0% found this document useful (0 votes)
552 views283 pages

WW8338 Scarred Lands - Strange Lands - Lost Tribes of The Scarred Lands

Uploaded by

lawrencerdunn
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
552 views283 pages

WW8338 Scarred Lands - Strange Lands - Lost Tribes of The Scarred Lands

Uploaded by

lawrencerdunn
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 283

Authors: Manu ging Editor:

Andrew Bates
ScottAlvarado,JuanAlvarez,JosephD. CarrikerJr.,Robert
Baxter, Andrew Branstad, David Brohman, Simon Collins, Art Director:
JeffreyCraig,Josede la Puente,AdamEichelberger,OliverFrank, Mike Chaney
AlexanderFreed, MichaelGill,Todd Hankiiln,Jeff Harkness,
GeorgeHolochwost 11, ConradHubbard,Richard Hughes, Ben Layout and Cover Desjgn:
Iglauer,Eric Jansing,Lysle Kapp, JasonKemp, Michael Kletch, Mike Chaney
BenjaminLam,Jean-MichelLavarenne,RhiannonLouve,Mark
Malcolm, James Maliszewski, An Mamnell, Scott Mayes, John Cover Artjst :
McCarty, Greg McNutt, Darren Miguez, Scott Moore, Yamir Eric Pollak
orti,Benjamin Paulus, Luiz Eduardo Peret, Charles Plemons,
AndrewRowe,JamesSharkeyJr., Gareth-MichaelSkarka,John In tenor Mists:
Stam, C.A. Suleiman, Nicholas Thalasinos, Bevan Thomas, Tom Biondillo, Jason Walker, Peter Bergting, Eric
TrentTroop, MartinWehicki, JefferyWeskamp,JamesWilber, Lofgren, Jim Nelson, Tim Truman, Brian LeBlanc, Melissa
David Woodrum, Garth Wright, Matthew Zander, Gael Uran, Nate Pride, Jeff Rebner, Jeremy McHugh, Landon
Zimmermann. Foss, Chris Stevens, Rich Thomas, Andrew Bates, Steve
Developers: Ellis, Talon Dunning, John Bridges, Veronica Jones, Leif
Jones and Chet Masters.
Joseph D. Carriker Jr. and Ari Marme11
Special'Thanks
Editor: To all the fans of Scarred Lands.
Janice M. Sellers

We accidentallyleft Lizard out of the wnting credits for Relics &Rituals: Olyrnpus.He contributedsomegreat material; we're
sorry for missing him in the credits. Mea culpa!
I u r '~8;lL"~,,.c*lt-,~w,~-~;~~1 I LTB %n

G
Check out upcoming Sword and Sorcery Studio products online at: http:llwww.sword.sorcery.com
0 2 ~ 0 4White Wolf Publishing, Inc. Distributed forSword and SorceryStudios by White Wolf Publishing, lnc.

#
This printing of StrangeLands: Lost Tribes ofthe Scarred hndc is published in accordance with the Open Game
License. See the Open Game License Appendix of this book for more information.
Strange Lands: Lost Tribes of the Scarred Lands, .Scarred Lands and its logo, Sword and Sorcery Studios and
its logo, Creature Collection, Creature Collection 2: Dark Menagerie, Relics & Rituals, and Relics & Rituals
2: Lost Lore are trademarks of White Wolf Publishing, lnc. All righ:htsreserved.
s w o R o e "d20 System" and the "d20 System" logo are registered trademarks of Wizards of the Gyast, a subsidiary of
O
Hasbro, lnc., and are used axording to the terms of the d20 System License version 4.0. A copy of this license
eTUoloB
can be found at http://w.wizards.com/d20.
Dungeons B D q d and Wizardsof the (>~ast@ are trademarks or registered trademarks of Wizards of the Coast in the US.
an4or other countries, used with permission.
The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright
concerned.
PRINTED IN CANADA.
k ~ ~ . + - ~ * ~ - ~ * - - - ' " . I c T ~ ~ ~-"?** . w - ~
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS

ble of Contents
Preface 3
Book One:'The Blasted Lands of Asherak
Chapter One: Cradle of the Gods 7
Chapter Two: Magic of the Wastelands 44
BooHwo: TheAncient Dragon Lands
Chapter Three: Land of the Wyrms 71
Chapter Four: Magic of the Clans 92
Book'Three:The Frozen Lands of Fenriljk
Chapter Five: Roof of the World 111
Chapter Six: Magic of the Frozen North 122
BookFour: Creaturesof the Hjnterlands
Chapter Seven: Horrors and Hosts 130
Appendjces
Appendix: Gathered Lore 226
LegalAppendix 283

In addition to the Player's Handbook, DMG and MM, this book referenceskey Scarred Lands titles. Rather than repeat
the full titles every time, we use the notations listed below:
* Creature Collection Revised
** Creature Collection TI: Dark Menagerie
*** Creature Collection 111: Savage Bestiary
t Relics & Rituals
tf Relics & Rituals 11: Lost Lore
tft The Divine and the Defeated
The book -I
,
1
more than t)
It i i a l s o 1
we had wo
so, rather thr
b i t s of minuitiae like regions or million other details,we
f g ured we s
intoyour hav
This book &m.ds, my
friends. Give.n the amoun e the space
to put in all tihe wonderful details that our authmsgave u s -you should have
seen my axony trying tof igure out what to leave out! Aomthekss, we’vegiven
you a beautqully c r a f t d s e t of thumbnails, r d y f or you to apply your own
interests, strengths and campaip needs.
I have had be around since thef i
- 1 wasjust on many others who ma
first,f atef u1 open Call. 7 love this setting dearly and-havepoured my heart
and soul into itf or three years now, 7t has become
beloved ideas,, and I will hold myyears a s a Scarred
as some of Yny best work as an author, long after I have w e d on.
But mme i:han that, this setting has becDme home t o s o m a y of your ideas
- the settirJ I was grown on your imaginations,watered in your games and
made stron. through your qf orts. A o m 04 u s wuld have done this without
each and eve1 you, whether you were one of ourf reqlnent authors and
open Call con , onedof thegreat idea people on ourf orurns, or m the
folks runniv
grittier.
So thanky
setting. You
Thank yo1
that over the Blood Sea,past the c

those nets, b y -m of that isgoing to do aygood to saveyou


r m Sua's wrath fi you drop the dy's catch back into the su.
fisherman Brillish of mithril, t o his son Genn
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS

The Cradle of the Gods. The Desert Lands. Mighty canny Gormoth, for in his act of creation, he caused
Asherak has seen the worst that both gods and titans jealousy to rise in the breasts of the titans, and they
have to offer and has survived. A land of terrible wished also to create, thus proving that though the
deserts, it is a wonder that anyone is capable of surviv- methods by which fate is fulfilled are not always what
ing these lands, yet the Asheraki people do more than one assumes they will be, fate will be fulfilled nonethe-
survive - they thrive. less. Not even gods or titans are beyond this. Thus was
made the first of the Titans’ Gifts: Life.
e Histom of Aslmnk In time, as mandated by fate, the titans did create
This is the land from which all things sacred spring. the gods. Many stories exist about when this hap-
This is the cradleof life.Thisis the womb of the Gods. This pened, and the method by which it was done are
is the land that was lost, and the land that will be again. likewise myriad. What is known is that the gods were
finally given form by the titans, after waiting for so
Here, upon Asherak‘s once-fertile plains, did the
long for their parents to fulfill that function. Golthain
first living thing sprout from the earth. Here was born
himself provided a channel, a means by which Divin-
the first crawling beast. Here did theTitans bring forth
ity could enter Scarn, and thus did he grant Scarn the
human and elf and dwarf. Here, in the Creche of
second of the Titans’ Gifts: Souls.
Divinity, were birthed the Gods into corporeal form.
Behold Asherak, most sacred of Scarn’s lands. The Growth of Empjres
Beholdit asitwas,weepforwhat it is,andprayforwhat
In time, the tribes joined with one another and
it one day may be again.
settled into villages, then cities, then nations. What
The GodlessEpochs kingdoms may have existed before the icy Epoch of
Gulaben, or the devastation of civilization that was
The Orthodox divine faiths Of teach that the will of Hrinruuk, even the gods have not revealed.
in the dawning when the and Scam In the times since, three empires have stood the test of
birthed one another, this occurred in accordancewith mortal history- they are remembered.
an inexorablefate: thevery purpose of Scarn’screation
was to birth the mortal races, and the very purpose of TheKingdomOf
the titans’ genesis was to birth the gods. In the great Forest of Essala, in what would be-
It is also taught that the titans became arrogant, come the Soulbum Waste, rose the Kingdom of
forgetting, ignoring or simply not understanding their Amthras, crafted with the swords and spears of the
place in fate’s designs, save for one: Gormoth, who h + m m ta o n n u f u , a tribe of mighty warriors who
remembered the purpose for which all the titans existed. knew the value not only of weapons, but of Plows as
To create. well. Though they conquered other tribes, they also
brought those tribes greater prosperity than before. In
game of the titans was time, a mighty sorcerer, called Amthras, was born
put to good use by among the Khammat Khonnufu.
C HAPTER O N E : CRADLE O F T H E G O D S
c-
-- ,-4

Amthras ruled the tribes as chief, but his mightiest Meluhna facilitated communication between
deed was the founding of the Dreamwalkers, sorcerers the kingdoms, passing news of heretics and other
who wielded enchantments that played on the emotions common dangers. It interfered not when the na-
of others, creating a line ofsorcerer-kingswhose subjects tions went to war, for this was of no concern to
loved them, but not of their own will. The Kingdom of Meluhna, but raised its fist when treaties, signed by
Amthras continued to expand outward and might have druids and in the names of the Primal Ones, were
covered the whole of Asherak, had it not encountered breached. For many centuries, then, though small
other nations that were not so easily conquered. kingdoms rose and fell, and the great empires
stretched across the continent, the Council of
The Morrghu Hegemony Meluhna did truly hold power over Asherak.
One such nation was the Morrghu Hegemony,
thriving and powerful when the soldiers of the The Gods Are Born
Dreamwalkers reached its borders, despite being c e n m
Mighty though they were, not even the titans
ries younger than the kingdom of Amthras. Where
could thwart their fate - they were created that
mighty sorcerers ruled the Amthras, powerful warriors
they might create the gods. It was in the youth of
skilled in axe and javelin ruled the Morrghu, blessed by
Ephanerre, at a time when the Council of Meluhna
their druid advisors, and taught mighty secrets of battle
was secure in its arrogance, that the titans finally
said to have been passed on by the titans directly. These
succumbed t o t h e tug of d e s t i n y . C h e r n
warriors and druids formed a powerful alliance, for one
Fleshscourge, Lethene Stormwarden and Thulkas
ruledin timesofwar, andtheotherruledin timesofpeace.
Ironlord mingled their essence above the topmost
The druids here ruled not from groves or moun- peak of the Skypillar Mountains, the Peak of
tain caves, but from beautiful stone buildings shaped Nammul.
not by a mason’s hand but by the magics of the druids
In a short order, the titans all came to Nammul
themselves. Animals assistedas guards and messengers
to give birth to the gods. In their hubris, the titans
in government structures, and the crops (ofthe Morrghu
never questioned why they were drawn here, to this
were the most plentiful of all the nations.
most holy spot, t o work their will and birth their
Blatant and plentiful praise and worship of the offspring. I t seemed not strange to them that beings
titans was the order to the Morrghu druids, and noth- of such vast power and such differing temperament
ing was done -from opening a session of the druidic would all come to the same place as their brethren
council to lying with one’s spouse - without some to spawn their children. Mighty as they were, it
prayer or state-sanctioned ritual. Those who spoke never so much as occurred to them t o wonder;
against the titans (and by extension, the druids) were perhaps they failed even to notice.
sacrificed on the altars of the nation.
The EphanerreEmpire The Departure and Return of the Gods
A seagoing nation of notorioas reavers, the Some wonder at the happenings in the time
Ephanerre Empire was made of lands on Asherak‘s between the birthing of the gods and when the gods
eastern coast that no longer exist, stretching partially first truly began to be worshipped, what truly oc-
into what is the Anagara Theopoli. Their lands were curred. Whether the gods took mortal form to learn
mainly swampland and sandy coast, wi1:h a little farm- more about those whom they gained their power
land, so the Ephan tribes of that area turned to the sea from, or whether they fled Scam and its titanic
for their prosperity, in both fishing and raiding. T h e masters for the glory of other planes only to find
people of Ephanerre were peerless saiilors and ship- themselves trapped there and unable to escape as
builders, and revered the sea itself it all its elemental some have claimed, is unknown.
might. While the druids among their people claimed What is known is that after an eternity of
that the force they truly worshipped was Kadum, the suffering and want, into the midst of the Rishaka
Riser Out of the Waters, most Ephanerre simply people was born a girl. Her name was Zakimi, and
shrugged and looked upon the entirety of the ocean as she was born amid many a grand omen and portent,
their mother and creator. In time, once the gods were the daughter and granddaughter of oracles. Even
known, Ephanerre turned to worship of Manawe. from childhood, Zakimi was driven by strange urges,
calling aloud to names strange to her tribe. She was
Meluhna eventually driven from her tribe and fled into the
Sitting high in the Skypillar Mountains was care of a mighty oracle, a wizard known as Ugarraz
the Council of Meluhna, watching the rest of who dwelt in the caverns. There, she learned pow-
Asherak from its abode of subterranean villages erful lore and divinations.
and mountain-valley keeps. It cared little for po-
Then one day, inspired by the mists and her own
litical matters, interfering in the workings of other
madness,she worked a magicof seeking,searchingamong
nations only on theological matters.
the planes not for the intelligencesof the elemental kings
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS

that the spell was meant to search for, but for the Great Eventually, the enemies of the gods were routed,
Ones whom she knew lay even beyond them. and the followers of those enemies turned to the
Zakimi was struck blind and mad by her contact worship of the gods. The cities dedicated to the wor-
with the gods, but hers was the first contact. Her ship of the gods grew stronger with an influx of the
master used the same rites to search among those newly faithful, eager to live in places that claimed to
planes as well, and it was only a matter of time before embody the teachings of their patron gods.
he contacted Corean the Avenger and began to learn Thus were born the first of the Theopoli. For
the mysteries of the gods. many years they prospered, hunting out pockets of
The first recorded miracle of clerical spellcasting druids and titanspawn, driving them deep into the
upon Scarn was the healing of Zakimi of her blindness badlands and wildernesses, refining their understand-
and madness. She then journeyed into the rest of ing of the mysteries with each passing generation.
Asherak, carrying the word of the gods to awaken the
faith of all mortals. No longer did they have to suffer The Tjtanswar
in the world of the titans eternally was her message, for Then came the Divine War. Though its causes
the gods promised glories in the afterlife in return for have been examined elsewhere and in greater detail,
praise and worship in this one. one thing is certain - the terrible war took a mon-
strous toll on the life of Asherak, devastating its people
The Spread of Fajth and land and nearly destroying it utterly.
In time, the druids heard of the Prophetess of the Most folk of Asherak agree that it is obvious why
Rishaka. By the time they heard of it, it was too late. The the titans should attack and raze Asherak as they did-
seeds ofheresyagainstthedruidicorderwere well sprouted, after all, if the gods gained their power from the worship
and though they used every means at their disposal, they of their faithful, what better way to strike at their power
could not root them out. The touch of the gods was than by slayingtheir faithful?And what place held such
evident even in the ranks of the druids themselves. a concentration of the faithful as Asherak?
The druids set out to destroy the nascent cults that The battles themselveswere many and bloody, and
would dare grant their worship to God over Titan. They entire nations were destroyed by rampaging titanspawn,
hunted them in the wild, setting storm and famine and created by the touch of the titans’ championsor birthed
summoned beast upon them. They oppressed them in by the titans themselvesfor just this purpose. Too many
the cities, imprisoning them and torturing them to battles occurred to discuss, save for one -toward the
recant their faith and reveal their fellows. In truth, they end of the war, the gods convened upon the Peak of
succeeded only at driving the faith of the gods into Nammul, for purposes unknown to mortals. But the
hiding, awaiting a time when mortals could better titans knew of this gathering as well, and they came
understand the mysteries of the gods. from all sides, converging on the Skypillar Mountains
Then might faith in the gods have stagnated, were it with a roaring and terrible thundering the likes ofwhich
not for the appearance of the Eight Prophets. All, it is said, has never been seen, before or since.
were of the blood of Zakimi,and all carriedwithin them the No one knows precisely what happened there to
very essence of faith. Few could hear their words and not cause such devastation - for many years after the
heed. Few who spoke with the Prophets did not convert Destruction of Asherak, rumors said that one or more
suniftk to veneration of the gods. Across Asherak they of the gods had died, that the titans were sundered
walked, moving through cities and towns, one here, one wholly there, that the world was unmade and quickly
there, and in their wake they left thousands of believers. remade there. Strange rumors abound of other, less
These were Amata of Belsameth, Dirdanum of Vangal, plausible things, and to this day no one -not even the
H u m ~ uof Tanil, Kamat of Hedrada, Nutesh of Madriel, oracles and god-kings of the theopoli themselves -
Tabm r-GamelatofEnkili,Thraziofcorean,andushenthu can say what happened.
ofChwdun.With the Eight Prophetsleadingthe way,faith All that is known is that a wave of terrific force
in the gods spread as the wildfire over the summer plains. and heat exploded outward from the top of Nammul,
In time, the Council of Meluhna was forced to raze shattering the Skypillars. The wave traveled over all of
entire cities to the ground for the strength of the heresy Asherak, destroyingsouls, flesh and stone completely.
to be found in such places, and the survivors simply Those who weren’t killed directly were wounded ter-
went on to found new cities, cities dedicated in whole ribly, their souls ravaged from their warped bodies.
to their gods who carried them through such trials. Soon The wave traveled downward, creating a pit around
they joined forces, and the mightily armored clerics of Nammul that no one has yet discoveredthe bottom of.
the gods took to the field in strength, and the sight of It traveled upward, destroying clouds and even shat-
them quailed the followers of the druids, for the sight of tering the very Wheel of the Zodiac -stars fell from
a man in thick armor still wielding the powers of magic the skies that night like the tears of Scarn itself, and
was unheard of, and surely a sign of the strength of the where they landed, they scorched the earth.
gods they worshipped.
STRANGE LANDS: LOST T R I B E S O F T H E SCARRED LANDS

t h e moment OF activation, anb even the qobs, with aLL thein powen, have
neven aeen aaLe t o Locate it. IF it was bestnoyeb, weLL anb qoob,aut J: b

counse, $Xiqhteneb as t h e ~ o b may


s ae oP t h a t possiaiLity,
Fu~thens t i L L . shouLb the enqine ae biscoveneb,
WORRY t h e m
nation miqht weLL ~eveaLi t s oniqins, anb i t s punpose. s h

ashenaki civilization itseLF miqht cnumT3Le.


t h e qobs t h e m s e l v e s wouLb centainty Los

R t h e qobs must su~eLyqrzow weakerz as wonshippens turzn

x bo not seek the senaphic enqine. x bo not wish t h e bownFaLL


iLization as w e have known it. y e t now, exposeb t o t h e tnuth, I cann

misquibeb expeniment. I cannot aLLow my peopLe t o wonship be


aLL thein sins, t h e titans,a t Least,wen8 nweR this. know, too,

ein qobs, and t h e sake oF thein own positions.


you who neab this, you too ane now exposeb t o t h e tRuth. naiL aqa

Many died in t h e destruction of Asherak.


TheLandsofAsherak
Indeed, it was only because of the direct influ- Asherak is a place of deadly environs, and
the people here must be canny to survive it.
ence of the gods that many places were spared
Though sages have noted that rains should at
utter destruction. But the land was terribly
least come in off of the seas to cool t h e deserts
changed by the wave of destruction.
and perhaps begin to heal them, those who are
It is only recently t h a t many of t h e theopoli familiar with t h e workings of Asheraki weather
have begun t o have dealings with one another
know better: clouds do indeed come in off of the
again, for they have been long disposed with the
sea, but they remain high in the sky, drawn
task of surviving. Though merchant caravans
inexorably toward the great spinning maelstrom
and other traders do exist t h a t cross from one
of clouds Over the Godspine Mountains. It is
end of Asherak to the other, they are the first in
only here that they drop low and rain down upon
many generations to do so, trailblazers in nearly
the land, the water of which is sucked up by the
every case.
greedy vales and mountains of the Godspines,
each new dawn, the People of Asherak while the deserts continue
thank the gods for their mercy, for their sacri-
fices, for their blessings. But the future is in their AW?afaTheoPob
hands now, for good or ill. O n c e part of the mainland, the Anagara
Theopoli sit o n a n island. Spared the devasta-
C HAPTER ONE: CRADLE O F T H E G O D S

tion of t h e other parts of the Godspines by virtue old a n d infirm of t h e tribes remain here,
of the immensely tall mountains chat shielded under t h e Bronze Archer’s protection. T h e
them, life is hard in the Anagara. T h e terrain only concession t h a t t h e tribes t h a t are wel-
itself, once coastal hills, is still adjusting to c o m e h e r e w e r e f o r c e d t o give was a n
being an island. Much of the plant 1 ife was killed agreement n o t t o wage war u p o n one a n o t h e r .
as a result of the sudden presence of salt in the Ravyyk
local water and dead communities surrounding Small City, Population 9,500 (humans 8 6 % ,
water sources that suddenly turned salty are other 1 4 % )
common here. These salt-towns are avoided, for I t seems as though the ancient funeral city
they are known t o be lairs for the undead and of Ravyyk has always stood. It certainly stood
other horrors. long before the Divine War, for i t was one of the
Auriopolis first cities to throw off the druidic idea of casting
Small City, Population 11,500 (humans 61 %, aside the physical shell when one was done with
elves 29%, half-elves 8 % , other 2%) it - the Ravyykari were the first to embrace the
A Madrielite city, Auriopolis is named for concept of respecting the bodies of those who
its god-king Auriana, the Lady {of t h e Dawn had given their souls t o the gods, for never again
Upon the Waves. Despite this exalted name, would those souls enter the world. They began
Auriana is a simple woman with a love of her doing so when i t was still unlawful by t h e druidic
city and its many fishermen. Auriopolis wasn’t theocratic laws, and they suffered for their deci-
nearly as terribly impacted by the destruction of sion to do so. Nonetheless, they were blessed by
the Seraphic Engine as the other cities of t h e the N e Morga, the gods of t h e dead and the
Anagara, for it was already a coastal city. Auriana transition into the afterlife, and soon many fol-
was blessed by Madriel after t h e Goddess of the lowers of the gods who could not afford to arrange
Sun saved the city from terrible rushing waters, for proper funereal rites in their own cities be-
and made the guardian of t h e city, which was gan to bring their dead here, that they might be
renamed Auriopolis in her honor. honored properly.
Galgal Ravyyk is technically home to a god-king,
Large Town, Population4,500 (humans 9 6 % , but few have spoken to him, for h e goes about in
other 4 % ) funereal cerements and does not have any truck
T h e library-city dedicated to [mmatuk, the with the living. This Gray Keeper, as h e is called,
script-goddess, Galgal is ancient, even beyond allows the city to govern itself -he oversees the
the worship of Immatuk. It is acknowledged that priesthoods that deal with the proper rites for
the druidic theocracies that once Iuled Asherak those who have passed on. N o one knows which
used this place as their lore-haven, and when it of t h e Ne Morga anointed the Gray Keeper, or
was claimed by t h e worshippers of the library who h e was before his elevation.
goddess, Galgal was rededicated to Immatuk. Tulithaad
Though Galgal boasted the presence of a god- Large City, Population 22,000 (humans 46%, elves
king, the script-master and archmage 14%, dwarves 12%, half-elvesB%,ubantu4%, other 16%)
Janul-Dajah, he died some thirty years ago in Sacred to Manawe, t h e Sea-Queen,
combat with a terrible abomination that rose Tulithaad’s god-king is long missing. Shortly
from t h e waves nearby and sought t o destroy the after ensuring t h a t this former military for-
library-city. tress t h a t suddenly found itself o n t h e very
Gamishlyn verges of t h e o c e a n was able t o survive and
Large Town, Population 4,500 ((humans5 6 % , prosper, T u l i t h a of t h e W a v e s , t h e Daughter
elves 14%, half-elves 1 8 % , other 1.2%) of M a n a w e , e n t e r e d t h e waves of h e r n a m e -
G a m i s h l y n t h e Bronze A r c h e r is t h e sake. Occasionally sailors i n d i c a t e t h a t they
founder of this city-state. A h a l f - e l v e n ranger h a v e seen h e r , dwelling among t h e merfolk
sanctified as god-king to T a n i l , Gamishlyn near Tulithaad.
rescued t h e tribal peoples who nearly died i n I n t h e m e a n t i m e , T u l i t h a a d has m a n -
t h e wake of t h e destruction of t h e Seraphic aged n o t only t o survive b u t t o prosper,
Engine. T h o u g h t h e s e t t l e m e n t of Gamishlyn becoming a bustling seaport a n d t h e gateway
is small, i t actually aids many rnore t h a n its for t h e rest of A s h e r a k t o t h e A n a g a r a
population would indicate, for those tribes Theopoli. If a merchant company wishes truly
departed Gamishlyn’s care once they learned t o p r o f i t , i t k n o w s t o g e t i t s goods t o
how t o survive again i n Anagara. T o this day, T u l i t h a a d , for i n t h e Pearl M a r k e t , all t h e
however, all t h e members of those tribes are people of Asherak are represented.
welcome i n this s e t t l e m e n t , and many of t h e
STRANGE LANDS: LOST T R I B E S O F T H E SCARRED LANDS

Arjsha Jakim druidic titanspawn, seeking to whip the people of Breth


Even in the glory days of Asherak before the Divine into a frothing horde to cross the waters and slay the
War, i4risha Jakim was a wild land, filled with roaming children of the gods, exists. Certainly, titan-worship is
beasts and savage tribes that still worshipped the titans. common in Breth, but religion is seen as a personal affair,
Unlike the Anagara Theopoli, Arisha Jakim has always and the people of Breth have no patience for those who
been an island, set apart from the northern shores of would mandate something like that to them.
Asherak, a set of ominous mountains that can be seen Stel Perilis
through the low mist off the shore of the Fertile Crescent. Small City, Population 9,300 (humans 92%,
I n recent days, eyes have turned to that island, for dwarves 6%, ubantu 2%)
it seem to have been largely untouched by the Divine A colonyfoundedby StelTalionis,Stel Perilis main-
War -- the plants and forests there are still healthy and tainscontactwithitsparent-citythroughforceofnecessity.
the rivers clean. Thus far, only the warnings of divine Life is hard in this smallcolony,with attacksby titanspawn
prophets have stayed the hands of those who might seek and barbarians disturbingly common. Fortunately, the
to settle it. Nonetheless, some enterprising folk have colony is well defendedby the Ironclad Order, an order of
begun to settle, though they have yet to understand why Chardunite knights, priests and blackguards who not only
all godly divinations warn against doing so. protect the people of the colony,but aggressively work to
Breth expand their control over the surrounding countryside.
Large City, Population 15,500 (humans 46%, ebes It is likely because of the influence of the
14%, dwarves 12%, half-elwes8%,ubantu4%, other 16%) Ironclad Order that life in Stel Perilis has become
T h e terrible and legendary City of Heretics, hard and ruthless, with many of the people forced
Breth is thought to be a place of untold horrors by into near-slavery by the Ironclad Order. With its
those who dwell o n the mainland, for it is said that charismatic priests who constantly drone o n about
this place was the last known vestige of organized the responsibility of the individual to the state
titan worship in all of Asherak. and iron-clad warriors ready to enforce their will,
it is certainly not the paradise that Stel Talionis
The truth is a little less impressive. Though some of
envisioned when it founded this colony some
the merchants and adventurers take delight in menacing
the mainlanders, the truth is no organized conspiracy of forty years ago.
C HAPTER ONE: CRADLE O F T H E G O D S

Ugarraz nearly the only contact that anyone has with mem-
Barbarian Tribe, Population 500 (humans 99%, bers of the Vale is the merchant caravans that
other 1%) venture into the Riverlands.
T h e barbarians known as the Ugarraz are not T h e Witch-Queen has made it clear that she
the first to bear that name. Indeed, they take that has n o interest in the petty wars of the Riverlands
name from the sacred caverns they have claimed as nation-states, and those who try to draw her into
their homeland, a relic of ancient days. Before the them often are found murdered or simply disappear
coming of the gods, these caves were considered entirely. Little else is known about the Vale, other
holy ground, home to a powerful but mad sister- than what can be gathered from the merchant
hood of oracles that dwelt within them, breathing caravans, which are always accompanied by a Fel-
the sacred mists that rose from the cracks in the lowship of the Black Faith, a small cell of the
cave floor and speaking of the future. After the defenders of the Vale of Shadow, a collection of
coming of the gods, the sisterhood was turned to witches, blackguards and other powerful beings,
the worship of Enkili. many of whom have infernal blood in their veins.
In the fallen days after the Divine War, the The Crucible Lands
Oracles of Enkili (who wore the clothing of the
Called the Desert of O n n even before the
opposite gender as part of their sacred charges)
Divine War (and still called that by certain histori-
abandoned the Cave of Ugarraz. Now it is the home
cal-minded folk), most people refer to this mighty
of the Ugarraz tribe, led by their shamans who
desert as the Crucible Lands, the ubantu name for
dwell within the sacred caverns, divining the fu-
them. It is here they believe that mortals are tested,
ture for the benefit of their people.
and the unrighteous are found wanting. Mighty
Crown Mountajns tortoises roam these deserts, oblivious to all save
The Crown Mountains are the only reason that their slow wanderings. Though none see them die,
the Riverlands are able to survive - were it not for eventually they do, as evidenced by their mighty
the barrier that they form between the south of shells left scattered through the desert.
Asherak and the terrible Soulburn Wastes, the hor- In these shells, moisture can accumulate with-
rors of that blasted desert would have overrun the out being scorched away by the heat of the Crucible
Riverlands long ago. These mountains are probably Lands, forming oases that wise travelers learn to
the lowest on the continent, though they were use. T h e ubantu and other tribes of these lands
certainly high enough to spare the southern lands have learned the locations of many of these and
the devastation that the Seraphic Engine wrought. roam from oasis to oasis, using up the resources in
Crown Keep one before moving o n to the next. Conflicts are
Small Town, Population 3,000 common among them as one tribe comes upon an
The warring nations of the Riverlands' only act oasis that another tribe inhabits, and the results
of cooperation is sending men to join t h e stain the sands with blood.
Crownguard, an order of guardians led by the clergy Deiamerta, Lands of the Deiamsu Tribe
of Corean and Tanil and captained by paladins and Population f 5,000,incommunities of200 to 3,000
rangers. Based at Crown Keep, the Crownguard (humans 80%,elves 10%, half-elves 5%,half-orcs 3%,
swear to set aside their personal, family and national other 2%)
loyalties in order to ensure that those they left The Deiamsu tribe is not consolidated into a
behind have the luxury to keep them. T h e single theopolis but rather ranges across a territory
Crownguard patrol the vast Crown Mountains, pro- stretching several hundred miles through the eastern
tecting against incursions of fell beasts and desert Crucible Lands. Numerous villages and communities,
horrors from out of the Soulburn Wastes. They as well as wandering nomadic bands, are all linked by
avoid only the Vale of Shadow, which is more than a web of trade, marriages and a hideous, inhuman faith
capable of taking care of itself. Interestingly, how- that turns the stomachs of even the most murderous
ever, Crownguard patrols have been assisted by the follower of Belsamethor raving warrior of Vangal. The
deadly witches, blackguards and poison-using ar- Deiamsu have neither the resources nor the inclina-
chers who make up the Black Faith of the Vale. tion to build asingle central city, and this fact may well
T h e Vale of Shadow have saved their lives, for a single accumulation of
Small City, Population 15,000 such hideous practices might well inspire others to
Isolationist and xenophobic in the extreme, wipe them out once and for all.
rare is the man or woman who can say that he has The various tribes of the Deiamsu answer to the
visited the Vale of Shadow. And that is precisely Voice of Torment, Madash Mar, the god-king of
t h e way the Witch-Queen of t h e Vale, t h e Deiamerta, who is sanctified to the Flayed God, who
Belsamethan god-king of this city, wants it - teaches his people the sanctification that comes with
STRANGE LANDS: LOST T R I B E S O F THE SCARRED LANDS

pain. Agony is a sign of life, and the ability to both their knees to others. In many ways, this sets them in
receive and inflict it is tribute to the Flayed God. Ritual conflict with ubantu, who are not careful of their
scarring and piercing are common, and even infants are inherent fanaticism, and both peoples are careful to
ofren marked or branded. But most sacred is the ability avoid religiousdiscussionwhen engagingin trade. The
to provide the Flayed God with succor, whether by adepts of the shell (see below) are common among the
giving oneself to him or by providing victims for the imahim, moving a week ahead of their tribe’s wander-
Black Sands, a low-lying plain surrounded by dune ings, following the trails of the mighty tortoises and
ranges, the sands of which are blackenedwith the blood blazing trails to find new oases for the imahim.
of thousands of sacrifices. Sacrifices to the Flayed God Tamulqawid
are staked out here, their feet planted firmly in the Tribes, Population 12,000
maggot- and insect-infested bloody sands to await the Fewer than either the ubantu or the imahim, the
arrival of the Flayed God. tamulqawid revere the mighty Sage of the Desert,
Imahim Nomads Tamul. It is through his blessings on their tribe that they
Tribes, Population Unknown are able not only to survive but prosper in the deserts-
Though not as numerous as the ubantu, the imahim the tamulqawid are animalherdersand hunters, capable
nomads are fairly common. Primarily made up of humans, of maintaining herds that should not survive in these
the irriahim dress in long robes, veils and other coverings. deserts and finding food where none should be. The
Where the ubantu travel the core of the Crucible Lands, tamulqawid are the only tribe of the desert that holds
the imahim tend to move along its fringes,acting as traders such a high reverence for animals, especially their
between the theopoli and the ubantu. They are known as camels, whom they look upon as fellow tribemates.
canny bargainers and skilled merchants, though some Ubantu
claim that they are also thieves and kidnappers. Tribes, Population Unknown
T h e imahim revere a fourfold pantheon of Many are the people of Hedrada, the Blessed
Ashumas, Dshan, Subastas and Tukulti, whom they People, and the Lawgiver has given the deserts of
call the Gods of the Deserts, and they refuse to bend O n n for their dominion. The ubantu have always

.
C HAPTER O N E : CRADLE O F T H E G O D S

been part of the deserts of Onn, possibly created as hovels, hoping t o keep out the elements and dan-
prey for Hrinruuk to hunt in these deserts. But gerous beasts combing the ruins. At the same time,
when Hedrada himself came to them and saved the city has an unhealthy obsession with the osten-
them from the destruction of the Seraphic Engine, tatious and gaudy display of wealth, to the extent
they fell down as a people to worship him and take that even the poorest have gilded altars t o “honor”
his ways as their own. the city’s patron gods, Hedrada and Enkili.
Now many tribes wander these lands, so many Built near t h e ruins of “Old Brathanis,”
that no one has a means of accurately knowing how Brathanis sees the ruined ziggurat, monasteries and
many. Each tribe is made up of several clans, and other destroyed bits of ancient city as reminders
most tribes number several hundred members. Truly against the folly that befell Old Brathanis when the
prosperous and mighty tribes can range up to two Perfected O n e of the Exemplars first came to that
thousand folk, but this is rare. city with his message ( t h e full story can be found in
It is said that somewhere in the desert of O n n the Player’s Guide to Monks and Paladins).
dwells H e Who Has Passed Through the Crucible, Although an incredibly ancient city, Brathanis
a n ubantu god-king of Hedrada- some say the first has little remaining i n the way of culture save for
of the god-kings. Stories conflict about him: some unrelenting greed and pettiness, a ridiculously com-
say that h e dwells in a mighty city of silver and plex bureaucracy, and dominance by those who
sandstone in the center of the desert, while others would curry the favor of the gods. Although the
claim that he sits o n the back of the oldest of the city remains theoretically a theopolis in Hedrada’s
tortoises, basking in the terrible heat, small and name, true Hedradans are few and far between. It is
brown, but with his sins and imperfections burnt an open secret, at least among Brathani, that Enkili
away. truly guides the city. T h e few true Hedradans are
Though ubantu can be found in other places, those bureaucrats so caught up in their rigid bu-
most tribal ubantu are suspicious of such folk. They reaucratic madness that they cannot see the city
believe that the Crucible Lands are the proper disintegrating around them. T h e “Hedradan”
home for the ubantu, created by Hedrada to test temple is filled with Enkilite priests who use the
them. They believe that the tests that can be found building as a festhall t o host debauched parties and
in other lands are not their tests, and that those other hedonistic pursuits.
ubantu who settle in other places have fled their The Khaelean Confederation
rightful testing grounds and are cursed. Nation, Population 28,000 (half-elves 47%, hu-
mans 38%, elves 12%, other 3%)
The Fertjle Crescent
T h e Khaele Confederation is a small nation in
North of the Paharasa Mountains is the Fertile
the Aulter Woods, made up of several small cities.
Crescent, a place of fertility and greenness rare in
As a whole, the Confederation’s cities are self-
the blasted lands of Asherak. Like the Riverlands
governing, though each has at least one blessed
in the south of Asherak, the Fertile Crescent’s
theocrat*** of the Son of Stars and Glades, the
settlements are built along the rich rivers that flow
half-elven god-king Khaele, hero of the Divine
out of the Paharasa Mountains, as the land more
War empowered by Tanil to protect the forest she
than a day or so from the rivers tends to be either
painstakingly protected from the destruction of the
blasted rock and stone or standing mires and bogs.
Seraphic Engine.
Some kind of blessing or enchantment, however,
Aelfygh (Population 7,500): Aelfygh is a
seems to be o n the river, which allows it to sustain
relatively new city, built upon the remains of an
life around it - the addition of poison or even
ancient dwarven fortress, largely abandoned dur-
wrack cannot foul it. Such substances simply form
ing the Titanswar and resulting cataclysm. T h e
bubbles in the water without mixing into it, much
upper city is largely built into the cliffs of the
like adding oil to water. T h e water loses this prop-
Sorent Hills for protection, while the lower city is
erty when taken from the river proper for more
spread along the shoreline, around the city’s size-
than a day.
able docks. T h e buildings are mainly well crafted
Brathanis
stonework, tending t o be more uniform and sub-
Large Town, Population 4500 (humans 78%,
dued than other Khaelean cities. As a port city and
dwarves 8%, elves 6%, ubantu 4%,haljklves 2%, half-
the city closest to the large theopoli of the eastern
orcs 2%)
Fertile Crescent, Aelfygh is an important center of
A remote and rather small settlement that trade for its famous stone and ironwork. Aelfygh
clings to the vestiges of its former glory, Brathanis boasts a mix of elven and dwarven culture, valuing
is little more than a small and crumbling town with the simple hard work, stoicism and tenacity of the
delusions of grandeur. Most citizens live in build- dwarves and the appreciation of beauty, closeness
ings ancient beyond habitability or in crudely built to nature, and calm patience of the elves, all wrapped

n
STRANGE LANDS: LOST T R I B E S O F T H E SCARRED LANDS

in a strong faith in Tanil. Aelfygh is known for its Wall, and what many see as a divine duty to spread
impressive smithing techniques, which combine the faith of the gods of law (called the Triumvirate
traits from elven and dwarven secrets. in Stel Talionis), this impetus led to the creation of
Aulter-ash (Population4,OOO): A small settle- the Stel Perilis colony.
ment dedicated to Tanil actually built in the Aulter The city is not led by a god-king. Rather, it is
Woods, Aulter-ash is constructed from the living governed by a Holy Council, consisting of a priest
wood of the forest. Evidence of ancient elven ar- chosen from the clergy of each of the city’s patrons.
chitecture can be found throughout the settlement, Usually the high priest of each given temple will take
from the dwellings constructed of shaped living on this role, although exceptions have occurred when
trees ito the treetop marble Council Chambers. T h e the priest lacks political expertise or is too busy with
forest around the city remains largely untouched, religious affairs. Each morning, in a ceremony known
as it is valued and carefully tended by t h e citizenry. as the Blessing of Sacred Waters, the city’s clerics line
Though Aulter-ash is the remnants of an ancient up along the edges of the reservoir and create as much
and powerful elven civilization that once flour, water as possible. This water is transported throughout
ished in this portion of Asherak, it has abandoned the theopolis via aqueduct. This is necessary because,
the reverence of Denev and now worships Tanil, as although the city rests beside the Banya River, its
does rhe rest of the Khaelean Confederation. Few water is tainted by the nearby ocean and the barren
of the elves today remember the druidic magics wastes it must travel before reaching the city, making
which built their mighty treetop settlement. it undrinkable.
Khaele (Population 22,000): T h e beautiful, Tangle
airy and prosperous Tanilite city of Khaele has Metropolis, Population 61,000 (elves 62%, hu-
been built entirely since the Titanswar in one of m n s 29%, half-elves 8%, half-fiends 1%)
the few remaining hospitable regions remaining. A large port city set on the northern end of the
Perhaps unique among cities of the Fertile Cres- Dragon’s Maw Gulf, Tangle is beautiful in its own
cent, Khaele is built neither upon the shores of a twisted way: a city of enormous ziggurats seemingly
river nor by the sea. Instead, Khaele rests in the continually dripping with the blood of sacrifices, of
center of a fertile valley, surrounded by small farms. decadent and yet broken elves, and of a complex
T h e city is therefore especially vulnerable to over- and chaotic social structure. The tang of the sea air
land attack and thus has constructed a massive and the city’s port dominate life in Tangle, as does
retaining wall. The buildings themselves are simple the city’s oppressive and bloodthirsty religion.
wooden affairs, uncomplicated but sturdy and well Tangle retains some elements of traditional
constructed. Khaeleans take pride in individuality, elven culture with a patina of bloodthirsty ruth-
often decorating their houses with bright colors, lessness and savage cruelty encouraged by the
maintaining gardens, or displaying works of art to religion of Vangal. T h e elves of Tangle, wracked
distinguish their dwellings. with pain at the land’s destruction, reflect the state
Stel Talionis of Asherak: brutal and barren with little respect for
Metropolis, Population 76,000 (humans 84%, life. Only on the open sea, far from the ravaged
dwarves 13% , ubantu 3%) shores of Asherak, can these tormented beings feel
A. bustling metropolis retaining much of its a moment of peace. Thus nautical life has become
pre-Divine War glory, Stel Talionis is a bastion of a powerful influence in the theopolis; many young
the gods of law, a city of divine order. Wide brick elves who do not become associated with the city-
streets, marble cathedrals and ornate sculptures state’s brutal politics take on callings as pirates,
dominate the city. T h e people go about their daily raiders and privateers. The elves of Tangle do not
lives, purposefully ignoring the wasteland beyond maintain close relations with other elven city-
their walls and confident their gods will protect states - indeed, the elves of Tangle are openly
them. Justicars patrol the streets and busy market- antagonistic toward the Khaelean Confederation.
places, enforcing the city’s divine law. Tanglean raiders range throughout the Dragon’s
T h e folk of Stel Talionis are dedicated and Maw Gulf, as far south as the Shard Islands and as far
extremely religious, but are grim and distrustful of as the Anagara Theopoli in the east. The raiders
outsiders. This has made the theopolis rather isola- employ small boats holding from ten to twenty raiders
tionist; the priesthoods believe that those beyond and strike without warning against small settlements,
lack the dedication and pure faith needed for true usually taking advantage of the cover ofntght to strike.
exaltation of the gods, and they are therefore dis- Large numbers have been known to gather to assault
dained. In recent years, however, has come a push large theopoli, such as Khaele and Stel Talionis. These
for expansion and involvement with other Fertile raiders are also notorious pirates. While Tangle does
Crescent theopoli. Provoked by the city’s prosper- maintain a small merchant fleet, it is not the theopolis’
ity, the space limitations imposed by the Binding focus, and few theopoli are eager to allow ships into
CHAPTER O N E : CRADLE O F THE G O D S

I
their ports that are just as likely to contain fierce Taroke
Tanglean raiders as simple merchants. Large City, Population 15,000 (humans 75%,elves
Tangle is nominally ruled by Orbranaxis the 12%, half-elwes 3%, other 10%)
Shatterer, the Vangalite god-king, and his Church A wealthy city of zigguratsand step pyramidsbuilt in
of Shattered Souls. Their power is more over the the jungle of the northeast Banyan River delta, Taroke is
common folk than garnered through politics or a spectacleofbothwondrousbeauty and horrible deprav-
money, however - that distinction belongs to the ity. The worship of Elamash dominates the city-state;
noble houses of Tangle, notorious slaving institu- ornate temples dot the theopolis and little occurs except
tions given to extreme infighting and blood feuds under the eyes ofEl5mash's watchful priests. Little is seen
(encouraged and some say orchestrated by the of the marble that dominates other Fertile Crescent
Church of Shattered Souls). cities, as thefolkofTarokepreferloca1buildingmaterials,
Slavery is an integral institution in Vangal. Al- such as limestone and shale. Outside the solemn ziggurats
thoughTangleans are not above capturing slaves of all and temples spring up raucous markets, rife with slaves,
races, only human slaves are allowed to serve the poisons and other less savory fare.
xenophobic elves inTangle. T o elven sensibilities, the ElBmash's religion dominates Taroke, his priests
human form is reminiscent of a barbarilc and primitive active in all aspects of daily life, from morning sermons
version of the pure elven form, making them tolerable to enforcing evening curfews. Especially significant is
for little more than menial labor. Half-elves are given Elamash's unseen eye, a sect of the church that acts as
a modicum of respect, functioning as slave overseers or enforcer, secret police and assassin. The unseen eye
elite slaves, such as scholars and bodyguards. Other routs out heresy, which varies from primitive titan
races, with the exceptionof those blessed withvangal's worship to failure to live according to the dictates of
own blood (half-fiends),are sold to other slavers to be Elamash (and his priesthood, of course). The god-
shipped from the city-state or sacrificed to Vangal queen of Taroke, Queen of Scales Saratha, has ruled
during the theopolis' daily prayer of exaltation to the the city since shortly after the Divine War.
Reaver. While most slaves dwell in the lower city, left The Godspine Mountains
to fend for themselves and free to be snatched up by
One of the fiercest mountain ranges in the world,
any free elf as labor, the noble houses maintain their
the Godspine Mountains sit in the center of Asherak,
own stables of slaves.
dividing north from south. Many of the peaks of the
STRANGE LANDS: LOST T R I B E S O F T H E SCARRED LANDS

range are astonishingly high, though they are but a gods. Some are stranger still, creatures of other reali-
fractison of the size they were before the activation of ties not quite like this one, stranded here when the
the Seraphic Engine. Many of the peaks are strangely walls between worlds came tumbling down. (See the
shaped, portions of the mountainside having been Seraphic Creature template in Creature Collection
blown away in the blast. Some are so twisted, they look 3: Savage Bestiary.)
almost like some mad sculpture. The Exemplary Retreat
Only Nammul remains as high as once it was, When the Perfected One led his followers from
rising in the center of the range like the axis of Scam the corrupt and dying city of Brathanis, he took them
itself, its peak cloaked constantly in a veil of cloud. up into the Skypillar Mountains. Here, after many
Around it, nothing stands, the nearest mountains tests of faith, devotion and determination, they settled
oblicerated to their very roots when the continent upon a specific cave to serve as the heart of their new
shook. The Godspine Mountains still host the most community. These people would become the exem-
sacred spot in all the world, but with all the devasta- plars, their home the Exemplary Retreat. (See the
tion surrounding it, few can afford to bask in its Player’s Guide to Monks and Paladins for more on
holin’ess. the Perfected One, the Exemplars, and their history
They were once called the Skypillar Mountains. and home. )
Their peaks were enormous, seeming to hold aloft the On the slopes of an unnamed mountain, near
clouds and the stars themselves. Their slopes were what is now the Southeastern edge of the Godspine
steep and fierce, a testament to the grandeur of Scarn Range, stands a small complex of buildings built from
itself and a challenge to those few brave or foolish the rock of the mountain itself. Surrounded by a high
enough to attempt to scale them. They bisected the wall, the Exemplary Retreat has survived hundreds of
entire continent of Asherak, from points far west to years, the wrath of invading armies, and even the
the farthest eastern edges of the land. And in the devastation of the continent and the trembling of the
center of the range, the greatest peak of all: Mount mountain itself.
Nammul, the Creche of Divinity, birthplace of the The structures are simple stone, most only a single
gods, and the single highest point on all Scarn. story in height. They are connected by paths roughly
No longer. The devastation caused by the divine cobbled in pebbles and by caves running through the
folly that was the Seraphic Engine laid waste to much rock of the mountainside. Each boasts a tiny garden, so
of Aslherak, but it truly obliterated an enormous por- carefully tended that several green sprouts survive
tion of the Skypillar mountain range. In the center of even in this harsh environment.
the range now stands what can only be called a hole in Meluhna
the earth, a span more than a hundred miles in diam- Even back when Meluhna thrived, when the
eter where no mountain stands, where the ground is druidicCouncil of Meluhna stretched forth its hand to
rocky and cracked, well below sea level. The range steer the course of mighty empires, it would have been
extends only a few hundred miles east and west now; inaccurate to call Meluhna itself a “nation” in any true
where the land once continued for hundreds of leagues, sense of the word. It was a network of small communi-
the m.ountains have been shattered or sunk beneath ties, yes, linked by a common law and common rule,
the risen waters of Shard and Shield Bays. but none of its members considered themselves citi-
The range itself is awash in a sea of wild magics, zens of any greater kingdom. They saw themselves
energies put forth by the Seraphic Engine that have only as followers of a higher power, the titans, and of
not faded since. Clouds and storms seem drawn to the the men and women who served the titans. Few of the
mighty peaks, pulled in off the ocean as if by the hand various communities of Meluhna even boasted their
of a god itself. More than half the days and nights of the own name, save for Paroq Kurvensett- the site of the
year, the outermost mountains to the east and west are Council itself -and one or two others. Everyone else
drenched in a torrential downpour, their slopeswhipped simply saw themselves as scattered members of a single
by winds strong enough to rip the clothes off aperson’s society. The Council of Meluhna was areligious body;
back. Yet these rains never reach the rest of the any secular governing they had to do in order to keep
continent, or even the inner portions of the range; the their community thriving was purely incidental.
outermost mountains hoard them like a miser, and the Today Meluhna is largely an empty place, shunned
desert continues to parch. by followers of the gods and haunted by memories and
The extraplanar and divine energies permeate remnants of what it once was. Yet it survives, despite
the creatures of the Godspine Mountains as well. several attempts by the greatest of clerics and wizards
Every animal and every monster native to the region, to bring down the walls, to fill the caverns with
with only a very few exceptions, is an outsider by shattered rock, to cover the entrances with avalanches.
nature if not by location of birth. From celestial And this survival fills the hearts of the clerics with
mountain lions and eagles to fiendish goats and fear, and even the gods with consternation, for this
wyverns, every creature here has been touched by the
C HAPTER O N E : CRADLE O F T H E G O D S
*=-f.s*,
rc-
viewing it from a distance gains no true idea of how
enormous a structure it is. Only as one draws closer
does it become apparent that Nammul is far, far taller
A majority of the undead making up the current than the highest peak, and thicker around than most
“council” could hardly care less about the creatures
mountains. Mortal minds can scarcely imagine what it
under their rule; they are purposeless, slelfish beings
must have looked like in the days before the Seraphic
who simply enjoy the power of commanding others. Engine, when it was Mount Nammul, and far larger
Several, however, seek to restore Mehhna to its
even than it is today.
previous state, to throw off the “yoke of tlhe gods”and
Mount Nammul has existed as long as a Scarn has
restore the druids to power. Three of the council -
been there for it to stand on. Given that it is (or was,
Kulu (female human ghost drdl6), Attii’kusu (male
at least) a mountain, that may seem an obvious state-
human ghoul drdl3) and Laqip (male human ghoul
ment, but inNammul’s case, it may be the literal truth.
drdl2) -were actual druidicmembersofthe council.
Mount Nammul is believed to have been the first
Kulu and Laqipwere membersof the last true council,
portion of Scarn, before the world was even complete,
before Meluhna fell, and Attii’kusu was part of the
when the titans were first stepping forth from the
group that attempted to recreate the council during
primal chaos of reality itself. The mountain survived
the Pather-Ashtim War. The entire council is cur-
the passing of titanic epochs that almost totally
rently commanded by acreature calledTliultku (male
resculpted the face of Scarn. It saw the creation of life.
greater gorgon [advanced to 15 HD] vampire), who
It supported the first tentative footsteps of the divine
seeks nothing less than the reclamation of all Asherak
races. And it was here, in a howling tempest of storm
under the sway of Meluhna, with himself as the leader
and fury, that the titans brought forth Vangal, first of
and high priest of this continent-spanning empire.
the gods.
Thultku and his minions seek to understand
Though incredibly difficult to reach, surrounded
what it is about Meluhna that renders so many of its
(even before the Titanswar) with almost impassible
caves resistant to the power of the gods. Is it the
terrain, numerous natural hazards and creatures from
residue of the millennia of druidic magics that forti-
all the various outer planes, Nammul has often been
fied the place for so long?Something to do with the
host to various temples, monasteries and other reli-
nature of the surrounding rock? Could the caves
gious gatherings. Even those who do not have direct
contain the partial remains of one of the titans?
connections to the gods can feel their presence here,
Thultku is determined to find the answer and use it
and in ages past, demigods and occasionally the gods
to wage war against the theopoli of Asherak.
themselves would appear at Nammul’s peak to con-
verse with their followers.
former bastion of the titans’ power resists the power of
the divine even though it lies in the Godspine Moun-
tains themselves, the very heart of divine power in
these Scarred Lands.
The Divine Power of Nammul
Divine energies, holy and unholy, lawful and
Some of the villages of Meluhna, built into deep
caverns, yet remain, though they have suffered the chaotic, radiate from Nammul like a tide constantly
ravages of time and are in substantial diarepair. Subter- flowing into Scam from other worlds. A n y living
ranean titanspawn, fromvarious goblin types to ashbom creature can feel these energies and find his faith
restored, but it is the clerics and paladins of the gods
arachne and other unnatural vermin, from skittering
slitheren to all manner of ooze, make their homes in who truly benefit from these emanations.
the branching passages and crumbling buildings. And Power calls out to power, and stronger divine
over them all rules an assembly of the undead, gather- casters can feel the power of Nammul at greater
ing in mimicry and mockery of Meluhna’s druidic distances than weaker ones. For any given cleric,
council. paladin or other divine caster who gains power from
the gods, multiply his caster level two.Within that
Nammul
many miles ofNammu1,everyspellthat charactercasts
No holier place exists, nor can exist, anywhere on
is considered Maximized,as per the feat, but without
Scam, and no climb to lofty heights can bring one any
any increasein requiredspellslot. Furthermore,acleric
closer to the homes of the gods themselves. This is the
or paladin praying for her daily spells needs only 15
Crhche of Divinity, the birthplace of the gods -and,
minutes, rather than the hour normally required.
according to some legends, life itself.
Ofcourse,all these advantagesapply to the spells
Nammul is a great column of stone, a pillar
and spell-likeabilitiesof the region’s numerousoutsid-
reaching toward the heavens in the middle of a pit
ersaswell,soclericsandpaladinsshouldn’tassumethat
hundreds of miles across. The ground around it is bare,
they are suddenly becoming the most powerful forces
barren rock, as are the sides of the pillar itself. So large
inthea
is the hole in which Nammul stands that anyone
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LAND5

Ilt was here, on the highest crags, that the gods and lawless, relegated to filthy work considered inap-
built the Seraphic Engine, designed to sever the titans propriate for those higher in the caste system to do.
from Scam in the early years of the Titanswar. And it Altanthropolis is known for its shining white
was with the activation of the Seraphic Engine that marble and fantastic architecture. Though much of
the g:ods finally did what time and the titans them- the basis for its works sit firmly with the dwarves who
selves had never been able to do: they destroyed originally founded this city, most of the more modern
Mount Nammul. wonders are the work of the Society of Sand, architects
‘The destruction was far from complete. The pillar and magicians of great power. Altanthropolis is also
of NaLmmul today still stands larger than any mountain. blessed with a large number of marble sentinels***, a
But it is barely half the width it was then, and thousands gift to the city from Hedrada, for peace-keeping within
of feet have been sheared from its height. The force of the city itself, allowing the kallorti to focus their efforts
the blast fused the stone, rendering the column smooth on guarding the Vhaer Pass and the trade routes of the
and almost featureless, impossible to climb without area from the various creatures that dwell in the
magical aid. It obliterated everything standing, other mountains, as well as the savage Shalatim tribe of the
mountains included, for hundreds of miles, and altered Paharasa Mountains.
thse very shape of the continent. Fortunately, the gods Altanthropolis is ruled by the god-king Jahoril,
had instructed most of those worshipperswho haddwelt the Upbearer of Pillars, a mighty dwarven warrior-
on the mountainside to depart years earlier, when priest who ensured that his people survived the
construction of the Engine began. Some few remained, devastation of the Divine War by the careful applica-
however, as servants of their deities; they were so tion of laws. Jahoril is considered by the people of his
thoroughly obliterated in the surge of energy that their city to be the Son of Hedrada, and they know that he
souls have not yet arrived in their gods’ afterlives, and speaks the god’s will in all things.
may have been destroyed entirely. Scaumaturge
Today, some of the truly devout still make pil- Smallcity, P o p u ~ t i o n 9(humns74%,
,~~~ dwarves
gramaiges to the base ofNammul,but few have attempted 21 %, other 5%)
to scaile the column since the Titanswar. Of those few, A dark city rife with turmoil, Scaumaturge rests
none is known to have succeeded. on the backs of its poor and its eternal undead slaves.
The Paharasa Mountains The city is constructed largely of black marble and
‘ThePaharasas are the mountains that serve as the stone, with the level of repair being commensurate
with the wealth of the occupants. Scaumaturge is flush
border between the Crucible Lands and the Fertile
with ruins, both new and old, great and small. Death
Crescent. Only two passes through the Paharasa Moun-
motifs and symbolism are common throughout the
tains are known, but rumor speaks of many more,
city’s architecture, as is ornamentation such as gar-
inaccessible to large caravans, but certainly travers-
goyles and images of demons. While quite lively areas
able to small groups of travelers on foot or with mules.
of the city exist, such as the market square, an abiding
Altanthropolis
aura of subdued misery and desperation hangs over
Metropolis; Population 40,000 (dwarves 48%, hu-
most of the city, bringing a pall over any light or
mans 40%, ubantu 12%)
happiness to be found in this place.
A shining and ordered Hedradan theopolis built
With its position above the Pass of Jagged Bones,
high among the peaks of the Paharasa Mountains, this
one of the two passes through the Paharasa Moun-
white marble city overlooks the wide and well traveled
tains, Scaumaturgehas found itselfalmost inadvertently
Vhaer Pass. Unique among theopoli, Altanthropolis is
an important trade city. While the city itself is quite
built partially into the mountainside, protecting it
unpleasant and anything but hospitable to travelers,
from savage dust storms arising from the Crucible
the very fact that it is open to the sort of contraband
Lands. As a center of trade, this city boasts good roads
so strictly regulated in Altanthropolis has made it
and well constructed buildings, although squalor re-
quite popular among less reputable merchants. The
mains in the city’s forgotten corners.
city has come to depend on the wealth it acquires from
The people of Altanthropolis divide themselves trade, making it a dark rival to shining Altanthropolis.
into five great castes, chosen from birth according to
The religion of Otossal has dominated life in
the divine will of Hedrada, as directed through his
Scaumaturge since the city’s inception; indeed, the
priests: the harati, who serve as the priests and leaders
city is named for the first god-king of the city,
of their city (the caste to which most of the ubantu in
Scaumaturge, called the Bonelord of Otossal. Free-
the ciity belong); the wyrti, who are the lorekeepers,
willed undead are viewed as sacred beings, and many
scho1:arsand teachers; the paranti craftsman and mer-
necromancers and clerics of the Bonelord hope one
chants; the kallorti, whose work entails them touching
day to join their ranks. At the same time, skeletons and
blood, whether as healers, morticians, butchers or
other controlled undead are used for menial labor and
warriors; and the enkti, who are considered the chaotic
defense. Poor citizens are often viewed as less than
C HAPTER ONE: CRADLE O F THE G O D S
r -=e,
Among the most feared of the Shalatim are their
pyromancer shamans (the elders of whom possess
Warm Mountuin/Volcano, EL 14 levels in the Adept of the Flame prestige class; see the
Player’s Guide to Wizards, Bards and Sorcerers). In
The mighty smoking peak of Balathu overlooks
recent days, these shamans have gathered around a
Scaumaturgeand the Passof Jaged Bones. High upon its
peak, overlookingagreat chasm of fire, is a )greatplatform prophet, the Source of Flame, who claims that Mount
hewn of obsidian, upon which victims are brutally sacri- Balathu is no longer a sacred place of Otossal, but
ficed,horribly afhxedwithsharpenedbonesht through rather belongs to Subastas. T h e Bonelord of
their bodies to form symbols sacred to Otossal and then Scaumaturge fears that this Source of Flame may be
cast alive and screaming into the firesbelow as sacrifices. not simply a powerful shaman, but actually a god-king
Opposite the pit from the platform is the Seat of Otossal, of Subastas.
a mighty throne that is craftedfrom the very bones of the The Rjverlands
mountain itself. In timespast, the Bonelordl Scaumaturge The Riverlands, like the Fertile Crescent, is made
oversaw the rites from here, but the current Bonelord has up of swaths of green around the rivers that flow
not found the secret passage that leads to this throne. through them, protected from the terrible Soulburn
Otossal’s priests believe that one of the signs of the Waste by the Crown Mountains. The southern reaches
coming of the True Bonelord is that he shall know the of Asherak are home to a number of city-states that
path to the Seat. have fallen to infighting since the days of the Divine
The peaksaround Balathu areprowledby allmanner War. This infighting has gone on for years, much of it
ofhornbleundead,includingsomestrangebumingghouls beginning shortly after the Divine War. Though some
that are said to be made from the corpsesof those who are claim the wars were instigated by the Empire ofKanish,
sacrificed the fact is that all of the City-states have participated
in these wars at one time or another, and continue to
undead by those in charge; they require rest and do so to this day.
upkeep and tend to grow rebellious. Life among the If the Empire of Kanish can be held responsible for
destitute in Scaumaturge is so desperate that families any atrocity, it is the murder of god-kings as a means of
have been known to sell children or siblings into the waging war against city-states. Kanish himself, a god-
ranks of the undead, in a process known as culling, in king elevated by Chardun, murdered the first of the
order to buy food for just weeks or days. Few leave god-kings to fall in the Riverlands as part of his city-
Scaumaturge,for the Pass of Jagged Bones is extremely state’s war against the Vangalite city of Tabish Ahl.
dangerous and few possess the skills to :survivelong in Unlike many places in Asherak, the large city-
the ubantu-dominated Crucible Lands. states are not the only settlements-up and down the
The city’s governance could best be described as rivers can be found small farming communities and
a chaotic mess. Since the death of the great trading outposts, all of which have sworn fealty to one
Scaumaturge, a series of petty warlords and necroman- of the city-states or another.
cers has held the city, ruling by force of arms and magic T h e Andoral Federation
i n Otossal’s name. T h e current Bonelord Nation, Population 25,000 (humans 85%, elves
Deemethereesu has ruled the city for five years and is lo%, other 5%)
distinctly not a god-king. T h e first nation to form in response to the aggres-
Shalatim sions of the Empire of Kanish, the Andoral Federation
Nomadic Tribe, Population 2,350 (humans 100%) is made up of the three city-states that sit in the
TheShalatimwereonce amightypeople. In time, Andoral River basin.
however, the dwindling resources of the Crucible Erithnopolis (Population 4,500):The city-state
Lands and the growth of both the Sh,alatim and the of the Hedradan god-king Erithanus, Erithanopolis
local ubantu forced a conflict between t:hesmall people has been in mourning since Erithanus’ murder at the
of Hedrada and the mightyraiders who served Subastas. hands of Kanish. A city of fine white marble and stoic
In the end, the fiery Shalatim lost to the more ordered folk, Erithanopolis has had problems with a quickly
war methods of the ubantu, and the Shalatim were developing cult among its people that postulates that
driven into the Paharasa Mountains. if the chosen of Chardun was able to slaughter that of
Now, perhaps a generation later, the Shalatim are Hedrada, perhaps Chardun is a worthier god. Though
a prevalent part of life in the Paharasas. Both this cult, the Blood-drenched Brotherhood (named
Altanthropolis and Scaumaturge play host to Shalatim because its founders were clerics present at the death
clans that wander the mountains around them, follow- of Erithanus who were drenched in his viscera and left
ing the wild herds of mountain goats that serve as their alive by Kanish), is actively outlawed and hunted in
main staple. Erithanopolis, it is quickly growing.
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS

Galashin Mor (Population 1 1,500): Another gate. The clergy of Corean even now attempt to regain
Hedradan city-state, Galashin Mor is home to the god- a foothold here, supported as they are by the Shining
king Galashin, a mighty warrior responsible for the Empire, but to no avail.
death of Kanish. The battle took its toll, however, and Tabish Ahl (Population 9,500): Still a city with
Galashin has never truly recovered, even after almost a strong component of Vangal worship, Tabish Ah1
twenty years. Galashin is a place of military strength did not abandon the ways of the Ravager - indeed,
with a feared force of elite soldiery, the Legion of they teach that it was the Son of Slaughter who did so,
Stone, made up of paired teams of male lovers. When and for his arrogance, Vangal permitted Kanish to
the Legion has marched to war, Galashin and his etven throw him down. The terrible berserkers and slaugh-
lover Barrilin alwaysled it, but thesedays,only Barrilin's ter-makers of Tabish Ah1 complement the ordered
worryweathered face is seen by the Legion. Whispers troops of Kanishopoliswell. Tabish Ah1thrives prima-
anlorig the troops say that should Galashindie, Barrilin rily by cattle herding and the like; indeed, the largest
will liikely sacrifice his life in the way that is customary cattle yard in the city lies opposite the temple of
in the Legion- by attacking the foe wildly, slayingas Vangat, and each citizen is expected to slaughter his
many as he might before he himself falls. own meat as a means of sacrifice to the god (who
e Nirishan (Population 7,000): A Madrielite city. permits citizens to keep the meat of the kill as a
state, Ylirishan was founded by Yliris, the sister of blessing).
Galashin and a god-king of Madriel. Yliris fell aveng- Toewin-Gauth (Population 4,500) : Recently
ing the death of her beloved Erithanus; though she and subjugated and taken whole from the Shining Empire,
Galashin managed to slay the tyrant Kanish, doing so the Coreanic god-king of Towrin-Gauth simply disap-
cost her life. The people of Ylirishan have allied peared shortly before the arrival of the Empire of
themselveswith Hetanu, their clergy exchanging aco- Kanish's troops. Disheartened and demoralized, the
lytes and often meeting to discuss theology, but to this peaceful craftsmen and miners of this city surrendered,
day H etanu resists the offer of alliance with the Andoral against the wishes of the paladins and clergy ofcorean,
Federation. throwing open the gates of their city to the enemy. A
T h e Empire of Kanish terrible slaughter of the faithful of Corean followed, as
Nation, Population 45,000 (humans 65%, dwarves all citizenry were rounded up and forced to renounce
15%, elves 10%, other 10%) worship of Corean in favor of that of Vangal and
The Empire of Kanish began with the ambitions Chardun. Those who refused were killed; those who
and machinations of the Chardunite god-kingKanish. agreed were branded with the symbols of Vangal and
Thirty years after the Divine War, he turned his eyes Chardun on their hands, in order to remind them
toward the creation of an empire, and began his empire never to be so intemperate in their worship of their
with his neighbor, Tabish Ahl. When the Son of new gods. Already the people of this city are beginning
Slaughter,the god-kingofTabishAhl, fell, it was short to feel the effects of doing so, as many forges and
work for Kanish to convince the clergy of Vangal that hearth-fires go out, and armor and arms crack more
he had lost the blessings of Vangal, for what god-king easily.
of Vaingal would be slain in war?Thiswas the founding Hetanu
of the Empire of Kanish. Largecity, Popdation27,OOO(humans74%, ubantu
Kanishopolis (Population 22,000):Kanishopolis 10%, elves 6%, other 10%)
the mighty is now officially in mourning for the death The City by the River, Hetanu is easily the oldest
of Kamish, the Tyrant of the Riverlands. But this of the theopoli. Existing as an autonomous city-state
mounning is the mourning of a soldier for its beloved devoted to the worship of a single deity since before
general, rather than the mewling of child for parent. even the Divine War, Hetanu has always paid homage
Kanishopolis' war efforts have been redoubled by to the Lady of the Sun, Madriel. Sun worship is very
Queen Janaia, the widow of Kanish. A powerful war- strong in this riverside city, and that devotionhas been
rior and cleric in her own right, Janaia has named paid back many times over the centuries.
herself the successor to Kanish's throne. Now, Kanish Indeed, in the middle years of the Divine War,
-a city known for its smithing and industries of war Hetanu came under attack by titanspawn, seeking to
- steadily turns out new, well armed troops to bring destroy the holy relics of Madriel in the Pyramid of the
the whole of the Riverlands under Queen Janaia's Golden Lady and to slaughter the largest concentrated
banner. population that gave her worship as a whole. They
Odil Aramath (Population 6,500): Once a were turned aside, however, as the very crocodiles of
Coreanic city, Odil Aramath has been a client-city of the river - creatures that had basked in Madriel's
Kanishopolis for nearly a century now. The old bas- light for all their lives - rose up in defense of the
tions of Corean worship were throwndown along with people of Hetanu. In return for their aid, Madriel made
its now-forgotten god-king, whose skull was overlaid them stronger and wiser, that they might continue to
in black iron and set as the keystone above the city watch her people.
C HAPTER O N E : CRADLE O F T H E G O D S

T o this day, the people of Hetanu regularly give The Rosewaters


sacrifices to the crocodiles of the river, and actually In the proper light, as the people of Asherak look
ornament the great beasts with pieces ofjewelry crafted to the west, they can see a rose-colored tint reflected
specifically for them. Though they are not by any in the distant waters. This is the Blood Sea, bane of the
means tame, the paragon crocodiles will permit hu- sea lanes around Ghelspad and Termana alike, resting
mans to approach them, as long as it is done respectfully. place of the mortally wounded and ever-bleedingtitan
Many a foreigner who thought the paragon crocodiles Kadum the Mountainshaker. The Asheraki are far less
to be domesticated creatures has been dragged off into familiar with the Blood Sea than the people of those
the deeps of the river, to be stored away in some deep other continents, for their own shores are largely
lair there and eaten later. spared the taint of Kadum’s blood. Still, the name
Hetanu has never had a god-king, nor has it given to the western ocean suggests that even here, so
needed one - the residents are quite familiar with far from the corrupted waters of the Blood Sea, that
taking care of themselves with the aid of their clergy, stretch of tainted water is impossible to ignore.
and the paragon crocodiles provide all the defense that
the people of Hetanu might need. The Shard Islands
The Shining Empire When Asherak was devastated at the start of the
Nation, Population 18,000 (human 70%, dwarves Titanswar, the eastern- and westernmost reaches of
20%, other 10%) the continent sank beneath the rising waters of the
surrounding seas. The deeper of these two new bodies
The Shining Empire should not exist. Indeed, if
of water became known as the Bay of Shards, or Shard
the founders of this empire had their way, they would
Bay. T h e gulf was named for the many uneven islands
not be needed, for the Shining Empire was founded
- the tops of mountains that survived the partial
solely in response to the imperialistic advances of
destruction of the Skypillar range - and the many
Kanish and his pet Vangalites. Once made up of three
outcroppings of rock and smaller peaks that lurk just
city-states, they are now reduced to two, as Towrin-
beneath the surface, ready to rend the hulls of passing
Gauth has fallen recently, its god-king slain.
ships.
Deuish-Khaen (Population 10,000): A mighty
Shard Bay sees a substantial amount of sea traffic,
Coreanic city-state, the god-king of Devish-Khaen,
steered by those captains skilled (or mad) enough to
the King Resplendent in Mithril, is alone now. Too
brave the razor-sharp reefs. Several of the isles are still
many of his fellows have been killed, including those
home to thriving communities, and several major
he considered brothers in service to Corean as his
theopoli still trade with the cities of Ghelspad and
anointed. Now, only the Melancholy King remains,
Termana.
seemingly paralyzed by his grief and unable to react to
the continuing threat of the Empire of Kanish. His T h e name “Shard Islands” collectively refers to a
advisors and high priests report that he seems to cluster of isles and mountain peaks located throughout
disregard the Empire as a true threat since the death of the length and breadth of Shard Bay. Four substantial
Kanish -it is clear that he underestimates the fervor islands - Appan An, Appan Ir, Appan Lur, and
of the widow of Kanish. Appan Ru - are surrounded by dozens of smaller
masses. These four isles were clearly plateaus and other
Zamshur (Population 7,500): The King Re-
raised areas, rather than mere mountain peaks, when
splendent in Mithril’s last ally-state, Zamshur hides a
they were part of the Skypillar Mountains; the largest,
horrible secret. Its own god-king, the mighty Hedradan
Appan Ir, is almost 60 miles across at its widest.
oracle Zamshur, is dead. Slain by assassination most
Several of these isles are occupied, their people largely
cruel by terrible Kanish himself before h is own demise,
isolated since the devastation of the Titanswar, de-
Zamshur’s body remains in its place, shrouded in his
spite the occasional trade forays in the modern era.
robes, seated before the mighty crystal sphere that was
his to gaze into and see the workings of his people and Irku
his foes. His people hide this fact, refusing to admit to Tribe, Population 200 (human loo%, other 1%)
it -after all, his body has not corrupted, so perhaps he The Irku of Appan Ir were a commune of clerics
resides in a holy sleep, recovering his power. Before his of the various gods, assembled in a sanctuary on one of
death, Zamshur and his priesthood of Hedradan oracles the Skypillars’highest peaks. Deliberately distancing
ran the city as much by divination as by wise bureau- themselves from Nammul until they believed they
cracy, and the lessening of this influence can be felt in were worthy, these clerics spent every hour not de-
the highest chambers - now diviners are forced to voted to farming or other necessities of life in constant
rely on their own feeble powers, arguing among them- prayer. Being stranded on an island in the middle of a
selves about the meanings of portents, where once brand-new bay was probably not the answer they
they had only to turn to the Oracle Zamshur for his sought. Over time, their faith has never been shaken,
wisdom. but their focus has shifted. The Irku are now devout
followers of Manawe, goddess of the sea. They credit
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS

her for sparing them when most of the region was Qarashi
drowned and believe that only she heard the prayers Tribe, Population 3,500 (human 8004, wrack elves
they offered with such sincerity. The Irku are disdain- 14%, other 6%)
ful of the followers of other gods and prefer not to deal Only the Qarashi, the People of the Burned Faces,
with them if at all possible. wander these wastes. Devotees of Subastas and the
,4ny member of their tribe who believes she is Flayed God, the Qarashi are the descendants of those
about to die, either from a disease the clerics cannot few hardy souls who managed to survive the conflagra-
cure tor from old age, is expected to hurl herself into the tion that destroyed the mighty Empire of Qarash.Those
sea as a final tribute to Manawe. Though they of course who survived bore horrible scars upon their bodies, and
require other skills as well to survive, every member of those of later generationswere scarred with fire to make
the Irku is raised as a cleric of Manawe, and anyone old them part of the People of the Burned Faces.
enough to have class levels of any sort likely has at least Boretanshu, the Luminous City
a single cleric level complimenting his NPC class Metropolis, Population 45,000 (humans 80%,
(provided he possesses a Wisdom of lo+). dwarves 8%,elves 5%,halflings 2%, other 5%)
Shield Bay Boretanshu, one of the younger of Asherak‘s
’The eastern portions of Asherak, save for those theopoli, is the center of the Church of the Avenger.
highland areas that today have become the Isle of The city is constructed on a grand, magnificent scale.
Anagara, sank beneath the waves in the same cata- The stone buildings tower above the streets, white-
clysm that created Shard Bay, across the continent. washed and intricately adorned with carvings and
statuettes of chargers, eagles and warriors of the divine.
The waters rushed in here even as they did there,
drowning entire cities and leveling landmarks that The main streets are cobbled, and in select areas of the
city, clerical efforts ensure that lush gardens grow. The
had ‘stood since the creation of the world. It was
dubbed Shield Bay by those in the Anagara Theopoli, magnificence of the Luminous City is not born of
who saw the lowlands shield them from the brunt of arrogance or pride -though certainly those always lurk
the Engine’s destructive wave. among the theopolis’rulers, watchingfor an opening-
but as a beacon of hope. Boretanshu stands as an
The Isle of Griat
example to all Asherak that desolation is not death, and
I’opuhhon fluctuates
that, with the aid of the gods and sufficient faith and
I’recisely which island is Griat is a matter of some hard work, the continent may once again become a land
debat e. It’s one of several moderately sized isles in the to be envied, rather than one avoided.
southiern region of Shield Bay. The inhabitants of
Born of the remnants of the pre-Divine War
Griat make a point of planting campfires and false
Coreanic city Aplaa, Boretanshu is ruled by Luminous
signs of habitation on the other surrounding isles, and
Ninophris, called the Lantern of Corean, a woman
of invoking numerous spells of misdirection, render-
invested with the powers of a god-king by Corean.
ing precise identification by outsiders -specifically,
Ninophris has overseen the workings of this city since
the authorities of the coastal towns and theopoli -
its founding, when she was one of the pilgrims to lead
almost impossible. It is even possible that Griat does
the people of Aplaa to a new home.
not refer to a single isle, but to whichever one of the
many isles is currently in use. The citizens of the LuminousCity walk a fine line
between the necessities of desert life and a sense of
Griat is, quite simply, apirate haven. Armed with
modesty they have not been able to shake since the
weapons collected from all over Asherak, and other
days before the Titanswar. Women are expected to
continents to boot, the mismatched scoundrels who
cover their breasts and their legs at least from hips to
dwell here prey upon many of the ships that enter
knees; men are to wear similar leg coverings,and to go
Shield Bay, and make occasional long-term forays out
shirtless only when working at the most arduousphysi-
into Ihe other surrounding oceans.
cal labor. To meet these requirement yet remain
The Soulbum Waste comfortable, Boretanshi have perfected the art of
IJnlike the Crucible Lands, the Soulburn Waste crafting exceptionally light fabrics, in light colors, to
is a place of terror and agony. The center of what is now shed the heat of the desert sun better. It is said across
the Soulburn was once a mighty nation, the Empire of Asherak that wearing Boretanshi tunics is like wearing
Qarash. When the Engine was destroyed, the souls of the wind.
that nation’s people were literally burned away, infus- Kanad Thravarsus, the White Acropolis
ing the land itself with their fear and pain, destroying Metropolis, Population 51,000 (humans 70%,
the land. Where the Crucible Lands are primarily dwarves 25%, other 5%)
normal deserts, pockets ofwrackcan be found through- Most newcomers, those who do not understand the
out the Soulburn. It is a home of undead and wicked true nature of this city, express great surprise when first
desert spirits;even the mighty tortoises who dwell here passing through the ringed outer walls of Kanad
are sickly and maddened with pain.
C HAPTER ONE: CRADLE O F T H E GODS
te23,
Thravarsus. Given the Overlord’s reputation, they ex-
pect streets filled with the agonized cries of the suffering,
and chain-cladslaves shuffling beneath the hot sun. Yet Though it possesses nowhere near the diversity of
this place, one of the pinnacles of Chardun’shierarchy terrain that many other continents do, Asherak is still
and the site of his first temple, seemsquiet, almost serene. large, and any generalization that might be made
The paved streets ring with the boots and sandals of about a citizen of the Empire of Kanish is unlikely to
soldiers marching in military precision; the canyons apply to the ubantu of the Desert of O n n or the elves
between the tall, uniformly squared buildings echo with of the Khaelean Confederation. Only in two areas
the soundsof smiths and craftsmenat work;and the gongs might such generalizations be made: faith and sheer
of the temples sound the call to worship. Nowhere are the tenacity to survive.
alleys filled with the rag-clad poor, and neither a chain Asherak has been the center of the worship of the
nor a collar adoms the neck of even the lowest worker. gods for longer than any other continent -indeed, it
Only after spending a great deal of time here does is here that worship of the gods began, and it has
the newcomer realize that the priests of Chardun have continued unabated for as long as even the longest-
no need to enslave the populace, or to crush dissent lived folk here can remember. Whereas the Divine
against their master with an iron fist. Between the War, toothernations,was amightystruggleofup-and-
indoctrination that takes place from infancy and the coming gods seekingto establish themselvesand throw
repercussions of disobedience, the people are only too down their forebears, to the Asheraki it was an inevi-
happy to behave. This is as General Sarnsudatka, the table collision between the beings who ruled the world
Shadowofchardun and god-king ofKanadThravarsus, and those who once did but were too stubborn to
has planned, and everyone knows that what the Gen- realize that their years were long past.
eral wants, the General gets. Thus, faith is a very real and tangible thing to the
Every aspect of life in Kanad Thravarsus, from the Asheraki - in many cases, it is the very thing that
prices charged for specific goods to the number of keeps them alive. As a result, most Asheraki are very
children allowed to households of given professions comfortable around most clerical magics and can
and economic status, is mandated by the Church-run identify many of the more common clerical spells by
government. Church-appointed Assessors observe their results. They are also remarkably inured to the
children at play; their behavior, combined with minor presence of celestial and infernal creatures in their
divination and examination of their parents’ skills, midst. Which isn’t to say that they are blase about such
determines the professions of the masters to whom the an occurrence -it still happens infrequently enough
children are eventually apprenticed. Such apprentice- that it is a cause for interest when such a being makes
ships, however, come only after mandatory eight-year its presence known, but Asheraki are unlikely to flee
stints in the city’s armies. From age 10 to age 18, the before such creatures. Instead, they are more likely
children are trained as warriors, taught the basics of simply to remove themselves from the paths of such
their eventual professions, and indoctrinated in the beings, much in the same way that folk avoid nobility
ways of Chardun. This policy, over the course of and powerful spellcasters.
generations, has resulted in a city more thoroughly and Asheraki are nothing if not tenacious, as well.
universally devoted to the Slaver than almost any Regardless of where they dwell, life is not easy, though
other in all the Scarred Lands. the efforts of clerics and extraplanar beings in the
Three SistersMountains service of the gods might go a long way toward making
it easier. Most folk in Asherak hover on the verge of
The Three Sistersare a mountain range dominated
starvation, and if it weren’t for the fact that some
by three massive mountain peaks, visible for many
magics are able to augment food stores, famine would
miles. The tribes of this area are savagevangal-worship-
be much more common than it is. The average Asheraki
ping barbarians, given to much infighting and
is capable of dealing with most of the trials and dangers
herd-raidingamong themselves, broken lip only by the
of their lives: terrible storms,food and water shortages,
opportunity to attack those who venture too near them.
rampaging demons or righteously indignant angels
Most of Asherak is willing to let these people be, though
and the like.
a few hardy traders make a tidy sum trading with them.
These tribes are led by three Vangalite god-kings, Reljgjon of Asherak
terrible barbarian queens and brides of the Lord of the
The prevalence of god-worship in Asherak is
Apocalypse. It is actually from these women, rather
undeniable. Asherak is the cradle of faith in the
than the three peaks, that this range takes its name.
divinities of the Scarred Lands, and it is here that such
These terrible chieftains hate one another for some
devotion is strongest. Few are those who can remem-
slight in the past, though most generally assume that
ber days when titan-worship was anything more than
each is jealous of Vangal’s attentions upon the other
a near-myth, and even they cannot remember a time
two.
S T R A N G E LANDS: LOST TRIBES O F THE SCARRED LANDS

-
settlement of any size, clerics act as civil servants
-to them, service to their god includes service to
‘Though they are for all intents and purposes their communities, from the casting of daily spells
immortal, the god-kings have been around only to bolster the survivability of the city to the sum-
since the Divine War. As the death of the Bonelord moning of angels and demons to serve the interests
Scaumaturge proves, they can be killed by violence. of those people. The clerics of the gods take the
Unfortunately, no quick and easy abbreviated gifts they are given and turn them to the direct
technique exists for reflecting the unique and per- benefit of their countrymen.
sonallized changes that the gods wrought in mortals Though most theopoli are overseen by the
when they first created the god-kings. The Son of clergy of a single god, few are those places that
Stars and Glades is a vastly different creature than boast only the faithful of one god. In even the most
the Lantern of Corean, and no single creature de- staunch Hedradan city-state can be found the faith-
scription or template would suffice to represent that. ful of Enkili, and the Coreanite in a Vangalite
Ihstead, the GM is encouraged to be creative. theopolis is likely there with the purpose of saving
Most of the god-kings are around CR 24, though the as many people as he can.
god-kings of the Eight Victors are more likely to In this regard, they are very similar to other
reach CR 30. The GM is encourages to use epic places through the Scarred Lands. Where they
levels, appropriate templates and any other methods differ is in one unique trait - the presence of the
he wishes to reflect the unique power of these crea- god-kings. Despite what outsiders may believe, the
tures. term “god-king” does not somehow denote the
,411of the god-kings have the following abilities, divinity of a ruler. Rather, it indicates that the
however: ruler was chosen and empowered by a particular
deity, sanctified above other mortals and given the
Communion (Su): The god-king has the ability
mandate to defend that settlement or people.
to contact with other plane without chance of insanity
Though they are given many names and titles, they
or failure, though he may use this only to communi-
are all referred to as “god-kings,’’ for that is what
cate with the god that created him.
they are: rulers with the mandate of the divine
Divine Sacrifice (Ex):With a full-round ac- behind their rule.
tion, the god-king is able to recharge the spells of
clerics of the god that he serves within a three-mile
radius. Doing so causes the god-king to receive a
numlber of negative levels equal to the highest-level T h e races of Asherak have adapted marvel-
spell that was regained; these negative levels are ously to t h e terrible environs i n which they live.
recharged at the rate of one per minute, however, Some, such as t h e ubantu, have always been here
with no saving throw necessary. This may be done and are creatures who know these lands inti-
only once per day and is usually performed only in mately. Others, such as the wrack elves, have
time:; of danger or war that threaten the city. When been here only in the last century and a half,
this power is invoked, clerics of the appropriate god since t h e destruction of Asherak, and still seek
are treated as though they’d had a full night’s rest and their destinies i n this world.
may immediately choose spells to replace those that
they have expended. Already prepared spells do not Wrack Elves
change, and the god-king may mandate that the slots T h e elven race has always shared a special
be filled with certain spells appropriate to the threat connection the Earth Mother and the natural
at hand (such as immediately filling all spell slots world t h a t is her domain. While many portions
with create water spells in time of fire, or with warding of Ghelspad a n d Termana remain devastated by
magics against extraplanar creatures should the city the Titanswar, i t is in far-off Asherak t h a t these
come under attack by summoned creatures). wasted lands bore t h e greatest damage of that
Immortality: The god-kings are immune to Divine War. W h e n the terrible energies of t h e
Seraphic Engine washed over Asherak, warping
and twisting t h e very land, t h e wood elves of
Asherak felt t h e land’s pain and their souls
when it was more prevalent than the worship of the responded in kind. G o n e are the carefree and
Eight Victors and their client demigods. nature-loving elves of yore; i n their place stand
With the destruction of the Seraphic Engine the grim and bitter wrack elves.
and the entire continent laid to waste, it is only the Ironically, t h e devastation of Asherak only
reverence of those gods that has ensured the sur- strengthened t h e connection between elf and
vival of most of Asherak’s people. In nearly every land. Each elf now feels t h e burning pain of t h e
-~ - -

CHAPTER ONE: CRADLE O F THE GODS


&*
,.m-

land around her, its constant struggle to heal, its Low-light vision: Wrack elves can see twice
soulless emptiness due to t h e lack of life. This as far as humans i n poorly illuminated condi-
constant pain and need to cling to wasted and tions such as starlight, moonlight, torchlight
dying lands have made the wrack elves misun- and similar circumstances. They retain the abil-
derstood outcasts. ity to distinguish color and detail under these
Little remains of the once-great elven cul- circumstances.
ture o n Asherak, though wrack elves have + 2 racial bonus o n Listen, Spot and Search
inherited their ancestor’s aptitude for magic checks. A wrack elf who merely passes within 5
and their arrogant disdain of other races, feet of a secret or concealed door is entitled to
those who can tread upon the land with- a Search check it as if he were actively search-
out truly understanding it. A t the same
time, this closeness to t h e land makes + 2 racial bonus to Survival checks.
wrack elves among the best guides ;and + 2 racial bonus to all saving throws
rangers i n t h e Scarred Lands. against environmental effects. Wrack elves
Regjons have a unique connection with the shattered
lands around them, giving them an almost
Wrack elves live almost exclu-
sixth sense about environmental dangers.
sively u p o n t h e s h a t t e r e d
continent of Asherak, although Wrack elves notice instantly when they
they could be created in espe- enter Places of Power?. W i t h a successful
cially wasted p o r t i o n s of DC 15 Knowledge (arcane) check, they
Ghelspad or Termana. They can identify whether the power of a
tend to cling to the edges of particular titan holds sway over a
civilization, never fully Place of Power. Wrack elves cast
leaving behind the waste- spells as if they were two levels
lands that birthed them. higher while within the area of any

RacjalAbjljtjes Automatic
Wrack elves have Languages: Elven and
t h e following r a c i a l Common (Asheraki).
abilities: Bonus Languages:
-2 Constitution, Any, except secret l a n -
+ 2 Dexterity, + 2 Intel.
ligence, -2 Charisma: Favored C l a s s :
Wrack elves have been R a n g e r o r wizard. A
scarred in body in mind multiclass wrack elf’s
by the devastationof the ranger or wizard class
land, surviving only does not count when de-
through their quick termining whether she
hands and quicker minds. suffers an XP penalty for
Medium: As Me- multiclassing (see
dium creatures, wrack Player’s H a n d b o o k ,
elves have n o special bo- Chapter 3 , “Multiclass
nuses or penalties due to ’ Characters”). T h e
their size. choice of ranger or wiz-
Wrack elf base speed is ard as a character’s
30 ft. preferred class must be
Immunity to magic sleep . selected as soon as the
spells and effects. As with other character acquires a
elves, wrack elves do not sleep and level i n e i t h e r t h e
n o magic can force them to do so. ranger or wizard class,
- a n d i t c a n n o t be
changed thereafter.
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS

Ubaintu Small: As Small creatures, ubantu gain a + 1


size bonus to Armor Class, a + 1size bonus on attack
*lthough the short' thin humanoids Of the rolls, and a +4size bonus on Hide checks, but they
Crucible Lands of Asherak seem frail a t first glance,
must use smaller weapons than humans use and
anyone who hopes to take advantage of the
their lifting and carrying limits are three-quar-
ubaritu will soon find them to be tenacious.
ters those of a Medium character.
and implacable foes. Cunning, devout and
ruthless, the ubantu thrive in lands in
which most other races couldn't hope to
survive. The ubantu have a complex and
rigid1 society, dominated by social cus-
tom<and taboos, at the heart of which lies
theilr devotion to Hedrada, the Lawgiver.
The ubantu see the land around them
as a challenge, given to them by Hedrada
to prove their worth and righteous-
ness. Outsiders are seen as sinful
and weak, often barely sentient.
Yet the ubantu remain polite if 1
wary, and intolerant of visitors
who break their sacred laws.
Ubantu live mainly in no-
madic tribes, although larger
settlements construct tent-cit-
ies around the oases created by
fallen colossal tortoises. They
survive by taking advantage
of every secret the desert
holdls and using every re- 4, A
sourlceto its maximum, from
ratroo hides to the poison- e
ous cacti which dot the
desert. Although most
ubaritu refuse to leave the B
sacred desert lands, outly-
ing tribes have taken up
residence in various city-states C
and even begun to worship new
gods.
Re@cm s
Ubantu dwell exclusively in
Asherak, specifically within the
Crucible Lands and, to a lesser
extent, the Soulburn Wastes. Al- A
though most ubantu live within
the desert, colonies of the small

1;
folk can be found i n Hetanu
and other large city-states.
Racial Abilities
Ubantu have the fol- li
lowing racial abilities:
+2 Dexterity, -2 __
c
L

->
Charisma: Ubantu are
stealthy and quick but pos-
sess a haughtiness and abruptness that turn
off outsiders.
Ky rather than the ad
ditional beginning
feat granted to hu-
C HAPTER ONE: CRADLE O F T H E GODS
.*e
man characters. Someone who chooses this option “Crescent folk,” as they are called by those
tends to be looked upon as the “epitome” of the folk outside the region, are renowned for their incred-
in his area - no one familiar with the look of his ible devotion, but also for their insular and
folk could ever mistake him as anything but one of suspicious attitude. Known as great empire builders
them. and as folk prone to great folly, they form the strong
backbone of the Fertile Crescent. This group also
Anagara Theopoli
includes those native to Stel Perilis o n Arisha
Anagara Theopoli: +2 Constitution, -2 Jakim, as a colony of Stel Talionis.
Charisma.
Weapon Familiarity: spiked chain. Paharasa Mountains
With the exception of Tulithaad, the theopoli Paharasa Mountains: +2 Constitution, -2
of Anagara are made up of dark-haired, green- or Charisma.
blue-eyed folk, many of whom trace their origins to Weapon Familiarity: dwarven war axe.
the interbreeding between the native tribes of the T h e folk of Scaumaturge and Altanthropolis
area and settlers from the mainland. This has bred and the tribal folk dwelling among the peaks of the
a hardy but taciturn folk. Tulithaad is too much of Paharasa Mountains possess a great hardiness, but
a melting pot to maintain such specificity in its are said to stiff and distrustful of outsiders. A great
bloodlines. deal of dwarven blood flows in the veins of people
from this region.
Msha Jakim
Arisha Jakim: +2 Charisma, -2 Wisdom. Rjverlands
Weapon Familiarity: dire flail. Andoral Federation and Hetanu: +2 Wis-
The wilderlands of Arisha Jakim are home to dom, -2 Constitution.
heretics, madmen and outcasts. Though they are Weapon Familiarity: two-bladed sword.
said to possess a fiery passion, their madness seems T h e olive-skinned people of the regions around
as readily infectious. These bonuses also apply to the Andoral River basin tend to have long, black
the atavistic titan-worshipping folk inhabiting this hair and almond-shaped eyes that tend toward
island’s wastelands. T h e folk of Stel Perilis are not hazel or brown in hue. They are known for their
included in this group since the city-state is a love of the teachings of the gods as well as their
colony of Stel Talionis. mastery of two-bladed swords; indeed, it is the
favored weapon of the Legion of Stone.
Crucible Lands
Empire of Kanish and the Vale of Shadow:
Crucible Lands: + 2 Dexterity, -2 Intelli-
+2 Constitution, -2 Charisma.
gence.
Weapon Familiarity: war scepter or (dwarven)
Weapon Familiarity: whip.
war axe.
The tribal humans of the Crucible Lands tend
T h e people of Kanish (including the Vale of
toward dark skin and black hair, with black eyes.
Shadow, in the nearby Crown Mountains) are
They are wiry and thin, and given to respecting the
hardy folk given to war rather than negotiation.
lore and wisdom of their elders. They are also
They are olive-skinned like the folk around the
known for their extensive skill with the braided
Andoral River basin, but their brown hair is worn
leather whips most of their men and women carry
short and they are known for their blue eyes.
with them.
T h e Shining Empire: +2 Strength, -2 Wis-
Fertile Crescent dom.
Rhaelian Confederation and Tangle: +2 Weapon Familiarity: bastard sword.
Intelligence, -2 Wisdom. It is perhaps the tragic flaw of the people of the
Weapon Familiarity: bastard sword. Shining Empire that though they are staunch men
The dark-skinned, dark-eyed, dark-haired folk and women of faith, they are all too often given to
inhabiting the outermost end of the Fertile Cres- ideas of heroism rather than true wisdom. Like the
cent are known for their quick wit and lack of rest of the Riverlands folk, they are olive-skinned,
common sense. These folk are also known as wild with lighter-toned hair and blue or green eyes.
and contentious, having fought among themselves
untold centuries. They possess among the closest reshpe Classes of A&er&
ties to the remaining wood elves on Asherak.
Many are the secrets and skills learned by the
Brathanis, Stel Talionis, Stel Perilis and mightiest folk of Asherak to enable them not only
Taroke: +2 Wisdom, -2 Charisma. to survive in the blasted wastelands that are their
Weapon Familiarity: bastard sword. homes, but to thrive.
STRA’NGE LANDS: LOST T R I B E S O F THE SCARRED LANDS

colvte of the Shell


Despite the harsh environs of the deserts of Even among those tribes that lack their own aco-
Asherak, a great many nomadic tribes dwell deep in lytes of the shell, they are widely respected, but
the wastes. The ubantu are perhaps the most well those few city-dwellers who have heard of them
known, but dozens of smaller communities wander tend to view them as primitives, following silly
acro:ss the sands, taking shelter in the continent’s superstitions. Oddly enough, the acolyte of the
numerous mountains, its various oases -and, in some shell is found both among clerics of the god-wor-
c;ise:j, the remains of the great tortoises who slowly shipping tribes, and among druids of the rare
trudge their way across the deserts. When these tor+ surviving Asheraki titan-worshippers.
toises finally die, the shells they leave behind are large Use in Other Campaigns: T h e acolyte of the
enough to house entire villages, but some of the tribes shell can easily fit in any campaign
take more from the tortoises than shelter -they take
inspiiration. The slow, steady, unyielding and utterly
nonviolent tortoises, who seem neither to eat nor
sleep, represent to these tribes the true steadfastness
needed to survive the deserts of Asherak. These tribes-
men take the tortoise as a spiritual guide, sometimes
even a totem. They study the tortoise spiritually,
attempting to mimic its persistence, its perfection and,
in some cases, its defenses.
Those who have truly begun the spiritual path
C HAPTER ONE: CRADLE O F T H E GODS
&--~*,n-*~--

Requjrements becomes an acolyte of the shell must choose at 1st


To qualify to become an acolyte of the shell, a level whether to advance his spellcasting or laying
character must fulfill all the following criteria: on hands ability; he cannot do both.
Alignment: Any non-chaotic, non-evil. Path-walker: The acolyte of the shell gains
Base Attack Bonus: +5. the Path-walker feat free, even if he does not meet
the requirements (and ignores any Wisdom penalty
Skills: Survival 8 ranks.
he may have with regard to the use of the feat). If
Feats: Endurance, Tortoise (Totem feat). he already has Path-walker, h e doubles the amount
Special: Must be a member of the ubantu or of time that must pass before he can no longer find
another nomadic tribe of Asherak’s deserts. Must his way back to a specific location.
have spent at least a year in spiritual contempla- Toughened Skin (Ex): A n acolyte of the shell
tion of the great tortoises. (This doesn’t require the gains a natural armor bonus of + 1 at 1st level. This
character to refrain from other activities, just that goes up by 1 every other level after 1st.
he undergo such contemplation for at least a few
Wild Empathy (Ex): An acolyte’s wild empa-
hours each day.)
thy ability works like a druid’s of the same class
level. If the acolyte has levels in a class that has
Class Skills wild empathy, those levels stack.
T h e acolyte of the shell’s class skills (and the
Desert Ways (Ex): At 3rd level, when in the
key ability for each skill) are Concentration (Con),
desert, an acolyte may take 20 on any Knowledge
Craft (Int), Diplomacy (Cha), Handle Animal
(nature) or Survival check, regardless of circum-
(Cha), Heal (Wis), Knowledge (nature) (Int),
stances or whether taking 20 would normally be
Knowledge (religion) (Int), Listen (Wis), Profes-
permitted.
sion (Wis), Ride (Dex), Ritual Casting (Con),
Spellcraft (Int), Spot (Wis) and Survival (Wis). Restorative Touch (Su): At 3rd level, the
acolyte of the shell can remove another’s exhaus-
Skill Points at Each Level: 2 + Int modifier.
tion, hunger and thirst with a touch. This heals all
Class Features nonlethal damage accumulated from such sources,
and is an exception to the rule that such damage
All of the following are class features of the cannot be healed without first eating, drinking or
acolyte of the shell prestige class. resting. T h e acolyte can do this once per day at 3rd
Weapon and Armor Proficiency: Acolytes of level, and twice per day at 7th.
the shell are proficient with simple weapons. Aco- Bonus Feat: At 5th level, the acolyte of the
lytes are proficient with light and medium armor shell gains a bonus feat. This must be either Die-
and with shields, though druids who become aco- hard, Great Fortitude, Iron Will or Spell Focus
lytes of the shell must still abide by their druidic (Abjuration). If the acolyte already has Spell Focus
armor restrictions. (Abjuration), he may choose Greater Spell Focus
Spells per D a y b a y on Hands: A t every odd- (Abjuration) instead.
numbered level, the acolyte gains new spells per Withdraw (Ex): A t 5th level, the acolyte can
day as if he had also gained a level in a spellcasting spiritually “withdraw into his shell”; that is, he may
class he may have belonged to before he added the extract himself from combat situations. Once per
prestige class. He does not, however, gain any other day per point of Wisdom bonus (minimum l ) , he
benefit a character of that class would have gained can create an effect that functions exactly as the
(improved chance of controlling or rebuking sanctuary spell.
undead, metamagic or item creation feats, and so
Spiritual Shell (Su): Beginning at 9th level,
on). This essentially means that he adds the level
the acolyte is protected at all times by his spiritual
of acolyte to the level of some other spellcasting
connection to the great tortoises. He gains damage
class he has, then determines spell per day and
reduction 51-.
caster level accordingly.
Embrace of the Desert (Su):A t 9th level, the
If a character had more than one spellcasting
acolyte has achieved some measure of the tortoise’s
class before he became a acolyte, he must decide to
mystic properties. He need eat only once per week
which class he adds each level of acolyte for pur-
and drink once every two days, as long as he re-
poses of determining spells per day when he adds
mains in the desert. He gains a +4 divine bonus to
the new level.
all Constitution and related rolls to avoid exhaus-
Acolytes of the shell who were not spellcasters tion and nonlethal damage from nonmagical heat.
do not gain spellcasting abilities from this class. Further, the acolyte may now cast any curative
Instead, they gain the ability to lay o n hands as a spell (cure wounds, heal or any spell that relieves
paladin of their acolyte class level. A paladin who disease, poison or harmful conditions) at long range,
STRANGE LANDS: LOST TRIBES OF THE SCARRED LAND5

I Level Bonus Save Save Save Smcial D& Dav I

rather than touch, as long as the subject and the all abilities and powers of the prestige class, includ-
acolyte are both standing on sand, and the acolyte ing spell levels gained, extraordinary a n d
can clearly see the subject. (If the acolyte is a non- supernatural abilities, and even bonus feats. T h e
spellcaster, this ability functions for his lay o n character cannot regain these abilities, or gain
hands power instead.) additional acolyte levels, until he has properly
!Spiritual Armor (Su): T h e power of the atoned for his transgression. Should he gain a level
acolyte’s spiritual shell toughens even further at of another class before atoning, he may never regain
10th level. H e gains either damage reduction IO/ his acolyte abilities. ( A character who gains suffi-
slashing and blunt or 15/piercing and blunt; he cient experience to advance a level while seeking
must choose when he gains this level, and cannot to atone should be permitted to hold off raising his
later change his mind. This overlaps with his dam- level until h e has had the chance to do so. The rule
age reduction 5/-; in essence, this gives him greater of advancing only one level at a time still stands,
resistance against either slashing or piercing at- however, so any experience beyond the upper end
tacks. of his new potential level is lost.) Asheraki tribes-
men who recognize a fallen acolyte of the shell
Ex-Acolytes of the Shell likely grow hostile, considering him a traitor to a
,4n acolyte of the shell must maintain his proud and spiritual tradition. If he expresses a
tortoise totem at all times. Should he violate the sincere desire to atone, however, they may assist
tabolo by initiating combat unnecessarily, he loses him in doing so.
C H A P T E R O N E : C R A D L E OF T H E G O D S

nt Shield
Vangal the Reaver, god of destruction, seeks only be changed, or perhaps eliminated if appropriate.
devastation, terrible bloodlust and pointless carnage. Similarly, the order may focus on another martial or
Yet amad few seek toemulate theReaver, callingupon exotic weapon of some sort, perhaps the new patron
the god's rage to empower their own annihilative deity's favored weapon.
magics. Unlike more scholarly or militaristic mages, Hit Die: d6.
followers of Vangal seek only devastation, often for its
own sake. Members of the Order of the Rent Shield, a
Requjrements
loosely organized collection of mages devoted to To qualify to become an adept of the Rent Shield,
Vangal, have been known to unleash massively de- a character must fulfill all the following criteria:
structive spells at the slightest provocation. These Alignment: Chaotic neutral or chaotic evil.
mages, most commonly found in those theopoli dedi- Base Attack Bonus: +4.
cated to Vangal, enhance their physical strength as Faith: Vangal (or any chaotic evil deity).
well as their magic, letting their destructive rage fuel Feats: Improved Sunder, Martial Weapon Profi-
their mystical might and hone their martial prowess. ciency (battleaxe), Power Attack, Spell Focus
The order requires intense training in the battleaxe, (Evocation).
Vangal's chosen weapon, with adepts gradually learn- 3rd-
ing to empower it with fell energies. d
This focus on destruction does not come with-
out cost. Most adepts are far too focused on madly
destroying all around them to adequately place
magical defenses, develop detailed c(
tactics, or even bother to dodge incotinin
magics. Like a shooting star, adepts of the
Rent Shield lead short but exciting lives.
It is said that Vangal not only delights in
the devastation caused by his devoted
mages, but in the grand explosions
produced when such mages are fi-
nally overwhelmedby their enemies.
Sorcerers most often become
adepts of the Rent Shield, possibly
because few people have the dedica-
tion needed to become wizards who
possess the chaotic and destructive
souls demanded by Vangal. Bards
lack flashy anddestructivespells,
and so they are ill-suited to
this class. Although clerics of
Vangal may be interested in
taking on the raw destructive power
embodied in this class, they must first
lower themselvesto learn the rudiments , I
I,

of arcane magic. Adepts often acquire


some amount of martial training,
whether as barbarians, fighters or
rangers.
Use in Other Campaigns:
Adepts of the Rent Shield may
be used in nonescarred Lands
campaigns to represent any
sort of flashy and destruc- ,
tive mage that combines
martial and magical
prowess.The patronde-
4
--
ity of the order s h o u l m
STRANGE LANDS: LOST TRIBES OF T H E SCARRED LANDS

Base
Clrass Attack Fort Ref Will Spells

10th +7 +5 +3 +5 Blast intensity +2 +1 level OF existing class

Class’skills damage an opponent’s equipment. Area-effect spells


The adept of the rent shield class skills (and the that directly deal damage automaticallydamage items
key ability for each skill) are Concentration (Con), carried by creatures as if those creatures had rolled a 1
Intimidate (Cha),Knowledge (arcana) (Int), Knowl- on a saving throw against the effect (see Player’s
edge (religion) (Int), Spellcraft (Int) and Use Magic Handbook, Chapter 10, “Spell Descriptions,” Saving
Devi.ce (Cha). Throw subsection). This ability allows affected items
to make saving throws as usual.
Skill Points at Each Level: 2 + Int modifier.
Bonus Feats: At 3rd level, the adept of the Rent
C1as:sFeatures Shield gains the Empower Spell feat as a bonus feat. At
6th and 9th levels, the adept gains the Widen Spell
All of the following are class features of the adept
and Maximize Spell feat, respectively.
of th.e rent shield prestige class.
Wreckage (Ex):At 4th level, the adept of the
Weapon and Armor Proficiency: Adepts of the
Rent Shield is better able to find the weak points in
Rent Shield are proficient with no weapons and no
material objects. When using a battleaxe, he deals
armor. Armor of any type interferes with the adept’s
double damage against objects.
arcane gestures, which can cause his spells to fail (if
thosie spells have somatic components). Blast Intensity (Su): Calling upon the pure
destructive force of Vangal, the adept of the Rent
Spells per Day: Adepts of the Rent Shield con-
Shield is able to channel greater harmful energy into
tinue to advance in spellcasting ability. When a new
his spells. At 5th level, all damage-dealing area-effect
adept of the Rent Shield level is gained, the character
spells cast by the adept deal an extra + 1hit point of the
gaim new spells per day as if he had also gained a level
appropriate damage type per die of damage. At 10th
in a rspellcasting class he belonged to before he added
level, this bonus increases to +2 points of damage per
the ]prestige class. He does not, however, gain any
die.
other benefit a character of that class would have
gainled (improved chance of controlling or rebuking Greater Sundering Spell (Su): At 7th level, the
undead, metamagic or item creation feats, and so on). adept’s explosive blasts become truly devastating in-
fernos. Items affected by Lesser Sundering Spell now
If a character had more than one spellcasting class
have a -4 penalty to their saving throws.
before he became an adept of the Rent Shield,he must
decide to which class he adds each level of adept of the Wicked Axe (Su): At 8th level, the adept is able
Rent Shield for purposes of determining spells per day to channel his god’s spite and hatred through his axe
when he adds the new level. to strike down his enemies. A number of times per day
equal to his Charisma modifier (minimum l), the
Destruction Domain: At 1st level, adepts gain
adept can inflict a wound that resists magical healing.
access to the Destruction domain, treating its divine
Any creature capable of channeling positive energy
spell’sas arcane spells of the equivalent level. The adept
may make a turning check (see Player’s Handbook,
does not gain an extra domain spell slot, but may prepare
Chapter 8, “Combat,’)Turning Checks) to dispel this
(or cast spontaneously) spellsfrom the domainas normal.
taint. The turning check must be sufficient to turn a
In adldition,the adept gains the ability to use the Destruc-
creature with Hit Dice equal to the class level of the
timon domain-granted power at his caster level.
adept. Otherwise, the wounds inflicted with this abil-
Lesser Sundering Spell (Su): At 2nd level, spells ity can be healed only through natural healing.
cast by an adept of the Rent Shield are more likely to
C HAPTER O N E : CRADLE O F T H E C O D 5

atarof C h m
The raging storm, the ferocious battle, the unruly Class Skius
marketplace-all are manifestationsof pure chaos in
The avatar of chaos' class skills (and the key
which Enkili, the Lord of Chaos, revels. The god's
ability for each skill) are Bluff (Cha), Decipher Script
chosen servants, those who truly give themselves over
(Int), Diplomacy (Cha), Disable Device (Int), Dis-
to anarchy,madness and wild chaos,become known as
guise (Cha),Escape Artist (Dex),Forgery (Int),Gather
avatars of chaos. Both enemies and allies of the Trick-
Information (Cha), Hide (Dex), Intimidate (Cha),
ster fear the coming of her paragons, for storms and
Knowledge (arcana) (Int),Knowledge (religion) (Int),
strife follow in their wake. Not an insignificant num-
Listen(Wis),MoveSilently (Dex),OpenLock (Dex),
ber of avatars are hopelessly mad, although the most
Perform (Cha), Search (Int), Sense Motive (Wis),
dangerous ones possess a cunning and deceptive

R
STRANGE LANDS: LOST T R I B E S O F T H E SCARRED LANDS

le 1-3: Avatar of Chaos (AoC


Base
Class Attack Fort Ref Will Spells
Level Bonus Save Save Save Special
+O S
2nd +I +I level of existina class

4th +3 +I +I +4 Fool s luck Llda +I level of existing class

Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), with their companions. They can defend themselves
Tumble (Dex) and Use Magic Device (Cha). normally. The cause strife effect lasts for ld4 rounds +
‘SkillPoints at Each Level: 4 + Int modifier. the avatar’s Charisma modifier.
Bonus Feats: At 3rd level, and again at 6th and
ClassFeatures 9th levels, the avatar of chaos may choose a bonus feat
.All of the following are class features of the from the following list: Acrobatic, Agile, Alertness,
avatiu of chaos prestige class. Combat Expertise (Improved Disarm, Improved Feint,
’Weapon and Armor Proficiency: Avatars of Improved Trip), Combat Reflexes, Deceitful, Deft
chaos are proficient with no weapons and no ar- Hands, Dodge (Mobility, Spring Attack), Improved
mor. Initiative, Lightning Reflexes, Magical Aptitude,
:Spells per Day: Avatars of chaos continue to Negotiator, Nimble Fingers, Persuasive, Stealthy,
advance in spellcasting ability. When a new avatar Quick Draw. The avatar must still meet all prerequi-
of chaos level is gained, the character gains new sites for a bonus feat, including ability scores and base
spells per day as if he had also gained a level in a attack minimums.
spellcasting class h e belonged to before he added Lesser Elemental (Su): At 5th level, once per
the prestige class. He does not, however, gain any day the avatar of chaos may summon an elemental
other benefit a character of that class would have from the following list: air elemental (Medium), strife
gained. elemental*, thunder kite * *, windrider* *, Although
‘[facharacter had more than one spellcasting the elemental is under no compulsion to help the
class before h e became an avatar of chaos, he must avatar, it will not harm or hamper the character and
decide to which class h e adds each level of avatar of may be favorably disposed toward him. Summoned
chaos for purposes of determining spells per day elementals remain for 1 minute per class level.
when he adds the new level. Eye of the Storm (Ex): A t 8th level, the
Fool’s Luck (Ex): T h e avatar of chaos gains chance for random inclement weather greatly in-
the power of good fortune, usable once per day at creases around the avatar of chaos, whether he
1st level and an additional time per day at 4th and wishes it or not. T h e daily chance for storms in-
7th levels. This allows the character to reroll one creases to 18% and the chance for powerful storms
die roll before the GM declares whether the roll increases to 2% (see DMG, Chapter 3, “The Envi-
succeeds or fails. You must take the result of the ronment,” Weather subsection). The avatar of chaos
reroll, even if it’s worse than the original roll. is now completely immune to all natural inclement
weather effects.
Cause Strife (Su): Beginning at 2nd level, the
avatar of chaos may incite his enemies and even allies Greater Elemental (Su): A t 12th level, the
to act out their violent and chaotic impulses. A num- avatar of chaos is now able to summon ld4+ 1 lesser
ber of times equal to his Charisma modifier per day, he elementals, as the ability, or one greater elemental
can cause strife among all creatures within 30 feet. from the following list: air elemental (Huge), belker,
Creatures in this area of effect must make Will saves cloudsting**, invisible stalker, storm kin*. These
each round (DC 10 + the avatar’s Charisma modifier). creatures are controlled as though the spell sum-
Those who succeed can act normally. Those who fail mon monster had been cast with a duration equal to
can take no actions other than arguing or bickering his caster level in rounds.
C HAPTER ONE: CRADLE O F T H E GODS

TJwen Fve
To maintain order and enforce the will of their anarchism that would undermine civilization. One
patron deity among the general populace, the clergy of need only look at the barren wastes, dotted with ruins
major theopoli devoted to gods of Law developed the of fallen civilizations, which extend as far as the eye
Unseen Eye. A branch of the clergy that operates at can see beyond the theopolis walls to realize the
once as spies, inquisitors and assassins,the Unseen Eye valuable role played by unseen eyes. Titan cultists,
is granted a great deal of authority to drive out those infernalists, heretic priests and scholars who would
heretics who would forsake the gods or disrupt the good spread lies about the gods are among the targets of
order of their chosen city-states. Sent out into the these fearsome inquisitors. To root out these enemies
public as simple agents of the church or in disguise, the of civilization, the unseen eyes employ a variety of
Unseen Eye is quick to stamp out heretical ideas before techniques,includingspying, assassination,blackmail,
they can become inflamed into full-scale revolts. exorcism of infernal spirits, political means and of
Since one must truly understand the truth of the course, information gathering.
Rogues and bards most often find this prestige
sweet-spoken lies of her- class appealing, although it is the rare bard who
esy, unseen eyes go possesses such a rigid outlook as to qualify for the
through extensive class. Specially trained clerics and rangers may also
training in religious take up the call of their gods to perform the most
dogma, theology distasteful tasks their city requires. This class adds
a great degree of stealth and investigation capabil-

Use in Other Campaigns: Outside the Scarred


Lands, the unseen eye can serve any rigid and
hierarchical check as an internal inquisitor, ready
imbues the un- to root out corruption or disorder with a swift blade
if necessary. The unseen eye can function as a kind
of church spy and assassin in one, ready to perform
the oft-necessary tasks required for divine order.
to do what must Hit Die: d6.

