Final Fantasy 1
Final Fantasy 1
Table of C ontents
Introduction.................................... 1 Undine......................................... 26
Requires the use of the Dungeons & Dragons Third Edition Core
Books, published by Wizards of the Coast, Inc.
A F i n a l Fa n ta s y » 1 : Wh at Yo u N e e d To K n ow » I n t r o d u c t i o n
They left behind them their servants, the Aeons, more commonly known
as the Seven. In the thousand years since the Long War ended, the
Seven and the races of the world – humans, halflings, dwarves, elves,
orcs, gnomes and the strange creatures called penpens, to name just a
few – have rebuilt a peaceful civilization.
But all is not well. In the last thirty years, a new power has arisen – the
Empire, a vast engine of war that commands technological and arcane
powers that challenge those of the Seven themselves. With an army
staffed by the Goblins, a new race created to be soldiers, the Empire
seems prepared to wipe out the peace the Seven have created and
conquer the entire world.
The Game
“A Final Fantasy” is a campaign setting for
Dungeons and Dragons 3.5, published by
Wizards of the Coast, which draws inspiration
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A F i n a l Fa n ta s y » 1 : Wh at Yo u N e e d To K n ow » C r e at i n g C h a r a c t e r s
Creating Characters
Players whose gamemaster wants to
follow the campaign guidelines set
forward in the Gamemaster’s Instruction
Manual should consider the following
suggestions when creating characters:
Please also note the house rules below before the game begins.
House Rules
The rules used in “A Final Fantasy” differ from standard d20 game rules
in the following ways:
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A F i n a l Fa n ta s y » 1 : Wh at Yo u N e e d To K n ow » H o u s e R u l e s
• Character death does not occur at -10 hit points in this campaign set-
ting. Instead, characters die at -20 hit points. (Please note, however,
that the Diehard feat still only applies while a character is above -9
hit points; afterwards, they are rendered unconscious).
• The Halfling language has been divided into two different languages
— Thallesian and Kakkarian. See Chapter 7: Languages for more
details.
• This campaign uses the optional Spell Points system for magic and
spellcasting. This system is considered open content under the Open
Gaming License. It is described in Unearthed Arcana (a Wizards of
the Coast sourcebook) and, as of this writing, can also be accessed
online at the following locations: [1] [2].
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A F i n a l Fa n ta s y » 2 : R a c e s » D wa rv e s
2: R aces
Presented here are the common races of the world. All racial traits and
statistics are the same as presented in the Player’s Handbook, unless
where otherwise stated or contradicted.
Dwarves
These clever, neurotic subterranean dwellers are some of the most im-
pressive craftsmen and magicians in the world. Unfortunately, they might
also be the world’s most depressed race.
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A F i n a l Fa n ta s y » 2 : R a c e s » D wa rv e s
the dwarves.”
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A F i n a l Fa n ta s y » 2 : R a c e s » E lv e s
Elves
This strange, mercurial race lives freely in their home woodlands, doing
as they like with very little sense of obligation or motivation.
Personality: Elves value freedom above all else. That point aside,
they’re too laid back to care about anything else. Elves as a species are
almost completely without focus. Cheerful hedonists to the core, many
spend their long lives in their home villages, following whatever whim
happens to strike them. They tend to reject technology and most forms
of magic, living as simply as possible,
content to watch the world at large go by.
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A F i n a l Fa n ta s y » 2 : R a c e s » E lv e s
effect. That having been said, elves are generally too mellow to hate
others (except Sylphus), or to care about the opinions of outsiders; and
certain humans and halflings have learned to enjoy the elves’ permissive
culture and unique outlook on existence.
Adventurers: There’s no telling what will drive an elf to walk the world.
Some just leave their home forests out of boredom, seeking thrills or
new amusements. Others might be seeking the great
truths behind existence. Whatever their motivation, it’s
rare that an elf will find a sufficiently compelling reason
to keep focused on a particular quest… rare, but not
impossible.
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A F i n a l Fa n ta s y » 2 : R a c e s » G n o m e s
Gnomes
These technologically advanced craftsmen
and workers have recently taken a disturbing
turn towards xenophobia, hatred and
totalitarianism.
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A F i n a l Fa n ta s y » 2 : R a c e s » G n o m e s
Lands: Gnomes hail from the city of Davros, nearby the Sunken Conti-
nent. They have no other territories… yet.
Adventurers: Gnomes who wander away from Davros fall into two
categories – rebels and spies for the Kaiser regime. Rebels might be
driven by the hope of returning home, someday, and driving Kaiser out
of power. Spies might claim to be rebels as a cover while gathering infor-
mation about the other races for Kaiser.
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A F i n a l Fa n ta s y » 2 : R a c e s » H a l f - E lv e s
cal bent of the Kaiser regime, public use of these abilities is heavily
punished. The Davrosian police often use this ability to hunt down
illegal arcane practitioners.
Half-Elves
Half-elves tend to be more focused than their elf parents, deriving more
of a sense of purpose and motivation from their human sides. Some
half-elves are known to become stodgy and conservative in order to dis-
tance themselves from the elves, whose free-wheeling culture they view
with deep embarrassment and contempt. Other half-elves embrace the
ways of the elves, joining the endless revelry of their long-lived relatives.
Still others choose to strike out on their own path, neither defining them-
selves by nor forgetting about their heritage.
Halflings
There are three different types of halflings in
the world – the Kakkarian halflings of the Great
Desert, the Thallesian halflings, who live near
the Sunken Continent, and the spritelings, who
originally are from the Upper Land, but have
recently been spread out across the world by a
natural calamity.
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A F i n a l Fa n ta s y » 2 : R a c e s » Th a l l e s i a n H a l f l i n g s
Thallesian Halflings
The solid merchants and sailors of the city of
Thalla are well-known throughout the world.
Lands: Thallesian halflings come from the city of Thalla. However, they
can be found all over the world.
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A F i n a l Fa n ta s y » 2 : R a c e s » K a k k a r i a n H a l f l i n g s
Kakkarian Halflings
These desert nomads combine a fierce warrior spirit
with a sense of charity and generosity.
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A F i n a l Fa n ta s y » 2 : R a c e s » K a k k a r i a n H a l f l i n g s
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A F i n a l Fa n ta s y » 2 : R a c e s » S p r i t e l i n g s
Spritelings
This magical race, small even by
halfling standards, have been spread
across the world by a natural disaster.
Relations: Spritelings get along best with races of similar height – the
other halfling races and the dwarves, for instance. They tend to be wary
around medium-sized creatures, including humans, elves and penpens,
though they can be talked out of it with time and patience. If a spriteling
sees a gnome, he runs for it – preferably while invisible.
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A F i n a l Fa n ta s y » 2 : R a c e s » S p r i t e l i n g s
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A F i n a l Fa n ta s y » 2 : R a c e s » H u m a n s
Humans
Humans are humans. What more do you
want?
The Oni Kingdom was founded shortly after the Great War by Emperor
Shizi I, a half-orc who collected a great number of his people together on
the large island on the east of the Pandorian continent. The result was
the oldest monarchy in the world, which still exists today amid a culture
that emphasizes honor, tradition, and communal obligations.
