recursal/Fanatic-Fandom huggingface dataset:
Enlil's Elevating Evocation

**Enlil's Elevating Evocation -**Arcane 3

**Range:**120'

**Duration:** Concentration, maximum 3 rounds

When this spell is cast, the caster can cause 1 target creature per caster level to float into the air at 20' per round. Unwilling creatures are permitted a saving throw against Spells to avoid the effect. The caster must maintain concentration or the spell ends immediately; otherwise it lasts a maximum of 3 rounds.

While affected by this spell, targets unable to fly are left highly unstable. If the target is up against a surface it can push against, it can move at half speed. Otherwise it merely floats helplessly. Should the target attempt to attack, it will begin to gyrate. Its first attack throw will suffer a -1 penalty, its second a -2 penalty, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the target creature to begin again at -1.

Targets able to fly may move normally while under the effects of the spell, and do not suffer attack penalties since they can stabilize themselves in the air.

If non-flying creatures are airborne when the spell ends, they immediately plummet to the ground, taking 1d6 damage per 10' fallen.

*Enlil the air elementalist created this spell as part of his graduation from the Glantri Academy, to let others briefly experience the joy of flight.*
Suderham

**December 1619 Update:** Suderham was completely destroyed when a volcanic eruption consumed the Aerie of the Slave Lords.

Suderham is a Class IV walled city located in the Aerie of the Slave Lords. Its population is mostly human, along with some gnolls, ogres, orcs and a smattering of other beastmen. The population is loaded with various precious trinkets as a result of wealth trickling down from the lucrative criminal enterprises of the Slave Lords--most permitted to live within the city are involved in those enterprises in some fashion.

Suderham has 30' high walls, with 50' tall towers and gatehouses. The buildings in the city are built out of stone with high-peaked slate roofs. Suderham is heavily defended, with 7 total companies (840 men) of heavy infantry and arbalesters/musketeers guarding it. The musketeers and arbalesters are mostly stationed along the walls in groups of 6 and in the towers; each tower also has a light cannon to be loaded with grapeshot. The Slave Lord's Citadel is guarded by 2 entire companies of the heavy infantry, who also lead 4 muzzled minotaur lizards around its courtyard in regular patrols. The treasury, slave barracks, and slave auction yard each have a platoon (30 men) of heavy infantry guarding them. On the streets, the heavy infantry have regular patrols in squads of 10, stopping any people in groups of 6 or more to check their passes and ensure they are not causing trouble. All the city's guards wear chainmail while on duty, the heavy infantry carrying swords and shields on patrol and spears if guarding a location, while the arbalesters and musketeers forgo the shields in place of their ranged weapon. As part of a long term effort against the Slave Lords, the College of Fochlucan Lyrists infiltrated an agent into the ranks of the Citadel guards.

The Slave Lord's Citadel is the main residence of The Nine, leaders of the Slave Lords. It is a 2-story keep-like building with a 10' high wall surrounding it; currently a 3rd level is being constructed on top. Surrounding it are high-class residences.

The Suderham Assassin Guild is, unusually, openly labeled as such for all passerby to see. It is known that some members of the Slayer's Brotherhood (which is headquartered in Lowport) are also members of this guild.

For entertainment in the city there are 5 taverns, 3 brothels, 1 gambling hall, 1 inn, and one flop house.

Residents are permitted to live in Suderham by invitation only. All merchants or others with an entrance pass are expected to be out of the city walls by nightfall, and are only permitted to use the southern gate. Those with further business in the city are permitted to stay in Scum Slum, between Suderham and the docks.

Suderham has no proper trade routes with other settlements; most of its trade is done via caravans to Lowport. Numerous fishing boats ply the lake, large vineyards outside the city are a source of plentiful wine, and nearby are mines for salt, copper, and quartz.
Fort Accamar

Fort Accamar, "The Rock", is the name of the fortress completed in Late Autumn 1619 by the Firestarters company, from the ruins of Iggwilv's temple near the Lost Caverns of Tsojcanth. The fort's name was chosen by company shareholders Hanno and Aesri to recognize fellow shareholder Shev Accamar for his distinguished accomplishments in combat against the demon Gallhu the Corrupter and Zorg the fire giant king.

The exterior stone walls were in good shape when the company occupied the site. Refurbishment of the interior buildings cost 6750 gp of supplies and 6210 gp in wages to the construction workers, and took one month.

The fortress provided shelter for the company and their troops during their expedition to plunder the Caverns. As the company planned to leave the area following the expedition, they entered into negotiations with the nearest ruler, Duke Tigranes.

In exchange for allowing one of his unlanded timars to take over the fortress upon their departure, the Duke gave the company members' business interests duty-free most-favored status throughout his realm, provided them with access to information about the Caverns, and held a ceremony recognizing the Firestarters formally for pacifying the wilderness on his border through their destruction of a large horde of berserking dire corbies, slaying King Zorg and his court, and construction of Fort Accamar.
Ogre Warrior

**Ogre Warrior**

Prime Requisites: STR, CON

Requirements: STR 12, CON 12

Hit Dice: d12

Maximum Level: 8

**Weapons and Armor**: Ogre warriors are fearsome in combat; they are trained in the use of all weapons and may wear even the heaviest armor (although many eschew this for the purposes of mobility). All fighting styles are available to them.

