recursal/Fanatic-Fandom huggingface dataset:
Principality of Krondahar

**Ruler:** Prince Jherek IV Virayana, Margrave of Singhabad, Supreme Judge of the Council

**Voting Power:** 25 in the Council, 32 in Parliament

**Vassals:** Lord Urmahid Krinagar, Count of Skullhorn Pass; Lord John Beaumarys-Moorkroft, Duke of Hightower

**Notes:** A family of Ethengarian origin, the Virayanas are noted wizards who came to this land before the souring of relations between the steppe peoples and the Glantrians. Nevertheless, they are seen as foreigners and interlopers by many Glantrian people. The land of Krondahar, while tucked securely in the Glantrian heartland, seems like a very foreign place to other Glantrians, as the ornate buildings, burial mounds, and intricate geometric décor set it apart from the rest of the country.
Lesser Detect Magic

**Lesser** **Detect Magic -**Arcane 0

**Range:**0'

**Duration:** 1 round/level

The caster of this spell is able to detect enchanted or enspelled objects or creatures by inspecting them, with those detecting as magic appearing to glow. The caster may inspect one object, person, or small area directly in front of him per round by concentrating. The caster can detect invisible creatures in this manner, but as the spell requires concentration to use he may not attack them.

*Finding the standard detect magic spell to be a waste of valuable spellcasting ability, the elven enchanter Rhith researched a way to detect magic using only the tiniest drop of power. Rhith went on to sell potions of the effect to merchants, more expensive than hiring a mage to examine an item for magic but much easier to use than finding one. Some of these potions would later find their way into the hands of the Tunnel Snakes.*
Principality of Bergdhoven

**Ruler:** Prince Vanserie XI Vlaardoen, Viscount of Linden, Grand Treasurer of the Council

**Voting Power:** 17 in the Council, 26 in Parliament

**Vassals:** Lord Pieter Vandehaar, Baron of Oxhill; Lady Rowena Krollnar, Viscountess of Bergen

**Notes:** Although peopled by Cimrians like their neighbors in Aalban, the ruling family of Berghoven is of Zaharan extraction originally. In fact, their family once ruled over the entire area of Glantri before it was Glantri – hundreds of years ago before the waves of immigrants when the land was still called Braejr. This fact is not lost on the Vlaardoens nor the people of Bergdhoven, both of whom assume a haughty air when dealing with “newcomers”.

The recent death of the Countess of High Sonden has left House Linden with a weakened position in Parliament. Prince Vlaardoen is keen to gain a new vassal, after his failure to install his daughter as the the Baroness of Egorn, whose previous holder ascended to the vacant Tower of Nathrat. The House of Linden's ambitions were checked yet again, when during the last awards festival, they failed to pick up either of the vacant baronies or advance any of their vassals to higher rank.
Hanno's Hulking Height

**Hanno's Hulking Height -** Arcane 1

**Range:** Self

**Duration:** 1 turn/level

This spell causes the caster to double in size. Strength increases proportionately; the caster deals double normal damage with his attacks and gains a +16 bonus to force open doors. (The caster’s attack throws do not improve because his increased strength is offset by unfamiliarity with his giant size.) The strength bonus of this spell may not be combined with any other magical effects that influence strength, but it does stack with the caster’s normal bonus or penalty from Strength.

If the caster is subject to diminution, both spells are cancelled.
Dwarven Vaultguard

**Dwarven Vaultguard**

Prime Requisite: STR

Requirements: STR 9, CON 9

Hit Dice: d8

Maximum Level: 13

*excerpt from* Adventurer, Conqueror, King System, *page 30:*

"Dwarves trained to defend their race’s underground vault from the endless hordes that threaten it are called vaultguards. Though most vaultguards are born, live and die in the vault, from time to time a young vaultguard will be dispatched to foreign realms on a warrior’s pilgrimage. The few vaultguards who return from such pilgrimages bring gold and glory to their clans, often leading them to found new vaults and become great lords. The dwarven vaultguard class represents such a dwarf."
Tyrian Empire

The Tyrian Empire has been the dominant power in its part of the world for hundreds of years. Its capital is the great city of Tyrus. The empire has been a major source of regional stability. While the various factions and settlements within it naturally promote their own interests, most actively support the greater imperial policies such as developing trade and suppressing piracy. One such example was the Imperial Trade Guild working in concert with the cities of Olantea and Nea Nisia in 1618 to fund the destruction of a major group of slavers known as the Slave Lords.

The effects of the empire's wealth and success can be found in markets of both large settlements and and small, with similar prices of most goods throughout the empire's territory and surroundings.

The empire's last major conflict was a civil war over succession in 1322, which lasted only a short time and ended in a brokered peace without significant damage to the empire's infrastructure or people.

Among the principalities bordering the empire are Kirinon, Dolmvay, Glantri, and Sind. Far to the south are the Isle of Dread and Zhistraya.

Category: Tyrian Empire
Salman's Superlative Shot Salvo

**Salman's Superlative Shot Salvo -** Arcane 1

**Range:** 120'

**Duration:** instantaneous

By means of this spell, the caster magically hurls the contents of a bag of slingstones or musket shot at targets within range. The caster can deal 1d10 points of damage per level to all creatures in a spherical of 10' diameter, up to a maximum of 3d10 points of damage at caster level 3. A saving throw versus Blast for half damage is allowed.

The spell will only affect small manufactured missile stones, not other types of objects. To be slung by this spell, slingstones or musket shots must be either in the caster’s hands or lying on the ground within 5’. Most casters will carry a pouch of sling stones or musket shot for use with this spell, but if necessary, a caster may resort to slinging stones in a pouch dropped on the ground nearby.