Personality: The orcs and half-orcs of the Oni Kingdom tend to strike
other races as reserved and inexpressive to the point of being almost
mechanical. This impression is further emphasized by the Kingdom’s rig-
idly observed rules of behavior and etiquette. It thus comes as a shock
to those individuals who develop this opinion to see Oni warriors in the
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A F i n a l Fa n ta s y » 2 : R a c e s » O r c s a n d H a l f - O r c s
heat of battle; here, the aggression that is a part of the orc heritage, oth-
erwise checked, is unleashed with terrifying results.
Relations: The orcs and half-orcs of the Oni Kingdom are unfailingly
polite when dealing with other races. It can be extremely difficult for
outsiders to get past this façade. The Kingdom maintains cordial rela-
tions with all of the other world powers; if they have any suspicion of the
Empire whatsoever, they keep it well hidden. Their best relations may be
with the human settlement of Tascina, a city-republic founded with the
permission of the Oni Emperor a hundred years ago. The city is a major
trading point, and one of the few locations where the Oni come into con-
tact with other cultures and races.
Alignment: The Oni Kingdom orcs and half-orcs have a strong tendency
towards law.
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A F i n a l Fa n ta s y » 2 : R a c e s » P e n p e n s
• Weapon Familiarity: Orcs and half-orcs from the Oni Kingdom may
treat the katana and the bastard sword as martial weapons, rather
than as exotic weapons.
Penpens
Also called “gwyniads,” these odd creatures are the loyal guardians of
Sylphus and the Ice Country.
Relations: Penpens get along fine with most races, being a tolerant,
well-meaning species. They find the hatred of the gnomes hard to under-
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A F i n a l Fa n ta s y » 2 : R a c e s » P e n p e n s
stand. Though they rarely express this emotion, penpens as a whole are
extremely hostile to the Empire.
Alignment: Penpens are usually neutral good. They are almost never
evil.
Lands: The penpens live in the Ice Country, which contains the Ice
Palace, residence of Sylphus. Their three main cities – Whitehead,
Gywnius and Todo – stand on the otherwise inhospitable north coast
of the country. Since there are very few sailors willing to venture within
this area, the penpens have also established the cosmopolitan trading
center of Archangel on the south coast. These four settlements – plus
the massive fortifications around the Ice Palace – are politically aligned
in a civil republic; this nation is generally referred to as the Gwyniad.
Religion: The penpens as a whole tend to follow Sylphus, with very few
exceptions. The second most favored religious alignment is atheist, in so
far as it is possible to deny the existence of the Seven. Penpens of this
persuasion tend to make a go of it in any case; their arguments tend to
revolve around mirages, naturally-occurring illusion magics, and swamp
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A F i n a l Fa n ta s y » 2 : R a c e s » P e n p e n s
gas.
• Medium size.
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A F i n a l Fa n ta s y » 2 : R a c e s » P e n p e n s
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A F i n a l Fa n ta s y » 3 : Th e S e v e n A e o n s » C t h o n
3: T he S even A eons
The Aeons, also
commonly called Aeon Domains & Favored Weapons
the Seven, are Name Alignment Domains Favored Weapon
magical beings Earth, Knowledge, Magic, Scimitar or
Cthon NG
who were created Mind*, Rune* quarterstaff
as servents and Lumos LN
Sun, War, Glory*,
Lance
Inquisition*, Purification*
companions by the
Chaos, Trickery, Luck,
Archons, the three Luna CN Greed*, Moon*
Dagger
as the Long War. * for specifications for the marked domains, see this.
When the Long War
was over, the two
surviving Archons left the world forever, leaving the Aeons behind to put
the pieces back together. In the thousand years that have passed since
then, the Aeons have helped mortals reconstruct civilization. They are,
in return, worshipped by many as gods, though they lack many of the
attributes and powers commonly accorded to deities in Dungeons and
Dragons.
For all of their powers, the Seven are still physical beings. They can
be killed, be it via physical force or sufficiently powerful magic – two
resources that the Empire, their primary foe, has in spades.
Cthon
Alignment: Neutral Good
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A F i n a l Fa n ta s y » 3 : Th e S e v e n A e o n s » L u m o s
The Aeon of earth is also the patron of scholarship. The most eccen-
tric of the Seven, he officially resides in the underground city of Gaia’s
Navel, where he is often seen wandering the streets of the city, lost in an
absent-minded haze. Cthon appears to be a six-foot-tall dwarf shaped
from stone with glowing blue eyes. He usually dresses in a tattered white
bathrobe, and wears a pair of dwarf-made bifocals that he frequently
loses track of.
From his home in the Earth Palace, Cthon collects the wisdom and
knowledge of generations in his immense library. He is the great patron
of the dwarves, who affectionately call him “Cthaim” (dwarf: “great guy”).
He is also worshipped by the Kakkarian halflings, who do so in a manner
completely different from his dwarf followers. He is on generally good
terms with all other members of the Seven, with the exception of Syl-
phus, who he greatly distrusts, for unknown reasons (though it may have
something to do with their overlap in domains).
Lumos
Alignment: Lawful Neutral
Lumos is the Aeon of light and the sun. He sees it as his purpose in
life to spread his life throughout the world, through whatever means he
considers necessary. A great defender of truth and justice, his follow-
ers are often judges, officials of the law, military
officers, or hunters of the undead. He is the head
of an organization called the Inquisition of Light;
its members roam the world, seeking out and
destroying inequity and transgression wherever
they see fit. Of all the Seven, Lumos is the most
passionate in his hatred for the Empire; this is
somewhat understandable, since the Empire
forced him from his home in the city now known
as Vector. He has since relocated his residence,
the Light Palace, to the city of Mysidia. Undine
and Salamandus often visit him there.
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A F i n a l Fa n ta s y » 3 : Th e S e v e n A e o n s » L u n a
Luna
Alignment: Chaotic Neutral
Salamandus
Alignment: Lawful Good
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A F i n a l Fa n ta s y » 3 : Th e S e v e n A e o n s » S y l p h u s
He is the protector of all life in the world, and gives help to honorable
warriors everywhere. Quiet and polite to a fault, he is well-matched to
the Oni Kingdom, of which he is the official patron; his residence, the
Fire Palace, is located in the city of Damcyan. He is the husband of
Undine, one of the few people able to make him smile. He is also the
patron of the Red Citadel in Mysidia and of red mages.
Sylphus
Alignment: Chaotic Good
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A F i n a l Fa n ta s y » 3 : Th e S e v e n A e o n s » Ti f e r e t h
Tifereth
Alignment: True Neutral
Undine
Alignment: Neutral Good
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A F i n a l Fa n ta s y » 4 : E q u i p m e n t a n d I t e m s » We a p o n s
Weapons
Game statistics for the light repeating crossbow Weapons By Price
and the heavy repeating crossbow can be
found in the core Dungeons and Dragons Weapon Price
rulebooks. Bokken 5 gp
Claw 30 gp
Blood Sword Flamethrower 300 gp
Poisonthrower 300 gp
Sometimes called “Drain,” these +2 longswords Mute arrow 347 gp
are highly esteemed among Imperial Army Flame knuckle 8,302 gp
officers. Three times per day, the wielder can Kazekiri 8,815 gp
choose to use the spell vampiric touch (as Blood sword 24,515 gp
if a 6th-level wizard) while attacking with the Midge hammer 53,312 gp
weapon; if the next melee attack succeeds, the Moogle halberd 74,310 gp
blood sword drains an additional 3d6 points of Dragon claw 97,130 gp
damage from the target and transfers it to the Break blade 153,010 gp
wielder in the form of temporary hit points. See
vampiric touch for more details.
