Monsternomicon 02
Monsternomicon 02
Monsternomicon 02
TM
Special thanks to Dan Brandt, Douglas Colton, Marky Erhardt, Alfonso Falco, Duncan Huffman, Steve
Kanick, Josh McDowell, and Mike Underwood for their contributions to the ideas behind the book’s various
monsters. Thanks also to our faithful and loyal players who are about to lose dozens of characters to the beasts
herein and to their GMs. Together we can make the Iron Kingdoms a little more deadly and even more fun.
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This book is printed under the copyright laws of the United States of America. All contents herein including the Privateer Press logo, the Iron Kingdoms
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written permission unless such a reproduction is for personal use only or as permitted by 17 USC § 107 - 108. Copies for personal use must maintain
all copyrights, trademarks, or other notices contained herein. The Infernal Executor sees you when you’re sleeping. He knows when you’re awake. He
knows if you’ve violated these copyrights, and he will automatically mark your soul for collection. Oh, and the secret monster of the day is Rhinodon.
This product is compatible with the 3rd edition and revised 3rd edition rules under the open gaming license.
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green and brown mottled skin and long, slender limbs remind- observed that their fingers had wide and soft pads that seemed
ed me of nothing so much as walking frogs. to affix like suckers to the tree branches, yet remained dex-
A harrowing chase into the unknown jungle followed, with terous in the manipulation of their spears, ropes, and other
unfamiliar creatures dogging my heels. Eventually I eluded implements. Though clearly a tool using species capable of
them, but I could not resist circling back to investigate their language, music, and interaction, I did not observe any crafts
nature. I had not expected to find any organized intelligence of great complexity, nor metalworking. Still, I have learned in
among these knotted trees and vines. I discovered creatures I my years not to discount the potential of any thinking species.
have named ‘Anura’, an old Caspian term related to frogs, but I found most intriguing, however, the sight of certain half-
at the time observing them I preferred calling them by the buried ruins at the feet of some of these trees. Possessing an
more descriptive term ‘croakers’ after their interactions with entirely different character, I presume these must mark some
one another, including a variety of complex croaks and warbles former civilization that once dominated this region. I suspect
which must make up some hitherto unheard language. Several from carvings I observed on those pieces of stone that the
times I saw one of them hold their head high and make a par- anura did not erect them, as I saw figures quite manlike on
ticular loud and almost musical sustained, warbling call. those ruins. Likely the anura emigrated here as the climate
Their culture and society seemed primitive. Their dwell- changed and became more tropical. I hope to return to this
ings consisted of peculiar hanging sacks of wattle and net- fascinating region one day and explore more thoroughly.
ting strung below the overhanging trees like improvised dens. A most peculiar and profound sight among the croakers
The croakers moved quite nimbly among the tree branches interrupted these ruminations. A chant went up from the “vil-
and climbed surfaces human hands would find impassable. I lagers”—for so I had come to imagine them—as a figure of
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Chimera-Spawn Features
Legs Arms
1d6 Roll Feature 1d6 Roll Feature
1 Biped, no tail 1–2 Two arms
2 Biped, with tail 3 Two arms and two wings2
3 Quadruped, no tail 4 Two arms and four wings3
4 Quadruped, with tail 5 Two arms, two burrowing claws4
5 Snakelike tail, no legs 6 Two tentacles5
6 Spider or centipede-like, many legs1
Claw or Tentacle Bite Base Hit
Size Damage Damage Movement Dice AC
Fine — 1 5 ft., fly 20 ft. (good) 1/8d10 +2 natural
Diminutive 1 1d2 10 ft., fly 40 ft. (good) 1/4d10 +3 natural
Tiny 1 1d3 20 ft., fly 40 ft. (good) 1/2d10 +4 natural
Small 1d3 1d4 20 ft., fly 40 ft. (good) 1d10 +5 natural
Medium 1d4 1d6 30 ft., fly 60 ft. (poor) 2d10 +7 natural
Large 1d6 1d8 40 ft., fly 70 ft. (poor) 4d10 +10 natural
Huge 1d8 2d6 40 ft., fly 80 ft. (poor) 8d10 +12 natural
Gargantuan 2d6 2d8 30 ft., fly 70 ft. (clumsy) 16d10 +16 natural
1 4
Grants climb speed at the chimera-spawn’s base land speed. Grants burrow speed at the creature’s base land speed.
2 5
Grants fly speed. Grants +10 foot reach.
3
Grants fly speed +20 feet and improved maneuverability one step.
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Combat
Fierce and bloodthirsty, cyclopes skillfully track down and
slaughter the dangerous creatures of the Bloodstone Marches.
They delight in cruelty, sometimes deliberately withholding a
killing strike as their victim suffers. They generally hunt in small,
coordinated groups and prepare ambushes. They track dangerous
or numerous foes from a distance and wait to attack until the
target is asleep or otherwise distracted.
In the wild, cyclopes wear light hide armor and wield over-
sized clubs, often improvised from the bones of their prey.
The cyclops’ eye provides the supernatural ability to see
glimpses of the very near future, giving them an enormous
edge in combat. All of these abilities are negated if a cyclops
is blinded or otherwise unable to see its foe.
Prescient Dodge (Su): This allows the cyclops to antici-
pate an enemy’s attacks before they happen, granting a +2
insight bonus to AC so long as they are aware of an incoming
attack. Cyclopes also gain a +4 insight bonus to Sense Motive
rolls to avoid a feint.
Hunter’s Sight (Su): The cyclops can partially correct
flawed or deflected attacks before they happen. During the
cyclops’ action they designate an opponent and receive a +2
29
-V P
Uncommon: Though dim-witted, cyclopes fight remarkably
well. They are natural hunters and can track their prey over
long distances.
Rare: Cyclopes can see into the future briefly, giving them
an edge in combat. They are at their most defenseless when
surprised.
Obscure: Blinding a cyclops robs it of both its sight and its
ability to see into the future.
Hooks
Either a sole survivor of a failed assault or an unlikely deserter,
a lone skorne-conditioned cyclops has shed his arms and
armor to revert to its natural barbaric state and live like a beast
in the wilderness of western Immoren. Likely it could survive
indefinitely hunting in the wilds if not for having developed a
taste for human flesh. Its ravenous hunger drives it to a nearby
village. Even if the PCs defeat or drive off the marauding
creature, its skorne keepers will eventually arrive in hopes of
recovering it.
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Creating a Deathless
History has lost the process for creating the deathless. What
This will exactly replicate, down to the smallest
detail, any fortress, palace, or estate the creature
occupied before death. This works as a permanent
little information remains describes a gruesome process requir- mirage arcana and may include one or several permanent
ing the removal vital organs into preservative fluids held in metal image illusions as well. While in its tomb, the
vats. Only the skeleton remains of the body, though it gains the deathless and its undead retinue look as they did
strength of steel. in life, such as Orgoth warriors in armor, cloaked
The deathless is a template that can be added to any sorcerers, priests, etc. Treat these illusions as a
human Orgoth character (referred to hereafter as the base crea- permanent disguise self on the deathless and each
ture). Unlike most templates the deathless is not an acquired undead servant. A successful Will
template added to an existing living creature but is applied to save (DC equal to 10 + hit die of
long deceased Orgoth governors, sorcerers, and warlords. the deathless + Charisma bonus)
Size and Type: The creature’s type changes to undead will reveal this illusion.
(augmented humanoid) do not recalculate
base attack bonus, saves, or skill points. Size is
unchanged.
Hit Dice: Increase all future and current Hit Dice to d12s.
Speed: Same as the character.
Armor Class: The base creature’s natural armor improves by
+10.
Attacks: A deathless retains all the weapon proficiencies of
the base creature and also gains two slam attacks if
it didn’t already have one.
Damage: A deathless’ slam attacks does damage appropriate
for its size.
Size Damage
Fine 1
Diminuitive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Attacks: A deathless retains all
the special attacks of the
base creature.
Spells: A deathless can cast any
arcane spells it could while
alive.
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Combat
(Devil Rat)
Cunning creatures who work
well in packs, devil rats
prefer to ambush their oppo-
nents, surround them, and
confuse them with distract-
ing bites while other devil
rats position themselves for
more lethal attacks.
Disease (Ex): Devil fever —
bite, Fortitude save (DC 11), incuba-
tion period 1d3 days, damage 1d3 Str and
1d3 Con. The save DC is Constitution-based.
Distracting Attack (Ex): Devil rats know
how to take advantage of an opponent’s
divided attention. When two devil
rats flank an opponent, each gains
an additional +2 bonus on attack
rolls (for a total of +4).
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own survival against the elements. Despite triumphing over based. Any creature killed by this blast leaves behind a lingering
natural and unnatural forces, these lesser communities fell cloud of burning ash for three rounds in the squares they occu-
like wounded prey when Ashnephos descended upon them pied. This acts as a hypnotic pattern (Will save (DC 40) to resist,
with fang and fire. save is Charisma-based) affecting up to 24 hit dice worth of
Giants describe Ashnephos as equally beautiful and ter- creatures. Those affected only see Ashnephos as a threat for
rible. Its scales seem to shimmer like oiled steel in the sun. purposes of gaining a new save or automatically breaking out of
Its fangs gleam bright like polished silver blades. Ashnephos’ their fascination if the dragon directly attacks them.
fire hypnotizes all who see it with such roiling beauty that Ruinbringer (Su) As a standard action Ashnephos can
they stand paralyzed with rapture even as their flesh boils shed and stir up a great cloud of blighted ash around his body
away. The giant Chilon described many poems and songs then ignite these particles with explosive blighted energy that
written of the deadly beauty of Ashnephos, how those tears apart stone, earth, and flesh. This 160 foot emanation
who witnessed its slaughters could never shake the memory inflicts 2d10 fire damage, Fortitude save (DC 45) for half, and
and would find themselves longing for the beauty of death also affects all creatures on the ground, structures, terrain, and
brought by this unrepentant wyrm. vegetation within the area as the earthquake spell.