*The fire mage Salman was tasked by his master Wang Long to design this earth spell as a favor to his fellow Firestarters stakeholder Hanno. It was a mark of Salman's loyalty that he readily agreed, though he placed a hint of his own elemental specialty in the closing somatic motion of the spell: a short breath blown over the upraised index and middle finger.*
BlackGrisk

BlackGriskk

Mitad humano y mitad robot . ATAQUES- Blasters, Shurikens Niki, Reflejador Y BlackDestroyer's Y Yoku Items ACTITUD - Directo, misterioso, Bueno en poco momentos. es mala persona y bueno. solo es su ORIGEN - Viene de su futuro oscuro. donde es destruido pero revive . FOTO - Es QUINT De MEGAMAN GB. C A S C O - Es su memoria USB sin ella no es quien es.
Port Thunder

Port Thunder is a Class III coastal city in the Tyrian Empire, run by the Imperial Trade Guild. It has notable populations of gnomes and dwarves living within its walls. Due to its location, Port Thunder acts as the gateway to the Cynidicean Desert. It has a centuries-long role as protectorate of the nearby settlement of Silverwell.

Port Thunder is the elephant capital of the known world, with war elephant mercenaries able to be recruited as though it were a Class I city. Port Thunder is also a major exporter of ivory, though its local price has been raised by the availability of trade routes with Olantea and Nea Nisea, which allow merchants to easily ship it to northern markets.
Elven Spellsword

**Elven Spellsword**

Prime Requisites: STR, INT

Requirements: STR 9, INT 9

Hit Die: d6

Maximum Level: 10

*excerpt from* Adventurer, Conqueror, King System, *page 33:*

"Though elves are a peaceful people
that enjoy poetry and art, they are also very talented fighters and skilled mages...those that traffic in the kingdoms of man are both bold and remarkable. The elven spellsword class represents one such remarkable elf,
trained in the arts of both fighters and mages."
NiAnDah

The "Ni An Dah" are native neanderthals who live in the far-north tip of Zhistraya, however this custom race also covers both neanderthals and denisovans who exist in other parts of the world.

The details of this custom race are being worked out and are likely to be published AFTER the scheduled campaign.
Arcane Warrior

**Arcane Warrior**

Prime Requisite: STR

Requirements: STR 9, INT 9

Hit Die: d6

Maximum Level: 14

*excerpt from 'Defenders of the Realm':*

"The arcane warrior lacks the staying power of warriors whose lives have been bred to constant combat, but his minor study in magic provides flexibility and a potentially decisive short-term advantage. The arcane warrior's studies tend to be focused solely on spells useful for war, and very few have spent any time inside a lab."

**Weapons and Armor**: Arcane warriors are trained in the use of all weapons and armor. They may fight wielding a weapon and shield, wielding a two-handed weapon, or wielding a weapon in each hand.

**Class Features:**

* **1st Level: Cleave -** one attempt per round per level.
* **2nd Level: Learn and Cast Arcane Spells**
* **2nd Level: Unflappable Casting -** As the proficiency; an arcane warrior is expected to regularly be in the thick of battle and their arcane training includes how to quickly dissipate a spell's energies if they are interrupted while casting.
* **5th Level: Force of Personality** - +1 bonus to the morale score of any henchmen and mercenaries when personally led by the arcane warrior.
* **7th Level: Study of War -** As a member of the martial corps of Glantri, the arcane warrior undertakes a study of war to enhance his battlefield leadership. He gains one rank in one of the following proficiencies: Command, Military Strategy, Leadership, or Siege Engineering.
* **8th Level: Minor Magical Research**

* **9th Level: Build Castle**
* **10th Level:Military Genius** - At this point in his career, an arcane warrior commands the battlefield like a god of war. He gains a permanent +1 bonus to his strategic ability, leadership ability, and morale modifier when commanding troops on the battlefield.

**Arcane Warrior Level Progression**

Throw
 2125
 4250
 8500
 17000
 34000
 70000
 140000
 260000
 380000
 500000
 620000
 740000
 860000

**Arcane Spell Progression**

 2
 3
 4
 5
 6
 7
 8
 9
 10
 11
 12
 13
 14

**Saving Throw Progression**

Paralysis
Death
Breath
Wands
 2-3
 4
 5-6
 7
 8-9
 10
 11-12
 13
 14

**Arcane Warrior Class Proficiencies** (select one at 1st, 3rd, 6th, 9th, and 12th levels):

Alertness, Battle Magic, Black Lore of Zahar, Blind Fighting, Bright Lore of Aura, Combat Reflexes, Combat Trickery (disarm, force back, knock down, sunder), Command, Elven Bloodline, Familiar, Fighting Style, Hedge Wizardry, Leadership, Manual of Arms, Military Strategy, Mystic Aura, Precise Shooting, Riding, Running, Second Sight, Siege Engineering, Skirmishing, Swashbuckling, Weapon Finesse, Weapon Focus

**Arcane Warrior Templates**

(*Equipment at level 1 as matching 3d6 roll on Fighter Templates table, ACKS Player's Companion, p. 67. Equipment at level 2 or higher as matching 3d6 roll on Elven Spellsword Templates table, ACKS Player's Companion, p. 66.)*
Инори Хаккай

**Инори Хаккай (八戒 猪 里)** - является вспомогательным персонажем манги и аниме Номернутые. Он курирует 5 корпусов. В дальнейшем окажется предателем.

## Внешность

Инори - высокий и грозный мужчина. Под нижний губой у него есть пирсинг. В ушах также есть пирсинг. Его глаза подведены жёлтым. Из рта видны острые клыки.

Он носит универсальную форму Намбы, с некоторыми добавлениями. Форма состоит из белой расстёгнутой рубашки и чёрной куртки, поверх всего жёлтая накидка. На каждом рукаве чёрной куртке по одной жёлтой полоске.А на поясе зелёный ремень. Чёрные брюки заправлены в зелёные сапоги с жёлтой подошвой На голове чёрная фуражка, а на руках белые перчатки.

На левой руке зелёная повязка с цифрой 5. Бейджик с его именем находится на левой части груди.