**Racial Features:**

* **Tough Hide:** +3 natural armor (stacks with worn armor)

* **Infravision 60'**

* **Savage Resilience:** When an ogre is required to consult the Mortal Wounds table, the player may roll twice and choose the preferred result to apply. He also subtracts his class level from the number of days of bed rest required to recover.
* **Inhumanity:** An ogre suffers a -2 penalty to the reactions, loyalty, and morale of humans and demi-humans. He gets an equivalent bonus to the reactions, loyalty, and morale with all orcs and giants.

* **Great Strength:** When using weapons, ogres increase the die type of damage from the weapon by one. For instance, a mace used one-handed will inflict 1d8 damage while a halberd will inflict 1d12.
* **Great Size:** Ogres are larger than humans; they require specially-made armor and clothing that cost and weigh one and a half times the usual amount. Food and lodging expenses are likewise doubled. However, their carrying capacity is increased by 50%. They have a normal load of 7 stone, reducing movement to 30' when carrying more than that, 20' when carrying more than 10 stone, and 10' when carrying more than 15 stone.
* **Bonus Languages:** Player character ogres, in addition to the common tongue of the region they inhabit, also speak the languages of orcs, giants, goblins, and gnolls.

**Class Features:**

* **1st Level: Cleave** - Ogre warriors get one cleave attempt per level, per round.
* **5th Level: Savage Prowess** - Any henchmen and mercenaries hired by the ogre warrior gain a +1 bonus to their morale score whenever he personally leads them. This bonus stacks with any modifiers from the warrior’s Charisma or proficiencies.

**Ogre Warrior Level Progression**

Dice
Throw
 3800
 7600
 15200
 30400
 60800
 120000
 240000

**Ogre Warrior Saving Throws**

Paralysis
Death
Breath
Wands
 2-3
 4
 5-6
 7
 8

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

Acrobatics, Alertness, Ambushing, Animal Training, Beast Friendship, Berserkergang, Blind Fighting, Climbing, Combat Reflexes, Combat Trickery (disarm, force back, incapacitate, knock down, overrun, sunder), Command, Dungeon Bashing, Endurance, Fighting Style, Gambling, Intimidation, Kin-Slaying, Manual of Arms, Mountaineering, Passing Without Trace, Precise Shooting, Running, Skirmishing, Survival, Swashbuckling, Wakefulness, Weapon Finesse, Weapon Focus.

**Ogre Warrior Templates**

(*Equipment as matching 3d6 roll on Barbarian Templates table, ACKS Player's Companion, p. 59)*
Summon Shadowbats

**Summon Shadowbats -** Arcane 1

Range: 30 feet

Duration: 1 turn (see below)

The caster summons 2d4 Shadowbats, which flit from the shadows at random places within range. These vicious little creatures will attack those whom the caster designates. If they participate in a successful combat, they will depart before the end of the spell's duration. Otherwise they may be commanded to perform tasks within their capabilities until 1 turn elapses (although they may be dismissed sooner at the caster's discretion). This spell may be cast but once per day, and only one of Zaharan blood may command the bats without difficulty. If a non-Zaharan casts this spell, each bat is allowed a Save vs Spells. If it makes the save, it is free from the caster's control and will attack him until either the caster or the bat is dead.

*This spell traces its origin to the* Gallu *Bloodhouse, and is rarely found or used by others.*
Bladedancer

**Bladedancer**

Prime Requisite: WIS, DEX

Requirements: WIS 9, DEX 9

Hit Die: d6

Maximum Level: 14

*excerpt from* Adventurer, Conqueror, King System, *page 28:*

"Bladedancers are human women who have dedicated themselves to the service of a goddess of war. They belong to military clerical orders, where they are trained in fighting and casting spells. A fully trained bladedancer is highly coveted as a bodyguard and escort by the great noble houses."

**Divine Spell List:**

**1st Level**: Angelic Choir, Cure Light Wounds\*, Detect Evil^, Detect Magic, Faerie Fire, Fellowship, Light\*, Protection from Evil^, Remove Fear\*, Resist Cold,

**2nd Level**: Bless\*, Charm Animal, Enthrall, Hold Person, Holy Chant, Resist Fire, Shimmer, Speak with Animals, Spiritual Weapon, Swift Sword

**3rd Level**: Continual Light\*, Cure Disease, Glyph of Warding, Growth of Animals, Invulnerability to Evil, Prayer, Remove Curse\*, Speak with Dead, Striking, Winged Flight

**4th Level**: Create Water, Cure Serious Wounds\*, Dispel Magic, Divination, Neutralize Poison\*, Protection from Evil Sustained^, Smite Undead^, Speak with Plants, Vigor, Tongues

**5th Level:** Atonement, Commune, Create Food, Dispel Evil, Flame Strike, Insect Plague, Quest\*, Restore Life and Limb\*, Sword of Fire, True Seeing'

*\*reversible*

*^lawful bladedancers know only this spell; chaotic bladedancers know only the reverse.*
Arcane Fighter

**Arcane Fighter**

Prime Requisite: STR

Requirements: STR 9, INT 9

Hit Die: d8

Maximum Level: 12

*(This class was created for Cartamo Dugsoon after he ate magically-prepared flesh of a beholder-like monster and was gifted minor magical ability. It uses the base fighter build points, and a custom race with no powers aside from one arcane build point per racial point. Class proficiencies were selected mostly from the fighter list with several iconic and commonly-used mage class proficiencies.)*

