Arrows of Indra
Arrows of Indra
Arrows of Indra
RPGPUNDIT
Writer
RPGPUNDIT
eDitor
NICK “ZEPO” SEIDLER
Cover art
MICHAEL PRESCOTT
interior illustrations
FEDERICO PINTOS
BorDers
MICHAEL PRESCOTT
CharaCter sheets
GUILLERMO WALTER DREIER
(WITH EVAN ROSENFIELD)
layout, DesiGn anD art
RICHARD IORIO II
maps
ROBERT S. CONLEY
arroWs of inDra loGo
RICHARD IORIO II
BeDroCk Games loGo
JEFF GREENO
playtesters
DIEGO DECKER, GUILLERMO WALTER DREIER,
EDUARDO LIMA, CAMILO DE MELLO,
ALEJO MICHELENA, FEDERICO PINTOS
DeDiCation
DEDICATED TO LORD GANESH,
THE REMOVER OF OBSTACLES AND
EVER-MERCIFUL ELEPHANT-HEADED GOD,
WHO CARRIES THE UNIVERSE IN HIS BELLY;
AND TO SRI KRISHNA, AVATAR OF HIS AGE,
AND THE PERFECTION OF HUMANITY.
ISBN: 978-0-9883439-1-7
BED7001
Published by Bedrock Games.
Arrows of Indra Text, Character Sheet and Concepts are copyright 2012 RPGPundit
Arrows of Indra art, Logos and Layout are copyright 2012 Bedrock Games
All Rights reserved.
Printed in the USA
Contents
7
Healing and Recovery 72 Asura, Demon Prince 120
Aging and Illness 72 Asura, Demon King 120
Poisons 73 Bear, Common 120
Falling Damage 73 Bear, Dire 121
GAZETTEER OF THE LANDS OF BHARATA 75 Bee, Giant 121
Cultural Background: Beetle, Giant 121
ARROWS OF INDRA
8
Tiger, Common 136 Taxes 175
Tiger, Dire 136 Royal Attention 175
Timingila (the sea monster) 137 Marriage, Children and Inheritance 176
Vanara (monkey-men), Common 137 Laws and Punishments 177
Vidyadhara, Minor (Deva) 137 APPENDIX II: IN THE FUTURE 179
Vyala 138 Future Events 179
Water Buffalo, Wild 138
Water Spirit (Deva) 139
Windhorse 139
Witch, Unholy 140
Wolf 140
Wolf, Dire 140
Yaksha, Common 141
Yeti 141
TREASURE AND ITEMS 143
“I loot the Body” 144
Treasure Tables 144
Gems and Jewelry 144
Special Treasure 145
Treasure Horde 145
Magic Items 145
Herbs/Potions 146
Sutras, Minor 147
Sutra, Major 148
Mala Beads 149
Staffs 150
Rings 151
Conch Shells 152
Wondrous Items 154
Magic Armor and Shields 156
Magic Arrows 158
Magic Bows 158
Miscellaneous Weapons 160
Celestial Weapons 161
Astras (Celestial Arrows) 161
Asura Astras (Demonic Celestial Arrows) 162
Other Celestial Weapons 162
THE GODS AND RELIGION 165
Divine Intervention 166
Brief Description of Some Gods 167
Old Gods 167
River Goddesses 168
Vaishnavite Family 168
Shaivite Family 168
Krishna 169
Religious Practices 169
Major Religious Rituals 170
APPENDIXES 171
APPENDIX 1: HIGHER LEVEL PLAY 172
Costs of Living 172
Housing 172
Profit from Lands 172
Mercenary Work 173
Temple Priesthood 173
Schools of Philosophy 173
Thief Gangs 173
Income from Professions 173
Big Business 174
9
INTRODUCTION ployments), and even information about the weather.
W
There is also a chapter on the Patala Underworld, the
hat you are reading presently massive “megadungeon” cavern complex that stretches
is the Arrows of Indra role-play- out beneath the entire world, through seven layers of the
ing game, an old-school RPG underground until reaching the gates of hell itself. The
inspired by the classic and original complete list of monsters typical to the setting are pro-
Role-Playing Game, and set in a vided, and lengthy tables for treasure and magic items.
world inspired by Epic Indian my- You will also note information about religion and the
thology, particularly the Mahabharata (an Epic Indian gods (including the possibility of receiving Divine Inter-
saga about heroes and gods, and a devastating war; In- vention), and finally rules and guidelines for high (9th+)
dia’s literary masterpiece equivalent to Europe’s Arthuri- level play, for when adventurers move on to become
an legends or China’s Romance of the Three Kingdoms). generals, temple Priests, founders of schools, or crime
I am going to assume that the vast majority of those lords; as well as information about marriage traditions,
reading this book are already at least marginally familiar taxation and business, and laws and punishments. There
with the concept of an RPG, and indeed with the classic is also an optional timeline detailing one possible course
RPG terminology that you will find in this game; things of future setting events, inspired by the accounts of the
like Hit Points, Saving Throws, levels, classes, skills, Mahabharata.
Armor Class, and other such things. I will not waste pre- It is my hope that you will find this game, as my own
cious space in what would amount to filler in the form players did, both immediately recognizable as classic Old
of a “what is role-playing” or “definition of terms” sec- School adventuring, and at the same time refreshingly ex-
tion. If by some chance you have come across this game otic without being unapproachable. May the setting and
and don’t have the slightest idea how to play an RPG, or its details serve to provide an exciting and novel atmo-
are not familiar with the classic and most popular RPG sphere to your classic play; use of it what works for you.
in the world and the terminology it created, I would rec-
ommend that you look it up online. In fact, make your A Note on Religion
way to my forum, theRPGsite (www.therpgsite.com) and While this game makes use of elements of Indian my-
I will be glad to explain it to you personally. thology, including the names and descriptions of Vedic
Instead, I will briefly explain to you what you will or Hindu deities, the material in this book should in
find in this game: namely, a complete role-playing game no way be interpreted as making authoritative or accu-
in a single book, requiring no outside material, that rate statements or descriptions of either classical Vedic
presents rules and a setting for “old school” play in the religion or the modern religion of Hinduism that is its
fantasy world of Jagat, and the region of the “Bharata distant descendent. This game does not intend in any
Kingdoms”, a set of lands that are very similar to the way to educate its readers or players on the subject of
depictions of ancient Indian kingdoms in the Indian ep- authentic Indian religion, nor is it meant to make any
ics of the Mahabharata. Just like you do not need any kind of negative (or for that matter, positive) statement
other RPG book in order to run Arrows of Indra, you on any religion.
also do not need to know anything else about Indian The designers and publishers of this game do not ad-
myth outside of the extensive setting material presented vocate any caste system or social ranking in any way, and
in this book; of course, this is not meant to discourage acknowledge the equality of all regardless of circumstance.
you from reading and learning more about these myths
if you so desire. In fact I would recommend it. You just
don’t need to be a Sanskrit linguist, anthropologist or
archeologist in order to play the game.
The rules contain all the material needed to create
a character, including interesting material about social
status (caste), alignments (how faithful you are to the
religious dictates of the setting), backgrounds and skills
based on caste and family, and a complete system of
magic based on priestly rituals, secret signs and words,
and powers gained as one grows in enlightened aware-
ness. There is a fairly thorough equipment list of armor,
weapons, provisions, slaves and hirelings, and even real
estate. The latter part of the book contains information
about each of the Bharata Kingdoms, and the wild plac-
es (jungles, mountains, hills, deserts and swamps) that
surround them, complete with random encounter tables
for city and wilderness, information about cultures and
traditions (including things like duels, or possible em-
11
Creating a Character
T
o create a Player Character (pc), it is WISDOM BONUS: Is added or subtracted as a modifier
necessary to go through the following steps: to all Saving Throws versus spells. It also affects a num-
ber of skills that require common sense, or skills related
1. Roll for Ability Scores.
to spiritual matters. Wisdom also affects the possibility
2. Roll for Caste, or select non-human Race.
of obtaining Enlightenment Powers for Priest classes.
3. Select Class, roll hit points, note class
DEXTERITY BONUS: Is added to all ranged to-hit rolls,
abilities and bonuses.
ARROWS OF INDRA
Ability Scores are determined by rolling 4d6 and Table 1.2 Resurrection Success Probability
removing the value of one of the four dice. Add the re- Resurrection Success
CON score
maining three values and note that number in the appro- Probability (roll a d100)
priate Ability Score. Unless the Game Master (gm) rules 3 (or less) 40%
otherwise, the ability scores should be determined in the 4-5 50%
order they appear on the character sheet. Optionally, the
6-8 65%
gm may allow players to put their scores in the order they
9-12 85%
wish, or may choose an intermediate option like allowing
players to switch the value of any two ability scores. 13-15 90%
Ability Scores determine the basic ability bonuses 16-17 95%
which are added to a number of values. If the sum of all 18 100%
the ability score bonuses put together is a negative value,
the player may choose to discard the character and roll STRENGTH BONUS: Bonus is added to all melee to-hit
the ability scores again. The final set of rolls will later be and damage rolls, as well as any checks related to phys-
modified by caste or race, and in the course of the actual ical strength or effort (lifting weights, forcing open a
game may in some cases change due to various effects, door, breaking an object, jumping a great distance).
temporarily or permanently. Any time that an ability SCORES ABOVE 18: note that it is possible, from race or
score is altered the bonus should immediately be recalcu- caste modifiers, or later on in the game due to magic, for
lated and if it has changed, the new bonus will apply in ability scores to be raised above 18; however, the ability
all cases it affects. modifier in those cases remains at +3. Having an ability
score of 19 or higher will be useful only in the sense of
Table 1.1 Ability Score Bonuses providing a “buffer” to protect against Ability Score loss
Ability Score Bonus in the future.
3
4-5
−3
−2
CASTE
6-8 −1 Caste in Jagat’s civilized human cultures (the “civ-
9-12 0 ilized society” of humans which they call Bharata, re-
ferring to all civilized human kingdoms of the world
13-15 +1
of Jagat) is an incredibly important setting concept. A
16-17 +2 caste is an extremely rigid social-class structure with
18 +3 religious overtones. The people of Jagat believe that a
person is born into a certain caste as a result of the ac-
I NTELLIGENCE BONUS: Is added to any skill checks tions they undertook in past lives, and that each caste
related to knowledge, learning or research (skills like has its own special and particular role to fulfill in society.
chronicler, astronomy, philosophy, mathematics, etc., as The mixing of caste, or performing actions outside your
well as checks for general knowledge or lore on differ- caste, is severely frowned-upon in the best of cases and
ent subjects). Intelligence also determines the maximum in some cases outright prohibited. Groups of different
number of Enlightenment Powers a Priest or Siddhi (ma- castes can generally work and travel together, or even
gician) class character may have. engage in friendships (the exception being the Dalits, or
CHARISMA BONUS: This value determines the modifier untouchables), but each individual is expected to remain
to reaction checks, to any skill check representing per- conscious of their caste and particular roles and duties
formance (oratory, poetry, music, dance, singing, etc), or therein. Romance between castes is generally forbidden.
other social skills, and to the base morale score of any A character’s caste determines their clan (another social
hirelings, henchmen or followers. structure of almost equal importance), their place in the
14
world, their background profession (sometimes the pro- rest of the inhabitants, and are not permitted to use the
fession of their entire clan), and in game terms provides same facilities as any of the other castes. Dalits are for-
modifiers to a human character’s base attributes. bidden from studying or hearing the sacred texts, and
Roll on TABLE 2.1 to determine a pc’s caste. they must avoid that even their shadow should touch
anyone of a different caste. If someone of any other
2.1 Caste Determination (3d6) caste touches or is touched by a Dalit, they must under-
CREATING A CHARACTER
Roll Caste go a cleansing ceremony.
3–4 Dalit (untouchable)† PROFESSIONS: Leatherworkers/tanners (“chamar”),
corpse handlers (“mahar”), clothes cleaners (“dhobi”),
5-8 Sudra (servant, farmer, slaves)
scavengers, and feces handlers (“bhangi” – these are the
9-11 Vaishya (merchant, artisan, landowner)
lowest of the caste, seen as untouchable even to other
12-14 Kshatriya (warriors, nobles) Dalits).
15-18 Brahmin (priests, nobles) It is not impossible for a Dalit to ascend in caste, but
it is very difficult. It is also possible for someone who
† Optionally, the GM might judge a result of 3-4 to in-
dicate Brahmin or Kshatriya caste as well, since it is
has committed a horrific religious atrocity (i.e. the killing
extremely difficult for an untouchable to be able to of a Holy person) to be punished by being demoted to
interact regularly with the rest of a party. the Dalit caste.
CLANS: Atolia, Bandarwal, Dhuriya, Dotania, Heria,
The caste system is the social structuring of the culture Jaggarwal, Jajoria, Jaluthria, Kankheria, Mauria, Mehra,
of Bharata, dividing all men along social lines. Within Rachoiya, Rathor, Tongaria, Vohra.
the culture there are five castes. Outside it, those who are
barbarians or foreigners are casteless or “pariahs”, until Sudra Caste (+1 CON, –1 INT)
they are adopted into a caste (either by the declaration of
a king or Holy person, or by adoption into a clan). Pari- The Sudras are the caste that slaves, serfs, and ser-
ahs are treated in much the same way as Dalits (untouch- vants belong to. However, they are not untouchables like
ables), but can more easily be integrated into any of the the Dalits. They are considered a respected caste, and
existing castes. In theory, one can only marry within one’s their own mythology (and even some of the teachings
caste, and each caste has certain professions that are gen- of the Brahminical texts) suggests that they are actu-
erally the only career options open to one of that caste. ally to be treated in very special ways. It is suggested
In practice, caste is determined by birth. However, that the Sudras were created from the mud of the river
the spiritual basis of caste is “aptitude, conduct, and Ganga, a sacred condition, and that they are pure but
nature”. This means that someone who commits acts in innocent; and must be well treated and respected by the
following with a caste different from that of their birth other castes, those same castes they are born to serve.
might eventually ascend or descend in official circles The word Sudra literally means “in suffering”, and the
and/or the public eye into that different caste. Note, spiritual understanding of this is that one who is born
however, that outright misrepresentation or fraudulent in the Sudra caste is atoning for misdeeds in a past life.
behavior of falsely claiming to belong to another (usu- That said, in practice the Sudras are not any more pure
ally higher) caste is a punishable crime. Details on how or innocent than anyone else, and some can end up in-
caste may change are provided in later chapters. volved in the schemes of their employers, rulers, or mas-
Each caste is detailed below, including modifiers to ters. Likewise, in practice the other castes tend to abuse
ability scores, details on the caste, the professions fol- the Sudras, either through over-work or mistreatments
lowed by the cast, and a list of clan names available to of other kinds. Sudras are generally darker-skinned than
each caste (in some cases with a description of the spe- those who belong to the higher castes, and it is probable
cific profession that clan is known for). Clan names are that they were in fact barbarian locals in the river lands
the equivalent of a last name, but in typical conversation who were conquered by the Bharata people when they
are not used in the same fashion, most people only us- migrated into what is now the Bharata Kingdoms, thou-
ing their given name except in particular circumstances sands and thousands of years ago.
where clan name is relevant. It is recommended that the Sudras can theoretically ascend to other castes, and
player select a clan only after determining not only class, some (particularly those who are soldiers) might find
but also background skills, as these particulars might themselves able to be adopted into a Kshatriya family.
help him to decide on the right clan to belong to. It is even possible some could be recognized as saints
and ascend to the Brahmin caste. However, since Sudras
Dalit Caste (+1 to CON, −1 CHA) are not permitted to participate in the Brahmin’s rites or
even read or hear the recitation of the Holy books, this
These are the “Untouchables”; they perform tasks is quite difficult. It is easier for them to go downward so-
that are taboo to the religious teachings of Bharata. cially, and become untouchables, if they find themselves
Generally, they live in the outskirts of town (usually forced to engage in Dalit activities.
on the western side of any settlement) or barring that P ROFESSIONS: Landless farmers, potters, weavers, fish-
in special parts of the settlement separated from the ermen, butcher, barber, cobblers, slaves, soldiers; some
15
ARROWS OF INDRA
very occasionally become Siddhis (magicians) or Yogis. (merchants and money-lenders), Nagal, Nirayan, Os-
CLANS: Ahir (shepherds and cowherds), Dasa (this is wal (shopkeepers and merchants), Parwar (lawyers and
the “family” name for anyone who is a slave), Dhangar scribes), Rawat, Sahu (teachers), Sangi (carriage-makers
(soldiers, farmers and shepherds), Kumbhar (potter), and vendors), Sarkar (poets and teachers), Singhal, Soho-
Mali (farmer), Nai (barbers), Paraiyan (landless labor- ria, Somani (bird-traders), Suvarna (jewelers), Tarkhan,
ers), Shanar (winemaker). Tayal, Thakuria (traders and merchants), Tunghal (large
landowers), Varnwal (merchants), Varshney (large land-
Vaishya Caste (+1 CHA, −1 WIS) owners and merchants).
The Vaishya caste is numerically the largest caste,
representing the majority of the population of Bharata.
Kshatriya Caste (+1 STR, −1 INT)
They range in level of profession and influence from The Kshatriya Caste is the caste of warriors and rul-
impoverished small-plot farmers to merchants with ers. They are soldiers, great fighters, and kings. They are
wealth beyond those of kings. They are shopkeepers and second in hierarchy after the Brahmins.
artisans; they are the vast majority of the city-dwelling It is not uncommon for the sons of Kshatriya, if they
population, and the educated professionals. They are the get involved in commerce or working the land and
lowest caste that is permitted to study the sacred texts neglect the duties of a warrior, to be demoted to the
and that undergo initiations at the temples. Vaishya caste. Likewise, Kings and other officials can
PROFESSIONS: Farmers (small and large landowners), ascend brave heroes to the Kshatriya caste if they have
artisans, shopkeepers, merchants; sometimes become proven themselves to have a true “warrior nature”, al-
Siddhis (magicians) or Yogis. though this happens only rarely.
CLANS: Baburiya, Bajargan, Bansal, Bindal, Birla (very Kshatriya youths must undergo rites of passage and
wealthy merchants), Biswal, Bohara, Chetti (grocers initiation, becoming “sanctified warriors”. Those who
and pottery-merchants), Dusad, Gahoi (slave-dealers), have undergone these rites receive a (purely ceremonial)
Gandha (spice-dealers), Godha, Goyal (large landowners staff made of banyan wood, a symbol of their status.
and merchants), Goyan, Gupta (merchants and apothe- P ROFESSION: Warriors, Holy warriors (“Virakshatri-
caries), Jhalani, Jindal, Kansal, Kharwal, Komati (small ya”), soldiers, rulers; may become Siddhis (magicians)
merchants), Kuchal, Kulwal, Labhi, Lahoti (shopkeepers, or Yogis.
textile merchants), Lohar (carpenters, smiths, and build- CLANS: The families of this caste are descended from
ers), Mahajan (money lenders), Maherwal, Meswari three dynasties: The Lunar Dynasty, the Solar Dynasty,
(shopkeepers and merchants), Methi, Mittal, Mudgal and the Fire Dynasty. They are, respectively, the descen-
16
dants of Chandra (the God of the Moon), Surya (the his father). Additionally, they must undergo a series of
God of the Sun) and Agni (the God of Fire). coming-of-age rituals, even from the time they are in
LUNAR DYNASTY FAMILIES: Bundela, Chandela (rul- their mothers’ womb, at birth, to mark their first steps,
ers), Haihayas (rulers and Holymen), Jadaun (rulers to initiate their studies, (for men) to mark their first
and warriors), Jadeja (rulers and sages), Jethwa (Vanara beard-trimming, and during marriage (a prolonged cere-
warriors, found in the southern Bharata Kingdoms), Ka- mony that lasts four days, culminating in their first sex-
CREATING A CHARACTER
lachuri (rulers and poets), Pathani (warriors and assas- ual intercourse). Brahmins must never touch dead bodies
sins), Pathania, Tomar (rulers), Varma (governors, sages, or unclean animals, or handle feces; nor can they touch
and Holymen). or even pass through the shadow of an untouchable. If
SOLAR DYNASTY FAMILIES: Badgujar, Gurjar, Jhala they do, they must undergo an extensive purification rit-
(warriors, musicians), Kachwaha (warriors, mon- ual lasting several hours, as soon as possible.
ster-slayers), Lohana (warriors, merchants), Minhas Marriage rules are particularly strict for Brahmins,
(horsemen, charioteers), Pundir, Raju (rulers), Ror who must marry within caste and usually within the
(warriors, governors, judges), Sengar (warriors), Siso- particular profession of their family; Brahmin girls in
dya (archers). particular must not marry below their caste or it socially
FIRE DYNASTY FAMILIES: Chauhan (governors, athletes), endangers the entire family.
Ghosh (rulers, judges), Paramara (warriors, bureaucrats),
Ponwar, Pratihara (rulers), Senas (landowners), Solanki Family Background
(temple-warriors), Sood (warriors, money-lenders).
NOTE: Some non-human races claim status as Kshatri- Once you have determined your caste, you must
ya: particularly the Vanara (monkey-men) and the Nagas choose a type of background for your family, and select
(serpent-men). Foreigners, barbarians or outsiders who what particular clan you come from within the caste. It
display aptitude as warriors are generally quickly accept- is advisable to base this selection on your initial back-
ed as Kshatriyas as well. ground skills, as these are likely skills learned in child-
hood in your family’s career.
Brahmin Caste (+1 WIS, −1 STR) Family Generation
The Brahmin caste is of the priests and philosophers
of Bharata. They can also be rulers. Not all forms of It is important for any Human Pc to know the current
Holymen need to be Brahmins, but temple priests must state of their family, and their place in that family. The
be Brahmin. Not all Brahmin, however, are temple Pc should come from a normal married family unless the
priests by profession; and usually in fact only those fam- player truly wishes to be born out of wedlock or under
ilies in the lower end of influence in this caste are temple other strange circumstances (the Gm should remind the
priests. Brahmins vary wildly in range of wealth and in- player about the social consequences of being illegit-
fluence; some Brahmins are extremely poor, while others imate or clanless). The player should roll to see if his
are very powerful and wealthy. parents are still alive: The Pc’s father will be deceased on
PROFESSIONS: Religious poets and writers of Holy texts, a 1-4 roll on 1d6. The mother will be deceased on a 1-3
Priests, Siddhis (magicians), Yogis, scholars, teachers, roll on 1d6.
landowners. The player should then roll for siblings: roll 1d12 to
CLANS: Achary, Acharya, Ambastha (traditional determine initial (potential) siblings; roll a second d12
doctors), Bhasri, Bhattacharya, Bhattamishra, Bishi, to determine how many of those siblings are dead; if the
Chaturvedi, Choudhury, Chakroborty, Dash, Dayama second number rolled was higher than the first, it means
(temple priests), Deshpande, Gantayat, Joshi (astrolo- that the Pc was an only child (or at least, the only child
gers), Kar, Kulkarni, Majumdar (landowners), Mishra that lived long enough to be named).
(scholars and philosophers), Mishrasharma, Mohapatra, When the number of surviving siblings have been
Pallava (rulers and warriors), Panchal, Pandey, Pani, determined, the Gm should roll randomly to determine
Panigrahi, Phadnavi (tax collectors or administrators), which point in the birth order that Pc is found; for ex-
Purohit (tutors and advisors to rulers), Ray, Roy, San- ample, if there are 5 surviving siblings, the Gm could roll
igrahi (temple priests), Sharma, Shastri, Shukla, Suta 1d6 (with a 1 indicating the Pc is the oldest, 2 the sec-
(storytellers and charioteers), Tiwari, Tripathi, Vishwa- ond oldest, etc). If the number of surviving siblings is less
karman (temple artisans, goldsmiths, blacksmiths, car- convenient for a simple die roll the Gm should pick the
penters, sculptors and brass workers). method that works best.
BRAHMIN TABOOS: Every day, Brahmins must perform The Pc must also determine the gender of each surviv-
ritual bathing, recite liturgical prayers, perform the fire ing child (1-3 male, 4-6 female on a d6).
sacrifice (“puja”), the milk sacrifice (pouring milk over If the Pc is the oldest surviving male child, he is ei-
the sacred fire to feed and preserve the sun at night), and ther the heir (if his father is still alive) or the head of the
maintenance of the family’s sacred fire (this last ritual family (if his father is deceased). In the latter case, the
is performed only after marriage, when the Brahmin re- Gm may determine that the Pc begins play with a hovel,
ceives his own receptacle of the family’s sacred fire from house or mansion of some kind in either the country or
17
the city, something relatively humble by the standards barbarians, dark-skinned and with dread-locked hair,
of the pc’s caste without indicating extreme poverty. which live in the southern hills and jungles, and in other
The pc owns this property, his inheritance, but he is also peripheral areas of the Bharata culture. They are known
required to support all of his younger siblings (if the to be fierce warriors.
gm wishes to be generous, he could judge that the pc’s R ACIAL BONUSES AND P ENALTIES: +1 str, +1 con,
younger brothers have mostly been placed in good ca- −2 cha.
CLASSES: Can be Priest-Shamans (maximum level 4),
ARROWS OF INDRA
reers and his sisters have all been married off already as
of the start of the game). He must also support his moth- Fighters, Scouts, Thieves, or Thugees (maximum level 10).
er if she is still alive, and arrange for someone to take Bhils can speak Prakrit and the Bhil language (which
care of the household (possibly a younger brother) while has no written form).
the pc is off adventuring.
Gandharvas
BARBARIAN AND The Gandharvas are a race that are descended of
NON-HUMAN RACES the crossing of humans with divine and nature-spirits
(Devas and Apsaras). Physically, they appear as tall,
It is possible for a player to play a barbarian human, thin, light-skinned beautiful humans with feathers on
or select one of a number of non-human races for his the top of their head instead of hair. They are consid-
character. Note that this depends on the permission of ered children of the gods, and are often used as their
the gm; some gms may not wish for their campaign to messengers. Gandharvas live mainly in their own king-
allow non-human characters. Each non-human char- doms, in remote regions, mainly in the Kailas Moun-
acter race will have certain special abilities and often tains but also in other isolated hills, forests and jungles.
limitations as well. All non-humans (as well as the They are all natural musicians, singers and dancers.
Bhil, barbarian humans) are limited in their choice of Gandharvas are partially immortal; they do not age,
character class, and in the cases of some classes they but they can still die from injury or some forms of dis-
may have limitations of which character level they are ease. Gandharvas do not need to sleep, though they do
allowed to reach. Particularly in the latter case, the Gm require periods of rest to heal from injuries.
may wish to limit those level-restricted classes to Npcs The culture of the Gandharvas is very alien to normal
of that race only. human Bharata culture; the Gandharvas being so long-
Note also that playing a non-human character will lived they spend huge spans of time engaging in song,
usually involve certain social difficulties for the player dance and religious festivals. Gandharvas are profoundly
character; generally speaking in the human kingdoms spiritual, most of them being of Holy alignment, but
(the area/civilization known as Bharata) there is very their religious rituals are quite different to the practices
little regular interaction with non-humans. The Vanara performed in human societies, they are closer to the gods
live in the forests far to the south and are only com- because of their background, and tend to have a more in-
monly seen in the Bharata Kingdoms that are south formal style of ritual than human temple priests use. They
of the Vindhya mountains, Gandharvas and Yakshas also do not respect the social customs of Bharata. They
mostly live in the forbidding northern mountains or do not have a caste system (though any Gandharva trav-
hidden in small communities deep in jungles. Bhils and eling to human civilization will automatically be placed
Rakshasas likewise generally live far from civilized in either the Brahmin caste or the Kshatriya caste), and
lands, or in their own tribes, and will be treated as basi- they do not follow some of the other rigid social customs.
cally human but barbaric, and are thus pariahs (unless For example, Gandharvas only marry for love, something
they manage to be accepted into a caste). Any of these that is considered most unusual in human society. In spite
characters will stand out notably among the civilized of this oddness, Gandharvas tend to be well-treated when
human peoples, and will rarely go unnoticed, and may they are traveling in the Bharata Kingdoms, because hu-
be reacted to with fear or prejudice. mans know that they are close to the gods.
In any case, if a campaign is set in the Bharata King- Gandharvas in their own kingdoms will not necessarily
doms, the Gm and player of a non-human should mutu- be friendly to humans; they are likely to be friendly to
ally work out the reason why the non-human Pc has left human individuals who are of Holy alignment, but will be
his or her homelands to come visit the world of men. hostile to large parties or incursions. In particular, this is
The following races are available to player characters because the Gandharvas are known to horde vast quan-
(at the Gm’s option). tities of gold, which they use to power their cities with
light and other magic, through a process of alchemy. They
Bhils know that many humans lust for gold and may wish to
attack the Gandharvas for their gold or attempt to steal it.
Bhils are a race of barbarian humans, though many R ACIAL BONUSES AND P ENALTIES: +1 DEX , +1 cha,
of the prejudiced civilized people in the Bharata King- −1 str, −1 con.
doms believe them to be a non-human race, or a race CLASS LIMITATIONS: Can be Priests, Fighters, Scouts or
that is partly demonic. The Bhils are a race of savage Siddhis (magicians).
18
SPECIAL A BILITIES: fashioned from human skulls. Their Asura-worshipping
priests are known for their magical power and for the
• Gandharvas do not age; nor do they sleep; they
ability to change shape. Rakshasa society also features
are thus immune to any forms of magic that
powerful Siddhis (magicians), particularly famed for
cause aging or magical sleeping effects.
their skills.
• Gandharvas are also immune to certain forms of
In spite of all this, Rakshasas are perhaps more com-
CREATING A CHARACTER
magic that control others (especially the Arcana
mon in human society than many other non-human
of Domination, the Mantra of Irresistible Pres-
races, second only to the barbarians like the Bhils in fre-
ence, and the Aura of Tranquility).
quency; they are often hired as mercenaries or servants
• Gandharvas have the natural ability to detect mag-
of other kind by less-than-Holy kings. They tend to be
ic; they will be able to sense if any item is magical,
mistrusted of course, but are not automatically persecut-
or any person, object or area is under a magical
ed in most human kingdoms and can sometimes rise to
effect; however they cannot necessarily identify the
high positions. Rakshasas are considered to be very wily,
specific qualities of the magic in question.
ruthless, and bloodthirsty; they make great magicians
• Gandharvas gain a +1 to hit with all ranged
because of their demonic blood, and excellent warriors
weapons, and an extra +1 to hit with Bows.
because of their fearless bloodlust in battle.
• Gandharvas gain a +2 to all perception checks
A BILITY MODIFIERS: None.
(usually Wisdom-based).
CLASS LIMITATIONS: Can be Priests of the Asuras (to a
• Gandharvas gain a +1 bonus to the “artist-musi-
maximum level of 7), Fighters, Scouts (to a maximum
cian” and “religious dancing” skills.
level of 8), Siddhis, or Thieves.
• Gandharvas all speak Prakrit, Yaksha and San-
SPECIAL A BILITIES:
skrit; Sanskrit is the divine language which is
also the language spoken in all Gandharva com- • Rakshasas can see perfectly in the dark.
munities. They also gain a special “musical” lan- • Rakshasas are immune to most forms of mun-
guage, expressed in song, that Gandharva some- dane poison, but can still be affected by magical
times use to communicate amongst themselves. poison or poison from supernatural monsters.
• Gain a +1 bonus to all saving throws versus
Rakshasas magical items or spells for every 4 points of con-
stitution, rounded up. So for example, a Raksha-
Rakshasas are a race of humans who were cross- sa with a 7 con gains a +2 bonus to his saving
bred with Asura demons. They are thus an Unholy race; throws, while a Rakshasa with 17 con gains a
though not all members of the race are malevolent, their +5 bonus.
culture as a whole venerates the demonic Asuras and • Rakshasas gain a +1 bonus to hit with all bladed
most Rakshasas have Unholy alignment. melee weapons.
Rakshasas appear taller than the average human, with • Gain a +1 bonus to unarmed damage due to
dark almost soot-black skin. Their canine teeth tend to their claw-like fingernails or fang-like teeth.
be longer than the average humans, looking almost like Rakshasa speak Prakrit and the Asura language; the
fangs; their eyes tend to be reddish in color, and they latter is the demonic language which is regularly spoken
have long hard nails. in Rakshasa lands.
Rakshasas have had many mighty kingdoms of their
own, most particularly the kingdom
ruled by the Asura demon Ravana
on the island of Lanka, thousands of
years ago in the time of the Avatara
Rama. It was Rama who destroyed
this kingdom; and since that time the
Rakshasas have been scattered to live
in jungles, hills and mountains in the
peripheral areas of the human Bhara-
ta-civilization, sometimes as barbar-
ians and sometimes in small king-
doms. Many of the latter are ruled by
full-blooded Asura demons.
Rakshasa society is Unholy by
nature. The Raskhasa priests who
govern it worship and make human
sacrifice to the Asuras, and the Rak-
shasas are said to be cannibals who
drink human blood out of ritual cups
19
Vanaras Yakshas
The Vanara are a race of monkeys who are capable Yakshas are mountain-spirits, guardians of treasure hid-
of speech and have a human level of intelligence. They den in the earth. They appear as humans but stout and very
wear clothing, and have their own society, but are oth- short (about three quarters the size of a normal human),
erwise physically indistinguishable from relatively large with slightly golden-colored ruddy skin, and can be fear-
monkeys (about half the size of a normal human). The some warriors. They are entrusted by the Gods, with whom
ARROWS OF INDRA
Vanara are sacred to the monkey-god Hanuman, who they have a special relationship, to protect nature and sa-
was once their king before ascending to the Divine cred places, and sometimes to protect great treasures (both
realms (Hanuman is also worshiped by humans as the mundane and spiritual) that have been hidden in the earth
friend and helper of Rama). At one time, in the age of by the gods. The Yakshas live mainly in a mighty kingdom
Rama and Hanuman thousands of years ago, the Vanara in the Kailas Mountains, near to the Gandharva Kingdoms,
and the humans of Bharata were more connected and with whom they have very good relations.
friendlier to one another. They are still more likely to be Yaksha culture is by its nature very different from hu-
friendly to each other than many other races, but since man culture, due to the Yakshas’ longevity; they are great
that time trade and contact between the civilized nations scholars and thinkers, spending much time in religious
and the Vanara has decreased, the Vanara have declined ritual and also in studies, being great admirers of learning
in number and retreated deeper into the southern jun- (and teaching). Yakshas can rarely resist lecturing on any
gles. As such, it is very rare to see a Vanara in the north, subject they know anything about to humans and other
and people are not at all accustomed to it. lesser races. This does not mean, however, that Yakshas
Vanara as a race tend to be quite adventurous, some- are cold or purely cerebral; far from it; in fact they are
times childish, extremely brave and loyal to their allies. deeply romantic beings, often following their passions,
While Vanara are as capable of lies as a human, their and prone to depression and bouts of longing for the
culture does not practice the same kind of casual social sources of their affections. They can also be prone to pas-
lies and deceptions (including things like flattery, or the sionate wrath, making them extremely violent.
kind of little white lies or deceptions that are part of Yakshas effectively do not age, but they do require
good manners) as human society does. Thus, they will rest, and can be killed by injury or disease just like a
tend to be extremely bluntly honest in their everyday human might.
social dealings, to the point of sometimes inadvertently A BILITY MODIFIERS: +1 con, +1 int, −1 DEX , −1 cha.
seeming rude to humans. CLASS LIMITATIONS: Can be Fighters, Priests, Thieves,
R ACIAL BONUSES AND PENALTIES: +1 DEX , – 1 str. or Thugees (to a maximum level of 9).
CLASS: Can be Priest-Shamans (maximum level 6), SPECIAL ABILITIES:
Fighters, Scouts or Thieves.
• Yakshas do not age.
SPECIAL ABILITIES:
• Yakshas gain a +1 bonus to all saving throws
• Vanara gain a +1 bonus to saving throws versus versus poison, magical items, or magic for every
poisons, magic items, or spells for every 4 points 4 points of Constitution, rounded up. So for ex-
of Constitution, rounded up. So for example, a ample a Yaksha with 9 con gains a +3 bonus to
Vanara with 10 Constitution would gain a +3 his saving throws, while one with 14 con gains
bonus to all of these saving throws, a Vanara a +4 bonus.
with 15 Constitution would gain a +4 bonus. • Yakshas are particularly adept at fighting against
• Vanara gain a +2 bonus to all checks that in- giant creatures, they gain a +4 bonus to AC
volve sneaking, or acrobatics (this is in addition against attacks from Giant-sized creatures.
to their standard DEX bonus and any relevant • All Yakshas speak Prakrit and Yaksha languages.
skill bonuses).
• Vanara can speak Prakrit, their own language NAMES
(Vanara), and can also speak with non-intelli-
gent monkeys (this does not mean that non-in- Human clan names are listed above, according to caste.
telligent monkeys will automatically be friendly Non-humans will rarely have a clan name, using only a giv-
to them, however). en name (unless, for example, they are adopted into a human
Due to their size, Vanara cannot use any human clan). The following tables are provided in order to select
two-handed weapons. They must additionally wield axes, or randomly roll a male or female name; they are typically
khanda swords, maces, scimitars, spears or tridents (or human names, and barbarians and non-humans might have
other one-handed weapons of similar size) with both considerably different names but for conveniences sake, if
hands, and thus cannot use these weapons in conjunction the player of a non-human or a barbarian wishes they could
with a shield. Of all weapons, Vanaras greatly favor the simply use one of the names provided on Tables 2.2 or 2.3.
mace, as it is the weapon of their patron god, Hanuman.
Because of their small stature, Vanaras gain a +2 bo-
nus to ac vs. medium or large creatures.
20
Table 2.2 Male Names (d100)
Roll Name Meaning Roll Name Meaning
1 Abhay fearless 53 Krishna “blue-skinned”
CREATING A CHARACTER
4 Akhil total 56 Mandeep “light of the mind”
50 Kapila “red-skinned”
51 Kiran sun-beam
21
Table 2.3 Female Names (d100)
Roll Name Meaning Roll Name Meaning
1 Abha shining 53 Nisha the night
2 Aditi boundless 54 Nitya eternal
3 Akanshaqa wish 55 Padma lotus flower
ARROWS OF INDRA
50 Meera prosperous
22
CHARACTER CLASSES Class Descriptions
A player must choose any one of the following Class- Each class is detailed below, along with a brief intro-
es for his character. The class represents the adventur- duction, ability score requirements, hit points (Hp), com-
ing career of the character, and determines the special bat bonuses, their saving throw values (the basic number
abilities a character will have, as well as things like you must roll equal or above on a d20 to succeed a sav-
CREATING A CHARACTER
their class-related skills. Note that most classes have a ing throw), and special abilities.
minimum requirement in certain attributes in order to Priest
take that class; and certain classes are only accessible to
certain castes (for example, a Priest MUST be of the Brah- These are Brahmin caste individuals who have trained
min caste, and a Virakshatriya (“Holy warrior”) must be as Holy men, Priests, in the formal setting of a temple.
of the Kshatriya caste). Note also that non-human races Like everyone else, they give worship to all the 330 mil-
have limitations as to which classes they can choose. lion gods, but they are also usually specifically dedicated
In some cases, a non-human character may be able to to a particular deity’s temple. Younger Priests will reg-
take a class but only up to a certain level of ability; in ularly travel from one temple to another, and to small
a longer campaign this can be an extremely serious dis- villages to officiate over important religious ceremonies.
advantage and the Gm may rule that such classes should They will seek to combat evil and ignorance. Priests per-
not be taken by players but restricted only to non-player form a variety of rituals (which are collectively termed
characters of that race. Civilized humans of the Bhara- “Arcana”), from daily prayers and purification, to mar-
ta lands can take any class that their caste and ability riages, rites of passage, and Holy celebrations of the
scores allow, and have no limits to how far they can ad- gods. They firmly believe that the path to enlightenment
vance in that class. is to be found in proper performance of ritual. Some
Priests, including all player character Priests, will gradu-
Advancement in Levels ally gain miraculous powers from their holiness.