## Личность

Инори очень ленив, в большинстве случаев он не делает свою работу, но, не смотря на это, Инори хочет защитить честь всего 5-ого корпуса, несмотря ни на что.

## История

Инори, во время бунта, действовал ото всех втайне, чтобы самостоятельно арестовать Энки Гокуу и показать чего стоит 5-ый корпус. Он винит себя за то, что по неосторожности стал причиной побега Энки, оттого и решил всё сделать сам. Инори кинул за решётки охранников и заключённых, чтобы они не мешались и отрезал все средства связи с внешней тюрьмой.

## Умение и навыки

**Оружее**

У Инори есть, меч, который нам показали во втором сезоне, когда Энки "разговаривал" с Самоном, в этот же момент Инори принес 02 и 58 и говорит, что Самон не достоин этого корпуса, и что Энки был лучше

## Интересные факты

* Любит играть в маджонг, азартные игры
* В его имени кандзи "猪" - кабан, отсылка на его внешность
* Не любит - рано вставать и учёбу
* Также в аниме видно, как он читает взрослые романы
Firestarters Roster

## Character Roster

Aesri the Halfling Hedgewitch is 12th level. In her employ are: Sheaug the 6th level Ogre Warrior, Lex the 7th level Gnomish Trickster, Trose the 7th level Gnomish Clanwarden, Vin the 7th level Halfling Bounder, Alexei the 7th level Ranger, and Darth the 5th level Aranea Weaver.

Hanno the Arcane Warrior is 9th level. In his employ are Aurelia the 7th level Bladedancer, Octavius the level 7 Fighter, Glaf the 6th level Gnomish Illusionist, and Wox the 6th level Gnomish Merchant-Priest.

Wang Long is an 8th level Youxia.

Shev Accamar is an 8th level Stone Giant Earthcaller.

Associate Members
Taunt

**Taunt -** Arcane 1

**Range:** 180'

**Duration:** 1 round

A taunt spell enables the caster to jape and jeer effectively at a single type of creature with an Intelligence of 2 or greater within a 30' radius. The caster need not speak the language of the creatures. His words and sounds have real meaning for the subject creature or creatures: challenging, insulting, and generally irritating and angering the listeners.

Those failing to save vs. spell rush forth in fury to do battle with the spellcaster. All affected creatures attack the spellcaster in melee in physically capable of doing so, seeking to use body or hand-held weapons rather than missile weapons or spells. Separation of the caster from the victim by an impenetrable or uncrossable boundary (a wall of fire, a deep chasm, a formation of set pikemen) causes the spell to break.

If the caster taunts a mixed group, he must choose the type of creature to be affected. Creatures commanded by a strong leader (i.e., with a Charisma bonus, with higher hit dice, etc) might gain a saving throw bonus of +1 to +4, at the Judge's discretion. If used in conjunction with a ventriloquism spell, the creatures may attack the apparent source, depending on their Intelligence, a leader's presence, and so on.
Эпизод 12: Комната, Бильярд, Дартс и Я

## Комната, Бильярд, Дартс и Я

**Комната, Бильярд, Дартс и Я (部屋とビリヤードとダーツと私)** — двенадцатый эпизод первого сезона аниме-адаптации и двенадцатый эпизод в целом

## Краткая информация

Мусаши рассказывает о своём прошлом до встречи с Кенширо Йозакурой. Уно собирает всех участников Новогоднего турнира в игровую комнату, которую он получил за победу в турнире. Позже, Джуго покидает 13 камеру и выходит на свежий воздух ночью. Там он встречает Эльфа

## Появившиеся персонажи

* Джуго
* Уно
* Рок
* Нико
* Лян
* Упа
* Ци
* Инори Хаккай
* Хаджиме Сугороку
* Сейтаро Танабата
* Кенширо Йозакура
* Мицуру Хитоко
* Самон Гокуу
* Ямато Годай
* Мусаши
* Человек со шрамом
* Эльф
* Куу
* Труа
* Хани
* Киджи Мицуба
Principality of Klantyre

**Ruler**: Prince Brannart McGregor, Viscount of Crownguard, Viceroy of Sablestone

**Voting Power:** 16 in the Council, 33 in Parliament

**Vassals:** Lady Myra McDuff, Baroness of Uigmuir; Lord Alisdair McAllister, Count of Glenargyll; Lord Eachainn McDougall, Margrave of Dunvegan

**Notes:** True foreigners rumored to be of otherworldly origin, the MacGregors and allied families rule over a land of people that are mostly of Cimrian extraction, although their language and folkways show much influence by their rulers. The McGregor family is one of the most secretive and retiring of all the ruling families of Glantri – in fact Prince Brannart himself has
not left the Tower of Crownguard, nor been seen in public, in
decades. He is also rumored to be far older than his “official” age of 80, although in a land of wizards this is not as alarming as it might be in other kingdoms.
Anti-Paladin

**Anti-Paladin**

Prime Requisites: STR, CHA

Requirements: STR 9, CHA 9

Hit Die: d6

Maximum Level: 14

*excerpt from* Adventurer, Conqueror, King System Player's Companion, *page 10:*

"Every bit as vile as paladins are heroic, the anti-paladin is the dark twin of those champions of light. Fanatical followers of the chthonic gods, anti-paladins are capable of any atrocity, any villainy, in service of their divine patrons, furthering the spread of chaos, evil and corruption. Anti-paladins are unconstrained by codes of conduct, their only true inviolate tenets being unwavering faith in their unholy patron, and the drive to spread the patron’s particular brand of evil by whatever means necessary. Cunning, treachery, and deception are all considered worthy tools in the anti-paladin’s arsenal, weapons every bit as valuable as the most savage blade."
Silverwell

**Silverwell** is a Class IV desert settlement in the Tyrian Empire. It is semi-independent, run by an oligarchy of landowners and merchants, but reliant on the adjacent city of Port Thunder for its defense, in an agreement that stretches back centuries. The city is noteworthy for its breed of war dogs trained to rip the weapons out of the hands of enemy combatants, known as Silverwell Swordsnatchers.