**Weapons and Armor**: Arcane fighters 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 every level.
* **2nd Level: Learn and Cast Arcane Spells**
* **5th Level: Battlefield Prowess -**  +1 bonus to the morale score of any henchmen and mercenaries when personally led by the arcane fighter.
* **8th Level: Minor Arcane Magical Research, Brew Potions,** and **Scribe Scrolls**

* **9th Level: Build Castle**

**Arcane Fighter Level Progression**

Throw
 2625
 5250
 10500
 21000
 42000
 85000
 170000
 305000
 440000
 575000
 710000

**Arcane Spell Progression**

 2
 3
 4
 5
 6
 7
 8
 9
 10
 11
 12

**Saving Throw Progression**

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

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

Acrobatics, Alertness, Ambushing, Battle Magic, Black Lore of Zahar, Blind Fighting, Combat Reflexes, Combat Trickery (disarm, force back, knock down, overrun, sunder), Command, Elementalism, Familiar, Fighting Style, Hedge Wizardry, Intimidation, Leadership, Manual of Arms, Military Strategy, Mystic Aura, Precise Shooting, Riding, Running, Siege Engineering, Skirmishing, Swashbuckling, Unflappable Casting, Weapon Finesse, Weapon Focus
Микадзуки

**Микадзуки (三日月)** — является одним из второстепенных персонажей аниме и серии веб-манги. На данный момент его главной задачей является убийство Рокудо.

## Внешность

Микадзуки — молодой человек со слегка бледной, но светлой кожей. У него длинные светлые волосы, связанные в хвост с помощью тёмно-фиолетовой ленты. У него кроваво-красный цвет глаз. Он носит тёмно-фиолетовый костюм со светло-фиолетовым галстуком, на котором сверху изображено украшение в форме сюрикена. Вероятно, под костюмом он также носит какую-то чёрную одежду

## Личность

Микадзуки — довольно загадочный человек, который редко проявляет какие-либо эмоции. В основном, он холоден ко всему. Во время работы он без какого-либо сожаления способен убить человека для выполнения своего поручения. Тем не менее, он может улыбнуться, но происходит это крайне редко. Кажется, что его взгляд на мир довольно циничен.

## Интересные факты

* Его имя означает «три» (三/ми), «солнце, день» (日/ка) и «луна» (月/зуки). Всё вместе может означать «Полумесяц»
* Во время разговора он частенько ругается
Mystic

**Mystic**

Prime Requisite: WIS, DEX, CON, CHA

Requirements: WIS 9, DEX 9, CON 9, CHA 9

Hit Die: d6

Maximum Level: 14

*excerpt from* Adventurer, Conqueror, King System Player's Companion, *page 30:*

"Mystics are members of ascetic brotherhoods focused on perfecting the powers of the human body and spirit. Through rigorous self-discipline and strict training, mystics attain physical and mental prowess that seems almost magical."
Garth's Gallant Guardians

**Garth's Gallant Guardians** - Arcane 3

**Range:** 10'

**Duration:** 6 Rounds

This spell accelerates the attacks of the targets, allowing them to make twice the normal 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. This spell targets one creature, plus up to an additional two for every five caster levels beyond 1st.

*Garth the savant-sage researched this spell as part of his scholarship at the school of magic in Glantri City.*
Whisperwind

**Whisperwind -** Arcane 2

**Range:** Special

**Duration:** 1 turn

When this spell is cast, the spellcaster chooses one creature within 5 miles and is able to whisper directly into their ear, with their words carried upon the wind. The target creature is able to respond to the caster in the same manner. This spell takes 1 turn to cast, and both the caster and the target must be outdoors; if either the caster or the target moves inside an enclosed area, the spell immediately ends. At the Judge's discretion, prevailing wind conditions may alter the range of the spell.

*This spell was bestowed to Enlil upon reaching the 2nd Circle of the Glantri Air Elementalist secret society. It required a minor experimental breakthrough in its creation.*
Barbarian

**Barbarian**

Prime Requisite: STR, CON

Requirements: STR 9, CON 9

Hit Die: d8

Maximum Level: 14

*excerpt from* Adventurer, Conqueror, King System Player's Companion, *page 12:*

"Barbarians are tough, hardy warriors from cultures outside of the civilized world. Some barbarians live on the edge of true savagery, while others hail from rich cultures with epic poetry and weapons of steel, but all share an outlander’s mix of contempt and awe for the grand tapestry of civilization."
Garth's Graceful Gargantuan

**Garth's Graceful Gargantuan** - Arcane 6

**Range:** Touch

**Duration:** 12 hours

This spell allows the caster to turn one living target into the form of a Giant Roc. The target takes on the physical form, abilities, and attacks of a Giant Roc, but retains its own mental abilities and hit points. Unwilling targets that successfully make a saving throw versus Spells are not affected. Incorporeal or gaseous creatures are immune to this spell.
Air the Pores

**Air the Pores -** Arcane 1

**Range:** 60'

**Duration:** 1 round

This spell causes the target living corporeal creature to immediately take on the form of a translucent cloud of gas. Anything the subject was carrying or wearing immediately falls to the floor. While in gaseous form, a creature cannot attack, but it can move at 30' per round and can flow below doors and other small spaces that are not sealed airtight. A gaseous creature has an AC of 11 and is immune to non-magical weapons. An unwilling target of this spell may make a saving throw versus Spells to resist the effect. This spell can only be cast outdoors or in a ventilated room.