To qualify to become an unseen eye, a charac-


ter must fulfill all the following criteria:
Alignment: Any lawful.
Skill: Craft (theurgy) 5 ranks, Gather

ligion) 5 ranks, Sense Motive 8


ranks, Spot 8 ranks.
Feats: Two of the fol-
lowing feats: Alertness,
Deceitful, Negotiator or
Stealthy, and Exotic
Weapon Proficiency
itor’s
e Chap-
0).
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS

Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

4th +3 +1 +4 +2 Blade attunement

Special: Must be trained in the service of a Chapter 3 ) when the opponent loses his Dexterity
the olpo 1is. bonus to AC or when the opponent is flanked. If the
unseen eye deals sneak attack damage with another
Class Skills class, this damage stacks with that gained as an unseen
‘fie unseen eye’s class skills (and the key ability eye. A n additional die of damage is gained at 6th level
for each skill) are Appraise (Int), Balance (Dex), Bluff and again at 9th level.
(Cha),Climb (Str),Craft (Int), Decipherscript (Int), Blade Attunement (Su): At 4th level, when
Diplomacy (Cha), Disable Device (Int), Disguise consecrating an inquisitor’s blade, the unseen eye can
(Cha), Escape Artist (Dex), Forgery (Int), Gather add one of the following descriptors to the blade for the
Information (Cha), Hide (Dex), Intimidate (Cha), purpose of overcoming damage reduction only: law,
Jump (Str), Knowledge (religion) (Int), Listen (Wis), silver, adamantine, magic, cold iron, good or evil.
Move Silently (Dex), Open Lock (Dex), Profession Normally, a theurgist can add only the good or evil
(Wis), Search (Int), Sense Motive (Wis), Sleight of descriptors depending upon the type of water used
Hand (Dex), Spot (Wis), Tumble (Dex), Use Magic during the consecration. The unseen eye may add
Device (Cha) and Use Rope (Dex). additional descriptors at a cost of 50 gp per descriptor.
Skill Points at Each Level: 6 + Int modifier. This effect lasts for 24 hours or until the blade is
reconsecrated.
Class Features Truthful Eye (Su): A t 5th level the unseen eye
1411 of the following are class features of the becomes mystically empowered to reveal deception.
unseen eye prestige class. She receivesa +2 divine bonus to all SenseMotive and
Weapon and Armor Proficiency: Unseen eyes Gather Information checks. In addition, the unseen
are proficient with no weapons and no armor. eye may discern lies (as the spell) as a standard action,
!Smite Heretic (Su): Once per day at 1st level, twice per day, cast at her class level.
and cwice per day at 7th level, an unseen eye may smite Unseen Eye (Su): A t 8th level, the unseen eye
a creature with opposing ethical (lawlchaos) or moral acquires her namesake ability, as she becomes empow-
(good/evil) views. As long as the opponent has an ered to project a small invisible eye to act as a magic
opposite alignment on at least one axis and that sensor. This ability functions as the arcane eye spell, is
opponent does not worship the theopolis’ divine pa- used as a standard action, and is cast at the unseen eye’s
tron, the unseen eye may add her Charisma bonus to class level. Unseen eyes may use this ability twice per
the attack roll and deal 1 extra point of damage per day.
class level. If this power is used on an unsuitable All-seeing Eye (Su): A t 10th level, an unseen
opponent, it is wasted. eye is granted divine vision and so becomes the perfect
Menacing Eye (Su):At 2nd level, an unseen eye vessel for enforcing divine will. The unseen eye gains
may (createan aura of menacett around herself as a 360-degree vision, making it impossible to flank her
standard action, as per the spell cast at her class level. and granting a +4bonus to Spot and Search checks. In
This effect may be used up to twice per day. addition, the unseen eye gains blindsight to a radius of
Sneak Attack (Ex): At 3rd level, the unseen eye 30 ft. These abilities extend to the magic sensorgained
may sneak attack as a rogue (see Player’s Handbook, at 8th level, as well.
CHAPTER ONE: CRADLE O F THE G O D S

Feats and Ski IIs of Asherak that the theurgist can acquire the materials he
needs as part of the raw materials cost, but these
The very nature of the destruction wrought o n supplies are not available everywhere. T h e GM
the land of Asherak has forced those who survived should decide where holy items needed by the
that maelstrom to adapt or die. O n e of the foremost theurgist can logically be procured. Purchasing and
ways in which this was done was through the maintaining a theurgist’s altar (see below) grants a
development of unique skills and feats particularly + 2 circumstance bonus to Craft (theurgy) checks
suited to the terrain. (from the favorable condition of having the perfect
tools for the job) but does not affect the cost of any
skills items made using the skill.
Craft (theurgy) (Int) This skill cannot be used to brew potions or
create holy water or any other kind of magical
A strongly religious craftsman may blend sym-
substance.
bolically holy substances, according to the mysteries
of theurgy, to create blessed items. Theurgy differs Note: As alchemical items tend to grant “al-
from alchemy in that the materials used are not chemical bonuses,” so too do items made with this
chosen for their arcane symbolism, but rather for skill grant “theurgical bonuses.” These bonus types,
their religious meaning. Thus, where an alchemi- while bearing different names, do not stack with
cal creation may include the use of sulfur powder or alchemical bonuses - they are treated as the same
flint chips for a fire-based item, theurgic innova- type of bonus.
tions might include powdered metals or pieces of
animals sacred to a fire or sun god.
Feats
Check: T o use Craft (theurgy), the character T h e following section presents new feats avail-
must be a divine spellcaster and have access t o able t o characters from Asherak, and to characters
theurgical accoutrements. In the Scarred Lands, who have spent sufficient time in Asherak to learn
only clerics and paladins may use Craft (theurgy). them. Details o n Miracle and Primal feats may be
T h e skill check DC involved depends o n the type found in the Player’s Guide to Clerics and Druids,
of item to be made; examples of some theurgical though that book is not necessary to use them.
items are listed below. T o determine how much Details o n Totem feats can be found in the Player’s
time and material are needed t o make a theurgical Guide to Fighters and Barbarians and the Player’s
item, use the DCs listed below and the rules for Guide to Clerics and Druids.
making things found in the Craft skill description. Divine Perseverance [Miracle]
See the Player’s Guide to Clerics and Druids The power of the divine infuses its servants,
for additional uses of Craft (theurgy). T h e theurgical allowing them t o overcome hardships that would
items noted in the corresponding table can be impede most mortal beings. Clerics who under-
found in Chapter Two. stand this may use the energies they channel to fuel
their own bodies.
Task DC Notes Prerequisites: Cleric class levels, ability to
Consecrate holy symbol 15 Costs 1 gp (or 20 channel positive energy (turn undead) or negative
energy (rebuke undead).
Benefit: By expending a turn undead attempt,
attempt (or 20 the cleric renders herself immune t o thirst, hunger
and exhaustion for 24 hours. She may do this for no
more than a number of days in a row equal to her
See Craft skill Charisma bonus (minimum l), after which she
must allow it to lapse. Once the power lapses, the
character must eat a full meal, drink a substantial
Retry: Yes, it is possible to attempt a task amount of water and let herself fall asleep within an
repeatedly, but in the case of making items, each hour. If she does not, or if she is awakened before 12
failure ruins half the raw materials needed, requir- hours have passed, the cumulative effects of the
ing the theurgist to pay half of the raw material cost past day’s (or days’) worth of depravation immedi-
again. For identifying holy water or potions, each ately catch up with her, and she suffers them fully,
failure consumes the cost per attempt. For distilling as though she had never invoked this power.
holy water, failure ruins the flask of holy water. Divine Resiljence [Miracle]
Special: T h e creation of theurgical items re- Some who learn to channel divine power into
quires the use of a theurgist’s accoutrements. If their own bodies (see Divine Perseverance) study
working in a city with a large temple, it is assumed techniques more potent still. These powerful, faith-
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS
.i
- --

ful few can render themselves resistant not only to The Hand of Mesos [Primal]
the hazards of deprivation, but to actual physical Some druids of Mesos maintain a spiritual link
injury. to an older time, a time when the power of the
Prerequisites: Cleric class level 7, ability to arcane magic flowed through all things, and the
channel positive energy (turn undead) or negative servants of the Sire of Sorcery could shape it even
energy (rebuke undead), Divine Perseverance. as they could the natural world.
13enefit: By expending a turn undead attempt, Prerequisite: Spellcraft 8 ranks, wild shape
the character gains damage reduction equal to his ability, worshipper of Mesos.
Charisma modifier (minimum 1). This damage Benefit: By spending a use of the wild shape
reduction can be overcome by unholy weapons (if ability, a druid of Mesos may use spell-completion
the character channels positive energy) or holy items (such as scrolls, wands and staves) normally
weapons (if h e channels negative energy). It lasts usable only to sorcerers and wizards. This ability
for one round, plus one additional round for each lasts for one round, plus one additional round per
point of his Charisma modifier (if any). Although point of the druid’s Charisma modifier, if positive.
Divine Resilience builds on Divine Perseverance,
they are not the same thing; if the character wishes Path-walker [General]
to have both active, h e must expend two turning Certain individuals are so sure of where they
attempts to activate both. have been that they can always find their way back.
The Fcice of God [Mjraclel Prerequisite: Survival 2 ranks, Wisdom 11.
Benefit: T h e character can always find his way
Even those willing to stand against the ser-
back to anyplace he has been in the recent past, as
vant!; of the gods must quail before the gods
long as h e traveled the distance between them o n
themselves. Some clerics channel not merely posi-
his own two feet. T h e character’s “path memory”
tive or negative energy, but the very essence of the
lasts for a number of weeks equal to his Wisdom
deity o n whose powers they draw.
modifier + 1. No matter how smooth the terrain, n o
Prerequisites: Cleric class levels, ability to
matter how bad the weather, now matter how lost
channel positive energy (turn undead) or negative
others may be, h e can return to anyplace he has
energy (rebuke undead).
been during that time, as long as he has not used a
Benefit: By expending a turn undead attempt, means of transportation other than walking to get
the cleric forms an aura of sheer divine power and from there to here.
fury ,around herself. This grants the caster a +IO
If the character rode an animal to cross some or
divine bonus to Intimidate checks. Further, when
all of the intervening distance, h e may be able to
attempting to use Intimidate to demoralize a n op-
find his way back, but it requires a Survival check,
ponent, she is not limited to a single foe, but may
as though he were tracking someone else. If the
affeci: all opponents within line of sight, as long as
character flew, boarded a boat or was magically
they have n o more levels or hit dice than the
transported, this ability is ineffective.
character’s cleric level.
Favored Form [General] Primal Mjght [Primal]
Some druids learn to call not merely on the
Many druids have an animal form they favor
power of the titans, but o n the world of Scam itself.
over all others. Those who practice this particular
By channeling power through their titanic masters,
technique learn to adopt that form more frequently,
they can channel a tiny fraction of the world’s
at the expense of their more varied forms. This is
strength and resilience into themselves.
not a totemic feat, though many druids with a
Prerequisite: Ability to cast 3rd-level druid
particular totem select this feat as well.
spells, wild shape ability.
Prerequisite: Wild shape ability.
Benefit: By spending a daily use of the wild
Benefit: T h e druid must select asingle specific
shape ability, a druid may increase her Strength
animal into which she has shifted many times
and/or Constitution for a brief time. She may add
before. From this point on, she may wild shape two
either 4 points to one, or 2 points to each of these
additional times per day. She finds it more difficult
abilities. These are considered enhancement bo-
to maintain any shape other than that of her fa-
nuses and last for a number of rounds equal to the
vored animal, however; in any form other than her
druid’s Wisdom modifier.
favored animal, her wild shape lasts for only 30
minutes per level, rather than the standard hour. Proxy Spell [Metamagic]
Her two extra daily wild shapes must be used to Wizards and sorcerers have the ability to use
assume her favored animal form; she cannot use their familiars to deliver touch spells. During the
them for any other. rise of the churches on Asherak, druids and sorcer-
C HAPTER ONE: CRADLE O F T H E COOS

ers loyal to the titans learned to enhance that SeraphicAncestry [General]


technique, to use their familiars and animal com- When the gods activated the Seraphic Engine,
panions as the points of origin for other spells as all of Asherak was bathed in its energies. Much of
well. This technique has since spread beyond dru- the continent was destroyed, and many of its in-
idic ranks; sorcerers not allied with the titans, and habitants slain-or changed. Some of those altered
even a few paladins and blackguards, have mas- by the energies of the Engine underwent n o obvious
tered it. transformation, and many of them, and their de-
Prerequisite: Familiar, bonded mount, animal scendants, remain both ignorant of the Seraphic
companion or other animal linked to the character Engine’s existence and oblivious to its effects.
by a class ability; caster level 4. Prerequisite: Either alive on Asherak when
Benefit: A spell with this feat attached origi- the Seraphic Engine was destroyed or a direct
nates from the caster’s animal companion rather descendent of those who were. This feat may be
than from the caster herself. A lightning bolt might taken only at 1st level.
shoot from a n owl’s beak rather than the caster’s Benefit: Although the character himself is
finger; a druid might charm an animal she cannot almost certainly unaware of it, he is not entirely
see, but her companion jackal can. All spell rangers human (or elven, or what not). His type does not
and requirements are measured from the animal, formally change, but h e is not considered human-
and only the animal need have line of sight to the oid for purposes of spells that affect only humanoids
target. T h e caster still chooses when and how to (charm person, for instance). He is still susceptible
cast the spell, and it still functions in exactly the to the more widely applicable versions of such
same way; only its point of origin changes. A spell spells. T h e character does not register as abnormal
with Proxy Spell attached takes up a slot one level to spells such as detect magic, but greater spells such
higher than normal. as true seeing reveal a very faint aura, neither en-
RestorativeWild Shape [General] tirely arcane nor divine in nature.
T h e transformation into nonhuman form re- Tortoise [Totem]
freshes and heals the druid, allowing her to recover T h e Tortoise totem, largely unique to Asherak,
from injury as though she had rested for a full day. refers not to just any tortoise, but to the great,
Some druids train their bodies and minds to en- majestic beings who wander across the desert sands.
hance this ability further, letting them heal more The totem encompasses patience, determination,
than their less focused brethren. thoroughness and wisdom. Characters channeling
Prerequisite: Heal 6 ranks, wild shape ability. Tortoise are clear-headed and resilient, able to
Benefit: The character heals more than nor- ignore obstacles that would impede or distract
mal when changing forms via wild shape. T h e feat others.
may function in one of two ways; the character Benefits: While channeling Tortoise, his chil-
must choose which way she prefers when she first dren gain the ability to think clearly even under
gains the feat, and she cannot later change her adverse conditions. This grants a +5 circumstance
mind. Either the druid heals as though she had bonus to all Concentration checks and allows the
rested for two full days, rather than one, when character to Take 10 o n any skill check, even when
assuming a nonhuman form; or else she heals only this would normally be impossible.
one day’s worth when assuming nonhuman form, Taboo: Hostility. Children of Tortoise may
but also heals a single day’s worth when transform- not initiate combat unless all other reasonable
ing back to human form. options have been explored.
Normal: Transforming to nonhuman form Totemic Shapeshifting: W h e n channeling
heals the druid as though she had rested for a single Tortoise, a druid who expends a wild shape use
day, and transforming back does not heal her at all. gains damage reduction S/bludgeoning or magic.
:Wen such talents by the Law binder and his daughter wh
vas lost? Is it a weakness to useyour hands where animal
lave none? Is it a weakness t o craft clothes and weapo
rhe true measure of strength and weakness in thes
ands is in survival o r death.
-the Ubantu trader &anni. to the ranger %are
CHA,PTER TWO: M A G I C OF THE WASTELANDS

Fauipment D’shan: To create a temporary, one-use holy sym-


bol, clergy of Dshan may consecrate sand taken from
Many of those who do not have access to the mighty the heart of the desert (at a cost of 1 gp). This purified
sorceries or miracles of spellcasters must learn to rely on sand is sprinkled into the air while invoking Dshan.
other things -most often, their wits and a selection of Ekmash: Clergy of Elamash may consecrate
cleverly crafted pieces of equipment to help them survive specially prepared short swords with asp’s poison
the wastes of Asherak. While many of these are familiarto and other venoms as holy symbols.
thoseofotherlan&,sornesubstancesareunique toAsherak, Flayed God: The mad followers of the Flayed
certain poisons and theurgical items in particular. God may consecrate scourges or spiked chains as
holy symbols by anointing them with their own
Pojsons blood and using them to flay the skin off at least one
Ubantu Weapon Poison victim.
Ubantu coat their javelins and knives with a deadly Gamgal: T h e clergy of Gamgal often conse-
poison of their own creation. The ubantu are immune to crate the archway entrances to important burial
its effects, having developed resistance to it over genera- places as holy symbols to sanctify the tombs and
tions of exposure. pacify their inhabitants. The sacred wrappings used
UbantUPobar -injury,DC13Fortitudesave, ld6Con/ld6Con, 150gp. during the mummification process may also be
inscribed with the archway of Gamgal and so con-
Asheraki ‘Theurgy secrated.
The civilizationsof Asherak acknowledge and pay Immatuk: T h e clergy of Immatuk are capable
homage to a wider pantheon of gods and demigods than of consecrating scrolls at little expense (1 gp) to
those recognizedon the Scarred Lands’orher continents. serve as holy symbols. These scrolls are often used
The powerful churchesof Asherak have learned to create to record precious magics, send missives of the
theurgical effects for their own deities. Theurgical items church, or preserve rare and sacred knowledge.
are neither quite mundane nor magical; instead they are Kadeshu: Clergy of Kadeshu often work the
invested with the power of faith and divinity. Just as an demigod’s symbol into a leather gauntlet which
alchemical item may grant an “alchemical bonus,” so to locks around a similarly inscribed scroll case. The
doesanitemmadewithCraft(theurgy)granta“theurgica1 gauntlet and case are then consecrated and serve as
bonus.”The two bonuses are treated the same and do not holy symbols protecting the most important mis-
stack; the different terms are used purely to distinguish sives and letters of the church.
the skill required to grant them. Otossal: Otossal’s symbol may be carved into
SeeChapterOne forfulldetailsonCraft (theurgy). the forehead of any skeletal undead, which may
ConsecratingHoly Syrnbok
Though most holy symbols are amulets depicting
the icon of agod, such symbols are not limited to jewelry.
In many instances,more useful items may be consecrated
-requiring a successfulDc 15Craft (theurgy) check-
to function as holy symbols. These items are usually
representative ofthegodinquestionandareoftenobjects
depicted in normal holy symbols. Once consecrated,
these items may be used to turn undead and as the divine
focus in spells that require such.
In addition to the divinity-specific alternate holy
symbols noted below, if any appropriate icon of a god is
rendered onto a shield,that shield may also be consecrated
for use as a holy symbol. Likewise, holy texts may be used
as holy symbols without the need of consecration.Regard-
less of the nature of the item listedbelow, each specialitem
costs 50 gp. Weapns may be made masterwork at the
normal price increase.
Ashumas: Clergy of Ashumas may create temporary
holy symbolsbysprinklinggolddust(5Ogpworth)inacircle
about the area to be warded. Similarly,golden circles may be
worked into architectureand consecratedto create longer-
lasting symbols. These symbols are often used to create
sanctuariesand ward the dreams of those who sleepwithin.
STRANGE LANDS: LOST T R I B € S O F THE SCARRED LANDS

then be consecrated to serve as a holy symbol. Also, Anyone ingestingafulldoseof this holy waterreceives
a rapi.er may be specially prepared with the blood of a +2theurgical bonus to her next Sense Motive check
the dsead and etched with Otossal’s symbol in order or a +2 theurgical bonus to her next Will save against
to become a consecrated holy symbol. any illusion.
Siarhari: Clergy of Sarhari may etch her symbol Gamgal: Gamgalian holy water speeds undead to
upon specially prepared bastard swords, thus conse- their rest, inflicting 2d6 damage to undead. Splash
crating them as holy symbols. damage is still 1 point, however.
Siubastas: Clergy of Subastas can prepare spe- Immatuk: Immatukan holy water may be used to
cially carved balanced scales with the imagery of break ciphers and read ancient script. By using a full
flames and coins, which may then be consecrated as dose of the holy water, a character may receive a +2
holy symbols. Also, long bows that have been partially theurgical bonus to her next Decipher Script check.
gilded with gold and carved with a flame motif may be Kadeshu: Often employed by travelers in the
consecrated. deadly wilds of Asherak, a full dose of holy water of
’lramul: The clergy of Tamul are able to prepare Kadeshu can be ingested to cure ld4 points of nonle-
ordinarywooden quarterstaffswith rare desert herbs in thal damage or 1 point of ability damage caused by
order to consecrate them as holy symbols. environmental damage, starvation or thirst.
Tukulti: The clergy of Tukulti can temporarily Sarhari: Those who ingest a full dose of Sarharian
bestow consecration upon simple desert palm leaves at holy water are protected from altitude sickness for one
little expense (1 gp). They may also attach specially full day. Alternatively, the recipient receives a +2
prepared palm leaves to a spear in order to consecrate theurgical Constitution bonus for the purposes of
it as a longer-lasting holy symbol. holding her breath.
Identjfvng and DjstjlljngHolyWater Tamul: The warm and calming scent of Tamul’s
The power of a god resides within each flask of holy water may be used to help restrain animals. By
holy, orunholy, water-waiting to be unlocked by the employing a dose of this water, a character receives a
skilled theurgist. A theurgist may make an attempt to +2 theurgical bonus to his next wild empathy or
identify the god who empowered a particular flask of Handle Animal check.
holy or unholy water; this requires a DC 15 Craft Tukulti: Tukultian holy water can be used to
(theulrgy) check and the expenditure of 1 gp per purify normal water, removing grit, pollution and
attempt made. simple poisons and making it clear and refreshing to
Once the source of divinity has been determined, drink.
the theurgist may attempt to distill the water, render- Distillations of Unholy Water
ing away mundane taints and further sanctifying the Distilling unholy water gives it secondary effects
substance to the deity in question. This may be done appropriate to the god who granted the original bless-
by a tlheurgist of any alignment, regardless of the god ing. These vials of unholy water retain their normal
associated with the liquid. The process requires a DC effects (as listed in the spell curse water) in addition to
20 Craft (theurgy) check and the expenditure of 10gp. those gained below.
Should this roll fail, the holy or unholy water is Ashumas: Unholywater of Ashumas may be used
spoiled. Vials of distilled holy or unholy water (some- to “cloud” the fate of whoever ingests it. Such a
times lcalled theurgist’s oil because the liquid is slightly character receives a +2 theurgical bonus to his next
viscous) can be purchased from a theurgist for 50 gp. saving throw against scrying or divination effects.
Djstjllatjons of HolyWater D’shan: Often used during interrogations, un-
Distilling holy water gives it secondary effects holy water of Dshan causes searing agony to whoever
apprqpriate to the god who granted the original bless- should ingest it if he speaks anything but the truth.
ing. These vials of holy water retain their normal Those who employ it for this purpose gain a +2
effects (as listed in the spell bless water) in addition to theurgical bonus to Sense Motive checks.
those gained below. Elimash: When applied to a poison, unholy wa-
Ashumas: Holy water of Ashumas has something ter of Elamash increases its potency, giving a +1
of a restorative effect o n sleepers; if taken right before theurgical bonus to the poison’s save DC.
droppiing off to sleep, the sleeper heals an additional Flayed God: Unholy water of the Flayed God
ld4 points of damage. He is not easily awakened, inflicts unending pain and torment when introduced
however -treat the sleeper as though he were under to the bloodstream of living creatures. If applied to a
the efifects of a sleep spell for the purposes of waking slashing or piercing weapon, the unholy water takes
him. effect on a successful attack that deals damage, inflict-
D’shan: Holy water of Dshan allows those who ing a -1 theurgical penalty to attack rolls, saving
ingest it to perceive lies and deception more easily. throws and skill checks for 1 minute due to pain.
CHAPTER TWO: MAGIC O F THE WASTELANDS

The inquisitor’sknife is specially prepared with holy sigils and divine metals so that it can be empowered
to work the will of the gods. The knife looks like a normal dagger save that it has an unusually wide blade at
its midpoint and a jagged, hooked blade at its end.
Cost Dmg (S) Dmg (M) Critical Range lncrement Weight Type

I I
Gamgal: UnholywaterofGamgalheals any undead ture. This ignores miss chance due to incorporeal
it is splashed upon. Undead directly hit with the water nature for this purpose only, but does not automati-
regain 2d4 hit points; those undead within 5 feet of the cally overcome damage reduction. In addition, the
target also heal 1 hit point from the “splash.” knife is considered good- or evil-aligned depending
Immatuk: Unholy water of Immatuk can be upon whether holy or unholy was used to conse-
used to sap the power from spells, leaving them pale crate it. These effects last for 24 hours.
shadows that are easily avoided. By readying an Fleetfoot Oil: A n elixir first created by ser-
action as if using a counterspell, a character can vants of Tanil, fleetfoot oil is designed to aid in
hurl a dose of the unholy water at a spell targeting travel across the continent’s desert sands. It is
himself or at an area effect spell if he is within the made up of powdered glass and the sticky juices of
spell’s area. T h e DC to save against such a spell herbs found in those rare fertile portions of Asherak.
suffers a -2 theurgical penalty. When applied to the feet or footwear, it helps
Kadeshu: Unholy water of Kadeshu is said to mitigate the effects of shifting sands or other par+
inflict the “curse of wandering” upon any who ticulate matter. This grants a +2 theurgical bonus
come in contact with it. Anyone hit with a dose of to Balance checks made to avoid slipping on sand,
the water suffers a -2 theurgical penalty to all pebbles and other small particles, and it reduces the
Survival checks to determine direction or avoid overland movement penalty across sandy desert
becoming lost. from x1/2 to x3/4. This oil is valued at approxi-
Otossal: Like Gamgalian unholy water, mately 100 gp for a single application, which lasts
Otossalan unholy water heals the undead. Any six full days for bipedal creatures, three days for
undead creature directly splashed with the water quadrupeds. It requires a DC 20 Craft (theurgy)
regains 2d4 hit points; those undeacl within 5 feet check to create.
of the target also heal 1 hit point from the “splash.” Sunshroud: This dark, glistening substance is
Sarhari: Unholy water of Sarhari fills undead made of crushed leaves and the rendered grease of
with renewed vigor and breath. If applied to an several types of animals, including camels. When
undead creature, that creatures gains a + 1theurgical spread on a person’s exposed skin, it sheds heat and
bonus to attack rolls and saving throws for 1minute. protects t h e individual from t h e desert sun.
Subastas: When applied to a valuable object, Sunshroud grants a +2 to all Constitution and
unholy water of Subastas makes it very difficult to related rolls to resist heat-related nonlethal dam-
appraise its true value. Any character trying to age. This stacks with the bonus granted by the
Endurance feat. It has no effect o n real damage, so
appraise such an object suffers a -2 theurgical
the individual is still fully vulnerable to flame and
penalty to the next Appraise check.
fire-based magics. This oil costs 50 gp for a full
Theurgjcal Items dose, considered enough to cover the face, shoul-
T h e uses for theurgy are not limited to the ders, arms and torso of an average-sized human. It
identification and distillation of holy and unholy burns off after six hours of exposure to the sun, or
waters. Many churches sell to the faithful those twice that long in the shade or at night. It requires
small charms, pilgrimage badges and other trinkets a DC 15 Craft (theurgy) check to create.
touched (in whatever minor fashion) by the bless-
ings of their deity. agc Items
Consecrated Inquisitor’s Knife: Normally a W h e n simple mundane equipment is insuffi-
mundane exotic weapon, an inquisitor’s knife may cient for the challenges of living in Asherak,
be specially anointed with holy water in order to many of its mightiest turn to items imbued with
unlock its true potential. By anointing the blade the powers of arcane or divine magic to aid them
with holy or unholy water, it gains the ability to a in their goals. Many of the magic items that
harm a creature possessing another creature at the currently exist in Asherak date from before the
same time it deals damage to the possessed crea- destruction of the Seraphic Engine, for most of
STRANGE LANDS: LOST TRIBES O F THE SCARRED LANDS
5%

the lesser magical items were destroyed in the Natural corpsebane briars are the scourge of the
blast that decimated the very force of life in the undead. The plant begins to sproutonanundeadcreature
Cradle of the Gods. almost immediately, completely destroying it within a
matter of days. Though most inhabitants of the Scarred
Magjcal Weapons, Enhancements Lands find corpsebane’santi-undead qualitiesbeneficial
(and in some areas use it as a natural security fence,
Rage
seeding the plant on the corpses of dead cattle and other
Description: Weapons with this ability are espe-
animals),most necromancers (includingthose of the city
cially favored by the followers of Vangal, allowing them
Scaumaturge) consider it a pest and weed.
to keep up with their barbarian comrades, or giving them
In their crusade against the unnatural scourge of
even more opportunities to fly into a frenzy.
the undead, the devotees of Madriel have created an
Powers: The wielder of a weapon with this ability
artificial variant of the plant, known as greater
can enter a rage, gaining a +2 morale bonus to Strength
corpsebane. This plant’s spines are much longer and
and Constitution, a +1 morale bonus on Will saves,
lodge more easily in undead flesh, and the seeds
and a -2 penalty to AC. The effect is otherwise
themselves are greatly prized by those who hunt the
identical to a barbarian’s rage except that the subjects
living dead. Arrows and bolts tipped with corpsebane
aren’t fatigued at the end of the rage’s duration. The
spines cause considerable damage to undead targets.
wielder can rage a number of times equal to the
Powers: Acorpsebanearrow or bolt has a-1 penalty
weapon’s enhancement bonus -the wielder of a +3
to normal damage but a + 1bonus to hit corporealundead
battkizxe can rage three times per day, for example.
targets. When it strikes its target, the projectile immedi-
Moderate enchantment; CL 5th; Craft Magic
ately begins to sprout, inflicting Id4 points of Dexterity
Arms and Armor, rage; +2 bonus.
damage each round. When its Dexterity is reduced to
Junedl zero, the undead creature is completely immobilizedand
Description: The bards of Asherak travel through will be destroyed completely in another Id4 rounds.
many dangerous lands to gather their tales and songs. Undead with intelligence scores can take a full-round
Created by the music-loving sorcerers of Tanil in the action to attempt to remove the missile. A corpsebane
city of Aelfygh as insurance that those traveling bards projectile can be removed only with a DC 15 Strength
who visit their city come back in one piece, weapons check. The DC to remove the projectile increases by +I
with this enhancement are a boon for the bards them- on every subsequent round after the first.
selves,,but perhaps even better for a warrior defending Greater corpsebane grows seeds a year after taking
his bairdic companion. root. Each plant produces 6d12 seeds a year, provided
Powers: This type of weapon reacts to the bardic the plant has flesh or blood tilled into its soil once
music ability inspire courage. When in the range of any every two months. A DC 15Craft (fletcher) check can
bard using this ability, the weapon gains an additional adapt agreater corpsebane thorn-seed into an arrow or
+2 enhancement bonus for as long as the inspire crossbow bolt-head. Failing this check destroys the
courage is in effect. The enhancement can increase seed. A greater corpsebane shrub is worth 500 gp.
depending upon the level of the bard singing, increas. Weak necromancy; CL 4th; Craft Magic Arms
ing to +3 for a bard of 8th level, +4 for a 14th-level and Armor, Craft (fletcher); Price 75 gp; Weight 0.1
bard, and +5 for a 20th-level bard. If the weapon can lb. (bolt), 0.05 lb. (arrow).
be affected by more than one bard, use the highest- Hallowjng Blade
level lbard for determining the bonus.
Description: These blades are weapons used by the
hlloderate enchantment; CL 9th; Craft Magic
faiths of Corean and Madriel in their battles against
Arms and Armor, greater heroism; + 1 bonus.
undead and necromancers. Most of the faithful of the
Avenger and the Redeemer know these blades on sight
MagicalWeapons, Specjfjc and consider those who carry them to be heroes -
Corpsebane Arrows indeed, those who wield them may be approached by
Description: Corpsebane briar grows wild those who have difficulties with the undead.
throughout the Scarred Lands (including those areas Powers: A hallowing blade is a +2 u&ad bane
of Aslherak that still support plant life) and is espe- longsword wrought from volcanically forged iron and
cially common in areas with large numbers of undead, polished to a mirrored black finish. The blade nor-
since corpsebane grows only in necrotic flesh. T h e mally functions as a melee weapon.
briar spreads when a living creature brushes against it. If plunged into the ground while held by the
Tiny, razor-sharp seeds lodge in the creature’s flesh, caster, the blade canhallow a 30-foot radius. The caster
dealing no damage but imbedding themselves in the can then release the blade and the hallowing effect
host’s flesh. When the host dies, a new corpsebane will persist. The effects of the blade last for as long as
plant begins to grow in the freshly dead body. the activated blade is in the ground, for a maximum of
CHAPTER TWO: MAGIC O F T H € WASTCELANDS

one year. After one year, the blade may still hallow a checks. The GM can determine the exact bonuses and
given area, but it must be reactivated in order to do so. penalties depending upon what the creator offers.
Moderate conjuration and evocation; CL 10th; At the end of the necessary holding period, if the
Craft Magic Arms and Armor, hallow; Price 118,315 outsider’s attitude has become Helpful, it can auto-
gp; Weight 4 lb. matically be bound to the weapon. Otherwise, the
outsider makes a Will save (DC = 10 + item creator’s
MagjcalWeapons, Bound caster level). If the save succeeds, the outsider escapes
Some outer planar creatures not only have the and the item creation process fails.
ability to possess living creatures but c a n also possess If the item creation process fails due to the out-
inanimate objects. Spellcasters use this ability to their sider escaping, or radically disturbing the creation
advantage in order to create powerful magical weapons. process, the spellcaster still spends half of the item’s
creation cost in gold and XP.
Bound Weapon Creatjon
A bound weapon’s total cost equals 6,000 gp x [the
With the essence of a bound outsider, spellcasters
outsider’sHD]. The creator spends 1/25of the total price
can create weapons much more potent than they may
in XP and uses up raw materials costing one half of this
have been able to otherwise. Often, using a bound
total price. While bound weapons have no minimum
outsider also makes the weapon cheaper to create, but
caster level per se, the creator must be powerful enough
the process has many risks.
to cast the appropriate spells and control the held out+
As with other magical weapons, the creator must sider. As with regular magic weapons, the entire creation
have the Craft Magical Arms and Armor feat. After process still takes 1day per 1,000gp of the base price.
that, things become more complicated.
Should the weapon ever be broken or otherwise
During the creation process, the spellcaster must destroyed, it frees the outsider.
call, hold and bend to his will the outsider of his
choice. The creator’s alignment must be within one Powers
step of the outsider’s (that is, it may be one step away Aboundweaponhasanenhancementbonusequalto
on either the lawful-chaoticaxis or the good-evilaxis, one-quarter the outsider’s HD. By trapping the essence of
but not both), or the binding automaticallyfails. If the a sentient being, each weapon also has intelligence and at
outsider serves a particular deity, the creator must least some way to communicate (see Intelligent Weapons
worship that deity as well. intheDMG).Otherpowersaredeterminedbytypeandby
First, the spellcastercalls and holds the outsider using the particular creature summoned.
the appropriateplanm binding or planm dy spell and magic Angels: Angelic weapons have two mental abil-
circle spell, plus dimensional anchor. The outsider must be ity scores at 16 and one at 10. The weapon speaks
held for at least one day per HD during the item creation Common and Celestial, communicating telepathi-
process (though the complete weapon creation process cally with the wielder.
maytakemuchlonger).Inthecaseofphrdy theoutsider Choose one spell-like ability the angel can use at
must stillbe held in a magic circle. No simple bargain can be will, except one with a range of personal or that can
struck for such an extended period of bondage, though the affect the creature only. The weapon can use that
caster does not pay the X P cost for the spell. spell-like ability upon command once per day.
Even if the spellcaster and the outsider have the The weapon may gain additional powers based
same alignment, deity and goals, intelligent creatures upon the bound angel (see example weapons).
seldom wish to be bound to inanimate objects. Most Once attuned (see below), angelic weapons grant
attempt to escape or disturb the creation process (see the wielder acid, cold, electricityand fire resistance 5, +4
the spell magic circk against evil). to saves versus poison and petrifaction effects, and the
While held, the creator uses Diplomacy checks to ability to cast protectionfium evil on the wielder l/day.
convince the outsider that serving as a weapon would be Demons: Demonic weapons have two mental
the best way to achieve its objective. The outsider’s ability scores at 15 and one at 10. The weapon speaks
attitude starts out as Hostile. Every day the outsider is Common and Infernal, communicatingtelepathically
trapped in the magic circle the creator makes a new check, with the wielder.
attempting to eventually move the outsider’s attitude to Choose one spell-like ability the demon can use
Helpful (see Diplomacy skill in the Phyer’s Handbook). at will, except one with a range of personal or that can
Each time the creatorfails a check, add +5 to the Dc of the affect the creature only. The weapon can use that
next day’s attempt. The creator and the outsider may also spell-like ability upon command once per day.
bargain for services - the creator may threaten the
The weapon may gain additional powers based
outsider with suffering or destruction, or the outsider may
upon the bound demon (see example weapons).
agree to be bound to the weapon for acentury,for example,
granting a bonus to the creator’s Charisma or diplomacy
STRANGE LANDS: LOST TRIBES O F THE SCARRED LANDS
_1

Once attuned, demonic weapons grant the wielder three have succeeded, the weapon can never be at-
acid, cold, electricity and fire resistance 5, and +4 to tuned and will be constantly at odds with its owner.
saves versus poison. Checks made during personality conflicts that arise
Devils: Devilish weapons have two mental abil- normally do not count toward the attunement. If the
ity scores at 15 and one at 10. The weapon speaks owner goes for more than 30 days without touching
Common and Abyssal, communicating telepathically the weapon, she looses all attuned special abilities.
with lche wielder. Barbed Devjl Weapon
Choose one spell-like ability the devil can use at Description: Someone who has proven himselfwor-
will, except one with a range of personal or that can thy in serviceto Chardun can present himself to the Great
affeCK the creature only. The weapon can use that General’s clericsand request to have a servantof Chardun
spell-like ability upon command once per day. bound to his weapon. By tradition one who earns a devil-
The weapon may gain additional powers based bound weapon must be locked in a steel box with his new
upon the bound devil (see example weapons). “servant”for thirty days,given only water and gruel. Many
Once attuned, devilishweaponsgrant the wielder go mad, impaling themselves on the possessed blades, in
acid, cold, and fire resistance 5, +4 to saves versus which case the clericsbreak the weapons,settingthe devils
poison, and darkvision. free. Those with true strength of spirit tame their devilish
ESlementals: Elemental weapons have two mental arms, proving themselves worthy to Chardun.
ability scores at 13and one at 10.The weapon commu- Powers: Most commonly made into spears, all have
nicates empathically with the wielder. a +3 enhancement bonus. Once per day upon command
Air: Casts lightning bolt 3/day upon command the weapon can cast hold persun (E16,CL 12).
(caster level equals the bound elemental’s Hit Dice). Once attuned, a barbed devil weapon grants the
Once attuned, the weapon grants the wielder immu- wielder acid, cold and fire resistance 5 , +4 to saves versus
nity to electricity. poison, and darkvision. After attuning the weapon, the
Earth: Casts stoneskin l/day upon command owner grows large,
(caster level equals the bound elemental’s Hit Dice).
Once attuned, the weapon grants the wielder damage
reducition 31-.
Fire: Casts scorching ray 3/day upon command
(caster level equals the bound elemental’s Hit Dice).
Once attuned, the weapon grants the wielder immu-
These act
as armor
spikes,
I
nity to fire.
a’ Water: Casts ice storm l/day upon command
(caster level equals the bound elemental’s Hit Dice).
Once attuned, the weapon grants the wielder immu-
nity to cold and the ability to breath underwater.
Wjeldjng Bound Weapons
Bound weapons are notoriously difficult to wield, Grappleentry).In I

oftentlimes taking almost completecontrolof their owner’s addition,the owner


lives. ’They have tremendous Egos, even more so than is always considered
other intelligent items (Ego equals 10 + outsider’s Hit armed and does an
Dice). As with all intelligent items, the owner must be the additional ld4 points
same ailignment (see DMG). of damage with unarmed
I n order to fully access the bound weapon’s true attacks.
power, the wielder and the weapon must come to an AL LE; Int 10, Wis 15,
understanding through a process called attunement. Cha 15; Ego 22
Attuning a weapon d e s at least 30 days. During the Strongconjuration;di
attunementperidthe wielder canparticipate in activities anchor,magic circle aguinst evil,planar d y
as normal, though the weapon constantly struggles with or planar biding, the ability to magically
the owner on just about any activity. Also, the owner must hold a barbed devil for 12days; Price 72,000gp.
remain within 10ft. of the weapon during the entire time,
or the attunement must begin anew.
Blood Horrorweapon
Every ten days, the owner makes a special item Description: If any demon would enjoy spend- -
ing eternity as an implement of death, this would be
conflict check (Willsave, DCofthe item’sEgo).Once
the owner succeeds at three of these checks, the item the one. Owners of these weapons must contend with
becomes attuned. If three checks have failed before blades which can never be satiated. The weapons’
strong personalities constantly drive them to kill.
STRANGE LANDS: LOST TRIBES O F THE SCARRED LANDS
--
-**

Malrjljth Weapon Powers: The wearer of this ring is granted a +5


Description: Known for their wild yet exquisite competencebonus to all Bluff and Disguise skill checks.
swordsmanship,the essence of a marilith demon makes It also allows the wearer to prepare and cast one addi-
the perfect engine for a magic weapon. Clerics of tional illusionspell per spell level each day, as if she were
Vangal make these for their most ruthless servants, a wizard specializing in the Illusion school. If the wearer
turning them into savage yet skilled fighters. is a spellcasterwho does not normally prepare spells,she
can still cast one bonus illusion spell per spell level per
Powers: Most commonly made into longswords,
day. These are bonus spells -a wearer who cannot cast
all have a +4 enhancement bonus. Once per day upon
spells gains no benefit from this ability.
command the weapon can cast bIade barrier (DC23, CL
16). Strong illusion; CL 12th; Forge Ring, Spell Focus
(Illusion), creator must have 5 ranks in both the Bluff
Once attuned, demonicweapons grant the wielder
and Disguise skills; Price 85,000 gp.
acid, cold, electricity and fire resistance 5, and +4 to
saves versus poison. After attunement, the owner Rjngof lnvocatjon
gains free use of the feats Two-Weapon Fighting and Description: These rings are usually formed of
Improved Two-Weapon Fighting. cold-forged iron, althoughseveralpowerful spellcasters
A L CE; Int 10, Wis 15, Cha 15; Ego 26 are known to possess versions of this ring forged from
Strongconjuration;dimensionalanchor,magic circle pure adamantine.
against ewil, greater planar ally or greater planar binding, Powers: When the wearer of this ring casts any
the ability to hold a marilith magically for 16 days; evocation spell, the spell alwaysdoes maximum damage.
Price 96,000 gp. Further, the wearer of this ring can prepare and cast one
Planelar Weapon additional evocation spell per spell level each day, as if
she were a wizard specializing in the Evocation school. If
Description: The common people count upon
the wearer is a spellcasterwho does not normally prepare
the servants of Corean to protect them from all evils -
spells,shecanstillcastonebonusevocationspellperspell
titanspawn,evil clerics, bandits, slavers- the list goes
level per day. These are bonus spells - a wearer who
on and on. Though they are loath to do so, the
cannot cast spells gains no benefit from this ability.
followers of Corean sometimes bind angelic beings
Strong evocation; CL 12th; Forge Ring, Maxi-
into weapons, hoping to use their power to stem the
mize Spell, Spell Focus (evocation); Price 85,000 gp.
tide.
Planetars make the perfect choice, as warriors of Ring of Summonjng
the higher planes they seek any means to fight evil. Description: Most of these rings are created by evil
Knights of Corean who wield these swords request that wizards and some few sorcerers. Such rings are usually
the weapons be shattered upon their deaths, granting fairly simple iron bands inscribed with incantations in
freedom to the angels trapped inside. either Abyssal or Infernal. Those few rings created by
E’owers: Most commonly made into greatswords, mages of good intent are gold, inscribed with silver-
all have a +3 enhancement bonus. Once per day upon inlay incantations in the flowing script of the celestials.
command the weaponcancastlesserrestoration(CL 17). Powers: When the wearer of this ring casts any
Once attuned, angelic weapons grant the wielder conjuration spell, the spell always summons the maxi-
acid, cold, electricity and fire resistance 5, +4 to saves mum number of creatures. Additionally, the wearer of
versu:; poison and petrifaction effects, and the ability this ring may prepare and cast one additional conjura-
to caSt protectionfrom ewil on the wielder l/day. After tion spell per spell level each day, as if she were a wizard
attuniement, the weapon gains the bane (evil outsid- specializingin the Conjuration school. If the wearer is
ers) special weapon quality. a spellcaster who does not normally prepare spells, she
AL LG; Int 10, Wis 16, Cha 16; Ego 24 can still cast one bonus conjuration spell per spell level
Strongconjuration;dimensionalanchor,magic circle per day. These are bonus spells -a wearer who cannot
agaim t good, greater planar ally or greater planar binding, cast spells gains no benefit from this ability.
the ability to hold a planetar magically for 14 days; Strong conjuration; CL 12th; Forge Ring, Maxi-
Price 84,000 gp. mize Spell, Spell Focus (conjuration);Price 85,000 gp.
Rjng of the Crypt Lord
Rjngs Description: These rings are usually made of
Rjng of Glamer bone, although ceramic rings made from the ashes of
Description: These rings are alwaysfanciful, made the deceased are also fairly common.
of the brightest metal and inset with the most colorful Powers: The wearer of this ring is immune to the
gemstones the creator can find, even if all of the level-draining effects of necromancy spells as well as the
materials used to make the ring are ultimately value- level-draining attacksof undead. It also allows the wearer
less (which they often are). to prepare and cast one additional necromancy spell per
CHAPTER TWO: MAGIC O F THE WASTELANDS

spell level each day, as if she were a wizard specializingin Powers: This amulet allows the wearer call upon
the Necromancy school. If the wearer is a spellcasterwho Tanil’s luck as the spell Tanil’s touch, save that the
does not normally prepare spells, she can still cast one effect is renewed each morning. While wearing the
bonus necromancy spell per spell level per day. These are amulet, any weapon used by the Council member is
bonus spells -a wearer who cannot cast spells gains no considered silver for the purposes of overcoming dam-
benefit from this ability. age reduction. Finally, when all seven amulets are
Strong necromancy; CL 12th; Forge Ring, Spell gathered together, they can invoke a song of the gods
Focus (necromancy), create undead, undeath to death; effect once per week, producing a soft rejuvenating
Price 85,000 -_gp. glow and allowing divine casters worshipping Tanil to
restore their spells.
Ring of Warding
Moderate enchantment; CL 7th; Craft Wondrous
Description: These rings are always plain, un- Item, silver swurd, sung ofthe gods, Tanil’s touch, must be
marked white-goldbands It is believed that these rings created by a worshipper of Tanil; Price 8,960 gp.
were first forged in the days of the High Elven First
Dynasty and worn by the elite warrior-mages who ChillingSalve
protected that ancient empire. Description: The deadly heat of the Soulburn
Powers: The wearer of this ring gains a spell resis- Wastes inspired a wealthy merchant to commission
tanceratingof 12 + thewearer’scasterlevel.Additionally, the creation of this ointment. Chilling salve protects
the wearer may prepare and cast one additional Abjura- from the heat very well, but it is no good against the
tion spell per spell level each day, as if she were a wizard cold. Dwarves have discovered that the tiniest smudge
specializing in the Abjuration school. If the wearer is a of this on the bottom of a flagon of ale will keep it cold
spellcasterwho does not normally prepare spells, she can for hours.
stillcast one bonus abjurationspellper spelllevelperday. Powers: When applied to the skin of an indi-
These are bonus spells-a wearer who cannot cast spells vidual the ointment of comfort bestows the effects of
gains no benefit from this ability. endure elements for purposes of enduring warm tem-
Strong abjuration; CL 12th; Forge Ring, Spell peratures. In addition, the person coated in this warm
Focus (abjuration), spell turning; Price 85,000 gp. salve gains resistance to fire 5 for 24 hours. He suffers
a-2 penalty when making saving throws against cold-
Seer’sRing based attacks, however. A container of this ointment
Description: An ornate, twisting glass and crystal typically has three uses when full.
band. These rings appear, for all intents and purposes, Faint abjuration; CL 3rd; Craft Wondrous Item,
to be spun rather than forged (which is true). endure elements,resist energy; Price 900 gp; Weight 1 lb.
Powers: The wearer of this ring is constantly under
theeffectsofthespelldetectscrying.Further,thewearer may Foul Poppet
prepare and cast one additional Divination spell per spell Description: The foul poppet is a foot-tall porce-
level each day, as if she were a Wizard specializing in the lain doll made to resemble a young child of roughly six
Divination school. If the wearer is a spellcasterwho does years of age. The doll is quite detailed, with real hair,
not normally prepare spells, she can still cast one bonus masterfullypainted skin,and individuallytailoredcloth-
divination spell per spell level per day. These are bonus ing. The poppet is a powerful focus for enchantment
spells -a wearer who cannot cast spells gains no benefit magic, and a terrible creation in the hands of any
from this ability. seeking to cause trouble.
Strong divination; CL 12th;Forge Ring, SpellFocus Only a fewfoul poppets exist. Their ability to cause
(Divination), detect scrying, s q i n g Price 85,000gp. mayhem and trouble is legendary. The doll earned its
named for a string of murders perpetrated using the
Wondrous Items poppet as the method of suggesting the killings. The
inspector working for the Boretanshu city guard dubbed
Amulet of Silver Fortune it the foul poppet. The Ashen Rose, an adventurer-
Description: Theseheavy and ornatesilver amulets investigator who operates in the city of Boretanshu,
have been crafted since the Titanswar to signify the brought the creator of the poppet to justice. Still, a few
continued faith of Aulter-ash in their elders and the have recently surfaced through the black markets in
continued reverence of Tanil. Although a few amulets Kanad Thravarsus, indicating that the secrets to cre-
have been lost over the years, their secret of manufacture ating them still are in use.
has not been lost, and the ruling Council of Aulter-ash Powers: Pulling a string on the back of the poppet
maintainsone for each member. It is said that Tanil looks activates the doll’s magical properties. The person acti-
upon the bearers of these items with special fortune and
vatingthepppetmay placeasugeshinto it by whispering
is more likely to heed their call, though whether this is a
it into the poppet’s ear. Unlike the spell suggestion, the
function of the Council’s favored position among the suggestedcourse of action can be as harmful as the person
Huntress’ worshippers, none can say. controlling the poppet wants it to be.
STRANCE LANDS: LOST TRlB€S O F THE SCARRED LANDS

The first person to see the poppet must make a DC Creating amask ofundeath is an unpleasant process,
15 Will save to resist the urge to walk over to the doll requiring the removal of an undead creature'sface,which
and pick it up. Once the lured target reaches the foul is then treated with alchemical compounds and spells.
poppet and grabs it, he must make a DC 20 Will saving Masksfrom skeletons and zombiesare the most common,
throw. Failure indicates that the suggestion has SUC- as the "donors" are easily controlled and do not resist the
cessfuillypassed to the person now holding the poppet, surgery. Vampire, lich and mummy masks are rare, as
and he must now carry it out. removing the visages of such creaturesis a dangerous and
Anyone holding the poppet gains a + 2 bonus to difficult task. In any event, most necromancers prefer to
the save DCs for enchantment spells that he casts and disguise themselves as skeletons or zombies rather than
can use the poppet as a replacement for the arcane foci more powerful (and hence noticeable) undead creatures.
or material components of any enchantment spell Powers: A living humanoid wearing a mask of
with rhe [compulsion] or [mind-affecting] descriptors. undeath instantly takes on the appearance of the type of
Moderate enchantment; CL 5th; Craft Wondrous undead that the mask represents. Spells and supernatural
Item, lure, suggestion, creator must be an enchantment senses that affect living creatures will fail to detect the
specialist wizard; Price 70,000 gp;Weight 1 lb. wearer, while effects that detect the undead will register
the wearer as a typicalundead creature of the mask's type.
Mask of Undeath In order for the glamour to remain convincing the
Description: Anecromancer commanding aunitof wearer must act like the undead creature he is mimick-
undeaid troops is a tempting target for archers and enemy ing. Undead that do not flee from turning, react to
spellcasters,and the loss of such a commander candestroy holy water or otherwise behave properly will appear
the efifectivenessof an entire unit of undead. To this end suspicious, though they will not automatically be
the Belsameth-worshipping necromancersknown as the recognized as forgeries. The wearer of the mask can
Rormaids created themasks ofundeathto help them hide attempt a DC 15 Bluff or Perform a check to imitate
among their own troops. A mask of undeath is a human- simple reactions convincingly, such as recoiling from
sized mask that resembles the visage of the undead a holy symbol or reacting to attack by holy water.
creatureit was made from, held together with fine threads
Strong illusion; CL 6;Craft Wondrous Item, disguise
of silver. Anyone wearing a mask of undeath appears
self, nondetection; Price 42,000 gp; Weight 1/2 lb.
undeaid to all mundane and magical senses.
CHAPTER TWO: MAGIC O F THE WASTELANDS

Monks Leathers potablewater (enough to water eighthumanoidsand their


Description: The disciplined pursuit of martial ridingandpackanimals,withenoughleftover tobathe in),
arts is not exclusive to warriors and sword-wielding andseveralbushes and trees ladenwithenough h i t to feed
paladins. Often the most deadly of warriors are the eight fullygrownpeople; thick grass grows,enough to feed
ones who carry no weapons at all. These leather eightmediumwarhorseseachday. Everymorningthe trees
bindings are a cherished artifact of many monastic blossom and fruit grows from them and the pond water
orders. T h e Hedradan disciples at the Exemplary Re- becomes fresh and clean once more.
treat are especially fond of using monk’s leathers. Using the portabk oasis for more than three days in
Powers: A monk wearing monk’s leathers is con- a row begins to deplete the magic that feeds it. Each day
sideredfive levelshigher for determininghis class-based that the oasis is used beyond three days, it produces food
Armor Class bonus. Monk’s leathers do not use up an and water for one fewer person and animals. Further,
inventory slot. once deactivated, the item will not activate again until
one month has passed for each day that it was used more
Moderate transmutation; CL 5th; Craft Magic
than three days in a row. If active for more than eight
Arms and Armor, Craft Wondrous Item, mage amor,
days in a row, the oasis turns to dust and the tent itself
creator must have 5 levels in Monk; Price 1820 gp.
rots and frays, becoming useless canvas.
Portable Oasis Theportableomiswillnot function incoldweather,
Description: Perfected by all over Asherak, the p ~ r - but the tent will still bestow the comfort of endure
tabk oasis allows respite during arduous trips through elements upon anyone staying within.
hostile terrain. Indeed, the portable oasis is a remarkably Strong conjuration; CL 12th; Craft W o n -
useful item to the desert traveler. Initially, it looks like a drous Item, create food and water, endure elements,
large tent made of fine canvas, but once set up the tent and Leom’s tiny hut; Price 43,200 gp; Weight 10 lb.
its surroundings are transformed into a lush, tiny paradise.
Powers:Thepordleoasis isalargetentwithroomfor
Taljsman of Shadows
eight hlLgrown Medium humanoids. Even without the Description: An onyx broach or amulet inlaid
command word, the tent conveys the benefits of endure with silver filigree. This token is the favored possession
ekments upon anyone within it. With a command word, a ofmanyofthe faithfulofDrendari, Taniland Belsameth.
lush and verdant oasis extends for 100feetfrom the center Powers: The talisman of shadoevs grants its wearer a
of the tent. The oasis has a large pond filled with fresh +10competencebonusonallHideandMoveSilentlyskill
STRANGE LANDS: LOST TRIBES O F THE SCARRED LANDS

checks. Its wearer is also continuouslyunder the effects of Undetermined, though does radiate as magic;
thespellsdurk~iunandprotecabnfromlaw.Thisitemisalso CL 9th; Craft Wondrous Item, darkvision, pro-
under strong “shadowing”magicthat prevents easy iden- tection from law, creator must have 10 ranks i n
tification through the use of detect m ag
c
i (though spells both t h e Hide and Move Silently skills; Price
such as ldentfy will still function normally). 12,500 gp.

of Asherak
Where the landisdead, themgic user‘s caster level. Excess guests are Focus: A set of small wooden
is fertiile. completelyignored by the entourage. carvings resembling the members
-- Asheraki saying. The summoned group consists of the entourage; each figurine is
of Small or Mediumhumanoid crea- worth 25 gp.
Alzzarah’s Entourage tures of any ethnic appearance or
Conjuration [Summoning] gender that the caster desires. Each Ashen Servitor
Level: Brd 4, Wiz 3 has a specificfunction and Hit Dice Necromancy
Compomnts: V, 5, F as determined by the caster based Level: Clr 2, Death 3, Sor/Wiz 3
Casting Time: 1 hour upon the table below; higher-level Components: V, S, M, F/DF
Effeck Glroup of creatures summoned casters can summon more powerful Casting Time: 1 round
Duration: 1 hour/level (D) and more skilledservants.The caster Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw None can summon a number of servants Effect: One summoned creature
Spell Resistance No equal to his caster level,but the total Duration: 1 minute/level (D)
Descrjiptjon Hit Dice of all summoned servants Saving Throw: None
cannotexceedthecaster’slevel.Each Spell Resistance: No
The Asheraki wizard Alzzarah
created this spell to provide himself servant is assigned to a specific guest Description
with access to good help, regardless andprovidesthebenefitslisted.Th0se While most of Asherak is made
of his location, and also to earn who provide skill bonuses must re- up of deserts, occasionally one en-
income from the wealthy who mainwithin five feet oftheirsubjects counters great fields of gray, silken
needed servants on short notice. to do so, and no more than one ash - the remains of entire settle-
Poseurs, pretenders and travelers in servant can be assigned to a guest or ments that were caught in the wave
need of attendants can often rely on the caster. of devastation that turned the once-
this spell as a quick respite from Members of the entourage re- fertileplainsofAsherakintoablasted
drudgery and (sometimes more im- mainuntil the spellends, untilslain, wasteland. These pits of ash and silt
portantly) a means of appearing or until they are dismissed. Detect can become a weapon in the hands of
wealdhier than they truly are. magic reveals the supernatural na- askillednecromancer.Firsthamessed
ture of t h e members of t h e by the necromancer-templars in
SpellEffect entourage; each gives off a faint Belsameth’s service,ashenseroriturhas
The castercansummon astaff of conjuration aura. All members of becomeaprizedspellformanynecro-
personal servants who cater to him the entourage are neutral in align- mancers seeking an able-bodiedand
and hiis guests. The servantswill tend ment and are primarily concerned portable guardian.
to a number of guests equal to the withserving theordersofthecaster.

AIzzaIah’sEntourage
Servant Class and Level Granted Benefit Level of Caster

st-ieva commo
.member
.. .. . ..

Sycophant
I .
1st-level aristocrat Provides +2 circumstance bonus to Gather Information 5th
and Bluff skill checks
CHAPTER TWO: MAGIC O F T H E WASTELANDS

horrible gray curse, his very soul eton in combat. Hotem guards this
SpellEffect
atrophied by the power of the spell less rigidly than others, com-
The caster spills ash from a
magic. U n f o r t u n a t e l y , t h e monly granting its use to
specially prepared urn. This fine
Moonsinger left detailed spell necromancers who please him and
powder quickly forms into a hu-
notes among her associates, using it as payment for arcane merce-
manoid-shaped cloud. T h e ashen
which soon made this spell a naries.Thisspellaugmentsskeletons,
servitor is a single undead crea-
vicious factor to remember when honing their bones to a razor’s edge.
ture with the same statistics as a
confronting bards of the Slayer. Spell Effect
shadow (see MM, Shadow) that
can manipulate objects in the Spell Effect All the bones of the skeleton
same manner as the spell unseen This spell may be cast as a become distorted and impossibly
servant. T h e servitor, bound into free action whenever the caster sharp. Fingers become long, wicked
a cloud of ash, does not gain its is killed (reduced to -1 0 or fewer claws, teeth become razorlike and
normal racial skill bonuses and hit points or the target of a suc- predatory, and limbs become vicious
is treated as a corporeal crea- cessful death spell), even if it is and serrated. All natural attackspos-
ture. not yet the caster’s initiative. sessedbytheskeletonincreaseby one
T h e summoned u n d e a d Immediately, the bard chooses dietype (toamaximumofdl2) and
creature serves the caster faith- one target (who must be directly gain a x3 criticalat double its normal
fully for the duration of the spell responsible for her death) and critical threat range. Thus, a me-
and is not vulnerable to clerical expends the necessary XP. T h e dium-sued humanoid skeleton deals
turning or command. T h e ashen bard releases an unearthly and ld6 points of damage with its claw
servitor can still be rebuked, how- terrible scream that tears at the attacks and deals triple damage on a
ever, and spells that specifically murderer’s soul and may eventu- roll of 19-20.
target undead will affect it nor- ally kill him. In addition, the skeleton’s ra-
mally. Holy water deals a n T h e target must make a Will zor-sharp body deals ld6 points of
additional ld4 points of damage save or contract a curse dealing damage to any creature that strikes
to an ashen servitor. Once the l d 4 points of permanent Cha- the skeleton with a natural or un-
spell expires, the ash returns to risma damage per day o n a failed armed attack. Grappling with a
the urn and can be reused. Will save. Only a successfulbreak skeleton transformed by this spell
Materialcomponent: Six cu- enchantment orremove curse spell deals ld6 points of damage each
bic inches of volcanic ash. will remove this wasting. If the round the grapple is maintained.
Focus: A stylized black and target’s Charisma is reduced to The altered bones of the skeleton
gray cremation u r n worth 100 zero, h e immediately dies and are exceptionally brittle and cause
gP. his soul is forever consigned to the skeletonto take double damage
the Slayer. This prevents any frombludgeoningweapons.Destroy-
Belsameth’s raise dead or resurrection spell, ing a bladebones skeleton shatters it
into a pile of razor-sharp bone fiag-
Vengeance although a miracle or wish has a
ments that function as caltrops
Transmutation
5% chance per caster level of
returning the victim to life. scattered over an area equal to the
Level: Brd 4
X P cost: 2,000 XP. skeleton’s face/reach.
Components V, XP
Casting Time: Special (see below)
This spell can stack with s@l
Range: Close (25 ft. t 5 ft./2 levels) Bladebones spells(seebelow)orfarjhgertt.Skel-
Target: One individual (see text) Necromancy etons enhanced by bladebones and
Duration: Instantaneous Level: SorIWiz 4 farfiner deal increased damage with
Saving ‘Throw: Will negates Camponents V, S, M their fingermissilesandcancontinue
Spell Resistance: Yes Casting Time: 1 standard action to attack with their bladelike fore-
Range: Close (25 ft. + 5 ft./2 levels) arms with a -3 penalty to hit and
Description Target: 1 animated skeleton per caster damage,once theyhave losttoo many
Named after a Moonsinger level hgers to continue making claw at-
assassin known as Belsameth’s Duration: Permanent tacks.
Vengeance, the first victim of Saving Throw None
The GM should consider al-
this spell was a prominent vigi- S p l l Resistance: No
tering the CR of skeletons affected
lant who had tracked down and Description by numerous such spells.
slain the bard. As the assassin
One of the necromancer Nisir Materialcomponent:Asharp.
lay dying, she released a power-
Hotem’s more clever andsadisticstu- ened finger bone or tooth from an
ful and horrifying screech that
dentsdevisedbladebonesasameansof intelligent creature.
ripped her very body asunder.
enhancingthe effectivenessof a skel-
Soon after, the vigilant fell to a
STRANGE LANDS: LOST TRIBES O F THE SCARRED LANDS
e *-E
Brand of ljght the legions of skeletons they know can n o longer command t h e
Necromancy
they must inevitably face time and undead, and they n o longer
Level: Clr 2 time again. count toward t h e maximum
Components: V, S, F/DF Spell Effect amount of undead he can con-
Casting Time: 10 minutes trol for the duration of the spell.
T h e bones of skeletal
Range: ’Touch
undead creatures, including At the end of the duration
Target: One creature command reverts back to the
liches and other undead made
Duration: Permanent caster. Any undead he controls
primarily of bone, affected by
Saving lrhrow: Will negates that go over the maximum al-
this spell become extremely
Spell Resistance: Yes lowed when command reverts
brittle and susceptible to dam-
Descriptjon age. This negates the skeleton’s become uncontrolled (caster’s
‘The Cabal of the Ashen bludgeoning damage reduction choice).
Dawn, a n order of paladins, (though not any other types of Commander of death can be
monks, wizards and clerics dedi- damage reduction) and makes made permanent with a perma-
cated to destroying the undead them especially vulnerable to nency spell (minimum caster
t h a t threaten the southern bludgeoning attacks, which now level 13th, 2,500 XP). Though
riverlands of Asherak, considers cause double damage. the caster must touch the sub-
its charge to be a sacred and holy Material Components: A piece ject to cast the spell originally,
duty. Each member is sworn to of old bone crumbled during the if one casting of this spell is
destroy the undead, and the pos- casting. about to expire, he may simply
sibility of becoming one of the cast it again (provided he has
undead is the worst possible fate. Commander of Death the means to do so) in order t o
As a result each of them is pro- Necromancy renew it. The Host of Bone has
tected with this spell, ensuring Level: Clr 3, Sor/Wiz 4 many cleric-made wands for this
that even should they fall to the Components: V, 5, F/DF purpose.
horrors they fight, they will Casting Time: 1 action Focus: A n i r o n c i r c l e t
never become one of them. Range: Touch worth 10 gp, which must be
Target: Creature touched worn by the subject of the spell
Spell Effect Duration: 1 hour/level in order to give a command.
’The recipient of this spell Saving Throw: Will negates (harmless)
can never be raised as an undead Spell Resistance: Yes (harmless) Corpse Bomb
creature, either through magic
or a n undead creature’s spawn
De scrjpt j on Necromancy
Level: Clr 3, Sor/Wiz 3
ability. Though the Host of Bone
Components: V, S, M
Focus: T h e recipient must would gladly give their last drop
Casting Time: 1 full round
be branded with the symbol of a of blood i n service to Chardun, Range: Touch
good deity, causing ld6 points sending spellcasters into the Target: Corpse or zombie touched
of fire damage. thick of battle is simply bad tac- Duration: Instantaneous
tics. With t h i s spell, t h e Saving Throw: Will negates
Brittle Bones necromancers can have those Spell Resistance: No
Transmutation
with battle prowess, and a better
Level: Clr 2, Pal 2 grasp of tactics, lead their undead Description
Components: V, S, M troops. A particularly clever necro-
Casting Time: 1 action The necromancers never al- mancer by the name of Xathos
Range: Personal low this spell to be taken by Kazan developed the corpse bomb
Target: Skeletal undead creatures outsiders, fearing that it would spell to humiliate his rival, Anoth
within a 30-ft.-radius burst be used t o create armies of Vrekk. By infusing a corpse (ei-
Duration: Instantaneous undead to rival their own. ther a n ordinary cadaver or an
Saving Throw: Fortitude negates
Spell Effect animated zombie) with an excess
Spell Resistance: Yes
of unstable negative energy, the
T h e caster transfers t h e
Descriptjon command of his undead to an-
necromancer can transmute the
T h e Cabal of the Ashen cadaver into a volatile bomb.
other creature. Any undead
Dawn, dedicated to protecting Kazan secretly inflicted his spell
creature under his control, ei-
southern Asherak from t h e on his rival’s undead servants and
ther from an animate dead spell
undead, has learned many tricks waited for the inevitable blast.
and/or a cleric’s ability to com-
for fighting hordes of undead. Its Unfortunately for Kazan, Vrekk
mand undead, transfers to the
members use this spell to destroy had turned one of Kazan’s skel-
subject of the spell. The caster
CHAPTER TWO: MAGIC O F THE WASTELANDS

7 etons against him, and both necro-


mancers were left dead by the other's
hand.
/
Spell Effect
By casting the spell and touch-
ing a corpse, animated or otherwise,
the caster infuses the body with raw
explosive power. A zombie not un-
er the caster's control receives a
ill save at -2 to avoid the effect.
Skeletons lack the flesh required to
hold the explosive charge, and more
powerful undead are too potent for
the energies channeled by the spell.
Any impact capable of causing more
than one point of damage to the
enchanted corpse will trigger a
~
chain reaction that rips through
the cadaver, destroying it utterly
and dealing ld4 points of fire
damage per caster level ( t o a
maximum of 8d4) to everything
4 within a twenty-foot radius of the
corpse. Creatures in the blast ra-
/ dius are allowed a Reflex save to
' take half damage.
r T h e spell lasts until the ca-
daver explodes or decays to nothing
but bone. Zombies destroyed by
turning do not explode. A zombie

c
under the control of the caster can
detonate at its master's command.
Material Component: A vial
of embalming fluid mixed with
sulfur and lamp oil.

Crown of Thorns
Transmutation
Level: Clr 3
Components: V, S, M, OF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./2 levels)
'Target: One humanoid creature
Duration: 1 minute/level
Saving Throw: Fortitude half
Spell Resistance: Yes
Description
The crown of thorns is one of
Chardun's most sacred symbols, rep-
resenting not only rulership but the
pain and suffering that come with it
- both to oneself and to others.
This spell gives a cleric of Chardun
the power to inflict agony upon a
target, causing bloody thorns to erupt
from the target's skull along the brow
and temples where a crown might sit.
.d ,=,". 5 e.-
STRANGE LANDS: LOST TRIBES O F THE SCARRED LAND5

IClerics of Chardun can also Spell Effect cal turning. It sees common use by
take on the crown of thorns as a This spell transforms the the servants of Chardun and
trial, hoping to reap the rewards caster’s body into an undead Belsameth.
of‘their pain and gain power from creature, which grants her sev- Spell Effect
their suffering. eral powerful resistances and The caster strengthensthe ties
Spell Effect abilities. between a number of undead crea-
‘Thecrown of thorns deals 2d8 The caster gains damage reduc- tures and the Negative Plane,
+ caster level points of damage. tion 5/adamantine. She also gains thereby granting them heightened
The thorns also impose a -2 pro- immunity to all mind-affectingeffects resistance to clerical turning and
fane penalty to attack rolls, saving (charms, compulsions, phantasms, rebuking. The spell raises the sub-
throws, ability checks and skill patterns and morale effects) and im- jects’ turn resistance by + I in the
checks. If the target makes his sav- munity to poison, sleep effects, same fashion as an evil cleric’sabil-
ing throw, the penalties and paralysis, stunning, disease and death ity to bolster undead, plus an
damage are halved, and the thorns effects. She is not subject to critical additional +1for every three caster
do not erupt from his brow. hits, nonlethal damage, ability drain levels (thus, +3 at 9th level, +4 at
A cleric of Chardun may also or energy drain, and she is immune to 12th, and so on). This spell stacks
cast this spell upon himself in damage to her physical ability scores with an undead target’s innate turn
order to test his resolve and (Strength, Dexterity and Constitu- resistance, but not with an evil
strength. He must still make the tion), as well as to fatigue and cleric’s ability to bolster undead.
Fortitude save, and if he fails h e exhaustion effects. She gains immu- Note that this spell grants no con-
suffers the full penalties and dam- nity to any effect that requires a trol over the affected creatures.
age of the spell as if it had been Fortitude save (unless the effect also Material Component: A
cast on him. If h e is successful in works on objects or is harmless). pinch of ash from the cremated
his saving throw he gains 2d8 + T h e caster loses her Consti- corpse of a cleric or paladin.
his caster level in temporary hit tution score and any bonus hit
poinits, and a +2 profane bonus to points, however, now using her Golem Body
attack rolls, saving throws, abil- Charisma modifier for any Con- Transmutation
ity checks and skill checks for the centration checks. She cannot Level: Sor/Wiz 5
spell’s duration. heal naturally, and can only be Components: V, S, M
Material Component: A magically healed by negative en- Casting Time: 1 action
small circular band of thorns. ergy (such as an inflict spell). Range: Personal
She is also vulnerable to being Target: Self
Death’s Embrace turned or rebuked as any other Duration: 1 minute/level (0)
undead creature for the duration Saving Throw: None
Necromancy
of the spell. Spell Resistance: Yes (harmless)
Level: Sor/Wiz 5
Components: V, S, M Material Components: A Description
Casting Time: 1 action small scroll inscribed with the A n ancient spell from the
Range: Personal caster’s own epitaph. grimoires of the Speakers of the
Target: Self Name of Life (a guild of cabalist
Duration: 1 minute/level (D) Enhance Undead artificers and golem-smiths from
Saving Throw: None Necromancy pre-Divine War Asherak), this
Spell Resistance: Yes (harmless) Level: Clr 4,Death 4,Sor/Wiz 3 spells allows the caster to transform
Description Components: V, S, M/DF himself into something akin to a
Casting Time: 1 Full round
T h e sick and twisted flesh golem. Though not without
Range: Close (25 ft. + 5 ft./2 levels)
Belsamethan necromancers known its drawbacks, the protections
Target: One undead creaturel3 levels,
as the Rotmaids seek more than to no two of which can be more than 30 ft. gained by this spell have saved more
unravel the mysteries of death, they apart than one magus in combat.
covet its power. Members of this Duration: 1 minute/level Rumor has that other versions
horrific sisterhood seek to emulate Saving Throw: Harmless (Will negates) of the spell transform the caster’s
themdead, andthisspellbringsthem Spell Resistance: Yes (harmless) body into other golem types, but
as close to undeath as possible with- Descriptjon none has been reliably reported.
out actualtransformation.Thosewho
A common spell in Asherak, Spell Effect
would take such knowledge from the
this allows the caster to overcome This spell transforms the
Black Witches of Belsameth are
some of the weaknesses and limita- caster’s body into a flesh golem,
quickly hunted down and destroyed.
tions of normal undead servitors, granting him several powerful
increasingtheir resistance to cleri- resistances and abilities.
CHAPTER TWO: MAZIC O F THE WASTELAND5

He gains damage reduction more like their hellish progeni- doned when the discretion and
5/adamantine, as well as immu- tors. The use of this spell has subtlety ofmaturity sets in. Still,
nity to blindness, critical hits, begun to spread to ordinary a few necromancers cling to the
ability score damage, deafness, spellcasters as well, who use it to spell as a means of granting their
disease, drowning, electricity, poi- improve their close-combat abili- zombie and skeleton minions a
son, stunning and all spells or ties. bit of flair, or as a means of trau-
attacks that affect his physiology Hellspawn’s hands allow matizing commoners and easily
or respiration, because he has no those with the correct lineage to shaken opponents.
physiologyor respiration while this manifest weaponry literally at
spell is in effect. The caster also
Spell Effect
the tips of their fingers. This
becomes vulnerable to all special Any normal or animated
makes hell-spawned sorcerers
attacks that affect flesh golems, corpse with a jaw can be affected
even more dangerous and un-
however. by this spell. T h e corpse or
predictable in nature.
The caster gains a +2 en- undead begins to laugh unceas-
hancement bonus to his Strength
Spell Effect ingly and continues to do so until
score but takes a -2 penalty to T h e caster’s hands turn into the spell expires or its jaw is
Dexterity as well (to a minimum deadly black clawlike talons. The removed. Zombies and skeletons
Dexterity score of l ) , and his caster may make a single attack enchanted by this spell cackle
speed is reduced to half normal. for ld6 points of damage + 1point madly as they go about their ap-
The caster also gains an arcane for every caster level (maximum p o i n t e d tasks, while f a i n t ,
spell failure chance of 15%. He +lo), or may make a full-attack disquieting chuckles issue from
cannot drink (and thus can’t use action with both talons, suffer- normal corpses. Normal corpses
potions) or play wind instru- ing a -2 penalty for both attacks. are animated just enough to
ments. Creatures of good alignment cause the jaw to move. T h e
struck by these talons are dealt laughter is supernatural in na-
The caster’s unarmed at-
a n additional ld4 points of un- ture and continues even if the
tacks deal damage equal to a
holy damage. body is decapitated or otherwise
club sized for him ( ld4 for Small
T h e caster cannot hold or destroyed.
characters or ld6 for Medium
handle anything while the spell Any living creature in the
characters), and he is consid-
is in effect. T h e talons cause a presence of a laughing corpse or
ered armed w h e n making
unarmed attacks. + 10% spell failure check when- undead must make a Will save
ever the caster uses a spell with (DC 10 + 1 per laughing corpse/
Material Components: A
a somatic component. undead within earshot) or be
small piece of flesh that was once
Sorcerers with the shaken for 1 round. A successful
part of either a flesh golem or a n
Hellspawn s c i o n feat (see save renders the subject immune
undead creature.
Player’s Guide to Wizards, to the effect of horrific humor for
Hellspawn’sHands Bards and Sorcerers) may take 24 hours.
this spell as a 2nd-level spell
Transmutation [Evil]
Level: Sor/Wiz 2 instead of Mel’s acid arrow. Hungry Dead
Necromancy
Components S
Casting Time: 1 standard action
HorrjficHumor Level: Clr 3, Sor/Wiz 3
Necromancy Components: V, S, M/DF
Targek SelF
Level: Sor/Wiz 0 Casting Time: 1 minute
Duration: 1 round/level (0)
Components: V, S Range: Personal
Saving ‘Throw None
Casting Time: I standard action Effect: All zombies, ghouls, ghasts and
Spell Resistance: Yes
lacedonswithin a 1 mile/level radius burst
Range: Medium (100 Ft. + 10 FtAevel)
Description Targek 1 corpse or animated corporeal Duration: lnstantaneous
The blood of demons and creature Saving Throw Will negates (see text)
devils runs through the veins of Duration: 1 hour per caster level Spell Resistance: Yes
many of the Scarred Lands’ more Saving Throw: Will negates Descriptjon
infamous families, particularly in Spell Resistance: No Scaumaturge the Bonelord,
Asherak, where the presence of Descriptjon perhaps the greatest necroman-
infernal beings in theopoli dedi- cer ever to defile Asherak, took
O n e of the most basic spells
cated to the evil gods is nearly a n delight not only from crushing
taught by the seemingly mad
everyday event. The children of his living opponents but from
Rotmaids, horrific humor is seen
succubi and incubi often use this sowing terror as well. While not
among the necromancers as a
spell to augment their already tactically precise, this spell
childish prank, usually aban-
infernal natures, making them
STRANGE LANDS: LOST TRIBES O F THE SCARRED LANDS
i-

caused mass panics and demor- SpellEffect fers l d 4 points of temporary


alized the countryside, as the Wisdom or Dexterity damage,
To cast this spell the caster
people of Asherak watched their must be able to see the target, a t t h e bard’s discretion. Un-
loved ones be devoured by hun- whether in person or through a like normal ability damage, all
gry undead. ability damage inflicted by this
scrying spell or device. A char-
Spell Effect a c t e r affected by Naligad’s spell is healed after o n e hour,
consumption suffers the perma- and t h e bard may inflict only a
All zombies, ghouls, ghasts
nent loss of 1 hit point per day. number of points of damage
and lacedons within the area of
This hit point loss occurs every with this spell equal t o his
effect immediately attack the
day at midnight. caster level, regardless of how
nearest living creature they can
Each day the affected target long h e continues t o chant.
detect and attempt to consume
its flesh. After the victim’s flesh can make a Fortitude save. If
is consumed (1 round for a Fine successful the spell ends and no
Prjme Corpse
Necromancy
or Tiny creature, 1 minute for a further hit points are lost. T h e
Level: Clr 4, SorlWiz 5
Small creature, 10 minutes for a target does not gain back any hit
Components: V, 5, M/DF
Medium creature, 30 minutes for points lost to this spell, how-
Casting Time: 1 hour
a Large creature, 3 hours for a ever. A restoration spell or other
Range: Touch
Hugie Creature, 6 hours for a spell of higher level that can Target: Corpses touched (see below)
Gargantuan creature, and 1 day heal ability loss can recover the Duration: Permanent
for a Colossal creature), they lost hit points as if they were lost Saving Throw None
move on to the next living tar- ability points. Spell Resistance: No
get. For each undead consuming Material component: An ef-
a victim, the time is cut in half. figy of the target, which shrivels
Description
as the spell’s effects progress. This spell has been in com-
Free-willed undead must
mon use among the
succieed at a Will save or attack
as well, but only for a duration of Numbing Mantra necromancers of Asherak for
Transmutation [Sonic] years. It was developed in order
10 minutes/caster level. Con-
trollled undead (including those Level: Brd 3 to create and maintain an undead
Components:V brigade somewhat larger than
unattended by their owners) are
unaffected by this spell. Casting Time: I action that normally allowed by stan-
Range: Close (25 ft. + 5 ft./2 levels) dard necromantic spells.
‘The caster has no control
Target: One individual
over the undead affected, even SpellEffect
Duration: Concentration up to 1 round/
to stop them from attacking him. level (D) Prime corpse allows t h e
Affected undead can still be Saving Throw: Will negates caster to prepare a number of
turned, rebuked or commanded Spell Resistance: Yes corpses or skeletons for anima-
normally by a cleric or paladin. tion using t h e animate dead
Material Components: A
Description spell, making them easier for
pound of flesh. Pioneered by H e d r a d a n their animator to control. The
bards of Altanthropolis, this spell corpses must all be touched
NaBgad’s Consumptjon has since spread even among during the casting of t h e spell,
Transmutation bards outside the Hedradanfaith. up to a maximum number of
Level: Cllr 5 I t involves chanting Hedradan HD i n skeletons or zombies
ComponentsV, S, M, DF hymns in a low, monotonous equal to caster level. Every o n e
Casting ‘ T i m 1 night manner i n order to dull the of the corpses thereafter counts
Range: Special senses. Although the spell was as only half its actual undead
Target: ‘Onehumanoid creature originally used as means of en- HD for determining t h e maxi-
Duration: Special forcing discipline and mum number of undead that
Saving Ihrow: Fortitude negates compliance during ceremonies, t h e caster can control through
Spell Resistance: Yes it is now often used to make animate dead.
Descrjptjon enemies slow and suggestible. T h u s , a 7th-level cleric
Developed by a cleric of Spell Effect could, by means of this spell,
Chardun in the Riverlands to aid a T h e bard selects a n oppo- animate and control 56 HD of
noble patron, this spell blights the n e n t , who must make a Will undead using the animate dead
target with the mark of divine dis- save each turn t h a t t h e bard spell, rather t h a n his usual
favor, destroying the target from continues t o concentrate. On maximum of 28 HD. T h e caster
the inside out. a failed save, the opponent suf- of prime corpse need n o t be t h e
CHAPTER TWO: LtACIC O F THE WASTELANDS

same caster as t h e one who Purge the Descriptjon


animates the undead. Undead
who are already animated are Tajnt of the Fallen When Scaumaturge worked
his ill magics in war, he raised those
not affected by this spell; it Necromancy [Fire]
who fell to serve in his army. But as
must be cast o n corpses prior Level: Evil 9, War 8, Wiz 7
Components V, S, F/DF his numbers grew, even the great
to animation.
Casting ‘Time: 1 minute necromancer found it impossible
Material Component: Vari- to control such a large contingent
Range: Long (400 ft. + 40 Ft./level)
ous scented oils mixed with of undead. With this spell the dead
Area: 100-ft. radius spread
human blood and t h e powder would still bring carnage and de-
Duration: lnstantaneous
of any crushed gem worth at struction. When the goal is destroy
Saving ’Throw: Fortitude half
least 50 gp. S p l l Resistance: Yes all life, even mindless destruction
does the deed.
Program Undead Description
Necromancy Chardun’s battle-mages and SpellEffect
Level: Clr 4,SodWiz 5 war-priests oftenemploy this spell to Any mindless, uncon-
Components: V, S, OF incinerate the dead and the detritus trolled undead creatures within
Casting Time: 10 minutes thatremainbehindafteragreatbattle. the area of effect immediately
Range: Close (25 ft. + 5 Ft./2 levels) A t this spell’sinvocation a great and attack the nearest living crea-
Target: 2 HD of undead CreaturesAevel unholy fire engulfs the battlefield, ture they c a n d e t e c t u n t i l
Duration: Permanent powered by the lingering spiritual e i t h e r t h e creature or t h e
Saving ‘Throw: None essenceof thosewho havedied there. u n d e a d is destroyed. Free-
Spell Resistance:No Fleshandboneignite,sendingclouds willed undead must succeed at
Description of black smoke skyward, where the a Will save or attack as well,
The undead of several city- faithful believe that the ash settles but only for a duration of IO
states perform many tasks that upon the Overlord’sgarments, stain- minutes/caster level. C o n -
are drudge-work or otherwise ing them with the ash of battle. trolled undead (including
those unattended by their own-
dangerous. Using this spell pro- SpellEffect ers) are unaffected by this spell.
duces poor soldiers but does give This spell ignites all of the dead
the necromancer a n easier way T h e caster has n o control
ordyingwithinitsareaofeffect.The
to manage undead with simple over the undead affected, even
bodieseruptinagoutofgreasygreen-
duties. to stop them from attacking
ish flame, incinerating dead bodies
him. Affected undead can still
Spell Effect and inflicting ld6pointsoffiredam-
be turned, rebuked or com-
This spell allows the caster age per round to eachdyingcreature.
manded normally by a cleric or
to give 2 HD/level of mindless, Living creatures (those with 0 or
paladin.
uncontrolled undead creatures more hit points) and the undead are
During the duration of the
short and specific commands of not affected by this magical fire.
spell, all undead are affected
25 words or fewer (such as, “at- This unholy conflagration
as if by the barbarian rage abil-
tack any who enter this room quickly spreads from the initial area
ity and gain the ability to rage
that do not wear my symbol”, or at a rate of 10 feet per round, to a
like a barbarian three times
“march toward the West for two maximum radius of 500feet,burning
per day. Instead of a +4 bonus
days, avoiding all obstacles, and allcorpses in the area.Allnonmagical
to Constitution, t h e undead
attack those who attempt to stop wood, paper and leather are con-
gain a +4 bonus to Charisma
you”). sumed, but not metal or stone.
(and do not gain 2 h p per H D ) .
Controlled undead (includ- Focus: A lantern that burns T h e duration of the rage lasts
ing those unattended by their oil rendered from human fat mixed for a number of rounds equal
owners) are unaffected by this with blood. to 3 + the undead creature’s
spell. Undead affected by this new Charisma score. Undead
spell do not count toward the Rage of the Dead creatures d o n o t suffer fatigue
caster’s limit of undead h e can Necromancy
at t h e end of t h e rage. This
command through an animate Level: Clr 6, Sor/Wiz 6
acts as barbarian rage in all
dead spell, or as an evil cleric. Components: V, S, OF
other respects.
Once a command has been given, Casting ‘Time: 1 minute
Range: Personal Mindless undead rage as
the spell must be cast again to soon as they detect a living
‘Target: All undead within a 1 mile/level
give another command, even if creature, for as many times as
radius burst
the word allotment has not been they can. Intelligent undead
Duration: See text
fully used. Saving ‘Throw: Will negates (see text) may choose when to rage.
Spell Resistance: Yes
STRANGE LANDS: LOST T R I B E S O F THE SCARRED LANDS

Salt the Land tions. Hotemcarefullyguardsknowl- bling, packed soil. The spell af-
edge of these new sigil spells and is fects a number of hit dice of
Transmutation
Level: C'lr 5, Destruction 5, Sor/Wiz 5
using them to bolster the undead animated undead equal to the
Components: V, S, M/DF armies ofhis home city. A few copies caster's level.
Casting Tim 10 minutes of his spells have escaped his con- Undead with the sigil of earth
Range: Medium (100 ft. + 10 ft./level) nol, and his agents roam the land, gain +4 strength and +2 natural
Area: 1.000 ft. burst stalking the scrolls and Who armor from their stony bodies, as
Duratien: See text have seen them. well as the ability to merge into
Saving 'Throw: None SpellEffect earth, passing through stone or
Spell Resistance: No earthen barriers at one half their
Undead creatures animated by
DescJnptjon normal speed. Undead with the
the caster are imbued with a wispy,
Developed as a means of ensur- cloudlikesigil that hovers just above
sigd of earth are affected by spells
that specifically target earth
ingthatlandspacifiedbychardun's their heads. The body of the crea-
elementals.
forces would never again be of any ture becomes pale and ethereal, and
praclticalvalue to the enemy, even if is surrounded by an unceasing swirl Sigil of earth does not stack
reclaimed, the use of this spell is of wind. The spell affects a number with Other si@l
considered horrifying to those who ofhit dice ofanimatedundeadequal
love the land. Druids, rangers and to the caster's level.
Sjgjl of Smoke
most commoners would happily Necromancy
Undead with the sigil of air
hunt down anyone evil enough to Level: Sor/Wiz 5
gain a flight speed of 60 feet with
Components: V, S
Cast salt the land. good maneuverability. The whip-
Casting Tim 1 standard action
SpellEffect ping winds around the undead Range: Medium (100 ft. + 10 ft./level)
This spell allows the caster to grant a +2 deflection bonus to 7arget:l animatedcorporeal undead/level
armor class versus projectiles. Duration: Instantaneous
render an area unable to support
Undead with the sigil of air are mrowN~~~
sving
plant life. This spell kills any
affected by spells that specifically spell~
~ i ~N~t a ~ ~ :
nonrnagicalplants in the area and
target air elementals.
deals 4d6 + caster level in damage
Sigil of air does not stack with
Description
to other plant life (no saving Sigil of smoke is the third sigil
other sigil spells.
throw). Plants cannot grow in the spell created by the necromancer
aifected area for a number of years
equal to the caster's level.
Sjgjl of Earth Nisir Hotem, based on the works
Necromancy [Earth] of the lich Borkos. Hotem man-
MaterialComponent: A hand- aged to merge the aspects of flame
Level: Sor/Wiz 5
ful of coarse sea salt. Components: V, S and air in an undead corpse, grant-
Casting Time: 1 standard action ing the creature the ability to spew
Sjgil of AjI Range: Medium (100 ft. + 10 ft./level) forth choking smoke. Sigilofsmoke
Necromancy [Air] Target: 1 animatedcorporeal undead/level is his most effectivelyhiddenspell,
Level: Sor/Wiz 5 Duration: Instantaneous known only to his inner circle.
components: v, s
Casting Time. 1 standard action Saving Throw: None
Spell Resistance: No
Spell Effect
Range: Medium (100 ft. + 10 ft./level) Undead creatures animated
'Target: 1 animatedcorporeal undead/level Descriptjon by the caster are imbued with asigil
Duratian: Instantaneous Slgil of earth 1s the first of the of smoke that hovers just above
Saving 'hrow None sigil spells created by the necroman- their heads. The body of the crea-
Spell Rnsistance: No cerNisirHotem, basedontheworks ture becomes ashen gray and
Desciiptjon of the lich Borkos. Only Hotem's crumbling. Smokebillows from the
closest confidants are allowed ac- eye sockets and mouth ofthe crea-
The lich Borkos bequeathed
cess to his scrolls, but somehow sigil ture at all times. The spell affects a
three sigil spells to his son: sigil offire,
ofearrh has made its way out to the number of hit dice of animated
sigiloficeandsigdofooze.Thesespells
world at large, much to his chagrin. undead equal to the caster's level.
fell into the waiting hands of the
Black Faith of the Vale of Shadow, Spell Effect Undead with the sigil of
and {Tom there they came into the smoke can breathe a 30-foot
Undead creatures animated
possession of Nisir Hotem, a par- cone of choking smoke once
by the caster are imbued with a
titularly cunning and inventive crystalline sigil that hovers just every ld4minutes. This smoke
Shadlowvale lord. Hotem dissected stinks Of burning carrion, and
above their heads. n e body ofthe
the elementalnature of Borkos'sigil any living creature caught in
creature becomes stony and
s d h j and created his own varia- the cone takes ld4 points of
earthen; bone resembles stone or
damage and must make a SUC-
crystal, and flesh resembles crum-
CHAPTER TWO: MAGIC O F T H E WASTELANDS

cessful Fortitude save or be Description Taint Essence


dazzled for 2d4 rounds by flecks Anoth Vrekk completedskeletal Necromancy
of ash and smoke in the eyes. betra~erjustashisrival,Xath~Kazan,Level: Clr 5, Drd 5, Sor/Wiz 6
Sigil of smoke does not stack developed the corpse bomb spell. The Componenk V, S, M
with other sigil spells. firstcastingofeachspellprovedlethal Casting Time: 1 full round
forthecaster’srival. Withvrekkdead, Range: Personal
Sjgjl of Water his apprentice took his spell research, Target: Self
Necromancy [Water] andskeletalbetrayerfound its way into Duration: 1 minutekaster level
Level: Sor/Wiz 5 the hands of necromancers in the Saving Throw None
Componenk V, S employ of assassin guilds across the Spell Resistance: No
Casting Time: 1 standard action face of Asherak. More than one en- Description
Range: Medium (100 Ft. + 10 ft./level)
chanted skeleton has sought to
Target: 1 animatedcorporealundead/level The druid Arken Vendral nar-
preserve its intellect with magic, it
Duration: Instantaneous rowly avoideddying at the hands of a
should be noted.
Saving Throw: None vampire. While hiscompanionsman-
Spell Resistance: No SpellEffect aged to rescue him and restore the
Description The caster can enchant a skel- damage done by the beast, Arken
eton under the control of another never forgot the feeling of helpless-
Sigil of water is the second
being with this spell as long as he can ness he felt while being drained by the
sigil spell created by the necro-
see the skeleton and the skeletonis in undead fiend. The horror of the expe-
mancer Nisir Hotem, based on
range. The skeleton receives a Will riencebeanobsession,andfinally
the works of the lich Borkos.
savewithitscreator’sbonusestoavoid a mania, before the druid discovereda
Hotem has managed to keep
the effect. If the spell is successful,the way to strikeback at creaturesthat fed
this spell secret, save for a few
skeleton gains a n Intelligence score on the life force of others -by poi-
copies that have found their
of3d6andtumresistanceof+2.Tne soning that very life force.
way i n t o remote locations
across t h e Scarred Lands. skeletonrememberseverythingit has By studying the toxic essence
experienced since being animated of titan’s blood and the natural
SpellEffect and despises its creator for innumer- poisons of various reptiles and
Undead creatures animated able abuses, both real and imaginary. amphibians,Arkenleamed to twist
by the caster are imbued with a It immediately begins to plot the his own energies to harm any crea-
watery sigil that hovers just above murder of its former master. When ture that drains life. Use of the
their heads. The body of the crea- the spell’s duration ends, the skel- spell spread quickly through
ture becomes bloated and slickwith eton reverts to normal and returns to Arken’s order and spurred the Nec-
brine and putrefying water. The the control of its master. The skel- romancers of Hollowfaust to
spell affects a number of hit dice of eton instinctivelyknows how long it research a version they too could
animated undead equal to the has before the spell’s duration wears wield to their advantage.
caster’s level. offandwilldoeverythinginitspower SpellEffect
Undead with t h e sigil of to act before it reverts to normal.
The caster becomes immune
water gain a swim speed of 60 A skeleton enhanced by this to any spell or ability that feeds on
feet and gain a +4 bonus to hit spell appears normal in all respects
hit points, ability scores or charac-
and damage while completely and will continue performing its
ter levels for the duration of the
submerged. Undead with the duties as expected until either its
spell. Furthermore, the spell deals
sigil of water take a -4 penalty existenceis threatened or it believes
damage to any creature that at-
to hit and damage while on it can successfully murder its master.
tempts to feed on the caster’s life
land. It will turn on its master with what- essence. Any creature attempting
Sigil of water does not stack ever means are available to it at the
to use ability, level or hit point
with other sigil spells. first opportune moment.
drain against the caster suffers ld4
For reasons yet to be ex- points of damage per caster level.
Skeletal Betrayer plained, a scant few skeletal The creature can attempt to release
Necromancy betrayers maintain their intelli- the caster to halve the damage with
Level: Clr 5, Sor/Wiz 5 gence after they murder their a successful reflex save. The spell’s
Components V, S, M former masters. These rogue skel- web of tainted energy also sickens
Casting Time: 1 full round etons continue to turn their the attacking creature. This effect
Range: Medium (100 ft. + 10 ft./level) paranoia and hate toward anyone lasts for 3d8 rounds and works re-
Target: 1 skeleton who keeps skeletons as servants.
Duration: 1 day per two caster levels
gardless of whether the creature
Material Component: A freshly makes its save or would normally be
Saving Throw Will Negates
removed serpent’s brain. immune to the sickened condition.
Spell Resistance: Yes
STRANGE LANDS: LOST TRIBES O F THE SCARRED LANDS
- -&

This spell harms only creatures nature. This spell channels the save or become exhausted (DMG,
that drain energy through physical environment’s power into a Chapter 8, Condition Summary).
attack. A ranged negative energy weapon in order to deal elemental Storm of Rage: The weapon
attack would simply have no effect, damage to enemies. draws upon the fierce storms that
while a vampire’s level or blood
drain would invoke the backlash.
Spell Effect thunder across the plains of Scam.
This spell gives a weapon an Eachstrikedealsanextra Id6 light-
This spell provides no protection
enhancement bonus to attack and ning damage. In addition, the
agairlst creatures that feed on the
damage of + 1per four caster levels opponent must make a Fortitude
livinig in a traditional sense, by eat-
(maximum +5). In addition, the save or be knocked prone and deaf-
ing flesh, for instance, though it
weapon is affected by one of the ened for Id4 minutes.
does make the caster taste spoiled
and otherwise unpalatable. following elemental effects: Wastehnd: The weapon draws
Landslide: Drawing energy negative energy from the waste-
The chaotic energy surging
from Scarn’s mountains and cav- lands of Scam to deal an extra ld6
through the caster’s body during
erns, the weapon is empowered to points of negative energy damage
the spell’s duration foils beneficial
deal an extra ld6 sonic damageper perstrike. Theopponentmustthen
transfusions of energy as well.
strike. The opponent must then make a Fortitude save or gain a
Magical healing of any sort di-
make a Fortitude save or become negative level. These negative lev-
rected at the caster is disrupted by
stunned for Id4 rounds. els last one hour and never result in
the spell’s energy for the duration
the loss of a character level.
of the spell. Might of Oaks: The weapon
draws upon Scam’s forests to em- Wintry Blast: The strike chills
Material Component: T h e
power the wielder. The wielder opponents with the cold of the fro-
tooth of avampire, wight or ghast.
gains a ld4+1 enhancement bo- zen mountains and ice fields of the
north. Each strike deals en extra ld6
Weapon of Nature nus to Strength. Withevery strike,
cold damage. The opponent must
Transmiutation [see text] the opponent must make a Reflex
save or become entangled with then make a Fortitude save or be-
Level: Olrd 4, Rgr 4
plants for 2d4 rounds (DMG, come paralyzed with cold for Id4
Componek V, 5, DF
Chapter 8, Condition Summary). rounds.
Casting Time: 1 action
Range: ’Touch Putrefaction: T h e weapon The caster may always choose
Target: One weapon draws u p o n S c a r n ’ s m a n y the effect based on the environ-
Duratim: 1 round/level (0) swamps and marshes to deal an ment he is currentlyin. Ifhe chooses
Saving Throw: Will negates (harmless, extra l d 6 acid damage per at- a foreign environment, the spell
object)
tack. Any opponent struck has a 10% chance of failure. If the
Spell Resistance: Yes (harmless, object) environment is directly opposed to
must make a Fortitude save or
Desciiptjon b e c o m e n a u s e a t e d for 2d4 the effect chosen, such as wintry
rounds ( D M G , C h a p t e r 8, blast in a desert, the chance of
Druids of Denev have learned
Condition Summary). failure is 25% (DM’s discretion).
to call upon nature’s power and
majesty regardless of the environ- Sirocco:Theweaponstrikeswith Strikes that inflict a negative
ment they inhabit. The Earth a blast of fiery air from the deepest condition (save for negative levels
Mother’s favor manifests itself in deserts. Every strike deals an extra and being knocked prone) do not
different ways to each of her chil- ld6 points offire damage. The oppo- have cumulative durations with ad-
dren, but invariably strikes terror nent must then make a Fortitude ditional strikes. The spell acquires
in hearts of those who would abuse the appropriate spell descriptor for
the damage type of the effect chosen.
CHAPTER TWO: MAGIC O F THE WASTELANDS

c.! Rituals of M e r a k Ljfe Shape (True Ritual)


Transmutation
T h o u g h t h e p o w e r of a n i n d i v i d u a l
Level: True Ritual - Drd 4
spellcaster can spell the difference between life
Components V, S, M,OF, XP
and death for himself and a few others, the Casters Required: 3
power of true rituals is capable of turning the Proxy: No
tide. Nearly every city-state possesses a t least Casting Time: 1 hour
one unique true ritual used by their civil clergy Range: Touch
in protecting and bolstering the city, and it is Target: Dead creature touched
said that one of the marks of true god-kings is Duration: lnstantaneous
their ability t o create new true rituals. Saving Throw None; see text
Spell Resistance: No
Djvjne Fortress Description
Transmutation [Good]
Level: True Ritual - Clr 4
T h e druids have a deep understanding of the
Components V, S, M/DF, XP cycles of life and death, and the Incarnates even
Casting Time: 6 hours more so than anyone else. It was they who first
Casters Required: 10 or more created this spell, combining their knowledge of
Proy: Yes (see text) the paths of the soul with their druidic magics, in
Range: Anywhere within the area to be protected order to more effectively shape the new lives of
Area: 200 sq. Writual participant their fallen companions. From them, the spell spread
Duration: Permanent to other select druids, though even today its exist-
Saving Throw: None ence is known to only a few of them.
Spell Resistance: No
SpellEffect
Description This spell allows the druids to return a deceased
T h e holy orders of Corean have combined being to life, as long as the creature has been dead less
t h e skills of craftsmanship, protection and than one week per level of the lowest-level caster.
knightly h o n o r t o c o n s t r u c t i n n u m e r a b l e Life shape brings the deceased back to life in a new
castles and fortified churches across Asherak body, much like the reincarnate spell. The subject’s
to hold back t h e tide of evil. Each o n e , from level (or Hit Dice) is reduced by one. In this instance,
simple earthen mounds to huge gothic cathe- however, the druids may consciously decide on the
drals, testifies to t h e dedication and skill of new form, rather than leaving the result to random
Corean’s followers. chance. The subject may return in any humanoid,
T h e process for this ritual has never been animal or fey form on which the druids decide, but his
shared with outsiders, for it could all too easily ECL must equal his previous level -1. Thus, if the
be turned against the champions of the faith. form the druids choose has a level adjustment, the
Instead, allied lords and organizations can re- subject loses sufficient class levels to compensate.
quest that t h e ritual be preformed o n their The casters must agree on a form at the start of the
fortresses, though all witnesses must be removed ritual, or else the spell fails.
during t h e ceremony. In all other respects, life shape functions the same
SpellEffect as reincarnate.
MaterialCmponents: Rare oils and unguents worth
Cast upon a particular structure, all walls, doors
a total of at least 3,000 gp, spread over the remains.
and windows within the warded building have their
Hardness increase by 10 and their hit points double. X P Cost: 300 XI’ per caster.
In addition, all creatures in the building receive a
+3 divine bonus on saving throws versus spells with Lord of Death
the evil descriptor. Necromancy
Level: True Ritual - Clr 5, Sor/Wiz 6
Up to half of the participants can be re-
Components V, S, M, F, XP
placed with proxies who are paladins of 5 t h level
Casting Time: 3 hours
or higher. T h e ritual must have enough partici-
Casters Required: 6
pants to affect the entire structure, or t h e ritual
P r o v No
fails. Range: Creature touched
Material Components: Incense, oils and holy Target: One caster
water worth a total of 5,000 gp. Duration: Permanent
X P Cost: 300 XI‘ per caster. Saving Throw None
Spell Resistance: Yes (harmless)
STRA’NCE LANDS: LOST TRIBES O F THE SCARRED LANDS

Desurjption affect only sorcerous individuals who have taken a


It is said that the terrible Bonelord Scaumaturge Scion feat that comes from extraplanar sources.
was capable of single-handedly commanding such a The transformation depends on the nature of the
host of undead that he could gather them and darken bloodline and is different for each of the Scion
the Iiorizons with their numbers. While this is likely feats. Each type of Scion feat comes with multiple
simple hyperbole, the fact is that many of the god- options -the caster must choose which option to
kings of Otossal, Chardun and Belsameth have imbue the target of the spell with. Targets may
demonstrated mastery of this rite. benefit from multiple castings of this ritual, though
they may gain the benefits of any option no more
SpellEffect than once.
One of the ritual’s casters, designated at the start XP Cost: 1,000 XP each caster.
of thLe ritual, gains power over the undead. This indi- Brass One: It is a very rare sight to see a
vidual now controls double the amount of undead she being with the blood of a genie. In lands where
normally would be able to control with the spells the genie-kind were known, however, there are
animate dead and control undead. If the benefactor is an a few rare sorcerers with the blood of efreeti.
evil cleric, the amount of undead she can control with T h e blood of t h e djinn-folk mixed with t h e
her class ability doubles as well. people of those lands makes for a potent lineage
In addition, an undead creature must succeed at a of sorcerers and magicians. Brass Ones affected
Dc 15 Will save every round it wishes to attack the by this ritual gain one of the following benefits:
subject of the spell. If the save succeeds, the undead can Form of Fire: + 2 racial bonus to Dexterity
attack normally. If the save fails, the opponent cannot and Intelligence, resistance t o fire 10, and t h e
attack and loses the action that it would have taken. character’s body gives off an aura of heat, which
Material Components: The skull of a lich. intensifies when enraged. This heat can be used
Focus: A n iron crown,which must be worn for the three times per day and allows the character to
ritual to be in effect. deal a n additional l d 6 points of fire damage
XP Cost: 500 XP per caster. with melee attacks or while grappling.
Strength of Brass: + 2 racial bonus to
Scjon’sInheritance Strength and Constitution, +1 natural armor
Transmiutation class bonus, and the character’s sorcerer hit dice
Level: ‘True ritual - Clr 5, Wiz 6 change to d8.
Compoments: V, S, M, XP The Burning Mind: +2 racial bonus to
Casters Required: 5 Wisdom, darkvision 60 feet, and the following
ri0 spell-like abilities: 3/day- detect magic, produce
CastingT i m 1 night
flame, pyrotechnics, scorching ray (1 ray only).
‘Target: 1 humanoid being with a Scion feat
Child of the Great Inferno: A Brass O n e
Effect: !Special
Duratim: lnstantaneous who has all three of t h e above options may have
Saving ”IhruwFortitude (harmless) the ritual performed o n him a fourth and final
Spell Resistance: Yes (harmless) time, transforming his type into Outsider [fire].
T h e Brass O n e Scion feat can be found i n
Descajptjon the Player’s Guide to Wizards, Bards and Sor-
Blood holds power, and monstrous or extraplanar cerers.
beirgs that have mixed blood with the a sorcerer’s
Child of t h e Heavens: T h e minions of
lineaLge can affect the heritage of the arcane caster. heaven have mingled with the blessed and holy
Through these unions, dormant power has seeped into to create special children with specific desti-
the bloodlines of many races, granting access to the nies. T h e resulting children are n o t only
powers of the arcane. This ritual embraces the power champions of good and righteousness, but also
of arcane blood and brings the aspects of a scion’s capable of drawing upon magic that embodies
supernatural heritage further into being. the virtues of the heavens. Children of the Heav-
Discovered by clerics of Corean, this ritual is a ens affected by this ritual gain one of t h e
closely guardedsecret.Through the ritual, asingle being following benefits:
ascends from his status as a normal mortal to an incar- Blessings of Defense: Resistance to acid,
nation of the potent magic that flows in his blood. cold and electricity 10, spell resistance equal to
Spell Effect the character’s Hit Dice +IO, +2 racial bonus to
‘Through the power invested in this rite, the Dexterity, and +4 racial bonus to Wisdom.
target of the spell transforms into a being more in Countenance ofthe Heawens: Angelic wings
tune with his extraplanar heritage. This spell will (as t h e half-celestial template), daylight as a
CHAPTER TWO: MAGIC O F THE WASTELAND5

spell-like ability at will, smite evil (as t h e half- Empowerment of Defense: Resistance to
celestial template), and +4 racial bonus t o acid, cold, electricity and fire IO, spell resis-
Charisma. tance equal to t h e character’s Hit Dice +IO, and
Miraculous Gifts: Spell-like abilities (as +4 racial bonus t o Dexterity.
the half-celestial template), darkvision to 60 ft., Countenance of the Depths: Demonic wings
and + 2 racial bonus to Intelligence. (as the half-fiend template), claws and fangs (as
Shield of Righteousness: +1 AC, immunity t h e half-fiend template), smite good (as t h e
to disease, DR 5/magic (or DR lO/magic if Hit half-fiend template), and a + 2 racial bonus to
Dice are 12 or more), and +4 racial bonus to Charisma.
Strength and Constitution. Profane Gifts: Spell-like abilities (as t h e
Blessed Celestial Scion: A Child of t h e half-fiend template), darkvision to 60 ft., and
Heavens who has all four of the above options +4 racial bonus t o Intelligence.
may have the ritual performed o n him a fifth and Shield of Wickedness: + 1 AC, immunity to
final time, transforming his type into Outsider poison, DR 5/magic (or DR 1O/magic if Hit Dice
[good]. are 12 or more), +4 racial bonus to Strength, and
T h e Child of t h e Heavens Scion feat can be + 2 racial bonus t o Constitution.
found i n the Player’s Guide to Wizards, Bards Accursed Infernal Scion: A Hellspawn who
and Sorcerers. has all four of t h e above options may have t h e
Hellspawn: Many magicians have used devils ritual performed on him a fifth and final time,
and demons as consorts and slaves in the past. In fact, transforming his type into outsider [evil].
such interbreeding is common in those city-states The Hellspawn Scion feat can be found in the
where the god-kings of the infernal gods hold sway. Player’s Guide to Wizards, Bards and Sorcerers.
&r suajestic Shosun €a dlauterix of the Forthright and Virtuous

with historical documentation whenever such was possible. Tor his aid
with this delicate matter. 3 feel a substantial debt m y be w e d t o the
honmable Vertitus, saxe of the 7hunderin. Roots of Suountaim Clan. I
hope this report m t s the approval of your Radiance. and 3 lookfm a r d
t o regatingyou with tales of my travels.
In the service of dragons,
Xosch, kobotd Scribe and a-listwian
STRANGE LANDS: LOST TRIBES O F THE SCARRED LANDS
5%