In 1322-1323 Silverwell was the site of the fledgling Mithran cult Francoism, but after the sudden disappearance of the Francoist temple the local Mithran bishop shooed the remaining followers away.
Barony of Egorn

**Baron:** Lord Garth (11th Level Elven Savant-Sage)

   **Peer Council**

Chancellor: Theon Himerios (Mercenary Lawyer 6) - he is also Lord Garth's representative in Parliament

Marshal: Weleran (Fighter 7)

Total Land Area: approx 220 sq miles

Center Hex: Grassland 9, Egorntown (Class VI Market); Pop 834

North Hex: Grassland 8; Pop 780

South Hex: Mountains 4; Pop 160

Northwest Hex: Mountains 3; Pop 120

Southwest Hex: Mountains 4; Pop 135

Northeast Hex: Mountains 7; Pop 780

Southeast Hex: Mountains 6; Pop 267

**Domain Management:**

Morale: 4 (base morale 4)
Dragon's Archival Retrieval

**Dragon's Archival Retrieval** - Divine 5

Range: Special

Duration: Special

Through this powerful dweomer the caster can replicate the effects of any Divine spell of 4th level or lower. The caster's own caster level and any modifiers to the spell's effects from proficiencies or class powers still apply as normal.

Alternatively, the caster may produce an effect equivalent in power to a 4th level Divine spell. For replicating the effects of spells of other types, simply ascertain what level they would be if Divine using the rules in the *Player's Companion*.

Creation of effects that do not replicate an existing spell or effect are subject to interpretation and approval of the Judge on a case by case basis, as the Dragon is liable to be annoyed by having to poke his mind into obscure corners of his library at a moment's notice. The more powerful or specific the requested effect, the more likely it is that the Dragon ignores the request entirely, produces an effect with additional complications, or provides the closest already-existing spell effect to what was requested.

Only the original effect of this spell can be replicated when it is used to create a magic item; spells or effects emulated by this spell are merely borrowed from the archives, and are not considered known by the caster.

*As they gain their strongest spells, Dragomen gain the ability to use their most powerful magics to access any lesser spell within the Dragon's endless archives. Ironically, the only spells capable of fully indexing the archives are themselves of the highest level - and lost to all but the Dragon - so drawing on obscure effects can have unexpected consequences.*
Stephanos’ Sudden Steam Storm

**Stephanos’ Sudden Steam Storm** -Arcane 3

Range: 0'

Duration: 1 turn

By this spell the caster calls forth a field of steam geysers ten feet tall, beginning in front of him and covering an area of 1500 square feet; he may shape this area, but any given cross-section of it must be at least five feet wide. Each round, creatures caught within the storm takes 2d6 damage from the water; a successful save against blast reduces the damage by half.

*The water mage Stephanos created this spell as part of his studies at the magical academy in Glantri City, intending to make a spell that was as useful against small enemies as the Fireball spell he abhorred, while also functioning as an area-denial tool after initially cast.*
Thief

**Thief**

Prime Requisite: DEX

Requirements: DEX 9

Hit Die: d4

Maximum Level: 14

*excerpt from* Adventurer, Conqueror, King System, *page 23:*

"Thieves have a range of unique skills associated with their profession that make them very handy companions in adventures. However, thieves can be a bit shady and they sometimes are not as trustworthy as other classes. A thief will usually belong to a Thieves’ Guild from the character’s local
town, where he can seek shelter and information between adventures."
Ionizing Sphere

**Ionizing Sphere** - Arcane 5

**Range:** 150'

**Duration:** Instantaneous

This spell creates an orb of arcing lightning that deals 1d12 points of electrical damage per caster level to every creature within a spherical volume having a 15' diameter. A saving throw versus Blast for half damage is allowed. The ionizing sphere creates almost no pressure.

The caster points a finger and determines the range (distance and height) at which the ionizing sphere is to erupt. A glowing, peasized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the ionizing sphere at that point. An early impact results in an early detonation. If the caster attempts to send the bead through a narrow passage, such as through an arrow slit, he must roll a missile attack throw (without range adjustments) to hit the opening, or else the bead strikes the barrier and detonates prematurely.

The ionizing orb sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the ionizing orb may continue beyond the barrier in order to attain its full volume.

*Proprietary spell available to 3rd Circle members of the Glantri Air Elementalist secret society, requiring a major experimental breakthrough in its creation. It has less range and area of effect than a fireball but twice the destructive power, and its spell level means that standard globe of invulnerability spells can't block it. "When you absolutely, positively have to kill every bastard in the room, accept no substitute."*
Shangzhou

**City Overview**: TO BE WRITTEN AFTER VARIOUS REVELATIONS

* 1 **Foreign "Quarter"** Not actually a 1/4, maybe a 10th at most. Officially cashed up northerners are confined here to prevent them from upsetting the local real estate market. In reality it exists because of fantastically wealthy yet politically powerless refugees who came to Zhistraya during the fall of Old Zhifeng. Some of them were once kings and queens and they're looking to regain their power one way or another.

* 2 **Large circular duck oven** A truly impressive feat of culinary engineering able to roast six Dromorni at once. A good place to adopt stray dogs transfixed by the smell.
* 3 **Temple of Mithras** A detested icon of cultural imperialism waiting to be burned down.
* 4 **Dong Island** The city's most disreputable district, a villainous hive of prostitution, opium and illegal croc fights.
* 4a **Mysterious Warehouse** There's no secret international fighting tournament called the "Kumite" held here every year despite rumours you may have heard.
* 5 **Archduke Li's so-called "Winter Palace"** He doesn't actually have a Summer Palace; merely delusions of grandeur.
* 6 **Blue Markets** This isn't Shangzhou's only trade district but it's certainly the largest and most active. Has a sense of exotic glamour undermined by the scent of giant wombat dung.
* 6a **Grandmaster Blacksmith**
* 6b **Exotic Animal Merchant**
* 6c **Herbalist**
* 6d **Wang Fluids** Seller of lamp oil and lamp oil accessories, owned and operated by Wang Long's uncle.
* 7 **The Dragon's Mouth** An impressive fortification which guards the entrance to Shangzhou Harbour. The fort's commander recently made an example of a foreign merchant who tried to leave Shangzhou without paying their bar tab by sinking his ship with flaming ballista bolts.
* 8 **The Shi College** Derisively referred to by most locals as "The Shit Cottage". Home to a society of powerful and controversial, yet highly unreliable magi, more famous for their mistakes than their accomplishments.