R EQUIREMENTS: Minimum wis of 9. Priests with wis
Characters gain experience points (Xp) in order to under 12 may fail at performing arcana. Priests with
advance in level and gain new abilities. Player charac- wis of 15 or more gain a +10% bonus to their xp. A
ters can gain experience through defeating opponents in good Intelligence score is also recommended, though not
combat or other means and by obtaining riches and trea- absolutely required. Priests must be of Holy alignment.
sure. The details of how to assign experience points are Human Priests must be of the Brahmin caste.
presented in the section on Game Master Procedures. HP: d8 + con bonus until 9th level. +2 per level after
that. Priests of 1st level begin with a minimum of 6 Hp.
Table 3.1 Experience Points required COMBAT BONUS: Priests gain +1 to hit at level 4, and a
for level advancement +1 bonus to hit every 4th level.
Level XP needed
SAVING THROWS: Priests have a basic saving throw
score of 15 at level 1, and this reduces by 1 every 2nd
2 1500
level; to a minimum level of 4.
3 3000 A BILITIES: Arcana rituals (see the skill section for
4 6000 Priests), Enlightenment Powers. Priests have knowl-
5 12000 edge of a secret language. The Priests are the only class
6 24000
who always fluently speak and read Sanskrit, the Holy
tongue. Priests are forbidden to draw blood; they can
7 48000
use any kind of armor, but will only used blunt weapons.
8 75000
9 110000 Priest-Shamans
10 150000 Tribal societies have less organized religion, and their
11 200000 priests are called Shamans; these function the same in
12 300000 game terms but usually have a level limit (as their under-
standing and connection to the gods is inferior to that of
13+ +100000/lv
civilized men), and they are not recognized or honored
in the same way by the societies of civilized kingdoms,
nor will they be expected to perform rituals or other
services to the community outside their own tribes. Sha-
mans do not speak or read Sanskrit, but will speak a
secret language known only to the shamans of their par-
ticular race. Shamans can use any kind of weapon but
will only wear leather armor.
At 3rd level, Priest-Shamans gain the ability to iden-
23
tify plants and animals (and know of the properties of Virakshatriya
plants), recognize pure or impure water, and to pass
through wilderness areas at their full movement and (Holy warrior) a fighter chosen by the gods. Always
without leaving any visible trail. of the Kshatriya caste, these fighters are blessed with
R AKSHASA P RIESTS: These Priests serve the Asuras, the divine gifts and usually dedicate themselves to a specific
demonic creatures of the hell-realms. They function iden- warrior-god; Rama, Durga, Indra, etc. These individuals
will show extremely devout spiritual qualities from an
ARROWS OF INDRA
24
Table 3.2 Priest Advancement Table 3.3 Fighter Advancement
Combat Saving Combat Saving
Level HP Level HP Special
Bonus Throws Bonus Throw
1 1d8† 0 15 1 Attack/lv
1 1d10† +1 16
vs 1HD foes
2 2d8 0 14
CREATING A CHARACTER
2 2d10 +2 15
3 3d8 0 14
3 3d10 +2 15
4 4d8 +1 13
4 4d10 +3 14
5 5d8 +1 13
5 5d10 +3 14
6 6d8 +1 12
6 6d10 +4 13
7 7d8 +1 12
7 7d10 +4 13
8 8d8 +2 11
8 8d10 +5 12
9 9d8 +2 11
9 9d10 +5 12 2nd Attack
10 9d8+2 +2 10
10 9d10+3 +6 11
11 9d8+4 +2 10
11 9d10+6 +6 11
12 9d8+6 +3 9
12 9d10+9 +7 10
13 9d8+8 +3 9
13 9d10+12 +7 10
14 9d8+10 +3 8
14 9d10+15 +8 9 3rd Attack
15 9d8+12 +3 8
15 9d10+18 +8 9
16 9d8+14 +4 7
16 9d10+21 +9 8
17 9d8+16 +4 7
17 9d10+24 +9 8
18 9d8+18 +4 6
18 9d10+27 +10 7
19 9d8+20 +4 6
19 9d10+30 +10 7
20 9d8+22 +5 5
20 9d10+33 +11 6
21 9d8+24 +5 5
21 9d10+36 +11 6
22 9d8+26 +5 4‡
22 9d10+39 +12 5‡
† Priests gain their CON bonus to their hit point
roll at each level up to and including level 9 † Fighters gain their CON bonus to their hit point roll at each level up to
‡ Priest saving throws do not continue to reduce and including level 9.
past this point ‡ Fighter saving throws do not continue to reduce past this point.
25
performed properly and with the right concentration they Thief
can create wondrous effects. These individuals are both
revered and feared by the common folk, and some are Any caste can be this class; however, it is highly dis-
taken on as advisers and sages to powerful rulers. reputable for any caste, particularly for the higher castes.
R EQUIREMENTS: Int 9+, DEX 6+. A Siddhi with 16+ Int Many Thieves therefore take pains to disguise their true
gains +10% to their Xp. A good Wisdom score is also very professions, posing as some kind of honest worker or as
ARROWS OF INDRA
highly recommended, though not absolutely required. common mercenaries, travelers, or adventurers.
HP: d4+con per level, until level 9, after that +1Hp R EQUIREMENTS: DEX 9+; a Thief with 15+ gains +10%
per level. 1st level Siddhis begin with a minimum of 2Hp. to their Xp bonus. Thieves can only be of neutral or Un-
Siddhis cannot use any armor and still use their spell holy alignment.
abilities. They can use any weapon but have no training HP: d6+con bonus per level, until level 10, then +2
in their use. Hp thereafter. Minimum 4 Hp at level 1.
COMBAT BONUS: Siddhis gain a +1 bonus to hit at level COMBAT BONUS: Thieves gain +1 to hit at level 3, and
5, and another +1 every 5 levels. another +1 every 3 levels.
SAVING THROWS: 15 at level one, reducing 1 point ev- SAVING THROWS: 15 at level one, reducing 1 point ev-
ery 2nd level; to a minimum level of 5. ery 2nd level; to a minimum level of 6.
A BILITIES: Mantras and mudras (see the skill sections A BILITIES: Thieves cannot use any armor other than
for Siddhis), Enlightenment Powers. leather without losing the use of most of their bonuses.
BACKSTAB (BSTAB): A Thief who attacks an opponent
who is unaware of his presence rolls double the usual
Table 3.3.1 Virakshatriya Advancement damage dice and adds double the regular damage bonus.
Saving This increases to ×3 at level 5, ×4 at level 9, and ×5 at
Level HP Combat Special level 13. Attacking a surprised opponent gives a Thief a
Throw
+4 bonus to hit, instead of the regular +2.
detect unholy,
I 1d10† +1 14 cure HP, P ICKING POCKETS (PP): Thieves gain a +2 bonus to pick
Holy aura pockets at level 1, and a +1 bonus every 2 levels thereafter.
2 2d10 +2 13 OPEN LOCKS (OL): Thieves gain a +2 bonus to open
locks at level 1, and a +1 bonus every 2 levels thereafter;
3 3d10 +2 13
they must have Thief tools to open locks.
4 4d10 +3 12 Garuda mount
FIND AND REMOVE TRAPS (FRT): Thieves gain a +2 bo-
cure disease nus to find or remove traps (requiring two separate rolls;
5 5d10 +3 12
1/week
the first also adds any relevant bonuses to perception),
improved Holy and a +1 bonus every 2 levels thereafter.
6 6d10 +4 11
aura
SNEAK (SN): Thieves gain a +2 bonus to sneaking and
7 7d10 +4 11 hiding at level 1, and a +1 bonus every 2 levels thereafter.
8 8d10 +5 10 LISTEN (LIS): Thieves gain a +1 bonus to listening at
9 9d10 +5 10 level 1, and a +1 bonus every 3 levels thereafter.
CLIMBING SHEER SURFACES (CLIMB): Thieves gain a +4
10 9d10+3 +6 9 2nd attack
bonus to climbing at level 1, and a +1 bonus every 5
11 9d10+6 +6 9
levels thereafter. Note that for a completely smooth and
12 9d10+9 +7 8 vertical surface, a Thief would still have to make use of
13 9d10+12 +7 8 climbing implements to assist him.
14 9d10+15 +8 7
Thugees
15 9d10+18 +8 7 3rd attack
16 9d10+21 +9 6 These are Holy murderers, dedicated to the worship
of the mother-goddess Kali in her aspect as the goddess
17 9d10+24 +9 6
of death. Unlike common Thieves, who of course can
18 9d10+27 +10 5 also be contracted to kill, Thugees are considered to
19 9d10+30 +10 5 be Holy men and it is not precisely dishonorable to be
20 9d10+33 +11 4 one, or to hire one; though for obvious reasons they
21 9d10+36 +11 4 are socially distrusted and marginalized in many ways.
Thugees will only seek to assassinate in the service of
22 9d10+39 +12 3‡
Kali-ma, and will refuse any task that they see as con-
† Virakshatriya gain their CON bonus to their hit point roll at trary to the wishes of the goddess. They will never assas-
each level up to and including level 9.
‡ Saving throws do not continue to reduce past this point. sinate women or children, excepting women who have in
some way committed blasphemy against Kali.
Thugees are members of a sacred order, which has
agents and secret safe-houses throughout the civilized
26
Table 3.3.2 Scout Advancement
Level HP Combat Save Special
bonus damage vs. giants/barbarians,
1 2d8† +1 16
sneak +3, track +4
2 3d8 +2 15
CREATING A CHARACTER
3 4d8 +2 15
4 5d8 +3 14
5 6d8 +3 14
6 7d8 +4 13
7 8d8 +4 13
8 9d8 +5 12 track +8
9 10d8 +5 12 sneak +6
10 11d8 +6 11
11 11d8+2 +6 11 2nd attack
12 11d8+4 +7 10
13 11d8+6 +7 10
14 11d8+8 +8 9
15 11d8+10 +8 9
16 11d8+12 +9 8 3rd attack
17 11d8+14 +9 8
18 11d8+16 +10 7
19 11d8+18 +10 7
20 11d8+20 +11 6
21 11d8+22 +11 6
22 11d8+24 12 5‡
† Scouts gain their CON bonus to their hit point roll at each level up to and including level 10.
‡ Saving throws do not continue to reduce past this point.
world; their temples, however, are all found deep in trained in the use of poisons, being able to identify and
forests and mountains, away from areas of human hab- use any form of poison; they can purchase poisons from
itation. They cannot assassinate any target that the or- their order. Thugees gain all the other abilities of a Thief
der’s gurus have explicitly declared “forbidden to kill”. (pick pockets, open locks, find and remove traps, sneak,
Thugees must regularly perform rituals and purification listen and climb) but with only half the listed bonus that
in honor of Kali. They must dedicate one third of all first level Thieves would get (rounded up), and continue
their earnings to the order. to progress thereafter in those abilities as per normal.
R EQUIREMENTS: wis 12+, Int 11+, DEX 12+. Thugees A 9th level or beyond, a Thugee may be taught the se-
with 15+ WIS and 15+ DEX gain a +10% bonus to Xp. cret techniques of assassination from his Thugee-guru at
Thugees, being favored of Kali, are of Holy alignment; the nearest temple. He can thereafter attempt an assassi-
however, they do not lose this alignment for any acts nation attack against any opponent who is unaware, and
they perform within their duties as assassins, save for the who can theoretically take damage from his attack. A
killing or direct harm of innocent women or children. Thugee attempting an assassination attack will roll to-hit
HP: d6+con bonus per level, until level 10, then +2 normally, with the standard +4 bonus against unaware
Hp thereafter. Minimum 4 Hp at level 1. opponents. If he hits, he has a base chance of 50%, with
COMBAT BONUS: Thugees gain +1 to hit at level 3, and a +5% modifier for every level or hit die he has greater
another +1 every 3 levels. than his intended victim, or a – 5% penalty for every
SAVING THROWS: 15 at level one, reducing 1 point ev- level or hit die he has lesser than his opponent, of scor-
ery 2nd level; to a minimum level of 6. ing an instant kill. If he fails the assassination check, he
A BILITIES: Thugees backstab as Thieves do, however, still does normal backstabbing damage. In order to learn
they can perform a backstab against an individual who this secret technique he must pay between 4000-16000
knows they are present if the individual is not already rupya (2d4×2000) to the temple.
wary of the assassin or ready to defend himself; and they When a Thugee reaches the Xp necessary for 14th
may perform backstab against any opponent who has level he must successfully assassinate (or defeat in the
not yet acted in the first round of combat. Thugees are Kalari arena) the current 14th level temple guru before
27
he can go up in level. If he succeeds, he will become the between levels 3-5, 20% of which are level 6-9, and
local Guru, ruling over the affairs of the cult and directly the remaining 5% of which are between levels 10-13).
commanding 7d8 of its members, of varying levels (each Upon becoming the new mahaguru, he is required to
being from 1-12th level). He will obtain profit from each pay 1000 rupya to each of these temple students as
of these which will be enough to maintain the order’s a traditional ritual gift; an amount that he must al-
business and his own lifestyle expenses, though any ad- ready possess in full before he can be initiated to his
ARROWS OF INDRA
ditional expenses must continue to come out of his own new rank and level. After that all of his expenses will
pocket. However, he will now also become the target of be provided for and he will control a large treasury;
any upstart Thugee who reaches the required experience however, he himself is expected to hoard no personal
to attempt to assassinate him. wealth. Additionally, he will still be beholden to both
When a Thugee reaches 16th level, he must likewise the Goddess Kali and her chosen priests; as well as liv-
assassinate or kill in single combat the current mahagu- ing under the risk of potential candidates for his posi-
ru at the Maha-Kali temple deep within the southern tion may try to assassinate him.
jungles of Dandaka. At this point, he will become (if At no point is a Thugee obliged to seek to assassinate
successful) the head of the Thugee cult, controlling his guru or the mahaguru; if he so wishes, he can remain
hundreds or thousands of Thugees indirectly and di- at his current level indefinitely rather than risk the at-
rectly controlling the temple and its 2d100 students tempt to replace his superior.
(50% of which are 1st or 2nd level, 25% of which are
Yogi
Table 3.4 Siddhi Advancement A Yogi is also known as a renunciate (“religious
Attack hermit”) or an ascetic. These are individuals who have
Level HP Saving Throw
Bonus renounced the world and worldly goods and practice
1 1d4† 0 15 spiritual disciplines and asceticism in order to seek out
2 2d4 0 14 enlightenment. In various groups and schools, or some-
times alone with a single Guru, they learn secret tech-
3 3d4 0 14
niques of the skills of “yoga”, the spiritual arts of union
4 4d4 0 13 with the divine. Some Yogis are deeply sincere in their
5 5d4 +1 13 quest for illumination or union with the godhead, but
6 6d4 +1 12 others are mainly hermits seeking to escape the respon-
7 7d4 +1 12 sibilities of the world, or men who seek out the secret
of physical immortality or the ability to impress others
8 8d4 +1 11
with great feats of physical or mental mastery. Their
9 9d4 +1 11 powers are granted not from outward energy manipula-
10 9d4+1 +2 10 tion (like the Siddhi) or complex ritual (like the Priest)
11 9d4+2 +2 10 but as a result of years of intense meditation practices to
12 9d4+3 +2 9 manipulate the inner energy of the body. The vast ma-
jority of Yogis have forsworn all violence in the world,
13 9d4+4 +2 9
and many are sworn to remain away from civilization in
14 9d4+5 +2 8 lonely hilltops, mountains, or jungles. However, the par-
15 9d4+6 +3 8 ticular sect of Yogi available to player characters are the
16 9d4+7 +3 7 practitioners of Mustiyuddha Yoga, a set of physical and
17 9d4+8 +3 7 spiritual disciplines to perfect the body, which include
training in the martial arts. Their particular teachings fo-
18 9d4+9 +3 6
cus on perfection of the body and physical immortality;
19 9d4+10 +3 6 they are trained to be peaceful and reject all anger, but
20 9d4+11 +4 5 are permitted to use their abilities to protect innocents
21 9d4+12 +4 5 or combat wrongdoing.
22 9d4+13 +4 5‡ R EQUIREMENTS: Str 15+, wis 15+, DEX 15+, con 11+.
Yogis do not gain bonus Xp. Yogis must be of Holy align-
† Siddhis gain their CON bonus to their hit point roll at each
level up to and including level 9. ment; if they ever lose their Holy alignment they will be
‡ Siddhi saving throws do not continue to reduce past this unable to practice any of their spiritual abilities, though
point. they will continue to have their more mundane abilities.
HP: Yogis begin with 2d4+con modifier in hit points,
minimum 4 at level 1. After that they gain 1d4+con per
level. Unlike other classes, they never stop rolling for hit
points.
28
Table 3.5 Thief Advancement Table 3.5.1 Thief Class Abilities
Attack Saving Level Bstab PP OL FRT Sn Lis Climb
Level HP
Bonus Throws 1 x2 +2 +2 +2 +2 +1 +4
1 1d6† 0 15 2 x2 +3 +3 +3 +3 +1 +4
CREATING A CHARACTER
2 2d6 0 14 3 x2 +3 +3 +3 +3 +2 +4
3 3d6 +1 14 4 x2 +4 +4 +4 +4 +2 +4
4 4d6 +1 13 5 x3 +4 +4 +4 +4 +2 +5
5 5d6 +1 13 6 x3 +5 +5 +5 +5 +3 +5
6 6d6 +2 12 7 x3 +5 +5 +5 +5 +3 +5
7 7d6 +2 12 8 x3 +6 +6 +6 +6 +3 +5
8 8d6 +2 11 9 x4 +6 +6 +6 +6 +4 +5
9 9d6 +3 11 10 x4 +7 +7 +7 +7 +4 +6
10 10d6 +3 10 11 x4 +7 +7 +7 +7 +4 +6
11 10d6+2 +3 10 12 x4 +8 +8 +8 +8 +5 +6
12 10d6+4 +4 9 13 x5† +8 +8 +8 +8 +5 +6
13 10d6+6 +4 9 14 x5 +9 +9 +9 +9 +5 +7
14 10d6+8 +4 8 15 x5 +9 +9 +9 +9 +6 +7
15 10d6+10 +5 8 16 x5 +10 +10 +10 +10 +6 +7
16 10d6+12 +5 7 17 x5 +10 +10 +10 +10 +6 +7
17 10d6+14 +5 7 18 x5 +11 +11 +11 +11 +7 +8
18 10d6+16 +6 6 19 x5 +11 +11 +11 +11 +7 +8
19 10d6+18 +6 6 20 x5 +12 +12 +12 +12 +7 +8
20 10d6+20 +6 6 21 x5 +12 +12 +12 +12 +8 +8
21 10d6+22 +7 6 22 x5 +13 +13 +13 +13 +8 +9
22 10d6+24 +7 6‡ † Backstabbing multiplier does not advance beyond this point.
† Thieves gain their CON bonus to their hit point roll at each
level up to and including level 9.
‡Thief saving throws do not continue to reduce past this
point.
29
Table 3.5.2 Thugee Advancement Table 3.5.3 Thugee Class Abilities
Level HP Combat Save Special Level Bstab PP OL FRT Sn Lis Climb
Poison use, 1 x2 +1 +1 +1 +1 +1 +2
1 1d6† 0 15
special backstab
2 x2 +2 +2 +2 +2 +1 +2
2 2d6 0 14
3 x2 +2 +2 +2 +2 +2 +2
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3 3d6 +1 14
4 x2 +3 +3 +3 +3 +2 +2
4 4d6 +1 13
5 x3 +3 +3 +3 +3 +2 +3
5 5d6 +1 13
6 x3 +4 +4 +4 +4 +3 +3
6 6d6 +2 12
7 x3 +4 +4 +4 +4 +3 +3
7 7d6 +2 12
8 x3 +5 +5 +5 +5 +3 +3
8 8d6 +2 11
9 x4 +5 +5 +5 +5 +4 +3
can learn
9 9d6 +3 11 10 x4 +6 +6 +6 +6 +4 +4
assassination
11 x4 +6 +6 +6 +6 +4 +4
10 10d6 +3 10
12 x4 +7 +7 +7 +7 +5 +4
11 10d6+2 +3 10
13 x5† +7 +7 +7 +7 +5 +4
12 10d6+4 +4 9
14 x5 +8 +8 +8 +8 +5 +4
13 10d6+6 +4 9
15 x5 +8 +8 +8 +8 +6 +5
can assassinate
14 10d6+8 +4 8
local guru 16 x5 +9 +9 +9 +9 +6 +5
15 10d6+10 +5 8 17 x5 +9 +9 +9 +9 +6 +5
can assassinate 18 x5 +10 +10 +10 +10 +7 +5
16 10d6+12 +5 7
mahaguru
19 x5 +10 +10 +10 +10 +7 +5
17 10d6+14 +5 7
20 x5 +11 +11 +11 +11 +7 +6
18 10d6+16 +6 6‡
21 x5 +11 +11 +11 +11 +8 +6
19 10d6+18 +6 6
22 x5 +12 +12 +12 +12 +8 +6
20 10d6+20 +6 6
† Backstabbing multiplier does not advance beyond this point.
21 10d6+22 +7 6
22 10d6+24 +7 6
† Thugees gain their CON bonus to their hit point roll at each
level up to and including level 9.
‡ Thugee saving throws do not continue to reduce past this point.
COMBAT: Yogis gain +2 to hit at level 3, and a +1 bo- Yogi of 16th level will do 4d6 base damage.
nus to hit every 3 levels thereafter. Yogis may also attack unarmed, but they do not then
SAVING THROWS: 15 at level 1, with a reduction of 1 gain their special bonus to damage. They do 1d3 damage
point every 2nd level; to a minimum level of 5. at level 1, 1d6 at level 3, 3d4 at level 9, and 2d10 at level
A BILITIES: Yogis are forbidden from wearing any 14. From 4th level onward, their unarmed attacks can af-
kind of armor. Their effective armor class in their robes fect creatures normally immune to non-magical weapons.
is only 12 at level 1, modified by Dexterity. However, Their unarmed attacks are capable of stunning as with the
their armor class goes up by +1 at 2nd level, and every 2 staff, above, but not of killing instantly. However, at 13th
levels thereafter. They may still make use of non-armor level the Yogi may choose to do an unarmed “death touch”
magic or (permitted) items that increase armor class. attack. He can only attempt this once a day, as it requires
Yogis attacking with their staff gain a bonus to damage a great tax on his own prana (life energy) to cut off the
equal to ½ their level. prana of another; using a death touch more than once in
If a Yogi hits an opponent by 5 or more points above a day will kill the Yogi. To perform a death touch, he must
the opponent’s ac, that opponent is left stunned for 1d6 declare he is doing so, and then roll to hit his opponent
rounds. A Yogi of 12th level of higher has a chance of normally, unarmed. He must hit the opponent by no later
killing any opponent he successfully stuns; any roll of than the 3rd round of his declaration, or the opportunity
natural 20 that would (after modifiers) also create a is lost and he may not repeat the attempt for one day. If he
“stunning” result will kill the Yogi’s target. touches his opponent, the opponent will die instantly if he
A Yogi of 6th level begins doing 2d4 damage with his has the same or less levels (or hit dice) than the Yogi; if he
staff. A Yogi of 8th level will do 2d6 base damage with his is of superior level or has more hit dice than the Yogi, the
staff. A Yogi of 12th level will do 2d8 base damage, and a attack will have no effect and do no damage.
30
A Yogi may attempt to dodge ranged attacks; any
attack that would successfully hit a Yogi only deals
damage if the Yogi fails a saving throw modified by his Table 3.6 Yogi Powers Table
Dexterity bonus.
Level Powers
SAVING THROWS: Any attack that would deal ½ damage
to a normal character who makes a saving throw will deal +2 sneak, +2 perception, +4 climb, +1 listen, Staff
CREATING A CHARACTER
1 damage bonus: ½ level, unarmed: 1d3 damage, stun-
no damage to a Yogi if he makes his saving throw. ning, dodge ranged attacks, improved saving throw
Additionally, at 4th level a Yogi gains a +6 bonus
2 +1 to AC
to resist any kind of magical effect that would read his
mind or thoughts. This bonus increases by +2 every 4 +1 sneak, unarmed: 1d6 damage, can hit magical
3
creatures, speak with animals
levels thereafter. Starting at 9th level, If the Yogi fails his
saving throw, he will still only take ½ damage. +1 to AC, +1 listen, +4 acrobatics, +6 save vs. mind
4
reading
A 9th level Yogi also gains a +4 bonus to resist any
kind of mental control; this bonus increases by +1 per 2 5 +1 sneak
levels thereafter. A 12th level Yogi is immune to the ef- 6
+1 to AC, +1 perception, +1 climb, +2 acrobatics
fects of the enlightenment power known as the Curse of staff: 2d4 damage, death trance,
the Irresistible Mission. 7 +1 sneak, +1 listen, self-healing
Also, an 11th level Yogi becomes completely immune +1 to AC, +4 save vs. mind reading, staff: 2d6 dam-
8
to all forms of poisons. age, speak with plants
Sneak: Yogis gain a +2 bonus to sneaking and hiding +1 sneak, +4 to save vs mind control, 2 attacks per
at level 1, and a +1 bonus every 2 levels thereafter. 9 round, unarmed: 3d4 damage, takes ½ damage
LISTEN: Yogis gain a +1 bonus to listening at level 1, from all failed saves
and a +1 bonus every 3 levels thereafter. 10
+1 to AC, +1 listen, reduced damage from mental
P ERCEPTION: Yogis gain a +2 bonus to perception at attacks
level 1, and a +1 bonus every 5 levels thereafter. 11
+1 sneak, +1 perception, +1 climb, +1 save vs. mind
CLIMBING SHEER SURFACES: Yogis gain a +4 bonus to control, Immune to all Poisons
climbing at level 1, and a +1 bonus every 5 levels there- +1 to AC, +4 save vs. mind reading, staff: kills on
after. Note that for a completely smooth and vertical 12 “20”, staff: 2d8 damage, Immune to “curse of the
irresistible mission”, no longer ages
surface, a Thief would still have to make use of climbing
implements to assist him. +1 sneak, +1 listen, +4 acrobatics (reduced falling
13 damage), +1 save vs. mind control, unarmed: Death
A 3rd level Yogi gains the ability to speak with all touch
manner of natural animals. They will not necessarily be
14 +1 to AC, 3 attacks per round, unarmed: 2d10 damage
friendly to him, but he will have a +2 modifier to reac-
tions with them. 15 +1 sneak, +1 save vs. mind control
A Yogi gains great acrobatic skill at level 4, obtaining a +1 to AC, +1 listen, +1 perception, +1 climb, +4 save
+4 to all acrobatic actions (including things like jumping 16 vs. mind reading, 4 attacks per round, Staff: 4d6
damage, Union with the divine
from tree to tree with a graceful step, or reducing a fall).
At level 6 they gain another +2, and at level 13 they gain
another +4, as well as immunity from falling damage if
they are within 8 feet of any surface or solid object.
31
DEATH TRANCE: A 6th level Yogi is able to enter the that remove Holy status are all the sinful acts: murder,
Yoga-nidra, a deathlike trance which to all intents ap- lying, stealing, contact with taboo substances (unclean
pears as though he is not breathing. He can remain in animals, feces, dead bodies, consuming human flesh
this trance for 20 minutes per level. He can enter this or blood, or contact with untouchables), intoxication,
trance multiple times a day but must wait at least an and sex outside of marriage (or formal concubinage).
hour between each occasion he enters the trance. There may be a few exceptions to this in certain cases
SELF-HEALING: A 7th level Yogi can heal damage to his
ARROWS OF INDRA
32
SKILLS Table 4.1 Lower Caste Skills (d20)
Roll Lowers Caste Skill
Characters gain initial background skills, which can
1 baking
also be purchased/studied later, or gained with experience.
Additionally, they get a different set of skills by class. 2 barber
Background skills are divided into “lower caste”, 3 brickmaking†
CREATING A CHARACTER
“middle caste” and “high caste”: 4 butcher
• Dalits roll a single “lower caste” skill. 5 carpentry
• Sudras roll two “lower caste” skills. 6 cobbler
• Yaksha gain two “middle caste” or one high- (low-caste skills marked with a † are skills usually ex-
clusive to Dalits (Untouchables), anyone not of this
caste skills. caste has the choice to roll again anytime they roll
• All skills grant a base +2 to the skill check when this result).
chosen at 1st level.
• The same skill can be taken or rolled multiple Table 4.2 Middle Caste Skills (d12)
times, each time granting a further +1 to the Roll Middle Caste Skill
skill check. 1 accountant
2 animal-training
3 arrow-making
4 chariot-making
5 hunting
6 jewel-smithing
7 merchant
8 seamanship
9 scribe
10 slave-trading
11 swimming
12 weaponsmith-armorer
33
Table 4.3 High Caste Skills (d12) Lower-Caste Background
Roll High Caste Skill
Skill Descriptions
1 artist-musician
BAKING (WIS): Used to make breads and sweets
2 artist-sculpting
BARBER (WIS): This skill is used both for the standard
3 astronomy
preparing of hair, and for crude surgery; a Dc15 check
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34
low basic commands will vary in difficulty based on the right tools, to navigate by the stars. Characters may also
trainability and intelligence of the animal (as determined use this skill for checks requiring mathematics, and for
by the Gm), and will take 1d3 months per animal. knowledge of astrological data, though the skill does
A RROW-MAKING (CON): A standard check in this skill not include the actual ability to accurately use astrology.
will allow an individual to make a dozen arrows in a Characters with this skill are always literate.
one-hour period, paying one-third the cost of the arrows CHRONICLER-SCRIBE (INT): Characters with this skill are
CREATING A CHARACTER
in raw materials. The skill can also be used to make always literate in their native language, usually Prakrit; the
bows, taking about 3 months to make a bow, assuming skill involves the writing of stories, histories and chronicles,
that the character has access to properly prepared wood. or religious or political significance. This skill may some-
CHARIOT-MAKING (DEX): Skill in constructing both times be used for general historical knowledge.
regular and war-chariots; these take 3d4 weeks to build, COURTIER (CHA): A “professional” who specializes in
and cost one-third the price of the chariot, in materials. living in the court of a noble. Courtiers are sometimes
HUNTING (WIS): This skill can be used to hunt small administrators or advisors, but are more often aristocratic
or large game in wilderness areas. Hunters can also use yes-men and hangers-on with no real job to do other than
their skill bonus for tracking in the wilderness. to flatter the ruler and win his favor in the social events of
JEWEL-SMITHING (DEX): Skill at preparing jewelry from the court life. This skill can be checked to add a bonus to
raw gems and precious metals. Can be used to assess the reaction rolls in courtly circumstances, as well as to ob-
value of gems and jewelry. For making jewelry, a small tain rumors or gossip in the court environment.
forge is required. H ERBALIST-DOCTOR (AYURVEDIN) (INT): A character
M ERCHANT (CHA): The skill in general sales at mar- with this skill can find and prepare herbal potions, as
ket-stalls, or wholesaling. Can be used to estimate the well as (theoretically) poisons. He is likewise skilled in
market-price of common or rare items, and for knowl- the art of healing; if he makes a skill check (of a difficul-
edge of caravan-routes and local economies. ty dependent on the seriousness of the illness) a charac-
SEAMANSHIP (WIS): Skill in sailing in both small and ter under his treatment can add the doctor’s skill bonus
large vessels; typically river-vessels but in some regions to their saving throws against a disease. He can also
(particularly the island nation of Dwaraka) this would perform general treatment; anyone under the doctor’s
include sea-vessels. care will heal twice their regular Hp for a night or day of
SCRIBE (INT): Literacy in a language (usually Prakrit), rest if the doctor makes a Dc15 skill check to treat them
skill in copying texts and taking dictation. that day. An apothecary can likewise make healing herb
SLAVE-TRADING (CHA): Can be used to judge the val- preparations or produce poisons (either usually requir-
ue of slaves, and their general condition; as well as to ing the necessary herbal ingredients, and a Dc 15 check).
judge behaviors in slaves and knowledge of slave psy- Note that producing poisons is an Unholy act.
chology and culture. M ASON-ARCHITECT (INT): A character with this skill
SWIMMING (CON): Any Pc, with or without this skill, can knows how to construct large-scale buildings; he will
attempt to swim short distances on the water’s surface, but be able to make use of this skill to judge the quality
only those with this skill can effectively dive below the wa- and in some cases the antiquity of a building, and for
ter and make perception checks while underwater. certain checks requiring knowledge of mathematics,
WEAPONSMITH-ARMORER (DEX): For the making of particularly geometry.
weapons not covered by other classes, as well as all POET- ORATOR (CHA): A highly valued form of artist, po-
types of armor. Costs of construction are one-third of et-orators are skilled in public performance and speaking.
the regular cost of the item, and most objects will also A successful skill check after a performance can grant a
require a forge. Construction times vary according to bonus to reaction rolls. This skill can also be used to iden-
the size and complexity of the item, anywhere between tify epic stories or the quality or sources of poetry.
1 week to six months. R ELIGIOUS-DANCER(CHA): This religious skill represents
the knowledge and ability to perform sacred dances at
Upper-Caste Background religious events or festivals. Characters making success-
ful use of this skill under certain circumstances can gain
Skill Descriptions a bonus to their reaction rolls.
A RTIST-MUSICIAN (CHA): A religious skill, it is used for SAGE (PANDIT) (INT): This is a general skill which can
the performance of religious music at festivals, but can be taken for different specialties each time it is selected,
likewise be used for entertainment purposes. A character or cumulatively in the same specialty. “Pandit” is the
making a successful skill check after playing some impres- term for anyone who is erudite in a particular field of
sive piece on an instrument may receive a reaction bonus. knowledge. The most common skills that would fall
A RTIST-SCULPTING (DEX): A religious skill, it is primar- under this skill are religious knowledge, philosophy, his-
ily used for the correct sculpting of sacred statues of the tory, mathematics, art criticism, or area knowledge of a
gods for use in temples. particular kingdom or region. Pandits are also skilled at
ASTRONOMY (INT): Skill in determining the passage of public debate, not known for the beauty of their oration,
time through the stars, and can also be used, with the but for their capacity to engage in debate. Characters
making a successful charisma-based Pandit check can
35
gain a bonus to reaction rolls based on their impressive Optionally, a Gm may allow a player to choose his
knowledge or debating skills. skills rather than roll them when he gains levels. Each
SPY (USUALLY CHA): Characters with this skill can use it time a Pc goes up in level, he may choose, from the basic
to disguise themselves, impersonate local dialects, hear skill table, any skill he does not yet have a level in; he
rumors or gossip, and effectively impersonate a false cannot choose an advanced skill (without opting to roll
identity (within reason). Spies impersonating another for it) until he has obtained at least one level in every ba-
ARROWS OF INDRA
caste while on an explicit mission for their ruler are sic skill; nor can he begin to choose a second level in any
exempt from legal consequences of acting outside their skill (without rolling) until he had obtained one level in
caste, but not from religious consequences (such as com- every skill from that table.
mitting Unholy acts). YOGIS AND CLASS SKILLS: Yogis do not gain Class skills,
TRANSLATOR: Each choice of this skill allows a charac- nor do they gain Enlightenment Powers. They are com-
ter to know one extra language (human or non-human) pletely dedicated to the study of the abilities they gain
besides Prakrit, and to be able to very quickly translate from their class.
the spoken language to or from Prakrit. This skill does Priest Skill Tables (including Shamans and Raskshasa Priests):
not automatically grant literacy. This skill does not grant A RCANAS: The time to cast all Arcana rituals is taken
a bonus as with other skills, but indicates fluency in a up mainly in the recitation of prayers; to cast an Arcana
single language every time it is taken. ritual, the Priest must be able to move freely in a space of
a few feet, must be able to speak and make gestures, and
Obtaining additional background skills requires the use of high-quality incense (1 stick per ritual).
Every 2 levels, characters will gain a new skill (or im- NOTE: If a Priest has a low Wisdom score, there is a
prove an existing one) that they may choose from any of chance of any arcana ritual failing each time he attempts
the tables the used to obtain their initial skills. This new to perform it. A Priest with Wisdom 9 will fail 20% of
skill will be rated at a +1 bonus; as before, the same skill the times that he attempts to perform an arcana ritual.
can be selected multiple times. Wisdom 10 will fail 15% of the time, Wisdom 11 will
fail 10% of the time, and Wisdom 12 will fail 5% of the
Training in new background skills time. A failed attempt at performing the arcana does not
count against that arcana’s use per day, but it does mean
Characters are also able to obtain new background that the time (and incense) used in the ritual was wasted.
skills outside of level advancement, by spending time and NOTE: In addition to their skills, Priests and Siddhis
money in the game to study. Receiving a single +2 bonus have a chance of gaining Enlightenment Powers every
in a new skill requires a payment of 1000 rupya and two time they go up in level. See “Enlightenment Powers.”
months of study for lower caste skills, 5000 rupya and
four months of study for middle caste skills, and 10000
rupya and six months of study for high-caste skills. In
each case, the character must find a guru (teacher) will-
ing to train them. Theoretically, there is no caste limits
to skills obtainable in this way, although effectively most
gurus would refuse to train someone outside the appro-
priate caste for the skill except in the most remarkable
of circumstances. You cannot train in a skill you already
have +2 or higher skill bonus; improvement in skills of
that level is only possible through level advancement.
CLASS SKILLS
Class skills are rolled on the appropriate class table.
At level one, each human character rolls twice on their
class table, while non-humans roll only once. From that
time onward, every time a player gains a level, he will
roll on his class’ basic table to gain a new skill. Any time
that a roll indicates a skill that was already obtained its
maximum number of times, the player should roll again
on the Advanced class table (a character who already
has all the basic table skills at their maximum should
just roll directly on the advanced table). If his roll on the
advanced class table is also a skill he has already taken
the maximum number of times, he should be given the
first skill on the list from the basic or advanced table
that he does not yet have at its maximum value.
36
Priest Skills Advanced Priest Skills
Table 4.4.2 Advanced Priest Skill Table (d6)
Basic Priest Skills Roll Advanced Priest Skill: Effect
Table 4.4.1 Basic Priest Skill Table (d6) 1 The Arcana of the Opened Mind
CREATING A CHARACTER
Roll Basic Priest Skill: Effect 2 The Arcana of the Voice in the Silence
1 Theology (INT) 3 The Arcana of the Aura of Holiness
2 Demonology (INT) 4 The Greater Arcana of Healing
3 Languages 5 The Arcana of Dominion
4 The Arcana of Light 6 The Arcana of Purification
5 The Arcana of Karma Vision
Advanced Priest Skill Descriptions:
6 The Arcana of Healing
THE A RCANA OF THE OPENED M IND: This ritual, which
takes 20 minutes to perform, allows the Priest to sense
Basic Priest Skill Descriptions:
the thoughts of all the beings within 20 feet of his per-
THEOLOGY (INT): Knowledge of the different gods; this
son. He can sense the most pressing thoughts of anyone
skill is used to identify deities as well as their symbols,
in this range, and their general intentions toward the
depictions, and other matters related to them. +2 bonus
Priest; in the case of animals he can sense their basic
each roll, can be taken twice.
instincts. He cannot detect the thoughts of any creature
DEMONOLOGY (INT): This skill allows the Priest to
who does not have a consciousness as such, such as an-
identify the different Asuras, as well as potentially iden-
imated statues; nor can he sense the thoughts of the liv-
tify supernatural creatures and non-human races and
ing dead. This magic lasts for 20 minutes. This ritual can
possibly know something about their abilities. +2 bonus
be used once per day. This skill can be taken up to three
each roll, can be taken twice.
times, each additional time it is taken it allows the ritual
LANGUAGES: Each time this skill is taken, the Priest
to be cast once more per day.
gains a new language other than Prakrit (the common
THE A RCANA OF THE VOICE IN THE SILENCE: This ritual,
language of Jagat) or Sanskrit (the Holy language). Sam-
which takes 30 minutes to perform, allows the Priest to
ple languages include the various barbarian languages
speak a message of pure thought with another individ-
(such as the language of the golden lands), the Bhil lan-
ual he must name. The chosen individual will be able to
guage, the musical language of the Gandharvas, the Yak-
hear the Priest’s words in his mind; and if he is of Holy
sha language, the demonic language of the Asuras, the
or Unholy alignment will be able to send a response.
Naga tongue etc. This skill can be taken up to 4 times.