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A F i n a l Fa n ta s y » 4 : E q u i p m e n t a n d I t e m s » We a p o n s
Break Blade
Only two of these rare +3 adamantine battleaxes – artifacts from the
Long War – are known to exist. The first is in the private collection of the
Emperor of the Oni Kingdom. The other was last seen on a merchant
ship that sunk somewhere off the coast of Bolgan three hundred years
ago. In addition to the properties mentioned, any living creature hit by
the break blade must make a Fortitude save (DC 19) or be turned to
stone.
Bokken
Cost: 5 gp; Damage (Small): 1d4; Damage (Medium): 1d6; Critical: 19-
20/x2; Weight: 3 lbs.; Type: Bludgeoning
Claw
Cost: 30 gp; Damage (Small): 1d3; Damage
(Medium): 1d4; Critical: 19-20/x2; Weight: 2 lbs.;
Type: Slashing
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A F i n a l Fa n ta s y » 4 : E q u i p m e n t a n d I t e m s » We a p o n s
Dragon Claw
These powerful magic weapons – rumored to have been forged by
Salamandus himself – appear almost exclusively in the hands of a few
highly esteemed monks in the service of the Aeon of Fire. In addition to
the listed statistics for the claw, the dragon claw has a +4 enhancement
bonus. Three times per day, its wielder can create a cone of fire project-
ing from the claw that extends 60 feet outwards and deals 12d6 points of
fire damage (Reflex save for half, DC 18).
Strong evocation; CL 12th; Create Magic Arms and Armor, cone of cold,
fireball; Price 97,130 gp; Cost 48,400 gp + 3872 XP.
Flame Knuckle
This +1 flaming gauntlet is highly prized among the monks of Fabul.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, fireball; Price
8,302 gp; Cost 4,000 gp + 320 XP.
Flamethrower
Cost: 300 gp; Damage (Small): 2d4; Damage (Medium): 2d6; Critical:
x3; Range Increment: 5 ft.; Weight: 28 lbs.; Type: Special (fire)
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A F i n a l Fa n ta s y » 4 : E q u i p m e n t a n d I t e m s » We a p o n s
cannot hit a target that is further than this distance away. It is extremely
effective against wooden items; when sundering a wooden (or paper)
item or object, a flamethrower does an additional die of damage (+1d4
for Small, +1d6 for Medium). It also ignores the object or item’s hard-
ness.
The weight of the fuel tank is not accounted for in the flamethrower’s
listed weight.
Kazekiri
The name of these +1 katanas roughly
translates to “Tempest Blade” in Common.
These blades are made in a small village near
Doma, and are highly sought after by retainers
of the Oni Kingdom nobility. Three times per day,
the wielder of a kazekiri can use the spell gust
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A F i n a l Fa n ta s y » 4 : E q u i p m e n t a n d I t e m s » We a p o n s
Faint evocation; CL 3rd; Craft Magic Arms and Armor, gust of wind; Price
8,815 gp; Cost 4,240 gp + 339 XP.
Midge Hammer
This +1 merciful warhammer was crafted by a beautiful black mage in
Pandora who was frustrated by the horde of young men attempting to
court her. Anyone attacked with the midge hammer must make a Forti-
tude save (DC 17) or be immediately reduced in size, as if via the spell
reduce person. Unlike reduce person, however, this effect is permenant.
The victim’s former height can be regained via the spells break enchant-
ment, greater dispel magic (targeted dispel, DC 20), polymorph any
object, and (temporarily) via alter self and polymorph.
Moogle Halberd
Anyone hit by this +1 speed halberd must make a Fortitude save
(DC 14) or be immediately moogled as per the spell (see Chapter 7:
Moogles). This effect lasts 7 rounds.
Faint transmutation; CL 7th; Craft Magic Arms and Armor, haste, moogle;
Price 74,310 gp; Cost 37,000 gp + 2960 XP.
Mute Arrow
This +1 arrow creates a silence effect centered in a 20-foot radius on
whatever (or whoever) it hits. Any caster caught within this area must
make a Will save (DC 13) or be rendered unable to cast spells with ver-
bal components. The effect of a mute arrow lasts 3 minutes. The listed
price is for a single arrow.
Faint illusion; CL 3rd; Craft Magic Arms and Armor, silence; Price 347
gp; Cost 20 gp + 2 XP.
Poisonthrower
Cost: 300 gp; Damage (Small): Special (see text); Damage (Medium):
Special (see text); Critical: Special (see text); Range Increment: 5 ft.;
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A F i n a l Fa n ta s y » 4 : E q u i p m e n t a n d I t e m s » We a p o n s
Cost: 200 gp; Poison: Injury, Fort Save DC 11, initial/secondary damage
1 Dex.; Weight: 3 lbs.
Poisonthrower Primer
This gnomish device allows the user to deliver a dose of injury or contact
poison from long range. The poisonthrower looks similar to the gnomish
flamethrower, though slightly lighter, having been derived from the same
technology: the user holds a short rifle, connected via a hose to a tank
on the back. When the trigger is pulled, the rifle produces a short spurt
of clear liquid capable of arching across a battlefield.
While the Davrosian army typically uses tiny centipede poison (con-
tained within the standard tank; see above), the poisonthrower is ca-
pable of delivering any injury or contact poison. The poison must be
dissolved within a chemical primer in order to be useable. The amount of
primer sold above is sufficient to prepare five doses of poison.
If a poisonthrower is sundered, the poison can leak out and affect the
wearer or carrier. The bearer must have sustained at least 1 hp of dam-
age to be vulnerable to an injury poison. The tank must be completely
destroyed in order for the bearer to be at risk.
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A F i n a l Fa n ta s y » 4 : E q u i p m e n t a n d I t e m s » A r m o r
Armor
Mirage Vest Armor By Price
This light, multicolored garment can be worn Armor Price
over normal clothing or armor. On command, Tiger bikini 18,000 gp
the mirage vest will grant the wearer a perma- Mirage vest 24,000 gp
nent blur effect (see blur for more details).
Faint illusion; CL 3rd; Create Wondrous Item, blur; Price 24,000 gp.
Tiger Bikini
The black mages of Mysidia have produced some of the finest magic
items in the known world. Unfortunately, quite of few of them are also
immature dorks.
Take the tiger bikini, for example. This highly revealing two-piece outfit
was first created as a joke gift by a team of (male) black mages twenty
years ago*. When worn, the item – despite its lack of, er, coverage –
surrounds the wearer with an invisible or tangible field of force, granting
her (or in some cases, him) a +8 armor bonus to AC.
* Rumor has it that female black mage Professor Alya the Reasonably
Mad spent some time researching what she considered an appropriate
response to this item. Her creation is still spoken of in fearful whispers
by student mages as “the Tiger’s Revenge.” However, when Lumos
assumed patronage over the Black Citadel, he immediately ordered
Alya’s funding cut – and all notes relating to her research burned, just for
good measure. He probably would have also suppressed the tiger bikini,
had not the secrets of its manufacture already escaped Mysidia by that
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A F i n a l Fa n ta s y » 4 : E q u i p m e n t a n d I t e m s » I t e m s
time.
Items
Bandana
Items By Price
These thin scraps of enchanted Item Price
cloth, worn on the head, grant a +1 Healing candy (level 0) 25 gp
resistance bonus to all Reflex saves. Calming chocolate 50 gp
Goblin gas mask 50 gp
Faint abjuration; CL 3rd; Craft
Healing candy (level 1) 75 gp
Wondrous Item, resistance; Price 249
Fae seed 100 gp
gp; Cost 166 gp.
