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Tag Archives: Classic Rules

Yet Another Jester Class

31 Wednesday Mar 2021

Posted by Daniel James Hanley in Humor, OGL, OSR, Panzoasia

≈ Leave a comment

Tags

B/X, BECMI, BX, Classic Fantasy, Classic Rules, Comedic fantasy, Magic, old school, old school renaissance, old school revival, Panzoasia, Romantic Fantasy, Spells


Buffoons in a play in open air, by Matthijs Naiveu

Presenting a new iteration of the perennial Jester Class! Like my other “Reimagined” Character Classes for the B/X rules (such as the Dwarven Dungeoneer), this one is built using the five “Special Abilities” + two “Restrictions and Weaknesses” format, has no “Prime Requisite”, and assumes a five-point Alignment system. Otherwise, I’ll let the Jester speak for himself. Or herself. Or theirself. Or is it themselves? One of those!

Human Jester

Abilities: Str: 3d6 | Int: 3d6 | Wis: 1d8+10 | Dex: 1d8+10 | Con: 3d6 | Cha: 3d6
Special Abilities: Acrobatics, Dodge Blows, Imitate Sounds, Jester Routines, Ventriloquism.
Restrictions and Weaknesses: Comical Weapons Only, No Armor.
Hit Dice: d6 per Level, until 9th. Add 2 Hit Points per Level thereafter.
Alignment: Chaotic, Good, or Neutral. Lawful people can be personally funny, but are never irreverent and zany enough to make good Jesters. Evil Jesters are NPC Clowns (see below).
Starting Age: 16+d6
Starting Language(s): Western Common.


Typical Starting Equipment:

  • Ninny Stick, or other Comical Weapon (see below).
  • Puppet.
  • Colorful mask.
  • Fool’s cap, with bells at the end of both points.
  • Parti-colored outfit.
  • Brightly colored wig.
  • Imitation plucked chicken made from soft leather.
  • Throwing pie.
  • Backpack.
  • Spoon.
  • Lantern.
  • 1 pint of oil for lantern.
  • Sponge.
  • Make-up kit.
  • Wineskin (filled with cheap wine).
  • 1 week of rations (all candy and fried foods).
  • Donkey.
  • 1d20 gp.

Your character follows the ancient and honorable profession of the Jester, lightening the hearts of the afflicted. Okay, really they tell a lot of fart jokes. But, they’re really, really funny fart jokes. They tell other jokes as well, but let’s face it, farts are funny. And how funny would it be if you yourself were to fart while reading this? Do it. Nobody’s paying attention. And, if they are, do it anyway.

Why did your character become a Jester? Probably, they farted a lot. Then they learned to fart on command, and honestly, what else are they going to do with that skill? Perhaps they figured out that people will let a Jester get away with almost anything. Like farting as much they do. What the hell are you making your poor character eat?

Sure, there are some Jesters who don’t tell fart Jokes. Who cares about them?

But, all is not sweetness, light, and innocent farts in the world of Comedy. There are other who turn the awesome power of Comedy to Evil ends. Known as “Clowns”, they are known for painting their faces in garish styles, wearing frightful wigs, and cackling in malicious glee at their own jokes. They were responsible for some of the wost atrocities during the Reign of the Monsters, and are universally feared. When a normal Jester meets a Clown, the result is almost always a vicious duel of jokes, capers, pratfalls, and sight gags. Witnessing such awesome comedic power in one place might well drive an ordinary person to insanity.

 

Special Abilities of Human Jesters

Acrobatics: Your can roll a Dexterity Check for your character to do any of the following:

  • Jump up to 10 feet horizontally, or 5 feet vertically.
  • Balance on a ledge or tightrope.
  • Hide behind large objects (but not disappear into the shadows like a Thief can).
  • Climb trees, knotted ropes, and similar objects with large handholds (but not sheer walls like a Thief can).
  • Cartwheel forward or backwards.
  • Flip forward or backward.
  • Juggle up to four objects. (Plus one additional per successful Dexterity Check.)

Additionally, you can make a Saving Throw versus Breath Weapon to allow your character to tumble out of any fall of 10 feet or less, taking no damage at all.

Best of all, your character can fart and belch at will. It would be naughty and wrong, of course, for the GM to insist you role-play that properly – but it could happen. Prepare with beans and beer!

Dodge Blows: At 1st level, a Jester’s base Armor Class is 1 better than normal.

  • At 3rd Level a Jester’s base Armor Class improves by 1 point, and by 1 additional point per two Levels afterward.

Imitate Sounds: With a successful Dexterity Check your Jester can Imitate any sound they have heard before.

  • If your characters wants to imitate a the sound of a Monster other than a normal animal, you roll the Check with a Penalty equal to the Monster’s Hit Dice. The roll to Imitate a Black Dragon is made with a 7 point Penalty, for example. If the Jester’s Dexterity is 13, and they want to imitate a Black Dragon, they must roll a 6 or lower on the d20.
  • Specific people can be Imitated. If the imitated person has a Character Class, however, the Dexterity Check is made with a Penalty equal to the imitated person’s Level. Imitating Jaro the Blacksmith is easy – successfully replicating the infamously whiny voice of the Wizard Prince Naraque is nearly impossible for all but the most skilled Jesters.

Jester Routines: At 2nd Level, your character learns a supernaturally potent joke or gag that they can use once a day.

  • The first Routine you know can be any 1st Level one from the list of Jester Rountines.
  • Your Jester automatically learns a new Routine with each Level gained. This Routine can be of any Level they can perform at they new Level (as shown on the Jester Advancement table).
  • The total Levels of Routines your Jester can perform per day is equal to their Experience Level minus 1.
  • All Routines (except those with the word “pantomime” in their name) require that the target be an intelligent being able to hear and understand the Jester. Pantomimes merely need to be seen.
  • Your character can learn additional Routines either from other Jesters (by deliberate instruction, or by watching them perform and stealing the jokes), or from Fairies and Daimons (the Planar Spirits who have the best senses of humor).
  • There is no limit to the number of Jester Routines your character may potentially know.

Ventriloquism: With a Dexterity Check your character can speak (or Imitate Sounds) without moving their lips, and throw their voice so it appears to be coming from any place up to 50’ distant.

 

Restrictions and Weaknesses of Human Jesters

Comical Weapons Only: Jesters cannot effectively employ normal weapons. However, they are adept at the use of Comical Weapons which would be either impractical or completely ineffective in other hands. The following are some Comical Weapons (and the damage the inflict in hands of a Jester):

  • Slapstick (1d6). This is essentially two boards with a handle, held together by a hinge. It makes a loud “slap” sound when it strikes a target.
  • Ninny Stick / Marotte (1d4). This a rod or stick surmounted by a carved Jester’s head.
  • Ratchet (1d4). This device consists of a cog-wheeled handle with a board attached perpendicularly in such a way that it can be spun, creating a loud clicking noise.
  • Fish (1d3). Any fish at least a foot long can be used as a deadly weapon by a Jester, either in melee, or as a thrown missile.
  • Chicken (1d3). A Jester can use either an actual plucked chicken, or a soft leather imitation of one, as a melee weapon.
  • Throwing Pie (1d3). Harmless (albeit embarrassing) when used by others, Jesters can throw pies with deadly force and accuracy. The range of a pie is the same as a dagger. Jesters are also known to make throwing pies with Holy Water and/or Garlic, for use against Undead, Demons, and Devils.
  • Ball Bat (1d6). The Jester can use any bat originally intended for ball games as weapon. Oddly, the Jester cannot use clubs deliberately constructed for offensive use!
  • Paddle (1d6). A flat board with a handle, such as is used to discipline unruly children. Sadistic Clowns sometimes drill holes in the paddle, making it hurt much more.
  • Wooden Knife (1d4). A wooden blade of the type that is usually a child’s toy. A Jester could use a Wooden Knife, however, to effectively stake a Vampire.
  • Giant Mallet (1d6). The absurdly oversized head of this weapon is often padded, and would be completely unusable as a weapon by ordinary people.
  • Sock / Stocking (1d4). Filled with flour and rocks. The older and stinkier, the better!
  • Shoe (1d3). A jester can use an old shoe either as melee weapon, or as missile (with the same range as a dagger)
  • Squirt Bladder (Special). A squirt bladder (usually hidden behind a flower worn on the jester’s jacket) does no damage by itself, but can be used to splash damaging liquids on targets within 10 feet, who must Save versus Breath Weapon or be hit.

A unique quality of Comical Weapons is that they cannot actually kill any natural animal, or humanoid creature. Whenever the result of an attack indicates that the Jester would slay their target, the victim is actually “Bopped on the Head” – reduced to 1 hp, stunned, and unable to take any actions for as many Rounds as the Jester has Levels. A creature who is Bopped on the Head can be automatically killed by any meanie wielding a regular weapon.

No Armor: A Jester cannot use their Special Abilities while wearing armor of any kind.

 

Destiny at 9th Level

  • Your character will be invited to become the “Court Jester” of some important official – a Duke, Prince, Governor, Senator, or even the Queen herself. If they accept, the Jester will be given a stipend of 5,000 gp per year, as well as free room and board.
  • Your Jester may establish a school of Comedy in any convenient structure – even building a castle if they like! If you do so, they will attract 1d4 Jesters of 1st, 2nd or 3rd Level, and 1d6 ordinary people who wan to become Jesters. Your character might even do this without your permission!

Destiny at 14th Level

  • As a Supreme Fool, your character may walk unmolested into any palace, stronghold, throne room, or royal residence anywhere in the Cosmos, and speak their mind to any ruler of people, Monsters, Bogeymen, or Planar Spirits.
  • No guard (natural or supernatural) will stop them, but they must enter openly and without subterfuge.
  • So long as they do not actually attempt to harm anyone, no punitive measures will ever be taken against your character.
  • Because they realize they are just a character in the eternal “Game of Playing Roles”, a Supreme Fool may address the entity known as “The Game Master” by name – as well as other, equally mysterious beings known as “The Players”.

Human Jester Advancement Table

Exp. Points (Hours played)

Exp. Level

Level Title

Hit Points

THAC0 [Attack Roll Bonus]

Base AC

Max. Level of Routines (Spells) Known

Total Levels of Routines (Spells) per Day.

0

1

Fool

1d6

0

8 [11]

–

–

2,000 (12 hours)

2

Buffoon

2d6

18 [+1]

8 [11]

1st

1

4,000 (24 hours)

3

Merrymaker

3d6

18 [+1]

7 [12]

1st

2

8,000 (36 hours)

4

Joker

4d6

17 [+2]

7 [12]

1st

3

15,000 (48 hours)

5

Caperer

5d6

17 [+2]

6 [13]

2nd

4

30,000 (60 hours)

6

Farceur

6d6

16 [+3]

6 [13]

2nd

5

60,000 (72 hours)

7

Prankster

7d6

16 [+3]

5 [14]

2nd

6

120,000 (84 hours)

8

Humorist

8d6

15 [+4]

5 [14]

3rd

7

220,000 (96 hours)

9

Harlequin

9d6

15 [+4]

4 [15]

3rd

8

300,000 (108 hours)

10

Harlequin

9d6+2

14 [+5]

4 [15]

3rd

9

420,000 (120 hours)

11

Harlequin

9d6+4

14 [+5]

3 [16]

4th

10

540,000 (132 hours)

12

Harlequin

9d6+6

13 [+5]

3 [16]

4th

11

660,000 (144 hours)

13

Harlequin

9d6+8

13 [+5]

2 [17]

4th

12

780,000 (156 hours)

14

Supreme Fool

9d6+10

12 [+6]

2 [17]

5th

13

Human Jester Saving Throws

Level

Poison / Death Ray / Disease

Wands / Psionics

Paralysis / Petrification

Dragon Breath / Explosives / Firearms

Spell /Staff / Rod

1

13

14

15

12

16

2

12

13

14

11

15

3

11

12

13

10

14

4

10

11

12

9

13

5

9

10

11

8

12

6

8

9

10

7

11

7

7

8

9

6

10

8

6

7

8

5

9

9

5

6

7

4

8

10 – 14

4

5

6

3

7

Fou regardant à travers ses doigts (Cassel)

Permutations and Variations of the Jester

ELVEN MADCAP

  • Special Abilities: Acrobatics, Dodge Blows, Jester Routines, Nightvision (as per Elven Warrior-Wizard), Resist Paralysis (as per Elven Warrior-Wizard).
  • Restrictions and Weaknesses: Comical Weapons Only, No Armor (For some reason, Elven Jesters are not especially hated by the Bogeymen).
  • Destiny at 9th Level: As Human Jester.
  • Destiny at 14th Level: As Human Jester.

GNOMISH COMEDIAN

  • Special Abilities: Infravision (as per Gnomish Tinkerer), Friend of Burrowing Critters (as per Gnomish Tinkerer), Imitate Sounds, Jester Routines, Ventriloquism.
  • Restrictions and Weaknesses: Comical Weapons Only, Short Legs.
  • Destiny at 9th Level: As Human Jester.
  • Destiny at 14th Level: As Human Jester.

Special: Gnomes are such naturally talented Jesters that they can actually wear armor – and armor that fits them poorly just makes them funnier!

HALFLING HUMORIST

  • Special Abilities: Acrobatics, Dodge Blows, Jester Routines, Nightvision (as per Halfling Rover), Ventriloquism.
  • Restrictions and Weaknesses: Comical Weapons Only (Halfling Humorists can actually use Comical Weapons that appear much too big for them), No Armor.
  • Destiny at 9th Level: As Human Jester.
  • Destiny at 14th Level: As Human Jester.

1st Level Jester Routines

1

Belittling Joke: Recipient becomes 1 foot smaller than their original size per Jester Level, suffering -1 to Strength per foot reduced. Below 1 foot, the Victim becomes 1 inch tall. Victims more than half their original size gain +2 AC. 1 inch tall Recipients gain +4 AC. {1 hour} *Save negates if undesired.

2

Bored to Sleep: A visible living Victim with no more HD than the Jester falls asleep. {Until dawn} *Save negates.

3

Can’t Fool Me: Jester can detect if anything they see or otherwise sense is actually an illusion. [Normal visual range] {Until Jester moves from current position}

4

Climbing the Walls: Recipient can walk (but not run) up walls and across ceilings in a manner similar to a spider. Recipient will not become disoriented by such movement. [1 hour]

5

Comical Leaps: Jester or Recipient can make incredible jumps – up to 30′ forward, and 10′ feet vertically or backwards. The distances increase by 5’ per Jester Level. {1 jump per Experience Level of Jester}

6

Down, Boy!: Jester calms all hostile, frightened, or otherwise uncontrollable animals, whether wild or domestic, in 50’ radius. {1 hour}

7

Emboldening Joke: All Fear effects, mundane or magical, are removed from the Recipient. [1 person]

8

Fooled Ya!: Jester can make an item fool Detect effects (such as Detect Magic) in a desired way. [Object up to 5lbs] {Next New Moon}

9

Hypnotism Act: Jester commands the attention of one person with 25’. Victim will perform easy, apparently safe requests for as long as the Jester pays undivided attention to them. Afterward, the Victim will forget the whole experience. {No more than 1 hour} * Save negates.

10

Joy Buzzer: Jester inflicts 1d6 points of electrical Damage with a touch – and double damage if the Victim is wearing metal armor. [1 touched target]

11

Oooh, Spooky Noises: Jester creates phantom sounds (other than comprehensible speech) equal in maximum volume to that of 4 people per Jester Level. [within 50’] {1 hour} *Save reveals illusion.

12

Prestidigitation: Jester can perform minor tricks of an entertaining variety – such as a Cup and Balls routine, making a coin disappear and reappear, etc.

2nd Level Jester Routines

1

Analgesic Joke: Jester or Recipient become immune to all pain, mundane or magical. {Until dawn}

2

Bewildering Gag: Victim becomes disoriented, and acts randomly. Roll d10 each round: 1-3 = normal action, 7 – 10 = pointless action, 10 = attacks nearest foe or friend. [50 feet] {1 Turn} *Save negates.

3

Demoralizing Satire: All intelligent creatures within earshot, other than the Jester’s fiends and allies, must check Morale. There is no Save other than a successful Morale Check.

4

Healing Jest: A Recipient is cured of 1 point of Damage per own Experience Level (or HD if a creature). For example: A 3rd Level Recipient regains 3 lost Hit Points. [1 Recipient other than the Jester]

5

Know Your Audience: Jester learns a target’s actual Alignment. [1 Target in visual range] *Save negates.

6

Liberating Insight: The Recipient is cured of all paralyzing or movement inhibiting effects.

7

Romantic Comedy: The Recipient is overcome with love for the Jester. If the Jester does not properly reciprocate, or ever mistreats the Recipient in any way, they will leave the Jester (and hate their former love forever after). [1 person who can hear Jester] * Save negates.

Player Characters are immune to the effects of Romantic Comedy.

8

Rope Trick: A length of rope up to 30’ long stands upright the air, and can be climbed to an invisible (and otherwise inaccessible) hiding place. Hidden people can see the out, but not be seen. The rope can be pulled inside, and is also the only means of exit. {Until dawn}

9

Scramble Thoughts: The Jester or Recipient is immune to the effect of ESP. {1 hour}

10

Seeing Double: Jester surrounds themselves with as many illusory copies of their body as their own Experience Level. An attacker must make a successful Save to hit or affect the real Jester {1 hour}

3rd Level Jester Routines

1

Babbling Idiot: Victim loses the ability to read, comprehend, or speak any language. [1 touched victim] {1 hour} * Save negates.

2

Enraging Pantomime: Jester performs a silent pantomime routine that causes all who see it to immediately go berserk and attack the nearest creature. [25’ radius] {1d6 Rounds} *Save negates

3

Fart Blast: Jester emits a blast of gale-force wind. Small creatures are blown back 50’ each Round, Human-sized creatures are blown back 25’, and large creatures cannot move forward. Missile attacks into the wind automatically miss. [25’ x 300’ column in front of Jester] {6 Rounds} *Save negates.

4

Horrific Fart (or Belch): Jester emits a 25’ diameter cloud of vapors that smell horrifically bad. Anyone inside is nauseated, and unable to do anything but retch and flee. [1 hour]

5

Knock ‘em Speechless: Everyone within a 25′ radius must Save, or lose the ability to speak (or use magic that requires speech) [1d6 Rounds] *Save negates

6

Why Don’tcha: Jester causes one Victim to obey a reasonable sounding directive which can be phrased in one sentence. {Until dawn, or a suggested task is completed} * Save negates.

4th Level Jester Routines

1

Blessing of Comedy: Jester or Recipient is freed from any supernatural curses currently afflicting them. A “curse” is defined by any Spell which includes the word “curse” in its description.

2

Blistering Insult: Victim suffers 1d4 points of Damage per own Exp. Level or HD (if a creature). For example: A 5th Level target loses 5d4 Hit Points. [1 victim within earshot]. *Save negates.