Frightful Presence (Ex): 360-foot radius, HD 43 or less,
Will save (DC 40) negates.
Combat
Breath Weapon (Su): Ashnephos has an incinerating breath
Visions (Sp): Once per day as a standard action
Ashnephos can enter into a trance, losing awareness of its sur-
weapon some giants have named the “roiling death” for the way roundings during the process but gaining the benefits of any
it leaves extremely fine ash granules in its wake which boil in one of the following divination spells: discern location, divination,
the air like a living thing. This is a 70-foot cone, damage 25d10 legend lore, or scrying. Treat Ashnephos as a 20th level caster for
fire, Reflex save (DC 45) for half. The save DC is Constitution- purposes of this ability.
43
Charsaug
NE Colossal Dragon (Fire) CR 30 Special Qualities: Dragonblight, regeneration 20, vulnerable to cold
Hit Dice: 40d12+480 (740 hp) Saves: Fort +34, Ref +24, Will +28
Immunities/Resist: Damage reduction 20/serricsteel, Abilities: Str 40, Dex 14, Con 34,
dragon traits, fire, fear, sleep, paralysis, Int 34, Wis 32, Cha 26
spell resistance 30 Skills: Appraise +55, Balance +45, Bluff +51,
Senses: Blindsight 360 ft., keen senses, Listen +54, Climb +58, Diplomacy +51, Escape
Spot +54 Artist +45, Intimidate +51, Jump +58,
Initiative: +2 Knowledge (arcana) +55, Knowledge
Speed: 40 ft. (8 squares), Fly 200 ft. (clumsy) (geography) +55, Knowledge (history) +55,
Armor Class: 46, touch 4, flat-footed 44 (-8 size, +2 Knowledge (giants) +55, Listen +54,
Dex, +42 natural armor) Search +54, Sense Motive +54, Spot +54,
Base Attack/Grapple: +41/+72 Survival +54, Swim +58
Attack: Bite +48 melee (6d8+15/19-20) Feats: Awesome Blow, Cleave, Flyby Attack,
Full Attack: Bite +48 melee (6d8+15/19-20) and Great Cleave, Hover, Improved Critical
2 claws +46 melee (6d6+7) and (bite, claw), Improved Bull Rush, Improved
tail slap +46 melee (4d6+22) Natural Attack (bite, claw), Multiattack,
Special Attacks: Breath weapon, burnination, crush Power Attack, Snatch, Wingover
4d8+22, frightful presence, tail sweep Environment: Suneater Mountains
2d8+22, Organization: Unique
Space/Reach: 30 ft./25 ft. (30 ft. with bite)
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Carnivean
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Nephilim
49
opportunity. A glid-
ing nephilim travels a
few feet off the ground and so
avoids difficult terrain, certain traps,
and other obstacles. A nephilim can
charge during a glide, but it can glide
Seraph only once per round and can move a
maximum of 50 feet during the glide. The
same restrictions to movement while charging
also apply to gliding.
This ability also grants a nephilim a +10 bonus on Jump
checks.
Skills: Nephilim have exceptional senses. A nephilim has a
+15 racial bonus on Listen and Spot checks.
Souled: Nephilim souls make them vulnerable to spells that
effect souls and can be seen with reveal souls.
A Huge car-
nivean’s interior can Raek
hold 2 Large, 8 Medium, The stealthy raek slinks through the shadows before pouncing
32 Small, 128 Tiny, or 512 on its chosen prey and tearing off limbs with its great jaws.
Diminutive or smaller opponents. Pounce (Ex): If a raek charges, it can make a full attack,
including two rake attacks.
Harrier Rake (Ex): Attack bonus +13 melee, damage 1d8+3
Harriers attack from the air with tearing claws and ripping teeth Stalk Prey (Su): A raek focuses on its target to an uncanny
and prefer to hit and run. When directed at a specific target, or extent and reacts with supernatural swiftness to the target’s
a powerful enemy, they concentrate and continue their attacks actions.
mercilessly. At any time during an encounter, a raek can designate a
Savage Flyby (Ex): When a harrier makes a flyby attack, or specific opponent as its prey. During its prey’s turn, the raek
when it makes a flying charge, it can make a full attack in addi- may take a single move action or standard action at any time,
tion to its movement. as a free action, in addition to attacks of opportunity the
Skills: Harriers have a +4 racial bonus on Listen and Spot opponent may provoke.
checks. The raek may choose a different enemy to be its prey as a
Nephilim free action on its turn.
Tail Strike (Ex): Raeks use their jaws to hold oppo-
Unlike most dragonspawn, nephilim actually have souls, which
nents fast for an instant while its tail snakes forward to
gives them stronger minds, a better sense of self, and limited
strike. If a raek makes a full attack and hits with its bite
decision making capability.
attack, its tail attack hits automatically, dealing 2d6+9
Glide (Su): Though nephilim have tiny wings, they can-
points of damage.
not fly and may only glide for short distances as a super-
Blood Scent (Su): If a raek kills a creature, it immediately
natural process. The nephilim may move up to 50 feet in a
gains the scent of all creatures related directly to the victim by
straight line as a move action that does not provoke attacks of
50
Raek Seraph
Always NE Medium Magical Beast CR 9 Always NE Large Magical Beast CR 9
Hit Dice: 9d10+27 (76 hp) Hit Dice: 11d10+44 (104)
Immunities/Resist: Damage reduction 5/magic, death attacks, Immunities/Resist: Damage reduction 5/ magic, death attacks,
disease, fear, mind-affecting effects, paraly- disease, fear, mind-affecting effects, paraly-
sis, sleep effects, resistance to cold 10, spell sis, resistance to cold 10, sleep effects, spell
resistance 20 resistance 14
Senses: Blindsight 80 ft., Listen +5, Spot +5, Senses: Blindsight 80 ft., Listen +8, Spot +8
improved scent Initiative: +6
Initiative: +5 Speed: 20 ft. (4 squares), Fly 60 ft. (good)
Speed: 50 ft. (10 squares) Armor Class: 21, touch 15, flat-footed 15 (–1 size,
Armor Class: 21, touch 15, flat-footed 16 (+5 Dex, +6 Dex, +6 natural)
+6 natural) Base Attack/Grapple: +11/+19
Base Attack/Grapple: +9/+15 Attack: Tail +14 melee (2d8+4 plus poison) or
Attack: Bite +15 melee (2d8+6/19–20) breath weapon +16 ranged touch (special)
Full Attack: Bite +15 melee (2d8+6/19–20) and Full Attack: Tail +14 melee (2d8+4 plus poison)
two claws +13 melee (1d8+3) and and bite +12 melee (2d6+2) and 2
tail +13 melee (2d6+9) talons (1d6+2) or breath weapon +16
Special Attacks: Pounce, rake 1d8+3, stalk prey, tail strike ranged touch (special)
Space/Reach: 5 ft./5 ft. Special Attacks: Breath weapon, poison
Special Qualities: Blood scent, blurring speed, fast healing 4, Space/Reach: 10 ft./10 ft. (15 ft. with tail)
improved scent, soulless, unnatural aura Special Qualities: Airborne grace, distortion, fast healing 5,
Saves: Fort +9, Ref +11, Will +8 soulless, unnatural aura
Abilities: Str 23, Dex 21, Con 17, Saves: Fort +11, Ref +13, Will +4
Int 8, Wis 20, Cha 10 Abilities: Str 18, Dex 22, Con 18,
Skills: Hide +17, Jump +16, Listen +5, Move Int 4, Wis 12, Cha 10
Silently +17, Spot, +5, Survival +5* Skills: Listen +8, Spot +8
Feats: Improved Critical (bite), Improved Natural Feats: Flyby Attack, Multiattack, Hover,
Attack (bite), Multiattack, Stealthy Wingover
Environment: Any Environment: Any
Organization: Solitary or pair Organization: Solitary or pair
Advancement: 10–15 HD (Medium); 16–21 HD Advancement: 12–17 HD (Large); 18–23 HD
(Large) (Huge)
blood (parents, children, and siblings). If the raek detects this Seraph
scent anywhere, it recognizes the scent as a relative of the slain Seraphim are exceptionally graceful fliers and utilize their
creature and will stalk this new prey if possible. terrible breath weapon to kill their prey from a distance.
Blurring Speed (Su): Raeks alternate between complete Their poisoned tail stinger makes them formidable in close
stillness and bursts of speed so fast their forms blur. If a raek combat as well.
moves at least 10 feet during its turn, it gains concealment Airborne Grace (Ex): Seraphim are exceptionally nimble in
(20% miss chance) for 1 round. the air. A seraph gains a +4 dodge bonus to AC against ranged
Improved Scent (Ex): Double the ranges at which a raek attacks while flying.
detects creatures with scent. Breath Weapon (Su): A seraph’s breath weapon is a gout of
Skills: A raek has a +4 racial bonus on Hide and Move superheated blight, flame, and incendiary ash. The seraph does not
Silently checks, a +10 racial bonus on Jump checks, and a +8 need to target a grid intersection and makes a normal ranged touch
racial bonus on Survival checks when tracking by scent. attack to hit its target; if it misses, determine deviation normally.