Across most of the Scarred Lands, the true dragons


A number of draconic scholars have expressed
are little more than legend. They represent primal power
the opinion that dragons possess the same creative
now largely gone from the world, vanished during the
power as the primal titans. To support this assertion,
Divine War,leaving only hollow echoes ofthemselves-
they look to the creation of the kobold race. Further-
false dragons and wrack dragons-behind. Not so on the
more, argue those such as Wetantal, scholar of the
isles called the Dragon Lands. Here the great dragons
Dragon Society of Righteous Majesty, dragons are
remain, their presence shaping the structure of society
able to interbreed with nearly any living creature,
around them. This is a place alien to the rest of the
using their creative energies to effect changes in the
Scarred Lands, shaped by the whim of creatures nearly
offspring for many generations thereafter.
powerful enough to be called divine themselves.
I do not believe this assertion. One need only
The Iijstory of the Dragon Lands examine the various spawn of dragons to refute these
claims;kobolds, half-breeds and other dragon spawn
‘Thehistory of the Dragon Lands, even more than
are noticeably draconic. On the other hand, when a
othm regions of the Scarred Lands, is as much myth as
titan creates, it creates completely apart from itself.
it is recorded memory. While this frustrates outside
What link exists between Denev and elves?Between
sages, the people of the clans accept this as the way it
Thulkas and goblins?I therefore posit that dragons
is, and would no sooner question their family’s own
may create only by drawing upon their own essential
wadiitions than history as told them by their forebears.
natures, while titans have much further-ranging
The Birth of Scam
I[nthe beginningexisted only Void, infinite noth-
ingness. It is not known how the world came about,
nor what caused it to do so. But in the dawning eons, world of Scam as each titan arose to challenge its
the world rose up out of Nothing, and with that rise brethren and take a role in the development of the
were birthed the titans, who were the very physicality world. Wisely, the nascent dragon clans avoided the
of the world given power. This physicality was given titans lest they be drawn into the ambitions and
sentilence and spirit, raised up as the titans. intrigues of those mighty beings. The dragon clans
]Butas the physicality of the world was given spirit, were therefore surprised when the first sentient and
so too was the spirit of the world given physical form as mortal life, the viren, appeared during the Epoch of
great beings of pure elementalpower, beings that would Gormoth. Lesser beings emerged, each race created
come to be known as dragons. To them was granted not independently by the titans, and the dragons titled
only great destructive power, but a measure of life. Not these creatures uttinguathuur,or “titan vermin.” Now
simply spirit, these elemental souls were encased in watching the actions of the titans carefully, the an-
flesh, becoming the first mortal beings to inhabit Scam. cientdragonsdiscovered they shared this potent power
Although they possessed a great measure of life, their of creation and, harnessing their tie to the creative
days were numbered in this world. And though they power of Scam, created the first of my race, the
possessed immense power beyond that of any other kobolds.
spirit or mortal, they trembled before the power of the As these lesser races grew in number and popu-
titans. The dragons are said to have emerged from the lated the land, dragons,individually and by clan, took
Great Rift itself, spreading to the nearby Dragon Lands, them in thrall, forming vast empires of humans, elves
which has become the locus of the race ever since. and other beings. During this time, kobolds served as
both servants to the great dragons and intermediaries
Rjse of the Clans and Conquest of the Ttans to the humans. T h e greatest of these dragon-ruled
It came to pass that the dragons arrayed themselves empires were those ruling over the Dragon Lands
to clans, that they not be abused or misused by their themselves, the Kelder Mountains of far-off Ghelspad,
titanic brethren. For while the titans were mighty in the and the high elf and dragon alliance of Termana.
extreme, even they could not stand before the amassed
dragons of Scam. And so the dragons, recognizing their The Clans Spljnter
mherent primal natures, formed four clans based on the The dragons observed the sentient beings they
four fundamental elements of Scam. We now believe took as servants and slaves, learned from them, and
that ihese clans were chosen to represent the early even adapted some of their ways. Influenced by these
dragons’tie to the world of Scam in the sameway that the lesser creatures, some dragons came to view lineage as
titans represented aspects of the land, perhaps to garner more important than clan. Particularly in Ghelspad,
the respect of the more powerful titans. the red dragons, emboldened by their distance from
For a time, the world remained in a dynamic the Dragon Lands, declared their independence from
stasis, the dragons quarrelingand spreading across the traditional ties and founded a new clan, Clan
--
cc_c -I 2%-e
Keldithoran. Seizing countless
lesser being as slaves and con-
quering human kingdoms,the red
dragons of Keldithoran turned
against their dragon brethren, re-
lying on their unity of blood and
the scarce numbers of their en-
emies. For the first time, dragon
warred directly against dragon,
shattering the remaining clan ties
in Ghelspad.
The red dragonswere not the
only ones to abandon the tradi-
tions of the past. A t the same
time, many metallic dragons
dwelling in Termana renounced
their ties to ally themselveswith a
rising empire of elves known as
Eldura-tre. Blessed with the mag-
ics of Mesos and guided by a
mysterious benefactor then un-
known to dragonkind, the elves
possessed a might that rivaled and
awed many dragons. Impressed
with the ideals of the elves and
bound with ties of loyalty, many
metallic dragons chose to remain
among the elves even during the
First Retreat, effectively isolating
them from their peers.
Across Scarn, the lesser races
noticed this division among the
ranks of the once unified dragons
and took advantage of this weak-
ness. Self-styled dragon slayers
roamed the lands, hunting them
one by one. Countless dragons
died during this time, for the lesser
races of Ghelspad and Termana,
perhaps rightly, considered them
little more than tyrants, as whim-
sical as titans yet lacking the
Primal Ones’ power.
Their empires shattered and
their clans in ruins, the dragons of
Ghelspad and Termana left these
lands to the lesser races, returning
to Tanaroth, the Dragon Lands, in
a mass migration that has come to
be known as the First Retreat. Al-
though only roughly half the
dragons of the foreign lands mi-
grated to the Dragon Lands, the
apparent scarcity and
unobtrusiveness of those remain-
ing prompted the lesser races to
leave them in peace, hunting them
STRANGE LANDS: LOST TRIBES O F THE SCARRED LANDS
I

only when a particular dragon went on a rampage. The dragons were accustomed to the veneration of humans
dragons had finally learned the lesson they themselves who saw them as elemental spirits, but the notion that
had taught to the titans in ages past: that lesser beings dragons themselves might worship others was a foreign
may band together in time of need to overwhelm even one. The cosmologicalchange brought about by the rise
the mightiest of foes. ofthegcdsprovokedauniquereactionamongdragonkind.
They’d always recognized that the different dragon lin-
The Draconic Empire
eages differed greatly in elemental nature, as defined by
‘ f i e returning flood of refugee dragons troubled the
the various aspects of the titans. They recognized now,
four great elemental clans, so much so that the shogun of however, that they differed in temwamt as well -
each clan met in the First Great Council to decide the perhaps along the lines marked out by the gods?
fate ofdragonkind. Shogun SinCaeltroth of the Soaring
This idea found favor among younger dragons and
Sky DragonsClan, a silver dragon of much foresight and
those dispossessed by the upheaval of the First Retreat.
wisdom, proposed that the dragons of the Dragon Lands
Hundreds of the clanless flocked to newly formed dragon
establishan empire,one more encompassingand enlight-
societies,each definedby a charter and a set of idealsrather
ened than that of Clan Keldithoran. The plan drew
than by elemental nature or familial ties. The societies
widmpread support, and though the more rebellious
never trulyworshippedthe gods,insteadrecognizing them
dragons protested, those dragons who remained loyal to
as icons of ideals. The clans, fraying and losing members,
the clans succeeded. Thus the Empire of Dragons was
wereunabletopreventtheriseofthedragonsocieties,even
formed, with Sin-Caeltroth as its first Empress.
with all their accumulated wealth and power. Thus, four
14s the first Empress, Sin-Caeltroth’s scales were
dragon societies emerged, dedicated to the extreme na-
etched with the symbols of the four great elemental tures and temperaments of dragonkind.As these societies
clans, imbuing her with the vast power of creation
gained power, the clans schemed and engaged in petty
itself It is said the power of the Empress was nigh unto
intriguesto determine who would take the role of Emperor
the titans themselves, though sadly it would prove
after the ailing Sin-Caeltroth.
insuflcicient in later days. A t this point, however, the
Empire, secure in its strength, approached the lesser The Schism War
races of the Dragon Lands, to teach them, guide them
Unwilling to let their power slip through their claws,
and integrate them into the Empire.
the dragons of the four elemental clans began to move
Almost immediately, problems beset the nascent
against these new, younger factions, drawing on ancient
empire. A race known as the delvgarn once occupied sorcerous power and using their primal natures to draw
the caverns below the Dragon Spires. An honorable allies, slaves and soldiers from the elemental planes. The
race of miners, smiths and warriors, the red dragon war expanded, clan turning against clan as well as against
refugees from Ghelspad nevertheless warned of their
society, when the Empress died. More numerous but less
trr.aclhery,of their relentless greed and hatred of drag- powerful, the members of the dragon societies turned to
ons. Though it was forbidden by the laws of the new
their disciples among the lesser races, gatheringarmiesand
empire, the red dragons struck in secret, eradicating nations to their cause. They turned, as well, to the outer
the delvgarn to the last. The catacombs of this noble planeswhere dwelt their iconicgods, calling in outsidersof
but largely forgotten race lie below us still, a constant like philosophy,just as the clansdrewon thase of their own
reminder of the excesses of dragons. elements.As human, dragonand outsiderclashedthrough-
Determined to approach the humans of the low- out the Dragon Lands,horrid new magics of devastation
lands with more caution and restraint, the Empress were unleashedas monstrousdragoncrossbreedsrampaged
used kobolds as emissaries, spreading the glory of across the battlefields. The war might have raged indefi-
dragonkind and their desire to guide the worthy. Little nitely, perhaps even to today, had not the tide turned
by little, the humans of the lowlands became accus- againstaU dragons. Many of the outsidersthe dragonshad
tomed to the dragons, recognizing them as the epitome summoned ceased obeying their draconic “masters,” in-
of the nature spirits they worshipped. Seeing the stead acting in their own interests. Worse, many of these
fearsome sorcerous power of dragons, some few hu- beings now had descendantsof half-dragonblood to serve
mans became their disciples and servants, becoming them, for the dragonshad thought to increasethe power of
the first to take up the Draconic Arts. Other dragons their servantsthrough interbreeding.Though still hostile
saw fit to interbreed with these lesser races, creating to one another, the societies and clans slowly came to
lineages and bloodlines that hold power even today. realize that, if they could not put their differences at least
The Coming of the Gods partly aside, they would soon face a threat far worse than
and of Dragon Societjes any disagreement of doctrine. The leaders of the factions
met in the Second Great Counsel, where, after much
The refugees of the First Retreat brought strange
furious argument and occasional bursts of violence, they
tidings to the newly formed empire: Powerful beings
agreed on a new power structure that would allow both
purporting to he the offspring of titans now roamed the
clans and societies to exist within the Empire.
land, acquiringworshippers among the lesser races. The
CHAPTER THREE: LAND O F THE WVRMS

The DjvjneWar without the Emperor to enforce his edict, dragons are
The ancient and fearsome blue wyrm Ti- once again breeding with lesser beings to generate
Amentarath became the DragonEmperor,marked with soldiers and servants. Of course the more scrupulous
the sigils of each dragon clan and society. Upon his clans and societies put a stop to this practice whenever
ascension, he made three proclamations, proclama- possible, but few doubt it takes place.
tions that hold in some force even today. First, the Edict If we cannot raise a new wyrm to the Emperor’s
of Pure Blood declared that no dragon was to mate with throne, and soon, I fear that the great Empire of the
a lesser being, on penalty of death. The half-dragon Dragonswill fall utterly, leaving the last of Scam’sdragons
outsiders, the Emperor reasoned, were just the begin- directionless, without purpose -and without restraint.
ning of the horrors this reckless practice could unleash
upon the world. Second, the Emperor declared a Sec- Clans and Socjetjes
ondRetreat,that all dragonsloyalto the Empiredwelling If the Dragon Lands
outside the Dragon Lands should return to its embrace. Your Radiance, I now turn to the beings who inhabit
Finally, Emperor Ti-Amentarath decreed the Edict of our lands, and the clans, societies and houses which rule
Noninterference, that dragons would play no role in the their hearts and minds. Solitary creatures by nature, it is
doings of gods or titans or the lesser races beyond the said thatdragonsfirstgatheredintoclans fur protectionfrom
Dragon Lands, to which they were inexorably en- the titans,who were terrible forces of nature even in the
twined. The wise Emperor foresaw that changes to earliestdays ofthe world. In time, ties of blood, allianceand
Scam would soon bring war to the entire world, a war far traditionheld the cores of the clans together , even during the
greater than that he had just seen ended. fractious period of the Splintering.All the while, the lesser
Alas, the Emperor was proven correct, and among races, who rightly revere dragons as pinnacles among the
titans and gods the Divine War struck swiftly and with spirits, emulated their family structures, forming clans of
little warning. Each side of the conflict approached the their own. Even today, the strength of the clans defines
powerful dragons, declaring their kinship and demand- tradition and honor in the Dragon Lands,shaping the
ing aid. The dragons remaining on Ghelspad, caught political structure and the nations of the realm.
during the Second Retreat, crafted a brilliant solution. Although not all dragons of the Dragon Lands
They shaped a native race of lizards, granting them belong to clans or societies, those who would refuse
dragonlike wings, a venomous breath attack and dra- tradition and duty are outcast, undeserving of honor or
conic features, convincing decoys to pose as “dragons” heritage. While dragons of various colors are often
while the true dragons fled across the sea. Those dragons attracted to the same factions, the clans place more
who refused to follow the wisdom of the Second Retreat value in descent than do the societies. Thus, young or
and the Edict of Noninterference, mostly renegades on disenfranchised dragons occasionally switch allegiance
Ghelspad and dragons allied with the high elves of from one of the dragon clans to a particular society.
Termana, suffered for their folly, for forces loyal to both The reverse does not occur, as most clans consider
the gods and the titans turned on them. other dragons traitors, undeserving of forgiveness.
The Modem Day Alliances between dragon clans and societies are fluid
affairs, rapidly changing to reflect the political reali-
Although the time and place have been lost to
ties of the Council and the ongoing faction struggles.
history, it is known that the Dragon Emperor Ti-
Amentarath perished during the chaos of the Divine The major dragon clans and societies have fac-
Wars. Unfortunately, his body has never been found, tions of lesser beings who owe them some degree of
even preserved as it must be with the power of the fealty. In some instances, this represents direct control
Emperor. Of course, without Ti-Amentarath‘s body it over the humans, kobolds and tatsuri; in others, it
is impossible for any other dragon to take on the role represents an alliance, barely more formal than alli-
of Dragon Emperor, for the new ruler must consume ances between dragon clans themselves.
the old to gain his power, his wisdom and the runes of Auspjcjous Dragon Societyof Fortune
the societies and clans. The Shogunate rules the Ruler: Shogun Sa-Tantrala (copper dragon Female great
Empire in the absence of a true leader, but as each wyrm, CG)
shogun is loyal to his faction first and the Empire Aspect: Chaos and good
second, this must eventually lead to disarray. Races: Brass and copper dragons
Indeed, the peace between the dragon clans and Allies: Forthright and Virtuous Dragon Society, Thundering
Roots of Mountains Clan
societies has badly frayed since the Emperor’s death.
Vassals: Clan Ferrilath, House Pellinth
Between the warfare and the petty intrigues of the
Enemies: Blazing Dragons of Flame Clan
dragons, the lesser races of the Dragon Lands suffer the
Our allies in the battle against injustice and the
most. Few heed the Empire’s law to leave the humans
horrorsplaguingtheDragonLands,the AuspiciousDragon
of the lowlands in peace, and thus they are herded and
Society of Fortune plays an interesting role in the politics
fought over like a resource to be exploited. Worse,
oftheCouncil.Small and largelypopulated with the least
STRANGE LANDS: LOST TRIBES O F THE SCARRED LANDS
--
*bc “b

of metallic dragons, the Auspicious Dragon Society of This is traditionally the clan of gold, red and brass
Fortune is renowned for its ability to forge alliances dragons, all oriented toward fire. Since our own Forth-
between various factions. Social by nature and even right and Virtuous Dragon Society has drawn many of
garrulous-for dragons -the copper and brass dragons the clan’s gold dragons, however, red dragons have
of this society are in great demand as diplomats, ambas- seized much of the power within the BlazingDragons of
sadors and mediators by other clans. This society’s great Flame Clan. Even now the process continues; as more
strength is that the dragons genuinely like one another gold dragons join our society, the Blazing Dragons of
and desire to share each other’s company. Therefore, Flame Clan becomes more oriented toward its ally, the
although these chaotic and whimsical dragons may dis- Glorious Devil-Dragon Society, and the less welcome
agree, such quarreling rarely breaks into violence and the remaining gold dragons feel. Not surprisingly, the
they ‘canusually reach a loose consensus. Highly indi- clan has begun to emphasize the concepts of tradition
viduahtic, dragons of the Auspicious Dragon Society of and honor, very important to most gold dragons, to
Fortune place little emphasis on rank but respect dragons entice them to honor their ties to the clan. Meanwhile,
of proven age and wisdom. The clan’sleader, ShogunSa- the clan’s brass dragons, weaker than either the gold or
Tanmala,acts more like a wise advisor and representative red dragons, try to find a role for themselves within the
to the Council than a true administrator. clan’s structure.These smaller dragons are occasionally
’fie Auspicious Dragon Society of Fortune pos- drawn into the Auspicious Dragon Society of Fortune,
sesses an incredible number of contacts among the prompting hostilities with that group.
other dragon clans and societies, as well as the clans of Holding neither immense wealth nor great num-
the llesser races. Thus, the society has trade routes bers, the dragons of the Blazing Dragons of Flame Clan
established across the Dragon Lands and possesses are instead known for their military prowess and
especiallyclose relations with the humanclan Seleenst. command of magic. In the war against the other clans
The llarge number of half-dragons in service to this and the remaining half-dragonoutsiders, these advan-
clan prompts many to doubt the sincerity of their tages make the clan a potent ally indeed. The clan’s
devotion to the Edict of Pure Blood. The Auspicious shogun, Kel-Antropos, although young for a wyrm, is
Dragon Society of Fortune is strongest in the dry and a military leader beyond reproach. Shogun Kel-
barren foothills north of the Dragon Spires. Antropos has begun pressuring the dragons of the
The Auspicious Dragon Societyof Fortunehas main- Council to pursue an all-out attack upon the remain-
tained a strong alliance with the Forthright and Virtuous ing outsiders of the Schism War, in the hopes of
Dragon Society since the Schism War, forming a united overwhelming their defenses and ending the threat
front forthemetallicdragonswishingtowithdrawfiomthe permanently. It is unknown whether such a plan could
elementalclans.This alliancehas grownstrainedat points, work, though I find it reckless and without merit. As
however, due to the divergentviews that the two societies we don’t even know their true remaining numbers,
hold on the role of law and order. Invariably, our society such a bold move may spell the end of dragonkind
becomes distraught over some poorly thought-out or rash rather the reverse. In any event, the Blazing Dragons
action on the part of the Auspicious Dragon Society of of Flame Clan holds most of the volcanoes of the
Fortune, then those affable dragons work to repair the Dragon Spires, as well as the a large portion of the
damage and assuage woundedegos.The society’srelation- warm foothills to the north of the mountains.
ship with the Thundering Roots of Mountains Clan is Dragon Socjety of Rjghteous Majesty
steadier, perhaps due to the copper dragons dwelling in Shogun Kalthorr (blue dragon male wyrm, LE)
Ruler:
bothgroupsand the mutual1y profitablearrangementsthey Aspect: Law and evil
reach. The rich Thundering Roots of Mountains Clan Races: Blue and green dragons
relies upon the Auspicious Dragon Society of Fortune, Allies: Thundering Roots of Mountains Clan
with its multitude of contacts among other clans and the Vassals: Clan Talence
lesser races, to engage in trade and thereby enrich both Enemies: Glorious Devil-Dragon Society
group:^. The society has, however, attracted the enmity of Well organized, militaristic and territorial, the
the Blazing Dragons of Flame Clan, primarily because the Dragon Society of Righteous Majesty considers itself
sociery’s dragons prefer to lair in the warm and barren the true heir to Emperor Ti-Amentarath, and thus its
foothills and deserts north of the Dragon Spires, an area duty is to impose order upon the Empire of Dragons,
envied the red dragons. willing or not. Fortunately for those who would resist
Blazjng Dragons of Flame Clan this vision of tyrannical order, the society is rather
Ruler: Shogun Kel-Antropos (red dragon male wyrm, CE) small and has warred with the Glorious Devil-Dragon
Aspect: Elemental Fire Societyalmost since its inception. At first, the Dragon
Races: Brass, gold and red dragons Society of Righteous Majesty had hoped to present a
Allies: Glorious Devil-Dragon Society unified face for chromatic dragons fleeing the elemen-
Vassals: Clan Val talclans,but it soon found that thechaoticandviolent
Enemies: Auspicious Dragon Society of Fortune dragons of the Glorious Devil-Dragon Society were
CHAPTER THREE: L A N D O F T H E W R M S

unwilling to accede to its leadership. The two societies The Flowing Dragons of the Deep Clan has main-
have fought ever since, though, strangely, they have tained an alliance with the Soaring Sky Dragons Clan
been known to cease hostilities to turn upon other since time immemorial, forming the strong and tradi-
threats in unison. The hatred between the two societ- tional core of the power of the elemental clans. Although
ies runs so deeply that each wants to be the force to this is a small clan, it holds a great deal of territory in the
destroy the other; their honor will not permit someone western swamps and seas of the Dragon Lands, giving it
else to do the job for them. an iron grip on overseas commerce.At the same time, the
The leader of the Dragon Society of Righteous Flowing Dragons of the Deep Clan is said to hold ancient
Majesty, Shogun Kalthorr, has refused to take the treasures scavenged from the watery depths, and to
honorific “Ti” he would normally be entitled to in maintain pacts with powerful creatures of the deep. As
honor of the great Ti-Amentarath, who he believes with other elemental clans, however, the Flowing Drag-
lives still. Soon, he hopes, the Emperor will return, and ons of the Deep Clan is riven with disputesbetween black
of course reward the Dragon Society of Righteous dragons,who are cruel by nature and prefer isolation, and
Majesty for its loyalty and efforts to hold the Empire bronze dragons, noble beings who wish closer alliance
together. To that end, Shogun Kalthorr has wisely with the nearby lowland human nations. Unfortunately,
fostered a strong relationship with the fabulously our own society has not been particularly successful in
wealthy Thundering Roots of Mountains Clan. The attracting these metallic dragons.
clan of earth seeks order so that it can continue its Forthrightandvjrtuous Dragon Society
mining and mercantile efforts without disruption, and
Ruler: Shogun Ea-Aauterix (gold dragon female wyrm,
to that end, it is willing to contribute to the more
LG)
militaristically capable Dragon Society of Righteous Aspect: Law and good
Majesty. Races: Bronze, gold and silver dragons
Possessing large holdings among the forested Val- Allies: Auspicious Dragon Society of Fortune
leys of the Dragon Spires and the northern desert isles, Vassals: Clan Benshabal
the Dragon Society of Righteous Majesty possesses a Enemies: Glorious Devil-Dragon Society
larger army of lesser races than any other major clan or Our own noble society, led by Your Radiance, has
society. Kobolds in particular flock to this society, prospered since its inception prior to the Schism War.
drawn to its vision of honor and duty to the Empire. At Although Your Radiance hardly needs to be reminded
the same time, this society is not held in high regard by of her own history, I will do so for the sake of completing
the human clans south of the Dragon Spires, who this document. The youngest of the Council’s shoguns,
consider it dangerous and aggressive. Your Radiance Shogun Ea-Aauterix assumed leader-
ship of the Forthright and Virtuous Dragon Society
FlowjngDragons of the Deep Clan twenty years ago,upon the unfortunatedeath of Shogun
Ruler: Shogun De-Salastras (black dragon male great
wyrrn, CE)
Sin-Caluntaro at the hands of the half-draconic fiend
AsDect: Elemental water
Bakrathros. One of the larger dragon societies, we have
Races: Black and bronze dragons worked to expand our territory and strengthen our ties
Allies: Soaring Sky Dragons Clan with the nations of the lesser races during that time.
Vassals: Clan Seleenst Unique among the dragon clans and societies, the
Enemies: Thundering Roots o f Mountains Clan majority of the dragons of the Forthright and Virtuous
The eldest known dragon of the Dragon Isles, Dragon Society are able to assume humanoid form, and
Shogun De-Salastras of the Flowing Dragons of the they are therefore capable of living comfortably side by
Deep Clan, is the dragon next in line for the position side with humans, elves and others.
of Emperor if the corpse of Ti-Amentarath can be Together with our allies among the Auspicious
recovered. To that end, the dragons of the clan of Dragon Societyof Fortune,we maintain a united front
water have dedicated themselves to scouring the of metallic dragons, sharing close ties with the lesser
Dragon Lands and beyond for the fallen Emperor. races of the Dragon Lands. Although understandably
Although learning the fate of Ti-Amentarath would reluctant to lead armies of the lesser races to their
indeed be a blessing, I fear the rise of De-Salastras, for doom against other factions or the remaining outsid-
a crueler and more malicious dragon does not exist ers, the Forthright and Virtuous Dragon Society has
within these lands. Ruthless and clever, De-Salastras proven able to shield the human nations from the
will stop at nothing, nothing, to achieve what he worst devastations of war while benefiting from their
believes is his destiny. To that end, the clan has been commerce. Our society is known for its many powerful
drawn into conflict with the Thundering Roots of sorcerers, dragon, kobold and half-dragon alike. In-
Mountainsclan, led by the wily ShogunTi-Kaeldenev, deed, even now the Forthright and Virtuous Dragon
a being nearly as ancient as De-Salastras. Many fear Societyworks to instill those worthy among the lesser
that enmity between the two shoguns will lead to open races with the Draconic Arts of monastic discipline
warfare between the two clans, weakening the Empire. and sorcery.
STRANGE LANDS: LOST TRIBES O F THE SCARRED LANDS

!Standing in opposition to our noble alliance, the SoaringSky Dragons Clan


Gloriious Devil-Dragon Society represents vile fiends ~ ~ Shogun
l ~Sin-T0thankher
~ : (silverdragon malegreat
and #destructive lunatics. As it is always easier to wyrm, LG)
destrioy than create, to ravage than build peace, we Aspect: Elemental air
must work twice as hard to bring success, becoming an Races: Green, silver and white dragons
organized force where they are only mindless hatred. Allies: Flowing Dragons of the Deep Clan
Vassals: Clan Arquoth, House Sartas
GloriousDevjl-Dragon Society Enemies: None
Ruler: Shogun Kel-Baalastoreth (half-fiend red dragon
male wyrm, CE) Staunchly isolationist, the dragons of the Soaring
Aspect: Chaos and evil Sky Dragons Clan control the highest frozen peaks of
Races: Black, r e d and white dragons the Dragon Spire Mountains as well as fertile valleys
Allies: Blazing Dragons o f Flame Clan hidden within the mountains. Except to maintain
Vassals: None their ancient alliance with the Flowing Dragons of the
Enemies: Forthright and Virtuous Dragon Society, Dragon Deep Clan, the dragons of the clan of air rarely involve
Society o f Righteous Majesty themselves in the affairs of other dragons, though they
I3y far t h e most numerous and active of t h e do maintainconnectionswith several factions of lesser
dragon societies, t h e reckless monsters of the beings, the better to keep abreast of events in the
Glorious Devil-Dragon Society remind one of outside world. As a result, they have few enemies and
the titans, more a mindless and primeval force of many of the oldest remaining dragons in the Dragon
destruction than an organized group. Fortunately, Lands, if little temporal power. Prodded by Shogun
this chaotic swarm is currently aimed a t the De-Salastras ofthe Flowing Dragons of the Deep Clan,
armies of t h e surrounding outsiders. Still, the Shogun Sin-Tothankher of the Soaring Sky Dragons
destruction they may wreak in the process is Clan has begun to take a more active interest in the
substantial, and they will be utterly devastating affairs of the Council. Some say that De-Salastras
when - not if - they eventually turn their hopes to take advantage of Sin-Tothankher’s good
efforlts against their fellow dragons. Thus the nature, but I expect one has little to fear in that regard.
Forthright and Virtuous Dragon Society must Few beings are as wise or noble as the ancient silver
seek to cull t h e most destructive tendencies of dragon who guides the Soaring Sky Dragons Clan.
the Glorious Devil-Dragon Society, protecting Once the most widely spread of all the dragon
the nations of the lesser races and ensuring the clans, it is said that the Soaring Sky Dragons Clan yet
futurse of the Dragon Lands. Similarly, the Dragon possesses strongholds beyond the Dragon Lands. Few
Society of Righteous Majesty opposes the ram- but the powerful fliers of this clan could easily traverse
pant and destructive chaos of t h e Glorious the Eternal Waters or the CeruleanOcean. If this rumor
Devil-Dragon Society, which it feels is harmful is true, who knows what resources the clan could
to t h e greater empire (or a t least its rightful manifestfromsuchfar-off places as Fenrilik or Ghelspad?
control of it). For its part, t h e Glorious Devil-
Dragon Society reflexively resists any attempt at
’ThunderingRoots of Mountains Clan
external control, with predictable violent re- Ruler: Shogun Ti-Kaeldenev(b1uedragon Femalegreatwyrm,
sults. LE)
Aspect: Elemental earth
Iin addition to sheer numbers, the Glorious Devil- Races: Blue and copper dragons
Dragon Society is the dragon society most likely to use Allies: Dragon Society OF Righteous Majesty, Auspicious
demons and other cruel outsiders in their campaigns, Dragon Society of Fortune
even i.n its efforts to destroy the remaining independent Vassals: Clan Drask, Clan Vicceros
outsidlers. Disdainful of the Edict of Pure Blood, it is Enemies: Flowing Dragons of the Deep Clan
even said that the dragons breed with these vile The only thing that unites the flighty and whimsical
monsters to produce devil-dragons like those of the copper dragonsand the stern and tyrannical blue dragons
Schism War. If such abomination is true, I fear that of the Thundering Roots of Mountains Clan is the love
horroirs beyond even those we have known may yet be of wealth. Copper and blue dragons are among the most
unleashed upon the Dragon Lands. The society’sshogun acquisitive of dragonkind, and the clan of earth reflects
is a bleak and moody being full of rage but surprisingly this fact. By far the richest of clans, the miners of the clan
charismatic, a dragon known as Kel-Baalastoreth. He of earth have harvested the bounty of the Dragon Spires
denies charges of infemalism and violation of the for eons, while the clan’s allies and merchants use this
edict, and with the ongoing violence, few have time to wealth to fund all manner of mercantile ventures. The
dispute his claims. The Glorious Devil-Dragon Soci- clan holds power deep within the Dragon Spires, as well
ety constantly fights for territory, controlling a few as parts of the warm hills and desert isles farther north. A
frozen peaks of the Dragon Spires, a small portion of small clan, the Thundering Roots of Mountains Clan is
the western swamps, and the volcano of Nhuria. dependent upon its more militaristic alliesand mercenar-
CHAPTER THREE: L A N D O F THE WVRMS

ies for defense. The affable dragons of the Auspicious The formidableClan Arquoth is said to have arisen
DragonSociety of Fortune are happy to trade for the earth on foreign shores and emigrated to the Dragon Lands
clan’s wealth, thereby increasing the fortunes of both with their dragon allies during the First Retreat. Al-
groups. Similarly, the Thundering Roots of Mountains though the clan currently lacks strong ties to any dragon
Clan supplies the Dragon Society of Righteous Majesty clan or society,it doespossess certain curiouscustomsand
in order to promote the order they espouse, which can traditions not found elsewhere in the Dragon Lands; it is
only be good for business. these that have retained some mild interest from the
For the most part, the clan has few enemies, only Soaring Sky Dragons Clan. Primary among these traits is
recently enduring the aggression of Shogun De- the practice of wizardry, a discipline that allows those
Salastras when the ancient black dragon realized that who lack sorcerous talent to harness similar magics
Shogun Ti-Kaeldenev of the Thundering Roots of through intense research and study. Although Arquoth
Mountains Clan is one of the few beings old enough to produces only a handful of these wizards per generation,
challenge his claim as emperor. But the ancient blue their rarity and exceptional power make the practice
dragon is far too cunning to act prematurely. Eventu- notable. Similarly Arquoth gives rise to more of the
ally the body of Ti-Amentarath will be found or the fanatic miracle-workersknown as oracles than the other
Empire will eliminate the last lingering Schism outsid- clans of the Dragon Clans combined. The reason for this
ers, and De-Salastras will have expended himselfwhile aberration is unknown; perhaps the clan is touched with
Ti-Kaeldenev remains fresh and ready to strike. some otherworldly taint.
Always a clan of scholars, Clan Arquoth operates
Clans of the Lesser Races a number of bardic colleges, universities and other
The lesser races of the Dragon Lands were said to centers of learning throughout the Dragon Lands. The
have been brought here in ages past, to interact with clan has a close relationship with the scholars and
dragons as servants, companions, worshippers or even druids of Clan Benshabal, bolstered by the fact that
food. Eventually these races left the service of dragons Arquoth scholars are often willing to share their
and formed small family groups, groups which later knowledge. Arquoth scholars believe strongly that
evolved into clans. It is said that the lesser races of other criticism and commentary are essential to the process
lands do not structure themselves in quite this way, of learning; learningstagnates if not shared and spread.
leading some scholars to believe that these clans are a The clan has some presence in every human
simpleemulation ofdraconic society.Like dragonclans, kingdom of the Dragon Lands. Shogun Allayana, a
each clan of the lesser races is united not only with powerful disciple of the Draconic Arts, has an intense
familial bonds but with a single unifying concept, an dislike for Clan Vicceros, which, she says, encourages
ideal of the race. Depending on the clan, however, this needless violence and warfare throughout the land. It
ideal may be little more than a professed value, as the is said that she is planning some strike meant to
lesser races lack the dynamic elemental souls that so undermine Vicceros’ power, although the nature of
drive dragons. Each of the lesser clans has a dragon clan such a possible attack is well hidden.
or society to which it owes some degree of fealty, but the
Clan Benshabal
true extent of these bonds varies. Some truly serve the Shogun Samath (human male, Drdl5, NG)
Ruler:
dragons to whom they are linked, while others have Aspect: Wisdom
little to do with them outside of formal affairs. Races: Humans, half-elves, halflings and tatsuri
Oddly, the clans of the lesser races do not appear to Allies: Clan Arquoth
take their draconic patrons into account in their dealings Liege: Forthright and Virtuous Dragon Society
with one another. That is, lesser clans may be in conflict Enemies: None
even if their draconic “masters”are allies,or vice-versa- chnPlUk&Xh. - €no (clan capital), Foresthold, North
when this occurs, however, it is usually because the Bridgehold, South Bridgehold, Foresthome
dragons in question have agreed to allow their vassals to Noble clan Benshabal is an allyof our own Forthright
sort things out for themselves or (in the case of many of and VirtuousDragonsSociety.While small and lacking in
the wicked tyrant-dragons) because they are using these worldly power, it possesses a great deal of resolve and
mortals as tools in order to prove a point of some kind. spiritual strength. Exemplifying wisdom in its purest form,
Benshabal lays claim to many of the druids who guide the
Clan Arquoth humans of the lowlandsand communicatewith the spirits
Ruler: Shogun Allayana(human female, Sorl2,LN)
of the land. Accepting of other races, Benshabal’s power is
Aspect: Scholarship
Races: Humans, half-elves and tatsuri
basedattheedgesoftheGreatRift, abuttinghalflinglands.
Allies: Clan Benshabal
Benshabal also holds guardianship of the Spirit Isle, a site
Liege: Soaring Sky Dragons Clan sacred to all races of the Dragon Lands.
Enemies: Clan Vicceros Along withclan Arquoth,Benshabalproducesmany
Clan Protectorates: Gatherhall (clan capital), Menua, Ashiya, of the scholars and sages of the Dragon Lands. Regular
Fort Hand scholasticdiscourseand a similar aversion to violence and
STRANGE LANDS: LOST TRIBES O F THE SCARRED LANDS

warfare have brought the two houses close together. Simi- themselvesthanthepassiveandnature-orientedFerrilath.
larly, our own society has found Benshabal to be an To halfling sensibilities,the two clans complementeach
invaluable ally in understanding the mysteriesof the land other perfectly, forming a halfling society greater than
and protecting the wonders and nations of the Eragon the sum of its parts. Thus the shoguns of the two clans are
Lands. Shogun Samath, a noted druid and scholar of ritually wed when the two candidates come of age,
history, serves his clan more as a guide than a ruler. signifyingthe unity ofhalflingkind.Clan Bask is heavily
Throughout its history, Benshabal has been very circum- involved with worldly affairs, such as the defense of
spect about its alliances, always carehl not to draw the ire halfling lands, commerce and rulership. b a s k craftsmen
of rival factions.This policy has served the clan well, for it are responsible for the fascinating hanging cities in their
ha$ no notable enemies and thus is often asked to settle lands around the Great Rift. The halflings of Clan Drask
disputes between feuding clans. are far more likely to take up the study of the Draconic
It is said that Clan Benshabal has recently lost Arts than those of Ferrilath, particularly the path of
contact with a number of druids responsiblefor caring monastic discipline.
for thie Spirit Isle. Whether this ill portent is simply a Drask has recently been forced to fend off mounting
coincidence or an indication of some greater threat attacksfromClanTalance,whichconsiders itselffitto rule
remains to be seen. halfling lands. It is rumored that Talance seeks to enslave
halfling laborers, a practice Drask considers an abomina-
Clan Drask
tion. Unfortunately for Clan Drask, Clan Talance is a
Ruler: ShogunLiam(halfling male, RogS/Ftr8, LN)
strongmilitary power, easily able to rally allies to its cause.
Aspect: Resolve
Races: Halflings
Thus, Drask has begun to look for succor in other lands,
Allies: Clan Ferrilath
and I suspect they will request aid from the Auspicious
Liege: Auspicious Draqon Society of Fortune
Dragon Society of Fortune before much longer.
Enemies Clan Talance - Clan Fernlath
Clan Protectorates: Riftedge (clan capital), Nior, Port Anthus bier: Shogun Sematha (halfling Female, Brdl4,
(with Clan Ferrilath)
CG)
Very much the opposite of Clan Ferrilath, the ~~pect: Humility
craftsmen, lawkeepers and soldiers of Clan b a s k are R X ~ : Halflings
more active and involved with the creations of halflings Allies: Clan Drask
CHAPTER THREE: LAND O F T H € WVRMS

Liege: Auspicious Dragon Society of Fortune shores,but of course any claim that predates the dragons
Enemies: Clan Val is laughable. In any event, Kalanganjus holds vast
Clan Protectorates: Riftedge, Nior (clan capital), Port Anthus stretches of untouched forest, and the clan produces
(with Clan Drask)
many of the most powerful druids within the Dragon
Clan Ferrilath holds strength along the Great Lands. The clan has little dealing with dragons (being
Rift, in the halfling lands of Veren, Northern Hialand as isolationist as their distant patron clan), does not
and Southern Hialand. Said to be the older of the two practice the Draconic Arts to any meaningful degree,
halfling clans, Ferrilath is a peaceful clan that does not and seems to wish only to be left alone. As the years pass,
involve itself much in the affairs of the greater Dragon however, and the rapidly multiplying humans encroach
Lands. They consider themselves the clan of healers, further into elven lands, the highly sought solitude of
farmers, druids and other workers of the land. The clan House Kalanganjus may be shattered. Whether the
has very few practitioners of the Draconic Arts, in- elves will turn upon the humans like a startled adder or
stead promoting a philosophy of inner peace and learn to adapt to the world changing around them, only
harmony with the land. time will tell. But I’m not particularly hopeful.
Shogun Sematha, like her husband Shogun Liam,
remains committed to the growth and prosperity of the House Pelljnth
halfling people. A lorekeeper of some prestige, she has Ruler: Shogun Rylana (wood elf female, Mnkl6,
used her formidable knowledge to garner respect in LN)
Aspect: Adaptability
human lands, respect she hopes will ensure the safety Wood elves, half-elves, halflings, humans
Races:
of her kind. Clan Ferrilath has an abiding dislike for and tatsuri
the human Clan Val, known for its aggression against Allies: None
halfling lands and communities. Although Val is un- Liege: Auspicious Dragon Society of Fortune
likely to take halflings as slaves, the clan’s barbarian Enemies: House Sartas
hordes have raided and destroyed more than one Clan Protectorates: Bordertown (clan capital), Brighton
peaceful halfling settlement. The youngest of the elven houses, Pellinth was
House Kalanganjus formed soon after the Schism War by a faction of elves
Shogun Senoras (wood elf male, DrdlS, N)
with close ties to the Auspicious Dragon Society of
Ruler.
Aspect: Nature Fortune. These elves were, on the whole, less isolationist
Races: Wood elves and half-elves and traditional than most of their kind. Encouraged by
Allies: House Sartas the dragons,they formed a house exemplifyingadaptabil-
Liege: Soaring Sky Dragon Clan ity, aconcept not traditionallyembraced inelven culture.
Enemies: None Alone among the elven houses, Pellinth is accepting of
Clan Protectorates: ‘Tanumal (clan capital) any who would give it loyalty, including humans, half-
By far the largest of the elven houses, House elves and halflings. Overcoming centuries of isolation
Kalanganjus holds power over much of the Tower and xenophobia have not been without cost, however.
Forest. It serves as the very heart of Sereth-tre, an The traditionalistsof House Sartas despise Pellinth and
accumulation of elven houses that makes up the clos- all it stands for,driving the majority of the house from the
est thing the Dragon Lands have to an elven nation. great elven cities. House Pellinth is now in a tenuous
Ruled by one of the most powerful druids within the position,holding power at the fringesof theTower Forest
Dragon Lands, this house is dedicated to living in and bordering the lowland kingdoms.
harmony with nature, to the exclusion of other races Through the years, Pellinth has maintained its
and, if necessary, civilization. This is not to say that ties to the Auspicious Dragon Society of Fortune,
House Kalanganjus is composed of wild barbarians, becoming the only elven house to display a true talent
but a sizable portion of the ancient house rejects all for the Draconic Arts. Yet the house has suffered due
civilization as impure. Though not as rigid as their to its severance from the heart of the forest: each
allies in House Sartas, the members of this house tend generation produces fewer druids. Furthermore, some
to be isolationist and xenophobic, more in tune with within the house worry that the rapidly breeding
nature than with other races. Unlike House Sartas, humans and half-elves will eventually outbreed the
however, House Kalanganjustolerateshalf-elvesamong house’s elves, furthering severing the house from elven
its ranks, though it affords themlittle honor. Similarly, society. Yet Pellinth is known for its adaptability and
the house does not share Sartas’ enmity for House ability to survive. I have little doubt that the house will
Pellinth, though few like the fact that Pellinth is so take the best that the shorter-lived races have to offer,
open to outsiders. making itself stronger as a result.
Probably the oldest of elven houses, the ancestors Shogun Rylana, although a well liked and re-
of House Kalanganjus are said to have emigrated from spected leader, is said to lack the vision responsible for
Termana to the Dragon Lands in ancient times. They the creation of House Pellinth, and many of the
claim to be the first sentient beings to dwell within these house’s young firebrands are calling for her removal.
STRANGE LANDS: LOST TRIBES O F THE SCARRED LANDS
“-f

Furthermore, Rylana is said to be the lover of Vartimas Clan Seleenst, although a powerful clan, has per-
(brass dragon male, venerable, C G ) of the Auspicious haps fallen the furthest from its founders’ intentions.
Dragon Society of Fortune. If true, this violates both Created by a group of dedicatedexplorers, the members
elven and draconic law. I doubt, if the rumors are of Seleenst dreamed of seeing the majestv of the world
proven true, Sartas would have any reservations about with their draconic allies. For a time they did just that,
banishing Rylana and her wayward house. until contentious Clan Val decided to prove itself by
besting Seleenst at its own game. Larger and more
House Sartas dedicated than Seleenst, Val was simply able to devote
Ruler: Shogun Derstaren (wood elf male, Rng151
Ari3, LN) more resources. Whenever Seleenst found a new land,
Aspect: Tradition Val was there first. In time, the dragons realized that the
Races: Wood elves usefulnessof Seleenst was at end; most of their draconic
Allies: House Kalanqanius
I *
allies retreated to other pursuits. Without strong dra-
Liege: Soaring Sky Dragons Clan conic support, the clan was shorebound. Thus Clan
Enemies: House Pellinth Seleenst has developed a deep and residing resentment
Clan Pdmtorates: Tsutalakh (clan capital) of Clan Val, a resentment which has broken into open
Although a small house, in many ways Sartas forms warfare o n more than one occasion.
the core of the elven realm of Sereth-tre. House Sartas Fortunately for Seleenst, the situation changed
is a bastion of elven tradition, home to druids, histori. when Emperor Ti-Amentarath called the Second
am, lawkeepersandelvenrulersstretchingbackhundreds Retreat. With no dragons traveling, Clan Val became
of years. As such, members of House Sartas tend to be just as immobile as Seleenst, except that ClanSeleenst
elitist and arrogant. Many of them despise other races, had had centuries to gather power within the Dragon
particularly humans, as well as those who would offer Lands. Exploiting their ancient ties to the dragons of
them succor, such as House Pellinth. Sartas will not elemental water and their ability to craft magnificent
accept half-elves into its ranks, going so far as to exile ships, the Seleenst turned to commerce. Serving as a
those poor elven women unfortunate enough to bear a front for the Flowing Dragons of the Deep Clan,
half-breed. It is Sartas that refuses to allow non-elves to Seleenst holds a viselike grip on travel and trade at the
travel into the heart of the elven realm. (This prohibi- edges of the western swamps, and shipwrights and
tion (does not, obviously, extend to the dragons, captains across the Dragon Lands owe the clan loyalty.
particularly the Soaring Sky Dragons Clan.) Although the clan’s successhas made it quite wealthy,
Shtas holds power within the largest elven cities, it has begun to draw the attention of the Thundering
leaving the forest wilds to Kalanganjus and the fringes to Roots of Mountains Clan, which may come to resent
Pellinlth. Members of the house strictly adhere to the its influence in this domain.
traditional elven arts,refusing to studying the Draconic Willingto make use of anyone who is loyal, Seleenst
handdismissingout ofhandany innovationnotsprung has traditionally accepted half-elves and even halflings
from h e mind of an elf. Sartas has little contact with within its ranks. Indeed, it is said that the clan initially
dragons, and indeed it is reported that its druids refuse to brought the diminutivehumanoids to these shores from
believie that dragons are creatures of spirit at all, instead another realm. Shogun Hallidor is a wise but cautious
revering only the spirits of the land. Even their contact leader who spends most of his time upon the open seas.
with the Soaring Sky h g o n s Clan is limited at best.
clan~~l~~~~
While I’m painting a somewhat negative picture
Ruler: Shogun Kayomi (tatsurinfemale, Sorl6,LE)
of the house, I should say that Sartas, in many ways, Leadership
unites the elves and holds Sereth-tre together. Elves Humans and tatsuri
are wild and passionate beings, long-lived and ambi- ~lli~: None
tious. Their traditions give their society structure, ~i-: Dragon Society OF Righteous Majesty
allowing beings with widely disparate interests to Enemies: Clan Drask
interact and coexist. This is a lesson many dragons of Clan Protectorates: Zaimo-Kel (clan capital), Drakewatch,
the Ernpire should take to heart. Southpoint, Watchold, Dragonpeak, Kawa
The dominant clan among those humans dwell-
Clan Seleenst
ing amid the foothills of the Dragon Spires, Clan
Ruler: Shogun Hallidor (human male, Rog6/6rd8,
Talance is both rich and powerful, and possesses strong
CN)
Aspect: Exploration ties to the militant Dragon Society of Righteous Maj-
Races: Humans, tatsuri, half-elves and halflings esty. Talance is known for both the number of tatsuri
Allies: None who serve the clan and for the powerful and well
Liege: Flowing Dragons of the Deep Clan trained sorcerers it produces. Talance’s sorcerers serve
Enemies: Clan Val many of the land’s kingdoms, and occasionally even
Clan Protectorates: Surrenaga (clan capital), Eastwatch, lshiin, dragons,giving the clan a great deal of influence in and
Horai, Elestat knowledge of the affairs of the Dragon Lands.
CHAPTER THREE: L A N D O F T H E WVRMS
.-?=a

Talance is focused around the concept of leader- strive to live in harmony with nature and the spirits.
ship, and members of the clan form a sort of noble class Val has always been blessed with numerous and fruit-
prevalent in many human kingdoms of the Dragon ful lines of tatsuri, most of whom dwell with the tribes
Lands. The typical member of Clan Talance is ex- of the Broken Hills. Tatsuri are highly respectedwithin
tremely ambitious and possessed of an unshakeable the clan both for their heritage and the impressive
confidence, though this is often tempered with a strength they often exhibit. Individual Val tend to be
feeling of noblesse oblige to those unfortunates who do arrogant and possess forceful personalities, yet they
not share their blood. Closest of all the clans to the also possess endless ambition, bravery and drive.
dragons,Talance, at least in the minds of its most vocal Shogun Phalarl only recently took the clan’s leader-
members, was obviously meant to guide humanity. ship, and he has not yet proven himself, leading many
Many find this arrogance and constant condescension Val to consider him a weak leader. Few of the other
irritating; the halflings of Clan Drask that have been shogunspretend even to heed the advice of Phalarl. In
the strongest and longest-lasting impediments to all probability, if Phalarl cannot unite the tribes of the
Talance. Although it is unknown why the halflings Broken Hills, he will soon be deposed in a violent
have such a strong dislike for the human clan, I have struggle.
uncovered rumors that Talance once tried to conquer From time immemorial,Clan Val has been allied
halfling lands, taking many of Clan Drask into slavery. with the Blazing Dragons of Flame. Given the violent
Of course, the ongoing raids between the two groups and independent tendencies of both, it was a natural
gives Talance further opportunity and impetus to pairing. The Val consider themselves allies, not ser-
oppress the halflings, which may have been the clan’s vants, of the Blazing Dragons; the dragons themselves
intention from the beginning. snicker but allow the lesser beings to believe as they
Shogun Kayomi of Clan Talance is a wonder, a like.
tatsurin of amazing beauty, amazing sorcerous power Clan Vjcceros
and amazing cruelty. Said to descend from Shogun
Ruler: Shogun ‘Teneril (tatsurin male, Ftrl4, LE)
Kalthorr himself, Kayomi rules the clan with an iron Aspect: Endurance
grip, even though she holds no title or position in any Races: Humans and tatsuri
country. The shogun would dearly like to cement Allies: None
Talance’s control over the human kingdoms of the Liege: Thundering Roots of Mountains Clan
Dragon Lands, and with that goal in mind, she has Enemies: Clan Arquoth
pushed for the creation of a unified human council, Clan- P Southgard (clan capital), Broken Spire,
similar to that of the dragons. Others might find more Misaki, Santam
merit in the proposal if Kayomi was not quite so dead- Much of the military power of the human king-
set on ruling the council herself. doms of the Dragon Lands is concentrated in the
hands of Clan Vicceros. A large clan devoted to the
Clan Val
concept of endurance, strength through trial, and
Ruler: Shogun Phalarl (tatsurin male, Brbl2, CN)
Aspect: Strength
perseverance, Vicceros produces more than its fair
Races: Humans and tatsuri share of soldiers. Although the clan’s leadership is
Allies: None based just south of the Dragon Spires, its members are
Liege: Blazing Dragons of Flame well dispersed throughout the lowland kingdoms. The
Enemies: Clan Seleenst, Clan Ferrilath clan exerts a surprisingly subtle but powerful influence
Clan Protectorates: S p i r it port (clan cap Ital), Sonohei, upon the politics of the human kingdoms,for who can
Mountainhold, Surgaard, Loss, Sarin afford to alienate their own army?
Probably the eldest human clan, Clan Val is For all its might, however, Vicceros possesses few
known for its commitment to strength: strength of ties with the dragons -save for the occasional sum-
arms, strength of mind, strength of honor. A conten- mons to serve as guards and escorts for the riches of the
tious clan, Val is constantly challenging itself, driven Thundering Roots of Mountains Clan- and few of its
to acquire more, to do more, to be more. It is said that members practice the Draconic Arts. In fact, Vicceros
in ancient times Clan Val members insisted on travel- claims fewer tatsurin members than most other clans,
ing to distant lands with theirdraconic allies, simply to forcing the clan to exalt and concentrate power in the
prove that they could prosper in any domain. Knowing hands of those who do exist. Shogun Teneril is an
their legendary tenacity, it is not hard to believe that example of the natural result of this practice. Al-
branches of the clan persist even now o n distant though personally a powerful warrior, Teneril lacks
Ghelspad or Termana. the temperament to be a good leader and simply isn’t
A large clan, Val makes up most of the peasants much of a tactician. The shogun refuses to heed the
and laborers who dwell in the lowland kingdoms. The counsel of his more competent advisors, and I predict
true heart of the clan, however, the barbarian tribes of that it is only amatter of time before another clan takes
the Broken Hills, reject civilization as weakness and advantage of Vicceros’ weakness.
STRANCE LANDS: LOST TRIBES O F THE SCARRED LAND5

The IndependentCjtjes Priests in the Dragon Lands


The cities ofDragonhold,Wastedge,Scarlet For- Though they do not consider themselves any.
tress and Fort Vigilance are a rarity in the Dragon thing like the outlander barbarian idolaters who
Lands, for they are ruled by neither mortal clan nor occasionally crop up in port towns muttering about
dragon society. The influence of the dragons is not the holiness of their foreign gods, the priests who
absent in such places, however - in all cases it is serve the Agency of the Emperor are indeed clerics.
actuallly more prevalent than in most other cities, for Though aligned with different clans and draconic
independent dragons, who belong to none of the societies, the priests of the Dragon Lands actually
dragon clans, rule here. serve the Emperor directly as the earthly represen-
Mlost of these mavericks either have goals that tative of the Unseen Emperors. As all clerics, they
make lit impossible for them to join with the extant choose two domains, one of which is mandated by
societies, prefer to use differing aims from the current the society to which they belong, and the other
societies or, in some instances, were cast out of the chosen in accordance with their duties within that
other societies. society. The favored weapon ofpriests of the Agency
of the Emperor is the dragon blade.
- As such, a priest aligned with the Soaring Sky
lrhe intellectuals and academics of Clan Arquoth Dragons Clan who serves his clan as a healer might
have never liked the overt militarism exhibited by Clan have the domains of Air and Healing, while a
Vicceros, and the two clans have come into conflict Blazing Dragons of Flame Clan war-priest would
couniless times through the ages. I believe this rivalry have access to the domains of Fire and War.
has settled into a quiet loathing in modem times, Domain
however, the pressure of external danger too great to
tolerate infighting among the lowland nations.
Rumor has it that Vicceros holds a number of
delvgarn ruins within the Dragon Spires. The reason
for these acquisitions is uncertain, though it is said that
this ancient race were competent warriors in their own
right. Perhaps Vicceros is hoping to acquire military
artifacts it can use in the field?Or maybe the clan just
holds these ruins to antagonize Clan Arquoth, which
would surely love to study this ancient race.
The worship of the gods is all but unknown,
Reljgjon of the Dragon Lands outsideof a couple of small cults created by missionary
Fkeligion is a strange thing in the Dragon Lands,and clerics from other lands. They rarely survive the death
few outsiders recognizeit for what it truly is. Those rare few of the missionary who founded them, an all-too-
folk who visit thew lands simply assume that the dragons frequent occurrence,as the priests of the Agency of the
themselves are worshipped, for the people of the Dragon Emperor are not welcoming of spiritual competition,
Lands emulate and obey the dragons in all aspects of their especially when they teach such heresies as the migra-
lives. Most of the people of the Dragon Lands simply tion of the soul to anywhere other than the Court of
muwe that it is safer to allow outsidersto believewhatever the Unseen Emperors after death. The titans are
they wish about them and don’t bother to correct them. known of and feared, but never worshipped, any more
The truth is deeper than simpledragon-worship,how- than one would worship some other natural disaster.
ever.The people of the D r a g o n h d s revere the Agency of
the Emperor, a philosophicconcept that maintains that the
markdatru1yaugustspiritisthedraconicshape.Asdragons
F
are r a i d a b v e mortals,so too is the Emperor raised above Tatsud
dragons as the embodiment of this concept. For countless centuries human tribes and king-
Elements of ancestor worship exist within this faith doms have dwelt alongside dragon clans in the Dragon
system as well, for most believe that their ancestors go to Lands, and throughout this history a degree of inter-
the August Court of the Highest Heavens, the afterlife breeding has occurred. The humans of the Dragon
paradise ruled over by the spirits of those dragons who Lands exalt their powerful neighbors and thus honor
were chosen as Emperors in their living incarnations. the results ofsuch breeding, usually half-dragonssworn
Families believe that their dead ancestors can - if to the service of the draconic parent’s clan. Thus, it is
properly convinced through prayer, supplication and not surprising that the lineage of these half-dragons
proper behavior to societal standards-be convinced to often continues, diluting their draconic heritage over
interciede with the Unseen Emperors on their behalf. generations of mortals. Tatsuri, called dragonmen in
CHAPTER THREE: LAND O F THE W R M S

other parts of the Scarred Lands, are the end result of Medium: As Medium creatures, tatsuri have no
this process, essentially human but possessing some special bonuses or penalties due to their size.
small measure of dragon’s blood. Tatsuri base speed is 30 ft.
Tatsuri are generally recognizable by their subtle Darkuision: Tatsuri can see in the dark up to 60
draconicfeatures,whichdiffer from tatsurin to tatsurin. feet. Darkvision is black and white only, but it is
These featuresgenerally give some hint of the tatsurin’s otherwise like normal sight and tatsuri can function
heritage, although some tatsuri exist whose blood is so without penalty with no light at all.
dilute that their ancestral features are all but indis- Bmus Feat: Tatsuri share asurprising aptitudewith
cernible. A tatsurin’s heritage may take the form of magic, them to tap thesorcerousheritageoftheir
unusually thick skin, brow ridges, small horns, unusu- dragon ancators. b c h tatsuk may as a bonus feat
ally colored skin or eyes, claws or even scales or any WPblded scion feat as in the
distinctly draconic facial features. Guide to Wizards, Bards, and Sorcerers,even if he lacks
Tatsuri are well respected among the folk of the sorcerer levels. If the tatsurin has no sorcererlevels,the feat
Dragon Lands,frequentlyrising to positions of power and simply grants a +2 bonus to saves against the same energy
prestige withinthehumanclans.Oftendisplayingamazing type as his ancestor’s breath weapon. This bonus feat must
sorcerous power, tatsuri are thought to OCCUPY a societal be taken at 1st level.
strata above that of simple humans yet Phenomenal Luck: The legendary grace of the
below true half-dragonsand the dragons tatsuri and the favor of the lands’ spirits grant them a
themselves, beings inextricably tied to + 1 luck bonus to armor class.
the land and its spirits. Because of the Racial Skills: The keen senses of a tatsurin grant
blood of their forebearsand the favor of him a +2 racial bonus to Listen and Spot checks.
the spirits, tatsuriare beings of incred-
Automatic Languages: Dra-
ible luck and skill. At the same time
tatsuri are often plagued with an
Bonus Languages: Com-
intenselone1iness;theynevertrul
mon, any Elven, Halfling,
fit in among the humans with
whom they dwell. Further-
@ Favored Class:
Monk or sorcerer. A
multiclass tatsurin’s
to achieve some monk or sorcerer
shadow of the class does not

tatsuri usually dwell


alongsidehumans and “Multiclass Char-
are often accepted into
human clans. Tatsuri are
far too rare and diverse to or sorcerer as a
have established a com-
munity of their own, even ferred classmust
in the lands surrounding be selected as
the Dragon Spires where soon as the char-
they are most common. acter gains a level in
either the monk or
RacialAbjljtjes
sorcerer class, and it
Tatsuri have the following racial abilities:
cannot be changed
+2 Constitution, +2 Charisma, -2 Dexterity, -
2 Wisdom: Tatsuri have a great deal of innate hardiness
and magical aptitude. They tend to be rash, however,
and they are thick-bodied, preventing swift movement.
STRANGE LANDS: LOST TRIBES O F THE SCARRED LANDS

Kobolds, Dragon lands in their views of honor. Because most kobolds dwell in
draconic realms, those most often encountered by
Small reptilian humanoids, kobolds are quick to
humans are performing some task for their draconic
point out their supposeddescent from the dragons of yore.
masters or are rebels outcast from their clans.
The lkobolds of the Dragon Lands consider themselves
“mori: pure,” and closer to their draconicancestors, than Regjons
the wretched kobold strains of other lands. Thus, these Kobolds most often dwell in small tribes associ-
kobollds display a culture very different from that of their ated with the various dragon clans of the Dragon
moredegeneratebrethrenfoundel~wherein the Scarred Spires. Less frequently, kobolds will enter directly into
Land’s.These k~boldspossess scaly skin, ranging in color the service of the clans, functioning as servants and
widely among the various tribes, from a dusky red to an intermediaries to the human clans and nations.
almost albino white, and glowing red eyes. It is said that
this color is indicative of the tribe’s ancient draconic
RacialAbjljtjes
forbeiarers. Two lines of short horns grace their heads and Kobolds have the following racial abilities:
they possess lean, but nonprehensile,tails. +2 Dexterity, +2 Wisdom, -2 Strength, -2
I<obold society is dominated by loyalty to the Constitution: Kobolds are small and physically weak,
tribe and clan, supposedly formed in ancient times in but they are agile and Possess a remarkable strength of
e n d a t i o n of the early dragon clans. More than a few
kobolds take up service in the clans and societies of Small: As Small creatures, kobolds gain a + 1size
dragons,where they function as servants and interme- bonus to Armor Class, a +1 size bonus to attack rolls,
diaries. Possessing a powerful sense of honor, kobolds and a +4size bonus to Hide checks, but they must use
often Swear oaths of loyalty to their clan elders and smallerweapons than humans use and their lifting and
their draconic masters, becoming powerful defenders c a q i n g limits are three-quarters those of a Medium
of tradition and clan. character.
Perhaps due to their ancient connec- Kobold base speed is 30 ft.
tion to true dragons, kobolds possess a Darkvision: Kobolds can see in the dark up to 60
remarkable aptitudefor the DraconicArts, feet. Darkvision is black and white only, but it is
the spiritual mastery of the monk and the otherwise like normal sight and kobolds can function
innate arcane power of the sorcerer. without penalty with no light at all.
Unlike the kobolds of other realms, Racial Skills: Kobolds gain a +2 racial bonus to
those dwelling in the Dragon Lands Knowledge (nobility and royalty), Search and Use
are rmt inherently cruel or mali- agic Device checks.
cious,,though they do tend toward Natural Armor: Kobolds receive a +1
natural armor bonus.
Automatic Languages: Draconic.
Bonus Languages: Common, Goblin, Halfling,

Favored Class: Monk or sorcerer. A


multiclass kobold’s monk or sorcerer class
oes not count when determining whether
suffers anXP penalty for multiclassing (see
er’sHandbook,Chapter3,“MulticlassChar-
acters”).The choice of monk or sorcereras
r’s preferred class m u t be
d as soon as the character
level in either the monk or
annot be changed thereaf-
ter.

HiJmans
While they are still definitely
members of the same race as hu-
everywhere in the Scarred
ds, those of the Dragon Lands
ve culturally and genetically
bred variations into their very
beings.

. I
CHAPTER THREE: L A N D O F T H E W R M S

Variant Rule: Humans by Regjon Benefit: The spell DCfor allspellsassociatedwiththe


Using this variant rule, humans from various regions chosenWyrm-bloodedscionfeatreceivesa +1bonus. This
may have bonuses and penalties to ability scores rather bonus stacks with that granted by SpellFocus and Greater
than the additional beginniig feat granted to human Spell Focus.
characters.Those who choose to take this option tend to Dragon’s Fear Spell [Metamagjcl
be looked upon as the “epitome”of the folk in their areas The mighty sorcerersof ClanTalancehave learned
- no one familiar with the look of his folk could ever to combine their penchant for authority with their
mistake him as anything but one of them. command of magic. These sorcerers reach deeply into
Dragon Spires: +2 Charisma, -2 Constitution. the draconic essences of their ancestors to bring forth
Weapon Famihity: spiked chain. the primal terror that these terrible beasts inspire in
The folk of the Dragon Spiresare said to be the closest lesser races.
to the blessed dragons themselves,dwelling among them Prerequisites: Clan Talance, Draconic Soul, any
and possessing a measure of their blood. As such, this Wyrm-blooded scion feat, Cha 13.
region is known for producinginspiredleaders,possessed of Benefit: Whenever the sorcerer casts a Dragon’s
fiery charisma and the ability to lead lesser men, as well as Fear spell, anyone affected by the spell may suffer from
apowerfulinstinct forsorcery. Theirprivilegedstatusoften a fear effect in addition to the spell’s normal effects.
leaves them unfit and ill-prepared for the rigors of the Creatures targeted must make an additional Will save
outside world, however. Humans of the Dragon Spires at the spell’s normal DC or become shaken, suffering
have golden skin, bright-colored eyes, and either light a-2 morale penalty to attack rolls, saving throws, skill
blond or dark black hair. Highfolk make up much of the checks and ability checks for a number of rounds equal
populace of Senal, northern Abarasha, the Shattered to the caster’s Charisma modifier. A Dragon’s Fear
Valley and Suldoth. spell requires a spell slot one level higher than the
The Lowlands: +2 Constitution, -2 Intelligence. spell’s normal level.
Weapon Familiarity: bastard sword.
The war-tom lowlands, the site of countless battles
Elemental Rage [General]
between opposing clans, are home to arugged and guarded The warriors of Clan Val long ago learned to
breed of human. Inured to the rigors of living between harness the elemental spirits of their draconic ances-
powerful foes, these folk have little time for intellectual tors, bringing forth these volatile energies as they
pursuits. Probably the largest portion of humans in the unleash their own inner rage.
Dragon Lands, lowland folk form the heart and base of the Prerequisites: Clan Val, ability to rage.
human clans. Humans of this region tend to have tan or Benefit: Choose one energy type, either fire,
darkly colored skin, black eyes, and dark hair, and they are cold, acid or lightning. While raging, the character
most often seen in the nations of Fael, Inasta, southern gains resistance 5 toward the chosen energy type.
Abarasha, the Alliance, Ezeallea and Kamaranth.
Great Rift: +2 Dexterity, -2 Charisma. Weam
Familiarity: bladed chain.
Living along the Great Rift, where the merestslip can
send one tumbling intoetemity,the folkof this region tend
to be surefooted and cautious. The region’s isolation and
backward customs tend to make its inhabitantsstem and
unfriendly. Humans of this region tend to be short,
perhaps to due to halfling blood within their veins.
They are paler than their northem neighbors, though
they still tend to have dark eyes and hair. Riftfolk
mostly inhabit the nationsofVeren,Westlund,North-
ern Hialand, Sereth-tre and Southern Hialand.

Draconic Soul [Specjal]


Tapping deeply into the draconic heritage, the
most powerful of the Dragon Lands’ sorcerers can call
forth the very elemental essence of their ancestors to
enhance the potency of their magics.
Prerequisites: Any Wyrm-blooded scion feat,
Cha 13.
STRANGE LANDS: LOST TRIBES O F THE SCARRED LANDS

Special: This feat may be selected more than book, Chapter 8: Combat, Special Initiative Actions,
once, with each successive feat applying to a new “Ready”).Any weapon that would normally deal double
energy type. damage if set against a charge instead deals triple damage.
Entrenched Hatred [General] A n y other weapon deals double normal damage.
Special: Normally, certain piercing weapons such as
‘The rigid elves of Clan Sartas are known for their
spears and tridents inflict double damage if set to receive
hatred of mixed-breeds and their disdain for other
a charge, while other weapons inflict normal damage.
races. They focus this rage to strike down those who
would dare to defile their heritage. Ora cle [Genera11
Prerequisites: Clan Sartas, Traditionalist. Chosen by the very gods as paragons of their
Benefit: The character gains a + 2 morale bonus ideals, oracles spread their faith through perseverance
to attack rolls against half-elves and a + 1morale bonus and example in a hostile land.
to attack rolls against all other non-elves. Prerequisites: Ability to turn or rebuke undead,
FarnjLial Wjzardry [Special] Wis 13.
Benefit: When dealing with those who do not
‘The rare wizards of Clan Arquoth often receive
worship the gods, the character may add his Wisdom
their start from the secret spellbooks and mysterious
bonus to any Bluff, Diplomacy or Sense Motive checks.
texts that have been passed down for generations.
I?rerequisites: Clan Arquoth, Int 13. Ragjng Dragon Style [MartjalMsI
13enefit: A character with this feat gains an addi- Those practitioners of the Draconic Arts fortu-
tional arcane spell added to her spellbook at each nate enough actually to be trained by dragons enjoy a
level,,including 1st level. This is in addition to the two level of mastery unreached by other monks. The
spells, granted by advancement in the wizard class. dragon mentor is able to unlock the student’ski energy,
Spells gained via this feat can be prepared without the allowing her to use her inner strength better.
use of a spellbook, as per the Spell Mastery feat. Prerequisites: Still mind class ability, Cha 13.
Special: This feat may be taken only by a 1st-level Benefit: The monk is considered one level greater
wiwdoracharactertakingherfirstlevelinthewizardclass. than normal for the purposes of employing the whole-
Fjre jn the Blood [Special] ness of body class feature. In addition, the save DC
increases by + 1when employing abilitiesdependent on
‘rapping into her latent sorcerous talent, wizards
ki energy, such as Stunning Fist feat or the quivering
trained by Clan Arquoth are granted a flexibility in
palm ability. Finally, if the character has spell resistance
spellcasting that most wizards cannot match.
as an innate or class ability, it increases by +2.
Prerequisites: Clan Arquoth, Familial Wizardry,
Spell Mastery, Int 13, Cha 13. Scholastjc Contacts [General]
I3enefit: The character may choose to channel Strong believers in the wide dispersal of knowl-
stored energy from previously prepared spells into edge, Clan Arquoth reasons that only through criticism
spells she is innately able to cast. The character may and commentary can true learning take place. By
“lose”any prepared spell to cast a spell associated with calling upon clan contacts, the character is able to tap
the Familial Wizardry feat or the Spell Mastery feat of into this circulation of knowledge.
equal or lower level. Metamagic feats may be applied Prerequisites: Clan Arquoth, Int 13.
to these spontaneously cast spells, but the total level of Benefit: At every level, includingthe level at which
the spontaneously cast spell must be equal to or lower this feat is selected, the character receives one extra skill
than the prepared spell used. If metamagic feats are point, which may be spent only on Knowledge skills.
applied, the spell’s casting time increases just as if a Furthermore, the character may choose any one Knowl-
sorcerer had applied the metamagic feat. edge skill which will then count as a class skill.
Special: Normally wizards may not cast spells Strength of Stone [General]
spontaneously;they must be prepared ahead of time.
Relying on secrets gleaned from the ancient tombs
The Land’s Seal [General] of the delvgarn, the warriors of Clan Vicceros have
The warriors ofClanVicceros,applyingthe knowl- learned to tap into the very power of stone to make
edge gained from the ancient ruins of the delvgarn, themselves immovable.
have learned to use their immovability to inflict griev- Prerequisites: Clan Vicceros, Dodge, Endurance,
ous injury on those who would overrun them. Con 13.
Prerequisites: Clan Vicceros, Dodge, Endurance, Benefit: Once per day per point of Constitution
Strength of Stone. bonus, the character may assume a defensive stance.
Benefit: While assuming a defensive stance as de- While in this stance, the character may not move, but
scribed in the Strength of Stone feat, the character may gains + 2 to Strength and Constitution, a +1 dodge
ready any weapon to receive a charge (see Player’s Hand- bonus to AC (stacks with Dodge feat), and a +2
CHAPTER THREE: LAND O F THE WVRMS

resistance bonus to all saves. This defensive stance character can convince an opponent within 30 feet
lasts for 3 + Constitution modifier in rounds, or until that he is not a pressing threat. Generally, the oppo-
the character moves and breaks the effect. nent will then proceed to attack opponents who are
more threatening until none remain. If the character
Strength through Adversjty [General] attacks that opponent or otherwise displays that he is
Someclans of the DragonLandshold stronglyto the more dangerous than he appears, the effect is broken.
ethic of growth through challenge and adversity. A
warrior’s pain merely driveshim to excel,heedlessof cost. Undymg Resolve [General]
Prerequisites: Clan Val or Clan Vicceros. Refusing to succumb to death, the halflings of Clan
Benefit: If reduced to fewer than half of his Drask cling to consciousness to fight for their families,
normal hit points, the character receives a + 1 morale their communities, their clan and their race. Only when
bonus to all attack rolls, skill checks and saving throws. the darkness overcomes them and their bodies lie still
If reduced to less than a fourth ofhis normal hit points, can warriors truly say they have given their all.
this bonus increases to +2. Prerequisites: Clan Drask, Endurance, Diehard,
Con 13.
Ted to the Land [General] Benefit: When reduced to 0 to -9 hit points, the
Calling upon the spirits of the land surrounding character may act as normal rather than as if he were
them, druids of the Dragon Lands are able to assume disabled. The character may make move actions, stan-
more powerful animal forms. dard actions, full-round actions, and strenuousactions
Prerequisites: Clan Ferrilath, Clan Benshabal or as normal without inflicting additional damage to
House Kalanganjus; wild shape class ability. himself. The character dies normally upon reaching -
Benefit: If the druid assumes a wild shape form of 10 or lower hit points.
an animal native to the region in which she stands,
that form gains a +2 inherent bonus to Strength and
U nsh a kea ble Resolve [Genera11
Constitution. This bonus remains as long as the druid The halflings of Clan Drask are able to overcome
remains in the appropriate terrain. even the most powerful of magics that would subvert
their will. Even if temporarily overcome, these war-
Tolerant [General] riors can throw off nearly any effect.
Used to dwelling in diverse regions, some folks of Prerequisites: Clan Drask, Iron Will.
the Dragon Lands have learned to adapt to foreign Benefit: If the character is affected by any com-
customs, endearing themselves to others while main- pulsion or fear spell or effect and fails her saving throw,
taining the strengths of their own beliefs. she can attempt again one round later at the same DC.
Prerequisites: Clan Seleenst, Clan Benshabal or The character gains only one extra chance to succeed
House Pellinth. at this saving throw.
Benefit: The character receives a + 2 bonus on all
Diplomacy checks and Diplomacyis considered a class
Wanderlust [General]
skill. In addition, the character gains a + 1 bonus to all The merchants and explorers of Clan Seleenst are
Will saves. savvy travelers, able to survive in nearly any terrain
and pick up on local customs quickly.
Tradjtjonaljst [General] Prerequisites: Clan Seleenst.
Clinging to the glories and traditions of the past, Benefit: The character gains +2 to all Survival
the elves of the Dragon Lands often become walking checks. Survival and Speak Languages are now con-
libraries of historical knowledge. sidered class skills.
Prerequisites: House Kalanganjusor House Sartas,
lawful alignment. Totem Feats
Benefit: The character gains a + 2 bonus to all The races of the Dragon Lands revere spirits in a
Knowledge (history) and Knowledge (nobility and different manner than the tribes ofGhelspad or even the
royalty) checks. These are now considered class skills. Ushadan of Termana. Viewing dragons as the highest of
Unassuming Nature [General] spirits,inhabitants of the Dragon Lands worship the very
aspects that make these creatures sacred. What follows is
The humble halflings of Clan Ferrilath and wise
a collection of totem feats, tied to the Archetypes of the
members of Clan Benshabal radiate a sense of peace
elemental clans and the spirits of the dragon societies,
and serenity. This aura of calmness hardly appears
threatening, and most opponents are unable to discern appropriate for the Dragon Lands.
exactly where the true danger lies. These feats are gained by those individuals who
have been adopted by particular spirit totems. An
Prerequisites: Clan Ferrilath or Clan Benshabal.
initiate usually undergoes some sort of ritual or ordeal
Benefit: As a move action, with a successful Bluff
where she attracts the attention of her potential to-
check (versus an opponent’s Sense Motive check),the
tem. The exact nature of this ritual varies depending
STRANGE LANDS: LOST TRIBES O F THE SCARRED LANDS
***%?%.4“*

on tribal customs but is officiated by one of the Prerequisites: Chaotic evil, chaotic neutral or
spiritual elders of the tribe. Usually a person has only neutral evil alignment.
one totem that she is beholden to. These feats are Benefit: While channeling Destruction, you gain
available to characters who hail from cultures that the Improved Sunder feat, even if you lack the normal
revere the spirits of the land, but it is possible for one prerequisites. Also, you gain a + 2 circumstance bonus
of th.e totem spirits to appear to those who did not to all Disable Device checks, and you may use the skill
know of them before. untrained.
‘Totem feats represent the ability to channel the Taboo: Destruction revels in needless devastation
essence of the totem into the user. The wielder of the and chaos. Those who would harness its wrath must
feat must use a standard action to channel her totem. seek never to create, only to destroy the works of others.
Being imbued with a spirit is physically taxing, and a
character can maintain this state for only a number of
Duchess of the SilentSky [Totem]
rounds equal to 3 + the character’s Constitution Beautiful Luranvilah, the Duchess of the Silent
modifier. The character may end the channeling ear- Sky, is a wise and radiant spirit that promotes harmony
lier i f she so desires. and spirituality. The Duchess never chooses those
,A character can channel her totem only anumber who are violent or lack vision. Children of the Duch-
ess are often healers, diplomats and guardians of their
of tinnes per day equal to 1 + the character’s Charisma
communities.
modifier. Additionally, a totem feat gives a skill bonus
to a skill relevant to that totem. This bonus applies at Benefit: You gain a +2 circumstance bonus to all
all times, whether the character is channeling her Diplomacy checks. While channeling the Duchess of
totem or not. the Silent Sky, you are protected as per the sanctuary
IEach totem feat also has a taboo - something spell. The Will save DC to overcome this effect is 10
that, if done, offends the patron spirit. If a character + 1/2 character level + Cha modifier.
has a totem feat and breaks the taboo, the character Taboo: The Duchess of the Silent Sky cannot
loses access to the benefits of the totem feat until she abide those who lack the strength of their convictions.
undergoes some rite of contrition. These rites usually Those who would betray that which they believe in or
take the form of some quest undertaken to regain the engage in gross hypocrisy will draw the spirit’s ire.
favor of the totem. The difficulty of the quest is usually Duchess of the StormySeas [Totem]
determined by the circumstances of the infraction. Potent Maeklala, the Duchess of the Stormy Seas, is
Benevolence [Totem] a chaoticspirit of great anger and force. Employingthe full
’4 spirit manifesting in the affable dragons of the intensity of her power, children of the Duchess often
Auspicious Dragon Society of Fortune, Benevolence become great warriors,potent exemplarsof chaos and rage.
represents the ties of good will which bind all beings. Benefit: You gain a +2 circumstance bonus to all
Children of Benevolence seek to fight injustice and Intimidation checks. In addition, when channeling
tyranny and to assist others whenever possible, often the Duchess of the Stormy Seas, you receive the
being healers, wanderers and holy persons. benefits of the Great Cleave feat, even if you lack the
Prerequisites: Chaotic good, chaotic neutral or normal prerequisites.
neutral good alignment. Taboo: A chaotic and free spirit, the Duchess of
Benefit: Benevolence grants a +2 circumstance the Stormy Seas will turn against those who seek to
bonus to all Diplomacy checks. While channeling bind her. Children of the Duchess must never seek to
Benevolence, you gain the ability to lay on hands, impose their vision of order on the world around them.
healing a number of hit points per day equal to your Duke of the Iron Mountain [Totem]
Wisdom modifier x character level. This ability may Wily Titankhat, the Duke of the Iron Mountain,
be wed on others only. is a spirit of peace and community. A pillar of strength,
‘Taboo: Benevolence instructs its followers to the spirit promotes endurance and growth. The Duke
help others whenever possible. Those who selfishly chooses those who seek to protect their communities,
place themselves above others will find Benevolence their families and their honor, those who can endure
has left them. hardship without becoming grim or embittered.
Destructjon [Totem] Benefit: You gain a + 2 circumstance bonus to all
The spirit of Destruction, exemplified by the Glo- Heal checks and may use the Heal skill untrained.
rious Devil-Dragon Society, manifests itself in warfare, While channeling the Duke of the Iron Mountain, you
mindless carnage and the fury of nature. Children of gain damage reduction 21-.
Destructionare often madmen, seeking to strike back at Taboo: Children of the Duke must never display
a world that has caused them pain. Such souls often rampant greed. Although they may accumulatewealth,
become warlords and sorcerers of horrible power. this desire must be always suborned to the duties of
peace, community and honor.
CHAPTER THREE: L A N D O F T H E W R M S

Duke of ScorchjngFlame [Totem] Benefit: You gain a +2 circumstancebonus to all


Brilliant Phlegatharos, the Duke of Scorching Intimidate checks. In addition, when channeling
Flame, is a spirit of burning wrath. Both destructive Majesty, you may better demoralize opponents in
and cleansing, the Duke favors those souls who are combat (see Player’sHandbook, Chapter 4: Skills, Skill
brave and passionate, and instills them with his fiery Descriptions, “Intimidate”).Instead of the normal -2
essence. Children of the Duke often become powerful penalty to attackrolls, ability checks and saving throws
warriors, leaders and artists. for being shaken for 1 round, the demoralized oppo-
Benefit: While channeling the Duke of Scorch- nent receives a -4 penalty for ld4 rounds.
ing Fire, every natural or melee attack you make deals Taboo: Apowerfulspirit,Majestyrefusesto kneel
an additional +ld6 points of fire damage. In addition, before any being. Children of Majesty are forbidden
you gain a + 2 circumstance bonus to all Intimidation from groveling or kowtowing to anyone.
checks. Virtue [Totem]
Taboo: The wrath of the Duke of Scorching Exemplified by the noble dragons of the Forth-
Flame shall never be quenched, lest it be turned right and Virtuous Dragon Society, Virtue represents
against those who would harness it. Children of the all that is good, sacred and worthy. Children of Virtue
Duke must never let an insult pass unanswered nor fail strive to live up to the high ideals of their patron,
to retaliate against those who would wrong them. becoming heroes and paragons within their communi-
Majesty [Totem] ties.
A spirit that flourishes among the Dragon Society Prerequisites: Lawful good, lawful neutral or neu-
of Righteous Majesty, the spirit of Majesty seeks glory, tral good alignment.
rulership and order. Children of Majesty seek to domi- Benefit: Virtue grants a + 2 circumstance bonus
nate others, establishing themselves at the top of any to all Sense Motive checks. In addition, while chan-
hierarchy. Power for its own sake is the hallmark of neling Virtue, you gain a + 2 bonus to all Will saves.
Majesty. Taboo: Intentionally committing any evil act is
Prerequisites: Lawful evil, lawful neutral or neu- anathema to Virtue and shall draw the spirit’s ire.
tral evil alignment.

A druid who both serves one of the totems of the world and has mastered the art of shapeshlftingcan perform mighty
acts of channeling, learning to assume some of the traits of his totem.
Prerequisite: Wild shape ability, one Totem feat.
Benefic By expending a daily wild shape use, the druid is able to undergo some kind of physical transformation
appropriate to his totem. This ability can be used only while the druid is channeling the totem in question, although the
channeling benefit lasts for the entire period of the transformationrather than its normal duration. The totem featsbelow
note details of that transformation; additionaltotem feats and their attendanttransformationsare detailed in the Player’s
Guide to Clerics and Druids and the Player’s Guide to Fighters and Barbarians. These traits last for 10minutesper level
in the druid class (or other classes that grant the wild shape ability).
Benevolence: While channeling Benevolence, a druid may expend a wild shape use to gain a +4 primal bonus to
Wisdom, which applies only to hit points recovered when laying on hands.
Destruction: Whilechanneling Destruction,adruidwhoexpendsawildshapeusegainstherageabilityofbarbarians.
Duchess of the Silent Sky: By expending a wild shape use while channeling the Duchess of the Silent Skies, the
druid develops a set of draconic wings, enablinghim to fly at his normal speed and averagemaneuverabilityfor the duration
of this ability.
Duchess of the Stormy Seas: By expending a wild shape use while channeling the Duchess of the Stormy Seas, the
druid develops a set of gills, enabling him to breathe underwater for the duration of this ability.
Duke of ScorchingFlames: Whilechanneling Destruction,adruid whoexpendsawildshapeusegrowsthickreddish
scales, granting her a + 1 natural armor bonus as well as fire resistance 5.
Duke of the Iron Mountain: While channeling the Duke of the Iron Mountain, a druid who expends a wild shape
use gains the iron resilience of the earth, granting him a +2 primal bonus to Constitution.
Majesty: While channeling Majesty, a druid who expends a wild shape use gains the overwhelming presence of
dragons, granting him a +2 primal bonus to Charisma as well as a + 1 primal bonus to Will saves.
Virtue: While channeling Virtue, a druid who expends a wild shape use may apply her Charisma modifier
as a primal bonus to all saving throws.
9@gic is writ in the very bones @ these isknd5,yung
OMeCjtrst as mgic is in the bones @ the Dragons. It is both
a privikge and a responsibility t o be taught the rrysteries
aJF using those magics,one that shouu not be takm Lghtly
by those who claim t o serve the Dragons and the Lands
e you t a k neitherfwgrantui.
; a d f o r them. ~ e that
- master Washu t o his apprentice, before teaching him the
rites t o unlock the dragon’s blood within

i
CHAPTER FOWR: MAGIC OF T H E CLANS

: Many of the weapons and armor developed by the


crown and overlapping plates of boiled leather rein-
forced with alchemically treated bamboo over the
neck, fitted with a steel face-maskdepicting the head
people of the Dragon Lands were inspired by their of a dragon. The crafting of the dragon’s visage is an
draconic overlords. This is especially true of the weap- important part of the process, and each craftsman
ons used by monks all over the world: the kama calls to seeks to attune himself to the very spirit of the armor
mind the curving fangs of the dragons,while nunchaku as he crafts it, in order to best express that spirit in the
are their whipping, devastating tails. face of the dragon on the armor. The forehead of the
This is taken to extremes in the dragon blades and dragon is always set with a gemstone, often one that
dragon armorsoftheGreat Clans ofthe Dragon Lands. denotes membership in a certain warrior brotherhood
Designed with impressive precision, each piece must or school of swordsmanship. The dragons are also
be constructed as a masterwork item- so precise is the known for rewarding certain accomplished warriors
design on these weapons and armor that less than the with magical gemstones that can be set into the
most exquisite craftsmanship will end in a worthless helmets. Because of the fearsome visage of these masks,
mess likely to break the first time it is used. Because of the warrior gains a +1equipment bonus to Intimida-
this, craftsmen capable of creating such wonders are tion checks while in combat.
considered national treasures, and only the richest Dragon Mail, Heavy: Designed nearly identi-
warriors are likely to bear these arms and armors. cally to light dragon mail, heavy dragon mail is actually
Dragon Mail, Light: The dragon armors are built constructed from thin scales of steel, rather than
upon a frame of alchemically treated bamboo, de- boiled leather. These plates are then lacquered the
signed to reinforce the natural flexibility of the wood color of the warrior’s dragon-lord’sscales, giving them
while increasing its strength to that more similar to an eerie sheen similar to that of actual dragon scales.
ironwoods. Over this frame is set rows of precisely These suits of mail also include the dragon helms.
crafted scales, in emulation of the dragons’ mighty Dragon Blade: The dragon blade is perhaps the
hides -indeed, the scales themselves are dyed a color single most important weapon to the people of the
appropriate to the hide of the warrior’s draconic lord. Dragon Lands, for the secrets to crafting it were given
Each style of craftsmanship has its own techniques for to them by the dragons themselves. Curved like the
shaping the scales themselves, and the specific crafts- talons of the dragonsthemselves and just as keen, each
man (or at least the clan to which he belongs) can dragon blade is a unique work of art. The hilts of these
often be told by the knowledgeable armorsmith by blades are bound in leather crafted from the moltings
looking at the design of the scales on the armor. of one of the dragons -each society of
Dragon armor includes an im- dragons maintains a stable of crafts-
pressive helm crafted of a steel
cast-off bits for the
STRANGE LANDS: LOST TRIBES O F THE SCARRED LANDS

~ _ _

Maximum Armor Arcane


Armor Dex Check Spell
cost Bonus Born Penalty Failure Weight

‘The dragon blade is part of the national identity fact, they seem to have been spared the curse
of the people of the Dragon Lands. Unlike dragon that struck many magic items in the Scarred
armor, they are not thought to possess their own Lands that occurred with the destruction of
spirits. Instead,they are believed to possess a small part Mesos in t h e opening days of t h e Divine War. In
of the spirit of the dragon who gave his very flesh to a place so given to war as the Dragon Lands, the
enwrap the hilt. Dragon Lands legend has that the most common types of magical items to be found
blade will fail and turn against a wielder who tries to are weapons and armor, though items that assist
use it against the faithful of the dragon whose skin the dragons ( o r their lieutenants and client-
makes up the hilt -as a result, it is one of the standard nobility) in t h e running of their realms are
concessions of war to gather up those blades that are common as well, from courtly magics to commu-
still whole after a battle and return them to the clan nications items.
that lcreated them, in honor of this.
]Dragon blades are considered exotic weapons, Magjc Weapons
except to those of the Dragon Lands, for whom the New Magjc Weapon Special Abjlity
blades are considered martial weapons. Should a char-
acter from the Dragon Lands use a dragon blade
Descrjptjons
against the draconic society that produced the blade, As noted in Chapter 7 of the DMG, a weapon
he reiceivesa-1 circumstance penalty to all attack rolls with a special ability must have at least a +1
while working against that society’s ends. enhancement bonus.
.4s a masterwork weapon, the dragon blade gains Energy Reflection
a + 1 enhancement bonus to all attack rolls. Description: W h e n dragons take to the
Dragon Blade, Mighty: The mighty dragon blade battlefield, devastation results, and dragon no-
(sometimes called the wyrm-blade) is a larger, more bility are rarely shy. As a result, many warriors
impressive example of the dragon blade. Wyrm-blades have had their weapons enchanted with this
can be wielded two-handed only and are so large that ability, providing themselves defense from the
only the moltings of very old dragons (which happens terrible breath weapons.
infrequently) ever produce sufficient material to cover Powers: A weapon with this special ability can
their hilts. As the dragon blade, wyrm-blades are reflect energy attacks made against its wielder. Upon
exotic weaponsfor outsiders, but natives of the Dragon creation, the weapon is set to reflect one type of
Lands consider them martial weapons. They are also energy. The weapon can reflect any energy attack that
subject to the same penalty for use against the clan that does not require an attack roll (a fireball, lightning
produced one. bolt or dragon’sbreath could be reflected, while scorch-
14s a masterwork weapon, the mighty dragon ing ray or damage from a flaming weapon could not).
blade gains a + 1enhancement bonus to all attack rolls. Reflecting energy requires a readied action. Reflected
cones and lines move straight back toward the at-
a- tacker; other area of effect attacks become centered on
the attacker (and may still affect the one who reflected
W i t h the proliferation of sorcerers and the
it, if he remains in the area of effect). Consult the
mysticism surrounding the role of the craftsman
correspondingchart to determine randomly what type
in the Dragon Lands, it should come as n o sur-
of energy a weapon can reflect.
prise that they bear many, many magic items. In
CHAPTER FOWR: MAGIC O F THE CLAN5
Si-%

Blade Oils
Blade oils are alchemical substanceswhich can be
applied to a weapon to create magical effects for a
limited period of time. They are particularly popular
with adventurers, who use them to modify their weap-
ons to deal with various foes and exploit their
vulnerabilities. Some nations and secret societies de-
velop their own blade oils and keep their formulae a
closely guarded secret.
Most blade oils are volatile and evaporate quickly.
Strong abjuration; CL 15th; Craft Magic Arms
An application lasts for the indicated duration and then
and Armor, energy immunity, spell turning, +3 bonus.
vanishes along with its effects, even if it goes unused
Kjn-tied during that time. A weapon can have only one blade oil
Description: In order to prevent the powerful applied at a time; a new application negates any previous
weapons crafted by members of their clan from being oil. The prices listed below are for one vial of blade oil,
used by others, the dragon lords created this specific each of which contains a single application.
enhancement to a weapon. Because most of the Applying the oil to the weapon is a full-round
members of a given clan have the blood of their action that provokes an attack of opportunity. Making
draconic lords in their family histories somewhere, blade oils requires the Brew Potion feat and at least 6
sorcerous weaponsmiths of that clan can attune the ranks in Craft (alchemy).
weapons they craft to that blood. All dragons ac- Despite the name, most blade oils can be applied
cepted as lords of a clan become tied into that clan’s to any type of weapon, not just blades. A single flask of
bloodline through the use of a true ritual known to blade oil can coat one melee weapon (regardless of
the dragons themselves. This same ritual is used on size) or 10 missiles. More blade oils can be found in
those who are adopted into the clan - those thus Relics and Rituals 2: Lost Lore.
affected are considered part of that clan’s bloodline
as well, as are his family.
AdamantineWeapon
Powers: This blade oil gives a weapon the prop-
Powers: A kin-tied weapon is tied to a spe-
erties of adamantine, including the ability to bypass
cific group or type of user, bestowing two negative
any Hardness less than 20 and a +1 enhancement
levels o n any creature not of that type who
bonus. The weapon is also considered to be adaman-
attempts to wield it. T h e negative levels remain
tine for the purposes of bypassing damage reduction.
as long as the weapon remains in the bearer’s
The application lasts 7 rounds.
hand and disappear when the weapon is n o longer
wielded. These negative levels never result in Moderate transmutation; CL 7th; Brew Potion;
actual level loss, but they cannot be overcome i n Price 1,050 gp.
any way (including restoration spells) while t h e AlchemjcalSilverWeapon
weapon is wielded. Powers: When applied, this blade oil gives a
Moderate divination; CL 7th; Craft Magic Arms weapon the properties of alchemicalsilver. The weapon
and Armor, enervation, locate creature;Price + 1,000gp. takes a -1 penalty on damage rolls and is considered
SpecificWeapon silver for the purposes of bypassing damage reduction.
The application lasts 8 rounds.
Night’s Fang Faint transmutation; CL 3rd; Brew Potion; Price
Description: The prized weapon of the Slaugh- 300 gp.
tering Devils, an order of assassins and terrorists
sponsored by the Glorious Devil-Dragon Society, the Aljgn Weapon
night’s fang is found only in the hands of their Life Powers: This blade oil makes a weapon good,
Reapers, powerful shadow warriors favored by the evil, lawful or chaotic, as you choose. A weapon that
dragons of the Society. is aligned can bypass the damage reduction of certain
Powers: This +2 dragon blade of throwing and creatures. This oil has no effect on a weapon that
returning bestows the effects of the Deflect Arrows feat already has an alignment. The application lasts 8
upon the wielder. The weapon becomes invisible with rounds.
the whisper of a command word, only becoming vis- Faint evocation; CL 3rd; Brew Potion, align
ible again when the wearer uses it in combat. weapon; Price 300 gp.
Moderate evocation; CL 8th; Craft Magic Arms Bane Weapon
and Armor, telekinesis, magic stone, protection from Powers: The weapon excels at attackingone type or
arrows, invisibility; Price 96,315 gp; Weight 5 lb. subtype of creature, chosen by the oil’s creator upon
STRANGE LANDS: LOST TRIBES O F THE SCARRED LANDS

creal ion (for list of creature types, see DMG, bane special Powers: For o n e hour, this brew alters t h e
weapon quality). Against its designated foe, its effective metabolism of t h e drinker so t h a t she may e a t
enhancement bonus is +2 better than its normal en- any solid matter and derive nourishment from
hancement bonus (or +2 if the weapon had no it. The items ingested must still be vaguely
enhancement). It deals an extra 2d6 points of damage chewable or a t least small enough t o swallow.
against the chosen foe. The application lasts 8 rounds. T h e ingested items t u r n i n t o matter t h e body
Moderate conjuration; CL 8th; Brew Potion, sum- can digest. O n e week’s worth of sustenance is
mon monster I; Price 400 gp. provided as long as t h e drinker eats enough t o
feel full each day. Poisonous matter t h a t is
Cold-forged Iron Weapon ingested is neutralized and becomes nourish-
Powers: T h e weapon gains the properties of ment as well.
cold-forged iron for the purposes of bypassing dam- Faint transmutation; CL 5 t h ; Craft W o n -
age reduction. T h e application lasts 7 rounds. drous Item, neutralize poison, caster level 5 t h ;
Faint transmutation; CL 3rd; Brew Potion; Price 750 gp
Price 300 gp.
Ghost Touch Rjngs
Powers: The affected weapon deals damage nor- Alchemjst’s Ring
mally against incorporeal creatures, regardless of its Description: These rings are always made from
bonus. The weapon can be picked up and moved by an the most alchemically pure materials, true gold
incorporeal creature during that time. Essentially, a (orichalcum) or true silver (lunargent) being the most
ghost touch weapon counts as either corporeal or common varieties.
incorporeal, whichever is more beneficial to the wielder
Powers: T h i s ring grants its wearer a +10
(see JDMG,ghost touch special weapon property). The competence bonus to all Craft (alchemy) skill
appliication lasts 9 rounds.
checks. It also allows t h e wearer t o prepare and
Moderate conjuration; CL 9th; Brew Potion, cast one additional Transmutation spell per spell
plane shift; Price 1,350. level each day, as if she were a wizard specializ-
Merciful Weapon ing in t h e transmutation school. If the wearer is
Powers: T h e weapon deals an extra ld6 points a spellcaster who does not normally prepare
of damage, and all damage it deals is nonlethal spells, she can still cast one bonus transmuta-
damage. O n command, the weapon suppresses this tion spell per spell level per day. These are bonus
ability until commanded to resume it. T h e applica- spells - a wearer who cannot cast spells gains
tion lasts 6 rounds. n o benefit from this ability.
Faint conjuration; CL 3rd; Brew Potion, cure Strong transmutation; CL 12th;Forge Ring, Spell
light wounds; Price 150 gp. Focus (transmutation), creator must have at least 10
ranks in the Craft (alchemy) skill; Price 85,000 gp.
Mighty Blow
Powers: The weapon’s critical multiplier in- Rods
creases. A weapon with a x2 multiplier becomes x3, a
xJ wleapon becomes x4, etc. The potion will not affect
Rod of the Arachnid
a weapon with the keen ability. The application lasts Description: Crafted of polished steel and black
7 rounds. obsidian by spider-eye goblin shamans of the Dragon
Lands’ deep jungles, the rod of the arachnid is inlaid
Moderate evocation; CL 7th; Brew Potion,
with fine silver threads resembling spider webs. A
divine power; Price 1,050 gp.
silver spider at either end of the rod holds a large ruby
Potj ons in its legs. A n outsider who holds one of these items
is liable to come under attack from any spider-eyed
Iron Belly Brew goblin she meets.
Description: Formulated by a magician trapped Powers: This rod can cast the following spells
in a remote wizard’s lab for weeks, this concoction three times per day as if a 9th level caster: freedom of
allows a person to gain nourishment and suste- movement, splder climb and web. Once per day the
nance from the most alien of foodstuffs, such as wielder can also summon ld6 Medium monstrous
shoes, boiled leather and dagger hilts. Once the spiders or Id3 Large monstrous spiders (see MM,
magician finally escaped the teleportation traps in Appendix 3).
the wizard’s laboratory, he sold this formula and Moderate conjuration;CL 9th; Craft Rod,free-
swore off eating glass, rubber tubing and stone dom of mowement, spider climb, summon monster V,
forever. web; Price 120,705 gp; Weight 2 lb.
CHAPTER F O U R : MAGIC OF THE CLAN5
&+e?.Ez

Ambassadors wiped clean, that they might


Rod of Harmony serve only the Emperor.
Description: First crafted by the Beauteous Powers: The ambassador’s talisman confers con-
Minister of Harmony and Grace of the Auspicious tinual damage reduction of 1O/magic when worn.
Dragon Society of Fortune, this simple rod of wood T h e item must be worn continuously for a full 24
and banded silver was used to good effect toward hours before the effect begins.
the goals of the Society. Because of the Minister’s Strong abjuration; CL 15th; Craft Magic Arms
love of extravagant gifts, he often created other and Armor, Craft Wondrous Item, mage armor;
copies of this rod to give to other musically tal- Price 50,000 gp; Weight 1 lb.
ented courtiers of visiting clans.
Bindi of Shared
Powers: The rod’s user receives a +4 enhance-
ment bonus to Charisma. At will, the rod may be
Thought and Sight
reshaped into a masterwork form of any woodwind or Description: A bindi is a small jeweled orna-
stringed instrument. When the instrument form of ment worn on the brow slightly above and between
the rod is used to produce a bardic music effect, its the eyes of the wearer. These particular bindi are
effect is doubled (i.e., twice as many creatures are made in pairs, each attuned to the other to keep the
affected, bonuses are doubled, etc.). In addition, any wearers in communication. These items have seen
bardic music effect that imposes a saving throw has a many uses, from a lord remaining in contact with
+ 2 bonus to its save DC. his bodyguard during tense negotiations to spies
The following spell-like abilities may be used working in tandem to allow silent communication
and mapping an area covertly.
once per day each: dirge of woe, songof champions,song
of heroes. Powers: This paired item allows the two be-
ings wearing e a c h bindi t o c o m m u n i c a t e
Strong enchantment; CL 16; Craft Rod, dirge
telepathically whenever they are within 100 feet
of woe?, eagle’s splendor, song of championst, song of
of each other. As a standard action, an individual
heroes?, creator must have the bardic music ability;
Price 57,570 gp; Weight 2 lb. can also send a mental image of where h e is to the
other person. T h e sender also conveys an idea of
Wondrous Items where that location is in relation to the person
receiving the image.
Ambassador’s Talisman Both people must be wearing a bindi in order
Description: A small gold or silver amulet inlaid for these abilities to work. If the bindi is removed
with precious stones, this item has seen extensive use from one of the wearers, the other wearer auto-
by the Ambassadors of the Emperor, the council of matically knows. T h e bindi uses up the same
diplomats who give up their names and familial links, inventory slot that a phylactery, hat or helm
their memories of their lives before they undertook would.
STRA’NGE LANDS: LOST TRIBES OF THE SCARRED LANDS

Powers: The boat leaf is a six-foot-


long magically grown leaf, three feet wide
at the center, 18 inches deep in the
middle. Upon the uttering of a command
word, the leaf furls or unfurls, changing
into a boatlike construction or a rolled-
up bundle capable of fitting in a scroll
tube. In water, the bout leaf glides rapidly,
adding 10 to the base movement of the
boat. A n overturned boat leaf is excep-
tionally tough and can provide full cover
to a Medium creature under it. The boat
leafs structure has Hardness 10 and 10
hit points.
Moderate transmutation; CL 6th;
Craft Wondrous Item, wood shape, cre-
ator must be an elven druid; Price 24,000
gp; Weight 4 lb.
Deadly Jongleur’sSlippers
Description: When the mighty
dragon lord Biyatha Kel-Umaru of the
Glorious Devil-Dragon Society was
brought up on charges of improper adher-
ence to the codes of war among the
dragons, the Emperor demanded that he
deal appropriately with the many or-
phans created by his personal armies and
their vendettas. Biyatha took in these
orphans and the charges were dropped.
These orphans were horribly disfig-
ured, their noses cut off and crimson
incisions made in lines above and be-
neath their eyes to give them a terrible
stare. Slits were cut into the sides of their
mouths out to their cheeks to widen their
grins and their teeth were removed to
grant them comical scarlet grimaces.
These terrors were taught all manner of
entertaining at the courts of the dragons,
including miming, juggling and other
forms of madcap capering. In short order,
other dragons began to seek out the ser-
vices of Biyatha’s Merry Harlequin
Society. Upon seeing the entertainers at
Moderate divination; CL 7th; Craft Wondrous court, the Emperor gave Biyatha the title of Father of
Item, arcane eye, detect thoughts; Price 84,000 gp (per Clowns. It is unclear whether this was a sign of ap-
pair) proval for Biyatha’s efforts to redress his past breach of
the code of war or as a warning that he never again
Boat Leaf stray from the code’s tenets. While Biyatha despises
Description: The elves ofClan Kalanganjusbuild the Emperor’s title, he has little choice but to accept
these magical boats using specially grown trees main- it graciously.
tained by clan. Each of these boat leaves is grown, not The master entertainers of the Merry Harlequin
built or carved. The deceptively strong-lookingcon- Society are twisted and monstrous creatures who are
struction of the bout appears to be from a single plank given these shoes. The deadly jongkur’s slipws are fine
of carved wood. In fact, the entire boat is one magical black and red velvet with several small silver bells and
leaf enchanted to move swiftly through water and to comically curled toes. Although this footwear might
collapse when needed. appear innocuous enough, the jingling of the bells can be
CHAPTER FOWR: MAGIC O F THE CLANS

deceptive in combat, and the mirthless jesters can caper and no character may receive a tattoo that has a
about in this footwear like drunken tumbling spiders. prerequisite spell with a spell level higher than the
Powers: Anyone wearing the slippers gains a + 10 character’sConstitution modifier. For example, achar-
competence bonus to Tumble checks. The wearer also acter with Constitution 16 may receive a maximum of
gains a + 10 bonus to Bluff checks for feints in combat. six ranks of tattoos, and no tattoo he receives may have
The wearer can cast either expeditiousretreat,jump and a prerequisite spell higher than 3rd level. Characters
spider climb a total of 3 times per day (each casting who suffer Constitution damage or have their Consti-
counts as one use -the wearer cannot cast each spell tution permanently lowered to the point they can no
3 times). These spells are cast at 5th level. longer support the power of their tattoos will find their
Faint transmutation; CL 5th; Craft Wondrous highest tattoo rank magical tattoo becomes dormant
Item, cat’s grace, expeditiousretreat, jump, spider climb; and unusable (and likewise further tattoos in order
Price 43,525 gp; Weight 2 lb. from highest rank to lowest until the character falls
under the Constitution limits for tattoo use). If the
Vacuum Bottle character’s Constitution is restored or even tempo-
Description: The magical secrets of the Soaring rarily increased to a level that allows use of the dormant
Sky Dragons Clan have resulted in many secrets con- tattoo, it will begin functioningnormally as long as the
cerning both the air and what happens when it is character’s Constitution remains high enough.
destroyed. This bottle was developed in response to an Unless a tattoo description specifies otherwise,
outbreak of vampiric activity in one of the client tattoos must be activated to be successfully used. The
nations sworn to the Soaring Sky Dragons. user must make a Wisdom check (DC 5 + level of
Powers: Once the stopper is pulled from this major spell effect) to unleash the powers of the tattoo
large, metal bottle, it starts sucking in the surrounding successfully, and must make a similar check to deacti-
air. As a consequence, it can clear away 10 cubic ft. of vate successfully the tattoo, if applicable. Activation
magical or natural mist or fog per round. In addition, is a standard action that does not provoke attacks of
any gaseous creature, such as a bane cloud, or a opportunity. If the activation check fails, the tattoo
spellcaster or vampire using gaseous form, within 10 does not function and its daily uses are not expended.
feet of an opened vucuum bottk must succeed at a DC Like other magical items, tattoos may not simply
20 Strength check or be sucked into the bottle. Crea- be bought in a marketplace; rather, they must be
tures trapped in the bottle cannot change forms and inscribed by a spellcaster who knows the Inscribe
can be released only by the bottk holder. The bottle will Magical Tattoo feat (described below) and also meets
hold only one creature at a time. The GM has final say the prerequisites for inscribing that particular tattoo.
on what creatures can be trapped and any other Even though tattoos do not require a verbal command
possible uses. word to activate, base prices for tattoos are normally
Moderate evocation; CL 8th; Craft Wondrous calculated as command word activated, spell effect
Item, wind wall; Price 24,000 gp; Weight 1 lb. items (see DMG, Table 7-33). Further, many tattoos
have a limited usage per day, which may affect their
TattooMagjc
Tattoo magic is a rare form of magic that allows a
spellcaster to imbue tattoo ink with magical energy.
This ink may then be used to create a tattoo on a target, [Item Creatjonl
which may be enchanted with a spell as any other The caster with this feat can infuse mundane
magical item. The target gains the ability to activate tattoos with powerful magic, allowing the wearer of
the tattoo and benefit from the spell’s effects. the tattoo to cast spells and access magical effects.
Tattoo magic is not without its drawbacks; unlike Prerequisite: Spellcaster level 3rd, Craft (tat-
normal magic items, the spell in question is not en- too) 1 rank.
chanting an object, but rather a person. While living Benefit: The tattooist with this feat can inscribe
beings may normally be affected by spells with no any magical tattoo whose prerequisites she meets.
lasting ill effects, they typically do not have to store Inscribing a magical tattoo takes one day for each
the energy powering those spells for extended periods 1,000 gp in the base price of the tattoo and requires a
of time. Bearers of tattoos, however, must become the Craft (tattoo) rating equal to3 + the highest spell level
conduitsfor the powers they channel. As a result, each of the spells that are prerequisites for the tattoo. To
tattoo conveys unique side effects that mirror the inscribe a tattoo, the artist must spend 1/25 of its
magic it channels. features’ base price in XP and use up raw materials
The number and type of magical tattoos a charac- (tattoo inks) costing half of this base price. See below
ter may possess is determined by his Constitution for descriptions of magical tattoos, the prerequisites
modifier. The character may wear a total number of associated with each one, and their prices.
ranks of tattoos equal to his Constitution modifier x2,
STRANGE LANDS: LOST TRIBES O F THE SCARRED LANDS

base price. Since tattoos have their own space limita- Moderate conjuration; CL 11th; Inscribe Magical
tiom, their base price is not affected by the “no space Tattoo, heal; Price 13,200 gp
limit ation” modifier. Also, the Game Master should Brother-sh jeld jng General
make some allowance for the side effects of a tattoo by
Tattoo Ranks: 4
lowering the base price commensurately with the
difficulties that result from the side effects (if any). Powers: This tattoo depicts the mighty Zigashii
Ma-Uharu, a red dragon general known for refusing to
Removing tattoos once in place requires high
march to war in his draconic form, preferring to be
magic, as the process is similar to disenchanting any
among his men in a form they knew and trusted. He
other magical item. Spells such as disjunction may
frequently cast aside his tactical decisions in order to
remove the magic from a tattoo (but not the tattoo
rescue his own soldiers from fates that he could pre-
image itself) and thereby eliminate the disenchanted
vent - though he was a cruel tyrant and overlord to
tattoo from the limits on the number of magical
those who served him, he was honorable and giving to
tattoos a character can possess. Nonmagical tattoos
those who were accepted into his Crimson Talon
can be removed from a subject’sskin with a regenerate
Brotherhood.
spell cast upon the inked area.
This tattoo is placed o n a group of up to twenty
Tattoos jn the Dragon Lands individuals, never just a single person. The creator
The use of tattoos is fairly common in the Dragon must pay the gold piece and experience point cost for
Lands. Originally embraced as a means of celebrating each creature inscribed. It takes the form of the general
the ties ofvassaldom between dragons and mortals, the holding aloft a symbol representative of the group,
leaders of most settlements who deal with the dragons usually a written sigil.
or their emissaries on a regular basis still tattoo their Upon activation, the wearer knows the current
bodies extensively with scenes from the legends of the status of each creature wearing the same tattoo, in-
dragons and the past of the Dragon Lands. cluding hit points; if the creature suffers from a disease
Certain powerful dragons of legend have particu- or poison (magical or natural); is subject to a mind-
lar patterns and poses they are remembered for - affecting effect, ability drain or energy drain; and the
savants know that these patterns and poses have creatures’ locations (as per a locate creature spell). The
arcane significance, for they are the patterns for magi- tattoo remains activated for one hour and can be
cal effects. These dragons are always depicted in the activated only once per day.
same ways, and some of them are so frequently de- Side Effects: The wearers must perform a short,
picted that they can be recognized by most folk of the communal ritual (such as prayer or sharing a meal) at
Dragon Lands. least once per week. The magic of the tattoo dissipates
’TheGM is encouraged not only to use the follow- forever for those who do not join the ritual.
ing as a starting point, but to alter the magical tattoos Strong divination; CL 12th; Inscribe Magical
from other Relics & Rituals books, giving them Tattoo, death watch, find the path; Price 8,000 gp
personalities and histories appropriate to the powers of
that tattoo. A tattoo always depicts an individual
Glorious Eater of the Dead
dragon, and it is a social taboo to depict only the parts Tattoo Ranks: 4
of a dragon (scales and the like) in an attempt to make Powers: This tattoo, which depicts the mighty
onesctlf appear more like a dragon. Kumaiju Ea-Hiraji, the dragon known for his hatred of
necromancers and the undead, protects the wearer
Benevolent SjlverMajden from negative energy. Once activated, it allows those
‘Tattoo Ranks: 4 who wear it to make a Fortitude save versus energy
Powers: This tattoo depicts Ukanoshi Sin-Miyata, drain immediately upon being inflicted with the nega-
the silver dragoness who eschewed the political aspi- tive level. A separate save must be made for each level
rations of her clan in order to travel among the drained. The tattoo remains active for seven minutes.
downtrodden of her clan and bring her magical heal- If the save fails, the wearer still gains a +5 holy bonus
ing to those who needed it most. to the Fortitude save made 24 hours later to remove
Upon activation, the wearer gains one-half again the negative level (see energy drain and negative
the amount of hit points healed from any cure spell (up levels, DMG). This tattoo may be used once per day.
to the wearer’s maximum hit points), for 3 hours. This SideEffects:Whenactivated the wearer glowswith
tattoo may be activated only once per day. a faint golden light. Undead creatures within 200 ft.
Side Effects: The wearer’s natural healing is immediately detect the wearer and know his location.
reduced by the potent magics of this tattoo, halving Moderate necromancy; CL 7th; Inscribe Magical
the number of hit points he gains through normal Tattoo, death ward; Price 11,200 gp
methods of healing.
CHAPTER F O V R : MAZIC O F THE CLAN5

The magics of the Dragon if he were the sleeper himself. The Descriptjon
Lands are far-reaching, for many target’s mind and thoughts are the No two battles are the same,
have blood which carries the power caster’s, however, and if called though all can be described as cha-
of the dragons themselves. As a upon to act like the target, the otic, brutal and fast. T h e
result, many among the clans and caster must make a successful Per- battle-mages of the clans have
dragon societies work to uncover form check to simulatethe target’s trained for all eventualities of com-
old, lost magics and invent new personality and mannerisms. The bat and know that no fight waits
ones. caster receives a +1 circumstance for one to prepare. By the time
bonus to this Perform check for many arcanists have cast their de-
Asha’sVaporous every day spent studying the target fensive spells, the fight has ended.
Possessjon prior to casting the spell, to amaxi-
SpellEffect
Enchantment(Compulsion) [Mind-affecting]
mum of +5.
Level: Sor/Wiz 5, Domination 5ttt The sleeper remains in a deep Battle ready allows the caster
Components: V, S, M dream state, unaware that he is to store spells for use in quick re-
Casting Time: 1 standard action under the caster’s control. Even if sponse. A small gem, used as the
Target: Self the sleeper’s body takes damage, focus, becomes the vessel of the
Effect:Special he will not awaken until the caster stored spells. While casting battle
Duration: Special (see below) has moved out of his body or the ready, the caster places within the
Saving Throw: Will negates duration of the spell has ended. If vessel any single spell or a number
Spell Resistance: No the sleeper takes damage while of spells that have total combined
possessed,he awakens immediately levels equal to or less than his
Description
once the caster leaves his body. caster level (for example, a 5th-
Every living thing that sleeps
Once the sleeper is possessed, level caster could storeshield,bear’s
is vulnerable, from the lowest
the spell’s duration is 1 hour per endurance and inwisibility), to a
halfling to the most powerful maximum of 10 levels. No spell
dragon. Sleep renders the mighty caster level. The gaseous form of
the caster can exist for only a few stored can be higher than 3rd level.
nothing more than snoring help-
minutes without the form of a host Once stored, the spells in the
less targets. This spell was
body to house it, however. At the vessel have a target of personal
developed long in the past by the
end of three minutes, if the caster and can only be used to affect the
sorceress-assassinAsha the Maiden
has not successfully possessed a caster. Each spell in the vessel can
of Mist, and has seen extensiveuse
sleeping body, the spell ends and then later be cast, one per round,
in the years since her death.
the caster returns to normal. The as a free action.
SpellEffect caster can also voluntarily leave a Material Components: A pro-
The caster of the spell be- subject’s body and travel from tective circle drawn w i t h
comes a cloud of vapor as per the sleeper to sleeper during the dura- quicksilver.
spell gaseous form. If the caster tion of the spell, but can never Focus: A gem worth no less
moves within 5 feet of a sleeping possess the same sleeper more than than 250 gp. The caster must carry
target of 5 hit dice or fewer, the once in a single day. the focus in order to call upon the
target must make a Will save Should the spell expire or if stored spells.
against the spell or inhale the the sleeper is killed while the caster
caster, absorbing the vapor into is in the sleeper’s body, the caster ConjureLivjng Sound
his own body. solidifiesand appears within 5 feet Conjuration (Summoning) [Sonic]
If the saving throw is a suc- of the target. Level: Brd 5, Sor/Wiz 4
cess, the sleeper awakes and can Material Component: A single Components: V, S, M
make a DC 20 Spot check to down feather. Casting Time: 1 full round
glimpse the gaseous form of the Range: Close (25 ft. + 5 ft./2 levels)
caster; if the Spot check fails, the Battle Ready Effect: One summoned creature
sleeper notices nothing unusual. Duration: 1 round/level (D)
Abjuration
Saving Throw: None
If the sleeper fails the Will Level: Sor/Wiz 3
Components V, S, M, F
Spell Resistance: No
save, the caster has taken control
of the sleeper’s body, utilizing all Casting Time: 10 minutes Descriptjon
of its physical attributes, including Range: Personal It is said that in the ancient
ability scores and hit points. The Duration: 1 hourAeve1, discharge (D) times, when the dragons flew to
caster may use the sleeper’s body Saving ‘Throw: None war, so great was their power that
to move about, converse and act as Spell Resistance: Yes (harmless) even their mighty roars could slay
STRA‘NCE LANDS: LOST TRIBES O F THE SCARRED LANDS

men. This is the genesis of that them to use this spell upon them- SpellEffect
legend. When cast, the caster may selves occasionally. T h e caster and up to 1 crea-
choose the specific burst of sound
Spell Effect ture/caster level form a link that
that accompanies the casting, from allows them to communicate with
a loud roar or explosion to his Target creature receives a +1
competence bonuslcaster level(+20 each other mentally. All crea-
favorite refrain of music. tures affected can send messages
maximum) to all Bluff skill checks.
Spell Effect Although the target’s lies can stillbe during the duration of the spell as
This spell summons a large detected though magical means, he a free action, the same as speak-
sonic elemental that attacks the has a 20% chance that any magical ing. Each creature affected by the
caster’s enemies. The elemental means of detecting lies will fail. spell hears each message and can
appears where the caster desig- Material Components: A scrap recognize the voice of the crea-
nates within the spell’s range and of black cloth in the shape of a ture that sent it. Creatures must
acts immediately. Summoned mask, which need not necessary share a common language for the
monsters automatically disappear be removed from a pocket or even message to be understood.
at the end of the spell’s duration. touched to cast the spell. Many T h e spell cannot be blocked
Material Components: A small courtiers use handkerchiefs with by physical barriers but will not
twig stripped of all leaves by the two small eyeholes cut out of them travel across planes. Anytime
windl. for this purpose. one of the subject creatures
moves further than 60 feet away
Courtjer’sMask Courtj er’sWhisper from any one of the others, the
lllusion (Glamer) [Mind-affecting] lllusion (Phantasm) [Language-Depen- spell stops working for that crea-
Level: Brd 2, Sor/Wiz 2 dent, Mind-Affecting] ture, but it will begin working
Components:V, M Level: Sor/Wiz 3 again as soon as the creature
Casting T i m 1 action Components: V, S, M/DF comes back within range of an-
Range: Touch Casting Time: 1 action other recipient.
Target: Creature touched Range: Close (25 ft. + 5 ft./2 levels) MaterialComponents:Asmall
Duration: IO minutes/leveI Target: 1 creature/level, no two OF which copper wire.
Saving Throw: Will negates (harmless) can be more than 60 ft. apart.
Duration: 1 hour/level (0)
Spell Resistance: Yes (harmless)
Saving Throw: Will negates (harmless)
Dragon Fjst
Descriptjon Spell Resistance: Yes (harmless)
Transmutation
[n the Dragon Lands, lies are Level: Sor/Wiz 4
the currency of politics, and in
Descriptjon Components: V, M
Though named for its origi- Casting T i m 1 full round
order to succeed in the realmdomi-
nal use, which included allowing Range: Personal
nated by dragons and those with
allies to communicate wordlessly Target: Self
their blood, one must be willing to
during delicate negotiations and Duration: IO minutes per caster level, or
pay extravagantly. As such, this until breath weapon is used (D)
spell has seen great use by those court events, this spell has seen
Saving ‘Throw: Reflex half (breath weapon
who know of it, and most success- many uses since that day, from
only)
ful politicians and courtiers have assassins working in tandem to Spell Resistance: No
at least one magic item that allows battle-field tactics management.