Phoenix elixir 125 gp
Bandana 249 gp
Calming Chocolate Fae acorn 300 gp
Healing candy (level 2) 350 gp
These gourmet chocolate bars,
Fae walnut 500 gp
manufactured and distributed by the
Healing candy (level 3) 825 gp
Lupin Company of Gaia's Navel,
alleviates fear effects as per the Potion of unmoogle 900 gp
consumed within the same 10-minute See also — Chapter 6: the penitent's collar
and monitor ring.
period, the effects do not stack. It also
tastes pretty good.
Faint abjuration; CL 1st; Craft Wondrous Item, remove fear; Price 50 gp.
Fae Acorn
See fae seed (below). This item is indistinguishable from an everyday
acorn, except for a magical aura that a spellcaster can sense. When
eaten, a fae acorn restores 2 spell points to a spellcaster.
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A F i n a l Fa n ta s y » 4 : E q u i p m e n t a n d I t e m s » I t e m s
Fae Seed
This small, bitter kernel is harvested by the villagers
of Kohlingen from the neighboring Haunted Forest
and sold throughout the world. It looks more or less
like a sunflower seed. When eaten, it restores 1
spell point to a spellcaster.
Fae Walnut
See fae seed (above). This large, brown nut tastes somewhat sweet.
When eaten, a fae walnut restores 3 spell points to a spellcaster.
Healing Candy
These small, foil-wrapped treats were
created by a white mage researching a
method to make cure potions more palatable
for children. In the century since their
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A F i n a l Fa n ta s y » 4 : E q u i p m e n t a n d I t e m s » I t e m s
Moogle Pin
This item grants immunity to the spell moogle (but not permanent
moogle). If worn by a creature who has been permanently moogled, the
pin allows its wearer to return to its natural form – but only as long as it
continues to wear the pin. Should the creature ever be separated from
the pin, it will again revert to a Moogle.
Phoenix Elixir
This extraordinarily popular potion, found throughout the entire world,
has saved countless numbers of lives. When applied to a person who
is dying – in other words, between 0 and -20 hp – a phoenix elixir
immediately stabilize them and automatically restores them to 1 hp,
regardless of their level of damage. The phoenix elixir can be used
as either a potion or an oil (it tastes horrible). The potion, instantly
recognizable to anyone in the world, is made and sold by various
merchants in glass jars, marked with the emblem of a phoenix.
Potion of Unmoogle
This potion bestows a single use of unmoogle.
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A F i n a l Fa n ta s y » 5 : Th e Wo r l d » C o s m o l o g y
5: T he World
Cosmology
The world in which “A
Final Fantasy” takes
place is a round planet
called In-World. It is
surrounded by two
crystalline spheres
called the Barriers,
the innermost of which
begins about a hundred
miles above In-World’s
sea level. Outside of
the two Barriers, there
is nothing save the
endless and empty Void
that the Archons came
from and departed into.
The sun and the moon
are contained in the
space between the two
spheres, where through magical processes incomprehensible to mortal
spellcasters they are moved around In-World.
The Barriers, the sun and the moon are maintained by the celestials, the
demons and the devils. Their cities are visible to the peoples of In-World
as the stars in the sky. The celestials live in the upper half in between
the Barriers; their section is called Up-world. The devils and demons
divide the lower half in between each other; their section is called Under-
world. The celestials are ruled by the Voice, who is elected through a
perfect democracy every century. The devils are ruled by King Death.
The demons are ruled by Prince Despair.
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A F i n a l Fa n ta s y » 5 : Th e Wo r l d » G e o g r a p h y
the Barriers is in the best interests of the outsiders; contact with the void
outside of their domains destroys them.
The outsiders tend to stay within their own realms. While powerful in
their own right, the Celestial Voice, Death and Despair are not wor-
shipped among mortals, since they cannot grant their powers to others.
Furthermore, the outsiders were restricted from interfering in mortal
affairs by the Archons, who decreed that In-World was the domain of the
Aeons. While the Archons have long since left the world behind, their
laws still remain in effect.
Summoners can draw celestials and fiends from Up-world and Under-
world through spells, as in the standard D&D cosmology. Elementals
are not drawn from their own particular planes, but
List of Locations instead are called together from the elements that
exist within In-World.
– Bolgan
– Crescent Forest
– Damcyan
–
–
Davros
Doma
Geography
– Eblan
– The Empire The following is a description of the world map,
– Fabul
– Figaro which can be found on the next page.
– Gaia’s Navel
– Gold Isle BOLGAN is mostly known for being a haven of
– Haunted Forest
– Ice Country
refugees. Enemies of the Kaiser regime in Davros,
– Ichi, Ni and San displaced persons from the Empire and exiles from
– Jidoor and Zozo the Oni Kingdom are all known to make their way to
– Kaipo
– Kakkara
this island.
– Kippo Village
– Kohlingen Village The CRESCENT FOREST contains the largest
– Mandela population of elves in the world. They are scattered
– Matango
– Mysidia
throughout the region in a number of autonomous
– Narshe communities, consisting of no more than a hundred
– Nikeah individuals. One of the more well-known communi-
– Oni Kingdom
– Pandora
ties is the collective of Tyuru, just south of Pandora,
– Potos known for the export of handcrafted objects and
– Silvera crafts. Some small tribes of wild gnolls roam the
– Solos and Inis
– Sonra Village
area.
– Tascina
– Thalla DAMCYAN is the official residence of the Oni
– Tree Palace Emperor Okatta IX. It is also the location of the Fire
– Uncharted Land
– Water Palace Palace, residence of Salamandus of the Seven.
– Witch Castle
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Kaiser’s Gnomish Revolutionary Party. The Party Approx. 2000 years ago:
promulgates a vicious dogma based on the hatred One of the Archons, since
of other races, who are fit only to be exterminated. called the Rebel, revolts against
the other Two. The Long War
Gnomish culture has accordingly grown more begins.
militaristic and xenophobic. However, Kaiser
hasn’t made any attempt to spread his rule or 1000 years ago:
The Two Archons, called the
follow through on his promises of genocide… yet. Lord and the Lady, defeat and
kill the Rebel. They then depart
DOMA is the administrative capital of the Oni into the Void, leaving the Aeons
in charge of their creation.
Kingdom, a metropolis of over fifteen thousand
orcs and half-orcs. Note that this is not the official 40 years ago:
residence of the Oni Emperor, who holds court in The Empire is founded in the
village of Tzen and begins to
the city of Damcyan. The only foreigners allowed spread across the continent.
in the city, other than the occasionally diplomatic
mission from Tascina, are Thallesian merchants. 25 years ago:
Tom Kaiser’s Gnomish
Revolutionary Party assumes
EBLAN is one of the rare Dwarf settlements on power in Davros.
the surface. It sits directly above a major entrance
to the Dwarf underground. It has the only Cannon 20 years ago:
The Incursion — the Empire
Travel station in the mountains, and is often used launches a surprise attack on
as a layover point for travelers heading to Jidoor the rest of the world. The Aeon
or Tascina. Lumos is pushed out of Vector.