Neither the Priest nor the person he is contacting need to
THE A RCANA OF LIGHT: A ten minute ritual, it will
actually talk for the communication to take place. The
make the Priest’s body shine with a Holy light that il-
communication can be sent to anyone up to 18 miles
luminates everything for 30 feet around him. This light
away, if the individual selected is further away than
lasts for 2 hours or until the Priest wills it to extinguish.
that, the ritual fails. The conversation can last up to 10
The ritual can be performed once per day. This skill can
minutes. This skill can be taken up to three times, each
be taken only once.
additional time allows the ritual to be performed once
THE A RCANA OF K ARMA VISION: This twenty minute
more per day.
ritual will give the Priest a true vision, to sense whether
THE A RCANA OF THE AURA OF HOLINESS: This ritual,
those he sees are of Holy, Unholy, or neutral alignment.
which takes 10 minutes to perform, grants the Priest a
It will also inform him if any objects in his line of sight
Holy aura around his person. The living dead, ghosts, and
are Holy or Unholy. It lasts for 20 minutes. This ritual
some minor demonic creatures will not be able to come
can be performed once per day. The second time this
within 10 feet of his person. Additionally, any other being
arcana is taken, the power of the arcana increases so
of Unholy alignment will suffer a – 2 penalty to hit him
that the Priest can sense the presence of Holy or Unholy
in combat. Also, the Priest gains a +1 to all saving throws
beings or objects within 60 feet even if they are hidden
for the duration of the effect. The magic lasts for 30 min-
from sight. This skill can be taken twice.
utes. This skill can only be taken once. Note: Raskshasa
THE A RCANA OF H EALING: This ritual, which takes 10
and other Unholy Priests who gain this skill will emanate
minutes to perform, allows the Priest to heal 1d6+1 hit
an aura of Unholiness, which has the exact same effect
points of damage on one person he touches; including
except that beings of Holy alignment (rather than Unholy
himself. It can be used once per day. This skill can be
alignment) will suffer the – 2 penalty to hit him.
taken up to three times, each subsequent time granting
THE GREATER A RCANA OF H EALING: This ritual, which
an additional use per day.
takes 20 minutes to perform, allows the Priest to heal
2d6+2 hit points of damage on one person he touches; in-
cluding himself. It can be used only once per day; but this
skill can be taken twice granting an additional use per day.
37
THE A RCANA OF DOMINION: This ritual, which takes Basic Fighter Skill Descriptions:
10 minutes to perform, grants the Priest incredible A RCHERY P ROFICIENCY: The bow is considered the
power of influence over others. For 30 minutes after he noblest of warrior weapons. The first time this skill is
performs the ritual, everyone who is in his immediate taken, it grants a +1 bonus to hit with bows. The second
presence (within 50 feet), and is of 7th level (or 7 Hd) or time, it grants +2 to damage with bows. The third time
less must make a saving throw vs. magic to resist being it grants an additional +1 to hit and +1 to damage. The
ARROWS OF INDRA
so enchanted by the Priest’s spiritual power that they fourth time it is taken, it allows the archer to fire 3 ar-
will want to obey his commands. This power does not rows per attack (instead of the usual 2; the – 5 penalty
affect animals, non-living animated objects, or the liv- to hit for firing multiple arrows still applies). It can be
ing dead. The Priest cannot order them to do any harm taken up to 4 times.
to themselves (though he can order them to surrender SPEAR P ROFICIENCY: Inferior to the bow, but still con-
themselves or otherwise cease aggression or resistance), sidered more elegant than other melee weapons. This
nor can he order them to perform any act that would skill grants bonuses to the use of the common spear,
be Unholy (unless the Priest performing the arcana is a the long spear (used generally from the top of war-ele-
Rakshasa or other kind of Unholy Priest). Anyone under phants), or the trident spear. The first time this skill is
the Priest’s enchantment will return to their normal sens- taken, it grants a +1 bonus to hit with spears. The sec-
es if they leave his presence, or after the magic’s duration ond time, it grants +2 to damage with spears. The third
comes to an end. The ritual can be performed only once time it grants an additional +1 to hit and +1 to damage.
per day. This skill can only be taken once. It can be taken up to 3 times.
THE A RCANA OF P URIFICATION: This ritual takes one M ACE PROFICIENCY: The mace is likewise a noble
hour to perform. It will liberate a person or object of weapon, and is considered the standard weapon to use
any magical curse that has not been placed upon them in resolving any duel, as well as for fighting in the Kalari
by a God or greater Asura; removing the negative effects arenas. The first time this skill is taken, it grants a +1
of such curses. It will remove the Unholy quality of an bonus to hit with any kind of mace. The second time, it
object, and will make individuals of Unholy alignment grants +2 to damage with any kind of mace. The third
Neutral, or of Neutral alignment Holy. It will restore time it grants an additional +1 to hit and +1 to damage.
anyone who has been magically transformed into anoth- It can be taken up to 3 times.
er shape back to their original form. It will cure anyone LONG SWORD P ROFICIENCY: The sword is considered a
who has been driven mad of their insanity. This ritual less elegant weapon. This skill grants a bonus to using
can only be performed once a day, and will work on both the standard straight sword (the Kandha) or the
only one person or object each time it is performed. This scimitar. The first time this skill is taken, it grants a +1
skill can only be taken once. bonus to hit. The second time, it grants +2 to damage.
The third time it grants an additional +1 to hit and +1 to
Fighter Skill Tables (including damage. It can be taken up to 3 times.
HORSEMANSHIP (DEX): This skill allows the Fighter to
Virakshatriya and Scouts) gain superior control over his horse, granting him a +2
NOTE: If a Vanaran Fighter rolls a proficiency in a bonus to any complicated maneuver while riding, as well
weapon he cannot use (for example Archery) he does as a +1 morale bonus to the horse while fighting mount-
not roll on the advanced table, but rather selects a single ed. This skill can only be taken once.
skill of his choice from the basic table. CHARIOTEERING (DEX): This is considered by far the
superior means of riding in battle. Chariots used in the
Basic Fighter Skills Bharata Kingdoms are meant to be ridden by two peo-
ple: The charioteer who conducts the chariot,
Table 4.5.1 Basic Fighter Skill Table (d6) and the archer who fires from the chariot.
Roll Basic Fighter Skill: Effect The charioteering skill grants the user the
1 Archery Proficiency ability to conduct the chariot effective-
ly in order to allow the archer on
2 Spear Proficiency
board to fire without any penalty
3 Mace proficiency
to hit (anyone firing from a
4 Long Sword Proficiency chariot driven by someone
5 Horsemanship (DEX) without this skill suffers
6 Charioteering (DEX) a −5 penalty to hit).
This skill can only
NOTE: Any ranged weapon proficiency reduces the be taken once.
penalty for firing into melee by 1 for each time it is tak-
en; i.e. a fighter who’s taken Archery Proficiency three
times only suffers a -1 to fire into melee, rather than a
-4. This applies to Archery, Chakram, Daggers or Spears
(when thrown) or the Thief sling proficiency.
38
Advanced Fighter Skills of spear. The first time he takes this skill, the Fighter can
make two strikes per attack (one with each weapon),
Table 4.5.2 Advanced Fighter Skill Table (d6) with a −5 to-hit penalty with each weapon. The second
Roll Basic Fighter Skill: Effect time he takes this skill, this penalty is reduced to −4 with
each weapon, the third time the penalty is reduced to −3.
1 Chakram
This skill can be taken up to three times.
CREATING A CHARACTER
2 Combat maneuvers
WRESTLING: Unarmed fighting is generally considered
3 Command the most brutish form of combat. The first time this skill
4 Lesser Weapon Proficiency is taken it grants a +1 bonus to all wrestling checks (to
5 Two-weapon fighting grapple with or to disarm an opponent). The second
time it is taken it raises the unarmed combat damage to
6 Wrestling
1d3 (plus strength bonus). It can only be taken twice.
Advanced Fighter Skill Descriptions:
CHAKRAM: The most complex of weapons, the Siddhi Skill Tables
Chakram is a sharp steel disk which can be used both NOTE ON SIDDHI SKILLS, “MANTRA” AND “MUDRA”:
in melee and ranged combat. It can be truly deadly in A Siddhi’s magical skills depend on either “mantra”,
the hands of a master. The first time this skill is taken, it “mudra”, or in some cases both at once. Mantra is a
grants a +1 bonus to hit. The second time, it grants +2 to vibration of a series of words of power, like “Om ka-
damage. The third time it grants an additional +1 to hit lachandra namah”, “Hari Om Tat Sat”, etc. Mudra is
and +1 to damage. The fourth time it is taken it grants a hand position, a gesture performed with the hands
the ability to cause the Chakram to return when it is allowing the Siddhi to channel magical power. Any skill
thrown. The fifth time it is taken it doubles its base dam- requiring a “mantra” cannot be performed if the Siddhi
age from 1d6 to 2d6. It can be taken up to 5 times. cannot speak; any skill requiring “mudra” cannot be
COMBAT MANEUVERS: This skill represents advanced performed if the Siddhi cannot freely move his hands.
training in combat maneuvers; the first time it is chosen, NOTE: If a Siddhi has a low Wisdom score, there is
the Pc gains a reduction to his penalty when engaging in a chance of any mantra or mudra failing each time he
defensive combat so that he only suffers a −2 to hit rath- attempts to perform it. A Siddhi with Wisdom 9 will fail
er than the usual −4. The second time he selects this skill, 20% of the times that he attempts to use a mantra or
he gains a +1 bonus to his to-hit rolls when charging mudra. Wisdom 10 will fail 15% of the time, Wisdom
on foot (for a total of +2, rather than the usual +1). The 11 will fail 10% of the time, and Wisdom 12 will fail
third time he takes the skill, he can draw a weapon and 5% of the time. A failed attempt to use a mantra or
attack on the same round without the usual −2 penalty. mudra does not count against the uses per day.
This skill can be taken up to three times. NOTE: In addition to their skills, Priests and Siddhis
COMMAND: This is the skill of leading men into battle. have a chance of gaining Enlightenment Powers every
Each time it is taken it grants a +1 bonus to the morale time they go up in level. See “Enlightenment Powers.”
score of any troops under your command. It can be tak-
en up to 4 times. Basic Siddhi Skills
LESSER WEAPON P ROFICIENCY: “Lesser weapons” in this
case does not refer to size or quality, but to those weapons Table 4.6.1 Basic Siddhi Skills (d6)
that are considered less noble to the Kshatriya culture, but Roll Basic Siddhi Skill: Effect
which a warrior may wish to train in for various reasons, 1 Asana
if only for completion’s sake. Each time this skill is taken, 2 Demonology (INT)
the Pc must select with which group of weapons he is
3 The Mantra of Maya
gaining the skill. The three types of weapons are Axes (in-
cluding both one and two-handed axes), the Tulwar (the 4 The Clarity Eye
two handed great sword), or daggers (which includes both 5 Jyotish (Astrology) (INT)
kukris and katars). The first time this skill is taken with 6 The Mudra of Defying Gravity
a weapon group, it grants a +1 bonus to hit. The second
time, it grants +2 to damage. The third time it grants an Basic Siddhi Skill Descriptions:
additional +1 to hit and +1 to damage. It can be taken up ASANA: This skill is a fundamental training in
to 3 times in each weapon group. mudra-yoga, however it is unique in that it requires
TWO -WEAPON FIGHTING: A truly skilled warrior can neither mudra nor mantra to perform. It grants two
fight effectively with two weapons at a time (while any different abilities: The Siddhi can freeze his entire body
character can wield two weapons, this skill allows the in place, not moving a muscle, or he can hold his breath
Fighter to strike with both weapons in a single attack). for extremely long periods of time (to a theoretical limit
To fight with two weapons he must wield two weapons of a single breath per day). He can do one or both at
(which of course means he cannot use a shield), and nei- a time, but he must retain the option he chose (either
ther weapon can be a two-handed weapon or any kind breath-control, or body rigidity, or both) for the dura-
39
tion; he cannot switch back and forth. If the Siddhi is ual’s birth. Making a successful general prediction of a
holding his body rigid, anything he holds in his hand is person’s overall fortunes (“Will I have good health in
held with a vice-like grip. His grip can only be defeated these coming months?”) is only a standard Dc10 check;
by a Dc 20 Strength check. A Siddhi can hold his asana but granting an effective general prediction of a specific
for as long as 24 hours, but he may only begin an asana fortune (“Will my caravan encounter dangers on the
once per day. This skill can be taken twice, the second road to Madra?”) requires a Dc15 check, and to answer
ARROWS OF INDRA
time granting another use per day. a very particular and specific question in a detailed way
DEMONOLOGY (INT): This skill allows the Siddhi to (“Will the Yaksha King receive me well, and what must
identify the different Asuras, as well as potentially identi- I do to gain his favor?”) or to make predictions over a
fy supernatural creatures and non-human races and pos- very specific date (“Will the battle tomorrow be won
sibly know something about their abilities. A Siddhi can and will I survive it?”) is Dc20. In all cases, the actual
additionally use this skill to attempt to identify mantras, predictions will be provided by the Gm; and they will
mudras or other magical effects (such as from magic represent the most likely course of events, and should
items) when they are being used. +2 bonus each roll, can grant good general or specific insights into future events,
be taken twice. but these things are not set in stone, and predictions
THE M ANTRA OF M AYA: “Maya” is illusion. Vibrating made can be avoided or changed. Creating a horoscope
this mantra in a low quiet tone, the Siddhi can create will take only 10 minutes if the astrologer has the re-
an illusion of a creature, person or thing, or change the quired data, but if he must calculate the positions of the
features of an area around him, up to 80 feet plus 10 stars himself it will take at least one hour, and then only
feet per level. Any creature witnessing the illusion is per- on a clear night (and again, he cannot cast an astrologi-
mitted to make a saving throw versus magic to attempt cal chart for anyone who’s birth date and place he does
to disbelieve the illusion but only if there is a reason for not accurately know). The first time this skill is taken it
them to do so (when they have had sufficient interaction grants no bonus, only the ability to perform astrology,
with the illusion). Non-living creatures including au- after that it may be taken up to 3 more times, each time
tomata and the living dead will never be affected by this granting a +1 bonus to the astrology check. Thus, it may
mantra. Anyone under the effect of the illusion can take be taken a total of 4 times.
damage from the illusion (if it is the illusion of a creature THE MUDRA OF DEFYING GRAVITY: This mudra allows
and they fight with it, or if it is the illusion of something the Siddhi to make objects float and move through the
dangerous like a fire). The Siddhi can only create illu- air around him. The Siddhi cannot perform fine manip-
sions of things he has personal familiarity with (so for ulation of the object, for example making a key open a
example, he could only create an illusion of a Naga if he lock; but he can move things toward or away from him
has actually seen a Naga with his own eyes). The illusion or in any direction around him with a distance of 10 feet
can be of a specific person, but again only if the Siddhi per level. The movement can last as long as the Siddhi
has seen them personally. The Siddhi can maintain this maintains concentration (taking up his entire action each
mantra for up to 30 minutes, but he must continue to round), or until the object either touches the ground or
concentrate to do so; he can direct the illusion’s move- strikes another object or person. The first time this skill
ments and actions. The illusion is only visual; people is taken, the Siddhi will only be able to lift very small ob-
under its effects will not realize the absence of noise or jects, the size of a coin, a pebble or a key; taken a second
smell (their minds might even read these things into the time, he will be able to lift a slightly larger object, up to
situation) but the Siddhi cannot make the illusion speak. the size of an arrow, a conch shell, or a large gem. The
This skill can only be taken once. third time, larger still; up to the size of a book, a pot, or
THE CLARITY EYE: This mantra and mudra grants the a shield. The Siddhi can never move anything that is at-
Siddhi the ability to see a vision (complete with sound) tached to the floor, wall, or another object, or something
of what is going on in a nearby place, up to 200 feet held by another person; nor can he move a living thing.
away. The Siddhi can maintain this vision for up to two If the object he is moving is hard enough, he can use it
minutes. This skill can be taken up to three times, each to launch an attack against an opponent (still requiring a
time granting one use per day. standard ranged attack roll), but the first time he hits the
JYOTISH (ASTROLOGY) (INT): This is not a mantra or mudra will be broken. The damage from such an attack
mudra skill; it is rather the knowledge of how to in- is 1d4, 2d4, or 3d4 depending on the number of times he
terpret the positions of the stars in order to foretell the has taken the skill. The skill can be taken a maximum of
future. In order to create an astrological chart, the Siddhi three times.
needs to reference a book of tables known as an Ephem-
eris (said books are different in each city or region,
based on the slight variations of the night sky due to
latitude and longitude; a typical ephemeris will cost 50
rupya). Failing that, he could make his own calculations
if he has the Astronomy skill. Astrology can be used for
judging the personal fortunes of an individual but only
if they know the precise date and place of that individ-
40
Advanced Siddhi Skills The Mantra of Irresistible Presence: This mantra
causes that over the next 30 minutes after reciting it, ev-
Table 4.6.2 Advanced Siddhi Skills (d6) eryone of 7th level (or 7 Hd) or less who is in the Siddhi’s
Roll Advanced Siddhi Skill: Effect immediate presence (within 50 feet) must make a saving
throw vs. magic to resist falling under the Siddhi’s domin-
1 The Spirit Vision
ion. Any who fails will have to obey his commands. This
CREATING A CHARACTER
2 The Mudra of Taming Beasts
power does not affect unintelligent animals, non-living
3 The Mantra of Irresistible Presence animated objects, or the living dead. If the Siddhi orders
4 Infernal Calling of the Yama Kings someone to injure themselves or to fight against allies or
5 The Sacred Shield-Mudra of Protection. their own kind, or act in direct violation of their align-
ment, that individual gains a second saving throw to at-
6 The Bhairava-Mudra
tempt to break free of control. Anyone under the effect of
this mantra will return to their normal senses if they leave
Advanced Siddhi Skill Descriptions:
the range of the Siddhi’s presence or after the magic’s
THE SPIRIT VISION: This mantra and mudra allows the
duration comes to an end. This mantra can be used only
Siddhi to enter an astral plane of existence, while his
once per day. This skill can only be taken once.
physical body remains sitting in a meditation posture
Infernal Calling of the Yama Kings: The Yama Kings
in a trance; while in this state he is completely unaware
are the Asuras who control ghosts and the living dead.
of his physical environment. In the astral plane, he may
Using this mantra and mudra for one round allows the
communicate with the spirits of the recently deceased
Siddhi to dominate any of the living dead or ghostly
(less than 10 days), or with entities such as Holy or Un-
entities within a 30 foot radius of his person. Any such
holy messengers, or even attempt to communicate with
creature with 4 or more Hit Dice is allowed a saving
the gods or Asuras themselves. He can also attempt to
throw versus magic to resist control. The control over
visit the dreams of the living and speak with them in
the creatures lasts for one hour. Additionally, at any time
their dreams (neither the Siddhi nor the dreamer can ac-
during the duration the Siddhi may touch the corpse of
tually harm each other in the dream, nor can the Siddhi
any once-living creature who has been dead for less than
by this means obtain any information that the dreamer
3 days, and bring the corpse to life as one of the living
does not give freely; the dreamer will remember hav-
dead. It cannot work on the remains of slain undead.
ing spoken to the Siddhi when he awakens, but might
These revivified ghouls will have a number of hit dice
think it was only a dream). He can only communicate
equal to the hit dice or levels they had in life, but will be
with living dreamers or the spirits of the recently dead
unintelligent and unable to speak or use any special abil-
if they are sleeping or died within 10 miles of where his
ities. They will obey the simple commands of the Siddhi
physical body is located. The change of being able to
who created it, following the Siddhi’s orders until it is
communicate with a lesser demon or divine messenger is
slain. If the living dead leaves the Siddhi’s presence, he
equal to 10%/level, the chance of a God or greater Asura
will follow the last order given to him (keeping in mind
responding to his call is 1%/level. None of the various
that it can only obey very simple commands, like “kill
beings he could communicate with are under any obli-
anyone who attempts to pass”); if no clear order was
gation to answer his questions, tell the truth, or do any
given to him, leaving the Siddhi’s presence will cause the
favors for the Siddhi unless they so desire it. Holy or
creature to wander aimlessly, slaying the living when it
Unholy messengers or deities will be extremely unlikely
encounters them. Animating the dead in this way is an
to assist the Siddhi in any way unless he is of the correct
Unholy act (it will immediately shift the Siddhi’s align-
alignment. This power may be used only once per day.
ment to “Unholy” if it was not so already).This magical
This skill may only be taken once.
skill can only be performed once a day. This skill may
THE MUDRA OF TAMING BEASTS: This mudra allows
only be taken once.
the Siddhi to control any number of non-intelligent crea-
THE SACRED SHIELD -MUDRA OF P ROTECTION: This
tures within 50 feet of his person for up to 30 minutes;
mudra will grant the Siddhi who uses it protection
during which time he must maintain the mudra, but can
against physical attacks of any kind; effectively raising
still move and converse (though he cannot himself fight,
his Armor Class to 19 (if it was lower than 19 previous-
use other mudras or mantras, or take any action that
ly), and reducing damage rolled against his person if he
would require him to break the mudra). Every creature
is hit, by 1 point for each damage die rolled (for exam-
that may be affected by this mudra gets to make a sav-
ple, an attack doing 3d4 would do 3d4-3), to a potential
ing throw versus magic to resist the effect. Any creature
minimum of zero damage. The mudra lasts for 20 min-
under the Siddhi’s control will obey any basic command
utes, and can be taken up to 3 times, each time granting
he gives it within the limits of its abilities. This mudra
one use per day.
does not affect any intelligent creatures, but will affect
THE BHAIRAVA-MUDRA: The most powerful mudra
non-intelligent magical monsters (though not animated
symbolizing the pure force of Shiva, greatest of the Sid-
objects or the living dead). Creatures that leave the range
dhis (the word Bhairava means “terrible” or “fearsome”,
of the mudra are freed of its effect. This skill may be tak-
and is a title of Lord Shiva), this mudra allows the Sid-
en twice, with each time granting one use per day.
dhi to channel the raw destructive force of Shiva as the
41
Destroyer of Worlds. To use the Mudra, the Siddhi must in situations where he is dealing with intelligent beings
attempt to touch an intended victim (requiring a regu- who can understand him. In order to make use of this
lar unarmed melee attack roll in a combat situation). If bonus the player of the Thief must role-play the nature
he does, the victim must make a saving throw vs. spells of how he is attempting to charm or deceive his victims.
(with a – 2 penalty if he is Unholy, or a +2 bonus if he This skill can be taken up to three times.
is Holy). Failure means that the victim is literally dis- KUKRI TRAINING: The kukri is the curved dagger, a fa-
ARROWS OF INDRA
integrated into atoms. No mortal magic other than the vorite weapon of the Thief. The first time this skill is tak-
enlightenment power of the Wish-Fulfilling Inner Jewel en, it grants a +1 bonus to hit. The second time, it grants
can bring someone back to life who has been slain in +2 to damage. This skill can be taken twice.
this way, though a deity could choose to do so by acting URBAN SURVIVAL (WIS): The Thief is more comfort-
directly. This mudra can be used only once a day. This able in the large centers of human habitation, where he
skill can only be taken once. can move anonymously and make use of resources and
like-minded rascals. This skill allows the Thief to quickly
Thief and Thugee Skill Tables surmise the right places to find information, fence stolen
property, purchase forbidden equipment, hide from pur-
Basic Thief and Thugee Skills suit, and generally maneuver through the slums of a city.
It will likewise allow him to attempt to know or quickly
Table 4.7.1 Basic Thief and Thugee Skill Table (d6) ascertain who are the people of influence in a city’s un-
derworld, and where they may be found or contacted.
Roll Basic Thief Skill: Effect
Each time this skill is taken it grants a +2 bonus to relat-
1 Languages
ed checks. It can be taken twice.
2 Literacy
3 Poison Knowledge (INT) Advanced Thief and Thugee Skills
4 Manipulation
Table 4.7.2 Advanced Thief and Thugee Skill Table (d6)
5. Kukri Training
Roll Advanced Thief Skill: Effect
6 Urban Survival (WIS)
1 Sling Training
2 Appraisal (INT)
Basic Thief and Thugee Skill Descriptions:
LANGUAGES: Each time this skill is taken, the Thief 3 Sense motivation (WIS)
gains a new language other than Prakrit (the common 4 Katar Training
language of Jagat). Sample languages include Sanskrit 5 Disguise (CHA)
(the sacred language of the Brahmins, meant to be for- 6 Object Lore (INT)
bidden to non-Brahmins), the secret language of Thieves
(not really a language but a code that Thieves use to Advanced Thief and Thugee Skill Descriptions:
communicate amongst themselves so that others cannot Sling Training: The sling is not a weapon for a noble
understand what they are saying), the various barbarian warrior, but it is an ideal weapon for a Thief, as it is con-
languages (such as the language of the golden lands), the cealable and can make use of any stone for ammunition.
Bhil language, the musical language of the Gandharvas, The first time this skill is taken, it grants a +1 bonus to
the Yaksha language, the demonic language of the Asuras, hit. The second time, it grants +2 to damage. This skill
the Naga tongue etc. This skill can be taken up to 4 times. can be taken twice.
LITERACY: The first time this skill is taken, it means APPRAISAL (INT): This skill allows the Thief to attempt
that the Thief is able to read and write Prakrit, if he to determine the approximate resale value of any object.
could not already do so. If he could, or on subsequent Note that he will only be able to determine value based
occasions of taking this skill, it grants him the ability on what he actually knows about the object, if it has
to read or write in one other language he speaks of his some hidden quality or history that would make it more
choice, if said language has a written script. This skill or less valuable that he is not aware of, his appraisal will
can be taken only when the Thief has a language he can not take that into account. Each time this skill is taken it
speak but not yet read or write, and it can only be taken grants a +2 bonus to related checks. It can be taken twice.
up to a maximum of three times. SENSE MOTIVATION (WIS): This skill reflects the impor-
POISON K NOWLEDGE (INT): This skill grants a Thief the tance of being a good judge of character, vital for a Thief’s
ability to safely identify and know how to properly use long-term survival. It allows him to make a Wisdom check
poisons of all varieties. A Thief may take this skill once. to attempt to determine if a person is generally likely to
As Thugees already begin with this ability, they may not be friendly or unfriendly to his intended actions, whether
take this skill. or not a person is being honest with him, if someone is
M ANIPULATION: This skill allows a Thief to under- nervous or afraid or otherwise trying to hide an emotional
stand something of the psychology of manipulating state, or sometimes to get an idea of what a person wants.
others, through lies, flattery, or tact. Each time this skill Each time this skill is taken it grants a +2 bonus to related
is taken the Thief gains a +1 bonus to his reaction rolls checks. It can be taken twice.
42
CREATING A CHARACTER
K ATAR TRAINING: The katar is a larger punching dag-
ger, less inconspicuous but potentially more deadly than ENLIGHTENMENT POWERS
the kukri. The first time this skill is taken, it grants a +1 Some of the greatest power for both Priests and Sid-
bonus to hit. The second time, it grants +2 to damage. dhis comes not from their study and interaction with the
This skill can be taken twice. gods, or their study of the techniques of rituals, mantras
DISGUISE (CHA): This skill allows the Thief to effectively or mudras, but from their increasing level of personal
disguise his appearance, not only physically but in terms enlightenment. As a Pc of either class gains in his levels,
of things like mannerism or personality, for the purposes it is likely he will gain a number of powers based on his
of infiltration and obfuscation; or even to attempt to im- level of awareness, becoming able to increasingly manip-
personate a specific individual. The result of the Thief’s ulate “maya”, the illusion of our everyday reality.
skill check roll is usually the difficulty number that any Priest or Siddhi Pcs begin to check for Enlightenment
person (paying sufficient attention) must make percep- Powers from 2nd level onwards. Each time one of these
tion checks against to see through the disguise. This skill Pcs gains a level, he should check for his percentage
grants a +2 bonus to related checks every time it is taken. chance of gaining one power (usable once a day) for
It can be taken a maximum of two times. each of the “ranks” of Enlightenment Powers he can po-
OBJECT LORE (INT): Some Thieves may become experts tentially obtain.
in learning about the qualities of all kinds of things, the (Example: A Pc at level two will roll twice for En-
better to ascertain their value. This skill allows a Thief lightenment Powers, first to see if he gains a Rank 1
to attempt to know something about the origin, histo- power (10% base chance) and then to see if he gains a
ry, and use of any mundane or magical object. He may Rank 2 power (5% chance). When that Pc reaches 5th
sometimes attempt to use this skill to actually utilize an level, he will make three rolls; first to see if he gains a
object whose abilities are not readily apparent or which rank 1 power (20% base chance), then to see if he gains
he would normally be unable to utilize. Each time this a new rank 2 power (15% chance), then to see if he
skill is taken it grants a +2 bonus to related checks. It gains a rank 3 power (base 10% chance); so at level 5
can be taken twice. it is possible that the player character will gain no new
powers at all, or gain up to 3 powers, one of each rank).
43
The basic percentage chance to check for gaining a ual actions are needed to activate a power. Unless other-
new Enlightenment Power at each level is as follows: wise noted (such as if concentration is actively required),
it is possible to use other Enlightenment Powers or arca-
Table 5.1 Enlightenment Power Chance nas or mantras or mudras while an enlightenment power
is currently in effect.
Levels Rank 1 Rank 2 Rank 3
2-4 10% 5% —
Rank 1 Enlightenment Powers
ARROWS OF INDRA
44
Presence or the Arcana of Dominion be able to affect general direction of where the object is to be found; if
anyone within this aura. The aura’s effect lasts for 20 the object moves while this power is in effect, the Pc will
minutes, but anyone who moves more than 10 feet away sense the newly-changed direction. The power lasts for
from the Pc will lose the benefits of its protection. one hour or until the desired object is touched.
BANISH M AGICAL EFFECT: This power allows the Pc to GAZE OF I NSANITY: This power allows the Pc to make
cancel any single ongoing magical effect from a priestly a single creature go insane. The intended victim must be
CREATING A CHARACTER
ritual, or Siddhi mantra or mudra; the effect must be within 30 feet of the Pc, and must fail a saving throw
within a range of 20 feet of the Pc. versus magic for the power to take effect. The power
BLESSING/CURSE: This power allows the Pc to grant cannot affect any creature that does not have a mind,
either a blessing or a curse to a maximum of 6 beings, nor can it affect Devas, Asuras, or the living dead. The
of the Pc’s choice (all the beings chosen must either be creature who fails becomes permanently insane (un-
blessed or cursed, the effect cannot be mingled). All be- less magically cured) and will act randomly as per the
ings must be within 50 feet of the Pc. Any being affected Gm’s direction (in a combat situation, there should be a
by this blessing gains a +1 to their morale score and a roughly equal chance on any given round that the crea-
+1 to hit for the next 24 hours; any being affected by a ture will attack an enemy, attack an ally, do nothing but
curse suffers a −1 penalty to their morale score and a −1 babble incoherently, or run away screaming madly).
to hit for the same period. GENERATE FOOD AND WATER: This power will cause
BLINDING: The Pc may attempt to strike another crea- the miraculous appearance of sufficient food and water
ture blind. The creature chosen must be within 30 feet to feed up to 10 people for one day.
of the Pc, and be subject to the effect (individuals who H EALING TOUCH: The Pc can cure wounds with his
are already blind, have no eyes, or do not require normal touch; he can use this effect on himself or any other sin-
eyesight are unaffected). The chosen victim may make a gle creature he touches. He heals 1d6+level in hit points.
saving throw vs. spells. If he fails, the creature is blind- LEVITATION: The Pc can levitate into the air, moving
ed, suffering a −6 to all melee attack rolls, a −12 to all vertically up or down at a rate of 10 feet per round, to a
ranged attack rolls, and is always considered “surprised” maximum height of 120 feet. He cannot move horizon-
for the purposes of being attacked (most Pcs gain a +2 tally, only vertically, however he can move himself along
to hit him, Thief classes gain +4 to hit and may back- a roof, with a rope or line, etc., if he can reach it. This
stab). This blindness lasts for one hour. power can only be used on the Pc himself, never anyone
CHARM MONSTER: This power allows the Pc to en- else; however, a Pc of sufficient strength might be able
chant a single monster (any non-human creature, includ- to carry another creature with him. The effect lasts up
ing other humanoid races excepting Gandharvas, but to 20 minutes, after which the Pc will float gently to the
not Asuras or Devas, artificially animated objects, or the ground at a rate of 10 feet per round.
living dead). The monster must be within 120 feet of the OPEN PORTAL: This power allows the Pc to magically
Pc, and of the same or less Hd as the Pc has levels; and open a portal (doorway, gate, window, etc.), even if it is
must fail a saving throw versus magic. If it fails the sav- magically sealed. The portal must be within line of sight
ing throw the creature will do whatever the Pc bids of it when the power is used, and will open of its own voli-
for up to 30 minutes, after which the effect wears off. tion without needing to be touched.
FIELD OF WARPED P ERCEPTION: This power will allow POWER OF OVERCOMING I LLUSION: This power allows
the Pc to affect any number of people within 30 feet of the Pc to dispel any illusion within 10 feet of the charac-
the Pc (and only those he chooses) at the time he acti- ter; it is possible to use this power even if the Pc failed a
vates the power, confusing their senses so that reality saving throw to disbelieve the illusion.
itself seems to warp around them. Each creature thus ROTTING CURSE: This power allows the Pc to inflict a
affected must make a saving throw versus magic or they rotting curse on a single opponent. The creature affected
will be completely unable to attack and will count as must be within 30 feet of the Pc, and this power cannot
“surprised” for the purposes of defense (most Pcs gain affect an artificial creature, an Asura or Deva, or the
a +2 to hit them, Thief classes gain +4 to hit and may living dead. If the chosen victim fails a saving throw vs.
backstab) for the duration of this effect. They will also poison, he begins to swiftly putrefy, losing one point of
be unable to perform any arcana, mantra or mudra. Constitution per round (the Gm should estimate the con-
However, Enlightenment Powers may still be used; and stitution score of monsters) until he reaches 0 con and
the victims of this effect can still move normally; if they dies. This rotting effect can be immediately cured by the
move out of the area of effect they are no longer affect- power of Curing Disease.
ed by the warped perceptions, but if they enter the area SEAL PORTAL: This power allows the Pc to magically
again subsequently they will automatically be affected seal a portal (doorway, gate, window or other type of en-
once more. The effect lasts for 30 minutes. trance), so that it is impossible to open (except through
FINDING OBJECT: This power allows the Pc to sense magic), for 30 minutes. The portal must be within line of
the direction of a specific object of his choice. The object site at the moment the power is used.
must be a particular object that the Pc has seen before, SUMMON M INOR BEINGS: This power will allow the Pc
and must be located within 20 miles of the Pc for the to instantly summon 1d3 creatures of any kind, of 1 Hd
power to function. The power will only indicate the each. All creatures summoned must be of the same kind,
45
they will never be specific individuals of that race or spe- Powers, the powers of magic items and weapons, and
cies. The type of creature summoned must be one the Pc the effects of magic that has changed someone’s form,
has personally seen. They will serve the bidding of the Pc including petrification. It cannot affect the magic of the
for 30 minutes (or until slain), after which they vanish in Gods or the greater Asuras (magical effects made direct-
a puff of smoke. ly by one of these beings), or of divinely-created artifacts
TERRIBLE GAZE: This power allows the Pc to instill (such as Celestial Weapons, or any magic item directly
ARROWS OF INDRA
terror on a single opponent; the creature chosen must created by a God or Asura). In the case of permanent
be within 20 feet of the Pc, and able to see the Pc, and is magic items, the annulment is only temporary; the item’s
granted a saving throw versus spells to resist. If he fails he abilities and use is restored after 20 minutes.
will become terrified, and will drop whatever he is holding AURA OF INVISIBILITY: This power allows the Pc to
and attempt to flee in panic from the Pc’s presence; if he make himself invisible. He can also extend this aura to
cannot flee he will fall to the ground helpless in fear. The a 10-foot radius around his person, allowing up to six
effect of this supernatural fear lasts for 10 minutes. other people to likewise benefit from invisibility. His
VISION OF THE UNSEEN: This power allows the Pc to be companions must remain within the radius or they will
able to see invisible things, including creatures that are immediately become visible again. This power lasts for
invisible, portals to other planes that are not immediately up to one hour or until the Pc chooses to stop it. Note
recognizable as such, and to see an aura around all magi- that any magic that would allow someone to see invisi-
cal objects within range, including those blocked by other ble beings will detect someone with this aura normally.
objects within the Pc’s normal field of vision. He can also AURA OF WALKING UPON WATER: This power allows
see an aura around any creature or person who is Holy or the Pc to alter reality around himself so that he can walk
Unholy in alignment. This vision extends only for 20 feet not only on water but any liquid surface without sink-
around the Pc. The power lasts for 20 minutes. ing. He may choose to extend his aura so that anyone
within 20 feet of his person will likewise be able to do so
Rank 2 Enlightment Powers (he cannot specify only certain individuals in this case, if
he extends his aura, everyone within 20 feet of him can
Table 5.4.2 Rank 2 Enlightenment Powers (d20) walk, so long as they remain within that range). Extend-
Roll Rank 2 Enlightenment Power: Effect ing or retracting the aura takes one round. The power of
1 Aura of Annulling Magic this aura lasts for a maximum of two hours.
BREATH OF POISONOUS P RANA: “Prana” means breath
2 Aura of invisibility
(or life-force). With this power, the Pc can breathe out a
3 Aura of Walking upon Water cloud of prana that has been made toxic, so that all who
4 Breath of Poisonous Prana are in the cloud (which can be made to extend anywhere
5 Curing Disease up to a radius of 50 feet in front of the Pc) must make a
6 Greater Healing Touch saving throw versus poison; if they fail they will die from
poisoning within one round; even if they succeed the
7 Intangibility
saving throw they will still take 1d6 damage, and contin-
8 The Intellect-Stripping Curse ue to take 1d6 damage every round that they remain in
9 The Matter-Penetrating Vision the cloud. The toxic cloud will dissipate after 10 rounds
10 Nadi-disrupting Gaze (during that time, anyone who enters into the cloud who
11 Nirmita Phantasms has not already made a saving throw must do so, suffer-
ing the same effects as above). A strong wind may cause
12 Petrifying Gaze
the cloud to move in the direction of that wind, but the
13. The Power of Transformation cloud will then dissipate twice as fast.
14 The Prana-restricting Gaze CURING DISEASE: By laying his hands on a single crea-
15 Sleeping Curse ture, the Pc can cure that creature of any diseases, in-
16 Slowing cluding magically-induced disease. This power can cure
the Rotting Curse.
17 Summon Medium Beings
GREATER H EALING TOUCH: The Pc can cure wounds
18 Swiftness with his touch; he can use this effect on himself or any oth-
19 Wave of Cold er creature he touches. He heals 2d6+level in hit points.
20 Venom-removing Touch I NTANGIBILITY: This power moves the Pc’s body par-
tially out of phase with the rest of reality. It grants him
Rank 2 Enlightment Powers Descriptions: a +2 bonus to his Armor Class, and a +3 bonus to all
AURA OF A NNULLING M AGIC: More powerful than saving throws. On any round that he wishes, if he con-
“banish effect”, when this power is used it immediately centrates, allowing for no other action besides moving
cancels all magical effects within a 120 foot radius of the five feet per round, he can become completely intangible,
Pc. This includes all ongoing magical effects from rituals, immune to all attacks (though unable to attack anything
mudras or mantras, ongoing effects from Enlightenment himself) and able to walk through solid matter. This
power lasts for up to one hour.