The sonic elemental has the following statistics:


Sonic Elemental: CR 5 SZ Large Elemental (Sonic); HD 8d8+16; hp 52; lnit +9 (+5 Dex, +4 lmproved Initiative); Spd Fly 80 ft.
(perfect); AC 18 (-1 size, +5 Dex, +4natural); Atk +11/+6 (2d6+3 +ld6 sonic slam); FaceIReach 5 Ft. by 5 ft./lO ft.; SA sound
mastery, sonic blast; SQ elemental, damage reduction lO/magic; AL N; SV Fort +4,Ref +11, Will +2; Attributes Str 16,Dex 21, Con
15, lnt 6, Wis 11, Cha 11.
SkilE: Listen +11, Spot +11.
Feats: Dodge, Flyby Attack, Improved Initiative, Weapon Finesse (slam).
Sound Mastery: The elemental may control all sound within 30 feet, allowing it to add a 4 penalty to Listen
and Move Silently checks, impose a 20% chance of spellcasting failure on all spellcasters, and make the elemental
immune to all sonic effects.Siknce fails automatically and effective communication is impossible within this area.
Sonic Blast: The elemental may release a blast of sonic energy as a standard action, dealing 2d6 points of
sonicdamage to all creatures within 30 feet. Additionally, targets must make a DC 17 Fortitude save or become
CHAPTER F OVR: MAGIC O F THE CLANS

Descnptjon dispel the head at will as astandard type of damage and shape of the
action. A caster with a dragon fist breath weapon depend on the type
A spell to be greatly feared by
cannot cast spells with somatic of dragon head manifested by the
those who cast it, the drugonfist is
components until the spell expires spell:
considered to be a manifestation
of the blood of dragons within the
or he dispels the enchantment. Black or Copper: 30 foot
This spell can be cast on only one line of acid.
arcanist who casts it. The dragons
hand at a time. Blue or Bronze: 30 foot
themselves, however, are said to
be ill-amused by the manifesta- Casting this spellrequires only line of lightning.
tion of the spell, so most mages are that the caster hold the material Brass: 30 foot line of fire.
careful whom they cast it around. component in his fist while cast- Green: 15 foot cone of
ing the spell, allowing the caster to acidic gas.
SpellEffect cast this spell on each hand, pro- Red or Gold: 15 foot cone
The caster's hand and fore- vided he has the requisite number
of fire.
arm transform into a snarling, of spell slots. The grapple bonus
White or Silver: 15 foot
vicious dragon head of a type cho- stacks in the case of multiple heads,
sen by the caster at the time of cone of cold.
but the Strength bonus and Dex-
casting. The caster takes a 4 pen- terity penalty for bite attacks do MuterialComponent:A lizard's
alty to all rolls requiring the use of not. A caster fighting with two scale dyed the color of the mani-
hands or handling objects, includ- drugonfistsmust treat one as an off- fested dragon head.
ing combat. He gains a +4Strength hand weapon.
bonus in the hand for the purposes The dragon fist also gains a
Dragon Mount
of the head's bite attack, and a +3 Conjuration
breath weapon that the caster can
bonus for grapple checks. Level: Sor/Wiz 8
use once per casting. Using the
Components V, S, M, XP
The caster can make bite at- breath weapon is an attack action
Casting 'Time: 10 minutes
tacks with the head as though it that exhausts the spell's power, Range: Close (25 ft. + 5 ft./2 levels)
were a martial weapon he is profi- dispelling its effect immediately. Effect: One created dragon (see text)
cient with. The bite deals ld8 The breath weapon deals ld6 dam- Duration: 1 hour/level (D)
points of damage plus the caster's age for every two levels of the Saving 'Throw: None
Strength bonus. The caster can caster, Reflex save for half. The Spell Resistance: No
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS

Descn’ptjon quickly those things that are of the the forbiddensubject,she willstut-
Though the dragons will fly most value, which this spell per- ter helplessly and become
to war when the situation war- mits the caster to do with ease. completely unable to communi-
rants it, they are loath to risk their Determining the worth of a cate. This spell also prevents the
lives unnecessarily. They recog- prospective heist can be quite dif- target from revealing the secret in
nize the benefits that their might ficult, especially when one is posing other ways, such as nodding, ges-
lends to the battlefield, however, as a visiting dignitary or noble. turing or writing it down.
and created this spell as a means of The Scaled use this spell to gauge
aiding their mightiest arcanists, the worth of a person’s wealth Judgment of the
permitting them to ride to war on quickly, quietly and without arous- Auspjdous Duel
the back of a dragon. Those in the ing suspicion. Abjuration
DragonLandswho see aspellcaster Spell Effect Level: Clr 5, Sor/Wiz 5
atop the back of a dragon know it Components: V, S, M/DF
The caster of the spell can
as the creation of this spell, for Casting Time: 1 action
quickly assess the worth of objects
none of the great dragons would Range: 30 ft.
in a room and determine the like-
permit a lesser being to ride it. Area: 30-ft. radius emanation, centered
lihood of concealed wealth within on the caster
Spell Effect the area. This spell grants a +2O Duration: 1 round/level (D)
The spell brings into being a bonus to Appraise and Search Saving %ow: will negates (object)
dragon which serves the caster. checks, and revealsany secret doors Spell Resistance: Yes
The dragon created depends on or compartments (butnot the con-
the caster’s alignment. Evil casters tents) within the area of effect in Description
creare a young adult blue dragon, the same manner as the spell detect As prevalent as both dueling
good casters create a young adult secret doors. and magic are among the people of
copper dragon, and neutral casters Focus: A mask or monocle the Dragon Lands, this spell has
may pick either of the two. T h e worn by the caster worth 20 gp. become quite common, leveling
dragon has average abilities for its the playing field so that the duel-
type. It comes equipped with a Haltjng the ists must rely only on their personal
skills, while not denying a warrior
riding saddle, and the caster gains Wayward Tongue the honor of slaying with his
18 ranks in Ride for the duration Enchantment(Compulsion) [Mind-affect-
of the spell. family’s dragon blade those who
‘”1 have offended him.
,Ma&lComponents: Ahorde Level: Brd 2, SodWiz 3
of treasure, consisting of valuable Components: V, S Spell Effect
objects including coins, gems, art Casting Time: 1 action The spellsuppressesany magi-
objects and magical items, total- Range: Close (25 ft. + 5 ft./2 levels) cal enhancement bonus within the
ing not less than 9,000 gp. T h e Target: One individual area of effect (any effect unrelated
treasure transforms into the dragon Duration: 1 daylevel (0)
to an enhancement bonus is unaf-
and i.s therefore consumed. Saving Throw Will negates
fected). A successful Will save
:XI‘ Cost: 500 XP. Spell Resistance: Yes
made for each affected magic item
Description or active spell effect negates the
Eye of Assessment Because of the might of the effect for that item or spell. Unat-
Divination lords of the Dragon Lands, secre- tended items make their own saves
Level: Sor/Wiz 2 tive plots are the order of the day. ( 2 + one-half the item’s caster
Components: S, F In such an atmosphere, finding level;see Player’s Handbook,Chap-
Casting ‘Time: 1 standard action out who is plotting against whom ter 9, Breaking and Entering).
Area: 36) ft. x 30 ft. area t 5 ft./level is a powerful tool, so most such This spell does not affect
Duration: 1 minute/level (D)
conspiracies have been forced to nonmagical enhancement bo-
Saving l’hrow None
resort to magical means of keeping nuses. So, while a weapon’s
Spell Resistance: No
their secrets unrevealed. nonmagical + 1 enhancement bo-
Descrjptjon SpellEff ect nus from being masterwork does
Raiding the horde of one’s not stack with its magical bonuses,
The caster names one sub- it would apply while the weapon’s
foes is considered a proper action
ject, truth or secret that the target magical enhancementbonus is sup-
of war among dragons, and that
is unable to talk about for the pressed.
trait has been inherited by those
spell’s duration. Whenever the
who consider the dragons their Material Components: A pinch
target attempts to reveal, answer
lords. It is considered a mark of of rusted iron.
questions about, or speak about
discernment to be able to size up
CHAPTER F O U R : MAGIC O F THE C L A N 5

Phantom Cell If cast on an unwilling sub- Proxy


ject, a single Will saving throw is
Enchantment (Compulsion) [Mind-Affect- lllusion (Shadow)
allowed to try to negate the effects Level: Sor/Wiz 4
ingl
Level: Clr 4, Domination4#t, Sor/Wiz 4 of the spell,otherwise she is trapped Components:V, 5,F
Components: V, S, F/DF within the confines of the area for Casting Time: 10 minutes
Casting Time.: 1 standard action a number of minutes equal to the Range: See text
Range: Medium (100 Ft. + 10 ft./level) caster’s level. If cast on charmed or Target,EffectorArea: Oneshadowdupli-
Target: One humanoid of Medium or willing targets, no saving throw is cate
smaller size given, and the target is affected for Duration: 10 minutes/level (D)
Duration: Special a number of hours equal to the Saving Throw: None
Saving ‘Throw: Special caster’s level. Spell Resistance: No
Spell Resistance: Yes (see text) Arcane Focus: A tiny length Description
Description of fine metal chain. It is often not meet that the
The dragons consider the raid- dragons move themselves from
ing of one another’s hordes an Protectjon from their courts, but have business that
acceptable method of war. Unfor- Elementals is too important to trust to their
tunately for truly skilled craftsmen Abjuration lessers. It is for this purpose that
and others with valuable skills, Level: Brd 1, Clr 1, Rgr 1, Sor/Wiz 1 this spell was crafted, permitting
the dragons also consider such in- Components V, S, M/DF the dragons to venture forth from
dividuals part of one’s horde, for as Casting Tme: 1 standard action their lairs in a form immune to
nice as elaborately crafted jewels Range: Touch assault, but still capable of seeing
and other treasures are, how much Target: Creature touched and hearing what is occurring in
better is it to have an individual Duration: 1 minute/level (0) the area. Many dragons use this
on hand who can create such? Saving ‘Throw: Will negates (harmless) spell to look over their domains
This spell was developed as a Spell Resistance: No; see text occasionally, as well as to watch
means to compel such living trea- Description the events on the battlefield in
sures to work without resorting to T h e elemental power of times of war.
violence or other uncivilized meth-
ods. After all, when one is bound
t h e dragons is undeniable, and SpellEffect
those who serve t h e Agency of The caster taps energy from
to a spot that happens to include t h e Emperor are undeniably
one’s work tools, why not create? the Plane of Shadow to create a
some of t h e most proficient quasireal illusory version of her-
SpellEffect elementalists in t h e Dragon self, which appears before a
The caster prevents the tar- Lands. As such, elementals particular creature with which she
get from leaving adesignated area. have seen great use through- is familiar. The projected image
This can be an actual, physical out t h e history of the Dragon sounds like her, looks
area (“Youmay not leave this suite Lands. It is only natural that semitranslucentlike a ghost and is
of rooms!’’) or a simple spatial basic defenses have likewise intangible. The projected image
measurement (“Youmaynotmove evolved. mimics the caster’s actions (in-
more than 10paces from your cur- SpellEffect cluding speech) unless the caster
rent location.”). The designated This spell’s effects are as directs it to act differently (which
space may be no larger than 30 feet per protection from evil, except is a move action). The image can
by 30 feet + 10 feet per level of the t h a t t h e deflection and resis- be seen and heard by all creatures
caster, and no smaller than 10 tance bonuses apply t o one within the vicinity, not just the
square feet. type of elemental creature or target of the spell.
The subject is free to move creatures with a n identical The caster can see through the
about, engage in combat and other- elemental subtype (earth or proxy’s eyes and hear through its
wise take any action she chooses fire, for example), determined ears as if she were standingwhere it
within the designated space. She during the casting of this spell. is, and during her turn she can
may even cast spells. If the subject is This spell does n o t offer pro- switch from using its senses to using
physically or magically removedfrom tection against mental her own, or back again, as a free
the space, she immediately suffers control, although it gives t h e action. While the caster is using its
the effects of a hold persun spell for subject immunity to any ex- senses, her body is considered
theremainingdurationofthephan- traordinary or supernatural blinded and deafened. She must
tom cell (no save, although spell special attacks from maintain concentrationduring the
resistance applies to this effect). elementals of t h e chosen type. entire duration or the spell ends.
STRANGE LANDS: LOST TRIBES O F THE SCARRED LANDS

' f i e projected image cannot Description Spell Effect


cast spells or interact physically One of the simplest displays This spell imbues astone with
with its environment in any way. of true time magic, this spell was sound to be played back at a later
I[f the creature in question is developed by those dragons with time. Similar to magic mouth, this
not on the same plane of existence an interest in that subject. It has spell has several unique properties
as the caster is, the proxy has a 5% since been found to have no no- and uses. Upon completion of the
chance of not arriving. (Local con- ticeable effect o n inanimate spell, all sound within a 30 foot
ditions on other planes may worsen objects but a powerful stunning radius is recorded for 5 minutes per
this chance considerably.) effect upon creatures. caster level. The sound becomes
Focus: A small mirror with stored in the stone.
the caster's image painted on it.
Spell Effect
Anyone can then play back
The caster must succeed at a
the recorded sound upon command
Proxy Cham ranged touch attack to strike a
(though the caster also has the
Enchantment(Compulsion) [Mind-Affect- target. The target is then stunned
option of choosing a pass-phrase
ingl for the duration of the spell. While
that must be uttered to activate
Level: 68rd 3, Missionary 3t, Entrance- stunned, the victim is covered by a
ment 2tft, Sor/Wiz 3 the stone). The stone can play
shimmering gray field and is con-
Components:V, S back the sound 1 time per caster
sidered blinking, as the spell.
Casting'rima: 1 standard action level (determined when the spell
Range: Touch Resonant Stone was cast). The noise cannot utter
Target: One humanoid creature touched verbal components,use command
lllusion (Figment)
Duration: 1 hour/level Level: Brd 2, Sor/Wiz 3 words or activate magical effects.
Saving Throw: Will negates Components: V, 5, M Focus: A gemstone, worth at
Spell Resistance: Yes Casting Time: 1 action least 50 gp. The stone must be
Description Range: Touch touched to begin recording and at
Target: Object touched each playback.
14 favorite spell of court-
Duration: Discharge (D)
iers and the magicians in their
entourages, this spell has seen
Saving Throw: None Rjddle-speak
Spell Resistance: No Enchantment [Language-dependent]
f r e q lu e n t us e by h i d d e n
Level: Brd 1, Sor/Wiz 2, Trickery 1
spellcasters watching valuable Descriptjon
Components V
negotiations. It has also been The presence of gemstones Casting Time: 1 standard action
used by dragons to secure the and valuable crystals is a matter of Range: Touch
cooperation of those whose course in the hordes of the great Target: Caster and creature touched
loyalties lie elsewhere. dragons. Occasionally, one or more Duration: 1 minute/level (D)
Spell Effect of these stones are given as a token Saving 'Throw Will negates (harmless)
to those who are favored or sent as Spell Resistance: No
'This spell functions exactly
a warning to those who have dis-
as charm person, save that the
pleased one of the dragons.
Description
caster may designate somebody Popularamongcourtesans,mer-
else as the recipient of t h e The dragons often enchant
such tokens with this spell, speak- chantsandentertainersin the Dragon
subject's friendship and loyalty. Lands, riddk-speak allows two people
ing the precise reason for the giving
For instance, not only will the to have a conversation that is per-
of the token, whether asmall piece
spellcharmagoblin, but the caster ceived by outsiders as being entirely
of praise to indicate that the sub-
could then assign the goblin's mundane, cryptic or entertaining,as
ject has been judged worthy of the
loyalty to one of her traveling chosen by the caster. Bards and spies
dragon's notice, or a warning is-
companions, rather than (but not can use this spell to exchange mfor-
sued in the low, rumbling growls of
in addition to) herself. mation in plain sight while observers
the dragon masters.
are none the wiser. Courtesans often
R:ay of Distortjon These are also used as mes-
use this spell to communicate ap-
Transmutation sages be tween t h e dragons
pointment times and other detailsto
Level: Sor/Wiz 2 themselves when they have things
their more secretive clients.
Components V, S important to say to one another
Casting %me: 1 action that no one else must be privy to. Spell Effect
Range: Close (25 ft. + 5 Ft./2 levels) Many messengers who serve the The caster can converse with
Effect: Ray dragons personally wear fairly ex- a touched target and freely ex-
Duration: 1 round/level (D) travagant pectorals set with large change information, but outside
Saving Throw: Fortitude negates gemstones beneath their robes of listeners hear only a dramatic per-
Spell Resistance: Yes office. formance,an exchange of jokes or
CHAPTER F: O U R : MAGIC O F THE CLAN5

riddles, or even an entirely normal ter the Blighted Breath was brought and to soften up the coastal targets
conversation, as chosen by the before the Imperial Throne on of their own war efforts.
caster. Both people affected by the charges of conspiracy.Though they
Spell Eff ect
spell understand the true meaning were found not guilty, all of their
This spell may be cast upon a
of what is said, and both may con- secret magics were placed in the
hands of the other societies as a single ship or an individual. In
verse normally with others during
warning against subversivenessand either case, it greatly increases the
the spell’s duration. Casting the
disloyalty. frequency and intensity of storms
spell tongues allows a third party to
in the area of the target as well as
listen in and understand the con-
Spell Eff ect making the target more suscep-
versation but not participate.
The caster clasps his hands to- tible to their effects. If cast upon a
SenseYears getheranddraws themapart,forming ship, the captain of the ship re-
a six-inch ball of nothingness con- ceives a Will save to negate the
Divination
tained within a bubble of force. The spell’s effects. Upon a failed save,
Level: Clr 1, Secrets lfff,
Sor/Wiz 1
Components: V, S mtermustthenmakearangedtouch harassing winds hamper the ship’s
Casting Time: 1 standard action attack to hurl the ball into a target of travel, reducing its speed by half.
Range: Close (25 ft. + 5 ft./2 levels) his choice. The ball strikes the tar- If cast upon an individual,
Target: One living creature get, dealing ld6 points of nonlethal the target receives twice the
Duration: lnstantaneous damage per three levels of the caster normal penalties due to in-
Saving Throw Will negates (maximum4d6). The impact bursts clement natural weather
Spell Resistance: Yes the sphere,sucking the surrounding effects (see DMG, Chapter 3,
air inward with a thunderous crash- “The Environment,” Weather
Descriptjon clap,dealinganadditional ld8 points Hazards subsection). Further-
Knowing foe is of nonmagical concussive/sonic
more, inclement weather seems
the most vita1 step in defeating damage.The collapse of a of to target t h e victim; h e is the
him. As Such, the dragons created vacuumdoes doubledamage against one struck by lightning, torna-
this spell in order to determine the creature swarms, gaseous or fluid dos seem to chase him, winds
age Of their Opponent dragons ac- creatures, fire, air and water always hamper his movement,
curately. It has found use elementalsandcreaturesofDiminu. etc. Magical weather effects
among those who battle vampires tive sizeor smaller. have no impact greater than
and other creatures that grow more
Victimsthat breathemust make normal o n the target.
powerful with age.
a successful Fortitude save or have In either case, the spell
SpellEffect the air forced from their lungs, stun- doubles the incidence of inclem-
The caster discerns instantly ning them for ld4 rounds. Tiny or e n t weather (20%), storms
the true age of a single creature smaller creatures take a -4 penalty (18%) andpowerfulstorms (2%)
that he targets, regardless of ap- to this saving throw. Spellresistance (see DMG, Chapter 3, “The En-
pearances, magical disguises or applies only to the impact of the v iron m e n t ,’’ Weather
magical means of longevity. force sphere and does not protect subsection). This spell may be
against the vacuum’s collapse. removed only with aremovecurse
Sphere ofvacuum spell or similar magic.
Evocation [Air] Storm Dragon’s Curse Material Components: A vial
Level: SorlWiz 2 Transmutation [Air, Water] of rain water gathered during a
Components: V, S Level: Drd 4, Sor/Wiz 4 thunderstorm.
Casting ‘Tim1 standard action Components: V, M
Range: Medium (100 Ft. + 10 Ft./level) Casting Time: 1 action Summoner’s
Effect: Hurled ball of vacuum Range: Medium (100 ft. + 10 Ft./level)
Duration: lnstantaneous Target: One ship or individual Vengeance
Saving Throw: Fortitude negates Duration: Permanent (D) Enchantment (Compulsion) [Mind-Affect-
Spell Resistance: Partial Saving Throw: Will negates ins1
Spell Resistance: Yes Level: Sor/Wiz 1
Description Components: V, S
The sorcerers of the Blighted Description Casting Tim: 1 action
Breath, a cabal within the Soaring The favored weapon of the Range: Close (25 ft. + 5 ft./2 levels)
Sky Dragon Clan dedicated to Society ofthe StormDragons,asect Target, Effect or Area: One summoned
mastering not only aerial magics, of e l e m e n t a h drawn from both creature/level, no two of which can be
the Soaring Sky Dragon Clan and more than 30 ft. apart
but magics that destroy the air
Duration: lnstantaneous
around their foes, developed this the Flowing Dragons of the Deep
Saving Throw: Will negates
spell. Its use has since escaped af- Clan, this curse was used to harass
Spell Resistance: Yes
those who sailed to war againstthem
STRANGE LANDS: LOST TRIBES OF THE SCARRED LANDS
5%

Desclription victims. The caster may then indi- The bubble has asilvery sheen
I3ecause of the propensity for cate which vignette he wishes to which prevents sight or any other
some spellcasterswithin thehagon see reenacted and the other images sense from passing through. Magic
Lands to use summoned creatures vanish. The chosen images re-en- may pass through the sphere, but
(notablyelementals),this spellwas act the killing, starting from one durations are based on the time
designed. This spell is highly fa- minute before the victim’s death to flow of the area that they affect.
vored in the courts of the dragons, a time one minute after. If the killer Missile fire and other attacks may
who consider a summoner slain by chosen is responsible for multiple not pass through the bubble.
the creatures he summons to be a deaths, all of the deaths will be Creatures entering or leaving
fittin,: irony for those who seek to shown, in chronological order. the area of the time bubble must
thwart their wishes. The spell imparts no special make a Fortitude save to adjust to
abilities of detection; if the killer the shifting time flow or be stunned
Spell Fffect wore a mask during the event, wit- for one round.
Targeted creature that ap- nesses to the re-enactment will Material Components: A ge-
peared as t h e result of a still not know the killer’s identity ode worth at least 100 gp and a
Conjuration (Summoning) effect (though they may use other clues small golden replica of an hour-
must succeed at a Will save or such as clothing or the killer’s voice glass (10 gp).
attack the spellcaster who sum- if he spoke during the event).
mone:d them. The creatures still Material Components: A Time Distortion
disappear at the end of the dura- weapon once used for murder. Transmutation
tion of the original summoning. Level: Sor/Wiz 5
Tme Bubble Components: V, S, M
Theaterof Death Alteration Casting Time: 1 action
Divination Level: SorIWiz 6 Range: Medium (100 ft. + 10 ft./level)
Level: Clr 3, Sor/Wiz 3 Components V, S, M Area: 20-ft.-radius spread
Components:V, S, M/DF Casting Time: 1 action Duration: 1 round/level
Casting Time: 1 hour Range: Close (25 ft. + 5 ft./2 levels) Saving Throw: Fortitude negates
Range: Close (25 ft. + 5 ft.12 levels) Area: 25 ft. + 5 ft./2 levels radius emana- Spell Resistance: Yes
Targat, IEffect or Area: 10 Ft. radius/level tion, centered on you
Duration: See text (D) Duration: 10 rninutedlevel (D)
Description
Saving Throw: None Saving Throw: None This spell was created by the
Spell Resistance: No Spell Resistance: No dragon lords to study the extent to
which distortions in time could be
Description Description spread over an area. This has been
The Imperial Censors are the Another manifestation of the used onmultiple occasionsbydrag-
highest representatives of law in dragons’studiesintotimemagic,time ons to take foes hostage.
the Ctagon Lands, answerable to bubble is often used in long experi-
the Emperor alone. Because it is ments and alchemical procedures, Spell Effect
their mandate to investigate all large-scale battles, and to rest and Creates a burst of time energy
matters that draw their attention recover when time is of the essence. that stuns all creatures within the
-whtether those involved are the spread radius for the duration of
meanest peasants or the mightiest
SpellEffect the spell. Stunned creatures are
of dragon lords -the Censors are This spell creates an immo- encased in a shimmeringgray field
all spellcasters. bile spherical area in which time and are treated as if they were
One of their greatest tools is flows differently than in the sur- blinking (as the spell blink).
this spell, used to gain deeper in- rounding area. Anyone within the MaterialComponents:Asmall
sight into the scene of a murder, area when the spell is cast or later golden clock worth at least 200 gp.
for it does not rely on the limited entering the area is affected by the
perceptions of the dead to recall time flow. The caster may create Vojd Implosion
what happened, the wayspeak with one of the following effects: Evocation [Air]
dead does. Slow Time: For every 10 Level: Sor/Wiz 4
rounds (1 minute) that pass out- Components:V, S, M
SpellE,ffect side the bubble, 1 round passes Casting Time: 1 standard action
If an intelligent creature had within the bubble. Range: Long (400 ft. + 40 ft./level)
been killed within the area of affect Accelerate Time: For each Area: 15-ft.-radius spread
at any point in the past, this spell round that passes outside the Duration: Instantaneous
creates a ghostly image (complete bubble, 10 rounds (1minute) pass Saving Throw: Fortitude negates, Reflex
with sound) of the killers and their halF
within the bubble.
Spell Resistance: None
CHAPTER FOWR: MAGIC O F T H E CLAN5
&-e

T h e surrounding air then Fire elementals that fail their


Description
crushes inward with a thunderous initial Fortitudesaves are instantly
A step up from the sphere of
roar. Creatures within the spell’s snuffed out and utterly destroyed.
vacuum, void implosion was created
radius take ld6 points of nonle- An air elemental or gaseous crea-
by the Blighted Breath for use
thal damage per two levels of the ture that fails the initial Fortitude
against more formidable foes. To
caster, to a maximum of 10d6. save is transported to the ethereal
this end, the arcanists of the
Creatures who succeeded at the plane along with the displaced at-
Blighted Breath developed void
Fortitude save above or who do mosphere and is spared any further
implosion, a massive displacement
not need to breathe get a Reflex effects.
of air that could render dozens of
save for half damage from the Creatures and objects ofTiny
foes helpless in a single stroke.
sphere’s collapse. Creatures who and smaller size within 15 feet of
SpellEffect fail their Reflex save are knocked the spell’s area must make a Reflex
The caster points his finger prone by the blast; those who failed save at +2 or be blown toward the
anddeterminesthe locationwithin the Fortitude save above are auto- center of the void implosion by the
range at which the void implosion matically knocked prone. sudden rush of wind (see the blown
is to manifest. A swirl of distortion Oozes, water elementals, ge- away condition in the DMG,
surrounds the area as the caster latinous and liquid creatures, and Chapter 8).
shunts the air within a 15 foot swarms are exceptionally vulner- Any creature within the area
radius area to the ethereal plane. able to this spell and take a -4 of effect or within 15 feet of the
All breathing creatures in the area penalty to both the initial Forti- spell’sarea that can hear must make
must make a successful Fortitude tude save and the subsequent a successful Fortitude save or be
save or have the air ripped from Reflex save. Creatures of these deafened for ld8 rounds. Crea-
their lungs, knocking them un- types take lethal damage from the tures outsidethe spell’sradius get a
consciousfor 2d8 rounds. Tiny and blast and are stunned for 2d6 +4 bonus to the saving throw.
smaller creatures suffer a -4 pen- rounds regardless of the success or Material Component: A hol-
alty to this save. failure of their saving throws. low glass sphere worth at least 5 gp.
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS
- b

..
Fen nIlk OveMew tial arrivals were refugees from the war itself, indi-
viduals o n both sides who chose to flee the raging
It is the greatest, most barren and most con- combat rather than participate in the conflict. A
stant wasteland in the Scarred Lands. Even in the few pockets of violence erupted on Fenrilik itself.
harshest reaches of the great desert of Asherak, the Some were due to the differences between titan-
heat of the day dissipates into chilly nights, and the and god-worshipping fugitives, but most were more
sands are rife with tiny plants and animals that primal conflicts over resources. Several of the larger
thrive in the dry environment. Fenrilik, however, communities were founded during this time, in-
is never-changing. It is a land of eternal ice, bleak cluding the one that would eventually grow to
tundra and permafrost and ice-capped peaks. Dur- become the city of Kovokimru.
ing the many storms that blow in from the north, It wasn’t until the Divine War was drawing to
whipping snow and stinging sleet block vision be- a close that the population of Fenrilik expanded to
yond a mere few feet; o n clear days, the ice and near its current levels. Many of the titans’ followers
snow shine so bright and blinding that one might saw the way the war must inevitably end; others
almost wish for a blizzard. Not that it matters, battled on, quitting the field only when the last of
really, as all one can see is an endless plain of white their masters fell in defeat. In either event, many of
broken by rocky mountains and the occasional the titan-worshippers fled the lands they knew,
deep crevasse. Here the struggle for life supercedes certain they would be hunted down by the servants
all other concerns, spawning a scattered society of the Eight Victors. Harsh a land as it was, Fenrilik’s
very different in culture from the rest of the Scarred isolation beckoned to them. In it, they saw safety
Lands. -at least from their enemies, if not from the world
T h e rest of the world knows little indeed of itself.
Fenrilik, and the Fenriliki people reciprocate that Conflict erupted yet again, of course, as new-
ignorance. T h e small continent is not only the comers moved i n on resources used by those already
least welcoming of the lands of Scarn, it is the least dwelling there. Eventually, however, the new ar-
accessible. Ghelspad is the frozen waste’s nearest rivals settled into the tribal structure. Religious
neighbor, yet Fenrilik is farther from Ghelspad violence has faded to almost nothing across Fenrilik,
than any of the other continents are from one replaced by wars of territory, multigenerational
another. It is farthest north, farthest west, and tribal feuds, and -oddly enough -a brief chapter
what may lie across the seas beyond even the gods of the War of Broken Vows.
themselves cannot say. The War of Broken Vows was waged across the
In a land so barren, then, and so far from any deserts of Asherak in the 33rd year after the Divine
potential trading partner, it seems impossible that War, fought between the Exemplars and the renegade
society could survive, let alone prosper. Yet Fenrilik Tarkun. It was the pacts Tarkun made with dark
is home to a thriving, if hard-pressed, culture; to powers that spawned the sandmaskers, half-human
multiple communities of varying faiths and races; and half-scorpion creatures who have bedeviled the
to titanspawn like none seen elsewhere, and the deserts ever since. It was an event that, though hor-
inevitable if outnumbered heroes who rise up to rible, should have had no impact on Fenrilik at all.
oppose them. Yet it was not long afterward that the first skerrai
appeared from the Divluk Gorge, raiding nearby com-
History munities and enslaving all they captured. The skerrai
T h e oral histories of the winter gnomes extend are not exactly like the sandmaskers, but the similari-
back hundreds of years, to well before the Divine ties are unmistakable. Fenriliki legend speaks of
War. ‘Theyclaim their forebears emerged full-grown half-arachnid monstrosities and claims theyrulesprawl-
from the depths of the ice itself, fully aware of the ing underground kingdoms beneath the ice, but this
traditions and morals that shape their culture to event marked the first time they had been seen since
this clay. None of what they experienced at the well before the changing of the epochs. Whether the
time was ever recorded, however, so beyond this skerrai are related to the sandmaskers - or were,
family’s journey across the tundra, or that tribe’s perhaps, the inspiration for the sandmaskers, models
encounter with a crawling glacier (see Chapter for the dark power that created them -is unclear. In
Seven, “Creatures of Fenrilik”), the continent has any event, the skerrai incursion was met by the Fenriliki
little history before the modern era. Humans have tribes fighting side by side against a common foe. The
dwelled there for ages as well, but they, too, failed skerrai were driven back, and while they still make
to record their histories, being far more concerned occasionalforays to the surface, they have never again
with locating food and shelter from the cold. appeared in the sort of numbers they did in those days
Humans began arriving on Fenrilik in much following the War of Broken Vows.
greater numbers during the Divine War. The ini-
CHAPTER FIVE: R O O F O F THE W O R L D
+-<.E

(For more on the War of Broken Vows, see the pared man in a matter of minutes, even the weather
“sandmasker”entry in Creature Collection Revised.) seems frozen solid. T h e winds die down somewhat,
Precious little of historical significance has though they rarely fade completely, and the very
occurred since t h e abortive skerrai invasion. air seems too solid to allow for storms. Outsiders to
Kovokimru has grown to dominate what little trade Fenrilik fear the great blizzards, in which they can
occurs across the continent. Independent villages easily grow lost, and indeed some are violent enough
continue to struggle against the elements, cooper- for even experienced natives to lose their bearings;
ating or competing with one another as their but natives know the most dangerous days are those
individual preferences dictate. Some small travel when the world stands still, for then the tempera-
occurs between Fenrilik and other continents - ture drops so low that, without fire and the aid of
primarily Ghelspad - but only a very few of the others, even the most skilled outdoorsman will
coastal towns benefit from these sporadic contacts. almost certainly freeze.
Put simply, Fenrilik is such a barren waste, and so Due to the scarcity of fertile land, those few
sparsely populated, that it would require an event areas that can be farmed are heavily used indeed. In
of incredible magnitude to impact the continent as a few sporadic spots near the southern coasts, a
a whole. hard rocky soil is accessible beneath thin layers of
As always, given the vagaries of fate in the frost. If well tended and protected against the
Scarred Lands, such an event may well be in the ravages of the coldest nights, crops can grow here,
offing. T h e nomadic tribes of Fenrilik‘s northern though not well. A few forests of evergreens bedeck
reaches, and the very few villagers who dwell there the frozen countryside -particularly on the slopes
as well, have noticed a disturbing migration in of mountains, above the permafrost but below where
recent days. Multiple varieties of titanspawn, many the air becomes too cold even to breathe - and
of which normally avoid or prey upon one another, these provide wood and game for nearby settle-
have been making their way into the cluster of ments. Finally, in a few exceptionally rare locations,
mountains at the continent’s northern point. T h e warm underground springs break the surface of
winter gnomes dwelling in the mountain villages Fenrilik’s icy crust. These provide not only a supply
have even seen several hooded figures, gaunt and of water that need not be melted, but also melt the
notably taller than any human, overseeing the ice around them and nourish the earth below,
sporadic immigration of monsters into the nearby resulting in tiny oases of vegetation in the frozen
valleys. To date the gnomes and the nomads have wastes. Only a very few of these are large enough to
been unwilling to risk any of their number in sustain even a tiny community, however, and only
investigation, and the larger portion of Fenrilik’s one -around which was built the city of Kovokimru
human populace remains ignorant that anything at - is truly sizable.
a11 is amiss. Most of the animals of Fenrilik are quite large,
as small creatures lose body heat at a more rapid
Envjronment and Ecology rate. Wooly versions of many great land mammals,
Nothing that cannot tolerate the perennial such as elephants, rhinos and gargantuan elk and
cold lives in Fenrilik. T h e greater portion of the deer, wander the wilds. Dire predators stalk them at
continent is tundra, coated in permafrost. Even the every turn, and the titanspawn of Fenrilik are
northern coasts are frozen; the ice simply drops off equally well adapted to the cold. While some com-
where it meets the sea, and icebergs the size of munities keep herds of elk and wollahogs (see
mountains float menacingly offshore. Only on the Chapter Seven, “Creatures of Fenrilik”), many oth-
southern coasts does one find beaches of sand and ers have to fight for every bite of meat they consume.
rock, and even these sparkle with a layer of frost as
often as not. Cjvjljzatjons of Fenrilik
Except on those southern coasts, the tempera- With one notable exception, Fenrilik has no
ture rarely rises above freezing. T h e fierce winds truly sizable communities anywhere on the conti-
that blow across the small continent rise and fall nent. It lacks the great cities ofGhelspad or Asherak,
with the season but never truly cease, and the or even the large villages of Termana. T h e people
blizzards they carry, though more common in some of Fenrilik are divided intro tribes, extended fami-
months than others, may strike year-round. The lies who have remained together both for comfort
changing seasons are measured not in “hot or cold,” and survival. In the vast majority of instances, a
as elsewhere, but simply in “cold or colder.” Bliz- given community is made up of members of a single
zards are actually far more common in summer, tribe, or at most two closely allied tribes. Anyone
when the upper air is warmer and storms move from outside this family group is viewed with at
across the continent. In the dead of winter, when least a modicum of suspicion. Most villagers will
temperatures drop low enough to kill an unpre- take in a lost traveler needing shelter, and they are
STRANGE LANDS: LOST T R I B E S O F T H E SCARRED LANDS

happy to trade when the opportunity presents it- up the second-most populace group, though they
self, 30 it should not be presumed that they are have nowhere near the humans’ numbers. Beyond
innately hostile to strangers. They are simply suspi- that, few divine races dwell in Fenrilik in any great
cious enough that a newcomer must prove her numbers. Only two dwarven tribes exist, one which
intentions before she can expect Fenriliki natives lives in its own small village, the other of which
to relax around her. lives in Kovokimru. Halflings are scattered about
The village-dwelling tribes represent only abit Fenrilik as well, but in even smaller quantities. If
more than half of Fenriliki natives, however. Many elves exist here as anything other than the occa-
of the families live in smaller nomadic units. They sional trader from across the sea, nobody has
wander the tundra, following the migrations of encountered them.
wild elk, wollahog and similar beasts. Their druids, In nearly all Fenriliki communities, druids serve
rangers and ice-walkers allow them to create shel- as community (if not political) leaders. Rangers
ter when they cannot find it, and they make such and ice-walkers are granted much respect as well,
efficient use of their kills that a single successful for without them, no village could survive here
hunt (oftenfeeds them for weeks. The mortality rate long.
among the nomads is high; they die from the cold,
from starvation during lean periods, from wounds
Kovokimru
taken in the hunt, from conflicts with titanspawn, The only true city on Fenrilik, Kovokimru
from war with other tribes. This last is far more began as a large village and trading post. Con-
frequent than one might expect in such an open structed around Stazadlov, the single largest warm
expanse, because the nomadic tribes are fiercely spring on the continent, it swiftly grew from an
assembly of two or three tribes into a permanent
territorial when it comes to the herds they have
armed encampment, and from that into a great
chosen to follow.
city. T h e warmth of the spring, and the fertile
For the most part, these lifestyles transcend
ground that surrounds it, is sufficient to feed and
racial boundaries. That is, because most villages or
maintain a population of nearly 8,000 souls -
nomadic groups are made up of single families, they
hardly substantial as far as cities on other conti-
tend to be made up of members of a single race, but
nents go, but gargantuan compared to the tiny
each of the native races tend to live in much the
villages that make up the rest of Fenrilik’s popula-
same way. The greatest portion of Fenrilik’s popu-
tion centers.
latron is human. Winter gnomes (see below) make
C HAPTER FIVE: R O O F O F T H E W O R L D

Kovokimru, in addition to having the largest For generations, the natives of Fenrilik as-
populace o n Fenrilik, has the most diverse. Mem- sumed the gap was a literal split in their continent,
bers of several dozen tribes dwell here in a harmony a section where the landmass had literally cracked
that is, while far from perfect, substantially quieter and broken apart. After all, earth and ice both
than one can find elsewhere on the continent. shift; the gorge runs from one coast to another; and
Specific families tend to keep to particular quarters though few people have been able to enter the
of the city, and the occasional feud erupts in argu- gorge, spellcasters learned early on that the lowest
ments and brawls. Nevertheless, members of reaches have water rushing through them. It was
multiple tribes, and multiple races, live and work logical to assume that this was ocean water, flowing
side by side. T h e law of Kovokimru is strict indeed, between two portions of a broken continent.
and contains only two inviolable precepts: anyone Recently, however, the winter gnomes of the
who needs shelter is permitted inside, as long as Kocheski Tribe, who dwell i n the western reaches
they agree to contribute to the welfare of the city; of Fenrilik, have been telling tales in the taverns
and anyone who threatens the welfare of the city is and markets of Kovokimru. They claim to have
put out in the wild to freeze. traveled to the bottom of the Tobor Gorge, and
Kovokimru has little to fear from the west, as it that they discovered the water rushing through it is
sits o n the very edge of the Tobor Gorge and fresh water, not salt. Further, they claim the water
controls the only reliable bridge across the chasm. is oddly warm, given the frigid clime through which
T h e remainder of the city, and many of its most it flows. T h e gap must be isolated from the sea, they
vital buildings, are constructed directly from the claim, despite the fact that it appears to run into
ice. Utilizing the ice-shaping abilities of the ice- the ocean o n both ends. They theorize, as well, that
walkers and the alchemical expertise of the winter the source of this river may be the same under-
gnomes who dwell there, these structures are as ground source that feeds Stazadlov, the wellspring
solid as iron or stone. Further, they have been from which Kovokimru draws its fertility.
enchanted to resist flame, eliminating their most If this is so, it implies an underground network
obvious vulnerability to siege. T h e remaining build- of springs and rivers, all of which are kept warm by
ings are built of the lumber that is Kovokimru’s some geothermal process. T o date, nobody from
lifeblood. Because it controls the bridge across Kovokimru has managed to descend into the gorge
Tobor and has sufficient might to encroach on the to confirm the gnomes’ findings. Those who have
territories of the small communities beyond, traveled part of the way, however, do report catch-
Kovokimru has access to the single largest supply of ing sight of abundant plant life further down, and
lumber (and, by extension, game animals) on the sufficient movement t o suggest that animals - or
continent. Due to the warm waters carried up from other inhabitants - exist in the gorge to take
the south by coastal currents, and protected from advantage of that vegetation.
the worst of the continent’s storms by the moun- T h e Divluk Gorge, on the other side of the
tains o n either side of the gap, the region is slightly continent, looks very much like the Tobor, and
more temperate than elsewhere o n Fenrilik. This locals theorize they were caused by the same event,
has allowed a sizable deciduous forest to grow here, or at least under very similar circumstances. T h e
dwarfing all others found in the icy wastes. By Divluk Gorge ends at Mount Divluk, rather than
trading what it does not use to other villages and traversing the entire continent; none can say if it,
nomadic tribes, and by charging any who wish t o too, has fresh water i n its depths. It is from the
pass through a percentage of their profits and goods, caves in the walls of the Divluk Gorge that the
the city maintains its economic and military might. skerrai most frequently come, when they are seen
T h e city is ruled by a council formed of the o n the surface (see Chapter Seven, “Creatures of
various tribal chiefs and patriarchs who dwell in Fenrilik”).
the city. A t each council, the participants elect
one of their number to supervise the meeting, but Reljgjon of Fennljk
his only duty is to keep things o n track; he does not While the specifics of faith differ from village
have any executive power over the others. to village and tribe to tribe, the general religious
The Tobor Gorge practices of the Fenriliki natives have commonali-
ties across the icy continent. Each community has
Isolating roughly a fifth of Fenrilik is the Tobor
its own ceremonies and rites, but they usually
Gorge, a crevasse that averages several hundred
involve the consumption of spirits; the burning of
feet deep and ranges from roughly 30 to 100 feet
meats in honor of the titans or ushada; ritual dances;
wide. I t runs from north to southwest, coast to
recitations of song and epic poetry; and reenact-
coast, and at n o point is the chasm spanned by any
ments of great battles from the tribe’s past. Outsiders
natural formation; only man-made bridges provide
invited to witness a religious rite should be aware
access from one side to the other.
STRANGE LANDS: LOST TRIBES OF T H E SCARRED LANDS

that they have been granted a great honor, and The human Ushadan tend toward the opposite,
must be careful not to spurn their hosts’ generosity. selecting specific local ushada as their village or
The people of Fenrilik, for the most part, under- individual patrons, and honoring their ancestors
stand that a n outsider does not know their ways, only in quiet personal ceremonies. In either case,
and will not be offended if a newcomer is unsure of the trappings of Fenriliki Ushadani are very much
how to go about participating; but any active mock- like those of titan-worship; only the specific details
ery, contradiction, or refusal to participate when of the ceremonies differ.
instrlucted is a terrible offense.
God-worshjp
Tjtan-worshjp With the exception of travelers from other
Due to the influx of fugitives from the Divine lands, and the very rare and very small tribe living
War, and the fact that it was already one of the two out away from the others, very few Fenriliki war-
primary faiths on the continent before then, titan- ship the gods. This is partly due to the continent’s
worslhip is far and away the most common religion isolation; god-worship is, o n a relative scale, a
of Fenrilik. More than three quarters of the humans recent occurrence on Scarn, and given the scarcity
who dwell here worship the titans, and the vast of travel to Fenrilik, it has had little opportunity to
majority of other humanoids as well. This may travel there. Additionally, both Ushadani and ti-
sound like a frightening situation to most foreign- tan-worship are substantially more primal,
ers, who are accustomed to regions where the gods venerating beings who are much more a part of the
hold sway, but the truth is, titan-worship does not surrounding world than are the gods, who dwell o n
take the same form here that it does in Ghelspad. other planes and were not a part of the world’s
Most Fenriliki are too busy worrying about their creation. As such, god-worship rarely appeals to
own survival to go out hunting followers of the the natural-minded Fenriliki, even those few who
gods, or of rival titans. have been exposed to it.
The titan worshippers of Fenrilik tend to view
their patrons as they do the environment itself - aces of Fennhk
..
as something to be respected for their power, ac-
knowledged as a part of life, and placated where Wjnter Gnomes
possible. Most prayers to the titans are less of the Winter gnomes - or eschek, as they call them-
“Please grant me this” variety and more of the
selves - are fey who dwell in the most frigid reaches
“Please turn your wrath, and the accompanying
ofFenrilik. They very closely resemble standardgnomes
avalanche, away from my house” variety.
in general appearance but appear to be made of living
Perhaps the only exception to that is the ice rather than flesh. (Whether they bear any true
slitheren ratmen, who have settled Fenrilik in abun- relation to other gnomes is a matter of some scholarly
dance, having been driven forth from many other debate.) They are excellent ice-crafters, being able to
areas. The ratmen of Fenrilik bear slightly shaggier craft furniture and tools out of raw ice with their bare
coats of fur, aiding them in surviving the terrible hands. They rarely bother to clothe themselves, ex-
cold here, but other than that are identical to those cept when dealing with other races or preparing for
found elsewhere. war; they take the field of battle in armor made of
T h e titans most frequently venerated o n shimmering ice.
Fenriilik are Denev, Gulaben, Hrinruuk and Personality: Winter gnomes are intelligent,
Lethene. and rather shy and suspicious of strangers in their
Ushadanj lands. They often observe newcomers for hours or
T h e winter gnomes of Fenrilik, and a small even days before deciding whether to make con-
proportion of the humans as well, engage in a form tact. They are relatively nonhostile, preferring
of spiirit-worship known as Ushadani. The ushada simply to hide if a stranger appears dangerous.
themselves are primal entities: spirits of places Should the eschek decide a newcomer is not a
(such as a mountain or a forest), totems (such as the threat, however, they grow extremely friendly, wel-
ushada of wolves) and the ancestors of those who coming the traveler, making him comfortable and
have died before the current generation. plying him for tales of the outside world. They are
Ushadani is practiced primarily o n the jungle quick to turn hostile, however, if those strangers
continent of Termana. Whether it somehow made prove themselves to have bad intentions after all.
its way to Fenrilik, or whether it developed inde- Winter gnomes love craft as much as dwarves
pendently here due to the Fenriliki natives’ spiritual and other gnomes, and will proudly show a new-
natures, is a mystery lost to memory. The winter comer their creations at the first opportunity. They
gnomes honor their ancestors above all others, respect craftsmanship and manual labor above all
offering only incidental prayers to other ushada. other pursuits.
C HAPTER FIVE: R O O F O F T H E W O R L D

Winter Gnome Lands: Due to their icy na-

blue ice. Males wear beards and mustaches that seem exceptionally well crafted dwellings, with a simple
to be formed of tiny icicles, and their eyes glimmer like room distribution heavily ornamented with icy
bright gems, most frequently in green or purple tones. sculptures, columns and decorative furniture. They
In their tribes they usually disdain clothes (they do not are fond of their architecture, and many a winter
create their owncloth), but when living inmultiracial gnome has made building herself the perfect home
communities, they wear light, loose,comfortable cloth- into her life’s work. Winter gnomes living in hu-
ing. man cities retain their affection for ice-sculpted
Relations: T h e extreme climatic conditions of decoration.
winter gnome lands make interaction with other T h e eschek tend to organize in fairly small
races rare. In recent days, however, a greater num- communities, usually consisting of n o more than a
ber of eschek have begun to leave their lands and few dozen families. They have no organized militia,
take up residence in human or humanoid settle- but all band together to defend their own. Invaders
ments that havesome needof their crafting abilities. often learn that winter gnomes are expert in guer-
Most such gnomes do sufficiently well that they rilla warfare tactics, taking advantage of their
may maintain a comfortable lifestyle. environment to lead hit-and-run strikes on en-
emies or staying for hours buried beneath the snow
are usually suspicious of 0th to ambush a foreign caravan.
races at first meeting, bu
they tend to get along well
with others once they’ve
gotten to know them.
They are known to feel
very anxious in the com-
pany of Termanan gnomes,
however, and the feeling
seems to be mutual.
Some instinctive un-

interaction between
t h e two (superfi-

vironments in
which they dwell,
such interaction is ex-

vast majority of winter


gnomes are ethically
neutral, with a slight ten-
dency toward good on the
moral axis. Traveling winter
gnomes are more likely to
tend toward extremes of
alignment, however, as those
who prove too rigid, too un-

often encouraged to leave


the community.
STRANGE LANDS: LOST TRIBES OF T H E SCARRED LANDS

Religion: Oddly enough, winter gnome reli- Type: Fey. Winter gnomes are immune to
gion is centered primarily around Ushadani, a spells and effects that affect only humanoids.
spirit-worshipping faith found almost exclusively Winter gnomes’ base land speed is 20 feet.
on Termana. They particularly revere spirits of Low-light Vision: A winter gnome can see
snow and ice, as well as those of their ancestors. twice as far as a human in starlight, moonlight,
Much less frequently, winter gnome factions torchlight and similar conditions of poor illumina-
develop who worship Enkili (in his god of storms tion. He retains the ability to distinguish color and
aspect) and Tanil. Despite their alignment, they detail under these conditions.
greatly distrust Madriel; they feel she does not Weapon Familiarity: Winter gnomes may
consider them true living beings. She appears often treat gnome hooked hammers as martial weapons
in winter gnome’ folkloric tales as a kind of bogey- rather than exotic weapons
man - n o t evil per se, but definitely not + 2 racial bonus o n Listen checks.
sympathetic.
+ 2 racial bonus on Craft (iceworking) checks.
Rumors persist that some hidden cult of winter
Elemental Traits: Although fey, these creatures
gnomes pays homage to some strange and terrible
share some traits with elementals and are resistant to
elemental outsider, but it is taboo in their society
attacks that target biologicalprocesses.They gain a +2
even to discuss it.
racial bonus to saves against poisons, sleep effects,
Language: T h e winter gnome language is es- paralysis and stunning. They have innate fortification
sentially the same as that spoken by the gnomes of of 25% against critical hits. They sleep only four hours
Termana, save for some changes in vocabulary and per night, eat only once per day, and can hold their
inflection. T h e written alphabet, however, is quite breath for a number of rounds equal to four times their
different, and appears to be based o n runic dwarven Constitution.
lettering.
Cold Dependent: Winter gnomes are uncom-
Names: Winter gnomes have n o names until fortable in temperatures above freezing and are
they reach the age of maturity. Until that time, very susceptible to heat. They treat temperatures of
they are identified by their parents’ names, for 50-90 O F as “very hot”; 91-1 10 O F as “severe heat”;
instance, “Son of Thuren.” T h e ceremony of adult- 111-140 O F as “extreme heat”; and suffer double
hood allows all the participants (including friends, the standard “extreme heat” damage in tempera-
neighbors and family) to choose the name of the tures above 140 O F (see the DMG Glossary, “Heat
young winter gnome. T h e name is always unique Dangers”). Finally, winter gnomes suffer a -2 racial
(no standard names or surnames exist for this folk). penalty to all saves against fire or heat, and they
Names often describe some great deed or personal- suffer one additional point of damage per damage
ity trait the participants hope the gnome will die from fire.
accomplish or gain in the future.
Cold Focus: Add +1 to the Difficulty Class
Adventures: Winter gnomes usually live in for all saving throws against spells with the Cold
isolated areas where few men go. When visited by subtype cast by a winter gnome. This bonus stacks
one these outsiders, however, many young winter with any other bonuses to the DC the winter
gnomes feel the need to learn more about them. gnome may have.
Some few are brave enough to journey to the far
Automatic Languages: Gnomish and Com-
human villages and cities and explore a n unknown
mon. Bonus Languages: Draconic, Dwarven, Elven,
world. These winter gnomes who make a career as
Giant, Goblin and Orc. In addition, a gnome can
adventurers are the most curious and brave among
speak with animals whose environment includes
their folk, and are treated with a mixture of respect
arctic (see below). This ability is innate to winter
and suspicion by those who stand isolated in their
gnomes. See the speak with animals spell descrip-
homelands.
tion.
Winter Gnome RacialTraits Spell-likeAbilities: l/day- speak with animals
0 +2 Constitution, -2 Strength. Winter gnomes (duration 1 minute). This ability works only with
are hardy, but their size makes them physically animals which have arctic listed as a natural envi-
weaker than others. ronment. In addition, a winter gnome with a
0 Small: As a Small creature, a winter gnome
Charisma score of at least 10 has the following
gains a + I size bonus to Armor Class, a + I size spell-like abilities: l/day- cold snap??, iceshardst.
bonus on attack rolls, and a +4 size bonus on Hide Cast as a sorcerer of the winter gnome’s character
checks, but h e uses smaller weapons than humans level.
use, and his lifting and carrying limits are three Favored Class: Sorcerer or rogue.
quarters of those of a Medium character.
C HAPTER FIVE: R O O F OF THE W O R L D
,”%”&

Ice-w&
Everyone across the length and breadth of the explore and embrace the environment of Fenrilik itself,
Scarred Lands knows that Fenrilik is a realm of eternal rather than any given god. Most also feel a duty to keep that
winter, a wasteland of blinding snow, broken only by environment existing in harmony with the creatures who
icy crags, deep crevices and the occasional village, dwell withln it. They rescue the lost and help feed commu-
most of which are little more than a handful of build- nitiesnotsimplybecausetheyfeelanyloyaltyorkinshipwith
ings clustered together for warmth. these others -though many of them do -but because is
What fewer people know is that Fenrilik is also a their dutyasliaisonsbetweenciviliationand the wilderness.
land lush in the spiritual. Here, where many of the titans’ They could no more abandon that role than a wolf could
followersfledwhen the Divine War turned against them; chooseto become an herbivore,or a stormto turn asidefrom
here, where the omnipresent threat of the natural world the paths sculptedby the winds. In return for their service,
itself has spawned worship of spirits unlike that seen winter itself grants the ice-walkers abilities beyond those
anywhere else save the jungles of Termana; here, where enjoyed even by other agents of the natural order.
life is hard and it is easier to warm the soul than it is the Many outsiders to Fenrilik view ice-walkers with
body, faith has taken hold as firmly as the frost itself. some measure of suspicion,for they show strange abilities
Fenrilik is home to druids, of the titans and the and an odd love for an environment most individualsfind
ushada both. It is home to sorcerers who manipulate downright hostile. To the natives, however, ice-walkers
the snows around them, wrapping the cold about are figures of awe and respect, and a great many Fenriliki
themselves like a cloak. Perhaps most vitally, it is folk tales revolve aroundheroic ice-walkerswho savedlost
home to rangers who have learned to maximize their children or starvingvillages from the predations of raiders
effectiveness in these chilly environs, to hunt the ice or monsters, often at the cost of their own lives. The
and blaze trails through the snow as their brethren do
in the forests of warmer lands. anxious to
None of these, however, is viewed with quite the
same awe and reverence as the Fenriliki ice- ~ 1 - 6

walkers, masters of the permafrost plains and _., , ~ ~ ~


snow-cappedpeaks. Hunters andguides to make
even rangers feel like gangly city youths, the
ice-walkersarethelifebloodofm
communities. They
ers cannot,rescue th
blizzards that rake the continent, stand
as a bastion against the monsters of the
frozen wilds, and - in happier times -
serve as healers and craftsmen for their
communities.
Surprisingly enough for the rug-
ged, outdoorsy type, most ice-walkers
tend to be quite garrulous and
ciable. Because they spend so much time
alone in the cold, they take every opportu-
nity for company and comfort they can,
enjoying every day spent in the con-
fines of a warm tavern or friendly
villagehovel, for they know that soon
enough they will be back out in the .
snow. A few do become loners, drifting
apart from their fellows and preferring
the bleak desolation of the frost to the
voicesandwmthofothers, but these
are the exception rather than the
rule.
Ice-walkers feel a deep spintual
bondwiththefrozenworldaroundthem.
Somehavecompareditto the callingfelt
by a paladin, save that they feel the need to
STRANGE LANDS: LOST TRIBES O F THE SCARRED LANDS
-i

speak.ofthoseoccasionalice-walkerswho grow as cold and Class Features


unwing as the world in which they live, abandoning All the following are class features of the ice-
others totheirfatesoreventurningevi1,usingtheirabilities walker prestige class.
for personal gain. Wicked ice-walkers are a rarity, but the
Weaponsand Armor Proficiency: An ice-walker
notion is disturbingenough to the locals that they hesitate
is proficient with all simple and martial weapons, with
even to acknowledgethe possibility.
light armor and with shields (but not tower shields).
Many ice-walkers enjoy joining adventuring par-
Spells: A n ice-walker gains the ability to cast
ties, as such companions provide company otherwise
divine spells, as a ranger does. He may prepare any spell
lacking on the tundra. On the other hand, they only
from the ranger spell list, and any spell with the [Cold]
want companions who can keep up, and who can
descriptor from any other spell-list. (If a Cold spell is
survive with minimal aid from the ice-walkers them-
available on multiple spell lists, the ice-walker pre-
selves; after all, anyone whom an ice-walker must
pares it at its lowest available level.)
babyd.sit is just another charge, not a true equal.
Cold Resistance (Ex): A n ice-walker gains resis-
To date, ice-walkers are found only in Fenrilik.
tance to cold equal to his ice-walker level. He is
Their skills would likely prove quite beneficial in
immune to any environmental hazards from cold, as
other frozen areas, such as Albadia, but none has yet
per “Cold Dangers” in Chapter 8 of the DMG.
made: such a journey.
Wild Empathy (Ex): A n ice-walker’s class levels
Use in Other Campaigns: Nothing intrinsic to the
stack with druid or ranger levels for purposes of wild
ice-walkerprevents their use in worlds other than Scam.
empathy, but only when dealing with creatures native
They can fill the same niche in any world that has a
to cold climates.
spiritualcultureandanarcticenvironment. Whiletheice-
Ice Walk (Ex): As of 2nd level, an ice-walker is
walkers of the Scarred Lands tend to serve titans (usually
not hindered by ice or snow. He can walk, run, tumble
but not alwaysDenev) or MM, those elsewheremight be
or what-not on ice or snow, or climb an icy wall, all
operativesof a god of winter, storms or any other portfolio
without penalty. Further, he leaves no tracks in snow
that involvesshapersof ice and snow. Similarly,while ice-
unless he chooses to do so, as the spell pass without
walkers tend to be benevolent as written here, a shift
trace.
toward amore selfishor evil outlookcouldmake them truly
formildablevillainsinanarcticsetting(asgodsofco1dorice Snowmantle (Ex): When making Hide or Move
seem to be evil, for the most part). Silently checks in an icy, snowy or similar environ-
ment, an ice-walker of at least 2nd level adds his
Idit Die: d8
ice-walker level to the roll.
Requirements Ice-Crafc (Sp): As of3rd level, the ice-walker can
To qualify to become an ice-walker, a character form small items, such as tools or weapons, out of ice.
must fulfill all the following criteria. He need merely place his hand or hands against an icy
Alignment: Any non-lawful. (Most ice-walkers surface, and he can draw forth the item he envisions.
are neutral good, neutral, chaotic good or chaotic The item may not have moving or flexible parts, so he
neutral, but only the nonelawful is required.) could not create a chain, a rope, a bow or a chest with
I3ase Attack Bonus: +5 a lid. Nearly any other weapon, tool or small item
Feats: Endurance, Track imaginable is possible, however.
Skills: Knowledge (nature) 6 ranks, Survival 8 The ice-walker can ice-craft one item weighing a
ranks number of pounds less than or equal to his ice-walker
level x 2, or two items whose combined weight does not
Special:Must have spent at least 10years living in an
exceed that limit. Creating an item or items is astandard
arctic environment. Must worsKip an entity associated
action. Items thus created have the same Hardness and
with cold, ice, winter or similar aspects. This need not be
hit points as normal items of their type, as long as they
the oldy thing with which the entity is associated. For
remain in a freezing environment. If taken into warmer
instance, most ice-walkers worship Denev, the titan asso-
environs, the item loses 1hitpoint per hour to melting for
ciated with the natural world -which includes winter.
every degree above freezing. (Thus, the item loses 13hit
Class ,Skills points an hour in a 45 “Fenvironment.) If the ice-walker
The ice-walker’sclass skills (and the key ability for ever suffers damage from a heat- or fire-basedattack, the
each skill) are Climb (Str), Concentration (Con), item suffers as much damage as he does, ignoring Hard-
Craft (ice-working),HandleAnimal(Cha),Heal(Wis), ness. If the item ever leaves the ice-walker’spossession,it
Hide (Dex), Jump (Str), Knowledge (architecture and melts in 24 hours, regardless of temperature.
engineering) (Int), Knowledge (nature) (Int), Listen At 6th level, the ice-walker can imbue his ice-
(Wis), Move Silently (Dex), Profession (Wis), Ride craftedcreationswithmagic.Subtract5fromhis ice-walker
(Dex), Search (Int), Spot (Wis) and Survival (Wis). level; this is the enchantment bonus he could imbue into
Skill Points at Each Level: 6 + Int modifier. a weapon or shield created from ice. (For instance, a 7th-
CHAPTER FIVE: R O O F O F THE WORLD

level ice-walker could create a +2 short sword.) If he cleric does undead. His functional cleric level equals 5
chooses to create more than one item at a time, he must + his ice-walker level. He may do this once per day,
divide his total bonus between those items. It requires a plus one additional time per point of Charisma modi-
Craft (ice-working) check, with a DC equal to 10 + the fier, if positive.
desiredenhancement bonus, to create amagical ice-craft; Ice Burrow (Su): An 8th-level ice-walker can
if the roll fails, the item is nonmagical. The magic burrow through snow and ice at a movement rate of 5.
lnherent to these items does not prevent them from He does not leave a hole behind him, and he cannot
melting, as described above. An ice-walkercan only have take any creature larger than Tiny with him.
one magical ice-crafted item (or two, if they were created Ice Shape (Sp):At 9thleve1,the ice-walkergains the
in the sameround) at agiven time. If he createsnew ones, ability to shape ice, frost and snow. Other than its target
the old ones immediately become nonmagical. substance,this functionslike the spellstone shape. The ice-
Also at 6th level, the ice-walker gains the ability walker’seffective caster level for thii ability is equal to his
to quicken his ice-craft ability. It still requires a stan- ice-walker level, plus any druid or ranger levels he may
dard action to create magical ice-crafts, but he can have. He may use this ability twice per day, plus one
create nonmagical ice-crafts as a free action. additionaltime per point of Wisdom modifier, if positive.
Snow Stealth (Ex):A t 4th level, an ice-walker Cold Strike (Sp): A 10th-level ice-walker may
can make Hide and Move Silently checks in an arctic apply the icy burst weapon specialquality (and thus, by
environment - with t h e bonuses applied by inclusion, also the frost quality) to any melee weapon
snowmantle - while moving at full speed, or even he wields (includingany weapons he may have created
running. throughice-craft).Activating or deactivating this ability
Snowsight (Ex):Also at 4th level, an ice-walker’s is a move action.
vision (and thus his Search and Spot checks) are not Eyes of Winter (Sp): At 10th level, the ice-walker
hindered by falling snow, sleet or hail. can extend his senses through the snow and ice that
Ice Glide (Su): From 5th level onward, an ice- surroundhim. By concentratingfor lominutes,hemay use
walker moving across an ice or snowy surface can either clairaudience/ccluyance or commune with m r e .
actually travel faster than normal. In such environs, he The distance at which he can apply these abilities is equal
adds 10 + his ice-walker level to his movement rate. to 10 miles plus one mile per point of Wisdom modifier.
Shelter (Su):Beginning at 5th level, the ice-walker This abilityfunctionsonly in areasof snow or ice,however;
may extend a portion of his cold resistance to his compan- if such conditions extend only three miles, the powers
ions. He can affect up to one additionalperson per every function only within those three miles. The ice-walker
two ice-walkerlevels, as long as they remain within30 feet may use this ability once per day, plus one additionaltime
ofhim. These individualsgain cold resistance equal to half per point of Wisdom modifier, if positive. He must decide
the ice-walker’s cold resistance, and are also immune to beforebeginning his 10minutesof concentration which of
environmental cold dangers. While this power is active, the two spells he is invoking. If he changes his mind, or if
the ice-walker himself benefits from only half his normal his concentration is interrupted,he does not lose his use of
cold resistance. Activating this power requires a standard the ability, but he must start over. (ClairaudiencelcLiwuy-
action, but deactivating it is a free action. ance is considered a 3rd-level spell, and cummune with
Turn/Rebuke (Su): A t 7th level, the ice-walker narure a 4th-level spell, for purposes of Concentration
can turn creatures with the fire subtype, and com- checks made to maintain concentration if the ice-walker
mand/rebuke creatures with the cold subtype, as a is distracted, damaged or otherwise interrupted.)

Base
Class Attack Fort Ref Will Special Spells per Day
Level Bonus Save Save Save 1st 2nd 3rd 4th

0 - -
new apprentice
C H A P T E R SIX: M A G I C O F T H E FROZEN N O R T H

settlements. Those slitheren charged with lead-


F W ing such missions to gather slaves for food and
n e equipment of F e n d & must be strong to work often carry one of the gorger's axes.
..
survive the terrible temperaturesof this frozen waste- A gorger's axe is a crude-looking wooden-
land. Leather cracks, cloth is sheared away by ice hafted axe with a white Stone blade tied to it.
crystals on terrible winds, and even wood is worn thin These weapons are deceptive in their construe.
by this punishing environment. As aresult, craftsmen tion, because the blade itself is a fragment from
of this continent have undertaken certain precau- a shattered portion of a tooth of Gaurak. The
tions. For example,most leathershere are treatedwith driving need of the blade to chew throughwhat-
an herb and bear-fat concoction that prevents damage ever it hits makes this weapon deadly, despite
from the cold, but causes it to stink terribly in warm the apparent carelessness in its construction.
conditions. Powers: This crude +1 handaxe of wounding
Most fascinating ofall, however, is the creationof is balanced for throwing. ~~~~i~~ the rough
the winter gnomes - the ice that is like steel. pearance of its construction, t h e axe is a very
Hardened Ice functional weapon that doesn't require a lot of
Wintergnomeshavedeveloped alchemicaltech- training to use. W h e n the axe scores a critical
niques for hardening ice. Many of their tools, weapons, hit, the blade lodges into the victim and begins
armor and building materials are constructed using to burrow, inflicting a n additional Id6 points of
this method, which requires a Craft (alchemy) check damage per round until removed. A DC 20
Strength check is required t o I-----.- u1aur.
C l l l U V C LllC L 1-J-
along with the other Craft checks necessary for cre-
bL,.

ation of a given item. The DC of the Craft (alchemy)


Removing the 'lade is a -rnllnJ action and
L"uALu

check is the same as the DC required to craft the item.


can be done by either the vi'x i m or a compan-
L'

ion. If t h e blade is in t h e victim ' . ' 1's back or


Any items formed of ice in this manner weigh .l.l,.
otherwi:je inaccessiulc,
'
-..l-.
ullly -a culllpanion
-..- can
75% as much as items made of more traditional mate- ---
attempt LU I C I U ove it.
b?.

rials. They are as strong as their -..!?.-. P l 0 , L . r-


Moderate evocdLluI1, LL O L I ~ ; L>raft Magic
traditional counterparts, as ..
Arms a rid Armor, rnugzc scone, creator must be a
-1-

long as they remain in a


Brown Gorger slitheren
freezingenvironment. Ifeve
kept in an environment above irak;
freezing for longer than five hours, gp;
they permanently lose one 1 lb.
hit point and one
point of Hardness per
hour after the fifth. Th
tually melt away. Su
damage from fire and heat-based attacks, but
cannot be harmed bv cold attacks in anv wav.
, I

agic Items
Magjc Weapons
Gorger's Axe
Descrip-
tion: The brood
of slitheren known as
the Brown Gorgers infest not only the
Perforated Plains and Gaurak's
Teeth but also the lands of .
Fenrilikwith their filthy war-
rens. Each of these warrens
competes against the others,
devouring its rivals for food
when other fodder grows scarce.
T h e gorgers' taste for the flesh of humans
and other divine races often drives them o n mad
hunts for food along the borders of civilized
STRANGE LANDS: LOST T R I B E S O F T H E SCARRED LANDS

Wondrous Items this in mind, t h e ointment of comfort provides a n


individual with t h e necessary insulation t o e n -
Jaws of Amazing Mastication dure cold temperatures.
Description: Many have wondered what ex- Powers: W h e n applied to the skin of a n
ac tly the creator of this item was thinking. This individual, the ointment of comfort bestows the
set of wooden teeth sits over the wearer’s own effects of endure elements for purposes of resist-
and can turn the jaw muscles and teeth of the ing cold temperatures. In addition, the person
wearer into a massive set of retractable man- coated in this warm salve gains resistance to
dibles capable of biting and gnawing through cold 5 for 24 hours. A container of this ointment
almost anything. typically has three uses when full.
Powers: T h e jaw and teeth of these wooden Faint abjuration; CL 3rd; Craft wondrous
mandibles transform the wearer’s teeth and jaws item, endure elements, resist energy; Price 900 gp;
into a sharklike mouth. This jaw alteration lasts Weight 1 lb.
for ld6+4 rounds, during which time the wearer
may make a bite attack that does ld6+ Strength Robes of the Red Wjtch
bonus points of damage, with a 19-20 critical Description: T h e robes of the red witch are a
threat range and a x3 critical multiplier. T h e sign of status among the red witch slitheren. A
teeth also vibrate back and forth rapidly, negat- red witch with these robes commands signifi-
ing t h e hardness of wood and metal objects and cant necromantic power, and the capabilities of
halving that of stone. Once used, jaws crumble the robes are both protective and offensive. W i t h
and Ibreak. these robes a single accomplished sli theren nec-
Faint transmutation; CL 5th; Craft Won- romancer becomes a much more significant
drous Item, magic fang, spellcaster level 5+; Price threat.
250 gp The robes are made from fine red spider silk,
woven by monstrous spiders under control of the
Ointmentof Comfort ratmen. They often endure hard use and appear
Description: T h e weather and climate of tattered, but they never lose their magical quali-
the Scarred Lands can vary from comfortable to ties. T h e red witches guard t h e secrets of t h e
hostde, and all manner of weather might be robes’ creation closely.
encountered by a hardened adventurer. With
C H A P T E R SIX: M A Z I C O F T H E FROZEN N O R T H

-5%

Perform

Powers: T h e wearer of t h e robes of the red cannot cast spells or engage in activities that
witch gains t h e ability t o rebuke undead as a n require intense concentration. Corrosive musk
evil cleric equal t o her wizard level. T h e robes affects everyone within 20 feet of the shofar
of the red witch allow t h e wearer to cast t h e wielder, including the wielder himself. All char-
following spells (animate vermin and bone weapon acters must succeed at a DC 15 Fortitude save or
are found in Hollowfaust: C i t y of Necroman- suffer a -2 penalty to initiative and attack rolls
cers). All t h e spells are cast as if by a wizard of for d4 rounds. T h e musk does not last long enough
8 t h level. to affect metal items and armor.
3/day: animate vermin, bone weapon, chill In order to use a shofar of the beast, t h e
weapon??. wielder must have a number of ranks in Perform
2/day: phantom’s howl?, bones of silver??. as indicated o n t h e table for the given shofar.
l/day: repair dead??. Faint to strong conjuration; CL 10; Craft
Moderate necromancy; CL 8th; Craft Wondrous Wondrous Item, summon monster I, (remove dis-
Item, all spells listed, creator must be a red witch ease, shout, sleep, speak with animals, stinking cloud
slitheren; Price 70,235 gp; Weight 4 lb. or Vangal’s touch, ), creator must have the bardic
music ability; Price: crescent elk 3,240 gp, orafaun
Shofar of the Beast 6,480 gp, emperor stag 9,720 gp, hornsaw unicorn
Tribal bards believe that the primitive sho- 9,720 gp, Amalthean ram 12,960 gp, tundra lord
far contains the spirit of the beast from which 16,200 gp, muskhorn 9,720 gp
the horn was taken. Often these horns are en-
chanted to call forth such a spirit in physical
Slave Bore
form. Enchanted shofars are treasured as sacred Description: O n e of the most horrific items
relics, and occasionally the spirit beasts they the slitheren are known to use is the slave bore,
summon serve as tribal totems. Causing the de- which high-ranking slitheren often use o n un-
struction of such a spirit beast is seen as a breach fortunate captives to enforce obedience. T h e
of honor and even a cause for exile. slave bore resembles a small corkscrew, crafted of
Each shofar has a specific spirit beast associ- iron and silver and dipped in t h e blood of its
ated with it, and the horn may be used to summon victim’s potential master. T h e target of this
this beast once per day. T h e beast acts under the device’s foul magic is trussed up with a scarlet
shofar wielder’s direction for up t o 10 rounds cord and made to wear a black velvet hood with
a small forehead opening. A gag prevents the
before returning to the horn. If the spirit beast is
ever killed, the shofar loses all magical power. In victim from biting his tongue during the agoniz-
addition to being able to summon the appropriate ing ritual. T h e wielder then screws the bore into
beast, each shofar has another power that can be the victim’s head.
called upon once per day based on the nature of Powers: W h e n the bore is put in place, the
its spirit, as shown in Table 6-1: Spirit Beasts. victim immediately suffers ld6 points of Intelli-
Remove disease, shout and speak with animals gence and Wisdom damage, and must succeed in
all function as the spells of the appropriate names, a DC 12 Fortitude save or suffer ld6 points of
cast at the horn’s caster level. Cause sleep targets Constitution damage as well.
one individual, who must succeed at a DC 14 Will While the bore remains in place, the victim must
save or fall into a n hour-long slumber. Rage af- make a DC 15Willsave everyday. Eachday the victim
fects one individual, who gains a +2 bonus to resists successfully, he suffers 1 point of Constitution
attack and damage rolls for the target’s C o n modi- damage and a -1 cumulative penalty to his next Will
fier + 3 rounds. During this time, the target
STRANGE LANDS: L O S T T R I B E S O F T H E SCARRED LANDS
Y i
w

save against the bore. If the victim’s Constitution tively, someone can physically remove the bore
drops to 0, he dies. from t h e victim’s head. This procedure is ex-
Should t h e victim fail one of these Will tremely hazardous and requires a successful DC
saves, h e becomes t h e slave of t h e creature whose 25 Heal check. Should the check fail, t h e victim
blood is o n the bore. T h e victim must obey his suffers ld6 points of Constitution damage, and
masrer’s every command without question. Only the healer may try again. (This damage, unlike
the slave’s master may deliver these commands, the ability damage described above, will eventu-
and they must be comprehensible t o t h e victim. ally heal as per normal recovery rules, even
T h e unfortunate slave has n o chance to resist, while t h e bore remains i n place.) If t h e bore is
remaining a slave until rescued or slain. So removed without killing t h e victim, h e is imme-
complete is the master’s control, t h e slave will diately freed of his master’s control and his
not even eat or drink unless commanded t o do abilities return a t t h e standard rate. If t h e victim
so. T h e ability drain damage caused by t h e bore dies, t h e bore may be removed and t h e victim
will not heal o n its own and cannot be magically brought back t o life with a resurrection or similar
cured (such as with a restoration spell) as long as spell.
the bore remains i n place. Faint necromancy, strong enchantment; CL
Another character can remove t h e bore with 9th; Craft Wondrous Item, bestow curse, domi-
a heal, wish or similar high-level magic. Alterna- nate person, touch of idiocy; Price 45,000 gp;
Weight 1/10 lb.
..
of Fend&
Empathy of the understand their patron’s While this spell is in ef-
agony, was developed by dru- fect, affected targets gain a +4
Faceless One ids of G o l t h a i n i n order t o primal bonus t o Animal Han-
Divination [Mind-Affecting] understand their patron bet- d l i n g , Bluff, D i p l o m a c y ,
Level: I3rd 4, Drd 5 ter. Many use it as a form of Gather Information and Sense
Components: V, S penance, proving t h a t they too Motive skill checks.
Casting Time: 1 action can bear t h e burden of t h e pain
Range: Medium (100 ft. + 10 ft./level)
Target:. One creature/level, no t w o
of every living thing. Its use Escape the Bonds
OF which may be more than 30 Ft. has also spread t o druids of of Flesh
apart o t h e r titans, however, who
Necromancy [Death, Evil]
Duration: 1 round/level (D) employ t h e magic offensively, Level: Clr 4, Sor/Wiz 5
Saving Throw: Will negates proving Golthain’s weakness. Components: V, S, M
Spell Resistance: Yes Spell Effect Casting Time: 1 action
Description Range:Close (25 ft. + 5 ft./2 levels)
T h e targets of this spell
Target: One living creature
G o l t h a i n the Faceless was feel the damage they inflict
Duration: Instantaneous
said to possess such a deep con- upon others as if i t were affect-
Saving Throw: Fortitude half
nection with t h e life around ing themselves. A n y physical
Spell Resistance: Yes
him that h e could feel t h e pain damage dealt t o another crea-
of every living thing damaged ture by a n affected target is Description
by t h e titans. More t h a n any also inflicted upon t h e target The precise origin of this spell
other titan, h e cared for his as nonlethal damage. This does remains unknown, but recorded
creations and could not bear n o t include damage inflicted instances speak of its use in the
to see them hurt. T h e other by spells unless t h e spells do years before the Titanswar. In the
titans mocked Golthain for this n o t have a n area of effect and modem age, however, most of the
sensitivity, seeing it as a form damage a n opponent within 30 Scarred Lands races seem to have
of weakness. After Golthain’s feet. lost knowledge of this spell -as-
face was sundered, h e came t o Each time any creature suming they ever possessed it -
develop a n even greater de- dies within 30 feet of a n af- save for the ratmen witches. Hor-
pendence o n and empathy with fected target, t h e target must rific stories tell of slitheren raiding
his creations. make a n additional Will save parties attacking villages. Survi-
’This spell, found among or be stunned for 1 round. This vors report watching the very bones
the small sect of Golthainite stunning may have a cumula- tear free from the bodies of friends
druid-ascetics who wander t h e tive effect if multiple creatures and family, only to turn upon their
ice of Fenrilik barefooted t o are killed. loved ones at the bidding of their
attackers.
C H A P T E R SIX: M A C C O F T H E F R O Z E N N O R T H

SpellEffect ldlO and consult t h e corre- T h e target offracture must


The v i c t i m ’ s s k e l e t o n sponding table t o determine possess bones; thus, this spell
writhes and twists within his which bone is broken. proves ineffective against con-
body, tearing muscles and rup- structs, incorporeal and
turing flesh. T h e victim suffers ethereal creatures, most ver-
2d8 points of damage, + 1 point ft ar I min and amorphous creatures
such as oozes. Fracture can be
per caster level (maximum
+20). If t h e damage dealt by
this spell brings t h e target be-
2

6-8
Right arm

Right leg
I used against undead. They do
not suffer the nonlethal por-
low zero h i t points, his skeleton tion of t h e damage dealt, nor
tears from its body and becomes Indicates a single bone, do they incur skill penalties. A
such as a rib, collarbone, skeletal undead with a broken
a n animated skeleton. (See the
“skeleton” entry i n t h e MM.) leg c a n n o t walk at all.
T h i s s k e l e t o n is under t h e Material Components: A
caster’s control, in all respects Broken Arm: T h e victim small piece of b o n e t h a t is
as if it had been created by t h e drops anything held and suf- snapped a t the m o m e n t of
animate dead spell. Should the fers a -4 penalty (cumulative) casting.
skeleton possess too many hit t o any task t h a t requires b o t h
dice for t h e caster to control, arms, such as Climb or Swim. Mesos’Resonance
it remains independent and S h e cannot perform any task Transmutation
immediately attacks the near- t h a t uses t h e broken arm alone, Level: Sor/Wiz 6
est creature. and cannot hold a shield or use Components: V, 5, M
a weapon with t h a t hand. Her Casting Time: 1 action
Material Components: A
Strength is considered one-half Range: Personal
fragment of bone with flesh
normal for purposes of lifting Area: 100 ft. radius burst
still attached to it and a piece
and carrying. Duration: 1 round/level
of iron. Saving Throw: None
Broken Leg: T h e victim
Spell Resistance: No
Fracture falls prone and suffers a -4 pen-
Transmutation alty (cumulative) t o any task Description
Level: Clr 3, Sor/Wiz 4 t h a t requires t h e use of b o t h W i t h the rise of wizardly
Components: V, S, M legs, such as Climb, Jump or magic before t h e Titanswar,
Casting Time: 1 action Tumble, and cannot perform Mesos t h e Sire of Sorcery was
Range: Close (25 Ft. + 5 ft./2 levels) any task t h a t uses t h e broken concerned t h a t this upstart
TargekOne living creature which can leg alone. Her speed is reduced form of magic would over-
be no larger than one size category by half and she c a n n o t run or shadow h i s o w n followers.
above the caster’s
charge. Her Strength is con- Rather t h a n let his minions
Duration: See text
sidered one-half normal for become irrelevant, Mesos de-
Saving Throw: Fortitude negates
purposes of lifting, and one- veloped a powerful spell which
Spell Resistance: Yes
quarter normal for purposes of would hamper t h e gods’ wizard
Description carrying a n y t h i n g for more followers while strengthening
Scholars believe t h a t wor- t h a n a few steps. magic cast by sorcerers. This
shippers of Chardun created Broken Torso Bone: T h e spell clearly shows t h e Sire of
fracture t o cause maximum pain victim suffers a-2 penalty (cu- Sorcery’s genius i n crafting
and suffering to a victim with mulative) t o all S t r e n g t h - , magic, because i t is able t o dis-
minimal actual damage. Dexterity- and Constitution- tinguish between spells cast by
based checks. H e r speed is sorcerers a n d wizards e v e n
Spell Effect though they are functionally
reduced by one quarter and her
The caster selects a target S t r e n g t h is considered one- identical.
and utters t h e word “suffer”
quarter normal for lifting or This spell was thought lost
while snapping a small bone. If
carrying anything. with t h e destruction of Mesos
the target fails a Fortitude save,
Due to t h e pain of t h e bro- and most of his followers dur-
one of her bones snaps, often
ken bone, spellcasters suffering ing t h e Titanswar. W i t h the
piercing t h e skin.
from any form of fracture must increase i n t h e number of sor-
The target sustains l d 6 cerers in recent years, however,
make a Concentration check
points of nonlethal damage and the spell has enjoyed a renewed
t o cast any spell successfully
ld4 points of actual damage,
(DC of 15 + level of t h e spell popularity.
and suffers a broken bone. Roll
being cast).
STRANGE LANDS: LOST T R I B E S O F T H E SCARRED LANDS

Spell Effect actions other t h a n defending t i t a n i c past, such as those


W h e n t h e spell is cast, himself. Foes receive a + 2 bo- found i n the wastes of Fenrilik.
each! arcane spellcaster in t h e nus to attack rolls made against
stunned victims. T h e victim
Spell Effect
area of effect or later entering
may make an additional Forti- T h i s spell e n h a n c e s the
it chooses one spell of each
tude save on his turn i n each bard’s use of t h e inspire great-
level h e is able t o cast. These
subsequent round to recover ness bardic music ability. A t
spe1l.s may be cast normally by
from the stunned condition. A t h e same time t h e spell is
any caster i n t h e area. For each
fractured skull imposes a -2 cast, t h e bard activates in-
previous time any given spell
penalty on all attack rolls, skill spire greatness. U n l i k e t h e
was cast during the duration of
checks and saving throws (in- normal bardic music ability,
t h e spell, the spell being cast
cluding t h e Fortitude save t o t h e bard may e n h a n c e a num-
receives a + 1 bonus t o DC. For
recover from being stunned). ber of creatures equal t o his
instance, if a sorcerer casts a
level within 30 feet. Further-
fireball during the 5th round of
the spell and three previous Song of the Vjren more, all bonuses normally
Enchantment (Compulsion) [Mind- granted by t h i s ability are
fireballs have been cast during
Affecting, Sonic] doubled. Enhanced creatures
this time, then that sorcerer’s
Level: Brd 6 receive:
fireball has a +3 bonus t o DC.
Components: V, S + 4 H i t Dice (dlOs t h a t
.Any other spell cast by a n Casting Time: 1 full round grant temporary h i t points).
arcane spellcaster i n t h e area Range: 30-ft. burst centered on the
immediately fails without ef-
+ 4 competence bonus
caster
o n attacks.
fect or explanation. Target: One creature/level
Material Components: A Duration: Concentration + 5 rounds + 2 competence bonus
(0) o n damage rolls.
glass eight-sided polyhedron
(50 gp) that is shattered dur- Saving Throw: None + 2 competence bonus
ing casting. Spell Resistance: No o n Fortitude a n d Will saves.
Descrjptjon T h e bardic music ability
Rupture Long before t h e rise of t h e functions normally in all
‘Transmutation d i v i n e races a n d m o s t o t h e r respects.
Level: Clr 5, Sor/Wiz 6 titanspawn, Scarn was domi-
Description n a t e d by t h e g r e a t v i r e n
Treachery of the
,Rupture is a more powerful c i v i l i z a t i o n . C r e a t e d by Earth Mother
versiion of t h e spell fracture. I t Gormoth t h e Life-Giver, t h e Transmutation
causes maximum pain and suf- viren created a civilization Level: Drd 4
rarely rivaled throughout the Components: V, S, M
fering to t h e victim with little
history of t h e Scarred Lands. Casting Time: 1 action
true damage.
Among their most impressive Range:Medium (100 ft. + 10 ft./level)
SpellIff ect achievements, t h e viren per- Target: One spellcaster
‘This spell is identical t o fected t h e mastery of the bardic Duration: Discharge
fracture except as noted above, arts, allowing them t o manipu- Saving Throw: Will negates
and as follows. T h e target sus- late life force and even reality Spell Resistance: Yes
tains 2d4 points of nonlethal itself with sheer strength of Descriptjon
dam,age and 3d4 points of nor- will. Though t h e great viren W i t h the betrayal of t h e
mal damage, a n d suffers a culture has been lost, through- fallen titans by Denev, their
broken bone with all the ef- out t h e ages t h e most powerful titanspawn children were left
fects and penalties described of bards have been able to tap l i t t l e choice but to oppose
under fracture. W h e n casting into t h e wisdom of these an- those misguided druids still
rupture, however, t h e caster cients. This spell, among the d e d i c a t e d t o the E a r t h
may choose which bone t o least of t h e viren’s once mighty Mother. Only when Denev’s
break, rather than rolling ran- power, has reappeared i n the treacherous followers are
domly. Further, i n addition to hands of powerful bards since eradicated, they reason, will
the bones listed under fracture, ancient times. t h e t i t a n truly slip i n t o slum-
t h e caster may choose to frac- This spell is yet remem- ber, h e r power diminished
ture the victim’s skull instead. bered by those civilizations beyond her ability t o recu-
T h e victim of a fractured skull with strong connections to t h e perate. I t is only t h e n t h a t
is stunned and incapable of any
CHAPTER SIX: M A G I C O F THE FROZEN NORTH

t h e Epoch of Betrayal shall their patron and t h e demoral- T h e spell is never dis-
come to a n end and t h e great izing effect the spell often has. charged by any spell t h a t deals
titans shall once again arise. directly with elements or el-
Spell Effect e m e n t a l e f f e c t s , n o r is i t
T h e druids of the fallen
This spell targets a single discharged by any spell that
titans created this spell t o as-
divine spellcaster and remains states explicitly that it draws
sist in their task and to teach
active until its discharge, al- upon the power of a titan other
the followers of Denev a les-
though the spell's presence is than Denev.
son in betrayal. T h e spell turns
not visible. U p o n casting a
the very energies of nature, Upon discharge, t h e
spell with one of t h e following
which t h e druids call upon, spell being cast a u t o m a t i -
conditions, the spell is dis-
against t h e i r wielders. Al- cally fails, and the
charged:
though this may affect any s p e l l c a s t e r suffers d i v i n e
spellcaster who casts nature- A n y spell t h a t deals d i - damage equal t o l d b / l e v e l
r e l a t e d s p e l l s , i t is most rectly with plants or animals. of t h e ruined spell.
effective against the followers Any summon nature's ally Material Components: Any
of Denev due to the nature of spell. flower with thorns.
C HAPTER SEVEN: HORRORS A N D HOSTS

reatures of A s W
Cactus Imp
Tiny Fey Ranging in color from reddish brown to sandy
Hit Dice: ld6+2 (5 hp) tan, the cactus imp stands no taller than 1-1/2 feet
Initiative: +5 tall and weighs n o more than 10 pounds. Unlike
speed: 20 ft. (4 squares), burrow 10 ft. dryads, a cactus imp is not linked to its cactus and
Armor Class: (+2 size, +5 Dex* +2 natural)* touch can always find a new dwelling if its current burrow
17, flat-footed 14
is destroyed.
Base AttacWGrapple: +O/-11
Attack: Slam +5 melee (1 plus poison)
Cactus imps speak Sylvan, and some also speak
Full Attack: Slam +5 melee (1 plus poison) Common.
SpaceIReach: 2-1/2 ft./O ft. Combat
Special Attacks: Spines, poison
Fully aware of the limitations of their size,
Special Qualities: Damage reduction 5/cold iron, low-light
vision, resistance to Fire 5, spell resis-
cactus imps resort to cunning and dirty fighting
tance 16 when dealing with their victims. When cornered,
Saves: Fort +2, Ref +7, Will +3 however, cactus imps use their spines to defend
Abilities: Str 5, Dex 21, Con 14,lnt 10, Wis 12, Cha themselves until an escape route makes itself evi-
10 dent.
Skills:
lump "* Listen +'*
Climb +1, Escape Artist +7, Hide +A*,
Move Silently+12*3
Search +6*,Sleight OF Hand +7, Spot +3
Spines (Ex): Cactus imps are covered with
envenomed spines. Any creature striking a cactus
imp with a natural attack, or successfully grappling
Feats: Weapon Finesse
the imp, takes damage as if struck by the imp's slam
Environment Desert
Organization: Gang (2-4), band (6-11)
attack.
Challenge Rating: 3 Poison (Ex):Injury, Fortitude DC 14, initial
Treasure: No coins; 50% goods; 50% items and secondary damage sleep for ld6 rounds. T h e
Alignment: Usually chaotic neutral save DC is Constitution-based.
Advancement: 2-4 HD (Tiny) Skills: "Cactus imps have a +4 racial bonus to
Level Adjustment: - Hide, Move Silently and Search. When in a desert
environment, this racial bonus increases to +8.
The creature stands amid swirls of silt, barely visible
against the desert sand. Despite its aggressive posture and
spine-bristled hide, this pint-sized marauder stands no
taller than the pitchers of precious water it is pouring into
the dust.
Description
Cactus imps are an often-en-
countered hazard of the low
desert. Hidden by their skill
at concealment, these mis-
chievous spirits sneak
from their cactus bur-
rows to sabotage those r

who camp in the desert -c


a t night. W i s h i n g
nothing but harm to
those foolish enough
to test their beloved
desert's fury, these dev-
ilish scoundrels abhor
water as well as all the other
artificial trappings of preser-
v a t i o n carried by wayward
travelers.
STRANGE LANDS: LOST TRIBES O F THE SCARRED LANDS

Daemon, BegujlingMerchant
Medium Outsider (Daemon, Evil, Extraplanar) and the souls of mortals. T h e merchant may hint
Hit Dice: 7d8+7 (38 hp) that it is willing to part with genuine valuables i n
Initiative: +7 exchange for evil acts. These acts may include
Speed: 30 ft. (6 squares) poisoning a village’s well, stealing food from poor
Armor Class: 17 (+3 Dex, +6 natural), touch 13, flat- families, defiling a temple consecrated to a good
footed 16 deity, or committing rape, assault and murder. The
Base AtbcWGrapple: +7/+7 fouler the act performed, the more valuable the
Attack: Dagger +7 melee (1d4/1?-20) merchandise. Only by agreeing t o commit evil acts
Full Attack: Dagger +7/+2 melee (ld4/1?-20)
can a customer acquire genuine items from the
SpaceIfXeac h: E cc I F cc
J I L./ 3 I L.
daemon instead of counterfeit goods.
Special Attacks: -
Binding agreement, spell like abiIities,
If the customer is willing to hand over his
summon fiend
Special Qualities: Daemonqualities,damage reduction 10/ immortal soul t o the merchant, then he can “buy”
good, craft delusion item, disguise ob- a unique item of great power that can fulfill his
ject, foulest purchaseof all, miser’s true most fervent desire. Only the most desperate (or
love, silver-tongued, spell immunities, foolish) people would consider doing such a thing,
spell resistance 22
but such people are all too common.
saves: Fort +6, Ref +8, Will +7
Abilities: Strll,Dex16,Con12,Int 17, Wis15,Cha Beguiling m e r c h a n t s speak C o m m o n ,
20 Daemonic, Draconic and Titan.
Skilk: Appraise +12, Bluff+23, Diplomacy +15, Combat
Forgery +12, Gather Information +14,
Hide +12, Knowledge (planes) +?, Listen Beguiling merchants never enter combat if
+8, Profession (merchant) +?, Search they can avoid it. They attempt to charm oppo-
+7, Sense Motive +20, Sleight of Hand nents into submission or order their bodyguards to
+lo,Spot +7, Use Magic Device +14 defend them. If the battle turns desperate, and if it
Dodge, Improved Initiative, Quicken
cannot charm or trick its way out of its predica-
Spell-Like Ability (charmperson)
Environment: Usually Belsameth’s Blackest Pit
ment, a beguiling merchant simply vanishes, shifting
Organization: Solitary itself and its trove to the Netherworld or teleporting
Challeng Rating: 6 to some other city to set up shop again.
Treasure: Triple standard Disguise Object (Su): T h e beguiling daemon
Alignment: Always neutral evil can alter a n object’s appearance and texture. I t
Advancement: 8-21 HD (Medium) cannot disguise an object’s shape or size, but the
Level Adjustment: +8 object’s visual appearance and tactile sense can be
shifted to whatever the daemon wants. It often
The smiling merchant stands in his shop, which is makes pebbles look like gems, wooden chips re-
crammedfullofval,alwlbletreasuresandrarecurios. “Greet- semble coins, and common utensils look like gold.
ings, my friend! Anything you want is here, if you’re T h e daemon can affect any object up to 100pounds
willing to pay the right price. .. .” in weight and n o larger than 10 feet in diameter,
Description and can use this power at will. Subjects may make
a DC 18 Will save to see through this illusion, but
Crafted from the souls of charlatans, frauds
only if they have a viable reason to disbelieve what
and dishonest merchants, these daemons deceive
they see. This is a glamer effect and lasts 6 days.
mortals into buying worthless junk and illusory
T h e save DC is Charisma-based.
magic items. Tales tell of whole towns bankrupting
Craft Delusion Item (Su): T h e beguiling mer-
themselves and selling their children into slavery
chant can implant a magical effect into a n ordinary
to buy the merchant’s trash. If the customer is
item so that it functions as a Delusion cursed item
willing to give more than money, however, the
(DMG, Chapter 7: Magic Items, “Cursed Items”).
beguiling merchant is more than willing to sell
T h e owner falsely believes the item has magical
items of great power.
powers and hallucinates the proper sensory stimuli.
14 beguiling merchant may appear as a normal T h e customer’s perceptions of reality subtly con-
merchant or peddler of any race and either sex. It
form to the delusion. Thus, if a customer uses an
will quietly enter a city, set up a small shop, and
illusory wand offireballs against a band of orcs, she
then proceed to swindle as much money as possible
will see and hear the orcs being incinerated, and
from the citizens. If some customers can be per-
even feel the heat of the fireball’s explosion. She
suaded to perform foul atrocities or give over their
will perceive the still-living orcs as suddenly ap-
souls in exchange for wealth or power, so much the
pearing behind the “incinerated” orcs.
better. T h e merchant covets both material wealth
C H A P T E R SEVEN: H O R R O R S A N D HOSTS

Binding Agreement (Sp): If the customer agrees If the item is destroyed, the customer dies
to perform an act of great evil in return for the instantly. W h e n the customer dies, the item
merchant’s goods, he is immediately geased to perform crumbles t o dust. T h e customer cannot be resur-
the dark deed. This takes effect the moment the rected by any means once the item is created, since
customer accepts the daemon’s merchandise and al- Belsameth claims his soul forever.
lows no saving throw. The beguiling merchant canuse Spell-like Abilities (Su): A t will - darkness,
this power only on customers who accept its wares. detect gold?, filch?? ( D C 15), greater teleport (self
Only remove curse, followed by an atonement spell, can plus 50 pounds or the daemon’s treasure; see be-
remove the gem. low), locate object. 5/day - charm person (DC 16),
Foulest Purchase of All (Su): If the customer detect thoughts, suggestion (DC 18). 3/day - charm
is willing to give his soul to the beguiling merchant, monster (DC 19), mirage arcana ( D C 20), veil ( D C
it can then remove a small part of the customer’s 21). l/day -blasphemy (DC 22), dominate monster
soul and weave it into an object. T h e object be- (DC 24), mass charm ( D C 23), plane shift. Caster
comes a special magic item that only the - level 10. Save DCs are Charisma-
customer can use. T h e customer’s align- based.
ment automatically shifts to evil. T h e * SummonFiend (Sp): Twice
item functions as a use-activated magic =-- dlay, the beguiling merchant
npr
item that is activated by will alone, can summon a daemon, devil or
and it enables the customer to use a A demon with a 70% chance of suc-
single spell up to 6 times a day. 1 cess. The summoned fiend can be
T h e spell it uses depends upon A of any kind that has 8 Hit Dice or
the customer’s desire. A cus- A fewer. These merchants traffic with
tomer w h o wishes t o all manner of fiends in their business
command the legions of i deals in the Underworld, and can call
Hell will generate a on them to fulfill various pacts and agree-
item that can cast gat ments. They frequently summon succubi,
or summon monster IX. erinyes, jade empresses and pain devils to
customer who longs to service customers who have paid dearly
make others his slaves will for such corrupt and perverted pleasure.
implant the spell dominate Immunities (Su): In addition to
person. O n e who craves the the standard daemonic immunities, be-
power to kill at will implants guiling merchants are immune to spells
circle of death. T h e GM that reveal thoughts or emotions (such as
chooses a spell that most detect thoughts and mind raidt) and spells
closely m a t c h e s t h e that reveal alignment.
customer’s desire. Treat the
Miser’s True Love (Su):The beguil-
power as a 9th-level spell
ing merchant’s greed links it to its treasure.
effect (if a lower-level spell is Itimmediatelyknowswhenanyofitsmoney
involved, treat as if it were Height-
or valuables is stolen, even a single coin.
ened to 9th level). T h e merchant
When the merchant uses its teleport or plane
uses this desire, so strong that the
customer is willing to give up his -. shift abilities, it can choose to transport its
treasure along with it, regardless of weight.
soul to fulfill it, to formulate the
Silver-tongued (Su): When the be-
item’s power.
guiling merchant lies to someone, he
The beguiling merchant can ust make a DC 18 Will saving
use this power only on someone
throw or believe the lie. If the
who willingly agrees to this darkest
saving throw succeeds, h e may
of covenants. T h e customer can-
h e n make a Sense Motive check
not be coerced into this pact, even
normal to detect the lie. T h e
by magic. T h e merchant must
DC is Charisma-based.
touch the customer while
Skills: Beguiling merchants have
ing the item. It takes 10 min
a +8 racial bonus to Bluff and Sense
to complete this process, a
Motive checks.
if it is interrupted the
tomer dies.
STRANGE LANDS: LOST T R I B E S O F T H E SCARRED LANDS

Daemon, Eyethjef
Medium Outsider (Evil, Daemon) Combat
Hit Dice: 12d8+48 (102 hp) While in combat, the eyethief seeks to grapple
Initiative: +4 or use its Stunning Fist ability, then to suck out the
Speed: 40 ft. (8 squares) ocular orb of its victim with its hidden proboscis. It
Armor Class: *' (+4 Dex9+7 natural)9
footed 17
touch 14' 'Iat- makes good use of its ability to cause blindness o n
multiple opponents, thus granting it freedom t o
Base AbcklGrapple:
.. +12/+15
take the eyes of its victim.
Attack: Claw +15 melee (ld8+3)
Full Attack: 2 Claws +15 melee (ld8+3) and bite +10 Blindness (Sp): This functions as the spell
melee (ld6+1) blindness, as cast by a wizard of 12th level.
SpaceIReach: 5 Ft.15 ft. Eyepluck (Ex):On a successful grapple, the
Special Attacks: Blindness, improved grab, Summon dae- eyethief extends its proboscis from within its mouth
mon and attempts t o suck the target's eye from the
Special Qualities: Blindsight%daemon traits* evil-aligned$ socket. T h e target must succeed o n a DC 20 Forti-
eyepluck
tude save or lose the eye. Should all eyes be removed,
saves: Fort +12, Ref +12, Will t?
the victim is blinded permanently. T h e save DC is
Abilities: Str 16, Dex 19, Con 18, lnt 10, Wis 13,
Cha 10 Constitution-based. This can be healed only by a
Skilk: Bluff +15, Diplomacy +15, Disguise +15, regenerate, limited wish, miracle or wish spell. (Re-
Escaoe Artist +1?. Hide +1?, move blindness won't
Liste'n+l8, MoveSilently +1?, work, as no eyes remain
Spot +18 to repair.) T h e demon
Feab: AlertnessB,Diehard, Dodge, can then either wear
Mobility, Power Attack,
the eyes to see in all
Environmnt: directions, or leave
Pit of Belsameth L them in places to serve
Orgmimtiom as scrying devices; this
Challenge Rating: functions as clairvoyance,
Treasure: cast as by a 12th-levelwiz-
Alignment: ard. If it steals the eyes of a
creature with a gaze attack
Advancement: or eye ray, it may use those
- same attacks exactly as the
Level Adjustment:
original creature. Any given
eye lasts for ld4 weeks before
This creatureappearsas an older
rotting away, so the creature
human reaching almost six feet in
is constantly hunting. If the
height, swathed in billowingrobes that
creature is stripped of all its
cover his hands. A strip of cloth con-
stolen eyes, it is blind (though
ceals his eyes.
it has blindsight, so it still func-
Dlescrjptjon tions in combat).
The eyethief lurks in the wilds Improved Grab (Ex): If
and in cities, seeking to prey upon the eyethief makes a success-
creatures for its most treasured of ful melee attack against a
prizes: their eyes. Having none of medium-sized opponent o r
its own, it covets eyes, and can I smaller, it deals normal dam-
age and can attempt to start a
grapple as a free action without
possess any. provoking an attack or opportu-
A n eyethief can pass as an nity.
elderly human as long as it Summon Daemon (Sp): Once
keeps its clawed hands from er day, a n eyethief can attempt to
mmon another eyethief with a 50%
E:yethieves speak Daemoni ance of success.
Draccnic and Common.
CHAPTER SEVEN: HORRORS AND HOSTS
Nihi

Darkmoon Slayer
Medium Outsider (Evil, Extraplanar, lncorporeal) Combat
Hit Dice: ?d8+? (49 hp) S l e e p i n g v i c t i m s are s u b j e c t e d t o t h e
Initiative: +3 darkmoon slayer’s phantasmal killer spell-like
speed: 40 ft. (8 squares), Fly 80 ft. (perfect) ability, followed swiftly by its smother? and dying
Armor Class: 18 (+3 Dex, +5 deflection), touch 18, breath?? attacks. If it has to engage in melee, t h e
Flat-Footed 15
slayer tries to prevent enemies from counterat-
Base AttacWGrapple: +?I-
tacking by flying away between attacks. If it
Attack: lncorporealtouch +? melee (chill touch)
lncorporeal touch +?/+4 melee (chill
can’t kill its victim, t h e darkmoon slayer flees
Full Attack:
touch) back to t h e moon.
SpaceIReach: 5 Ft.15 ft. Chill Touch (Sp): T h e touch attack of the
Special Attacks: Chill touch, spell-like abilities darkmoon slayer deals ld6 points of damage
Special Qualities: Darkvision 60 ft., incorporeal traits from negative energy and 1 point of temporary
Saves: Fort +7,Ref t?, Will +7 Strength damage. A DC 16 Fortitude save ne-
Abilities: Str -, Dex 16, Con 12, lnt 12, Wis 12, gates t h e Strength damage. T h e save DC is
Cha 20 Charisma-based.
Skills: Bluff +17,Concentration +12, Hide t21,
lntimidate +17,Knowledge (arcana) +8, Spell-Like Abilities (Su): A t will - dying
Knowledge (religion) +11, Listen +13, breath?? (DC 17); 3/day-smothert (DC 17); 1/
Search +13, Spot +13, Survival +? day -phantasmal killer ( D C 19).Caster level 9.
Featt: Dodge, Flyby Attack, Mobility, Spring T h e save DCs are Charisma-based.
Attack Skills: Darkmoon slayers gain a +6 racial
Environment: Any bonus o n Hide checks.
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral evil
Advancement: 10-18 HD (Medium)
Level Adjustment:

A transparentfemaleform
with vulture’s wings drifts si-
lently through the shadows.
Description
Belsamethdoesnot care
for glory in killing, only the
final demise of all life. It does
not matter if the victim can de-
fend itself or if it is helpless; murder
is its own reward. T o alleviate her
boredom on some long nights in the
dark of her moon, she created these
servants in her image to harvest souls
for her, delighted as she is by the taste
of fear and death.
These spirits seem to sweep down
from the darkness during Belsameth‘s
new moon. They approach sleeping vic
tims and penetrate their dreams, tumir
them into the worst nightmares the dre:
ers’ minds might conjure.
The darkmoon slayer can comr
telepathically with any intelligent c
STRANGE LANDS: LOST TRIBES O F THE SCARRED LANDS

Demon, Bellowjng
Huge Oiitsider (Chaotic, Demon, Extraplanar, Evil) fluted demons consider their rivals to be crude,
Hit Dice: 13d8+65 (123 hp) stupid brutes who lack subtlety and musical talent.
Initiative: +1 Bellowing demons speak Abyssal, Common
Speed: 30 ft. (6 squares), fly 50 Ft. (poor) and Infernal. T h e demons speak from all their
Armor Class: 26 (-2size9 +I Dex, +I7 natural), touch mouths at once, and never below a booming shout.
9, flat-footed 25
Base AttacWGapple: +13/+28 Combat
Attack: Huge greatsword +18 melee (2d8+10) The bellowing demon always begins combat
or slam +18 melee (2d6+7) with its thundering bellow, killing or stunning as
Full Attack: Huge greatsword +18/+13/+8 melee many opponents as possible. I t then engages in
(2d8+10) or 2 slams +18melee (2d6+7)
melee with any creatures that are not immediately
Space/Reach: 15 Ft./15 ft.
struck down by its voice, fighting with either its
Special ,Attacks: Apocalyptic screams, spell-like abilities,
summon demon fists or with a huge w,eapon (usually a greatsword).
Special l Q u d i All-aroundvision, damage resistance10/ If faced with spellcasting foes, it uses its counterspell
cold iron and good, demon qualities, im- wail and then fights hand to hand. If it is over-
mune to sonic, spell resistance 19 whelmed with opponents, it generates a wall of
saves: Fort +13, Ref +9, Will +10 sound while it either escapes or reaches a more
Abilities: Str24,Dex12,Con2l,lntll,Wis15,Cha defensible position.
14
Apocalyptic Screams (Su): The bellowing
Skilk: Concentration +16, Diplomacy 10, Es-
cape Artist +9, Hide -2,lntimidate+l8, demon can use its loud voices to produce many
Knowledge(the planes) +14, Knowledge powerful effects. All of these powers are free ac-
(any) +7, Listen +14, Search +16, Sense tions for the demon. Screaming like this is very
Motive+& Spellcraft +8, Spot +21, Sur- taxing, however. For every 5 rounds in which the
vival +8
demon uses these powers in a given 24-hour period,
Feats: Cleave, Combat Reflexes, Flyby Attack,
it takes 1 point of temporary Constitution damage,
Hover, Power Attack, Stunning Fist’
even if these rounds aren’t continuous. T h e demon
Environment: Usually the Pestilential Abyss
Organization: Solitary, pair or vanguard (5-10) can use only one scream at a time. All these abili-
Challenge Rating: 14 ties are sonic effects, and their saving throw DC is
Treasum: No coins; standard goods and items 18. The saving throw DC is Charisma-based.
Alignment: Always chaotic evil Thundering Bellow: All creatures within 150
Advancement: 13-25 HD (Huge); 26-39 HD (Gargan- feet take 3d6 points of sonic damage per round and
tuan) are deafened. Fortitude save halves the damage and
Level Adjustment: - negates the deafness. T h e deafness lasts for 2d4
hours. Inanimate objects within range also take
.4large winged humanoidsoars through the night sky. damage, and their Hardness ratings are reduced by
It has mouths arranged evenly around its oversized head, 5 for this effect.
withaneyeaboweeachmouth. Suddenly itscreams, its cry Howl of Summoning: Every chaotic evil crea-
loud enough to burst eardrums and shatter bone. It ture within one mile of the bellowing demon must
clenches an enormous greatsword in massive fists. make a Will save. If they fail, they must come to the
Description demon as quickly as possible. They must then
‘These creatures serve as the vanguard of attack any creature the demon orders them to
Vangal’s demonic armies. They fly at the forefront attack. T h e howl also enrages the summoned crea-
of the legions, scattering the enemy and rendering tures so they attack without reservation. This is a
them deaf to their own commanders. They are also compulsion (mind-affecting) effect as well as a
used to bring down fortresses and castles with their sonic one. The demon must howl for at least 3
terrible shouting. Bellowing demons can also call consecutive rounds for this ability to function.
back deserters and stragglers, and encourage them Counterspell Wail: This high-pitched keening
to fight with mindless rage. Finally, they are large acts as a bard’s counterspell (with the demon’s Hit
and strong enough to serve as heavy infantry if Dice as its effective bard level) against all arcane
necessary. spells being cast within 50 feet. This affects only
Great enmity exists between bellowing de- arcane spells with verbal components.
mons and fluted demons. Bellowing demons Wall of Sound: When the demon wants to keep
consider the fluted to be puny weaklings who trick enemies at bay, it produces an invisible spherical
others into fighting battles for them, while the dome of sound 100 feet in radius. This dome has the
powers of the “wall of cacophony” version of the
C H A P T E R SEVEN: H O R R O R S A N D HOSTS

songwall? spell, as cast by a 15th-level hard (except Summon Demon (Sp): Once per day, the hel-
for the wall’s size and shape). lowing demon can attempt to summon another
Spell-like Abilities (SU):A t will - darkness, bellowing demon with a 60% chance of success, or
greater command (DC 17), greater teleport (self plus it can attempt to Id2 vrocks with a 40%
50 pounds of objects only), shatter (DC 14), shout d ~ ~ n of
c esuccess-
(DC 16). 3/day - disintegrate (DC 18), greater All-around Vision (Ex): A bellowing demon
shout (DC 20), power word: thunder? (DC 18). 1/ has eyes circling its head and can see in all direc-
day - blasphemy (DC 19), plane shift, power word: tions at once. It cannot he flanked.
kill (DC 21), word of chaos (DC 19), wail of the Skills: T h e bellowing demon has eyes circling
banshee (DC 21). Caster level 13. The save DCs are around its head. This gives it a +4 racial bonus to
Charisma-based. Search and Spot checks.
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS

Demon, Oculus
Medium Outsider (Chaotic, Demon, Extraplanar, Evil) Once the oculus has finished with its prey it moves on
Hit Dice: 6d8+6 (33 hp) and finds another victim, often leading to the appear-
Initiative: +4 ance of a plague among the children of a city.
speed: 40 ft. (8 squares), fly 40 ft. (perfect) The oculus uses its abilities to discover what
Armor Class: 14 (+4 Dex), touch 14, flat-footed 10 delights a potential victim and then to take such a
Base AfhcWGrapple: +6/+8 form ofsomething cute and innocent, such as a lovable
Attack: Claw +8 melee (ld4+2) dancing pig or a cute talking bunny. Adults rarely
Full Attack: 2 Claws +8 melee (ld4+2) witness the creatures, save perhaps as a disembodied
SpaceIReach: 5 ft.15 Ft. pair of glowing red eyes reflected in a mirror or dark-
Special Attacks: Energy drain, spell-like abilities
ened window. Thus most oculi are considered nothing
Special Qualities: Damage reduction 5lsilver or good,
darkvision 60 ft.,demon qualities, natu- more than a child’s “imaginary friend.”
ral invisibility, spell resistance 15, Combat
tongues
saves: Fort +6, Ref +?, Will +?
A n oculus attempts to kill anyone who threat-
Abilities: Str 14, oex19, con13, 16, wiS 18, ens to reveal its presence. Although it is perfectly
Cha 20 capable of defending itself with its claws, it prefers
Skills: Diplomacy+l4,Gather lnformation+24, to eliminate threats in a manner that appears to be
Hide +23, lntimidate +24, Knowledge accidental.
(arcana) +12, Knowledge (religion) +12,
When pressed into fighting, it will first at-
Listen +13, Move Silently +23, Sense
Motive +13, Spot +13, Survival +13 tempt to use its suggestion and charm person abilities
Feats: Flyby Attack, Hover, Wingover to cause opponents to fight among themselves,
Environment: inhabited area, large only then attacking with its claws. When severely
population centers injured, it attempts to snatch up its prey and use its
Organization: Solitary ethereal jaunt or greater teleport abilities to escape.
Challenge Rating: 6 Natural Invisibility (Ex): The oculus is invisible
Treasun3: None in its natural state. Anyone who is aware of the fact
Alignment: Always chaotic evil that the creature’s eyes may be seen in reflection
Advancement: 7-12 HD (Medium) still suffers a 50% miss chance, but can
LeveX A’cljustment: -
14horrifyingglimpse ofa
eyes reflected in a mirror or
pane are the only hints that some malicio
creature is present.
Descriptjon
A n oculus is a fallen succubus
or incubus that, for some crime
against Vangal or one of th
demon lords, has been banished
and stripped of its
beauty, or indeed of any
appearance at all. Oculi are natu-
rally invisible. As a banished
creature, the oculus is denied the
ability to summon other demons.
A n oculus seeks out population
centers in which to make
and once entrenched rarely leaves
unless forced to do so. An oculus

This gradual weakeningand


tualdeath are usually see
result of an unfortunate illness.
C H A P T E R SEVEN: H O R R O R S A N D HOSTS

A true seeing spell reveals only a transparent, A livingcreature hit by its incorporeal touch attack
vaguely humanoid form with insectlike wings and gains a negative level. The save DC is 15 to regain a lost
wickedly hooked claws. This reduces the miss level and is Charisma-based.
chance from 50% to 20% and allows the oculus to Spell-like Abilities (Su): At will -cham person
be targeted accurately. (DC 16), detect good, detect thoughts (DC 17), ethereal
Energy Drain (Su): Though a n oculus nor- jaunt (self plus 50 pounds of objects), polymorph (self
mally takes a very long time to drain a victim, it is only, no limit on duration), suggestion (DC 18),greater
also capable of doing so quickly. If pressed into teleport (self plus 50 pounds of objects). Caster level 12.
combat it will use its suggestion and charm person Saves are Charisma-based.
abilities to lull a foe into allowing itself to be Skills: Oculi have a +10 racial bonus to Gather
drained. Information,Hide, Intimidate andMoveSilently check.