*Proprietary spell available to 1st Circle members of the Glantri Air Elementalist Secret Society.*
Darth's Disorienting Dream

**Darth's Disorienting Dream** - Arcane 1

**Range:**120'

**Duration:**6 rounds

This spell puts up to 1d4 chosen living creatures within a 30' radius circle around the target point to sleep for the duration of the spell or until woken; Creatures with the fewest HD are affected first. Intelligent creatures may resist the effect with a saving throw versus Spells, but unintelligent creatures receive no saving throw. If the spell is cast against a single intelligent target, the target makes his or her save at -2.

Additionally, all intelligent targets are confused for the duration of the spell, whether sleeping or awake. This affect is independent of the saving throw made vs the sleep effect.

Sleeping creatures are helpless for the remainder of the current combat round. A helpless creature gains no benefit to its AC from its DEX or shield (if any). A helpless creature can be ambushed or backstabbed by creatures capable of doing so. All attack throws against helpless creatures gain a +2 bonus, or a +4 bonus if the attacker ambushes or backstabs the helpless creature. Melee attack throws against helpless creatures automatically hit if the attacker is of the same or larger size category than the helpless creature. If the attacker is adjacent to the helpless creature, not engaged by another creature, and his attack is capable of damaging the helpless creature, then the helpless creature may be automatically slain as a full round action. The attacker may not cleave thereafter, however. Otherwise, the helpless creature may be dealt the attack’s ordinary damage. Slapping or wounding awakens an affected creature, but normal noise does not. The spell does not affect creatures that are already unconscious.

*Upon being hired by Aesri of the Firestarters the Aranea Weaver Darth researched a sleep spell suited to the upcoming attack on the manor of the local fire giant 'king'*
Bard

**Bard**

Prime Requisite: DEX, CHA

Requirements: DEX 9, CHA 9

Hit Die: d6

Maximum Level: 14

*excerpt from* Adventurer, Conqueror, King System, *page 26:*

"Successful adventurers live forever in the sagas and songs about their deeds. Remembering and recounting these sagas is the profession of bards. Most bards are content to recite the deeds of others, but some bold few participate in the dangers themselves
and become inspiring heroes in their own right."
Dogs

*"That is why we bring **dogs**."*

The famous dog breeder Thund has various special breeds not normally found on the market. Each week he has a few extra dogs available who were part of a litter worth training or who were ordered by a customer that did not complete purchase.

Thund will take orders for dogs to be trained, which will be completed in about 2 months, with a +10% cost, and requiring 1/4 cash up front. Thund will not negotiate on prices and will dismissively suggest a customer purchase from a lesser breeder if they try to barter.

All his dogs know "heel", "come", "sic", and "stay" as base commands, all dogs with Tracking know "find", and all dogs with a special ability know the command to use it.
He also keeps leather dog armor and spiked collars for war dogs on sale for 30 gold.

Thund has also heard of other special breeds sold by peers in other areas, such as a dog able to climb many sorts of walls and trees, a dog trained for fighting aboard ships, and so on.

**Hunting Dogs** (use hunting dog base statblock)

**War Dogs** (use war dog base statblock)
Paladin

**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 34:*

"Paladins are champions of Law who crusade unceasingly against those who seek to extinguish the light of civilization. Wherever
the forces of Chaos marshal to threaten man, paladins can be found, battling back the darkness with courage and steel."
Slave Lords

The Slave Lords is the name of a particularly powerful criminal syndicate that rose to power amidst the chaos of the collapse of the Mithran Crusader states. Its primary enterprise is, naturally, the capture and sale of slaves, but its members also are involved in spying, assassinations, large-scale piracy, and various other criminal activities. The inner leadership of the Slave Lords, a group known as The Nine, make their headquarters in the Aerie of the Slave Lords in the former Crusader states. They have significant influence in the city of Lowport and move a large number of slaves through there.

The group's livery is black with a gold eagle.

The Imperial Trade Guild along with representatives of the cities of Olantea and Nea Nisea approached the Firestarters company in 1618 to undertake various operations against the Slave Lords, hoping to see the syndicate destroyed. These operations resulted in the destruction of two Slave Lords outposts: a temple north of Lowport that had been the local headquarters for slave trading, and a considerable outpost for moving slaves through the interior known as the Slavers' Stockade.

Category: Slave Lords
Enlil's Exhaustive Extra Effort

**Enlil's Exhaustive Extra Effort -** Arcane 0

**Range:** 30'

**Duration:** 1 round

Target non-exhausted ally within 30' may make two attacks on his next turn. If the target does so, he is exhausted for 24 hours afterwards (cannot run or charge). This spell cannot be cast on the caster's own person, even from an item.

*Enlil the air elementalist created this cantrip to ensure even the lowliest of his apprentices could be useful while on expedition.*
Dromornis

The Dromornis, commonly called a "Doom Duck" (死亡鴨) is a delicious but deadly flightless duck indigenous to Zhistraya. Hunting these stupid and easily agitated beasts is an extremely dangerous task only undertaken by the most experienced or reckless of warriors. Serving a whole roasted Dromornis at weddings is an important status symbol for Zhistrayan nobility and one that all but the wealthiest peasants are unable or unwilling to pay for.

Name: Dromornis Duck (Doom Duck)

Location: Zhistraya

% In Lair: 20

Dungeon Enc: Brood (1d4) / Nest (1d8)

Wilderness Enc: Flock (1d8) / Nest (1d8)

Alignment: Neutral

Movement: 150' (50') on land, 90' (30') swimming.