Tascina, Pandora and Archangel
are bombed. The Pandorean
The EMPIRE may be the most powerful state in Navy is completely destroyed.
the world. Founded forty years ago in the small The Empire deploys Goblins,
port of Tzen, the Empire abruptly expanded across a species created for war, for
the first time. After a week of
its entire continent. It has since proven that it has military operations, the Empire
the military and arcane ability to dominate world declares success and pulls back
affairs – even to the point of matching the Seven, its forces. Civilian casualties are
estimated to be in the tens of
as the Empire proved when it pushed Lumos out thousands.
of Vector during the Incursion. Among the many
examples of advanced Imperial technology are the Present Day:
Since the Incursion, the Empire
infamous Goblins, an entirely new species created has held back from open
by the Empire for war. The state is ruled by aggression, but has still clearly
Emperor Obedius I, a former ship's captain who been preparing for a coming
war. It seems that the question
has somehow managed to gain power unheard of is not if another war will occur,
by other kings. Obedius and his supporters argue but when.
that the mortal races have allowed themselves
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The Battle Lines to be ruled by the Aeons for too long, and that it is
time for a unified, enlightened and representative
Politically, In-World is currently
divided into three factions government to take control of the world’s destiny…
– the Empire, the nations by force, if necessary.
supporting the Aeons, and the
neutral nations. Shortly after
Key locations in the Empire include the capital,
the Incursion, the Aeon-allied
nations signed the Treaty of Tzen; Vector, now the industrial center of the
Tascina, a mutual defense pact Empire; the city of Baron, home of the Imperial
against the Empire. These
Aerial Corps, better known as the Red Wings;
nations are called the Treaty
States. and the Gold Isle, which joined the Empire shortly
before the Incursion. While the vast majority of the
TREATY STATES
Empire’s population is human, the Empire officially
• Kingdom of Pandora (inc.
Narshe, Kohlingen, Kippo, accepts citizens of all races.
Sonra and Potos)
• Republic of Tascina FABUL is an isolated monastery fortress,
• The Dwarf Union (inc.
Gaia’s Navel, Eblan and
established by orcs from the Oni Kingdom. It is the
Kaipo) training grounds for the Kingdom’s elite guards.
• The Gwyniad (i.e. the Ice The monastery trains ninja and monks, among
Country)
• Thalla
other classes. Only orcs and half-orcs are accepted
• Mysidia into the citadel.
• Figaro
• The Aeons FIGARO is a city in the Great Desert. The majority
EMPIRE-ALLIED of the city was built out of ruins from the Long War;
• The Empire Figaro Castle, at the center of the city, may be one
• The Gold Isle (technically of the few examples of pre-War architecture left.
an Imperial property)
The city is a kingdom unto itself; its current ruler is
NEUTRAL STATES King Edgar VII.
• The Oni Kingdom
• Davros (but favorable
GAIA’S NAVEL is the underground capital of the
towards Empire)
• Jidoor and Zozo Dwarf Union. It is accessible through the waterfalls
• Kakkara at the end of the Middle River. The city contains,
• Nikeah
among other things, the headquarters of the
• Matango (though favorable
towards Treaty States) Cannon Travel Commission and the Earth Palace,
official residence of Cthon of the Seven.
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The Empire has long resented the penpens’ intrusion into regional trade.
As a result, Archangel was one of the cities attacked by Imperial forces
during the Incursion. Ever since then, the majority of penpens have been
– perhaps understandably – hostile to the Empire.
ICHI, NI and SAN are the three islands in the Shi-zi Strait, between the
mainland and the Oni Kingdom. They are relatively lawless areas; Ichi,
in particular, is a known haven of pirates.
JIDOOR and ZOZO, the Twin Cities, are a combined, independent city-
state on the coast of the Shi-zi Strait. The city’s affairs are dominated
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They are not necessarily isolationist; they have been known to trade
with Nikeah and Figaro, mostly in alchemical creations. A small group of
elves live in the woods just outside of the city, having been banned from
the city proper some time ago.
NARSHE is a industrial
city of over ten thousand
individuals, making it the
largest community in the
Kingdom of Pandora. It
is mainly known for coal
mining. The industry
is managed by the
powerful Narshe Mining
Corporation, under
charter from the King of
Pandora. The NMC owns
and operates the vast
majority of the town.
NIKEAH is an
independent port in
the Upper Land. It is
easily the largest and most well-traveled port on its entire continent,
rivaled only by Jidoor, and the smaller port of Sonra to the south. The
city is well-known for its free-trade attitudes. It trades with anyone and
everyone; even the Empire and Davros do a fair share of business in the
town.
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The ONI KINGDOM is the center of orc civilization and the oldest of the
world’s nations. It was founded shortly after the Long War by the half-orc
Emperor Shizi I, who led a large group of war refugees across the Strait
that now bears his name.
The current Oni Emperor is Okatta IX. Despite the nation’s historically
close relationship to the Aeon Salamandus – who officially resides
in the Imperial capital of Damcyan – Okatta has chosen to keep his
nation out of the conflict between the Aeons and the Empire, inhering
instead to a policy of neutrality and strict isolationism. As a result, the
Oni Kingdom was not attacked during the Incursion twenty years ago,
and has not signed the Treaty of Tascina. Despite Salamandus’ best
efforts to change the emperor’s mind, it does not seem likely that the Oni
Kingdom will participate in the coming war.
SOLOS and INIS are mostly uninhabited islands, south of the Imperial
continent. Inis is well known to be the habitat of various monstrous
creatures, including trolls, giant vermin and dire animals. Sailors
accordingly tend to give the island a wide berth.
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also the base for what little remains of the Pandorean navy.
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6: Potos
The Village
Potos is a large village on the Mainland, populated by about three to
five hundred individuals. It was founded about three hundred years after
the Long War, and was absorbed without conflict by the Kingdom of
Pandora. Historians have found some indications that the village was
built on the site of a pre-War settlement, but of what size and type, none
can say.
The village’s central position between Pandora and the Great Forest
places the community as an excellent trading point. The village is often
a staging point for pilgrims on their way to the nearby Water Palace of
Undine; goods from Gaia’s Navel, Pandora and the ports of Nikeah and
Sonra often cross through the town. Durring the summer months, a large
marketplace called the Spring Market is open on all weekdays in the
Town Square (#8 on the town map; see next page). The general store,
managed by a Mr. Benjamin Jeyyid, is open throughout the year, and is
well regarded within the merchant community. There is a Cannon Travel
Station just outside the village limits.
The village is well known for its care facilities. The Temple of Undine in
the village is the best healing center north of Pandora, second only to
the Water Palace. The village priestess, a Miss Elizabeth, is well-known
as a miracle-worker. The Potos Orphanage is another notable feature
of the village; run by a Mrs. Rose Farrell, the institution raises between
twenty and forty children at any given time.
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Village Personalities
The VILLAGE ELDER (commonly called “Elder” or “Grandfather” by
the other people in the village) is a man by the name of Rev Branford,
a widowed gentleman in his late sixties. He is more or less the leader
of the community, though he answers to a Village Council, made up
of himself and six other long-time residents. He’s a peaceful man
who tends to bear most things with a patient and gentle nature –
compromised only when some of the more unruly orphans vandalize
his vegetable garden. He lives in the house on top of the short mound
in the center of the village (7). He hasn’t always stayed in Potos; rumor
has it that, as a younger man, he traveled the world as an officer in the
Pandorean Navy. His career came to a close when the navy was wiped
out by the Empire twenty years ago. He returned to the village soon
afterwards. He’s been the Village Elder for about ten years.