Demon, Suvarros (The Undyjng Prince)


Medium Outsider (Chaotic, Evil) Alignment: Always chaotic evil
Hit Dice: 42d8+244 (483 hp) Advancement: -
Initiative: +14 Level Adjustment: -
Speed: 30 ft. (6 squares)
Armor Class: 43 (+lo Dex, +23 natural), touch 20, Pale white skin is stretched tightly across the man’s
flat-footed 33 body. Muscles ripple and threaten to rip asunder, as if too
BaseAttacklGrapple: +42/+59 much mass and muscle had been bowed into the skin.
Attack: Slam+56 melee(ld8+13 Plus mdead Baleful deep sunken eyes promise deith and pain. A trio of
touch/lQ-20)
severed, dripping heads whirl about the man, their expres-
Full Attack: 2 slams +56 melee (ld8+13 plus undead
touch/19-20)
sions each matchinghis own, while black lightningflickers
SpaceIReach: 5 Ft.15 ft. from his body to the decapitated members. Each head
Special Attacks Death aura, undead touch, spell-like shares the wicked gaTe.
abilities, spells, summon undead Description
Special Qualities: Damage reduction 15/magic and good,
darkvision 60 Ft., immunity to fire and Mortals first began to worship the titan in an
electricity, outsider dead, resistance t o ancient, forgotten age. The most devout pioneered the
acid 10 and cold 10, spell resistance 34 druidic arts and became extremely powerful. Despite
Saves: Fort +32, Ref +33, Will +31 their power, druids were not immortal, as the druid
Abilities: Str 37, Dex 30, Con 24, lnt 26, Wis 26, Iliana discovered. A great battle left Iliana’s lover dead
Cha 26 from grievouswounds. Indespair, Iliana tapped powers
Skills: Balance+42, Bluff +43, Climb +48, Con- beyond those the titans had granted. Iliana attempted
centration +42, Decipher Script +28,
Diplomacy+37, EscapeArtist +40, Hide to resurrecther fallen lover. The druid’s magic stemmed
+45,lntimidate +55, Jump +SO, Knowl- from the titans, who lacked the ability to breach the
edge (arcana) +53, Knowledge (nature) wall between life and death. With a violent surge, the
+18, Knowledge (the planes) +53, barriers between worlds shattered, and the body lurched
Knowledge (religion) +28, Listen +48, as breath rushed within. Tears of joy poured from
Move Silently +45, Search +38, Sense
Motive +33, Spellcraft +55, Spot +48, Iliana’s eyes when the body haltingly rose to his feet.
Survival +20 (+22 find or Follow tracks, Her sobs transformed to cries of agony when the
+22 in aboveground natural environ- maniacal creature turned and tore into her flesh. The
ment or on other planes), Swim +33, hapless druid died never knowing what went wrong.
Tumble +32
The body rose from the grave, but it was not the
Feats: Cleave, Combat Reflexes, Dodge, Em-
power Spell-like Ability (lightningbolt), man’s soul within. A dark, seething madness from
Great Cleave, Great Fortitude, 1mproved beyond worlds, the soul of a demon lord never before
Bull Rush, lmproved Critical (slam), lm- bound in corporeal form, rode the wayward spell into
proved Grapple, Mobility, Power Attack, a mortal shell. The body was strong, and the demon
Quicken Spell-like Ability (heat metal),
relished physical form. Having never known a body,
Quicken Spell-like Ability (magic circle
against good), Spring Attack, Weapon the demon did not know the corpse was decaying.
Focus (slam) After the elation of substance began to wane, the
Environment: Any land or the Pestilential Abyss being realized it was not like other creatures. Where he
Organization: Solitary (unique) or pack (Suvarros plus trod, the grass withered, trees blackened, and the
1-2 vampires, 4-6 wights and 1 lich) animals of the wood died in their tracks. When he
Challenge Rating: 24 came upon humans, his welcome was far from warm.
Treasure: Triple standard
STRANGE LANDS: LOST T R I B E S OF T H E SCARRED LANDS

Men did everything to destroy the abomination. Undead Touch (Su):Suvarroschannels the dread
Many died on the spot, overcome by unholy energy. touch of the undead through his flesh. Each round, his
The monster’s unnaturally strong hands effortlessly touch may change effects. Roll Id4 and consult the
broke others. Everywhere the creature went, death corresponding chart at the beginningof each round to
followed.Wise men prophesizeddestructionanddubbed determine Suvarros’ current touch effect. Each effect
the entity Suvarros, meaning “darkness descending.” is delivered through his slam attack.
Suvarros learned he could fill corpses with dark energy
and raise them as undead. Worse still, his “children”
could spread their taint to others. Undead plagued the
lands, sowing horror and devastation in their wake.
Even the titans noticed the destruction. They
saw the undead and saw the source of the plague,
and they wondered how this had come to pass.
They discovered Iliana’s mistake and changed the Ghoul Touch:Those hit by Suvarros’ slam attack
nature of Scarn itself, so druids could never again mustsucceedonaDC38Fortitudesaveorbeparalyzed
even attempt to resurrect the dead. Eventually, for ld4+1 rounds. Even elves can be affected by this
Mesos, sire of sorcery, succeeded in banishing paralysis. The save DC is Constitution-based.
Suvaxros into the worlds beyond. Mummy Touch: Supernatural disease - slam,
When the titans fell, many of their laws, com- Fortitude DC 38, incubation period 1minute; damage
man& and magic effectswere broken. Among them Id6 Con and Id6 Cha. The save DC is Constitution-
was the seal banishing Suvarros. With millennia of based.
exile dueling his wrath, Suvarros intensely
refocused on Scarn. Although a be-
ing of chaos and evil, Suvarros does
not serve Vangal. Prophecy pro- *.
claims if Suvarros turns every living
creature into undead, he will become
a god. Regardless of the prophecy’s ve- 9
racity, Suvarros believes and labors to
flood the world with undead. FT\ \6h( \\ f 1!&e
Combat
Suvarros is a dangerous adver-
sary, but he prefers to let others fight
for him. He spent too long without
body to risk losing this one. If forced
into battle, he uses his spellcasting&., ”
;

heads to hamper foes while he I


summons allies. He makes judi- (i,
cious use of greater teleport to
move out of melee range and
6L
bombard foes with spells and spell-
like abilities. Suvarros particularly likes
targeting armored opponents with his heat
metal ability. Any foes slain he immediately
(-~’ U, &

raises as undead. Possessed of genius intellect and


insane rage, Suvarros stops at nothing to make sure
his minions hound anyone crossing him.
Death Aura (Su):A malign negative -*T-s’~ \!
energy constantly flickers about Suvarros.
All living creatures with 30 feet must make a DC
20 Fortitude save or die. A creature that saves
successfully is immune to the death aura for 24
hours. Undead gain the special quality of fast healing
2 (which stacks with fast healing the undead may
already have) as long as they are within the aura.
_--. ~~~

CHAPTER SEVEN: HORRORS AND HOSTS

Shadow Touch: Suvarros’ touch deals ld6 points Spells: Each of the three severed heads hovering
of Strength damage to a living foe. A creature reduced aroundSuvarros once belonged to apowerfulspellcaster
to Strength 0 by Suvarros dies. who succumbed to his death aura. When a spellcaster
Vampire Touch: Living creatures hit by Suvarros’ dies from the death aura, Suvarros may sever the head
slam attack gain two negative levels. For eachnegative and replace any one of the three orbiting him. Each
level bestowed, Suvarros gains 5 temporary hit points. head casts spells as a 17th-level caster. At any given
Suvarros can use his vampire touch Once per round. time, Suvarros has a bard, druid and sorcerer head in
Outsider Dead (E~): Although he is now an his possession. Suvarros may control each head, but
outsider, Suvarros shares many attributes with the only one may cast a spell in a given round. All Spells
undead. He is immune to poison, sleep effects,paraly- cast require only verbal ComPOnents- Because the
sis, stunning, disease and death effects. He is not heads are somewhat autonomous,Suvarros may take a
subject to critical hits, nonlethaldamage,abilitydrain full action while one of the heads casts aspell. Because
or energy drain. H~ is immune to damage to his the only means of delivering touch attack spells is
physical ability Scores (Strength, Dexterity and Con- through SUVarrOS, however, a head may cast a touch
stitution), as well as fatigue and exhaustion effects.He attack spell only if SUVarrOS is also making slam Or
is not subject to death from massive damage. Unlike touch attacks that round*
undead, he is not destroyed when he reaches 0 hit Destroying a head requires a successful sunder
points, but his body collapses and his spirit is sent in attack. Each head has a Hardness of 5 and 20 hit
search of another body. Suvarros cannot be turned. points. This provokes an attack of opportunity from
Spell-Like Abilities (su): At will - animate Suvarros unless the attacker has the Improved Sunder
dead,create udad ,
greater dispel ma@c, greater @leport feat. Suvarroshas no spellcasting ability of his own, so
(self plus 50 pounds of objects only), heat metal (DC destroying all three heads eliminates his spellcasting
20), insect plague, lightning bolt (DC 21), magic circle capabilities until he can replace them.
against good, poison (DC 21); l/day --fire storm (DC SummonUndead (Sp):Once per day, Suvarroscan
25), greater create undead. Caster level 24. The save automatically summon either 5 mummies, 3 mohrg, 4
DCs are Charisma-based. spectres, 1 vampire wizard (10th level) or 1 lich wizard
(1lth level). This is the equivalent of a 9th-level spell.

Devjl,Academjcjan (Anzaleth)
Large Outsider (Devil, Evil, Extraplanar, Lawful) Feats: Combat Casting, Eschew Materials,
Hit Dice: 10d8+30(75 hp) Greater Spell Focus (Divination), Spell
Initiative: +1 Focus (Divination)
Speed: 40 ft. (8 squares), fly 60 ft. (average) ClimateMerrain: the iron
AC: 25 (-1 size, +1 Dex, +15 natural), touch Organization: Solitary, team (2-4) or troupe (1-2
10, flat-footed 24 academician devils and 2-6 heartclutch
devils)
b s e Attack/Grapple: +10/+18
Attack:
Bite +13 melee (2d6+4 plus poison) Challenge Rating: 12
Bite +13 melee (2d6+4 plus poison) and Standard coins and goods; double items
Full Attack:
2 claws +8 melee (ld6 +2) Alignment: Always lawful evil
FaceReach: 10 ft./lO ft. Advancement: 11-15 HD (Large); 16-30 HD (Huge)
Special Attacks: Fear aura, poison,spells,spell-likeabili- Level -
ties, summon devils
Special Qualities: Damage reduction lO/good, darkvision This creature looks like a tall humanoidsurrounded by
60 ft., devil traits, regeneration 5, spell a shimmering golden halo and radiating a strange beauty.
resistance 24 Its head is that of a viper, though it possesses multicolored
saves: Fort +lo, Ref +8, Will +15 plumage, and on its back are great feathered multicolored
Abilities: Str 18, Dex 13, Con 16, Int 26, “is 26, wings a luminous peacock’s tail.
Cha 26
Skills: Bluff +18, Concentration +15, Decipher Description
Script +20, Diplomacy +20, Disguise Academician devils, also called anzaleths, are
+16 (+18when acting), Gather lnforma-
tion +20,Hide +8, lntlmldate +18, infernal scholars, serving as seers, sages, scribes,
Knowledge (arcana) +20, Knowledge librarians and even accountants. Their most im-
(any one) +20, Knowledge (the planes) portant task is to keep record of all incoming
+20,Knowledge (religion) +20,Listen damned souls, making certain that the souls reach
+18* Move Profession (ac- their ordained places in the Iron Hells. Though not
countant) +20, Search +18, Sense
Motive +20, Spellcraft +22 (+24 with
as powerful as many other devils, academicians are
scrolls), Spot +18, use~~~i~ ~~~i~~ indispensable to the infernal hierarchy, and many
+18 (+22 with scrolls) devils will not embark on a mission without first
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS

consiilting one of them for advice. This has made Spell-like Abilities (Su): A t will - analyze
academiciandevils very egotistical and condescend- dweomer (DC 26), detect good, detect thoughts (DC
ing towardotherdevils, whom they consider boorish 22), dispel magic (DC 21), divination (DC 24), domi-
and tiresome. Their serpentine appearance sug- nate person (DC 23), greater scrying (DC 27), magic
gests a kinship with the gladius devil***. These circle against good (DC 21), mind over mattert, poly-
twodevils usually associate only on apurely profes- morph (DC 22), quick learnt?, suggestion (DC 21),
sional basis, as neither is partial to the other’s teleport without error (self plus 50 pounds of objects
company, but thegladius finds academician records only), vision (DC 27). Caster level 14. The save
indispensable for spy work. Academician devils DCs are Charisma-based.
occasionally use heartclutch devils** as messen- Fear Aura (Su):As a free action, an academi-
gers ‘2nd spies, and it is not u n ~ m m o nto see cian devil can create an aura of fear in a 5-foot
heartclutch devils hurrying around the Iron Hells radius. This is otherwise identical to the fear spell
laden down with blasphemous scrolls and infernal cast by a 14th-level Sorcerer (save DC 23). A
ledgers, delivering data to the academicians. victim who succeeds in the save cannot be affected
Sin academician devil is about 8 feet tall and by that particular academician devil’s fear aura for
weighs around 300 pounds. It possesses retractable
razor-sharp claws.
C H A P T E R SEVEN: H O R R O R S A N D HOSTS

one day. Other devils are immune to the aura. T h e See in Darkness (Su): Academician devils
save DC is Charisma-based. have the supernatural ability to see perfectly in
Poison (Ex):Injury, Fortitude DC 18, Initial darkness of any kind, even deeper darkness spells.
damage paralysis for 2d6 rounds, secondary paraly- Summon Devils (Sp): Once per day an acade-
sisfor2d6hours.ThesaveDCisConstitution-based. mician devil c a n a t t e m p t t o summon l d 6
Regeneration (Ex):Academician devils take heartclutch devils or another academician devil
normal damage from good-aligned weapons and with a 35% chance of success. This ability is the
alent of a 4th-level spell.

Devjl, Djaboljc Enforcer


Medium Outsider (Evil, Devil, Extraplanar, Lawful) Descrjptjon
Hit Dice: 14d8+56(119 hp) Many of the creatures of t h e lower planes
Initiative: +8 and servants of the evil gods are devoted t o
speed: 40 ft. (8 squares), Fly 60 ft. (average) ensuring that mortals who sign pacts with dark
Armor Class: 32 (+4Dex, +18natural), touch 14, flat- forces or swear allegiance t o the gods don’t break
footed 28
their word. T h e diabolic enforcer is t h e worst of
Base AttacWGapple: +14/+18
Spear +19 melee (ld8+6/x3) or claw
the lot, because i t doesn’t target the oath-breaker,
Attack:
+18 melee (ld6+4) but rather the subject’s loved ones and favored
Full Attadc Spear+l9/+14/+9 melee (ld8+6/x3) and possessions. It can automatically sense who and
bite +13 melee (ld8+4); or 2 claws +18 what is most important t o any individual, and
melee (ld6+4) and bite +13 melee acts accordingly. (It especially loves familiars,
(ld8+4) animal companions and the like.)
SpaceIReach: 5 ft./5 ft.
I t relentlessly tracks down the target and
Special A& Fear aura, infernal wound, summon devil,
spell-like abilities does n o t stop until its objective is completed. In
Special Qualities: Damage reduction lO/good and silver, special cases, involving individuals who break
darkvision 60 ft. ,devil traits, regen- pacts with or insult/disobey/turn away from
eration 5, spell resistance 25 Chardun himself, a team of diabolic enforcers
Save: Fort +13, Ref +13, Will +12 will be sent out to completely devastate the life
Abilities: Str 19, Dex 19, Con 19, lnt 18, Wis 16, of t h e individual in question, slaughtering all of
Cha 16 his loved ones and bringing him into ruin.
Skills: Balance+?, Bluff +8,Climb +9,Concen-
tration+l3, Diplomacy+b, Escape Artist Due t o their telepathic abilities, diabolic
+7,Forgery +9,Gather lnformation +12, enforcers can communicate with any creature
Heal +7, Hide +13, lntimidate +15, Jump within 100 feet, as long as that creature speaks a
+9, Knowledge (arcana) +IO, Knowl- language. They stand roughly 6 feet in height
edge(loca1) +lO,Knowledge(theplanes) and weigh roughly 250 pounds, including metal
+lo, Knowledge (religion) +lo, Listen bands.
+12, Move Silently +14, Open Lock +13,
Search +19, Sense Motive+l2,Spellcraft Combat
+19, Spot +17, Survival +12, Tumble +9,
Use Magic Device +12 Diabolic enforcers are resourceful and wicked
F& Cleave, Combat Reflexes, lmproved lni- fighters, using their weapons and spell-like abili.
tiative, Power Attack, Weapon FOCUS ties t o their best advantage. They will try,
(spear) whenever able, to kill a n individual’s loved ones
Environment: Usually the lron Hells in t h e most spectacular way possible, t o send the
Organization: Solitary or team (2-4) appropriate message to the oathbreaker.
Challenge Rating: 16 Fear Aura ( S u ) : A diabolic enforcer can
Treasure: Standard coins, standard goods, double
items
radiate a 10-ft-radius fear aura as a free action. A
Alignment: Always lawful evil creature in the area must succeed o n a DC 22
Advancement: 15-20 (Medium), 21-32 HD (Large) Will save or be affected as though by a fear spell
Level Adjustment - (caster level 15). A creature that successfully
saves cannot be affected again by the same dia.
From the darkness drops a winged humanoid form, bolic enforcer’s aura for 24 hours. Other devils
wrapped from head to toe in metal b a d , stained with blood are immune to the aura. T h e save DC is Cha-
that kaks between the segments. Its eyes smolder from within risma-based.
the crackformed by two of the bands on its head, and it wields Infernal Wound (Su): The damage that a
a wickedly barbed spear. diabolic enforcer does with its spear causes a
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS

permanent wound. A n injured creature Summon Devil (Sp): Once per day, a dia-
adduitional hit points each round. T h e wound bolic enforcer can summon 2d10 lemures or ld6
does not heal naturally and resists healing spells. bearded devils and 2d4 bone devils with a 50%
The continuing hit point loss can be stopped by chance of success, or another diabolic enforcer
a DC: 24 Heal check, a cure spell or a heal spell. with a 20% chance of success. This ability is the
A character attempting to cast a cure or heal equivalent of a 4th-level spell.
spell o n a creature wounded by a diabolic Spell-like abilities (Su): A t will - blas-
’ s must succeed o n a DC 24 caster
e ~ f o ~ e rspear phemy (DC 15), create undead, fireball (DC 15),
level check, or the spell has n o effect o n the greater dispel magic, greater teleport (self plus 50
injured character. A successful Heal check auto- pounds of objects only), invisibility, magic circle
matically stops the continuing hit point loss as against good, hold monster (DC 21), persis-
well as restoring hit points. T h e check DC is tent image (DC 1 7 ) , power word stun, unholy aura
Constitution+based. (DC 21). Caster level 15.
Locate Loved O n e (Su): T h e diabolic en- Regeneration: A diabolic enforce
forcer can detect t h e loved ones and favored takes normal damage from good-aligned
possessions of any creature who has violated a silver weapons and from spells or ef-
pact or agreement with any fiend or evil deity. fects w i t h the good descriptor.
This ability is ongoing and c a n n o t be
thwarted by any magics known to mor-
tals. Should it be dispelled or
suppressed, t h e enforcer can re-
aceivate it as a free action.
CHAPTER SEVEN: HORRORS AND HOSTS

DjIe Camel
Huge Animal anyone harming a dire camel may draw the ire of
Hit Dice: 10d8+53 (48 hp) his followers.
Initiative: +2 Desert druids and rangers occasionally be-
speed: 80 ft. (16 squares) friend dire camels. An awakened dire camel called
Armor Class: 15 (-2 size, +2 Dex, +5natural), touch the Proud Mountain accompanies t h e S h e n
10, flat-footed 13 Shenagar druid Boteh Gazesh, leader of the Bleak
Base AttacMGrapple: +7/+24 Mesa tribe, when she visits other Shen Shenagar
Attack: Bite +? melee (ld6+4; see text)
communities.
Full Attack: Bite +? melee (ld6+4; see text)
SpacelReach: 15 Ft./lO Ft. Combat
Special Attacks: - Wild dire camels prefer to flee from danger
Special Qualities: Low-light vision, poison immunity, scent and will attack only when their young are threat-
Saves: Fort +14, Ref t?, Will +3 ened. A domesticated dire camel can be trained
Abilities: Str28,Dex14,Con20,lnt2, Wis11,Cha
to attack a t the direction of a driver.
4
Skills: Listen +‘?, Spot +8
Poison Immunity (Ex): Dire camels are
Feats: Alertness, Endurance, Great Fortitude, immune to all nonmagical poisons.
Toughness Carrying Capacity: A light load for a dire
Environment: Warm deserts camel is up to 2,400 pounds; a medium load,
Organization: Solitary, pair or herd (4-12) 2,401-4,800 pounds; and a heavy load, 4,801-
Challenge Rating: 4 7,200 pounds. A dire camel can drag 36,000
‘Treasure: None pounds.
Alignment: Always neutral A dire camel’s bite is treated as a secondary
Advancement: 11-20 HD (Huge), 21-30 HD (Gargan- attack and adds only half t h e dire camel’s
tuan)
Strength bonus to the damage roll.
Level Adjustment:

An enormous dromedary camel moves furward on


thick, muscular legs. Thick skin and matted fur cower the
20-foot-tall animal. Though it continues eating nearby
shrubs, its gaze newer leaves you.
Description
Dire camels are massive, 20-foot-tall ver-
sions of the standard desert pack animal. A
steady diet of desert plants has left them im-
mune to most poisons. Because of their size,
they fear few natural predators.
T h e Ubantu tribes often domesticate them,
packing up t h e belongings of several families o n
each camel as they move their tent villages
between the giant tortoise shells of t h e Desert
of O n n . O n those rare occasions when t h e
Ubantu go to war, the lead tribesma
often goes mounted atop a dire camel
from which he can survey the battle
and issue orders easily. Asheraki mer-
chants also use trained dire camels to
run caravans of vital supplies bet
the various theopoli. T h e dem
Tamul favors dire camels almost as
much as he does sage camels, and I
STRANGE LANDS: LOST T R I B E S O F T H E SCARRED LANDS

Djvjine Envoy
Large Outsider betweens. A messenger of Enkili might alter a
Hit Due: 1?d10+76 (180 hp) message on a whim, an agent of Corean might be
Initiative: +9 unable to speak diplomatically to Belsameth's dae-
speed: 80ft. (16squares),fly320 ft. (perfect) mons, and Vangal had no servants civilized enough
Armor Class: 34 (-1 size, +5 Dex, +10 natural, +5 to be trusted with anything but violence. They
deflection, +5 sacred), touch 24, flat- created the divine envoys as neutral arbiters, with
footed 24
no purpose other than to carry messages, objects or
Base AttincWGapple: +19/+25
creatures throughout the planes at the beck and
Attack Slam +23 melee (ld8+2)
call of the Eight.
Full Attack: 2 slams +23 melee (ld8+2)
Space/Rt:ach: 10 ft./tO ft. Envoys speak Common, Abyssal, Infernal and
Special A.ttacks: Spell-like abilities Celestial. Their telepathy allows them to communi-
Special Qualities Damage reduction 15/magic and cold cate with any intelligent creature within 100 feet.
iron, resistance to acid 20, cold 20, fire
20,and electricity 20, immunityto mind-
Combat
affecting effects, sleep, paralysis, A n envoy is not found in combat, as a rule, using
stunning, death effects, spell resistance its spell-like abilities to travel leagues or even worlds
30, spell-likeabilities, telepathy 100Ft., away before any would-be foe can intercept it. Only
unfettered
the most potent of planar magics can delay them. If
saves: Fort +15, Ref +16, Will +14
somehow prevented from fleeing, one will use its
Abilities: Strl4, Dex21,Con 18,lnt 14, Wis 13,Cha
27 divine voice to cripple its opponents long enough to
Skills: Concentration +26, Diplomacy +29, In- escape*
timidate t2?, Knowledge (geography) Spell-like Abilities (Su):At will-clairaudience/
+24, Knowledge (the planes) +24, clairuoyance, d+ncinn A m mpntprT l i s t d mnoir mmmr
+249Listen +23* scrj (DC 27), greater teleport, plane shift (DC 23),
Perform (oratory) +2?, Spot t23,
7.ITt.b sending;2/day- blasphemy,dictum, holy word, word of
chaos; l/day --freedom. Caster level 19. The save
DCs are Charisma-based.
Unfettered (Su):Envoys are continu-
ously affected by a freedom of movement
Attack, Improved \\\\
Initiative. iron Will.\\Si\\\ \
effect.

Quicken Spell-like
Ability (dmension door),
Quicken Spell-like Ability
(plane shif;), Weapon Finesse
Environrmsnt: Outer Planes
Organizatiion: Solitary
Challenge Rating: 18

Advancement:

Level Adjustment: -
The creature looks like an androgynous humanoid
fired from dark clay , with featureless pearly eyes. Wings

carwed into its chest, exposing the glowing flesh that lies
beneath the clay.
Description
Shortly after the Divine War, the Eight
Victors realized that despite their com-
mon bonds, none of them could trust the {
servants of their brethren to act as go-
C H A P T E R SEVEN: H O R R O R S A N D HOSTS
*z-*

Dragon, Dustwrack
Huge Dragon rage that lasted the duration of the war itself. While the
Hit Dice: 18d12+144 (288 hp) other wrack dragons were called to fight alongside their
Initiative: +10 creators, the dustwracks waged private war in the shad-
speed: 60 ft. (12 squares), fly 90 ft. (poor), ows of the carnage, destroying each other until only one
burrow 60 ft. remained. This dragon,the last and mightiest of its kind,
Armor Class: 34 (-2size,+6Dex,+20 natural), touch emerged victorious -just in time to see the destruction
14, flat-footed 34 of the Seraphic Engine with its own horrified eyes.
Base AttacWGrapple: +18/+38
Attack: Bite +28 melee
If waging war upon its brothers had made it stron-
Bite +28 melee (2d10+12) and 2 claws
ger, then the Engine's detonation made it immortal, for
Full Attack:
+26 melee (2d6+6) and tail slash +26 the creature soon discovered the truth behind its posi-
melee (2d8+6) tion as the living legacy of Mesos: as long as the desert
SpaceIReach: 15 ft./lO ft. (15 ft. with bite or tail) remains, the last dustwrack cannot truly die, and when-
Special Attacks: Breath weapon, frightful presence, im- ever its body is slain on Asherak, it soon returns to life
pale, pounce, spells once more from its own ashes. Those who foolishly
Spacial Qualities: Damage reduction lO/bludgeoning and believe they've dispatched the last dustwrack dragon
magic, immunity to sleep, paralysis, poi-
are soon shown the error of their ways, as the dragon
son, disease, fire and heat, inscrutable,
regeneration 5, resistance to acid 20 hunts them down and dispatches them without mercy.
and electricity 20, sandstride, spell re- Perhaps the only saving grace comes in the fact
sistance 24, tremorsense, uncanny that the dustwrack dragon has grown curiously non-
dodge
violent toward most "lesser" beings. In its old age, it
Saves: Fort +19, Ref +17, Will t16
has come to relish its position as the unofficial keeper
Abilities: Str 34, Dex 22, Con 27, Int 21, Wis 21,
Cha 25
of lore on Asherak. Few creatures are as mighty, and
Skills: Bluff+22,Climb+l3,Concentration +23, fewer still as wise, as the last and greatest member of
Diplomacy +17, Hide +16*, lntimidate the last and greatest species of wrack dragon. Now
+22, Knowledge (arcana) +25, Knowl- that the majority of its home is but dust and sand, its
edge (history) t25, Knowledge (nature) appetite for violence has been largely satisfied,and in
+15, Knowledge (religion) +15, Listen recent years, it has contented itself with maintaining
+25, Move Silently +16, Ritual Casting
+lo, Search +lo, Sense Motive +20, the status quo among those who share its home. It is
Spellcraft +20, Spot +20, Survival +25 still a selfish and largely immoral being, but it finds
Feats: Flyby Attack, Hover, Improved Initia- the worship and respect it receives from the creatures
tive, Improved Natural Attack (tail of the desert oddly fulfilling.
slash), Maximize Spell, Multiattack, The dustwrack dragon speaks Draconic, Titanic
Power Attack
and the languages of Asherak.
Environment: Temperate or warm desert (Asherak)
Organization: Unique Combat
Challenge Rating: 18 Afiercenturiesofnear-constantwAe,thedustwrack
Treasure: Standard dragon has grown surprisinglyweary of combat.This is not
Alignment: Always neutral evil
to say that it will not defend itself; quite the contrary, in
Advancement Range: -
fact, as it relishes the opportunity to dispatch those who
Level Adjustment: - would try to terminate the last of its kind. It prefers to use
its vast knowledge of magic, and of the largely predictable
The air thickensat thecreature's uppoach, the loose sand
nature of most mortal strategy, to win battles well before
around your feet spinningitself intofienu,as though the earth
they've begun in earnest. As the creature almost never
itselffaredwhat now draws near. Thedragonbefore youseems
leaves its desert home, it enjoys making use of the environ-
carwedfromdead and blastedsand, thesoot-coIoredeuingsalong
ment, and willoftenlayelaborate traps involving sand, silt
its back tapering to a longtail bearing a wicked spike.
and the surrounding rock.
Description If a foe proves hardy enough actually to pose a
Before the Titanswar, the dustwrack dragons were threat to the dragon, it will occasionally allow its
almost plentiful, especially in and around the continent enemiesto believe they have won, only to emergefrom
of Asherak. They never neared the numbers of their its own dust at a later time. It especially relishes the
cousins, the seawracks, but were nonetheless the indis- look of horror and surprise upon the faces of its former
putable pride of their creator, the mighty titan Mesos. would-be vanquishers once it's tracked them down.
When the Father of Sorcerywas betrayed, however, and Breath Weapon (Su): 60-foot cone of super-
his mighty essence unleashed at thestart oftheTitanswar, heated dust and air, once every ld4 rounds, damage
the dustwracks reacted unlike anything ever seen: they 12d10heat and scouring, Reflex DC 26 half. The save
immediately set upon one another in a wave of fratricidal DC is Constitution-based.
STRANGE LANDS: LOST T R I B E S O F T H E SCARRED LANDS

Anyone caught in the area of effect must also Inscrutable (Su):All spells or effects intended to
make a DC 24 Will save or be affected as if by the spell divine information about the dustwrack dragon are
enerviation.This save DC is Charisma-based. doomed to failure. This means that the creature can-
Frightful Presence (Ex):180 feet; DC 24 Will not be scried, and divination spells such as detect evil
save or become panicked for 4d6 rounds if fewer than 3 produce no results.
HD olr levels, or else shaken for 4d6 rounds if 4 HD or Regeneration (Ex):As long as it remains on
levels or more. Asherak, the dustwrackdragonregenerates5 hit points
Impale (Ex):After the dustwrack dragon has per round. Unlike similar regeneration abilities, the
pounced upon an opponent, it may make a tail slash dustwrack dragon's unique regeneration cannot be
attack (+26 melee) for 2d8+6 points of damage. As Overcome by any means. When reduced to 0hit points
long as it remains atop a foe, or maintains a grapple, it or below, the dragon's body turns to dust Over the
can ciontinue to impale each round, in addition to its periodofone round, but within 2d12 hours, thedragon
normal attacks. reforms from its own dust and has soon regenerated
Improved Grab (Ex):To use this ability, the back to its full hit Points.
dustwrack dragon must hit an opponent with either its Sandstride (Ex):Thedustwrackdragonmaytravel
bite or claw attack. If it establishes a hold with either, over silt and sand without leaving a trail and without
it may automatically impale that foe with a successful fear of sinking. The dragon may leave a trail if desired.
grapple check. Tremorsense (Ex):The dustwrack dragon can
F'ounce (Ex):If the dustwrack dragon dives or automaticallysense the location ofanythingwithin60
leaps upon a foe as its first melee action against that feet that is in contact with the ground.
foe, it canmake afull attack even if it has already taken Uncanny Dodge (Ex):The dustwrack dragon
a m0\7e action that round. can react to danger before its senses would normally
spells: The dustwrack dragon casts arcme spells as a allow it to do SO.It retains its Dex bonus to AC even
16th.]evelsorcererandmayalsocastanyfire,divinationor if caught flat-footed or struck by an invisible attacker.
heat-based spellsfrom the druid list as if they were sorcerer Skills: *Due to its body make-up, the dustwrack
spells. It otherwise tends to fa- dragon gains a +8 racial bonus on all Hide checks in
vor spellsfromthe abjuration,

Thesave Dcs are


Chamma-based.

(DC 117), dancing bghts,


darp (DC 17), detect magic, &re
(E117), ghost sound, mge hnd,
resistmre,touchoffutigue(DC 17);1st
- h ~ t ~ i g h n d (DC
s 18), charm,pn-
son (CC 18),magic missile, obscuring
mist, ray of enfeeblement; 2nd -acld
amw, detect thoughts (DC19), invis-
ibility, see inwisibility, scorchingruy; 3rd
-elispel magic,fireball (DC 20),gas-
eousfurtn,suggestion (DC20);4th-
d m m door,globe of invulrwrabil-
ity, polymorph, wull offire; 5th -
clowlkil (DC 22), dominate per-
son (Dc22),holdmonster (DC
22), miznsmute mud to rock;
6th -disintegrate (DC 23),
eyebite (E23), mow earth;
7th-dehydbhtfireball( DC
24), vision; 8th - horrid wilting
(DC25).
C H A P T E R SEVEN: H O R R O R S A N D HOSTS
t-c,

Dreamthjef (Ash'Kashar)
Tiny Elemental (Air, Extraplanar) nightmare spell as the dreamthief feeds on his dreams. If
Hit Dice: 4d8+8 (26 hp) the save succeeds,sleep is restless but uneventful. Victims
Initiative: +4 suffer one of four varieties of nightmares; roll ld4 ran-
Speed: 10 ft. (2 squares), fly 100 Ft. (good) domly or select from the corresponding chart.
Armor Class: 17 (+2 size, +4 Dex, +3 natural), touch
16, Flat-footed 15
Base AttacWGrapple: +3/-5 d4 Result
Attack: Peck +5 melee (ld4)
Full Attack: Peck +5 melee (ld4)
SpaceIReach: 2-t/2 ft./O ft.
Special Attacks: Dream Feeding
Special Qualities: Darkvision 90 ft., elemental and
extraplanar traits, low-light vision
SaveS: Fort +3, Ref +8,Will +7
Abilities: Str 10, Dex 18, Con 14, lnt 14, Wis 18,
Cha 15 truly prophetic dream of future events. It often
Skills: Bluff 10, Hide 18, Knowledge (any one) serves as adire warning of possiblenegativechoices to
8, Listen 10, Spot 10 come (similar to an augury in some respects, but far
Fat% Alertness, lron Will more vivid).
Environment: Elemental Plane of Air, or any desert
(wasteland) After failing the initial save, the dreamer must
Organization: Solitary make another DC 16 Will save or believe that what
Challenge Rating: 3 happened in the dream is what truly happened (or will
Treasure: None
come to pass). This belief persists until the victim
Alignment: Usually chaotic evil
gains the benefit of a remowe curse spell.
Advancement:
Level Adjustment: The malevolent djinn may torment a victim for
days. For each consecutive evening of nightmares, the
Perched atop the desiccated tree is a lurge rawenlike sleeper adds a cumulative -2 penalty to nightly saves.
bird, whose sandy brown feathers hawe white markings A dreamthief bound to a mortal's service can be
resemblingarcane runes. The unwawering stare of its eyes forced to use its powers togrant prophetic dreams. The
refkcts both great intelligence and malevolent mockery. bound Ash'Kashar resents its servitude, however, and
always attempts to use its powers, and any loopholes in
Description its master's orders, to mislead or destroy those who
Only a few creatures are drawn to the wastelands have imprisoned it. i
of Asherak. One of these is the ill-omened dreamthief.
Not native to Asherak, the dreamthief arrived at the
conclusion of the Divine War, drawn by the despair
and misery that permeate the wastelands.
Although they appear on the Material Plane in the
guise of large ravens, the dreamthieves are actually evil
djinn. Known as the Ash'Kashar to the knowledgeable,
they are elemental creatures of air that gain suste-
nance from the dreams of mortals. Nocturnal, they
take flight across the expanse of Asherak during the
evening hours, in a perpetual search for victims.
Dreamthieves speak Au
the primitive language of ravens.
Combat i
The dreamthievesavoid direct combat when- 1
ever possible. They instead use their powers to l
feed off a victim's dreams.
DreamFeeding (Su):Inorder tofeedoff avictim's
dreams, a dreamthiefmust be within 30 feet of its chosen
prey and must have line of sight. Only one victim can be
chosen per night. The sleeper is allowed a Dc 16 Will
save. If the sleeper fails, he suffers the full effects of the
STRANGE LANDS: LOST TRIBES OF T H E SCARRED LANDS

Drownjng- Hole
Gargantuan Aberration Combat
Hit Dice: 16d8+80 (152 hp) The drowning hole attacks with all its ten-
Initiative: +5 tacles each round, either all directed against a
Speed: 0 ft.
Armor Class: (-4 size’+’
7, flat-footed 20
+14 natural)7
touch
single creature, or against individual targets. The
creature will attempt to either bludgeon targets t o
death or force them into its mouth. O n a successful
Base AttackIGrapple: +12/+3?
Attack: Tentacle +20 melee (2d8+11) grapple attack, the drowning hole drops its victim
Full Attack: 6 tentacles +20 melee (2d8i11) into the pool on the next round.
SpaceIReach: 20 Ft.120 ft. Poison (Ex): The drowning hole’s saliva is a
Special Attacks: Poison mildly acidic contact poison (DC 22) that causes
Special IQualities: Regrowth, tremorsense 90 ft. ld6 points of initial temporary Constitution dam-
Saves: fort +12, Ref +8,Will +? age and Id6 points of secondary Dexterity damage.
Abilitim. Str 32, Dex 13, Con 20, lnt 1, Wis 8, Cha If consumed under the false assumption that it is
8 water it also functions as an ingested poison. Any
Skills: Listen +13, Spot +8 organic material that falls in the creature’s mouth
Feats: Alertness, Awesome Blow’, Great For- completely dissolves within 24 hours if not res-
titude, Improved GrappleB, Improved
Initiative, Lightning Reflexes, Power cued. Metallic and stone items break down more
Attack, Weapon focus (tentacle) slowly and can last for up to a month. Any treasure
Environment: Warm deserts possessed by the creature consists of metal, stone or
Organization: Solitary magical items that have not yet been dissolved;
Challenge Rating: 12 these items lie at the bottom of its mouth, approxi-
Treasure!: 50%coins; 50% goods (gems and stone mately 30 feet below the surface of the pool.
only); 50% items (metal, stone or magic Regrowth (Ex):Unless completely destroyed
only) by acid or fire damage, the creature will regrow
Alignment: Always neutral
injured tentacles at a relatively slow rate (roughly
Advancement: 16-32 HD (Gargantuan, 6-8 tentacles);
33-45 HD (Colossal, 7-9 tentacles) one tentacle per week). A party traveling through
Level Adjustment: - the desert may cut down all the “trees,” only to find
a lush “oasis” in the same area the
A circle of palm trees surrounds what appears to be following year.
a natural spring-fed pool of water
seepingup through the desertsur-
face.
Description
T h e drowning hole
lives underground, allow-
ing only its mouth and the
tentacles surrounding it to
protrude from the desert sand. From
the surface, the creature appears as
a normal oasis - a pool of water
(actually its saliva-filled mouth)
surroundedby severaltall palm trees
(its tentacles). When a potential
victim passes within the cir-
cumference of tentacles
surrounding the pool, I

the creature attacks


and attempts to force
the target into its
maw, where its poisonous
saliva incapacitates and pos-
sibly drowns the ta
creature then digests the nutrients left
behind by the victim’s decomposition.

lil -
-u
-* 4
CHAPTER SEVEN: HORRORS AND HOSTS

Fossjl Ghoul
Medium Undead Fossil ghouls are somewhat larger than other
Hit Dice: 6d12+3 (42 hp) ghouls. Their powerful claws and jaws allow them to
Initiative: +2 (Dex) tunnel through sand and soft earth, and they are often
speed: 30 ft. (6 squares), burrow 5 Ft. found underground. They actually consume much of
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat- the dirt through which they burrow, which is expelled
footed 15 as a dense scat. Fossil ghouls turn their victims to stone
Base AttacWGapple: +3/+7 with a touch, and while they prefer natural fossils, they
Attack: Bite +7 melee (1d8+4Plus petrifaction) have been known to eat their petrifiedvictims as well.
Full Attack: Bite +7 melee (ld8+4 plus petrifaction)
and 2 claws +5 melee (ld6+2 plus petri- Ghouls speak the languages they spoke in life.
faction) Combat
SpaceIReach: 5 ft.15 Ft.
Fossil ghouls use their burrowing ability when-
Special Attacks: Petrifying touch, ghoul fever
Darkvision 60 ft., powerful jaws and
ever possible and often attack their prey from beneath.
Special Qualities:
talons, turn resistance+2, undead traitsIf drawn Out, they are Smart enough to go after
Saves: Fort +4, Ref +4, Will +7 spellcasters first and fighters second.
Abilities: Str 18, Dex 15, Con -, Int 13, Wis 14, Ghoul Fever (Su): Disease-bite, Fortitude DC
Cha 16 16, incubation period 1day, damage ld4 Con and ld4
Skills: Climb +Q, Escape Artist +?, Hide +7, Dex. The Save DC is Charisma-based.
Jump +'?, Listen +lo, Move Silently +'?,
Search +6, Spot +11
A n afflicted humanoid who dies of ghoul fever
Feats: ~ l
G~~~~ ~ ~ ~~ ~ ~ ~ ~~ l afossil
from ~~ ghoul
~ ~~ rises as
~~aghoul
~ dat~ the~next
~ ~midnight.
,, ~ ~ ~
Environment: Any land and underground A humanoid who becomes a ghoul in this way retains
Organization: Solitary, gang (2-4) or pack (7-12) none of the abilities it possessed in life. It is not under
Challenge Rating: 6 the control of any other ghoul but hungers for either
Treasure: None the flesh of the living or petrified fossils, and behaves
Alignment: Always chaotic evil as a ghoul of its type in all respects. A humanoid of 4
Advancement: 7-9 HD (Medium), 10-12 HD (Large) or fewer HD rises as a ghoul, a humanoid of 4-5 Hit
Level Adjustment - Dice rises as aghast, and a humanoid of 6 Hit Dice or
more rises as a fossil ghoul.
This revolting creature is a tall, pale humnoid with Petrifying Touch (Su): Those hit by a fossil
whiteeyesandlongstrandsofscragglyhair. ltsrottingflesh ghoul's bite or claw attack must succeed on a
stretches tautly over its bones. Its fingers end in talons DC 16 Fortitude save or be turned to stone.
of bone, and when it opens its mouth in a silent The save DC is Charisma-based. A victim
shriek, it reveals a mouth of crushing teeth. who is petrified must still save against ghoul
Description fever, but the disease does not begin to
incubate until and unless the victim is re-
Fossil ghouls are a peculiar, pre-
stored to flesh.
historic breed of ghoul that feasts
only upon the fossilized remains of Powerful Jaws and Talons (Ex):
the truly ancient. Lumbering and Fossil ghouls ignore up to 10 points of
digging tunnels deep beneath the Hardness if attempting to bite or
Desert of Onn with their mas- claw inanimate objects.
sive, hinged jaws and enormous
claws, they search for fossils to
devour. Scholars of necro-
mantic matters believe
these creatures are sur-
vivors of ancient

silize in order to eat it.


STRANGE LANDS: LOST T R I B E S O F T H E SCARRED LANDS

Glass Scomjon J

Large Aberration (Earth) Glass scorpions communicate through a series of


Hit Dice: 10d8+40 (85 hp) complicated gestures and are incapable of communi-
lnitiativee +4 cating with, or learning, normal languages.
Speed: 50 ft. (10 squares)
Armor cllass: 21 (-1 size, +12 natural), touch 9, flat-
Combat
footed 21 Glass scorpions are fearless in combat, incapable
Base AtnacWGapple: +7/+17 of feeling pain and free of anything resembling a self-
Attack Claw +13 melee (ld8+6) preservation instinct. When a glass scorpion senses a
Full Attack: 2 claws +13 melee (ld8+6) and sting +7 living being, it immediately brings its claws and stinger
d e e @6+3 Plus crystalline Petrifac- to bear, fighting until all enemies have succumbed to
tion)
its venom or it has been destroyed.
Space/Reac h: 10 ft.15 ft.
Constrict (Ex):A glass scorpion deals automatic
Special brttacks: Constrict (ld8+6), crystalline petrifac-
tion, improved grab claw damage on a successful grapple check.
Special Qualities: Darkvision 60 ft., tremorsense 60 ft Improved Grab (Ex):To use this ability, a glass
SaVeS. Fort +9,Ref +3, Will +9 scorpion must hit with its claws. It can then try to start
Abilities: Str 23, Dex 10, Con 19, lnt 6, Wis 14, Cha a grapple as a free action without provoking an attack
4 of opportunity. If it wins the grapple check, it estab-
Skills: Climb +13, Hide +6, Spot +10 lishes a hold and attacks with its tail stinger.
Feats: Dodge, Great Fortitude, lmproved lni-
Crystalline Petrifaction (Su):Anyone struck by
tiative, Power Attack
the glass scorpion’s stinger attack must succeed on a
Environment: Desert
Organization: Solitary or pair
DC 19 Fortitude save or instantly turn to glass. The
Challengn! Rating: 9 victim can be restored through stone to fish, break
Treasure: Special enchantment, limited wish, wish and miracle spells. The
Alignment: Always chaotic evil victim of the spell can be easily shattered, with Hard-
Advancement: 11-19 HD (Large) ness 1,lO hit points (plus or minus 4hit points per size
Level Adjustment: - category above or below Medium, minimum l), and a
Break DC of 10.
The massive scorpion skitters moss the sands, the Skills: Glass scorpions have a +4 racial bonus on
des,err sun refracting through its prismlike body. It has a Climb, Hide and
fomidhbk set of lobsterlikeclaws andamassive barbed tail Spot checks.
that drips crystalline droplets of aglistening,oily substance.
Description
Glass scorpions are intelligent and malevolent
titanspawn that seek to slay all living beings they
encounter.
As a result of the Titanswar, titanic blood flows
deep beneath the Asheraki wastes. Glass scor-
pion spawning beds are created when one of
these veins breaks the desert’s surface and
forms a pool of cursed magma. As small glass
beads’,these creatures rise up from the pools,
crawling onto the sand where they grow to full
size in. one year. After reaching maturity, the
beasts wander out into the desert in

all it encounters

as glass statues shin-


ing in the desert sun.

Y
CHAPTER SEVEN: HORRORS AND HOSTS

Goria
- da
Colossal Magical Beast Gorjada shells are grooved by five wide but shal-
Hit Dice: 20d10+500(610 hp) low troughlike depressions; Ubantu sometimes build
Initiative: -4 mobile tent-villages in the topmost depression. This
Speed: 20 ft. (4 squares) gives them a very dunelike profile. Their coloring so
Armor Class: 48 (-8 size, -4 Dex, +50 natural), closely matches the sand of the Desert of Onn that
touch -2, flat-footed 48 they appear to be entirely composed of sand them-
Base AttacWGrapple: +20/+53 selves, making it difficult to distinguish them from
Attack: Bite +2? melee (4d8+17) their environment despite their size.
Full Attack: Bite +2? melee (4d8+17) and slam +24
melee (4d6+8/18-20 x3, but see be-
Ubantu also live inside the hollowed-out shells of
low) deceased gorjada, which attract entire ecosystems of
SpaceIReach: 60 ft./20 ft. (30 ft. with bite) plant and animal life with the fertile soil their decay-
Special Attacks: Augmented critical, improved grab, ing flesh produces and the shade their shells provide.
swallow whole Ubantu take full advantage of deceased gorjada by
Special Qualities: Blindsense60 ft., damage reduction 201 harvesting skin and bone for building materials; mix-
darkvrsion ‘O f t . ~
low-light vision, ing flesh with soil, seed and water gathered from
spell resistance 35
nearby oases to grow crops; and trapping animals
Saves: Fort +37, Ref +2, Will +17
baited with the meat. Ubantu also cook, cure and store
Abilities: Str45,0ex3,Con60,lnt 5, Wis16,Cha
7 what meat they can for their consumption. In this
Skills: Hide -15~,Listen +8, Spot +io, sense manner, the site of a fallen gorjada quickly becomes a
Motive +16 bustling Ubantu metropolis, a center of trade which
Feats: Alertness, Cleave, lmproved Bull Rush, can extend outward for miles at its height. While they
Improved Overrun, Iron Will, Power last, such communities must constantly guard against
Attack, Skill Focus (Sense Motive) raids by desert creatures and Ubantu alike, not to
Environment: Warm desert mention internal strife.
Organization: Solitary
Much about the gorjada remains a mystery. For
Challenge Rating: 17
None
one, they have an unknown life span; written reports
‘Treasure:
Alignment: Always neutral
of their existence extend only back to the end of the
Advancement: 21+ HD (Colossal) Divine War. Given their slow rate and range of growth
Level Adjustment: - (from Large to Colossal size), however, it may take
them 150 years just to reach full size, leading to
The meamre appo&ing~oss the is almost too estimates of a life span of well over 1,000 years.
m s i u e ,-mpqhk, FW kgs the size of wee m n h Another mystery is how they subsist, for they don’t
suppmta colossal like ofa m i s e ; themassive head appear to eat or drink anything but sand, which they
hmtsabeakthatcouldcutahorseinhalf withme, andsand. occasionally gorge on, usually after days spent digging.
coloredeyeswithadeep,memuringgaze. Itsfishis the Some believe they must be eating some-
color ofthe sand o v e ~which it walks.
Description
Eternallycrawling across th
Desert of Onn, dwarfing all
other life in their path, seem-
ingly indifferent to pain and
pleasure, the gorjada-also
called the Asherak tor-
toise by outsiders-have
become objects of rev-
erence to the native
Ubantu. To the
Ubantu, gorjada
embody the sto-
icism required by life
in the desert. Also believing
them to be the footsteps of
Hedrada in their world, t h e
Ubantu collectively refer to them
as “God’s walk.”
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS

thing buried in the sand as well, but evidence is lacking ImprovedGrab (Ex):Touse this ability, agorjada
as golrjada completely digest everything they eat, leav- must hit a Gargantuan or smaller opponent with its
ing no waste behind. bite attack. It can then attempt to start a grapple as a
Gorjada do not speak. free action without provoking an attack of opportu-
nity. If it wins the grapple check, it grabs hold and can
Combat try to swallow Huge or smaller opponents the follow-
Normally placid creatures, gorjada never start fights ing round or deal bite damage with additional successful
and only engage in combat reluctantly. If pressed, they grapple checks.
attemipt to bring down or drive off their strongest oppo- Swallow Whole (Ex):A gorjada can try to swal-
nentsfirst,hopingtoendtheconflictasquicklyaspossible. low a grabbed opponent of Huge or smaller size by
Despite their low Intelligence, gorjada seem able to in- making a successful grapple check. The opponent
stinctively identlfy the relative power of their foes. takes initial bite damage and 2d8+8 points of acid
A gorjada usually attacks by biting. It can swallow damage each round after being swallowed. A swal-
most opponentsbut prefers to crush them with its powerful lowed creature can cut itself free by dealing 70 points
jawswntilthey stopstruggling.Gorjadawillswallow imme- of slicing or piercing damage to the gorjada (AC 35),
diately if ovenvhelmed by multiple opponents, however. or can escape back into the mouth with a successful
A gorjada's natural weapons are treated as epic grapplecheck, where it must succeed in another grapple
weapons for purposes of overcoming damage reduction. check or be bitten or swallowed again. Once a swal-
Augmented Critical (Ex):A gorjada's slam at- lowed victim has cut his way out, muscular action
tack threatens a critical hit on a natural attack roll of closes the hole; additional victims must cut their own
18-20, but only against Huge or smaller opponents, exits. Gorjada can swallow and hold 2 Huge, 8 Large,
and deals triple damage on a successful critical hit. 32 Medium, 128 Small or 512 Tiny or smaller crea-
E3lindsense (Ex):Gorjada notice and locate crea- tures.
tures within 60 feet. Opponents they can't see still Skills: *Gorjada receive a +25 racial bonus on
have total concealment. Hide checks while in the Desert of Onn.

KelkUc Sand Beetle


Large Vermin This gigantic beetle has a gold-brown carapace that
Hit Dice: 7d8+35 (66 hp) gleams like lacquered steel in the desert sun. As it scuttles
Initiative: +O forward, its powerful mandibles twitch hungrily.
Spd: 30 ft. (6 squares), burrow 20 ft.
Armor Class: 20 (-1 size, +11 natural), touch 7' , flat-
Descnptjon
footed 20 Kelklic sand beetles are large scavengersthat live
Base AtbcWGrapple: +5/+14 in deserts and wastelands. They dig vast networks of
Attack: Bite +Q melee (2d8+7) tunnels beneath the desert sands and spend most of
Full Attack: Bite +Q melee (2d8+7) their lives breeding and eating. Sand beetles can go
SpacelRidx 10 Ft.15 ft. about 90 days without food, after which they emerge
Special A,ttacks: from their tunnels bv the hundreds, eating everythingI -

Special Qlualities: Damage reduction S/-* darkvision 60 and anything in their paths. After a period of feeding
ft., fortif iedanatomy, resistance to f ire
that can last anywhere from one to three weeks,
10 and electricity 10, tremorsense 60

saves:

Abilities:

Skills:
Feats:
Environment:
Organizdian:

Challenge Rating:
Treasure:
Alignmenit:
Advancement:

Level Adjustment:
CHAPTER SEVEN: HORRORS AND HOSTS

the beetles return en masse to the colony and repeat Once they have eaten something, they simply move
the process. on to whatever is next and eat that as well. They
Because they breed so quickly and are so hard to kill, aren’t smart enough to recognize threats, but they
it’s difficult to wipe out a kelklic beetle colony. At best, defend themselves if attacked. Sand beetles are
those unfortunate enough to live near an area inhabited utterly fearless and continue to attack and eat
by sand beetles can hope to fortify their borders and kill everything they can until they are dead or their
off the creatures every few months when they emerge hunger is satiated.
from their colonies to feed. It’s not uncommon to find Fortified Anatomy (Ex): Kelklic sand beetles
sand beetle colonies surrounded by the fortifications of are extraordinarily hearty and can survive blows
intelligent races that would rather not see the tenacious that would kill most creatures. Whenever a critical
vermin spread into the surrounding lands. hit or sneak attack is scored o n the beetle, it has a
Combat 25% chance that the critical hit or sneak attack is
negated and damage is instead rolled normally.
Kelklic sand beetles generally focus all their Even cutting the beetle’s head off has little effect,
attacks on the closest food source - a category for as it can still live (and breed) until it eventually
which just about every living being may qualify. dies of starvation.

King’s Hound
Medium Magical Beast idic magic turned out to be a two-edged sword when
Hit Dice: 8d10+16 (60 hp) the clerics learned how to master the beasts and turn
Initiative: +5 the witch hunts upon the titan devotees.
speed: 4 0 ft. (8 squares) King’s hounds originally arose from large forest
Armor Class: 15 (+5 Dex), touch 15, flat-Footed 10 hounds on the continent of Asherak, but they have
Base AttacWGrapple: +8/+13 since been shaped and bred to thrive in the desert
Attack: Bite +13 melee (ld6+7) wastes that now cover the ashen continent. They are
Full Attack: Bite +13 melee (ld6+7) filled with divine power to enhance their hunting of
SpaceIReach: 5 ft./5 Ft. magical prey. While they can distinguish between
Special Attacks: Burst of speed, trip, improved grab
divine traditions and general arcane magic, they can-
Special Qualities: Darkvision 60 Ft., divine strength, en-
dure heat, fire resistance 5, low-light
not tell one source of divine power from another. They
,,ision, scent,smell mag,c, spell are excellent trackers of magical scents and are effec-
tance 18 tive at chasing down fleeing prey, but they are less
Saves: Fort +8, Ref +11, Will +2 capable than other ca-
Abilities: Str 20, Dex20,Con 14, Int 4, Wis 11, Cha
4
Skills: Survival +11*
Feats Dodge, Mobility, Run’, Spring Attack,
Track’
Environment: Desert
Organization: Solitary or pack (2-8)
Challenge Rating:
Treasure:
Alignment:
Advancement:

Level Adjustment: -

A pack of sleek desert hunting ho


the size of mastiffs races across the sands
neck speed. They almost seem to cr
divine power as they move.
Descnptjon
King’s hounds were originally bred and
divinely infused by devotees of Hrinruuk to
sniff out and run down heretical w
pers of the godlings. The hounds’ abilities
to distinguish between clerical and dru-
STRA’NCE LANDS: LOST TRIBES O F T H E SCARR€D LANDS

Combat gets a hold, the hound automatically deals bite


King’s hounds prefer to swarm a single target, damage.
harrying it until it drops and one of the hounds can Divine Strength (Su):A king’s hound is filled
reach its throat. with divine might, granting it a +4 enhancement
.Burst of Speed (Sp): Three times a day as a free bonus to its Strength score (this has already been
action, a king’s hound may put on a burst of speed figured into the stat block above). This bonus is
and ;accelerate its reflexes. This functions as haste, suppressed in areas of antimagic.
as cast at 5th level. Smell Magic (Su):A king’s hound’s scent also
Trip (Ex): A king’s hound that hits with a bite acts as a detect magic spell, except that instead of
attack can attempt to trip the opponent ( + 5 check discerning the school of magic, the hound can
modiifier) as a free action without making a touch discern whether the magic is druidical, clerical,
attack or provoking an attack of opportunity. If the other divine or arcane. Casters with prepared spells
attempt fails, the opponent cannot react to trip the detect as if their prepared spells were active.
king”s hound. The hound may not use trip and Endure H e a t (Su):A king’s hound is treated
improved grab as part of the same attack. as if it were under the effects of an endure elements
Improved Grab (Ex): To use this ability the spell for purposes of resisting the effects of extreme
king”s hound must hit with a bite attack. It can heat.
then attempt to start a grapple as a free action Skills: “King’s hounds have a +4 racial bonus
without provoking a n attack of opportunity. If it on Survival checks when tracking by scent.

Na’heem
The Na’heem are the keepers of ancient and dark Sample Na’heem
monastic secrets. Once the most devout monastic The buz&g of unseen locusts shatters the silence,
order on the continent of Asherak, the Na’heem now and the air swells around the sinister-looking holy man
despise all receptacles of holy faith, wandering the emerging from the darkness. Its sigil-carved face stares
sands in search of pilgrims and priests to subject to from the shadows of its monk’s cowl, balefire eyes burning
their torments. The Na’heem are the result of the with an unfathomable hate.
misapprehension of spiritual epiphany at the most This example uses an 1lth-level human monk
delicate moment of the enlightenment process - as the base character.
instead of rising to the status of Exemplar, the monk Na’heem, 11th-Level Human Monk
undergoes a dark and hideous metamorphosis. They
Medium Undead (Augmented Humanoid)
loathe true Exemplars with every fiber of their desic-
Hit Dice: lld12 (71 hp)
cated beings, and the feeling is more than mutual.
Initiative: +Q
The Brotherhood of Na’heem embodied the speed: 60 ft. (12 squares)
highest levels of ascetic virtue for an eon. Disci- Armor Class 37 (+5Dex, +7 Wis, +6 natural, +2
plined and devoted to the arts of self-mortification, intrinsic, bracers of armor +4, rinq of
the brotherhood set off into the wastes to pursue protection+$, touch27.flat-foote832
tocall mastery of their spiritual system. It was not Base A W W G a p p b : +8 /+I2
long before the Ministers of Cruelty, an order of Attack: Unarmed strike +12 melee (ld10+4 plus
energy drain)
sadisiic devils that “patronizes” the religiously
ascetic, disturbed the deep desert meditation of Full Attack: Unarmed strike +12/+12/+12/+4/+6
melee (ld10+4 plus energy drain)
these nomadic monks. Their souls stretched to Space/Reach: 5 ft./5 ft.
shreds upon the unresolved Paradox Of their Order” Special Attacks: Aura of madness, energy drain, greater
mysteries, the first masters of the Na’heem broth- flurry of blows, kistrike (IawfuVmagic),
erhood were cursed to walk the sands as undead martial prowess
warnings to t h e religiously zealous, thinking only Special Qualities: Damage reduction lO/lawFul, darkvision
of the yawning void coursing through their husks. 60 ft., diamond body, Fast healing 5,
improved evasion, purityof body, resis-
Since: then, other misguided spiritualists, drawn
tance to cold 20 and fire 20, slow fall 50
to the promise of unholy wisdom and immortality, ft., still mind, turn resistance+4, undead
have chosen to walk the maddening path of the traits, wholeness of body
Na’heem, swelling the brotherhood’s ranks with saves: Fort +7, Ref +12, Will +14
worthy new believers. Abilities: Str 18, Dex 20, Con -, Int 12, Wis 25,
Na’heem speak Infernal as well as the lan- Cha 14
guages they knew in life. Skills Balance +20, Bluff +7,Climb +11, Con-
centration +18, Hide +20, Knowledge
CHAPTER SEVEN: HORRORS AND HOSTS
“LI

(religion) +7, Jump +lo, Listen +20, Hit Dice: Increase all current and future Hit
Move Silently +20, Sense Motive +lo, Dice t o d12s.
Spot +12, Tumble +12
Speed: Same as the base creature.
Feats: Combat Reflexes, Deflect Arrows,
Dodge, lmproved Initiative, lmproved Armor Class: T h e base creature’s natural ar-
Trip, Ki Projection, Mobility, Nerve mor bonus improves by +6.
Strikes, Power Attack, Spring Attack, Attack: A Na’heem retains all the attacks of
Stunning Fist
the base creature. A Na’heem fighting without
Environment: Desert
weapons uses its unarmed strikes.
Organization: Solitary
Challenge Rating: 15 Full Attack: A Na’heem fighting without
Treasure: Standard weapons uses its greater flurry of blows ability.
Alignment: Always lawful evil Damage: Same as the base creature (plus the
Advancement: By character class (monk only) bonuses granted by this template).
Level Adjustment: +8 Special Attacks: A Na’heem retains all the
Combat special attacks of the base creature and gains those
described below. Saves have a DC of 10 + 112
This Na’heem’s unarmed strikes are treated as
Na’heem’s HD + Cha modifier unless noted other-
magic and lawful weapons for the purpose of over-
wise.
coming damage reduction.
Aura of Madness (Su): T h e intensity of the
The DC is 18 for the Fortitude save to remove
transcendental suffering surrounding these beings
a negative level caused by its energy drain.
is overwhelming. Living creatures within 30 feet
Diamond Body (Ex): T h e monk gains immu-
must succeed on a Will save or be shaken for ld6+4
nity to poison of all kinds.
minutes. A creature that successfully saves cannot
Greater Flurry of Blows (Ex): Use the full- be affected again by the same Na’heem’s aura for 24
attack action t o make two extra attacks per round hours. A remove curse spell, or simply being within
with an unarmed strike at his highest base attack. the area of effect of a consecrate or hallow spell,
Ki Strike (Su): Deal damage to creatures with removes the effect from a shaken creature. Crea-
damage reduction using the unarmed strike as tures with immunity to fear or mind-affecting spells
though with a magic and lawful weapon. or effects are unaffected, and creatures resistant to
Improved Evasion (Ex): If the Na’heem makes fear or mind-affecting spells or effects receive their
a successful Reflex saving throw against a n attack normal bonus on the saving throw.
that normally deals half damage on a successful Energy Drain (Su): Living creatures hit by a
save, h e instead takes no damage. In addition, h e Na’heem’s unarmed strike gain two negative lev-
takes only half damage o n a failed save. els. For each negative level bestowed, the Na’heem
Purity of Body (Ex): Immunity t o all diseases gains 5 temporary hit points. A Na’heem can use its
except for magical diseases such as mummy rot and energy drain ability once per round.
lycanthropy. Martial Prowess ( E x ) :The Na’heem are especially
Slow Fall (Ex): A monk within arm’s reach of potent in hand-to-hand combat. All their iterative
a wall takes damage as if the fall were 50 feet shorter attacks (including greater flurry of blows) are figured
than it actually is. at a factor of 3 rather than 5 . Thus, a Na’heem with a
Still Mind (Ex): + 2 bonus on saves against base attack bonus of +8 would attack with its greater
enchantment spells and effects. flurry of blows at +8/+8/+8/+5/+2.They are still
Wholeness of Body (Su): Cure up to 22 hit limited to no more than five attacks per round.
points of his own wounds each day. Special Qualities: A Na’heem retains all the
Possessions: ring of protection + 3 , bracers of armor special qualities of the base creature and gains
+4, penapt of Wisdom +4. those described below.
Creating a Na’heem Damage Reduction (Su) :T h e Na’heem has dam-
age reduction lO/lawful. A Na’heem’s unarmed
“Na’heem”is a n acquired template that can be
strikes are treated as lawful and magic weapons for
added t o any humanoid monk of at least 11th level
the purpose of overcoming damage reduction.
(referred to hereafter as the base creature).
Fast Healing (Ex): A Na’heem heals 5 points of
A Na’heem uses all the base creature’s statis-
damage each round as long as it has 1 hit point. The
tics and special abilities except as noted here.
Na’heem’s fast healing ability ceases to function in the
Size and Type: The creatures type changes to area of a consecrateor hallow spell. When a Na’heem is
undead. Do not recalculate base attack bonus, saves reduced to 0 or fewer hit points, its physical form
or skill points. Size is unchanged. crumbles to dust and its essence explodes in a burst of
black flame, destroying the creature forever.
STRA’NCE LANDS: LOST TRIBES O F THE SCARRED LANDS

Resistances ( E x ) : A Na’heem has resistance to wish spell. All a Na’heem’s monk levels are treated
cold 10 and fire 10. as ex-monk levels during these extremely rare pe-
Turn Resistance ( E x ) : A Na’heem has +4 turn riods of madness.
resistance, except when being turned by clerics of Vulnerability to Faith: As undead mockeries
Hedrada. of true balance, the Na’heem are especially vulner-
,Abilities: Increase from the base creature as able to the faith of the living (especially the faith
follows: Str +4,Dex +4,Wis +4,Cha +2. As an of those devoted to Hedrada, against whom their
undead creature, a Na’heem has no Constitution turn resistance is useless). When caught within the
score. radius of either a consecrate or hallow spell, a
Skills: Na’heem have a +8 racial bonus on Na’heem loses its fast healing ability until it leaves
Balance, Concentration, Hide, Listen, Move Si- the area of effect. In addition, a Na’heem caught
lently, Spot and Tumble checks. Otherwise same as within the power of such holy magics becomes
the base creature. vulnerable to mind-influencing spells and effects
until it leaves the area of effect. The Na’heem still
Feats: Na’heem gain Combat Reflexes, Im-
receives a Will save as normal (with all appropriate
proved Initiative, Ki Projection and Nerve Strikes,
bonuses) to such effects during this time.
assuming the base creature doesn’t already have
these feats. (Ki Projection and Nerve Strikes can be
found in the Player’s Guide to
Monks and Paladins.)
]Environment: Any, usually
desert.
Organization: Solitary.
Challenge Rating: Same
as base creature +4.
‘Treasure: Standard.
14lignment: Always law-
ful evil.
i4dvancement: By char-
acter class. Na’heem may only
advaince in monk levels.
Level Adjustment: Same
as the base creature +8.
Na’heem Weaknesses
For all t h e i r power,
Na’heem have a number of
weaknesses.
Static Morality: A
Na’heem must remain forever
devoted t o t h e code of
(warped) discipline that sus-
tains its unholy existence. A
Na’hleemwhose ethical align-
ment shifts from lawful (either
to neutral or chaotic) is in-
stantly driven insane, as per
the insanity spell, until and
unless it can somehow regain
its elthical balance. While
Na’hleem are normally im-
mune to all mind-influencing
spells and effects, aNa’heem’s
ethical alignment may be
shifted from lawful by means
of a limited wish, miracle or
CHAPTER SEVEN: HORRORS AND HOSTS

Panacea Spjrit
Tiny Outsider (Incorporeal, Extraplanar) hits to undead. On a critical hit, in addition to suffer-
Hit Dice: 6d8 (27 hp) ing double damage as would any other creature, an
Initiative: +4 undead target must make a DC 16 Fortitude save or be
Speed: 15 ft. (3 squares), fly 50 ft. (Good) destroyed. This save DC is Charisma-based.
Armor Class: 19(+2size,+4 Dex, +3deflection), touch Spell-like Abilities (Su): At will - negative
19, flat-footed 15 energy protection, polymorph (humanoids and mon-
Base AttacWGrapple: +6/-4 strous humanoids only). The caster level is 10th.
Attack: Disrupting ray +12 ranged touch (2d6/
disruption) Form Control (Su): Panacea spirits may become
Full Attack: Disrupting ray +12 ranged touch (2&/ corporeal or incorporeal at will as a free action. Their
disruption) Strength when corporeal in their natural form is given
Space/Reach: 2-1/2 ft./O ft. in parentheses above.
Special Attacks: Spells, disruption ray Breath of Life (Su): Once per year, a panacea
Special Qualities: Form control, incorporeal traits, low- spirit may cast true resurrection. A spirit that uses this
light vision* abilities9
spells ability disappears, returning to Aolib for one full year
Saver: Fort +5, Ref +9,Will +9 to rest and recover.
Abilities: Str - (7), Dex 18, Con 10, lnt 13, Wis
19, Cha 17 Spells: Panacea spirits cast Conjuration (Heal-
Skills: Concentration +y, D~~~~~~~~+14, ~~~l ing) spells and spells from the Good and Sun domains
+13,Knowledge(theplanes)+l0,Knowl- as 10th-1evelclerics.The saveDCs are Wisdom-based.
edge (religion) +lo, Listen +13, Perform Typical Ckric Spells Prepared (6/6/6/5/5/3; save
(sing) +12' Sense Motive +13' 'pot +13 DC 14 + spell level): 0 -cure minor wounds (x6); 1st
Feats: Dodge, Empower Spell, Enlarge Spell
-cure light wounds (x4), protection from evil (x2); 2nd
Environment Usually Madriel's Paradise
- burst of energy?? (x3), heat metal, lesser restoration
Organization: Solitary, Pair, Flight (3-8)
or Grace (9-20) (x2); 3rd- cure serious wounds (x4),remove blindness/
Challenge Rating: 7 deafness, searing light; 4th -cure critical wounds (x3),
Treasure: Standard demonbanett, holy chnnelt; 5th - flame strike,
Alignment: Always neutral good mass cure light wounds (x2).
Advancement: 7-12 HD (Tiny)
Level Adjustment: +3

This perfectly formed 18-inch woman has


peacock wings and glows softly with an inner light.
Her dulcet soprano echoes faintly when she speaks.
Description
Panacea spirits are minute sparks of
mercy. During the Divine War, they darted through
battlefields, saving lives and fighting the titans' undead
servitors. Small in stature but great in righteousness,
these tiny celestials lift the spirits of even the most
disheartened warrior.
Panacea spirits often take other forms to walk
among mortals. They aid the suffering and work tire-
lessly against evil, sometimes joining adventurers who
oppose Chern or the evil gods. They believe most
beings have the capacity for goodness, and destroy the
irredeemably evil with a sad resignation. Panacea
spiritshate despairs,however, and attack them fiercely.
Panacea spirits speak Common and Celestial.
Combat
Panacea spirits prefer to support others with their
healing magic rather than fight, unless undead or
despairs are their opponents.
Disrupting Ray (Su): A panacea spirit's main
attack is a ray of positive energy that can deal critical
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS

Sand Eagle
Huge Outsider (Lawful) tion. They gain sustenance from the blood and
Hit Dice: 10d8+40(85 hp) hearts of chaotic and evil beings, and as long as
Initiative: +5 they are true to the cause they were created to
speed: 40 ft. (8 squares), Fly 80 ft. (average) serve, they need no other food or drink to survive.
Armor Class: 21 (-2 size, +1 Dex, +12 natural), touch Eight eagles were created, and they are ex-
4, flat-footed 20 tremely solitary creatures. Four are lawful neutral
Base A&ck/Gapple: +10/+26 in alignment, the others lawful good. Should one
Attack: Talon +16 melee (2d6+8)
die in battle, the eldest of the surviving eagles lays
Full Attack: 2 bites +16 melee (2d6+8) and bite +11
the egg that will hatch the new eighth sand eagle.
melee (2d8+4)
Space/fl;each: 15 ft./lO ft. The eaglet grows to full maturity over the course of
Special Attacks: Lawful shriek one year. Sand eagles are encountered together
Special Qualities: Aura of menace, damage reduction 10/ only if one or more adult sand eagles are protecting
evil, darkvision 60 ft., magic circle a new hatchling, or if facing a threat so great that
against chaos, resistanceto acid 10, cold Corean and Hedrada have ordered them to join
10, electricity 10 and Fire 10, save bo- forces.
nuses, spell-like abilities, tongues
Sand eagles speak all languages (see below).
saves: Fort +11, Ref +8.Will +14
Abilities: Str 26, Dex 13, Con l?, lnt 14, Wis 20, Combat
Cha 17
Sand eagles prefer to use the minimum force neces-
Skills: Diplomacy +16, Gather lnformation +16,
sary to accomplish a task, but they neverhesitateto bring
lntimidate+l6, Knowledge(history) +15,
Knowledge (the planes) +15,Knowledge other weapons to bear at need. If they need to retreat and
(religion) +15, Listen +18, can do so honorably, they will return to
Search +15,Sense Motive
+28, Spot +28
Feak: FlybyAt tack, 1mproved
Initiative, lron Will,
Wingover
Emiromnenk Any desert (primarily
Asherak)
Organization: Solitary or family (2-3)
Challenge Rating: 12
Treasure: None
Alignmeink Always lawful, always good
or neutral
Advancement: 11-20 HD (Huge), 21-30 HD (Gar-
gantuan)
Levelkljustment: -

This enormous sund-colored eagle has eyes,


talons, flight feathers and a beak that uppear to be
forged of steel. Its gaze is piercing and hard.
Descriptjon
Following the Titanswar, Corean and
Hedrada created the celestial beings known as
sand eagles to aid the survivors of Asherak's
devastation in rebuilding. The bodies of these
enorinous birds are the color of desert sand, and
their eyes, beaks, talons and longest flight
feathers are all the cold gray of forged steel.
Also known as judge eagles, they are ex-
tremely intelligent, and they thrive on
justice and order.
The eagles help protect the people
of Asherakfrom all that is evil, tainted
by the blood of titans, or harmful to
the continuation of lawful civiliza-
C H A P T E R SEVEN: H O R R O R S A N D HOSTS

fight another day, but the eagles are entirely fearless and Magic Circle against Chaos (Su): A sand
far prefer death to dishonor. eagle is constantly surrounded by a magic circle
Auraof Menace (Su): Arighteous aurasurrounds against chaos effect, at caster level 10. It may sup-
sand eagles. A n y hostile creature within a 20-foot press or resume this ability as a free action.
radius of a sand eagle must succeed on a DC 18 Will Save Bonuses (Ex):The sand eagle gains a +4
save. Those who fail are shaken for 24 hours, or until racial bonus to all saves versus petrifaction or
they successfully strike the sand eagle. A creature that poison.
has resisted or broken the effect cannot be affected Spell-like Abilities (Su): At will - detect
again by the same sand eagle’s aura for 24 hours. The chaos; 3/day - teleport without error, true seeing.
sand eagle can activate or suppress this ability at will. Tongues (Su):Sand eagles can speak with any
The save DC is Charisma-based. creature that has a language as though using a
hpuful Shriek (SP):Six times per day, a sand eagle tongues spell (caster level 14). This ability is al-
can emit a piercing shriek that paralyzes chaotic crea- ways active.
tures. All chaotic creatures in a lOO-ft.-radius must Skills: Sand eagles have a +10 racial bonus to
make a 18will save or be paralyzed for ld6 rounds. sense Motive and spot checks.
The save DC is Charisma-based.

Sand Serpent
Large Magical Beast them. Serpents make ideal mounts and pack animals,
Hit Dice: 3d10+6 (22 hp) and tribes sometimes come into conflict over herds.
Initiative: +1 Paladins who hail from Asherak occasionally have
Speed: 40 ft. (8 squares), burrow 10 ft. sand serpent mounts.
Armor Class: 15 (-1 size, +l Dex, +5 natural), touch Sand serpents are omnivorous but prefer a diet of
10, Flat-footed 14 lizards and cacti. They can go without food or water for
Base AttacWGrapple: +3/+10 extended periods but gorge themselves when either is
Attack: Claw +5 melee (ld4+3)
plentiful. They attack humanoids only in self-defense
Full Attack: Twoclaws+5 melee (ld4+3) and bite+O
melee (ld6+1)
or when food becomes so scarce
SpaceIReach: 10 Ft./5 Ft. that humanoids are the only
Special Attacks: lmproved grab, constrict
Special Qualities: Empathy, terrain adaptation, darkvision Sand serpents speak
60 Ft., low-light vision
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 17, Dex 12, Con 15, Int 4, Wis
10, Cha 6
Skills: Listen +5, Spot +5
Feats: Alertness, Endurance
Environment: Warm desert
Organization: Solitary, Family (2-6) or herd (7-
30)
Challenge Rating: 2
Treasure: None
Alignment: Often neutral
Advancement: 4-8 HD (Large), 9-14 HD
(Huge)
Level Adjustment: -

This rust-colored serpentine beast has a blunt,


snakelike head and a pair of arms ending in sharp
claws. Its colorful neck fill fires in warning.
Description
Golthain created these reptilian creatures to
serve as his eyes and ears on Asherak. They are
well adapted to the territory and thrive in the
deserts and badlands of this blasted continent.
Sand serpents are smarter than normal ani-
mals, and some Ubantu tribesmen have domesticated
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS

Combat pable of detailed communication, but they can share


!Sand serpents are straightforward combatants, feelings and thoughts expressible in about five words.
concentrating their attacks on one opponent. This ability functions up to 100 feet.
Constrict (Ex):A sand serpent that successfully Improved Grab (Ex):A sand serpent that hits a
grapples an opponent may wrap its tail around the Medium or smaller opponent with both claw attacks
target and constrict for 2d6+4 points of damage. A maystartagrappleasafreeactionwithout invokingan
sand serpent with a rider on its back may not use this attack of opportunity. If it succeeds on the grapple
ability unless the rider makes a DC 20 Ride check. check it may immediately constrict.
Empathy (Su):Sand serpents are semitelepathic. Terrain Adaptation (Ex):Asandserpent suffersno
Becaiuse of their limited intelligence, they are inca- movement penalties for traversing difficult terrain in
deserts or badlands and takes no damage from severeheat.

Stealerof Chjldren
Medium Fey (Incorporeal) realm of fairytale streets and strange buildings that has
Hit Dice: 12d6+36 (78 hp) sent the stealer out to bring new citizens to inhabit it.
Initiatiw. +8 The Phylacteric Vault has dispatched missions to the
speed: 40 ft. (8 squares) west seeking this unknown city, and though scraps of
Armor Class: 25 (+8Dex, +7 deflection), touch 25, information return, its location still remains a mystery.
flat-footed 17 It is possible that no city in truth exists, and that the
Base AttacWGrapple: +6/- stealer of children is actually a strange living sickness
Attack: Hypnotic caress +14 melee (charmper- that masquerades as a child's obsession.
"
\,JWI,

Full Attack: Hypnotic caress +14 melee (charm per- The stealer is a tall figure, though details of its
son) appearance are always vague. Its face is a pallid blur
SpacelReach: 5 ft.15 ft. which its victims find hard to describe, though they
Special Attacks: Conversion, hypnotic caress, spell-like clearly see its colorful festive clothing. Almost all
abilities victims make mentionof thestealer's long,pale fingers
Special Qualities: Incorporeal traits, low-light vision and their eagerness to touch and caress its victims.
Saves: Fort +7, Ref +16, Will +13 The stealer of children preys on children and those
Abilities: Str -, Dex 26, Con 16, Int 21, Wis 20,
with a weak sense of self. It charms them in the night.
Cha 25
It may tap upon their windows (or at least appear to do
Skills: Bluff +22, Concentration +18, Diplo-
macy +26, Hide +23, Intimidate +24, so, usingghost sound), or lure them with vague whispers
Knowledge (arcana) +20, Knowledge down a dark alley. It tells the childrenstoriesof another
(architecture) +20, Listen +20, Per- place, a grand city. These stories are hypnotic and
form (dance) +22, Sense Motive +20, enthralling; children often return to hear these stories
spot +20
of the wonderful far-away city. They may dismiss the
Feats: Blind Fight, Dodge, Mobility, Spring At-
tack, Empower Spell-like Ability (mind
stories as dreams or daydreams,but they are always eager
fog)
for another tale and find themselvesdrawn to the stealer
Environment: Any urban of children night after night.
Organization: Solitary After a week of these stories, the children begin to
Challenge Rating: 8 undergo changes as the stealer converts them into
Treasure: None creatures more akin to itself. They slowly lose their
Alignment: Always chaotic neutral ability to speak their native tongue and begin to
Advancement: By class (bard favored) develop minor magical abilities.
Level Adjustment: -
The influence of the stealer of children is not, as its
name might imply, limited to children. It can work on
A jesterlike figure clothed in bright colors capers into
a n y humanoid or monstrous humanoid being vulner-
view through a solid wall. Its face is a shimmering blur
able to its powers -goblins, ogres, giants and so on.
benearh a wide-brimmed hat of foreign make, whik its
Stealers of children prefer to speak only their
hands are sinuous and expressive.
unknown, alien language, but using their magic they
Description can whisper in any known language.
The PhylactericVault contains a few reports of the Combat
stealers of children. They seem to hail from across the
The stealer of children never sits still for an
sea tothe west, and appear in urban areas acrossAsherak,
attack. It dances about, seeking places of safety from
Ghelslpad and Termana. Current theory holds that the
which it can use its spell-like abilities, and perhaps
ste:der of children is an emissary from an alien place, a
charm a suitable defender.
CHAPTER SEVEN: HORRORS AND HOSTS

Hypnotic Caress (Su): Anyone touched by the Two weeks after conversion, the stolen child can
stealer must succeed at a DC 22 Will save. Those who use the mage hand and light spells at will.
fail are effected as if by a c h m person spell. The spell Three weeks after conversion, the stolen child
effect is that of a 9th-level caster; the save DC is can use color spray (DC 18) l/day.
Charisma-based. Four weeks after conversion, the stolen child can
Conversion (Su):If a stealer of children spends use the fly spell at will.
five minutes uninterrupted with a victim, it can whis- These spell-like abilities function as if cast by a
per stories of strange sights and dreamlike worlds. bth-level caster.
These stories infect the victim unless he succeeds at a After the fourth week, the stolen child must
DC 22 will save. Each failed roll results in a -1 succeed at a DC 10 will Save or give In to the
circumstance penalty on all future saves against any of compu~sionto run away from homein searchof the
the stealer’s spell-like abilities. Once a stealer has magical land of which the stealer of &idren speaks.
reduced the total Willsave of itsvictim too, the victim Should the child s u c c e s s ~ l ~save,
y the will Save DC
begins to gain the abilities of a stolen child (see increases by + I per week. After the fourth week, the
below). stolen child automatically learns a random new 0-
Spell-likeAbilities (SU):At will-detect thoughts level wizard spell as a spell-like ability, usable 3/&y.
(DC 19),ghostsound, levitation, locate creature, tonpes; All spell-like abilities are based on the stealer’s Cha-
3/day - dimension door, hideous laughter (DC 19), risma, not the
shadow conjuration (DC 22), silent image (DC 18); 1/ After the fourth week, stolen children must SUC-
day-mindfog(DC 22)1 suaestion (DC ceedinaDC IOWillsaveorelseforgettoeatanddrink
20), telepathic bond. These spell-like abilities function as their obsession with the strange city
at 12th caster level; the save DCs are Charisma-based. them. This Save DC increases by + 1 per week; in the
Stolen Children end, most stolen children die of starvation and exhaus-
t ~ ~process hasbegun, the victim
~ fthe conversion tion far from their homes, dreams of an unknown city
of the stealer of children begin to manifest magical flickering in their eyes*
abilitiesand forget their prior lives. The longer the stealer
is able to meet with them and fill their minds with
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS

Swarm, Drought Beetle


Diminutive Vermin (Swarm) Sense Water (Ex):A drought beetle swarm
Hit Dice: 10d8+10 (55 hp) can detect the general direction and distance of
Initiative: +3 any body of water within 1,000 feet. This includes
Speed: 20 ft. (4 squares), fly 30 ft. (Poor), any living beings that are composed mostly of
swim 10 ft. water, such as humans and other humanoids, most
Armor Class 22 (+3 size, +3 Dex, +6 natural), touch animals and magical beasts.
16, flat-footed 17
Base AttacWGrapple: +7/- Boil Water (Ex):Each drought beetle swarm
Attack: swarm(2d6 plusdehydration plus 2d6 that enters a body of water boils off a 10-foot cube
heat) of water every minute after the first. All creatures
Full Attack: Swarm (2d6 plus dehydration plus 2d6 within 30 feet of such a swarm suffer 2d6 heat
heat) damage per round from the boiling water and steam.
SpIReach: 10 ft./O ft. Heat (Ex): T h e drought beetles’ swarm attack
Special Attacks: Boil water, dehydration, distraction does 2d6 extra points of fire damage from the
Special Qualities: Darkvision 60 ft., immune to fire, im-
interior heat of the and their exhaled
mune to weapon damage, sense water
1000 ft., vermin traits steam.
saves: Fort +8,Ref +6, Will +4 Dehydration (Ex):Living creatures injured by
Abilities: Str 1, Dex 17,Con 12, lnt -, Wis 12, Cha the drought beetles’ swarm attack also suffer 1
3 point of Constitution damage from dehydration.
skills: Spot +5,Swim +11 Distraction (Ex): Any living creature that
Featt: - begins its turn with a drought beetle swarm in its
Environment: Temperateforests9 irrigatedfarmlands*
space must succeed on a DC 16 Fortitude save or be
wastelands, hills
nauseated for 1 round. The save DC is Constitu-
Organization: Swarm
ChallengeRating: 7 tion-based.
T‘ reasun3: None Skills: A drought beetle has a +8 racial bonus
Alignmeink Always neutral on Swim checks and a +4 racial bonus on Spot
Advancement: None checks. A drought beetle can always choose to take
Level Adjustment: - 10on Swim checks, even if rushed
or threatened. Draug
14 heat distortion in the air accompanies this beetles use Dexterity,
swam of hand-sized black beetles. The faces of the
beetles seem dotted by brilliant blue-white flecks of
light.
Description
Drought beetles are about 6 inches long with
two pairs of mandibles around a protruding fun-
nel-~~haped mouth. The interior of their bodies is
intensely hot, and blue-white flames flicker from
their eyes and mouth. Normally these creatures
swami upon small ponds and PO
the water and then feed on the boiled creature
found on the bottom. If they cannot find such
bodies of water, they attack land-
dwelling creatures, evaporating the
water from their bodies and turning
it into steam with which to cook the
flesh of their prey as they eat it.
Comblat
When devouring a land-d
the swarm surrounds its prey and then uses a
threefold attack of dehydration, steam and
hund,reds of bites from the beetles’ razor-sharp
mandibles.
C H A P T E R SEVEN: HORRORS A N D HOSTS

Swam, Godfly
Fine Vermin (Swarm) Combat
Hit Dice: 6d8+12 (34 hp) Godflies are attracted to, and feed on, divine
Initiative: +2 energy. They seek the strongest source of divine en-
speed: lo ft. (' squares)*Fly 30ft. (perfect) ergy, with apreferencefor clericsand paladins. Godflies
Armor Class: l6 (+' Dex9+4 touch 'Iat- also consume magic items created by divine means.
footed 14
Absent its favorite foods, a godfly swarm will attack
Base A W G r a p p l e : +4/-
Attack: Swarm (2d6)
anything with asoul, as such beings are still suitable for
Full Attack: Swarm (2d6), plus special implanting eggs. The disease called spirit rot is actually
SpacelReach: 10 ft./O ft. an infestation of godfly maggots.
Special Attacks: Desecration, disease, distraction Desecration (Su): Godflies feed on divine en-
Special Qualities: Divinespellimmunity,swarm traits,ver- ergy. A swarm of godflies acts as an untlmagic field
min traits specifically against divine magic. Further, divine magic
saves: Fort +7,Ref +4, Will +4 objects and places exposed to a godfly swarm become
Abilities: Strl,Dex14,Con14,lnt--,Wis14,Cha permanently nonmagical after a number of days equal
14 to the divine caster level required to craft it. A holy
Skills: -
avenger becomes a normal longsword in 18 days. A
Feats -
scroll of cure light wounds is meaningless after one day.
Environment: Any land and underground
Organization: Solitary, congregation (2-6 swarms) Disease (Su): Spirit rot -swarm, Fortitude DC
or retribution (10-60 swarms) 14, incubation period Id4 days, damage ld6 Cha-
Challenge Rating: 5 risma. The save DC is Charisma-based.
'Treasure: None Anyone reduced to 0 Charisma by spirit rot be-
Alignment: Always neutral comes a void wight.
Advancement: -
Distraction (Ex):Creatures with an Intelligence
Level Adjustment: - score that begin their turn in the same square as the
swarm must make a DC 15 Fortitude save or be
The phenomenon Wearsat first to be a 'loud Of nauseated for 1 round. Spellcasters must make a Con-
shimmering aluer. Closer examination reveals that it is centration check (DC 20 spell level) to
+ or
up 'ftinyflies, each the size Ofa As the concentrate on a spell. Using a skill that needs atten-
swum flies, it makes a resonating 'OUnd~ not tion to detail requires a DC 20 Concentration check.
unlike church bells.
SpellImmunity (Ex): i-

Description Godflies are immune to


4

Godflies are small silver insects with opalescent spells cast from di-
wings. The chiming associated with a godfly swarm is vine sources.
made by males looking to attract mates. The flies have
existed since the Divine War, feastingupon the corpses
of fallen outsiders - and possibly even demigods -
and the shattered ruins of their strongholds. Sages
believe that the flies come from the Outer Planes,
where divine energy is plentiful.
Churches and other religious in.
stitutions go to great lengths to be rid
of a godfly infestation. A swarm of
godflies does not ruin the walls of a
temple, nor does it rend the
pages of sacred tomes or befoul
holy fonts. The work of a godfly
swarm is much more insidious.
Given a sacred scroll, it
scours the meaning from '
the words. A temple infested with larvae is
no longer a sanctuary to souls filled with
doubt. Godflies are the bane of good,
neutral and evil churches alike.
STRA'NCE LANDS: LOST TRIBES O F T H E SCARRED LANDS

Swam,Voracjous Fang
Diminutive Undead (Swarm) Distraction (Ex): Any living creature that
Hit Dice: 15d12 (47 hp) begins its turn with a swarm in its space must
Initiative: +7 succeed on a DC 17 Fortitude save or be nauseated
speed: 5 Ft. (1 square), fly 40 ft. (good) for 1 round. T h e save DC is Charisma-based.
Armor Class: 17 (+4 size, +3 Dex), touch 17, flat- Energy Drain (Su): Living creatures hit by a
Footed 14
voracious fang swarm gain one negative level. The
Base AttacWGrapple: +7/-
Fortitude save to remove the negative level is DC
Attack: Swarm (3d6 plus energy drain) I?
1I .
Full Attack: Swarm (3d6 plus energy drain)
Space/Pieach: 10 ft.10 ft. Create Spawn (Su): Any humanoid killed by
Special Attacks: Distraction, energy drain the energy drain attack of a voracious fang swarm
Spesial Qualities: Create spawn, darkvision 60 Ft., im- rises 2d6 hours later as a ghoul. Spawn are not
mune to weapon damage, immunity to under the command of the swarm that created
cold, swarm traits, undead traits them. They do not possess any of the abilities they
saves: Fort +5,Ref +8,Will t'? had in life. They hunger for the flesh of the living
Abilities: Str 1, Dex 16, Con -, Int -, Wis 10, and behave as normal ghouls in all respects.
Cha 1
Skilk: -
Feats: lmproved InitiativeB
Environment: Any
Organization: Solitary, bite(2-6swarms) or maw (11-
20 swarms)
Challenge Rating: 11
Treasure: None
Alignment: Always neutral evil
Advancement: -
Level Adjustment: -

The sound of chatteringteeth accompaniesa cluster


of one hundred six-inch fangs flying through the air.
Descniptjon
Although the origin of these swarms is un-
known, one thing is obvious: they almost certainly
have some connection to Gaurak the Glutton.
Some sages speculate that these swarms arise in areas
where one of the ravenous titan's teeth tainted the
land; others believe that they may have been cre-
ated by Gaurak himself.
Voracious fang swarms always consist of
exactly 100 teeth. These teeth are usually the
fangs of some large creature, and each is ap-
proximately 6 inches long.
When voracious fang swarms surface, they
hunt everything in the area to extinction. As
Gaurak himself, these swarms can drain all life fro
an area. As such, druids do everything in their
powei to destroy a voracious fang swarm as soon as
they learn of its existence.
Although the wake of devastation left in the
path ofavoracious fang swarm is impressive, it pales
in comparison to the horror of the ghouls it leaves
behind to feed on their former kinsfolk.
Combat
A voracious fang swarm deals 3d6 points of
damage and energy drain to any creature whose
space it occupies at the end of its move. v
C H A P T E R SEVEN: H O R R O R S A N D HOSTS

Swarm,Wjnd Demon
Tiny Outsider (Air, Chaotic, Extraplanar, Evil, Swarm) Wind demons appear as accumulations ofwings,
Hit Dice: 18d8+54(135 hp) much like a flock of birds tightly bound around a
Initiative: +13 central core; they are not actually birds, though,
speed: Fly 80 ft. (perfect) merely wings and the desire for flight. Of a highly
Armor Class: 27 (+2 size, +'? Dex, + 6 natural), Flat- chaotic nature, wind demons are capable of taking
footed 18, touch 21 a roughly humanoid shape or dispersing into their
Base Attack/Grapple: +18/- component parts. Their control of wind and air is
Attack: Swarm (2d6) almost total, enabling them to fly perfectly and to
Full Attack: Swarm (2d6) summon powerful storms.
SpaceIReach: 10 ft./O ft.
Wind demons speak Abyssal, Auran, Common
Special Attacks: Distraction, summon wind demon
Damage reduction lO/good or lawful,
and Titan.
Special Qualities:
demon qualities, immuneto weapondam- Combat
age, swarm traits, spell-like abilities,
spell resistance 23 In combat, wind demons tend to attack with
Saves: Fort +14, Ref +20, Will +10 their spell-like abilities, conjuring powerful storms
Abilities: Str 3, Dex 24, Con 17, Int 17, Wis 11, Cha and blasts of lightning to pummel their foes before
19 closing in for the kill, blinding and buffeting their
Skills: Concentration +24, Hide +30, Intimi- enemies in a swarm of beating wings.
date +25, Knowledge (arcana) +24, Distraction (Ex): Any living creature that
Knowledge (the planes) +24, Knowl-
edge (religion)+24, Listen +21, M~~~ begins its turn within the spaces a wind demon
Silently +30, Sense Motive +21, occupies must succeed o n a DC 22 Fortitude save or
Spellcraft +26, Spot +21 be nauseated for 1 round. The save is Constitution-
Feats Dodqe, Empower Spell-like Ability (call based.
lighhg) ,'I mproved 1nitiative, MobiI- Summon Wind Demon (Sp): Once per day, a
ity, Quicken Spell-like Ability (call
lightning), ~ ~spell-like
i Ability
~ k wind~ demon ~ can summon Id4 other wind demons
(contro/winds),QuickenSpell-Iike Abil- with a 40% chance of ~UcCesS-
i'ty (touch of theken) ' Spell-like Abilities (Su): At will - call light-
Environment: Vangal's Abyss ning (DC 17), control winds (DC 19), touch of the
Organization: Solitary or murder (2-7) eel? (DC 18); 3/day - chain lightning (DC Z O ) ,
Challenge Rating: 13 control weather (DC 20),Enkili's lightning storm?
Treasure: None (DC 20), power word thunder?; l/day - elemental
Alignment: Always chaotic evil ----,,,a__...._
swarm (air elementals nnlv). hid-
-
1 - 1

Advancement:
wind (DC 2 2 ) . Cas1ter level 18.
Level Adjustment: - '"*?
4p ThP uc aqvTLT p nrc
lllb
IVP
Charisma
The creature appears to be corn- 'B . ~
based. Ji

posed of hundreds of black flapping wings,


alternating between an amorphous mass
and a shape that appears almost humnoid.
Description
Deep in the windswept recesses of the g
Abyss, th; titanLetheneceiebrates anendless %$?;:
display of chaos and destruction. To her side 4 . g
have flocked those demons that would like- A
wise revel in the terrible power her winds
and storms unleash. Foremost
these are the wind demons,
aggregations of demon and
tal that have somehow managed
to channel the chaotic
the titan herself. While Lethene I
seems content to remain in her
Abyssal prison, those who would
1
seek to unleash her often find themselves bringing wind
demons into the Scarred Lands instead.
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS

Unholy Chorus
Medium Undead Combat
Hit Dim: 30d12 (195 hp) Unholy choruses employ their haunting melody
lnitiativc?: +6 ability to disable their opponents so they can draw
speed: 30 ft. (6 squares) near enough to use their vorpal claws.
Armor Class: 24 (+2 Dex, +12 natural armor), touch
12, flat-footed 22 Head Collection (Su): An unholy chorus carries
Base AttacWGapple: +15/+1? a collection of heads that gives it voice and purpose.
Attack: Claw +20 melee (ld6+4) or heads +20 When it decapitates a victim, it can add its new
melee (ld6+4 t o 3d6+4) victim’s head to its collection. Adding a head to its
Full Attack: Claw +20 melee (ld6+4) and heads +17 collection is a standard action. For each additional
melee (ld6+4 to 3d6+4), or 2 heads head in its collection, the unholy chorus deals an
+20 (ld6+4 t o 3d6+4), or two claws additional ld6 points of damage (maximum +3d6 per
+20 melee (ld6+4)
arm) when attacking with its heads. Each such head
SpaceIRNeach: 5 ft.rs ft.
also increases the effect of its haunting melody ability.
Special Attacks: Bardic music, haunting melody, vorpal
-.- ..
rlaw An unholy chorus can hold up to three heads in each
Special Qualities: Damage reduction lO/magic, darkvision claw. nerefore, an unholy chorus that has collected
60 Ft., undead traits more than four heads cannot make a claw attack, but
saves: Fort +IO,Ref +12, Will +I7 may make two head attacks.
Abilities: Str 19, Dex 14, Con -, lnt IO,Wis 11, These heads can be sundered (Hardness 10,2 hit
Cha 16 points). If all its heads are destroyed, the unholy
Skills: Oecipher Script +15’ Gather chorus can no longer make heads attacks or use its
tion +33, Hide +17, Move Silently +17,
Listen +15, Perform +36*, Sense Motive haunting melody ability, but may make two vorpal
+12 claw attacks.
Feats: Blind-fight, Cleave, Dodge, Great Haunting Melody (Su):An unholy chorus with
Cleave, Improved ’nltlatlve? MobllltY* at least one head may sing a dread song that functions
Multiattack, Power Attack, Skill Focus
as the doomwail? spell, as cast by a
(perform), Weapon Focus (claws),
Weapon Focus (heads) . 13th-level bard.
Environment:

Advancement:

LevelAdljustment: -

in its bony claws.


creature on a confirmed critical
Descnjptjon
Am unholy chorus is a tormented soul that Skills: *The unholy cho-
seeks to add heads to its collection and increase its rus gains a + 1competencybonus
haunting musical abilities. to Perform checks for each head
These creatures relentlessly hunt for victims, dis- in its collection.
carding older decaying heads in order to make room for
fresh kills. The unholy chorus prefers individuals with
some musical gift or magical talent. Some claim unholy
choruses bum with a deep hatred of the arts. Others
believe.they retain some twisteddrive that inspiresthem
to compose a final, triumphant masterpiece.
C H A P T E R SEVEN: H O R R O R S AND HOSTS

Void Wjght
Void wights are creatures who have succumbed Combat
t o spirit rot, a disease caused by an infestation of Halfling void wights prefer to ambush their
godfly maggots. Having had their souls almost com- victims. They lurk in dark corners and make sneak
pletely devoured, void wights spend their remaining attacks with their melee weapons. Halfling void
days in utter despair, destroying all that is divine wights also use thrown weapons such as daggers and
until death ends their misery. Although techni- rocks when attacking from a distance.
cally still living, they appear deceased, and bear Sneak Attack: This halfling void wight gains
many traits in common with the undead. a +3d6 bonus t o damage whenever its target is
Samplevoid Wjght denied its Dexterity bonus. It may make sneak
outof the darkmss a dismal figure, barely attacks with ranged weapons as long as it is within
larger than a human child. Its pale skin is dry and pulled 30 feet Of its target.
tightly across its thin frame. The creature's face is twisted Trapfinding: A void wight may use its Search
into a sneer and its eyes burn with loathing. It is dressed in skill to find traps.
rags, and a rank stench fills your nostrils us it closes in. Evasion (Ex): If the halfling void wight makes
This example uses a 5th-level halfling rogue as a successful Reflex saving throw against an attack
the base creature. that normally deals half damage on a successful
Void Wight, 5th-level HalFling Rogue save, it takes no damage.
Trap Sense (Ex): The halfling void wight
Small Humanoid (halfling)
Hit Dice: 5d6+5 (22 hp) gains a +1 bonus on Reflex saves made to avoid
Initiative: +1 traps and a +1 dodge bonus to AC against attacks
Speed: 15 ft. (3 squares) made by a trap.
Armor Class: 20 (+1 size, +2 Dex, +4 armor, +3 natu-
ral), touch 13, flat-footed 18
8aw AttacWGrapple: +3/-1
Attack: Small rapier + 6 melee (ld4+1); or slam
+6melee (ld4+1); or dagger + 6 ranged
(ld4+1)
Full Attack: Small rapier +6 melee (ld4+1);
or slam +6 melee (ld4+1); or
dagger +6 ranged (ld4+1)
SpaceIReach: 5 ft./5 ft.
Special Attacks: Aura of despair, sneak attack
+3d6
Special Q u a l i Damagereduction5/magic, di-
vine hunger, divine spell
resistance20, halflingtraits,
rogue class features
undead similarities
saves: Fort +2, Ref +6, Will +O
Abilities: Str 13, Dex 15, Con 12,
lnt 10, Wis ?, Cha 1
Skilk: Appraise +6, Bluff -
(formerly 3 ranks), Climb +?,
Disguise -(formerly5 ranks),
Forgery +7, Heal +1, Hide +18*,
Jump +Y,Move Silently +16*,
Open Lock +8, Use Rope +6
Featt: Shield proficiency, weapon fi-
nesse
Environment: Warm plains
Organization: Solitary, gloom (2-8) or pall (6-
24)
challenge Rating: 6
Treasure: Standard
Alignment: Always neutral evil
Advancement: By class
Level Adjustment: -
STRANGE LANDS: LOST T R I B E S O F T H E SCARRED LANDS
-*.E-*-%.

