of a single field. A specialized knowledge of weapons allows them to primarily focus on a single weapon of choice where they can rival a warrior, while maintaining some level of expertise in the thieves arts. Mercenaries are comfortable in both light and heavier armor types. Behind the Curtain: the mercenary is unchanged from the Character Law rogue and is a good class for those who like to both fight and sneak.

Thief- Up Close- Thieves are specialists at maneuvering and manipulating. They have the easiest time learning mechanical skills such as picking locks and disarming traps and are fairly good at picking up weapon skills. Usually adept at stalking, hiding, climbing, and perception, they try to avoid heavy armor. Behind the Curtain: The thief is unchanged from Character Law and is a great class for those who enjoy being the sneak or scout instead of the front line warrior.

Oracle*- Up Close- A combination of paladin and Druid the Oracles are inheritors of an ancient secret. They are the Protectors of the Tree of Life which is said to be rooted in the supporting darkness with a golden sun bird perched in its peak and an inexhaustible well, bubbling at its foot. They are a force of knowledge and change, wielders of Enchanted wooden swords, gleaned from The Tree itself, that strike harder than iron, they are easily spotted by the tiny scarlet kirinkir bird which follows each of them close at hand. As semi-spell users of divine magic their magical skills are used for such things as: prophecy, shielding,

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healing, and the summoning and enhancement of their wooden blades. Oracles are capable of light, heavy, or no armor. Behind the Curtain: skills as Paladin; secondary skills as Shaman; level bonus as Animist; Spell Lists: Visions, Herb Mastery, Shielding Ways, Laying on Hands, Arms Way, Oracle Weapon, Animal Mastery, Natures Forms, Stone Mastery. This is a bit of an advanced class with tons of role playing potential.

Beastmaster- Up Close- A skilled arms combatant who uses their affinity with animals to magically bind them to their service. The Beastmaster usually has no compunctions over using animals to ensure victory. As semi-spell users of Mentalism their magical skills are used for such things as: binding animals and familiars to their service, enhancing their offense and defense in combat, enhancing their personal movement and senses, controlling animals, and calming men and beasts. Beastmasters tend towards light or no armor. Behind the Curtain: this is the mentalist variation on the Beastmaster as presented in RMC2. This is a solid class for those who enjoy a nonstandard combatant with offensive and defensive abilities and a lot of 'flavor' through animal companions.

Nightblade*- Up Close- Trained for covert operations such as assassination, spying, and infiltration this profession focuses on the ability to move, distract, disguise, poison, and the limited use of weapons. As a semi-spell user of mentalism their magical skills are used for such things as: summoning weapons, the casting of runes on weapons, manipulation of the ethereal, distractions,

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impersonations, poisons, and improved movement. Nightblades tend towards light or no armor. Behind the Curtain: same as RMC1 but has access to the Arcane lists Blade Runes and Ethereal Mastery. Blade Runes has been changed so that all weapons have a 100% chance to receive a rune. An additional level 1 spell has been added "Edge of Darkness" - As a move action, a Nightblade can form a semi-solid weapon composed of psychic energy distilled from her own mind. If the Nightblade releases the weapon it will dissipate in 5 mins. The blade retains the last chosen form every time it is formed until the Nightblade reshapes it. If the Nightblade chooses to reshape her blade, it requires a full-round action to do so. The Nightblade chooses the appearance of her blade, although it's coloration is based on the summoner. If non-evil it appears as a deep blue-violet with a transparent quality; if evil it is a sickly yellow-orange that is troubling to look upon.

Spellsword*- Up Close- A member of an unusual cult of warrior mages who have sworn service to a Universal Power (such as a God, greater spirit, etc). In exchange for their vow of service on the side of the forces of Order at the End of Time, they are granted substantial magical ability to use as they will in the present. Each Spellsword bears the mark of his or her oath as a large glowing rune either on the face or hand. A classic combination of strength at arms and magical power, the Spellsword is a semi-spell user of essence whose magical skills relate to such things as: mental suggestions, destructive bolts, and even flight. Spellswords tend towards light or no armor. Behind the Curtain: The Spellsword is a variant on the RMC2 Warrior Mage. Base spell lists are Elemental Ways, Highriding,

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Mind's Touch, & Warriors Blade (from the Spell Users Companion). The Spellsword is welled suited to the individual who likes to be good with at least one melee weapon but who wants to play a spell caster.

Bounty Hunter-Up Close- A Bounty Hunter is an individual who specializes in tracking down people, animals, or objects for coin. From the famous Jaka Manhunters to the Sibiccai Bounty Killers, they are all well versed in combat, outdoor skills, and trying to stay alive and one step ahead of their prey. Bounty Hunters are non-spell users in general and do not begin play with access to spells or Runes. Bounty Hunters lean towards light armor but are capable of wearing heavier armor types. Behind the Curtain: The profession is unchanged from the RMC3 Bounty Hunter. The class is well suited to those who typically enjoy a fighter or ranger in most fantasy settings and do not enjoy spell casting.