Armor Class: 2

Hit Dice: 5

Attacks: 3 (2 feet, bite)

Damage: 1d4/1d4/1d10+1

Save: F2

Morale: 0

Treasure Type: None

Resources: Duck Meat, 500lbs

XP: 200
Nobiran Champion

**Nobiran Champion**

Prime Requisite: STR, CHA

Requirements: 11 in all scores

Hit Die: d8

Maximum Level: 14

*excerpt from* Adventurer, Conqueror, King System Heroic Fantasy Handbook, *page 42:*

"Civilization is ever under threat – barbarians, beastmen, the very forces of Chaos itself ever assail the realms of man. Against these threats, the Nobiran champion stands firm and everwatchful, shield high and sword in hand. Descended from the very heroes who first carved the realm from the wilderness, Nobiran champions are sometimes found among the old nobility, but most are lonely wanderers who protect realms that have forgotten their kings of old."
Jolteon Vampire

**Jolteon Vampire** (*ヨルテオンヴァンパイア, Yoruteon'vu~anpaia)* es un personaje de AgarZ. Es un miembro de la Orden Sin Cuartel y al parecer suele ser muy protector, esto se muestra cuando se entera de la supuesta muerte de Griskk.

## Apariencia

Jolteon es un joven de cabello rubio un tanto largo, pero no demasiado. Tiene unos ojos violetas y una piel común. Es de estatura regular y un cuerpo común.

Lleva una campera o chaqueta amarilla con varios bolsillos y tiras. La capucha de su chaqueta o campera tiene dos orejas amarillas un tanto puntiagudas. También alrededor del cuello de la misma tiene una especie de "pompones" rodeando toda la zona y son de color blanco. Bajo la chaqueta o campera, tiene una camiseta violeta. Llegando más abajo, tiene pantalones de color blanco que llegan hasta un poco más arriba del tobillo y tiene medias violetas. Encima de estas medias, tiene zapatillas blancas con adornos amarillos.

## Personalidad

Jolteon es un chico un tanto misterioso como tranquilo. Sus poderes varían según su estado de ánimo, ya sea ira o felicidad. Es el hermano mayor de 5 hermanos. Él es muy protector con sus amigos y sobre todo considera un primo a su amigo **Matsu Dragzuki**.
Lupin

Lupins are a race of canine-like humanoids that are incredibly variable and stratified in their societies as breeds in three broad categories, or Breed Orders.

**Brawlers**

The largest type of breed is called the Brawler Breed. Combatants are fighters and barbarians and the like and Brawlers are many times the fighting clerics in Lupin society.

**Hunters**

The average size and most commonly found breed is called the Hunter breed, usually found in classes like explorers, freebooters and others that specialize in tracking.

**Terrier**

The smallest breed order of Lupins are called the Terrier breed and are typically found as thieves and similar stealth-oriented classes. The terrier breed is also where most of the Lupins draw their arcane spellcasters.

Despite the breed variability, there is no particular type of breed that is always dominant in a confederacy, the lupin term for their social orders. However, the most common leaders of Confederacies are divine and arcane casters from the Brawler and Terrier breed orders. Rather than have very large empires, Lupins are split up in confederacies led by Packlords that meet up to handle Lupin business. When needed however, Lupin confederacies join up to present what they call a United Front against especially perilous danger.

**The Mithran United Front and the Great Coursing**

The Mithran United Front formed in Sind to deal with a particularly menacing Assassin counter-culture called The Venom Lords. The success of the Mithran United Front against this Assassin counter-culture led to the worship of Mithras being widely adopted in Sind. Sind rulers were suspicious that the United Front would not disband after the defeat of the Venom Lords and would prove to be a threat to social stability in the region. The Cleric leaders of the Mithran United Front agreed to leave the region of Sind if the rulers of Sind could help them find a Mithran society to join. The Sind rulers learned of Franco Scarramucci and his friends and suggested that they join with Franco Scarramucci.
Stormshield

**Stormshield -** Arcane 3

**Range:** self

**Duration:** 1 turn/level

This spell guards the caster with a protective wind that repels missile attacks and flames.

The caster is completely protected from small sized, non-magical missile attacks, which are knocked aside by gusts as they approach. Magic arrows, hurled boulders, ballista bolts, or other such projectiles are not blocked, but any number of normal arrows, sling bullets, crossbow bolts, thrown daggers, and the like are fended off. Missiles projected by magic bows count as magical missiles for the purposes of this spell.

The caster is also temporarily immune to fire and heat, the wind battering at flames and whirling away heat. Minor heat or fire (such as exposure to normal flames) is ignored by the caster. Against more significant heat or fire (such as a fireball), the caster gains a bonus of +2 on saving throws, and all damage from such attacks is reduced by -1 point per die of damage rolled. Any fire attacks still inflict at least 1 point of damage per die rolled, however.