Vncanny Dodge (Ex): The void wight retains its divide the result among the number of void wights
Dexterity bonus to AC even if it is caught flat-footed being turned. This actually heals the void wights a
or attacked by an invisible foe. It loses its Dexterity number of hit points equal to the “damage” they
bonus to AC if immobilized. sustained. Any hit points healed in excess of their
normal total become temporary hit points and are lost
Creating aVojd Wight at the rate of one per minute.
“Void Wight” is a template that can be added to
The channeling of divine energy also has the side
any lnving, corporeal, native creature (hereafter re-
effect of healing the soul of the void wight, offering a
ferred to as the “base creature”). A void wight uses all
potential (but very risky) treatment for its disease.
the base creature’s statistics and special abilities ex-
Each turning or rebuking attempt restores one point of
cept as noted here.
Charisma to the void wight, Once the base creature’s
Speed: Subtract 5 feet fromeachmovement mode. original Charisma total has been restored, the void
Void wights are lethargic. wight may make a final DC 13 Fortitude save to
Armor Class: The void wight receives a +3 overcome the effects of spirit rot. If the saving throw
natural armor bonus. is successful, the void wight belches forth a swarm of
Attacks: Same as the base creature. The void artificially matured godflies. Once the godflies have
wight gains a slam attack if the base creature did not been purged, the void wight once again reverts to the
alreadly have one. base creature state but is helpless for 2d6 rounds.
Damage: Same as the base creature. The void If the save fails, the godfly maggots within the
wight’s slam attack does damage based either on the void wight accumulate enough power to send the void
base creature’s original slam attack or as listed on the wight into a rage (+4 Strength, +4 Constitution, + 2 to
corresponding chart, whichever is better. Will saves). After this point, the disease is so advanced
- that the void wight cannot be restored to what it once
Size Damage was. It will die in 2d4 minutes, once the maggots
within it have devoured the remainder of its soul.
Divine Spell Resistance (Ex): The void wight
Tinv ld3 shares some of the resistance to divine spells that the
godfly larvae possess. It has spell resistance equal to 10
+ twice the base creature’shit dice. If the base creature
already has spell resistance, use the better of the two
Huge ldlO values. This resistance applies only to divine spells.
Garg ld12
Undead Similarities (Ex): Even though void
Colossal 3d6
wights are not undead, they appear very much as
undead creatures. They gain darkvision 60 feet, if they
Special Attacks: A void wight retains the special did not already have it, and their flesh appears dry and
attacks of the base creature and gains the following in desiccated. They do not, however, gain any other true
addition: undead traits. Since void wights have only the tiniest
Aura of Despair (Su):A palpable sense of hope- shards of their souls remaining, they cannot be raised
lessness surroundsthe void wight and affects an area up or resurrected if slain.
to a 30-ft. radius around it. Living creatures in the area Abilities: +2 Strength, Charisma becomes 1.
of effect suffer a -2 morale penalty to attacks, saves, Void wights have almost no sense of self remaining.
skill checks and damage rolls as if they were under the (This also makes them inappropriate as PCs.)
effects of acrushingdespuir spell. A successfulWill save Skills: As the base creature, althoughvoid wights
(DC 10 + 1/2 the void wight’s Hit Dice + the void cannot use Charisma-based skills. They have a +8
wight’s Intelligence modifier) negates. racial bonus to Hide and Move Silently.
Special Qualities: As the base creature. The void Environment: As the base creature, although
wight also gains the following special qualities: they are most often found at sites which once had great
Damage Reduction (Ex): Void wights gain dam- divine significance.
age reduction of 5/magic. If the base creature already Organization: Solitary, gloom (2-8) or pall (6-
has damage reduction, it improves by +5. 24).
Divine Hunger (Ex): The larvae within the void Challenge Rating: As base creature +I.
wight rhrive on divine energy. As void wights are often Treasure: Standard.
mistaken for true undead, unwary adventurers often Alignment: Always neutral evil.
attempt to turn or rebuke them. This only makes them Advancement: By character class.
strongier. Once a turning check is made, regardless of
Level Adjustment: None.
the result on the initial roll, roll turning damage and
C H A P T E R SEVEN: H O R R O R S A N D HOSTS

Ashwym
Small Dragon (Earth) sandy environs at an almost supernatural rate. Their
Hit Dice: 4d12+4 (30 hp) powerful claws and thin, serpentine bodies leave
lnitiative: +8 behind short tunnels that collapse behind them.
speed: 30 ft. (6 squares), burrow 40 Ft. Stone is more difficult for the ashwyrm to pass
Armor Class: 19 (+1 size, +4 Dex, +4 natural), touch through, slowing its movement to 20 feet per round.
15, flat-footed 15 They dwell in semipermanent burrows, with a single
Base AttacMGrapple: +4/+2 den where they keep a community horde.
Attack: Bite +7 melee (1d6+2)
Ashwyrms prefer t o prey upon large creatures,
Full Attack: Bite +7 melee (ld6+2) and 2 claws +2
melee (ld4+1)
and a clutch or plague of ashwyrms will work
SpaceIReach: 5 ft.15 ft. together to pull down creatures much larger and
Special Attacks: Breath weapon powerful than themselves. Travelers that must pass
Special Qualities: Darkvision 60 ft., immunity tosleepand through areas infested by ashwyrms often bring
paralysis, low-light vision, tremorsense along cattle to act as a diversion or sacrifice.
60 ft. Ashwyrms speak Draconic.
saves: Fort +5,Ref +8, Will + 4
Abilities: Str15,Dex18,Con12,lnt6,Wis10,Cha
10 Ashwyrms stalk their prey from beneath the sand,
Skills: Hide +15, Listen +Q, Move Silently + I to take it by surprise, leapingout andattack-
preferring
spot +9 ing with their bite, claws and flaming breath. They use
Feats: Alertness, lmproved lnitiative
little or no strategy, relying more on the chaos that
Environment: Warm desert or plains
ensues during the attack.
Organization: Solitary, pair, clutch (3-5) or plague
(6-10) Breath Weapon (Su): 15-foot cone, once
Challenge Rating: 3 every ld4 rounds, damage 2d4
.~

Treasure: Standard lex DC 13half. The


Alignment: Usually chaotic evil ve DC is Constitu-
Advancement: 5-10HD (Small), 11-12 HD (Me- tion-based.
dium) A
Level Adjustment:

Sand and flame erupt upward as creatures resem-


bling small, wingless dragons rise out of the ground.
Their charred black and red scales appear to absorb the
light of the sun, rather than reflect it.
Description
Ashwyrms are small, vicious mem-
bers of the dragon family, native to the
Dragon Lands but also frequently found
in Asherak. True dragons scornfully
believe them to be the reincar-
nated spirits of cowardly
dragons slain while fleeing
battle with other dragons.
This may be true, as
ashwyrms flee the presence
of their greater cousins.They
are wingless,covered in hard,
dull scales of black, brown,
gray or red. The ashwyrm's
body is only about three feet
long and weighs up to 60 lbs.
Ashwyrms work to-
gether to surround prey,
burrowing through their
STRANGE LANDS: LOST T R I B E S O F T H E SCARRED LANDS

Avjon
Medium Dragon (Air) Combat
Hit Dice: 14d12+56 (147 hp)
Avions are very aggressive in combat, preferring hit
Initiative +7 and runtactics. They strike from concealment,slashingat
speed: 6o ft’ (I2
squares)’ fly250 “’ (good) foes then flying out of range until they wear them down.
Armor Class: 24 (+3 Dex, +I6 natural), touch 13, flat-
footed 26 Wing Slash: The feathers of the avion are hard
Base Atb;Jck/Gapple: +14/+18 and razor-sharp. They function as wounding weapons
Attack: Wing slash +18 melee (ld8+4 plus when used in combat.
wounding) Bardic Abilities (Su): An avion has the Bardic
Full Attadc Wing slash +I8 d e e (ld8+4) and bite Knowledge and Bardic Music abilities of a 9th-levelbard.
+I3 melee (ld8 +2)
Breath Weapon (Su): 30-foot cone, once every
SpacelRoach: 5 Ft./5 ft.
Special Attacks: Wounding, bardic abilities, spells
ld4 rounds, damage 1OdlO sonic, Reflex DC 24 for
Special Qlualities: Damage reduction lO/magic, darkvision half. The save DC is Constitution-based.
60 ft., immunity to paralysis and sleep, Chameleon (Ex):The avions’ feathers change
low-light vision color to match their background, granting them a + 10
hes: Fort +13, Ref +12, Will +I3 racial bonus to Hide checks. They may activate or
Abilities: Str 17, Dex 17, Con 17, Int 18, W ~ S17, deactivate this ability at will, as a free actlon.
Cha 23
Spell-like Abilities (Su):All avions can speak with
Skilk: Appraise +14, Climb +?, Concentration
+18, Decipher Script +I?, Diplomacy creaturethathasalan@age, asthoughusingaWFs
+23, Hide +28, Jump +6, Knowledge spell (caster level equaltoavion’s Hit Dice).This ability is
(any two) +I?, Perform +23, Spellcraft always active.
+1?, Spot +1?, Use Magic Device +21 Spells: Avions cast spells as a 9th-level bard. The
Feats: Eschew Materials, Flyby Attack, Hover, Save D C are~ Charisma-based.
Improved Initiative, Wingover
Environment: Temperateand warm forests and moun- Typical Bard Spells Known (6/6/6/4; save DC 16 +
tains spell level): 0 -dancing lzghts, daze, fire, light, lullaby,
Organization: Solitary, pair or flight (2-6) message; 1st -charm person, cure light wounds, hldeous
Challenge Rating: 14 laughter, ulentify, sleep, ventriloquism; 2nd -alter self,
Treasurer: Standard calm emotion, eagle’s splendor, shatter, sound burst, sug-
Alignmenk Usually neutral stion; 3rd - charm monster,
Advancement: 15-20 HD (Medium) glibness, scrying, speak with
Level Adjusttment: -
Enormous, colorful birds circle overhead, revealing
an extra set of limbs as they glide lower. Their indescent
feathers glitter in the sunlight. They begin to sing in voices I

both beautiful and tem’ble.


Description
Avions look like enormous birds with short,
clawed forelimbs in addition to their wings,
are acnually feathered dragons. They were b
by true dragonsmorethanathousandyears
as swift scouts, servants and advisors. In .
confusion following the fall of the titans,
avions were able to escape their draconic
were free to make their own way in the world.
Having been kept in servitude for so long, avions
tend to be secretive.They fear being ens1
by true dragons, to whom they feel superior. Th
enjoy long, philosophical discussions and share
ing their wisdom with humanoids, however,
and will often disguise their true nature to
allow them to do so in safety. They also like to
collect small objects of artistic value and minor
magic items.
Avions speak Draconic and Common.
C H A P T E R SEVEN: H O R R O R S A N D HOSTS

Boneweed
Huge Plant Boneweed is thought to have evolved from plants
Hit Dice: 6d8+18(45 hp) growing near the bones of buried dragons. It is occa-
Initiative: +7 sionally cultivated around valuable objects.
speed: 0 ft. (0 squares) Combat
Armor Class: 17 (-2 size, +3 Dex, +6natural), touch
11, flat-footed 14 A boneweed cannot strategize, and lashes out at
Base AttacWGrapple: +4/+15 any opponents close enough to skewer. It does not
Attack: Pierce t 5 melee (2d4+3) notice opponents that take no actions or move only 5
Full Attack: 6 pierces +5 melee (2d4+3) feet during a round, however.
SpaceIReach: 15ft./lO ft. Skewer (Ex):A boneweed that hits an opponent
Special Attacks: Skewer, unbalance with a pierce attack can start a grapple as a free action
Special Qualities: Low-llght VISIOn*Plant traits, regenera- withoutprovokingan attackofopportunity.Ifthe grapple
tion 6, tremorsense 60 ft.
check succeeds, the boneweed skewers the creature and
Saves: Fort +IO,Ref +5,Will +2
pulls it into the boneweed’s space. The opponent is
Abilities: 16’ 17’ ‘On 16’Int’* wls lo’
5 consideredgrappled,but the boneweed is not; it does not
Skills: Survival +?
lose its Dexteritybonus to AC, still threatens an area, and
Feats: Combat Reflexes,Great Fortitude, lm- can use its remaining attacks against other opponents.
proved lnitiative A skewered creature that escapes a grapple
Environment: Temperate plains begins to bleed, losing 2 hit points per round
Organization: Solitary or patch (2-7) thereafter. Multiple wounds result in cu-
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral the application of a cure spell or some
Advancement: 7-12 HD (Huge); 13-24 HD other healing magic.
(Gargantuan)
Level Adjustment: -

A patch of pale, bonelike hunches juts Creatures can move


from the ground. The largest stands seven feet through squares a
tall, and all end in sharp points. Smaller branches boneweed occupies but
wind like roots through the earth, making walking must succeed on a DC
treacherous. Within the patch rest the desiccated 10 Balance check during
corpses of small birds and mammals. each round of movement or

Description Regeneration
Most common along the coastlines of the (Ex): Cold and acid
Dragon Lands, but found in patches nearly every- deal normal damage to
where on Scarn, boneweed is a fast-growing plant a boneweed. A
that feeds on blood and marrow. boneweed that loses
Boneweed is dormant until approached, at part of its body mass can
which point a bone branch lurches toward the regrow it in ld6 min-
approachingcreature to skewer it. Pierced crea- Utes. Holding the severed
tures that pry themselves away rarely make it portion against the mass en-
far before bleeding to death. Boneweed ables it to reattach instantly,
branches are lighter, tougher and more flex-
ible than real bone, and regrow whe
unless frozen or dissolved.
STRANGE LANDS: LOST T R I B E S O F T H E SCARRED LANDS
.*-.,2- :* I

Canopy Drake
Huge Dragon (Fire) Combat
Hit D i : ?d12+54 (112 hp) Canopy drakes prefer to drop on prey from the
Initiative: +8 treetops and use hit-and-run tactics to soften up
speed: 60 ft. (12 squares), climb 40 ft. their targets before meeting them head on.
Armor Class: 21 (-2 size, +4 Dex, +? natural), touch
12, flat-Footed 17 Breath weapon (Su): !%foot line of super-
6ase AtbcMGapple: +?/+23 heated sludge, once every ld4 rounds, damage 6d8
Attack: Bite +14 melee (2d6+7) heat, Reflex DC 20 half. T h e save DC is Constitu-
Full Attack: Bite +14 melee (2d6+7) and 2 ,-laws+9 tion-based. Creatures that fail the Reflex save are
melee (ld8+3) and tail sIaD +? melee covered in sludge and affected as the slow spell for
(3d4+10) ' 2d4 rounds, or until the sludge is removed. The
SpacdReach: 15 ft./lO Ft. sludge takes a full-round action to scrape or wash
Special A.ttacks: Breath weapon, pounce off.
Special Q~dities camouflage, damage reduction lO/magic,
Pounce (Ex):If a canopy drake leaps on a foe
darkvision 60 ft., immunity to sleep and
paralysis, low-light vision from above, it can take a full-attack action even
saves Fort +12, Ref +lo,Will +? though it has also moved that round.
Abilities Str 25, Dex 18, Con 23, Int 15, Wis 17, Camouflage (Ex): Canopy drakes gain a +10
Cha 14 racial bonus to all Hide checks and are treated as if
Skills: Balance +16, Climb +27, Diplomacy +12, they have concealment from ranged attacks be-
Hide +30, Jump +27, Listen +15, Move yond 30 feet.
Silently +18, Sense Motive +11, Spot +15
Feats: Dodge, Improved Initiative*, Mobility, Skills: Canopy drakes have a +8 racial bonus
Spring Attack, Stealthy to Climb checks.
Environment: Warm forest
Orgarrization: Solitary, pair, unit (3-6) or squad (7-
- 12)
Challenge Rating: 8
'Treasure: Double standard
Alignmerk Usually lawful evil
Advancement: . - 19-27 HD (Gargan-
10-18 HD (Huqe),
tuan)
Level Adjustment: -
This wingkss dragon moves nimbly through the trees,
its deep green scales changmgcolor to match its surround-
ings. It has watchful eyes and spiral horns that arch
gracefully backward.
Description
Canopy drakes are arboreal creatures that act
as guards and scouts for the great dragons. Most
lair on the Dragon Isles, but a fair number lurk in
the Gamulganjus. Rumors exist of a few living ui:
deep in Ghelspad's forests, but n o one has provided
any proof of those claims.
Canopy drakes are unusually social for drag-
ons; they work together frequently and fight with
drilled precision. They are also less disdainful
of other races than most dragonkin and make
alliances as necessity dictates.
During mating season, canopy drakes dis. \
play dazzling colors and patterns on their scales to
attract mates. This show is among nature's won-
ders, and the idle wealthy sometimes hire woodsmen
to lead them to rumored drake territories to see it.
Canopy drakes speak Common, Draconic and
High Ellven.
CHAPTER SEV€N: HORRORS AND HOSTS

Devil Ray
Large Magical Beast (Aquatic)
Hit Dice: 8d10+24 (68 hp)
Initiative: +4
speed: Swim 40 ft.
Armor Class: 17 (-1 size, +4 Dex, +4 natural), touch
13, flat-footed 13 Prerequisite: Swim speed.
Base AttacWGrapple:
.. +8/+14 Benefit: W h e n swimming, the creature
Attack: Stinger +11 melee (ld4+2 and poison) can take a move action and another standard
Full Attack: Stinger +11 melee (ld4+2 and poison) action at any point during the move. T h e
and bite + 6 melee (ld8+1) creature cannot take a second move action
SpaceIReach: 10 ft./lO ft. during a round when it makes a swim-by at-
Special Attacks: Hypnotic stripes, poison tack.
Special Qualities: -
Normal: Without this feat, the creature
Saves: Fort +4, Ref +lo, Will +2
takes a standard action either before or after
Abilities: Str14,Dex18,Con16,Int3,WislO,Cha
3 its move.
~ ~ ~ X& e%v ’ R ~ ~ ~ ~
Skills: Escape Artist +5, Hide +5, Listen +4,
Spot +4, Swim +11
Feats: Combat Reflexes, Swim-By Attack (see Poison (Ex): Injury, DC 15 Fortitude save;
sidebar), Weapon Finesse initial and secondary damage l d 6 Dexterity.
Environment: Temperate and warm oceans T h e save DC is Constitution-based.
Organization: Solitary, pair, school (4-7) Hypnotic Stripes (Su): Any creature that
Challenge Rating: 6 looks at the manta as i t swims must make a DC
Treasure: None 15 Will save or be affected as though by a hyp-
Alignment: Always neutral
notic pattern cast by a 14th-level caster. T h e
Advancement: 4-18 HD (Large), 14-24 HD

Level Adjustment:
(Huge)
-
. devil ray must swim a t its full speed to hypnotize
others. If it stops, the effect immediately ends.

The large manta ray is swimmingjust beneath


the ocean’ssurface. Its body is cowered with glowing
red stripes that flow and shift as it swims.
Description
T h e giant manta ray lives in tropical
seas. Its dark gray body has phospho.
rescent stripes that have the power
to hypnotize predators. It has a
long tail with a stinger that can
inject paralyzing poison i n t o
creatures t h a t aren’t af-
fected by its h y p n o t i c
patterns.
D e v i l rays s p e a k
very limited Aquan (just
a few words and phrases).
Combat
W h e n t h e d e v i l ray
sights its prey, it quickly
swims around it, trying to mes-
merize it with its glowing stripes.
If a stronger predator attacks
the ray, it uses its sting to para-
lyze the attacker. It will then
tear the paralyzed (or mesmerized)
creature to pieces with its maw.
STRANGE LANDS: LOST T R I B E S O F T H E SCARRED LANDS

Dragavja1
Huge Dragon (Aquatic) Bayou (where they associate with the Carnival
Hit Dice: 15d12+150 (247 hp) of Shadows). Ravenous predators, they use sum-
Initiative: +3 moned will-o’-wisps to hunt and to lure their
Speed: 40 ft. (8 squares), fly 30 ft. (clumsy), prey to them.
swim 60 ft.
Dragavials speak Aquan, Common and Dra-
Annor Class: 22 (-2 size, +3 Dex, +11 natural), touch
11, flat-Footed 19 conic.
Bere A W G r a p p l e : +15/+34 Combat
Attack: Bite +24 melee (4d6+11)
Dragavials favor ambushes, hiding until prey
Full Attack: Bite +24 melee (4d6+11) and 2 claws
moves within range, distracted by will-o’-wisps.
+22 melee (2d8+5)
SpsceIReach: 15 ft./lO ft. They begin combat with their breath weapon,
Special Attack: Breath weapon, summon wd-0’- wisp then try to snatch a victim and drag it underwa-
Special Qualities: Darkvision 60 ft., immunity to disease, ter. Against multiple opponents, they prefer to
poison, sleep and paralysis, low-light focus o n one at a time, using their claws to keep
vision, scent the others at bay.
saves: Fort +1?, Ref +12, Will +11 Breath Weapon (Su): 50-foot cone, once
Abilities: Str 32, Dex 17, Con 30, lnt 16, Wis 15, every ld4 rounds, poison gas (inhalation), ini-
Cha 13
tial and secondary damage Id6 Con, Fortitude
Skills: Bluff +1?, Hide +13’, lntimidate +1?, Lis-
ten +22, Search +21, Sense Motive +20, DC 24 negates. T h e save DC is Constitution-
Spot +22, Survival +20, Swim +37 based.
Feats: Alertness, Cleave, Diehard, Endurance, Summon WiZZ-O’.Wisp (Sp): Once per hour,
Multiattack, Power Attack, SnatchB a dragavial can summon Id4 will-0’-wisps. T h e
Environment: Any marsh or aquatic will-o’-wisps obey the dragavial and remain for
Organization: Solitary or team (1-4 plus 7-12 alliga- up to one hour, unless dispelled or dismissed.
tor warriors)
T h e dragavial’s caster level is 15 for purposes of
Challenge Rating: 14
attempts to dispel the summoned creatures.
‘Treasure: Double standard
Alignmenk Usually neutral evil Skills: A dragavial has a +8 racial bonus on
Advancement: 16-25HD(Huge),26-45 (Gargantuan) any Swim checks to perform some special action
Level Adjiustment: - or avoid a hazard. It can always choose t o take 10
o n a Swim check. It can use the run action while
This huge, greenish-blackcrocodilianhas a long, thin swimming in a straight line.
snout with rows of sharp, yellow teeth. A foul odor *Dragavials have a +8 racial bonus o n Hide
suvounds the ueature as it emerges from the bog. Thin checks when i n marshes. Further, when sub-
membranes stretch between its front and back legs, and it merged or showing only their eyes and nostrils,
appears surprisingly graceful as it swims. they gain a +IO cover bonus on Hide checks.
Description
Dragavials are crocodilian dragons that lair -
in shatdowed swamps or deepwater caves, found
in the Dragon Lands, Termana and the Blood
C H A P T E R SEVEN: H O R R O R S A N D HOSTS

Dragon Ljce
Tiny Magical Beast
Attach (Ex):If a dragon louse hits with a touch
Hit Dice: 2d10+2 (13 hp) attack, it uses its eight legs to latch onto its opponent’s
lnitiative: +4 body. An attached louse is effectively grappling its
Speed: 30 ft. (6 squares), climb 30 ft. prey. The louse loses its Dexterity bonus to AC and has
Armor Class: 20 (+2 size, +1 Dex, +7 natural), touch an AC of 19, but it holds on with great tenacity.
13, flat-footed 19 Dragon lice have a + 12 racial bonus to grapple checks
6ase A W G r a p p l e : +2/-’? (+3 when attached) (already calculated in the Base Attack/Grapple entry
Attack: Touch +2 melee (attach) (ld4-3) above) when attached.
Full Attack: Touch +2 melee (attach) (ld4-3)
An attached louse can be struck with a weapon or
SpaceIReach: 2-112 ft.10 ft.
grappled itself. T o remove an attached louse through
Special Attacks: Attach, paralysis, egg implantation
grappling, the opponent must achieve a pin against
Special Qualities: Larva hatching, immune to energy type
the louse.
Saves: Fort +4, Ref +4, Will -3
Abilities: Str 5, Dex 12, Con 12, lnt 5, Wis 5, Cha Paralysis (Ex):The first round after a louse
7 successfully attaches itself to a victim, it automatically
Skills: Hide +16 inserts its proboscis into the flesh; this bypasses all
Feats: lmproved lnitiative manner of damage reduction, as long as the victim is
Environment: Any a living being of flesh. This puncture delivers an
Organization: SolltarY, outbreak (2-9) or infestation anesthetic. The victim must succeed in a DC 15
(10 or more) Fortitude save or collapse, conscious and aware but
Challenge Rating: 2 fully paralyzed, for ld8+1 rounds. The save DC is
Treasure: None Constitution-based.
Alignment: Always neutral
Immune to Energy (Ex): Dragon lice gain immu-
Advancement: 3-4 HD (Tiny), 5-7 HD (Small), 8-10
HD (Medium) nity to the same sort of energy as the dragon type on
Level Adjustment: - which their parent louse fed while they were gestated.
As adults, the dragon louse’s energy resistance ability
A coppryred creature with a hummer-shaped head is the same as the resistance ability of the dragon or
scuttksoutfi~b~ththedragm’sscales. 1thaseightspd.q dragonkind upon which the louse last fed (i.e., a red
kgs, surroundingakathay sack hangzngfium its bmy spine. dragon would grant the louse fire resistance).
Egg Implantation (Ex):A dragon louse may
Description implant an egg in any round when it begins its turn
Dragon lice are inherently magical parasites who attached to a victim. It implants one egg per round, up
feed exclusively on the blood of dragons. Due to the to ld10 eggs, before detaching and departing. These
unique chemistry of the lice, the blood of dragon kind eggs can be destroyed by remove disease (one casting
is required for their eggs to mature properly, though destroys two eggs) or heal (which destroys all eggs in a
those eggs can be laid in any living being. That same given host).
blood is required through the louse’s adult life, to
T h e host begins t o run a fever within a day of
maintain proper nutrition and the energy resistance
implantation. Its skin reddens and becomes pain-
required to feed. While only growing to medium size,
ful, causing a circumstance penalty to all attack
some of the larger specimens have been known to prey
on freshly hatched and very young wyrmlings.
Upon finding a sleepingdragon, the lice uses its flat
head to lift a scaleand insert a bony needle. Thisinjectsan
anesthetic,deadeningthe nerves in the area. Once the lie
is under the scale, the dragon’s only
the creature is bathiig the area with its breath
Lice with a n inappropriateenergy resistancesu
and are no longer a problem. After a full day o
feeding, the louse detaches and scuttles off to hide
while its eggs gestate. Then it hunts other living
creatures to serve as host for its young.
Dragon lice speak their own primit
language.
Combat
Dragon lice do not attack except to
implant their eggs.
STRANGE LANDS: LOST T R I B E S O F T H E SCARRED LANDS

rolls, skill checks, saving throws, armor class and Larva Hatching (Ex): After ld4+1 weeks of
ability checks. This penalty is -1 if the host has infestation, larvae hatch from the eggs and burrow out
only (oneor two eggs implanted, -2 for three or four of the host. Each individual larva deals Id4 points of
eggs, and so forth. Further, for every full week that damage per round for ld4 rounds and then departs. If
passes after infestation, this penalty increases by an the victim survives,he begins to recover from the pain
additional -2. Spellcasters suffering from infesta- and penalties described above. The penalties decreases
tion must make a Concentration check (DC 10 + by 2 every day until completely gone.
spell level) to cast any spells during this time. Skills: Dragon lice have a + 10 racial modifier
on Hide checks.

Dragon Snake (Draka)


Colossal Ilragon Descrjptjon
Hit Dice: 30d12+360 (555 hp) In t h e days before the creation of the wrack
Initiative:: +6 dragons, Mormo set about to capture a true
Speed: !oft. (8squares),climb20Ft.,swim80 dragon and bend it to her will. She infused it
tt.
with her essence and reshaped i t in her image in
Armor Oass: 34(-8size~+2Dex9+30natura1)9touch t h e hopes of creating a more loyal subject.
4, Flat-footed 32
Base AttxklGrapple: +30/+61
Though its spirit proved indomitable, she sucd
Attack: Bite +37 melee (4d8+15 plus poison) ceeded in poisoning its mind with a jealous
Full Attack: Bite +37 melee (4d8+15 plus poison) hatred for its true dragon cousins and set it loose
and tail slap +32 melee (4d6+7) to wage a war of genocide.
SpaceJReac h: 30 ft./20 ft. (30 ft. with bite) Most draka were stain during the Divine
Special Attacks: Constrict, improved grab, poison, spell- War, and their slow reproductive rate continues
like abilities, swallow whole t o hamper their recovery. They've since learned
Special Qualities: Damage reduction 15/magtc, darkvision to avoid of the divine and
60 ft., fast healing10, immunity to sleep,
hope to recover unnoticed. Excellent surface
low-light vision, paralysis effects and
poison, spell resistance 25 swimmers, even in ocean water, most live around
saves: Fort +31, Ref +A, Will +24 secluded bodies of water, es-
Abilities: Str 40, Dex 15, Con 35, lnt 20, Wis 20, swamps,
Cha 30 preferrinu f n r e c t P J
Skills: Bluff +45. Climb +42. Concentration
+42, Diplomacy+3'?, EscapeArtist +27,
Hide +8, lntimidate +47, Knowledge
(dragons) +38, Listen +27, Move Si-
lentlv+24, Sense Motive+30.S~ellcraFt
I ,

+30:Spot+37, Swim +40


Feats: Alertness. Combat Castina.
Combat Expertise, Great For-
titude, lmproved Feint,
1mprovedlni'tiative.lron Will. \ \ - I I/ ,,. I I
Lightning Reflexes, Persua-
sive, Power Attack, Stealthy
Environment: Warm marshes
Organization: Solitary
Challenge Rating: 17
Treasure: Double standard
Alignment: Always neutral evil
Advancement: 31+ HD (Colossal)
Level Adjistment: -

An enormous serpentine body, seemingly


nothing-more than an endless tide of jet-black
scales with hellish yellow eyes and a gaping maw,
surgespowerfully forward. Upon closing,its mouth
opens wider, unsheathing fangs as long and wickedly
curved as scimitars.
C H A P T E R SEVEN: H O R R O R S A N D HOSTS
**e=**
shores for the cover they provide. Poison (Ex): Injury, Fortitude DC 37, ini-
Vain and hateful creatures, forever schem- tial and secondary damage of 2d4 Strength. T h e
ing in the dark corners of the world, draka spend save DC is Constitution-based.
most of their time tracking down and slaying Spell-like Abilities (Su): A t will - detect
true dragons less powerful t h a n themselves. magic, pass without trace, tongues; 3/day - fear
Draka speak their own language. Due t o t h e (DC 24), polymorph, true seeing, true strike; l/day
shapes of their mouths, they can’t speak any - charm person (DC 21), haste, inutsibllity, mind
other language without magic, but they under- blank, protection from energy. Caster level 15.
stand Common and Draconic. Save DCs are Charisma-based.
Combat Swallow Whole (Ex): A draka can try t o
swallow a grabbed opponent of Large or smaller
While avoiding civilized lands, draka de-
size by making a successful grapple check. If
light in slaying adventurers of the divine races
swallowed, the opponent is still grappled but not
who wander into their remote territories. Often
the draka. T h e opponent takes initial bite dam-
draka have the assistance of a number of lesser
age and 2d6+6 points of acid damage each round
titanspawn who are either in awe of them or
after that. A swallowed creature can cut itself
have been threatened into service. free by dealing 50 points of slicing or piercing
Draka are and patient in damage to the draka (AC 25) or escape back into
their tactics and avoid fighting fairly whenever the mouth with a successfulgrapple check, where
possible. it must succeed in another grapple check or be
Constrict (Ex): O n a Successful grapple bitten or swallowed again. Draka can swallow
check, draka deal 3d8+15 points of constriction and hold 8 L ~32 Medium,
~ ~ 128~ small, or 512
damage in addition to bite damage. Tiny or smaller creatures.
Improved Grab (Ex): T o use this ability, a Skills: Draka receive a +8racial bonus on Climb
draka must h i t a Gargantuan Or smaller O P P O - checks. They can always choose to take 10 on Climb
nent with its bite attack- It can t h e n attempt to checks, even if rushed or threatened. Draka receive a
Start a grapple as a free action without Provok- +8 racial bonus on Swim checks to perform special
ing a n attack ofoPPortunitY. If it wins the grapple actions or avoid hazards, requiring n o check to move.
check, it grabs hold and can try to Swallow Large They can always choose to take 10 on Swim checks,
or Smaller opponents the following round Or even if distracted or endangered. They can use the run
deal bite damage with additional successful action while swimming, provided they swim in a
grapple checks. straight line.

Brine Dragon
Gargantuan Dragon (Aquatic) Feats: Ability Focus (breath weapon), Blind-
fight, Cleave, Great Cleave, lmproved
Hit Dice: 16d12+144 (248 hp) .. Critical (bite), Power Attack
Initiative: +O Environment: Temperate aquatic
speed: 20 ft. (4 squares), swim 70 ft. Solitary, pair or nest (3-5)
Organization:
Armor Class: 27 (-4 size, +21 natural), touch 6, flat- Challenge Rating: 14
footed 27
Treasure: Triple standard
Base AttacWGapple: +16/+40
Alignment: Usually chaotic neutral
Attack: Bite +24 melee (2d12+12/14-20)
Advancement: 17-28 HD (Gargantuan), 29-40 HD
Full Attack: Bite +24 melee (2d12+12/14-20) and 2
(Colossal)
claws +14 melee (3d6+6) and tail slap
+14 melee (2d8+18) Level Adjustment:
SpaceIReach: 20 Ft./15 ft.
Special Attacks: Breath weapon, ram This sinuous blue-green dragon has ramlike horns
Special Qualities: OR lO/piercing and magic or slashing and retractablemembranes that stretchfrom its forelegs to
and magic, darkvision 60 ft., immunity its hind legs.
to sleep and paralysis, glide, low-light
vision, spell resistance23, thick-skinned Description
Saves: Fort +14, Ref +lo, Will +14 Brine dragons keep the ships of lesser races away
Abilities: Str 35, Dex 11, Con 28, lnt 15, Wis 14, from the shores of the Dragon Isles, but do this less out
Cha 16 of obligation to the Isles than out of a fierce
Skills: Appraise +15, Diplomacy +13, Intimi- territorialism. They lair in dangerous reefs or at crush-
date +22, Jump + 4 7 , Knowledge ing depths to discourage looters, and their hoards
(history) +17, Knowledge (local) +17,
Listen+l8, Sense Motive+23, Spot +18, consist of treasures scavenged from shipwrecks and
Swim +36 extorted from passing vessels.
STRANGE LANDS: LOST TRIBES O F THE SCARRED LANDS
*-z*lk
13rine dragons are as capricious as t h e sea, Glide (Ex):By extending their membranes,
and it is impossible t o predict whether they will brine dragons can briefly skim t h e surface of the
attack a ship or let it pass unmolested. They water, adding 30 ft. to their movement. Glide
have great affection for Manawe a n d Enkili; grants a +20 competence bonus to Jump checks
most d o n o t worship those goddesses as such and is usable every 3 rounds.
but view their followers with some modicum of Thick-skinned (Ex):Brine dragons are im-
respect. Brine dragons hate t h e Krewe of Waves mune to nonlethal damage and take no damage
and attack its members o n sight, and often war from deep-sea cold or pressure.
with valugas over territory. Ram (Ex):Brine dragons can ram creatures
Brine dragons speak Aquan, Common and or objects in place of a normal charge. Ram deals
Draconic. 8d8+ 18 points of bludgeoning damage. Targets
Combat may either make a DC 30 Reflex save for half
damage or take a n attack of opportunity against
Brine dragons rely o n ramming and their
the brine dragon.
breath weapons to destroy most ships.
Skills: Brine dragons have a +8 racial bonus
Breath weapon (Su): 120-ft. line of high-pres-
o n any Swim checks to perform some special
sure seawater, once every Id4 rounds, damage 12d10
action or avoid a hazard. They can always choose
magic bludgeoning, Reflex DC 29 half. The save DC
to take 10 on a Swim check. They can use t h e
is Constitution-based.
run action while swimming i n a straight
\ line.
CHAPTER SEVEN: HORRORS A N D HOSTS

Dragon,Fjreglare saves: Fort +18, Ref +12, Will + I 6


Huge Dragon (Fire)
Abilities: Str 27, Dex 10, Con 23, lnt 19, Wis 18,
Hit Dice: 20d12+120 (250 hp) Cha 18
Initiative: +4 Appraise+27,Concentration +2?, CraFt
Skills:
Speed: 60 ft. (12 squares), fly 200 ft. (poor), (any twosmithing) +27, Diplomacy+2?,
swim 60 Ft. (lava only) Knowledge (any two) +27, Listen +2?,
Armor Class: 24 (-2 size, +I6natural), touch 8, flat- Sense Motive +2?, Spot +2?
footed 24 Feats: Alertness,Cleave, Hover, lmproved lni-
Bare AttacUGrapple: +20/+36 tiative, Negotiator, Power Attack,
Attack: Bite +26 melee (2d8+8) W ingover
Full Attack: Bite +26melee (2d8+8)and 2 claws +21 Environment: Warm mountains and underground
melee (2d6+4) and 2 wings +21 melee Organization: Solitary or clutch (2-5)
(2d8+4 fire) and tail slap +21 melee Challenge Rating: 14
(2d6+ 12)
Treasure: Triple standard
SpaceIReach: 15 ft./lO ft. (15 ft. with bite) Usually neutral
Alignment:
Special Attacks: Breath weapon, fireglare, flamewings
Advancement: 21-27 HD (Huge), 28-36 HD (Gargan-
Special Qualities: Alternate form, damage reduction 51 tuan), 37+ (Colossal)
magic, immunity to sleep, paralysis, spell -
Level Adjustment:
resistance 24, spellcasting
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS
&-uuinm
Breath weapon (Su): 100-foot line, once every Flamewings (Ex): The wings of a fireglare dragon,
ld4 rounds, damage lOdlO fire, Reflex DC 26 half. made offlames, shed bright light ina 200-ft.radius. Damage
The :save DC is Constitution-based. dealt by a wing buffet LS fire damage, and any combustible
Fireglare (Su): The fiery eyes of the dragon materials the wings touch immediately catch fire.
produce several magical effects, all of which func- Spells: Fireglares cast arcane wells as Sth-level
tion as if cast by a 14th-level sorcerer. Constant - sorcerers. The save DCs are Charisma-based.
detect magic, true seeing. At will - hypnotism (DC Typical Sorcerer Spells Known (0/7/5;save DC 14

1
15); 3 times/day - combustion (functions as inflict + spelllevel):O-arcanemark,enu eratet,mgehand,
cnticd wounds, but the damage is heat-based) (DC meding, message, prestidlgimtion; 1s - ahm, @ht,
I I ) , (detect thoughts (DC 16). glue?, Identify; 2nd -smother?, we ,

Nether Drag
Living far below the earth, beyond light and even FullAttack Bite +54 melee (6d8+16), 2 claws + 4 4
melee (4d6+8) and tail slap +48 melee
beyond shadow, nether dragons may be the greatest
(6d6+24)
evil of Scam’s underground. SpacelReach: 20 ftA5 ft. (20 ft. with bite)
Some rare chromatic dragons continue to live on, specialAttacks: Breath weapon, f-lghtful presence,
long past the point where even other dragons have spell-like abilities, spells, tail sweep
perished of old age. Nesting on treasure hoards they’ve 2d8+24 I
no intention of using, their spirits are poisoned by their Special Qualities: Damage reduction ;’O/good and magic,
malignant aura, imdunity to acid, sleep
greed and by their loathing and distrust of every living
and paralysis, low-jight vision, poison
thing. Such a dragon can become a twisted, corrupted blood, poor vision, scent, spell resis-
thing indeed, its body bloated beyond all proportion tance 30, undeadtraits, water breathing
and its soul rotten beyond the foulest evil. Dragons that saves: Fort +23, Ref +21, Will +32
reach this state of taint usually retire far below the earth; Abilities: Str 43, Dex 6, Con -, Int 22, Wis 23,
there, the utter lack of light, the dark arcane forces Cha 28
below the Scarred Lands, and the very weight of excess Skills: Bluff +30,Concentration +22, Diplomacy
years finally turn the creature into a nether dragon. +30, Hide+24*, Intimidate+b, Knowledge
(arcana) +32, Knowledge(nature)+27,Ls-
Nether dragons are undead creatures, although ten +63, Move Silently +22, Search +53,
they don’t need to physically die in the process-their Sense Motive +40, Spelkraft +28, Spot
souls are simply snuffed out and they turn into foul +55,Swim +45
husks, empty of life and light. F& Ability Focus (breath weapon)B, Ability Fo-
cus (frightful presence)B, Alertness,
These creatures look like Colossal dragons with
Blind-fighP,Cleave, FlybyAttack(useless),
dull, opaque gray scales that lack even the metallic Hover (useless), lmproved lnitiatwe, Im-
glint of most of their surface cousins. Only close proved Natural Armor, lmproved Natural
scrutiny - a challenge given the creature’s environ- Attack (bite), lmprovedNaturalAttack(tai1
ment -reveals the milky-white coating over the eyes. slap), lmprovedSunder,Power Attack,Skill
Focus(Hide), Stealthy, Wingover (useless),
Sample Nether Dragon WeaponFocus(bite), WeaponFocus(claw)
Only a deep and low growl announces the ominous Environment: The deepest underground
presence of an immense creature in the dark. It cannot be Organintion: Solitary
seen, 15ut the darkness and evil emanating from it fill the fiallenP w i n g : 26
entire area, and can actually be felt on the skin as the Treasure: Quadruple Standard
colossal creature slowly, inexorably approaches. Alignment: Neutral evil
Advancement: 45+ HD (Colossal)
This example uses a great wyrm green dragon as Level Adjustment: -
the baise creature.
Nether dragon, great wyrm green dragon
This nether dragon was onginally a
green dragon who finally killed or
Gargantuan Undead (air, earth) drove away all other living crea-
Hit Dice: 42d12 (286 hp) tures from its forest. It then
Initiative +2 retreated to the core of the
40 ft. (8 squares), burrow 30 Ft., swim dead
speed: it used to call
40 ft.
home and descended more
Armor C k : 4 8 (-4 Size, -2 Dex, +44 natural),
touch 4, flat-footed 48 and more deeply into its
Base AttacWGrapple: +41/+64 caves, until it reached the
Attack: Bite +54 melee (6d8+16) deepest underground lake
C H A P T E R SEVEN: H O R R O R S A N D HOSTS

it could find,where it now lies submerged,wallowingin its Spell-like abilities (Su): At will - cause fear
own hatred of everything. (DCZO),darkness,scare (DC 21),sleep (DC 20),soften
earth and stone; 3/ day -deep slumber (DC 22), dispel
Combat
magic, enervation (DC 23), fear (DC 23), move earth,
This dragon comeS ‘om a ParticularlY unholy blight; 1/ day - earthqmh, energy drain (DC
aggressive and hateful breed and suffers no intruders in 28). Casterlevel 17.
its lair, preferring to attack from the shadows, without
Spells: This nether dragon knows the following
any warning.
sorcerer spells (6/9/8/8/8/8/7/7/5, save DC 19 + spell
attacks Of this nether dragon as both level): 0 -arcane mark, daze, detect magic, ghost sound,
magic and evil-ali@ed for the Purpose Of touch offatigue, mage hand, message, ray offrost, re&
bypassing damage reduction. magic; 1st - comprehend languages, identify, ray of
Breath Weapon (SU):60-ft. cone, 24d12 poison enfeeblement,summon monster I, wenwiloquism; 2nd -
and negative energy damage, Reflex DC 42 half. detect thoughts, locate object, summon swarm,
Malignant Aura (Su): Will DC 40 negates. web, whispering wind; 3rd -
Frightful Presence (Ex):360-ft. radius, 42 HD or holdperson,ray ofexhaus-
less, Will DC 42 negates. tion, tongues, wampiric
Poison Blood (Ex): Fort DC 40 ne+ touch; 4th - bestow
curse, crushing despair,
enerwation,phantasmal killer;
5th-cloudkill, nighmre,sum-
mon monster V, wall of stone;
6th - circle of death, shadow
walk, summon monster VI; 7th
-hold person, mass, spelt turn-
ing, summon monster VU; 8th
STRANG€ LANDS: LOST TRIBES O F T H E SCARR€D LANDS

Tail Sweep: Reflex DC 40 half. also any special qualities depending on eyesight, such
Water Breathing (Ex): Although undead do not as darkvision, keen senses or low-light vision. It re-
breathe, water breathing stillallows thisnetherdragonto use tains all other the special qualities of the base creature
all of its special attacks, including spells, while submerged. (including spellcasting ability) and also receives all
the special traits associated with the undead type. In
Creating a Nether Dragon addition, it gains the following special qualities:
Poor Vision ( E x ) :A nether dragon cannot see well,
“Nether dragon” is an acquired template that can be
and all opponents are considered to have concealment
added toany true dragonofevilalignment (referredto hereafter
(20% miss chance) against its attacks, though the
as the ‘8ase creature”)that has reached great wyrm age.
nether dragon does gain an extra attempt to beat that
A nether dragon uses all the base creature’sstatis- miss chance, due to its Blind-fight feat. Being nearly
tics and special abilities except as noted below. blind grants the nether dragon a +20 circumstance
Size and Type: The creature’s type changes to bonus to saves against light-based attacks and spells.
undead (earth). The earth subtype is added to any Damage Reduction (Su) :A nether dragon’s damage
elemental subtype the base creature had previously. Do reduction requires both “good” and “magic”to bypass.
not recalculate base attack bonus, saves or skill points.
MalignantAura (Su) :A nether dragon’smalignancy
Hit Dice: The base creature gains 6 HD when it isso powerful that it affectsnonevilcreaturesjust by being
becomes a nether dragon; do not add any additional near. A n y nonevil creature within 30 feet of a nether
Hit Dice beyond these 6 for purposes of any size dragon must succeed at a Will save (DCequal to 10 + 1/
increase. These 6 HD are considered undead HD and 2 thenether dragon’s HD + thenether dragon’scharisma
grant BAB, saves and skills accordingly. modifier) or gain one negative level while in the nether
Speed: Same land speed as the base creature. The dragon’s presence. A creature that succeeds at this save
nether dragon loses its ability to fly (and flying speed) becomes immune to that particular nether dragon’s ma-
if it had any. It gains a 30-foot burrowing speed. lignant aura for the next 24 hours. Lost levels are regained
Armor Class: The base creature’s natural armor as soon as the creature leaves the area of effect.
bonus improves by +6. Poison Blood (Ex):Even the blood of a nether dragon
Attack: A nether dragon retains all the attacks of the has become foul and tainted. Any living being coming in
baw creature, except those that depend on flying, such as direct physical contact with a nether dragon’s blood or
the crvsh or wing attacks. It cannot choose the Flyby wounds must succeed at a Fortitude save (Eequal to 10+
Attack, Hover, Snatch or Wingover feats, and these 1/2the netherdragon’sHD + the nether dragon’sCharisma
become useless if the creature already possessed them. modifier) or take ld6 primary and secondary Constitution
Damage: As base creature. damage. An opponent dealing melee damage to a nether
Special Attacks: A nether dragon loses the breath dragon has a percentage chance of being splashed by the
weapon and spell-like abilities of the base creature, netherdragon’sbldequal to l%perpointofdamagedealt.
gaining the special attacks described below instead. It Abilities: Modify from the base creature as follows:
retains all other special attacks from the base creature, Strength +4, Dexterity4 (minimumof l),Charisma +6.
includlingspellcasting abilities and caster level. A nether A nether dragon has no Constitution score.
dragon’s acquired undead Hit Dice stack with its dragon Skills: Nether dragons have a +8 racial bonus on
Hit Dice to determine the save Dcs and other HD- Hide, Listen and Sense Motive checks. “When in low-
dependent specifications of its special attacks. light or darker lighting conditions, the Hide bonus rises
Breath Weapon (Su):A nether dragon can breathe a to + 16. They otherwise retain the base creature’s skills.
cone of foul black smoke that deals 22d12 (if Gargan- Feats: Anether dragongainsAbility Focus (breath
tuan) lor 24dl2 (if Colossal) damage to living creatures. weapon), Ability Focus (frightfulpresence) and Blind-
A Refiex save is allowed for half damage (DC equals 12 fight as bonus feats, if it didn’t have them already. It
+ 1/2 the nether dragon’s HD + the nether dragon’s otherwise retains the base creature’s feats, but Flyby
Charisma modifier). A nether dragon’s breath weapon Attack, Hover, Snatch and Wingover become useless.
counts as both a negative energy attack and a poison Environment: Only the deepest underground.
attack. Creatureswho are immune,resistant or otherwise Organization: Always solitary.
protected against both (not just one) of these attack
Challenge Rating: Same as the base creature +2.
forms ;areequally protected against this breath weapon.
Treasure: Double the base creature’s treasure.
Spell-like Abilities: At will -cause fear, darkness,
Alignment: A nether dragon’salignment changes
scare,deep, softenearthandstone;3/day-deepslumber,
to neutral evil if it wasn’t so already.
dispel magic, enerwation, fear, unholy blight; l/day -
earthqiuke,energy drain. Save DCs are Charisma-based. Advancement: As per the great wyrmentry of the
base creature.
Special Qualities: A nether dragon loses any
spell-like abilities possessed by the base creature and Level Adjustment: -
CHAPTER SEVEN: HORRORS AND HOSTS

Dragoneet
Tiny Magical Beast What is most likely, however, is that dragoneets
Hit Dice: ld10-1 (4 hp) are simply flying lizards that have evolved to look like
Initiative: +5 dragons as a defense mechanism. Dragoneets even
Speed: 10 ft. (2 squares), fly 40 ft. (average), come in most standard dragon colors, always with
swim 20 ft. breath weapons that closely mimic the abilities of the
Armor Class: 18 (+2 size, +5 Dex, +l natural), touch dragon they most resemble.
17, flat-footed 13
Dragoneets speak a broken, primitive dialect of
Base AttacWGrapple: +1/-9
Draconic.
Attack: Claw -1 melee (ld4-2)
Full Attack: 2 Claws -1 melee (ld4-2) and bite -6 Combat
melee (ld4-2) Dragoneets are not fighters. If facing a superior
SpaceIReach: 2-1/2 ft./O ft. opponent, they use their dragon call ability to attempt
Special Attacks: Breath weapon
to intimidate their enemies. If unsuccessful, they simply
Special Qualities: Dragon call
flee; if successful, they may try to steal something first.
Saves: Fort +1, Ref +7, Will +3
Abilities: Str 7, Dex 21, Con 8, lnt 6, Wis 16, Cha Breath Weapon (Su):5-foot cone, once every 4
18 rounds and no more than 3/day, damage 3d4 (see
Skills: Bluff +7, Hide +8,lntimidate +7, Listen below for type), Reflex DC 10 half. The save DC is
+6,Sense Motive +7, Spot + 6 Constitution-based.
Feats: AlertnessB, Flyby Attack The breath weapon of a dragoneet mimics that of
Environment: Any warm the dragon it most closely resembles. Therefore, red,
Organization: Solitary or clutch (2-5) brass and gold dragoneets breathe fire; copper, black
Challenge Rating: 1 and green dragoneets breathe acone of acidic mist; blue
‘Treasure: Standard (in lair)
and bronze dragoneets breathe a cone of lightning; and
Alignment: Often neutral
silver dragoneets breathe a cone of cold. No white
Advancement: 2-3 HD (Tiny)
dragoneets have ever been seen, possibly because
Level Adjustment: - (Improved Familiar)
dragoneets cannot survive in the sorts of cold climates
that white dragons prefer.
This creature appears to b
newly hatchedwyrmlingdragon. DragoncaU (Sp):Threetimes
It’s surprisingly small with per day, a dragoneet can let out a
bright, curious eyes and birdlike piercingand plaintivecry
quickness of movement. thatresemblesnothingso
much as an infant animal
Description calling for its parent. All
Dragoneetsappear to be minia- those who hear the cry
turedragons,aboutafoot inlength. must make a DC 15 Will
While they are native to the save or hear a n answering
Dragon Isles, a rare few have cry. The answering cry is
beennotedelsewheremong entirelyillusory,but it sounds
the pets and familiars of trav- like the roar of a truly enormous
elers and the wealthy. Since d angry creature, lssuing from
they seem so much like drag- some nearby hidden place (un-
ons, theories abound as to rground if no other cover
the dragoneets’ relation- ists).Tneillwrycreaturethen
ship to the true dragons unds as if it is rushing toward
that once commanded thedragoneet,presumably tode-
such awe and terror on stroythosewhothreatenit.The
Scam.Somesaytheygrew illusion has no visible compo-
from the magical residue nent, but the auditory
of the true dragons who component lasts for one full
died during the Divine
War, while others believe Skills: Dragoneets have a
that the gods sought to +3 racial bonus to Bluff, Intimi-
humblemany true dragons date and Sense Motive checks.
by shrinking them to the
size of ferrets.
_-

STRANGE LANDS: LOST TRIBES O F THE SCARRED LANDS

Ghoul Ooze
Large Ooze nity) unless that creature breaks free, which re-
Hit Dice: 5d10+30(57 hp) quires a DC 17 Escape Artist or Strength check.
Initiative: -5 A pseudopod has 4 hit points and can be
Speed: 10 ft. (2 squares), climb 10 ft. attacked by making a successful sunder attempt.
Armor Class: 4 (-1 size, -5 Dex), touch 4, flat-footed Attacking a ghoul ooze’s pseudopod does not pro-
4 voke an attack of opportunity. If the pseudopod is
Base A k W G a p p l e : +3/+? currently grappling a target, the ghoul ooze takes a
Attd: Tendril +4 melee (paralysis)
-4 penalty on its opposed attack roll to resist the
Full Attack: 12 tendrils +4 melee (paralysis)
sunder attempt. Severing a pseudopod deals no
SpacelReach: 10 ft./5 Ft. (50 Ft. with tendrils)
damage to a ghoul ooze. If a pseudopod is severed,
Special Attacks: Acid, drag, improved grab, paralysis
Blindsight 60 ft., ooze traits
the ghoul ooze can extrude a new one as a full-
Special Qualities:
Savas: Fort +7, Ref -4, Will -4 round action.
Abilities: Str 15, Dex 1, Con 22, Int -, Wis 1, Cha Improved Grab (Ex):To use this ability, the
1 ghoul ooze must hit with one of its pseudopods. It
Skills: Climb +10 can then attempt to start a grapple as a free action
Feats: - without provoking an attack of opportunity. If it
Environment: Underground wins the grapple check, it establishes a hold and
Organization: Solitary can drag its victim up to its main body.
Challenge Rating: 5 Paralysis (Ex):Those hit by a ghoul ooze’s
Treasurts: None
pseudopod must succeed on a DC 15 Fortitude save
Alignment: Always neutral
or be paralyzed for ld4+ 1 rounds. Elves have immu-
Advancement: 6-8 HD (Large); 9-15 HD (Huge)
nity t o this paralysis. T h e save DC is
Level Adjustment: -
Charisma-based.
Luminous beaded strands hung across the passage, Skills: A ghoul ooze has a +8 racial bonus on
attached to a gray amoebalike creature above. Climb checks and can always choose to take 10 on
a Climb check, even if rushed or threatened.
Descniptjon
Although they are rumored to have originated
beneath the Mourning Marshes of Termana, they
have successfully populated underground areas
across all of Scarn and are most often found in the
Dragon Lands. The most notable feature of a ghoul
ooze is a luminous organ embedded in an otherwise
plain gray body. A ghoul ooze secretes paralyzing
mucus along thin pseudopods that dangle from its
body. The mucus forms globules along the pseudo-
pods’ tiny ridges. The luminous organ in the ooze’s
body shines o n the mucus-laden pseudopods, illu-
minating them.
P i ghoul ooze can grow to a diameter of 10 feet
and a. thickness of 6 inches. A typical specimen
weighs about 4,500 pounds.
Combat
The ooze pulls a paralyzed victim up to its
body, then dissolves its prey with digestive acids.
Acid (Ex):The body of the ghoul ooze secretes
a digestive acid that dissolves only flesh and other
organic materials, dealing ld4 points of damage per
round. Anyone in contact with the body- includ-
ing anyone making an unarmed or natural attack
against it - suffers this damage.
Drag (Ex): If a ghoul ooze successfully grabs a
victim, it drags its prey up to its body at a rate of 10
feet per round (provoking no attack of opportu-
C H A P T E R SEVEN: H O R R O R S A N D HOSTS

Gjant, Ophjdjc
Huge Giant The scale patterns of ophidic giants are both
Hit Dice: 15d8+75 (142 hp) status symbols and spellbooks for the giants, and every
Initiative: +2 spell the giant learns becomes a new pattern. A char-
speed: 60 ft. (12 squares) acter could potentially use the hide of an ophidic giant
Armor Class: 25 (-2 size, +2 Dex, +15 natural), touch as any other spellbook; this requires the character to
10, Flat-Footed 23 learn the patterns as he would any other language.
Base AttacWGrapple: +11/+30 Ophidic giants speak Asaatth, Common and Dra-
Attack: Claw +20 melee (2d6+11)
conic.
Full Attack: 2 claws +20melee (2d6+11) and bite +15
melee (ld6+5 plus poison) Combat
SpacelReach: 15 ft./15 ft. Ophidic giants rely on their magical abilities,first
Special Attacks: Entrancing patterns, poison, spells their entrancing patterns, then their innate spellcasting
Special Qualities: Darkvision 60 Ft., immunity to disease,
powers. Only desperate ophidic giants use their natu-
poison and sleep, low-light vision, spell
resistance 23 ral weapons, as being forced into physical conflict is a
Saves: Fort +14, Ref +7, Will +'? mark of shame in their society.
Abilities: Str 33, Dex 14, Con 21, Int 21, Wis 18, Entrancing Patterns (Su):At the mere sight of
Cha 20 an ophidic giant, all viewers (except other ophidic
Skills: Concentration +1'?, Jump +37, Knowl- giants) must succeed on a DC 24 Will save or be
edge (arcana) +21, Knowledge (nature) fascinated, as if by a rainbow pattern spell. If the save is
+19, Listen +20, Search +1Q, Spellcraft
+23, Spot +20, Use Magic Device +21 successful, that creature cannot be affected again by
Feats: Ability Focus (entrancing patterns), the same giant's entrancing patterns ability for 24
Alertness.CombatCastinq. Eschew Ma- hours. The save DC is Charisma-based.
terials,SpellFocus(Ench&tment),Spell
Focus (Evocation)
Environment: Warm and temperate Forests and
marshes
Organization: Solitary, pair or gang (2-4)
Challenge Rating: 14
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: -

7% enormouscreature has the lower body of agreat


serpent but a humanoid torso with two long, clawed
arms and intelligent, malevolent eyes. The creature's
colorful scuks seem to move of their own accord,
creating beautiful, even fascinating, patterns.

ants, found primarily

Termana,are clearly
creations of Mormo.
These enormoushu-
manoid creatures
reach a height of 20 feet
when uncoiled. The upper
body of an ophidic giant loo
much like that of an asaatth exc

their distant asaatthi cousins.


STRANGE LANDS: LOST TRIBES O F THE SCARRED LANDS
**z?.-
Poison (Ex):Injury, Fortitude save DC 22, initial evocationspells):0 -detect magic (x2),r e a d ~ ~(x2); ~gi~
damage Id8 Con, secondary damage Id8 Wis. The 1st - bolt of@ertt, chum p s u n , magic missile (x2),
save 'DC is Constitution-based. shield, sleep; 2nd - acid a w w , fox's cunning, glitterdust,
Spells: An ophidic giant casts spells as a 10th- resist ma,weeping fool??-; 3rd - dis@l magic, gust of
level wizard. The save DCs are Intelligence-based. wid, mampeart, suggestion; 4th- black tentacks, charm
Typkd wizard spek Prepured (4/6/5/4/3/2; save DC ice sm; th -dismissd~ mind fog*
15 + spell level, or 16 + spell level for enchantment and Skills: Ophidic giants receive a +2 racial bonus
on Knowledge (arcana), Spellcraft and Use Magic

Golem, Bamboo
Medium IConstruct golems marching across the lands. But those years are
Hit Dice: 3d10 +20 (36 hp) long passed. In the Dragon Lands today, bamboo
Initiative: +2 golems are used almost exclusively as servants and
Speed: 30 ft. (6 squares) bodyguards - the purposes for which they were cre-
Armor Class: 17 (+2Dex, +5natural armor), touch 12, ated in the first place.
flat-footed 14 Bamboo golems cannot speak. They weigh ap-
Base AttacklGrapple: +2/+3 proximately 100 pounds.
Attack: Slam +3 melee (ld4+1)
Full Attack: 2 slams +3 melee (ld4+1)
SpaceIReach: 5 ft.15 ft.
Special Attacks: -
Special Qualities: Construct traits, damage reduction 51
adamantine, growth
saves: Fort +1, Ref +3, Will +1
Abilities: Str 12, Dex 15, Con -, lnt -,
Wis 11, Cha 1
Skills: Hide +2'
Feats: -
Environment: Warm forests
Organization: Solitary
Challango Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium), 7-9
HD (Large)
Level Adjustment: -
7% creature emergingfrom the jungle
resembles nothing so much as a mass of
bamboo stalks, held together by string and
mud. It's hard to say where the jungle ends
and the creature begins.
Descnption
Inagesgone,thehumanoidspellcastersoftheDragon
Isles leamed that in order to survive in the wild lands they
hadcolmeto inhabit,they neededsoldiers to fight for them.
Asmostofthe inhabitantsof the regionwerealreadysworn
to particular clans or draconic lords, the wizards had no
choice but to create their own warriors.
B'amboo,ubiquitous as it was, presented itself as the
best material for their purposes. The lightly built creation,
standung about 6 feet high, wasn't very impressive, wasn't
esthetically pleasing, and had no tremendous powers. It
was, however, exceptionally cheap and easy to make.
During many of the clan wars throughout history,
the Dragon Isles have seen whole armies of bamboo
CHAPTER SEVEN: HORRORS AND HOSTS

Combat Skills: *Due to its relatively small frame and the


Due to its relatively small frame and the materials materials used in its construction, the bamboo golem
used in its construction, the bamboo golem is all but gains a +8 circumstance bonus to Hide checks when
impossible to see in the dense jungles of the Dragon within a jungle environment.
Isles. If it cannot lurk in ambush, its tactics are simplis- Constructjon
tic, involving little more than a direct assault until The bamboo golem’s body is crafted from large
either it, or the enemy, has been pulped. quantities ofbamboo stalks joined together with strings
Growth(Su): The bamboo golem grows after its and wines. Assembling the body requires a DC 9 Craft
initial creation at a rate of 1 HD per 3 months. Upon (carpentry) check.
reaching 9 HD the bamboo golem is incapable of CL5th;CraftConstruct,makewhok, bull’sstrength,
sustaining itself - the magical energies animating it caster must be at least 5th level; Price: 6,000 gp; Cost:
dissipate and all that remains is a tangled bamboo bush. 3,000 gp + 240 xp

Golem, Mountajn
Colossal Construct nificent underground palaces from any who
Hit Dice: 28d10+80 (234 hp) would enter unbidden. Most are hundreds if not
Initiative: +O thousands of years old, guarding hallways of
Speed: 20 ft. (4 squares) stone that now contain more decay and rot t h a n
Armor Class: 33 (-8 size, +21 natural, +10 invulner- gold and luxury. Nonetheless, entry into their
able bastion), touch 12, flat-footed 33 domains without their permission is all but im-
Base AttacWGrapple: +21/+54 possible; it is simpler, in most cases, t o talk them
Attack: Bite +30 melee (6d8+17/14-20)
into allowing entry, but even that is n o small
Full Attack: Bite +30 melee (6d8+17/19-20) and 2
task.
claws +28 melee (4d8+8)
SpaceIReach: 60 Ft./45 Ft. T h e voice of a mountain golem echoes like
Special Attacks: Breath weapon, guard ward a landslide, yet is sibilant as a snake’s. They can
Special Qualities: Blindsense60 ft., damage reduction 10/ talk circles around all but the most devoted
adamantine,darkvision 60ft., Fast heal- negotiator and see through all but the most
ing 5, invulnerable bastion, low-light silver-tongued lies. I t takes either daring or sin-
vision, spell resistance 28 cerity to convince them t o allow entry.
saves: Fort +11, Ref +11, Will +15
Although their memories stretch back hun-
Abilities: Str 45, Dex 11, Con -, lnt 23, Wis 23,
Cha 20 dreds of years, their immobility prevents them
Skills: Bluff +36, Diplomacy +40, Disguise (as from learning of the wider world: they have
statueonly) +38,1ntimidate+38, Knowl- unrivaled knowledge of local events and history,
edge (local) +37, Listen +37, Sense but almost n o knowledge of history i n general.
Motive +37, Spot +37 Nonetheless, many are the adventurers who seek
Fsats: Ability Focus (breath weapon), Awe- out t h e enigmatic mountain golems for their
some Blow, Cleave, Great Fortitude,
lmproved Bull Rush, lmproved Critical
knowledge of their surrounding areas, offering
(bite), lmproved Natural Armor, Light- great wealth for great wisdom.
ningReflexes, Multiattack,Power Attack Mountain golems speak Common, Draconic,
Environment: Any mountains/underground Dwarven, G i a n t , Go b lin , T e r r a n a n d
Organization: Solitary or tribunal (3) Undercommon.
Challenge Rating: 18
Treasure: Standard Combat
Alignment: Always neutral Mountain golems are inherently bound to
Advancement: 29-84 HD (Colossal) the underground complexes they guard, and they
Level Adjustment: cannot stray more t h a n a few hundred feet from
the places they protect before the magic that
A loomingstatue of adragon carwedfromresolute stone sustains them decays and they instantly collapse
stands 80 feet in height. The wings are nddkd with weins of in a heap of inanimate stone. They are intu-
adamantineore,shirnmeringwitheldritchenergies. Thesound itively aware of their distance from their ward,
of grinding rock fiUs the air as that mountuinow face slowly and it is virtually impossible t o trick them into
mms and magic bursts from its nostrils with a snort. overreaching. As a result, they are primarily
Description defensive and wrap their wings about them-
selves for p r o t e c t i o n w h e n e v e r t h e y a r e
Enormous constructs forged by ancient
bombarded from afar. They use their breath
dragon kings and hundreds of their slaves, t h e
weapon freely but are equally deadly with tooth
mountain golems guard their masters’ once-mag-
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS
U

and claw, and charge when an opportunity pre- Constructjon


vents itself. A mountain golem’s body is sculpted from
13reathWeaPon (SU): 160-footc@neofmagi- more t h a n 7,500 tons of rock, inlaid with ada-
cal flarce, Once every Id4 rounds, damage 20d4 mantine ore and rare minerals costing at least
force, Reflex DC 26 for half. T h e Save DC is 200,000 gp. Assembling the body requires a DC
Constitution-based. 35 Craft (stonemasonry) check or a DC 35
lhvulnerable Bastion (Su): A mountain Knowledge (architecture a n d engineering)
golem’s wings are reinforced with both adaman- check.
tine and magical force, and are immune t o CL 16th; Craft Construct, geaslquest, limited
virtually all damage, allowing the golem t o use wish, polymorph any object, wall of force, caster
them as shields in combat. A disintegrate spell be at least l b t h level; price 400,000 gp;
directed at the golem’s wings will render them Cost 200,000 gp + 16,300 xp
vulnerable t o harm if the mountain golem fails
its Fortitude save, negating the mountain golem’s
+10 shield bonus to AC and preventing use of

SR does not apply against dis-


integrate attacks aimed .
at its wings. T h e wi
AC bonus appl
against touch attac

wings, e v e n a
ghostly o n e o r a
magical one, is in-
effective.

golern is created
t o guard a spe-
c i f i c

cal intrusion.

c a s t
clairaudiencel

upon it through the-,


magical sensor.
CHAPTER SEVEN: HORRORS AND HOSTS

Gommog
Huge Dragon (Augmented Giant) This humanoid is immense, standing 20 feet high, his
Hit Dice: 16d10t112(200 hp) coiled muscles rippling beneath thick scaled hide covered in
Initiative: +6 patches of coarse hair. The eyes which peerfrom beneath the
speed: 40 ft. (8 squares) heavy brow gleam with a wicked intelligence; the mouth,
Armor Class: 24 (-2 size, +2 Dex, +14 natural), touch with its upward-jutting twks,curls into a hurrible grin as he
10, Flat-Footed 27 lumbers inexorably forward. The mature hefts a massive
Base AttacWGrapple: +12/+30 club carved from a tree trunk in one clawed h and,while the
Attack: 'IubO'+ melee (2d6t10) Or 'law '2' other grips a f e d bag from S e w animal skins.
melee (ld8+10)
Full Attack: Club +20/+15/+5 melee (2d6+10) and Description
bite +15 melee (2d6+5); or 2 claws +20 Gommog is a creature of legend. He is said to be
melee (ld8+10) and bite t15 melee
(2d6+5) the child of a dragon and amonstrous ogre, but nobody
SpaceIReach: 15 ft./15 ft. can say for sure. Nobody can predict when and where
Special Attacks: B ~ breath
~ , weapon, frightful Gommog will strike, but he often keeps to cooler
presence, snatch climates and forested terrain. He appears most often in
Special Qualities: Darkvision60ft., immunitytoFire,s/eep the Dragon Lands but seems to have access to some
and paralysis, low-light vision means of transportation, for legends of his rampages
Saves: Fort +17, Ref +7, Will + 8 exist on Ghelspad and Termana as well.
Abilities: Str 30, Dex 15, Con 24, lnt 12, Wis 16, He keeps a lair in distant caves, where he stores the
Cha 18
treasure amassed from his reign of terror. He raids nearby
Skills: Balance +12, Climb +20, Hide +13, In-
timidate +23, lump +25, L~~~~~ +18, settlements, reaving and destroying at will - a force of
Move Silently +21, Search +11, Spot +?, nature, like a natural disaster made manifest. He chooses a
Survival +13 settlement and attacks it nightly, returning time and again
Feats: Blind-flght, Cleave, Great Cleave, 1m- to slaughterany who opposehim, scoop them up in his bag
Proved Inltlatlve?Power Attack, Snatch and cany them away to hi lair. If he enaunten no resis-
Environment: Cold forest tance,he kills two or three individualsat random,bags them
Organization: Solitary (Unique)
and leaves. He does not pursue those who flee but instead
Challenge Rating: 15 return again the next night to repeat the process. He does
Treasure: Triple standard
not accept surrender. When everyone in the settlement is
Alignment: Always chaotic evil
- ,or the sitehas been abandoned,he chooses
Advancement:
- another settlement for his hunting
Level Adjustment:
.He is relentless and un-
Gommog is 20 feet tall
and weighs several tons.
STRANGE LANDS: LOST TRIBES O F T H E SCAR R E D LANDS
*dZ‘

He qxaks Common and is well known for uttermg the Creatures who successfully save are immune to
samephrases over and over as he kills: “Gommogcomes ... Gommog’s frightful presence for 24 hours, and beings
put you in my death-bag,bash and smashyour life away.” with 16 HD or more are immune to this affect. The
Combat save DC is Charisma-based.
Snatch (Ex):If Gommog hits a Medium or smaller
{Gommogis not a tactician. He prefers to enter by
creaturewithaclaw orbite attack,hemay attempttostart
stealth, but that is due more to the terrorizing results of
a grapple as a free action without drawing an attack of
his sudden appearance within a settlement’s walls than
opportunity. For every round Gommog maintains a hold,
any true desire to infiltrate. If faced with experienced
he does automatic bite or claw damage. Snatched crea-
opposition, his combat tactics do change slightly from
tures held in Gommog’s mouth can be targeted with his
his usual slaughter. He still relies on his time-tested
breathweapon, withnosave allowed. Snatchedcreatures
methods of snatch and bag, but he also targets those he
can be flung ld6x10 feet, for ld6points of damage per 10
considers most dangerous with his breath weapon
feet. Snatched creatures can also be bagged.
(which, unlike those of most half-dragons, is not limited
toonce perday). Ifhe losesmore thanhalfhishitpoints, Bag (Ex):Gommog can try to bag any snatched
he retreats back to his lair in shock but will return the opponent by making a second successful grapple check.
following night using much more strategy - he will The target is shoved into Gommog’s “death-bag”- a
attempt to use stealth, to attack from cover and so forth. huge bag made from sewn animal skins, where Gommog
He remains focused on those who wounded him, to the keeps his food.As long as the bag is held by Gommog,the
poinlt of abandoning the settlement and tracking the only way out is to cut the skins (AC 20, 25 points of
offenders if they have departed. damage). If Gommog drops the bag, a trapped individual
can climb out of the heavy bag in 1 round. Should no
Breath Weapon (Su): 30-foot cone, once every 4
additional opponents remain to be dealt with, however,
rounds, damage 6d8 fire, Reflex DC 25 half. The save
Gommog’susual attack is to shove the target into the bag
DC is Constitution-based.
and then beat the bag against the ground, doing 2d6+10
‘Frightful Presence (Ex): A t the first sight of
points of damage to those inside. He also occasionally
Gommog, creatures within 60 feet must succeed on a
beats the bag with his club; each victim within is consid-
DC 22 Will save or be frightened for 5d6 rounds. ered helpless against the club attack (4to AC and an
effectiveDexte&y 0; see Player’sHandbook, Table 8-6).

Laughjng Drake A small brightly colored dragon settles on a


nearby branch, gazingdownward. Its rainbow scales,
Small Dragon gemlike claws and colorful wings are extravagant,
Hit Dice: 5d12+15 (47 hp) almost like a tropical bird. Its narrow, delicate
Initiative: +7 mouth opens and it lets out a braying, cackling
Speed: 30 ft. (6 squares), fly 60 ft. (good) laugh.
Armor Qass: 24 (+I size, + 7 Dex, + 6 natural), touch
18, flat-footed 17 Descrjptjon
Base Atkk/Gapple: +5/+0 T h e beautiful laughing drake originates in
Attack: Bite +13 melee (ld4-1 and poison) the Dragon Lands but can now De found in
Full A h & Bite +13 melee (ld4-1 and poison) tropical forests throughout the Scarred Lands.
Space/lLach: 5 ft.15 ft. Those unfamiliar with them might wonder why
Special Attacks: Distracting cackle, poison
these lovely creatures are not prized as pets in
Special Qualities: Darkvision 60 ft., evasion, low-light vi-
the cities of Ghelspad -right up until they hear
sion, immunity to sleep and paralysis
the laughing drake’s raucous cry.
savss: Fort +7, Ref +11, Will +8
AbiIities: Str8,Dex25,Con16,Int 7,Wis18,Cha The laughing drake’s cry combines t h e worst
21 aspects of a hyena, a howler monkey and a scream-
Skilk: Escape Artist +13, Listen +IO, Move Si- i n g baby. I t s cry makes c o n c e n t r a t i o n ,
lently+13,Sleightof Hand+l3,Spot +lo, spellcasting and sleep nigh impossible. Unless
Tumble +13 appeased with food or shiny gifts, the annoy-
Feals: Alertness, Weapon Finesse
ingly intelligent laughing drake will follow a
Environment: Warm forest
party and cackle at t h e most inopportune mo-
Organization: Solitary, mated pair, or troupe (3-10)
ments. If not placated, they sometimes steal
Challew Rating: 3
items, and either keep them in their nests or
‘Treasure: No coins; 20% small items (often jew-
elry); 20%magic adorn themselves with them. This sometimes
Alignment: Always chaotic neutral leads t o a n inadvertent benefit conferred by a
Advancement: 6-10 HD (Small) stolen magic item, such as a n ioun stone or
!
Level Adjustment: - Asaatthi battle ring.
C H A P T E R SEVEN: H O R R O R S A N D HOSTS

creased debilitating laughter. The- save


Laughing drakes sometimes work together DC is Constitution-based.
in a troupe. A few cackle and distract a party, Fit of laughter: 2d6 minutes, casting spells
while a lone drake sneaks up and makes off with with verbal components is impossible, casting
a wand or other item that has caught the drakes’ other spells requires Concentration check (DC
interest. 15 + spell level), -2 circumstance penalty t o all
Laughing drakes speak a debased version of Dra- attack rolls, saves, and checks.
conic. They can also be taught to imitate, but not truly Increased debilitating laughter: Victim is
speak, other languages, much like a parrot. stunned for 1 minute.
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS

Moluntajn Nautjlus
Large A.berration Mountain nautili communicate through body
Hit Dice: 6d8+6(33 hp) language and touch. They can learn to understand
Initiative: +3 Common and other spoken languages, but can never
speed: 15ft.(3squares),climb15ft.,swim 15ft. speak them.
Armor Class: 26 (-1 size, +3 Dex, +14 natural), touch
12, flat-footed 23 Combat
Base AlttacWGrapple: +4/+13 In combat, the nautilus uses its detect magic ability
Attack: Pseudopod + 4 melee (ld6+5) to locate items of a magical nature, prioritizing them in
Full Attack: 2 Pseudopods +Q melee (ld6+5) and the following order: armor, shields, helms, weapons,
bite +3 melee (ld8+3) other. It prefers more powerful auras to weaker ones
SpaceIReach: 10 ftA5 ft. but will choose a weaker suit of armor over a stronger
Special ,Attacks: Corrosive saliva, improved grab weapon. The creature then attempts to grapple the
Special 'Qualities: Darkvision 60 ft., detect magic, divina- item with a pseudopod, drawing the prize to its maw,
tion resistance, wyrmling emulation
where it attempts todissolve and ingest it. Nonmagical
saves: Fort +3, Ref +5, Will +7
material so ingested is secreted through the shell
Abilities: Str 20, Dex 17, Con 13, Int 12, Wis 14,
Cha 15 opening and left as a unique form of waste. Since
Skills: Climb +13, Hide +4, Spot +Q, Listen +Q, organic matter is consumed, all that remains is a form
Move Silent +11 of metallic feces that tends to attract rust monsters. It
Feats: Alertness, Combat Reflexes, Weapon is not uncommon to have a matedpair of rust monsters
Focus (Pseudopod) and their young in close proximity to a nautilus.
Environment: Any Improved Grab (Ex):To use this ability, the
Organization: Solitary, pair or family (3-8)
mountain nautilus must successfully strike a creature
Challenge Rating: 6
or object smaller than itselfwith an attack. It can then
Treasure: Standard, but with no magic items
attempt to start a grapple as a free action without
Alignment: Usually neutral
provoking an attack of opportunity. If it wins the
Advancement: 7-QHD(Large);lO-l3HD(Huge);l4-
17 HD (Gargantuan); 18 HD (Colossal) grapple check, it establishes a hold and can either draw
Level Adjustment: the victim to its maw
(if it grappled ~ .'-- xn
4-
CHAPTER SEVEN: HORRORS AND HOSTS

pseudopod), or bite and begin to dissolve the victim (if Wyrmling Emulation (Su):Each chamber of the
it grappled with a bite). nautilus grants it the wyrmling immunity ability of the
CorrosiveSaliva (Ex):Ifthenautilussuccesshllyhits dragon type whose scales comprise the majority of the
with or maintains a bite attack, it automatically begins to shell for that chamber. In very rare cases the nautilus
secrete its digestive enzyme,which dissolvesorganic items has also acquired some of the other wyrmling abilities
and metals but not stone. This deals 3d4 points of acid as well (additional wyrmling abilities beyond immuni-
damage per round (E14 Fortitude save for half). ties should be the very rare exception rather than the
Detect Magic (Sp): A t will, the nautilus may rule, as some dragon types gain very powerful abilities
detect magic as the speIl of the same name. as wyrmlings). Magic items so absorbed comprise so
Divination Resistance (Ex): Any attempt to little of the actual shell as to be a nonfactor. A Large
penetrate the shell of a nautilus with divination spells nautilus has two such chambers.
requires a Caster Level check, DC of 15 + the hit dice Skills:Mountain nautili have a +2 racial bonus to
of the nautilus who created the shell. Climb and Move Silently checks, due to their pseudo-
pod-based movement.

Razor Eel
Large Magical Beast (Aquatic) The 6-foot to 8-foot beasts undulate through
water, whip-snapping their silver bodies. Pointed
Hit Dice: 6d10+12(45 hp)
teeth let them chew through metal, the eel’s favor-
Initiative: +7
ite meal (its second being sailors). The eel extrudes
speed: Swim 20 ft. (4 squares)
Armor Class: 14 (-1 size, +3Dex, +2 natural), touch the digested metal to form a razor-sharp dorsal fin
12, Flat-footed 11 running the length of its body.
Base AttacWGapple: +6/+14 Smiths prize the eels for their fins, which can
Attack: Dorsal Fin +? melee (ld8+4) be melted into swords and armor fittings. Pirates
Full Attack: Dorsal Fin +? melee (ld8+4)and bite +4 claim razor eels exist in the deep seas
melee (ld6+2) bearing gold and platinum dorsal fins.
Space/Reach: 10 Ft./5 Ft.
Special Attacks: Hull slice, improved grab, razor twirl
Special Qualities: Darkvision 60 Ft., low-light vision Razor eels wrap around victims, then
Saves: Fort +7,Ref +8,Will +3 tighten and loosen their bodies so the dor-
Abilities: Str 18, Dex 16, Con 14, lnt 6, Wis sal fin slices into the prey.
12, Cha 12 Razor eels pose a threat in coastal
Skills: Hide +?, Move Silently +7, Spot
waters, as a swarm can quickly slice
+4,Swim +12
Feats
apart a ship’s hull. Sailors escaping
the sinking ship find they are the
Environment: Warm aquatic unlucky ones; the razor eels drag
Organization: Solitary or swarm (3-12) the swimmers under to devour
Challenge Rating:
Treasure: None Hull Slice (Ex):The dor-
Alignment: Always chaotic evil sal fin of the razor eel ignores
Advancement: up to 10 points of Hardness,
allowing the eel to slice through
Level Adjustment:

is ability, a razor eel must


hit a creature at least one
size smaller than itself
with its bite attack. It
can then attempt to
startagrappleasafree
action without pro-
voking an attack of
Razor eels are found in opportunity. If it wins
the Blood Sea and around the the grapplecheck,it wraps
coasts of the Dragon Lan&
and Termana. Saltwater and
freshwater varieties exist.
STRANGE LANDS: LOST TRIBES OF T H E SCARRED LANDS
1-

Razor T w i r l (Ex):If t h e razor eel wraps Skills: Arazor eel has a +8racial bonus on any Swim
around a creature, i t undulates its body t o slice check to perform some special actionor avoid a hazard.
its dorsal fin into t h e victim. T h e fin does Itcanalwayschoosetotake IOonaSwimcheck,evenif
2d8i-4 points of damage t o prey caught i n t h e distractedorendangered. Itcanusetherunactionwhile
eel’s embrace.

SerpentSpy
Medium Dragon centuries passed and the true dragons dwindled, the ser-
Hit Dice 6d12+12 (51 hp) pent spies became independent and interbred,eventually
Initiative: +5 becoming the multihued creaturesof today.
Speed: 10 ft. (Zsquares), fly 80 ft. (good), swim The serpentspiesof the modemScarredLands arefree-
20 ft. willedentitiesthattradeinmfotmation.Theyp1acethemost
Armor Class: 23 (+’ natural)’ touch 15’ flat- value on secrets whose revelation is of great consequence,
footed 18
such as the location of a lost dragon hoard or the identity of
Base AttacWGrapple: +6/+8
Attack: Bite +11 melee (ld8+3 plus poison) the duke’s secret lover. They prefer communicating tele-
Full Attack: Bite +11 melee (ld8+3 DIUS
I ,
Doison) pathically and have the ability to telepathically convey
SpaceIReach 5 ft.15 ft. images and sounds exactly as they have experienced them.
Special Mttacks: Poison, spell-like abilities Serpent spies speak Common and Draconic.
Special Qualities: Bardic knowledge, darkvision 120 ft.,
eyes, immunity to paralysis and sleep,
Combat
low-light vision, telepathy 100 ft. Serpent spies prefer to avoid fights if possible.
saves: Fort +7, Ref +lo, Will +8 Before any encounter they will usually have gathered
Abilities Str 14, Dex 20, Con 14, Int 16, Wis 16, enough intelligence to determine the best course of
Cha 16 action.
Diplomacy +14, Knowledge (Any three) Poison (Ex): Injury, Fortitude DC 16, initial
+12. Listen +14, Move Silently +14,
Search+l3, SenseMotive +12, Spellcraft damage ld4 Str + ld6 Wis, secondary damage Id6 Str
+12, Spot +24 + ld4 Wis. Failing either save also results in a series of
Feats: Alertness, Hover, Weapon Finesse hallucinations, which mimic the effect of the fascinate
Environment: Any spell for a number of rounds equal to the Wisdom
Organizattion: Solitary or cell (2-4) damage. The save DC is Constitution-based.
Challenge Rating: 8 Spell-likeAbilities (Sp):At will-mane eye, blur,
Treasuret: Double standard clairaudience/chrwoyance,colorspay (DC 14),dead man’s
Alignment: OFten neutral eyes?, detect scrying,greater scrying, in-
Advancement: 6-.8HD(Mediurn),?-lZHD(Large)
Level Adjustment: -

’This creature is a
flying serpent, longer
than an average man is
tall, with scales of many differe

urs. It hasreptilianwings,
a j h e n e d body and a
blunt head that ends in a
single, large, gemlike

all of the colors of the rainbow.


Description
h4illennia ago, the great dragons
of Scam developed the true ritual by
which they spawned the serpent spies.

their sires andwere under their creators’control,but as the


CHAPTER SEVEN: HORRORS AND HOSTS

miwmimage;S/day-analyzedweomer, battkprojectiontl, the serpent spy with a +10 racial bonus to Spot and
displacement, false vision, rainbow p a t m (E17), true Search checks, and grant it the effects of a continuous
seeing; l/day -Abnndel's prism cloaktt, discern location, greater arcane sight spell. The serpent spy retains its
greater prying eyes, mirage arcane, project image; l/year - Dexterity bonus to AC even when flat-footed, and it
s i m u h m . Spell-likeabilities are cast as asorcerer whose cannot be flanked.
level is equal to the serpent's HD. Telepathy (Su): The serpent spy can communi-
Eyes (Su):The many eyes of the serpent spy allow cate with any creature within 100 feet that has a
it to see in all directions at once and to see all invisible language.
or ethereal beings within 120 feet. They also provide Bardic Knowledge (Ex): As per a 9thelevel bard.

Spjtter Newt Fort +4, Ref +7, Will +5


saves:
Medium Dragon
Abilities: Str 10, Dex 15,Con 13, lnt 2, Wis 14, Cha
Hit Dice: 3d12+3 (22 hp) 11
I1
Initiative: +6
Skills: Climb +lo, Listen +4, Move Silently +4,
Speed: 40 ft. (8 squares), climb 30 Ft., swim 40 Spot +4, Swim +12
CL
rc.
Feats: lmproved Initiative, Lightning Reflexes
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-
Environment: Temperate t o warm aquatic, forests,
footed 13
marshes and underground
Base AttacWGrapple: +3/+3
Organization: Solitary, pair or den (1-4 adults plus 2-
Attack: Bite +3 melee (ld6) 8 noncombatants)
Full Attack: Bite +3 melee (ld6) Challenge Rating: 2
SpaceIReach: 5 ft.15 ft. Treasure: Standard
Special Attacks: Acid spit Alignment: Always neutral
Special Qualitii: Amphibious breathing, darkvision 60 ft.,
Advancement: 4-6 HD (Medium)
immunity to sleep and paralysis, low-light -
Level Adjustment:
vision, resistance to acid 5, skin toxins
STRANGE LANDS: LOST T R I B E S OF T H E SCARRED LANDS

’Thiscreature, nearly sevenfeet in length, resembles a of animals, magical beasts, humanoids and monstrous
cross between a newt and a dragon. Its spotted skin is humanoids but are repulsed by other creatures. If the newt
brightly colored, and a spiny comb rum from the top of its sees a target as dinner it fights to the death. Otherwise the
head ,tothe m d l e of its back. Its eyes glow orange, while newt attempts to flee when it has lost half its hit points.
a rricl’cle offizzling, corrosive fluid drips from its mouth. AcidSpit (Ex): 20-ft.line,onceevery ldqrounds,
Descriptjon damage ld6 acid, Reflex DC 12 half. The save DC is
Constitution-based.
Spitter newts are distant amphibiouscousins of drag-
ons.They arebrightly coloredand speckledwithcontrasting Amphibious Breathing (Ex): Spitter newts can
spots. Spitter newts come in almost any brightly colored breathe both in and out of water.
shade,with blues,yellowsand greensbeing most common. Skin Toxins (Ex): The spitter newt’s skin is
Spitternewtsarefourtosixfeetinlengthfromsnouttobase moderately poisonous. Creatures that ingest the flesh
of tail, and their tails range between three to five feet. of a spitter newt often suffer from both loss of agility
Whilismoothandnotscaly,thespitternewt’sfleshisquite and severe bouts of stomach cramps and vomiting.
toughL,providing a decent degree of natural armor. Al- Spitter Newt Skin Poison: Ingested, Fortitude DC
though unintelligent, the spitter newt’s instincts closely 14, initial damage ld6 Dex, secondary damage ld4
mimic adragon’sgreed, causing it to hoard shiny coins and Con.
other treasure in an effort to attract humanoid prey. Skills: Spitter newts gain a +8 racial bonus to
Swim and Climb checks. Anewt can always choose to
Combat take 10 on a Climb or Swim check, even if distracted
Spitter newts are agile fighters that use their acid spit or endangered. It can use the run action while swim-
to keep enemies at a distance. In close combat the newt ming, provided it swims in a straightline.
bites with its numerousteeth. Spitter newts savor the flesh

Storm Harvester
Gargantuan Aberration (Aquatic) Description
Hit Dice: 10d8+50(95 hp) Storm harvesters are amphibious predators
Initiative: +2 that create marshland. They spend most of their
Speed: 5ft.(lsquare), burrow10 ft.,swimlOft. time asleep underground. W h e n their environ-
Armor Cllass: 11 (-4 size, -2 Dex, +7 natural), touch ment floods due to rain or tides, they release
4, flat-footed 11
fibrous tentacles, trapping water i n t h e earth
Base AttacklGrapple: +7/+25
AtbCk: Bite +9 melee (2d6+6)
above them and forming localized bogs. When
Full Attack: Bite+? melee(2d6+6) and4 tendrils+4 animals come t o feed o n insects attracted to the
melee (ld4+3) bogs, or to drink from t h e water, harvesters use
SpacelRrSach: 20 ft./15 ft. their tendrils to pull t h e animals down and de-
Special bktacks: Improved grab, nauseating wave vour them. They will attack humanoids and
Special Qualities: Amphibious, darkvision 60 ft., form bog, larger creatures but do not seek them out.
tremorsense 40 ft. A primitive intelligence drives storm har-
saves: Fort +8, Ref +1, Will +8 vesters, but they are asocial and lazy, hating to
Abilities: Str 22, Dex 7, Con 20, Int 4, Wis 9, Cha
r, exert effort.
I
Skills: Hide -6, Move Silently +6,Swim +15 Storm harvesters speak no languages.
Feats: Improved Initiative, Iron Will, Power Combat
Attack, Stealthy
Storm harvesters hide until ready to attack.
Environment: Temperate marshes
Solitary
They scream if hard-pressed and burrow away if
Organization:
Challenge Rating: 6 hurt.
Treasure: None Improved Grab (Ex): To use this ability, a
Alignment: Always neutral evil harvester must h i t with a tendril. I t can then
Advancement: 11-16HD(Gargantuan);17-20HD(Co- attempt to start a grapple as a free action, with-
lossal) out provoking a n attack of opportunity.
Level Ad,justment: Nauseating Wave (Su): A harvester can
make waves that induce nausea for 1 round in
Within the murky water lurks an enormous creature creatures touching water within 60 feet. Forti-
shaped like a starfish. Its skin is rough and b r o w , and in its t u d e DC 20 n e g a t e s . T h e s a v e D C is
center is a hexagonalgapframed with yellow teeth. Dozens of Constitution-based.
fibersspewfromthe gap,some as thinas hairsand others as thick
Amphibious (Ex): Harvesters can survive
as tree branches.
indefinitely on land.
CHAPTER SEVEN: HORRORS A N D HOSTS

Valuga
Colossal Magical Beast (Aquatic) ‘Treasure: Triple standard
Hit Dice:
36d10+324 (522 hp) Alignment: Always neutral
Initiative: +4 Advancement: 37-72 HD (Colossal)
Swim 60 ft. (12 squares) Level Adjustment: -
speed:
Armor Class: 27 (-8 size, +25 natural), touch 2, flat-
footed 27 Something enormous cruises through the swells, an
Base AttacWGapple: +36/+68 enormous neck rising above the wawes, holding aloft a
Attack: Bite+44 melee(8d4+16/19-20) or tail with multiple rows of razor-sharp teeth. It looks
slap +44 melee (3d6+8) rather like a dragon, but it has enormous fins instead of
Full Attack: Bite +44 melee (8d4+16/14-20) and wings. A crest of thick lrristles runs from the head to the
tail slap +39 melee (3d6+8) fish-like tail. Two rows of circular glands appended to the
SpacelReach: 30 ft./20 ft. sides of their scaly bodies glow with a faint light, blue at
Special Attacks: Breath weapon, improvedgrab, swallow first but shifting red as the water grows
whole, thermal control
Special Qualities: Darkvision 60 ft., immunity to fire and Descnptjon
cold, keen scent, low-light vision These creatures dwell in Scarn’s oceans,
Saves: Fort +29, Ref +20,Will +17
hunting anything from whales t o giant octopi.
Abilities: Str42’D“11’Con29’~nt7,WlslG,ChaThey tend t o avoid the Blood Sea, because their
14
Skills: Listen +23, Spot +23, Swim +27 keen scent is overstimulated there. T h e valuga’s
Feats: Ability F~~~~(breath weapon), Ability habit of hoarding treasure collected from sunken
FOCUS (thermal control), AlertnessB, ships and storing it in their lairs much as dragons
Awesome Blow, Blind-fight, Cleave, do has led some sages to believe that these
Endurance,GreatCleave,lmProvedBull creatures might be distantly related to dragons.
Rush~~mprovedCritica~(bite)~~mproved
Their possession of a breath weapon and their
Initiative, Iron Will, Power Attack,
Snatch vaguely draconic appearance have fueled fur-
Environment: Any aquatic ther speculations along these lines, but no solid
Organization: Solitary evidence exists to prove this theory.
Challenge Rating: 19
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS
- h

’Valugas do not speak any known language, hit a Huge or smaller opponent with its bite attack.
emitting only prolonged roars. It can then attempt to start a grapple as a free
action without provoking an attack of opportunity.
Combat If it wins the grapple check, it establishes a hold
’Valugas attack sailing ships, and occasional and can try to swallow the foe the following round.
port cities, with little hesitation. They often at-
Swallow Whole (Ex):A valuga can try to
tempt to crush a vessel’s hull with a bite attack, but
swallow a grabbed opponent of Huge or smaller size
snatch victims off the deck of a ship if one presents
by making a successful grapple check. Once inside,
itself. If successful, the valuga unleashes its breath
the opponent takes 2d8+8 points of crushing dam-
weapon toward other creatures with the snatched
age plus 8 points of acid damage per round from the
victim still in its mouth, then swallows the trapped
valuga’s gizzard. A swallowed creature can cut its
foe o n the next round. A valuga with its mouth full
way out by dealing 25 points of damage to the
may knock creatures out of ships by delivering
valuga’s gizzard ( A C 22). Once the creature exits,
awesome blows with its tail attack.
muscular action closes the hole; another swallowed
Wreath Weapon (Su): A valuga can breathe opponent must cut its own way out. The valuga’s
either a cone of superheated steam or a line of gizzard can hold 2 Huge, 8 Large, 32 Medium, 128
extremely cold water, once every ld4 rounds, for Small or 5 12 Tiny or smaller creatures.
12d6 points of damage. T h e steam cone is 50 feet
Thermal Control (Su): As a full-round ac-
long and deals heat damage. T h e line of water is
tion, a valuga can decrease or increase the water’s
100 feet long and deals cold damage. Both breath temperature (even below 0°F or until it boils) in a
weapons allow a DC 39 Reflex save for half damage
240-foot radius centered on itself. Creatures not
and are equally effective on the surface or underwa-
immune to fire or cold suffer the heat or cold
ter. The save DC is Constitution-based.
dangers explained in the DMG, Chapter 3, “The
I[f the valuga wishes to alternate breath weapons, Environment.”
switching from steam to water or vice-versa, add 1
Keen Scent (Ex):Valugas can detect creatures
round to the length of time required between breath
by scent in a 360-foot radius and can detect blood
attacks.
in the water at a range of up to 1 mile.
Improved Grab (Ex):T o use this ability, a
Skills: A valuga receives a +8 racial bonus on
valuga
any Swim check to perform some special action or
avoid a hazard. I t can always choose to take 10 on
a Swim check, even if distracted or endangered. I t
can use the run action while swimming, provided it
swims in a straight line.
C H A P T E R SEVEN: H O R R O R S A N D HOSTS

Wjsp Drake
Tiny Dragon (incorporeal) in groups, they are known to attack much larger crea-
Hit Dice: 2d12+2 (15 hp) tures.
Initiative: +3 Create Spawn (Ex): A target reduced to 0 Dex-
Speed: 10 ft. (2 squares), fly 80 ft. (good) terity by a wisp drake’s bite (see below) dies after 2d6
Armor Class: 16(+2Size,+3 Dex,+l deflection), touch days, at which time a clutch of 2d6 fully grown wisp
16, flat-footed 13 drakes sprouts from its body.
Base AttacWGrapple: +2/-
Numbness (Su): A wisp drake’s bite sends an un-
Attack: lncorporeal bite +7 melee (ld6 plus
numbness) wholesome chill through the victim’s soul.This cold wave
Full Attadc lncorporeal bite +7 melee (ld6 plus numbs the sensesand reflexes, permanently draining ld3
numbness) point of Dexterity unless the damaged creature succeedsat
Spacellleach: 2-1/2 ft./O ft. a Dc 12 Fortitude save. The save DC is Constitution-
Special Attacks: Egg inFestation, numbness, silent cry based. A victim who successfully saves is immune to the
Special Qualities: Darkvision 60 ft., immunity to sleepand numbness attack of that particular wisp drake for 24 hours.
paralysis, incorporeal traits, low-light Silent Cry (Su): Once per day, a wisp drake can
vision, scent, soundlessness
emit a subsonic wave that drowns all other sounds and
saves: Fort +4, Ref +6, Will +3
severely damages the brains of listeners. When a wisp
Abilities: Str-,Dexl7,ConlZ,lnt 2, Wis10,Cha
6 drake emits its silent cry, any living creature (exceptfor
Skills: Hide +21, Listen +6, Spot +6 other wisp drakes) within 10 feet must succeed at a DC
Feats Alertness 12 Will save or become confused for ld4 rounds. Any
Environment: Any forest creature thus affected must then succeed at a DC 12 Fort
Organization: Solitary, pair, family (3-5) or flock (10- save or take ld4 points of temporary Intelligencedamage
30) and ld4 points of temporary Wisdom damage. Save DCs
Challenge Rating: 5 are Constitution-based. Further, a 10-ft.radius around
Treasure: Standard the drake is silenced, as per the spell, for 1 full round.
Alignment: Always neutral Soundlessness (Ex): Wisp drakes never make
Advancement: 3-6 HD (Small)
any sound. All Listen checks to hear a wisp drake
Level Adjustment:
automatically fail.
Fromoutofnowhere,tinyflutteringshadowsdart and Skills: Their shady substance gives wisp drakes a
swoop in alldirections. Atfirst they seem to be the shadows
+8 racial bonus on all Hide checks. “When in low-
light or darker lighting conditions, the Hide bonus
of birds flying overhead, but as they zoom closer, two evil-
increases to +12.
looking points of ghostly white light become apparent in
each of their heads. As it becomes clear that they are
actually little dragons, they open their m o u h
and a11 sounds are drowned by silence.
Description
Also called “phantom drakes”
and “ghost drakes,” these strange
creatures live in the deep virgin
forests found in the Dragon Lands.
There they survive as hunters, scaven-
gers and parasites. d
A wisp drake appears as the foot-
long shadow of a dragon. Wisp drakes’
forms are completely black and almost J
featureless;their only clear physical fea-
tures are two small, pale eyes, which are
apparent only at close range. Wisp draki
make no sound.
Wisp drakes speak no known langual
but they can understand Draconic.
Combat
Wisp drakes attack whenever they find a target
suitable for food or spawn infestation. When hunting
STRANGE LANDS: LOST T R I B E S O F T H E SCARRED LANDS

reatures of F e d
..
Blood Gardener
Large Monstrous Humanoid (Cold) gardener then enters the settlement and snatches
Hit Dice: 8d8+32 (68 hp) up a sleeping inhabitant. T h e only hope for those
Initiative: +4 guarding a camp or settlement is to spot the
speed: 30 ft. (6 squares), quadrupedal 50 ft., gardener at a distance, which is made difficult by
burrow 10 ft. (snow only) the gardener’s coloration. Older blood gardeners
Armor Class: 20 (-1 size, +4 Dex, +7 natural), touch know the best time to hunt is during a snow-
13, flat-footed 16
storm, when spotting one is nigh impossible. A
Base Atkk/Grapple: +8/+1’?
lucky blood gardener might be able to grab two
Attack: Claw +14 melee (ld6+7)
sleeping humanoids, and will then race across
Full Attack: 2 claws +14 (ld6+7) and bite +12 melee
(ld8+3) the snows on its back legs, carrying prey in each
SpacdReach: 10 ft./lO ft. arm. T h e sleeping prey is only killed immedi-
Special A.ttacks: Rend 2d6+11 ately if the blood gardener’s garden is in dire
Special Qualities: Darkvision 60 ft., immunity to cold, qua- need of sustenance. Prey is often stored in an ice
drupedal movement, scent, sleep aura, cavern close to the garden after being stripped of
vulnerability to fire clothes and possessions. T h e gardener then turns
saves: Fort +8, Ref +lo, Will +’? t o its stored “fertilizer” when its garden needs
Abilities: Str 24, Dex l’?, Con 18, Int 11, Wis 17, reinvigoration, for the fresher the blood, the
Cha 18
plumper the bloodfruit.
Skills: Hide+8*, Listen +8,Move Silently +lo*,
Spot +lo, Survival +7*
Feats AlertnessB,Great Fortitude, Multiattack.
Track
Environment: Cold mountains or plains A
Organization: Solitary or mated pair
Challenge Rating: 6 1
‘Treasure: Standard (30% chance o f 2d8
bloodfruit; 50% if mated pair)
Alignmerrt: Usually neutral evil
Advancement: 7-12 HD (Huge)
Level Adjlustment: -

A tall shaggy humanoid bursts from the snow.


Its pel1 is white, its face that of an old man stretched
over a wolflike skull, surrounded by a shaggy mane. It
bares red-stained teeth and unclenches ivory talons.
Descniptjon
Blood gardeners are a race of titanspawn
that haunts the frozen lands of Fenrilik. These
children of Gulaben are tall, white-furred
humanoids with long, gnarled arms and tal-
oned fingers. Although it can walk
legs, the gardener often creeps low across
the ground o n all fours when hunting.
Oddly, the only food a blood gardener
can eat is a plant: the bloodfruit that it
grows in its strange hidden gardens.
The lifeblood of living creatures feeds
the plants in these unnatural groves, ~

and the blood of humans seems to make


the blood gardener’s crops grow best.
Creeping across the snows, th
blood gardener raids settlements of
sentient humans. When it nears a
settlement, the aura of the blood gar-
dener puts any sentries to sleep. T h e
C H A P T E R SEVEN: HORRORS A N D HOSTS

T h e blood gardener’s mating prospects are panded, it can take n o action. Only creatures
tied to the appearance of its unnatural garden. If vulnerable to mind-affecting magic can be af-
a male with a subpar garden courts a female, h e fected by this ability. Blood gardeners are
will be rebuffed and not be allowed to mate. If a immune t o this ability. T h e save DC is C h a -
gardener’s garden is endangered, it will go to any r isma- based.
lengths to save it, and some resourceful captives Quadrupedal Movement (Ex):As a free
have managed to negotiate release using this action, a blood gardener can drop to all fours and
fact as leverage. take advantage of its higher ground movement
Strangely, blood gardeners have inadvert- rate. Regaining a bipedal stance is a move ac-
ently saved more than one group of lost travelers. tion. While moving o n all fours, it can only
T h e ice gardens are a warm refuge from the biting carry things in its jaws and is functionally at -6
winds of Fenrilik, and wanderers without sup- Strength for purposes of determining how much
plies can gain sustenance from the often plentiful weight it may carry.
bloodfruit. How they escape the return of the Ice Gardens: Blood gardener males create
blood gardener, or live with themselves after these intricate gardens. Kept temperate by blood
they discover the bloodfruit’s origin, is the source sacrifice and secret ritual, these caverns are
of many a tragic ballad in Fenrilik. warm and hospitable. These gardens are usually
Blood gardeners usually live alone, but mated concealed, blocked off with a boulder, or reach-
pairs sometimes appear. Each large region in- able only by tunneling through snow. Within,
habited by blood gardeners is overseen by a the atmosphere is almost tropical, and light fills
blood gardener druid, a source of dark wisdom the air. Inside these humid confines, lush veg-
who sees to the welfare of his fellows. T h e gar- etation grows i n complex patterns, for a blood
dens of these blood gardener druids are wondrous gardener spends nearly all of his waking hours
and terrible to behold. tending meticulously to his garden or hunting
Blood gardeners speak Auran and a rough for t h e blood he must regularly feed it. Many
barking dialect of Giant. botanical wonders spontaneously grow in these
ice gardens: flowers from far-off climes, medici-
Combat nal herbs, pungently scented creepers that latch
Blood gardeners, though mighty, are cau- onto icy walls, and rare fruit from exotic lands.
tious creatures and attack only if they believe Bloodfruit: T h e bloodfruit is the center-
they can overpower their opponents. A blood piece of the blood gardener’s garden. These rich,
gardener seeks to snatch a sleeping victim with- pulpy orbs seem to be a cross between a tomato
out raising an alarm. If a foe does not succumb to and a n orange. T h e skin is thick yet transparent,
the blood gardener’s sleep aura, it usually seeks revealing t h e blood*red flesh of the fruit and the
easier prey elsewhere. Only if it is desperate to crimson veins woven through it. Those who eat
feed its garden does it attack t o claim a waking the bloodfruit are mystically invigorated. They
victim. A t the first sign of serious resistance, it temporarily gain regeneration 5 for a four-hour
flees. period. (Fire and heat still do lethal damage
Rend (Ex): If a blood gardener hits with during this period.) Consuming multiple fruits
both claw attacks i n t h e same round, it may does not result in stacking regeneration; rather,
wrench asunder t h e flesh of its victim. This only the longer period applies. Bloodfruit re-
attack automatically inflicts a n additional tains its special properties for only four hours
2d6+ 11 damage. after being plucked from the plant.
Sleep Aura (Su): Beings within 30 feet of T h e blood gardener requires the bloodfruit
the blood gardener must succeed o n a DC 18 for its sustenance and for mating purposes. Sto-
Will save or else fall into a deep magical slum- ries of human females consuming bloodfruit and
ber. A successful save indicates that individual giving birth to blood gardener children are surely
is immune to that particular gardener’s aura for the stuff of fable, though Fenriliki mountain
24 hours. This slumber lasts for 40 minutes and folk are strangely reticent to talk about the
has no Hit Die limitation, but is otherwise simi- subject.
lar to the sleep spell. As a full-round action, a Skills: *Blood gardeners gain a +10 circum-
blood gardener can expand its aura of sleep t o stance bonus to Hide, Move Silently and Survival
cover a 60-foot radius. While its aura is ex- checks made in snow-covered environs.
STRANGE LANDS: LOST T R I B E S OF T H E SCARRED LANDS

Crawling Glacjer
Colossal Ooze (Cold, Water) isted. Tales tell of whole villages being consumed by a
Hit Dice: 30d10+330 (495 hp) crawling glacier during long blizzards, when the threat
Initiative: -5 could not be spotted until it was too late.
Speed: 5 Ft. (1 square), swim 5 ft. Crawling glaciershunt by scent, and they consume
Armor Class: 1 (-8 size, -5 Dex, +4 natural), touch - any organic material they engulf. This typically includes
13, flat-footed 1 herds of animals, forests and settlements. Some who
Base AttacklGrapple: +221+49 dwell in particularly frigid areas, such as the northern
Attack: Slam +25 melee (4d6+16 plus 2d6 cold)
reaches of Fenrilik and Albadia, have developed tricks to
Full Attack: Slam +25 melee (4d6+16 plus 2d6 cold)
change the creature’s hunting route, such as enticing a
SpaceIReach: 30 ft.120 ft.
direction change with a herd of animals, starting a large
Special Attacks: Cold aura (300 ft.), engulf
forest fire to drive it away or, of course, hiring a party of
Special Qualities: Blindsight120 ft., Fast healing IO,immu-
nity to cold, ooze traits, scent, spell high-level mercenaries or heroes to harass it.
resistance 34, vulnerability to fire A typical crawling glacier is 15feet high and 20 to40
saves: Fort + 21, Ref + 5, Will + 5 feet on a side, with crevasses and fissures all around its
Abilities: Str 32, Dex 1, Con 32, Int -, Wis 1, Cha perimeter. Their weight is inestimable, as it varies not
C H A P T E R SEVEN: H O R R O R S A N D HOSTS

Engulf (Ex): Although a crawling glacier moves or be engulfed; on a success, they are pushed in the
very slowly, it cansimply absorbHugeor smaller creatures direction that the crawling glacier moved. Engulfed
as a standard action. It cannot make a slam attack during creatures are subject to the ooze’s cold and internal
a round in which it engulfs. The ooze merely has to move digestive acids. They take 12 points of cold damage each
over the opponents,affecting as many as it can cover with round, and engulfed creatures and objects not made of
a double move. Opponents can make attacks of opportu- metal or stone take 12 points of acid damageeach round.
nity against the creature, but if they do so they are not Engulfed creatures are considered to be grappled and
entitled to a saving throw. Those who do not attempt trapped within its body. The save Dc is Strength-based.
opportunityattacks must succeed at a Dc 30 Reflex save Fast Healing (Ex):Acrawlingglacierhealsonlyifthe
ambient temperature outside its cold aura is 32”For below.

Fell Deer
Colossal Animal which sweep outward and downward, ending in large,
Hit Dice: 24d8+240 (348 hp) flattened shovel-like tips. The fell deer use these antlersto
Initiative: +O break through the ice of the frozen Fenriliki landscape so
Speed: 50 ft. (10 squares) that they may feed on the lichens and mosses that cling to
Armor Class: 20 (-8 size, +18 natural), touch 2, flat- life on the rocks and bare earth.
footed 20 The fell deer’s shaggy coat is grayish-brown in
Base AttacWGmpple: +18/+50 summer, fading to pure white in winter. The coats,
Attack: Gore +26 melee (6d6+24) hides and antlers of domesticated fell deer are beauti-
Full Attack: Gore +26 melee (6d6+24)
fully decorated with dyes, rings or precious metal, and
SpaceIReach: 30 ft.120 ft. tattoos which identify their owners.
Special Attacks: Trample (6d6+25)
Special Qualities: Darkvision 60 ft., low-light vision, im-
Few fell deer remain in the wilds of Fenrilik. They
munity to cold are most often found in captivity, where they are used
Saves: Fort +24, Ref +14, Will +9 as beasts of burden and as mobile war mounts by native
Abilities: Str 42, Dex 10, Con 30, lnt 2, Wis 13, tribes. Clad in thick iron armor and topped by minia-
Cha 2 ture fortresses-each armed with catapults or ballistae
Skills: Listen +17, Spot +16 - the fell deer serve as mobile battle Dlatforms. The
FWk Alertness, AwesomeBlow, Cleave, Great natives of Fenrilik also use fell deer hair for clothing
Cleave, lmproved Bull Rush, lmproved and craft armor and shields from their hides.
Natural Attack (gore), lmproved
Natural Attack (trample), lm- these creatures are native to
, many were imported to
Environment: spad during the days of the
edean Empire, and a few wild
fell deer may actually be found
in the high ice of Albadia.
e creature appears in
lbadian mythology as

Level Adjustment: -

This massive beast is the size of a

pair of incredibly large antlers


droopsfrom the beast’s head and
scrapes along the ground as it
walks.
Description
The name fell deer is actually a bas+
tardization offeldyr- literally “mountainthat
walks,”the name for the creature in one of the native
Fenriliki dialects.
With its thick, shaggy coat, a fell deer looks cursorily
likeamammoth,butratherthanapairofivorytusksjutting
from its cheeks, a fell deer sports a massive set of antlers
STRANGE LANDS: LOST T R I B E S O F T H E SCARRED LANDS
“a

or “The Thunder That Walks.” King Thalos has re- behavior involves planting the back legs and then
cently offered a sizable reward to anyone who can hopping with the front. If this behavior fails the fell
capture one alive. deer charges in to attack. Lacking sharp teeth or the
ability to grasp or grapple with its trunklike legs, the
Combtat fell deer relies solely upon its mass and its clublike
Fell deer attempt to avoid combat by bellowing, antlers for defense.
swinging their massive antlers about, and stamping in
Trample (Ex): Reflex DC 38. The save DC is
an ai tempt to frighten off enemies. This stamping
Strength-based.