46
THE I NTELLECT-STRIPPING CURSE: This powerful curse in which case they are allowed a saving throw versus
can be cast on up to six creatures of the Pc’s choice with- spells to attempt to disbelieve. Anyone who does not
in a 30 foot radius of the Pc at the time of activation. successfully disbelieve in these creatures will take normal
Those targeted by the curse must make a saving throw damage from their attacks. The phantasms last for one
versus spells, or have their human-level of consciousness hour, at which point they vanish. These creatures can be
stripped away from them, reducing them to having the dispelled by the power of Overcoming Illusion or by the
CREATING A CHARACTER
minds of animals. They will act in every respect like they Aura of Annulling Magic; or they can be reduced to 0Hp
were non-intelligent simians. This curse does not grant in combat in which case they will dissipate immediately.
the Pc any power of control over his victims, and they P ETRIFYING GAZE: Directed at a single creature; the
may still attack the Pc or his allies (the Gm should make creature must make a saving throw versus magic or be
standard reaction checks, treating the victims in every turned to stone. The intended victim must be within 30 feet
respect as though they were animals). This curse is per- of the Pc. The effect is permanent unless reversed by magic.
manent unless removed by magic. THE POWER OF TRANSFORMATION: This power allows
THE M ATTER-P ENETRATING VISION: This power allows the Pc to transform himself, or any other person within
the Pc to see through solid objects, as if he had “x-ray 30 feet of him, into almost any other form of creature
vision”, up to a distance of 240 feet. The effect lasts (as small as an insect, or as large as an elephant). He
for 30 minutes. can also transform himself or another into the same
NADI-DISRUPTING GAZE: “Nadi” literally means “river” type of creature as they already are but with a different
but here it refers to the channel of energy through which physical appearance, gender, age, etc. Anyone who is
life-force flows in the physical body. This powerful gaze an involuntary victim of this power is allowed to make
must be directed at a creature that has a nervous system a saving throw versus magic to resist its effect. Anyone
(artificial creatures or the living dead, for example, are affected by this transformation retains their own level,
unaffected). The victim of the gaze must be within 60 feet. hit dice, hit points, personality, memories and intellect. It
The victim immediately takes 2d6 points of damage (no does not grant any special powers a creature of this type
save), and must additionally make a saving throw versus would normally have, excepting its method of move-
magic or they will become paralyzed from the waist down, ment and its respiratory system (so for example, being
unable to walk or use their legs. The effect is permanent, transformed into a bird would allow one to fly, being
but can be removed with the “Curing Disease” power, the transformed into a fish would allow one to breathe un-
Arcana of Purification, or the Aura of Annulling Magic. derwater, but not on land), as well as the natural damage
NIRMITA P HANTASMS: This power allows the Pc to value of teeth, claws or stingers (but not special attacks
create up to 3 phantasms, the products of nirmita, like poison or breath weapons). The transformed person
“thought-formed beings”. They are extremely realistic will also suffer all the limitations of their new form; for
illusions capable of having real effects on the world. The example, someone turned into a dog would not be able
form of these phantasms can appear to be anything that to wield weapons or speak in a human language. Anyone
the Pc wishes, with the
only limitations being
that their total hit dice
cannot exceed the Pc’s
level, and that the form
must be of creatures or
beings the Pc has actu-
ally seen. They will fol-
low the Pc’s orders, can
operate independently
(not requiring the
Pc’s concentration
to maintain them or
direct them), but can
only move up to 240
feet away from the Pc.
Anyone encountering
one of these creatures
can only attempt to
disbelieve them if they
have good cause to
think that they are an
illusion (whether they
have cause to think
so is up to the Gm),
47
who is transformed, even if they are transformed into a moving twice as fast as anyone around them. In combat
human, can no longer use any arcana, mudras or man- situations this means they can move twice as fast, and
tras even if they could previously. However, they can still make twice as many attacks as they normally would.
use Enlightenment Powers if they had them. The effect is This power lasts for 3 rounds + 1 round per level of the
permanent until reversed by magic. Pc using it. Multiple uses of this power do not have cu-
THE P RANA-RESTRICTING GAZE: “Prana” means breath mulative effects.
WAVE OF COLD: This allows the Pc to create a wave
ARROWS OF INDRA
48
Rank 3 Enlightment Powers of earthly weather), or clear skies and temperate climate.
The effects of this power last for about one day, but such
Table 5.4.3 Rank 3 Enlightenment Powers (d20) magically-directed climate can be magically annulled.
CURSE OF THE I RRESISTIBLE M ISSION: This power affects
Roll Rank 3 Enlightenment Power: Effect
up to 12 intelligent creatures, who must all be within 30
1 Atman-Sealing Gaze
feet of the Pc at the time he uses the power. They are al-
CREATING A CHARACTER
2 Aura of Pestilence lowed a saving throw versus spells. Any who fail the saving
3 Control Climate throw will be obliged to fulfill a task set out by the Pc, as
4 Curse of the Irresistible Mission though it was an irresistible compulsion. The task dictated
by the Pc must be theoretically possible to achieve but it
5 Directed Reincarnation
can be extremely difficult. The effect ends only if they suc-
6 Enchant Armor/Weapons
ceed in their task, or if they are liberated by magic.
7 Flight DIRECTED R EINCARNATION: This power must be used
8 Life-Giving Touch on someone who has been dead for less than 7 days.
9 Opening of the Infernal Realm The power must be used in the same place where the
person has died, though it is not relevant if the body
10 Prana Arrows
is there anymore. It can be used even on the spirits of
11 Rain of Spiritual Fire
people who have been completely disintegrated. Using
12 Shield of Enlightenment this power, the Pc may direct that person to their next
13 Shield of Purity incarnation, choosing in what form they will be reborn.
14 Summon Greater Being The limitations are that someone may not be reborn as
a Deva in the heavenly realms of Devaloka unless they
15 Summon Minor Deva/Asura
were of Holy alignment, nor can they be reborn as an
16 The Touch of Complete Restoration
Asura in the hell realms of Naraka unless they were of
17 Translocation Unholy alignment. Someone reborn as either of these
18 The Vajra Body will be “born” fully grown, and will immediately remem-
19 Vajra Thunder ber their previous incarnation and will be aware that it
was the Pc who directed their incarnation into a new
20 Wish-Fulfilling Inner Jewel
body (it is up to them whether they choose to do any-
thing about it, however). Other than these two choices,
Rank 3 Enlightenment Powers Descriptions:
the Pc may choose to direct the reincarnation into the
ATMAN-SEALING GAZE: “Atman” means “soul”, and
form of a Ghost (who will also be born “fully grown”,
this power allows the Pc to target one creature within
usually in the same spot he died, and aware of their past
30 feet of the Pc (it must be a creature who has a soul,
incarnation); or as a Naga or Raskshasa in the under-
therefore constructs or artificial creatures are immune);
world of Patala, or a Yaksha or Gandharva near Mount
that creature must make a saving throw versus magic, or
Kailash, as an animal of any kind (including a Vanara),
he will instantly have his Atman shut off from his physi-
or as a human being (including a Bhil or any kind of
cal body. He will be able to perform only the most basic
barbarian). In all of the latter cases (Naga, Rakshasa,
functions (continuing to breathe and eat, for example)
Yaksha, Gandharva, animal or human), the reincarnated
but will otherwise be completely catatonic. He will re-
soul will not remember his previous incarnation, and
main that way unless the effect is magically removed.
will have to grow up at the normal rate for his species.
AURA OF P ESTILENCE: This power will spread a con-
The Pc will know in all of these cases the specific body
tagious disease in an area of 240 feet around the Pc.
into which his target has reincarnated. This power can
Everyone in this area must save versus poison or be
also be used by the Pc on himself, when he is dying (in-
infected by a plague. The plague will then be contagious
cluding using it within 1 round after his own death), to
and spread as a normal illness. The Pc can choose for
direct his own reincarnation. Once reincarnation has
the plague to be debilitating (causing all those affected
been directed in this way, no form of resurrection is pos-
by it to become gravely ill and unable to perform stren-
sible on the deceased. NOTE: In all cases, unless the Gm
uous actions within 24 hours of infection, requiring a
decides otherwise, a dead Pc who is reincarnated in this
save vs. poison each day until successful to recover), or
way is not playable.
lethal (causing all those affected to become debilitated as
ENCHANT A RMOR /WEAPONS: This power allows the
before within 24 hours, remain debilitated for 1d4 days,
Pc to grant a permanent magical bonus to a weapon or
and afterward have to make a second saving throw ver-
a piece of armor (including a shield). The bonus granted
sus poison or die). Note that the spreading of pestilence
to a weapon gives a +1 to hit and damage; to a shield
is an Unholy act.
or armor grants a bonus that gives it +1 to armor class.
CONTROL CLIMATE: This power allows the Pc to con-
This effect is permanent. This power cannot be used to
trol weather effects up to 1 mile in radius around him. He
increase the bonus of a weapon or armor that is already
can cause light rains, intense thunderstorms, snow, intense
magical. In order to use this power, the Pc must touch
cold or a heat wave (but not beyond the normal extremes
the weapon or armor he wishes to enchant.
49
FLIGHT: This power allows the Pc or a single other in- SUMMON GREATER BEING: This power will allow the
dividual he touches to gain the ability to fly, up to 120 feet Pc to instantly summon 1d3 creatures of any kind, of
per round, and to a maximum height of 200 feet in the air. up to 5 Hd each. All creatures summoned must be of the
The beneficiary of this spell can carry up to 250 pounds of same kind, they will never be specific individuals of that
weight with him. The power lasts for 30 minutes, after which race or species. The type of creature summoned must be
the beneficiary of the power (if flying at the time) will slowly one the Pc has personally seen. They will serve the bid-
ARROWS OF INDRA
begin to float to the ground at a rate of 20 feet per round. ding of the Pc for 30 minutes (or until slain), after which
LIFE-GIVING TOUCH: This power allows the Pc to they vanish in a puff of smoke. Pcs must be of at least
restore to life any dead creature that has been dead for 6th level to use this power, if they obtain it prior to sixth
7 days or less. They are restored to their body, which is level they must still take it but cannot actually use the
healed to the point of having 1 Hp, though further magical power until reaching 6th level.
healing can be applied after that. Certain forms of death SUMMON M INOR DEVA /ASURA: This power will sum-
(magical disintegration) can make it impossible to apply mon a 8Hd minor Deva (Holy divine servant) or Asura
this power, nor can this power be used if the deceased has
already been directed to a reincarnation. For a being to
be resurrected in this way it must make a “resurrection
success” check, failure means that revivification is impos-
sible. To use this power, the Pc must be at least 8th level.
Anyone who receives this power prior to 8th level should
still note it, but will be unable to use it until they obtain
8th level.
OPENING OF THE I NFERNAL R EALM: This power allows
the Pc to open the earth beneath one victim, wherein he
must make a saving throw versus magic or be sucked into
the earth and dragged down to the Hell Realms. Note
that this is not necessarily a death sentence; it is up to
the Asura lords what will become of the victim once he
arrives.
P RANA A RROWS: The Pc using this power directs his
own prana like a volley of arrows at his intended victims.
These arrows fly out striking truly against the particular
victims he has chosen. He can choose up to 6 victims, and
they must all be within 120 feet of the Pc. Each victim must
make a saving throw versus magic or suffer 1d6 points of
damage per level of the Pc; even if they make their saving
throw they still suffer half damage.
R AIN OF SPIRITUAL FIRE: This power causes a torrent
of flames to erupt from the Pc in a 10 foot wide line 90
feet long in front of the Pc; everyone in the range of the
blast must make a saving throw versus magic or suffer
1d6 damage per level of the Pc. Those who make the
saving throw still suffer half the damage.
SHIELD OF ENLIGHTENMENT: This power creates a
magical shielding force around the Pc and up to six al-
lies within 20 feet of him, with various positive effects.
It is completely impenetrable to normal (non magical)
missiles, as well as Prana Arrows, or attacks using the (Unholy demon). If the Pc uses this power and is not of
Mudra of Defying Gravity. It likewise grants immunity the appropriate alignment (Holy to summon a Deva,
to the effects of the Prana-Restricting Gaze. Further- Unholy to summon an Asura) the creature will not be
more, no creature of 3 Hd or less can pass this barrier. under any compunction to obey the summoner, and may
The Shield of Enlightenment moves with the Pc, and the choose to attack the one who summoned him (roll a re-
effect lasts for 20 minutes. action roll, with a – 4 penalty if the summoner is of the
SHIELD OF P URITY: This will create a force field made opposite alignment to the creature called). Otherwise, it
of light around the Pc; anyone wishing to attack him may simply choose to leave, or listen to what the sum-
must make a saving throw vs. magic to do so. This moner has to say or offer. If the being summoned is of
includes any kind of magical attack that has physical the same alignment as the summoner, then it will obey
characteristics (including attacks like the “Wave of the bidding of the summoner for 60 minutes (or until
Cold” power), but not other forms of magic. It lasts for slain) after which it will vanish in a roar of thunder. Pcs
3 rounds plus one round per level of the Pc. must be of at least 8th level to use this power, if they
50
obtain it prior to seventh level they must still take it but him. It likewise makes him immune to magical attacks
cannot actually use the power until reaching 8th level. that utilize ordinary matter (for example, attacks from
THE TOUCH OF COMPLETE R ESTORATION: This power the Mudra of Defying Gravity, the Rain of Spiritual Fire,
can affect the Pc or a single individual he touches. The or attacks from non-magical summoned monsters). Fi-
beneficiary of this power will be restored to full hit nally, because its power is of a like source, it makes the
points. This power can also be used, rather than for heal- Pc immune to the effect of the Vajra Thunder power.
CREATING A CHARACTER
ing of hit points, to restore a lost limb or faculty (curing This power lasts for twenty minutes.
blindness or deafness, for example). VAJRA THUNDER: This mighty power will call down
TRANSLOCATION: This power allows the Pc and up to a thunderbolt in an area of 30 foot radius, within 240
12 other people of his choice in a 20 foot radius around feet of the Pc. It is spiritual, not material lightning, thus
him to teleport instantly to another location. This location it will work just as effectively indoors as outside. Every-
must be on the same plane (it cannot be used to reach the one within the 30 foot radius must make a saving throw
versus magic or be instantly disintegrated.
Those who make the saving throw still take
2d6 damage. No mortal magic or power other
than a Wish can bring back someone who has
been disintegrated in this way, though a God
may do so if they choose to act directly.
WISH-FULFILLING I NNER JEWEL: This power,
the height of Enlightenment Power, can be
used to essentially manifest the pure will of
the individual who has gained it. Its use is
limited to the judgment of the Gm. However,
as a general guideline it should be usable to
imitate the effect of any Arcana ritual, mudra
or mantra, or any Enlightenment power of
the 1st or 2nd rank; or to be used to create a
gem of up to 10000 rupya in value, or to cre-
ate any single mundane object, or to create
any kind of food or water, or to restore a sin-
gle point of permanent ability score damage,
to bring someone back to life even if they
have been disintegrated (but not if they have
already been reincarnated), or to teleport the
Pc to another location (but only by himself),
or to reduce a person’s age by one year. There
could be any number of other uses if the Gm
approves. To use this power, the Pc must be
at least 13th level. Anyone who receives this
power prior to 13th level should still note it,
but will be unable to use it until they obtain
13th level. Because this power alters reality
itself, it can prove to be extremely taxing
on the user; whenever it is used the caster
temporarily loses 1d4 points of con (which
return at a rate of 1 per day). Additionally he
must make a saving throw modified by his
hell realms or the divine realms if on the mortal world, for WIS bonus, and if he fails the shock of using this power
example), and it will work without error if the location is leaves him unable to use ANY enlightenment power for
one that the Pc has previously been. If not, there is a 25% 2d4 days. Anyone known to have this power will quickly
chance that the teleportation will go wrong. If this happens, become famous, and will be likely to attract unwanted
roll percentile dice again: on a 1-10 all those teleporting are attention. Finally, the Gods will not look kindly on any-
killed instantly, on an 11-60 they will be somewhere on the one who alters reality for frivolous purposes.
surface world, on a 71-90 they are somewhere in the Patala
underworld, on a 91-95 they are in the Hell Realms, and
on a 96-00 they are in the divine realms.
THE VAJRA BODY: This power makes the Pc completely
immune to non-magical weapon attacks; a weapon must
have at least a +1 magical bonus in order to damage
51
Equipment and Money
CURRENCY AND Selling valuables
STARTING WEALTH
Jewels, gems, and other non-currency valuables of
any kind can be sold at a market; the selling price will
T
generally be at 50% of the actual worth of the item;
he smallest unit of currency in is the
however the character may attempt to haggle (making a
dam, a tiny coin made out of copper. 10 dam
reaction roll modified by Charisma as usual), and a pos-
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54
EQUIPMENT: ARMOR EQUIPMENT: WEAPONS
Armor determines a player character’s armor class. An Weapons have a base damage (in the case of melee
unarmored character has a base ac of 12, modified by weapons, this is modified by a strength bonus), a base
their Dexterity modifier. Worn armor substitutes that ac speed modifier to initiative rolls, and modifiers to hit
55
Table 6.3.1 Melee Weapons
AC hit modifiers
Melee Weapon Damage Cost Speed 12- 13-14 15-17 18+
Unarmed 1d2 n/a +2 +1 0 −1 −5
Improvised weapon 1d3 n/a 0 0 0 −1 −5
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56
EQ UIPMENT AND MONEY
57
Table 6.4.1 Equipment: Animals Table 6.4.5 Equipment: Housing and Transport
Animal Cost Housing or Transport Cost
Bird, common 5cp Caravanserai, common hall 5cp
Bird, exotic 10gp Caravanserai, average room 2sp
Donkey/mule 20gp Caravanserai, fancy room 2gp
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Cloak 15sp
Details:
Clothing, peasant 5cp+ H EALING OINTMENT: prevents infection and restores
Clothing, average 5sp+ 1d3Hp after one hour’s rest.
Clothing, wealthy 15gp+ H EALING HERBS, TEA: restores an extra 1+con Hp
Note: All are non-encumbering. (minimum 1 point) per night of rest.
H EALING HERBS, AGAINST PLAGUES: grants a +4 bonus
to saving throws versus infection for 3 days
Table 6.4.3 Equipment: Food A NTITOXIN: provides a +2 bonus to all saving throws
Food Cost versus injected poisons for one hour after taking it
Bhang (cannabis-based liquor), bottle 4sp
POISON CURE: provides a 2nd saving throw versus in-
gested poisons if taken immediately after intoxication; if
Bhang, cup 5cp
the character survives he is violently ill for 24 hours.
Elephant feed, per day 1sp
Horse-feed, per day 5cp Table 6.4.6 Equipment: Siege Weapons
Meal, caravanserai inn 12sp
Siege Weapon Cost
Meal, market stall 5cp
Battering ram 100gp
Palm wine, bottle† 2sp
Catapult, small 150gp
Tharra (sugarcane-based liquor), cup 1cp
Catapult, large 300gp
Travel rations, per day‡ 1sp
† Only available in Southern Kosala or among southern bar- The catapult is a heavy boulder-throwing weapon
barian or Vanara tribes; the drink does not travel well. usually used as a siege weapon against city walls. A
‡ Each ration counts as one encumbering item.
small catapult can hit up to 150 feet, a large catapult up
to 200 feet. A catapult fired at the area a character is in
Table 6.4.4 Equipment: Herbalism does not roll “to hit” but rather the character in question
rolls a saving throw (modified by his Dexterity and any
Cost
Herbal Treatment acrobatic bonuses) to attempt to avoid the boulder. All
(per dose)
characters within 15 feet of a small catapult’s boulder,
Healing ointment 20gp
or 30 feet of a large catapult’s boulder, must make this
Healing herbs, tea 10gp saving throw or take damage. Small catapults do 3d6
Healing herbs, against plagues 15sp damage, large catapults do 4d6 damage.
Antitoxin 30gp
Poison cure 20gp
Note: All herbal treatments are non-encumbering items.
58
Table 6.4.6 Miscellaneous Equipment born a slave, were sentenced to slavery by the local ruler,
or were sold into slavery by their own clan for non-pay-
Equipment Cost
ment of debts. Similarly, barbarians may be sold into
Bag or satchel/backpack 16cp slavery if they are captured in war. It is an offense punish-
Blanket or bedroll 15cp able by death to attempt to sell someone into slavery who
would not qualify to be a slave under these guidelines.
59
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60
GAME MASTER
PROCEDURES
TASK RESOLUTION The basic reaction roll is done by rolling and consult-
T
ing the following table:
he basic method of resolving any task
is by the “ability check”. To roll an ability Table 7.1 Reactions (2d6)
check the Gm must first determine which Roll Reaction
attribute you are basing your attempt on:
Extremely hostile (if applicable to the situation, the
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64
sent this kind of bungled diplomacy. tire group. A group of monsters or creatures will make
If a Pc has charisma-based skills, and they use those a morale check collectively if they are operating as a
skills in a relevant way to affect reactions, the Pc should unit: a) on the occasion of losing their first team-mate,
roll a skill check; if they succeed at the skill check they b) when they are down to half their numbers, or c) when
should likewise gain a bonus to their reaction checks of they are down to one-third their numbers. Henchmen
65
Travel Times NOTE: See “Overland Travel Random Encounters”
for information about encounters along roads and in
Characters traveling on foot can cover about 18 miles the wilderness.
per day of travel on a road; about 12 miles per day in
clear open grassland, about 9 miles per day in desert or
hills, and about 6 miles per day in forest or jungle.
EXPERIENCE POINT AWARDS
Traveling on horseback, one can cover about 36 miles Experience Points (Xp) are usually given at the end
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per day on the road, 24 in clear grassland, 12 in desert of a night’s gaming session. If a session is only part of a
or hills, or 9 in forest or jungle. multi-part adventure, the Gm may wish to assign Xp at
Traveling by river on a riverboat, assuming the river some later period; likewise a Gm may wish to give out
is navigable, about 24 miles a day can be covered down- experience points at some appropriate moment during
stream, or 18 miles per day upstream. an adventure.
Traveling in open sea assuming calm weather allows Experience points are awarded for two significant
one to cover 48 miles, assuming average (favorable) causes: defeating opponents and obtaining treasure.
winds. This is reduced to 36 miles with unfavorable Opponents are considered to have been defeated if
winds, and no movement if there is no wind. they are killed, if they flee due to morale or other causes
(note that additional Xp are not granted in this case if
Wilderness Orientation the same opponents are subsequently encountered in
the same game session), or if they surrender in battle.
In the dense jungles, wild mountains or featureless It is also possible a Gm may wish to award experience
deserts, it is easy to get lost. Whenever a group of char- for creatures who are “defeated” in other ways: if they
acters enter wilderness terrain and travel through it for are circumvented, tricked, made harmless, or won over.
over an hour, a Dc 10 WIS check (modified by hunting The amount of Xp granted for each opponent defeated
or tracking bonuses) is required to retain a sense of di- is based on the number of hit dice or levels an opponent
rection and location. A new check of the same sort must had.
be made every 1d6 days of wilderness travel. If the Gm Creatures or opponents with special supernatural
feels that a given terrain is particularly dense, treacher- abilities (immunities, spell-like powers, supernatural poi-
ous or difficult, the Dc for avoiding getting lost can be son, death touch, spell-casting, regeneration, etc) count
elevated to Dc15. as being one Hit Die higher (for Xp purposes) for each
Characters with astronomy can likewise do a Dc10 special ability they have.
int check (modified by astronomy) to obtain a sense of Player characters also gain experience points for any
direction, but this requires observing the clear night sky treasures obtained: These treasures can be literal coins,
for at least 10 minutes. However, this will not necessarily or objects of value. They must, however, be obtained
help them figure out the best route to get to where they during the course of an adventure; from defeating mon-
are going, only a sense of where they are in proportion sters, war loot from defeated opponents, or as a reward
to their destination. for completing quests. Money given as profits from
business or work, or money granted from properties,
Wilderness Survival or from other means of “civilized business” never grant
experience points. The experience points granted by trea-
Characters who wish to find sufficient food to survive
sure are equal to 1Xp per each Rupya (gp) of value. Xp
in the wilderness must make a WIS check, modified by
from objects (gems, jewels, looted trade goods, weapons,
any skills in tracking, hunting, or fishing (if they have
magical items, etc) is ONLY granted if the players sell
access to a body of water). The Dc for this is general-
the objects and obtain monetary value for them. If they
ly 10 in most types of terrain, except in desert or high
keep them or give them away, these do not count toward
mountains, where the Dc is 15. Each success means that
the Xp total (though the Gm may wish in certain circum-
the Pc obtained enough sustenance to enable one person
stances to award Xp based on the value of an object that
to survive for 1d6 days.
is given as a gift if the gifting is a significant gesture; for
If characters go without food for 24 hours they must
example, an important gift to at temple, restoring a lost
make a saving throw modified by their constitution
jewel to a princess, or giving away valuable goods to an
to avoid losing one point of constitution temporarily;
impoverished village as charity).
each 24 hour period thereafter requires a similar saving
Participating in a battle during war may also grant
throw; once the character is able to eat again he will re-
experience points aside from the basic value of specific
cover all lost constitution points after one day.
opponents defeated. A battle could grant between 100-
If a character does not have access to water for 24
1000Xp to each player character who participated.
hours, he must make a saving throw each day thereafter,
Finally, a Gm may choose to grant Xp for any reason
modified by his constitution bonus; failure results in the
he wishes; some Gms grant Xp for exceptional role-play-
loss of one-third of their normal constitution score. If a
ing, for example, or for meeting specific campaign goals.
character is able to drink again, they recover all lost con-
stitution points after one day.
66
GAME MASTER PROCEDURES
67
When Xp are being assigned, the Gm should total the
value of Xp gained in that session, and divide this total COMBAT
by the number of player characters participating. This is
the Xp given to each player’s character.
If a party also included Npcs, the hirelings followers
Timing
or retainers of a Pc should gain Xp equal to a single Time in combat is measured in “rounds.” One round
lasts 6 seconds of approximate time.
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68
rules). A Thugee additionally can make a backstab at- concentration to maintain, a character maintaining con-
tack against any opponent who has not yet acted in the centration can walk up to his regular movement of 30 ft
first round of combat. but cannot take any other action.
Change weapons: A character may put away a weapon
Initiative in his hand and draw a new weapon; he may also move
69
character’s presence) can “set their spear”; they gain a
free attack against the charging character that is resolved
Firing into Melee
before the character rolls his charge attack. If they hit, A character who fires at an opponent currently en-
they do double damage to the charging character. gaged in melee combat must take a −4 penalty to his
attack roll. If he fails to do so, then any shot missed by
Defensive combat less than a margin of 4 will hit the person his opponent
was in melee with. If there was more than one character
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Any character can choose to enter a partial or total in melee with his intended target, roll randomly to deter-
defensive posture in their initiative turn. A character mine who suffers the hit. This penalty does not apply if
who enters into a partial defensive posture suffers a −4 his intended target is of Large size and all of the target’s
penalty to their attack rolls but gains +2 ac until their melee opponents are medium size or less.
next initiative turn. Characters who enter into a partial
defensive posture can still move up to 30 feet.
A character who enters into a totally defensive pos-
Mounted Combat
ture gains a +4 bonus to their ac, but can take no other Characters who are on horseback, on a chariot, or on
action; they cannot attack, use magic, or do anything an elephant with a howdah platform gain a +1 bonus to
else, except move 5 feet. hit opponents on foot in melee combat. They gain a +1
bonus to their ac against any attacks from opponents on
Missile Weapon Ranges foot. This bonus to ac also applies to the mounts.
Only war horses and war elephants can effectively
Any attack with a ranged weapon firing at a range be- be used to fight in combat. Any other types of these an-
tween its listed short range and listed medium range suf- imals will make a morale check every round that there
fers a −2 penalty. If the attack is against a target that is is combat, and if they fail will run off out of control of
at a distance between the weapon’s listed medium range their rider (requiring a Dc 15 riding check to avoid be-
and listed long range, the attack suffers a −4 penalty. ing thrown in the first round, and a second Dc 15 riding
To fire off a ranged attack, a Pc must be at least 5 feet check in the next round to regain control, and subjecting
away from his target, and cannot have any aggressive op- a Pc to the standard “free attack” from any opponent in
ponent in melee with him.
Multiple Shots
Characters armed with a bow, the noblest of
weapons in Kshatriya culture, may choose to make
two shots per attack rather than just one. If they do
so, they suffer a −5 penalty to hit with both shots.
Note that high level characters with multiple attacks
can take two shots for each attack they have. Charac-
ters who take multiple shots cannot move or take any
other action.
Characters who are throwing knives as ranged
attacks can throw two knives per attack without
any penalty to their attack roll; but only if they are
throwing them both at the same opponent; if they
throw them at two different opponents they suffer a
−5 penalty to their second throw. Likewise, charac-
ters throwing darts can throw up to three darts per
attack without penalty, but only if they are throwing
them at the same opponent; if not, they suffer a −5
penalty to each throw that is not to the same target
as their first throw of the round.
Aimed Shot
Characters armed with a ranged weapon can
choose to forgo their attack that turn and instead
spend the round aiming their weapon. They can take
no other action and cannot move while aiming. On
their next round they fire all their ranged attacks with
a +4 bonus to hit (this is still affected by penalties
from range or multiple attacks).
70
melee combat with them). War Horses or War elephants Protective Cover
only check morale in the usual circumstances listed in
the rules on Morale, and will not throw their riders but Characters who are partially covered behind a solid
only lose control and try to flee if they fail the check; re- object, like a wall, gain a +2 bonus to their ac.
quiring a Dc 15 riding check to avoid this.
Morale Failure and Fleeing
71
opponent. A character who is already in a grapple may Every character has a saving throw value (determined by
attempt, on a subsequent round, to make another grap- class and improving with level); said value represents the
pling maneuver to attempt to break free of the grapple, number that must be rolled equal to or higher than on
to strike at his opponent in the grapple, or to attempt a d20 in order to successfully “save” against the danger.
to pin his opponent (note that it does not matter if a Sample dangers that can be resolved by a saving throw
character was the victim or the instigator of the original include damage from sudden traps, poisons, trying to re-
ARROWS OF INDRA
grappling maneuver). A success at attempting to break duce damage from a fall, various forms of magic, magic
free releases the grapple status; a successful strike ma- items, special attacks from monsters, and attacks that
neuver deals unarmed damage, while a successful pin cause area damage (these are usually saved against to
means that the opponent becomes unable to move or reduce the damage taken by half, though in some cases a
take any action for however long the attacker chooses to saving throw might remove all damage taken).
dedicate his action each round to holding the pin.
Tripping: A successful “tripping” maneuver causes Healing and Recovery
the target to fall to the floor, up to five feet away in the
direction desired by the attacker (this maneuver can also Characters can recover lost hit points through magic
theoretically be used to trip someone off a ledge or into or special powers; otherwise they can recover lost hit
a pit, etc.). Getting up from a prone position on the floor points naturally through healing herbs or ointments,
takes a full round. through medical care, or rest.
Disarming: A character can attempt to use a wrestling A character who rests for a full night will recover
maneuver to disarm an opponent; if the defender of the his Level + Con modifier (minimum: 1 Hp). A character
maneuver has a weapon in their hand and the attacker resting for a full day can heal the same amount. Anyone
does not, the defender gets a free attack against his as- drinking a dose of herbal healing tea before resting will
sailant before the maneuver is executed. If the maneuver recover an extra amount equal to 1+ Con modifier (mini-
is successfully executed, the attacker has knocked his op- mum 1Hp) with a night of rest. Anyone under the care of
ponent’s weapon out of his hand, the weapon falling to someone with the apothecary/doctor skill will heal twice
the ground up to five feet away in the direction chosen their regular Hp for a night or day of rest if the doctor
by the attacker; if the maneuver succeeds by a margin makes a Dc15 skill check to treat them that day.
of 5 or more, and the attacker was unarmed, he may Anyone who took damage of any kind during a battle
choose instead to wield the weapon he disarmed from can apply a healing unguent; this will remove any risk
his opponent. Picking up an object from the floor takes a of infection from the wound, and will heal 1d3 points
full round. of damage after the character rests for at least an hour.
Healing ointments can be used a maximum of once per
DAMAGE AND DYING day per character.
72
Likewise, if a Gm wishes for a particularly gritty game, at which point they will have to make a saving throw
he could rule a base 2% chance of potential infection versus poison or die. A character will begin to feel un-
(again, modified by the Con modifier) for any character well in half that duration, and may try to take an anti-
who took injury from a cutting weapon in a battle. A Gm toxin or use magic to mitigate the saving throw.
who does not wish to have disease act as such a common A typical injected poison is “Assassin’s Lotus”, fa-
73
Gazetteer of the
Lands of Bharata
CULTURAL BACKGROUND: honor of the Avatara, the divine human born once every
age to protect humanity.
T
ARROWS OF INDRA
he “Bharata Kingdoms” is the term for all The Bharata Kingdoms are typically monarchies with
the civilized human lands that are found in considerable disparities in wealth and comfort of living
the area south of the Himayant mountains; among the different classes; in any city one can find
there are several kingdoms in this region but extreme poverty and extreme opulence. These social
they all share a relatively common culture, structures are enforced by the concept of Caste, the so-
distinct from barbarian tribes (and possibly, from other cial class every civilized human being is born into. Caste
far-off civilizations found across the seas or on the oth- is seen as a product of one’s karma, or actions in a past
er side of the Himayant or Kailas mountains, like the life; thus it is extremely difficult (though not impossible)
“Golden Lands”). The Bharata Kingdoms share a similar for a person to be elevated to a higher caste in their life
language, history, religion and traditions, though there time; it is also possible (but requires extreme violations
are considerable variations in regions and even from one of taboos) for a person to be demoted to a lower caste
neighboring kingdom to another. In particular, the hu- within their own lifetime; but the vast majority of hu-
mans of the central kingdoms will sometimes look down mans in the Bharata Kingdoms are born into a caste and
upon those of the western “Bahlika Kingdoms” as being die in the same caste.
not quite in keeping with Bharata culture (even though The rulers of most Kingdoms are of the Kshatriya or
technically they are probably the ones who follow the Brahmin caste, and rule in concord with the priesthood,
earlier traditions of the first civilizations of the regions). which are all by obligation members of the Brahmin
The Bharata lands consist mainly of fertile river val- caste. The King (“Raja”) and royal family have absolute
leys between the major rivers of the region, with rich authority but are bound by tradition, religious dictates,
farmland; the kingdoms stretch north to the hill-lands and ancient laws (particularly the ancient legal code, the
that border the Himayant mountains, and south to the Laws of Manu). Smaller kingdoms are governed directly
dryer plains; the climate is temperate to subtropical in by the monarch with the help of a public bureaucracy;
the area between the Vindhya and Himayant moun- larger kingdoms will often be divided into regions gov-
tains, and subtropical to tropical in the lands south of erned by regional administrators (“Rajpals”). Very large
the Vindhya mountains bordering the massive Dandaka kingdoms or empires will sometimes consist of several
Jungle, with weather nearer the mountain ranges being vassal states which have their own kings or princes.
generally colder and drier. There are three main sea- Within each caste there are several families or Clans.
sons in the Bharata Kingdoms, each lasting about four The clan is an incredibly important element of the social
months: The “Dry Season”, where there is very little structure; one’s Clan typically determines the family pro-
rainfall and climate gets progressively hotter (weddings fession, and acts as a support network for its members
often take place at the start of the dry season); the “Wet throughout a kingdom and even in foreign kingdoms
Season” (sometimes also called the monsoon season) where the clan is also found. In a city, the local Clan
where the temperature is extremely warm and humidity elder or elders will have a large clan house where family
soars with near-daily rainfall, the rivers flood and crops business is managed and where traveling members of a
are planted in the enriched soil; and the “Cool Season”, clan can find accommodations and assistance. Thus an
when rainfall begins to abate, temperatures drop, and individual can travel from one land to another and can
the crops are harvested. Temperatures range from as low (indeed, by social custom ought to) present himself to
as 10ºC in the coldest period of the “Cool Season” to the local clan heads or elders, and be likely to receive
as high as 50ºC in the hottest part of the “Wet Season”. hospitality and aid. Clans also act as enforcers of proper
The end of the Dry Season is celebrated with the festival social rules; the clan elders are in charge of determining
of Gurus, when the people honor their spiritual teachers important choices for their members, such as approving
with celebrations and gifts. The end of the Wet Season is marriage agreements, regulating internal disputes or ar-
marked by Dipavali, the Festival of Light, where people guments with other clans, making certain that its mem-
light lamps and fires in the night, and exchange gifts and bers maintain good relations with the law and fealty to
sweets, to honor the goddess of prosperity, Lakshmi. The the King, and that social taboos are not violated. They
end of the “Cool Season” is marked by Holi, the Festival have such social power that a clan can even sell one of
of Colors; where people light bonfires and throw colored its members into slavery for non-payment of debts. Being
powders and perfumes at each other, and social norms expelled from one’s clan is an extremely serious problem
are loosened; it is a festival in celebration of Brahma (in for any Bharata human, as that person no longer has
the Vaishnavite religious lands) and Shiva (in the Shaivi- a vital support network in which to operate in society.
te religious lands), marking the triumph of those deities Sometimes, a clan may also choose to adopt someone, by
against Asura demons; and more generally a festival in marriage or declaration, into the family.
76
Growing up in the Bharata can, to make up for high infant mortality rates. It is of
particular importance in most Bharata lands that fami-
77
ver Age, and much less than in the Golden Age, though decisions by a process of voting. The Bahlika Kingdoms
their presence can still be very much felt, and where hu- are at present vassal to the Madra Kingdom and its king
man laws and rulers are not as ideal as they once were. Shalya, but they are granted extreme autonomy in the
It falls upon great heroes, from high-born noble war- running of their own affairs.
rior-kings to wise gurus and great devotees, as well as Madra Kingdom: This kingdom shares a common cul-
more lowly adventurers, to protect civilization, do great tural ancestry with the Bahlika Kingdom, but is slightly
ARROWS OF INDRA
deeds, and defeat Unholy forces. more advanced. It is situated to the north of the Bahlika
It is considered virtuous in this age for men to seek to lands, further up the “seven rivers” and close to the Hi-
do great deeds; to practice great religious devotion, to mayant mountains. Their land is a cold and hilly land,
demonstrate great bravery, skill in battle, to be passion- with a much less hospitable climate than the eastern
ate and competitive, but also to show great generosity, lands; its people thus tend to wear more clothing. The
be charitable, protect the weak, and make due sacrifice people of Madra are mainly herders rather than farmers.
to the gods. The people of Bharata will generally admire They do not use Elephants (except for those that may be
and encourage adventurers of all kind, as long as they especially bought from other lands for use by the high-
live up to those virtues. est ranking nobles), but use both horses and camels for
transport. Its capital city is Sakala, and they have a king
BHARATA KINGDOMS named Shalya, who is known as a formidable but rough
warrior and archer.
Like the Bahlika Kingdom, the people of the Madra
The Western Lands Kingdom follow very different customs from the king-
Bahlika Kingdom: The Bahlika Kingdom is found in doms of the east, leading the inhabitants of the latter to
the area of the seven rivers (the rivers that flow into the think of them as almost barbaric or degenerate. People
Sindhu river), and its lands are found on both the east and of all castes in this kingdom are allowed to eat beef, a
western side of the Sindhu river, a combination of the river meat that in the other kingdoms is restricted only to the
valleys and the hills that border the “Vanga Parvat” range Brahmin caste (and even then only for certain religious
of the Himayant mountains. The Bahlika, Madra and Gan- festivals). They likewise are known to drink alcohol in
dara Kingdoms are all closely connected by culture and his- great quantities, and the drinking of alcohol is not con-
tory, and are a peoples with traditions that separate them sidered to be a disreputable practice the way it is in the
from the kingdoms to the east; to the extent that all three eastern lands.
are referred to often as the “Bahlika people.” The Madra people also have unusual marriage
These kingdoms are somewhat more primitive than customs: They sell their daughters, demanding that a
their eastern neighbors, they have less cities, and these potential groom pay a bride-price for the privilege of
cities are less impressive; they are rougher and somewhat marriage; this price can vary from a few hundred to
more barbaric. many thousands of Rupya depending on the wealth and
The people of Bahlika Kingdom do not follow Holy social status of the family in question, and the beauty of
traditions, and are generally less religious than their the bride. Women of Madra are known throughout the
neighbors to the east. They cook with garlic, a food that Bharata lands for their exceptional beauty, and many
is considered unclean to the peoples to the east. They nobles from other lands are quite willing to submit to
also have far less restrictions in relationships than their this custom to obtain a Madran bride.
neighbors; women from Bahlika tend to be thought Like in the Bahlika lands, there is much less concern in
by people of other lands of as being of “loose morals.” the Madra Kingdom about sexual activity outside of mar-
Inheritance in Bahlika is along matrilineal lines; a man riage; and another custom that is considered very shock-
will inherit the wealth of his mother, not his father. The ing to people from the eastern lands is that in these lands
Bahlikas engage in this practice because they feel that certain herbs are commonly used by women, both unmar-
you can always be sure of who someone’s mother is, ried and wed, to induce abortion of unwanted children.
but not who someone’s father is. Among the Bahlikas, Sakala, the capital of Madra Kingdom, is not a par-
plural marriage is common, much like it is in the eastern ticularly beautiful city but is well known for its mighty
kingdoms; however, unlike the eastern kingdoms it is walls and excellent fortifications.
not only men who may have many wives, but powerful To the north of the Madra Kingdom, in the Himayant
women may also take more than one husband! mountains, there is a powerful Naga Kingdom, governed
Traders deeply value two exceptional products from from the Naga city of Anantanaga. It is said that buried
the Bahlika Kingdom: Their saffron and their horses. below this unbelievably ancient city are all the treasures
Bahlika horses are considered to be exceptionally strong that the god Shiva once possessed when he was incar-
and fast. nate in the world, treasures he abandoned on his path
The Bahlika “Kingdom” is not strictly speaking a to becoming the greatest of the Siddhis. These fearsome
kingdom, it is in fact a republic; the various chiefs of the monsters guard this treasure jealously beneath their city.