LUCIUS FARRELL owns and runs the Lord and Lady Tavern (9). A
big, burly ox of a man, who, even though in his mid-fifties, can still beat
any man or woman in the village in arm-wrestling. Given his physique,
it comes as a surprise to many people that he studied at the Black
Citadel in Mysidia. Though he doesn’t use magic very often, he’s still a
competent wizard; he runs a side business identifying enchanted and
magical items. He is the husband of Rose Farrell, who operates the
Potos Orphanage.
ROSE FARRELL owns and runs the Potos Orphanage (6). She’s
the sort of woman who can raise twenty children at the same time,
combining a gentle and loving nature with a violent temper that is the
terror of every man, woman and child in the village. Rumor has it that
she used to be a red mage; however, she no longer seems to practice
magic. Why this is, no one can say – though it might have something to
do with her husband, Lucius, a former black mage. She is a medium-
sized woman in her early fifties. All the children in the Orphanage call
her “Grandma Rose.”
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XAGU SEIKAKU is the middle-aged half-orc who runs the Pilgrims’ Inn
(1). His business is popular among the large number of travelers who
pass through Potos; though a quiet person, generally, he’s known for
running a tight ship. His employees talk secretly in terrified whispers as
to what happens when towels are lost, or when a guest’s wake-up call
is late. Originating in the Oni Kingdom, Mr. Seikaku somehow ended up
serving with Elder Branford in the Pandorean Navy. When the Navy was
destroyed, he followed Branford to Potos, where he bought the Inn from
the previous owner.
HYM KANDIJ is the young dwarf who runs the Cannon Travel Platform
just outside of town (11). An entrepreneur, he’s constantly trying to
find ways to upgrade or better market his business. He is somewhat
unhappy with his posting in Potos; he’d prefer somewhere closer to
Gaia’s Navel. He has a strange relationship with Mr. Jeyyad; they seem
to get into a screaming match outside the Lord and Lady Tavern every
Wednesday night a few hours after sunset.
Character Hooks
• orphan at the Potos Orphanage
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• village fool
• village drunk
• village lush
• thief who quietly robs the merchants who come into town.
• schoolteacher
Sample Characters
These sample characters were created by
the players in the first “A Final Fantasy”
campaign. They can be used either by
players, or by the gamemaster as non-
player characters.
ANYA BRANFORD
Level 1 Human Paladin of Lumos
Character Concept by Alison Fisher
Hit Points: 13 (1d10+3)
Initiative: +0 (Dex)
Speed: 20 feet (30 feet w/o armor)
Armor Class: 15 (+5 chainmail), touch
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In truth, Celeste only got caught in the first place because she was
ordered to. Back when she first left the Crescent Forest, she brought
along her younger brother, Loki. Things were going fine until the pair ran
afoul of the Empire. Loki was taken into “protective custody” and Celeste
was forced to be an Imperial spy, with her brother being held to assure
her cooperation. Her first assignment was to go to Potos and infiltrate
the community there. Why exactly her handlers would be interested in
such a hole-in-the-wall village, Celeste doesn’t know (and hasn’t been
told). However, until she can figure out some way to get her brother out
of this mess, she has little choice but to play along.
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DABICL
(pronounced “Dabikal”)
Level 1 Spriteling Cleric of Undine
Created by Jeff Force
Hit Points: 7 (1d8-1)
Initiative: +4 (Dex)
Speed: 20 ft.
Armor Class: 17 (+4 Dex, +3 studded
leather armor), touch 14, flat-footed 13.
Base Attack/Grapple: +0/+1
Attacks: Quarterstaff +1 melee (1d4+1; x2;
bludgeoning); or sling +4 ranged (1d3+1;
x2; range 50 feet; bludgeoning).
Special Attacks: Spells
Special Qualities: Aura of good,
spontaneous casting (heal), turn undead,
invisibility (self only) 1/day.
Saves: Fort +1, Ref +4, Will +5
Abilities: Str 13 (+1), Dex 18 (+4), Con 9
(-1), Int 15 (+2), Wis 17 (+3), Cha 19 (+4)
Skills: Concentration +1, Diplomacy
+6, Heal +7, Knowledge (religion) +6,
Spellcraft +7.
Feats: Resistance to Magic**
Challenge Rating: 1
Gear: Studded leather armor, sling, 50 bullets, walking stick/quarterstaff,
spell component pouch, explorer’s outfit, backpack, bedroll, bullseye
lantern, two flasks of oil, winter blanket, 50 feet of silk rope, wooden holy
symbol, wooden flute.
Alignment: Neutral good
Languages Known: Common, Celestial, Dwarven, Sylvan.
Spell Points: 3
Domains: Water, Healing
Typical Spells Prepared: 0 – Detect magic, light, read magic. 1st –
Bless, shield of faith, obscuring mist.
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parents left him at the Potos Orphanage, in the hopes that the priests at
the Village Temple might someday be able to find a cure.
That child was Dabicl, of course. He is now sixteen years old. He has
never really recovered from his childhood sickness; he still walks with
a limp (often relying on a walking stick for additional support), and he
has a cough which comes and goes. The strange illness has also left its
mark on him in that he seems to have gained some of its resistance to
magic. In any case, he has survived, and chose to join the priesthood of
Undine. He has been serving Priestess Elizabeth as an assistant for the
past several years.
XHAO SEIKAKU
(pronounced “zhao”)
Level 1 Half-Orc Samurai
Character Concept by Thomas Gonyea
Hit Points: 13 (1d10+3)
Initiative: +1 (Dex)
Speed: 30 feet
Armor Class: 15 (+1 Dex, +4 chain shirt),
touch 11, flat-footed 14.
Base Attack/Grapple: +1/+6
Attacks: Bokken +6 melee (1d6+7; 19-
20/x2; bludgeoning); or handaxe +6
melee (1d6+5; x3; slashing); or shortbow
+2 ranged (1d6; x3; range 60 feet;
piercing).
Special Attacks: —
Special Qualities: Darkvision 60 feet, orc
blood, daisho proficiency.
Saves: Fort +5, Ref +1, Will +1
Abilities: Str 20 (+5), Dex 12 (+1), Con
16 (+3), Int 13 (+1), Wis 13 (+1), Cha 15
(+2).
Skills: Concentration +4, Craft
(woodworking) +2, Diplomacy +5,
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Xhao is the son of the village innkeeper, Xagu Seikaku. He and his
father settled in Potos when Xhao was an infant. Now a quiet, eighteen-
year-old half-orc, Xhao spends most of his time helping out at the
inn and being trained by his father in Oni fighting techniques. If Xhao
resents his father’s overbearing influence in his life, he bears it quietly
– or perhaps he is merely waiting for the right moment to assert his
independence.
Xhao currently wields a bokken. While Xagu does own a katana and a
wakizashi – the two swords traditionally carried by a samurai – he has
yet to judge Xhao to be of sufficient skill to practice with them.
ZILL
Level 1 Penpen Conjurer (Wizard Variant)
Created by Matt Gruen
Hit Points: 6 (1d4+2)
Initiative: +2 (Dex)
Speed: 20 ft., swim 40 ft.
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10.
Base Attack/Grapple: +0/-1
Attacks: Club -1 melee (1d6-1; x2; bludgeoning); or light crossbow +2
ranged (1d8; 19-20/x2; range 80 feet; piercing).
Special Attacks: Spells.