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Teraph
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Legends &
Lore
Common: Frost drakes are peerless hunters of arc-
tic peaks and glacial environs.
Uncommon: A frost drake bellow can break ice and cause ava- Bone grinders and anyone creating magic items related
lanches as well as stun its prey. to cold, ice, or snow prize the gland at the base of the frost
drake’s neck that produces its frigid breath. When used to
Rare: Frost drakes move across ice or other slippery surfaces
produce items such as potions of energy resistance (cold) or boots of the
unimpeded. They can also unleash a blast of frigid cold that
winterlands, a frost drake’s breath gland replaces the cost of the
coats an area in ice.
materials normally required.
Obscure: Frost drakes can see heat, allowing them to hunt hot-
blooded creatures in even the densest blizzard.
Hooks
Rhulfolk once worked a mine high in the Silverun Peaks said
Treasure
Frost drakes have an obsessive fascination with reflective objects,
to produce diamonds of unparallel size and purity. For reasons
quietly forgotten, though, the stone lords collapsed this mine
and might spend hours gazing at their reflections. This attrac- centuries ago. Hearing tales of the wealth senselessly abandoned
tion also extents to mirrored objects and shiny metals, and the by his ancestors, clan lord Dolhan Fortros has quietly assembled
drakes often keep several such items within their lairs. Searching explorers from outside Rhul to find the mine and reopen it. He
a 16 to 24 HD frost drake’s lair uncovers standard treasure, has sent four expeditions into the mountains thus far, though
while the lair of a 25+ HD frost drake holds double standard and the gigantic frost drakes that lair in the region have made
treasure, mostly in armor, gems, and shiny objets d’art. sure that none have returned.
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Combat
Sea drakes excel at knocking prey from the decks of ships and
Legends & Lore
Common: Sea drakes dwell in the warm waters of the Broken
reducing hulls to worthless timbers. Their ability to unleash as Coast and the Gulf of Cygnar. Their serpentine appearance
blast of tornado-strength wind can easily blow an entire crew lends credence to sailors’ tales of sea serpents and monsters
from their vessel or even scuttle smaller ships. A sea drake seek- lurking in the briny depths.
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Uncommon: Sea drakes posses the terrible roar of all other Scholars, arcanists, and status-seekers the world over value
drakes. They often roar deep below the water, just before sur- sea drake ink for its tendency to dry in shades of deep red
facing, and a sudden torrent of huge bubbles typically precedes and purple. A Survival check (DC 22) allows one to harvests a
their attack. number of pints from a sea drake equal to 1/8th the creature’s
Rare: Sea drakes seem to actively enjoy tipping sea-going ves- HD. A pint of sea drake ink sells for at least 150 gp.
sels, finding flailing sailors easier prey than swift-swimming
fish. Their powerful lungs can expel blasts of air capable of
flinging a man into the air and far from his ship. Hooks
Supposedly the Mateu Merchant House in Five Fingers keeps
Obscure: When threatened, a sea drake can expel a cloud of a mated pair of sea drakes in a flooded cave below one of their
ink to hide its escape. Despite being primarily ocean-bound cliff-side warehouses to dispose of unwanted persons and guard
predators, a sea drake can drag itself across the land and loot sunk into their lair. Recently, and quite accidentally, the sea
manipulate the water to menace the coast. drakes broke through a wall of their lair and into the channels
of Five Fingers and now prey upon the populace as they please.
The Mateu wish to see the drakes deposed of quickly and qui-
Treasure
Sea drakes seem to like objects that float, which perhaps explains
etly. The Fingers Buccaneers desperately want individuals capable
of discovering the new underwater entrance and looting the
their regularly attacks on ships. These drakes often drag hunks Mateu’s waterlogged vault.
of wood, barrels, and even corpses underwater with them to
float at the tops of their sea cave lairs. Those able to reach a sea
drake’s lair might find double standard treasure in the home of
a 9 to 26 HD sea drake and four-times the standard treasure in
the lair of a 27+ HD sea drake.
59
Treasure
The pelts of female dusk-
wolves maintain some of
the wolf ’s shadow-blending
abilities when removed
and properly cured.
An intact female pelt
can be used to create
a hooded cloak that
gives the wearer a +5
competence bonus
on Hide checks.
Duskwolf cloak: faint
illusion; CL 3rd Craft
Wondrous Item; Price
2,500 gp; Weight 2 lb.
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Efaarits as Characters
Most efaarits are adepts, rangers, or warriors. They have
little patience for activities that provide nothing for the
tribe, making frivolities such as art, the study of magic, and
the worship of deities nearly unknown.
Efaarits possess the following racial traits.
— +2 Constitution, +2 Wisdom, –2 Intelligence.
— Small size. +1 bonus to Armor Class, +1 bonus on
attack rolls, +4 bonus on Hide checks, –4 penalty on
grapple checks, lifting and carrying limits 3/4 those of
Medium characters.
— An efaarit’s base land speed in 20 feet.
— Low-light vision.
Legends & Lore
Common: Efaarit are nomads that wander the Blasted Desert.
— 1 point of natural armor.
— Racial Hit Dice: An efaarit begins with two levels of
Generally distrustful, even of their own kind, efaarit greatly humanoid, which provide 2d8 hit dice, a base attack
fear the skorne, who prefer to slay rather than enslave them. bonus of +1, and saving throw bonuses of Fort +0,
Uncommon: Some efaarit have a canny ability for calming the Ref +3, and Will +0.
otherwise indomitable animals of the east. They might make — Racial Skills: An efaarit’s humanoid levels give it skill
good guides through the deadly deserts but notoriously betray points equal to 4 × (2 + Intelligence modifier, mini-
and rob their allies. mum 1). Its class skills are Concentration, Intimidate,
and Survival. Efaarits have a +2 racial bonus on
Rare: Efaarit and their mounts largely ignore desert storms Concentration and Handle Animal checks.
and often travel in such conditions to escape pursuing skorne — Racial Feats: An efaarit’s humanoid levels give it one
slavers and warriors. Efaarit will also raid skorne encampments feat. Efaarit’s gain Endurance as a bonus feat.
during storms, using the weather for concealment while they — Weapon and Armor Proficiency: An efaarit is proficient
steal food, water, and weapons. with and all simple weapons and a pole-arm of their
Obscure: Efaarit have a long if crude oral tradition that traces choice.
their history back to the time of Lyoss. Their language, a col- — Special Qualities: Dogged, innate direction, sand walk,
lection of harsh whispering sounds and occasional barking shallow breath.
shouts, is very hard to learn, but those who master it would — Automatic Languages: Efaarit. Bonus Languages:
discover a great wealth of untold history of the eastern lands. Cyclops, Skorne (Soresh or Havaati).
— Favored Class: Ranger.
— Level Adjustment +1
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65
Treasure
Ferox hoard the bones of their
prey, often in morbid piles within
or just outside their rocky lairs.
Not knowing the difference
between bones and armor,
whole suits of metal armor
sometimes find their ways into
a ferox’s trophy pile.
Although not an item
horded by ferox, the skorne
have created a number of items
to aid in riding the dangerous
felines, most notably a heavy
saddle made from leader and
iron. The saddle prevents the
rider from being harmed if
the ferox bristles its scales.
The saddle also includes a
Pounce (Ex): A ferox can make a full attack if it charges, cruel set of reins with a needled bit.
including two rake attacks. These spikes bite into the soft flesh of the cat’s mouth when
Perfect Balance (Ex): A ferox may always take 10 on yanked, doing little to harm the beast’s use as a mount and
Balance, Climb, and Jump checks even when threatened or dis- deterring it from attacking. A ferox saddle weighs 75 pounds
tracted. and costs 30 gp.
Rake (Ex): A ferox that pounces onto a creature can make
two rake attacks with its hind legs. Attack bonus +7 melee,
damage 1d6+2. Hooks
As tribute to Archdomina Makeda, one of her inferior fami-
*Skills: Ferox have a +4 racial bonus on Hide and Move
Silently checks and a +8 racial bonus on Climb and Jump lies wishes to gift her a fully trained adult ferox known for its
checks. Cats have a +8 racial bonus on Balance checks. They ferocity and number of kills. No ferox seems better suited than
may use their Dexterity modifier instead of their Strength Blackfang, the infamous dominate male of a pride that lairs
modifier for Climb and Jump checks. near Slasrath’s Rock. The mountain of gilded armor outside
Carrying Capacity: A light load for a ferox is up to 459 warns that many skorne have tried to capture Blackfang, but
pounds, a medium load is 460–918 pounds, and a heavy load none have survived.
is 919–1,380 pounds.
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Combat
The gentleman stranger takes pains to
obscure its identity while in polite soci-
ety. It usually charms a well-to-do noble and
becomes an honored guest, meanwhile plotting
the downfall of nobles vulnerable to manipulation.
It delights in bringing the arrogant and mighty to
ruin, usually to their deaths, but only after suffer-
ing a proper amount of humiliation.