Bahlika lands meet together at a kind of council meeting Likewise, there is a kingdom of fearsome Pishacha de-
that they call a “Loya Jirga”, where they settle collective mons in the mountains north of Madra.
78
Gandara Kingdom: The third of the Bahlika lands, the Island Republic of Dwaraka: The city state of Dwara-
Gandara Kingdom is situated even further to the west, ka is located on the volcanic island of the same name,
right on the western ridge of the Himayant mountains. just off the coast of the Anarta peninsula. This city state
It is an exceedingly cold, rough and forbidding land. is located very far from the rest of the lands of Bhara-
Gandara is so distant from the rest of Bharata both ta, and its powerful rulers lay claim to all the lands of
geographically and culturally that although they speak that swampy peninsula from their island fortress. The
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Prakrit they do so with a thickly-accented dialect that city of Dwaraka is situated at the base of the island’s
can at times be very difficult for foreigners to under- mountain, which is called Govardhana and is worshiped
stand. It is not clear if there is any relation between the by the island’s inhabitants as a god. Once a year the
inhuman Gandharvas, and the people of the Gandara people of Dwaraka hold a great festival in honor of the
Kingdom; the Gandarans sometimes like to claim that mountain-god, during which time the whole side of the
they are the distant descendants of marriages between mountain is decked in lamp-lights hanging from poles,
Gandharvas and humans, but most other humans doubt and rich jeweled ornament-offerings are placed along the
this claim and see it as pretentiousness. mountainside; there are also great shows of dancing and
Its capital is the city of Purushapura, which is a very sacred music, and the poor are given rich gifts as char-
ancient city located in a valley in the mountains. Its ity. This festival is also the occasion of a grand market,
neighbor, the old capital of Pushkalavati, is considered where goods of all kinds are brought from the lands of
to be the oldest city in all of Jagat (or at least the oldest Bharata and from distant barbarian kingdoms across the
in all of the Bharata lands), having been inhabited for at seas, and many treasures are bought and sold.
least thirty thousand years, probably much longer than Dwaraka is governed as a republic, its various nobles
that. It is situated in a valley neighboring Purushapura, meeting in council to decide all matters by voting. Unlike
at a higher elevation. The city of Pushkalavati is con- any of the other lands of Bharata, the people of Dwaraka
sidered to be a sacred place, as it is built at the furthest are a sea-going people, and they have great boats capable
habitable source of the Sindhu river, and features many of following the coastlines or traveling along the major riv-
temples (particularly to the older gods like Indra, Surya ers. They engage in trade and exploration of all the coastal
(here called Savitur) and Chandra) with architectural lands including the coasts far to the south of the civilized
styles that look unusual in comparison to temples fur- kingdoms, and even to distant barbarian kingdoms.
ther east. Unlike the eastern kingdoms, where crema-
tion is the standard means of disposing of the dead, in The Central Lands
Gandara the dead are buried in the necropolis of Prang,
across the river from Pushkalavati. Western and Eastern Kuru Kingdoms: The Kuru
Also within the boundaries of this kingdom is the city Kingdom is one of the mightiest kingdoms in the cen-
of Takshasila which is ruled over by fierce Nagas. tral region of Bharata, the civilized human lands. It was
The ruler of Gandara Kingdom is Shakuni, a now ag- founded by the Kuru people, the descendants in ancient
ing monarch who was, as a child, a prisoner of the blind times of the union between the Bharata tribes (from
king of (eastern) Kuru, Dhirtarashtra. Shakuni’s sister which the very word meaning “civilized kingdoms”
was married to Dhirtarashtra after that king threatened comes from) and the Puru tribe. Their descendants not
to invade and conquer Gandara, but because Dhir- only formed the Kingdom of Kuru, but some also mixed
tarashtra had felt insulted by the Gandaran royal family with the Panchal tribes, bringing them civilization as
he imprisoned his new wife’s father and brothers, and well and leading to the founding of the Kingdom of Pan-
all of them starved to death during this imprisonment chala, as well as the city-state of Mathura; and accord-
except Shakuni. During this period of imprisonment he ing to Kuru chroniclers was said to have also founded
was also tortured and left permanently lame in one leg. the Kosalan city of Kausambi. According to ancient
He was eventually released but from that day forth has chronicles, while there were cities and cultures older
sworn that he would one day take revenge, and would than the Kurus, it was the Kurus who learned the secrets
not rest until the entire Kuru Kingdom was destroyed. of working iron, and this is what led to the growth of
Since he lacks the military power to do this by force, his modern civilization.
plan has generally involved sowing ongoing discontent Recently, however, the Kuru Kingdom has been faced
between the rulers of eastern Kuru (Dhirtarashtra and with considerable dynastic strife that has split this
his sons) and the line of the Kuru monarchy who are land into two. The conflict began decades ago when
now rulers of western Kuru (Yudishthira and his broth- the previous king of Kuru, Vichitravirya, had two sons
ers) in the hopes that the lands of Kuru will be plunged and potential heirs. His oldest son by his first wife was
into a devastating civil war. named Dhirtarashtra, and was born blind. His second
In the mountains to the north of Gandara live a fierce son by his second wife was named Pandu and was born
tribe of nomadic horsemen known as the Kamboja. They with extremely pale skin but otherwise healthy. Thus, on
are barbarians, but have some level of culture. The Kam- his deathbed Vichitravirya gave the kingdom to Pandu.
boja warriors are frequently employed by the Gandarans Dhirtarashtra proved to be a competent governor and
as mercenaries. politician, perhaps a better ruler than his brother the
king, in spite of his blindness. Both men had sons: Dhir-
80
tarashtra had 100 sons by his many wives; the eldest of tively and constantly scheming up plans to try to destabi-
his sons was Prince Duryodhana, who was healthy and lize Eastern Kuru and its Pandava rulers, and looking for
strong but of a wicked and Unholy disposition. As the ways to steal the kingdom from them by trickery.
81
The Northern Panchala Kingdom extends from the Hi- known to almost anyone is that Kansa was not in fact
mayant Mountains in the north, to the river Ganga in the the previous king’s son; but rather the offspring of the
west and south, and the Sarayu river in the east. Its capital previous queen in her congress with an Asura Demon
is Ahichatra, which was built over the ruins of an ancient named Kalanemi. Thus Kansa is a profoundly powerful
Naga city (“Ahichatra” means “city of the serpents”). but also Unholy king.
Matsya Kingdom: Matsya means “fish” and this king- It was prophesied to Kansa that the god Vishnu
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dom’s name can be interpreted as “the Fisherman King- would bring forth a Chosen One into the world, an
dom”; according to legend it was founded by low-caste “Avatara”, who would kill him, and that this Avatara
fishermen who later became mighty kings. It is known would be born from Kansa’s sister (or rather, half-sister)
that in the ancient past, tens of thousands of years ago, Devaki. To avoid this fate, Kansa slew the first six of
it was part of the Ceda Empire. It is located south of the Devaki’s children, her seventh appeared to have miscar-
kingdoms of Kuru and Panchala, south of the Yamuna ried (though in fact she had secretly arranged to have
river, and north of the desert of Thar. Today it is a small it look that way and the son, Balarama, was spirited
but very prosperous kingdom. Its ruler is the Holy king away so that he might survive). At this point, Kansa had
Virata, who rules it from the capital of Viratapuri. The Devaki imprisoned, but she became pregnant again by
only other important city in the kingdom is Upaplavya. Miraculous Conception, and after this divine birth she
The people of this kingdom are simple and pious, and managed to smuggle the child away from her prison to
are particularly devoted to the god Brahma; his yearly be raised by cowherds in the forest village of Vrindaban.
festival being their most important celebration. This child was named Krishna, and he is the Avatara
City-state of Mathura: This small kingdom was found- who is destined to slay Kansa, and to go on to become
ed by ancient ancestors of the Kurus. It is a small but pros- the greatest hero and spiritual teacher of this age. Even
perous state surrounded by forests and a few villages, and as a child living as a cowherd, he already showed great
its population work primarily in agriculture and herding. and miraculous feats of skill and enlightenment power,
The current ruler of Mathura is king Kansa, who and slew various demons sent by Kansa to destroy him.
on the advice and with the support of the Magadhan As a young man he has gone off to become a great hero
emperor overthrew his own father to take the Mathu- earning himself great fame and fortune. Kansa has in
ran throne. Thus Mathura is currently a firm ally of the turn become more and more paranoid, and has ruled
ambitious Magadhan Emperor, Jarasandha. What is not with ever-greater oppression, terrified that soon Krishna
82
will come back to Mathura to destroy him. vicious war with the Empire of Magadha, victims of the
Kunti Kingdom: The Kingdom of Kunti is somewhat expansionist ambitions of its ruthless emperor.
to the south of the central region of the Bharata lands; The northern principality is based around the city of
83
the Karusas is Vaka, a powerful Siddhi. Jarasandha also dhana, as he hoped to use Karna as a weapon against
counts as an ally and vassal state the eastern kingdom of his enemies, while the Anga Kingdom itself was a small
Anga, ruled over by the hero Karna, possibly the great- land very far from the great Kuru Kingdom Duryodhana
est living warrior and said to be the son of the Sun-god that hoped to inherit. Later, after establishing himself
Surya. In exchange for his alliance, Jarasandha has given as king of Anga, Karna was made a similar offer by the
the rich city of Champapuri over to the Anga Kingdom. mighty Emperor Jarasandha, who granted him the city
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In the wild hills of the central Magadha Empire there are of Champapuri in exchange for his vassalage. Karna
many tribes of mighty Naga warriors; they too are allies has proven himself extremely loyal to both men (and
of Jarasandha, knowing him to be a favorite of their pa- thus, inadvertently, an enemy of his own half-brothers,
tron god Shiva. the Pandava rulers of Western Kuru). In addition to his
His ambitions show no sign of slowing, either. He is astounding personal might as a warrior, Karna is blessed
currently at war with the Kosalan principality of Kusa, with a golden breastplate given to him by Surya himself;
and has also made an alliance with Kansa, the Unholy the breastplate is fused to his body, and as long as he has
ruler of the of the city-state of Mathura. When Kansa it, he is completely immune to all blows.
was still only the son of the old king of Mathura, Ja- The Anga Kingdom is situated on the eastern edge of
rasandha married two of his daughters to Kansa, and Jagat, along the Ganga river. The worship of both the
then advised Kansa to take the throne of Mathura by mother river Ganga and of course Surya is very preva-
force in a revolt against his own father, which he did. lent here. There are only two notable cities in the king-
Unbeknownst to all but a very few, the reason why Ja- dom: Malini, the small city that was the original capital,
rasandha takes the Kings and chiefs of the lands he con- and the much larger city of Champapuri, given to the
quers as prisoners is that he is aware of a secret ritual Anga Kingdom by the Emperor Jarasandha of Magadha.
sacrifice to Shiva: if he sacrifices 100 rulers to Shiva, he Champapuri is a prosperous if peripheral city of frontier
will become the invincible ruler of all the world. At pres- trade with the barbarian lands to the east, particularly
ent, the number of his regal hostages is approaching 90 famous for its incenses and perfumes. Merchants also
out of the 100 needed to accomplish this. travel to and from the “golden lands”, the exotic king-
The capital of the Empire, Girivraja, is built on the doms of the east, from Champapuri.
side of a series of five hills; it features two rings of mas- Ceda Kingdom: Ceda was said to have been a power-
sive city walls, the first around the outermost part of ful empire long before Rama’s birth, thus tens of thou-
the city found in the valley below the hills, the second sands of years in the past. However, nothing really re-
around the core of the city at the base of the hills. It is mains of that empire today. It is instead a relatively small
thus one of the most fortified of cities, and its walls are kingdom, south of the Yamuna river, between two of the
so enormous as to be a wonder of the world. It features Yamuna’s tributaries. Its capital is the city of Suktivaki.
spectacular parks and the greatest temples to Shiva in all The Ceda Kingdom has become a willing vassal state
the civilized world. and thus the western border of the Empire of Magad-
In the hill countries in the south of Magadha is a ha. The current king of Ceda, an Unholy ruler named
kingdom of Asuras, who rule from a city called Asura. Sisupala, is the general of the Magadhan armies. He is
They are governed by an Unholy Asura-king known as the cousin of both the current king of Mathura, Kansa
Danda, who has also made himself a vassal of Jarasand- (who is his ally) and the warrior-hero Krishna (whom
ha to avoid destruction. he hates). Few know this fact, but it was prophesied that
Anga Kingdom: This small kingdom, an eastern vas- Sisupala (like Kansa) would be slain by Krishna.
sal-state of the Magadhan Empire, is most notable for Videha Republic: The Videha republic, near the Hi-
its current ruler, Karna. He is the greatest warrior in the mayant mountains north of the Magadha Empire, is a
world, and said to be the son of Surya (the Sun-god). land of sages. It is ancient, having been founded before
For many years nothing was known of the true history the time of Rama; according to legend by a tribe of people
of Karna except that he was a great warrior, wandering who originally lived near the Saraswati river, but migrated
all across Jagat committing incredible feats. In time, the to their new mountainous abode during a drought. The
rumors spread that his father was Surya and his mother kingdom is said to have been named after the king of the
an unidentified Queen (in fact, Karna does not know it, tribe, who died childless during this exodus but through
but his mother is Queen Kunti, the mother of the Pan- strange rites performed on his corpse managed to im-
dava rulers of Western Kuru); he was the product of a pregnate his wives after his own death and produce the
virgin birth, and to spare herself the risk of shame or original Videha kings. The wife of Rama was said to have
infamy, his mother put him in a basket as a baby and been a princess of Videha Kingdom. Over time, however,
sent him floating down the Holy Ganga river, in the the Videhans abandoned monarchy and instead instituted
hopes that he would be raised by a good family (in fact a republic, a democracy where representatives are chosen
he was raised by a poor chariot-builder). After he rose from 8 different regions within the nation to govern over
to fame for his incredible feats of heroism, Karna was their affairs, advised by a spiritual council of Brahmin
made King of Anga by the Unholy Prince Duryodhana Priests known as Acharyas (“saintly ones”). Mithila, the
(who was king of Anga by inheritance), in exchange for capital of Videha is small but full of spiritual learning and
nothing but his loyalty. This was of great use to Duryo- religious devotion.
88
GAZETTEER OF THE LANDS OF GHARATA
In recent years, Videha was invaded by the Magadha of Vidarbha, Kundinapuri, is the terminus of the one
Empire; unable to resist the power of the Magadhans, major highway that connects north and south, the high-
they agreed to become a province of that rising power. In way travels from Ujjayani in the Avanti Kingdom to this
exchange, they have been allowed to continue with their city. Kundinapuri is thus a great frontier market town,
internal governance. receiving trade from the north (as well as from southern
The region of the Himayant mountains to the north Kosala), and bringing in all forms of strange goods from
of Videha are known as the “mountains of Indra”, and expeditions to the south.
they are full of barbarian human tribes that tend to be The current king of Vidarbha is Rukmi, a young
extremely hostile to civilized people. brash ruler who inherited his kingdom only recently. He
has undertaken the construction of a new capital, Bho-
The Southern Lands jakata, which he hopes to make his own and to rival his
forefather’s city in every way.
Southern Kosala Kingdom: This kingdom, south of
the Riksha and Vindya mountains, was founded by set-
tlers from the northern Kosala Kingdom. Specifically,
Major Geographical Regions
by one of the sons of Rama, who founded its capital Dandaka jungle: This massive jungle covers all of the
Sripura. Its present ruler is King Shrutayu, a descendant lands south of the Vindya mountains. It is populated by
of Rama over 36 generations. Being separated from the Bhil tribesmen and kingdoms of Unholy Rakshasas; it is
bulk of Jagat’s human civilizations, it is somewhat of a filled with abandoned cities, hermitages, and lost tem-
backward land, with older styles and traditions, and has ples. In the northern areas of Dandaka there once stood
relatively little contact with the lands in the north a mighty empire of Asura demons whose land was de-
Vidarbha Kingdom: The Vidarbha Kingdom is south stroyed by the hero-god Rama; the ruins of their capital,
of the Vindya mountains and west of (southern) Kosala Janasthana, are still found in the jungle, and still filled
Kingdom. It is, like southern Kosala, a rough and back- with both treasure and terror. The great Thugee temple
ward land, surrounded by the mountains to the north of Kali-ma, secret headquarters of that sect of assassins,
and the mighty Dandaka Jungle to the south, but its is found somewhere in the northern area of Dandaka
people are known to be shrewd traders with the north- as well. Further south, the Dandaka jungle is also the
erners who travel here to sell and buy goods. The capital homeland of the Vanara, the race of intelligent monkeys
89
who are the chosen people of the monkey-god Hanu- south. It is populated by a nation of hostile Nagas (ser-
man. They have their own kingdom in the jungle, called pent-men) ruled by a very powerful Naga king named
Kishkinda, where they live in cave-villages. The current Takshaka. The Nagas here have made a pact with the
monkey-king of the Vanaras is named Mainda, and these god Indra to avoid divine wrath, but they are generally
Vanaras are often mistrustful and even hostile to human hostile toward men, and interact with powerful Asura
visitors, but will be respectful of those who prove them- demons as well. Claimed as part of the territory of Kuru,
ARROWS OF INDRA
selves heroic or honorable. it is likely that the Western Kuru king Yudishthira would
Dwaita jungle: South of the Kamyaka jungle, along the grant fiefdoms in this territory to any brave enough to
Saraswati river, this forest is more isolated than Kamyaka, clear part of it of its dangers.
but otherwise similar. It is north of the desert of Thar. In Naimisha jungle: This jungle is found between the
the forest is found the Dwaita lake, a rich lake surround- kingdoms of Kosala and Southern Panchala Kingdom. It
ed by flowers. The jungle features abundant animal and is a relatively very safe jungle, blessed to Brahma and a
avian life, including large numbers of elephants. There are safe haven for Yogis and other renunciates.
also communities of Yakshas and Gandharvas, far from Madhu forest: This was once a dense, demon-infested
their usual mountain abodes, in the depths of this jungle; jungle, but in the time of Rama the Asura Kingdom that
the Gandharvas have a temple-city in the depths of the was found there was destroyed, and most of the forest
jungle, known as Gandharva Teertha, where they spend cleared; now it is only a small hunting forest around the
their days dancing and singing. city-state of Mathura.
Ganga river: The “Heart-river” of the central king- Riksha mountains: This eastern extension of the
doms, it is venerated by the inhabitants of its shores Vindya mountains separates the northern and southern
perhaps more than any other Holy river. “Holy Mother Kosala Kingdom. It is populated by the barbaric Bhil
Ganga” is a goddess that is said to purify you of all sins tribesmen, and a number of small kingdoms ruled by
if you perform the correct rites of ritual bathing. It is the Asura demons.
most important river of the Kuru, Panchala, Magadha Sarayu river: The central river of the Kosala Kingdom,
and Anga Kingdoms. it is considered to be a sacred river, and during the great
Himayant mountains: These massive peaks mark the festivals held every 12 years at Ayodhya, bathing in the
northern frontier of the lands of Jagat, and the northern river can allow one to wash away all sins and attain
border of both the Kuru and Panchala Kingdoms as Holy alignment.
well as others (Gandara Kingdoms, Madra, Kosala and Saraswati river: Marking the southern and eastern
Videha among others). There are several smaller ranges border of the Kuru Kingdoms, this river is surrounded
that form part of the Himayant mountains, such as the by the Kamyaka and Dwaita jungles. The region to the
mountains of Indra in the eastern end of the range, or south of the Saraswati river is the desert land of Thar.
the Kush mountains on the western edge. The Himayant Sindhu river: Along with the rivers that feed into it, this
mountains are filled with barbarian tribes of humans, marks the northern/western border of the Kuru lands. It
caves leading to the Patala Underworld, and monsters is a great and sacred mother river. The lands of Bahlika,
that emerge from the same. Madra, and Gandara are all bordered by this river, the
Kailas mountains: Known as the “white mountains”, Gandara lands the furthest north at the southern edge of
this range of mountains are north of the forbidding the Kush mountains. Because of the various rivers that
Himayant mountains. This mountain range is a land of feed into the Sindhu river, the lands of Bahlika and Madra
magic, home to kingdoms of the Gandharvas and the are known as the “Seven-River Kingdoms”.
Yakshas. The icy Lake Manasa is found here, around Thar desert: This region, south of the Saraswati riv-
which these kingdoms are located. The Gandharva King- er and the Kuru Kingdoms, was once a rich land with
dom is estimated to have a population of some eighty an inland sea; but it was utterly devastated in a battle
thousand, and the Yaksha Kingdom of some three-hun- between the god-hero Rama and an Asura king, when
dred and twenty thousand. The Yaksha King is named the former defeated the latter with a devastating divine
Kubera, and he is an immortal who appears to be made weapon, the agniyastra (“Fire Missile”). The water in
of pure gold. In Kubera’s kingdom are found massive the region was all evaporated, leaving only a salt lake at
gold mines that the Yakshas carefully guard. Here too the northern edge of the desert. Even now, thousands of
is found the legendary Holy Mountain, Mt. Kailash, years later, life is only beginning to return to this place.
earthly abode of the god Shiva (god of death, magic and Some barbaric human tribes live in the desert, managing
mystics). The areas around Mt. Kailash are full of hostile a meager subsistence.
Rakshasa tribes.Kamyaka jungle: A relatively peaceful Vindya mountains: This range of smaller mountains
jungle on the Saraswati river. It is home to many groups and tall forested hills forms a barrier between the civi-
of renunciates and Yogis, some hidden hermitages and lized lands in the north and the hot jungles of Dandaka
temples. Within the jungle is found the Kamyaka lake, a in the south.
particularly nice region abounding in deer and birds. Yamuna river: Considered the Ganga’s younger sister,
Khandava jungle: This large forest-jungle is found like the Sarayu it is a tributary to the Holy Mother. It is
along the Yamuna river, in the border between East- likewise Holy and along its banks are found the Western
ern Kuru to the north and the Matsya Kingdom in the Kuru, Matsya and Ceda Kingdoms, among others.
90
The Patala Underworld
T
he universe in which Jagat is found consists
of a number of planes. The infinite planes of
1st Underworld Realm: Atala
the Gods and the finite planes of the Devas The 1st (highest) realm of the Patala underworld is
(divine spirits, or demigods), collectively called Atala. The nearest part of this realm to the sur-
known as “Devaloka”, are sometimes reach- face is populated by a powerful Naga Kingdom ruled
able from the high places (particularly Holy mountains). over by a mighty Naga king named Kaliya, whose very
breath is poison. Further down are found many varieties
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94
2nd Underworld Realm: Vitala courtyards, plazas and even guest-houses for visitors
that meet with Maya’s approval. The whole of the realm
Vitala is the 2nd underworld realm. It is populated is covered in treasures, and full of glowing gems that
by hungry ghosts, and also by tribes of goblins, short illuminate the realm perfectly. Maya for his part will be
hideous fanged humanoids who have great tribes here, likely to use any visitors for his temporary amusement;
95
CAVERN GENERATION SYSTEM; Step 2: Cavern complex exits
and lighting conditions
PATALA UNDERWORLD Roll in each cave, to see if there is a tunnel exiting
The Gm is free to create whatever kind of cavern toward another cavern complex, aside from the entrance
complexes he wishes in the Patala underworld; but the by which the Pcs would arrive.
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Enormous central cave, 2d10 miles by 1d10 miles, Roll Light Source
96-00
with 1d100 small adjacent caves† 1-80 None
† Central caves of this side should check for the possibility 81-90 Phosphorescent fungus or mold
of magical lakes, underground forests, or underground
settlements. Glowing Patala Gems (1d4 per 100-foot incre-
91-00
ment along each wall)
Note: In the 7th Realm, all sizes for results from 56-95 will be ten
times the regular size, and any result of 96-00 will be 100 times
regular size. Patala Gems shine with an intense light that illumi-
nates everything within a 60-foot radius; they can be
covered but not turned off. These gems can be mined,
and if they are not shattered in the process will retain
their light. Intact Patala Gems have a base value of
5000gp each.
96
Step 3: Random Cave Contents
Table 8.3.1 Random Cave Contents (d100)
Roll Cave Contents
97
Giant Cave Details The width of a tunnel will vary every 500 feet:
This table should only be checked on for large Table 8.4.2 Random Tunnel Width (d100)
central caves. Roll Approximate Width
1-50 10 feet
Table 8.3.4 Giant Caves:
51-60 20 feet
Lakes, Forests, Settlements (d100)
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61-70 30 feet
Roll Feature
71-80 5 feet
1-50 None
5 feet
51-70 Underground lake: 50% chance of additional 81-90
Narrowing to only 2 feet at the halfway mark.
random monster encounter in this cave, possi-
bly an aquatic monstrosity or marine creature 5 feet
91-95
Shortening to only 2 feet high at the halfway mark.
71-74 Magic lake†
10 feet
75-85 Underground forest: 50% chance of additional 96-98
Flooded for (up to) 1d20×10 feet of its length.
random monster encounters in this cave
10 feet
85-95 Settlement‡ 99
Bisected by a 1d6×10 foot long magma flow.
96-00 Roll twice on this table, treating any further 10 feet
result of 95-00 as a settlement 00 Bisected by a 1d4×10 foot long chasm
† A magic lake will be of either Holy or Unholy alignment that falls 2d10×10 feet down
(50% chance of either), and anyone who fully submerges
into the lake will be transported to the Deva Realms of the Additionally, at every 500 foot increment there is a
water-god Varuna (if a Holy lake) or to the Hell realms of
the demon queen Danu (if an Unholy lake). There is a 90% chance of a hazard:
chance that a magic lake will be guarded by either a Wa-
ter Deva (if Holy) or an Asura Demon Prince (son of Danu)
Table 8.4.3 Tunnel Hazards
(if Unholy).
‡ A settlement will have a 50% chance of being in ruins. If
(check each 500 feet) (d100)
it is not in ruins, it should be occupied by a creature ap- Roll Hazard
propriate to the level of the Patala Underworld where it is
found. If it is in ruins, there’s a 50% chance it will contain 1-40 None
a random monster encounter, and if so there’s also a 50% 41-50 A single grotto 2d6×10 by 2d6×10
chance it will contain a treasure horde. Roll 1d100 to deter- (roll for random cave contents)
mine the settlement type: 1-50: village/city 51-75: temple
76-00: palace. 51-59 Splits into two possible tunnel paths
Note: In the 7th Realm, roll twice when using this table, treating any (roll again for new tunnel length and width)
result of 95-00 as a settlement with a surrounding forest/garden.
60-69 Toxic atmosphere
(roll on toxic atmosphere table, above)
Step 4: Tunnel Generation 70-79 Unstable tunnel*
A tunnel will link one cavern complex to the next, or 80-90 Random monster encounter
to a higher or lower level of the Patala Underworld. Roll (roll on appropriate encounter table)
to determine the approximate total length of the tunnel: 91-00 (up to) 1d6×10 feet of
collapsed tunnel blocking path
† An unstable tunnel will require a perception check
Table 8.4.1 Random Tunnel Length (d100)
(Thieves may add their bonuses to “finding traps”) to
Roll Length maneuver without causing a tunnel collapse. In the
event of a tunnel collapse all characters must make
1-10 2d12 × 10 feet
a saving throw modified by their Dexterity bonus to
11-25 1d100 × 10 feet avoid suffering 4d6 points of damage.
26-50 1d6 × 100 feet
51-70 1d100 × 100 feet
6th Realm Tunnels
71-80 1d20 × 1000 feet
In the 6th Realm, there are no cavern complexes, only
81-90 1d100 miles
tunnels. At the end of each tunnel length there is not a
91-00 2d10 × 10 miles cavern complex, but rather a small grotto measuring
1d6×10 by 1d6 × 10 feet, which will have 1d3 new tun-
nel exits. On the “Hazards” table, a “tunnel grotto” will
be 4d6×10 by 4d6×10.
98
THE PATALA UNDERWORLD
99
RANDOM MONSTER TABLES, Table 8.5.2 Vitala
(2nd realm of the Patala Underworld) (d100)
100
Table 8.5.3 Talatala Table 8.5.4 Mahatala
(4th Realm of the Patala Underworld) (d100) (5th Realm of the Patala Underworld) (d100)
Roll Monster Roll Monster
1-20 Asura demon, class A 1-6 Asura demon, class A
101
Table 8.5.6 Nagaloka
(7th Realm of the Patala Underworld) (d100)
Roll Monster
1-2 Asura demon, class A
3 Asura demon, class B
ARROWS OF INDRA
102
THE PATALA UNDERWORLD
103
Overland Travel
Random Encounters
ENCOUNTERS ALONG THE ROAD A caravanserai is technically an inn; but in fact most
O
caravanserais are fairly large complexes. They will have
n almost any road, there will be an en- surrounding farms, they will have considerable stabling
counter at least once a day; these encoun- facilities (since they can expect at any given time in the
ters may consist of nothing more than the dry seasons to have a number of merchant caravans
two groups passing each other; but it can staying there each night), a small market, a dining and
ARROWS OF INDRA
also lead to trade, exchange of informa- drinking hall, and shared and private quarters. In some
tion, offers of employment or aid, or conflict. areas a caravanserai may also have a small temple or
shrine with a priest, and other facilities (in some disrepu-
table cases, the services of prostitutes, for example). Car-
Table 9.1 Road Encounters (d100)
avanserais in frontier regions will actually have defensive
Roll Encounter walls, making them look like small fortresses.
01 Barbarian war band (1d100) Thus, Caravanserais will be important places for
Bureaucrats from local kingdom trade and gossip, to acquire news, to restock supplies,
02-07
(1 administrator, 1d6 secretaries, 1d100 guards) etc. Ample games of chance are played in the drinking
08 Gandharvas or Yakshas (1d20) hall, trades and deals are made in the dining hall, and
Merchant caravan
potential opportunities can be presented for employment
09-15 (the Gm can make use of the Employment/Mission table,
(4d6 wagons of goods, 2d6 guards)
Messenger
as in cities, see below).
16-17 Sleeping in the common hall is usually the cheapest
(1 riding swiftly with important message)
18 Monster encounter†
option for an overnight stay at a caravanserai, but charac-
ters that appear to be wealthier than the average peasant
19-24 Noble entourage (1d3 nobles, 1d100 guards)
or laborer will be at risk of being targeted for theft of
25-29 Party of adventurers (determined by GM) their possessions. Any character who does not appear to
30-49
Peasants, traveling to nearest market town (1d100, be very poor runs a 5% chance any night sleeping in the
50% chance with farm produce) common hall that a pickpocket will attempt to rob them
50-60 Priests (1d12) while they sleep (requiring a perception check vs. the pick-
61 Rakshasa brigands (1d20) pocket’s skill, usually between +2 to +6; the pickpocket
62-64 Secret agent/spy for a foreign kingdom (1)
usually gets an additional +4 bonus for the darkness and
the Pc being asleep when he attempts the theft).
65-67 Siddhi (1+1d6 students)
68-73
Slave caravan (1d100 slaves with 1d6×10 guards and
slave vendor)
Encounters in the City
Slaves, sold, in transport Characters will of course “encounter” thousands of
74-76 people every day, but in each day there is a chance of a
(1d20, guarded by 1d10 guards)
77-85 Soldiers of local ruler (1d10 or 1d100) significant encounter of some kind. Gms can roll at ran-
dom to determine if on a given day characters have an
Tax collector
86-92
(1+2d4 assistants and 2d20 guards) encounter of importance (it would be suggested a 1 in
6 chance in towns, 2 in 6 in cities, and 3 in 6 in major
Traveling musicians/dancers (1d12 musicians and
93-96
1d6 dancing girls, possibly with 1d12 bodyguards) cities), or he can simply roll on the encounter tables as
needed. To determine the encounter in either daytime or
97 Vanara monkey-men (1d20)
nighttime roll on Table 9.2 City Encounters.
98-00 Vicious barbarian bandits (1d20) Keep in mind also, that any encounter can potentially
† Choose from monster list, or roll from a surrounding wil- lead to combat, or to possible offers of employment (see
derness area Table 9.3 for more information).
Caravanserais
Along any road, there may be villages, farms, and
larger manor-holdings; but also (and of key importance
to travelers, be they merchants or adventurers) there will
be a Caravanserai in most places where there is more
than one day’s distance from one city to the next. Only
in more peripheral highways going in isolated directions
will these have a chance of being absent. In the core ar-
eas of the Bharata Kingdoms, you can assume that there
will be at least one caravanserai at roughly each day’s
distance of march when there is a long stretch of road.
In more isolated regions, the chance might be 5 in 6, 4 in
6 or occasionally 3 in 6.
106
Table 9.2 City Encounters (d100) Kalari Arenas
107
ther due to conflicts they get themselves into, or on behalf Table 9.4.2 Forest, Madhu (d100)
of a patron. If a character wins such a duel, they gain full
Roll Encounter
standard Xp for defeating an opponent in battle.
Additionally, it is common for wagers to take place, and 1-10 Bear, common
player characters can of course participate in such wagers. 11-40 Boar, wild
The maximum amount of money that can possibly be wa- 41-55 Elephant, common
ARROWS OF INDRA
gered (and the wager accepted) on a fight is based on the 56-75 Humans, wanderers†
level of the combatant; more specifically, based on the level
76-80 Rats, giant
of the more experienced combatant if there is a disparity. To
determine how much can be wagered roll 1d100 × 10 × the 81-85 Tiger, common
level of the combatant. Of course, wagers smaller than the 86-00 Wolf
maximum are possible. Odds will be based on the disparity † Encounters are with peasant hunters, a Kshatriya hunting
of the combatants’ levels; for example, two characters of party, a nobleman’s hunting party with full entourage, or a
equal level fighting each other will have 1:1 odds, a level 6 lone individual (man, woman, child) lost in the woods.
character fighting a level 4 character will have 3:2 odds, etc.
Opponents defeated in duels generate experience Table 9.4.3 Jungle, Dandaka (d100)
points as usual, but gold won by betting in the arena
does not generate experience points. Roll Encounter
1-4 Ant, giant
Encounters in the Wilderness 5-8 Ape, dire
9-12 Asura demon, minor class A
When traveling away from civilized places, there is always
a chance of random encounters with intelligent beings, an- 13-14 Asura demon, minor class B
imals or monsters. Each day of travel, the Gm should check 15-18 Bee, giant
for a random encounter during both the day and the night (if 19 Beetle, giant
the Pcs are camping outside). During the daytime, encoun-
20-22 Boar, giant
ters are rolled on a d6, and at night on a d12. An encounter
23-28 Centipede, giant
happens if you roll a 1-2 on the die in most regions, except in
forest and jungle, where the chance increases to 1-3. 29-34 Elephant, common
The following encounter tables (rolled by d100) are 35 Elephant, dire
divided by areas, and should be used as guidelines, the 36-37 Ghost, aleya
Gm can substitute any kind of encounter he wishes. The
38-39 Humans, wanderers†
Gm should refer to the monster section to determine the
40-49 Humans, barbarian, local tribe
number of creatures encountered.
50-52 Humans, Thugees
Table 9.4.1 Desert, Thar (d100) 53-54 Mongoose, giant
Roll Encounter 55-64 Rakshasa, local tribe‡
1-15 Ant, giant 65-68 Rakshasa, Brahmarakshasa
16-18 Asura demon, minor class C 69-71 Rat, giant
19-21 Fire spirit 72-74 Serpent, cobra
22-28 Ghost, aleya 75-77 Serpent, giant cobra
29-35 Humans, wanderers† 78 Serpent, giant 7-headed cobra
36-65 Humans, barbarian raider tribe 79-80 Spider, giant
66-76 Living dead, skeletons 81-84 Tiger, common
77-85 Rakshasas‡ 85 Tiger, dire
86-90 Ruins 86-96 Vanara, local tribe
91-00 Scorpion, giant 97-98 Vyala
† Wanderers may include a solitary hermit, a group of ad- 99-00 Wolf
venturers seeking treasure, the survivors of a failed group
of adventurers, or a very lost person. † This encounter could be with an expedition from a civi-
‡ Rakshasas will be a group of 1d20 Rakshasas, who are in lized nation looking to hunt, explore ruins or trade with
the desert either because they are servants of a demon the Vanara; with a group of adventurers or sacred warriors
based here, or because they have come into the desert to hunting for Asura demons, with half-insane survivors of a
find treasure or magic lost in the desert ruins. failed expedition, or with a single ascetic Yogi.
The ruins of a village, city or temple that could contain ‡ This encounter can be with a group of 1d10 warriors, or
any of the above monsters or other monsters; it could be with a small tribe of 1d100 primitive Rakshasa barbarians,
the base for a barbarian tribe or an Asura demon or Brah- or with a semi-ruined Rakshasa city with several hundreds
marakshasa, or be filled with the living dead; as well as a or even thousands of Rakshasas led by a Brahmarakshasa
great deal of treasure. or an Asura demon.
108
OVERLAND TRAVEL RANDOM ENCOUNTERS
Table 9.4.4 Jungle, Dwaita (d100) Table 9.4.5 Jungle, Kamyaka (d100)
Roll Encounter Roll Encounter
1-5 Ant, giant 1-5 Ant, giant
6-12 Bear, common 6-11 Bear, common
13-16 Bee, giant 12-15 Bee, giant
17-26 Boar, wild 16-23 Boar, wild
27-31 Centipede, giant 24-26 Centipede, giant
32-37 Crocodile 27-30 Crocodile
38-55 Elephant, common 31-35 Elephant, common
56-57 Elephant, dire 36-40 Fish, giant river fish
58-60 Fish, giant river fish 41-45 Gandharva (1d8, travelers from Dwaita forest)
61-72 Gandharvas (from Gandharva Teertha) 46-50 Human, Yogi (1)
73-76 Humans, wanderers† 51-52 Human, Siddhi (1)
77-81 Rat, giant 53-63 Human, priests + attendants†
82-90 Tiger, common 64-68 Human, wanderers‡
91 Tiger, dire 69-70 Mongoose, giant
92 Water spirit 71-75 Rakshasa brigands
93-96 Wolf 76-80 Rat, giant
97-00 Yakshas 81-83 Serpent, cobra
* This encounter may be with lone ascetic hermits, with a group of 84-85 Serpent, giant cobra
humans who live with the Yakshas or Gandharvas of the forest
86-93 Tiger, common
(probably including Priests and Scouts), with fugitives hiding from
the forces of some human kingdom (possibly criminals, or unjustly 94-00 Wolf
hunted), or with a group of raiders (barbarian or civilized) who are
† 1d3 Priests of level 1-6 plus 1d10 followers or guards, from a
here to try to steal treasures from the Yakshas or Gandharvas.
nearby hidden temple in the forest.
† Encounters may be with lost pilgrims, fugitives hiding from
the forces of some human kingdom (possibly criminals,
or unjustly hunted), or with a group of raiders (barbarian
or civilized) who are here to try to steal treasures from a
forest temple.
1d20 brigands, out to defile a Holy place.