**Far North Zhistraya Regional Map:**

* 1 **Kuxing Senlin** Known as the "Cannibal Forest" in the common tongue, an interesting place to visit if you're contemplating suicide via bloodthirsty Ni An Dah natives, hideous monsters or malaria. Some of the relatively civilized boarder regions are a rich source of exotic timber which is traded and exported via the city of Heigang.

* 2 **Si Gou Desert** A barely explored wasteland beyond the edge of nowhere where the dead are rumoured to rise again.

* 3 **Upper Baifan Delta** Swamps and grasslands home to high intensity rice farming which enjoys two growing seasons and numerous small settlements.

* 4 **Lower Baifan Delta** Lower intensity agriculture, largely home to water buffalo and the grain crops grown to supplement their diet. The local wildlife is far more numerous and hostile than in the upper delta.

* 5 **Yi Sa Mountains** Home to mines exploiting rich deposits of a lead/zinc/silver ore as well as copper.
Ranger

**Ranger**

Prime Requisites: STR, INT, WIS

Requirements: STR 9, INT 9, WIS 9, DEX 9, CON 9

Hit Die: d6

Maximum Level: 12

Excerpt from AD&D *Players Handbook*, by Gary Gygax:

"Rangers are a sub-class of fighter who are adept at woodcraft, tracking, scouting, and infiltration and spying. In addition to considerable prowess as fighters, rangers have druidic and magical spell capabilities when they attain high level; thus, they are very formidable opponents, for they have other abilities and benefits as well."

**Weapons and Armor:** Rangers may wear any type of armor and use any type of weapon. they may fight with a weapon in each hand, a weapon and a shield, or a two-handed weapon.

**Class Features**

* **1st Level: Cleave**- 1 per level, per round.
* **1st Level: Goblin-Slaying** - as the proficiency
* **1st Level: Naturally Stealthy** - Opponents suffer a -1 penalty to surprise rolls when encountering the Ranger

* **1st Level: Difficult to Surprise** - +1 bonus to surprise rolls, with an additional +1 bonus to surprise rolls when in the wilderness
* **1st Level: Beast Friendship** - as the proficiency
* **1st Level: Tracking** - as the proficiency
* **2nd Level: Learn and Cast Divine Spells**
* **2nd Level: Learn and Cast Arcane Spells**
* **6th Level: Research Divine Scrolls, Brew Divine Potions, Scribe Divine Scrolls**
* **8th Level: Research Arcane Scrolls, Brew Arcane Potions, Scribe Arcane Scrolls**
* **9th Level: Hideout**(placeholder)

**Ranger Level Progression**

Bonus
 2500
 5000
 10000
 20000
 40000
 80000
 160000
 320000
 480000
 640000
 800000

**Arcane Spell Progression**

 2
 3
 4
 5
 6
 7
 8
 9
 10
 11
 12

**Divine Spell Progression**

Spell Level
 2
 3
 4
 5
 6
 7
 8
 9
 10
 11
 12

**Ranger Divine Spell List**

**1st Level:** Cure Light Wounds, Faerie Fire, Locate Animal or Plant, Predict Weather, Purify Food and Water

**2nd Level:** Charm Animal, Hold Person, Speak With Animal, Obscuring Cloud, Resist Fire

**3rd Level:** Call Lightning, Cure Disease, Hold Monster, Growth of Animals, Water Breathing\*

**4th Level:** Cure Serious Wounds, Dispel Magic, Neutralize Poison, Speak With Plants, Sticks to Snakes\*

**5th Level:** Flame Strike, Growth of Plants, Insect Plague, Restore Life and Limb, Summon Weather

\**reversible*

**Saving Throw Progression**

Paralysis
Death
Breath
Wands
 2-3
 4
 5-6
 7
 8-9
 10
 11-12

Ranger Proficiency List:(select one at 1st, 3rd, 6th, 9th, and 12th levels)

Alertness, Ambushing, Animal Husbandry, Apostasy, Battle Magic, Bright Lore of Aura, Combat Reflexes, Command, Contemplation, Divine Blessing, Divine Health, Familiar, Fighting Style, Healing, Laying on Hands, Leadership, Mastery of Charms and Illusions, Magical Engineering, Military Strategy, Naturalism, Passing Without Trace, Precise Shooting, Quiet Magic, Riding, Second Sight, Skirmishing, Swashbuckling, Unflappable Casting, Village Wisdom, Weapon Finesse, Weapon Focus
Principality of Erewan

**Ruler:** Princess Carlatiath, Margravina of Ellerovyn, Chamberlain of the Land

**Voting Power:** 21 in the Council, 37 in Parliament

**Vassals:** Lord Ezechiel Naramith, Count of High Sonden; Lady Aliana Nyrathieth, Countess of Soth-Kabree; Lord Garth, Baron of Egorn

**Notes:** An elven land ruled by an elven clan, Erewan is much like the fabled elven homelands of old – seemingly wild yet carefully administered. Although humans are welcome, most of them do not stray too far from the city of Erendyl, as the elven countryside and forests have an unsettling effect on all non-elves.