3

Disappearing Act: Jester is teleported to any place they can see. [Only Jester]

4

Humiliating Jibe: Every being not allied with the Jester within a 50′ foot radius must Save versus Wisdom or be so overcome with embarrassment that they run away until they can no longer be seen. Affected beings stay embarrassed for 1 hour. *Save negates, and new Save can be made each Round.

5

Hurry Up!: Victim moves twice as fast as normal. Receives +3 on AC; two actions per Round; and +3 on Saves versus Wands & Breath. Loses 1 point Constitution, and ages 1 year! {1 hour} *Save negates

6

Mass Confusion: All within 50’ (except Jester) become disoriented, and act randomly. Roll d10 each Round per victim: 1-3 = normal action, 7 – 10 = strange and pointless action, 10 = attacks nearest foe or friend. {1 Turn} *Save negates.

7

Put the Crowd to Sleep: As many visible, living Victims as the Jester has Levels fall asleep. Those with greater HD than the Jester are immune. {Until dawn} *Save negates.

8

Rain of Fish: A large quantity of real, living fish fall from the sky or ceiling. All witnesses under 5 HD must Save or stare dumbfounded (and unable to attack) for 6 Rounds. Dumbfounded creatures take 1 hp of damage per Round from falling fish. [150’ radius around Jester] {1 Minute}

9

Shout: Jester emits a shriek that deafens every being within 50’ (except themselves), inflicts 4d6 points of Damage, and shatter glass and crystal. *Save negates deafness, and reduces damage by half.

10

You Really Like Me: Targeted creature regards the Caster as a friend who has their best interests at heart. [1 Monster or person, but not a Spirit or Undead] {30 days, minus Monster’s Int. score} * Save negates.

5th Level Jester Routines

1

I See Right Through You: Jester sees things exactly as they are, or were before they being affected by any Spells or Special Abilities that produce illusions, Glamours, or Transmutations. [Visual range] {1 hour}

2

Knock ‘Em Dead: 4d8 HD of intelligent living beings (lowest HD beings first) laugh themselves to death. Beings with 8 or more HD are immune. *Save negates.

3

Irresistible Laughter: Target is unable to do anything but laugh for 6 Rounds, and must thereafter Save every 6 Rounds to stop. A successful Save ends the laughter. *No Save for first 6 Rounds, Save negates thereafter.

4

Laugh at Death: Recipient cannot be harmed by offensive Spells (or Maledictions) for the duration of the effect, and is immune to XP loss or Ability damage from contact with the Undead. [Jester, or 1 Recipient] {Until dawn}

5

Pantomime Wall: Jester creates an invisible wall that blocks movement. The nearest part of the wall must begin within arm’s length of the Jester. [A 50’ x 50’ wall, or 25’ diameter ring 20’ high] {1 hour}

6

Stupefying Joke: Victim’s Intelligence is reduced to 2. [25’] {Until next full moon} *Save negates

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The B/X Halfling Reimagined

25 Thursday Mar 2021

Posted by Daniel James Hanley in OGL, OSR, Panzoasia

≈ Leave a comment

Tags

B/X, BECMI, BX, Classic Fantasy, Classic Rules, Elf, Elves, Fae, Fairy, Fay, Magic, old school, old school renaissance, old school revival, Panzoasia, Romantic Fantasy, Spells, wizard


Panzoasia800

Long patronized and taken for granted by the other Peoples of Panzoasia, the Humblekin (as they call themselves) are starting to demand some respect! This version of the B/X Halfling expands the class to 14 Levels, rethinks some classic tropes, and adds some new abilities. In addition to the obvious, my other influences include “The Wizard of Oz”; “Willy Wonka and the Chocolate Factory”; old Folk and Country songs, and the folktales of household helper fairies such as Brownies, Hobs, Robs, and Dobbies. These Halflings are more the downtrodden working-folk of a fantasy Appalachia, or Black Country, than the happy yoeman farmers of an idealized English landscape. They’ve got good reason to adventure!

See The B/X Dwarf Reimagined for the underlying assumptions of the Panzoasian character classes.

Halfling Rover

Abilities: Str: 3d6 | Int: 3d6 | Wis: 3d6 | Dex: 1d8+10 | Con: 1d8+10 | Cha: 3d6
Special Abilities: Expert with Slings and Thrown Objects, Hide, Nightvision, Odd Jobs, Small Target.
Restrictions and Weaknesses: Gourmand, Small Stature.
Hit Dice: d6 per Level, until 9th. Add 2 Hit Points per Level thereafter.
Alignment: Any. Halflings in general are usually Good, but Halfling Rovers are often rebels who have embraced the freedom of Chaos.
Starting Age: 15+d6. (Panzoasian Halflings mature at the same rate as Humans.)
Starting Language(s): Western Common (+ Western Elven if Elf-kin, Western Gnomish if Gnome-kin, or Western Dwarven if Dwarf-kin).


Typical Starting Equipment:
• Home-made Quilted Armor (AC 8[11]).
• Short Sword scavenged from an old battlefield.
• 2 Throwing Knives.
• Bag of 6 sharp-edged rocks for throwing.
• Haversack.
• Patchwork pants or skirt, held up with suspenders.
• Clogs (if Man-kin or Elf-kin).
• Small salt-clay holy symbol, or pierced gold coin, worn on a string.
• Coin purse.
• Carrying pole (with tied bundle on end).
• Box of Odd Job tools (hammer, file, small saw, nails, awl, needle & thread, glue packet, buttons, etc.).
• Tin Whistle or Jaw Harp.
• Piece of straw (held in mouth).
• Bag of flavored chewing weed.
• Copy of “Standing Tall as Humblekin – A Book for Us”.
• 12 Rushlights, with holder.
• Goose feather pillow.
• Flask of homemade “moonshine” liquor.
• Bar of homemade soap.
• Sponge.
• Small frying pan.
• 1 week of rations (cured sausage, hardtack bread, cheese, dried potatoes, turnips, and hard-boiled eggs,).
• Short-legged dog (resembles a Corgi).
• 10 silver pieces, and 10 copper pieces.


Your character is a young Humblekin – called a “Halfling” by the Dwarves, Elves, Gnomes, and Humans. Well, the others should know by now that the Humblekin aren’t just half of anything!

Why has your character decided to rove as an adventurer? Are they dissatisfied with the idea of laboring for “The Bigs” the rest of their years? Do they want a lifestyle that they’ll never have if they just do what’s expected of them and act like “a good little Halfling”. Are they determined to see the world – and not just the small farming plot their parents rent for more money than they ever seem to make? Perhaps your character is less than thrilled by the prospect of working the coal mines all day long – and hacking up black dust all night. Or, maybe they’re one of the few well-off Humblekin, who wants something more than to just take over the local Candymaker’s Guild.

Others may think your character can’t handle the challenges of Monster-haunted dungeons and wilderness, but the Humblekin have a knack for hiding and avoiding harm. Being small makes it hard for the lumbering “Bigs” to catch your character. Having to survive on the margins has taught Humblekin how to repair anything (at least temporarily). You’re much stronger and faster than you look – your People have had to be. And generations of poverty have made the Humblekin able to use ordinary rocks as deadly weapons!

To which of the four “Kins” does your character belong? Were their parents “Man-kin” living in a shack, or in the slums of a Human city? Are they one of the “Elf-kin” who dwell on the lowest level of hollowed out Zoswood trees – or even inside giant Homestead Mushrooms! Are they a “Gnome-kin”, born in a burrow under an artificial earth-mound? Or, were they born to the “Dwarf-kin” who farm lichen, raise goats, and mine the “ignoble” minerals that Dwarves are too proud to dig up themselves? One thing is for certain – it’s the constant hard work of the Humblekin that makes it possible for the vainglorious Humans to sail their big ships; for the Elves to play their silly games; for the Gnomes to make their strange devices; and for the Dwarves to tunnel in search of iron, gold, and gemstones.

As Humblekin, your character stands about 3 feet tall. Their skin tone is similar to that of the local Humans, but somewhat ruddier. They probably have dimples, and an upturned, “button” nose. If male, they probably grow long sideburns, but have no other facial hair. The Humblekin often sport fanciful hairstyles that incorporate large curls. Traditionally, they dress in patchwork. If your character is Man-kin, they look very much like an extremely short Human. If they are Elf-kin, they have pointed ears. If your character is Gnome-kin, they tend to put on weight, have thick-soled hairy feet, and don’t need (or like) to wear shoes. If they are Dwarf-kin they are stoutly built, also traditionally eschew footwear – and if male, can actually have a thick mustache!

The inhabitants of Halfling communities are as diverse as Humans in their occupations and skills. The Halfling Rover Class represents the typical abilities of those Humblekin who choose to leave home, and find themselves on the road.

 

Special Abilities of Halfling Rovers

Expert with Slings and Thrown Objects: When your character uses a sling, or a thrown object (such as a throwing knife or rock), you get an additional +1 Bonus to your Attack and Damage Rolls.

  • In your character’s hands, a sling inflicts 1d4+1 damage (2 – 5), and ordinary rocks do 1d3+1 (2 – 4) damage.
  • Halfling Rovers can pick up almost any hard objects and use them as improvised projectiles – even ones other people would find too awkward to use. A Hafling Rover in a rocky field is something to be feared!

Hide: You can roll a Dexterity Check for your character to completely conceal themselves in their environment, or blend into shadows, so long as they remain still.

Nightvision: Your character can see at night (or in conditions of very low light) like a cat, and still distinguish colors. They cannot see in absolute darkness (such as occurs underground), however.

Odd Jobs: If your character has their set of Odd Job tools with them, you can roll a Dexterity Check for them to do any of the following:

  • Repair any broken item (the repair lasting until the end of the adventure).
  • Repair ripped clothing or cloth items (until the end of the adventure).
  • Deactivate a trap that they know exists. (They have no special ability to detect traps, however).
  • Build a shelter, or other construction (provided they have enough materials).
  • Rig up temporary containers, bags, or other items to transport treasure.
  • Re-tailor clothing into other shapes, including usable ropes and tents.
  • Re-configure found objects into usable weapons or armor that will last until the end of the adventure. Left alone with pots and pans, a Halfling might make temporary plate mail!
  • Sew up bleeding wounds (restoring 1 hp), or remove parasites such as Green Slime.

Small Target: Your character get a +2 Bonus to their Armor Class when they are attacked by human-sized opponents.

  • When attacked by opponents up to twice the size of a Human, the Bonus is +3.
  • When attacked by opponents more than twice Human size, your AC Bonus is +4. Dragons and Giants hate having to fight Halflings!

Restrictions and Weaknesses of Halfling Rovers

Gourmand: Halflings tend to be almost constantly hungry, and are notably obsessed with good food and drink.

  • Saves versus Charm Person, Quest, and Geas spells (and similar kinds of mental manipulation) are made with a –2 Penalty, if the would-be charmer offers your character something tasty to eat or drink.
  • On the positive side, everyone knows that Halflings tend to be great cooks, and can make almost anything taste good!

Small Stature: Because your character is only 3 feet tall, they cannot use armor or weapons sized for anyone larger.

  • Your character must wield any hand-to-hand weapon more than a foot long with two hands. They cannot use any weapon more than 5 feet long at all.
  • Note that despite being half the size of a Human, Halflings can move just as fast as one!

Destiny at 9th Level

If upon attaining 9th Level (or any time after) your character settles down into a predominantly Halfling community, they will be elected Sheriff (or Headman).

  • If they build a new Halfling community instead, it will attract d100+50 new settlers of your character’s Alignment, who will confirm your character as Sheriff or Headman.
  • If, however, your character continues to wander, they will attract 1d4 1st level Halfling Rovers, who will become your character’s companions and supporters.

Destiny at 14th Level

Once they attain 14th Level, your character’s renown is such that they will be widely considered the greatest living Humblekin.

  • Other Humblekin will address your character with the title “Daddy” or “Momma”, and all Halfling Sheriffs will be expected to bow to your character’s wishes.
  • Your character’s word will automatically override that of any other judges at Halfling beauty pageants, cooking contests, talent shows, and similar events.

Permutations and Variations of the Halfling Rover

DWARVEN ROVER
A Dwarven misfit who from a young age has wandered the roads and byways of the surface world – whether by choice or necessity.

  • Special Abilities: Infravision (as per Dwarven Dungeoneer), Expert with Slings and Thrown Objects, Hide, Odd Jobs, Resist Magic (as per Dwarven Dungeoneer).
  • Restrictions and Weaknesses: Can Only Wear Dwarven Armor (as per Dwarven Dungeoneer), Short Legs (as per Dwarven Dungeoneer).
  • Destiny at 9th Level: As Human Fighter.
  • Destiny at 14th Level: As Human Fighter.

ELVEN ROVER
A wandering Elf alienated from their own People – perhaps an orphan , or the child of an exiled mother.

  • Special Abilities: Expert with Slings and Thrown Objects, Hide, Nightvision, Odd Jobs, Resist Paralysis (as per Elven Warrior-Wizard).
  • Restrictions and Weaknesses: Enmity of the Bogeymen (as per Elven Warrior-Wizard), Slight Build and Large Ears (as per Elven Warrior-Wizard).
  • Destiny at 9th Level: As Human Fighter.
  • Destiny at 14th Level: As Human Fighter.
  • Special: Your first language is Common, and if you speak Elven, you do so poorly.

GNOMISH ROVER
An itinerant Gnome who makes their living however they can.

  • Special Abilities: Infravision (as per Gnomish Tinkerer), Expert with Slings and Thrown Objects, Friend of Burrowing Critters (as per Gnomish Tinkerer), Hide, Odd Jobs.
  • Restrictions and Weaknesses: Short Legs, Small Stature.
  • Destiny at 9th Level: As Gnomish Tinkerer.
  • Destiny at 14th Level: As Gnomish Tinkerer.

HUMAN ROVER
A vagrant who lives by their wits.

  • Special Abilities: Expert with Slings and Thrown Objects, Hide, Odd Jobs.
  • Restrictions and Weaknesses: None.
  • Destiny at 9th Level: As Human Fighter.
  • Destiny at 14th Level: As Human Fighter.

 

Halfling Rover Advancement Table

Exp. Points (Hours played)

Exp. Level

Level Title

Hit Points

THAC0 [Attack Roll Bonus]

0

1

Humble Walker

1d6

19 [0]

1,500 (8 hours)

2

Humble Hiker

2d6

18 [+1 ]

4,000 (24 hours)

3

Humble Rambler

3d6

18 [+1]

7,000 (36 hours)

4

Humble Scout

4d6

17 [+2]

13,000 (48 hours)

5

Humble Roamer

5d6

17 [+2]

25,000 (60 hours)

6

Humble Trekker

6d6

16 [+3]

50,000 (72 hours)

7

Humble Journeyer

7d6

16 [+3]

100,000 (84 hours)

8

Humble Explorer

8d6

15 [+4]

180,000 (96 hours)

9

Humble Wayfarer (or Sheriff)

9d6

15 [+4]

300,000 (108 hours)

10

Humble Wayfarer (or Sheriff)

9d6+2

14 [+5]

420,000 (120 hours)

11

Humble Wayfarer (or Sheriff)

9d6+4

14 [+5]

540,000 (132 hours)

12

Humble Wayfarer (or Sheriff)

9d6+6

13 [+6]

660,000 (144 hours)

13

Humble Wayfarer (or Sheriff)

9d6+8

13 [+6]

780,000 (156 hours)

14

Daddy of All Kin / Momma of All Kin

9d6+10

12 [+7]

Halfling Rover Saving Throws

Level

Poison / Death Ray / Disease

Wands / Psionics

Paralysis / Petrification

Dragon Breath / Explosives / Firearms

Spell /Staff / Rod

1

12

13

14

11

15

2

11

12

13

10

14

3

10

11

12

9

13

4

9

10

11

8

12

5

8

9

10

7

11

6

7

8

9

6

10

7

6

7

8

5

9

8

5

6

7

4

8

9

4

5

6

3

7

10 – 14

3

4

5

2

6


Typical Names for Halfling Men

  • Jonny
  • Kenan
  • Carrow
  • Tewey
  • Perserverence
  • Geren
  • Bambo
  • Woody
  • Post
  • Hammer

Typical Names for Halfling Women

  • Emmee
  • Soo
  • Jo
  • Patience
  • Rosey
  • Bella
  • Mazey
  • Meadow
  • Cookie
  • Sparkle

Halflings often name their children after objects, foodstuffs, animals, places, and virtues. They also freely adopt Elven, Dwarven and Gnomish names. Additionally, it is common for a Halfling’s name to actually be a hyphenated combination of two names – for example, “Jonny-Post” for a man, or “Cookie-Soo” for a woman. Halflings surnames tend to consist of a geographical location prefixed with a descriptor. For example, “Darkwood”, “Whitehill” or “Fairmeadow”. Married couples combine their surnames with a hyphen. An adult Halfling can choose to use either their father’s or mother’s original surname – either is considered acceptable, so long as the Halfling is consistent in its use.

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The B/X Elf Reimagined

22 Monday Mar 2021

Posted by Daniel James Hanley in OGL, OSR, Panzoasia

≈ Leave a comment

Tags

B/X, BECMI, BX, Classic Fantasy, Classic Rules, Elf, Elves, Fae, Fairy, Fay, Magic, old school, old school renaissance, old school revival, Panzoasia, Romantic Fantasy, Spells, wizard


Panzoasia800

This 14-Level variation of the classic B/X “Elf” is perhaps more versatile than the traditional iteration of the Class, but it also puts focus on the unique challenges faced by Elven PCs. The many-hued Elves of Panzoasia are more “fey” in their conception than the Tolkien-influenced Elves of some other fantasy worlds – beautiful, talented, magical, and long-lived of course, but also infamously impetuous, highly extroverted, shamelessly hedonistic, and tragically forgetful. Nobody looks to Panzoasian Elves for ancient wisdom – but everyone wants them around for a party!

Like most Panzoasian Classes, the Elven Warrior-Wizard Class can be easily hacked to create unique characters such as a Human Elf-Friend, or even a Halfling Warrior-Wizard. A list of suggested permutations and variations can be found near the end of this post.

See The B/X Dwarf Reimagined for an explanation of the underlying design principles of the Panzoasian Character Classes.

Elven Warrior-Wizard

Abilities: Str: 3d6 | Int: 1d8+10 | Wis: 3d6 | Dex: 1d8+10 | Con: 3d6 | Cha: 1d8+10
Special Abilities: Detect Secrets, Elven Magic, Expert with Swords and Bows, Nightvision, Resist Paralysis.
Restrictions and Weaknesses: Enmity of the Bogeymen, Slight Build and Large Ears.
Hit Dice: d6 per Level, until 9th. Add 2 Hit Points per Level thereafter.
Alignment: Any. Elves in general are usually Neutral or Chaotic, but Elven adventurers are sometimes Lawful misfits at odds with their own culture.
Starting Age: 17+d100. (Panzoasian Elves mature at the same rate as Humans, but seem to stop aging at 16)
Starting Language(s): Western Elven, Western Common.