FrosltMaiden
Medium Undead (Cold) Gone is any semblanceofnatural beauty; instead,the
Hit Dice:: 4d12 (26 hp) frost maiden is pale white, with dead, cracked leaves
Initiative: +4 spillingdown her shouldersfor hair. Her eyes are deepblue
Speed: 30 ft. (6 squares) andsunkenwithinthe sockets.Themaiden’stightstretched
Armor Clast: 17 (+4 Dex, +3natural), touch 14, flat- fleshisoftentomorfrayedaboutthemouth.Palpablecold
footed 13 capable of freezing water radiates from her M y .
Base AtkWGapple: +21+2 Frost maidens speak Common, Elven and Sylvan.
Attack: Icy touch +6 melee touch (ld6 cold)
Full Attack: Icy touch +6 melee touch (ld6 cold)
Space/R,each: 5 ft.15 ft. A frost maiden uses her spell-like abilities to
Special Attacks: Breath weapon, spell-like abilities charm and confuse opponents and avoid melee com-
Special Qualities: Damage reduction 5lmagic, immune to bat. She uses her Bluff skill to fool intruders into
cold*treedependent, +2 turn resistance, relaxing their guard and succumbing to her deadly
undead, vulnerability to fire
touch and entangling foliage. A frost
saves: Fort +1, Ref +5, Will +6
maiden delights in freez-
Abilities: Str 10, Dex 19, Con -, lnt 14, Wis 15,
Cha 18 ing living creatures with
Skills: Bluff +9, Concentration +9, Escape her touch but endeavors
Artist +7, Hide +?, lntimidate +5, to minimize
Knowledge (nature) +7, Listen +Q,
Move Silently
+?, spot +9,
Survival +5
Fats: Alertness,
Weapon Fi- once per day, damage
nesse 3d4 cold, Reflex DC 16
Environment: Cold and temperate for- half. The save DC is Cha-
ests
Organization: Solitary
Spell-like Abilities
Challeng Rating: 3
(Su):at will-entangk (DC
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
erson (DC 13),deep slumba (DC
Level Adjustment: -

This gaunt, emaciated woman has


white, cracking skin and hair like dead
leaves. Her baleful gaze burns with malice is mystically bound to a
and pain. Aprofoundsense of loss andsuffering
is etched across her slender features.
Descriptjon
Winter takes its toll on all life, and dryads are no weaken and cease
exception. Occasionally, a dryad’s resplendent oak to exist within4d6
succumbs to the frigid touch of winter. The tree’s ours. A frost
destruction spells doom for the dryad, but death is not
always the final result. The dryad may rise again as an
undead monster filled with winter’s fury - a frost
maiden.
C H A P T E R SEVEN: H O R R O R S A N D HOSTS

Frost Moth
Diminutive Vermin (Cold, Swarm) Combat
Hit Dice: 4d8+16 (34 hp) While contact with a single insect results in a
Initiative: +5 little more than a numbing sensation, the collec-
Speed: 5 ft. (1 square), fly 40 ft. (good) tive attack of hundreds of them rapidly drains a
Armor Class: 19 (+4 size, +5 Dex), touch 19, flat- warm-blooded creature of all body heat - and life.
footed 14
Base AttacWGrapple: +3/- Frostbite (Ex):The victim of a swarm attack must
..
Attack: Swarm (ld6 plus frostbite) make a DC 16 Fortitude save or suffer an additional ld6
Full Attack: Swarm (ld6 plus frostbite) points of nonlethal, cold-based damage and become
Space/Reach: 10 ft./O ft. fatigued. A new save is required each round the victim
Special Attacks: Freezing bite, distraction is exposed to the swarm. Each new failure deals addi-
Special Qualities: Heat sense 60 ft., immune to cold, im- tional nonlethal damage. Once the victim falls
mune to weapon damage, swarm traits, unconscious due to nonlethal damage, she begins to
vermin traits, vulnerable to fire suffer cold-based lethal damage in addition to the
Saves: Fort +8, Ref +6,Will t 2
swarm attack damage until she dies. Creatures with
Abilities: Str 3, Dex 20, Con 18, Int -, Wis 12,
immunity to cold are also immune to this ability. The
Cha 4
Skills: Listen +5, Spot t5, Hide t9’
save DC is Constitution-based.
Feats: - Heat Sense (Ex):The frost moth senses the pres-
Environment: Any cold ence of any warm-bloodedcreature within 60 feet.
Organization: Solitary, flight (2-4 swarms) or cloud Distraction (Ex): Any living creature that begins
(11-20 swarms) its turn within the same space as a frost moth swarm
Challenge Rating: 3 must succeed on a DC 16 Fortitude save or be nause-
Treasure: - ated for 1 round. The save is Constitution-based.
Alignment: Always neutral
Skills: The frost moth receives a racial bonus
Advancement: None
- of +4 to Hide, Listen and Spot checks. *It receives
Level Adjustment:
an additional +10 to hide during blizzards.
These exquisitely beautiful insects look like
sparkling white or silver snowflakes.
Description
The frost moth is a deli-
cate yet deadly insect, native
to the White Wastes of Fenrilik.
Probably created by ice hags, this
vermin is attracted by warm-blooded
creatures. The huror are immune to their
heat-draining attacks, but they know that
the presence of a swarm in the vicinity usu-
ally means that an ice hag is not far.
Occasionally,strong winds take a swarm
toward warmer lands. Once exposed to di-
rect sunlight, the moths die and melt into
pools of clear water in a matter of days,
but not before they have drained
at least a few dozen creatures of
their body heat. It is said that
these “rogue” swarms are respon-
sible for more than one case of
villages found devoid of life, lit-
tered with frozen corpses in a
sunny day.
Frost moths do not speak.
STRANGE LANDS: LOST T R I B E S O F T H E SCARRED LANDS
5%

Gabrolin Description
Denev created the gabrolin to patrol cold woods
Large Fey
and tundra, punishing those who would harm the land
Hit Dice: 12d6+60 (102 hp)
lnitiatk +3 or its inhabitants.
Speed: 40 ft. (8 squares) A gabrolin stands 9 feet tall and weighs 350
Armor Class: 19 (-1 size, +3 Dex, +7 natural), touch Pounds- n e Y speak Common, Elven and sylvan.
12, flat-footed 16
Base AttacWGrapple: +6/+16
Combat
T h e gabrolin begins combat by using its
Attack: 3 gores +11 melee (ld8+6) . . . _.
Full Attack 3 gores +11 ,,lee @+6) and 2 claws silence ability o n potential spekasters, and at-
+'? melee (ld6+3 plus poison) tempts to blind and deafen melee combatants
SpaceIReach: 10 ft./lO ft. before attacking with its branchlike claws and
Special Attacks: Blinding gaze, piercing scream, poison, sharp antlers.
silence .. . . Blinding Gaze (Su):T h e gabrolin's left head
C H A P T E R SEVEN: H O R R O R S A N D HOSTS

attack of that particular gabrolin for 24 hours. a total of + 2 if he fails both) t o natural armor, as
T h e save DC is Charisma-based. the barkskin spell, which lasts for 24 hours or
Piercing Scream (SU):T h e right head has until the poison is mystically cured, whichever
n o ears but can emit a piercing Scream that comes first. T h e save DC is Constitution-based.
causes deafness. Every creature (except t h e Silence (Sp): T h e gabrolin’s center head
gabrolin) within a 30-foot-radius spread who lacks a mouth but can use silence, as t h e spell, at
can hear the gabrolin must succeed on a DC 2 2 will. Caster level 12, DC 16 Will save negates.
Fortitude save or become deafened for l d 6 T h e save DC is Charisma-based.
rounds. T h e gabrolin must wait ld4 rounds be- Independent Minds (Ex):A gabrolin’s three
fore it can use lts piercing Scream again. T h e heads act independently and can all act in the
save DC is Constitution-based. same round. Each can make a full attack or use
Poison (Ex): T h e gabrolin’s branchlike its special attack. T h e gabrolin is still limited t o
claws emit a venomous sap that causes its victim’s only one move action or 5-foot step per round,
skin t o harden. Injury, Fortitude DC 22, initial however.
and secondary damage ld4 Dex. Additionally, Skills: Because of its three heads, a gabrolin has a
the subject gain and Spot checks.

Garamond
Large Outsider (Cold, Evil, Native) Description
Hit Dice: 12d8+60 (114 hp) G a r a m o n d first a p p e a r e d d u r i n g t h e
Initiative: +6 Titanswar, surging forth from t h e icy reaches of
speed: 40 ft. (8 squares), fly 60 ft. (poor), Fenrilik. A t first, civilized lands found it diffi-
swim 40 ft.
cult t o resist the onslaught of these ferocious
Armor Class: 25 (-1 size, +2 Dex, +14 natural), touch
11, flat-footed 23 outsiders, particularly in a world in t h e midst of
Base AttacWGapple: +12/+21
a divine war. Yet as t h e tide of battle began to
..
Attack: Claw +16 melee (ld8+5 plus unholy) shift, the garamond were forced back into the
Full Attack: 2 Claws +16 melee (ld8+5 plus unholy) bitter mountain passes, at the cost of many brave
and bite +11 melee (2d6+2) souls. Occasionally, the garamond make forays
SpacdReach: 10 ft./lO ft. into more civilized lands. Some of the foul beasts
Special Attadrr Breath weapon, fear aura, spell-like simply raid outlying farms, stealing cattle and
abilities, unholy strike farmers for food or perhaps more perverse prac.
Special Qualities: Damage reduction lO/good, darkvision tices. Others remain in hiding and seek t o corrupt
60 ft., immunity to cold and poison, innocent souls i n service t o some darker power.
resistance to acid 10 and fire 10, spell
resistance 17, telepathy 100 ft. Sages have yet to identify the true origin of
Saves: Fort +13, Ref +lo, Will +10 the garamond, although indications that the
Abilities: Str 20, Dex 14, Con 21, lnt 16, Wis 15, garamond are outsiders t o the world of Scarn
Cha 17 have inspired numerous theories. Some scholars
Skilk: Bluff+18,Climb+20,Concentration+20, feel that the garamond come from a long-lost
Diplomacy +8, Intimidate +18, Knowl- portal leading t o a n infernal realm populated by
edge (any three) +8, Listen +17, Move
Silently +9, Search +13, Sense Motive these foul creatures. O t h e r s fear t h a t t h e
+17, Spellcraft +18, Spot +17, Survival garamond are the result of some powerful wizard’s
+10 magical breeding experiments between white
Feats: Alertness, Cleave, Flyby Attack, lm- dragons and ice demons. Still other knowledge-
proved Initiative, Power Attack a b l e loremasters h a v e proposed t h a t t h e
Environment: Cold mountains garamond are t h e result of a n ancient ritual gone
Organization: Solitary, pair or band (2-5) awry during a magically troubled time. What-
Challenge Rating: 11 ever t h e garamond’s origin, two things are clear:
Treasure: Double standard
the garamond are now bound t o the Scarred
Alignment: Usually neutral evil
Lands, and these monsters serve a darker power
Advancement: 13-24 HD (Large); 25-36 HD (Huge)
- that has yet t o reveal itself.
Level Adjustment:
Garamond speak Common, Draconic and Infernal.
This large winged reptilian humanoid stands tall and Combat
arrogant, its white scales offset by the dim black aura Garamond normally fight only on their terms,
licking upward from its claws and toothy maw. The white preferring to arrange conditions so they have the
orbs of its eyes appear lit by a baleful crimson glow. upper hand. Garamond typically initiate an assault
$TRANCE LANDS: LOST T R I B E S O F T H E SCARRED LANDS

with their icy breath weapon, then depend on their Fear Aura (Su): Garamond radiate a 10-foot-
fear aura and spell-like abilities to aid them in flyby radiusfear aura. Acreature in the area must makeaDC
attacks. 19 Will save or be affected as though by a fear spell
,4garamond's natural weapons, as well as any (caster level 12th).A creature that successfully saves
weapons it may wield, are considered to be evil- cannot be affected again by the same garamond's fear
aligrled for purposes of overcoming damage aurafor24hours. Garamondcansuppressorreactivate
reduction. the aura as a free action. Other garamond are immune
Breath weapon
(su): 40-footcone, Once ev- to the effect. The save DC is Charisma-based.
ery Id4 rounds (but no more than three times per Spell-like Abilities (Sp): At will - essential
day), damage 8d6 cold, Reflex DC 21 half. The save blade??, ice storm (DC 17), sleet storm
DC is Constitution- (DC 16), wall of ice (DC 17); 3/day
- cone of cold (DC 18). Caster
level 12. The save DCs are Cha-

Unholy Strike (Su):


The garamond's natural at-
tacks are imbued with
unholy power that in-
flicts an additional
C H A P T E R SEVEN: H O R R O R S A N D HOSTS

Geljdiceph
Gargantuan Elemental (Cold, Water) Descnptjon
Hit Dice: 20d8+140 (230 hp) Hrinruuk created the gelidiceph to be the
Initiative: +9 ultimate predator of cold-water regions. Despite
Speed: 30 ft. (6 squares), swim 80 ft. being formed of ice, they have a voracious appetite
Armor Class: 21 (-4 sizey+5 Dex9+10natural)9 touch and see most creatures as either threat or prey.
11, flat-footed 16
Base AttacWGrapple: +15/+38 Gelidicephs speak Aquan.
Attack: Tentacle +22 melee (2d6+11 plus l d 6 Combat
cold/lQ-20)
Gelidicephsstriketheir opponentswith their barbed
Full Attack: 10 tentacles+22 melee(2d6+11 plus l d 6
cold/19-20) and bite +20 melee tentacles, then grab and crush with their tentacles or
(4d6+5) drag them into their huge jaws. An opponent can make
SpaceIReach: 2 0 Ft./20 ft. (40 ft. with tentacle) sunder attempts against a gelidiceph's tentacles as if
Special Attacks: Constrict 2d6+11, freezing cloud, im- they were weapons. Agelidiceph's tentacles have 20 hit
proved grab points. If agelidiceph is currently grapplinga target with
Special Qualities: Darkvision60ft.,damage reduction lo/ one tentacle, it uses another limb to make its attack of
-' elemental traits' immunity to
opportunity against the sunder attempt. Severing a
jet, vulnerability to fire
gelidiceph's tentacle also deals 10 points of damage to
Saves: Fort +19, Ref +11, Will + 6
Abilities: Str 32, Dex 21,Con24, 6, wis 11, Cha the gelidiceph itself. A gelidiceph usually withdraws
11 from combat if it loses three tentacles. A gelidiceph
Skills: Hide +6*, Listen +7, Spot +7, Swim regrows severed limbs in ld10+10 days.
Feats Alertness, Blind-fight,Combat Reflexes, Freezing Cloud (Ex):A gelidiceph can emit a
Improved Crltlcal (tentacle), Improved cloud of ice-blue ink in an 80-foot spread once per
1nitiative9 Power Attack
minute as afree action. If the inkstrikes a body ofwater
Environment: Cold aquatic or a liquid that is principally water (not including
Organization: Solitary
water-based creatures), it freezes the liquid. This ice
Challenge Rating: 13
lasts for 20 rounds (unlessexposed to flame). Creatures
Treasure: None
swimming within the area or on the surface of frozen
Alignment: Usually neutral
20-34 HD (Gargantuan); 40-60 HD water must make a DC 25 Reflex save or become
Advancement:
(Colossal) trapped in the ice. Attempting to break free is a full-
Level Adjustment: - round action. A trapped creature must make a DC 25
Strength check or a DC 25 Escape Artist check to do
This massive squidlike creature appears to be formed so. The save DCs are Constitution-based.
of solid ice. ImprovedGrab (Ex):To use this ability, a gelidiceph
must hit a creature of its size or smaller with a tentacle
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS

without provoking an attack of opportunity.If it wins the Jet (Ex):As a full-round action, a gelidiceph can
gmpple check, it establishes a hold and can constrict. jet backward at a speed of 280 feet. It must move in a
Constrict (Ex): A gelidiceph deals automatic straight line, but does not provoke attacks of opportu-
tentacle damage with a successful grapple check. nity while jetting.
i4mphibious (Ex): Although gelidicephs are Skills: A gelidiceph has a +8 racial bonus on any
aquatic, they can survive indefinitely on land. Swim check to perform some special action or avoid a
l(cegliding(Ex):Agelidicephcanglidethroughsnow hazard. It can always choose to take 10 on a Swim
or ice as easily as it swims through water. It can move at its check, even if distracted or endangered. It can use the
full swim speed while icegliding. Its movement leaves run action while swimming, provided it swims in a
behind no tunnel or hole, nor does it create any ripple or straight line. *Gelidicephs have a +8 racial bonus on
other signs of its presence. Hide checks in icy environments.

Glacjad
Medium Fey (Cold) were forcefully torn from their bonded trees or
Hit Dice:: 4d6+4 (18 hp) naiads that were tied to bodies of water that froze.
Initiative: +3 Although the majority of glaciads remain good in
Speed: 30 ft. (6 squares) alignment, they are tortured souls who have been
Armor Class: 13 (+3 Dex), touch 13, flat-footed 10 severed from their origins, and a few have
Base AtkWGrapple: +2/+3 been driven mad -and evil -by their
Attack Staff +3 melee (ld6+1) constant lack of warmth.
Full A t k k : Staff +3 melee (ld6+1) While a few retain the shy
Space/R.each: 5 ft./5 ft. qualities of some dryads and na-
Special Attacks: Spell-like abilities
iads, many glaciads are quick to grow
Special Qualities: lmmune to cold, low-light vision, vul-
affectionate with attractive human-
nerable to fire
saves: Fort +2, Ref +7,Will +?
Abilities: Str12,Dex16,Con12,lnt15,Wis16,Cha
18 for attention, for while
Skills: Balance +8, Bluff +6, Diplomacy +?, their bodies have long
Escape Artist +4, Handle Animal +7,
Heal +7, Hide +8, lntimidate +5,Jump
+2, Knowledge (geography) +4, Knowl-
edge (nature) +8, Move Silently +5,
ns, t h e i r souls
Perform (any) +6, Search +4, Sense
Motive t11, Spot +5,Survival +14, Swim Glaciads speak
+2 2ommon and Syl-
Feats: Alertness, lron Will Jan.
Environment: Any cold
Organization: Solitary or copse (4-7) Combat
Challenge Rating: 4 Hardier t h a n
'Treasure: Standard most fey due t o
Alignmiit: Always chaotic, often good their difficult lives,
Advancement: 5-10 HD (Medium) these creatures do
Level Adljustment: +1 almost a n y t h i n g
they need to in or-
;[?lese creatures appear at first to be near-per- der t o survive.
fectlyfmdelvenmajdens, but aclosm l o o k s h s T h e y prefer t o
their skin is tinted icy blue, and they hold an air of avoid combat;
almost unearthly indifmence .They are clad only
in wispy vestments macle of frost itself.
Description
Glaciads are rare fey that
have bonded to extremely
cold climates. Driven from
their homelands during th
Divine War, many of the
glaciads of today are de-
scendants of dryads that
C H A P T E R SEVEN: H O R R O R S A N D HOSTS

all the abilities at their disposal in order to escape the crushing despair spell. A successful save indicates
or defeat their enemies as swiftly as possible. They the character is immune to that particular glaciad's
are not afraid to include themselves in the area of aura of despair for 24 hours. The glaciad can suppress
effect of their ice storm ability, since they know or resume this ability as a free action.
they will be unaffected. Spell-like Abilities (Su): 3/day - chill touch
Aura of Despair (Su): This ability operates (DC 15), control water, fogcloud; l/day-ice storm,
continuously, affecting all humanoids within 60 feet wall of ice (DC 19). Caster level 7.
of the glaciad. Those who look directly at the glaciad Skills: Glaciads have a +4 racial bonus to
must succeed at a DC 17 Will save or be affected by Sense Motive and Survival checks.

Sprite,lccree
Tiny Fey (Air, Cold) winter months. They delight in causing frustration but
Hit Dice: 2d6+2 (9 hp) rarely cause physical harm to others. In fact, that
Initiative: +'? frustration is more important to iccrees than gold or
Speed: 20 ft. (4 squares), fly 30 ft. (perfect) magic; in some metaphysical way, they seem to feed off
Armor Class: 18 (+2 size, +5 Dex, +I natural), touch the trouble they create.
17, flat-footed 13 Every iccree has at least one wand, and they trade
Base AttacklGrapple: +1/-10 these wands among their own kind, always seeking
Attack: Of frost+'?ranged touch (ld3+')
some new trick to add to their repertoire. O n rare
Full Attack: Rayoffrost+'?ranged touch (ld3+')occasions, an iccree will attempt to use ascroll or staff,
SpacelReach: 2-1/2 ft./O ft. but this often ends poorly for the audacious fey.
Special Attacks: Cold prestidigitation, ray of frost, spell-
like abilities Iccrees speak Common and Sylvan, and many
Special Qualities: Damage reduction 5/cold also learn to speak Elven.
iron, greater invisibility,
immunity tocold, low-light
vision, spell resistance15,
vu1nerability to f ire
Saves: Fort + 1, Ref + 8, Will + 6
Abilities: Str 4, Dex 20, Con 13, Int 14,
Wis 16, Cha 16
Skills: Bluff +8, Concentration +6, Di-
plomacy +5, Hide +13, Listen +7,
Move Silently +lo, Search +'?,
Sense Motive +8, Spot +lo, Sur-
vival +5, Use Magic Device +8*
Feats: DodgeB,Improved Initiative
Environment Any cold
Organization: Gang (2-4), band (6-11) or tribe
(20-80)
Challenge Rating: 4
Treasure: Half standard plus one minor
wand
Alignment: Usuallychaotic neutral
Advancement: By character class
Level Adjustment: +5

A wicked giggle shatters the still-


ness, and a small, purple elflike creature
perhaps 12 inches high becomes visib
hovering in the air. Its rapidly but quietly beating
blue wings appear to be feathered but also seem to
have a crystalline appearance. A thin cloud of ice
crystals floats around it. It thumbs its nose and
vanishes once more from sight.
Description
Iccrees are a minor nuisance most of the
time, but their capricious streak also can bring
out the worst in other races during cold, lean
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS

Combat art. They are able to use this often-overlooked


,4n iccree is not a master of combat, but of arcane spell as a supernatural ability, so that it
trickery. If things turn nasty, however, the iccree will cannot be disrupted or defeated by spell resistance.
not hesitate to use its ray offrost ability or other spell- In addition, they enjoy a + 1 racial bonus to attack
like abilities to defend itself.An iccree is most likely to and damage with this ability.
flee a serious fight, however, believing honor a trivial Greater Invisibility (Su): Iccrees are natu-
price to pay for continued survival. rally invisible. This ability only functions, however,
Cold Prestidigitation (Sp): Iccrees have a true if the ambient temperature is 32" or below. They
gift for freezing water and other similar liquids.Within may become visible or invisible as a free action, but
arange of 30 ft., an iccree can create and/or freeze small only once per round.
amounts of water in many capricious ways. Common Spell-like Abilities (Sp): 3/day - flare (DC
pranks include freezing the ale in a mug when someone 13),ghost sound (DC 13),openlclose (DC 13),touch
is about to drink, trapping a sword in a frozen scabbard offatigue (DC 13); l/day -dare monster (DC 15),
at the beginning of a fight (one that does not involve dispel magic, grease (DC 14), minor image (DC 15 ) ,
the iccree, of course) and encasing spell components obscuring mist (DC 14), ray of exhaustion (DC
in ice. A DC 14 Reflex save allows the bearer of an I6)scare (DC 15), sleep (DC 14), touch of idiocy,
attended object to avoid the rapidly condensing cloud ventriloquism (DC 14), . Caster level is 6th. The
of ice crystals that are a signature of this ability. The save DCs are Charisma-based.
DC is Charisma-based. Skills: All sprites have a +2 racial bonus on Spot,
Ray of Frost (Su): As a race and culture, SearchandListenchecks.*Iccreeshavea+8racialbonus
iccrees have elevated their use of ray offrost to an to Use Magic Device checks related to using wands.

Ice Phoenjx
Large Magical Beast (Cold) A large bird with shimmering white feathers and
Hit Dice: 12d10+72 (138 hp) hooked black talons shoots from the ground with a
Initiative: +8 blast of snow and a gust
Speed: 20 ft. (4 squares), fly 120 ft. (good) of wind.
Armor Class: 24 (-1 size, +4 Dex, +I1 natural), touch *
13, flat-footed 20
Descnptjon
Base AttacWGrapple: +12/+24 The ice phoenix is
Attack: Claw +15 melee (ld6+1/19-20/~3) a rare sight, for it cloaks
Attack: 2 Claws +15 melee (ld6+4/19-20/~3) itself in the mantle of
and bite +13 melee (ld8+2) and 2 wings winter. These magnifi-
+13 melee (ld6+2) cent creatures n o longer
SpaceIReach: 10 ft./5 ft. serve higher powers but have
Special Attacks: Augmented critical, birth and death abandoned their duty
throes, crystalline fury, spell-like abili-
ties own selfish enjoyment of frigid airs
Special Qualities: Control weather. damaae reduction 10/ and howling winds.
magic, darkvision 60 it., immunity to A n ice phoenix is a solitary creature
cold, poison and sonic, low-light vision, by nature, but occasionally one will cavort
regeneration5, resistance to electricity with air creatures of similar temper. Crea- -
15, spell resistance 25, vulnerability to
fire tures n o t of t h e air should never trust the
saves: Fort +14, Ref +12, Will + 8 phoenix, for it is a creature of violence. It
Str 19, Dex 19, Con 22, lnt 10, Wis 18, was created for conflict, born t o violence, and
Abilities:
Cha 16 seeks its death in battle. It constantly searches 6
Skills: Hide +4*, Listen +18, Search +13, Spot out mighty warriors and wizards to end this life
+22, Survival +? cycle and begin the next. When an ice phoenix
Feats: Blind-fight, Flyby Attack, Improved dies in battle, it explodes in a spray of razor
Grapple, Improved Initiative, Multiattack shards. A t the center of the blast lies a n egg of
Environment: Any cold
purest white. This egg will hatch when a fresh
Organization: Solitary
fall of snow covers it with its chill blanket, again
Challenge Rating: 15
exploding in a spray of shards to release t h e
Treasurei: None
Alignment: Always chaotic neutral
adult phoenix.
Advancement: 13-24 HD (Large), 25-36 HD (Huge) Ice phoenixes speak Abyssal, Auran, Celes-
Level Adjustment: - tial and Common.
CHAPTER SEVEN: HORRORS AND HOSTS

Combat ice and cold similar to, but more powerful than,
While not particularly crafty, a n ice phoe- a crystalline fury. T h e radius of the effect it
nix has an excellent intuitive grasp of how t o doubled to 30 feet, and t h e damage dealt is
employ its abilities. It uses its crystalline fury 15d4+15; a DC 24 Reflex save reduces the dam-
against grouped opponents, grapples and departs age by h a l f . T h e s a v i n g t h r o w DC is
with a single strong foe, or employs its array of Constitution-based.
melee attacks against one or more opponents. Its Control Weather (Su): A n ice phoenix is
great delight is in shattering opponents neutral- always surrounded by a n aura of wind and cold.
ized with its freezing curset, even going so far as This has t h e effect of reducing the temperature
to ignore other opponents while spending an by 20" and strengthening the winds by one class
attack or full round breaking the statue. over a one-mile radius.
Augmented Critical (Ex): T h e claws of t h e Regeneration (Ex): An ice phoenix takes
ice phoenix are perfect instruments of combat. normal damage from fire attacks and from any
They threaten a critical o n a roll of 19 or 20, and damage dealt on a confirmed critical hit from
deal triple damage on a critical hit. any source.
Crystalline Fury (Su): As a standard ac- Spell-like Abilities (Su): 3/day - cone of
tion, an ice phoenix can produce a shower of cold (DC 18),dispel magic, displacement, fire shield
sharp ice crystals from its wings. All creatures (chill shield only); l/day - dimension door, dis-
within 15 feet take 9d4+9 damage. Half of this missal (DC special), freezing curse? (DC 20),
damage is cold damage and half is piercing. A greater dispel magic, spell turning, wall of ice (DC
DC 22 Reflex save reduces the damage by half. 17). Caster level is 14th. T h e save DC is Cha-
T h e saving throw DC is Constitution-based. risma-based.
Birth and Death Throes (Ex): W h e n an ice Skills: Ice phoenixes gain a +4 racial bonus
phoenix hatches from its egg or is slain to Listen and a +8 racial bonus to Search and
in combat, it explodes i n a spray of
n Spot checks. *In frozen or snowy envi-
rons, they gain a + 8 racial bonus
to Hide checks.
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS

Medium Ooze (Cold, Shapechanger) is hard to find a warden’s true body to kill (as they make
Hit Dice: 10d10+40 (95 hp) their homes in forgotten underground holdfasts deep
lnitiatiwe: +4 in the ice), destroying a host imprint sends the crea-
Speed: 30 ft. (6 squares), burrow 30 ft. (ice ture into shock, preventing it from hunting others for
only) some time.
Armor Class: 14 (+4 Dex), touch 14, flat-footed 10 Legends are told of lost cities of ice beneath
Base Akk/Grapple: +7/+11
ancient glaciers, wherein many wardens (perhaps hun-
Attack: Slam +11 melee (ld6+4 plus 2d6 cold)
dreds or even thousands) have gathered their “hosts”
Full Attack: Slam +11 melee (ld6+4 plus 2d6 cold)
together in a grand prison of ice. These subterranean
Space/P;eac h: 5 ft./5 ft.
cities share the characteristics of the hosts’ home
Special ihttacks: Chill, constrict ld6+4 plus 2d6 cold, ice
stasis, improved grab cities, making them edifices that span culture and
Special Qualities: Blindsight 60 ft., Fragility, host imprint, time.
ice home, ice stability, partial ooze traits Ice wardens speak whatever language(s) their
saves: Fort +6, Ref +6, Will -2 host speaks. In addition, they can communicate with
Abilities: Str 19, Dex l?, Con 19, lnt 3, Wis 3, Cha a series of resonant chimes, like a cross between
23 musical wine glasses and xylophones.
Skills: Hide +7*,Move Silently +7*, Survival
+3* Combat
Featt: Great Fortitude, lmproved Bull Rush, Ice wardens use their harsh native environment
lmproved Initiative, Power Attack
to its fullest, allowing the cold to numb their prey, or
Environment: Cold (any)
even render it unconscious, before moving in to finish
Organization: Solitary, gathering (4-10) or congre-
gation (50+) it off. Failing that, wardens prefer to ambush targets
h l l e n g a Rating: 7 while they sleep, welling up from the icy floor so as to
Treawna: Double standard bypass guards. When working in groups, ice wardens
Alignment: Always neutral (any) use host imprints to herd or lure adventurers to care-
Advanmrnent: 11-20 HD (Large); 21-30 HD (Huge) fully designated locations, whereupon they trigger
Level Adjustment: - avalanches or ice breaks to incapacitate their prey.
Above all else, ice wardens attempt to take their
‘This humanoid appears as an animated statue of ice, foes alive. This allows them to create more host
with sparkling eyes like sunlight on fresh-fallen snow. It imprints. Ice wardens resort to lethal force only if their
appears carved in the form of an average adventurer, with own survival is at stake.
annm, weapons and magical talismans seemingly spun Chill (Ex): The touch of an ice warden is deadly
frctm #etchedglass. cold. Melee and touch attacks made by ice wardens
Description deal cold damage. Also, any metallic weapon that
Ice wardens lair in the primeval stretches of strikes the ice warden soon becomes too cool to hold,
Scam’s frigid wastes, be they frozen mountains or as if affected by a chill metal spell A DC 19 Will save
“haunted” hills that canny villagers speak of only in negates; the save DC is Constitution-based.
whispers. They move within the ice and snow, scout- Constrict (Ex): A n ice warden deals automatic
ing olut creatures that stray into their domain. slam and cold damage with a successful grapple check.
In their native form, ice wardens appear as amor- Improved Grab (Ex): To use this ability, an ice
phous masses of dark blue water. These feared hunters warden must hit with its slam attack. It can then
of the cold encase their victims in ice, using the bodies attempt to start a grapple as a free action without
of their prey as templates to create and animate provoking an attack of opportunity. If it wins the
simulacra of frost and snow. This “host imprint” then grapple check, it establishes a hold and can constrict.
hunts downnew victims, so the warden can reproduce. Ice Stasis (Su): Ice wardens can imprison (as the
The host creature is not killed but is instead kept in a imprisonment spell) helpless opponents, though the
state of suspended animation. Therefore, were one creature remains at its current location and must be
able to rescue a warden’s victim, the secrets that could transported to any new holding place by normal means.
be uricovered would be significant - some ancient This requires 10 uninterrupted rounds during which
wardens house very old victims indeed. the ice warden is itself helpless and cannot perform
A warden’s host imprint appears as a near-perfect any other action (though the creature can stop initi-
replica of the host, right down to his dress and the ating the stasis at any time as a free action). At the end
dandivff on his shoulders. They are always effigies of of the 10 rounds, the target may attempt a DC 21
protean ice, however, save the eyes, which look like Fortitude save to negate the imprisonment. The save
the morning sun reflected off pristine snow. While it DC is Charisma-based.
C H A P T E R SEVEN: H O R R O R S A N D HOSTS

The ice stasis can be ended with afreedom,mirack Similar to its ability to replicate a living host, the
or wish spell, or if the imprisoning ice warden is slain. ice warden can create facsimiles of any equipment the
An ice warden can not use ice stasis on a creature more host possesses. It can even simulate any magical abili-
than one size category larger than itself. ties such equipment might possess, up to a caster level
Host Imprint (Su):This hallmark ability allows of 10 (the ice warden’s Hit Dice). These items disap-
ice wardens to co-opt the powers of anything they pear if either the host, warden or imprint is slain, or
have been able to place under ice stasis, henceforth after being removed from the imprint’s possession for
referred to as the “host.” 24 hours.
The ice warden can create a simulacrum of the Nonlethal Substitution (Ex): Ice wardens may
host that is a perfect replica of it in appearance, save choose to deal nonlethal damage with any of their
that it is obviously made of ice. The simulacrum also attack forms.
has all the powers of both host and ice warden, with a Ice Home (Ex):On any icy terrain, or for one
few exceptions. The simulacrum cannot imprison a round after being subject to any cold-based offensive
target using ice stasis, nor can it cast any divine spells spell, the warden gains a + 1 to all attack rolls, damage
above 2nd level. Any ability from the host based on rolls, saves and checks. In addition, the ice warden
fire is instead based on ice. For example, a host imprint gains a +4circumstance bonus to all grapple checks, its
of a red dragon has a cold breath weapon, while a host favored attack under these circumstances.
imprint of a wizard casting fireball instead creates an Ice Stability (Ex):Ice wardensgaina +4bonus on
explosion of frost and snow that deals cold damage. ability checks made to resist being bull rushed or
The simulacrum possesses all of the host’s ability tripped while on icy terrain (including terrain affected
scores, with the exception of Charisma. As it is an by a sket storm). Similarly, ice wardens never lose their
extension of the ice warden’s will, the simulacrum footing while on icy terrain and may automatically
carries the full force of the creature’s impressive per- take 20 on any Balance check on such terrain.
sona. Also, the simulacrum possesses the ice warden’s Fragility (Ex):Ice wardens are creatures of ice
Intelligence and Wisdom scores if they are superior to and can be shattered easily. Bludgeoning attacks deal
the host creature’s. half again as much (+50%)damage to
As a “creature” of ice, the simulacrum
possesses the cold subtype. Partial Ooze Traits:
The simulacrum is otherwise identi- Unlike most oozes, ice
cal to the host, possessing all of its bas ens are not mind-
Hit Dice, base saving throws, base is and are thus
speed, skill ranks, base attack bonus subject to mind-
and memories. A affecting
warden’s alignment effects. Their
remains neutral on primitive sen-
the ethical axis but tience inures
adopts the moral axi them to such
- good, neutral or evi attacks, how-
- of the host. ever, granting
An ice warden can have them a +4bo-
only one host imprint at a time, nus to all Will
but it can be maintained over vast saving throws
distances. As long as both the ice to resist these
warden and the simulacrum are effects. They
on the same plane, the facsimile otherwise pos-
remains viable. Should the two ever sess all normal
be separated by planar boundaries, ooze traits.
the simulacrum reverts to being nor- Skills: *Na-
mal ice. ve creatures of
The destruction of a host im- mental cold, ice
print instantly knocks the ice lens enjoy a +10
warden unconscious for ldlO days. I bonus to Hide,
Silently and Sur-
iecks when in any
iv ironment .
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS

Rekirrac
Medium Undead (Incorporeal) A rekirrac looks very much like it did in life,
Hit Dice: 7d12 (45 hp) with one difference: the spirit looks withered, as if
Initiative: +7 in the throes of starvation.
speed: 40 ft. (8 squares), Fly 80 Ft. (perfect). Rekirracs speak whatever languages they knew
Armor Class: 15 (+4 Dex, +2 deflection), touch 16, in life.
flatlfooted 12
Base AtkklGapple: +3/- Combat
Attack: Incorporeal touch +7 melee (ld4 plus A rekirrac’s main attack is its Wisdom drain,
ld6 Wisdom drain) which weakens its prey to possession. Once pos-
Full Attack: Incorporeal touch +7 melee (ld4 plus sessed, the rekirrac turns on any living creature in
ld6 Wisdom drain) order to commit cannibalism.
SpacelFieach: 5 ft.15 Ft.
Consume Flesh (Ex): Once it possesses a host,
Special ,Attacks: Possession, Wisdom drain
Special Qualities: Consume flesh, darkvision 60 Ft., incor-
a rekirrac can consume the flesh of a victim, alive
poreal traits, undead traits, unnatural or dead, gaining 5 temporary hit points per pound
aura of flesh.
saves: Fort +2, Ref +6, Will +8 Possession (Su): When making an incorporeal
Abilities: Str -, Dex 18, Con -, lnt 12, Wis 14, attack, a rekirrac may choose to attempt to possess a
Cha 16 victim instead ofdraining Wisdom. Liv-
Skills: Hide +14, Intimidate +13, Listen +14,
ing creatures hit by a rekirrac’s
Search +12, Spot +14
Feats:
possession attack must succeed on a
Alertness, Blind-fight, lmproved lnitia-
tive DC 16 Will save or be possessed by
Environment: Any land or underground the rekirrac. Once possessed, the host
Organizdion: Solitarv can use the Consume flesh ability (see
Challeqe Rating: above). The save DC is Charisma-based.
‘Treasure: Wisdom Drain (Su): Living
Alignment: creatures hit by a rekmac’s incor-
Advancement: poreal touch attack take ld6
Level Adjustment points of Wisdom drain. A DC
16 Will save re- duces this
A ghostly humanoid figure, r) n d r a i n by
surrounded by an aura of crim- half. T h e
son mist, coalesces out of the ‘saveDC is
frost and snow. Charisma-
D based.
Rekirracs are incor- Unnatural
poreal undead t h a t Aura ( S u ) : Animals,
haunt the places whether wild or domes-
ticated, can sense the
unnatural presence of
a rekirrac outside a hu-
manoid h o s t a t a
distance of 30 feet.
They will not willingly
approach nearer than
that and panic if forced
to do so; they remain pan-
icked as long as they are
within that range.
C H A P T E R SEVEN: H O R R O R S A N D HOSTS

Rjme Wjtch
Medium Fey (Cold) Rime witches speak Common and any regional
Hit Dice: 9d6+9 (40 hp) dialects.
Initiative: +3
speed: 40 ft. (8 squares)
Combat
Armor Class: 19 (+3 Dex, +6 deflection), touch 19, Rime witches prefer to cast spells or use any magic
flat-footed 16 items they possess during combat while their undead
Base AttacWGrapple: +4/+3 slaves engage opponents. A witch losing a battle flees
Attack: Short sword +3 melee (ld6-1/19-20) if she can, rather than fighting to the death.
Full Attack: Short sword +3 melee (ld6-1/19-20) Despairing Visions (Su): Twice a day, a rime
SpaceIReach: 5 ft.15 Ft. witch may designate an illusion spell as a despairing
Special Attacks: Despairing visions, spells vision for asingle target. Ifthe target fails his Will save,
Special Qualities: Aura Of damage resistance lo/ he takes ld4 points of Wisdom drain. Despairing
cold iron, immunity to cold, low-light
visions cannot drain a target’s Wisdom to zero. When
vision, spell resistance 20, trackless
step, vulnerability to fire the target’s Wisdom falls below 3, he is treated as if
Saver: Fort +4, Ref +9, Will +8 under a dominate monster spell cast by the rime witch.
Abilities: StrS,Dexl7,Con 13,lnt15,Wis14,Cha This ability cannot be applied to spells with the
22 “harmless”descriptor and allows a saving throw even
Skills: Bluff+l8,Concentration+l3,DiPlomacY if the spell does not normally allow one.
+22, Disguise +18, Gather Information
+18, Hide +15, Move Silently +15, Sense
Trackless Step (Su): Rime witches leave no
Motive +14 tracks unless they wish to.
Feak: Silent Spell, Spell Focus (Illusion), Spell Aura of Spite (Su): Rime witches gain a deflec-
Focus (Necromancy), Still Spell tion bonus to Armor Class equal to their
Environment: Cold Forest Charisma bonus, and all undead under their
Organization: Solitary or witchbrood (2-7), plus 2d6 control gain the same amount of turn resis-
ice haunts per rime witch
Challenge Rating: 11
Treasure: 10% coins, double goods, double
Spells: Rime witches cast
items
Alignment: Always neutral evil
Advancement By character class
Level Adjustment: +4

This creature is a hauntingly beau-


tiful woman with white-blond hair and
jlawless porcelain skin. Her cold eyes Known (6/8/8/7/6/4;
glitter with mocking disdain. save DC 16 ( 17 for Illu-
Description
Necromancy
Gormoth created these evil fey
spells) + spell
from equal parts snow and spite to
torment the people of Fenrilik and
Albadia. Rime witches cloak them-
selves in illusions and wander the
frigid wastes, visiting woe o n
sound,mage hand,
Gormoth’s enemies.
Rime witches feed off the suffer-
- mending, prestidigi-
tation, resistance, touch
ing of others. Arime witch insinuates
offatigue; 1st-chill touch,
herself into a victim’s life under the
disguise self, ray of en-
guise of a concerned relative or sympa-
feeblement, siknt image,
theticstranger andferretsoutthe victim’s
ventriloquism; 2nd -
fears and sorrows. She then torments the
ghoul touch, invisibility,
target with horrifying illusions that drain away
phantom howl?, spectralhand;
his sanity, until he is compelled to follow the evil fey
3rd -displacement, major im-
into the woods, where she kills him. Victims killed by
age, vampiric touch; 4th -fear,
arime witch’sspellsor her ice haunts rise after 24 hours phantasmal killer; 5th - night-
as ice haunts under her control. mare.
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS
9%

Shimmer Snake
Large Magical Beast (Cold) The shimmer snake creates a pleasant yellow-
Hit Dim: 6d10+12 (45 hp) green glow from the friction of its body as it slides
Initiative: +8 beneath the ice and snow. The pale glow is particularly
Speed: 20 Ft. (4 squares), burrow 30 ft., climb noticeable at night. Travelers trudging through deep
20 Ft., swim 20 ft. snows toward what they thought was a campfire some-
Armor (class: 14 (-1 size, +4 Dex, +1 natural), touch times find themselves in a nest of shimmer snakes.
13, flat-footed 10
6ase AttacWGrapple: +61+13 Combat
Attack Bite +8 melee (ld8+4 plus ld6 heat) Shimmer snakes burrow through the snow, then
Full Attack: Bite +8 melee (ld8+4 plus ld6 heat) surface beneath prey. The snake stops short of the
Space/lieach: 10 Ft./5 ft. surface, but the heat of its ascent explodes in a super-
Special Attacks: Burning touch, surface strike heated column of boiling water that engulfs the prey
Special Qualities: Darkvision 60 ft., immunityto cold, low- and splashes others. The snake surfaces to finish off
light vision, vulnerability to fire any wounded creatures. The shimmer snake wraps
saves: Fort +7, Ref +?, Will +2 around creatures and swallows them whole.
Abilities: Str17,Dexl?,Con15,1nt 6,WislO,Cha
15 Burning Touch (Ex):The shimmer snake gener-
Skilk: ~~l~~~~+12, Climb +12, Hide +?, Listen ates its own heat to survive. Touching the snake deals
+8,Move Silently +6,Spot +?, Swim +11 ld6 points of burning damage.
Feats: Alertness, Improved Initiative, Power Surface Strike (Ex): A superheated column of
Attack water explodes upward as the snake rises beneath prey.
Environment: Cold plains The shimmer snake targets one creature with a ranged
Organization: Solitary9 (2-5) Or nest (11-’0) touch attack to surface beneath it. If ithits, the column
Challenge Rating: 4 of water bursts upward, engulfing the creature for 2d8
‘Treasure: None
points of damage. Each creature within 5 feet of the
Alignment: Always chaotic neutral
bursts takes ld4 points of damage. Because it must
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
burrow beneath a target to make a surface strike, it
Level A.djustment: -
requires ld4 rounds of burrowing between such at-
This giant snake has a tapered head rising slightly tacks.
from a fur-covered body nearly twice as long as an average Skills: Shimmer snakes have a +4
man is tall. racial bonus on Hide, Listen and Spot
checks and a +8 racial bonus on Bal-
Descm’ptjon ance and Climb checks.
The shimmer snake is a fur-clad snake inhabiting A shimmer snake can always
Fenrilik‘s frozen reaches. The 10- to 15- choose to take 10on a Climb check,
foot-long serpent has pale white fur even if rushed or threatened.
covering a layer of fatty flesh often Shimmer snakes use either
banded with green and yellow. their Strength modifier or Dexter-
The snake’shead protrudes above I
ity modifier for Climb checks,
the mass of its serpentine body. whichever is higher.
Vestigial “arms” grow along the
snake’sbody, suggestingsomedra
L
J A snake has a +8racial bonus on
any Swim check to perform some spe-
conic heritage. Shimmer snak
cia1action or avoid a hazard. It can always
generate their own heat, similar t
choose to take 10 on a Swim check, even if
remorhaz.
distracted or endangered. It can use the run
action while swimming, provided it swims in a
straight line.
CHAPTER SEVEN: HORRORS AND HOSTS

Skerraj
Medium Monstrous Humanoid skerrai larvae. The skerrai dislike the light of day, and
Hit Dice: 8d8+8 (44 hp) they raid the outskirts of surface communities occasion-
Initiative: +5 allyat night to obtain the hoststhey need for implantation.
speed: 30 ft. (6 squares) Skerrai stand about as tall as elves but weigh as
Armor Class: 14 (+1 Dex, +4 chain shirt, +4 natural much as humans. They appear to have no gender
armor), touch 11, flat-footed 18
differences, and some sages even argue that the skerrai
Base AttacWGrapple:
.. +8/+8+3+0+0
may be a race of females, as all skerrai appear to have
Attack: Longspear+ll melee(ld8+4/x3) or sting
+12 melee (ld8+1 plus implantation)
the ability to implant victims with larvae.
Full A b & Longspear+ll/+6 melee (ld8+4/x3) and Skerrai speak Undercommon but prefer to com-
sting +5 melee(ld8+1 plus implantation) municate using their telepathic powers.
SpacelReach: 5 ft./5 ft. (10 ft. with longspear)
Special Attacks: Implantation, mind blast, psionics
Combat
Special Qualities: Darkvision 120 ft., light blindness, racial The skerrai prefer to fight from a distance, using
saving throw bonuses, spell resistance their strong mental abilities while keeping their foes at
19 + class levels, telepathy 100 ft. bay with longer weapons. The skerrai reserve their
saves: Fort +3, Ref +7, Will +? sting attacks for close combat and implantation.
Abilities: Str 16,Dex 13,Con 12,lnt l?, Wis17,Cha Implantation (Ex):With a successful sting at-
17
tack, the skerrai may implant its victim with larval
Skills: Bluff +14,Concentration +12, Intimidate
+14, Knowledge (psionics) +?, Listen skerrai, which quickly burrow into the body and begin
+?, Psicraft +15, Sense Motive +?, Spot to eat the host as it lives. Due to the magically resistant
+a nature of the skerrai, larval implantation is treated as
Feats: Combat Manifestation,lmproved Initia- a supernatural disease: Sting, Fortitude DC 17, incu-
tive, Weapon Focus (sting) bation period 1 minute, damage ld4 Con. The save
Environment: Underground DC is Charisma-based.
Organization: Solitary, pair, brood (3-6 plus 1-8 off-
Unlike normal diseases, larval implantation con-
spring) or hive (4-16 plus 2-12
offspring) tinues until the victim reaches Constitution 0 (and
Challenge Rating: 7 dies), as the larvae eat away at the host, or until cured.
Treasure: Double standard A character attempting to cast any conjuration (heal-
Alignment: Usually neutral evil ing) spells on the host must succeed at a DC 19 caster
Advancement By character class level check, or the spell has no effect on the larvae
Level Adjustment: +5 within the host.
Should a host die from the progress of the im-
Its tail~stingerfikingaboutimpuiently, thehalf-human- planted larvae, the tiny skerrai young burst from the
oid, h a l f ~ s c ~ ~ c ~ ~ ~ e p ~ m s o n ~ bbody ~ ~within
i t ~minutes
i n t hand e scuttle to safety, where they
world thruugh multifaceted eyes. Six legs s d moss the will grow to full size within a year.
ground,while a pazr of m e humanoidmon the upper torso Light Blindness (Ex):Abrupt exposure to bright
bears a longspear stained with the blood of past victims. light (such as sunlight or a daylight spell) blinds skerrai
Descnptjon for one round. In addition, they suffer a -1 circum-
Twisted, sadistic, insidious and diabolical, these stance penalty on all attack rolls, saves and checks
dwellers of the cavernous realms under Fenrilik control when operating in bright light.
a sweeping empire beneath the icy reaches of the Mind Blast (Sp): This psionic attack is a cone 60
surface.Between their physicalprowess and theirpsionics feet long. Anyone caught in the cone must succeed at
discipline, the skerrai either control or kill any creature a DC 17 Will save or be stunned for 3d4 rounds.
that resists their slow and deliberate spread through Skerrai often hunt using this power and then drag off
their underworld. Some sages believe that the their victims to be food, slaves or hosts for their larval
scorpionlike skerrai may be related to the larger young. The save DC is Charisma-based. This ability is
sandmaskers found in Scarn’s deserts. Whatever their equivalent to a 4th-level spell.
origin, the skerrai plague, as some scholars call it, has Psionics (Sp): Atwill-chammonster (DC 17),
spread considerably since these creatures were first detect thoughts (DC15),psychic disruption?? (DC 17),
encountered shortly after the War of the Broken Vows. suggestion (DC 16). Effective caster level 8. The save
Skerrai are not farmers or fungus tenders, unlike DCs are Charisma-based.
some lesser underground races. They are carnivores, Racial saving throw bonuses (Ex):Skerraigain a +2
hunters and killers. They take great pleasure in torturing bonus to Will saves against spells and spell-like abilities.
and killing their prey. Not all that are captured are killed,
but instead some become either slaves or hosts for the
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LAND5

SkerrajSocjety Racial Skills: A skerrai’s monstrous hu-


Skerrai cities of 300 to 1,800 inhabitants, not manoid levels give it skill poifits equal to 11 x (2
+ Int modifier). Its class skills are Bluff, Con-
slavesand captured hosts, exist in misted
tunlie1 complexes beneath Fenrilik. Compact and c e n t r a t i o n ~Intimidate, Knowledge ( PSionics),
crowded, the scurry of activity can be unnerving to Listen, Psicraft, Sense Motive and ’pot*
visitors unused to skerrai life. Skerrai masters enjoy Racial Feats: A skerrai’s monstrous hu-
complete obedience from their slaves, a product of manoid levels give it three feats.
their innate psionic abilities and harsh discipline. +4 natural armor bonus.
Skerrai life is filled with the constant struggle for Natural weapons: 1 sting ( l d 8 ) .
power. Internal power struggles between skerrai leaders Special Attacks (see above): Implanta-
often end with enforced submission, exile or death. tion, mind blast, psionics.
When a leader is exiled, she often brings her brood (or Special Qualities (see above): Light blind-
everlhive) off0hverswithher as she seeks a new Place ness, racial saving throw bonuses, spell resistance
toestablishherpersonaldominancein theunderground. 19 + class levels, telepathy 100 ft.
Despite the near-constant internal conflict, skerrai Automatic Languages:Common,Undercommon.
unite against outside threats. Among skerrai, it is barely Bonus Languages: Abyssal, Draconic, h a m e n ,
tolerable to suffer loss at the hands of a fellow skerrai,but Elven, Gnome, Goblin, Infernal, T ~ ~ ~ ~ .
inexcusable to lose to a slave race. This sense of superi- Favored Class: Psion (or Sor-
oriwflavorsall interactions withskerrai andhassparked cerer).
many wars over the course of time. The skerrai seek to
Level adjustment +5.
conquer any race or community they perceive as either
a threat or as controlling resources they covet. For this
reason, the skerrai appear as a much stron-
ger and united empire to outside
observers.
Skerrajas Characters
levels are either psions or psy-
c h i c warriors. ( I f your
campaign does not make use0 f
the optional psionic rules,
most skerrai are sorcerers or
mu I t iclassed sorcerer/fighters. )
Skerrai characters possess the fol-
lowing traits.
+6 Strength, + 2 Dexter

Intelligence, +
Wisdom, +6

A skerrai’s
base land speed is

Darkvision
out to 120 feet.

Dice: A skerrai begins


with eight levels of
moi~stroushuman-
oid, which provide
Pd8 H i t D i c e , a
base attack bonus of
+8,and base saving
throw bonuses of Fort
+ 2 , Ref +6 and Will +6.
CHAPTER SEVEN: HORRORS AND HOSTS

Snowstorm Elemental
Huge Elemental (Air, Cold, Water) to spread it across the world, the first snowstorm
Hit Dice: 24d8+?6 (204 hp) elementals were spawned.
Initiative: +15 This area is still charged with raw elemental
speed: Fly 100 ft. (perfect) (20 squares) power that occasionally spawns a horde of snow-
Armor Class: 27 (-2 size, +11 Dex, +8 natural), touch storm elementals that fly across the landscape.
l?, flat-footed 16
Base AttacWGrapple: +18/+32
A snowstormelemental is made up of both air and
..
Attack: Slam +27 melee (2d8+6 plus 2d8 cold)
water infused with elemental cold. While it has as-
Full Attack: 2 slams +27 melee (2d8+6 plus 2d8 pects ofwater and cold, the being is primarily composed
cold) of elemental air and calls that plane its home. The
SpacelReach: 15 ft./15 ft. elemental constantly generates a thick snowstorm
Special Attacks: Blinding storm, Freezing around itself. The elemental perceives the position of
Special Qualities: Blindsight 500 Ft., damage reduction every snowflakein its storm and can sense every object
lo/-, darkvision 60 Ft., elemental that enters the swirling flurries.
traits, immunity to cold, vulnerability to
Snowstorm elementals speak Auran.
fire
Saves: Fort +12, Ref +25, Will +10 Combat
Abilities: Str 22, Dex 33, Con 18, lnt 10, Wis 11, Snowstorm elementals usually rely upon
Cha 11
their thick snowfall and howling winds to cloak
Skills: Listen +2?, Spot +2?
their actual presence within their snowstorms
Feats: Alertness, Combat Reflexes, Flyby At-
tack, improved Bull Rush, Improved during 'Ombat* Prefer '0 SWOOP in and
Critical(slam),lmprovedlnitiative',lron knock a single opponent away from his fellows,
WiII,Mobility,PowerAttack,SpringAt- then tear into him while his companions futilely
tack, Weapon Finesse' search for him.
Environment: Any cold, or Elemental Plane of Air
Freezing (Ex): A snowstorm elemental's slam
Organization: Solitary
attack deals bludgeoning damage plus cold damage
Challenge Rating: 13
from the elemental's freezing core.
Treasure: None
Creatures who strike a snowstorm
Alignment: Usually neutral
Advancement: 25-48 HD (Huge), 44-72 HD (Gar-
gantuan) or unarmed attacks take colddam-
Level Adjustment: -

A dark cloud of whirlingsnow cuts vision


down to almost nothing. The temperature
drops as the heart of the storm appears to Storm (Ex): The
thicken into a cohesive, almost humanoid snowstorm el-
form.
Description constantly sur-
rounded by a blizzard out
to a 500-ft. radius (see

into the elemental planes


to gather material for a
great storm. With her
snowstormelemen-
right hand, she plunged into the
eternal currents of endless air. Wit
new storm as a
her left, she reached into the c
full-round action
depths of the infinite ocean. With a
that draws an at-
clap she brought her hands ba
together upon Scarn, cre-

of elemental matter Blindsight 500


ft. (Ex): Snowstorm
her elemental amalgamation elementals can sense every
snowflake within their storm,
'ew granting them blindsight.
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS
-3%

Wjnter Wrajth
Small Undead (lncorporeal) Once blood is spilled, the winter wraith‘s wispy,
Hit Dice: 6d12 (34 hp) intangible body slides through snow and ice and drinks
Initiative: +? deeply before moving on to search out other victims
speed: Fly 40 ft. (perfect) and other warm liquids.
Armor Class: 22 (+1 size,+5 Dex,+6deflection), touch Winter wraiths do not speak, though they usually
22, flat-Footed 17 understand Common.
hAttaCklGrapple: +31-
Attack: lncorporeal touch +8 melee (ld4 Combat
Strength) Winter wraiths keen until appeased.
Full Attack: lncorporeal touch +8 melee (ld4
Keening (Su):Standard action. The effectsof the
Strength)
SpaceIReach: 5 ft.15 ft. keening depend on the location of the winter wraith.
Special Attacks: Blood drinking, keening, Strength dam- Mountains: Avalanche - 8d6 damage, 30-ft. ra-
age dius, DC 19 Reflex halves. T h e save DC is
Special Qualities: Darkvision 60 ft., hard to spot, incorpo- Charisma-based.
real traits, traditional, undead traits Ice caverns: RuinofIce- ld6-1 ice projectilesfall
saves: Fort +2, Ref +7, Will +8 on each person within 30 feet of the winter wraith, +5
Abilities: Str -, Dex 20, Con -, Int 10, Wis 17,
to hit, ld6 damage.
Cha 22
Skilk: Hide +17, Listen +14, Search +?, Spot Plains or A n y Cold: Predator S u m m i n g - ld6
+14 winter wolves arrive within 3d10 minutes. The GM
Alertness’, Flyby Attack, Improved lni- may substitute other comparable predators,as appropri.
tiative, Skill Focus (Hide) ate. Additional wolves cannot be summonedby keening
Environment: Any cold until the initial batch has been slain or chased off.
Organiration: Solitary or murder (2-4) Blood Drinking (Su):Individualswithin 30 feet of
Challenige Rating: 7 the wraith who have been wounded by a slashing or
‘Treasure: None
piercing weapon lose an extra hit point each round until
Alignmsnt: Always neutral
they are healed or their wounds bound. The winter
Advancement: 7-12 HD (Small)
- wraith gains these lost hit points as temporaryhit points.
Level Adjustment:
Strength Damage (Su): The touch of the winter
A waporous form, roughly the sire and shape of a child, wraith inflicts Id4 temporary Strength damage, but
ctdsces out of the drifting s w . only if the victim is already bleeding (recently injured
by a piercing or slashing weapon). Victims reduced to
Desan’ptjon 0 Strength die.
In Fenrilik and other icy regions, young children H a r d t o Spot (Ex):Winter
who die from exposure to the elements sometimes wraiths always Take 10 o n
retujm as winter wraiths, called “thirsty ghosts”by some. Hide checks at night or in
Winter wraiths want one thing: warm, steaming
liquid. Many Fenriliki natives leave offerings for the
wraiths on their doorsteps or at the edges of their camps.
Warm milk is traditional, though saucers of spiced apple
cider or honeyed mead are also common in some regions.
In cases where the wraith’s chill presence is not noticed
and ,appeased,the winter wraith will settle for the steam-
ing blood of those it Slavs.
Y

Winter wraiths hover around a camp or


group of people in the snows of Fenrilik. In
thisway they announce their presence
-thoughhow effective anannounce-
ment it may be is questionable, as the
umiths are silent and dlfficult to see.
Should no warm draught be offered within
several hours, they begin their keening. On steep
slops, this cry causes an avalanche. In icy caverns it causes
ice to shatter in a shower of deadly icicles. Predators of the
snow hearken to the keeningof the winter wraith and thus
-
provide it with the steaming liquid it seeks. % .

%4
-
CHAPTER SEVEN: HORRORS AND HOSTS

Traditional(Ex):Thewinterwraithalwaysattempts mead, milk or the like. If appeased, it will move on. A


to make itspresence known before it is forced to seek blood Bardic Knowledge check (DC15for a Fenrilik native, EC
through murder. It warm beverage such as 20 for nonnative) reveals this information.

Wollahog
Medium Animal domestic pigs. T h e wollahog is omnivorous; while
Hit Dice: 2d8+6 (15 hp) fresh meat is usually limited to tiny rodents,
Initiative: +O wollahogs do not turn down carcasses. Likewise,
Speed: 30 ft. (6 squares) wollahogs show n o interest in their own waste
Armor Class: 14 (+4 natural), touch IO,flat-footed 14 but are known t o feed on t h e organic debris of
Base AttacWGrapple: +1/+2 other creatures. Wollahogs are found both wild
Attack: Gore +2 melee (ld8+1) and domesticated, as t h e intelligent inhabitants
Full Attack: Gore +2 melee (ld8+1) of Fenrilik prize these creatures as hardy, du-
SpacelReach: 5 ft.15 ft. rable herd animals. C o n t e n t to spend their days
Special Attacks:
digging through the glacier crust, wollahogs show
Special Qualities: Low-light vision, resistance to cold 5,
scent
little interest beyond obtaining food.
Saves: Fort +8, Ref +3, Will +O O n Fenrilik, a n adult male wollahog sells for
Abilities: Str 13, Dex 10, Con 16, lnt 2, Wis 11, Cha 15 gp, while a sow typically brings 20 gp. Piglets
7 are worth 7 gp each o n t h e open market. A
Skills: Listen +5, Spot +4 pregnant sow can produce up to a gallon of milk
Feats: AlertnessB, Great Fortitude a day, while a slaughtered adult provides an
Environment: Cold plains average of 150 pounds in meat and 80 pounds
Organization: Solitary or herd (3d4+2 plus 100%non- worth of fat, good for rendering into 60 pounds
combatants)
of soap or lamp oil. T h e wollahog’s wool is also
Challenge Rating: 1
prized, and adult wollahogs are sheared once a
Treasure: None
year. T h e average yield of an adult wollahog is
Alignment: Always neutral
10 pounds of wool, at a value of 2 gp per pound.
Advancement: 3-5 HD (Medium), 6-7 (Large)
Level Adjustment: - Combat
Though normally docile creatures, wollahogs
This plump, homely creature resembles a large pig are particularly vicious w h e n t h r e a t e n e d .
with a protruding lower jaw and thick gray tusks. Its hide Wollahog sows and boars fight with equal ag-
is grayish-black and largely covered in thick, blue-gray gression and use their strong jawbones and
wool. protruding tusks t o ram and gore targets.
Description Wollahogs do not fight to t h e death, however,
T h e wollahog happily thrives i n the bitter,
APPENDIX: GATHERED LORE
s=-f=*< *”z-*
..
7 I1m Enhancjng a Familjar
Everyone with even the slightest knowledge of
A character can pursue two possible categories
for enhancing a familiar: gaining access to familiar
magic in the Scarred Lands has seen it, or at least
imagined it: the powerful wizard stands tall, black robes feats and/or taking the “channeler” option. T h e
following sections assume that both are available
flowing, an unblinking owl perched on his shoulder. A
to characters. The GM may choose to allow only
calico cat winds its way around and between the witch‘s
familiar feats or the channeler option at her discre-
feet, never more than a few quick bounds away. A raven
tion. Unless noted otherwise, these abilities are
circlesoverhead, or a weasel scurriesthrough the under-
available only to classes capable of summoning a
brush, both observing with nigh-human intelligence
the mystic arts their masters weave around them. familiar.
These are familiars, normal animals who have Some of these abilities are potent. Still, once an
bonded with arcane spellcasters to become some- option or feat is selected, it cannot be discarded later
thing more than mere beasts. They are companions on. A wizard who loses his familiar also loses access to
to their masters, friends who remain steadfast the familiar-based feats until h e has acquired a new
through the longest journeys and the most difficult one -after waiting a year and a day. A character who
travails. They are a n extra pair of eyes watching in is weakened drastically for a long while if something
the night or scouting the dangers ahead, a guardian untoward befalls his familiar balances out the benefits
during the studies or meditations in which their of taking such a familiar in the first place.
masters must partake to renew their abilities every
day. They are a source of strength, granting their
Channeler
masters extra physical prowess, and they are a n A channeler is a spellcaster whose familiar
arcane weapon, delivering spells so their masters channels arcane power, thereby increasing the
need not place themselves in harm’s way. caster’s own magical prowess. A spellcaster who
And, in the eyes of many, that’s all they are. takes the “channeler” option gains the following
Familiars are useful scouts who might make an benefits and restrictions as long as she possesses a
occasional observation or sarcastic remark, and living familiar. These abilities are in addition to
who should otherwise shut up and keep hidden to those normally provided by familiars as presented
avoid a messy death that will cost their master a in the Player’s Handbook.
rather sizable load of experience points. As long as the caster’s familiar is within 5
But familiars can be so much more. Especially in feet, the character’s spells of a specific school are
the Scarred Lands, where all magic comes from the considered +1 caster level i n all respects (though
essence of the titan Mesos, these seemingly simple she cannot cast spells of a higher level than nor-
animals serve as channels to the arcane energies that mal). The school is selected when the familiar is
have seeped into the world itself. In a world as violent summoned and cannot be changed as long as she
and dangerous as this, spellcasters need every edge has the same familiar. If the caster selected a famil-
they can find -and the right familiar is not merely a iar from the list in the Player’s Handbook (see
“Familiars” in Chapter 3 ) , she may choose a school
companion, not merely a scout, but a doorway to
magics and power unavailable to other casters. from Divination, Enchantment, Illusion, Necro-

T h e Player’s Handbook states that a sorcerer or wizard who loses her familiar must wait a year and
a day before summoning a new one. Many players object to this notion, pointing out that a paladin
requires only 30 days (or fewer) to replace a divine mount, and a druid requires a mere 24 hours to
replace a lost animal companion. It’s true that the bond between caster and familiar is more intimate
than between the other two class types and their companions, but not to a n overwhelming degree.
So why the discrepancy?
Consider that a given familiar is attuned specifically to the caster who summoned it. Perhaps
when a familiar is slain, the magic inherent within it dissipates, and it requires a year and a day for
to reconstitute i n a new animal form. Or, if one subscribes to the theory that familiars have sorcerer
souls, perhaps the caster cannot call a new familiar until the same soul that resided in the old familiar
is reborn.
Either of these theories explains the prolonged wait between companions and provides some
sense of continuity, of closure and of hope to some poor caster who has lost her beloved companion.
STRANGE LAND$: LOST TRIBES O F T H E SCARRED LANDS
*?-nmmmm
mancy and Transmutation. If the caster has se- Benefit: Caster and familiar may exchange hit
lected a familiar using the Improved Familiar or points up to a total amount equal to the caster’s level
Greater Familiar Summoning feats (see the DMG times her Intelligence bonus (wizard) or Charisma
and the Player’s Guide to Wizards, Bards and bonus (sorcerer) per day. Thus, a 7th-level wizardwith
Sorcerers), she may choose from any of the eight a 17 Intelligence and her familiar may exchange up to
schools. 21 hit points per day. The full amount need not be
As long as the character’s familiar is within transferred at one time, and may be exchanged in both
5 feet, the caster does not generate “arcane heat” directions as long as the final amount does not exceed
(see Relics & Rituals). The familiar channels and the total possible that day.
dissipates excess arcane energies that the character Hit points transferred away are lost but may be
emits. restored as normal, while hit points received re-
T h e character may purchase feats with the store the recipient’s health in the same manner as
“channeler” prerequisite (so called because the rest or curative magics.
familiar helps its master channel greater amounts Special: Channelers count as one caster level
of arcane power). higher for purposes of determining how many hit
The character is considered one level higher points they and their familiars may exchange in a
than his current sorcerer or wizard level for pur- given day.
poses of determining the familiar’s natural armor Distant Call [Famjliar]
adjustment, Intelligence and special abilities.
Distance impedes the bond between master
If the familiar moves more than 100 feet from and familiar less than normal.
its master or dies, the caster loses the +1caster level
Benefit: T h e range is doubled to 10 feet for
benefit mentioned above and suffers a -1 caster
abilities that normally function only when the
level penalty to all her spells. This penalty lasts
familiar is within 5 feet.
until the familiar returns to within 100feet or until
Special: You may purchase this feat more than
the caster acquires a new familiar, as appropriate.
once. Each additional purchase increases the range
* Should the familiar die, the character loses by an additional 5 feet.
twice the normal experience (e.g., 400 XP o n a
failed save, 200 XP on a successful save). Familiar Ability [Familiar]
T h e caster may sacrifice some of her own power
Familjar Feats to strengthen her familiar.
The following feats represent ways in which a Benefit: The familiar gains a permanent + 2
Character can improve her familiar, or improve her inherent bonus to any single ability.
own abilities via her familiar. Some feats modify the Special: You may purchase this feat more than
familiar rather than the caster, but the character is the once, applying the bonus to the same ability or to
one who purchases the feat. Because an enhanced a different one. Note that a subject is limited to a
familiar is linked to its master’s body and soul, these total inherent bonus of +5 to any single ability
feats carry over from one familiar to the next (unless it score.
is of a type to which the feat cannot be applied). This feat is also available to characters with
Bond of Health [Familiar] animal companions and special mounts.
The spiritual bond between caster and familiar Familiar’s Feat [Familiar]
runs so deeply that the pair can lend one another The caster may sacrifice some of her own abil-
strength and health. ity so that her familiar can gain its own feats.
Prerequisite: Channeler or possessing one or Benefit: Upon the initial purchase of this feat,
more familiar feats. the caster bestows her own current feat slot to her
familiar. The caster gains nothing from this feat,
but her familiar may choose a feat from the follow-
2%V4
ing list (assuming it has the proper anatomy and
Gr meets all the standard prerequisites). Feats with a
The Player’s Guide to Wizards, Bards and double-cross (I) are found in the MM.
Sorcerers has the Greater Familiar Summoning Ability Focusf, Acrobatic, Agile, Alertness, Athletic, Cleave,
feat. Unlike Improved Familiar, this feat calls Combat Reflexes, Oiehard, Oodge, Endurance, Flyby At-
relatively normal animals, but with a wider variety tackl, Great Fortitude, Greater Weapon Focus, Hoverf,
of sizes available. This feat is considered a famil- Improved Critical, Improved Initiative, Improved Natural
Armorl, Improved Natural Attackf, lron Will, Lightning
iar-related feat for any feats or class abilities that Reflexes, Mobility, Multiattackf, Power Attack, Run, Skill
require familiar-related feats as a p Focus, Spring Attack, Stealthy, Toughness, Track, Weapon
b!y$\’OC Finesse, Weapon Focus, Wingoverf.
APPENDIX: GATHERED LORE

When the caster gains a standard feat subse- Independent Caster [Famibar]
quent to this, the familiar also gains a new feat, Some familiars are bound so tightly into the
selectedfrom the list. (This does not apply to bonus mystical energies of the land that they can develop
feats, such as those granted wizards every 5 levels, their own spellcasting ability.
as those are not standard feats.)
Prerequisites: Channeler, caster level 5 + in
Special: This feat is also available to charac- the class that grants the familiar summoning ability
ters with animal companions and special mounts. Benefit: Select from the sorcererlwizard spell
Gift of Speech [Familiar] list three cantrips that have no material compo-
All familiars can communicate with their mas- nents. The familiar may cast each once per day as
ters to some extent, but some arcane animals learn a spell-like ability with a caster level equal to one-
to speak with other intelligent beings as well. half its master’s caster level. Further, the familiar
Prerequisite: Caster level 5+ in the class that uses its master’s Intelligence or Charisma bonus (as
grants the familiar summoning ability appropriate) for determining save DCs.
Benefit: T h e familiar can speak and under- Special: You may purchase this feat multiple
stand the same languages as those its master knows. times. Each time after the first, you may select
three additional cantrips or one 1st-level spell.
Improved Familiar [General] Wizards may select this feat as a bonus feat.
The caster may acquire a new familiar from a
nonstandard list, but only when she can normally
Improved Scent [Familiar]
acquire a new familiar. This feat is described fully T h e familiar has a stronger sense of smell than
in the DMG, Chapter 6, “Familiars”; presented typical for its species.
below are additional options for a campaign that Prerequisite: The familiar must be a n organic,
utilizes content from the Scarred Lands. living being.
Prerequisites: Ability to acquire a new famil- Benefit: The familiar gains the scent ability. If
iar, compatible alignment, sufficiently high level it has scent, the familiar doubles its range and gains
(see below) a +2 circumstance bonus to any checks involving
Benefit: T h e creatures listed in Table Al-1: its use.
Familiars are available to the caster in addition to Special: This feat is also available to charac-
those in the Player’s Handbook and DMG. T h e ters with animal companions and special mounts.
caster may choose a familiar with an alignment up Improved Sight [Familiar]
to one step away o n each of the alignment axes
The familiar’s senses improve beyond those
(lawful through chaotic, good through evil).
normal for its species.
Improved familiars use the rules for regular
Prerequisite: The familiar must be an organic,
familiars, with two exceptions: If the creature’s
living being.
type is something other than animal, its type does
not change; and improved familiars do not gain the Benefit: The familiar gains darkvision. If it has
ability to speak with other creatures of their kind darkvision, double the range.
(although many of them already have the ability to Special: This feat assumes the familiar has
communicate). low-light vision. If it does not for some reason, this
feat grants low-light vision instead of darkvision.
This feat is also available to characters with
animal companions and special mounts.
Arcane
Spellcaster Literate Familjar [Familiar]
The caster can take advantage of a familiar’s
growing intelligence by teaching it to read.
Prerequisite: Familiar must have Intelligence 6.
Benefit: The familiar can read all the lan-
guages in which its master is literate.
Special: A wizard’s familiar may also aid its
master in daily spell preparation via the shared
mental link. By studying the spell formulae, the
hour required for the character to regain her full
Ghoul hound*** Chaotic evil 7th complement of spells is reduced by a number of
minutes per day equal to the familiar’s Intelligence
score.
STRANGE LAND$: LOST T R I B E S O F T H E SCARRED LANDS

Normal: Familiars cannot read, and wizards


require a full hour to prepare spells.
Metamagjc Enhancement [Familiar]
The familiar channels mystical energies to
its master, allowing her to manipulate and
strengthen her spells more easily.
Prerequisite: Channeler or possessing one
metamagic feat and one or more familiar feats
Benefit: A spell with a metamagic feat ap-
plied takes up one spell slot lower than normal
(e.g., a Quickenedfireball takes only a 6th-level
slot instead of a normal 7th-level slot). This
cannot reduce a spell below its normal spell
level.
Special: T h e familiar must be within 5 feet
of the caster for this feat to function and must
make a Fortitude save (DC 10 + the level slot the
spell requires without this feat). Failure indicates
that the familiar suffers nonlethal damage equal
to the level slot the spell would require without
the feat.
Wizards may select this feat as a bonus feat.
Proxy [Famjljar]
T h e shared bond between familiar and mas-
ter allows the companion to participate in casting
spells.
Prerequisite: Channeler
Benefit: The caster may cast a spell that
requires material components even if the famil-
iar, rather than the caster, possesses those
components at the time.
Special: T h e familiar must be no further
from the caster than 5 feet x the character’s
caster level and must actually hold the compo-
nent in some fashion. Merely touching it, or
having it in a pouch tied to the familiar, is not
sufficient.
Shared Senses [Famjljar]
The link between familiar and master is so
strong, they may actually share sense with one
another.
Prerequisite: Caster level 5+ in the class
that grants the familiar summoning ability
Benefit: Three times each day, the caster
may use the familiar’s Listen, Search or Spot
ranks in place of her own (she retains her own
Intelligence and Wisdom modifiers). Each use
lasts one minute for that skill.
Additionally, the caster may scry twice per
day on her familiar once she gains this ability.
Special: This feat may be purchased multiple
times. Each time, it adds an additional three uses of
the familiar’s Listen, Search or Spot, and one addi-
tional opportunity to scry on the familiar.
APPENDIX: GATHERED L O R E

Table Al-2: Conduit SpellLists


Spell
Level Animal Influence Arcane Mastery Secret Lore

2nd hold animal curse of soliditvtt


,,,
auaurv
4 ,

3rd dominate animal fortify spellf invisibility purge


4th animal spy7 imbue with spellability speak with plants
5th scent of the huntedft spellimmunity divination
6th animalgrowth spell resistance inquisitiont
7t h creeping doom spellstaff find the path
8th animal shapes spell immunity, greater stone tell
7th dissipate familiar1 censure of Mesosft distant eyes3
Animalgrowth functions on the familiar ifthe Familiar is an animal.
1
See below.
. . Pi \?~.:
bS I ‘ . ~ - . ; ~ ; W ~ ~ ~ :.,vB
W , ’*~ - ~ ; ~ ~ ~

Spell Carrier [Familiar] Prerequisites: Bond of Health, Channeler,


The eldritch connection between master and fa- Metamagic Enhancement, Proxy, Spell Carrier
miliar grows so potent that the caster can use her Benefit: Select a list from Table A1-2: Con-
familiar as a conduit through which she casts her spells. duit Spell Lists to add to the caster’s spell book.
Prerequisites: Caster level 5+ in the class that Once chosen, the list cannot be changed unless the
grants the familiar summoning ability; channeler caster replaces the familiar with a new one. The
or possessing one or more familiar feats spells selected are considered arcane in all respects.
This feat does not grant extra spells per day, only a
Benefit: The caster may choose to have aspell she
wider variety to choose from.
casts originate from the familiar, rather than from
herself. Any spell that requires an attack roll uses the Special: The caster can prepare and cast these
familiar’s ranged attack, rather than the caster’s. spells only when the familiar is no further from the
caster than 5 feet x the character’s caster level.
Special: Either the caster or the familiar must
have line of sight to the target, and the familiar Swift Famjliar [Familiar]
must be no further from the caster than 5 feet x the Some familiars are capable of traveling far
character’s caster level. faster than their brethren.
Wizards may select this feat as a bonus feat. Benefit: The familiar’s base speed increases by
Spell Conduit [Familiar] +lo.
Some familiars are linked so thoroughly to the Special: You may purchase this feat more than
magics of the world around them that they grant their once. The effects stack.
masters the ability to cast spells not normally available This feat is also available to characters with
to them. animal companions and special mounts.
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS

The listed spells tie in closely with the mystical nature of the master/familiar bond. Some affect the
familiar, while some can only be learned if the caster has the Spell Conduit feat and has his familiar nearby.
The component “N”indicates that the familiar must be “near” -within 5 feet -for the spell to function.

Dissipate Familiar When the spell ends, the FamiliarTeleport


familiar’sessence returns to itsorigi- Conjuration (teleportation)
Transmutation
nalbody,ifithasnotbeendestroyed. Level: Sor/Wiz 4
Level: Spell Conduit (animal influence)
Q If it has, the familiar remains in one Components: V, M
Components: V, 5, N of the other bodies used in the spell. Casting Time: 1 action
Casting Time: 1 round The abilities it grants the caster do Range: Personal
Range: Medium (100 ft. + 10 ft./level) not change, even if the new body is Target: Caster and up to 50 pounds of
Target: The caster’s familiar and up to not of the same species.After 2d10 gear, or caster’s familiar
1 other animall2 (or 3) caster levels days, the body transforms into an Duration: lnstantaneous
Duration: 10 minutes/level exact replica of the original. Saving Throw: None
Saving ‘Throw: Will negates for that Spell Resistance: No
specific: animal Distant Eyes Descnptjon
Spell Resistance: Yes Divination
Many fledglingarcanists envy
Descriptjon Level: Spell Conduit (secret lore) 9
their more powerful brethren’s
‘Thisspellwas developedorigi- Components: V, S, N
ability to traverse great distances
nally. in order to make killing a Casting Time: 1 action
instantly, giving rise to this
caster’sfamiliar that much harder, Range: See text
Effect: See text
teleportation spell. It functions by
while still allowing the caster to carrying the caster along the mys-
Duration: 1 minute/level
maintain those benefits that come tical energies that tie him to his
with proximity to the creature. Descnptjon familiar. Furthermore, the spell
SpellEffect A cabal of sorcerers known allows him to reverse the transfer-
for their divinations and scrying ence, calling the familiar instantly
‘Thisspell temporarily splits
techniques participated in the to him.
up the essence - the soul, in a
development of the familiar sum-
manner of speaking - of the
moning ritual. T h e result was a
Spell Effect
caster’s familiar among multiple When the character casts this
spell that allowed them to tap
animals. At least one other spell, he may decide at that time if
into the energies of a familiar to
nonintelligent, normal animal he’s transporting himself to his
manipulate scrying magics be-
must be present for this spell to familiar’s side, or calling his famil-
yond their normal limitations.
function, and the familiar must iar to himself instead. If the caster
be willing. If all the other ani- Spell Effect teleports himself, he may bring
mals are of the same species as Ihstunt eyes works only when along up to 50 pounds of additional
the familiar, the caster may uti- cast inconjunction with otherspells. equipment, but no living beings.
lize up to 1 animal for every 2 This spell allows the character to This spell functions only if the fa-
caster levels in the spell. If even cast any divination spell of 7th level miliar is within 1mile of the caster.
one of the animals is of a differ- or lower through spells such as Material Component: A bit of
ent species, the caster can utilize chraudience/cloyance, smymgand fur, hair, scales or other small por-
only 1 per 3 caster levels. gratasmying.For instance,thecaster tion of the familiar.
For the duration of the spell, could cast detect thoughts on some-
the caster may choose from round one20Omilesaway,aslongashewas Fortjfy Spell
to round which of the various ani- scrying on that individual at the Transmutation
mals is his “true” familiar. Making time. (Those spells listed under Level: Spell Conduit (arcane mastery) 3
this choice is a free action which s q i n g as having a chance of success Components: V, S, N
can be performed only once per equal to five percent times caster Casting Time: 1 round
round, at the beginning or end of level function automatically under Range: Medium (100 ft. + 10 ft./level)
the caster’s turn. Only the “true” the effects of distant eyes.) Effect: See text
familiar need be within 5 feet for All divination spells cast un- Duration: See text
all the familiar-granted abilities to der the aegis of distant eyes allow Descnptjon
function. Furthermore, the famil- standard saving throws and magic Wizards who first learned to
iar cannot be slain unless all the resistance, and are immediatelydis- summon familiars spent more time
animals are slain. pelled if the s q i n g spell to which studying and investigating ways of
they are attached is dispelled.
APPENDIX: GATHERED LORE

making use of their companions’ mune to any direct damage from scouting companions to hidden
innate mystical natures than did the the character’s own spells. For threats at least partly because
sorcerersof the time. In this way, the instance, the familiar could be they were unable to get word
wizard Morveisse Ebros developed a in the center of a fireball cast by back that they were in danger.
spell that allowed him todraw magic the character, or in front of the
through his familiar and channel it caster when h e casts cone of cold,
SpellEffect
into a later spell, making that sec- and would suffer n o damage Transferfamiliarshiftsthe bond
ond spell harder to destroy. whatsoever. Similarly, the famil- with the caster’s familiar to another
iar is immune to any offensive willing participant. For instance, a
SpellEffect sorcerer could temporarilymake her
area-effect spells that incapaci-
The character, in the pres- familiar the companion of an allied
tate rather than cause direct
ence of his familiar, casts this fighter, a monk or even an intelli-
damage, such as black tentacles.
spell immediately before casting gent monster such as a dragon or
This spell does not, however,
a second spell with a duration of high gorgon. The caster loses all
protect the familiar from indirect
longer than “instantaneous.” abilities associated with having a
damage. For example, if t h e
This second spell is considered fami1iar;forthedurationofthespell,
aforementioned fireball sets the
to be 5 levels higher than nor- it is as though she never summoned
room ablaze, the familiar could
mal for purposes of dispelling one. The recipient of the spell gains
begin taking damage from the
attempts. (The caster can still all thestandard familiar abilities(de-
resulting flames in the following
dispel it as normal, if it is a spell finedasthosepresentedinthePHB).
round. This spell protects the
that allows the caster to end it at He may communicate with the fa-
familiar only from spells cast by
will.) The “target” spell must be miliar, he gains bonuses to skills or
its master and from n o other
cast (or at least begun) within saving throws as appropriate, and so
source. Further, this applies only
one minute of the casting offor- forth. He gains no channeling abili-
to spells actually cast by the char.
tify spell, or else this spell is ties, however, either those granted
acter; the familiar is not safe
wasted. to all channelers or feats with the
from spells generated by magic
items such as wands or staves. channelingprerequisite.Thoseabili-
Shield Familjar ties are lost for the duration. The
Druids can cast a similar
Abjuration familiar may continue to benefit
spell to protect their animal com-
Level: Drd 4, Sor/Wiz 3 from any of the feats listed previ-
Components: V, S, M/DF
panions from their offensive
ously in thischapter that donothave
Casting Time: 1 action spells.
the channeling prerequisite.
Range: Medium (100 ft. + 10 ft./level) Material Component: A bit
Despite the temporary cir-
Target: Character’s familiar of fur, hair, scales or other small
cumstances, the bond still truly
Duration: 10 minutes/level (0) portion of the familiar.
belongs to the caster. This means
Saving Throw: Will negates (harmless)
Spell Resistance: No Transfer Familiar that if the familiar is slain while
under the affects of this spell, it is
Transformation
Description still the caster, not the recipient,
Level: Sor/Wiz 4
This spell was created so that Components: V, S, M
who loses XP
sorcerers could toss their most Casting Time: 1 round The recipient of this spell
potent spells at enemies without Range: Medium (100 ft. + IO ft./level) may not currently have a famil-
endangering their own compan- Target: Character’s familiar and one iar, special mount or animal
ions. It does nothing to protect a other willing individual companion of his own.
familiar from other forces, but at Duration: 10 minutes/level (D) Material Components: A bit
least it ensures the caster won’t Saving Throw: Will negates (harmless) of fur, hair, scales or other small
accidentally destroy his own fa- Spell Resistance: No portion of the familiar, which
miliar. Descrjptjon the recipient must ingest; and a
SpellEffect The adventuring Calastian bit of blood or hair from the
For the duration of the spell, wizard Kamidra Enturi devel- recipient, which the familiar
the character’s familiar is im- oped this spell after she lost must ingest.
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS

Many are the artifacts of the Scarred Lands - The next morning the brothers found that the fine
with its history of the direct intervention of divine and ivory dice they had used the previous night had changed.
titanic beings, as well as epochs of powerful magicians, The pips representing “one”on each dice had been trans-
it is only natural that such times should see the formed into a comedy mask on the first and a mask of
creation of unique and powerful items of magic. tragedy on the second. The brothers renamed the dice
Boon and Bane respectively, and continued on their mad,
Boon and Bane chaotic travels throughout the Scarred Lands. Whether
Description: Faithful worshippers of the ever- the dice were a gift from Enkili or the Jackof Tearsremains
changing Enkili, the identical twins Arvel Tyrn and a mystery, though since that day the dice have continued
his brother Jaren roamed the Scarred Lands, alter- to bring fortune, bothgood and bad, to all who wield them.
nately helping and swindling people as they went, in
Powers: Once per day the owner of the dice may
accordance with the chaotic dictates of their mad
roll them to alter his own fortune, for good or for ill.
deity. Near Blood Bayou one summer, a drunken Jaren
Roll 2d6, keeping track ofwhich die is Boon and which
accidentally killed a member of the Krewe of Bones.
die is Bane. If Boon rolls higher, the effect is a luck
The victim’s krewemates captured Jaren and took him
bonus equal to the number rolled, applied to all attack
before their master, the Jack of Tears. Arvel pursued
rolls, saving throws and skill checks equal to Bane’s
the krewe in an effort to rescue his brother, and both
result that lasts for three hours. If the Boon is higher,
ended up before the throne of the Carnival King
the effect is a similar luck penalty instead of a bonus.
himself.
If one die rolls a 1 and the other die rolls a 6, the
Arvel pleaded for his brother’s freedom with
dice unleash a far more potent magical effect. If Boon
passion andsincerity.Whether moved by the gambler’s
rolls a 1 and Bane rolls a 6, the wielder is granted the
pleas or simply amused by them, the Jack of Tears
benefits of a wish spell based on the next wish that he
agreed to let Jaren free if Arvel could beat him in a
says aloud. If Bane rolls a 1 and Boon rolls a 6, the user
game of chance. If the Jack of Tears won, however, he
must make a Fortitude save (DC 20) or be disinte-
would hand both brothers over to the Krewe of Bones
grated instantly. A successful save deals ld4 points of
for punishment. The brothers agreed, and seemed
permanent Constitution, Dexterity and Strengthdrain.
poised to beat the Jack of Tears when the wily being
Regardless of the effect of a roll of 1 and 6, the dice will
caught them blatantly cheating. Amused at their
no longer function for the user and must be passed on
presumption, the Momus set them both free with his
to another person to regain their powers.
blessings.
Strong divination; CL 18.
APPENDIX: GATHERED LORE
;,zhF.

Circlets of Cirri1 the damage equally between the circlet and the wearer,
Description: After Chem’s curse began to sap the before calculating Hardness. Forcefully removmg the cir-
vitality of the high elves, transforming them into the race clet IS dangerous, as the shock of sudden separation can
then known as the forsaken elves, some sought to create permanentlydamage the psyche of the possessed creature.
items that would allow their race’sknowledgeand wisdom If the circlet is destroyed or forcefullyremoved, the wearer
to continue,even as the race of elves dwindled and faded. must make a Will save (Dc15+ circlet persona’scharisma
bonus) or take ld4 points ofpermanentIntelligence drain.
To this end, the Circlets ofcirtil were forged. Each
Aremovecurse spellwill cause the circlet to release its grasp,
circlet is a unique, beautiful work of art forged from
and &pel magic will suppress the circlet's persona for the
mithril, platinum and silver and inlaid with perfectly
duration of the spell and allow it to be removed normally.
cut jewels. When first worn by an elf, a newly made
circlet bonds to its host and requires nothing less than The clrclets have a Hardness of 15 and 40 hit polnts.
a wish or miracle spell to remove. There the circlet A Circlet of Ciml has a 15% chance of being blank when
stays, recording every memory, thought and emotion found. Otherwise,the circlet will hold the preserved mmd
of the wearer. If worn by any other type of creature a of a forsaken elf. Each circlet is unique and holds a unique
blank circlet generates no magical effect. persona. The arckts always radiate a false enchantment
that would attract host bodies well suited to the persona
So complex was the art of creating the circlets
stored withm. Identlfying a arckt requires two Bardic
that only four dozen were ever made before their
Knowledge checks (E30)or Spellcraft checks (E30).
creators were slain by humans who saw the circlets as
The first check determnes whether the investigatmg
an elven plot to possess non-elves and subvert their
character realues the false enchantment is a ruse, and the
cultures. Ofthe 48 circlets created, six have fallen into
second check allows the character to identdy the true
the hands of other races. The elveshold a dozen in wait
nature of the circkt. Only investigation via Spellcraft will
for worthy bearers. The remaining circlets lie in dark
determlne if the circlet has a persona stored withm it.
places, awaiting unsuspecting hosts.
A wish or miracle spell can erase the persona stored
Powers: Whenitswearerdies,aCircletofCirrilcanbe
in a circlet, reverting it to a blank state.
removed and lies dormant, appearing to be a common
magicalcircletwithamoderatemagicalaura.A n y creature Moderate enchantment (when dormant), strong
enchantment (when active); CL 16th; Weight 1 lb.
placing the circlet on its head must make a will save (Dc
5 + circlet persona’sIntelligencescore)to avoidhavinghis
personality be totally taken over by the circlet. Creatures
that make their saving throws know the circlet is possessed Tagan Leafblade, Revered Defender of the ForsakenElves
ofapowerfulpersonalitythatdesiresto take controloftheir Wiz4/Ftr4: BAB +6/+1; +2 to saves vs. enchantment, im-
bodies and can attempt to remove the circlet (see below). mune to sleep effects; ALChaotic Neutral; SaveWill +6;Int
If a creature fails its saving throw its mind is driven into 16, Wis 13, Cha 15.
completedormancy while thestoredpersonaofthecirclet’s Languagesspoken: Common and Elven
former wearer takes the creature’sbody for its own. Skills: Bluff +4, Concentration +3, Decipher Script +6,
Diplomacy +4, Disguise +3, Hide +4, lntimidate +6,Listen
A possessed body maintains its Strength,Dexterity, +7,Profession (herbalist) +6,Spellcraft +‘?, Spot +7
Constitution, extraordinary abilities, saves (Fortitude Feats: Armor Proficiency (Heavy), Armor Proficiency
and Reflex) and hit points, but gains the Intelligence, (Light), Armor Proficiency (Medium), Dodge, Martial
Wisdom,Charisma,class abilities,skills,feats,spellcasting Weapon Proficiency, Mobility, Point Blank Shot, Precise
Shot, Scribe Scroll, Shield Proficiency, Simple Weapon
abilities, Will save and base attack bonus of the circlet’s
Proficiency, Weapon Finesse (Rapier), Combat Expertise
stored persona. The circlet’s persona can use any of the
Wiz Spells Per Day: 41413.
possessed body’s innate supernatural or spell-like abili-
ties, but it will have to leam how. This requires days of
practice (4d4 days -persona’s Intelligencebonus; one Crown of Pelegael
day minimum). The wearer of the circlet also gains the Description: The high elves of old Termana were
elven immunity to skep and +2 resistance to spells of the proud and noble beings who embodied order and righ-
Enchantment school. The circlet cannot access the teousness. With the death of their patron deity, they fell
memories, skills, psionics, spells, feats or class abilities of from their lofty perch, plunging into an abyss of despair
the possessed body. The circlet contains only the re- and decadence.In the Midrealm,also known as Pelegael,
corded persona of the former wearer and does not house the elves entirely turned their backs on the past, indulg-
his spiritual essence. As a result, the circlet’s persona ing in greater and greater acts of debauchery.
cannot increase in its abilities and remains a living The Crown of Pelegael is a triangular piece of jewelry
recording of a long-deceased person. designed to sit on the brow of the regent of the Midrealm,
It is possible to remove the circlet by force, either by and until recently it graced the head of Princess Brigitta,
making two consecutivesuccessful grapple checks with a ruler of Pelegael. Upon the restoration of the elven god
4penalty, or by destroying the circlet. Attacking the Jandaveos, however, Brigitta was overthrown and the
circletwhile it iswomimposesa4 to-hit penalty andsplits
STRANGE LANDS: LOST TRIBES O F THE SCARRED LANDS
- r
Crown of Pekgael was lost. In exile, Brigitta seeks to of suchbeauty and grandeur that even the titans were awed
persuade her rebellious countrymen in the still-forsaken to look upon it. For the entirety of an age, the elves lived
state of Eldura-Tre to join the reconstituted elven em- in peace and prosperity, growing in wisdom and power,
pire, and wears a replica of the crown. She hopes to locate vigilantly protected by their two patron deities.
the true crown again and use its powers to change the As time passed, however, Jandaveos and Nalthalos
minds of the wayward Eldura-Treans. came to disagree on how best to govern their followers.
‘fie Crown of Pekgael is a triangular jeweled orna- To settle the disagreement, it was decided between the
ment, decorated with a design of green, black and blue two of them that they would each choose a scion from
enamel. The edges of the crown bear small gemstones among the Lords of the Elves. The Two Scions would
that alternate with the enamel designs, and in the center govern the One Nation jointly but each would represent
of the jewel is a single opal. The entire crown is mithral. the interests of only one of the Brother Gods. In this way,
The crown magically fastens to the brow of the wearer. the One Nation would be united by the will of both
Powers: Once the crown was a potent and pow- Jandaveos and Nalthalos equally. As symbols of their
erful magic item. Now it is a trinket in comparison to divine authority, each of the Scions was given a ring
the magic it was capable of channeling. The normal imbued with the power of his respective patron. These
powers of the crown are not easy to ignore. rings came to be known in legend as the Great Elven Rings.
’fie CrownofPekgael bestows a + 2 natural armor Though it is unknown precisely how the One Nation
bonus to the wearer. In addition, the wearer gains a +4 of Elves came to fall, it is widely believed that the immense
circuinstancebonus to all Charisma-basedskillchecks. power wielded by the Scions slowly corrupted them.
The wearer of the crown may also detect thoughts at Eventually, the Scion of Nalthalos, already as ambitious
will, although this requires intense concentration. and scheming as his patron, attempted to overthrow the
The lost powers of the crown still reside within it, Scion of Jandaveos and seize sole power over the One
waitingfor someone to unlock them. In order to awaken Nation for himself. Outraged, the followers of Jandaveos
the Crownof Pekgael, the wearer must be blessed by the rose up to defend the Scion of their patron, and the One
hand of the elven demigodJandaveoshimself. Doing so Nation erupted into civil war. It is unclear who was
releases the following powers to the wearer. victorious in this war, but what is certain is that the One
At will the wearer may cast cure light wounds, Nationwassundered,theGreatElvenRingswerelost,and
detect magic, detect poison, detect undead, dispel cham, the dark elves retreated to a hidden city deep within the
dispel evil, divine favor, ksser restoration, remove blind- earth. What this says about the success or failure of the
nessldeafness, and remove curse. followers of Nalthalos is a subject of debate, if indeed the
The wearer may sense the alignment and mo- legends regarding the One Nation of Elves are true at all.
tives of anyone within her presence. This is as if the The Ring oflandaoleos is a beautiful mithral band,
wearer had cast detect good and detect evil on everyone illustrated with the flowing script of the high elven
within 180feet of her as if she were a 20th-level caster. language. The Ring of Nalthalos is a striking band of
The wearer may specifically target any indi- pure adamantine, illustratedwith a glowing blue runic
vidual humanoid and speak with him telepathically script reminiscent of the one that dark elven tattoo
regardless of language. adepts use in the practice of their craft.
@ Once per day the Crown wearer may order Powers: Both the Ring of Jandaveos and the Ring
someone to perform a given task. He must do so as if of Nulthalos share certain powers:
under the effects of a geaslquest spell. Acts as a ring of protection +4
Once per day the wearer can use the Crown to Grantsthe wearer a +2 sacredbonus onsavesversus
command the silence and attention of anyone within enchantment spells or effects
180felet.ADC35Willsavesuccesshllyavoidstheeffects Grantsthewearera+2enhancementbonustoboth
of this command.Anyone who fails must cease whatever Intelligence and Charisma scores.
he is doing and kneel toward the crown’s wearer. The Doubles the wearer’s racial bonus on Search and
affected must do so for as long as the Crown wearer is Spot checks.
within 180 feet of them or until released by the wearer. If the wearer of the ring has low-light vision as aracial
Strong Enchantment; CL 20. ability, the range of his low-light vision is doubled,allow-
ing him to see four times as far as a human in starlight,
Great Elven Rings moonlight, torchlight and similar conditions of poor illu-
Description:A story told rarely amongboth the high mination. Ifthe wearer of the ring has darkvision as aracial
elves of Termana and the dark elves of Dier Drendal is that ability, the range of his darkvision is similarly doubled.
once, longbeforethe historyofmenbegan,thetwonations
In addition to the powers common to both rings,the
ofelveswereone,unitedby theirvenerationoftheBrother
Ring of Nawlalos grants its wearer the following powers:
Gods Jandaveos and Nalthalos. It is said in these stories
that the favor and blessings of the Divine Brothers were The wearer of the Ring of Nawlalos casts all [Evil]
spells at + 1caster level.
withoiitlimit,andthattheOneNationofElveswasaplace
APPENDIX: GATHERED LORE

Worn as part of a complete suit of armor, the Helm


The wearer of the ring casts all arcane spells at + 1 ofsyhvael is brilliant polished silver,with a pair ofdragon
caster level. wings soaring from the temples. Set upon the forehead is
In addition to the powers common to both ring, the a single star opal, a symbol of the eternal vigilance of the

ne
0 wearer o f h e RingofJdveos casts all [God] the gem are the words of an ancient elven battle hymn.
spells at + l caster level. Powers: The Helm ofsyhvael enhances both mar-
ne wearer kgcanrebukeor command fey tial prowess and leadership abilities. The helm allows the
as a n evil clericrebukes undead. The wearer of the ring can Wearer to use the followingsPell*likeeffects:
use this ability a total number of times per day equal to his 4lday: burst of energy??, disrupt undead, message,
Charisma modifier + 3. protection fromevil, truestrike.
The wearer of the ring casts all divine spells at + 1 3lday: c m m u d n g presence, Dolomar’s mapping?,
caster level. limbs of endurance?, resist elements.
All of the powers of both Elven Rings function only if 21day: arcane ~ r r y ? ?clairaudiencelchirvoyance,
,
thewearerisanelforahalf-elf.Noneofthepowersofeither unwaveringd y ? .
ring function if worn by a member of another race. l/day: greater dispelling,mass bear’s endurance,mass
Ovenvhelmlngtransmutation; CL 25. bull’s strength.
All spells are cast at 12th level.
Helm of Sylavael
The wearer of the Helm gains the ability to sense all
Description: The brilliant leadershipof the elven
allies within 100ft. and may issue orders telepathicallyto
warrior Kathelma is the stuff of legend. Despite the
any ally within that range.
death of the forsakenelves’god,the leader of the realm
of Sylavael always held true to her duty and to her hope
If the wearer suffers a criticalhit in combat, she may
make a Fortitude saving throw with a Dc equal to the
that one day her people might return to greatness.
attack roll to avoid taking criticaldamage. The Helm also
To bolster her abilities as a leader and a warrior, negates the effects of the vmpd weapon ability.
High Mage artificers in the forges of Sylavael have
Strong enchantment; CL 20; Weight 5 lbs.
created this singularly powerful helm. The Helm of
STRANGE LANDS: LOST TRIBES OF T H E SCARRED LANDS

Jasrek‘s Rage gibbering barbarian into the Carnival of Shadows,and


Description: Named for the elven hero who is said he does the Momus’ bidding to this day.
to be the first to strike a blow against the titan Chern after A burly dark harlequin of significant height and
the death of the demigod Jandaveos,Jasrek‘s Rage re- size, wearing the gay colors of the Carnival of Shad-
mains an important artifact for the newly reborn high ows, has been seen using this weapon. This dark
elves. It is said that Jasrek plunged his weapon into harlequin is called the Crying Giant, because from
Chern’s neck, clinging to the blade as the titan thrashed behind his gay and joyous mask can be heard the
violently, trying to dislodge him. The pain and distrac- sobbing of a man in pain. Despite this sorrowful
tion caused by Jasrek‘s attack allowed Jandaveos’high condition, the strongman seems to be more than able
priest Vladawento strike the death blow and lay the titan to deal out pain using Laugh and Weep.
1ow.Whenthe titan finally fell,Jasrek finally loosenedhis Laugh and Weep is a solid oak iron-shod greatclub,
grip on the weapon, passing on to join his ancestorseven decorated with simple geometrical shapes. Capping the
as Chern’s curse fell upon his people. top of the greatclub is a double-faced jester’s head, one
’The imprint of Jasrek‘s hand remains on the face that appears to be laughing while the other face
weapon’s hilt to this day, and the blade is a shimmering weeps. The entire club is painted with garishbright white
crimson, as though Chern’s newly spilled blood still enamel, and the symbols are painted black and red.
coated the rapier’s edge. The sword possesses dread Powers: Laugh and Weep is a +4 greatclub of mighty
power to match its history. While Jasrek’s Rage is a cleaving painted in garish colors and capped with a two-
powe:rful weapon for the elven people, the titan’s influ- faced jester’shead. Once per day one of the spells listed on
ence does not fade easily. Chern’s blood cursed the the corresponding chart affects a target struck by the
blade, and any who wield it risk reliving Jasrek‘s last weapon. Only one of these spells may affect a person at a
momients, locked into combat until he or his foe is dead. time. Should a target struck by the club make a successful
Powers: In the hands of an elf, the blade func- saving throw, he becomes immune to the spell-like effects
tions as a +3 keen rapier of wounding. In the hands of of the club for the rest of the combat. The spells are cast at
non-elves the hilt grows red-hot, dealing ld4points of 7th level.
damage per round until dropped.
101 -1
asuccessful criticalhit, the blade plunges into the
flesh of its victim and grips tightly, automatically dealing
ld6+3pointsofdamageeachroundandrequiringaDC35
Strength check to remove. As the blade grasps the victim,
the sword’s hilt grasps the wielder, preventing him from
releasing the grip until either he or his foe is dead.
Locked together in this fashion, both opponents
lose their Dexterity bonus armor class, and the wielder
takes an additional -4 penalty to armor class and loses Strong enchantment; CL 13; Weight 8 lb.
the use of the hand that holdsJarek’s Rage. No amount
of physicalforce short of amputation will let the wielder
drop the sword until either he or his opponent dies, or
3
until the sword is ripped out of his foe. Asherak is known as the Cradle of the Gods for
Strong evocation; CL 16; 2 Ibs. good reason -many of the gods were born or grew to
maturity there. This section lists a number of demigods
Laugh and Weep (many unknown on Scam’s other continents) who
Description: The Carnival of Shadows does not manifest avatars on the continent of Asherak, as well
often travel far from its home on the Blood Bayou. Yet as information on the avatar for the once-dead god of
there are times when the Jack of Tears dispatchesone of the elves, Jandaveos, returned recently to life.
his most trusted minions to deal with some inconve-
nience. Often, these emissaries of the Jack of Tears are Gods and Demigods
the heron priests,but when bloody work is to be done he Demigods have their own domains, though al-
sends a dark harlequin and a troupe of shadow jesters. ways fewer than the gods. Clerics can take their
Laugh and Weep is one of the weapons carried by demigod’s alignment domains only if they also coin-
the Momus’ most powerful bodyguards. The story cide with the cleric’s own alignment. Worshippers’
behind its creation comes from several rumors that it alignments may differ from that of their patron demi-
once belonged to a barbarian who struck the Momus god by one alignment step - so, worshippers of the
in amoment of anger. As retribution, the Jack of Tears lawful neutral D’shan can be lawful good, lawful evil,
took the barbarian’s weapon and his soul, and melded lawful neutral or true neutral; if the cleric is herself true
the two into a comedic-looking parody of a greatclub. neutral, she cannot take Law as one of her domains.
Once the weapon was complete, he enslaved the
APPENDIX: GATHERED L O R E

lnvocatjonBenefits The avatar replenishes its own divine magic as well as


A worshipper can call upon the power of her deity long as a number ofworshippers at least equal to the avatar’s
when in need by taking 1full round to chant, meditate, divine caster level is within 1,ooO feet when it uses this
pray, or otherwise contact the god’s spiritualessence. In ability. For example,Ashumas possessesthe divinemagicof
order to invoke a demigod, the invokermust do nothing a 20th-levelcleric in addition to his other powers; if at least
else during the entire round. Doing so grants the char- 20 faithful worshippers are within range when he activates
acter a benefit, typicallya + 1bonus to a specificdie roll. divine empowerment, he may restore his prepared spells.
In the case of demigods, this is the maximum that can The “ X in an avatar’s description indicates the num-
be applied at any one time. Details on each demigod‘s ber of times per day that he may use divine empowerment.
invocation benefits are listed in the god’s description. Divine Favor X (Su):The avatar can grant its favor
to one follower in the form of a +5 sacred or profane bonus
Djvjne Qualjties (as appropriate) to any specified type of roll or check,
Demigods also possess remarkable abilities as de- lasting until the next dawn or dusk (whichever comes
tailed below. These are included in each demigod’s first). It must refer to aspecific, individual type of roll (e.g.,
statistics block under the heading “Divine Abilities,” attack rolls, Fortitude saves) or checks with a specific skill
and vary depending upon the deity’s specificpowers and (e.g., Jump,Move Silently);alternately,the bonus may be
portfolio. Adjustments or modifiers based upon these applied to the follower’sAC. The roll so imbued must be
abilities are factored into the avatar’s statistics already. specified at the time the favor is granted and cannot be
Demigod’s Avatar (Su):These statistics represent changed.
only thedemigod‘savatar.Thedemig0d’spoweris almost Anavatarcan also imbue afollowerwith a singlespell
limitless on its home plane. If the demigod’s avatar is that the avatarcancast; treat this ability as an innate imbue
destroyed on the physical plane, it cannot create another with speU ability, but the avatar is not limited as to the level
one for ld4 months. If the avatar is imprisoned,it cannot of spells it can imbue.
manifest elsewhere on the plane. Unlike gods, demigods The “ X in the description indicates the number of
cannot destroy their avatars voluntarily. times per day that the avatar may grant divine favor.
Avatars are not affected by critical hits, death DivineInitiativeX(Ex):Theavatarisfarswifcerand
from massive injury, poison, paralysis,sleep,disease,or quicker to respond than any mortal. Each level of divine
any attack that must target a living subject. initiative grants the avatar a +8 bonus to its initiative
Divine Creation X (Su): With this ability, the modifier.
avatar may create items that accord with its spheres of Divine Knowledge X (Ex): The avatar can draw on
influence even if it does not have the appropriate item a portion of its deific knowledge, and while this is but a
creation feats. By empowering normal items, the di- mere fractionofthe demigod’sactualunderstanding, it can
vine being creates any non-artifact magic item of its easily exceed that of any mortal’s learning.An avatarwith
choice, as long as the power(s) of that item fall within this power is considered to have a number ranks in aU
the deity’s purview. For example, Subastas, demigod of Knowledge skills equal to Xx 5. To indicate detailed areas
fire, can create a w a d offire even though he does not of advanced knowledge, the avatar may also have ranks in
have the Craft Wand feat. The demigod can create specific Knowledge skills that exceed this amount.
items with a maximum cost equal to X3 x 1,000 gp. Divine Language (Ex):The demigod is omnilingual,
The avatar does not need to pay the usual gp or XP able to speak and understandall non-supernaturalformsof
costs to create these items, but does lose 1hit point for communication - both spoken and written languages
every 1,000gp of the item’s base cost. This loss cannot and animal communication. Demigods with divine lan-
be recovered through normal regeneration short of guage may allow any worshipper within hearing distance
reabsorbingthe magic of the item, though the loss does to likewise speak or understand any language, at will, per
not remain if the avatar is disrupted and forced to the spell tongues.
reform elsewhere. This magic item is permanent un- Divine Presence (Su): Enemies of the demigod and
less the item so imbued was not of masterwork quality, servantsof its foes may be terrified by the avatar’s appear-
in which case the magic fades in a number of days equal ance. Creatures of an alignment opposite that of the
to the hit points expended to create it. demigod,or worshippers of any deity ofopposite alignment
Divine Empowerment X (Su): Divine empower- who are within 100 feet of the avatar, must make a Will
ment requires a full-round action on the part of the save (DC15 + 1/2 the demigod’s HD + the demigod’s
demigod. When the avatar= this ability, allworshippers Charismamodifier) or be affected as ifby afar spell (caster
within 1,000 yards of the avatar have their divine spells level equals the demigod’s HD).
replenished as though they had just finished preparing Divine Protection X (Ex): The avatar gains damage
theirdaily allotment.This appliesonly todivinespellcasters reduction wmagic and a +X deflection bonus to AC. An
who are dedicated to that deity primarily. avatar with divine protection 6 or higher has damage
reduction wepic.
STRANGE LANDS: LOST T R I B E S O F T H E SCARRED LANDS

Divine Puissance X (Ex): The avatar can declare DivineSpeedX (Su):TheavatarreceivesXadditioml


any one roll that it makes to be the highest result possible actions (whether standard or move actions) per round.
forrhaitdietype(e.g.,a20on ld20, alOonadlO).While Divine Summoning (Su):The avatar can sum-
utilrzedmostoftenincombat,thisabilitycanapply to any mon allies, minions, or worshippers to its side as a
roll. and may be applied after the roll was made. The full-round action. These beings need not be willing.
avatar can use this ability X times per round. T h e number and type of creatures that the deity can
Divine Size (Su):The statistics listed herein are for summon is listed under the quality’s description, as
each avatar when it manifests in its most common form. A is the number of times that the avatar can use this
demigcxl with the divine sue ability may manifest its avatar ability per day.
at any size from Medium to Gargantuan if it desires (demi- Divine Telepathy (Su):The avatar can commu-
g d s l pwers are somewhat less than those of their more nicate telepathically with any creature within500feet
poweduldeificcousi, whomay manifest at up tocolossal). that has a language.
Note that manifestation at larger sizes will affect the avatar‘s Divine Vision (Ex):The avatar can see as per the
attack and SraPPle bonuses and AC, as noted in Chapter8 spell true seeing. In addition, it has an unlimited range
Ofthe JplaYfl’S Handbook. TheaVa~’SWeaPOns, armor, and of vision (barring physical obstruction), and this vision
other poossessions change sue along with their owner. is unimpeded even by magical darkness of any kind.