A recent shuffle in the nobility has left Erewan with more parliamentary power than before; a viscount vassal was promoted to a county, and the newest baron - Garth - declared for House Ellerovyn upon his elevation.
Barbarian (revised)

**Barbarian (Revised)**

Prime Requisite: STR and CON

Requirements: STR 9, CON 9

Hit Dice: d8

Maximum Level: 14

This is a revised version of the Barbarian class found in the ACKS Players Companion designed to make it more competitive with the other standard fighter classes. Notable differences include lower xp requirements, the ability to wear plate, damage bonuses for both ranged and melee attacks as well as the removal of the "naturally stealthy" ability.

**Weapons and Armor:** Barbarians may wear all armor including plate and choose one of the following styles upon character creation:

Two Handed: May use all two handed weapons and all missile weapons, may not dual wield or use a shield.

Dual Wield: May use all single handed weapons and all missile weapons, can dual wield but may not use a shield.

Sword and Shield: May use all single handed weapons and all missile weapons, can use a shield but may not dual wield.

**Class Features:**

* **1st Level: Natural Proficiency** - Choose a bonus class proficiency, standard choices are running, climbing and precise shooting although the DM may let you choose another one if your barbarian's background is suitable.
* **1st Level: Savage Resilience** - When the Barbarian is required to consult the Mortal Wounds table, the player may roll twice and choose the preferred result to apply. The Barbarian also subtracts his class level from the number of days of bed rest required to recover.
* **1st Level: Animal Reflexes** - Barbarians from every region possess animal reflexes that give
them a +1 bonus to initiative and a +1 bonus to surprise rolls.
* **5th Level: Animal Magnetism** - Any henchmen and mercenaries hired by the Barbarian gain a +1 bonus to their morale score whenever he personally leads them. This bonus stacks with any modifiers from his Charisma or proficiencies.
* **9th Level: Stronghold** - At 9th level (Warchief), a barbarian can build or claim a chieftain’s hall and seek to rule on the strength of his axe. When the barbarian establishes his hall, 1d4+1x10 0th level mercenaries and 1d6 barbarians of 1st-3rd level seeking plunder and rapine will join his service. If hired, they must be paid standard rates for mercenaries. Barbarians’ halls are otherwise identical to fighters’ castles, as detailed in the Campaign chapter of the ACKS Rulebook.

**Barbarian Attack and Saving Throw Progression**

Paralysis
Death
Breath
Wands
 2-3
 4
 5-6
 7
 8-9
 10
 11-12
 13
 14

**Barbarian Class Proficiency List** (select one at 3rd, 6th, 9th and 12th levels)

Acrobatics, Alertness, Ambushing, Beast Friendship, Berserkergang, Blind Fighting, Climbing, Combat Reflexes, Combat Trickery, Command,  Dungeon Bashing, Endurance, Fighting Style, Goblin-Slaying, Illusion-Resistance, Passing Without Trace, Precise Shooting, Riding, Running, Seafaring, Skirmishing, Sniping, Survival, Swashbuckling, Trap Finding, Weapon Finesse, Weapon Focus.
Hanno's Heroic Hustle

**Hanno's Heroic Hustle -** Arcane 1

**Range:** Self

**Duration:** 3 rounds

This spell accelerates the attacks of the caster, allowing him to make two attacks per round for the duration of the spell. Movement and spellcasting are not accelerated, nor is the use of magic items such as wands, which may still be used just once per round. Multiple speed effects don’t combine; only apply the most powerful or longest lasting effect. The caster may move and make a single move and attack immediately after casting the spell, in the same round.

Additionally, the spell causes the caster to avoid the first 1d4 attacks or targeted spells directed at him by rapidly twisting out of the way. The spell causes the caster to evade the blow whether the attack throw was successful or not. Area-effect spells cannot be dodged in this manner.

*After the Firestarters barely survived a particularly vicious encounter with a guardian demon*, *Hanno the arcane warrior designed this spell as a potent boost for sudden brief combat where not even a moment to cast a spell could be spared.*
Dwarven Fury

**Dwarven Fury**

Prime Requisite: STR

Requirements: STR 9, CON 9

Hit Dice: d8

Maximum Level: 13

*excerpt from* Adventurer, Conqueror, King System Player's Companion, *page 16:*

"As the numbers of their race have dwindled in the face of constant warfare, more and more the dwarves have been forced to rely on the machinists’ arts, using war machines of steam and brass to defend their vaults. Some dwarves, however, have rejected this mechanization of warfare and returned to an older tradition of runic magic and savage combat. Instantly recognizable by the magical tattoos that scar their skin, these dwarves are known as furies. It is said that once the fury grips a dwarf, his destiny is to die with axe in hand, and the only question is how many beastman corpses will surround his own on the final day.

Dwarven furies are held in a mixture of awe and contempt by their clans, and with more than a little fear. They, in turn, vehemently disagree with the defensive mindset of the vaults. Many furies become adventures in order to better carry the fight to their enemy."
Garth's Greater Gait

**Garth's Greater Gait** -Arcane 6

**Range:** Touch

**Duration:** 12 Hours

The touched creatures moves thrice as quickly, having triple its normal movement speed for the duration of the spell. Attacks and spellcasting are not accelerated. A creature subject to multiple haste or speed effects only applies the strongest effect of each type (for example, a creature subject to this spell and Haste would have its attacks doubled by haste and its movement tripled by Garth's Greater Gait)
Arcane Courtier

**Arcane Courtier**

Prime Requisites: INT, CHA

Requirements: INT 9, CHA 9

Hit Die: d6

Maximum Level: 14

*excerpt from 'Travels through the Lands'**:***

"Much has been said about the arcane courtier, mostly by the courtiers themselves."

**Weapons and Armor**: Though not specialized in fighting, arcane courtiers are comfortable with weapons. Arcane courtiers are trained to fight with all manner of swords, daggers, bows, and crossbows, and to wear chain mail or lighter armor. They may wield a weapon in each hand or use appropriate weapons two-handed, but are not trained to use shields.