Typical Starting Equipment:

  • Chain Mail Armor (made of green “Viridantine” metal that is grown like a plant).
  • Longsword (also of green Viridantine).
  • Short Bow.
  • Wood and silk quiver with 20 arrows.
  • Broad-brimmed Viridantine helmet with a pointed top.
  • Silk tabard with dagged edges.
  • Cape made to resemble wings of a butterfly (or dragonfly).
  • Haversack.
  • 50 feet of Elven silk rope.
  • Flute.
  • Personal journal (with quill and purple ink).
  • Wineskin (with flower-flavored berry wine).
  • Outfit of silk and lace, for relaxing.
  • Packet of facial spangles (with adhesive gum), or body glitter.
  • Cake of eyeshadow (made from mica and crushed beetle wings).
  • Lipstick (blue, green, purple, etc.).
  • Small hand mirror.
  • Vial of flower water.
  • Washing cloth.
  • Bar of perfumed soap.
  • Tortoiseshell comb.
  • Firefly lantern (with 50 fireflies, who will live until the autumn).
  • 1 week of rations (crystallized honey, dried berries, walnuts, and chestnut cakes).
  • Crow companion (can imitate speech).
  • 2d4 gp

Your character is one of the famously free-spirited and fun-loving Elven People. Elves are encouraged by their culture to entertain themselves with fresh experiences and unique companions, and so often become adventurers. Although they might live for a thousand summers of seemingly perpetual youth, Elves can only remember the last thirty years of their lives. They therefore never get weary of the world, which is always presenting them with unremembered things to enjoy again as if for the first time. Your character might even be over a hundred years old, and just now reinventing themselves with a whole new identity as an adventuring Warrior-Wizard. With their natural talent for magic, martial artistry, and knack for uncovering secrets, your character will be an invaluable part of any adventuring party.

Was your character’s original home an Elven Commune built inside the hollowed-out trunks of gigantic Zoswood trees? There, life is an endless party, children are raised communally, and beauty is valued above all other things. Or, perhaps your character’s parents were among the urban “assimilationist” Elves who live in white stone towers, and maintain families like those of Humans.

Most Elves stand about 5 feet high, with a slim, androgynous build; large, almond-shaped eyes; and a heart-shaped face. If they are male, they do not grow facial hair. There are two particularly striking about the appearance of Elves. First, they might have been born with skin, hair, and eyes of any color imaginable – from Human-like hues, to bold shades of purple, green, and blue. Second, they have large and mobile ears that resemble those of deer – pricking up, hanging down, sweeping back, and pitching forward to express their feelings. When not adventuring, an Elf traditionally dresses in beautiful, revealing clothes of silk, lace, and diaphanous cloth, with fanciful jewelry and makeup that compliments their uniquely colored body.

“I’ve forgotten more than you’ll ever know” is often no idle boast for an Elf. The people in Elven communities pursue diverse vocations, just like Humans – changing occupations many times over the course of their extremely long lives. While all Elves inherit a talent for magic, not every Elf chooses to develop it. The Elven Warrior-Wizard Class represents the typical abilities of an Elf that has decided to spend a few decades fighting Monsters, finding treasures, and forging new relationships.

 

Special Abilities of Elven Warrior-Wizards

Detect Secrets: Your character has a 2 in 6 chance to find secret doors, concealed things, or hidden spaces if actively searching for them, and a 1 in 6 chance to detect them even without looking.

  •  Your character also has a 1 in 6 chance to know whether someone is keeping a secret from them. Your character does not automatically know what the secret might be, however.

Elven Magic: Your character start the game knowing four 1st Level spells, which you may freely choose (or randomly determine) from the Elven Warrior-Wizard Spell list.

  •  Your character can cast any spell they know without prior preparation.
  •  The total levels of spells your character can cast per day cannot exceed their Experience Level times 2 (as shown on the Elven Warrior-Wizard Advancement Table). For example, a 5th Level Warrior-Wizard can cast ten Levels worth of spells per day – that might be ten 1st level spells, two 2nd Level and two 3rd Level spells, or any other combination that does not exceed ten total Levels worth of spells.
  •  As an Elven Warrior-Wizard, your character can cast spells using their voice alone, while dressed in any armor, and holding a weapon. Because of their natural talent for magic, they do not need to record written forms of your spells, nor do they need any magical implements. They still must spend an entire Round doing nothing else in order to cast a spell, however.
  •  Your character automatically learns an additional spell with each Experience Level they gain, which can be of any Level they are then able to employ.
  •  Your character can learn even more spells by copying them from Spell Scrolls, swapping spells with other Elves, or learning from Enchanted creatures and Fairies (who can teach the Spells corresponding to their own Magical abilities).
  •  The total number of Spells your character knows cannot exceed the sum of their Experience Level and Intelligence score. For example, A 9th Level Warrior-Wizard with an Intelligence of 17 can never know more than 26 Spells in all.

Expert with Swords and Bows: When your character attacks with either a sword or bow, they receive an additional +1 Bonus to both the Attack and Damage rolls.

  •  You can choose to have your character’s Dexterity Bonus, rather than their Strength, add to the Attack Roll when they use a sword.

Nightvision: Your character can see at night (or in conditions of very low light) like a cat, and still distinguish colors. They cannot see in absolute darkness (such as occurs underground), however.

Resist Paralysis: Your character cannot be paralyzed by the attacks of creatures such as Ghouls or Thouls, and is also immune to paralyzing poisons. They can, however, be petrified by such creatures as Basilisks or Medusas.

 

Restrictions and Weaknesses of Elven Warrior-Wizards

Enmity of the Bogeymen: The anthropoid Bogeymen of Panzoasia (Orcs, Hobgoblins, Goblins, etc.) are culturally conditioned to hate Elves above all other People.

  •  Your character’s presence makes Bogeymen of Evil, Lawful, or Neutral Alignment automatically and unchangeably hostile to their adventuring party.
  •  Your character will be the first target attacked by such Bogeymen, and they will always choose to kill your character rather than take them prisoner.
  •  Only misfit and outcast Bogeymen of Good Alignment, and freethinking ones of Chaotic Alignment, will treat your character like any other person.

Slight Build and Large Ears: Your character cannot comfortably wear most armor made for people other than Elves.

  •  Because your character is shorter and more slightly built than most adult male Humans, they can only use Human armor if it had been made to be worn by an adolescent, or a short woman.
  •  Additionally, your character’s large and mobile ears means they cannot wear enclosing helmets of the kind made by non-Elves. They may wear a “kettle hat”, or the type of open helmets worn by Hobgoblins (who have similarly large ears).

 

Destiny at 9th Level

Once your character reaches 9th Level they will either be elected Princess of an Elven Commune, or be asked by its existing Princess to become the Prince responsible for its security.

  •  Alternately, your character can found a new Elven Commune, and will automatically be confirmed as its Princess or Prince. 50+d100 Elves will come to live in the new Commune.
  • If your character lives in the Magiarchy of Corthis, they will also be granted the additional title of Baron, Count or Marquis – the exact one depending upon the number of allies they have among the existing elite of the nation.
  • If you character lives in Maeland, Corthis, the Free March, or Ombratia, they will be invited to take command of a company of Elven Knights sworn to protect the nation in times of crisis.

 

Destiny at 14th Level

Once your character achieves 14th Level they will either be elected the titular “Queen of Elves” for their nation, or else the reigning Queen will select them to become her King and consort.

  •  A Queen of Elves’ position is largely ceremonial, but she is expected to represent the interests of Elves in the national government, and constantly advocate for the rights of her People.
  •  The King of Elves is expected to coordinate the defense of all Elven Communes within a nation.
  •  Whether they become a Queen or King, your character’s word now dictates fashion among Elves (and many Humans), and they are upheld everywhere as the new ideal of Elven beauty.

 

Elven Warrior-Wizard Advancement Table

Exp. Points (Hours played)

Experience Level

Level Title

Hit Points

THAC0 [Attack Roll Bonus]

Highest Spell Level Known

Total Levels of Spells usable per Day.

0

1

Elf Warrior

1d6

18 [+1 ]

1st

2

4,000 (24 hours)

2

Proven Elf

2d6

18 [+1]

1st

4

7,000 (36 hours)

3

Elven Knight

3d6

17 [+2]

2nd

6

13,000 (48 hours)

4

Elven Hero / Elven Heroine

4d6

17 [+2]

2nd

8

25,000 (60 hours)

5

Elven Swordmaster / Elven Swordmistress

5d6

16 [+3]

3rd

10

50,000 (72 hours)

6

Elf of Renown

6d6

16 [+3]

3rd

12

100,000 (84 hours)

7

Elven Champion

7d6

15 [+4]

4th

14

180,000 (96 hours)

8

Elven Captain

8d6

15 [+4]

4th

16

300,000 (108 hours)

9

Elf Lord / Elf Lady

9d6

14 [+5]

5th

18

420,000 (120 hours)

10

Elf Lord / Elf Lady

9d6+2

14 [+5]

5th

20

540,000 (132 hours)

11

Elf Lord / Elf Lady

9d6+4

13 [+6]

6th

22

660,000 (144 hours)

12

Elf Lord / Elf Lady

9d6+6

13 [+6]

6th

24

780,000 (156 hours)

13

Elf Lord / Elf Lady

9d6+8

12 [+7]

7th

26

900,000 (168 hours)

14

Protector of Elphame

9d6+10

12 [+7]

7th

28

 

Elven Warrior-Wizard Saving Throws

Level

Poison / Death Ray / Disease

Wands / Psionics

Petrification (immune to Paralysis)

Dragon Breath / Explosives / Firearms

Spell /Staff / Rod

1

13

12

14

15

16

2 – 3

12

11

13

14

15

4 – 5

11

10

12

13

14

6 – 7

10

9

11

12

13

8 – 9

9

8

10

11

12

10 –11

8

7

9

10

11

12 – 13

7

6

8

9

10

14

6

5

7

8

9

 

Permutations and Variations of the Elven Warrior-Wizard

GNOMISH WARRIOR-WIZARD

A Gnome who has eschewed Natural Philosophy to study with the great Elven martial magicians.

  • Special Abilities: Infravision (as per Gnomish Tinkerer), Detect Secrets, Elven Magic, Friend of Burrowing Critters (as per Gnomish Tinkerer), Expert with Sword and Bow.
  • Restrictions and Weaknesses: Short Legs (as per Gnomish Tinkerer), Small Stature (as per Gnomish Tinkerer).
  • Destiny at 9th Level: as per Gnomish Tinkerer.
  • Destiny at 14th Level: as per Gnomish Tinkerer.

HALFLING WARRIOR-WIZARD

A Halfling, usually an Elf-kin, who has been taught the Elven tradition of martial magic.

  • Special Abilities: Elven Magic, Expert with Sword and Bow, Hide (as per Halfling Rover) Nightvision, Small Target (as per Halfling Rover).
  • Restrictions and Weaknesses: Gourmand (as per Halfling Rover) Small Stature (as per Halfling Rover).
  • Destiny at 9th Level: as per Halfling Rover.
  • Destiny at 14th Level: as per Halfling Rover.

HUMAN ELF-FRIEND

A Human (or Half-Elf) raised by Elves, or adopted into an Elven Commune.

  • Special Abilities: Detect Secrets, Elven Magic, Expert with Sword and Bow, Nightvision (acquired by spending days in dark of the forest). Note that the Human Elf-Friend has only four Special Abilities.
  • Restrictions and Weaknesses: Enmity of the Bogeymen. (Your Elven accent and mannerisms enrage most Bogeymen as if you were of full Elven descent.) Note that the Human Elf-Friend has only one Weakness, because they have only four Special Abilities.
  • Destiny at 9th Level: as per Elven Warrior-Wizard. (Elves completely accept attractive and interesting Humans and Half-Elves as community leaders, especially if they can actually speak the Elven language well.)
  • Destiny at 14th Level: as per Elven Warrior-Wizard.
  • Special: Your primary language is Elven, and you speak Common with an Elven accent.

HUMAN WARRIOR-WIZARD

Also known as a “Polestar Knight”. A member of a Human chivalric order that has adopted the Elven way of warfare, mixing skill-at-arms with magic.

  •  Special Abilities: Armor and Weapon Familiarity, Elven Magic, Expert with Sword and Bow. Note that the Human Warrior-Wizard has only three Special Abilities.
  •  Restrictions and Weaknesses: None. Note that the Human Warrior-Wizard has no Restrictions and Weakness, because they have only three Special Abilities.
  •  Destiny at 9th Level: as per Human Fighter, but the followers will be 1st level Human Warrior-Wizards.
  •  Destiny at 14th Level: as per Human Fighter

Special Abilities and Restrictions not here defined will be detailed in future posts.


Typical Names for Elves of the Ultimate West

  1. Shané / Shan
  2. Alabele / Alabel
  3. Odila / Odil
  4. Maelyse / Maelys
  5.  Brijite / Brijit
  6. Amile / Amil
  7. Elorana / Eloran
  8. Zosé / Zos (These are Old Elven names for the Lady & Lord of Life)
  9. Viridy / Virid
  10.  Larina / Larin

All Elven names have both feminine and masculine forms, with the feminine form being considered primary. The secondary masculine form can be made by subtracting the terminating vowel from the base feminine form. Which form an Elf uses reflects their current chosen gender identity, not their birth sex.

Elves of the Ultimate West have two surnames. The first is formed by appending the suffix “fee” to the mother’s name. The second is formed by adding the prefix “Dee” to the name of the place where the Elf was born (replacing the double “ee” in “Dee” with an apostrophe if the place name begins with a vowel). So, a Western Elven woman named Elorona, whose mother was named Zose, and who was born in the Commune of Adolu, would give her name as “Elorona Zosefee D’Adolu

 

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The Ranger Reimagined

17 Wednesday Mar 2021

Posted by Daniel James Hanley in OGL, OSR, Panzoasia

≈ Leave a comment

Tags

B/X, BECMI, BX, Celtic Fantasy, Classic Fantasy, Classic Rules, old school renaissance, old school revival, OSR, Panzoasia


This version of the Ranger for the B/X rules takes its inspiration primarily from the Fianna of Irish legend – warriors equally skilled in fighting, bushcraft, and the art of poetry. Like the warrior-poets of Ireland, the Rangers of Panzoasia obtain supernatural powers from their observance of strange taboos and bans.

Human Ranger (Fiann)

Abilities: Str: 8+d10 | Int: 3d6 | Wis: 8+d10 | Dex: 8+d10 | Con: 8+d10 | Cha: 8+d10

Special Abilities: Expert with Spears and Bows, Fiannic Poems, Nature Lore, Stealthy in Nature, Track.

Restrictions and Weaknesses: Armor and Weapon Restrictions, Mysterious Ban

Hit Dice: d8 per Level, until 9th. Add 3 Hit Points per Level thereafter.

Alignment: Neutral or Good

Starting Age: 15+d6

Starting Language(s): Western Common.


Typical Starting Equipment:

  • Chain Mail Shirt.
  • Nasal Helm.
  • Spear.
  • Short Bow.
  • Quiver with 20 arrows.
  • Feathers (for re-fletching arrows).
  • Hand Axe.
  • Knife.
  • Backpack.
  • 1 set of ordinary clothes.
  • Green or brown cloak.
  • Soft leather boots.
  • 50’ of wood fiber rope.
  • Tinderbox (with flint and steel).
  • Sharpening stone.
  • Softened leaves (for personal hygiene).
  • Rag (for wiping blades).
  • Needle & thread (for sewing up wounds).
  • Rag strips (for dressing wounds).
  • Sphagnum moss (for dressing wounds).
  • Pouch of mud (for masking scent).
  • Book of poems.
  • 1 Wineskin (filled with heather ale, berry wine or mead).
  • 1 week of rations (dried venison, dried berries, nuts, and dried fish).
  • Fox or crow companion.
  •  2d10 gp.

During the Reign of the Monsters, those Humans who survived on the mainland of the Ultimate West retreated to protected ringforts, beyond which most dared not venture. There arose, however, a class of warriors who braved the terrors beyond – maintaining the few remaining links between communities, and holding the Monsters at bay as best they could. Tutored in the lore of nature, magic, and poetry by the remaining Druids and Bards, those people became known as the “Fianna” in the old language of Maeland. In modern times, the common name for them is “Rangers”. Many of the original Rangers were actually of mixed Human and Elven ancestry – and thus able to act as bridges between the two communities. Your character is heir to that tradition, trained to survive the challenge of the wilderness with a song in their heart.

Why did your character become a Ranger? Do they belong to a hereditary line of Rangers, with a lineage going back  centuries? Are they one of the modern Fianna of Maeland, pledged to support their Clan Chief in time of war, but expected to fend for themselves in the wild at least half the year? Where they born on the edge of a remaining enclave of Monsters? Did they grow up in the wild, a friend to the forest animals? Were they an orphan, taken in and taught by a hermit Druid? Are they of dual heritage like the original Rangers, who they see as role-models for their own life?

The original Rangers were all devotees of the Lord and Lady of Life (and thus Neutral in Alignment), but in modern times many have embraced Good (just as some Druids have). In fact, the Rangers were the envoys of the great alliances that finally ended the Reign of the Monsters. Without their aid, the Immortal Heroes and Heroines may not have been able to bring the Five Peoples together to defeat the Depradators and their Bogeymen armies.

If your character has some Elven ancestry, they still probably lean towards the Human part of their heritage. They are most likely to be the same height and weight as most other Humans, but with one or more features that suggest their Elven parentage – pointed ears, unusually colored hair or eyes, an attractively androgynous face, a shorter than average height, or a youthful appearance that lasts well into old age.

Special Abilities of Human Rangers

Expert with Spears and Bows: When your character attacks with either a spear or bow, they receive an additional +1 Bonus to both the Attack and Damage rolls.

  • You can choose to have your character’s Dexterity Bonus, rather than your Strength, add to the Attack Roll when they use a spear as a melee weapon.

Fiannic Poems: Once your Ranger achieves 2nd Level, they learn how to recite poems of magical power.

  • Choose a 1st level Poem from the list of Fiannic Poems. Your character is able to use that Poem once a day.
  • With each Level past 2nd, your Ranger learns an additional Fiannic Poem, of a maximum Level shown on the Ranger Advancement Table.
  • The Total Levels worth of Fiannic Poems your character can recite per day is equal to their Experience Level minus 1. For example, a 4th Level Ranger could recite three 1st Level Poems a day, or a 1st Level and a 2nd Level one.
  • Additional Fiannic Poems can be learned from Druids or Bards (from whom a Ranger can adapt any Poems corresponding to the Druid’s Spells, or Bard’s Songs), or from Magical creatures and Fairies (who can teach any Poem corresponding to one of their own Special Abilities).