Assassin- Up Close- One who concentrates on infiltration and deadly skills. Assassins are usually loners hired to eliminate specific targets. Where the Nightblade relies on magic to get the job done, the Assassin relies on her own physical abilities and broader selection of weaponry. The Assassin is a non spell user who begins play with no access to spell lists or Runes but with a reduced cost to most physical skills. Assassins tend towards light or no armor. Behind the Curtain: the Assassin is another great option for those who enjoy playing the sneak but with more attention to weapons and physical skills. The class is unchanged from RMC3.

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Fighter (Warrior)- Up Close- the classic specialist in arms and armor. Fighters/Warriors are those who have devoted their lives to learning a broad array of weapons and are comfortable in the widest variety of armor. They are the front line of any attack or defense. They are more limited in general skills and are non-spell users, thus they begin play with no base spell lists and no Runes. Behind the Curtain: Unchanged from the fighter profession from Character Law. The fighter is a solid class and easy for beginners to keep alive. They are an important part of any party of adventures.

Duelist- Up Close- Rare individuals who possess a strange code of honor, they are the masters of formal combat. The duelist code forces them to fight fair one on one duels (whenever possible) often with as much flair as possible. Duelists seek to become masters of a select group of weapons through lifelong study and physical training. For some their Honor is a badge they wear; for others it is their very heart and soul. A duelist is a non-spell user who begins play with no base spell lists or runes. Duelists tend to use light armor for greater mobility. Behind the Curtain: The class remains unchanged from RMC3. The duelist is a fun class for those who love the Inigo Montoya flair of lightly armored combat. It is a class that works especially well with those races that have some kind of natural armor.

Harbinger*- Up Close- A member of a cryptic society of warriors that hale from a cavern complex deep within the earth. They are made up of orphans of every race ritually 'sacrificed' to the cult as children. Raised in a world without light, only the strong survive the harsh rigors of initiation. Once the poor and unwanted

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they are now forged into Followers of the World Serpent, said to be a godlike spirit-beast wrapped tightly around the bones of the World and the deep unconscious of every mortal. They are the inheritors of both dreams and nightmares with their flesh and souls bound to the Serpent that they serve. A Harbinger is a semi-spell user of divine magic whose spells focus on summoning and controlling the mystical armor they wear and on enhancing the weapons they use. Behind the Curtain: A variation on the Chaos Warrior from RMC3 the focus and spell lists of the profession have been altered to fit our would system. Base lists are Scales of the Serpent (chaotic armor variant), Fangs of the Serpent (chaotic weapons variant), Darkness (essence list), Arachnemastery. A fun class for those that enjoy a bit of mystery mixed with weapons and a touch of magic.

Adolescent Development Every race learns certain skills for free as part of their childhood experiences. Gorshaq Two handed #1 Stone Lore Thrown #1 Smithing Body damage stabilization Riding 2 ranks 1 rank 2 ranks 1 rank 1 rank 1 rank
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Gorshaq Body development 3 ranks


Aldryami Missile weapon #1 Herb Lore Fauna Lore 1 handed edged #1 Perception Riding Body development Toadacians Firearms 1 handed edged#1 Singing Alchemy Boat pilot Sense ambush Body development Orlanthi 1 handed crushing #1 1 handed edged#1 Herding Foraging 2 ranks 2 ranks 1 rank 1 rank 2 ranks 2 ranks 1 rank 1 rank 1 rank 2 ranks 2 ranks 2 ranks 1 rank 1 rank 1 rank 3 ranks 1 rank 2 ranks

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Orlanthi Frenzy Navigation Body development Rhiani 1handed edged#1 Missile #1 Riding Animal handling Fletching Lie perception Body development Y'Nari Sweeps and throws 1 handed edged #1 First Aid Attunement Riding Acting Body development Jaka Firearm #1 1 handed edged#1 3 ranks 1 rank 2 ranks 2 ranks 1 rank 1 rank 1 rank 2 ranks 2 ranks 1 rank 2 ranks 3 ranks 1 rank 1 rank 1 rank 2 ranks 1 rank 1 rank 3 ranks

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Jaka Tracking Stalk & hide Perception Read tracks Body development Ratkin 1 handed edged#1 Thrown #1 Picking locks Trading Pick pocket Hide item Body development 3 ranks 2 ranks 1 rank 1 rank 1 rank 1 rank 2 ranks 1 rank 1 rank 2 ranks 1 rank 2 ranks

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