The gentleman stranger uses charmed
retainers as a buffer. He is always encountered
with 16 HD of charmed retainers willing to
give up their lives defending him. If outmatched
he uses jump and spider climb to escape. If cornered
he will use his mocking laughter.
Master of Disguise (Su): A gentleman strang-
er’s true form is always disguised by the illusion of
a well-to-do noble. This supernatural effect works
as a continual disguise self. Defeating this illu-
sion requires direct contact with the stranger
(such as shaking his hand) or witnessing
his supernatural abilities, and making
a Will save (DC 23). This DC is
Charisma-based.
Master of Illusions (Su): A
gentleman stranger gains a +20 to
concentration checks to maintain
any illusion he has created.
69
Genzoul Weaknesses
Genzoul have a number of weaknesses related to their endless
hunger for living flesh.
Cannibal Cravings: Genzoul endlessly hunger for flesh. A
genzoul begins losing 1 point of Intelligence for every day
past a week it goes without using its feasting ability. This loss
continues until the genzoul reaches Intelligence 2 and becomes
a feral beast consumed by hunger. After feasting, a genzoul
slowly regains its Intelligence at a rate of 1 point per hour up
to its original score.
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77
Combat
Oulixes prefers to ambush from a distance and avoids engaging
damage or suffering any other impairment. However, terrain
magically manipulated to impede motion may still affect him.
Favored terrain (mountains+6, hills+4, arctic+2) (Ex):
enemies directly whenever possible.
Oulixes has the listed competency bonus to Hide, Move
Camouflage (Ex): Oulixes can use the Hide ability in any
Silently, Spot and Survival checks in each respective terrain
sort of natural terrain, even terrain that does not grant cover
type and also reduces movement penalties in the favored terrain
or concealment.
to the next highest fraction.
Favored Enemy (dragon+10, magical beast +8, abbera-
Vanish (Su): As a free action, 1x/day Oulixes can com-
tion +6, animal +4, humanoid (skorne) +2) (Ex): Oulixes
pletely vanish from sight and senses. This ability combines the
gains the listed bonus on Bluff, Listen, Sense Motive, Spot,
effects of invisibility and mind blank, making Oulixes undetectable
and Survival checks when using these skills against a creature
by scent as well and lasting for as long as Oulixes maintains
of the listed type. Likewise he gains the listed bonus on dam-
concentration.
age rolls against such creatures.
Regeneration (Su): Acid and fire deal normal damage to
Trackless Step (Ex): Oulixes leaves no trail in natural sur-
Oulixes. If Oulixes loses a limb or body part, the lost portion
roundings and cannot be tracked. He may choose to leave a
regrows in 3d6 minutes, or instantly if the severed member is
trail if so desired.
held to the stump.
Woodland Stride (Ex): Oulixes may move through any
type of undergrowth at his normal speed and without taking
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87
Combat
Executors behave with extreme caution if challenged in battle,
for death obliterates them permanently. Tremendously curious,
executors prefer to watch a fight to completion. They will flee
if they believe their destruction is imminent and return with a
better plan of attack. Executors never engage in melee, utilizing
their powers in all instances or creating conscriptus to fight in
their stead.
Executor
Arcane Font (Su): Dispel magic, greater dispel magic, and antimagic
field do not effect executors. They cannot cast spells through an Executor
antimagic field, but such fields do not affect items carried by
the executor, the executor’s supernatural abilities,
spell-like abilities, or spells it cast targeting itself.
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93
95
97
Combat
The Bivether exists only to maneuver invisibly to its intended
spells, carrying arcane effects great distances, to deliver them target and deliver a spell payload. It employs its weak melee
precisely as intended. attack only if prevented from reaching its target. Once a Bivether
I have only experienced magic second-hand, but this struck has unleashed its spell it returns to its master by the most expe-
me as a singularly ominous and useful practice. Such a crea- dient means possible.
ture would enable an arcanist to have any of a number of Arcane Backlash (Su): When a Bivether storing a spell
potent effects stored ahead of a conflict and ready at hand. reaches 0 hit points, it explodes in an arcane burst of energy
Furthermore the Bivether can make themselves fade from sight against the attacker. The target suffers 1d6 electricity, fire, and
and detection to deliver devastating spells far from their origi- force damage per spell level of the stored spell, Reflex save
nal source and with no peril to the caster. This clearly suits the (DC 13 + level of spell stored) for half.
cowardly nature of the curators and executors, who only reluc- Bound (Ex): Bivethers are always bound to an arcane caster
tantly risk their own perishable forms. or to another infernal, will only obey that individual, and
Sybeth recalled a particularly cruel tale of a cunning infer- can only store and deliver spells cast by that individual. The
nalist so consumed with revenge that she willingly traded a caster can command the Bivether telepathically at a distance
portion of her own life force to send not one, but three of up to 50 miles per point of Intelligence modifier. A Bivether
these sorcerous creations to her hated enemy that had exposed can only communicate a vague sense of its surroundings. The
her to the public and scrutiny of the Order of Illumination. Bivether can only recognize a target not immediately present
She was being hunted as a witch, and through the use of if its controller has seen that target and remembers it clearly.
Bivether she had devised a means both to rid herself of her A caster may store spells in a number of Bivethers equal to his
enemy and throw the witch hounds off her track. Intelligence modifier, although mortals very rarely boast more
This trio of infernal misfortune descended on the intended than one of these creatures.
victim and unleashed their magic payload, transforming the Evasion (Ex): If the Bivether makes a successful Reflex
victim into the very form that witch hunters sought. No save against an attack that normally does half damage on a
sooner had the Bivether struck than did the agents of the successful save, it instead takes no damage. The Bivether does
Illuminated capture the victim thinking they had at last found not gain the benefit of evasion if rendered helpless.
98
Hooks
A powerful and now desperate man betrayed by the PCs has
enlisted the aid of an infernal or an infernalist who sends
Bivether to plague the party. Should the party work to rectify
their differences with the man, he will be willing to hear them
out. Unfortunately the infernal or infernalist is not so forgiving
and seeks to collect payment for his services – and likely the
souls of the party as well.
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100
Junker Hulk
Advancement
and Repair
A junker hulk with access to enough
junk can replace ruined or
broken parts of itself. A
junker hulk usually has half
its total hit points worth of
junk (37 hp for the example
above) available in its lair. A
junker will repair itself at the
rate of 5 hp per hour by adding
and replacing junk to itself.
When creating an advanced
version, for every 4 hit dice
added to a junker hulk, it also
gains +2 Strength (maximum
35), +1 Intelligence (maximum
11), and one special ability
from the list below:
Deadly Attack (Ex):
The junker hulk adds a
dangerous weapon to one or
both of its arms: a giant blade,
a claw, a steam-powered drill,
an electrical baton, or
anything similar. The
damage from one of the
junker hulk’s slam attacks
increases from 1d8 to
2d6 and may deal pierc-
ing or slashing damage as
well as bludgeoning.
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105
as he is faithful to Morrow.
+8 racial bonus to Climb and grapple checks.
Treasure
Lethean’s share their crude possessions communally and offer
Still, he could not verify
their victim’s valuables to their idols. Their crude potions might
have value to an alchemist, fetching as much as 100 gp or more
what I had learned in the
if one can discern the ingredients.
forgotten temple. Just as I
Hooks had suspected, we encountered a
Baroness Islene Hurst of Mercir seeks to capitalize on the unex-
plored subcontinent of Alchiere, home to the brutal letheans. place long forgotten by even
She hopes to find riches to pay for her presumed dead husband’s
exorbitant debts accrued for a journey to Zu some years ago. She the oldest traditions.
needs experienced adventurers, though the creditors will insist on
—V P
sending their own agent.
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107
Combat
The Lord of the Feast pre-
fers to stalk unseen at the
edges of a battle and will
choose to manifest wherever
he can cause the most car-
nage. He prefers to slaughter
the weak before the strong.
He will often summon a
large number of carrion
birds such as crows and
ravens to a battlefield, and
may control them to serve
as his eyes and ears. He can
utilize these scouts to arrive
wherever he wishes and
where he can kill at greatest
liberty.
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110
111
112
Treasure
Machine wraiths do not collect
treasure. However, they often lair
in ruined workshops, scrap yards,
or old battlefields which may hold
a great deal of mechanikal wealth.
A machine wraith forced out of
a steamjack leaves behind a multi-
ton bit of treasure if its owner does
not claim it.
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Legends &
Lore
Common: None.
Uncommon: Mammoths
are among the largest land-
bound animals known,
hunting any creature small-
er than them in great pack-
heard in the eastern reaches of
the Skorne Empire.
Rare: The skorne have managed to tame a num-
ber of mammoths. One of the creatures can carry
enough weight to support an armored howdah loaded
with gunners and cannons.
Obscure: One of the greatest threats posed by a mammoth
Collapse (Ex): Upon reaching 0 or fewer hit points a comes from standing nearby when it falls. Its massive bulk can
mammoth collapses. Any creature within 10 feet of the fall- crush whole platoons beneath its nearly 30-ton weight.
ing mammoth is buried beneath tons of elephantine flesh and
takes 8d6 crushing damage. Make a Reflex save (DC 25) for
half damage.