Nature Lore : You may roll a Wisdom Check for your character to do any of the following:

  • Identify a natural plant, animal or mineral (but not a magical or unnatural one).
  • Identify a Fairy or Elemental (but no other type of Planar Spirit)
  • Find a source of pure water (or know that that no pure water is present).
  • Find game animals (or know that no game animals are present).
  • Obtain enough berries, leaves, nuts, lichens, fungus, grubs, and small game to eat for 1 day (or know that there is no food to find).
  • Find true North.
  • Predict the next day’s weather.

Nature Lore can be useful in any natural environment – including caves and caverns.

Stealthy in Nature: Rangers know how to walk silently, camouflage themselves, and mask their scent.

  • When your character is in a natural environment (forest, meadow, natural cavern, etc.), you can make a Dexterity Check for them to be completely undetectable (and untrackable) by sight, smell, or hearing.

Track: With a successful Wisdom Check, your character can detect the traces left by physical beings who have been in an area within a day, and track them for up to a mile.

  • Each additional mile of tracking requires another Wisdom Check.
  • The Check is made with a +2 Bonus if conditions are favorable (snow, drying mud, etc.), but a -2 Penalty is conditions are unfavorable (a hard stone floor, rain, etc.)

Restrictions and Weaknesses of Human Rangers

Armor and Weapon Restrictions: A Ranger can only use armor and weapons that allow they to remain alert and mobile.

  • Plate mail, full plate, half-plate, banded mail, and splint mail armor are all too heavy and restricting.
  • Enclosing helmets that surround the ears or make the Ranger see through slits cannot be worn.
  • A Ranger cannot use two-handed melee weapons other the Spear and Staff, not can they use heavy crossbows.

Mysterious Ban: Once your character reaches 2nd Level, they must begin observing a mystical prohibition on their behavior. If they violate their Mysterious Ban, they will lose the Ability to recite Fiannic Poems for one full lunar month. Thereafter, they must thereafter sacrifice treasure and food (equal in value to 100 times their Experience Level squared) to regain their ability to use magic. Some possible Mysterious Bans include:

  • Cannot own more than one can personally carry.
  • Cannot refuse any challenge of arms.
  • Must not refuse the hospitality of a woman.
  • Must not touch a dead dog.
  • Cannot eat a specific kind of meat.
  • Can never sleep in a “civilized” bed. (Must sleep on the ground, etc.)
  • Cannot use a mount of a certain color.
  • Can never carry a certain kind of stone, gem, or mineral.
  • Cannot wear metal armor.
  • Cannot wear or bear any item of a specific color.
  • Cannot wear (or bear) dyed cloth.
  • Cannot carry gold.
  • Cannot destroy or disturb mushrooms (including monstrous mushrooms, such as Shriekers).
  • Cannot touch pure crystalline salt.
  • Can never enter the sea.
  • Can never accept payment for any services.
  • Must remain celibate.
  • Must take a new lover every month.

Destiny at 9th Level

At 9th Level your character attracts loyal companions – possibly even magical creatures! These companions will regard the Ranger as a friend and ally, and will always fight to defend them.

The total Hit Dice of followers attracted will not exceed 9. Possible followers include:

  1. Fool Hare (1 HD)
  2. Hawk (1 HD)
  3. Pixie (1 HD)
  4. Sprite (1 HD)
  5. Elven Warrior-Wizard, 1St – 4th Level
  6. Gnomish Tinkerer, 1St – 4th Level
  7. Halfling Rover, 1St – 4th Level
  8. Human Bard, 1st – 4th Level
  9. Human Fighter, 1st – 4th Level
  10. Human Jester, 1St – 4th Level
  11. Human Ranger, 1st – 4th Level
  12. Lizard Man (2 HD)
  13. Wolf (2 HD)
  14. Boar (3 HD)
  15. Hippogriff (3 HD)
  16. Mountain Lion (3 HD)
  17. Bear, Black (4 HD)
  18. Centaur (4 HD)
  19. Panther (4 HD)
  20. Unicorn (4 HD)
  21.  Alphyn (5 HD)
  22. Bear, Grizzly (5 HD)
  23. Lion (5 HD)
  24. Sasquatch (5 HD)
  25. Satyr (5 HD)
  26. Lycanthrope, Werebear (6 HD)
  27. Trefolic Dragon (6 HD)
  28. Griffin (7 HD)
  29. Panthera (7 HD)
  30. Treant (8 HD)

Roll a d30 to determine the Ranger’s first Companion, thereafter re-rolling results indicating followers whose total Hit Dice would exceed 9.

Additionally, your character will be asked to become the personal champion and protector or either the current Grand Druid or Druidess, or else a Clan Chief of Maeland. They can refuse without negative consequences.

Destiny at 14th Level

At 14th Level, the following will occur:

  • The current Grand Druid or Druidess will invite your character to the Isle of Testing, to undergo the challenges of athletics, skill-at-arms, and poetry that will make them High King or High Queen of Maeland.
  • A Queen of Elves will invite you to her court, to become her primary spouse and King of Elves for her nation. This can occur regardless of the Ranger’s gender – and the fact that they are not actually an Elf. The Queen will consent to renew the marriage every year, for as long as the Ranger wishes to remain wed. One can be both the High King (or High Queen) of Maeland, and a King of Elves (in Maeland, or another nation) simultaneously.
  • The Rosy Dragon will invite your character to join their court and live in the Summerland forever. If they accept, the Ranger does not actually attain the full powers of an Immortal, but will neither will they ever age, succumb to any disease, or die of natural causes.

Human Ranger Advancement Table

Exp. Points (Hours played)

Exp. Level

Hit Points

Level Title

THAC0

[Attack Roll Bonus]

Highest Level of Fiannic Poems Known

Total Levels of Poems Usable per Day

0

1

1d10

Hunter

19 [0]

–

–

3,000 (20 hours)

2

2d10

Fiannic Rhymer

18 [+1]

1st

1

6,000 (32 hours)

3

3d10

Fiannic Sentinel

17 [+2]

1st

2

11,000 (44 hours)

4

4d10

Fiannic Tracker

16 [+3]

1st

3

20,000 (56 hours)

5

5d10

Fiannic Knight / Fiannic Dame

15 [+4]

2nd

4

40,000 (68 hours)

6

6d10

Fiannic Defender

14 [+5]

2nd

5

80,000 (80 hours)

7

7d10

Fiannic Protector

13 [+6]

2nd

6

140,000 (92 hours)

8

8d10

Fiannic Champion

12 [+7]

3rd

7

260,000 (104 hours)

9

9d10

Warrior-Poet

11 [+8]

3rd

8

360,000 (116 hours)

10

9d10+3

Warrior-Poet

10 [+9]

3rd

9

480,000 (128 hours)

11

9d10+6

Warrior-Poet

9 [+10]

4th

10

600,000 (140 hours)

12

9d10+9

Warrior-Poet

8 [+11]

4th

11

720,000 (152 hours)

13

9d10+12

Warrior-Poet

7 [+12]

4th

12

840,000 (164 hours)

14

9d10+15

Supreme Warrior-Poet

6 [+13]

5th

13

Human Ranger Saving Throws

Level

Poison / Death Ray / Disease

Wands / Psionics

Paralysis / Petrification

Dragon Breath / Explosives / Firearms

Spell /Staff / Rod

1

12

13

14

15

16

2 – 3

11

12

13

14

15

4 – 5

10

11

12

13

14

6 – 7

9

10

11

12

13

8 – 9

8

9

10

11

12

10 –11

7

8

9

10

11

12 – 13

6

7

8

9

10

14

5

6

7

8

9

FIANNIC POEMS

1st Level Fiannic Poems

1

Animal Friendship: Ranger gains the companionship of twice their own HD of visible mundane animals, who can learn 1 “trick” or task per point of their Int. No more than twice Ranger’s HD of animals can be under the Ranger’s influence at a time. Companions can be dismissed to make way for new ones. {As long as desired}

2

Bath of Soothing: Ranger blesses either a tub of water, or a natural pool, so the first creature to enter it afterward will be cured of 1 point of Damage per Experience Level or Hit Dice they possess. For example: A 3rd Level bather regains 3 lost Hit Points. {Until used}

3

Calm Animals: Ranger calms hostile, frightened, or otherwise uncontrollable natural animals, whether wild or domestic. Giant Animals and unnatural Monsters with bizarre anatomies are not affected. [All mundane animals with a 25’ radius] {1 hour}

4

Create Flame: Ranger creates a small flame, equal to a lit candle in size, heat, and illumination. {1 Round, unless used to ignite a flammable object}

5

Detect Poison: Ranger can detect the presence and location of poison within a 25′ foot radius. {Until Ranger leaves area, but no more than 1 hour}

6

Locate Animal: Ranger knows the location of a desired type of mundane, non-monstrous animal that can be potentially reached within an hour’s time. A specific animal can be located only if the Ranger is familiar with it. An animal inside a cage of lead, aluminum, or tin cannot be found with this spell. {1 hour}

7

Purify Food and Drink: Decayed, spoiled or contaminated food and drink become safe, wholesome and nutritious. [1 meal per Ranger’s Level] {Until food rots again naturally}

8

Resist Cold: Ranger or Recipient can ignore damage from cold equal to 2 x Ranger’s Experience Level. {1 hour}

9

Skin Like Bark: The Ranger or Recipient’s skin becomes tough like tree bark, improving their Armor Class by 2. [Ranger, or 1 Recipient] {1 hour}

10

Speak With Animals: Ranger can speak to any normal or giant animals encountered, who can communicate to the limits of their Intelligence. Monsters with bizarre anatomies are excluded. [1 hour]

2nd Level Fiannic Poems

1

Cure Paralysis: The Recipient is cured of all paralyzing or movement inhibiting effects (except Petrification). [1 touched Recipient]

2

Delay Poison: Any poison affecting the Recipient is temporarily neutralized, but will take effect once the Miracle ends. Can also be performed on a person before they are exposed to poison. {1 Turn per Ranger’s Level}

3

Detect Snares & Pits: Ranger is aware of any intentionally set traps, snares, and pits within 50’ of their current location, however carefully hidden. {Until User leaves area}

4

Ignore Pain: Ranger or Recipient become immune to all pain and pain effects, mundane or magical. {Until dawn}

5

Lesser Restoration: An Ability reduced by damage or magic is restored by 1 point. [1 touched Recipient]

6

Resist Fire: Recipient can ignore damage from fire equal to 2 x Bard’s Exp. Level. {1 hour}

3rd Level Fiannic Poems

1 Bath of Healing: Ranger blesses either a tub of water, or a natural pool, so the first creature to enter it afterward will be cured of 1d4 points of Damage per Experience Level or HD they possess. For example: A 5th Level bather regains 5d4 lost Hit Points. {Until used}
2 Cure Blindness/Deafness: Ranger or Recipient is cured or either Blindness or Deafness, magical or mundane in origin. [1 touched Recipient, or the Ranger]
3 Cure Disease: Ranger or Recipient is cured of all physical diseases and parasitic infections.
4 Empowered Weapon: The Ranger temporarily makes a weapon or ammunition capable of striking Monsters otherwise immune to normal attacks. [1 weapon, or 12 arrows/bolts/bullets] {Until dawn}
5 Increase Ability: One of the Recipient’s Abilities temporarily improves by 4 points (to a maximum of 18), with all corresponding benefits. {1 hour}
6 Locate Object: Ranger knows the location of a desired type of object that can be potentially reached within an hour’s time. A specific item can be located only if the Ranger is familiar with it. An object encased in lead, aluminum, or tin cannot be found with this spell (but items made of those metals can be).
7 Neutralize Poison: All poisons and toxins affecting the Ranger or Recipient are neutralized. Can also be performed on a person before they are exposed to poison. [Ranger, or 1 Recipient]{1 Turn per Ranger’s Level}
8 Obtain Oracle: Ranger learns the result of a proposed course of action in the form of an ambiguous riddle, or unexplained metaphorical statement. Only one Oracle can be obtained per question.
9 Pyrotechnics: A flame either explodes in a beautiful, colored burst, (unprepared onlookers are blinded for a minute), or emits thick, choking smoke in a 50’ radius (everyone within is effectively blind, and suffers -4 to Str & Con for 2 minutes. [50’ radius] {1 minute} * Save negates.
10 Speak With Plants: Ranger can question the local plants about actions that have transpired near them within the last season. Plants can only answer “Yes” or “No”, and can only sense events apparent to any ordinary observer with no magical senses. {1 Hour}

4th Level Fiannic Poems

1 Control Plants: Ranger animates and controls the movement of all plants in a 50’ radius. Plants can be parted to reveal an obscured area; tree limbs can block or strike like clubs; vines and roots can entangle, ensnare, or become nooses; and hard fruit can be thrown like sling bullets. Controlled Plants use the Ranger’s Attack Bonus and Saves. {1 hour}
2 Cure Serious Wounds: Ranger or Recipient is cured of 1d4 points of Damage per own Experience Level of Hit Dice. For example: A 5th Level Recipient regains 5d4 lost Hit Points. [Ranger, or 1 touched Recipient]
3 Detect Scrying: Caster will know if they are being scried upon, or otherwise observed through supernatural means. Any would-be scrier must save versus Spells, or their identity is revealed. {Until dawn}
4 Dispel Magic: Ongoing spell effects are ended. There is a chance of failure equal to 5% x the Level of Spell to be undone (i.e., Dispelling a 5th Level Spell is 25% likely to fail).
5 Remove Curse: Recipient is freed from any supernatural curses currently afflicting them. A “curse” is defined by any Spell which includes the word “curse” in its description. [1 Recipient other than the Ranger]
6 Walk On Water: Ranger or Recipient can walk across water (or any similar fluid, including mud and quicksand) as if it was dry ground. All encumbrance rules still apply. [1 hour]

5th Level Fiannic Poems

1 Bath of Great Healing: Ranger blesses either a tub of water, or a natural pool, so the first creature to enter it afterward will be cured of 1d6 points of Damage per Experience Level or HD they possess. For example: A 9th Level Recipient regains 9d6 lost Hit Points. {Until used}
2 Commune With Fairy: Ranger mentally contacts a powerful Fairy (such as the Queen of the Winter Court) and asks them a question. If a Reaction Roll indicates the Fairy likes the Ranger, they will answer truthfully and to the best of their knowledge. {1 question}
3 Death Ward: Recipient cannot be harmed by offensive Spells (or Maledictions) for the duration of the effect, and is immune to XP loss or Ability damage from contact with the Undead. [Ranger, or 1 touched Recipient] {Until dawn}
4 Locate Creature: Ranger knows the location of a desired type of creature that can be potentially reached within an hour’s time. A specific creature can be located only if the Ranger is familiar with it. A creature encased in lead, aluminum, or tin cannot be found with this spell. {1 hour}
5 Polymorph Self (Transmutation): Ranger can transform bodily into any creature with HD equal to their own Level, or lower. Only physical form (and Strength) is gained – not any Special Abilities or senses. {1 hour, + 1 Turn/Level}
6 True Seeing: Ranger sees things exactly as they are, or were before they being affected by any Spells or Special Abilities that produce illusions, Glamours, or Transmutations. [Visual range] {1 hour}

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Magic User and Elven Warrior-Wizard Spells of Panzoasia

15 Monday Mar 2021

Posted by Daniel James Hanley in OGL, OSR, Panzoasia

≈ 2 Comments

Tags

B/X, BECMI, BX, Classic Fantasy, Classic Rules, Magic, old school, old school renaissance, old school revival, Panzoasia, Romantic Fantasy, spell list, Spells, witch, witchcraft, wizard


This reconfiguration of the B/X Magic User and Elf spell lists both expands the number of available spells (relative to the standard BX lists) and expresses them as concisely as possible (for fast reference and adjudication during play). In Panzoasia, both Magic Users and Elven Warrior-Wizards (the “Elf” of standard B/X rules) eventually have access to 7th Level Spells. Players of Ghastly Affair will notice the inclusion of some spells from that game – especially those that replicate traditional powers of witches and sorcerers. There’s also some spells (such as the 6th Level “Chimeric Monster“) to answer the perennial question of “where did all these monsters come from?”. (Answer: A wizard did it, and here’s how they did it!)

The number of each entries on each list is an even number corresponding directly  to an available type of die – making random generation of spell lists easy. Owners of d30s now have another use for their dice!

The descriptive term in parenthesis after the spell name is the type of magic (Blessing, Transmutation, Divination, Glamour, Malediction, Fascination, or Evocation) the spell represents. The seven terms may already be familiar to players of Ghastly Affair, but they (and their relevance) will also be further explained when I post the Panzoasian Magic User Class.

I’ve altered the usual effects of some spells, especially where I have long felt the original was overpowered – such as Sleep, also known as the “nuke” of low level Magic Users. Of course, the Magic Users and Elven Warrior-Wizards of Panzoasia don’t have to memorize their spells in the traditional “Vancian” fashion – more about that in future posts! Also, wherever the standard B/X (or BECMI) version of a spell was too complicated to be expressed concisely, I’ve streamlined its effect.

Except where otherwise indicated, each spell is assumed to take 1 Round to cast, during which the caster can do nothing else.

Where necessary, the description of each spell is followed by one, two, or two additional terms defining the affected area of the spell, it’s duration, and how the Spell if affected by a successful Saving Throw.

  • If no [affected area] is indicated in brackets, a spell affects 1 target in visible range.
  • If no {duration} is indicated in curly brackets, a spell lasts 1 hour.
  • If no *Save effect is indicates after an asterisk, the spell does not allow a Saving Throw.