Special Qualities: Cold resistance 5, -4 to Fort saves against heat
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dangers, tremorsense 60
ft. in water, +2 to Intuition
checks vs. other penpen, rapid
summoning, spontaneous
casting (summon monster).
Saves: Fort +2, Ref +2, Will
+4.
Abilities: Str 9 (-1), Dex 14
(+2), Con 15 (+2), Int 18 (+4),
Wis 11 (0), Cha 13 (+1).
Skills: Concentration +6,
Decipher Script +8, Gather
Information* +2; Knowledge
(arcana) +8, Knowledge (the
planes) +8, Speak Language*
1, Spellcraft +8.
Feats: Iron Will, Augmented
Summoning (class feat).
Challenge Rating: 1
Gear: Club, light crossbow, 20
bolts, spellbook (contents: level 0 – all; 1 level – mage armor, summon
st
The middle-child in a family of good standing in the Ice Country, Zill was
enrolled in the one of the finest magical academies with the hope that
he would live up to the example of his older brother, a famous ice mage.
He soon proved to have a highly independent spirit, a rabid desire
for knowledge, and a complete lack of concern for safety. His habit
of jumping head first into advanced arcane experimentation caused
great problems for the academy – with one academic building burned
down and another permanently infested by several minor horrors (and
an especially frisky medium-sized horror). The administration couldn’t
simply kick Zill out, as his influential family was a major financial
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benefactor of the institution. Instead, they awarded him the rare honor
of “foreign study” for his achievements. A location was chosen through
an intricate divination process (involving a map, a dartboard and a bottle
of seal whiskey) and Zill was off. He wandered into Potos soon after.
He can be found daily in the Lord and Lady Tavern, drinking through his
travel stipend and bugging Lucius Farrell for leads into magical research.
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7: A dditional R ules
Black, Red and White Mages
Bards, clerics, sorcerers and wizards are common in
the world of “A Final Fantasy.” Less common, how- Mage Feats
ever, are the famed black mages, white mages and The classes and prestige
classes listed in this section are
red mages – all graduates of the three great colleges available only to mages in “A
of magic in the city of Mysidia. Final Fantasy.” In order to take
levels in these classes, player-
characters must be initiated
Legend holds that Mysidia was founded sometime
as a black, red or white mage.
during the Long War by three magicians named This is represented in-game
Gevurias, Gedulla and Hod, who are traditionally by the player taking one of the
following feats:
believed to have been students of the Archons
themselves. The city is said to have been a BLACK MAGE INITIATE
fortress of learning, intended to protect whatever [GENERAL]
Prerequisites: Spellcaster lvl 1
shreds of knowledge could be saved from the
Benefit: You have either trained
war’s devastation. Following the War, the Aeons at or been accepted into the
incorporated Mysidia into their plans to rebuild the Black Citadel at Mysidia, and
have therefore been granted
world. The Seven chartered three universities within
access to the teachings and
the city to further train their followers in the magical techniques of the black mages.
arts. These were the Black Citadel (which focused You gain access to the black
mage prestige classes, and can
on magical research), the White Citadel (focused
dress in the traditional uniform.
on the healing arts and divination), and the Red You additionally gain a +2 bonus
Citadel (focused on the use of magic for defense to all Knowledge (arcana) and
Spellcraft checks.
and warfare). Graduates of these institutions are
Special: This feat replaces any
called black mages, white mages and red mages, Special prerequisites otherwise
respectively, and are hailed as the most powerful required by any of the black
mage prestige classes.
mortal spellcasters in the entirety of In-World.
RED MAGE INITIATE
The titles of black mage, white mage and red mage [GENERAL]
have little to do with gameplay mechanics, as they Prerequisites: Str 12+; Con 11+
Benefit: You have either trained
do in the Final Fantasy games. Instead, they are at or been accepted into the
primarily social roles within the game world. Not all Red Citadel at Mysidia, and
clerics are considered white mages, just as not all have therefore been granted
access into the teachings and
wizards and sorcerers are black mages (though many techniques of the red mages.
aspire to be). The mages are simply considered the You gain access to the red
elite among these classes. Furthermore, as a result mage prestige classes, and can
take levels in the beguiler,
of their education in Mysidia, player characters who (continues on next page)
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Red Mages
Trained at the Red Citadel, the red
mages are the elite warrior-magicians
of the world. Their training focuses on
creating soldiers who are formidable in
both conventional and magical combat.
White Mages
Known as the best doctors and diviners in existence, the white mages
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A F i n a l Fa n ta s y » 7 : A d d i t i o n a l R u l e s » C a n n o n Tr av e l
Cannon Travel
This unique form of transportation was created
by the Masmers, a large dwarf clan, by reverse
engineering a cache of magical objects from
before the Long War that the dwarves stumbled
upon deep underground. The Masmers founded
the Cannon Travel Commission, and have since
expanded across the globe.
Simply put, Cannon Travel involves the traveler being placed in a large
cannon (capable of fitting one Large creature, two Medium creatures,
and four Small creatures) and being fired in the direction of the intended
destination. Upon ignition of the cannon’s powder, powerful enchant-
ments step in to toss the traveler magically to their destination in a
speedy fashion. The effect is somewhat like a fly spell, with the following
exceptions: first, the speed of travel is equal to 200 feet per round, or 30
miles per hour. Second, the traveler has no control over his or her flight
path, including descent. Third, there is no limitation in duration; the effect
lasts until the traveler has reached the maximum range of 100 miles.
Fourth, a powerful magic shield falls into place around the traveler,
protecting him or her from wind friction, mid-air collisions, and powder
burns. In game terms, the traveler gains a +4 magical bonus to AC. Fifth
and finally, the Masmers have never been able to integrate a feather fall
effect into the cannons. As a result, they were forced to go with the next
best method; the traveler falls from the air and strikes the ground at full
speed. However, thanks to the shielding effect, he or she does not take
any damage of any sort from the fall whatsoever.
Needless to say, the population has been reluctant to embrace this new
form of transportation. When all is said and done, though, the Cannon
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A F i n a l Fa n ta s y » 7 : A d d i t i o n a l R u l e s » M o o g l e s
The Cannon Travel Commission charges extra from the base price of
100 gp based on distance and weight of luggage carried. An individual
cannot use cannon travel while carrying more than 150 pounds. As an
alternative, the Commission offers “Cannon Capsules” – essentially a
small, aerodynamic capsule that can carry up to 200 pounds of gear.
The Commission will not transport any animal larger than Small size.
Even these animals must be, for humane reasons, be given a sleeping
potion to induce unconsciousness during the flight. The Commission ab-
solutely will not transport horses in any size, shape or form; when asked
about this, the Commission dwarves will mutter something underneath
their breaths about “that Kippo incident” and refuse to comment any
further.
Moogles
Moogles are colorful, fluffy creatures that resemble winged teddy bears.
They are not an naturally-occurring species within In-World; they are, in
fact, creatures of other species that have been magically transformed
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A F i n a l Fa n ta s y » 7 : A d d i t i o n a l R u l e s » M o o g l e s
Moogle Spells
MOOGLE
Transmutation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
The target of the spell immediately gains the Moogle template (see
the next page for details). When the change occurs, all equipment on
the target’s person – including weapons, armor and worn magic items
– meld into the new form and become nonfunctional. Furthermore, a
Moogle is incapable of speaking in anything except a high-pitched,
infant-like gibberish – and is therefore incapable of casting any spells
or using any magic items that require a verbal trigger or component.
Please also note the effect of the target’s alignment upon their coloration
as a moogle.