A buried creature may attempt to escape every round by
Treasure
Mammoths’ sword-sized teeth and powerful jaws assure that lit-
making an Escape Artist or Strength check (DC 25). If a tle remains after their meals. What they cannot process, though,
creature remains under the collapsed mammoth, it begins to often becomes lodged in the creatures’ stomachs, making their
suffocate from the crushing weight. A buried creature’s allies innards—especially those of mammoths trained for war and that
may help it escape by trying to pull them out or destroying the frequently devour sentient creatures—veritable treasure troves.
mammoth’s body. As such, anyone who spends an hour and makes a Survival check
Stamp (Ex): As a full-round action, a mammoth can rear (DC 24) to gut a mammoth finds double standard treasure
up on its back legs and bring both of its front feet slamming lodged within the beast’s stomach and bowels. Some might say
down upon any 10-foot-by-10-foot area within its reach. All the repulsive effort exceeds the value of the treasure, though, and
creatures in that area must make a Reflex save (DC 36) or be supposedly the smell of mammoth guts never washes off.
knocked prone. The mammoth may then immediately make
a grapple check as a free action against any huge or smaller
creature knocked prone in the effected area. The save DC is
Strength-based.
Hooks
A lone mammoth is discovered wandering along the edge of
Trample (Ex): As a full-round action, a mammoth may the Stormlands, shrugging off occasional lightning strikes, but
move up to twice its speed and literally run over any oppo- exhausted and obviously starved. The beast is foul tempered,
nents at least one size category smaller than itself. A mammoth attacking nearly any creature that approaches, but will surely die
merely has to move over the opponents in its path; any creature without aid. Any who can nurse the beast back to health, and
whose space is completely covered by the trampling mam- keep it well fed, have a chance of gaining the most powerful ally
moth’s space is subject to the trample attack doing 2d8+24 they have ever met.
bludgeoning damage. Trampled opponents can attempt attacks
115
W
as an example.
here we dismiss the grasses, creepers, flow-
ers and trees we encounter daily as little
more than scenery, some weeds refuse to be
ignored. Take the eastern mazak vine, a plant
that requires the death of another living creature to survive,
117
I have heard reports that this resilient vine not only survives
in our native soil but that it thrives here. This is very worrying
because the people of western Immoren have never experienced
such a threat, and the vine may find permanent purchase in our
lands before my warning can reach those who can stop it. The
more I hear of such rumors the more clear it is to me that it
is not just the skorne armies but all that they bring with them
that truly threatens our way of life. Even if we drive the
invaders out, our civilization may already be changed forever.
—V P
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120
121
Bile Thrall
enough to know that
worse fates exist. Consider the
Soulhunter. Sperling saw this type of
thrall only at a distance. From far away and in
uncertain light this creature appears stitched
into an approximation of a horse. They
contain as much machinery as dead flesh,
with pistons, gears, and rods of steel to
reinforce skeletons of bone. A man-like
torso with arms and hands wielding wick-
edly deadly scythes rides atop this four-
legged abomination. Their phenomenal
speed equals a man riding a horse at full
gallop.
From what the officers have gathered
this creature has little purpose beyond simple
slaughter. However their weapon steals the
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124
mechanika walk the land near the coasts and war zones.
Uncommon: Composed of mechanika, such terrors are vulner-
able to a bodger’s knack for dismantling machinery. Guardians
and servants in Cryx, these horrors are appearing
with alarming frequency on the main land.
Some, built like a wicked cross of man and
steed, are known to travel far inland.
Rare: Lord Toruk, the dragon lord of
Cryx, sanctioned the creation of Bloat
thralls, bile thralls, and Soulhunters to join
mechanithralls in his armies.
Obscure: Secret factories to create fresh
necrotech horrors are being constructed on the
mainland by an iron lich.
Hooks
Characters
approaching the
ruins on Castle
Moorcraig in
hopes of uncov-
ering the lost
treasures of the
ancient pirate king
provoke several
Bloat thralls guard-
ing the site. Evading
the watchful crea-
tures might be pos-
sible but they are just
intelligent enough to lay Soul Hunter
an ambush. If the charac-
ters attempt to leave they may
find the remaining walls fall-
ing on their heads as the
powerful acidic blasts dis-
solve whatever keeps the
ancient walls standing.
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127
128
129
Revenants
Revenants are tenacious undead which arise from
those murdered in horrible agony yet bound by oaths,
passions, or powerful unfulfilled goals which allow them to
ignore Urcaen’s pull on their soul. Revenants are anchored
to a specific person, place, or thing, termed a Locus, and their
essence is tied into the integrity of the Locus. Revenants appear
as rotting and desiccated animate corpses with apparel, armor,
and weapons.
When a revenant’s corporal body crumbles to dust, the
revenant transforms into an invisible and incorporeal soulform.
The soulform moves at its best possible speed to within 15
feet of the Locus, whereupon the revenant reforms its corpo-
real shell as a full round action, completely regenerated with all
normal equipment. They are fully self-willed, although com-
pelled to return periodically to their Locus, and their behavior
resembles their behavior in life, adapted to their new alignment
(if any). Only destroying their Locus or incorporeal form will
permanently slay a revenant.
One revenant may have another revenant with greater hit
die as a Locus. For example, pirate revenants may be anchored
to a quartermaster revenant, which is anchored to a captain
revenant, which is anchored to a ship. A Locus cannot be an
item bound to the revenant.
Creating a Revenant
“Revenant” is an acquired template that can be added to any
humanoid or monstrous humanoid. The creature
(hereafter referred to as the base creature) must
have a charisma and intelligence score of at least
6. Unchanged elements from the base creature are
not listed.
Type: The creature’s type changes to undead. It
uses all of the base creature’s statistics and special
abilities except as listed here.
Hit Dice: All current and future hit dice become d12s.
Special Attacks/Qualities: The revenant retains any special
Speed: Speed is unchanged. attacks or qualities of the base creature except those
Armor Class: Revenants have a natural armor bonus of +4. relying on being alive, or other qualities that the
Attack/Full Attack/Damage: A revenant retains all the attacks revenant no longer possesses. Particularly potent
and damage of the base creature and weapons while revenants may have special abilities beyond those
in corporeal form. listed here.
131
132
Uncommon: The most infamous example of revenants are the A young Order of Illumination agent seeks the party’s help in
pirates of the Atramentous. These pirates form press gangs that hunting a mysterious man with sorcerous powers responsible
seek more sailors to add to their crew and are often armed for multiple killings on the Market Line and who is said to be
with pistols that fire necrotite-laced bullets. indestructible. Each time he is killed his corpse disappears in
Rare: Revenants defeated in combat are not truly killed, but a plume of foul smelling smoke. Afterward the agent admits
may reform their shape mere seconds later. To truly destroy a that his quarry is a life-like revenant and a prior member of the
revenant once must discover the source of their necromantic Order whose witch-hunting has turned to serial killing.
resurrection and destroy it first.
Obscure: The tale of the Atramentous is a truly dark one, for it is
said the now millennia old ship was the first of Toruk’s pirate
fleet and its captain and crew his first vassals on the seas. It is
said the captain of that ship has the power to make new rev-
enants by extracting a terrible promise from his prisoners.
133
opponent’s move, the opponent and the obstacle each take 1d6 Uncommon: A rhinodon will charge anything they see moving
points of damage, and the opponent stops in the space adja- that isn’t another rhinodon—and sometimes other rhinodons.
cent to the obstacle. If the critically hit target is of Large size Rare: Rhinodons possess notoriously poor vision. They have
or greater it is not knocked backward, but it still must save to little ability to distinguish between threats, always attacking the
resist being stunned. The save DC is Strength-based. largest danger to face them.
Gore (Ex): If a rhinodon hits with both its slam attacks, it
throws its head forward to impale its opponent on its mighty Obscure: Rhinodons won’t attack you if you aren’t moving,
horn. This attack automatically deals an additional 2d6+10 mistaking you for some part of the environment.
points of damage.
Powerful Charge (Ex): A rhinodon deals 4d6+21 points
of damage when it makes a charge. Treasure
While rhinodons carry nothing with them, gemstones of vary-
Solid Horn (Ex): A rhinodon’s gore attack counts as ser-
ricsteel for overcoming damage resistance. ing value are sometimes found in the creatures’ gullets, swallowed
Stable (Ex): With their broad feet and strong hands, few along with small stones to aid in digestion.
terrains or impediments can slow a rhinodon. Rhinodons gain
a +8 racial bonus on all Balance checks. In addition, they gain
a +4 bonus on checks to resist being tripped and ignore rough Hooks
A group of Idrian herdsmen from the west has captured a rhin-
terrain, such as that found on mountainous slopes or created
by spells like stone spikes. odon calf, intent on domesticating it and judging its usefulness
as a pack animal. The creature’s infuriated parents, though, have
followed their child’s scent and are laying waste to everything in
Legends & Lore
Common: Bad-tempered barrens animals, rhinodons
the kidnappers’ wake.
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137
I have not yet had the good fortune of seeing a sand der-
vish, but Quimut, my guide in the Bloodstone Marches,
encountered one once. He told me the story.
Small, swirling sandstorms at sunset or sunrise com-
monly occur there. Occasionally witnesses report seeing more
than one of these, and tales speak of canyons and passes where
many of them whirl. Such a gathering is always taken as a sign
Quimut found himself staring at a man made of the red sands.
The creature’s feet trailed away into the desert ground, and it
held two swords of trickling sand.
The apparition pointed one sword at Quimut and said
something incomprehensible in some ancient form of Idrian,
but clearly a challenge. Its swords dropped into a ready stance.