109
Table 9.4.6 Jungle, Khandava (d100) Table 9.4.7 Jungle, Naimisha (d100)
Roll Encounter Roll Encounter
1-3 Ant, giant 1-8 Bear, common
4-5 Asura demon, minor class A 9-11 Bee, giant
6-12 Bear, common 12-22 Boar, wild
ARROWS OF INDRA
110
Table 9.4.8 Mountains, Himayant (d100) Table 9.4.9 Mountains, Kailas (d100)
111
Table 9.4.10 Mountains, Riksha mountains Table 9.4.11 Mountains, Vindya (d100)
and hills (d100) Roll Encounter
Roll Encounter 1-4 Ape, dire
1-2 Ant, giant 5 Asura demon, minor class A
3-4 Ape, dire 6-10 Bear, common
ARROWS OF INDRA
112
Table 9.4.12 Plains, wild grassland (d100) Table 9.4.13 Swamps and marshy riverbanks, wild
(d100)
113
Monster Guide
A
ll of the monsters depicted below XP: The amount of experience points awarded for slay-
are only a sampling of the creatures that ing or defeating one of these creatures when encountered.
can be found in the Bharata lands and the
surrounding wilderness, never mind the MONSTER TEMPLATES
whole of Jagat and the underworld. They
are described via a monster template, with the following
Air Deva (Vidyadhara Deva)
ARROWS OF INDRA
categories:
NUMBER A PPEARING: The number or dice to roll to NUMBER A PPEARING: 1
determine how many of the A RMOR CLASS: 17
creatures of this type are Table 10.1 Monster MOVEMENT: 120 feet, flying
present in a typical encoun- Saving Throws H IT DICE: 16
ter. TREASURE: None
Hit Saving
ARMOR CLASS: The typical Dice Throw SIZE: Medium
armor class of the creature. A LIGNMENT: Holy
1-3 16
MOVEMENT: Base combat MORALE: 8
movement per round, also 4-6 14
ATTACKS: 1, +10 to hit
noted any special movements 7-9 12 DAMAGE: 6d6 (air blast)
like flying or swimming. The 10-12 10 SPECIAL: Immune to normal weapons, +4 to move si-
base movement is the amount 13-16 8 lent, can become Invisible at will.
the creature can move and XP: 2250
17-20 6
still make a regular attack. If
they charge (assuming they 21+ 4
These ephemeral spirits are one of many kinds of
are capable of it) they could messengers of the gods. They are particularly sacred to
move up to double the base movement. If they take no oth- the wind-god Vayu. On Jagat they are usually found
er action besides movement, they can move up to triple the high on mountaintops; but are also found in the Deva
rate listed. Realms.
H IT DICE: This is the number of d8s that the Gm should
roll to determine the creature’s hit points, it is also equivalent Ant, Giant
to the creature’s “level” in comparison to the player charac-
ters’ levels. The number of hit dice also determines the saving NUMBER A PPEARING: 1d10; 1d100 in mound
throw value of the creature using Table 10.1. A RMOR CLASS: 17
TREASURE: This is expressed in the form of a roman MOVEMENT: 45 feet
numeral, which is the “Treasure Rank” that must be H IT DICE: 2
used to randomly determine the treasure a creature may TREASURE: None; xvii + xix (in mound)
be carrying (see Treasure chart). SIZE: Large
SIZE: Descriptor of size, rated at small, medium, or A LIGNMENT: Neutral
large. Small creatures are generally any creatures less MORALE: 8
than half the size of an average human; while large ATTACKS: 1, +3 to hit
creatures are anything more than one and a half times DAMAGE: 1d6+poison (bite)
the size of an average human. Medium is everything in SPECIAL: 10% of all giant ants encountered are poison-
between. Small creatures have a +2 AC bonus against ous (save vs. poison or suffer an extra 3d6 damage). The
medium or large opponents. Large creatures can usually number appearing indicate the number encountered in
be attacked by more opponents, and can be fired at into or around a giant ant mound; it is possible to have en-
melee without penalty if it is engaged in melee only by counters with individuals or smaller groups of giant ants
medium or small creatures. within a radius of a few miles around the mound. The
A LIGNMENT: Listed as Holy, Unholy or Neutral. The Ant mound is ruled by a queen who is a 4Hd creature
Gm should take alignment into serious consideration but is not herself capable of combat; if she is slain, the
when thinking of how the creatures will react to a Pc remaining ants will become erratic and then abandon
party in an encounter. their lair.
MORALE: The morale score of the creature (see the XP: 50
rules on Morale).
ATTACKS: The number of attacks, and its general bo- These terrifying insects look like normal ants, but are
nus to hit. If the creature fights with a weapon, use the the size of a small horse.
speed adjustments and adjustments vs. AC; otherwise
assume that they attack with +1 speed modifier and do
not have modifiers vs. AC.
DAMAGE: The damage done by each attack.
SPECIAL: This section contains any special informa-
tion, powers, etc. of a creature.
116
Ape, Dire Asura Demons
NUMBER A PPEARING: 2d4 This is a general category for the Asuras. In practice,
A RMOR CLASS: 14 Asuras vary wildly in their forms and powers, and the
MOVEMENT: 30 feet Gm can feel free to modify these to fit whatever style he
H IT DICE: 5 desires. Asuras are the demonic and evil deities who gov-
TREASURE: None; iii (in lair) ern over the Hell Realms, and exert their baleful influ-
MONSTER GUIDE
SIZE: Large ence over the underworld and Jagat as well. They are the
A LIGNMENT: Neutral enemies of the Gods. They can take many forms, from
MORALE: 7 that of appearing as a human, to horrible many-headed
ATTACKS: 3, +4 to hit monsters, fanged humanoids with strange colored skin,
DAMAGE: 1d6/1d6/1d8 (fist/fist/bite) or giant snakes.
SPECIAL: None. These Apes are of animal intelligence, The following are some general statistics for various
though relatively clever. Vanara could theoretically commu- sample types of Asura Demons:
nicate with them, but they tend to be hostile and protective
of their territory against all other types of humanoids. Asura Demon, Minor (class A)
XP: 200 NUMBER A PPEARING: 1d3
A RMOR CLASS: 20
Apsara (air nymph) (Deva) MOVEMENT: 30 feet on land, 50 feet flying
NUMBER A PPEARING: 1d4 H IT DICE: 8
A RMOR CLASS: 12 TREASURE: ii
MOVEMENT: 30 feet, on land or flying. SIZE: Large
H IT DICE: 3 A LIGNMENT: Unholy
TREASURE: xvii + xiv MORALE: 9
SIZE: Medium ATTACKS: 5, +7 to hit
A LIGNMENT: Holy DAMAGE: 1d4/1d4/1d8/1d8/1d6 (claw/claw/claw/claw/
MORALE: 7 bite); or by weapons
ATTACKS: 1, +3 to hit SPECIAL: Immune to normal weapons; can see the invisi-
DAMAGE: 1d3 (unarmed strike) ble and in darkness, familiar with the Mudra of Defying
SPECIAL: Apsaras are immune to non-magical weapons, Gravity (to the 3rd level), have a 10% chance of being
unless they are made out of steel. They are immortal and able to summon one more of their own kind.
do not age. They have the power to teleport at will, to any XP: 1375
location up to 3 miles away from their present location Class A Asura demons generally look similar to Rak-
(they cannot take anyone with them). They have the power shasas, but considerably larger; with four arms, massive
to shape-change into a bird. Any man who watches them fangs, and wings.
dance for one round must make a saving throw vs. magic
or will become enchanted by them, falling in love with their Asura Demon, Minor
beauty and having to obey their commands. There is also a
NUMBER A PPEARING: 1d3
20% chance that if endangered an Apsara may be able to
A RMOR CLASS: 22
summon an Air Deva to come to their assistance.
MOVEMENT: 15 feet on land, 30 feet flying
XP: 550
H IT DICE: 9
TREASURE: iii
A minor form of Deva (demigod), the Apsaras are also
SIZE: Large
known as “celestial maidens”. They are immortal nature
A LIGNMENT: Unholy
spirits of the clouds and waters, who appear as beautiful
MORALE: 9
young women. They are the court dancers to the Gods. It
ATTACKS: 3, +7 to hit
is incredibly rare that an Apsara would show any interest
DAMAGE: 1d4/1d4/2d8 (claw/claw/bite); or by weapons
in a human (they would have to have Charisma 18, be of
SPECIAL: Immune to normal weapons; can see in the dark
Holy alignment, and skilled in music or dancing); but they
and see the invisible, can cause fear (all in 15 foot radius
are frequently attracted to Gandharvas, particularly those
must save versus fear or run away), can cause darkness
with great skill in music (and decent Charisma), and there
(15 feet radius), have a 20% chance of being able to
are many stories of Gandharva musicians who seduced
summon one more of their own kind.
Apsaras into dancing for them, and then became lovers.
XP: 1650
Apsaras may accompany and aid a Gandharva (or one of
those rare humans) with whom she has fallen in love. By These Asura demons have wings, two arms, and their
their nature, Apsaras are timid and will often flee from head looks like one of a number of ferocious animals
battle (using their power of teleportation), but if obliged (boars, bears, lions, tigers, crocodiles, snakes, or dogs are
or driven to fight they are not without powers. all common).
117
Asura Demon, Minor (class C) Asura Demon, Minor (class E/ Daityas)
NUMBER A PPEARING: 1d3 NUMBER A PPEARING: 1d3
A RMOR CLASS: 24 A RMOR CLASS: 25
MOVEMENT: 25 feet MOVEMENT: 30 feet
H IT DICE: 10 H IT DICE: 7
TREASURE: iv TREASURE: viii
ARROWS OF INDRA
118
Asura Demon, Fire Demon
NUMBER A PPEARING: 1d3
A RMOR CLASS: 22
MOVEMENT: 15 feet on land, 40 feet flying
H IT DICE: 8
TREASURE: vi
SIZE: Large
MONSTER GUIDE
A LIGNMENT: Unholy
MORALE: 10
ATTACKS: 2, +7 to hit
DAMAGE: 2d6+1/3d6 (flaming sword/flaming breath)
SPECIAL: Immune to normal weapons and fire attacks,
can see in the dark, can cause fear and darkness as a
Class B demon above, knows the Mantra of Irresistible
Presence and has the Sleeping Curse enlightenment pow-
er, can detect magic and speak any language except San-
skrit. This type of demon is very likely to listen to any
offer of service from an Unholy character.
XP: 1500
119
the succubus is interrupted before the victim is killed, the
victim temporarily loses 1d6 points of Con, which heal
normally at a rate of 1 point of Con per day.
Succubi can become intangible (unable to be struck ex-
cept by certain magical attacks, but they cannot strike
or touch anyone else in this form), knows the Mantra
ARROWS OF INDRA
of the Clarity Eye and the Arcana of the Voice in the Si-
lence, can assume the form of any humanoid female, has
a 40% chance of being able to summon another demon
of their type.
XP: 1650
120
Bear, Dire Beetle, Giant
NUMBER A PPEARING: 1d2 NUMBER A PPEARING: 1d6
A RMOR CLASS: 14 A RMOR CLASS: 18
MOVEMENT: 30 feet MOVEMENT: 15 feet
H IT DICE: 6 H IT DICE: 12
TREASURE: None TREASURE: None
MONSTER GUIDE
SIZE: Large SIZE: Large
A LIGNMENT: Neutral A LIGNMENT: Neutral
MORALE: 8 MORALE: 8
ATTACKS: 3 +5 to hit ATTACKS: 2 +8 to hit
DAMAGE: 1d8/1d8/1d12 (claw/claw/bite) DAMAGE: 2d8/3d6 (bite/slam)
SPECIAL: Will continue to fight even at negative Hp, for up SPECIAL: None
to 4 rounds or until they are reduced to – 5Hp or more. XP: 1375
XP: 550
Found in Jungles or forest, these beetles are the size of
Generally found in mountains, far in the wilderness. an elephant.
121
ARROWS OF INDRA
122
Crocodile, Giant River Crocodile Deva, Warrior
NUMBER A PPEARING: 1 NUMBER A PPEARING: 1d3
A RMOR CLASS: 16 A RMOR CLASS: 26
MOVEMENT: 15 feet on land, 30 feet swimming MOVEMENT: 40 feet, 100 feet flying
H IT DICE: 7 H IT DICE: 16
TREASURE: None TREASURE: None
SIZE: Medium, sometimes Large
MONSTER GUIDE
SIZE: Large
A LIGNMENT: Neutral A LIGNMENT: Holy
MORALE: 8 MORALE: 10
ATTACKS: 3, +5 to hit ATTACKS: 2, +11 to hit
DAMAGE: 2d6/3d6/2d20 (bite/claws/tail slap) DAMAGE: 1d10+5/1d10+5 (fist/fist); or by weapon
SPECIAL: +4 to hide and sneak SPECIAL: Devas are immune to non-magical weapons. They
XP: 550 are also immune to all mantras, mudras, and arcana (but
not to Enlightenment Powers). Anyone struck by a De-
Called “makara” (“water monster”), this giant croc- va’s weapon (usually a giant mace, but sometimes taking
odile has a large horn on the center of its head, and it another form) must make a saving throw vs. magic or be
swims along the river Ganga. stunned (unable to take any actions) for 1d10 rounds.
Deva warriors can generate divine light for 40 feet radius
Deva around their body at will. Anyone of Unholy alignment
who attempts to attack them suffers a – 2 penalty to hit.
There are a wide variety of Devas, divine spirits or demi- Devas have the power to see the invisible; and are com-
gods, the servants of the gods; which range from relatively pletely immune to all illusions. Devas have the power to
weak but blessed creatures to mighty elemental spirits. remove any kind of curse (on themselves or others); and
they can also change their form to appear as a human,
Deva, Minor or any other kind of humanoid creature, or any kind of
NUMBER A PPEARING: 1d3 animal. Deva warriors can use the Enlightenment Power
A RMOR CLASS: 20 “Shield of Purity” once a day. They can shift back and
MOVEMENT: 30 feet on land, 50 feet flying forth from the world of Jagat to the divine realm at will.
H IT DICE: 8 XP: 4000
TREASURE: None
SIZE: Large The Warrior Deva is a template for those Devas
A LIGNMENT: Holy who are essentially demigods, and part of the armies of
MORALE: 9 the gods. They are usually found in the divine realms,
ATTACKS: 2, +7 to hit but can be sent by a God (or sometimes of their own
DAMAGE: 1d8+2/1d8+2 (fist/fist); or by weapon accord) to act as an envoy, a messenger, to aid a great
SPECIAL: Devas are immune to non-magical weapons. They devotee, or to enact the wrath of a god against a mortal
are also immune to all mantras, mudras, and arcana (but who has crossed him.
not to Enlightenment Powers). Devas can generate divine
light for 30 feet radius around their body at will. Anyone of Dog, wild
Unholy alignment who attempts to attack them suffers a –
NUMBER A PPEARING: 3d6
2 penalty to hit. Devas have the power to see the invisible;
A RMOR CLASS: 13
and are completely immune to all illusions. Devas have the
MOVEMENT: 40 feet
power to remove any kind of curse (on themselves or oth-
H IT DICE: 1-1 (1d8-1)
ers); and they can also change their form to appear as a hu-
TREASURE: None
man, or any other kind of humanoid creature, or any kind
SIZE: Small
of animal. They can shift back and forth from the world of
A LIGNMENT: Neutral
Jagat to the divine realm at will.
MORALE: 7
XP: 1375
ATTACKS: 1, +1 to hit
DAMAGE: 1d4
A standard inhabitant of the Deva realms, these can
SPECIAL: None
be used as divine messengers, servants or warriors.
XP: 5
123
Earth Spirit (Deva) an adult common elephant are worth 10 rupya (gp) each
XP: 1100
NUMBER A PPEARING: 1
A RMOR CLASS: 18 Elephant, War
MOVEMENT: 15 feet
H IT DICE: 16 NUMBER A PPEARING: Variable
TREASURE: None A RMOR CLASS: 14
ARROWS OF INDRA
Elephant, Dire
NUMBER A PPEARING: 1d12
A RMOR CLASS: 15
MOVEMENT: 30 feet
H IT DICE: 10
TREASURE: None
SIZE: Large
A LIGNMENT: Neutral
MORALE: 8
ATTACKS: 3, +7 to hit
DAMAGE: 3d6/3d6/4d12 (stomp/stomp/tusks)
SPECIAL: Anytime 10 or more elephants are
encountered in the wild, 1d4 of them will be
young, which are defenseless. The tusks of an
adult dire elephant are worth 1d6x150 rupya
(gp) each.
XP: 1100
124
Fire Spirit (Deva)
NUMBER A PPEARING: 1
A RMOR CLASS: 18
MOVEMENT: 30 feet
H IT DICE: 16
TREASURE: None
MONSTER GUIDE
SIZE: Large
A LIGNMENT: Holy
MORALE: 10
ATTACKS: 1, +10 to hit
DAMAGE: 3d8 (flaming fist)
SPECIAL: Immune to normal weapons. They automati-
cally do 1d6 fire damage per round to anyone in melee
range with them.
XP: 2250
125
Gandharva The Garuda is a special kind of giant eagle, slightly
larger than a warhorse. It is semi-intelligent and Holy in
NUMBER A PPEARING: Variable, typical tribe is 2d100 alignment. Garudas are fierce animals in nature, but will
A RMOR CLASS: 15, but often wearing armor not harm anyone of Holy alignment unless first attacked.
MOVEMENT: 30 feet Being sacred to various deities, particularly Vishnu, they
H IT DICE: 1 can be summoned as mounts by Virakshatriyas of a
TREASURE: Variable, xiv (typical); vii + xix + xx (in a
ARROWS OF INDRA
126
Ghost, Aleya make a new saving throw once a day. If the possessed
character’s body is slain, the Bhuta is unharmed but im-
NUMBER A PPEARING: 1 mediately emerges from the body.
A RMOR CLASS: 28 XP: 1500
MOVEMENT: 50 feet flying
H IT DICE: 9 These are incorporeal ghosts, the spirits of the dead
TREASURE: xv who were so attached to something from their life that
MONSTER GUIDE
SIZE: Small they reincarnated as a spirit, a hollow imitation of who
A LIGNMENT: Unholy they were in their previous human incarnation. Bhutas
MORALE: 12 generally appear as incorporeal versions of who they
ATTACKS: 1, +6 to hit were in life. Bhutas can appear male or female, old or
DAMAGE: 2d8 (touch) young. They feed upon the life-energies of the living.
SPECIAL: Aleya are living dead for the purposes of spell
effects. They are immune to all non-magical weapons. Giant
XP: 1100
NUMBER A PPEARING: 1d10
This is the spirit of the dead who died alone and un- A RMOR CLASS: 16
loved in wild places, and were not given funerary rites. MOVEMENT: 30 feet
They died terrible deaths, and were full of desire to cling H IT DICE: 8
to life; as such they have reincarnated as incorporeal TREASURE: iv
phantoms that feed on the life energy of the living. They SIZE: Large
are usually only found in wild lonely places. They appear A LIGNMENT: Neutral or Unholy
as flickering pale lights, and only appear at night. MORALE: 9
ATTACKS: 1, +7 to hit
Ghost, Bhuta DAMAGE: 2d8 (fist)
SPECIAL: Giants are also able to throw large boulders at
NUMBER A PPEARING: 1 a distance of up to 200 feet away; the boulders do 2d8
A RMOR CLASS: 20 damage if they hit.
MOVEMENT: 25 feet XP: 1000
H IT DICE: 10
TREASURE: v + xix These are barbarian humans, generally living in moun-
SIZE: Medium tain ranges, who are twice the size of a normal human of
A LIGNMENT: Unholy Bharata. They are less intelligent than normal men, not
MORALE: 12 just uneducated like other barbarians might be. They are
ATTACKS: 1, +7 to hit also usually very aggressive and often Unholy. They live in
DAMAGE: Special, aging or possession (see below) small tribes; half of those encountered will be females and
SPECIAL: Bhutas count as the living dead for the purposes half of the total group will be young; but even the young
of all magical or power effects. Bhutas are semi-incor- are as tall as a normal adult man and incredibly strong,
poreal and can easily pass through solid objects (walls, and will join in an attack against outsiders. They are
doors, etc) but can still touch or manipulate matter as also often accompanied (50% chance overall) by either
they like, and can still be physically struck by magical or 2d4 dire wolves (70% chance) or 1d3 dire bears (30%
steel weapons. Bhutas are immune to non-magical iron chance), which they have trained as pets and guards.
or bronze weapons, however steel weapons will harm
them for one-half their usual damage. Any living being
who even sees a Bhuta must make a saving throw versus
magic or will instantly age 10 years and will turn and
flee at full speed for 2d6×10 minutes; any Holy-aligned
character gets a +4 to this saving throw, and Priests, Sid-
dhis or Yogis of 8th level or higher are immune to this
effect. A Bhuta who hits with an attack can choose to
either age the victim 1d4×10 years, or to attempt to pos-
sess the character’s body; in order to possess the body
the intended victim must fail a saving throw versus mag-
ic (with a +1 bonus for every character level higher than
10th). If the Bhuta possesses a character, he can act free-
ly within the character’s body and will retain any of the
special abilities of the character except Enlightenment
Powers. The Bhuta can continue to possess the character
for as long as he wishes, but the character is entitled to
127
Goblin Horse, Riding
NUMBER A PPEARING: 6d6 NUMBER A PPEARING: Variable (wild horses: 5d6)
A RMOR CLASS: 15 A RMOR CLASS: 13
MOVEMENT: 25 feet MOVEMENT: 60 feet
H IT DICE: 3 H IT DICE: 2+2 (2d8+2)
TREASURE: x + xi + xii + xiii; ii (in lair) TREASURE: None
ARROWS OF INDRA
Horse, Pony
NUMBER A PPEARING: Variable
A RMOR CLASS: 13
MOVEMENT: 30 feet
H IT DICE: i
TREASURE: None
SIZE: Medium
A LIGNMENT: Neutral
MORALE: 7
ATTACKS: 1, +1 to hit
DAMAGE: 1d3 (kick)
SPECIAL: None
XP: 10
128
Humans, Common flee while their men folk fight. If the barbarians in ques-
tion are cannibals, there is a 50% chance that 2d6 human
NUMBER A PPEARING: Variable captives (either barbarians of another tribe or possibly
A RMOR CLASS: 12, unless armored civilized humans) will be present as captives waiting to be
MOVEMENT: 30 feet ritually sacrificed and eaten.
H IT DICE: 1-1 XP: 25
TREASURE: Variable
This template includes any barbarian groups or tribes,
MONSTER GUIDE
SIZE: Medium
A LIGNMENT: Any, usually Neutral including Bhil tribesmen.
MORALE: 7
ATTACKS: 1, +1 to hit Kinnara
DAMAGE: Variable, by weapon NUMBER A PPEARING: 4d6
SPECIAL: None A RMOR CLASS: 16
XP: 5 MOVEMENT: 50 feet
The following statistics are for ordinary humans (peasants). H IT DICE: 4
TREASURE: xii + xvii; iv + ix + xx (in a tribe)
Humans, Bandits, Typical SIZE: Large
A LIGNMENT: Neutral
NUMBER A PPEARING: Variable, usually 2d10; bandit MORALE: 8
camp: 2d100 ATTACKS: 3, +5 to hit
A RMOR CLASS: Typically 15 (leather + shield) DAMAGE: 1d6/1d6/1d6 (hoof/hoof/spear)
MOVEMENT: 30 feet SPECIAL: None
H IT DICE: 1 XP: 100
TREASURE: xiii; i (in a camp)
The Kinnara are a race that can be found in the val-
SIZE: Medium
leys between the Himayant and Kailas mountain ranges.
A LIGNMENT: Neutral or Unholy
They have the lower body of a horse, and the upper
MORALE: 7, 8 with leader
body of a human. They are rough soldiers, whose an-
ATTACKS: 1, +2 to hit
cestors were once humans, soldiers of Bahlika, but were
DAMAGE: By weapon
transformed into their current state by a Siddhi who was
SPECIAL: Any group of 20 or more bandits will be led by
a powerful devotee of Parvati, the divine wife of Shiva.
a 3rd to 6th level Fighter boss. A large camp of 100 or
They are allies of some of the Gandharva tribes.
more will be led by a bandit chief, a Fighter of 8th to
10th level, with a 7th level lieutenant, and six 2nd level
sergeants. Any group of 50 or more bandits may include Lion, Common
(50% chance) an Unholy Siddhi of 7th to 10th level. NUMBER A PPEARING: 2d6
XP: 10 A RMOR CLASS: 15
MOVEMENT: 30 feet
Humans, Barbarian H IT DICE: 5
Raiders, Typical TREASURE: None
SIZE: Large
NUMBER A PPEARING: Variable, typically 1d10; tribe A LIGNMENT: Neutral
1d10×10 MORALE: 7, 10 if defending cubs
A RMOR CLASS: 12 or 13 ATTACKS: 3, +4 to hit
MOVEMENT: 30 feet DAMAGE: 1d4/1d4/1d10 (claw/claw/bite)
H IT DICE: 2 SPECIAL: Lions have a +4 bonus to sneaking. They can
TREASURE: None; i (in a tribe) make an initial pouncing attack, in which case they will
SIZE: Medium roll a single attack and do 2d6+2 damage if they hit.
A LIGNMENT: Neutral XP: 350
MORALE: 7, 8 with chief
ATTACKS: 1, +3 to hit In Jagat, lions are commonly found in cooler forests
DAMAGE: By weapon and jungles (in the north), forested hills, and sometimes
SPECIAL: If 10 or more are encountered, one will be a 3rd on the plains but rarely very close to civilization. Encoun-
level Fighter. If a whole tribe of 50 or more are encoun- ters with lions will either be with groups of all young
tered, they will be led by a 5th level chief, and will also males, or in 30% of occasions with a pride of one male,
have two 4th level champions. There is also a 20% chance and the others all female. In the latter case there is a 60%
of a 3rd level Priest-Shaman being present. An equal chance that there will also be 1d10 lion cubs present,
number of female barbarians will be present, and half as which will not fight. Whenever a pride is encountered
many children as well; these will not fight but attempt to with cubs, the lionesses will immediately attack and will
fight with extra morale to defend their young.
129
Lions, Cave
NUMBER A PPEARING: 2d4
A RMOR CLASS: 15
MOVEMENT: 30 feet
H IT DICE: 6
TREASURE: None
ARROWS OF INDRA
SIZE: Large
A LIGNMENT: Neutral
MORALE: 7, 10 if defending cubs
ATTACKS: 3, +5 to hit
DAMAGE: 1d4/1d4/1d12 (claw/claw/bite)
SPECIAL: Cave lions have a +4 bonus to sneaking.
They can make an initial pouncing attack, in
which case they will roll a single attack and do
4d4 damage if they hit.
XP: 550
130
Living Dead, Skeletons A corpse possessed by a Vetala cannot be resurrected
unless the Vetala is removed. When a Vetala’s corpse is
NUMBER A PPEARING: 3d10 slain, it will fly in its incorporeal form to try to find a
A RMOR CLASS: 13 new host corpse. In its incorporeal form it may only be
MOVEMENT: 30 feet harmed by the Bhairava Mudra, the Vajra Thunder en-
H IT DICE: i lightenment power, or the Wish-fulfilling Jewel, any of
TREASURE: None, but sometimes they guard treasure hordes which can destroy it permanently. As soon as the Vetala
MONSTER GUIDE
SIZE: Medium enters a corpse it can arise with full hit points (4d8) and
A LIGNMENT: Unholy all of its usual abilities.
MORALE: 12 XP: 775
ATTACKS: 1, +2 to hit
DAMAGE: 1d6 (claw); or by weapon The Vetala is a spirit that must possess the corpse of
SPECIAL: These creatures are living dead and as such are sub- other beings. When it occupies a corpse, it will hunt liv-
ject to particular magical effects (see descriptions of arcanas, ing humans, draining them of their life energy. Anyone
mantras, mudras or Enlightenment Powers). Skeletons re- slain by a Vetala will become a Vetala. They will normal-
ceive only half damage from edged weapons of any kind. ly stalk the abandoned areas of cities, or the catacombs
XP: 25 or burning grounds.
The lowest form of the living dead, these creatures are Living Statue
the reincarnation of beings who were not given proper
funerary rites, and/or who were filled with extreme and NUMBER A PPEARING: 1d4
base desires in life (gluttons, misers, addicts, etc). In their A RMOR CLASS: 18
new existence, they are nothing but animated bones. MOVEMENT: 25 feet
They are sometimes used by powerful (usually Unholy) H IT DICE: 4
magicians to act as guards or soldiers. TREASURE: None, but often they guard treasure hordes
SIZE: Medium, sometimes Large
Living Dead, Vetala A LIGNMENT: Neutral
MORALE: 12
NUMBER A PPEARING: 2d8 ATTACKS: 2, +4 to hit
A RMOR CLASS: 15 DAMAGE: 1d8+1/1d8+1 (fist/fist)
MOVEMENT: 30 feet (50 feet flying incorporeal) SPECIAL: A living statue is not technically alive, and as such
H IT DICE: 4 is not affected by any magic that would require either ba-
TREASURE: ii sic life-functions or intelligence; they cannot be mentally
SIZE: Medium controlled. Any non-magical weapon used against a living
A LIGNMENT: Unholy statue will only do 1 point of damage per hit (modified
MORALE: 11 only by Strength bonus in the case of melee weapons). Liv-
ATTACKS: 1, +4 to hit ing statues also take only one-half the normal damage from
DAMAGE: 1d4+special (touch) fire, cold, or energy based attacks. However, any magic
SPECIAL: These creatures are living dead and as such are that transforms rock will destroy them immediately. These
subject to particular magical effects (see descriptions of creatures are often created alongside a ring or amulet, that
arcanas, mantras, mudras or Enlightenment Powers). their owner uses, which allows him or others he entrusts
They are immune to non-magical weapons, except for with the item to pass by the statues unmolested. This ring
steel weapons Every time a Vetala strikes someone, the or amulet will protect the wearer and anyone who remains
victim will lose 1 point of Str, DEX , and Con. This dam- within 10 feet of the wearer.
age will not heal normally, but can be fully healed by the XP: 350
Arcana of Purification or the Touch of Complete Resto-
ration enlightenment power. The Wish-Fulfilling Inner A living statue is a construct, a stone statue that has
Jewel enlightenment power can recover one lost point per been somehow animated to life by magic. These constructs
use. Certain other powerful forms of magic (or Divine are typically used to guard temples or burial chambers.
Intervention) can also restore the lost ability score points.
Vetalas also have the power drive a person to helpless
madness; to do so they must be able to see their target,
and the target must make a saving throw vs. magic to
avoid being driven mad. Vetalas are intelligent and often
have knowledge about the past, future, or other places. A
Vetala that is captured may agree to answer a question or
share such knowledge in exchange for its freedom.
When a Vetala inhabits a corpse, it must remain in
that corpse until the corpse is reduced to 0 Hp again.
131
Mongoose, Giant
NUMBER A PPEARING: 1d8
A RMOR CLASS: 14
MOVEMENT: 40 feet
H IT DICE: 3
TREASURE: None
ARROWS OF INDRA
SIZE: Medium
A LIGNMENT: Neutral
MORALE: 8, 10 vs. snakes and Nagas
ATTACKS: 1, +3 to hit
DAMAGE: 2d6 (bite)
SPECIAL: When a giant mongoose hits, it can choose to
bite down hard on an opponent, refusing to release its
jaws; this gives it a – 4 AC penalty against any opponent
other than its victim, but allows it to automatically do
its damage to its victim each round until slain.
XP: 50
132
Monstrosities Nagas
NUMBER A PPEARING: 1 or 1d8 NUMBER A PPEARING: Variable, typically 1d4, tribes con-
A RMOR CLASS: 15 base AC, but modified by appearance sist of 2d100, civilizations can number into the hundreds
(see below). of thousands.
MOVEMENT: Anything from 30 to 90 feet, possibly swim- A RMOR CLASS: 16
ming or flying MOVEMENT: 40 feet (can also swim at a speed of 50 feet)
MONSTER GUIDE
H IT DICE: Randomly determined, 1d4+1d6 hit dice (av- H IT DICE: 7
erage 6Hd) TREASURE: iv; viii (in larger communities)
TREASURE: None personal, but sometimes guarding a SIZE: Large
treasure horde. A LIGNMENT: Any, usually either Neutral or Unholy
SIZE: Roll 1d6 (1=small, 2-4=medium 5-6=large; small MORALE: 8
gain a +2 bonus to AC, Large a – 2 penalty to AC) ATTACKS: 2, +5 to hit
ALIGNMENT: Neutral if unintelligent, or Unholy, if intelligent. DAMAGE: 1d6/1d10+poison (claws/bite); or by weapon
(roll 1d6: 1-3 is an unintelligent monstrosity, 4-6 is intelligent) SPECIAL: Naga poison is extremely venomous, anyone
MORALE: 8 bitten by a Naga must make a saving throw vs. poison
COMBAT: +2 initial, gain +1 to attack bonus for every 2 Hd. or die in 1 round. A significant group of Nagas is likely
ATTACKS: 1, but modified by appearance (see below) to have a Naga champion among them, who has 9Hd
DAMAGE: 1d6 damage (by bite or claw) basic, but modi- (and has +10 to hit). A Naga chief will have 12Hd (and
fied by appearance (see below) +11 to hit). Nagas are also very frequently users of mag-
SPECIAL: The form of the monstrosity is determined by ic, any group of Nagas may have a Naga sorcerer among
rolling on the below charts for each body part: them, who is capable of using Mantras and Mudras, and
may have Enlightenment Powers (the Gm should choose
Head (roll 1d6) their powers as though they were a Siddhi of levels
1 Bestial (+1 attack, 1d8 damage each) equivalent to their Hd). Nagas especially prefer magic of
Hideous humanoid illusion or mental control.
2
(causes immediate morale check if applicable) Naga Kings are a special breed of Nagas, who are
3 Human distinguished by their larger size and multiple hoods.
Insectoid (+1 attack, 1d6 damage plus save vs. poi-
They are far more powerful than regular Nagas; having
4 20Hd, +15 to hit, doing 2d6/2d8+poison attacks, having
son or die in 1d3 rounds)
5 Reptilian (+1 attack, 2d6 damage)
the power to shape-shift into giant snakes, and being
immune to non-magical weapons. Many Naga kings
Tentacle Mass (+1 attack, 1d8 damage + save vs pa-
6
ralysis for 1d6 rounds)
will also have magical power and enlightenment power
equivalent to a Siddhi of the same level.
XP: 775 (7 Hd Naga), 1100 (9 Hd Naga), 1500 (12 Hd
Body (roll 1d6)
Naga chief), 1000 (7 Hd Naga sorcerer), 3250 (Naga king)
Body of fire (anyone in melee range takes 1d6 fire
1
damage each round)
The Nagas are a fairly prolific race of serpent-men.
2 Insectoid exoskeleton (+3 armor class)
Their lower bodies have the form of snakes, their upper
3 Metallic (+4 armor class) bodies have a humanoid form, reminiscent of a human
4 Ooze (immune to normal weapons) being; however they have snake scales extending all
5 Scales (+2 armor class) along their back and the back of their head features a
cobra-style hood instead of hair. Nagas are not neces-
6 Thick bestial hide (+1 armor class)
sarily evil creatures, some are devotees of Shiva, who
among other attributes is the god of snakes, but many
Limbs (roll 1d6)
other groups of Nagas worship the Asuras. Their com-
Humanoid, multiple limbs, weapon-using munities vary in levels of culture from near-barbaric
1
(+1 attacks, damage is by weapon)
tribes, to sophisticated cities and civilizations that rival
2 Pincers (+1 attack, 2d8 damage each) or surpass the level of human Bharata civilization.
3 Savage Claws (+1 attacks, 1d8 damage each) Nagas are found in a variety of places, from forest
Sharp metal appendages and jungles to mountain cities, and they also inhabit sev-
4
(+1 attacks, 2d8 damage each) eral of the realms of the Patala underworld, where their
5 Tentacles (4 attacks, 1d6 damage each) greatest civilizations are based. Nagas are not always
Toxic Tendrils (+1 attack, 1d8 damage + save versus
enemies of men, but tend to be aggressive to humans
6 particularly if they enter unbidden into their realms.
poison or lose 1 point of CON per round until slain)
However, they are highly intelligent creatures and may
XP: Variable, by hit dice (typically 25-1100) at times be reasoned with (particularly the ones who are
These creatures are nightmarish beasts from the un- not worshipers of the Asuras).
derworld, and each is different from another.
133
Rakshasa, Common Rat, Giant
NUMBER A PPEARING: Variable, tribe is 2d100 NUMBER A PPEARING: 5d10
A RMOR CLASS: 12, unless armored A RMOR CLASS: 13
MOVEMENT: 30 feet MOVEMENT: 30 feet
H IT DICE: 1 H IT DICE: Half (1d4 hit points)
TREASURE: Variable, x or xi or xii or xiii (typical) TREASURE: iii
ARROWS OF INDRA
134
Serpent, Giant Cobra
NUMBER A PPEARING: 1d2
A RMOR CLASS: 15
MOVEMENT: 40 feet
H IT DICE: 6
TREASURE: None
MONSTER GUIDE
SIZE: Large
A LIGNMENT: Neutral
MORALE: 8
ATTACKS: 1, +5 to hit
DAMAGE: 1d8+poison (bite)
SPECIAL: Anyone struck by the venom of a
giant serpent must make a saving throw
versus poison or die in 1d3 rounds. The
giant cobra can also spit its venom up to
30 feet away at a single target, making an
attack roll to hit, doing no damage but
requiring a saving throw versus poison to
avoid death in 1d3 rounds.
XP: 550
135
Shark Tiger, Common
NUMBER A PPEARING: 3d4 NUMBER A PPEARING: 1d4
A RMOR CLASS: 14 A RMOR CLASS: 14
MOVEMENT: 60 feet swimming MOVEMENT: 30 feet
H IT DICE: 5 H IT DICE: 6
TREASURE: None TREASURE: None
ARROWS OF INDRA
136
Timingila (the sea monster)
NUMBER A PPEARING: 1
A RMOR CLASS: 20
MOVEMENT: 25 feet, swimming
H IT DICE: 14
TREASURE: ii + xviii + xix + xx + xxii (all in stomach)
MONSTER GUIDE
SIZE: Large
A LIGNMENT: Neutral
MORALE: 10
ATTACKS: 3 +9 to hit
DAMAGE: 3d6/3d6/5d8+swallow whole (fin/fin/bite)
SPECIAL: A Timingila can, if it hits with a total attack roll
of 20 or more, swallow an opponent whole; to avoid
this a character must make a saving throw, modified by
Dexterity and any acrobatic bonuses. A character who is
inside the stomach of a Timingila will suffer 2d6 points
of damage per round automatically; they can only escape
if they or allies slay the beast. If a Timingila hits a sailing
vessel, it will swallow it if it is small, or else capsize it.
XP: 1850
137
Vyala Water Buffalo, Wild
NUMBER A PPEARING: 1d4 NUMBER A PPEARING: 4d6
A RMOR CLASS: 16 A RMOR CLASS: 13
MOVEMENT: 30 feet MOVEMENT: 40 feet
H IT DICE: 6 H IT DICE: 5
TREASURE: v TREASURE: None
ARROWS OF INDRA
138
Water Spirit (Deva) Windhorse
NUMBER A PPEARING: 1 NUMBER A PPEARING: Variable, 1d10 if in wild
A RMOR CLASS: 18 A RMOR CLASS: 14
MOVEMENT: 50 feet, on water or swimming. MOVEMENT: 60 feet on land, 120 feet flying.
H IT DICE: 16 H IT DICE: 4
TREASURE: None TREASURE: None
MONSTER GUIDE
SIZE: Large SIZE: Large
A LIGNMENT: Holy A LIGNMENT: Neutral
MORALE: 10 MORALE: 7
ATTACKS: 1, +10 to hit ATTACKS: 2, +4 to hit
DAMAGE: 5d6 (water blast) DAMAGE: 1d8/1d8 (hooves/hooves)
SPECIAL: Can only be harmed by magic or magic weap- SPECIAL: In a nest of windhorses, there is a 20% chance
ons, cannot step on dry land. They are easily strong of there being a young, trainable windhorse for every 2
enough to capsize small water craft. adult windhorses encountered.
XP: 2125 XP: 100
These powerful spirits serve the various water-gods, Found high in the Kailas mountain range, and occa-
including the goddesses of the sacred rivers (Ganga, sionally in the Himayant mountains, the Windhorse is a
Saraswati, Sindhu) and the sea-god Varuna. They always mystical winged horse with the ability to fly. Windhorses
appear in bodies of water and cannot step on dry land. are used at times as mounts by barbarian chieftains in
They only manifest rarely in the world of Jagat, but are this region, and likewise by the Gandharvas. They are
also found in the Deva Realms. very wild, however, and difficult to tame.