*Proprietary spell available to 1st Circle members of the Glantri Air Elementalist Secret Society. The spell provides a dual defense against both archers (particularly appreciated by regularly aloft air mages) and their fire mage archenemies.*
Principality of Blackhill

**Ruler:** Prince Volospin Aendyr, Count of Silverston, Chancellor of the Princes

**Voting Power:** 22 in the Council, 46 in Parliament

**Vassals:** Lord Enlil Zuma, Baron of Adlerturm; Lady Arbana Jerbat, Viscountess of Redstone; Lord Emeth Urbaal, Margrave of Satolas; Lady Margaret of Hillsbury, Duchess of Fenswick

**Notes:** The rulers of Blackhill are unabashedly Zaharan, as are most of their vassals. The commonfolk tend to be Cimrian in extraction, and are quite loyal to their prince. Prince Aendyr himself is as haughty, imperious, and capricious as one would expect, but to-date has avoided the overt displays of cruelty so commonly seen with Zaharans. Recent event have seen House Silverston's power in Parliament increase by a wide margin; Lord Emeth Urbaal achieved promotion to the Margravate of Satolas, and the new Baron of Adlerturm, Lord Enlil Zuma, declared Prince Aendyr as his liege upon elevation to the nobility.
Dwarven Delver

**Dwarven Delver**

Prime Requisite: DEX

Requirements: DEX 9, CON 9

Hit Dice: d6

Maximum Level: 11

*excerpt from* Adventurer, Conqueror, King System Player's Companion, *page 14:*

"Beyond the confined vaults where the dwarves live and work run labyrinthine caverns and winding tunnels stretching hundreds and perhaps thousands of miles under the earth. Even the most exhaustive of dwarven maps has charted only a fraction of these tunnels, and most have never been trod by dwarven boots. The dwarven delver is one of the brave few dwarves that explore and map these sepulchral lands, so far from the warm forges of home. Confronted by the perils of cave-ins, beastmen, and dark threats unknown to the light of day, few delvers survive their first expedition. This only adds to the renown of those who do, attracting a new generation of foolhardy young dwarves to the perils of the darkness below."
Imperial Trade Guild

The Imperial Trade Guild is a major power within the Tyrian Empire.  All trading ventures doing business within the empire are required to possess a guild charter; additionally, they must have the guild's permission to trade in each good and in each imperial port they wish to trade it in. The trade guild is astonishingly corrupt and nepotistic, but it has always been that way, and it seems to work.

By law and tradition the trade guild stays totally independent in internecine imperial conflicts, but that only means that support within the guild is quietly provided by factions within it.  As one example, the trade guild along with the senate partially bankrolled Prince Darius and his legions during the civil war of 1322. The guild's seeming neutrality allows normal functions of trade and bureaucracy to continue within the empire even during periods of unrest.

The trade guild and the church are always tangled in a mess wherever their interests coincide. This was seen especially in cities that the trade guild ran for the Mithrans in the Crusader States, such as Lowport. The trade guild has not only taken care of the management of settlements for others though: Port Thunder is effectively under the control of the trade guild's syndic.

The trade guild has bankrolled various expeditions to encourage long-term trade and to promote imperial policy. One such venture in 1322 was the founding of Port Wang on the Isle of Dread as a trading post between the empire and Zhistraya, for which they provided a loan of 60,000 gold pieces to the Legion of Doom. Throughout 1618-1619, the trade guild and the cities of Olantea and Nea Nisia paid out generous bounties ranging from 25,000 to 50,000 gold pieces to the Firestarters for several successful actions against the Slave Lords in an effort to stamp out the recent re-arrival of slavery and other major criminal activity within the empire's periphery.
Aerie of the Slave Lords

**December 1619 Update:** The Aerie was totally consumed by an eruption of the volcano it stood on.

The Aerie of the Slave Lords is the seat of power of The Nine, the leaders of the Slave Lords major criminal syndicate. This well-fortified stronghold is set atop an extinguished volcano to the north of the former Crusader States. The main part of the Aerie is built on an island in the middle of a large lake that fills the volcano's caldera.

The island is reasonably large and contains the Class IV walled city Suderham, the small fort Drachen Keep, and a large collection of hovels known as Scum Slum between Suderham and the island's docks, along with areas of woods and vineyards.

A large number of fishing boats and transport barges are out on the lake or moored at either set of docks at any given moment, along with a single large galley (50 marines, 20 sailors, 180 rowers, light cannon on each end).

   The only path up the volcano's slope is guarded by a large layered gatehouse at the base of the volcano, blocking access to a narrow defile up the slope which then leads to a single unfortified pier at the rim of the caldera. The gatehouse is located at the end of a steep draw, and isn't observable from the countryside at the foot of the volcano. A company of well-armored arbalesters is stationed within the structure. A clearing is available partially up the slope for the guard troops of merchant caravans to pitch their tents, allowing them shelter but ensuring they can be easily kept under observation by the gatehouse troops.

A set of secret tunnels between the island and the base of the volcano provide a second means of access to the outside, though these are guarded by troops. The tunnel entrance on the island side is in a small copse of trees and bushes with a cellar-door type portal in the ground, hidden from casual view. The tunnel entrance at the base of the volcano is about 1/2 mile west of the opening to the gatehouse draw, and appears to be nothing more than a small, unassuming hole in the ground.
Kal'frean

**Status** | * Alive

The Kal'frean, otherwise more commonly known as the Warbringers, are an advanced ancient interstellar race whose existence became known in the times of the First Edenite Empire. They are known for their ruthlessness and cruelty in their conquests.

Alongside Humans, they are one of the few naturally-developed sentient races in the Milky Way galaxy. However, Kal'Frean civilizations are older than Human civilization by numerous millennia, and had already been spacefaring before being noticed by the Ascended.

## History

In ancient times, they were brought to their faith in Sho'vui by the ancient Edenites. It is also from the Edenites that they gained much of their technological knowledge. They were known to have fought along-side the First Edenite Empire against unbelievers.