Quimut tells me with no shame that he fled into the
of ill omen. A younger and more foolish Quimut (his words mountains.
not mine) sought one out. I have since learned through researching various Idrian
He moved into a folk tales that these sand dervishes, appear to be the spirits
pass called Cleft Canyon, of mighty warriors who
somewhere in the vicin- perish before fulfill-
ity of the Rotterhorn, as ing a promise or quest.
the sun set and cast long One elderly barbarian
shadows across the sand. chief of the Idrian
Many small sandstorms nomads found east of
moved about. The young the Rotterhorn told me
Quimut made a sign these lingering spirits
against evil, and his desire death through
courage deserted him. honorable combat, and
He turned and found a will fight fairly if their
whirlwind blocking his opponent does the
path not twenty feet same.
away. The whirling sand
took on a shape, and
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141
143
144
145
Combat
The storm glutton is a unique form of ani-
maton arisen from the magical energies that
also gave birth to the Stormlands. Unlike
most animatons, its body has no consistent
form. It creates itself from various items it
146
I have not till this point written much of the rare black
tatzylwurm, but my colleague Professor Coriandr Jagus
has a particularly arresting story that I think I should
share here. He encountered black tatzylwurms first, and
the experience ignited his interest in the creatures.
A man, looking gaunt and ill treated, staggered into the
market square in New Larkholm. He explained to a gathering
Combat
Like most tatzylwurms, blacks hunt in packs. These ambush
predators prefer to sneak up on prey from behind, leap from
trees, or lie in wait until suitable creatures come within range.
While not as aggressive as pale or viper tatzylwurms, once they
mark a creature as prey, the pack pursues it relentlessly.
A favored tactic involves one black tatzylwurm springing
crowd that he was Ronald Grave, captain of the trade ship
from the undergrowth to transfix the prey with its gaze while
Spirit that had recently come to port. The ship had stopped
the rest of the pack approaches from behind.
at Clocker’s Cover, Mercir, and Highgate and had apparently
Poison (Ex): Bite or spit, Fortitude save (DC 18), initial
picked up some unwanted passengers: a group of snakelike
damage 1d6 Con, 1d6 Dex, and paralysis for 1d4 minutes;
creatures that Captain Grave said held men immobile with
secondary damage 1d4 Con and 1d4 Dex. However, after a
magical powers and slew with a single bite. These creatures
black tatzylwurm’s first successful bite (or spit) attack, it may
had killed almost all the Spirit’s crew, leaving Grave and two
not use its poison again for another 24 hours. Subsequent poi-
deckhands as the only survivors. The captain begged for
son attacks deal initial damage of 1d4 Con and 1d4 Dex (no
someone in the crowd to come forward and rid his ship of
paralysis). The save DC is Constitution-based.
the creatures. Professor Jagus agreed to help and thus had his
Spit (Ex): When cornered (not when hunting), black tat-
first contact with tatzylwurms.
zylwurms spit poison at their opponents’ eyes. The attack roll
While in the ship’s depths, Jagus confirmed some of
takes a –4 penalty for the specific target (already factored into
what the captain had said. As Grave intimated, the creatures
the above statistics). If it succeeds, the target suffers poison
formed a single pack. They had no overt magical powers, but
(as above) and is blinded for 1d4 rounds. Creatures without
staring into their eyes was captivating and only the strong-
eyes are immune to the blinding effect; at the GM’s discretion,
willed could resist when the tatzylwurms turned their gazes
under such circumstances, black tatzylwurms may not know
on the boarding party. Jagus also discovered something Grave
where to aim their venom for an effective attack.
did not, for when Jagus’ wizard companion Deila cast bolts
Transfix (Su): A black tatzylwurm’s eyes glint in a strange,
of magic at one of the creatures, the magic simply slid off
supernatural way. A black tatzylwurm can transfix a creature
its black glistening hide.
just by looking into its eyes. This ability is similar to a gaze
attack, except that the tatzylwurm must use a standard action.
148
Treasure
The eyes of a black tat-
zylwurm are worth 100
gp to wizards. When
included as a materi-
al component in the
casting of any spell
of the charm sub-
school, they grant
+1 to the save DC
of the spell and are
consumed in the
casting.
149
151
152
Treasure
Viper tatzylwurms do not collect treasure, but their venom has
value. It remains potent after removal as long as the collector
makes a Craft (alchemy) check (DC 25) (Monster Lore grants The fascinating hardened scales of
these devilish vipers seem resistant
a synergy bonus). While illegal in every kingdom, a single dose
of poison sells for 3,000 gp on the black market. A dead viper
154
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157
Titan Combat
While normally docile in the wild, titans fight fiercely to defend
thunderous roars often fall under their hulking forms. Larger
and more savage than other titans, bronzebacks often drop to
use their lower pair of arms like a second pair of legs. With
themselves, their territory, and their young. They prefer to gore
this additional strength they can propel themselves at surprising
opponents with their huge tusks, using size to advantage by
speeds to easily overcome and trample unwary foes.
charging to trample, slam, or overrun. They are a humanoid race
Improved Grab (Ex): To use this ability, the titan must hit
slightly more intelligent than animals and capable of learning
the same target with both slam attacks. It can then attempt to
complex commands.
start a grapple as a free action without provoking an attack of
Those captured and trained by the skorne from birth are
opportunity. If it wins the grapple check, it establishes a hold
more formidable. They wear heavy plated armor that, com-
and can use its titan rake.
bined with their naturally thick hides, makes them difficult
Powerful Charge (Ex): When a titan bronzeback charges,
to injure. Skorne conditioned titans wear bladed gauntlets
its gore attack deals 6d8+13 points of damage.
enhancing their melee damage. Pain hooks in their flesh keep
Tusk Throw (Ex): After a successful attack with power-
them in a simmering state of rage.
ful charge, a titan bronzeback may throw its target as a free
The titan’s secondary pair of arms do not make regular
action. After taking gore damage a Medium sized or smaller
attacks, but can hold or rake an adversary grappled with a fist
character hit by the gore attack is moved back 20 feet and
slam or war gauntlet attack.
knocked prone.
Powerful Charge (Ex): A titan typically begins battle by
Roar (Ex): A titan bronzeback can bellow with incred-
charging an opponent to impale them on its powerful tusks. In
ible force once every 10 minutes. All creatures except other
addition to the normal benefits and hazards of a charge, this
titans within 120 feet must succeed on a Will save (DC 19)
allows the beast to make a single gore attack with a +22 attack
or become shaken for 2d6 rounds. Those who make their save
bonus that deals 4d8+12 damage.
cannot be affected by the same bronzeback’s roar for 24 hours.
Titan Rake (Ex): When a target is grappled, the titan’s sec-
The save DC is Charisma-based.
ondary arms can make attacks against grappled targets. Skorne
In addition, any titan within 1 mile of a bronzeback that
conditioned titans are equipped with light war gauntlets on
uses its roar ability comes to investigate. As such, there is a
their secondary arms to enhance the damage of this attack.
35% chance for 1d4 titans to appear 1d4 minutes after the
bronzeback roars. The chance to call aid and the number of
Bronzeback Combat
Unpredictable and quick to anger, a titan bronzeback attacks
titans appearing can fluctuate greatly, increasing in areas of
dense titan activity and decreasing in areas far from the titans’
native lands.
with the force of an avalanche. Protective of their herds and
Titan Rake (Ex): The titan bronzeback’s secondary arms
numerous mates, bronzebacks quickly challenge any interloper.
can attack a grappled target.
Those who do not immediately flee from these behemoths’
158
Treasure
Titans encountered in the wild possess no trea-
sure, but their long curving tusks can fetch a good
deal of gold from different buyers. Bone grinders
and alchemists use the tusk, as well as curio deal-
ers, scrimshaw carvers, and the like. The titan’s hide,
when properly cured, is tougher than the best western
leather and is sought after for use as armor, tent
canopies, and other applications.
159
Pyre Troll
the troll developed a taste for metal in particular. Its massive before closing, especially if it thinks doing so will enrage them
regenerative properties altered it physiology to compensate. (rather than terrify them).
In attempts to deal with indigestible materials, the slag troll Hand Fire (Ex): As a standard action, a pyre troll can spit
has developed especially potent stomach acid. More frighten- flaming gobs onto its hands (or, theoretically, anything else).
ingly, the troll’s body pushes bits of metal through its flesh and The fire burns for 1 round per hit die of the troll (8 rounds,
out its skin, covering its hide in metallic chunks reminiscent of in the case of the troll presented above) and adds 1d6 points
the calcification on dire trolls. The pain and toxins associated of fire damage to the troll’s claw attacks. The above statistics
with eating metal leaves slag trolls constantly angry and seems take this modification into account.
to also render them even less intelligent than dire trolls. Such Regeneration (Ex): Acid and cold deal normal damage to
creatures make me wonder what other wonders this species a pyre troll. If it loses a limb or body part, the lost portion
may produce if fed even more unlikely substances. regrows in 6d6 minutes. The pyre troll can reattach the severed
member instantly by holding it to the stump within 1 minute
of losing it. After that time the limb can no longer reattach
Combat and spawns a whelp.
*Skills: Pyre trolls use their Strength modifiers instead of
Pyre Troll their Charisma modifiers on Intimidate checks.