139
Witch, Unholy Wolf
NUMBER A PPEARING: 1 NUMBER A PPEARING: 2d10
A RMOR CLASS: 12 A RMOR CLASS: 13
MOVEMENT: 25 feet MOVEMENT: 40 feet
H IT DICE: Variable (typically not less than 8) H IT DICE: 2
TREASURE: None (may have an item of magic, 5% per TREASURE: None
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140
Yaksha, Common Yeti
NUMBER A PPEARING: 1d10 in a group, 4d100 in a tribe
A RMOR CLASS: By armor, default 16 NUMBER A PPEARING: 1d6
MOVEMENT: 15 feet A RMOR CLASS: 14
H IT DICE: 1 MOVEMENT: 40 feet
TREASURE: xiii (individual), vii, xvii, xviii (tribe) H IT DICE: 4
MONSTER GUIDE
SIZE: Medium TREASURE: iv
A LIGNMENT: Neutral or Holy SIZE: Large
MORALE: 8 A LIGNMENT: Neutral
ATTACKS: 1 +2 to hit MORALE: 7 (6 if attacked with fire)
DAMAGE: By weapon ATTACKS: 2 +4 to hit
SPECIAL: Typical Yakshas have a +3 to all saves vs. poi- DAMAGE: 1d8/1d8 (fist/fist)
son, magic items, or magic. SPECIAL: Yeti have a +8 to sneaking, but only in snowy
XP: 10 for a common Yaksha mountainous climates. If a Yeti lair is encountered there
is a 30% chance that they will have an additional 1d3
This is for a standard or common member of the females, who fight just like males. There is also a 15%
Yaksha race; however Yakshas may have levels in Fight- chance of 1d4 young, who do not fight.
er, Priest, Thief, or even Thugee. In every group of 40 XP: 100
Yakshas there should be one Fighter of level d4+2. For
every 100 Yakshas there should be an additional 6th lev- This creatures is also known as the “wild man of the
el chief, and a 4th level Fighter or Priest. For every 200 snows.” They are a race of large shaggy humanoids that
yakshas there should also be one 8th level Chief and 7th only inhabit the Himayant and Kailas mountains. They
level Priest, and two 4th level Priests. Yakshas generally are fairly shy, but if they are hungry will not hesitate to
live in cities on mountains and forests, sometimes guard- attack humans as they are quite fond of eating human
ing great subterranean treasures. Yakshas are deeply flesh.
learned and studious but also passionate and romantic.
141
Treasure and Items
“I LOOT THE BODY”
T
here are certain taboos and limitations on
handling corpses in Bharata culture that make
the looting of bodies a complicated process.
Table 11.1 Treasure Types However, a person is not considered to be
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1d3K (20%) cp, 1d4K (25%) sp, 1d20K (30%) 26-50 50gp apophylite
XV gp, 1d6x10 (55%) gems, 3d10 (50%) jewelry, 51-90 1d6×100gp jade, topaz
3 magic items (50%), special treasure (25%)
91-97 500gp emerald, sapphire
1d6K (30%) sp, 1d10x100 (25%) gp, spe-
XVI
cial treasure (10%) 98-99 1000gp ruby, diamond
XVII 1d4(50%) gems 00 5000gp patala glowing gem
1d100K (45%) gp, 4d8 (55%) gems, 1d12
XVIII Table 11.3 Jewelry (d100)
(45%) jewelry, special treasure (25%)
XIX 1d6 magic items (40%) Roll Jewelry Value
XX 1d3 magic items (50%) 1-10 1d10×100gp
1d8x10 (90%) gems, 5d6 (80%) jewelry, 1d12 11-20 2d6×100gp
XXI
magic items (70%)
21-40 3d6×100gp
41-50 3d10×100gp
51-70 1d6×1000gp
71-90 1d10×1000gp
91-100 2d10×1000gp
144
Jewelry is crafted ornaments usually made of gold, cumstances the Gm may wish to have them.
silver and gemstones. These include such objects as neck- A treasure horde may be guarded by a monster that
laces, crowns, belts, brooches, rings, ornamental armor normally would not have treasure of its own (for exam-
or weapons, statuettes, bracelets, gemstone mala-rosa- ple, living statues, or skeletons), and there is a chance
ries, hairpins, and so forth. (25%, or Gm’s choice) that it may be either hidden (re-
quiring perception checks to find) or protected by some
Special Treasure form of trap (poison, spear traps, or even magic traps).
MAGIC ITEMS
43-47
(equivalent to 20 flasks) (2sp each)
2d4 large jars of lamp oil
48-50
(equivalent to 200 flasks) (2gp each) The Gm can feel free to choose which magic items
51-54 2d6 bear pelts (15gp each) he feels are appropriate for his group, but he can also
55 1d3 vials of rare perfumes (75gp each) roll to determine the items randomly. Roll first on the
56-57 1d3 rolls of rare pigments (50gp each)
following table to determine the type of item, then on
the appropriate table for that item type to determine the
58-63 1d6 doses of poison
specific object found.
64-65 1d3 rolls of silk (40gp each)
66-67 1d3 samples of fine pottery (100gp each) Table 11.6 Random Magic Items (d100)
5d10 non-magic scrolls
Roll Random magic items
68 (philosophy, mathematics, astronomy, etc)
(150gp each) 1-25 Herb/potion
69-71 1d3 rugs (5gp each) 26-34 Sutra, minor
72-77 2d6 bricks of salt (7sp each) 35-37 Sutra, major
1 ancient statue of a god 38-42 Mala beads
78
(worth 1d10×100gp at a temple of that god) 43-46 Staff
79-84 1d3 jars of spices (8 gp each) 47-49 Ring
85 1d3 jars of rare spices (250gp each) 50-52 Conch shell
86 2d10 dire elephant tusks (450gp each) 53-62 Wondrous items
87-95 1d3 weapons, bronze 63-72 Armor/shield
96-98 Roll again, doubling the number found 73-83 Arrows
99-00 Roll twice 84-92 Bow
Treasure Horde
93-00 Miscellaneous weapon
145
Herbs/Potions being able to spot small details and even search for hid-
den things from extreme distance. Grants a +10 to all
These are magical herbs that originally come from sight-based perception checks.
gardens in the Deva Realms. They are quite rare. When CURING H ERBS: These powerful healing herbs will re-
found 80% of the time they will be in their raw herb store 2d6+2 Hp immediately after being consumed.
form; they will be identifiable by an apothecary-doctor GREATER CURING H ERBS: These even stronger curing
who makes a Dc15 check. They can be prepared as a
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146
TRUE SEEING: The imbiber of this herb will be able to
see all invisible things for the duration, as well as identi-
Sutras, Minor
fy any being or object of Holy or Unholy Alignment. These are small strips of parchment on which are
SOMA: The herb of immortality. Drinking Soma juice written sacred teachings (a “sutra” is a spiritual teach-
will cause a person to reduce 10 years in age, with all ing). Magical Sutras have been written by the hands of
corresponding restoration of physical health. great Holy sages, and contain within them a portion
THOUGHT-OPENING H ERBS: Consuming these will al- of their creator’s enlightened wisdom. To use a Minor
147
Individuals of Holy alignment who look at a cursed gain one full level of experience (gaining enough experi-
scroll should be allowed a save vs. magic to resist its ence points to just achieve his new level). It has no effect
effects; all other beings who activate a cursed scroll are only any other class or alignment.
not granted a saving throw. THE DAITYA UPANISHAD (UNHOLY): If any Rakshasa
Minor Sutras will always be gratefully accepted at character of at least 5th level reads this book, requiring
a temple; any temple would be willing to pay a fee of 1d12 days of study, they will gain a permanent +1 bonus
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1d10x1000gp for any minor sutra that is not cursed. to all their melee damage. This sutra has no effect on
any other race; or on Rakshasas of less than 5th level,
Sutra, Major although the latter may study the book again after obtain-
ing 5th level to be granted its effect.
These are large parchment scrolls or books which THE SUTRA OF THE DEMONIC A RCHITECT (UNHOLY):
contain profound teachings of spiritual wisdom, of ei- This sutra requires 1d6 weeks of study; after which a
ther a Holy or Unholy nature. Like minor sutras, to be Siddhi character will obtain the secret knowledge of
used the reader must be able to read the language they how to construct and give life to Living Statues. Con-
are written in, which will usually be in Sanskrit if the structing a single Living Statue requires 4 weeks of work
book is Holy, or the demonic Asura language if Unholy; and 10000gp in expenditure, after which the chance of
unless otherwise indicated. Unlike minor sutras, they do the statue’s construction being successful is a percent-
not disappear if read, however any individual can only age chance equal to the creator’s Intelligence attribute
benefit from their study of a sutra once; this also means plus his level. A character will be able to create as many
that if a Pc should later find another copy of the same Living Statues as he wishes, and they will obey his very
major sutra, he will gain no further benefit from reading basic commands (usually to guard a room or entrance
that new copy. against all who approach; the statue will not be clever
Determine the type of Major Sutra found by the enough to distinguish specific exceptions aside from his
following table: creator). The character will also be able to create, for
Table 11.8.2 Major Sutras (d100) 5000gp, a magic ring that will allow whoever wears it
(and everyone within 10 feet of the wearer) to pass by
Roll Major Sutra: Effect Living Statues undisturbed.
1-10 The Supreme Bhakti Sutras (Holy) THE TANTRA OF K ALI-M A (HOLY): This devotional
11-15 The Brahmacharya Sutra (Holy) work of union to Kali is written in Prakrit, and requires
16-25 The Daitya Upanishad (Unholy) 2d6 weeks of study, after which any Thugee character
will gain one full level of experience (gaining enough
26-35 The Sutra of the Demonic Architect (Unholy)
experience points to just achieve his new level). It has no
36-40 The Tantra of Kali-Ma (Holy)
effect on any other class.
41-45 The Mahasiddha Sutra (Holy) THE M AHASIDDHA SUTRA (HOLY): This profound
46-55 The Natarajastra Sutra (Holy) teaching, written in Prakrit, requires 2d6 weeks of study;
The Sutra of the Sacred Refuge of after which any Siddhi who reads it will gain one full
56-65
the Three Jewels (Holy) level of experience (gaining enough experience points to
66-70 The Sutra of Shadows (Unholy) just achieve his new level). This effect will only work for
Siddhis, and only Siddhis of Holy or Neutral alignment.
71-79 The Sukracharya Sutra (Unholy)
Siddhis of Unholy alignment will not benefit from read-
The Sutra of the Treasure House of Lord Shiva
80-88 ing this sutra; however, if they later change alignment
(Holy)
they can read it again to gain its benefit.
89-94 The Yama-Bhakta Tantra (Unholy)
THE NATARAJASTRA SUTRA (HOLY): This instructional
95-99 The Virakshatriya Purana(Holy) text on sacred archery requires 1d10 weeks of study, af-
00 The Sutra of the Wish-fulfilling Lotus Jewel (Holy) ter which the reader will gain a permanent +1 bonus to
damage with arrows. There is a 75% chance the text is
Temples will always take a tremendous interest written in Sanskrit, otherwise it is written in Prakrit.
in obtaining Major Sutras, if they are of the temple’s THE SUTRA OF THE SACRED R EFUGE OF THE THREE
alignment. They will offer a payment of 1d10×5000 JEWELS (HOLY): This book requires 1d20 days of study,
rupya(gp) for any Sutra of the temple’s own alignment. instructing the reader on meditations and prayers he
can perform to gain divine protection from harm. Any
Major Sutras Discriptions:
character who reads this book will gain a permanent +1
THE SUPREME BHAKTI SUTRAS (HOLY): Studying this
bonus to all saving throws.
book requires 1d20 days; any character who has stud-
THE SUTRA OF SHADOWS (UNHOLY): This book requires
ied this sacred text will gain a permanent +5% bonus
2d6 weeks of study; any Thief character who reads it
to the possibility of successful Divine Intervention (see
will gain one full level of experience (gaining enough
“Divine Intervention”).
experience points to just achieve his new level). It has no
THE BRAHMACHARYA SUTRA (HOLY): Any Holy Priest
effect on any other class.
who reads this sutra, requiring 2d6 weeks of study, will
148
THE SUKRACHARYA SUTRA (UNHOLY): The battle-teach-
ings of the great Asura strategist Sukracharya, this text
Mala Beads
is intended to instruct those who are not natural fighters A Mala is a rosary of 108 beads with a central larger
in the art of defeating superior opponents. Any Priest or “guru bead” or amulet. It is the symbol of both a Priest
Siddhi who reads this text, requiring 1d6 weeks of study, and a renunciate Yogi, and also used by members of
will gain a permanent +1 to their attack bonus. It has some other spiritual lay-orders. Magical Mala Beads can
no effect on other classes. However, any Holy character be worn by any class of character, but only one Mala
149
inside the mala. If in the undertaking of a task (which can
obviously include fighting in a particular combat encoun-
Staffs
ter), the elemental spirit is slain, then the mala loses its A magic staff, when found, has a 50% chance of hav-
magical quality forever. ing the simple magical property of granting a +1 to hit
M ALA OF I NTANGIBILITY: The wearer, while concen- and to damage. However, the other 50% of staffs have
trating on this Mala, becomes intangible; he can walk special magical powers. Any character who is allowed
(by class or race) to wield a staff may use its power,
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150
STAFF OF COMMAND: Whenever a charge is used, the
wielder may attempt to take mental control of any single
Rings
intelligent or non-intelligent magical creature within 100 Magic rings can be used by any character capable of
feet of his person. The victim may attempt a saving throw wearing a ring on a finger. A character may use up to
versus magic item to avoid the effect. If it fails the saving two rings at a time, one on each hand.
throw the creature will do whatever the Pc bids of it for Determine the type of ring by the following table:
up to 30 minutes, after which the effect wears off.
151
R ING OF THE ASCETICS: While worn, this ring allows long the ring is on his finger.
the wearer to survive without food or water. R ING OF LIFE: This incredibly valuable magic ring, when
R ING OF COLD R ESISTANCE: This ring, while worn, worn, will spare the wearer from death once. If while wear-
allows the wearer to ignore all the effects of intense ing the ring the wearer would die, he is instead brought
natural cold, and grants a +2 bonus to all saving throws back from the brink of death, healthy and with full hit
against magical cold. points. After this effect takes place, the ring vanishes.
R ING OF DEMONIC I NTERVENTION: This ring will allow R ING OF LUCK: This ring, when worn, will grant the
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the wearer to summon forth an Asura Demon Prince, wearer a +1 bonus to all saving throws.
who in fulfilling the ancient pact that led to the ring’s R ING OF M AGIC-R EFLECTION: This ring is extremely
creation will assist the wearer in any one task. It can be powerful, and when worn it will cause up to three arca-
used by someone of any alignment, but calling upon an nas, mantras, mudras or Enlightenment Powers per day
Asura demon in this way will cause any Holy-aligned cast at the wearer to “bounce back”; their effect being
person to revert to Neutral alignment. Additionally, if felt instead by the caster. The wearer cannot choose
the wearer is not Unholy, the Asura demon will attempt which of these magics will bounce back, it will always
to trick, coerce, induce or seduce the wearer into com- be the first three in the day directed at the wearer; it can
mitting Unholy acts. The Asura Prince will complete the only be prevented by taking off the ring to receive bene-
requested task if within his power, but is not required to ficial magic and then put it on again.
do so in the way that the wearer would prefer, nor is he R ING OF M ENTAL CLARITY: Put on someone’s finger,
required to obey any particular commands. this ring will immediately remove insanity, and restore
R ING OF DIVINE I NTERVENTION: This ring, if worn any lost memories or amnesia. While worn on someone’s
by someone who is Holy, will allow the wearer to call finger, the wearer is completely immune to effects that
upon divine aid once; the aid will come in the form of a would cause either of the above.
Deva Warrior, who will assist the wearer through either R ING OF P ROTECTION +1: This ring, while worn, adds a
his power or divine knowledge; after which the ring will +1 bonus to the user’s Armor Class.
disappear. The ring will have no effect if worn by a Neu- RING OF PROTECTION +2: As above, but adds +2 to the
tral person; and if an Unholy person even touches the user’s Armor Class.
ring they will take 2d6 points of damage for each round R ING OF P ROTECTION +3: Again as above, but adds
they hold it; nor will its power work for them. The Deva +3 to the user’s Armor Class.
Warrior is not obliged to obey any specific orders or com- RING OF TRUE VISION: While worn, this ring allows the
mands given by the summoner; and he will simply refuse wearer to see the invisible, detect an aura around any
to perform any task that would be of an Unholy nature. magical items or effects, and likewise tell if any being is
R ING OF FIRE R ESISTANCE: This ring grants immunity Holy or Unholy in alignment.
to any damage from normal heat or flames, and a +2 bo- SACRED BAND OF VISHNU: This powerful ring can only
nus to saving throws versus magical fire. be used by a Priest of Holy alignment. Any Priest who
R ING OF H EALING: While worn, the wearer will recov- wears it will be able to make use of all his arcana rituals
er much faster from injuries. If injured, he heals 1 Hp double the normal amount of times per day.
every 10 minutes.
R ING OF I NVISIBILITY: Whenever the ring is worn, the Conch Shells
wearer becomes invisible. He remains so for however
Conch Shells, called “Shankha”,
are very important ritual and cultural
items in Bharata; used by blowing
into them to produce a great noise.
They are used for religious purposes,
both in personal and temple devotion.
Priests make use of them during the
performance of certain Holy rituals,
warriors will by tradition blow them
before the start of any battle. They
are sacred to the Gods. Magic conch
shells can be used by any class; cre-
ated by the Gods or Devas to have
incredible powers when blown. Like
staffs, magic Conch Shells have a cer-
tain number of charges; each use of
the shell takes up one charge (unless
otherwise indicated). A typical Conch
Shell when found will have 2d20 re-
maining charges. They could only be
152
recharged (up to a maximum of 20 charges) by a wish or 8d6 points of damage (save vs. magic item for ½ damage).
Divine Intervention. SHANKHA OF ENCHANTMENT: This conch shell will nor-
To determine the type of magic Shankha generated, mally only work on individuals of the opposite sex from
refer to the following table: the user; though there may be exceptions based on cer-
tain predispositions. When blown within earshot of the
Table Name: Table 11.12 Conch Shells (d20) intended subject, that target must make a saving throw
Roll Conch Shell: Effect vs. magic item or fall deeply in love with the user. This
153
way it must make a “resurrection success” check, failure
means that revivification is impossible. This Conch shell
Wondrous Items
only ever has 1d10 charges when found, and can only be There are a number of magical artifacts that do not fall
recharged to a maximum of 10 charges. into any of the other categories. These are cataloged here:
SHANKHA OF MADNESS: Each time it is used, this conch
Table 11.13 Wondrous Items (d100)
shell will oblige a single individual of the user’s choice
Roll Wondrous Item: Effect
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154
THE H ELMET OF THOUGHT CONTROL: While wearing SAGE’S CAP: This small red woolen cap, when worn
this helmet, the character is completely immune to all over the head, provides complete protection from one’s
forms of magic that manipulate his mind. thoughts being read by magic.
K ARA OF THE UNBREAKABLE OATH: A “kara” is a small SEA-EMERALD OF VARUNA: This small gemstone ap-
metal bracelet, usually worn for adornment or as a mark of pears like a normal gem (worth about 250gp if not iden-
rank, its use is common in the Bahlika Kingdoms. This magical tified as magical). In fact, if touched to the forehead it
Kara, when placed around one’s wrist while making an oath, grants the user the power to affect the strength and di-
155
minutes of study. In the ancient times, these vehicles Next roll to determine modifier and chance of special
were incredibly common, as were other larger airships; powers (Note: If an armor and shield set are found, roll
today, they are rare. for each separately):
VIMANA, GRAND: As a regular Vimana flying chariot,
but this one is much larger than normal, the size of a Table 11.14.2 Armor Modifier and Powers (d100)
small house, and can carry up to 20 people. Roll Modifier Special Power
YAKSHA TREASURE CHEST: Originally belonging to
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1-50 +1 10%
King Kubera of the Yakshas when he ruled his kingdom
51-85 +2 15%
in the isle of Lanka; his treasury was filled with these
86-98 +3 20%
magical chests. They appear as normal small chests, but
their magic allows that any amount of objects can be 99-00 +4 25%
stored inside, without adding anything to its weight, pro-
viding they can fit through the top of the chest (which If the armor or shield has a Special Powers roll here:
is 3 feet long and 2 feet wide). Many of these chests
Table 11.14.3 Special Powers (d8)
were lost to Kubera when his original kingdom was
conquered by the demon Ravana, and these are now Roll Special Power: Effect
scattered throughout Jagat. There is a 25% chance that 1 Akashik Armor
when found, they will already contain a treasure horde 2 Brahma Shield Armor
within them. King Kubera will richly reward anyone
3 Deva Armor
who brings one of his chests back to him.
4 Armor of Magical Reflection
156
A RMOR OF SURYA: This armor makes the wearer VAJRA FURY A RMOR: Once per day, the wearer of this
completely immune to normal (non-magical) fire and armor can choose to make his armor discharge a powerful
grants a +2 bonus to all saving throws versus magical Vajra lightning-bolt at someone who has just hit him; this
fire. Once per day, the wearer can activate the armor’s must be declared immediately after being struck. The being
power shrouding himself in an aura of heat and light, that struck him will take 6d6 points of damage, but can
which illuminates an area of up to 60 feet away from the make a saving throw versus magic item for half-damage.
wearer, and does 1d6 points of damage per round to any
157
Magic Arrows avoid fleeing.
VISHNU ARROW: If this arrow strikes, it will dispel any
Magic arrows grant a bonus to both attack rolls and active magical effects on its victim.
damage. Some magic arrows have special powers aside
from this. These bonuses are added to any bonuses giv- Magic Bows
en by magic bows, so that a +1 bow firing a +1 arrow
would have a total of +2 to hit and damage. Magic ar- Magic bows are the most common of magical weapons
ARROWS OF INDRA
rows lose all bonuses when they strike a target; but if a because of their high esteem among both gods and men.
shot is missed the arrow could theoretically be retrieved Most bows provide a basic bonus to hit and damage; these
and re-fired. bonuses stack with magic arrows, so that a +2 bow firing a
Roll to determine the number of arrows found, their +1 arrow will do +3 to hit and to damage.
bonus, and the percentage chance of a special power: Whenever a bow is determined among magic items, it is
important to check to see if it is cursed. A bow will be a cursed
Table 11.15.1 Magic Arrow Types (d100) bow on a roll of 1 in 20. A cursed bow will subtract rather
Roll Number Bonus Chance of Power than add its bonus to hit and damage; and will be magically
enchanted so that the owner will not wish to use any other
1-60 2d10 +1 25%
weapon. The curse can only be lifted through magic.
61-87 2d8 +2 20% Many magic bows also have a specific alignment. Roll a
88-98 2d6 +3 15% d100: a bow will be Holy on a result of 1-30, Unholy on a
99-00 2d4 +4 10% result of 31-60, and will not have an alignment on a roll of
61-100. If a bow is of Holy or Unholy alignment, anyone
If a special power is determined, roll here: who picks it up that is of the opposite alignment will take
2d6 points of damage for each round that they touch it.
Table 11.15.2 Arrow Powers (d8)
Bows that have an alignment may also have specific Spiritual
Roll Arrow Power: Effect Powers. All bows will have a basic bonus, and may have an
1 Agni’s Fire Arrow additional bonus or Special powers. Roll on the following
2 Blinding arrow of Surya tables to determine the construction of a magic bow:
3 Demonic Poison Arrow
Table 11.16.1 Magic Bows (d100)
4 Far-reaching Arrow
Chance of
5 Paralysis Arrow Roll Bonus
Additional Bonus
6 All-penetrating arrow 1-70 +1 40%
7 Terrifying Arrow of Shiva 71-88 +2 35%
8 Vishnu Arrow 89-96 +3 30%
Arrow Power Descriptions: 97-99 +4 25%
AGNI’S FIRE ARROW: This arrow, when it hits a target, 00 +5 20%
will burst into flame doing an additional 1d6 fire damage.
BLINDING ARROW OF SURYA: If this arrow strikes its vic- If additional bonuses are determined, roll here:
tim, the victim must make a saving throw vs. magic item
or become blinded; a blinded victim will remain blind Table 11.16.2 Bow Additional Bonuses (d100)
until magically cured. Roll Bonus or Power
DEMONIC POISON ARROW: This arrow, if it hits a living 1-33 +1 additional bonus
target, requires a saving throw versus poison or the tar-
34-57 +2 additional bonus
get will be slain.
FAR-REACHING ARROW: These arrows will have triple 58-73 +3 additional bonus
their normal ranges. 74-82 +4 additional bonus
PARALYSIS ARROW: This arrow, if it strikes its target, 83-00 Special Power
will cause the target to have to make a saving throw ver-
sus magic item or become paralyzed, unable to move, for
1d10 rounds.
ALL-PENETRATING ARROW: This arrow will ignore any
barriers or cover between the archer and his prey, as well
as ignoring any armor class gained by wearing armor or
shields; only the natural armor class (modified by Dex-
terity or non-armor magic) of the target will apply.
TERRIFYING ARROW OF SHIVA: This arrow will let out
a terrifying sound as it travels through the air, causing
all opponents within earshot to make a morale check to
158
Additional Bonuses are added to the basic bonus, but If a special power is determined, roll here:
only against a specific type of creature. So for example,
a Bow +1, with a +2 additional bonus vs. snakekind will Table 11.16.4 Bow Special Powers (d10)
be a “Bow +1, +3 vs. snakekind”, normally doing a +1 Roll Special Power: Effect
to hit and damage, but a +3 to hit and damage against 1 Alternate Form
snakes or Nagas. Determine the type of opponent the 2 Far-reaching
additional bonus applies to from the following table:
159
Minor spiritual powers work only while the owner is hold-
ing the bow. If a Minor Spiritual Powers is selected, roll here:
Miscellaneous Weapons
This is the category for all other forms of magical
Table 11.16.5.2 Minor Spiritual Powers (d6) weapons. In all cases, the weapon in question adds its
Roll Minor Spiritual Power: Effect bonus to hit and to damage.
1 Enhance perception It is possible for these magic weapons to be cursed;
when a weapon is generated roll a d20, on a 1 the weap-
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160
Miscellaneous Weapons Notes: be lost, the individual who uses it will lose Holy status,
R ETURNING: These weapons have double the normal and will almost certainly gain the enmity of the god in
listed ranges for their type, and when thrown will always question, who will seek to punish this betrayal of trust.
return to the wielder’s hand. In the description below, the weapon is listed along with
DECAPITATOR: This weapon, when its wielder rolls a nat- its owner deity and its effects, as well as any other notes.
ural 20 to hit, will decapitate its target killing them instant-
ly if the target does not make a save vs. magic item. Even if ASTRAS (CELESTIAL ARROWS)
161
will have a +20 to hit. It will completely destroy its tar- area around the arrow’s target to have to save vs. magic
get if it hits, annihilating them completely with no saving item, or become befuddled, attacking their companions
throw, and no possibility of being restored to life, except rather than the enemy.
by Vishnu himself. MOUNTAIN ASTRA: So named because this arrow
VAJRASTRA: [PATRON GOD: I NDRA] This arrow has a transforms into a small mountain in mid air, it has a +10
+10 bonus to hit. If it strikes it will instantly disintegrate bonus to hit, landing on top of its target area. If its main
ARROWS OF INDRA
its target, no saving throw usually permitted. Only some- target is hit, he suffers the full brunt of the mountain’s
one with magic that protects against disintegration or impact, taking 20d6 damage (no saving throw allowed).
some kind of Divine Intervention may survive. Everyone within a 320 foot area of effect around the tar-
VARUNAYASTRA: [PATRON GOD: VARUNA] When this get (including the intended target himself if he was not
arrow strikes a spot (with a +10 bonus to hit), it releases hit directly by the arrow) will take 8d6 points of dam-
a flood of water that covers an area of 500 feet around age, with a saving throw for half-damage.
the target. All creatures in the area take 4d6 damage, a NAGASTRA: A relatively minor Astra, which can be
saving throw versus magic item reducing this damage by granted by the Naga King Vasuki, this arrow transforms
half. Additionally, all creatures in the area of effect must into a serpent when it hits. It has +10 to hit and damage,
make a second saving throw modified by their Strength and its bite requires a saving throw versus poison to
bonus (large creatures get a +4 bonus) to avoid being avoid death in one round.
swept right off their feet by the torrent. The water quick-
ly disperses unless it is in an enclosed or depressed area, Other Celestial Weapons
in which case it remains and those in the area may begin ASI: The Divine Khanda Sword of Brahma. This is in
to drown. Note: This weapon, fired at someone struck fact the first sword in all of creation, after which all oth-
by the Agneyastra or at any other kind of normal or er swords are modeled. It was used
magical flame will immediately extinguish that flame and by the gods to fight in wars against
cause no other effect. the Asuras at the dawn of time, and
VAYASTRA: [PATRON GOD: VAYU] This weapon will afterward given to great human sag-
create a mighty tornado of wind where it strikes (with es in all successive eras. The sword
a +10 bonus to hit), blasting everything around it and has a +10 bonus to hit and to dam-
tossing everyone within 500 feet of its target into the air. age, it is also a flaming sword, which
All individuals in the area of effect take 6d6 points of does 4d6 extra fire damage every
damage from the impact (saving throw vs. magic item time it hits an opponent. Against
for half damage), and are lifted into the air for a full Asuras, Rakshasas, Monstrosities,
round during which they are helpless. After that, assum- or any kind of giant creature, it will
ing they do not fly, they will fall back down to the earth do double damage. Whenever the
taking an additional 5d6 points of damage from the fall, wielder strikes with a natural 20 on
with a saving throw modified by Dexterity reducing the the attack roll, the target must save
damage by half. vs. magic item or be immediately
VISHNASTRA: [PATRON GOD: VISHNU] When this arrow slain; even if he succeeds in the sav-
strikes an area (+10 bonus to hit if applicable) it will ing throw he will still take triple the
annul absolutely all magic (including magic from items, normal damage (the creatures afore-
Enlightenment Powers, etc.) in an area of 1 mile around mentioned would thus take six times
where the target hit. For the next 18 days, no form of the normal damage!). The current
magic will function in that area. wielder of this weapon is Drona, the
great Brahmin general and king of
Asura Astras (Demonic Celestial Arrows) Northern Panchala Kingdom.
The Asura demon Kings also have their own Astras BRAHMADANDA: This is the Staff
which they can provide to their most valued servants. of Brahma, one of the most power-
BINDING ASTRA: This Astra has a +10 to hit an oppo- ful weapons in creation. Normally,
nent; when it strikes, rather than doing damage it will this weapon functions as a +5 staff,
wrap itself around an opponent, completely binding but the wielder can summon the
him; except by magical power, it cannot be escaped (nor full power of the Brahmadanda by
does it allow any kind of saving throw), until such time concentrating for three full rounds,
as the archer chooses to release his victim. while reciting a secret mantra that
DEMON ASTRA: A standard Asura Infernal Arrow, it can only be taught by Brahma. At
grants +10 to hit and to damage, and unlike any other this point, he may target a single
kind of Astra, it returns immediately to the archer’s quiv- individual or an entire force/army
er after being fired and can be used indefinitely. within his visual range, and his tar-
M AYASTRA: Granted by Maya, the demon architect, get or targets will be completely de-
when it is fired it will cause all beings within a 300 foot stroyed, wiped out completely from
162
all of creation with no possibility of restoration. When rolled (but a saving throw vs. magic item is permitted to
this weapon is used in such a way, all the ground around avoid this fate, though the target still suffers triple regu-
the target area will become an infertile desert for thou- lar damage). After making all of its attacks it will return
sands of years. This weapon is presently in possession of immediately to the wielder’s hand. This weapon has been
the great warrior Karna, king of Anga; however, due to a recently acquired by the Avatara of this age, Krishna.
divine curse he has lost the memory of the secret mantra TRISHUL: The Celestial Trident of Lord Shiva. This
which would be required to utilize its supreme power. weapon has a +10 bonus to hit and to damage, and does
163
The Gods and Religion
I
t is said that there are 330 million gods in who is of less than 9th level suffers a minus 10% (-10%)
Jagat and almost all of these are relatively minor modifier to that check. A character who is Holy gains a
deities, essentially unknown to the men of the +5% bonus, a character who is Unholy suffers a – 5%
Bharata lands. Some say this is more of a meta- penalty. The Gm may also assign modifiers if the cause
phorical idea than a real count; suggesting that ev- of the Pc is particularly relevant to the god being prayed
eryone has their own personal deity that represents their to; or a penalty if the cause of the player character’s goes
ARROWS OF INDRA
connection to the divine. against the god’s own agenda. A character may only
Even so, there are dozens or hundreds of gods that are attempt a Divine Intervention check once per character
worshiped at different times and in different regions of level, regardless of whether it succeeds or not. After a suc-
Bharata, and a long list of more significant gods that are cessful check, the character may not make another Divine
worshiped regularly and in all the human lands. Intervention check until he has successfully completed a
Humans in Bharata generally do not limit themselves divine quest; the nature of the quest required of him will
to the worship of a single deity. They certainly do not be revealed to him either by the God in person, his agents,
deny the existence of the multiplicity of gods. A few, how- through some Holy man, or in a dream, relatively soon
ever, are devotees of a specific god or goddess that they after the prior intervention takes place.
hold in higher esteem than all others, and turn to more
often. For the average human of the Bharata lands, divine Table 12.1 Divine Quests (d100)
worship is a more pragmatic thing, offering prayers and
Roll Quest
ritual to gods based on their necessities of the moment
and the specialties those gods are said to manage. The character is called upon to kill 2d100 Unholy
1-10
creatures as an act of sacrifice to the god.
There is some regional variance as to which of the
major gods hold the most prominence in a given country. The character must give away one of his children (a
firstborn son, or daughter, or a favorite child) either
In general, while every major god will have temples and to a temple, or to a specific old sage, or to Apsaras
shrines in every city of Bharata, there are two broad cat- or Gandharvas to be raised for some purpose suit-
11-20
egories of which gods have principality in a given land: able to the deity; if the PC has no children he may
there are the faithful who hold Vishnu above all others be directed to take a wife of the deity’s specific
choosing, which may require some effort to arrange
(called Vaishnavites) and those who hold Shiva above the marriage.
all others (called Shaivites). In the lands where Vishnu
The character must hunt down 1d6 specific and
is most prominent, the gods associated most closely 21-30 powerful Unholy individuals (evil humans, Raksha-
with Vishnu; Brahma and Rama (and Hanuman), are sas, Nagas, or Asura demons) and slay them.
given preeminence. These include most of Dwaraka, the The character must offer his services and oath of
Kosala Kingdom, the Kuru Kingdom, Matsya, Mathura, loyalty to a specific king or prince for a period of
Southern Panchala, Southern Kosala, and Virabha. 31-40 1d10 years, during which time the player will have to
In the lands where Shiva is most prominent, his do anything the ruler asks of them, so long as it is
not Unholy.
spiritual family of gods (in order of divine family rank:
Parvati, Kali, Durga, Ganesh, and Murugan) are given The character must seek out a specific Holy object
41-50 (usually a powerful Holy magic item), retrieve it from
preeminence. These include the Anga Kingdom, the Ceda wherever it is, and give it to a temple of the deity.
Kingdom, much of the lands that border the Himayant
The character must raise up an army of at least 100
mountains, parts of Kosala, the Maghadan empire, men, and fight in some specific conflict currently
Northern Panchala, and Videha. 51-60
going on in the Bharata Kingdoms, that the deity
The old gods of nature, of whom Indra the god of sky has clearly chosen sides in.
and thunder is the greatest, are worshiped everywhere but The character must seek out a specific Unholy ob-
are especially venerated by the barbarian tribes; other “old 61-70 ject (a powerful magic item), take it from its current
gods” include Agni, Chandra, Prithvi, Surya, and Varuna. owner and arrange for its destruction.
In any of the lands that are situated upon one of the The character must seek out the blessing of a spe-
Holy rivers, these rivers are also worshiped as goddesses, cific Holy renunciate, living in some isolated wilder-
71-80 ness region; the renunciate might refuse to give the
and sources of life itself, as they often literally are, for blessing until the PC has fulfilled some particular
the locals. task or a term of service or given him some gift.
166
A character may of course refuse to perform a quest, ligious ceremony, and it is through his fire that the other
but until he does so cannot successfully obtain Divine In- gods’ blessings are transmitted to the devout. He is also
tervention from any deity, as it will be clear his devotion the god who transports the dead (through the flames of
is not strong, and he may gain the enmity of the specific cremation) to the next life. He is the patron (and possibly
deity whose quest he has scorned. Note that the above the originator) of the Fire Dynasty of Kshatriya clans.
table may also be used in a modified fashion to represent CHANDRA: God of the moon. Just as Surya pulls the sun,
167
person reincarnates in the Hell Realms, as a ghost, an the Vanara god-king Hanuman) the mighty Asura-king
animal, a human, or a Deva). Ravana, who ruled all of the lands south of the Vindhya
mountains from his island-realm of Lanka. His conflict
River Goddesses with Ravana was due to the latter having kidnapped his
wife, Sita; after Ravana’s defeat he rescued Sita, but was
Ganga, Sarayu, Saraswati, Sindhu, and Yamuna are all forced to abandon her to maintain peace in his king-
rivers that are also worshiped as goddesses, particularly
ARROWS OF INDRA
168
the god who protects all temples. Every human temple to unite with Shiva near the end of his lifetime as Avatara;
any deity will also have a small shrine to Ganesh. he took her with him to Mt. Kailash and she was trans-
K ALI: The black-skinned goddess of death. She is formed into a goddess.
one of the fiercest warriors among the gods, created
out of the warrior-goddess Durga’s rage. But she is also Krishna
Kali-ma, the dark mother, who is the source of life and
Religious Practices
For the typical citizen of the Bharata lands, religious
practice consists of daily prayers and going to the temple
to worship in front of the idols of the gods, giving offer-
ings to the temple Priests to perform rituals of worship
in their name. Certain Yogis and renunciates engage in
practices of poverty, chastity and self-denial either for
personal illumination or to express devotion to the gods.
Religious festivals are common events, with several
occurring in the course of the year, dedicated to different
gods; during these festivals much of the regular activity
of a city or village will come to a halt as people gather to
sing devotions, attend the temple, participate in religious
parades and hold great feasts.
Marriage is an important religious ceremony, with
weddings typically lasting anywhere between three to ten
days; during which time huge crowds of guests are fed
and entertained by dancers; the total cost of a wedding
is often equal to or greater than the annual income of
the individual getting married.
There are numerous ceremonies that are rites of pas-
sage for children of different ages, which mark their
MURUGAN: One of Shiva’s sons by Parvati, the god spiritual development; these vary somewhat based on the
Murugan is the god of war and death. He is symbolized by caste of the child.
the peacock. He is the god of wily strategists and generals. Funerary rites are extremely important ceremonies as
PARVATI: First among Shiva’s wives, Parvati is the well; in most kingdoms in Bharata, the dead are cremated
loving mother goddess, the goddess of householders, in funeral grounds known as the Burning Ghats; it is con-
mothers, and respectable women. Like Shiva, she was sidered important that the correct funerary rites are per-
once a human being, a girl named Sati, who fell in love formed in order that the spirit of the deceased should not
with Shiva when he was the Avatara (divine incarnation return as a ghost or one of the living dead, and may instead
in the world). Shiva was eventually won over by the have the best possibility of reincarnating in an auspicious
girl, but her father despised Shiva and renounced her form (as a human into a good family, or as a Deva).
for marrying him against his wishes; Sati, torn between
her father’s wishes and her love for Shiva, incinerated
herself in ritual suicide. Shiva, in a furious rage, slew her
entire family in reprisal, and later carried her charred
dead body with him in mourning until her corpse had
completely rotted away. Because of her Holy nature, Sati
was reincarnated as the daughter of an Apsara and she
was eventually able to remember her past life and re-
169
ARROWS OF INDRA
Major Religious Rituals body. The next morning the horse is ceremonially butch-
ered along with 21 cows, and the meat is ritually offered
KUMBH M ELA: In the Holy cities along the sacred to the gods and then consumed. The performance of this
rivers, the Kumbh Mela festivals take place once every ritual cements the power of the king to rule and is meant to
12 years. During this festival pilgrims travel in immense guarantee his prosperity.
numbers to the sacred sites, camping in great tent cities R AJASUYA YAGNA (EMPEROR CEREMONY): This is a much
that can cause a city to double in size overnight. The fes- rarer religious ceremony, performed by kings who wish
tival takes place over several days, and the tent cities can to establish their authority throughout the Bharata
often be the site of fights between rival groups of Yogis lands. In this rite, a king must travel with his armies to
and their devotees, accidents, stampedes, and other haz- all the kingdoms of Bharata, obtaining recognition and
ards. On the final day of the Mela, whoever participates tribute from every single king, or else defeating them in
in the ritual bathing will be cleansed and granted Holy warfare or personal combat. It does not entail a literal
alignment; though they can subsequently lose this status conquest of the kingdoms themselves, however. When
from Unholy behavior as per usual. this ceremony is concluded the king must conduct a
ASHVAMEDHA (HORSE SACRIFICE): This important ritual great religious feast in his capital, to which all the oth-
takes place whenever a new king inherits a throne. A horse er kings must be invited; after this ceremony he has
(a stallion) is chosen to be set free to roam throughout the the right to style himself “King of Kings”. For obvious
kingdom, followed by 100 young men as its guardians and reasons, this ritual is only very rarely performed. At the
attendants, sworn to protect the horse at the cost of their present time the Emperor of Maghada is performing a
very lives. No one is permitted to stop the horse from wan- particular and sinister variant of this ceremony, where he
dering where it will throughout the land. Throughout the plans to literally sacrifice 100 kings, chiefs and princes in
one year period when the horse is wandering, important order to gain power that will make him the absolute and
rituals and sacrifices are performed by the kingdom’s Priest. invincible emperor of the world.