**Class Features:**

* **1st Level: Cleave -** one attempt per round, per every other level.
* **1st Level: Aristocratic Weapons Training -** All courtiers receive weapons training giving them
a bonus of +1 to attack throws with their choice of melee or missile attacks. The courtier must choose which type of attack will receive the bonus at 1st level, and may not change the choice as he advances.
* **1st Level: Diplomacy and Protocol -** as the Diplomacy proficiency
* **1st Level: Inspire Courage -** once per day per level
* **1st Level: Dilettante -** An arcane courtier selects an additional proficiency from their class list or the general list.
* **2nd Level: Learn and Cast Arcane Spells**

* **8th Level: Research Spells, Scribe Magical Scrolls,** and **Brew Potions**
* **9th Level: Build Salon**
* **14th Level: Craft Permanent Magic Items**

**Arcane Courtier Level Progression**

 1825
 3650
 7300
 14600
 29200
 60000
 120000
 270000
 420000
 570000
 720000
 870000
 1020000

**Arcane Spell Progression**

 2
 3
 4
 5
 6
 7
 8
 9
 10
 11
 12
 13
 14

**Saving Throw Progression**

& Paralysis
Death
Breath
Wands
 3-4
 5-6
 7-8
 9-10
 11-12
 13-14

**Arcane Courtier Class Proficiencies** (select one at 1st, 4th, 8th, and 12th levels):

Battle Magic, Collegiate Wizardry, Combat Reflexes, Combat Trickery (Disarm), Command, Eavesdropping, Familiar, Fighting Style, Hedge Wizardry, Knowledge (political history), Leadership, Loremastery, Magical Engineering, Magical Music, Martial Training, Military Strategy, Mystic Aura, Performance, Precise Shooting, Prestidigitation, Profession (seneschal), Quiet Magic, Skirmishing, Swashbuckling, Unflappable Casting, Wakefulness, Weapon Finesse, Weapon Focus

**Arcane Courtier Templates**

(*Equipment as matching 3d6 roll on Elven Courtier Templates table, ACKS Player's Companion, p. 64)*
Drop Bear Hats

Where there are eucalyptus trees there are Drop Bears and unfortunately Zhistraya has many of both. Zhistraya's early settlers came to realise that headwear made from juvenile Drop Bear pelts discouraged attacks by confusing the Drop Bears and adventurers visiting this wild untamed land would be wise to follow their example.

**Faux Drop Bear Hat:** A hat made from common fur mocked-up to look like a Drop Bear, characters wearing this hat avoid being targeted by Drop Bear dive attacks at the start of combat if they successfully roll 5+ on a D20.

Cost: 2gp

**Genuine Drop Bear Hat:** A hat made from the pelt of a juvenile Drop Bear, characters wearing this hat avoid being targeted by Drop Bear dive attacks at the start of combat if they successfully roll 2+ on a D20.

Cost: 100gp

**Note:** Drop Bears only refrain from attacking a party if EVERY SINGLE MEMBER makes their hat saving throws, hats provide NO ADDITIONAL ADVANTAGE once combat has commenced.
Tower of the Unconquered Sun

**Satrapy of Gunez Kalasi**

**Ruler:** Satrap Franco Scaramucci

**Liege:** Shah Anushirvan III of Sind

**Vassals:**

House Master Bardas Timiskes (8th level Crusader), North Tau Prime Chapter, Brotherhood of Saint Marcus

**Council**

Vizier (Foreign Minister):

Constantine, 8th Level Bard

Marshal (Military Chief):

Wang, 7th level Mystic

Steward (Finance/Admin):

Shirvan, 6th Level Thrassian Gladiator

Herald (Spymaster):

Eron the Relentless, 7th level Freebooter

Court Chaplain (Religious Matters):

Ace "Eddie" Adaro, 8th level Cleric

**Military Forces:**

40 heavy cavalrymen

30 light cavalrymen

70 heavy infantrymen

20 light infantrymen

10 slingers

**Taxation and Income:**

921 families

Above normal taxes, current income 9374 gp/month

Stalwart morale (+4)
Assassin

**Assassin**

Prime Requisite: STR, DEX

Requirements: STR 9, DEX 9

Hit Die: d6

Maximum Level: 14

*excerpt from* Adventurer, Conqueror, King System, *page 25:*

"Assassins are humans who train to kill by ambush and treachery. Assassins may be back-alley brawlers, violent thugs, or members of an organized guild. Within the...Empire, some assassins are members of the Order of Assassins, a religious brotherhood of trained killers, but others are simply murderers-for-hire or rogues with a taste for violence."
Freebooter

**Freebooter**

Prime Requisite: DEX and one other score

Requirements: DEX 9, one other score 9

Hit Die: d4

Maximum Level: 14

*excerpt from* Adventurer, Conqueror, King System Heroic Fantasy Handbook, *page 33:*

"Freebooters are a motley assortment of adventurers who live and die for plunder. Some freebooters are dauntless expeditionaries who raid tombs for ancient treasures. Others may be brutal ruffians who rob and ravage the weak and foolish, cunning scoundrels with the charisma to convince their marks to hand over their wealth willingly, or hardy wayfarers who exact a toll on any who cross the roads and trails of their wilderness homes.

Whatever their particular path to plunder, freebooters share a lust for adventure, a taste for gold, and a willingness to resort to subterfuge and backhanded tactics without hesitation."
Glantri City

Glantri City is a Class I city at the heart of Glantri, located on the river. The Parliament House and the Academy of Glantri are located here.

Economically, it has a markedly high consumption of luxury goods. It has trade routes with New Alvar, Kopstar, Eriadna, Lizzieni, Erendyl, Braastar, and Vyonnes. Most things magical can be bought and sold here, though more expensive items may require some watching of the market or a commissioning.

Fantastic creatures or other monsters other than familiars are not permitted within the city limits.
The Muscles of Miletus Thales

The Mighty One, The Soldier Miletus Thales, invests a portion of his power in a person as his vessel. The caster gains a tremendous amount of strength, the might of an ogre, and becomes muscular and powerful.