When the majority of the Edenites began to turn away from their faith in Sho'vui, they were called upon by the sun god to destroy the First Edenite Empire and leave Eden in a state of ruin.

In the 2100's, they began a conquest of the galaxy for unknown reasons, leaving countless worlds and races in ruins. Among these races were the Buk'karians and Kadonians.

During the late 2100's they encountered the United Earth Republic assisting the Buk'karians and began an attack on them as well initiating the Invasion of Buk'kar. However, they were unprepared for how well humanity had advanced over centuries without their knowledge and eventually the UER, with the help of Kar'tan and Pyygar D'ran, fought their way to Frea and destroyed the Warbringers' interstellar superweapon capable of leaving entire planets void of life.

In 2252, they revealed themselves again from an unknown part of the galaxy during the Great Galactic War, once again serving their old god Sho'vui and leading and assisting groups of Seperatists against the Galactic Alliance forces. With the help of Titus, they launched a surprise attack on the Buk'karian moon and devastated the space fleet of the alliance. They were, however, forced to retreat but the threat was clear. The Warbringers were back and had redeveloped their civilization.

In 2256, they launched an attack on Eden much to the effect of Buk'kar and devastated cities and killed millions on the surface, but not conquering it.

In 2300 with the final death of Sho'vui, the Kal'freans were finally release from his wrath and for the first time in millenia no longer considered themselves as part of Sho'vui's Dominion. Thus, the Kal'freans decided to form their own empire and absorbed much of the former non-alliance territory that Sho'vui had conquered. The Kal'frean Empire, still dominated by militant and authoritarian views, now engages in various disputes and disagreements with members of the Galactic Alliance.
Fascinate

**Fascinate -** Arcane 2

**Range:** 90'

**Duration:** Special

By means of this spell the caster attempts to captivate the subject creature’s attention and gain
its love, friendship, and/or obedience. The spell creates an illusion around the spellcaster so that he becomes, in the eyes of the subject, a trusted and/or desired companion. Unless a saving throw vs. spell is successful, the subject will follow the caster wherever he goes, if possible without undue risk to life and safety. Creatures of animal intelligence can be affected, but non-intelligent creatures are not subject to a fascinate spell.

If the caster is able to converse with the fascinated creature, the subject will obey requests from the spellcaster as long as a roll of 3d6 per request does not exceed the Charisma of the caster.

Requests that are obviously against the better interests of the creature add +1 to the dice roll, and the more hazardous and unreasonable of these requests will add from +2 to +6. The spell is shattered whenever the fascination check is failed, and the subject will likely be filled with rage and hate.

Creatures of normal sort with animal Intelligence will remain fascinated for only a short time (1-4 days), but if the caster has been careful to treat the subject well, attend to its needs, and feed it, there is a 2% chance per point of Charisma that the subject will willingly befriend and follow him. Otherwise, the creature will attack (if it was not cared for) or leave (if it was cared for) when the spell wears off.
Principality of Aalban

**Ruler:** Prince Jaggar von Drachenfels, Count of Ritterburg, Viceroy of Nordling

**Voting Power:** 17 in the Council, 34 in Parliament

**Vassals:** Lord Franz Lowenroth, Viscount of Castlebianco; Lord Rolf von Graustein, Viscount of Blofeld; Lady Mariana Terlagand, Marchioness of Berrym

**Notes:** Both ruled and peopled by Cimrians, Aalban is an orderly and well-run province. Their prince, Jaggar, has little interest in metaphysics and appears to only be interested in magic insofar as it can help him on the battlefield, for his first loves are militarism and warfare. Despite this, he is a powerful mage and always uses his spells in a tactically-sound manner. Prince Jaggar's position in Parliament was recently strengthened slightly, when at the last awards festival his vassal Lord Lowenroth advanced from Baron to Viscount rank.
Witch

**Witch**

Prime Requisites: WIS, CHA

Requirements: WIS 9, CHA 9

Hit Die: d4

Maximum Level: 14

*excerpt from* Adventurer, Conqueror, King System Player's Companion, *page 49:*

"The ignorant will often refer to any female spellcaster as a witch. Actual witches, however, are practitioners of a distinct craft of magic. Like priestesses and shamans, witches invoke divine magic, but they do not organize into communities of faith nor do they dedicate themselves to the service of their gods or goddesses. Rather, the relationship of a witch to her divine patron is that of student to teacher, rooted in ancient pacts and secretive traditions. The witch seeks to gain personal knowledge and strength by accepting the guidance and patronage of ancient powers. This quest for knowledge and power often drives witches to become adventurers."

Spell List:
as in the Player's Companion, except the spells Cause Fear, Bane, and Cause Disease are reversible. Antiquarian witches add Cure Blindness to their class spell list.
Enlil's Ephemeral Evaporation

**Enlil's Ephemeral Evaporation -** Arcane 1

**Range:** 60'

**Duration:** 1 round

This spell causes the target living or undead corporeal creature to immediately take on the form of a translucent cloud of gas. Anything the subject was carrying or wearing immediately falls to the floor. While in gaseous form, a creature cannot attack, but it can move at 30' per round and can flow below doors and other small spaces that are not sealed airtight. A gaseous creature has an AC of 11 and is immune to non-magical weapons. An unwilling target of this spell may make a saving throw versus Spells to resist the effect.