 

1st Level Magic User and Elven Warrior-Wizard Spells

1 Arcane Mark (Transmutation): Caster places a magical inscription up to 6 letters long upon an object or creature, visibly or invisibly. [1 square foot] {Permanent on object; 1 month on creature}
2 Beautify (Glamor): Caster or Recipient’s physical appearance is temporarily brought closer to their culture’s ideal, granting a +3 bonus to initial reactions with their own People. [1 person] {Until Dawn}
3 Burning Hands (Malediction): An arc of fire momentarily shoots from the Caster’s outstretched fingers for 1d6 damage. Flammable items are ignited. [Entire 10’ x 10’ area in front of Caster] *Save halves damage.
4 Charm Person (Fascination): Targeted person regards the Caster as a friend and ally who has the Recipient’s best interests at heart. [1 humanoid person] {Until next full moon} * Save negates.
5 Comprehend Language (Divination): Recipient can read and understand (but not speak) one language specified by the Caster. [1 touched person] {1 Hour}
6 Conjure Familiar (Evocation): Caster conducts an hour-long ritual that binds a minor Planar Spirit as a personal servant and protector. Roll d20 to determine the Familiar conjured. 1 – 19 = Common Familiar. 20 = Special Familiar determined by Caster’s Alignment: Imp (Evil), Mischief Daimon (Chaotic), Church Grim (Lawful or Good), or Raven Revenant (Neutral). {Permanent until familiar is killed}
7 Conjure Monster I (Evocation): Caster summons a Monster (but not a Planar Spirit) of 1 or 2 HD, and forces it to perform one service. {1 hour, or until completion of task}
8 Cut (Malediction): A visible target must Save or be cut as with an invisible knife for 1d4 damage. This spell can also be used to cut ropes, curtains, etc, from a distance. *Save negates.
9 Darkness (Transmutation): All light within a 50 foot radius is extinguished, creating total and impenetrable darkness that clouds all normal vision. Only Infravision allows sight. Darkness dispels Light. {1 Hour}
10 Detect Illusion (Divination): Caster can detect if anything they see or otherwise sense is actually an illusion. [Normal visual range] {Until caster moves from current position}
11 Detect Magic (Divination): Caster will know if any aspect of their immediate environment is magical. [50’ radius] {Until caster moves from Affected Area}
12 Detect Undead (Divination): Caster can detect the presence and number of any Undead creatures in visual range – even if hidden, Invisible, or Ethereal. [1 hour]
13 Feather Fall (Transmutation): Recipients fall slowly and softly, taking no damage upon impact. This Spell can be cast with a word as soon as a fall begins. [1 Human-sized creature per Level] {For duration of fall}
14 Ghost Lights (Transmutation): Caster can create either 1 – 4 floating balls of light (equal to torches), or one glowing humanoid shape, which can be move anywhere in visual range. {1 hour}
15 Ghost Sound (Glamor): Caster creates phantom sounds (other than comprehensible speech) equal in maximum volume to that of 4 people per Caster Level. [within 50’] {1 hour} *Save reveals illusion.
16 Hold Portal (Transmutation): Caster holds the doors (or gate) of a portal in exactly the position they are currently in. {1 hour}
17 Hypnotism (Fascination): Caster commands the attention of one person with 25’. Victim will perform easy, apparently safe requests for as long as the Caster pays undivided attention to them. Afterward, the Victim will forget the whole experience. {No more than 1 hour} * Save negates.
18 Identify (Divination): Caster determines the powers, means of operation, and remaining uses (or charges) of a Magic Item within 25’.
19 Jump (Transmutation): Caster or Recipient can make incredible jumps – up to 30′ forward, and 10′ feet vertically or backwards. The distances increase by 5’ per caster Level. {1 jump per Level of Caster}
20 Light (Transmutation): Either a touched object, or the air itself, sheds light that brightly illuminates a 50′ radius. Light dispels Darkness.{1 Hour}
21 Magic Cipher (Divination): Caster encodes a text using a magical cipher that cannot be broken by any mundane means. Read Magic reveals the encoded text. [1 page per Caster Level] {Permanent}
22 Magic Missile: (Malediction) A supernatural projectile automatically hits any visible Target for 1d6 damage. Caster gets 2 more missiles per 5 Levels.
23 Protection From Evil (Blessing): Caster or Recipient gains +2 to AC and Saves against Evil, Summoned, or Conjured beings, and cannot be physically touched or mentally dominated by such entities. [1 person] {1 hour}
24 Read Magic (Divination): Caster can decipher magically encrypted writings and Spell Scrolls, as well as glyphs, sigils, and runes of a magical nature. {1 hour}
25 Shield (Blessing): Caster is protected by an invisible disk of force similar in size and shape to a large shield, granting +3 AC, +3 to Saves versus Dragon Breath, and immunity to Magic Missiles. [1 hour]
26 Shocking Grasp (Malediction): Caster inflicts 1d6 points of Damage with a touch – and double damage if the Victim is wearing metal armor. [1 touched target]
27 Sleep (Fascination): A visible, living Victim with no more HD than the Caster falls asleep. {Until dawn} *Save negates.
28 Sorcerer’s Hand (Transmutation): Caster can move in any direction an object weighing up to 5 pounds. [50’] {Until concentration ends}
29 Spider Climb (Transmutation): Caster or Recipient can walk (but not run) up walls and across ceilings in a manner similar to a spider. Recipient will not become disoriented by such movement. [1 hour]
30 Unseen Servant (Transmutation): Caster creates a mobile invisible force that can perform any ordinary household task requiring no creative thought. It can lift 20 lbs maximum. [Within 50’ of Caster] [1 hour}

 

2nd Level Magic User and Elven Warrior-Wizard Spells

1 Acid Arrow (Malediction): Caster casts a bolt of acid at a Target for 1d6 damage, + 1d6 next Round. A successful to-hit roll (as if opponent was unarmored) is required. [1 visible target] {2 Rounds}
2 Alter Self (Transmutation): Caster assumes a humanoid form, between twice and one half their own size (but not a specific person). Can attack with claws, swim with fins, etc., but winged forms cannot fly. {Until dawn}
3 Augury (Divination): If they make a successful Wisdom Check, Caster knows whether a particular action to be taken by themselves (or another) is likely to result in harm or benefit (or both) within the next day. Can only be used once per question.
4 Blur (Transmutation): Caster or Recipient’s form and features becomes blurry and uncertain, granting a +2 to Armor Class. The AC Bonus is ignored by creatures that don’t need eyes to attack. {1 hour}
5 Confusion (Fascination): Victim becomes disoriented, and acts randomly. Roll d10 each round: 1-3 = normal action, 7 – 10 = pointless action, 10 = attacks nearest foe or friend. [50 feet] {1 Turn} *Save negates.
6 Conjure Monster II (Evocation): Caster summons a Monster (but not a Planar Spirit) of 3 to 4 HD, and forces it to perform one service. {1 hour, or until completion of task}
7 Continual Light (Transmutation): Either a touched object, or the air itself, perceptually sheds light that brightly illuminates a 50′ radius. Actual sunlight dispels magical Continual Light.{Permanent until dispelled}
8 Cure Light Wounds: Caster or Recipient is cured of 1 point of Damage per own Character Level (or HD if a creature). For example: A 3rd Level Recipient regains 3 lost Hit Points.
9 Electric Discharge (Malediction): An arc of electricity strikes a single Target within 50’ for 2d6 points of damage. *No Save if target is wearing metal armor; Save halves damage otherwise.
10 ESP (Divination): Caster can hear the current thoughts of any desired Victim within normal earshot. If the Victim is an animal or speak an unknown language, the Caster only knows their intentions. If the Caster tries to read more than one mind at a time, they must versus Spells or go insane until dawn. ESP is blocked by lead, gold, tin and aluminum.{1 hour} * Save negates.
11 Fiery Dart (Malediction): A bolt of flame strikes a single Target within 50’ for 2d6 points of damage, igniting combustible items. * Save halves damage.
12 Fog Cloud (Transmutation): Caster creates 50’ diameter cloud of fog that emanates from any desired point within visual range. Visibility within is 5’. Those more than 5’ within are invisible from outside. {1 hour}
13 Hide Thoughts (Blessing): The Recipient is immune to the effect of ESP. {1 hour}
14 Hypnotic Pattern (Fascination): Caster creates a fascinating pattern of either smoke or colored light in the air. 2 HD of viewers per Caster’s Exp. Level can do nothing but watch. {Concentration} * Save negates.
15 Infravision (Transmutation): Caster can see the body heat of creatures, and the temperature of objects, to a distance of 120’. Infravision function even under magical Darkness. {1 hour}
16 Invisibility (Glamour): Caster or Recipient vanishes from all forms of non-magical sight, until they cast a spell or attack another. [1 human-sized subject per Caster Level] {Until dawn}
17 Levitate (Transmutation): Caster, Recipient, or object floats in the air at a height controlled by the Caster. Attacks made while Levitating are at -3. [100 lbs per caster Level, within visual range] {1 hour} *Save negates.
18 Magic Lock (Transmutation): Caster magically locks a box, door, gate, or other portal., so it can be opened only by the Caster, by Dispel Magic, or with a Knock spell. [Up to 30 square feet per Caster Level] {Permanent}
19 Mirror Image (Glamor): Caster surrounds themselves with as many illusory copies of their body as their own Level. An attacker must make a successful Save to hit or affect the real Caster {1 hour}
20 Phantasmal Force (Glamour): Caster creates a purely visual illusion of anything desired, no bigger than a 25’ cube. No sounds, tastes, feelings, or smells are produced. {Concentration} *Save reveals the illusion.
21 Pyrotechnics (Malediction): An existing flame either explode in a colored burst, (unprepared onlookers are blinded for a minute), or emits thick, choking smoke in a 50’ radius (everyone within is effectively blind, and suffers -4 to Str & Con for 2 minutes. [50’ radius] {1 minute} * Save negates.
22 Ray of Enfeeblement (Malediction): An invisible ray reduces the Victim’s Strength by 1d6 points, +1 per Caster Level. Caster must make a successful missile attack against the Victim’s AC. {1 hour}
23 Resist Cold (Blessing): Caster or Recipient can ignore damage from cold equal to 2 x Caster’s Exp. Level. {1 hour}
24 Resist Fire (Blessing): Caster or Recipient can ignore damage from fire equal to 2 x Caster’s Exp. Level. {1 hour}
25 Scare (Fascination): All enemy creatures within a 25′ foot radius with less than 5 Levels (or Hit Dice) flee until they can no longer see the Caster. {1 hour} * Save negates.
26 See Invisibility (Divination): Caster can see any creatures that are Invisible, whether due to a magical effect, or being fully Ethereal. {1 hour}
27 Speak With Animals (Divination): Caster can speak to any normal or giant animals encountered, who can communicate to the limits of their Intelligence. Monsters with bizarre anatomies are excluded. [1 hour]
28 Steal Milk (Transmutation): Caster teleports a gallon of milk from inside the udder of a visible animal into a held container. The animal cannot give more milk that day. *Save made by animal’s owner negates.
29 Summon Swarm (Evocation): Caster summons a 50’ diameter swarm of flies, rats, spiders, cockroaches, centipedes, etc. Creatures within must Save to do anything but swat vermin away. {Concentration}
30 Web (Transmutation): Caster creates an area of sticky spider’s webs. Those within must make a Strength Check to move just 5’ a minute. A Web can be burned away at rate of 5’ per Round. [25’ cube] {1 hour}

 

3rd Level Magic User and Elven Warrior-Wizard Spells

1 Babble (Fascination): Victim loses the ability to read, comprehend, or speak any language. [1 touched victim] {1 hour} * Save negates.
2 Bewitch Cattle (Malediction): Caster causes livestock to die strangely. Roll d4 per Victim: 1 = Victim suffers 1d6 damage per day, 2 = Victim tries to kill self, 3 = Victim bleeds and loses 1 Con point per day, 4 = Victim loses 1 point of Str. per day. [1 animal per Caster Level] {Until next new moon} * Save negates.
3 Blast Crops (Malediction): All the edible and useful plants present in an acre of land become blighted and ruined. [1 acre within visual range] {Permanent} * Save by owner of land (if any) negates.
4 Blink (Transmutation): Caster rapidly and randomly blinks in and out of reality. Only 50% chance Caster can be targeted by an attempted attack or Spell. 50% chance to walk through walls (death if failed) [1 hour]
5 Clairaudience (Divination): Caster can hear (but not see) a known location up to a mile distant as if actually there. [1 hour]
6 Conjure Monster III (Evocation): Caster summons a Monster (but not a Planar Spirit) of 5 to 6 HD, and forces it to perform one service. {1 hour, or until completion of task}
7 Curse (Malediction): Caster inflicts a negative magical condition upon the Victim. Typical Curses include: -4 on one Ability; -3 on all Attack rolls; or -1 on all Saves. {1 day per Exp. Level of Caster} *Save negates.
8 Deadly Vapor (Malediction): The air in a 50’ radius within visible range is filled with poisonous fumes that inflict 3d6 damage. [A 50’ radius in visual range] {1 Round} * Save halves damage.
9 Dispel Magic (Transmutation): Ongoing spell effects are ended. There is a chance of failure equal to 5% x the Level of Spell to be undone (i.e., Dispelling a 5th Level Spell is 25% likely to fail).
10 Empowered Weapon (Blessing): The Caster temporarily makes a weapon or ammunition capable of striking Monsters otherwise immune to normal attacks. [1 weapon, or 12 arrows/bolts/bullets] {Until dawn}
11 Fireball (Malediction): Caster shoots a small projectile which creates a fiery explosion in a 25’ radius, inflicting 1d6 damage per Exp. Level of the Caster to everything within. [25’ radius anywhere in visual range] * Save halves damage.
12 Fly (Transmutation): Caster or Recipient gains the power to fly through the air in any direction, at triple normal human movement rate. {1d6 Turns, + 1 per Caster Level}
13 Galeanthropy (Transmutation): Until dawn, the Caster or Recipient has all the senses of a cat, and can freely change between their normal shape, the form of a black housecat, or the shape of a black Panther. {Until dawn}
14 Gaseous Form (Transmutation): Caster or Recipient, along with any carried items, turns into a misty cloud that is immune to normal weapons, moves at 10’, and can flow through cracks. {1 hour} * Save negates
15 Gust of Wind (Transmutation): Caster creates a blast of gale-force wind. Small creatures are blown back 50’ each Round, Human-sized creatures are blown back 25’, and large creatures cannot move forward. Missile attacks within automatically miss. [25’ x 300’ column in front of Caster] {6 Rounds} *Save negates.
16 Hold Person (Fascination): Caster paralyzes a humanoid Victim under 5 HD, locking them into their current position. Victim can breathe, but take no other action. [1 hour] *Save negates.
17 Knock (Transmutation): Caster opens a locked, barred, or stuck door, chest, box, or portal, even if shut by magical means.
18 Lightning Bolt (Malediction): A bolt of lighting strikes a visible Target for d6 damage per Exp. Level of the Caster. If the Target is killed or destroyed, the bolt continues to the next object directly behind it, and so on, to a distance of 300 feet. *Save halves damage.
19 Locate Object (Divination): Caster knows the location of a desired type of object that can be potentially reached within an hour’s time. A specific item can be located only if the caster is familiar with it. An object encased in lead, aluminum, or tin cannot be found with this spell (but items made of those metals can be).
20 Magic Mouth (Glamour): When a chosen event occurs in a location, a message of up to 25 words will be delivered audibly. The event must be one that could be seen by an ordinary person. {Until triggered}
21 Minor Creation (Transmutation): Caster creates one or more objects of common, relatively soft, organic (but non-living) material such as cloth, wood, paper, or hemp. Precious spices and wondrous materials (such as the sap of the Sword Lacquer tree) cannot be replicated. The object is crude, unless the Caster is also a skilled artisan of the appropriate type. [1 cubic foot per caster Level] {Until dawn}
22 Nondetection (Divination): Caster protects a being or object against Locate Object, Cairvoyance, Clairaudience, any of the Detect spells, and Scrying from any source. {Until dawn}
23 Protection From Normal Missiles (Blessing): Caster or Recipient becomes immune to nonmagical arrows, thrown knives, or other projectile weapons. Melee weapons are unaffected. {1 hour}
24 Shadow Assassin (Evocation): Caster’s shadow detaches, as a Wayward Shadow under their control. It can be sent anywhere reachable before dawn. If it can’t return in time, Caster loses their shadow. {Until dawn}
25 Stinking Cloud (Malediction): Caster creates a 25’ diameter cloud of vapors that smell horrifically bad. Anyone inside is nauseated, and unable to do anything but retch and flee. [1 hour]
26 Suggestion (Fascination): Caster causes one Victim to obey a reasonable sounding directive which can be phrased in one sentence. {Until dawn, or a suggested task is completed} * Save negates.
27 Tongues (Divination): The Caster or Recipient is granted the ability to read, understand, and speak any language encountered. [1 hour]
28 Water Breathing (Transmutation): Caster or Recipient can breathe water as if it was air. {Until dawn}
29 Witch’s Mount (Transmutation): Victim is under the Caster’s control, can Fly, is as strong as a draft horse, and can be used like a mount or farm animal (but cannot be made to fight). [1 person within 50’] {Until dawn} *Save negates.
30 Zone of Silence (Transmutation): Caster turns a 25′ radius into a zone of impenetrable silence. Spells that require speech cannot be cast. [1 hour]

 