When a pyre troll expects to fight, it hocks its flaming spittle Spawn Whelps (Ex): Pyre trolls have a 20% chance to be
onto its hands, grins at the enemy’s discomfiture, and charges accompanied by 1d4 whelps, half of which are mature. These
into combat. It might spew flaming goo at them once or twice
161
Slag Troll
162
163
Combat
Twilight sisters enter combat only if a victim refuses to pay his
agreed-upon price or if someone attacks them, and they show
no mercy. They ravage their opponents with their most powerful
spell-like abilities. Against multiple opponents they begin com-
bat with waves of exhaustion and mass inflict moderate wounds. After a
165
166
167
168
Combat
Woldwatchers defend sacred groves and entry points
into Circle territories. Their natural construction and
command of plants allows them to hide in the wilderness
disguised as vine-entangled piles of stones. Some wold-
watchers attack any who trespass while others simply
watch intruders and call for the more powerful
woldwardens to intercept. Woldwatchers usu-
ally appear in Stone Form and hiding before
combat, giving them the element of surprise.
They use the surprise round to call wardens,
use plant growth to hinder opponents, and use
elemental strikes from a safe distance.
169
170
171
173
Treasure
While it rarely survives intact, an undamaged crystal Rare: Blackclads make floating elemental constructs to hunt
orb from a woldwyrd is a large sphere of pure beryl and has a spellcasters that penetrate protected areas. These constructs
market value of 2,000 gp or more. Such items may be useful in have never appeared near a large settled community. Casting a
the enchantment of certain types of items, particularly those spell near these constructs invites attack.
involving the focusing of light or energy. Obscure: Called woldwyrds, these constructs can suppress
magic around themselves and always target spell casters with
Legends & Lore
Common: None.
preternatural accuracy. Any strong magical source, including
magic items or large mechanikal items, may distract a woldw-
Uncommon: None. yrd or divert it from its prey.
175
M
I believe the Abyss and the Stormlands a lingering legacy of
uch controversy has arisen over my disap-
those unimaginable powers. So too this region has given rise
pearance into the east. I do not write this in
to peculiar creatures, perhaps adapting to survive in conditions
response to such criticism, but to reveal to my
that never before existed. Incessant lightning storms which turn
colleagues and others the great vastness of our
the sand to glass range through the Stormlands surrounding
continent. It is remarkable how little we know of the bulk of
the chasm, yet life finds ways to thrive even here and in the
the land we call home.
dark and endless chasm of the Abyss.
More than geographical distance separates east and west.
To the north and south of the chasm the oceans seem to
The center of Immoren has clearly suffered from tremendous
empty themselves into the rift as tremendous waterfalls pour
forces and supernatural disaster. We have always avoided the
into oblivion. This endless torrent of water continually rises
east and know it only a vast and perilous wasteland. This is
again in a cycle of steam and spray around the Stormlands,
true. Yet our continent does not end here. Past this terrible
creating clouds pregnant with water, rent by violent air cur-
land of blasted ruin lies what might seem another world and
rents, and projecting streaking lightning that blasts the sands
lands beyond all imagining. Even I who have seen so much
below. Storm winds howl to the southwest. Angry clouds
know now I know too little. As far as I have gone, many places
sweep across the air above the Accursed Sea. Hurricane winds
remain that I barely touched and only heard rumor of. Though
and tremendous tidal currents churn through these waters
I am no youth, I feel the compulsion to explore renewed in me.
and make a crossing by ship nearly impossible, particularly
This thirst has grown, not slackened, as I have left footsteps
for those attempting to go from west to east. I made this
where no human has trod.
crossing into the west and found it as harrowing a boat ride
First, let us speak of the wasteland that is our barrier.
as ever I have heard of. We were pushed relentlessly by the
The shifting red sands of the Bloodstone Marches mark just
hand of nature, and I am convinced no return by that route
the western edge of a vast desert filling nearly a third of the
could easily be made. Yet perhaps our steamships could
continental land mass. Through hundreds of miles of track-
ignore the wind and fight against the currents. I reckon the
less sand, beaten by a merciless sun and swept by biting winds,
cost in fuel would beggar most investors, and if not well
rests the great chasm of the Abyss which divides the continent
planned, any such venture would leave the mariners stranded
and plunges into uncertain depths. This tremendous rift is like
or swept back to the west.
a wound upon the world where forces beyond mortal reckon-
Eastern Immoren encompasses far more than the Skorne
ing shattered Caen. By my colleague Edrea I have learned that
Empire. There lie vast unexplored regions that could require
only the elves of Ios, once inhabitants of the east, have lived
many lifetimes to investigate. I want it well understood I do not
on both sides of this rift. Then they were an empire called
claim to have seen or explored each of the regions I mention in
“Lyoss”. They represented the peak of civilization and culture
the pages to come. In some cases I operate by the legacy of hint
in a time when we humans had yet to learn to write and lived
and rumor of other explorers. Any of this should be viewed with
more savage lives.
skepticism until other expeditions can return and chart maps.
The elves have been tight-lipped regarding what drove them
into the west, and it is possible I will draw some ire from that
quarter even by publishing what little I know. Yet it seems clear
from what I have learned that, whether by accident or design,
The Abyss
The Skorne Empire has claimed the Abyss, but no race has
they called down some staggering catastrophe. Rhulic records
tamed this chasm which divides the continent of Immoren in
confirm a great explosion in the east in those ancient times
half. The depth of this rift varies considerably, but in some areas
and a shockwave of destruction that shattered the continent.
it seems bottomless to normal investigation. This is a convincing
The elven empire died, consumed by fire, flood, tornado, and
illusion; dropping a stone into the deeper Abyss, one never hears
earthquake, and the survivors fled into the west. Some say that
the sound of its landing.
176
177
178
179
180
S
another caste vital to the infrastructure of each great
korne have been the dominant inhabitants of
house. In house wars between skorne the victor common-
eastern Immoren for thousands of years. They
ly absorbs the losing house as sworn slaves who may earn
inherited this status after the destruction of Lyoss
freedom only through service and the passage of time.
in 4,000 BR forced the surviving elves to flee into
In many cases the conquered generation remains enslaved
the west and settle in the kingdom of Ios. Skorne occupy
until death, but offspring have the chance for freedom if
a similar niche in eastern Immoren as humans in the west,
adopted by the victorious house.
and recent events have brought both sides of the continent
together in a violent clash. Before the arrival of the former
king of Cygnar Vinter Raelthorne IV the skorne lived as a
fractured, feudal society consumed by inter-house warfare. Skorne Empire Facts
The skorne have come together only in the last
decade to form the Skorne Empire. The rule of Supreme Ruler: Supreme Archdominar Vinter Raelthorne IV (aka
Archdominar Vinter Raelthorne IV—whom they have ‘The Conqueror’, ‘The Reborn’)
dubbed “the Conqueror”—appears absolute, but only
Government Type: Military Tyranny (formerly a Martial
strength of arms and fear of retribution unites them. All of
Aristocracy)
skorne history stands against the concept of a single gov-
erning authority, and the ancient traditions of the skorne Capital: Halaak
do not change easily. Though currently a powerful reality, Total Population: 5,275,000 (30% in urban areas)
whether the Skorne Empire will survive the coming years
Ethnic Groups & Approx. Populations: Kademesh
remains unknown.
(2,565,000), Sortaani (1,750,000), Malzash (470,000),
Nothing unifies a people more than war against an
Kasortaan (355,000), Kajar (135,000)
external enemy, particularly a people who view battle as a
sacred necessity. Many skorne see the value in putting aside Languages: Havaati (primary), Kadesh, Soresh (dialect of
internal difficulties to focus on conquest. Houses have Havaati)
staked their fortunes on expanding the empire to gain new Climate: Temperate and moderate in the southeast, but arid
and fertile lands on foreign soil. Warriors strive to earn the in the west and north. Mirketh Lake moderates the weather,
honor of exaltation and stand among the paragons whose sustaining a fertile river valley to the southeast. Winter
souls the extollers preserve past death. brings a rainy season with sporadic and intense rainfall, but
One decade cannot erase thousands of years of his- total annual rainfall remains low.
tory. Much of skorne culture and society has not changed
since the arrival of the Conqueror. Nor does the Skorne Terrain: Arid badlands to the east, desert to south, west, and
Empire encompass all of eastern Immoren. It comprises the north, with an extensive chain of weathered mountains
only the lands southeast of the Shroudwall Mountains. The north of Mirketh Lake. Arid plains and savanna comprise
skorne have avoided the northeast for a variety of reasons, much of the central and western region. Controlled territory
although in time they may expand into these wild areas and includes parts of three deserts: the Blasted Desert in the
enslave the inhabitants. Nor have the skorne made headway north, the Mokkar to the south, and the Bloodstone Desert
into the Shattered Spine Islands. The dense vegetation, in the west.
humid climate, dangerous inhabitants, and tricky currents Natural Resources: Copper, tin, salt, clay, iron ore,
make them unappealing. quartz, obsidian, basalt, granite, silver, gold, sulfur, marble,
Westerners describe the skorne as cruel and violent, limestone, (angry) cattle, (war)beasts, hides
but their rich culture has survived a long era of disaster to
prosper despite harsh conditions and constant peril. Cruelty
181
Western Reaches
abyssal Fortress
thirst point
Kalos
Tokraas Tor-malphas
Halaak
Malphas
Tor-Halaak
Verskone
Kaleed
Northern
Konesaan Marches
Kalvat
Tor-Kadame Kotaan
Kademe
Kajim
Tor-Sarikaan
Kortarn fortress
City Capitol
Small City Fortress
183
185
History Timeline
For convenience this timeline uses the same dating system as
4370, or 4475 depending on the source. Skorne prefer to
utilize generations, a period equal to roughly 20 years, to
measure time. For example, some might describe the fall
western Immoren: “BR” representing “Before the Rebellion” of Lyoss as “226 generations past”, which translates into
against the Orgoth and “AR” representing “After the Rebellion.” approximately 4,520 years.