*Enlil Zuma researched this spell using experimental methods, to bestow to the Glantri Air Elementalist Secret Society as an upgrade to its proprietary spell Air the Pores. This spell is also restricted to the society, available to its 2nd Circle members.*
Tyrus

Tyrus is the capital city of the Tyrian Empire, a massive urban center (Class I settlement). The city is situated in an area of grassland plains, on an archipelago in the sea's center. Its location makes it an ideal trading hub, which it has leveraged to create vast wealth. Its vast size means that it and the city of Ceannos together drive the region's prices of goods, and have important impact on day to day life: silk from the two cities can be found relatively cheaply in most markets, the massive fishing fleets of Tyrus ensure the empire is fed, wine and spirits remain an expensive drink of the rich while the poor drink beer, and so on. The presence of two such major cities in close proximity largely balancing each other, and heavily influencing prices in smaller markets, means that opportunities for arbitrage among the region's markets are limited.

Tyrus has trade routes with the following cities: Ceannos, Cimria, Olantea, and Velosia. Additionally, there is a regular flow of rare books from Lunaceum, acting as a special single-commodity trade route.

**Unusually common wildlife:**

Mantari, Hyena, Roc, Elephant, Giant Poisonous Snake, Wolf/Wild Dog, Giant Centipede, Dakon, Elephant, Giant Crocodile, Dolphin

Rocs are still very rare, but known to be present. Some are known to roost on uncharted island dotted in the lonely parts of the sea. They are spotted occasionally, and sightings are taken as an omen, with the meaning varying based on color and pattern.
Four Sheets of the Wind

**Four Sheets of the Wind -** Arcane 2

**Range:** self

**Duration:** Special

This spell creates several magical breezes that gently wisp about the caster's hair. A total of 1d4 breezes are created. Enemies attempting to attack or cast spells upon the caster will cause one layer of breeze to rush forth as a momentarily powerful gusting sheet of wind to intercept the blow or energies. Any attack against the caster expends a breeze, whether the attack throw is successful or not; likewise, attack spells cast directly upon the caster will expend a breeze, with no saving throw allowed. Area-effect spells require more force to stop than a narrow burst of air can muster, and will not trigger the spell; for instance, if the caster is subjected to a fireball, he will take normal damage.

The spell is not a permanent effect, but is instead an effect that is indefinitely sustained by the caster without need for concentration. It counts toward the caster's limit of sustained spells.

Any existing breezes on the caster will blow away if the caster casts this spell again, if the caster comes under the effect of a **Mirror Image** spell, or if the caster makes any attack with a weapon.

*Proprietary spell available to 1st Circle members of the Glantri Air Elementalist Secret Society.*
Elven Ranger

**Elven Ranger**

Prime Requisites: STR, DEX

Requirements: STR 9, INT 9, DEX 9

Hit Die: d6

Maximum Level: 13

*excerpt from* Adventurer, Conqueror, King System Player's Companion, *page 26:*

"Elven rangers are sharp-eyed archers with a light tread and a deep connection to nature. Expert at archery and woodcraft, rangers are often compared to the human class of explorers that ranges past settled borders and opens up new settlements. Unlike human explorers, however, elven rangers focus on
patrolling and protecting the existing expanses of elven land. Such is their reputation that few dare trespass the...forests, so elven rangers sometimes become adventurers out of
wanderlust or boredom. Others might seek to carry their war to the heart of the enemy, might be exiled from their homeland, or perhaps are hunting a trespasser against the fastness."
Swiftmine

**Swiftmine -** Divine 3

**Range:** Touch

**Duration:** Concentration

This spell slowly bores a precise 10'x10'x10' cube into a contiguous section of stone, but not through other materials such as wood, soil, or metal. On casting the spell, the spellcaster studies the stone face and strikes a precise point where the stone shows weakness, requiring a successful attack throw against an Armor Class of 0. If the attack throw misses, the spell fails. The spellcaster then begins creating hairline fissures throughout the stone's volume from that point, dealing 13 points of structural damage every 10 rounds that they maintain concentration.

Once the stone's structural hit points have been reduced to 0, the entire volume quietly crumbles away into a shower of dust. A section of typical solid stone contains 75 structural hit points for the entire cube (0.075 shp per cubic foot), thus requiring the spellcaster to maintain 1 turn of concentration to destroy the entire volume. If the spell is interrupted before the stone is fully destroyed, the stone will still be weakened and more easily destroyed by other forms of attack or mining.

The spellcaster can, at the time of casting the spell, selectively destroy only a portion of the cube's area. One or more 5'x5'x5' sections within the cube can remain undestroyed freely; for more finely detailed work a Craft (stone) proficiency check must be made. A check of 12+ will allow the spellcaster to freely leave behind a roughly hewn shape (1'x1'x1' sections), while higher results will allow for finely detailed masonry work (Judge's discretion). A failed check results in each 5'x5'x5 section remaining totally solid or void, per whichever was the greater volume desired for that section by the spellcaster.

The spell does not tell the spellcaster what is on the other side of the stone, what the stone supports (if anything), or how deep the cube will be when finished. If the cube of stone acted as a foundation for other structures, such as the base of a pillar, those structures may collapse into the resulting void (Judge's discretion). Cavern walls such as typically found in a dungeon are unlikely to have a collapse from such a small section being removed.

*A spell of the dwarven craftpriest tradition used for quickly mining out underground strongholds, and less frequently for clearing rubble from cave-ins.*