4th Level Magic User and Elven Warrior-Wizard Spells

1 Banish (Fascination): Caster forces one or more Planar Spirits (Angels, Devils, Demons, Fairies, Daimons, Archons, Genies, Elementals) or incorporeal Undead to flee from an area. The total HD of creatures affected cannot be greater than the Caster’s own Level. Banish can only be attempted once per encounter. {Until dawn} *Save Negates
2 Change Gender (Transmutation): Recipient completely changes their biological sex. Former females can now father children, former males can become pregnant, etc. {30 days} *Save negates if undesired.
3 Charm Monster (Fascination): Targeted creature regards the Caster as a friend who has their best interests at heart. [1 Monster not a Spirit or Undead] {30 days, minus Monster’s Int. score} * Save negates.
4 Clairvoyance (Divination): Caster can see (but not hear) a known location up to a mile distant as if actually there. The viewing point is fixed in place, but can be rotated at will. [1 hour]
5 Conjure Monster IV (Evocation): Caster summons a Monster (but not a Planar Spirit) of 7 to 8 HD, and forces it to perform one service. {1 hour, or until completion of task}
6 Control Plants (Transmutation): Caster animates and controls the movement of all plants in a 50’ radius. Plants can be parted to reveal an obscured area; tree limbs can block or strike like clubs; vines and roots can entangle, ensnare, or become nooses; and hard fruit can be thrown like sling bullets. Controlled Plants use the caster’s Attack Bonus and Saves. {1 hour}
7 Detect Lies (Divination): Caster will know instantly if any lies or deceptions are perpetrated within a 25′ foot radius. {1 hour}
8 Detect Scrying (Divination): Caster will know if they are being scried upon, or otherwise observed through supernatural means. Any would-be scrier must save versus Spells, or their identity is revealed. {Until dawn}
9 Dimension Door (Transmutation): Caster or Recipient is teleported to any place the Caster can see. If an unwilling Recipient Saves, Caster is transported to the location instead. *Save negates
10 Disguise Others (Glamor): Caster can make one other person per Level appear to be somebody else, with apparently different clothing and equipment. Only looks are changed – not textures or smells. {Until dawn}
11 Fire Shield (Blessing): Caster’s body is surrounded by protective flames. Anyone trying to touch them, or engage them in melee, takes 1d6 damage (+1 point per Caster’s Level). Potential damage from cold is reduced by the same amount. {1 Turn}
12 Fire Trap (Malediction): Caster places a magical trap upon a closeable object, which explodes for 3d6 damage if opened without permission. The object remains unharmed. Caster specifies who can safely bypass the Fire Trap. {Until triggered} *Save halves damage.
13 Haste (Transmutation): Recipient moves twice as fast as normal. Receives +3 on AC; two actions per Round; and +3 on Saves versus Wands & Breath. Loses 1 point Constitution, and ages 1 year! {1 hour} *Save negates
14 Hide Lies (Fascination): Caster’s lies will be believed without question, unless the hearer employs magic that detects lies or falsehood. {1 hour}
15 Ice Storm (Malediction): The targeted area is pelted with ice and hail that inflicts 1d6 points of damage per Caster’s Exp. Level on everything within. [50’ radius with visual range] {1 Round} *Save halves damage.
16 Illusory Trap (Glamor): Caster creates the illusion of a trap (such as pit or dead fall) which wards the area inside 25’ cube. If apparently triggered, all within suffer 2d6 damage. [25’ cube] *Save inactivates, and retroactively negates damage.
17 Mass Confusion (Fascination): All within 50’ (except Caster) become disoriented, and act randomly. Roll d10 each Round per victim: 1-3 = normal action, 7 – 10 = strange and pointless action, 10 = attacks nearest foe or friend. {1 Turn} *Save negates.
18 Mass Sleep (Fascination): As many visible Victims as the Caster has Levels fall asleep. Those with greater HD than the Caster are immune. {Until dawn} *Save negates.
19 Mysterious Transport (Evocation): The Caster summons a mysterious black horse; a black carriage (and black-shrouded driver) which can hold 4 passengers; or a black sailing boat (manned by a shadowy sailor) which can transport 12 people. None of them can be harmed by any attack. {Disappears at dawn}
20 Obtain Oracle (Divination): Caster learns the result of a proposed course of action in the form of an ambiguous riddle, or unexplained metaphorical statement. Only one Oracle can be obtained per question.
21 Overwhelming Fear (Fascination): Every being not allied with the Caster within a 50′ foot radius must Save versus Wisdom or run away until they can no longer see the Caster. Affected beings stay afraid for 1 hour. *Save negates, and new Save can be made each Round.
22 Polymorph Self (Transmutation): Caster can transform bodily into any creature with HD equal to their own Level, or lower. Only physical form (and Strength) is gained – not any Special Abilities or senses. {1 hour, + 1 Turn/Level}
23 Quench Fire (Transmutation): Every fire, mundane or magical, within a 25′ foot radius is immediately extinguished. Fire Elementals (and similar beings) suffer 7d6 damage. *Save halves damage for creatures.
24 Remove Curse (Blessing): Caster or Recipient is freed from any supernatural curses currently afflicting them. A “curse” is defined by any Spell which includes the word “curse” in its description.
25 Shout (Malediction): Caster emits a shriek that deafens every being within 50’ (except themselves), inflicts 4d6 points of Damage, and shatters glass and crystal. *Save negates deafness, and reduces damage by half.
26 Slow (Transmutation): Victim moves half as fast as normal. Suffers -3 on AC; acts every other Round; and makes Saving Throws versus Wands & Breath with a -3. {1 hour} *Save negates
27 Speak With Dead (Divination): Caster can gain knowledge from an inanimate corpse, including anything it knew while alive. 1 question can be asked for every 2 Levels of the Caster. Answers will be as curt as possible. This spell only be cast once per corpse. [1 corpse] {1 hour}
28 Unbreakable Bargain (Fascination): The Caster and Recipient create a bargain whose terms will inevitably be fulfilled, no matter if either party tries to break them. [2 willing bargainers] {Until fulfilled}
29 Wall of Fire (Transmutation): Caster creates a thin wall composed of brilliant flame, anywhere within a 50’ radius. It cannot be created underfoot of a target. Those who contact or try to cross it suffer 4d6 damage. [A 50’ x 50’ wall, or 25’ diameter ring 20’ high] {1 hour} *Save halves damage, but only if Wall is contacted unwillingly.
30 Wall of Ice (Transmutation): Caster creates a smooth, 1 foot thick wall of solid ice, anywhere within a 50’ radius. It cannot be created underfoot of a target. The wall inflicts 2d6 point of damage on contact with bare skin. Making a hole big enough for a person requires inflicting 40 hit points of damage with magic, or metal tools. [A 50’ x 50’ wall, or 25’ diameter ring 20’ high] {1 hour}

 

5th Level Magic User and Elven Warrior-Wizard Spells

1 Animate Dead (Evocation): Caster transforms corpses into controlled Skeletons or Zombies with total HD equal to the Caster’s. The Undead created will obey every command in the most literal manner possible. The Caster can only maintain as many HD of Skeletons or Zombies as their own Level. {Permanent}
2 Blacken Sky (Transmutation): The sky for a ½ mile radius overhead turns as black as a starless night. Creatures damaged or deterred by sunlight can function normally under a Blackened Sky. {1 hour}
3 Commune With Spirit (Divination): Caster mentally contacts a Planar Spirit (Angel, Demon, Devil, Fairy, Archon, Daimon, Elemental, or Genie) or incorporeal Undead whose name they know, and asks it one question about a topic within its area of expertise. If a Reaction Roll indicates the Spirit likes the Caster, (or they are already friends) it will answer truthfully (to the best of its knowledge). {1 question}
4 Cone of Cold (Malediction): Caster shoots a cone-shaped emanation of incredible cold which inflicts 9d6 points of Damage. [Cone 50’ long and 25’ wide at end] *Save halves damage.
5 Conjure Monster V: Caster summons a Monster (but not a Planar Spirit) of 9 to 10 HD, and forces it to perform one service. {1 hour, or until completion of task}
6 Control Winds (Transmutation): Caster can alter the direction of the wind anywhere in visual range outdoors, and increase or decrease its speed by up to 100 mph. Gale force winds have effects equal to a Gust of Wind Spell. Winds over 150 mph are strong enough to destroy small wooden buildings and uplift trees. [1 hour]
7 Death Ward (Blessing): Recipient cannot be harmed by offensive Spells (or Maledictions) for the duration of the effect, and is immune to XP loss or Ability damage from contact with the Undead. [Caster, or 1 touched Recipient] {Until dawn}
8 Enter Dream (Glamour): Caster falls asleep, and mentally enters the dreams of a known and named target within 1 mile. The Caster can influence the content of the dream, altering a happy dream into a nightmare (and visa-verse), and/or interacting the dreamer. Targeted dreamer must already be asleep. {1 hour}
9 Explosive Runes (Malediction): Caster creates runes that, when read by an unauthorized being, explodes for 6d6 points of damage. Inscribed object or book will be destroyed. Caster specifies authorized readers at time of casting {Permanent until triggered}
10 Feeblemind (Fascination): Victim’s Intelligence is reduced to 2. [25’] {Until next full moon} *Save negates
11 Giant Animal (Transmutation): Caster transforms an ordinary animal or insect into its Giant or Monstrous form. [1 animal] {Permanent}
12 Insect Plague (Evocation): Caster summons a swarm of locusts (or other destructive vermin) that covers a full acre of land. All edible plants (and stored food) within are consumed, visibility is 5’, and creatures under 2 HD flee. {1 hour}
13 Lesser Globe of Invulnerability (Blessing): No Spell of 3rd Level or below (except Dispel Magic) can be directed to take effect within 10′ of Caster. The Caster can send spells out, however. [10’ radius] {1 hour}
14 Locate Creature (Divination): Caster knows the location of a desired type of creature that can be potentially reached within an hour’s time. A specific creature can be located only if the caster is familiar with it. A creature inside a cage of lead, aluminum, or tin cannot be found with this spell. {1 hour}
15 Magic Circle (Blessing): Caster physically marks out a magical boundary that cannot be crossed, touched, or affected in any way by Planar Spirits or incorporeal Undead. All within enjoy Protection from Evil (as the 1st level spell). [1 circle or polygon up to 10’ in diameter]{Until effaced, crossed, or dispelled by Caster}
16 Major Creation (Transmutation): Caster creates one or more objects of common, non-precious, non wondrous materials (not gold, silver, platinum, electrum, copper, semi-precious tones, gemstones, nor any special material such as Adamant or Cloud Silver). The objects will be crude in workmanship, unless the Caster is also a skilled artisan of the appropriate type. [Objects 1 cubic foot in total size per Level] {Until dawn if object is stone or metal – until next full moon otherwise}
17 Mirage Arcane (Glamor): Caster can make any environment appear to look, smell, sound, taste, and feel like any other environment. [¼ acre per Caster Level] {Until Dawn} *Save reveals the true landscape.
18 Mysterious Building (Glamor): The Caster creates a quasi-real structure of any form, layout, decoration, and interior furnishing desired, but which can occupy no more than 50,000 cubic feet in total volume. It gives shelter, but there is no food, clothing, or water within. {Disappears at dawn} *Save indicates the building does not exist for the viewer, and they cannot see or interact with those within.
19 Passwall (Transmutation): Caster creates a temporary, 5’ x 10’ hole in a wall made of stone, plaster, wood, earth, clay, coral, seashell, or stucco. [A wall located within 50’] {1 hour}
20 Polymorph Other (Transmutation): Recipient is transformed into any creature with no more than twice their original Hit Dice, acquiring all Special Abilities and other characteristics. Recipient is 50% likely to forget who actually are, and transform mentally as well. {Permanent until released by caster} *Save negates.
21 Rain of Blood (Transmutation): A large quantity of real blood falls from the sky or ceiling. All non-Evil creatures under 5 HD must Save or flee the area in fear. All movement is reduced by half, and those attempting to move in the affected area must make a Dexterity Check or fall down. Predatory monsters are attracted to the blood. Vampires receive +1 hp per HD. [150’ radius around caster] {1 minute}
22 Rain of Fish (Evocation): A large quantity of real, living fish fall from the sky or ceiling. All witnesses under 5 HD must Save or stare dumbfounded (and unable to attack) for 6 Rounds. Dumbfounded creatures take 1 hp of damage per Round from falling fish. [150’ radius around Caster] {1 Minute}
23 Scrying (Divination): Caster spies on a known and named individual located on the same world, seeing and hearing as if in close proximity to the target. {1 hour} *Save negates, and reveals the scrying attempt.
24 Telekinesis (Transmutation): By mental concentration the Caster can move objects in any direction through the air up to 500 feet per Round. [25lbs per Caster Level] Anything that done with hands can be done with Telekinesis, including repairs and missile attacks. {Concentration, but no more than 1 minute}
25 Telepathic Bond (Divination): Caster links the minds of a number of visible Recipients, who become able hear each other’s thoughts. [Caster, + 1 Recipient per Level] {1 hour} *Save negates if undesired.
26 Teleport (Transmutation): The Caster, or one living Recipient, instantly disappears, reappearing in another known place on the same world. Unless Caster is intimately familiar with the target area, there is a 1 in 20 chance that the teleported person winds up 1d20 feet above, below, north, south, east, or west of the target (determined randomly). If used to deliberately Teleport a victim into a dangerous place, a Save indicates the Caster is sent instead! [Caster, or 1 living Recipient] *Save negates.
27 True Seeing (Divination): Caster sees things exactly as they are, or were before they being affected by any Spells or Special Abilities that produce illusions, Glamours, or Transmutations. [Visual range] {1 hour}
28 Wall of Force (Transmutation): Caster creates an invisible wall that blocks movement, located anywhere within 50’. [A 50’ x 50’ wall, or 25’ diameter ring 20’ high] {1 hour}
29 Wall of Iron (Transmutation): Caster creates a 1 inch thick, wall of solid iron, anywhere within 50’. The wall can be made to topple and inflicts 10d6 point of damage on those underneath. Making a hole big enough for a person requires inflicting 200 hit points of damage with magic, or steel tools. [A 50’ x 50’ wall, or 25’ diameter ring 20’ high] {1 hour}
30 Wall of Stone (Transmutation): Caster creates a 1 foot thick wall of solid stone, anywhere within 50’. Making a hole big enough for a person requires inflicting 200 hit points of damage with magic, or metal tools. [A 50’ x 50’ wall, or 25’ diameter ring 20’ high] {1 hour}

 

6th Level Magic User and Elven Warrior-Wizard Spells

1 Anti-Magic Shell (Blessing): The Caster can neither be affected by Spells, nor Cast them on others. [1 hour]
2 Chimeric Monster (Transmutation): The Caster combines the bodies of two creatures within 25’ into a new Monster with at least one Special Ability from each original creature, and all other characteristics selected from one or the other of the “parent” creatures. The Caster does not control the new Monster, unless Charm Monster is also cast. The total HD of the creatures combined cannot exceed the Caster’s Level.
3 Conjure Invisible Stalker (Evocation): The Caster summons an Invisible Stalker and commands it to perform one task – assassinating, spying and reporting back, etc. {Until completion of task} *Save negates
4 Conjure Monster VI (Evocation): Caster summons a Monster (but not a Planar Spirit) of 11 to 12 HD, and forces it to perform one service. {1 hour, or until completion of task}
5 Death Spell (Malediction): All plants and ordinary vermin within a 50’ radius are instantly killed, + 4d8 HD of larger living beings (lowest HD beings first). Beings with 8 or more HD are immune. *Save negates.
6 Disintegrate (Malediction): A single targeted creature or object dissolves into a fine powder that disperses in the slightest breeze. Stone walls or buildings must be Disintegrated one 10’ cube at a time. Planar Spirits, Enchanted creatures and Magic Items are immune. *Save negates.
7 Dismissal (Evocation): Caster forces a single Planar Spirit to return to its place of origin. [1 Spirit with no more HD than the Caster] {Until next New Moon} *Save negates
8 Geas (Fascination): Caster imposes upon a single Victim either a task that must be performed, or an action that must be avoided. If the Victim fails to undertake the task or avoid the action, they suffer a Curse (as the 3rd Level spell) until they do as directed. No directly lethal tasks or taboos can be imposed. This Spell can also undo a Geas already on a Recipient. {Until task is performed, or Caster relents} *Save negates.
9 Legendary Lore (Divination): The Caster learns all the stories associated with a noteworthy or famous person, place, or object. Note that stories learned may not not be true, and may contradict each other. Stories are learned at the rate of 1 per day – the knowledge is gained upon awakening. {Until all stories are learned}
10 Lower Water (Transmutation): Up to 10,000 square feet of water in visual range lowers to half its usual depth. If used on a large body of water, the affected are is bounded by walls of water. {1 hour}
11 Move Earth (Transmutation): The Caster causes soil (but not rock) to be dug, piled, packed, rammed, and otherwise rearranged as if 40 men were laboring at once (moving 60 cubic feet a Turn) [1 hour]
12 Programmed Phantasmagoria (Glamor): Caster creates an illusion affecting every sense, which follows a predetermined series of actions, and lasts up to 1 Turn. The Caster can make the illusion be triggered by an action (which must be one observable to an ordinary person), or have it repeat on an endless loop. [Area inside a 50’ cube] {Permanent until disbelieved} *Save reveals and ends illusion.
13 Projected Double (Glamor): Caster creates an illusory double of their body (including their equipment), and splits their consciousness between it and their actual body. The Double can wander up to 1 mile away from the Caster’s actual body, and can be used used to Cast Spells that seem to originate from it. The Caster can see, hear, and smell through the Double, but not touch or hold anything (and if touched the Double is insubstantial). [1 hour]
14 Rain of Stones (Malediction): Stones rain down in a 150’ radius, inflicting 6d6 points of Lethal Damage to all other exposed beings besides the Caster. The stones are real, and persist. {1 Round} *Save halves damage.
15 Raise or Calm Storm (Transmutation): The Caster either creates a violent storm of a type appropriate to the climate and location (a blizzard during the winter months in a temperate climate, a sandstorm in a hot desert, etc.), or calms such a storm already occurring. [10 mile radius] {Until dawn}
16 Reincarnate (Evocation): Caster causes a recently dead person to be instantly reborn in an animal body as a Zoomorphic Revenant, otherwise retaining their mind, memories, and Alignment. The new animal form will be symbolic of their previous Class. [1 person, dead no more than a day] *Save negates if undesired.
17 Summon Planar Spirit (Evocation): Caster causes the appearance of an uncontrolled Daimon, Elemental, Genie, Devil, Demon, Angel, Fairy, Archon, Elemental, or noncorporeal Undead, with no more Hit Dice than their own. The Caster must specify the type of being they desire. A specific Spirit can be Summoned, if the Caster knows their name, an holds a copy of their special Sigil. *Save negates.
18 Transmute Stone and Flesh (Transmutation): The Caster either restores a petrified being to life, or petrifies a living creature. {Permanent, unless Dispelled} *Save negates
19 Travel the Planets (Transmutation): Caster (and 1 companion per Level) is physically transported to a desired Planetary Abode (or back to Panzoasia). {1 trip}
20 Wall of Thorns (Transmutation): Caster creates a 5 foot thick wall of twisting brush covered with finger-length thorns, anywhere within a 50’ radius. It cannot be created underfoot of a target. The wall inflicts 5d6 point of damage on contact. Making a hole big enough for a person requires inflicting 40 hit points of damage with magic, or (long) metal tools. If burned, the wall becomes a Wall of Fire for 1 Turn before collapsing. [A 50’ x 50’ wall, or 25’ diameter ring 20’ high] {1 hour}

 

7th Level Magic User and Elven Warrior-Wizard Spells

1 Antipathy and Sympathy (Fascination):A designated area or object either repels or attracts creatures with one or more defined characteristics (such as species, Class, Alignment, age, sex, etc.), as specified by the Caster.

  • Antipathy causes the specified creature(s) to Save versus Spells when they see the area or object. Failure means they cannot enter the area (or touch the object). Success means they lose 1 Dex. per Round until they leave the place(or stop touching the object). Lost Dexterity is returned when the Spell ends.
  • Sympathy also causes the specified creature(s) to Save versus Spells when they see the area or object. Failure means they will enter and not leave the area (or cease touching the object). Success means they are free to leave the location (or drop the object), but must Save again 1d6 Turns later to avoid returning to the area or object.

[1 object, or area 50’ x 50’] {Until dawn} *Save partially negates – see above.