Math: (40)\*1 \*0.5 \*0.8 \*1 \*1.25

Total: 20

Spell Level 2

Selected: Current form gains strength of an ogre. 1 living corporeal creature. Self. 1 turn per level. Beneficial effect. Divine.
Warlock

WORK IN PROGRESS

**Warlock**

Prime Requisite: INT

Requirements: INT 9

Hit Dice: d4

Maximum Level: 14

*excerpt from* Adventurer, Conqueror, King System Player's Companion, *page 46:*

"While mages are sometimes colloquially referred to as warlocks, the true warlock is a far more sinister individual. A warlock is one who seeks alliance with dark beings and pursues forbidden lore, hoping to find a quicker, easier path to power than the methodical practices of magecraft. Many warlocks become
adventurers to plumb the secrets of dusty tombs, forgotten crypts, and hidden sanctums. Few do so for heroic motives."
Lowport

Lowport is a seaside Class III city in the former Crusader States. Lowport sits in hilly scrubland, its buildings constructed from stone, with most of them now half-ruined. Orcs and other beastmen form a large portion of the city's population, and it is known for being a safe haven for various criminal enterprises, including being a place where the Slave Lords regularly send captured slaves.

Once a part of the Mithran Crusader states, Lowport was owned by the Mithran knights and run by the Imperial Trade Guild. Beginning in 1543, the Crusader states were invaded by the beastmen armies of the Witch-Queen Iggwilv. The initial contraction of Mithran garrisons in response to this threat proved insufficient to halt the attackers, with portions of their territory subjugated by Iggwilv's armies for a decade. By 1585, half of the Crusader states' land had been lost, and Lowport had been overrun. After Iggwilv's disappearance, her armies scattered, forming various beastmen tribes that moved into whatever territory they could grab for themselves. Lowport, already a heavily half-orc city, saw large numbers of orcs and other assorted beastmen settle within its walls; the city descended into a state of constant low-level anarchy, and never recovered its former prosperity.

Lowport counts as only a Class IV settlement for all high-end, finished goods that are not made by orcs. It has trade routes with Kirinon and Safeton. While it does not have a proper trade route, it is the primary source of merchant caravans to the Aerie of the Slave Lords.

While initially slaves were moved through Lowport by the Slave Lords through their temple in the hills north of town, after the Firestarters raided that temple in 1618 the Lowport slave operation headquarters was moved to a tavern by the docks known as the Broken Rudder, run by a trio named Hazzard, Ragnar Ruvik, and Carn.

The Slayer's Brotherhood is based in Lowport. The location of their underground temple headquarters was an open secret among the residents. At any time, 20-30 members could be found inside. In Late Spring of 1619, the Firestarters assaulted the temple, killing a dozen of the Brotherhood within along with one of their leaders, and demolishing the complex with well-placed barrels of gunpowder.
Dolmvay

Dolmvay is a collection of loosely-organized city-state republics, petty lords, landed religious orders, ruled indisputably, as a whole, by the Thirteen, which is supposedly a group of liches residing in the dark vaults under their soot-black squat, colonnaded temple on a tiny island in the center of a deep, still lake tucked away in the mountains in the southwest of the country.

No one has seen them in well over 200 years.

Whenever they emerge it means something is seriously wrong, either in the country or somewhere adjacent.

When it is resolved, they wordlessly return to their crypts.

Though obviously Chaotic, they almost never interfere with their subjects in any manner, except to rise up and obliterate threats.

They demand only this: all nobirans and zaharans born are turned over to them immediately, never to be seen again.

Ones venturing in from abroad must take extreme precautions, as the Thirteen's agents have an uncanny knack for ferreting out even the most well-concealed specimen.
Ebreo's Company

1st Foot: 30 Dwarf Heavy Infantry A (spear, hand axe, shield, banded plate)

1st Crossbowmen: 30 Dwarf Crossbow (arbalest, dagger, chain mail)

1st and 2nd Slingers: 60 Human Slingers (sling, short sword, shield, leather)

2nd-5th Crossbowmen: 120 Human Crossbowmen (arbalest, short sword, chain)

2nd-5th Foot: 120 Human Heavy Infantry A (spear, sword, shield, banded)

6th-9th Foot: 120 Human Heavy Infantry B (pole arm, sword, shield, banded)

10th-14th Foot: 120 Human Heavy Infantry C (spear, sword, shield, chain)

15th-19th Foot: 120 Human Heavy Infantry D (two-handed sword, chain)

Baggage Train/Armorers: 4 Wagons, 8 Mules, 12 smiths + help from units as assistants

Attached Units:

2 platoons of gnome slingers

1 lance of heavy cavalry from Satrap Franco's lifeguard

Each platoon-size element (30) has appropriate commanders/NCOs. If companies or larger units are to be formed, commanders of those elements will need to be assigned.

Total Monthly Cost: 20,040

relevant stats: Domains at War: Campaigns, page 26-27
Ablative Force

**Ablative Force** - Arcane 1

**Range:** Self

**Duration:** 1 round/level

This spell creates several illusory duplicates of the caster. The images move through each other as well as the real caster more or less constantly, making it impossible for most creatures to determine which is real. A total of 1d4 images are created. These figments separate from the caster and remain in a cluster around him. The figments mimic the caster’s actions, pretending to cast spells, drink potions, levitate, and so on, just as the caster does. Figments always look exactly like the caster.

Enemies attempting to attack or cast spells upon the caster will always hit a figment instead. Any attack against an image destroys it, whether the attack throw is successful or not; likewise, attack spells cast directly upon a figment will destroy it, with no saving throw allowed. Area-effect spells are not cast directly on the caster, and thus appear to affect all figments exactly as they affect the caster; for instance, if the caster is subjected to a fireball, all figments will appear to be injured just as the caster was.

*The ildar dwimmerknight Kirth brought this spell from his homeworld on the other side of a rift.*