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A F i n a l Fa n ta s y » 7 : A d d i t i o n a l R u l e s » M o o g l e s
Moogle Template
CREATING A MOOGLE
Size and Type: Size decreases by one category (i.e. Medium to Small, Small to Tiny, etc.). Type
changes to Magical Beast. Do not recalculate base attack bonus, hit points, or saves.
Hit Die / Hit Points: Unchanged.
Speed: Based on creature size after size decrease. Tiny or Small Moogle, 30 feet; Medium Moogle,
40 feet; Large Moogle, 50 feet.
Armor Class: Natural armor increases by +5.
Attacks: The creature loses all natural weapons it has. It gains two claw attacks (if it does not already
have them), which become its primary attack.
Damage: Claw base damage is based on size after size decrease – Tiny, 1d2; Small, 1d3; Medium,
1d4; Large, 1d6.
Special Attacks: None. In addition, moogles are unable to use spells, spell-like abilities or any
magical effect that requires a verbal component (unless they have the Silent Spell metamagic feat or
the Moogle Dance feat).
Special Qualities: A Moogle gains the following special qualities, if it does not already possess them
in its natural form:
• Darkvision 60 feet
• Low-light vision
• Sanctuary (Su): Any opponent attempting to strike or otherwise directly attack a moogle – even
with a targeted spell – must make a Will save (DC = 11 + moogle’s Cha modifier). If the attacker’s
save fails, he or she is unable to attack the moogle for the next round. If the save succeeds, the
attacker may proceed normally, and cannot be influenced by this ability for 1 hour. This ability is
permanent. It is otherwise identical to the spell sanctuary as cast by a 1st-level cleric.
Abilities: Increase and decrease from the base creature as follows: Str -6, Cha +4.
Skills: Unchanged.
Challenge Rating: Same as base creature.
Alignment: Same as base creature. Note: the color of a moogle’s fur is determined by its alignment.
If it is good, its fur is ecru; if neutral, pink; and if evil, cerulean with lavender polka dots. Any spells that
hide or obscure alignment – such as undetectable alignment – defeat this effect, in which case the
moogle is pink by default.
SAMPLE MOOGLE
Moogled 1st-level Human Bard
Small Magical Beast
Hit Dice: 1d6+1 (7 hp)
Initiative: +1 (Dex)
Speed: 30 feet
Armor Class: 17 (+1 Dex, +1 size, +5 natural), touch 12, flat-
footed 16.
Attack: Claw -3 melee (1d3-3; x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Darkvision 60 ft., sanctuary, bardic music,
bardic knowledge, countersong, fascinate, inspire courage +1.
Saves: Fort +1; Ref +3; Will +1.
Abilities: Str 4 (-3); Dex 13 (+1); Con 12 (+1); Int 14 (+2); Wis 8
(-1); Cha 19 (+4).
Skills: Bluff +5, Diplomacy +6, Escape Artist +2, Hide +4,
Knowledge (local) +3, Move Silently +3, Perform (dance) +8, Perform (guitar) +8, Sleight of Hand +4,
Tumble +2, Use Magic Device +6.
Feats: Dodge, Moogle Dance.
Challenge Rating: 1
Treasure: Standard
Alignment: Chaotic good; Advancement by character class.
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A F i n a l Fa n ta s y » 7 : A d d i t i o n a l R u l e s » M o o g l e s
UNMOOGLE
Transmutation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One moogled creature
Duration: Instantaneous
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)
Counters and dispels moogle. This spell has no effect on creatures who
are not moogled. This spell is only partially effective against permanent
moogle; the target reverts to its natural form for 1 minute per caster
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A F i n a l Fa n ta s y » 7 : A d d i t i o n a l R u l e s » L a n g u a g e s
Languages
Many of the languages in “A Final Fantasy” have the same characteris-
tics and fulfill the same functions that they do in the standard Dungeons
& Dragons rules. The exceptions are described below.
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A F i n a l Fa n ta s y » 7 : A d d i t i o n a l R u l e s » L a n g u a g e s
ORC is the official language of the Oni Kingdom. Like Common, many
dialects of Orc exist, from the flowery poetry traditionally written by the
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A F i n a l Fa n ta s y » 7 : A d d i t i o n a l R u l e s » Pa l a d i n s
Paladins
Paladins fill a specific role in the world of “A
Final Fantasy.” First and foremost, they are
agents of the law, similar to modern-day po-
lice officers, appointed and empowered by the
Seven to protect the peoples of In-World. Like
police officers, paladins are required to take an
oath of service, and are beholden to courts of
law throughout the world – as well as to, ulti-
mately, the Seven themselves.
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A F i n a l Fa n ta s y » 7 : A d d i t i o n a l R u l e s » Pa l a d i n s
• To protect and to serve the greater interests of the mortals under the
Seven’s protection, even if it should be at the cost of one’s own life or
well-being;
• To obey all lawful orders and regulations which have been approved
or authorized as lawful by a majority vote of the Seven1;
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A F i n a l Fa n ta s y » 7 : A d d i t i o n a l R u l e s » Pa l a d i n s
• To avoid acting in any way that might bring discredit upon all
paladins.
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A F i n a l Fa n ta s y » A p p e n d i x : A rt C r e d i t s
A ppendix : A rt C redits
The following graphics / pieces • Page 6, bottom right content
of art were used with the express – “gypsy” by babycalliope,
permission of their artists. All pieces babycalliope.deviantart.com.
are © their respective artists with
all rights retained, save where (as • Page 14, center right – “Seiken
in the case of fanart) the artist has Densetsu 2” by keksgir, keksgir.
specifically declared his or her deviantart.com.
intention to cede copyright to the
proper trademark holders: • Page 15, upper left corner –
“secret of Mana 2” by keksgir,
• Cover image – “AFF cover – keksgir.deviantart.com.
brasswatchman” by eloze, eloze.
deviantart.com*. • Page 16, upper – “FFXI Kailkun”
by OzZnfruitloops, ozznfruitloops.
• Page ii, background – “Secret deviantart.com.
of Mana cast” by Aim2, aim2.
deviantart.com. • Page 16, lower – “Sunset in
Lower Jeuno” by Zhenoa,
• Page iii (Table of Contents), zhenoa.deviantart.com.
upper left background –
“051808e” by JaggedJ2025, • Page 17, lower right content
jaggedj2025.deviantart.com*. – “Orc Blademaster” by luxun,
luxun.deviantart.com.
• Page iii, bottom right background
– “Secret of Mana” by keksgir, • Page 19, top centered –
keksgir.deviantart.com. “Penpens – for brasswatchman”
by eloze, eloze.deviantart.com*.
• Page 1, lower left – “Chocobo” by
Mango-Elf, mango-elf.deviantart. • Page 21, bottom centered –
com. “Secret of Mana characters”
by chrislazzer, chrislazzer.
• Page 2, center right – “.White deviantart.com.
Mage 2005.” by darkangelus,
darkangelus.deviantart.com. • Page 24, upper left – “Moon Girl”
by Drained, drained.deviantart.
• Page 3, bottom centered – “Final com.
Fantasy” by nicochi, nicochi.
deviantart.com. • Page 26, upper left – “Seiken
Densetsu 2.5” by keksgir,
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A F i n a l Fa n ta s y » A p p e n d i x : A rt C r e d i t s
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A F i n a l Fa n ta s y » A p p e n d i x : A rt C r e d i t s
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