2 Astral Projection (Transmutation): The mind and soul of the Caster, and anyone they touch, leave the body to travel on the Astral Plane. Recipients can travel to Dream Worlds, Supernal Worlds, or Infernal Worlds. Souls are connected to their physical bodies by an infinitely stretchable Silver Cord – if it is somehow severed (possibly with a magic weapon) the sleeping physical body is killed. {Until dawn}
3 Charm Plant (Fascination): One large tree, 2 small trees, 6 bushes, 12 shrubs, 24 ordinary plants, or all the ivy on the side of a building, become friendly and protective, growing and moving at the caster’s request in a manner similar to the effect of Control Plants. Plant Monsters are affected as by a Charm Monster spell. {Until the end of Winter} *Plant Monsters can save to negate.
4 Conjure Monsters VII (Evocation): Caster summons a Monster (but not a Planar Spirit) of 13 to 14 HD, and forces it to perform one service. {1 hour, or until completion of task}
5 Delayed Blast Fireball (Malediction): Caster creates a ruby-like gem that will explode as a Fireball (for d6 damage per Exp. Level of Caster) anytime from 1 Round to 1 hour later (as specified by the Caster). The gem can be thrown or put into a sling, like any other rock. Caster can also will the Fireball to explode before the predetermined time. {1 Round to 1 Hour} *Save halves damage from Fireball.
6 Enter Ethereal Plane (Transmutation): Recipients’ bodies and equipment dissolve into the Ethereal Plane. Those affected are fully Ethereal (invisible and invulnerable to physical attacks), partially Ethereal (translucent, and taking half damage from magical weapons only) or fully physical at Caster’s desire. Ethereal beings can move though solid objects in the Material World at a movement rate of 1,800’. [User & 1 touched Recipient per Level] {Until dawn}
7 Environmental Adaptation (Transmutation): The Caster, and one additional Recipient per Level, become completely immune to damage or harm from environmental effects, however extreme. They could walk in the lava fields of Fiery Purgatory without damage, swim underneath the Eternal Sea without drowning, breath the toxic air of the Adumbral Planet, etc. {24 hours}
8 Limited Wish (Transmutation): Caster verbalizes a wish, which can: (A) mimic any other Spell from any Class’s list, (B) undo the effects of any other Spell, (C) bestow a Soul upon a soulless being, (D) create any Monster, (E) change a creature’s Alignment, (F) find or restore to existence a lost or destroyed object or being, or (G) erase up to the last hour of history, re-living it with the Caster’s knowledge intact. Wishes are always interpreted literally. Each casting ages a Human or Halfling by 1 year, a Gnome by 7, or an Elf by 15.
9 Mass Invisibility (Glamour): Up to 300 HD of Recipients visible to the Caster become Invisible until they attack another or use magic. Creatures larger than a human count as triple HD. {Endures until broken}
10 Mind Blank (Blessing): The Recipient is immune to all Spells, Special Abilities, and Magic Items which influence the mind, feelings or perceptions, gather information about the Recipient, or are designated as Fascinations, Glamours, and Divinations. Recipient is also immune to Psionic attacks. {12 hours}
11 Mystical Sword (Malediction): A glowing force attacks the Caster’s enemies like a two-handed sword wielded by specialized, 14th Level Fighter. It can strike all beings. [Enemies within 25’ of Caster] {12 Rounds}
12 Permanency (Transmutation): Caster makes the effect of a normally impermanent Blessing, Divination, Glamour, or Transmutation Spell endure perpetually. Only Caster’s own Spells can be affected. Each use permanently drains 1 point of Constitution from the Caster. {Permanent}
13 Power Word Stun (Malediction): A single Victim is stunned and unable to act for minutes equal to 80 minus their Hit Points. Creatures over 70hp are immune. There is no Saving Throw.
14 Prismatic Spray (Malediction): Seven rays of colored light momentarily shoot from the Caster’s hand. Roll d8 to determine which ray strikes each being in the affected area in front of the Caster:
1: Red ray. 20 points of damage from fire. *Save halves damage.
2: Orange ray. Sent to a random Planetary Abode. *Save negates.
3: Yellow ray. 80 points of damage from electricity. *Save halves damage
4: Green ray. Die from poison. *Save negates
5: Blue ray. 40 point of damage from cold. *Save halves damage.
6: Indigo ray. Turned to stone. *Save negates
7: Violet ray. Driven insane. *Save negates
8: Target hit by two rays. Roll again twice, re-rolling results of “8”.

Additionally, every being under 8 HD in the affected area must also Save versus Spells or go Blind.
[A cone 50’ long x 25’ wide] *Save halves or negates – see above.

15 Raise Dead (Evocation): A person dead up to 3 days is restored to life – possibly with unintended consequences. Roll d20: 1 – 14 = person is at 1 hp but suffers no other ill effects, 15 – 16 = person is now the opposite Alignment, 17 -18 = person’s body is co-inhabited by a Planar Spirit or incorporeal Undead Monster, 19 – 20 = person is now an Undead Monster of HD equal to their former Level.
16 Reverse Gravity (Transmutation): Unsecured creatures and object will shoot 50 upwards (striking any ceiling for 1d6 damage per 10 feet of height), and then fall (normal damage). [50’ radius within visual range]
17 Simulacrum (Glamour): The Caster creates a duplicate of a person which appears real, but is actually made from materials such as ice, logs, rope, leaves, twigs, moss, vines, rocks, meat, dirt, etc. The Simulacrum has the same Abilities, but half the Level, Hit Points, and memories of the original. It is devoid of personality and is a puppet of the Caster – unless it is granted its own Soul with Limited Wish. *Save reveals the true form, if viewer is suspicious.
18 Summon Object (Evocation): The Caster instantly transports to their hands, from anywhere in the Cosmos, an object (no bigger than a staff) that they have previous inscribed with an Arcane Mark.
19 Teleport any Object (Transmutation): The Caster can send any living thing, or an object weighing up to 1,000 lbs, to any known place in the Material World. Unless Caster is intimately familiar with the target area, there is a 1 in 20 chance that the teleported object winds up 1d20 feet above, below, north, south, east, or west of the target (determined randomly). If used to deliberately Teleport a victim into a dangerous place, Save indicates the Caster is sent instead! [Caster, 1 living Recipient, or object up to 1,000 lbs] *Save negates, if undesired.
20 Vampirize (Transmutation): The Caster drains a Level (or HD) from a person, and reverses one month of aging for either themselves, or another Recipient. A person drained of all Levels (or HD) becomes an uncontrolled (and vengeful) Undead Monster. Casting (or benefiting from) this spell instantly makes a Good character Lawful, a Lawful character Neutral, a Neutral character Chaotic, and a Chaotic character Evil. *Save negates

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The Five Peoples of Panzoasia, Part V: Humans

18 Tuesday Aug 2020

Posted by Daniel James Hanley in OGL, OSR, Panzoasia

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B/X, BECMI, BX, Classic Fantasy, Classic Rules, old school, old school renaissance, old school revival, RC, Romantic Fantasy, Weird Fantasy


About Humanity in Panzoasia

As Dwarves are known as the “People of the Caves”, Elves are the “People of the Forest”, Gnomes are the “People of the Hills”, and Halflings are the “People of the Fields”, so the Humans of Panzoasia are considered the “People of the Sea and Stars”. Before the Invasions, all the large city-states above ground were located on rivers or shorelines, and inhabited by Humans. During the Reign of the Monsters, the Humans who lived in those cities took to the seas in great arks, living there for two generations. Some Humans still live a nomadic, sea-based life. These “Sea Folk” are allied with the Saganic Undines of the ocean – and sometimes even intermarry with them!

Humans dominate the national governments of all but two realms of the Ultimate West – Bythebia and Auddisland. In Bythebia, the interests of the Human population are represented before the Senate of Gold Dragons by a popularly elected Tribune. In Auddisland, a semi-hereditary Voivode (elected by the resident Human nobility) advocates for the Human population before the Dwarven King, and governs the northeastern region (which is majority Human).

The Appearance of Panzoasian Humans

Humans native to the Ultimate West usually have pale to olive complexions. Their hair can be blond, brown, black, or red, and their eyes can be brown, blue, green, gray or hazel. In the Ultimate North, Humans tend to have pale complexions, with light hair and eyes. Humans of the Ultimate South usually have complexions ranging from very dark brown to tan, with eyes and hair that tend towards dark colors. In the Ultimate East, Humans tend to have complexions that range from pale amber to deep tan, also with a tendency to dark eyes and hair. Many in the Ultimate East have uncreased, almond-shaped eyes (especially in Amikura, Hian, and Xidu), as do some in the Ultimate South (especially in Tezaca). Because they are all one People and freely immigrate, however, Humans from any region of Panzoasia can actually have any possible skin tone, eye color, and hair color. There are dark-skinned Fjaldarheimers, as well as some Tezacans with blonde hair and blue eyes.

Distinctive Characteristics of Human Culture in Panzoasia

Because the Invasions killed off many male warriors and leaders, the Human societies of Panzoasia are more egalitarian and inclusive than similar societies were on our Earth. No human society of Panzoasia currently practices slavery, although many did before the Reign of the Monsters.

Humans tend to glorify Elves (despite the fact that Humans had actually achieved a much higher level of technological advancement before the Reign of the Monsters). Having an Elven lover or spouse is regarded as a status symbol. Adopting Elven clothing, make-up, jewelry, and manners is considered high class – or pretentious, depending on the social setting. Wealthy Human children are often taught to speak Elven – albeit in a manner that native Elven speakers find archaic and stilted. Elves, for their part, generally find Humans interesting and attractive – and are especially fascinated by the way Human men and women can look so different from each other. Most Humans have at least one Elf somewhere in their family tree – and most “pure” Elves have at least one Human in theirs!

In modern times, most Human cultures consider burial at sea (or on an island in the sea) to be the most desirable. Burial in the ground on the mainland is definitely less prestigious. In the Ultimate West, those of Good Alignment considered it an especial honor if the boat that carries their corpse to its final watery destination sets off from the Sacred Isle of Albelon. The corpses of wealthy and important people are often embalmed where they died, and then shipped to Albelon.

Every Human culture enjoys ball games, board games, dice games, and card games. Humans are also known for their especial love of gambling and betting. Every Human culture endows their games with spiritual and philosophical significance – but also employs them as means to gamble. In the Ultimate West, the most common ball games somewhat resemble Field Hockey and Gaelic Football from our Earth; the common board games are essentially Backgammon, Checkers (Draughts), and Chess (with many local variations); the most common dice game closely resembles Craps; and the most common card game uses a pack that is oddly similar to the Tarot.

Humans keep a wide range of animals as pets. The close relationship between Humans and dogs is particularly noteworthy, approaching the level of affection the exists between Gnomes and burrowing mammals. Most dogs (other than Elven Dogs) will seek out Humans for companionship, in preference to any of the other Peoples. Additionally, only Humans among all the Five Peoples keep fish (and other aquatic life) as pets.

Throughout Panzoasia, Humans completely dominate the maritime trades (including sailing and fishing) and every other trade that requires long-distance travel – especially the spice trade. They also do most construction above-ground, as well as most large-scale agriculture. Humans are the primary practitioners of astrology. Humans invented glass, and human-made glass is prized particularly by Elves (who often trade it in turn to the Saganic Sylphs) and Gnomes (who employ it for lenses).

Alignment and Religion Among Panzoasian Humans

Before the Monsters invaded the lands of the Five Peoples, those Human societies who did not build cities worshiped at the Stone Circles which still stand in many places. Most of these Stone Circles had been sacred to the Neutral Powers of Life. In modern times, however, adherence to other Alignments – and worship of the corresponding Divine Powers (especially those of Destiny and Light) – is prevalent. Most of the ancient Stone Circles now stand abandoned, with only a few still being active religious sites.

The original Depradators were all Human. The humanoid Bogeymen – Goblins, Orcs, Gnolls and the like – actually tended to be Neutral in Alignment before the Depradator evangelists spread the worship of Darkness to them. In fact, the Reign of the Monsters was also the reign of the Evil Human Depradators – a fact that the Dwarves, Elves, Gnomes, and Halflings do not forget.

While there is much social pressure in modern Human societies to profess allegiance to either Good or Law, in actuality the Good, Lawful, Chaotic, and Neutral Alignments are about equally represented among them. Unfortunately, a full 5% of Humans are Evil – the highest rate among any of the Five Peoples.

The Human Languages of Panzoasia

While all the Humans across a particular Region of Panzoasia (West, South, East, or North) may share a common language, each nation within that Region also has its own distinctive dialect (and accent). For example, the dialects of Human Common in both Corthis and Maeland are heavily influenced by Elven – and both the place and personal names in those countries are often Elven in origin. To a traveler from our Earth, the basic vocabulary of Western Common otherwise suggests a combination of Latin, Greek, Welsh, and German. Southern Common’s vocabulary seems to somewhat resemble a strange mix of Swahili and Nahuatl. The vocabulary of Eastern Common is oddly evocative of a mixture of Sanskrit and Mandarin Chinese. Northern Common’s vocabulary mildly suggests a mixture of Swedish and Russian words. The non-Human Peoples of Panzoasia also use the regional varieties of Human Common as trade languages.

Each of the four Common languages of Humanity uses a different writing system. Western Common is written in the same alphabet as Western Gnomish. Southern and Eastern Common shares pictograms with the corresponding varieties of Elven, and the runes of Northern Common are identical to those used by Northern Dwarves.

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The Five Peoples of Panzoasia, Part IV: Halflings

15 Wednesday Jul 2020

Posted by Daniel James Hanley in OGL, OSR, Panzoasia

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B/X, BECMI, BX, Classic Fantasy, Classic Rules, old school, old school renaissance, old school revival, RC, Romantic Fantasy, Weird Fantasy


A Gnome-kin Halfling Woman of the Ultimate West.

About the Halflings (or “Humblekin”) of Panzoasia

Halflings (or “Humblekin”, as they call themselves) tend to have the same skin, eye, and hair colors as the majority of the local Human population. Whether they have dark or light skin, however, their complexions tend to be ruddy. A Halfling’s facial features are generally  proportioned very much like those of a young Human – with large eyes, a short face, and a high forehead. They tend to have dimples, and short, “button” noses. Most male Halflings can grow long sideburns, but no other facial hair. The noses of older males with pale complexions also tend to be distinctly reddish.

Halflings often dress in patchwork versions of the local costume – and may take pride in remembering how they obtained each individual scrap of their outfit. Once, Halflings made patchwork because of their poverty, but nowadays they wear their patches as a symbol of their People’s resourcefulness. Halflings of the Ultimate West are particularly fond of tartan and cheque patterns, and keep their pants and skirts up with suspenders, not belts. Halflings are also known for their distinctive hairstyles, with exaggeratedly large curls held in place with pomade. Some dye their hair pure hues of yellow, red, green, or blue. They often make jewelry out of old coins, or small objects discarded by Humans, Dwarves, Elves or Gnomes.

There are four Halflings “Kins”, each of which had associated with a different People before the Invasions. The Man-kins (or “Robins”) have a noted preference for patches (or patterns) in various shades of a single color, and always live in above-ground houses. The slender Elf-kins (or “Huldurfolk”) have pointed ears, prefer clothing of many colors, and traditionally live in the same manner as Elves. The dexterous Gnome-kins (or “Dobs”) have hairy feet, and traditionally live inside artificial earthen mounds. The stout Dwarf-kins (or “Knockers”) have attached earlobes, traditionally live in mines underground, and are the only Halfling Kin whose men can grow mustaches. Gnome-kins and Dwarf-kins do not commonly wear shoes, but Man-kins and Elf-kins do.

Halflings do not have their own languages, but speak the tongues of the other People associated with their Kin. Halfling dialects are full of unique slang, however, and may be nearly incomprehensible to the speakers of the regular language.

Halflings love to sing, often mocking the pretensions and failures of their enemies (and even friends) through improvised lyrics. These songs frequently include strings of nonsense words. Other songs are often sad laments for the oppression, disrespect, and tragedy that Halflings have historically suffered – covering such topics as being abducted and forced to work in a Orcish factory, having your husband-to-be run off with a Elf woman who will grow tired of him in just a week, or being stuck in a collapsed coal mine and realizing that your Dwarven employers only care about saving their own kind.

Halflings of every type traditionally use cairns as markers and memorials, but most of the ancient cairns were vandalized and destroyed during the Reign of the Monsters. Halflings prefer to bury their dead directly in the ground, with the grave marked only by a cairn. It is still traditional for newly married couples to build a cairn together on the day after their wedding. While ancient ones were made exclusively of stones, modern cairns can incorporate any items that are important the Halflings the build them (or the people they memorialize).

During the Reign of the Monsters, those Halflings who were separated from the Human, Elven, Gnomish, or Dwarven communities they once served survived by hiding in underbrush, lurking in ruins, and otherwise living at the margins. There the Halflings became adept at scavenging, and re-purposing objects discarded by others. Other Peoples notice that their Halfling friends never throw anything away. They will even incorporate found objects into the construction of their homes.

A male Man-kin Halfling of the Ultimate West.

Humans and Elves have a tendency to call all Halfling men “Bill”, and all Halfling women “Cutie” – regardless of their actual names. While these Humans and Elves may think they are being affectionate and endearing, most Halflings actually regard the practice as patronizing and insulting. Increasing, younger Halflings are standing and up and demanding that the “Bigs” refer to them by their real names.

Halfings ride ponies, and keep small cattle, sheep, and goats half the size of those raised by humans. Halflings love milk, cheese, and butter, and their dairy livestock are extremely important to them. Very small dogs are most popular pets among the Humblekin.

About half of the Humblekin are Good in Alignment, and they are among the most fervent devotees of the Lord and Lady of Light. Their worship is notable for its many choral hymns of praise. Many older Halflings are Lawful, but younger Halflings are increasingly embracing Chaos to rebel against their history of subservience to the other four Peoples. Chaotic Halflings often sport spiky hairstyles, or shave the sides of their head and stiffen the remaining strip of hair to stand on end. Less than 1% of Halflings are actually Evil; they often lurk near burial grounds, robbing graves and waylaying visitors.

Halfling communities of the Ultimate West are traditionally governed by a Sheriff or Headman, who is nowadays elected, but historically had been appointed by the leader of other People with whom the Halflings live. Despite being otherwise generally Good in nature, Halflings seem to express their resentment for their historical exploitation by electing Sheriffs and Headmen who make a point of being aggressively obnoxious towards non-Halflings.

In mixed communities, the predominant trades of Halflings will be weaving, herbalism, the growing of high-quality produce, distilling, beekeeping, and the making of candy. They take also pride in succeeding at hard and dirty jobs nobody else wants, such as cloth dying, cleaning, charcoal burning, and trash reclamation.

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The Five Peoples of Panzoasia, Part III: Gnomes

07 Tuesday Jul 2020

Posted by Daniel James Hanley in OGL, OSR, Panzoasia

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B/X, BECMI, BX, Classic Fantasy, Classic Rules, old school, old school renaissance, old school revival, RC, Romantic Fantasy, Weird Fantasy


About the Gnomes of Panzoasia

Gnomes from every part of Panzoasia tend to have deeply tanned complexions, with blue, green, or gray eyes. Male Gnomes have gray or white hair from birth, while Gnomish women (or Gnomides) have the same range of hair colors possible for Humans. Gnomes of both sexes stand about 3 feet in height. Male Gnomes typically have pot bellies, while female Gnomes tend to be pleasingly zaftig. A Gnome’s face is generally roundish, with the eyes, ears, and nose much larger in proportion than those of a human. Their lips are full and expressive, while their eyes are wide and round.

A Gnome considers their hat to be the most important article of clothing. A Gnomish hat can range from fanciful to bizarre in design – and can be almost as tall as its wearer! It is common for a Gnome to place objects under, or in, their hat. Gnomish hats of a practical nature include the large pincushions and baskets worn as headgear by many female Gnomes at home, and the Lantern Hat often worn by Gnomish adventurers. Gnomes considers themselves “exposed” if their heads are uncovered – and removing one’s hat is an expression of the strongest emotion. Although stereotypically associated with Gnomes, pointed hats without brims haven’t been fashionable since before the Reign of the Monsters.