At the end of the year the horse returns to its point of ori- In a long campaign, characters will seek to make use
gin, is ritually bathed and other ceremonies performed with of some of their fame, fortune and treasure; they will
it, and then it and many other animals are ritually slaugh- also gain fame and/or notoriety, and the attention of
tered. The new king’s wives and consorts then walk around their Clan chiefs or of the monarchy of their lands, all of
the dead horse reciting religious mantras, while the king’s which will lead to new authority and responsibilities.
chief wife (the Queen) mimics copulation with the horse’s
corpse; she must spend the night sleeping by the horse’s
170
Appendixes
Appendix 1:
ARROWS OF INDRA
I
found there; however the clan elders or chiefs will expect
n any game lasting sufficiently long, there a monthly payment for the privilege; this payment will
will likely be periods of downtime as the campaign’s vary according to the caste and wealth level of the clan,
timeline progresses, and while the characters are en- but will usually be about 6 dam (cp) for a Dalit or Sudra
gaged in non-adventuring activities. This will require caste, 6 anna (sp) for a Vaishya caste, or 6 rupya (gp) for
that player characters engage in expenditures to a Kshatriya or Brahmin. If the clan is in good relations
maintain their basic living expenses. The following costs with the Pc they will always be willing to hold a tab for
of living are on a per-month basis, and assume the mini- the cost of the Pc’s stay, but they will expect this to be
mum necessary expenditure, not including housing; they paid within 3 months, with an additional interest worth
are arranged by caste: half the total bill.
Finally, a character could also choose to live full-time
• Dalit, Sudra, and all Yogis or ascetics living in in a traveler’s inn, known as a Caravanserai; this would
cities: 1 anna (sp) per month incur a minimum cost of 15sp per month for sleeping in
• Vaishya: 1 rupya (gp) per month the common (communal) hall (which always brings with
• Kshatriya or Brahmin: 10 rupya (gp) per month it the risk of sleepless nights and pickpockets), or at least
• Costs are doubled in any large city. 6gp per month for a private room.
Player characters can certainly choose to spend more
than that in order to live ostentatiously. Additionally, Profit from Lands
anyone who holds any kind of significant office (in- Any character (except Dalits) with sufficient funds
cluding officers in the guard or army, temple Priests, would be able to purchase land in the Bharata King-
administrators or advisers, or wealthy merchants or doms; the following are general average costs and in-
landowners with a reputation to uphold) must spend comes from land meant to be worked agriculturally.
at least ten times the listed amount. Any character who
does not spend the minimum required will be seen either
Table 13.1 Costs and Profit From Lands
as a pauper or a miser, neither of which are well-consid-
ered in the Bharata lands, and they will suffer a – 2 to all Cost Average Annual
Land
reaction rolls with civilized humans until they begin to to Buy Income
maintain themselves appropriately. Small farm 8,000gp 400gp
Wealthy Farm 20,000gp 1000gp
Housing Vast Noble
200,000gp 10,000gp
landholding
Characters need a place to stay, at least if they are in
civilized lands where vagrancy is not well looked-upon.
NOTE: The “cost to buy” does not include the value
Priests and Yogis are always able to live in a temple, if
of any building (cottage, manor house or palace) on the
one is available and as long as the characters are not
land, which must be paid for to buy or build in addition
obviously of Unholy alignment. Any character who has
to the land itself.
some kind of military or administrative rank may live
If these lands are worked by tenant farmers, there are
in barracks or the royal palace, though they are not re-
no additional costs but the annual income will only be
quired to do so. If they do, their accommodations are
20% of the listed amount. Lands worked by the land-
bound to be quite humble.
owner directly will require one person working it full
Characters may also buy housing for themselves in
time for every 10000gp of value of the land, and at least
the city, or landholdings (with land to farm) in the coun-
two livestock being maintained at a cost of 40gp per
tryside near a city. The cost of housing is found in the
year each. Otherwise, the annual income takes into ac-
“equipment” section above, and the costs of landhold-
count the costs of maintenance, housing and food for the
ings are detailed below.
people living on the farm, up to a maximum of one per-
Character who are on good terms with their clan
son for every 1000gp of the land’s worth. It would not
172
be uncommon in the case of a new landowner for im- Siddhi must have achieved at least 9th level, and must
poverished members of his extended clan to be brought be publicly known to have at least one enlightenment
in to work the farm, if the landowner is in good terms power. He must also have a house in the city, or a cot-
with his clan. tage in the countryside less than a day’s journey from a
city, from which to do his teaching. He must dedicate
Mercenary Work at least 5 days a month to engage in his teaching (any
month where he does not do so will mean he collects no
Common soldiers in armies are rarely paid more than income). Once he begins to teach, he will obtain income
housing, food, and a few anna (sp), if they are lucky.
APPENDIX 1
from donations given to him by interested students; the
However, elite forces are often hired on as special mer- income will be variable from month to month, deter-
cenary soldiers with a good pay. Fighters or Scouts and mined by rolling 2d6 + level + charisma modifier, multi-
occasionally Thieves and Assassins can be hired in this plied by 10 gp. After obtaining 12th level he will gain a
way (so long as they are not of the Dalit caste). In order number of apprentices equal to 1 + his charisma modifi-
to be considered for employment of this sort, the char- er (a negative total meaning no apprentices), who will be
acter must be of at least 6th level, and have gained some 1st level Siddhis that will accompany him on adventures
kind of reputation in the kingdom for his prior adven- if he so wishes. These will remain his loyal students un-
tures. The likelihood of employment should be based on til they attain 9th level (when they will go off to found
the result of a reaction roll, potentially modified due to their own schools). Every time the Pc Siddhi goes up in
the character’s fame, connections, etc. A mercenary char- level he will gain 1d2 new apprentices, but only if the Pc
acter will receive a monthly income of 50 rupya (gp) per gains at least one new enlightenment power.
month, 70 rupya per month if they are above 9th level,
or 100 rupya per month if they are above 12th level. The
character will be expected to spend at least five days per
Thief Gangs
month training with the local armed forces, and will be Any Thief of 10th level or higher may wish to form his
obliged to join the army and fight in times of war. He own gang, which he can do in any city. To do so he must
will be put in command of anything from one-hundred own a house of some kind in the city to act as the home
to ten-thousand soldiers, depending on his length of ser- base of the gang. He will immediately gain 4d6 1st level
vice and prestige, but he cannot use these soldiers for his Thieves as his followers; they will fight for the gang and
own adventuring. engage in criminal activity in the city, and each will be
It should be noted that this position brings them no required to pay a share of their earnings to the Pc of their
special prestige; on the contrary, working as a merce- own monthly earnings (which will amount to 1d6gp per
nary is usually looked upon as somewhat dishonorable month per follower). The Pc Thief will have to maintain
by those who extol the Kshatriya virtues. Any character his authority in the gang and his presence in the city; he
who receives a real military rank (which, incidentally, cannot spend more than two months away from the city
does not provide any income) will be expected to give up or his gang will leave him to follow some other Thief of
his mercenary status. equivalent level. Every 3 months the Pc Thief must make
a roll of 2d6 modified by his charisma; if he rolls less
Temple Priesthood than 7, one of his followers will either leave to join a ri-
val gang, or will attempt to assassinate him to take over
A Priest character of 9th level or higher will be likely to the Pc’s gang. Also, once every 6 months there is a 1 in 6
receive offers to become the head Priest of a temple. This chance that a rival gang of Thieves will attempt to engage
is a great honor, but it also requires that the Pc manage in a gang war with the Pc’s gang. Every time the Pc Thief
the affairs of the temple for at least five days a month, and goes up in level, he will gain 3d4 new followers, modified
also to officiate during all Holy festivals the temple partic- by his charisma bonus.
ipates in; and to be the one who officiates at any special
ceremonies or rituals requested by the King, the royal
family, or other prominent noble patrons of the temple.
Income from Professions
He will receive 2d10 acolytes (1st level Priests) who will Pcs with background skills may always attempt to
learn from him and serve him, though they would only earn money from their background skills. To do so they
join him on adventures outside the city in extremely un- must dedicate at least 20 days of the month to working
usual circumstances (for example, if the adventure directly this profession; at the end of which they must make
involved the temple’s interests). Any acolyte that reaches a Dc15 skill check. Success means they will gain the
6th level, or dies, will be replaced by a new acolyte. He appropriate wage for their job (using the section on
will also receive a monthly income of 500gp. Hireling wages in the Equipment chapter for reference),
whereas if they failed but obtained a result of at least
Schools of Philosophy 10, they earn only half that amount. Results of less than
10 mean no income was earned. Brahmins or Kshatriya
Siddhis of sufficient fame may choose to begin teach- who engage in professions of common craftsmen, mer-
ing as a guru, sharing their philosophy, knowledge, chants, public (non-religious) entertainers, or menial ser-
and esoteric wisdom. In order to open such a school, a
173
ARROWS OF INDRA
vants run the risk of being stripped of their higher caste ture. It will be assumed that his investment will include
(if they are accused of acting outside of caste and a suit the cost of any infrastructure involved in the activity
is brought against them in the courts). (horses, carts, employees, product, etc).
Once per month, the Pc will be required to make a mer-
Big Business chant skill check. He may then reference the following table
to determine what profit or loss will occur for that month:
Merchants (including slave-traders) may wish to in-
vest in a merchant business. Typically, it is only consid- Table 13.2 Merchant Venture Results (% profit made)
ered acceptable for members of the Vaishya caste to do
Check
this; characters of a lower caste will encounter fierce op- Stable Moderate Volatile
Result
position, including possible violence, from local Vaishya
15 (1d8+1d6)−4 (1d20+1d8)−10 (1d100+1d20)−50
merchants. Characters of higher castes will not be op-
posed, but will be looked down upon as acting outside 10+ (1d8+1d4)−4 (1d20+1d6)−10 (1d100+1d10)−50
of the dignity of their caste, gaining a – 2 penalty to all < 10 1d8−4 1d20-10 1d100−50
reaction rolls with any human character that is aware of 1 1d8−8 1d20-20 1d100−100
their merchant activities. In order to undertake merchant or less†
activity, the character must own some kind of house of † A natural 1 on this roll always counts as 1
at least modest size in a city.
If the Gm wishes, he may enter into specifics regarding A natural 1 on this roll always counts as one. Addi-
the merchant venture in question, arranging for all the tionally, any volatile investment has a 1 in 20 chance
costs of infrastructure and requiring the Pc to carefully per month of completely collapsing, causing a loss of
manage all of his business, and using the Gm’s judgment 70-100% (1d4+6 × 10%) of the character’s investment.
to determine the income generated. However, the follow- Any moderate investment has a 1 in 20 chance per year
ing rules may be used to determine abstract costs and of collapsing in a similar fashion.
profits from merchant ventures: The player character can add or remove money in-
In order to enter into a business as a merchant, the Pc vested into his business whenever he wishes, though it
must be able to invest at least 1000 rupya into his enter- will usually take 1d10 days to liquidate any of his invest-
prise. He must also choose whether the type of business ment. Also, if his investment ever falls below 1000gp he
he is engaging in is a Stable, Moderate or Volatile ven- must add additional funds to bring the investment back
174
up to a minimum level of 1000gp or he will be forced also within a king’s power to do), or may even be victims
to close up shop, losing 10-100% (1d10 × 10%) of the of violence at the hands of the King’s loyal warriors.
remaining money that was still invested.
Managing a business is a full-time job, requiring a Royal Attention
minimum of 20 days out of every month if the Pc is
handling all the business himself. However, he may At times, the king of the state where the Pc has based
choose to hire an administrator to act as his trusted himself (particularly if he has set himself up as a landown-
manager, running the business in his absence. Such er) may find himself hearing about the adventurer, and
wish to either reward him or make use of him in the ser-
APPENDIX 1
an administrator will cost 10gp per month for every
1000gp invested in the business. Alternately, he may vice of the Kingdom. Pcs who perform great feats of brav-
purchase a slave to do the same task (slave administra- ery, have notable (and publicized) adventures, or make
tors cost 8000gp). great shows of wealth, piety, generosity, or skill at arms or
magic may end up being called before the King of a land,
Taxes for some mark of favor or displeasure. The following
random table may be used to determine sample attention
The vast majority of citizens in a Bharata Kingdom (most of these results can occur more than once):
are not taxed; as the majority of them are too poor to
be taxed directly. Taxation in the kingdom usually takes Table 13.3 Attention (d100)
three forms: taxation on land ownership, taxation on Roll Attention: Effect
trade, and taxation in the form of tribute to the king. 01-05 Social Promotion
Land ownership tax is called “kara”, which means
06-15 National Income
“obligation”. Anyone who owns land will need to pay
16-25 Land Gift
annual taxes on its worth equal to about 15% of the
income it generates (so a land worth 8000 rupya, that 26-35 Present/Reward
generates an annual income of 400 rupya, would be 36-45 Courtier Service
taxed at 60 rupya). Note that the taxation rate would 46-55 Military/Temple/social title
apply whether or not any income was actually earned
56-65 Establish and defend a frontier landholding
that year. It is possible, however, to apply for a reduction
66-75 Royal visit
in taxes (usually dependent on getting a positive reaction
check from a royal administrator). Also, some landhold- 76-85 Loan requested
ings are exempt from taxation, either as an incentive for 86-95 Tribute demanded
settlers or as a reward for the landholding’s owner. 96-00 Removal of title, landholding or citizenship
Trade tax is called “hiranya” (meaning “gold tax”),
a tax on those who trade in monies. Anyone who has a Royal Attention Descriptions:
business investment will have to pay the trade tax, which SOCIAL P ROMOTION: The King rewards the Pc by a
is equal to 4% of the profits earned from the business; raise in status. Any Pc below Kshatriya caste is elevated
however, this is reduced to 2% of the profits earned if to the next higher caste (Sudra becomes Vaishya, Vaishya
the businessman has a skilled accountant on staff (an becomes Kshatriya), and a Kshatriya or Brahmin caste Pc
accountant generally costs 3gp per 1000gp of investment is given the noble title of “Rajpal”, or governor, a title of
value). This is an annual tax but the Gm may wish to ap- tremendous honor and influence. Characters who already
ply it on a monthly basis for simplicity’s sake. have that title are given the title of “Maharajpal”, who
Finally, there is “bali”, which literally means “a gift”. has the authority to act in the king’s name anywhere in
This is a one-time tribute which, according to ancient the kingdom. Characters who already have that title are
injunctions, is a voluntary gift from a loyal subject to the offered a position by marriage in the royal family.
king in exchange for the king’s services and protection. NATIONAL I NCOME: As a mark of favor, the Pc is given
However, in practice it is very far from voluntary; the some minor title that requires no particular work, but
king may request “bali” from any subject at any time, grants him an annual income of 1d6+4 × 100 rupya (gp).
and theoretically for any amount. Typically, the requests LAND GIFT: The Pc is given a landholding worth
are of two kinds: either a very large request (typically 20,000gp in a central part of the kingdom (usually in-
not less than 1000gp, sometimes much more) of a sin- cluding a manor house on the land), which he is expect-
gle individual (who is either known to be wealthy, or ed to maintain; selling or giving away this holding would
who the king wishes to test or punish), or a request of a be seen as an insult.
relatively small amount (anything from 1cp to 10gp) of P RESENT/R EWARD: The King wishes to reward the
a certain group of people (i.e. landowners, merchants, Pc with a “small” gift; which could be in the form of
Kshatriya, foreigners living in the kingdom, all the peo- a weapon or armor, a horse and/or carriage, fine silk
ple of a certain city or region, etc.). The “bali” is in theo- clothes, a mansion in the capital, or a magic item.
ry voluntary; however, it is not uncommon for a king to COURTIER SERVICE: The Pc is expected to remain in the
suggest that those who do not pay will find themselves capital, to act as an adviser to the ruler for a period of
exiled, or face the confiscation of their lands (which is no less than six months.
175
M ILITARY/TEMPLE /SOCIAL TITLE: The Pc is given an By law, there are several ways a marriage can occur:
unpaid title of military commander (if a Fighter class) In the first place, it can be that a woman is freely given
or a temple priesthood (if a Priest) or a member of the by her family to a prospective husband; this is consid-
king’s council (if any other class), which brings honor ered the most proper form of marriage and is what is
and influence (though not so much as a courtier), and typically done as an act of uniting families. In this case,
also great responsibilities, requiring that he remain in the there is no dowry given, but a great wedding feast must
ARROWS OF INDRA
realm for at least 4 months of every year. If a military be arranged, usually lasting between 3-18 days, which
commander, he will also be expected to lead forces into will typically involve a cost roughly equivalent to the
battle if there is a conflict. groom’s annual income. In cases where the groom can-
ESTABLISH AND DEFEND A FRONTIER LANDHOLDING: The not afford this, it is not uncommon for friends and fam-
King asks the character to establish a landholding (grant- ily to help, and if one is in good standing with one’s clan
ed by the king) of at least 20000gp value in a frontier (and the clan chiefs approve of the union) part or all of
region of the state, either in the border with a hostile state the expenses of the feast.
or a wilderness area (this holding may or may not already Secondly, a bride can be bought, a prospective hus-
have a manor house upon it, which is included with the band paying a price to a girl’s father for her hand in
grant). The character will be expected to police this area. marriage. This occurs very rarely outside of the Bahlika
ROYAL VISIT: The King will visit the Pc’s home or lands; in the other Bharata Kingdoms it is not well
landholding, which will involve a cost to the Pc of looked-upon either for a man to sell his daughter or for
1d4×1000gp in order for the king to be satisfied by the a prospective husband to purchase a wife; nevertheless it
Pc’s hospitality. does sometimes occur in cases where the bride is either
LOAN REQUESTED: The King requests a loan of at extremely beautiful or extremely important, or where the
least 10000gp (more if the Pc is known to be extremely bride’s family would otherwise not approve of the union.
wealthy) to cover some dire personal or treasury ex- Among the lower castes, this price is typically one bull
pense; this “loan” will only have a 10% chance of being and one cow; but for higher castes the price can be far
paid back (without interest) each year. greater (in the case of royal weddings, it can sometimes
TRIBUTE DEMANDED: The King demands a tribute be entire cities). In this case, the wedding feast must also
(“bali”) as a show of loyalty; this tribute will be of a val- be paid for, as above.
ue of at least 1d20×1000 gp (more if the Pc is known to In the third place, a wedding can be a “Gandharva
be extremely wealthy). wedding”; a case where husband and bride elope, the
R EMOVAL OF TITLE, LANDHOLDING OR CITIZENSHIP: The bride voluntarily fleeing her father’s household out of
King feels distrust or dislike of the Pc (either for legit- love. By law and tradition, the wedding is valid (and no
imate reasons, out of personal paranoia, or because of other man would be likely to be interested in a woman
falsehoods, rumors or lies told to him by unfriendly or who has eloped and potentially been “spoiled” in her
jealous courtiers). If the king had previously given the Pc chastity at the hands of a man who seduced her); and any
a landholding, a place in his court, a gift of land or in- feast in this case is optional. This marriage runs the dan-
come, a title, or other honor, he will revoke one of these. ger of causing a permanent conflict with the bride’s clan
If not, and the Pc has lands or properties in the king- and possibly the groom’s as well if neither approved of
dom, the king will confiscate one (possibly as a test of said union. The married couple may find themselves with-
the Pc’s loyalty based on his reactions). If none of these out important social support. Additionally, a lawsuit may
apply the king may temporarily exile or permanently be brought against the groom to oblige him to pay a fine.
banish the Pc from his kingdom. Finally, a man may forcibly kidnap a bride, whether
she wishes it or not; by breaking into her family’s house-
Marriage, Children hold and stealing her away with him; if he flees with her
for more than a night, by law and tradition they must be
and Inheritance wed. This is called a “Rakshasa wedding”, and is seen
Marriage is a very important social function in the as a deplorable act. Any man who does this will lose
Bharata Kingdoms. Men of a certain age (older than 25) Holy status. He will also certainly gain the enmity of the
are expected to be married, unless they have taken a vow bride’s clan, who may seek to kill him, and may lose the
of chastity (which is required of Yogis, and is also prac- support of his own clan as well depending upon the cir-
ticed by a minority of Siddhis and Priests, and occasion- cumstances. There is of course some slim possibility that
ally a Virakshatriya or some other class may take this paying a bride-price may lead to an understanding with
vow known as the “terrible vow”). Girls are expected the bride’s family, but this is far more difficult than if the
to be married out of their household anytime between bride herself was a willing participant in her elopement.
the ages of 12-16; a girl who is unmarried at a later age Any time that a Pc who is married (or has concu-
is highly unusual, and it is not unheard of for marriage bines) is attempting to have children, the Gm should roll
agreements to be made earlier, although in all cases it is a d6 each month: on a 1-2 pregnancy has occurred (with
expected that consummation of a marriage must not oc- an equal chance of the child being a boy or a girl). 1 in
cur until a girl is capable of having children. 6 pregnancies end in miscarriage or stillbirth. 1 in 10
end with the death of the mother. Children have a 1 in
176
6 chance of dying each year in the first two years of life, Anyone accused of a crime will be brought either
and afterward have a 1 in 6 chance of dying sometime in directly before the king, or in front of a court consisting
the next ten years after that. of four judges, who will all be of the Brahmin caste (one
Inheritance in most of the Bharata Kingdoms involve of whom is the senior judge that actually rules on guilt
all the father’s possessions going to the eldest son. The ex- or innocence, the other three serving to advise him).
ception to this is the Bahlika lands in the west, where in- In all cases of law, the words of higher-caste witnesses
heritance is matrilineal, and a man’s inheritance passes to are considered to be more trustworthy than those of
his eldest maternal nephew. The eldest son is nonetheless the lower caste, men more trustworthy than women or
APPENDIX 1
bound by tradition to support his mother and any other children; and the word of witnesses who are known to
wives of his father (if they are still alive; occasionally, be senile, very ill, or of Unholy alignment are usually
particularly loving and grief-stricken wives may immolate not admissible in court. A Yogi or any other renunciate
themselves at their dead husband’s cremation, in a ritual cannot be obliged to testify in court as a witness. Anyone
called Sati), as well as all his siblings; whom he must see convicted of giving false witness before the court is given
get good placements and opportunities if they are boys, a fine of 1000 rupya, though the fine may be reduced
and are well-placed to 250 rupya if it
in marriage if they is shown that this
are girls. false testimony
If the heir to a was given due to
family is a minor, either coercion or
his property and some kind of Holy
household is put intentions. Addi-
under the steward- tionally, the King
ship of the King may choose to
(usually through flog and/or banish
the king’s chosen anyone who gives
administrators) false testimony
until he comes from his kingdom
of age. Likewise, (Brahmins may be
households where banished, but not
there are no sur- flogged). But as
viving male heirs, with all court cases,
or widows without influence, circum-
male children, are stance, opinion,
all administered and what happens
by the King who in the proceedings
is duty-bound to always influence
protect these in- the outcome.
nocents. Finally, The following
any household are guidelines for
where the owner of typical suits that can
properties has gone be brought before
missing must like- the court, and typi-
wise fall under the cal punishments:
administration of 1. A BANDON-
the king, who will MENT: Anyone who
care for the property for three years; if the rightful own- abandons (does not support) their elderly mother or
er is not found within three years, the property becomes father, or their wife, or their children, (unless these have
the King’s and is forfeit. If the rightful owner is found, been expelled from their clan for egregious acts) shall be
the king has a right to retain one-sixth of the value of fined 600 rupya.
the properties being cared for as a special tax. 2. ACCEPTING BRIBES: Any public official convicted of
accepting bribes will be fined 100 times the value of the
LAWS AND PUNISHMENTS bribe, and will lose his public office.
3. ACTING OUTSIDE OF CASTE: If proven, a Brahmin
The Bharata Kingdoms generally make use of a fairly or Kshatriya is punished by being reduced to Vaishya
uniform set of laws, the Laws of Manu (said to have or Sudra caste. A Vaishya or Sudra who impersonates
been given to the first human, Manu, by the gods). There someone of higher caste shall be put to death.
are variations from kingdom to kingdom based on tra- 4. A DULTERY: A man who commits adultery with an-
dition, and lands ruled by Unholy monarchs will tend other man’s wife will be castrated and banished. If the
abuse or ignore the rule of law. woman was of the Brahmin caste and the man was not,
177
he shall be put to death. In a case where adultery cannot of duels in the Kalari arena, or the slaying of monsters
be absolutely proven but it is proven that a man was or barbarians.
inappropriately alone with another man’s wife, or has 13. NON-PAYMENT OF DEBTS: Confiscation of all proper-
sent her gifts, or touched her in public, he shall be fined ties of the debtor to the amount required to pay the debt;
250 rupya. None of these fines apply if the woman in if the debt cannot be paid even by confiscation, the debtor
question is known to be of loose morals or a prostitute. may be sentenced to indentured servitude or slavery. In
ARROWS OF INDRA
Anyone who commits adultery with another man’s slave cases where the conditions of the debt are under dispute,
shall be forced to pay a fine equal to the value of the the issue may be settled by a duel in the Kalari arena.
slave; if he is inappropriately alone with the slave, or 14. P ROSTITUTION: A man who forces a maiden into
sends her gifts, or touches her in public, he shall be fined prostitution will be tried as if for rape. A woman who
1 rupya. If the adulteress is of the royal family, she will forces a maiden into prostitution will be fined 200
be put to death by being devoured by hungry dogs; and rupya, given 10 lashes, have her head shaved, and be pa-
her lover will be burned alive. raded through the town on a donkey.
5. ASSAULT: Anyone of lower caste who assaults a 15. R APE: Anyone of the Brahmin or Kshatriya caste
Kshatriya or Brahmin with his hands or a club shall have who commits rape against an unwilling woman shall
his hands cut off. Anyone of any caste who assaults an- have two fingers cut off and must pay a fee of 600 rupya
other with a weapon that draws blood or breaks bones (1000 rupya if she was of the Brahmin caste). If the
shall be fined 100 rupya, or if the assault is judged to be rapist is a Sudra or a Dalit he shall either be castrated
egregious shall be banished. Note that one’s own wives, or sentenced to death. If the rapist is a Vaishya he shall
children, younger brothers, slaves, and students may be have all his property forfeit and will be sentenced to one
legally beaten without constituting assault, unless they year’s imprisonment. Anyone who commits rape against
are beaten on the face or genitals. a member of the royal family shall be put to death by
6. DEFAMATION: Whoever defames the reputation of a fire (unless he is of the Brahmin caste, in which case he
Brahmin shall pay a fine of 25 rupya if he is a Brahmin, shall have his head shaved and be exiled). In the case
100 rupya if he is a Kshatriya, 200 if he is a Vaishya; where someone copulates with a willing unmarried
and if he is of lower caste he shall be flogged. Whoever woman not of his caste he must pay a fee of 200 rupya
defames the character of a Kshatriya shall pay a fine of (if she is of the same caste it is resolved by marriage).
50 rupya if he is a Brahmin, 25 rupya if he is a Kshatriya Anyone accused of a repeat offense must suffer double
or Vaishya, or 12 rupya if he is of lower caste. A Sudra the previous punishment.
or Dalit who is convicted of “gross defamation” against 16. TAX EVASION AND SMUGGLING: Anyone who at-
anyone of higher caste shall have his tongue cut out. tempts to sell merchandise in the kingdom without
Anyone regardless of caste who defames his own mother, paying the proper tax or who attempts to bring into the
wife, brother, child or teacher shall be fined 100 rupya. kingdom any merchandise the king has forbidden will be
7. DESTRUCTION OF PROPERTY: Anyone who destroys sentenced with confiscation of all their properties. Any-
another person’s property, intentionally or unintentional- one who falsifies information to pay less than the full
ly, must pay back the value of the property, and in egre- amount of tax must pay eight times the amount of the
gious cases may be charged an additional fine up to the difference.
value of the property. 17. THEFT: In the case of theft under 50 rupya in
8. FAILURE TO FULFILL A CONTRACT: Anyone who sells value, the Thief must pay a fine of ten times the value
a good or promises a service in exchange for money and of what he stole, or be flogged. Theft over 50 rupya in
then fails to provide the adequate good or service is fined value is sentenced by having the hands cut off. He who
the original value and an extra amount equal to the orig- steals from Brahmins in any amount shall additionally
inal value of the payment. A Priest who fails to perform have his feet cut off. He who steals any amount from
his priestly duties is fined 100 rupya. helpless women, or from the royal family, is sentenced
9. FAILURE TO PROVIDE HOSPITALITY TO A BRAHMIN: to death. Any Vaishya, Kshatriya or Brahmin who steals
Anyone who turns away a Brahmin in the night must food because of hunger will not be punished, if it is
pay a fine of 1 rupya. proved they had no food of their own available.
10. I MPUGNING THE HONOR OF A DAMSEL: Anyone false-
ly claiming that a maiden is not a virgin will, on failure to
provide adequate proof of his claim, be fined 100 rupya.
11. Marriage laws: Anyone arranging a marriage who
fails to disclose that the potential bride is not a virgin is
fined 100 rupya.
12. MURDER: A Vaishya, Kshatriya or Brahmin who
kills someone to defend a Priest or a woman, or any-
one who kills in proven self-defense, will receive no
punishment. In other cases, one convicted of murder is
sentenced to death. As common sense dictates, this law
does not apply in the cases of killing in war, the fighting
178
Appendix II:
In the Future
T
here is nothing to prevent a gm from • Arjuna, one of the Pandava princes of Western
taking the basic setting of the Bharata lands Kuru, visits Dwaraka, and falls in love with Krish-
as they stand, and directing their future for na’s sister, Subhadra; they flee the city and elope in
himself, based partly on the choices of his marriage.
characters, however he sees fit. The cam-
• Jarasandha assails the island of Dwaraka us-
paign is not meant to be a lesson in mythological history,
ing magic and Celestial Weapons, but Krishna
and if the Gm wishes, he can have the overall timeline
resists him with his own divine power as the
play out any way he likes. Perhaps he wants the Magh-
Avatara.
adan Emperor to succeed in his conquest; perhaps he
wants some powerful Asura lord to unite the various • The Pandavas in Western Kuru seek to build
Asura and Rakshasa nations against humanity, providing a new capital, so they assault and destroy the
an alien menace to the human kingdoms. There are any Naga Kingdom in the Khandava jungle, taking
number of potential heroes (or villains) he may wish to advantage of a time when the Naga king Tak-
see try to rise up to become king of kings (Maharaja). shaka is not present, wiping out the Nagas and
The following time-line of events, however, is present- razing most of the jungle; and there build a new
ed as a brief general guideline for those Gms who may capital, Indraprastha.
wish to consider how the story of the Bharata lands may
• Yudishthira, the Western Kuru king, seeking to
play out based on the epic Indian myth that inspired this
establish his right as the legitimate ruler of the
setting (the Mahabharata). In that case, from the basic
Kuru Kingdom, seeks to perform the Rajasuya
initial situation described in the setting material above,
Yagna ceremony (wherein he must travel to all
the following events would come to pass. They are not
the other human kings of the Bharata lands and
listed with specific dates, but rather the Gm should have
have them either recognize his authority, or de-
the events play out at the pace suitable for his campaign
feat them in warfare or combat). Krishna travels
within reason.
to Yudishthira and convinces him that the Magh-
FUTURE EVENTS adan Empire must be defeated first and foremost.
The Western Kurus thus enter into a war of im-
In chronological order: possible odds against the much mightier forces
of Maghada; but they score great military suc-
• Krishna will return to Mathura, and slay Kansa, cesses; including the defeat of many of the Naga
liberating his imprisoned family in the process. and Asura armies under the Maghadan banner,
and the slaying of king Sisupala of Ceda (one
• The emperor Jarasandha, enraged at the death of Jarasandha’s chief commanders) by Krishna.
of Kansa, begins an assault against the central Even so, their forces are nearly overwhelmed by
Kuru Kingdoms. He overruns much of eastern the sheer numbers of the Maghadan army, until
Kosala, parts of southern Panchala, Kunti, and the Pandavas sneak into the Maghadan capital
the Matsya Kingdom, forcing the rulers of these in disguise, and the strongest of the Pandavas,
lands (who had been warned of Jarasandha’s Bhima, defeats and slays Jarasandha in personal
intentions of making a great sacrifice of kings) to combat. The Maghadan empire is dispersed, the
flee westward as refugees. He finally lays siege to exiled rulers of its conquered lands return to their
Mathura, attempting to storm the city 17 times; kingdoms, and the imprisoned chiefs set to be
but temporarily retreats when the two chief sacrificed are freed. Jarasandha’s son Sahdeva is
generals in charge of the assault are both tricked crowned the king of the much-diminished Magh-
into committing suicide. During the respite from adan Kingdom, after he submits to Yudishthira.
the invasion, Krishna leads the aristocracy and For his part, Krishna returns to Dwaraka to rule
a great part of the population of Mathura into there as king, leaving Mathura to be governed by
exile, fleeing to the island city-state of Dwaraka, his relatives.
where he is welcomed and made king.
179
ARROWS OF INDRA
• Yudishthira continues his Rajasuya ceremony, devastating conflict, creates a condition by which
where he or his brothers travel to every human the Pandavas may regain their half of the king-
kingdom in the region both north and south of dom: they must go into exile for 13 years, and if
the Vindhya mountains, gaining recognition from their location is not discovered in that time, they
all the human kings either by submission or by will have the kingdom restored to them. The Pan-
force. Yudishthira also obtains the service of the davas are forced to reluctantly agree.
demon king Maya from the Patala Underworld,
• For the next 13 years there is relative stability;
obliging this master magician and architect to
Kuru is united again under Dhirtarashtra and
construct the most magnificent palace in all the
Duryodhana’s rule, and the Pandavas are hidden
Bharata lands for him in his new capital of In-
in exile, spending their time of exile in the Hi-
draprastha. Duryodhana and his brothers (along
mayant mountains, in the lands of the Nishada
with king Dhirtarashtra and all the other Kuru
tribe of barbarians (near the Thar desert), in the
elders) are present at the Rajasuya ceremony,
Kamyaka and Dwaita jungles (including time
where they are greatly humiliated. However,
spent among the Gandharvas of Gandharva
during the long festivities, king Shakuni of Gan-
Teertha), in the lands of Vidarbha, and finally
dara (who had long hated all the Kurus) sows
spending their last year in secret in the court
discord by challenging Yudishthira to a game
of their great friend, King Virata of the Matsya
of dice; Yudishthira proceeds to lose ever larger
Kingdom. During this time they engage in a
amounts until he eventually gambles away the
variety of acts of religious austerity as well as
entire Western Kuru Kingdom, which Shakuni
heroism (for example, it is during this time that
gives over to Duryodhana, hoping to cause a civil
Bhima slays the Rakshasa Baka, who was men-
war in the Kuru Kingdom. Dhirtarashtra, realiz-
tally controlling the king of Kichaka). At the end
ing his old enemy’s tricks, and wishing to avoid a
of this period of time, the Kuru Kingdom and
180
forces of northern barbarians invade the Mat- forest. After this, Krishna, now quite old, also
sya Kingdom, and the Pandavas fight against retires to the wild lands where he is accidentally
Duryodhana’s army to defend the Matsya King- mortally shot by a hunter’s arrow while meditat-
dom from the invasion. ing. At the moment of his death, the island-city
of Dwaraka sinks into the sea, marking the end
• The Pandavas demand that their half of the
of the age of this great Avatara.
Kuru Kingdom be restored, but Duryodhana
refuses, making war inevitable. The two sides • Parikshit rules over Kuru Kingdom as a benign
gather allies from almost all the armies of the and Holy ruler; but the deeds of his forefathers
APPENDIX 1
Bharata lands. The armies of the Southern comes back to haunt him when the Naga King
Panchala Kingdom, Dwaraka, Kasi, Maghada, Takshaka, seeking revenge for the destruction of
Ceda, Matsya, Mathura and others ally with his kingdom in the Khandava forest long ago,
the Pandavas under Yudishthira’s banner. On hunts down Parikshit and slays him with his
the other side, Duryodhana obtains the armies poison bite. Parikshit’s son Janamejaya inherits
of Northern Panchala, Anga, Madra, Gandara, the Kuru throne, and begins a massive campaign
Bahlika, and many barbarian tribes. In the end, of war against the Nagas. He has the Nagas
there are at least a million troops on each side, slaughtered wherever they can be found, and
which meet to do battle in the valley of Kuruk- travels to and destroys the Naga city of Tak-
shetra. The epic battle lasts for 18 days, at the shasila with his army, defeating Takshaka in per-
end of which out of all the troops who fought sonal combat. However, as he is about the slay
only 11 soldiers survive, including the Pandavas Takshaka, the great child-sage Astika stops him,
and Krishna (who was Arjuna’s charioteer). The convincing Janamejaya that he must surrender
entire armed forces of almost all the human his hatred. The humans make peace with the
kingdoms as well as the vast majority of the remaining Nagas, ending the last great conflict
human nobility are wiped out in the brief apoc- of the epic age.
alyptic war. Of Dhirtarashtra’s 100 sons, only
These are the major events of the Epic Indian age.
one (Yuyutsu, who at the last moment switched
But the Gm should make sure that what really matters
side to fight alongside the Pandavas) survives.
in the campaign is what the Player Characters choose
Yudishthira becomes king over the remains of
to do. Some groups might wish to involve themselves
the Kuru Kingdom, sparing Dhirtarashtra’s life
in these events, others to stay on the periphery; the Gm
(the blind and aged monarch is retired to a her-
should never reduce the Pcs to mere witnesses of histori-
mitage in the mountains), and making a final
cal events. As in any Old School game, the Pcs and their
peace by giving Yuyutsu vassal reign over the
choices should be the central focus of the campaign.
city of Indraprastha.
• The heir to Yudishthira’s throne is Arjuna’s grand-
son, Parikshit (all the Pandava’s sons died in the
war). When Parikshit comes of age, Yudishthira,
devastated by the destruction his generation has
caused, abdicates in favor of his grand-nephew,
and he and his brothers all leave to travel to the
Kailas mountains, where they either die or ascend Here ends Arrows of Indra.
to the heavens.
OM. Shanti shanti shanti.
• After the Kurukshetra war, one of Dhirtarash-
tra’s wives (wracked with grief over the death of
all her sons) cursed Krishna, since as the Avatara
he could have stopped the war, but he chose not
to do so. She curses him that he will witness his
entire family destroyed as well. Krishna contin-
ued to live and rule (and his surviving family
rule in Mathura) for many years after the war;
until finally the curse comes to pass at a great
religious festival in Mathura. All of Krishna’s
family are present, and drunken hostilities broke
out from long-held resentments between cous-
ins. This escalates into a war that ends in the
death of every single blood relative of Krishna,
culminating when his brother Balarama (a great
Yogi) willingly starves himself to death in the
181
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ARROWS OF INDRA
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182