Skorne did not maintain written records until ~3000 BR and
few systematic archives predate ~1000 BR. Dates are therefore
approximate reconstructions by extollers from communion with
exalted ancestors.
An ancient people, the skorne have thousands of years of
history and countless legends. Each individual house maintains
its own lengthy history and roster of memorable ancestors.
The following by necessity constitutes a cursory overview.
c. 5000 BR Tribal nomadic skorne of southeastern Immoren c. 4240 BR Philosopher-warrior Morkaash teaches
encounter the outskirts of the Empire of Lyoss enlightenment through the study of anatomy and
and begin to harass and raid outlying elven suffering which inspires the rise of the paingiver
communities. and chirurgeon castes.
c. 4650 BR Master Voskune discovers the root principles of c. 4000 BR Empire of Lyoss obliterated by the fall of the
mortitheurgy and the fundamentals which give Bridge of Worlds. The Abyss sunders Immoren;
rise eventually to exaltation. the continent endures earthquakes, storms,
wildfires, and other disasters. Eastern Immoren
c. 4450 BR Dominar Vuxoris details the hoksune warrior code
enters a dark age as survivors struggle for basic
describing the ideals of skorne combat. Teachers
survival.
pass the code to students by word of mouth for
fourteen centuries before committing it to writing. c. 3950 BR Surviving skorne seek shelter in the Shroudwall
Mountains and found their first permanent
c. 4440 BR Dominar Vuxoris becomes First Exalted after
settlements. Skorne develop stonemasonry and
Masters Ishoul and Kaleed, elaborating on work
engineering.
passed down by students of Voskune, perfect
the first sacral stone. Their followers exalted c. 3800 BR Kelskor of House Kraltash names this first skorne
neither Ishoul nor Kaleed on their deaths. Skorne city Malphas.
philosophers record this with the loss of Voskune
c. 3600 BR Murzoul the Tireless1 gains dominance over the
himself as a fundamental tragedy of the ancient
feuding houses of Malphas and declares himself
period.
186
187
188
190
191
House Balaash
192
Other slave castes follow the same hierarchy as the castes above, but any slave equivalent is automatically of lower standing than
an equivalent non-slave caste. An enslaved warrior fighting for his captors is of higher standing than an enslaved stonemason, for
example, but both rank lower than any free farmer.
(1) ‘Veteran’ among the skorne requires considerably more experience than the term implies among humans in the west. A skorne
veteran must survive many battles and demonstrate exceptional fighting skill to earn this respect. Such individuals often become
dakar, primus, or other leading ranks and supervise sometimes large groups of junior warriors.
(2) Extollers and paingivers technically belong in the worker caste, yet receive greater respect and have evolved into distinct castes.
Extollers maintain their house affiliation, while paingivers sever all ties with specific houses.
Houses handle many of these vital matters internally, them of intrigues beyond their caste. House leaders some-
but others require cooperation and communication between times gather up leaders of these collectives which overreach
members of diverse houses and communities separated by their bounds and submit them to paingivers for either torture
great distances. Commerce, trade, long distance communi- or execution. This has slowed the development of certain
cation, ongoing construction, the handling of food stores advances in skorne civilization. More than once a house has
and production, etc. all fall to prestigious members of the developed a significant invention or engineering discovery
worker caste. Despite the essential nature of their work, in isolation and extinguished its techniques in silence before
ignorant hestatians sometimes treat such individuals with any others could learn or steal them. Such practices have not
contempt. The nature of skorne society has made it dif- entirely died with the imposition of Vinter Raelthorne’s cen-
ficult for groups to arise to effectively handle some of these tral government. It may take some time before any of these
tasks across house divides. collectives can more readily share information and resources.
Individual industry and craft concerns have sometimes A couple examples of these unusual institutions are
organized themselves locally into collectives loosely compara- described below.
ble to “trade guilds” in western Immoren. However, powerful
skorne houses view such groups with suspicion and suspect
193
195
196
197
198
199
200
201
204
Halaak
205
206
207
208
209
210
Implements for gloves, and weighted boots restrict movement (+2 AC, 2 max
Dex, -4 armor check penalty, 50% arcane spell failure chance,
Exploration and Survival 20/15 speed). Spot, Listen, and Search checks while wearing
the helmet suffer a -8 penalty. Cost: 350 gp.
211
212
213
214
215
216
Cataphract Armor
The cataphract carry on a unique, ancient, and esteemed skorne
warrior tradition trained and conditioned to bear the weight of
the most impervious armor. Wearing this armor requires natural
strength and endurance, and not all aspiring skorne have the size
or attributes to join this tradition. Such armor requires a specific
armor proficiency and is extremely expensive to craft. Such suits
include armor spikes and locked gauntlets.
Exotic Armor Proficiency (Cataphract)
Prerequisites: Armor Proficiency (Heavy), Str 16, Con 16,
Dex 12, training as a cataphract
Benefit/Normal: See Armor Proficiency (Light)
217
Range
Exotic Weapons Cost Dmg(S) Dmg(M) Critical Increment Weight1 Type2
Light Weapon
Paingiver claw 330 gp 1d3 1d4 19-20/x3 — 1 lb. Piercing or slashing
Armor
Armor/Shield Maximum Armor Check Arcane Spell Speed
Armor Cost Bonus Dex Bonus Penalty Failure Chance (30 ft.) (20 ft.) Weight
Medium armor
Titan hide armor 125 gp +4 5 -2 20% 20 ft. 15 ft. 30 lb.
Exotic armor
Cataphract 3,000 gp +10 0 -8 45% 15 ft. 10 ft. 80 lb.
218
219
220
222
223
225
226
228
229
230
231
Description
Some few among those who learn the dark arts of mor-
titheurgy feel drawn to the art’s underlying philosophy and
spiritualism. These individuals answer a call to follow the great
ancestors who discovered the very essence of immortal spirit.
By joining the extoller ranks they enter into a sacred compact
to execute their office as intermediaries and liaisons between
exalted ancestors and their descendants.
Mastering these arts brings certain abilities and powers,
including the ability to see manifestations of spirit. Where
mortitheurges focus on the fundamentals of flesh, extollers
tap into immortal essence. Their power, while arcane, accesses
powers ordinarily only available to those who touch the
divine. Extollers keep tight-lipped about their practices and
have a reputation for secrecy. Some believe the very process of
interacting with the exalted breeds insanity. One cannot easy
tell if the curses inflicted by an extoller come from an infuri-
ated ancestor or the extoller’s own thirst for vengeance.
Extollers in Immoren
The skorne do not worship gods, but the extollers represent
the closest thing in their society to clergy and receive rev-
erence from the pious. Though rooted in skorne nec-
romancy, their magic taps into the divine power
of ancestral spirits. The skorne entrust
extollers with communicating with the
great ancestors from past ages and pass-
ing down their wisdom and admonish-
232
234
Supernatural Aid
Beyond questioning an ancestral spirit for basic information or lore from their life, extollers may request supernatural
aid. Because of their peculiar state of existence, the Exalted sometimes have access to information beyond their direct
experience. Requesting this type of information requires the spirit to have a helpful attitude toward the extoller. Ancestors
will refuse to provide this type of assistance more frequently than listed below. Use the rules for augury, divination, legend lore,
or vision to handle answers to these queries depending on the type of ancestral spirit questioned.
235
Ancestral Spirits
A spirit crystallized in a sacral stone it is referred to as an “ancestral spirit” or “ancestor” even if the spirit is freshly expired
and therefore not technically an ancestor of those currently alive. Extollers classify ancestral spirits into four loose
categories representing their power, age, and influence:
Revered Companion – These are the spirits of lesser individuals preserved in battle, generally by ancestral guardians, and
are not considered full exalted.
Full Exalted – These revered spirits receive the honor of full exaltation for great deeds performed in life, particularly
on the battlefield.
Ancient Exalted – A fully exalted spirit crystallized for at least five hundred years, these spirits are more difficult to
interact with and their minds have begun to change.
Venerable Exalted – These extremely ancient exalted have been crystallized for a thousand years or more.
236
237
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins,
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240
Discover the most dangerous and deadly creatures known to the Iron Kingdoms™
in this tome of over 50 monsters for Iron Kingdoms role-playing.
• Discover clues to the destruction of ancient Lyoss, the doomed elven empire.
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• Explore unseen corners of Immoren and adventure where no man has stepped.
• Behold the entirety of Immoren with a brilliantly illustrated full-color poster map.
• Run an entire campaign in the Skorne Empire with three new character classes.
• Challenge characters of many levels with fearsome creatures exhaustively
detailed by the Iron Kingdoms’ foremost expert, Professor Viktor Pendrake.
This product is compatible with the 3rd edition
and revised 3rd edition rules under the open gaming license.
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