Beyond their outrageous hats, Gnomes tend to dress in the most colorful and whimsical version of the local clothing. As footwear they prefer clogs, which are often fancifully decorated. Gnomes are also noted for their love of striped patterns. Among Gnome of the Ultimate West, formal wear always includes tassels and small bells sewn into the garments.

The Gnomish sense of humor is legendary, and they tend to make jokes even on serious occasions – particularly funerals. Unfortunately, since Gnomes are also more prone to actual insanity than any other People, it can be hard to discern whether a Gnomes strange behavior should be cause for laughter, or genuine concern. Among Gnomes, it is said that one must sometimes act crazy, to avoid going crazy.

Before the Invasions, the Gnomish people built and lived inside artificial earth mounds called Hollow Hills, or Tumuli. After the Invasions, they survived by hiding their homes behind magical illusions. They burrowed deeper, and formed a close alliance with the Saganic Gnomes of the Chthon. Traditionalist Gnomes continue to live inside Hollow Hills, but in modern times those places are far more open to the larger world.

Despite the small stature of the inhabitants within, the burrows inside a Hollow Hill are always at least 6 feet to the ceiling. While Gnomes say that it is so even Humans feel welcome, the actual reason is to accommodate the tallest possible hats!

A respected Gnome is buried directly within the ground inside a barrow, without a coffin, and never with any valuable objects. A wicked Gnome, however, will be buried in an elaborate “dungeon” filled with tricks and puzzles intend to entertain their restless minds, and treasures to sate their undying greed. The tunnels will feature elaborate death-traps to keep out tomb robbers. When Gnomish engineers started to be employed by human wizards to create subterranean treasure vaults, they naturally relied upon such tombs as models.

About 60% of Gnomes are Good, and approximately 30% are Neutral. Lawful and Chaotic Gnomes represent just under 5% of the population each. Only about 1% of Gnomes are truly Evil.

Gnomes of the Ultimate West love fruitcake (which they sometimes call call “gemcake”) above all other foods. They regard it as the symbol of a life well-lived – enduring, very sweet, a little boozy, a little nutty, and filled with jewels! Western Gnomes will even bake fruitcakes in the shape of hats, periodically breaking off pieces for the occasional snack.

The favorite pastimes of Gnomes across Panzoasia are various forms of bowling, and other lawn sports.

Gnomes employ a special breed of four-horned sheep as their primary mounts and beasts of burden. Rabbits, ground squirrels, mice, badgers, and hedgehogs are the most popular animal companions among Gnomes, and such animals will roam freely within the burrows of every Hollow Hill. Cats, however, are generally hated and despised by Gnomes.

To a traveler from our Earth, the Western Gnomish language sounds vaguely like Dutch; Southern Gnomish seems to somewhat resemble ancient Aramaic; Eastern Gnomish is oddly evocative of Malay; and Northern Gnomish mildly suggests Finnish. Gnomes from one End of the Earth often have names typical of another, however. Each Gnomish language is written with its own alphabet.

Gnomish communities have always been governed democratically. A Traditional Hollow Hill is led by an elected Mayor, advised by a council of Elders. Traditionally, several Hollow Hills would be joined together in a “Commonwealth” headed by an elected Chancellor. Nowadays, in countries other than Auddisland, Chancellor is just a ceremonial position – and Hollow Hills function like any other communities within their respective nations.

Wherever they dwell with other Peoples, Gnomes predominate in the intellectual trades. They often become bureaucrats, sages, jewelers, bankers, engineers, local merchants, and toymakers. As everyone knows, the best gemcutters are Gnomish, but it is the hatter who holds a special place of honor among their tradesmen.

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The Five Peoples of Panzoasia, Part II: Elves

24 Wednesday Jun 2020

Posted by Daniel James Hanley in OGL, OSR, Panzoasia

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Tags

B/X, BECMI, BX, Classic Fantasy, Classic Rules, old school, old school renaissance, old school revival, RC, Romantic Fantasy, Weird Fantasy


About the Elves of Panzoasia

An Elf’s hair, skin, and eyes can be any shade of any hue – including pink, purple, green, and blue. Elves of the Ultimate West, however, tend towards either pastel shades or Human-like tones in their skin colors – while those of the Ultimate East often have skin that is deep blue, green, or red. In the Ultimate North, the Elves often have skin and hair that is the palest blue, or even pure white, with deep blue or purple eyes. Elves of the Ultimate South tend towards dark reddish brown, deep amber, and golden hues in their skin tones – and can actually have hair that glitters like metallic gold!

Panzoasian Elves of either sex tend toward a slim, lithe build, and stand just over 5 feet tall. Both males and females are of the same height and general build. Elven women tend to have only slightly wider hips than males. Elven faces are androgynously attractive and usually heart-shaped, with high cheekbones and relatively large, almond-shaped eyes. Elves cannot grow beards. While the hair of most Elves is straight or only slightly wavy, very curly hair is sometimes seen on those from the Ultimate South. The ears of Panzoasian Elves resemble those of deer, and are similarly mobile. Elven ears are always in motion – pitching forward to express interest, sweeping back in anger, standing up in joy, or drooping in sorrow.

While Elves can live for a thousand years or more, they can only actually remember the last 30 years (or so) of their own life. A five-hundred year old Elf knows how old she is, and may be surrounded by mementos of her previous exploits, but cannot consciously recall what she did, or where she was, two hundred years ago. An Elf can even forget their own parents, siblings, or children. One of the best known Elven songs, “The Wheel of the Wind”, concerns a triad of Elven lovers whose life journeys cause them to constantly become separated and forget each other – only for the three of them to be repeatedly reunited so they can fall in love all over again.

Elves completely stop aging around the age of eighteen and don’t age any more until the last decade of their natural lives. A thousand-year-old Elf dying of extreme old age would have a face no more wrinkled than a Human of about thirty. With their ever-youthful bodies and short memories, Elves never experience the world-weariness or emotional trauma that can affect aged members of the other Peoples. Perhaps for that same reason, however, Elves are often dismissed as impulsive and emotionally volatile.

Traditionalist Elves tend to wear the most colorful, frivolous, and diaphanous version of the local costume, and prefer silk and lace as fabrics. They often wrap themselves in capes patterned after the wings of butterflies, moths, or dragonflies. In colder weather, the capes will be of fur, feathers, or velvet. Elves in every region of Panzaoasia love to decorate their faces with glued-on spangles of precious stones and metals, often wear body glitter, and like to wear feathers, ribbons, and insect wings in their hair. Elves feel completely free to dress in typically “masculine” or “feminine” manner as they desire – a male Elf is apt to wear a silken gown while lounging in his home, while a female Elf will often cut her hair into a short “pixie” style and don trousers when she goes off to adventure.

Before the Invasions, the Elves lived as semi-nomadic bands that frequently raided the other Peoples, and periodically retreated to the the vitrified forts which still lie in ruins atop hills across Panzoasia. Large geoglyphs were carved from the turf on the sides of those hills, in the shapes of people and animals. Sometimes the geoglyphs were actually the symbols for rude and insulting words in the local Elven language.

During the Reign of the Monsters, most of the surviving Elves fled to the woods and jungles, where they allied (and occasionally intermarried) with the Saganic Sylphs who dwell in the clouds. In the Ultimate West, the massive Zoswood Trees (or Beharbres) were hollowed out and turned into refuges. Some Elves, however, actually took the fight to the Underworld itself, and settled in the caverns they captured from their enemies. These lost Chthonic Elves are effectively a fifth division of the Elven People, but are almost never seen by surface dwellers.

All Elven cultures allow any number and combination of adults to be married to each other. Traditional Elven marriages last only a year, unless renewed. There is no expectation of monogamy, even among those who consider themselves married. Traditionally, Elven children are raised communally, and most never know the identity of their biological father. A Good-aligned or urban-dwelling Elf who who loves someone from another People will probably make an effort to conform to that person’s expectations about proper behavior in a relationship, but most other Elves will become indignant if told that they must remain faithful to single partner for more than a month.

Panzoasian Elves prefer to practice sky burial of their dead. A deceased Elf is places on a platform in the highest tree, (or else atop a tower or pole), and scavenging birds are allowed to devour them. The remaining bones are pulverized and scattered (a job traditionally done by Elf-kin Halflings). Elves value change and renewal, so fixed monuments naming the dead are considered to be in extreme bad taste.

The worship of the Lord and Lady of Light was completely unknown to the Elves of Panzoasia before the Reign of the Monsters. Now, however, many Elves are of Good Alignment – although most are still Neutral or Chaotic. Lawful Elves are social misfits who usually live away from others of their own kind. Only about 1% of surface-dwelling Elves are actually Evil. The Chthonic Elves of the Underworld, on the other hand, are rumored to be largely Evil – but that might just be a baseless slander.

Elves enjoy mushrooms and fungi of all sorts, both as food, and as sources of intoxicants. Elves can safely eat species of fungi that are lethal to other Peoples – even such deadly mushrooms as the Death Cap and Destroying Angel. They can also derive nourishment from tree leaves, and eat ferns that would be indigestible to others. Traditionalist Elves have no prejudices against consuming any kind of animal meat – and particularly relish insects such as grasshoppers, wood-grubs, cicadas, and caterpillars.

Fencing and archery are the the great Elven pastimes, but Elves also love to play variations of “Hide-and-Seek”. Also widely popular is a sport called “Nêbata” in the Western Elven language, generally similar to Lacrosse.

Elves prefer special breeds of deer, elk, and antelopes as mounts and beasts of burden. They have also domesticated the giant Zoswood Cicada as a flying mount. Sylvan Unicorns and Winged Unicorns will sometimes allow Good-Aligned Elves to ride them, and some Elves of the Ultimate North even ride polar bears into battle! Birds and foxes are popular pets, as is the green Elven Dog (or Cooshee). They especially love the phosphorescent Hercinia bird, whose glowing plumage illuminates many Elven communities.

To a traveler from our Earth, the Western Elven language sounds vaguely like a strange mixture of French and Irish; Southern Elven seems to somewhat resemble a combination of Yoruban and Taino; Eastern Elven is oddly evocative of Vietnamese; and Northern Elven mildly suggests Sami. All Elven languages are tonal, and those who lack perfect pitch can find them hard to understand or speak properly. Additionally, the vocabularies of Elven languages are very fluid, with new words constantly being invented, and old words changing meaning. Elves are apt to ridicule those who cannot pronounce their languages properly, or use outdated words. Each of the four known Elven languages is written with its own variety of pictograms.

A traditional Elven Commune is nominally led by an elected Princess (who can actually be of either biological sex), who chooses a Prince (of either biological sex) to be responsible for the security of the group. A group of Communes will collectively elect a Queen, who then selects a King to oversee the security of all the Communes who accept her leadership. As with Princesses and Princes, Queens and Kings can be of either biological sex. All Elven leaders must be reelected every year, and are often chosen on the basis of their good-looks and fashion sense. Their actual power is extremely limited, and most of what they do in modern times involves organizing games and parties. Princesses and Queens wear attire and cosmetics that look very “feminine” to Human eyes while attending to their governmental duties, while Princes and Kings wear more “masculine”-appearing attire.

In mixed communities, Elves will predominate in the fine arts, perfumery, the making of cosmetics, the crafting of luxury goods, silk and lace production, music, mushroom gathering, fine carpentry, and the cultivation of tree crops. Many realms of the ultimate West have special orders for knighthood for Elves sworn to use both sword and spell in defense of the nation. These include the “Order of the Unicorn” in Corthis, the “Order of the Griffin” in the Free March, the “Order of the Golden Stag” in Maeland, and the “Order of the Dragonfly” in Ombratia.

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The Five Peoples of Panzoasia, Part I: Dwarves

17 Wednesday Jun 2020

Posted by Daniel James Hanley in OGL, OSR, Panzoasia

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B/X, BECMI, BX, Classic Fantasy, Classic Rules, old school, old school renaissance, old school revival, RC, Weird Fantasy


A Dwarven Lady wearing ochre in her hair. The face-paint on her jawline, and her chest-wrap of Dire Wolf fur, denote her high status.

Some Things to Know About the Five Peoples of Panzoasia

The overall population demographics of the Five Peoples in Panzoasia is roughly 50% Human, 20% Halfling, and 10% each Dwarf, Elf, and Gnome. The exact figure varies greatly from place to place however.

The universal symbol of the Five Peoples is a pentagram with the point upwards, while the upside-down pentagram symbolizes the evil Monsters and Depredators.

The Five Peoples (Humans, Elves, Dwarves, Halflings, and Gnomes) all originated in the fabled Terrestrial Paradise, but left it for Panzoasia thousands of years before the Monsters came. The physical location of the Terrestrial Paradise is unknown – most claim it to be a now lost and inaccessible Corner of the Earth, while certain others claim it actually lies ruined somewhere in the Wasteland in the center of the continent.

The Five People all reach adulthood at the same rate – although Elves regularly live to be a thousand, Dwarves three hundred, Gnomes five hundred, and Halflings one hundred and fifty. Most Peoples who live longer than a human lifespan can still only remember the last 70 years or so of their lives, however. For Elves, the forgetfulness is even worse – they can only remember the last 30 years they have lived.

All Five People have always recognized the same Divine Powers. They do have not separate “pantheons”. Each People has their own set of traditions for honoring the Divine Powers and Immortals, however. Humans tend to build large, permanent structures for mass worship, while the other Peoples tend to prefer smaller-scale, or more informal, expressions of piety.

Intermarriage is most common between Elves and Humans (who are notably attracted to each other), but almost every other combination also occurs. Although less frequent, there is also a fair amount of intermarriage between Gnomes, Dwarves, and Halflings – and almost every larger town has at least one Human / Halfling couple who seems to “make it work” despite every challenge. All the Five Peoples are in fact capable of having children together. Generally, people of mixed heritage tend to have the height and general build their mother, although they frequently possess at least one feature typical of their father. For example, a man of mixed Gnomish and Dwarven parentage might mostly resemble any other Dwarf (and follow the Dwarf adventurer Class), but have the white hair and large nose typical of a male Gnome.

The cultural differences between People are generally most pronounced among “traditionalists” in rural and isolated settlements, and minimal among town dwellers. The urban population of Panzoasia tends to freely mix cultures. A Dwarf that lives in a settlement with Humans and Elves, for example, will still wear some distinctively Dwarvish body paint, but less than his subterranean kin – and will probably adopt Human-style clothes. Elves who live among other Peoples will dress and act more modestly than they otherwise would, and may even form stable nuclear families – something almost unheard of in more isolated Elven Communes. Gnomes who live outside a Hollow Hill will still sport outlandish hats, but they will be nowhere near as bizarre as the ones they don inside their own burrows. Urban Humans are famous for freely adopting cultural practices from other People – sometimes dressing in typically Elven outfits, wearing Dwarven body paint, or donning headgear of Gnomish make. Halflings, on the other hand, have always lived with other People – so their cultural ways are the same whether they live in the countryside or the largest town!

A high-status Dwarven man, wearing ochre in his hair and beard.

About the Dwarves of Panzoasia

Panzoasian Dwarves are noted for their distinctively broad and prognathous faces, with prominent brows, wide noses, and low foreheads. Both males and females are muscular and squat in build, and both stand about 4 ½ feet tall. Both male and female Dwarves tend to be more hairy than their Human counterparts, but Dwarven woman are not actually bearded (despite constant jokes to that effect). Dwarves tend to have the same skin and hair tones as nearby Humans, but a full 20% of the population are albinos with white hair and skin.

Dwarves across Panzoasia use body paint made from clay earth pigments, chalk, animal fat, and charcoal on their skin and hair – the most common patterns varying from region to region. Dwarves considers themselves “naked” if they are not wearing some body paint or hair ochre, no matter how many (or few) articles of actual clothing they are wearing. The jewel-like irises of Dwarven eyes can be the color of any gemstone – blue, green, red, purple, or orange are all possible. Because of their eye colors and body paint, there is a popular rumor/joke that Dwarves are actually made of earth and stone.

Most Dwarves prefer to use leather, skins, and fur as clothing wherever possible. They particularly love reptile skin, and the most prestigious garments are made from the hides of evil dragons and giant serpents. The only cloth they use is wool. They like to set stones and jewels directly into their clothing as decoration. Traditionalist Dwarves dislike cloth of vegetable origin so much that in hot conditions they may may wear nothing more than a leather loincloth (and chest-wrap in the case of women), otherwise covering their body with paint. In any event, Dwarven men are extremely proud of their hairy chests, and will dress to expose them as much as possible.

In the Ultimate West, Dwarven women in positions of authority often wear a face-paint design made by dipping the fingers in dark pigment, and dragging them vertically down the cheeks and chin. This the reason for the joke that Dwarf women have beards. High-status Dwarven women will also wear corset-like, fur chest-wraps – leading to another frequent jibe that they actually have hairy chests also!

Dwarves are the “people of the caves”, and prefer to carve and sculpt their settlements from solid rock. When they must build above ground, they use carved megaliths. After the Invasions, Dwarves retreated into deep tunnels, where they met and formed alliances with the Saganic Salamanders (also called “Vulcani”) who live in fiery rifts underground.

A dead Dwarf is cremated, as a symbolic return to the “Forge of Creation”. As an especial honor, a Dwarf’s charred bones may be used to help make steel for an heirloom weapon or piece of armor.

Every Dwarven culture is extremely fond of smoking pipes. These pipes are generally made of clay, or carved from various minerals – even precious and semi-precious stones! Pipes are smoked for leisure, and shared to seal deals and agreements. Much of Dwarven trade with the other Peoples is for the purpose of obtaining various herbs for smoking – particularly tobacco from Ha’wakun.

Dwarves are overwhelmingly Lawful or Neutral in Alignment. A sizable minority are Good. The small number of Chaotic Dwarves are widely despised by others of their own kind, and form a secret subculture. About 3% of Dwarves are Evil.

Dwarves use goats, mules, and cave dogs as mounts and beasts of burden, and have an especial affection for bears. They are the only people who dare to herd the Hrycus goat, whose fiery blood is needed to forge Adamant.

To a traveler from our Earth, the Western Dwarven language sounds vaguely like German; Southern Dwarven seems to somewhat resemble Zulu; Eastern Dwarven is oddly evocative of Tibetan; and Northern Dwarven mildly suggests ancient Norse. Each of the four Dwarven languages is written with its own set of angular runes designed to be easily carved into stone or wood.

The most common governmental form among isolated, traditionalist Dwarves remains hereditary monarchy, with the eldest child of either gender inheriting the title. A Dwarven Clan is headed by a Boss, whose position passes to their oldest child after their death. The Clans of a particular area will generally owe their allegiance to a Lord or Lady. If the Dwarves are living inside a nation not dominated by Dwarves, the Lord or Lady will be responsible for representing the interests of those Dwarves in the government. In the Ultimate West, only the monarch of Auddisland holds the title of “King” among the Dwarves.

Wherever they dwell with the other Peoples, Dwarves will naturally dominate the trades of mining, quarrying, masonry, and metalworking. Their armor and weapons are considered the best (and most expensive) throughout Panzoasia.

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