Avatar -Ashumas Challenge Rating: 26


Medium Outsider (Extraplanar) Treasure: Double standard
Hit Dice 22d8+110 (286 hp)
Alignment: Neutral
Initiative: +20 Domains: Dream, Knowledge, Luck
speed: 60ft.(l2squares),fly40ft. (perfect) Holy Symbol: A golden circle
Armor Class: 34 (+8 Dex, +7 natural, +? deflec- Advancement Range: None
tion), touch 27, flat-footed 26 -
Level Adjustment:
&IreAtCacklGrapple:
.. +22/+26
AW: +6keendagger+32 melee(ld4+10/17
- 20) The being before you is not of the mortal world. His
Full Attatk +6keendagger+32/+27/+22/+17me- features are handsome and project a keen intelligence. He
lee (ld4+10/17 - 20) is clad in a dark toga, holding an open book in one hand. He
Space/Raach 5 ft.15 ft. regards you coolly, as ifjudging your intelligenceand worth.
Special Jittacks: Spell-like abilities, spells
Speclal Quaritk Damagereduction?/magic,darkvision Descriptjon
120 ft., fast healing 6, flight, immuni- Ashumas was once a powerful deity, perhaps equal
ties, improved uncanny dodge,
low-light vision, prophecy, spell re-
to the eight greater gods -or so the ancient legends of
sistance 34, uncanny dodge Asherak claim. This god of fate, destiny and fortune was
DivineQualities: Demigod’s avatar, divine creation 2, the dream-child of Mesos, given existence by the Sire of
divine favor 1, divine initiative 1, di- Sorceryduringaparticularlyfitfulslumber. Consequently,
vine knowledge2,divine protection 3, Ashumas had a strange relationship to his brethren and
divine puissance 3, divine telepathy, was never trusted completely,despite his early advocacy
divine language
of the gods’ rebellion. Indeed, Ashumas was an enthusi-
Saves: Fort +18, Ref +23, Will +25
asticsupporterof the plot,providingmuch-neededinsight
Abilities: Str18,Dex26,Con20,lnt25, Wis31,
Cha 23 into the minds of the titans.
Skilk: Appraise +18, Bluff +18,Concentra- Ashumas also enjoyed a special bond with the
tion +30, Decipher Script +2?, people of Asherak. When the Divine War seemed to
Diplomacy +32, Disguise +28 (+30 be taking a turn for the worse, he granted a portion of
acting), Gather lnformation +28,In-
his might to power the ill-fated Seraphic Engine, a
timidate+33,Knowledge(arcana) +33,
Knowledge (history) +27, Knowledge mighty artifact designed to sever the tie between the
(religion) +27,Listen+34, Ritualcast- titans and Scam. Alas, his involvement in the Engine’s
ing +2?, Search +24,Sense Motive creation blinded him to its fatal flaw -arare occasion
+32, Spellcraft +2?, Spot +32, Use indeed. The artifact functioned improperly,exploding
Magic Device +23
in a holocaust of destruction that devastated Asherak
Featr: Alertness, lmproved Initiative, Im-
proved Spell Capacity (10th; cleric),
and forever weakened the God of Fate.
lron Will, Lightning Reflexes, Maxi- Ashumas is now b u t a shadow of his former self.
mize Spell, Quicken Spell, Spell He remains tied to the peoples of Asherak, who, he
Penetration claims, have an important role yet to play in the
Environment: Any history of the Scarred Lands. He likewise believes,
Organkcation: Solitary (unique) as do the people of Asherak, that he shall one day
APPENDIX: GATHERED L O R €
e.zz*, *%,A*
reclaim his former power and take his place as the Prophecy (Su):Because of his unique connec-
greatest of the gods. Thus far, there is no evidence tion to the webs of fate that govern the world,
to support this, but that has not weakened the Ashumas’s avatar is always assumed to be under the
resolve of Ashumas or his followers. influence of a foresight spell with himself as the
lnvocatjon Benefjt subject (caster level 25th).
In addition, Ashumas’s avatar may prophesy
A worshipper of Ashumas who spends 1 full
the future for any mortal being in the Scarred
round invoking t h e demigod gains a + 1 bonus on
Lands as a full-round action, per the divination
any roll that involves luck or fortune - this can
spell. This information is always accurate and has
include an attack roll, any one Dexterity-based
no chance of failure. Ashumas’s avatar rarely uses
skill, or a Reflex save. It does not include damage
this ability without good reason, although he has
rolls, or skills based upon other attributes such as
prophesied the fates of beings for reasons no mere
Strength or Intelligence.
mortal can determine.. . such is the
Combat inscrutability of this demigod.
Ashumas cares little for violence, but he is
nonetheless adept at defending himself, incapaci-
tating his foes with magic before removing himself
from the situation. It is believed he refrains from
lethal force because he recognizes that all beings
have a role to play in the unfolding of fate and it is
not his place to interfere in that destiny.
Even if a being is destined to die, Ashumas
prefers that they do so in their own time
and not due to his own efforts - unless of
course that is the fate he sees for them, in
which case h e has no compunction about
ensuring that it comes to pass.
Spell-Like Abilities: Ashumas’s avatar
may use any spell from the Dream, Knowl-
edge or Luck domains at will as a spell-like
ability (save DC 16 + spell level). Caster
level 22nd. The save DCs are Charisma-
based.
Spells: Ashumas’s avatar can cast di-
vine spells as a 20th-level cleric with access
to the Dream, Knowledge and Luck domains
(save DCs are Wisdom-based), and arcane
spells as an 18th-level wizard (save DCs are
Intelligence-based). He may select a spell h e
wants and cast it without needing to prepare
any spells; he may apply any metamagic feats he
knows as a free action, by casting the spell at the
appropriate modified level. He does not need
components or foci to cast spells.
Cleric Spells (618 + 1/8+ 117+ 1/7 + 1/7 + 1/6+1/
5+1/5+1/5+1/2; save DC 20 + spell level).
Wizard Spells (4/6/6/6/5/5/5/4/3/2; save DC 17
+ spell level).
Flight (Ex): Ashumas’s avatar can cease or
resume flight as a free action.
Immunities (Ex): Ashumas’s avatar is im-
mune to mind-affecting spells and to all divination
and illusion spells.
Low-Light Vision (Ex):Ashumas’s avatar’s
vision in low-light conditions is four times that
of a human.
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS
; -
1Ic

Avatar-D’shan Descnptjon
Medium Outsider (Extraplanar, Lawful) Perhaps the most misunderstooddeitv in Asherak‘s
Hit Dice:: 35d8+350 (630 hD) pantheon, Dshan is known as the Desert Wind, the
, I

Initiative: +20 Purifier, and He Who Evens the Scales. He is both


Speed: Fly 200 Ft. (40 squares) (perfect) patron and embodiment of the fierce storms that
Armor Class: 52 (+12 Dex, +12 natural, +18deflec- scream across the desert, and his power is revered for
tion), touch 40, flat-footed 40 its ability to wipe slates clean and settle accounts. For
Base AtltacWGrapple: +35/+42 this, he is often seen as one of the many faces of divine
Attack: Slam +481+481+48 melee (ld8+10) retribution. As such, many believe he is the son of
Full Attack: Slam +481+481+481+431+381+33 Hedrada and an unnamed female goddess. Most
melee (ld8+10)
Hedradanpriests scoff at this rumor, preferring instead
SpacelRmch: 5 ft.15 Ft.
the notion that D’shan is a divine “construct,” created
Special Attacks: Spell-like abilities, spells, whirlwind
by a communal need for purification and justice.
Special Qualities: Air mastery, damage reduction 151
magic and chaotic, immunities, im- Tribal society on Asherak holds strongly to no-
proved uncanny dodge, regeneration tions of propriety and justice - two ideas that exist,
10, resistance to fire 20, spell resis- they believe, above and beyond the laws of men.
tance 35, uncanny dodge When civilization fails to settle a matter, and true
Divine Qualities: Demigod’s avatar, divine initiative 1, justice seems fallen by the wayside, tribal folk know to
divine presence, divine puissance 2,
divine size, divine speed 2, divine sum- call upon the Desert Wind
moning,divine telepathy, divine vision
saves: Fort +2?, Ref +31, Will +25
Abilities: Str25,Dex34,Con30,lnt18, Wis23,
Cha 27
Skills: Concentration +45, Diplomacy +26,
Hide +42, lntimidate +43,

Feats: Awesome Blow, Cleave, Combat


ReFlexes, Flyby Attack, Great --,
Cleave, lmproved Bull Rush, lm-
proved Disarm, lmproved
‘Trip, Mobility, Power At-
tack, Weapon Finesse,
Weapon Focus (slam)
Environment:
Organimtion: Solitary (unique)
Challenge Rating: 30
Treasure: None
Alignment: Lawful neutral
Domains: Air, Earth, Law, Vengeancett
Symboll: A small whirlwind or tornado
Advancement Range: None
Level Adjustment: -

Though perhaps humanoidin shape, the true


form of this figure is not discerned easily. It shifts
and shimmers like a desert mirage faintly gtimpsed
in the distance.
APPENDIX: GATHERED LORE
I

e exists since
virtually none who have met D’shan’s herald - and realized who and what she is - have lived to
tell the tale. D’shan’s herald is a soul guardian** of great power named Hush, who pledged herself
to the Desert Wind after the Divine War.
Hush believes wholly in t h e righteousness of her lord, and serves him faithfully to the best of her
ability: to presage the coming of his justice, and to bear witness to the final hours of those whom
D’shan would punish. When her master’s work is done, Hush fulfills her appointed task and escorts

for retribution. One way or another, justice will be gust ofwind (DC 20), magic missile, persistentimage ( DC
done on Asherak; if not by the laws of man, then by the 23), plane shift, wind wall; 3/day - acid fog (DC 24),
hand of Dshan. elemental swam, horrid wilting (DC 26), repulsion (DC
Although his work has garnered him a fearsome 25), wall offorce. Caster level 18th.
and enigmatic reputation, Dshan enjoys genuine rev- Dshan’s avatar may use any spell from the Air,
erence (if not outright worship) by the tribes of the Earth or Vengeance domains at will as a spell-like
Desert of Onn. This is due to his fierce hatred of the ability (save DC 18 + spell level). Caster level 35th.
Flayed God, whom he works tirelessly to thwart. The save DCs are Charisma-based.
Indeed, the depredations of that fallen deity would be Spells: Dshan’s avatar can cast divine spells as a
far worse in the lands of Asherak were it not for 15th-level cleric with access to the Air, Earth, and
Dshan’s efforts. Where the Flayed God goes, Dshan Law domains (save DCs are Wisdom-based). He may
and his minions are sure to intercede, and although the select a spell he wants and cast it without needing to
Flayed God’s torment is perhaps great enough already, prepare any spells. He does not need components or
he will find no surcease in Asherak so long as the foci to cast spells.
Desert Wind remains. Cleric Spells (6/7+1/7+1/6+1/5+1/5+1/4+1/2+1/
Dshan remains unseen unless he wishes to be 1+ 1; save DC 16 + spell level).
seen. Otherwise, he appears as a vaguely humanoid Whirlwind (Ex):At will, as afree action, D’shan’s
blur, akin to a floating mirage in the sun-scorched avatar can take the form of a fierce whirlwind. This is
heat. similar in size and effect to the whirlwind form of an
lnvocatjon Benefit elder air elemental, except the save DC is 37 where
If a worshipper of Dshan spends 1 full round applicable, and the whirlwind deals 4d6 points of
invoking his god, he gains a +1 bonus on any roll damage to creatures within it.
pertaining to the settling of a score or the exacting of Air Mastery (Ex): All airborne foes suffer a
just vengeance. This can include (but is not limited to) -2 to attack and damage rolls against D’shan.
attack and damage rolls. Due to the tremendous winds that surround him
at all times, D’shan’s avatar cannot be struck by
Combat ranged attacks made by creatures of demigod or
D’shan is quick to summon the aid of one or more lesser status.
air creatures in combat. It is interesting to note that he Immunities: Dshan’s avatar is immune to air,
prefers the aid of titan-spawned or tainted air creatures earth, and force effects, as well as electricity damage
such as bane clouds and cloudstings and is rumored to and ability damage or drain of any kind.
delight in watching them fight in his name. Although Regeneration (Ex): Chaotic-aligned magic
his worshippers postulate that their god does this to weapons deal normal damage to D’shan’s avatar,
punish these creatures (why send a lawful or good- as do spells or effects with t h e chaotic descrip-
aligned creature into combat when titanspawn will tor. If D’shan’s avatar loses part of his body mass,
do?), this practice nonetheless adds to Dshan’s al- h e can regrow it in l d 6 minutes.
ready woeful reputation among some fearful tribesmen. Divine Summoning (Su): Every l d 4 rounds
When moved to engage in combat personally, as a full-round action, D’shan’s avatar can sum-
Dshan generally employs his whirlwind form. mon any creature of 22 HD or fewer that has the
Spell-Like Abilities: At will - control winds, air or earth subtype to serve him for 1 hour. H e
dimensiondoor, freedomofmovement, greaterinuisibility, can use this ability up to five times per day.
STRANG€ LANDS: LOST TRIBES OF T H E SCARRED LANDS
- 9 4

Avutar -Eltimash
Medium Outsider (Evil, Extraplanar, Lawful)
20d8+160 (320 hp)
Descriptjon
Hit Dice:
Initiative: +I? A son of Mormo and an unusually powerful asaatthi
Speed: 60 ft. (12 squares), climb 30 ft. sorcerer from Asherak, Elfimash claimed dominion over
Armor Class: 35 (+7 Dex, +I2 natural, +6 deflec- the reptilian and vermin hazards of the Cradle of the
tion), touch 23, flat-footed 28 Gods -scorpions, snakes and crocodiles. His sentient
Base AntacWGrapple: +20/+26 worshippers were equally unsavory- assassins,torturers,
Attack: Serpent's 'Tooth +30/+30 melee evil sorcerers and those who make their living by death
(ld6+10/1?-20 plus poison) or bite and suffering. Possessing a reptilian appearance himself,
+26/+26melee (ld6+6 plus poison) it is little wonder that Elfimash was known variously as
Full Attack: Serpent i Tooth +30/+30/+25/+20/
the Lizard King and the Lord of Serpents.
+I5 melee (ld6+10/1Q-20 plus poi-
son) and bite +22 melee (ld6+3 plus Yet for all his power, Elhash's titanic mother re-
poison) garded him aslittle more than a plaything. Mormo abused
SpaceIReach 5 ft.15 ft. her son cruelly, inflicting all manner of unpleasantness
Special ,Attacks: Commandcreatures, death attack, poi- upon him, just as many other titans did to their offspring.
son, sneak attack +9d6, spell-like When the gods first rebelled against the titans, Elhmash
abilities, spells
was eager to jointhem. Though thoroughly wicked,he had
Special Q u a l i t k Assassin abilities, damage reduction
6/magic, hide in plain sight, immunity
no love for the titans and wished nothing more than to see
to poison, improved uncanny dodge, themdestroyed.Workingcloselywithchardun, he played
spell resistance 33, uncanny dodge an important role in the final defeat of the titans.
Divine Qualities: Demigod's avatar, divine initiative 1, Because his base ofpowerwas in Asherak, El6mash's
divine protection 2, divine puissance worshippers suffered in the disaster of the Seraphic
1, divine size, divine speed 1, divine
vision
Engine. Now, few outside of that continent have ever
saver: Fort +20,Ref +1?, Will +16 heard of him, let alone worship him. Elfimash hopes to
Abilities: Str22,Dex25,Con26,lnt21,Wis18, change that. He seeks to spread his worship to other
Cha 19 lands, building for himself a vast flock of followers with
Skills: Balance +?, Climb +27,Escape Artist whom he shall eventually challenge the other gods for
+30, Hide +28, Intimidate +27,Jump dominion over the ScarredLands. Until that day comes,
+1?, Knowledge(history) +20,Knowl- he bides his time and waits.
edge (nature) +20,Knowledge (the
planes) +20,Listen +2?, Move Si-
iently' +30, Profession
bo-
-\+
(torturer) +20.Search

+14, Tumble +32


Alertness,Combat Exper- \1
tise. Combat Reflexes,

Mobility,
Spring A t -
tack
Environment:
Organization: Solitary (unique)
Challertga Rating: 25
'Treasure: Standard
Alignment: Lawful evil
Domains: Destruction, Evil, Law
Holy Symbol: An asp
Advancement Range: ~ None
-
A
Level Adjustment

The humanoid creature is tall and fear-


sowhoking, with a powerful build. It is covered in reptil-
ian scales and has a snakelike head, red eyes, clawed hands
and ,a thick tail.
!
APPENDIX: GATHERED LORE

lnvocati on Benefjt
A worshipper of Elimash who spends 1 full round
invoking the demigod receives a +1 bonus to rolls that Description: Elimash's avatar's weapon re-
involve stealth, d i c t i n g pain, or attack by surprise (in sembles a short sword made fromyellowish bone. It
effect,a bonus to any attack roll against a foe who is denied 1 drips a viscous, foul-smelling poison.
its Dexterity bonus). Alternately, the invocation can Powers: Any creature struck by this +4
impose a -1 penalty on a foe's next save against a poison serpentsteel short sword must succeed at a DC 21
attack by the worshipper. Fortitude save or die (and must save again 1 minute
later). In addition, while using this blade, the DC of
Combat
Elamash is a violent being who enjoys spread-
ing pain and suffering. He is also quite intelligent
and does not act without forethought. He realizes a spell-like ability (save DC 14 + spell level). Caster level
that he is more likely to succeed in his ultimate 20th. The save DCS are Charisma-based.
goals if he bides his time and chooses his path Spells: Elimash's avatar can cast arcane spells as
wisely. Consequently, he prefers to attack from a a 20th-level assassin (save DCs are Charisma-based).
hidden position, surprising his enemies and taking He may select a spell he wants and cast it without
advantage of their momentary weakness. Elimash needing to prepare any spells. He does not need
especially enjoys using his assassin's abilities and components or foci to cast spells.
Serpent's Tooth and/or his poisonous bite. Assassin Spells (5/4/4/4; save DC 14 + spell level).
Command Creatures (Su):Elimash's avatar may Assassin Abilities: Elimash's avatar possesses all
rebuke or command any animals, magical beasts or a s s s i n class features asa 20th-level asssin, except those
vermin that are either reptilianor arachnid innature, as thatdealwithpoison(sinceheisimmunetopoison):sneak
an evil 20th-level cleric rebukes or commands undead. +9&, death (Fort 30), uncanny dodge,
Poison (Ex): Injury, Fortitude DC 28; initial improved uncanny dodge, hide in plain sight.
damage ld6 Con, secondary damage 2d6 Con. The Immunities (Ex): Elimash's avatar is immune to
save DC is Constitution-based. all poisons, whatever their origin.
Spell-Like Abilities: Elamash's avatar may use any Skills: Ekmash's avatar has a +8racial bonus on
spell from the Destruction,Evil or Law domains at will as Climb checks. He can always choose to take 10 on
Climb checks, even if rushed or threatened.

Avatar-Flayed God, The


Medium Outsider (Chaotic, Evil, Extraplanar) Skills: Balance+13, Climb +A,Concentration
Hit Dice: 20d8+240 (400 hp) +35, Heal +12, Hide +23, Intimidate
+3 +30, Jump +31, Knowledge (arcana,
Initiative:
the planes) +25, Knowledge (religion)
Speed: 50 ft. (10 squares), burrow 50 ft. +20, Listen +12, Move Silently +13,
Armor Class: 33 (+3 Dex, +14 natural, + 6 deflec- Search +20, Sense Motive +22,
tion), touch 17, flat-footed 30 Spellcraft+30, Spot +22,Survival+12,
Base AttackIGrapple: +20/+31 Use Magic Device +27
Attack: 'Tonguelash +36 melee (ld4 Con plus Feats: Dodge, Empower Spell, Mobility,
ld4 Cha) or claw +31 melee (ld6+11 Power Attack, Quicken Spell, Spring Attack, Widen Spell
plus Id6 Cha drain and ld4 Con) Climate/Terrain: Any
Full Attack Tonguelash +36/+31/+26/+21 melee Organization: Solitary (unique)
(ld4 Con plus ld4 Cha) or claw +31/ Challenge Rating: 25
+26/+21/+16 melee (ld6+11plus ld6
Treasure: None
Cha drain and l d 4 Con)
Alignment: Chaotic evil
+/Reach. 5 ft.15 ft. (IO ft. with 'Tonguelash)
Charisma drain, Constitution damage, Domains: Chaos, Destruction, Evil
Special Attacks:
sandstorm, spell-like abilities, spells Holy Symbol: A scourge
Special Qualities: Absorb health, damage reduction 61 Advancement Range: None
magic, rebuke outsiders and undead, Level Adjustment: -
spell resistance 33
Divine Qualities: Demigod's avatar, divine empower- The figure is the size of a man, mowing with a shamblkng
ment 1, divine favor 1,divine knowledge gaitthatspeaksofenomuxcspainand&comfort. Itisswathed
1, divine language, divine presence, in tattered rags, and what a n be seen of its body is terrible -
divine protection 2, divine vision
its skin is rent with sures, great snips offish are tom away
Saves: Fort +24, Ref +15, Will +14
rewealing bone and muscles, and what ronaim of its face bears
Abilities: Str 33, Dex 16, Con 35, Int 20, Wis 14,
Cha 25 an expression ofi'ndescribabkagony, rage and hatred.
STRANGE LANDS: LOST TRIBES OF T H E SCARRED LANDS

Descnptjon
‘When the horrendous energies of the Seraphic Unlike many deities, the Flayed God sends his
Engine devastated the once-verdant continent of avatar to engage in combat with mortals on a regular
Asherak, many of the local demigods and powers were basis, seeking flesh and souls to alleviate his pain.
caught in the surge. A great number were obliterated Though he gains the greatest benefit from those he
utterly. Most of those who were not owe their survival ravages with his own hands, he often wields the great
to the actions of the eight major gods, who rescued scourge Tonguelash, striking foes at range in hopes of
their lesser cousins from the desolation. crippling them before they can put up a fight; he does
Some were not fortunateenough to be eitherrescued not use T o n W h h for too 10% though, as he gains hit
or destroyed, including the hideous being today known points only by attacking foes with his claws-
only as the Flayed God. Who or what this entity once was The Flayed God’s avatar prefers straightforward
is unknown. He is the most pitiable and the most conflict,but can employ complexstrategy and schemes
horrifying of creatures; an immortal too toobtainhisobjectives.Heusesoffensivespells
badlv injured ever to heal, yet only when faced with combatants he
unable to die. He exists in a feels may be too tough for close-in
sea of constant torment, fighting,or when thinning out the
violated by physical and numbers of a vastly superior foe.
spiritualwoundsthatwill Charisma Drain (Su):
never close. Living creatures hit by the
FlayedGod’savatar’s claw at-
true lorm isunknown; tack take ld6 points of
his avatars differ from Charisma drain. For each
incarnation to incar- point drained in this way,
nation, but all clearly the Flayed God gains 2
suffer the ravages of temporary hit points.
somehideous wound, Constitution Damage
(Ex):Living creatures hit by
ease.All bear massive the Flayed God’s avatar’s claw
scafs, deformities, and ttack must succeed at a DC
other signs of suffering. 3 1Fortitude save or take ld4
Some are covered in scar points ofconstitutiondam-
tissute;others are skinless,their age. T h e save DC is
musculatureexposedtotheblaz Constitution-based.With
irig sun and blowing sands. each successful attack, the
The Flayed God has dis- f Flayed God heals 5 hit points.
covered that he can alleviate his ‘ Sandstorm (Sp): In any
pain and anguish temporarily by area of substantial sand, such as
a desert or a beach, the Flayed
and staunch the wounds of his avatar. God’s avatar can whip nearby par-
means not only stealing the skin or fles ticles into a whirlwindcapableofstripping
other beings, but also portions of their flesh from a living being. This affect
s o h . Those mortals unfortunate enough manifests in a hemisphere (at ground

he wanders rarely survive to te evel) in a 3@-footradius around the


target point. This ability is other-
truly whole again. wise identical to a blade barrier
spell cast by a 20th-levelcleric.
lnvocatjon Benefit
Spell-Like Abilities: The
Hideous asthenotio
Flayed God’s avatar may use
niay be, some few mad
any spell from the Chaos, De-
individuals worship the
struction or Evil domains at
Flayed God as a source of
will as a spell-like ability
power and bringer of de-
(save DC 17 + spell level).
struction. Priests who
spend 1full round invok-
ave DCs are Cha-
ing him receive a + 1 bonus
on all Fortitude and Will saves made in the next round.
APPENDIX: GATHERED L O R €

Spells: The Flayed God’s avatar can cast arcane


spells as a 17th-levelsorcerer (save DCs are Charisma-
based). He may select a spell he wants and cast it
Description: Tonguelash appears to be a thick
without needing to prepare any spells; he may apply
leather lash, stiffer and less flexible than a normal
any metamagic feats he knows as a free action, by
whip. It is made up of strips of leather taken from the
casting the spell at the appropriate modified level. He
flesh of sentient creatures, and empowered with the
does not need components or foci to cast spells.
Flayed God’s own pain.
Sorcerer Spells (6/8/8/8/7/7/7/7/4; save DC 17 +
Powers: Tonguelash strikes as a +5 spiked chin
spell level).
(and thus has a 10-foot reach), although it is wielded
Rebuke Outsiders and Undead (Su):The Flayed as a whip. Rather than dealing 2d4 points of damage,
God may rebuke or command undead and outsiders as however, it strips flesh from its target, dealing ld4
an evil 20th-level cleric rebukes or commands undead. points of Constitution damage and ld4 points of
Absorb Health (Ex):The Flayed God’s avatar Charisma damage per strike. Death ward and similar
uses the flesh of others to heal himself, as a normal effects do not prevent this damage.
person would use bandages. As a full-round action, he Due to the lash‘s connection with the Flayed
may attempt a DC 15Heal check to tear asuitable strip God, he may use the flesh it strips from its victims to
of flesh from a helpless foe, dealing 2d6 points of cure himself with his absorb health ability.
damage in the process. As a move action, he may apply
this torn flesh to his own skin. This heals the Flayed
God’s avatar a number of hit points equal to the for 3 points of Constitution and 2 points of Charisma
damage he dealt in stripping the skin. damage, he may use the flesh from that wound to heal
The avatar can use flesh stripped by his scourge, ( 3 x 2 + 2 x 1 =) 8 hit points of his own damage.
Tonguelash, gaining 2 hit points for each point of The Flayed God’s avatar may gain hit points in
Constitution and 1 hit point for each point of Cha- excess of his normal total in this fashion; excess hit
risma damage dealt by Tonguelash in that wound. For points fade at the rate of 1 point per hour. A “flesh
instance, ifthe FlayedGodhits avictimwithTonguelash bandage” must be applied no more than 10 rounds
after the avatar caused the wound to acquire it.

Avatar-Gamgal
Medium Outsider (Extraplanar, Lawful) Feats Craft Rod, lmproved Initiative, Power
Hit Dice: 26d8+156 (364 hp) Attack, Quicken Spell, Sacred De-
Initiative: +IO
. .-
fenderf, Scribe Scroll, Silent Spell,
Still Spell, Spell Focus (necromancy)
Speed: 60 ft. (12 squares), fly 120ft. (perfect)
Armor Class: 35 (+6 Dex, +10 natural, +9 deflec- Environment: Any
tion), touch 25, flat-Footed 29 Organization: Solitary (unique)
Base Attack/Grapple: +261+29 Challenge Rating: 27
Attack: Mace o f Everlasting Repose +35 me- Treasure: Double standard
lee (ld8+9) Alignment: Lawful neutral
Full Attack: Mace of&verlastingRepose+35/+30/ Domains: Death, Law, Travel
+251+20 melee (ld8+5) Holy Symbol: An archway
SpaceIReach: 5 ft.15 ft. Advancement Range: None
Specid A& Endthecycle,spell-likeabilities,spells, Level Adjustment: -
turn undead (+2 turning checks) 1This feat is found in Player’s Guide to Clerics and Druids.
Special Qualities: Flight, spell immunity,spell resistance
35 The being is a mummy in perfect condition - its
Divine Qualities: Demigod’s avatar, divine creation 4, wrappings are neat and clean, and it regards you withpiercing
divine knowledge 2, divine language,
eyes. It is decorated with an elaborate headdress, a gold
divine protection 3, divine size, divine
telepathy, divine vision pectoral, and other ancient and exotic finery.
Saves: Fort +21, Ref +21, Will +23
Strl7,Dex22,Con23,lnt24,Wis27,Cha30 Descriptjon
Skills: Concentration +35, Diplomacy +39, Gamgal is the lawful aspect of the greater being
Hide +35, Intimidate +39, Knowledge known elsewhere as Nemorga, the Gatekeeper of the
(arcana) +36, Knowledge(architecture Dead. In Asherak, “the Ne Morga” was known and
andengineering) +36, Knowledge(his-
tory) +36, Knowledge (religion) +36, revered as an entity as much beyond the gods as they were
Knowledge (the planes) t36, MoveSi- beyond mortals. Yet his nature was ineffable and beyond
lently+35, Listen+37,Search+22 (+24 ordinary worship. Thus, the Ne Morga was worshipped
secret doors), Sense Motive +37, separatelyinvariousaspects-eachrepresenting asingle
Spellcraft +38,Spot +37, Survival t21
STRANGE LANDS: LOST T R I B E S O F T H E SCARRED LANDS

Mace of Everlasting Repose (MinorArtjf act)


Description: Gamgal's weapon is a large, heavy-headed mace on a slender shaft, almost comical in
appearance. It is forged from a silvery metal that catches the sunlight and sparkles with divine energies.
Powers: Thisweapon functions as a +6 axiomaticheavy m e ofdisruption;the Will save Dc for its dtsmptioneffect
is 19. Three times per r level 15th;save DC 22).

featureofhis influence- to whom the people of Asherak End the Cycle (Su): At will, Gamgal's avatar can
dedicated temples and offered sacrifices. prevent a creaturefrom ever being reincarnated or raised,
Gamgal is the aspect of the Ne Morga that holds ending its ability to participate in the cycle of rebirth that
dominion over the practice of embalming and is revered was Once ~ o m m o onn S C ~This I - ability functions as the
as thle protector of the physical remains of the dead. spell soul bind, except that the target's d journeys to
Along with Sarhari, he is also one of the custodians of Gamgal'shomeplane, tospendetemitythere.Asuccessful
the 6,eCret that ended the cycle of death and rebirth. Dc 33 will save is required to resist this ability. The save
Thanks to Gamgal, the gods could free their devotees DC is (%xkma-based.
from the eternal cycle imposed by the titans and ensure Spell-Like Abilities: Gamgal's avatar may use
them a final reward in their own realms after death. In any spell from the Death, Law or Travel domains at
the aftermath of the Divine War, it is easy to underes- will as a spell-like ability (save DC 21 + spell level).
timate the importance of this secret, but it was once a Caster level 26th. The save DCs are Charisma-based.
most potent weapon in the battle against the titans. Spells: Gamgal's avatar can cast divine spells as a
Gamgal is unknown outside of Asherak, since the 20th-level cleric with access to the Death, Law and
arts of mummification are uncommon elsewhere in Travel domains (save DCs are Wisdom-based), and
the Scarred Lands. On that continent, he remains an arcane spells as a 16th-level sorcerer (save DCs are
integral part of religious rituals. Nearly all in- Charisma-based). He may select a spell he wants and
habitants of Asherak pay him some homage, cast it without needing to prepare any spells; he
if only at the time of their deaths. may apply any metamagic feats he knows as a free
action, by casting the spell at the
lnvocatjon Benefjt appropriate modified level. He
Worshippers of Gamgal does not need components or foci
who spend 1full round invok- to cast spells.
ing the demigod gain a +1
Ckric Spells (6/5+ 1/5+1/5+1/
boniis on any turning check
5 + 115+ 1/4+1/4+1/4+1/4+1; save
or turning damage roll, or on
DC 18 + spell level)$.
any skill check related to
Sorcerer Spells ( 6/9/9/8/8/8/8/
deal h, dying, embalming,
burial practices, etc., as long
614; save DC 20 + spell level)?.
as tlne roll or check occurs $ Because of SpellFocus (nec-
uithdn 3 rounds of invoking romancy), t h e save DC for
Gamgal. Gamgal's avatar's necromantic
cleric spells is 19 + spell level, and
Combat his necromantic sorcerer spells 21
Gamgal avoids combat
+ spell level.
when possible, except when he Turn Undead (Su):Gamgal's
encountersundead,particularly avatar may turn or destroy undead
of the corporeal kind: Gamgal any number of times per day, as a
considers these beings an af- 20th-level cleric.
front to his authority as Flight (Ex): Gamgal's avatar
protector of the dead and can cease or resume flight as a free
makes every effort to destro action.
them He uses his ability to Spell Immunity (Su):
turn and rebuke undead to Gamgal's avatar cannot be affected
eliminate all but the most pow- , by any necromancy spell or spell-
erful of these abominations, and like or supernatural ability cast by
thosethatremainheattackswith a being of demigod or lesser status
his spells or his Mace of Everlast- unless he wills it.
ing Repose.
APPENDIX: CATHERED LORE

Avatar-lmmatuk
Medium Outsider (Extraplanar, Lawful) Description
Hit Dice: 22d8+132 (308 hp)
Initiative: +5
Immatuk is the demigoddess of writing, math-
Speed: 60 ft. (12 squares) ematics, architecture, libraries and letters -and thus,
Armor Class: 31 (+5 Dex, +10natural, + 6 deflec- by extension, ofwizardry. Born the daughter of Hedrada
tion), touch 21, flat-footed 26 and an unknown mother, Immatuk was an important
Base AttackIGrapple: +22/+25 deity from her inception, for the people of Asherak
Attack: +5 dagger +30 melee (ld4+8/1?- recognized her as a teacher of great wisdom. They
20) erected elaborate temples to her name and, in return
Full Attack: +5 dagger +30/+25/+20/+15 me- for their worship, were granted the secrets of literacy
lee (ld4+8/1?-20)
and mathematics. Asherak's pictographic script was a
SpaceIReach: 5 ft.15 ft. divine gift from Immatuk and formed the basis for
Special Attacks: Spell-like abilities, spells
magics unknown elsewhere on Scam.
Special Qualities: Damage reduction 6/magic, inher-
ent knowledge, power of text, spell During the Divine War, Hedrada spirited her
resistance 34 away to his home plane for her protection against the
Divine Qualities: Demigod's avatar, divine creation titans' torment. Immatuk's disappearance had an ad-
2, divine knowledge 5, divine lan- verse effect on Asherak, however, and may well have
guage, divine protection 2, divine contributed to the detonation of the Seraphic Engine.
telepathy, divine vision
Likewise, rebuilding the continent's civilization was
Saves: Fort +1Q, Ref +18, Will +23
undoubtedly slower because of her absence and the
Abilities: Str 16, Dex 21, Con 22, Int 31, Wis
30, Cha 23 temporary impediment to magic that it caused.
Skills: Appraise +21, Bluff +26, Concen- Immatuk returned to the
tration +31, Craft (alchemy) +35, Scarred Lands a decade after
Craft (calligraphy) +35, C r a f t the conclusion of t h e
(bookbinding) +30, Craft (painting)
Titanswar and dedicated
+21, Craft (weaving) +21, Diplomacy
+32, Disable Device +30,Disguise herself to aiding her wor-
+22 (+24 acting), Forgery +35, shippers in rebuilding the
Gather lnformation +24, Heal +26, shattered continent of
lntimidate +8, Listen +32, Per- Asherak. Some of her
f o r m (dance) +17, Perform
(oratory) +17,Perform (sing) +17,
followershave traveled
Perform (string) +17, Search +32 to other continents in
(+34 secret doors), Sense Motive recent times to spread
+32, Sleight o f Hand +23, the wisdom of their mis-
Spellcraft +37, Spot +32, Use Magic tress, including her
Device +22
unique system of magic.
Feats: Chain Spellt, Empower Spell, En-
large Spell, Heighten Spell,
lmproved Spell Capacity (10th;
wizard), lmproved Spell Capacity
(11th; wizard), Quicken Spell, Spell
Penetration
Environment: Any
Organization: Solitary (unique)
Challenge Rating: 26
Treasure: Standard
Alignment: Lawful neutral bonus on any one Knowledge
Domains: Knowledge, Law, Magic
check or to any skill check that
Holy Symbol: A scroll
involves mathematics, design,
Advancement Range: None
Level Adjustment: - construction or writing.

The figure is a beautiful


dark-haired woman in scholar's To mortal knowledge,
robes, etching a parchment scroll Immatuk has never been engaged in
with a quill pen. She bears an combat -she has always been able
expression of kindness, curiosity
and intelligence.
and protected by her father).
STRANGE LANDS: LOST TRlB€S O F THE SCARRED LANDS

Should she ever be forced to fight, Immatuk’s Cleric Spells (6/8+ 1/8+1/7+1/7+1/6+1/6+1/
avat,ar will do so defensively. She will not use any 4+1/3+1/2+1; save DC 20 + spell level).
spells that result in death or destruction, even against Wizard Spells (4/7/7/6/6/6/6/5/5/5/2/1; save DC
chaotic and evil foes. Instead, she would use her great 20 + spell level).
wit and wisdom to trick her foes or find ways of Inherent Knowledge (Su): Immatuk’s avatar
banishing them to other locales where they cannot has the bardic knowledge ability of a 20th-level
harm her or anyone else. If this is not possible, she bard (check bonus +32). Up to three times per
would incapacitate her opponents. She will kill only round, she can make any Knowledge or Spellcraft
with great reluctance, and only if an enemy is so check as a free action if the DC for the task is 20 or
determined to wreak destruction that no other option below.
is available to her. Power of T e x t (Su): Immatuk’s avatar knows
Spell-Like Abilities: Immatuk’s avatar may the contents of any book, scroll, codex, or other
use any spell from the Knowledge, Law or Magic written text that exists anywhere in the Scarred
domains at will as a spell-like ability (save DC 16 Lands. She need not have the text in her possession
+ spell level). Caster level 22nd. The save DCs are nor even have seen it, but merely thinks of the
Charisma-based. knowledge in question to know the contents of any
Spells: Immatuk‘s avatar can cast divine spells as relevant text.
a 171th-levelcleric with access to the Knowledge, Law Alternately, Immatuk‘s avatar can grant a small
and Magic domains (save DCs are Wisdom-based), portion of her knowledge to any mortal she chooses,
and arcane spells as a 22nd-level wizard (save DCs are merely by touching him. This grants the touched
Intelligence-based). She may select a spell she wants being a number of ranks in any one Knowledge skill,
and cast it without needing to prepare any spells; she up to a maximum number equal to twice his HD + 3,
may apply any metamagic feats she knows as a free or 20 ranks, whichever is higher. This boon lasts for
action, by casting the spell at the appropriate modi- 24 hours, after which time it fades and the mortal has
fied level. She does not need components or foci to no memory of what he knew while under the effects
cast spells. of the ability.

Avatar- Jandaveos
Medium Outsider +27, Listen +lo, Move Silently +36,
Hit Dice: 22d8+88 (264 hp) Perform +38, Sense Motive +17,
Initiative: +19 Sleight of Hand +36, Spellcraft +32,
Spot +lo, Swim +6, Tumble +16
Speed: 120 ft. (24 squares), climb 120 ft.
Feats: Craft Wondrous Item, Empower Spell,
Armor Class: 55 (+11 Dex, t 2 5 natural, +9deflec- Forge Ring, Heighten Spell, Quicken
tion), touch 30, flat-footed 44
spell, Scribe Scroll, Spell Focus (illu-
Base AittacWGrapple: +22/+23 sion), Weapon Finesse
Attack +4keen throwing rapier of returning Environment: Any, but usually the elven nations of
+37/+37 melee or ranged (ld6+5/15 Termana
- 20)
Organization: Solitary (unique)
Full Attack +4keen throwing rapier o f returning Challenge Rating: 26
+37/+37/+32/+27/+22 melee
(ld6+5/15 - 20) ‘Treasure: Double standard
SpaceIReach: 5 ft.15 ft. Alignment: Always chaotic good
Special Attacks: Symphony of war, spells Domains: Chaos, Knowledge, Magic, Trickery
Symphony of life, glamour, damage Favored Weapon: Rapier
Special Qualities:
Advancement Range: -
reduction ?/magic
Level Adjustment: -
Divine Qualities: Demigod’s avatar, divine creation 2,
divine empowerment 3, divine lan-
guage, divine protection 3, divinesize, The being before you appears elwen, but with a sense of
divine speed 1 ageless eleganceand wisdom even the oldest elues could not hope
saves: Fort +17, Ref +24, Will +18 to match. He is tall,lithe andgraceful. An ornate rapier hangs
Abilities: Str12,Dex32,Con18,lnt24,Wis20, at his side, but he otherwiseseems cladfor celebration,not war.
Cha 36
Skills: Balance +36, BluFf +38, Concentra- Descnptj on
tion +24, Craft (alchemy) +15, Craft T h e return of the god Jandaevos has wrought
(woodworking) +14, Diplomacy +38,
Disguise +23, Escape Artist +17, incredible change in the society of the formerly-
Gather lnformation +28, Hide +20, forsaken elves. O n e of the most significant is the
Jump +14, Knowledge (arcana) +27, return of his clergy and even the occasional mani-
Knowledge (history) +27, Knowledge festation of Jandaevos himself.
(planes) +18, Knowledge (religion)
APPENDIX: GATHERED LORE

ous to even his non-elven followers. then gains a +20 insight bonus to all attack rolls
likemany ofhisgood-alignedbrethren,Jandaveos and a +20 insight bonus to Armor Class relating
truly loves his people. More than this, he treats them to this opponent. This power does not work
as his peers, preferring the company of equals rather against other deities or beings of comparable
than subordinates. Even so, it is not easy for those who power.
lack divine natures themselves to address the god in Jandaveos can also pick up anything, be it
familiar, rather than worshipful, terms. bramble twig or iron pan, and wield it as a +4
Jandaveos delights in chicanery, using tricks to weapon. T h e item retains its +4 bonus for 4d12
teach and inspire growth rather than for malicious hours after he discards it. (Treat the item as a
ends. He sometimes assumes the guise of a trusted c l u b or g r e a t c l u b , t o w h i c h
friend or a dire enemy and uses his target’s reaction Jandaveos may apply his Weapon
to the disguise to teach some valuable lesson. He is
fond of combining disguises and illusions to teach Symphony of Life:
people the price of rage, hatred or vengeance, ndaveos has t h e bardic
stripping them of everything before re- musical abilities and
vealing it all to be an illusion of what t h e bardic knowl-
might be. edge of a 20th-level
Jandaveos likewise adores both art- ard. In addition, he
istry and war - like his elven people, he can make himself heard
sees no distinction between the two. His out to a distance of 1 mile,
expertise with musical instruments is un- and may choose which tar-
matched, his skill with blade and bow not far
behind. His divine voice defeats
Much of the elvengod’s time is devoted physical barriers and magi-
to creating his astral realm, as well as to cal hindrances from all save
aiding in the restoration of his long-for-
saken people.
Invocation Benefits
A follower of Jandaveos who

snail’s shell, and play it


as a + 4 musical instru-
ment. This “instrument of
caster level by +1 on the next spell he
life” becomes a m i n o r
casts, or may instead gain a +1 to any
magical i t e m for 4d12
saving throw against a spell or spell-like
hours after h e discards it,
ability. He may raise this bonus by mak-
conferring its +4 bonus to
ing an extended invocation over several
all Perform rolls to any
turns, to a maximum of +3.

Combat Glamour: Jandaveos


True to his old ways (and despite may weave a panoply of il-
the fact they contributed to his un- lusions, including physical
doing), Jandaveos wades into battle objects, living things, emo-
alongside his followers. Despite his wealth of power tions, memories and spells.
and insight, the elven god prefers to take a “back seat” T h o s e who fail t o see -
approach to warfare, adhering willingly to battle plans through them (DC 41 Will
drawn up by others, even non-deities. Some believe save) must suffer or enjoy
STRANG€ LANDS: LOST TRIBES OF THE SCARRED LANDS

the effects in their entirety as though they were Spells: Jandaveos casts divine spells as a n
real. Jandaveos cannot contravene a basic law of 18th-level cleric with access to the Knowledge,
realiity (such as reversing gravity), but he can bend Magic, and Trickery domains (save DCs are Wis-
“cornmon wisdoms” by n o small degree (making dom-based), and arcane spells as a 20th-level wizard
pigs fly, or turning an aged man into a youth, for (save DCs are Intelligence-based). He may select
instiance). He can enforce his glamour upon any- a spell he wants and cast it without needing to
thing he senses (usually sees); the effects linger prepare any spells; h e may apply any metamagic
until the next sunrise or are otherwise dispelled. feats he knows as a free action, by casting the spell
Legend has it that Jadaveos’s illusions can be at the appropriate modified level. He does not
made permanent and truly real by performing a need components or foci to cast spells, although h e
secret ritual that also uses a drop of Nalthalos’s must still gesture and speak as required for the
blood (for he governs the death of all things), and spell.
a tear from Denev (for she governs the birth of all Cleric Spells (6/7 + 1/6+1/6+ 1/6+1/5+ 1/4+1/
things). 3+1/3+1/2+1; save DC 18 + spell level).
Spell-like Abilities: Jandaveos can cast any Wizard Spells (4/6/6/6/5/5/5/5/4/4; save DC 20
spell from the domains of Knowledge, Magic, and + spell level).
Trickery at will as a 20th-level cleric.

Avatar-Kadeshu
Medium Outsider (Extr-aplanar) Treasure: Standard
Hit Dim: 20d8+160 (320 hp) Alignment: Neutral
Initiative: +18 Domains: Gatewaystt, Missionaryt, Travel
Speed: 80 ft. (16 squares), fly 180 ft. (per- Holy Symbol: A sunrise
fect) Advancement Range: None
Armor Clan: 35 (+lo Dex, +9 natural, +6 deflec- Level Adjustment: -
tion), touch 26, flat-footed 25
Base AttacWGrapple: +20/+25 Though it is clear that this is no ordinary mortal, the
Attack: +5 warhammer +30/+30 melee beingresemblesa handsome humanmale ofnoble bearing,
(ld8+10/x3) clad in a richly-embroidered tunic. He carries a short
Full Attack: +5 warhammer +30/+30/+25/+20/ scepter inscribed with a stylized rising sun.
+15 melee (ld8+10/x3)
SpacelReach: 5 ft.15 ft. Descnptjon
Speciall Attacks: Spell-like abilities, spells
Speciall Qualities: Damagereduction 6/magic, flight, im- Kadeshu is an aspect of the mysterious N e
munities, instantaneous travel, Morga, in this case the being’s neutral face. Kadeshu
regeneration 10, see beyond, spell has a special responsibility over travelers, gates and
resistance 33 new beginnings. He has long been important in
Divine Qualities: Demigod’s avatar, divine initiative 1, Asherak, where he was once worshipped as the
divine knowledge 2, divine protection
2, divine size, divine speed 1, divine “Messenger of the Gods” for his role in warning
telepathy, divine vision, divine lan- people of the coming Divine War. Kadeshu also
guage oversaw the construction of monuments and build-
saves: Fort +20, Ref +22, Will +19 ings. Rulers and priests invoked his name to bless
Abilities Str21,Dex30,Con27,Int 25,Wis24, any new effort they undertook.
Cha 25 During the Titanswar, Kadeshu’s followers
Skills: Concentration +31, Diplomacy +32,
served as messengers and mediators among the
Gather Information +32, Heal +30,
lntimidate +30, Knowledge (arcana) divine armies, creating several orders of itinerant
+30, Knowledge (geography) +30, monks who traveled across Asherak to provide
Knowledge (local) +30, Knowledge information and intelligence during the conflict.
(religion) +30, Listen +30, Move Si- These orders survived the Divine War and turned
lently +33, Search +30, Sense Motive
their attentions to other roles, including the re-
+30, SpellcraFt +32, Spot +30
building of Asherak. They also took up the vocation
Featr: Dodge, Deflect Arrows, ImprovedUn-
armed Strike, Mobility, Quicken Spell, of explorers, seeking out new lands and helping to
Run, Spell Focus (transmutation), reconnect the disparate peoples of Scarn.
Spring Attack In recent years, Kadeshu’s worship has become
Envimnment: Any more important in Asherak. His priests oversee
Organization: Solitary (unique) many civic construction projects. They also act as
Challenge Rating: 25 advisors to rulers seeking to restore their realms in
APPENDIX: GATHERED LORE

the aftermath of the Divine War. This has placed prepare any spells; he may apply any metamagic
Kadeshu’s priests in important political positions feats he knows as a free action, by casting the spell
throughout the continent.. . which some of the less at the appropriate modified level. He does not need
pious among them have exploited for their own components or foci to cast spells.
ends. Sorcerer Spells (6/8/8/8/7/7/7/7/5/3; save DC
lnvocati on Benefjt 17 + spell level)$.
Kadeshu worshippers who spend 1 full round $ Because of Spell Focus (transmutation), the
invoking the god gain a + 1 bonus on their next roll save DC for Kadeshu’s avatar’s transmutation spells
is 18 + spell level.
regarding travel, determining direction, _. - ,_ . _ _ .
geographic knowledge, or similar 1 Flight (Ex): Kadeshu’s avatar can cease or
checks. Alternately, the worshipper 1 resume flight as a free action.
gains a + 10% bonus on his next roll Immunities (Ex):Kadeshu’s avatar is im-
on the teleport spell table. mune to all spells from the Gateways, Missionary
and Travel domains, unless he chooses to be
Combat affected by them. He is also immune to any spells
Kadeshu engages in combat only cast by beings of demigod or lesser status that
to defend others. His weapon is a would impede or prevent his movement,
+5 warhammer. He cares little
about his own protection, as
he is immune to most forms
/ monster and dimensional

Instantaneous
of damage. He fights with
great vigor, using the most Travel (Su): At will,
powerful spells that he can to Kadeshu’s avatar c a n
defeat his opponents. Kadeshu transport himself and up
stops short of instant death- to 100 other Medium beings,
dealing spells unless he is or the equivalent, to any location
presented with no other ope on Scarn. The only restriction is
tion. He is more likely to use that Kadeshu’s avatar and those who
instantaneous travel abilities travel with him must pass through a
to escape under such circum- gate, door or other portal. Even a make-
stances. He is also uses these shift or impromptu gate will suffice, but
abilities to aid those whom it must be present for this ability to
he favors.
SpelleLike Abilities: Regeneration: Chaotic- or lawful-
Kadeshu’s avatar may use any aligned weapons deal normal damage
spell from the Gateways, Mission- to Kadeshu’s avatar, as do spells or
ary or Travel domains at will as a effects with the chaotic or lawful de-
spell-like ability (save DC 17 + scriptor. If Kadeshu’s avatar loses part
spell level) as a 20th-level caster. of his body mass, he can regrow it in
The save DCs are Charisma-based. 2d6 minutes. Holding the severed por-
Spells: Kadeshu’s avatar can cast tion against the mass causes it to
arcane spells as an 18th-level sorcerer reattach instantly.
(save DCs are Charisma-based), and See Beyond (Su): Kadeshu’s ava-
may also cast spells from the Gateways, tar may locate and see what lies beyond
Missionary and Travel domains as if they any door, gate, window or other por-
were sorcerer spells. He may select a spell tal anywhere in the Scarred Lands.
he wants and cast it without needing to
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS

Avatar- Otossal
Medium Outsider (Chaoi:ic, Evil, Extraplanar)
Hit Dice: 3ida+24a (496 hp)
Description
Initiative: +Q T h e deity known as Nemorga represents the
Speed: 40ft. @squares), fly 120ft. (perfect) gentler and more natural side of death. Though an
Armor Class: 44 (+? Dex, +10 natural, +15 deflec- aspect of “the N e Morga,” Otossal the Bone Master
tion), touch 34, flat-Footed 35 is an evil being who revels in death. Worshipped by
Base Atkk/Grapple: +311+37 evil necromancers and human cultists, his wor-
Attack SwordofBone+43 melee (1d6+12/15 shippers form major power bases i n several
- 20 plus woundingand energy drain) influential kingdoms, and some actually serve as
Full Attack: S~0rdofBone+43/+38/+331+28me- counselors to the god-kings.
lee (1d6+12/15 - 20 plus wounding
and energy drain) Otossal’s avatar resembles a tall, lanky figure
SpacefReach: 5 ft.15 ft. swathed in rotting robes, armed with a fine, curved
Special Attacks Createservant, frightful presence, re- black sword. Those unlucky enough to glimpse the
buke undead (+2 turning checks), demigod’s true visage see a horrible, rotting skull,
spell-like abilities, spells its empty eye sockets burning with greenish flame.
Specid Qu$ibia: Damagereduction15/magic,flight, im- Tangible waves of evil and death roll from the
munity to cold and electricity, revive
being, sending lesser beings fleeing in terror.
undead, spell resistance 36, undead
traits N o one can be sure of Otossal’s true origin. His
Divine Qualities: Demigod’s avatar, divine creation 3, worshippers claim that he came into being when
divine empowerment 3, divine knowl- the titans created the first living things, for with
edge 4, divine language, divine mortality came death, and with death came Otossal.
presence, divine protection 5, divine
Others speculate that he was a powerful lich or
puissance 2, divine vision
necromancer upon whom a perverse titan granted
saves: Fort +25, Ref +26, Will +28
divine status. Otossal might also be the spontane-
Abilities: Str22,Dex28,Con27,lnt 33,Wis32,
Cha 14 ous result of the deaths of a great number of mortals
Skills: Appraise +26, Bluff +38, Concentra- at the uncaring hands of the titans, their slain
tion +42, Craft (alchemy) +45, spirits combining into a twisted creature driven by
Diplomacy +42, Disguise +20 (+22 pure evil and hatred of the living.
acting), Gather lnformation +26, Hide
+40, lntimidate +40, Knowledge Otossal’s worshippers despise the fact that they
(arcana) +45, Knowledge (religion) remain alive, but tolerate it so that they can carry
+45, Knowledge (history) +40, Lis- out their master’s will in the mortal world. All
ten +45, Move Silently +40, Ritual dream of the day when they may die and return as
Casting +42,Search +45, Sense Mo- an undead servant of the Bone Master. To earn this
tive +45, Sleight of Hand +42,
Spellcraft+47, Spot +45, Survival+42 honor, they endeavor to slay as many of the living
Feats: Augment Summoning, Chain Spellt, in the name of Otossal as possible, raising their
Empower Spell, Heighten Spell, lm- victims as undead when circumstances permit. They
proved Counterspell, lmproved Spell are sometimes aided by the Gray Man***, Otossal’s
Capacity (10th; wizard), lmproved terrifying herald, who sometimes turns on the Bone
Spell Capacity (11th; wizard), Maxi-
Master’s worshippers. Otossal’s twisted worship-
mize Spell, Silent Spell, Spell Focus
(necromancy), Widen Spell pers consider it the greatest blessing imaginable to
Environment: die at the hands of the Gray Man or the Bone
Any
Organization: Solitary (unique) Master.
Challenge Rating: 30 lnvocatjon Benefit
Tramre: Double standard
Chaotic evil
A worshipper who spends 1 full round invok-
Alignment:
Chaos, Death, Domination, Evil
ing Otossal gains a +1 bonus on his next damage
Domains:
A horned demon’s skull roll; a +1 bonus to caster level for the purpose of
Holy Slymbol:
Advancement Range: None determining what undead can be created with an
Level Adjustment: - animate dead, create undead, or create greater undead;
or a +1 bonus on his next roll to turn or rebuke
This undead creature radiates a palpable aura of undead.
something truly powerful and terrifying. It is a spare
figure robed in rotting vestments, a desiccated skull Combat
wisible in the depths of its hood, eye socketsglowingwith Otossal revels in combat, summoning undead and
meen
- flame. It bears a long, thin, curved sword that leaving them to occupy lesser opponents while he
apliears to have been crafted from polished bone. attacks the most powerful of those who stand against

-2%
APPENDIX: GATHERED L O R E
rr*e.2*2

He does not need components or foci to cast spells.


ct) Wizard Spells (4/7+1/7+1/7+1/6+1/6+1/6+1/
Description: Otossal’s weapon is a curved, sa- 6+1/5+1/5+1/2/2;save DC 21 + spell level)$.
ber-like weapon that appears to have been carved $ Because of Spell Focus (necromancy), the
from the long bone of an ancient creature, possibly save DC for Otossal’s avatar’s necromancy spells is
a dragon. It is inscribed with dark runes which pulse 22 + spell level.
and glow as the weapon inflicts damage. Revive Undead (Su): Three times per day, as
Powers: The Sword of Bone acts as a +6 keen a full-round action, Otossal’s avatar can restore all
scimitar ofwoundmg that also bestows negative levels lost hit points of all undead within a 60-foot radius
as a life-drinker. A successfulDC 2 1Fortitude save is around himself.
require

him. His frightful presence is often enough to shock


foes into flight or helplessness. The Bone Master
leaves helpless foes for his undead minions to slay
while he fights those who continue to resist the effects
of his terrifying visage. Those who fight well are given
the ultimate honor - the “gift” of undeath and a
favored place among the Bone Master’s minions.
Create Servant (Su): Once per day with a suc-
cessful touch attack, Otossal’s avatar can transform
any living being into an undeadcreature. The creature
touched must make a DC 36 Fortitude save or gain any
undead template of Otossal’s choice (see the ghost,
lich, skeleton, vampire, zombie entries in the MM).
The victim can be restored only by a wish or similar
magic from a caster of demigod or higher status.
Frightful Presence (Ex):Otossal’s avatar can
STRANGE LANDS: LOST T R I B E S OF T H E SCARRED LANDS

Avatar -Sarhan
Medium Outsider (Extraplanar, Lawful) Like Gamgal, Sarhari regards the cessation of the
Hit Dim 25d8+275 (475 hp) cycle of birth, death and rebirth as one of the hallmarks of
Initiative: +25 divine worship, for it separates the gods from the tltans.
Speed: 60 ft. (l2 squares), 210 ft. (Per- Thus, she does not take lightly the responsibilityof decid-
fect)
ing who is permitted to be raised and under what
Annor Class: 40 (+? Dex, +'? natural, +I2 deflec-
tion), touch 31, flat-footed 31
circumstances. During the Divine War, many mortals did
BateA W G r a p p l e : +25/+31 not concernthemselveswithsuchniceties,placingSarhari
Attack: Sunblade+33melee (ld10+8/1?-20) in a Position*
Full Attack Sunblade +33/+28/+23/+18 melee Because of the Divine War, Sarhari withdrew from
(ld10+8/1'?-20) the world for a time. The death and destruction wrought
SpaceReach: 5 ft./5 ft. during the conflict lncreased the calls for her aid among
SpecdA t k k Endthecycle,spell-likeabilities,spells, mortals. Eventually, she resumed her activities; her priests
turn undead (+2 turning checks)
assume their ancient places throughoutthe continent and
Special Qualitias: Damagereduction 12/magic' flight' In- are respected for their sagacity and impartiality. Indeed, in
corporeality, spell immunity, spell
resistance 35 some lands they function as judges or arbiters, much like
Divine Qualities: avatar,divine creation 1, Hedrada's priests elsewhere. There is a movement among
divine favor 2, divine initiative 2, di- more radical members of the demigoddess's faith to travel
vine knowledge 1, divine language, to other lands, where they might restore Sarhari to her
divine protection 4, divine telepathy, formerplace.
divine vision
saves. Fort +25, Ref +23, Will +24 There is some evidence that Sarhan was known in
Abilities: Str 22, Dex 24, Con 33, lnt 24, Wis Ghelspad and Termana long ago, suggesting that it is
26, Cha 33 Syhana who is an aspect of Sarhari.
Skills: Balance +37, Concentration+3?, 01- JnvocatjonBenefit
plomacy +41, Gather Information +41,
Heal +36, Knowledge (arcana) +35, A worshipper of Sarhari who spends 1 full round
Knowledge (geography) +35, Knowl- invoking the goddess gains a +1bonus on any rolls made
edge (history) +35, Knowledge to determine the truth (such as Sense Motive), or a +1
(religion) +35, Listen +36, Move Si- bonus on hfi next W d o m
lently +37, Search +35, Sense W;-
+36, Spellcraft +37, Spot +36
Fsatt: Empower Spell, Enlarge Spell, I
Spell, Greater Spell Penetratio
Will, Quicken Spell, Spell Foci
chantment), Spell
(necromancy), Spell Penetratii
Emimmnt: Any
OrganiratiOn: Solitary (unique)
Challenge Rating: 26
Treaaire: None
Alignment: Lawful neutral
Domaim: Air, Law, Judgmenttt
Holy Slpbol: An ibis
Advancement Range: None
Levell Adjustment: -

Light-bodied and pak-haired, the female fig


seems to be the windincarnate. Herflowingrobesrii I
in 1he wind as she flies without benefit of wings.

Description
Many of Ghelspad's religious scholars believe
Sarhari to be the Asheraki incarnation of the den
goddess Syhana. In Asherak she is the demigodc
wnd, air and breath, as well as the fount of lii
custodian of the soul. Sarhari must be beseeched to I
the dead to life. So widespread is her influence th
followers of all but the most evil and self-centered I
entreat her in this fashion.
APPENDIX: CATHERED LORE

Combat as a 16th-level sorcerer (save DCs are Charisma-based).


She may select aspellshe wants andcast it without needing
Sarhari fights only when confronted by titanspawn,
to prepare any spells; she may apply any metamagic feats
whom she loathes with great intensity. She sees these
she knows as a free action, by casting the spell at the
beings as the special minions of those who have kept the
appropriatemcdifiedlevel.Shedoesnotneedcomponents
inhabitantsof the Scarred h d s bound in the servitude of
or foci to cast spells.
reincamationfor so long. Sarhari is relentless in her pursuit
of their destruction. She takes great pleasure in using her CkricSpeuS(6/5+1/5+1/5+1/5+1/5+ 1/4+1/4+1/4+1/
end the cycle ability against them, to ensure they never 4+1; save Dc 18 + spell level)$.
return to the Scarred Lands to trouble anyone. Sorcerer SpeuS (6/9/9/8/8/8/8/6/4; save DC 2 1 + spell
Sarh*alsohatesnecromancers and thosewhowould level)?.
raise the dead without her permission. $ Because of Spell Focus (enchantment) and Spell
End the Cycle (Su): At will, Sarhari’s avatar can Focus (necromancy),the save Dc for Sarhari’s avatar’s
prevent a creature from ever being reincarnated or raised, enchantment and necromantic cleric spells is 19 + spell
ending its ability to participate in the cycle of rebirth that level, and her enchantment and necromantic sorcerer
was once common on Scam. This ability functions as the spells 22 + spell level.
spell soul bind, except that the target’s soul journeys to Turn Undead (Su): Sarhari’s avatar may turn or
Sarhari’shome plane, to spend eternitythere. A successful destroyundeadanynumberoftimesperday, asa20th-level
DC 33 Will save is required to resist this ability. The save cleric.
DC is Chansma-based. Flight (Ex): Sarhari’s avatar can cease or resume
Spell-Like Abilities: Sarhari’s avatar may use any flight as a free action.
spell from the Air, Law or Judgment domains at will as a Incorporeality (Su): Sarhari may render herself in-
spell-likeability (save Dc 21 + spell level) as a 25th-level corporeal (orcorporeal) at will, as a freeaction,up to once
caster. The save Dcs are Charisma-based. per round.
Spells:Sarhari’savatarcancastdivinespellsasa 20th- Spell Immunity (Su): Sarhari’s avatar cannot be
level cleric with access to the Air, Law and Judgment affected by any necromancyspellorspell-like or supernatu-
domains (save Dcs are Wdom-based), and arcane spells ral ability cast by a being of demigod or lesser status unless
she wills it.

Avatar -Subastas
Large Outsider (Evil, Extraplanar, Lawful) saves: Fort +30, Ref +26, Will +27
Hit Dice: 34d8+374 (646 hp) Abilities: Str35,Dex25,Con33,lnt22, Wis26,
lnitiatk: +ll Cha 27
spesd: 60 Ft. (12 squares), Fly 100 Ft. (perfect) skik Appraise +33, Bluff +42, Concentration
Armor Class: 46 (-1 size, +7Dex, +12 natural, +18 +33, CraFt (weapommithing) +21, Deci-
deflection), touch 34, Flat-Footed 34 pher Script +21, Disguise+8(+loacting),
Diplomacy+46,HandleAnimal +30,Hide
b e AttacWGrapple: +34/+50
+37, lntimidate+44, Knowledge(nature)
Attadc: +5 flaming buTt ctnnpos~elon&ow (+17 +A, Knowledge (the planes) +21, Listen
Strbonus)+46ranged (2d6+17/19-20/~3 +42,MoveSilently+41,Profession(hunter)
plusld6 Fire)or t6axiomatichingscimi- +30, Ride +38, Sense Motive +42,
&+51 meIee(ld&l8/18 -20plusId6Fire) Spellcraft +21, Spot +45, Survival +42
cr gore +45 melee (ld8+18 plus 2d6 Fre)
Full Attack: +5 flaming burst composite longbow
F& Dodge, EnduranceB,Far Shot, lmproved
Critical (longbow), lmproved Initiative,
(+17 Str bonus) +44/+44/+34/+34/ lmprovedPreciseShot, Manyshop, Mo-
+2? ranged (2d6+17/1?-20/x3 plus bility, Mounted Archery, Mounted
ld6 Fire); or +6 axiomatic flaming Combat, Point BlankShot,PowerAttack,
scimitar +51/+46/+41/+36 melee Precise Shop, QuickenSpell-LikeAbility
(1d8+18/18 - 20 plus 2d6 Fire) and (hoMmonster), RapidShop, Shot on the
gore +40 melee(ld8+6 plus2d6 Fire) Run, TrackB,Weapon Focus (longbow)
Space/Reach: IO F t A O Ft. Environment Any
Special Attack Favoredenemies, heat,spell-likeabili- Organization: Solitary (unique)
ties, spells
ChallengeRating: 31
Special Qualitii: Damage reduction 15Icold iron and
Treasure: Double standard
piercing, fast healing 11, immunity to
Fire, rangerabilities,resistancetoacid Alignment: Lawful evil
and electricity 10, spell resistance 36, Domains: Evil, Fire, Law, Trickery
telepathy 100 Ft., tremorsense 90 Ft. Symbol: A set OF balanced scales, one side
Divine Qualities: Demigod’s avatar, divine creation 4, holding a ball OF Fire and the other a
divine empowerment 1, divine Favor 2, pile OF gold coins
divine knowledge 1, divine puissance AdvancementRange: None
3, divine size, divine vision Level Adjustmenk
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS
=-?e .-*=--?
The creature resembles a tall, red-skinned male him during business dealings with others gains a +1
clad in desert garb. A pair of short horns sprouts from bonus on any appropriate roll (usually Appraise, Bluff,
beneath his headdress, and he bears a huge longbow Diplomacy or Intimidate). Additionally, his followers
that appears to have been made from the tusks of an can receive a +1 bonus on a single save to avoid
enormous elephant. A t his belt is agreat steel scimitar. damage from fire.
Though outfitted for war and plainly dangerous, he Combat
affects a patient demeanor.
Subastas is a terrifying foe in combat. He relishes
Description the thrill of the hunt and delights in seeing his enemies
fleeing battle so that he may follow them at his leisure.
Born of the grotesque union of Mormoand .a sultan of
.. - . ~. > ^
He Drefers to use his -great +5 f7amin.q burst composite
the ,geniecourts of fire, Subastas is the demigod of flame, longbow (built to his own Strength; no one weaker
the harsh law of the desert, and of fair (or unfair) trade.
than he may draw it), but does not shy away from
Tribespeopleof Asherak call upon him to enforcepacts, to
melee combat if it comes to him.
seaB bargains with flame, and to bring burning ruin down
Subastas's skill at archery is so great that many
upon the caravans and shelters of those who renege on
tribesmen call him the Lord Archer. Any warrior who
theirword.Subastasisknownforhisimpartialitya n d s c t
specializes in the bow is wise to at least pay him lip
enforcement of his ethos; he cares nothing for the moral
service if he desires continued good fortune with his
qualityof any business arrangement,and those who revere
weapon of choice.
him are masters of bartering and of subvertingthe spirit of
the law in favor of the letter.
Subastasis abitter enemyofhishalf-sisterManawe,
whenever he hits
and thosewho worshipher
ofteneamhisdispleasure.
His activities alsobring
maintains a hold
liim into regular con-
tact and sometimes
conflictwithTamul'swor-
shippers, yet the two Abilities: At
maintain anuneasy truce. In will - arcane
Aslierak, stories of Subastas
mcl Tamul are often told
with a sense of great re-
spect for both, as though gaseous form, greater
each fulfills a vital role in invisibility, permanent
the land's prosperity and image (DC 24), persis-
ecology. Many view tent image (DC 24),
them as oppositesides of polymorph (self only).
the samecoin- or even Caster level 17th. The
twin facets of the same save DCs are Charisma-
deity (similar to the
Asheraki notion of Subastas's avatar
the defracted Ne may use any spell from
Morga). the Evil, Fire, Law or

lnvocatjon
Benefit
A wor-
shipper of
S 11 b a s t a s
who spends 1
full round
invoking

-a m
APPENDIX: GATHERED LORE

Bloodstone,Herald of Subastas
Accordingto tribalrumor, Subastashunted the great sand wyvemknownasBloodstoneacrossthedesertfor weeks
on end, with no stopping or resting. When he caught up with it at last, the ensuing duel convinced the demigod that
the creature would make a better companion than trophy. Bloodstone is at once mount, sparring partner, divine
messenger, and companion for his master. Subastas is rarely seen without the sand wyvem (although the reverse is not
necessarily true).
Often, the two venture into the wastes to engage in games of cat and mouse,for Subastas likes to test both of their
hunting skills. Subastas sometimes selects one of his own mortal worshippers in his place. If the mortal impresses the
demigod with her survival skills and ingenuity, he rewards her with a magical item of his own crafting, or even one or
more wishes. Those who fail to impress are given over to Bloodstone as playthings and/or food.
Bloodstoneis asand wyvem** advanced to 20HDandGargantuansize(eventhoughsandwyvernsnormallydon’t
advancebeyond 10

ity (save DC 18 + spell level). Three times per day, Ranger Spells (4/4/4/3;save DC 18 + spell level).
Subastas may grant up to three wishes to any mortal RangerAbilities: Subastas’savatarpossessesallranger
non-genie. Caster level 34th. The save DCs are Cha- classfeatures as a 17th-levelranger: spells,favored enemies
risma-based. (aberrations+4,demons +4,giants +4,humans +2), wild
Spells: Subastas’s avatar can cast divine spells as a empathy (+27), combatstyle (archery),improvedcombat
17th-levelranger (save DCs are Wisdom-based). He may style (archery), desert stride (as woodland stride, but
select a spell he wants and cast it without needing to functions in desert terrain),swift tracker,evasion,combat
prepare any spells. He does not need componentsor foci to style mastery (archery),camouflageand hide in plain sight.
cast spells.

Avatar -Tarnu1
Medium Outsider (Extraplanar, Good, Lawful) F&. Chain Spellt, Combat Expertise,
Hit Dice: 33d8+264 (528 hp) Dodge, lmproved Critical
+12 (quarterstaff), lmproved Initiative,
Initiative:
lmprovedSpellCapacity (10th; druid),
Speed: 70 ft. (14 squares) MaximizeSpell,Mobility, NaturalSpell,
Armor Class: 45 (+8 Dex, +10 natural, +15 deflec- Quickenspell, Spring Attack, Weapon
tion, +2 insight), touch 35, Flat-footed Focus (quarterstafF)
37 Environment: Any
Base AttacWGrapple: +33/+38
Organization: Solitary (unique)
AttadC Dunestaff +43/+43 melee (ld6+11/
Challenge Rating: 31
19-20 plus ld6 Fire)
Treasure: None
Full Attack Dunestaff +43/+43/+38/+33/+28
melee (ld6+11/19-20 plus ld6 Fire) Alignment: Lawful good
5 ft.15 Ft. Domains: Animal, Earth, Good,Knowledge, Law
SpaceIReach:
Masteryofbeasts,spelI-likeabilities,spelk Symbol: A perfect yellow circle on a pale blue
spead- Field
specdQudltie& Body of the land, damage reduction 151
magic and evi1,druid abilities, fast healing Advancement Range: None
8, immunities, improveduncanny dodge, Level Adjustment: -
resistancetoacid, cold,and electricity10,
spell resistance 37, uncanny dodge The creature’sM y is like a man’s, but his head is that of
Divine Qualities: Demigod’s avatar, divine creation 3, a wise-eyed camel with a wizened expression and gentle
divine empowerment 3, divine favor munm. He wears a longdesert robe and walks with the aid of
3,divine knowledge5,divine language,
a tall, gnarled staff.
divine presence,divinespeed 1, divine
telepathy, divine vision
saves: Fort +26, Ref +26, Will +32 Description
Abilities Str20,Dex27,Con26,lnt31,Wn38,Cha27 More commonly known as the Old Man of the
Skills: Appraise +46,Balance+44,Concentra- Desert, Tamul is the demigod of the sands, of timeless
tion +44, Diplomacy+46,HandleAnimal wisdom, and of desert life. He is both protector and
+44, Heal +50, Hide +44, Knowledge patron to the Tamulqawid (those desert tribes who
(arcana) +46, Knowledge (geography)
+46, Knowledge(thep1anes)+46,Listen
claim descent from him), as well as all those who value
+50, MoveSilently+44,Ride+44,Search community and shun barbarism. He is also seen as the
+46, Sense Motive+50,Spellcraft +48, patron of Asherak‘s many native animals; tribesmen
Spot +50, Survival +50 who value their beasts of burden always act in accor-
dance withTamul’swishes.Many believe that if life on
Asherak is to prosper, it can only do so through an Tamul’s Dunestaff (Major Mjfact)
acceptance of the common and civil law and a prolif-
Description: Tamul’s avatar is never seen with-
eration of good intentions, as well as an appreciation
out the unique quarterstaff he uses as a walking stick
of the place and balance of all living things. Tamul is
(though he has no real need of such a device). Its
the lord of all such wisdom.
haft is composed of a gnarled, petrified wood that
lnvocati on Ben efjt rises to clutch what appears to be a ball of glass filled
Followers who call upon Tamul for 1 full round with black sand.
before making any wild empathy, Handle Animal, Powers: This item is a +4 dancing, flaming burst,
Knowledge, or Survival check gain a + 1 bonus on the holy quarmstaf. In addition, the wielder may call upon
roll all the features and abilities of a crystal bau, a staf of
powerandastafofearthadstme (ful1ycharged;Tamul
Combat does not need to any expend charges while using its
Tamul is known as a peaceful being, but he is a powers). The staff is connected to Tamul in such a way
fearsomeopponent ifpressed-especiallywhen battled that he may call it to hand at will, regardless of distance
on his own ground. If attacked or precautions taken to prevent it, even if it resides in
bv numerous foes. Tamul melds another’s possession on another plane.
with the desert and calls upon
the power of an earthquakespell.
This pulls his opponents be- ment entry as a 22nd-level cleric turns, rebukes, or
neath the sands, where most will commands undead.
suffocate and die. Tribal legends Spell-Like Abilities: Tamul’s avatar may use
are full of so-called firsthand ac- any spell from the Animal, Earth, Good, Knowledge
counts of this practice, and Tamul or Law domains at will as a spell-like ability (save DC
has grown a reputation for “swallow- 18 + spell level) as a33rd-level caster.The save DCs
ing” his enemies whole should they are Charisma-based.
dare to attack. Spells: Tamul’s avatar can cast divine
Body of t h e Land (Ex): spells as a 22nd-level druid (save DCs are
Tamul’s avatar’s body is at one with Wisdom-based) and arcane spells as an
the sands. As a free action, Tamul 18th-level sorcerer (save DCs are Cha-
can sink instantly into any loose risma-based). He may select a spell he
soil, silt or sand upon which he wants and cast it without needing to pre-
stands. He gains total cover and is pare any spells; h e may apply any
immune to divination magic of metamagic feats he knows as a free ac-
any kind cast by any being of tion, by castingthe spell at the appropriate
demigod or lesser status. While in modified level. He does not need compo-
the ground, he may still call upon nents or foci to cast spells.
spells,abilities,and divine qualities Druid Spells (6/9/9/8/8/8/7/6/6/6/3;save
freely and at will. Tamul’s avatar DC 24 + spell level).
may choose to emerge from any place Sorcerer Spells (6/6/6/6/6/6/6/6/5/3;save
on the same plane where similar soil DC 18 + spell level).
exists, no matter the distance.
Druid Abilities: Tamul’s avatar pos-
Tamul’s avatar always moves over sesses all druid class features as a 22nd-level
any surface as though it were smooth, druid: spells, nature sense, wild empathy
solid ground. When walking upon loose (+32), desert stride (as woodland stride, but
soil, silt, or sand, Tamul’s base speed functions in desert terrain), trackless step,
increases to 200 feet. resist nature’s lure, wild shape (7/day,
No spell or ability that alters or Tiny to Huge animal or plant; 3/day,
affects the earth will work within 100 Small to Huge elemental), venom
feet of Tamul’s avatar unless he wishes immunity, and a thousand faces.
it to. Immunities: Tamul’s avatar is
Mastery of Beasts (Su): Tamul’s immune to cold, fire, wind effects
avatar may turn, rebuke, or command and ability damage or drain of any
any animals, magical beasts, or vermin kind.
that have the word “desert” in their Environ-
APPENDIX: GATHERED LORE

Haroun, Herald of Tamul


The sage camel* who calls himself Haroun is no known as one of the princes of his kind, but such was not always
the case. According to the sacred textsof the Tamulqawid,Haroun began life embitteredby his existenceas a sage camel.
Hewas learnedandinsightful,and yetno adventuresometribesmaneveraskedforhiscompany; he prophesiedforothers,
yet never had the chance to live his own adventure. In short, Haroun could see and know, but could never act.
Legend says that this all changed the night Haroun wandered into the desert, frustrated by his state. After pleading
with the stars for change, he felt the sand around him shift -making way as the Old Man of the Desert arose! Tamul
took pity on his worthy disciple, offering him purpose in the form of a life spent in service as a divine herald. Haroun
accepted, and has since become a fixture upon the face of Asherak.

Avatar -Tukultj
Medium Outsider (Chaotic, Extraplanar, Good) Description
Hit Dice: 20d8+120 (280 hp) Tukulti is the demigoddessof oases.She is the daugh-
Initiative: +11 ter of Denev and a genie prince of the Water Courts,
Speed: 60 ft. (12 squares), swim 90 ft. making her the half-sister of Manawe, demigoddess of the
Armor Class: 34 (+7 Dex, +8 natural, +? deflec- seas. Tukulti is filled with love and affection for the mortals
tion), touch 26, flat-footed 27
of Asherak, even those who do not share her own ethical
Base AttacMGra~ple: +20/+24
ideals. She offers her refreshing waters to any and all who
Attadc +4 anarchic holy spear +28 melee
(ld8+10/x3) need them.
Full Attack: +4anarchic holy spear +28/+23/+18/ During the Titanswar, Tukulti tried to remain apart
+13 melee (ld8+10/x3) from its battles and bloodshed. She believed that she might
Space/Reach: 5 ft.15 ft. better serve the mortals of Scamby providing her assistance
Special Attacks: Spell-like abilities, spells to any who asked for it, regardless of their origins or
SpeciQUdlties: Alternate shape, damage reduction ?/ allegiances.This position angered her mother Denev, who
magic, darkvision 60 ft., low-light vi-
had risked much by joining the rebellious gods. In the end,
sion, one with oases,spell resistance32,
telepathy 100 ft., tremoneme 60 ft. Tukultirealizedthenaivet6ofherstanceaswell,for servants
Divine Qualities: Demigod’s avatar, divine empower- of the titans -particularly those of Hrinruuk and Lethene
ment 1, divinefavor 1, divine protection -abused and vandalized her oases. The demigoddess then
3, divine size, divine summoning sided with her fellow gods and instructed her followersto do
saves: Fort +20,Ref +1?, Will +21 the same. Her desire to aid mortals has only grown greater
Abilities: Strl?,Dex24,Con23,lnt 20, Wis24, in the years following the conclusion of the Divine War.
Cha 25
Tukulti’s worship has increased considerably in this
Skill% Bluff +21, Concentration +2?, Disguise
+17 (+1? acting), Diplomacy+31, Gather time.Asherak ismuchworseforthewear,farmoredesolate
Information +1?, Heal +27, Hide +27, and parched than it had been in centuries past. Oases are
lntimidate+15, Knowledge(geography, now lifelinesof trade and commerce, providing important
local, nature) +20, Listen +27, Move stopover points between cities and kingdoms across the
Silently +27, Sense Motive +30, continent.Tukulti’s followers protect oases from maraud-
Spellcraft +25, Spot +27,Swim +1?
ers and titanspawn. They also tend to travelers (in
Feats: Dodge, Great Fortitude, Improved hi-
tiative, Iron Will, Mobility, Spell Focus conjunction with followers of Kadeshu) and their needs.
(conjuration), Spring Attack Invocation Benefit
Environment: Any
Solitary (unique)
The spirit of Tukulti enhances and refreshesher follow-
Organization:
Challenge Rating: 24 ers. Any worshipper of Tukulti who spends 1 full round
Treasure: Standard invoking the goddess may gain a + 1 to her next Fortitude
Alignment: Chaotic good save, a temporary +2 bonus to her casting level when
Domains: Chaos, Good, Water determiningtheeffectsofcreateevaterorcreatefoodandwam,
Holy Symbol: A desert palm or the abilityto heal 1extra point ofdamage per healingspell.
Advancement Range: None
Level Adjustment: Combat
Tukulti fights any who attempt to despoil or
This being is dusky-skinned and dark eyed, with long otherwise harm her oases. She uses her alternate
black hair. She bears a shining, greenish spear and is shape ability to confuse and unsettle her oppo-
dressed in lightgarments. She radiatesa sense of peace and nents. She also summons watery allies to aid her in
contentment to all who look upon her. battle.
STRANGE LANDS: LOST TRIBES OF T H E SCARRED LANDS
-&

Tukulti will flee if confronted with a superior Cleric Spells (6/7 + 1/7 + 1/7 + 1/5 + 1/5 + 1/4+ 1/
foe -- but only long enough to heal herself. She is 4+1/2+1; save DC 17 + spell level) $.
not foolhardy in her actions, yet the demigoddess $ Because of Spell Focus (conjuration), the
will not rest until any who dare to impinge upon save DC for Tukulti’s avatar’s conjuration spells is
her domain are defeated or driven out. 18 + spell level.
Alternate Form (Su): Tukulti’s avatar can Divine Summoning (Su): Every ld6+ 1rounds
assume an alternate form at will as a standard as a full-round action, Tukulti’s avatar can sum-
action. This ability functions as a shapechange spell mon any creature of 12 HD or less that has the
cast on herself (caster level 20th), except that she aquatic or water subtype to serve her for 1hour. She
can assume only the form of a humanoid, a creature can use this ability up to twice per day.
with the aquatic subtype, or an elemental creature Skills: Tukulti’s avatar has a +8 racial bonus
with the water subtype, and the form assumed must on Swim checks. She can always choose to take 10
be between Medium and Gargantuan in size. on Swim checks, even if rushed or threatened. She
She appears to travelers in any one of a variety can use the run action while swimming, provided
of guises (all of them pleasant-seeming), from beau- she swims in a straight line.
tiful nymph or mermaid to friendly old woman. She
usually appears in the form of some intelligent
mortal race rather than an animal or monster.
One with Oases (Ex): Tukulti’s avatar’s body
is one with the waters over which she is mistress.
As a free action, she can merge
instantly with any oasis (in- \
cluding ponds and freshwater
lakes) in the Scarred Lands. In
this state, she gains total cover
and is immune to divination
magic of any kind cast by
being of less than demigod st
While one with the water,
may still call upon spells, abi
and divine qualities freely an
1
Tuk.ulti’s avatar may always choose to
emerge from any oasis on the same plane, Y
no matter the distance.
lfshe wishes, Tukulti’s avatar may move
effortlessly over water as though it were
smooth, solid ground, and may do so at her
swim speed, rather than her ground speed.
t 1

No spell or ability that alters or affects the


water of a n oasis will work within 100 feet of
Tukulti’s avatar unless she wishes it to.
Spell-Like Abilities: Tukulti’s avatar may use
any spell from the Chaos, Good or Water domains
at will as a spell-like ability (save DC 17 + spe
level). Caster level 20th. T h e save DCs are Cha-
risma-based.
Spells: Tukulti’s avatar can cast divine
spells as a 16th-level cleric with access to
the Chaos, Good and Water domains
(save DCs are Wisdom-based). She may
select a spell she wants and cast it with-
out needing to prepare any spells. She
does not need components or foci to cast
spells.
APPENDIX: CATHERED LORE
%“*e

dT w
Pjradun
Piradun Elf, 1st-level Warrior northern reaches of the Chained Mountains where
Medium Humanoid (Elf) they carved hidden citadels.
Hit Dice: ld8-l(3 hp) Many of the forsaken elves have forgotten the
Initiative: +O existence of the Piradun; those few who do remember
speed: 30 ft. are often reticent to speak of them, whether due to
AC: 14 (+4 masterworkchain shirt), touch
10, flat-footed 14
guilt, hatred or both. The Piradun can never forget
Base AttacWGrapple: +1/+0
how they were turned out like villains despite having
Attack: Masterwork rapier +2 melee (ld6-1/ served at the forefront of the Divine War. As their
18-20) or hanb crossbow +(ranged bodies rotted beneath the peaks of the Chained
(ld4) Mountains, so did their souls turn to vile blackness.
Full Attack: Masterwork rapier +2 melee (ld6-1/ They grew to desire nothing less than untold misery
18-20) or hand crossbow +1 ranged and death for every foe that has ever stirred against
(Id41 their race. Lethene’s children must pay for confining
FacdReach: 5 ft.15 ft.
them to the Gray Mountains in ages past, while
Special Attacks: Chern’s curse, spell-like abilities
Kadum’s must be charged with genocide for their
Special Qualities: Darkvision 60 ft., +2 to save vs. en-
chantments, +5to save vs. disease patron’s throes. Their elvish brethren should inherit
saves: Fort +1, Ref +0,Will +2 the plagues from which they turned their gaze, while
Abilities: Str 8, Dex 11, Con 8, Int 14, Wis 14, their charduni allies during the Divine War deserve
Cha 8 nothing less than having their homeland razed. Led
Skills: Climb +3, Intimidate +5,Hide +2, Lis- by the prayers of the priest Tomael, they beseeched
ten +6, Move Silently +2, Search +4, the god Vangal to aid them in their quest for ven-
Spot + 6 geance. The Ravager saw the thirst for retribution in
Feats: Combat Expertise
the hearts of the pale elves and was pleased.
Climate/Terrain: Underground
Pale elves speak High Elven and Dark Speech
Organization: Patrol (2-4), company (11-20 plus 2
3rd-level sergeants and 1 leader of with equal facility - indeed, they switch back and
3rd-6th level),ortribe (30-100 plus forth between the two tongues in a single conver-
20% noncombatants plus 1 3rd-level sation, which can be confusing even to someone
sergeant per 10 adults, 5 5th-level versed in both. Those with bonus languages often
lieutenantsand 3 7th-level captains)
choose to learn Termanan or Vangal’s Tongue,
Challenge Rating: 1
depending whether they seek to understand the
Treasure: Standard
Alignment:
outside world or speak with the chosen of their god.
Usually neutral evil
Advancement Range: By character class As they live below ground, Piradun communi-
Level Adjustment: +O ties are multi-tunneled caverns centered upon a
communal meeting place. Individual families own
The being is tall and gaunt with angular features a cave for life, but everyone protects the settlement
covered with lesions and misshapen lumps. Its hair is bone in order to survive. Used to moving underground,
white andhangs in limpstrands over bloodshot eyes. Its skin their tall shapes hunch easily to slip through nar-
is pale and translucent,withpurple and blue veins sunding row passageways.
out in stark relief among the welts and sures that cover it. Already tall and slender of build, the pale elves
Despite its diseased appearance, the humanoid moves with have become painfully thin and leprous. They dress
unnerving speed and a disquieting grace. in drab clothing matching their stony surround-
ings, though they often possess battered, bloody
Descriptjon and ancient raiment reserved for rituals in honor of
The Piradun are a fallen offshoot of the elven their dark patron. Archaic jewelry and armaments
race who once lived upon and beneath the peaks are common throughout their society, often dating
north of Ganjulael. They lost their homeland to the from before the Divine War. In other respects,
tidal wave which struck Termana when Kadum was Piradun resemble their elven brethren, albeit sev-
cast into the sea, and then bore the brunt of the ered by isolation and a terrible fate. Most pale elves
curse of the titan Chern after helping destroy him encountered outside their Chained Mountain tun-
during the Divine War. Infected with leprosy, ren- nels are accomplished soldiers.
dered unable to cure themselves by the Plague
Lord’s death rattle, and outcast by their own breth-
ren, the Piradun grew bitter and withdrew to the
STRANGE LANDS: LOST T R I B E S O F T H € SCARRED LANDS

Combat follow Vangal passionately, a circumstance almost


unknown within the rest of the elven race. Their
Pale elves favor small or fast weapons. In par-
greatest casters seek to end Chern’s curse while
ticular they enjoy the finesse of the rapier and the
wreaking terrible retribution upon everyone who
compact utility of a hand crossbow. Where pos-
has ever wronged the pale elves. Piradun are
sible, Piradun also employ potent magics to destroy
shunned by elves, charduni and ushada alike.
their foes. Perhaps their most sinister weapon is
their own blood, often used to coat their weapons Pjradun ‘Traits(h):
(see Leprosy, below). Proficient with rapier and hand crossbow
Chern’s Curse (Ex):Most Piradun are unable regardless of character class and without being
to bear healthy children, and those who do survive required to learn the Exotic Weapon feat.
suffer from incurable leprosy. As a result, few pale Immunity to magic sleep spells and effects.
elves are of a young age. Despite time and blasphe- +2 racial saving throw bonus against en-
moils experiments involving bloody sacrifices, the chantmentspells or effects.
pale elves have yet to break this curse of Chern. Disease resistance. Despite - or perhaps
Leprosy (Ex):Anyone who comes in contact because of - the plagues of Chern that now flow
with the flesh or blood of apale elf must make a DC through their veins, Piradun are resistant to all
12 Fortitude save or contract leprosy (this is nor- other forms of disease. pale elves receive a +5
leprosy, not the incurable version brought on circumstance bonus to all saves versus disease un-
by Chern’s curse). The save DC is Constitution- related to Chern’scurse.
based. + 2 racial bonus on Intimidate,
Spell-Like Abilities: l/day - bleed- Listen, Search and Spot checks. A pale
ing disease* (DC 12), cause fear (DC 13), elf who passes within 5 feet of a secret or
death touch (as per the Death Domain granted concealed door is entitled to a Search
power). T h e save DCs are Wisdom-based. check to notice it as if she were actively
Skills: A Piradun gains a +2 racial bonus looking for the door.
o n Intimidate, Listen, Chern’s curse (Ex): As above.
checks. A pale elf who p Darkvision up to 60 feet.
of a secret or concealed
Spell-Like Abilities: As
ritlled to a Search check to notice
above. They are cast as a cleric of
it as if she were actively looking
the Piradun’s character level.
for the door.
Favored Class: T h e Piradun’s
Pjradun Characters
A pale elfs favored class is
wizard or cleric. T h e Piradun
APPENDIX: CATHERED LORE

RockGobljn
Rock goblins are hardy goblinoid breeds residing networks of mining tunnels, living areas and dangerous
almost exclusively within the Titansforge Mountains. traps. The lairs often spread from smaller caves as the
They excel at stealth, metalcraft, stoneworking and tribe itself grows, expanding as long as it can extend the
elementalmagic. Considering themselves the chosen of life of the nearby mines. When a complex is abandoned,
Golthagga,thesehard-skinnedcreaturesdominateother the creatures enact elaborate rituals dedicating the site
goblinoids and wage a deadly war against the various to the Forger and then filling it with pitfalls and snares
underground horrors who seek to conquer their territo- to destroy those who might try to claim his followers’
ries. Some scholars insist upon dividing the creatures works.
according to their closest goblinoid cousins - hence Rock goblins often make treaties with or com-
the designations of rock goblin, rock hobgoblin, rock mand earth creatures, and active or sanctified sites are
bugbear, and the like -but the tribes ofthe Forger do commonly home to at least a few allied elementals.
not distinguish themselves in such a fashion. Occasionally a tribe dominates one or more potent
Rock goblins appear much like other goblinoids, earth creatures -from gargoyles, xoms, mephits and
but with angular features, flat faces, small fangs and earth elementals to young blue or copper dragons and
sloping foreheads. Their eyes are usually dull red in even stone giants.
color, though some specimens display brilliant lava- Rock goblins speak the Dark Speech of the titans.
orange eyes. Rock goblins walk in a hunched position, Those with bonus languages often choose from Gob-
their arms nearly touching the ground when they aren’t lin, Tenan, Termanan or Charduni tongues. Most
occupied climbing the c r a m surfaces of their home- rock goblins despise followers of Thulkas and of Mesos
land with nimble skill. Their skin is a mottled gray - the former due to claims that &e titan created
resembling granite in color and texture, though Some goblin-kind, the latter because he sired many horrors
tribes’ castes resemble basalt or other volcanic rocks. which continue to plague their lands to this day.
Rock goblins dress in clothing of drab Rock goblins are trained from birth to believe
leather and often fight with the they are superior to other goblinoids and learn
same picks they use for min- specialized fighting techniques to use against
the “lesser breeds.” These
skills are tested frequently,
sess natural abilities in
geomancy - even
commoners can com- t Thulkas formed
mand creatures of the
earth and use minor
earth magic - and
most respect those
among their kind rebellion by rock goblin sorcerers
who show particu- who choose to follow Mesos. The
lar talent in this race has also developed strong resis-
area. T h e crea- tance to magic and a talent for
avoiding ray attacks due to centuries of
battlingbeastsofthe realmsbelow, many
of whom are the spawn of Mesos and
creatures as well have substantial sorcerous abilities.
In most other respects, rock goblins
wassacrificedforan resemble their goblinoid brethen, includ-
ancient pact in whicE ing a common biology and similar culture.
the winds agreed to f
their efforts upon the SampleRockGobljn
emies in the Bonew Agoodlookat thecreature reveals that
Hills and Iron Sanc it isnotsomeaweragebugbear.ltseyes
Desert. shimmer like twin pools of magma,
Like most andthefkshbeneathitsfurishardand
gray. Its angular jaw clenches in a
snarl as it raises a hamesized fist and
Their lairs are gives a threatening shake to the large
ever-growing pick it wields.
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS
_-
- -91

’This example uses a standard bugbear as the Creatinga Rock Goblin


base creature. “Rock goblin” is a template that can be added to
Rock Bugbear any humanoid of the goblinoid sub-type. A rock gob-
Medium Humanoid (Goblinoid) lin uses all the base creature’s statistics and special
Hit Dice 3d8+6 (19 hp) abilities except as noted here.
Initiative: +1 Armor Class: Natural armor increases by +2.
Speed: 30 ft. (6 squares) Special Attacks: A rock goblin retains all the
Armar Class: 17 (+1 Dex, +5natural, +2 leather ar- special attacks of the base creature, and also gains the
mor, +1 light wooden shield), touch 11,
following.
Flat-footed 18
Bare AttacWGrapple: +2/+5 Racial Attack Modifiers: Due to special combat
Attack: Heavy pick + 6 melee (ld6+3/x4) or training, rock goblins gain a +1racial bonus to attack
javelin +3 ranged (ld6+3) rolls against goblinoids, earth creatures and any aber-
Full Attack Heavy pick +6 melee (ld6+3/x4) or rationswith multiple spell-like or supernatural abilities.
javelin +3 ranged (ld6+3) Special Qualities: A rock goblin retains all the
Space/R,each 5 ft./5 ft. special qualities of the base creature, and also gains the
Special i4ttacks: Racial attack modifiers
following.
Special Qualities: Darkvision 120 Ft., scent, dodge bo-
nus, stonecunning, geomancy Proficiencies: Rock goblins are proficient with the
saves: Fort +3, Ref +4, Will +1 light pick, heavy pick and sling.
Abilities: Str 17, Dex 12, Con 15, Int 10, Wis 10, Dodge Bonus: Rock goblins gain a +4 dodge bonus
Cha 4 against creatures with the earth subtype,and against any
Skills: Climb +9,Hide +4, Listen +4, Move spell-like or supernatural attacks made by aberrations.
Silently +6, Spot +4
Darkorision: A rock goblin’s darkvision increases
Feats Alertness, Weapon Focus(heavypick)
by 60 feet.
Environment: Temperate mountains
OrgariZ&Ut Mining gang (4-9), band (10-100 plus Stonecunning:Rock goblins gain a +2 racial bonus
100% noncombatants plus 1 3rd-level to checks to notice unusual stonework. Something
sergeant per 20 adults and 1 4th-6th- that isn’t stone but is disguised as stone also counts as
level sorcerer leader), warband (10-24 unusual stonework. A rock goblin who merely comes
plus an earth elemental), or tribe (40- within 10 feet of unusual stonework can make a check
400 plus 1 3rd-level sergeant per 20
adults, 1 or Zsorcererordruidlieutenants as though actively searching and can use the Search
of 4th-5th level, 1 sorcerer leader of skill to find stonework traps as a rogue can. A rock
6th-8th level, 3-5 minor xorns, 1-2 goblin can also intuit depth, sensing the approximate
shard spiden, 1-2 thoqqua, and 2-4 distance underground as naturally as a human can
earth/salt mephits) sense which way is up.
Challenge Rating: 3
Geomancy (Su/Sp) :As asupernatural ability, rock
‘TKSUm: Standard
goblins rebuke or command earth creatures as an evil
Alignment: Usually chaotic evil
Advancd By character class cleric rebukes undead. This ability functions as though
Level Adjustment: +2 the rock goblin were a cleric of his total Hit Dice -3
and may be used a total number of times per day equal
Descriptjon to 3 + his Charisma modifier.
Rock bugbears are similar to normal bugbears, Additionally,rock goblins gain spell-likeabilities as
save that they consider themselves part of the rock they advancein character level (referto the corresponding
goblin community and are devout worshippers of chart). These abilitiesare cast l/day asby adruidof the rock
Golthagga. They do not hesitate to attack any goblin’s character level; save Dcs are Wdom-based.
intruders in their domain, hoping either to kill
them outright or to capture them as slaves or
sacrifices for the Forger.
Combat
Rock bugbears prefer straightforward tactics, at- Soften earth and stone
tempting to outnumber or outmuscle their foes. They
set ambushes if they have advance warning of an
attack, and their caves are often rigged with traps.
Skills: Rock bugbears have a +4 racial bonus on
Move Silently checks, in addition to the skill bonuses
granted by the rock goblin template.
APPENDIX: GATHERED LORE
I ”

Saves: Rock goblins receive a + 2 racial bo- Treasure: Standard.


nus to saves against magic. Alignment: Usually neutral evil.
Abilities: Modify from t h e base creature as Advancement: Same as the base creature.
follows: + 2 Strength, + 2 Constitution. Level Adjustment: +l.
Skills: Rock goblins gain a +5 racial bonus
t o Climb checks, as well as a + 2 racial bonus t o
Combat
Craft or Profession checks that are related t o Rock goblins are masters of their terrain and
stone or metal. take full advantage of the environment when
engaged in conflict. They employ traps and am-
Feats: Rock goblins gain a bonus Toughness
bushes regularly, and are more strategically
feat.
minded than other goblins. Many rock goblin
Environment: Regardless of the original spe-
tribes enslave “lesser” goblins of other breeds
cies, rock goblins favor hills, mountains and
and force them t o work and fight a t their behest.
underground.
Mining picks and slings are common rock goblin
Organization: Mininggang (4-9), band (10- weapons, being both readily available and imple-
100 plus 100% noncombatants plus 1 3rd-level ments with which they possess particular skill.
sergeant per 20 adults and 1 4th-6th-level sor-
cerer leader), warband (10-24 plus a n earth Rock Goblin Characters
elemental), or tribe (40-400 plus 1 3rd-level A rock goblin’s favored class is sorcerer or
sergeant per 20 adults, 1 or 2 sorcerer or druid druid. Rock goblin leaders tend to be sorcerers
lieutenants of 4th-5th level, 1 sorcerer leader of specializing in elemental magic. Rock goblins
6th-8th level, 3-5 minor xorns, 1-2 shard spi- almost universally follow t h e Titan Golthagga,
ders, 1-2 thoqqua, and 2-4 earth/salt mephits). although some are known t o join cults worship-
Challenge Rating: Same as base creature +l. ping Thulkas or Mesos.

ElementalTemplates
Summoners and their ilk are known for call- realms. Rarer, however, are those who are able to
ing upon the denizens of the planes as servants. summon the beings of the elemental planes, or
Relatively common is the knowledge of how to call forth the exemplar creatures of purest order
summon creatures from the infernal and celestial or the pandemoniacal creatures of utter chaos.

Variant Rule: Stacking Templates


Some summoners have been known to summon the very paragons of the planes, those creatures which
embody the essences of planar concepts. These beings, which often have multiple templates, are summoned
only through the use of powerful arcane spells.
Summoning a templated creature and then adding another template often requires a higher-level
summon monster spell slot than that normally required to summon that kind of creature. In general, the spell
slot required goes up by one for every two points of CR adjustment acquired through applied templates.
Thus, the cleric of Corean who would summon one of the lawful good Owls of Righteousness (celestial
owls with the additional template of Exemplar added) from the home realm of Corean may do so as though
such a creature were on the summon monster I list (no Challenge Rating adjustment), while summoning a
lawful good Polar Bear of Righteousness would require casting summon monster VI1 (one spell slot higher due
to +2 Challenge Rating adjustment).
Likewise, a Riptide of Manawe (a medium-size water elemental with the Pandemoniac template) is
considered to be on the summon monster V list (+ 1Challenge Rating means that no spell slot increase occurs).
Variant Rule: StackingSpecialAbilities
When two special abilities (attacks or qualities) from different templates conflict or overlap, assume that
in case of conflict the last template applied takes precedence (Celestial Owl of Righteousness would use
conflicting ability from Exemplar template), while with regard to overlapping, both are active at the same
time and the more advantageous applies (when resolving effects of a successful attack, apply the damage
resistance type which benefits defender more).
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS
--Pa -i
1%

Aquan Creatures
i4quan creatures hail from a plane of elemental raise dead or resurrect spells. Does not eat, sleep or
water variously referred to as the Endless Deep, the breathe.
Azure Abyss and the Demesnes of the Eternal Whirl- Water Subtype: Creatures with the water subtype
pool. Creatures composed entirely of elemental water, always have swim speeds and can move in water
Aquan creatures appear as semisolid forms of deep without making Swim checks. A water creature can
purple-blue liquid, with “eyespots”and other features breathe underwater and usually can breathe air as well.
in lighter or deeper tones about the being’s form. Extraplanar Subtype: A subtype applied to any
Creating an Aquan Creature creature when it is on a plane other than its native
“Aquan” is a template that can be added to any of plane, i.e., other than listed in Environment entry.
the followingbase types: aberration, animal, fey, giant, Damage Reduction ( E x ) : Aquan creatures gain
humanoid, magical beast, monstrous humanoid, plant damage reduction based on their Hit Dice:
or vermin (hereafterreferred to as the “basecreature”).
The creature’s type changes to Elemental (Water).
Those encountered outside of their native plane also
gain 1:he Extraplanar subtype. An Aquan creature uses
all of the base creature’s statistics and special abilities
except as noted below.
Hit Dice: The creature’s base hit dice changes to
dP.
Speed: Swim at a speed equal Saves: Same as base creature.
to normal speed; normal speed -g ‘ Awl- Abilities: Same as base creature.
for creature is reduced by half. 1 Skills: Same as base crea-
Special Attacks: A n ture. If the Aquan creature
Aquan creatureretains all the has an Intelligence of at
special attacks of the base least 4, it speaks Aquan.
creature and also gains the Feats: Same as base
following. creature.
7VaterMastery ( E x ) : An Climate/Terrain:
Aquan creature gains a + 1 at-
tack and damage bonus, if both Environment: End-
it and its opponent touch water. less Deep, also known
If the opponent or Aquan creature as the Azure Abyss and
is landbound, the Aquan creature suf- Q the Demesnes of the
fen a -4 penalty to attack and damage. Eternal W h i r l p o o l
Drench ( E x ) : The Aquan creature’s touch (Elemental Plane of
puts out torches, camp fires, exposed lanterns and
Organization:
Same as base crea-
J ture.
level equals the Aquan creature’s HD total.
Special Qualities: An Aquan creature retains all , ’ Challenge Rat-
. ing: Up to 3 HD,

gains the following. --


the special qualities of the base creature and also same as the base crea-
ture. 4 HD to 15 HD,
same as the base crea-
Darkvision out to t u r e + l . 16HD+,sameas
60 feet. Immu- , the base creature +2.
Treasure: Same as
, base creature.
Alignment:Usually neutral.
Advancement Range:

Level Adjustment: Same (if


any) as base creature +2.
APPENDIX: GATHERED LORE

Auran Creatures
Auran creatures come from a plane of elemental it touches or enters the whirlwind, or if the Auran
air, sometimes referred to as the Deepest Sky. These creature moves into or through the creature’s space.
creatures are formed from elemental air, and as such Creatures one or more size categories smaller than
appear as swirling clouds in the base creature’s shape. the Auran creature might take damage when caught in
Creating an Auran the whirlwind (seethe table below for details) and may
be lifted into the air. An affected creature must suc-
“Auran” is a template that can be added to any
ceed on a Reflex save when it comes into contact with
aberration,animal,fey, giant, humanoid, magicalbeast,
the whirlwind or take the indicated damage. It must
monstrous humanoid, plant or vermin (hereafter re-
also succeed on a second Reflex save or be picked up
ferred to as the “base creature”). The creature’s type
bodily and held suspended in the powerful winds,
changes to Elemental (Air). Those encountered out-
automaticallytaking the indicateddamageeachround.
side of their native plane also gain the Extraplanar
A creature that can fly is allowed a Reflex save each
subtype. An Auran creatureusesallof the base creature’s
round to escape the whirlwind. The creature still takes
statistics and special abilities except as noted below.
damage but can leave if the save is successful. The DC
Hit Dice: The creature’s base hit dice change to d8. for saves against the whirlwind’s effectsvaries with the
Speed: The creature retains either its normal fly Auran creature’s size (see the table). The save DC is
speed or gains Fly 100 feet, whichever is better. Ma- Strength-based.
neuverability becomes perfect. Auran creatures lose Creatures trapped in the whirlwind cannot move
other types of movement (if any). except to go where the Auran creature carries them or
Special Attacks: An Auran creature retains all to escape the whirlwind.
the special attacks of the base creature and also gains Creatures caught in the whirlwind can otherwise
the following. act normally but must succeed on a Concentration
Air Mastery ( E x ) : Airborne creatures suffer a -1 check (DC 15 + spell level) to cast a spell. Creatures
penalty to attack and damage rolls against an Auran caught in the whirlwind take a - 4 penalty to Dexterity
creature. and a -2 penalty on attack rolls. The Auran creature
Whirlwind (Su): The Auran creature can trans- can have only as many creatures trapped inside the
form itself into a whirlwind once every 10 minutes and whirlwind at one time as will fit inside the whirlwind’s
remain in that form for up to 1 round for every 2 HD volume.
it has. In this form, the Auran creature can move The Auran creature can eject any carried crea-
through the air or along a surface at its fly speed. tures whenever it wishes, depositing them wherever
The whirlwind is 5 feet wide at the base, up to 30 the whirlwind happens to be. A summoned Auran
feet wide at the top, and up to 50 feet tall, depending creature always ejects trapped creatures before return-
on the Auran creature’s size. The Auran creature ing to its home plane.
controlstheexactheight, but itmustbeat least 10feet. If the whirlwind’s base touches the ground, it
The Auran creature’s movement while in whirl- creates a swirling cloud of debris. This cloud is cen-
wind form does not provoke attacks of opportunity, tered on the Auran creature and has a diameter equal
even if the Auran creature enters the space another to half the whirlwind’s height. The cloud obscures all
creature occupies. Another creature might be caught in vision, including darkvision, beyond 5 feet. Creatures
rc-
-- -- \
the whirlwind if 5 feet away have concealment, while those farther
*
away have total concealment.

centration check

An Auran
creature in whirlwind
form cannot make slam at-
tacks and does not
threaten t h e area
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS

reduction based on their Hit Dice:

Hit Dice Damage Reduction

Saves: Same as base creature.


Abilities: Same as base creature.
Special Qualities: An Auran creature retains all Skills:Sameasbase creature. If the Aurancreaturehas
the special qualities of the base creature and also gains an Intelligence of at least 4) it Teaks AUm.
the following. Feats: Same as base creature.
Elemental Type: Darkvision out to 60 feet. Immu- ClimatefTerrain: Any land and air.
: poison, sleep effects, paralysis and stunning.
nity 1o Environment: Deepest Sky (Elemental Plane of Air).
Not subject to critical hits or flanking. Cannot be Organization: Same as base creature.
restored to life through raise dead or resumect spells. Challenge Rating: Up to 3 HD, same as the base
Does not eat, sleep or breathe. creature. 4 HD to 15 HD, same as the base creature +l. 16
&Subtype (adjustments already included in tem- HD+, same as the base creature +2.
plate). Treasure: Same as base creature.
Extraplanar Subtype: A subtype applied to any Alignment: Usually neutral.
creature when it is on a plane other than its native
Advancement Range: Same as base creature.
plane, i.e., other than listed in Environment entry.
LevelAdjustment: Same (ifany)as base creature +2.
*Z%%+.?I

Exemplar Creatures
Exemplar creatures dwell in the planes of law, al- hP/HD and with d12 have 7 hP/HD. Thus,
though they resemble beings that dwell on the material all exemplar guardian nagas With 11 Hit Dice have
ney are flawless in comparison to their exactly 55 hit points before applying Constitution
bonuses.
counterparts, and a group of creatures of the same
species seen together are often identical. Exem-,
plar creatures are sometimessilver in color and
/,/-,A .
Special Attacks: An Exemplar re-
..
*
’ of the base

are occasionally mistaken for celestial or :following.


half-celestialcreatures.
Creatjng an Exemplar
“Exemplar” is a template that can be
added to any corporeal creature of non-
chaotx alignment (referred to hereafter as
the “b3se creature”).Animals with this tem-
platelhecome magicalbeasts with the Lawful
subtype,while other creatures gain the Aug-
mented and Lawful subtypes. Those
encountered outside of their native plane
gain the Extraplanar subtype. An Exemplar
creature uses all o e creature’sstatis-
tics and special
below.
Hit Dice: Same as base creature, but
do not roll for hit points. Instead, all
exemplar creatures have slightly better
than average hit points: creatures with d6
Hit Dice have 4 hp/HD, creatures with d8
have 5 hp/HD, creatures with d10 have 6
APPENDIX: CATHERfD LORE

Smitechaos(Su):Onceperdaythecreaturecanmake Damage Reduction (Ex): See table below. If the


a normal attack to deal additionaldamage equal to its HD base creature already had damage reduction, use either
total (+20maximum) against a foe of chaotic alignment. the score from the table or the base creature’s score,
Special Qualities: An Exemplar creature retains whichever is higher.
all the special qualities of the base creature and also
gains the following.
Lawful Subtype: A subtype usually applied only to
outsiders native to the lawful-aligned planes. Most
creatures that have this subtype also have lawful
alignments; if their alignments change, however, they
still retain the subtype. Any effect that depends on
alignment affects a creature with this subtype as if the Saves: +4 bonus to Will saves, otherwise same as
creature has a lawful alignment, no matter what its base creature.
alignment actually is. The creature also suffers effects Abilities: Same as base creature.
according to its actual alignment. A creature with the Skills: Same as base creature.
lawful subtype overcomes damage reduction as if its Feats: Same as base creature.
natural weapons and any weapons it wields were
Climatenerrain: Same as base creature.
lawful-aligned(i.e., possessed Axiomatic weaponprop-
erty ) . Environment: Any lawful-aligned plane.
Extraplanar Subtype: A subtype applied to any Organization: Same as base creature.
creature when it is on a plane other than its native Challenge Rating: Same as base creature for crea-
plane, i.e., other than listed in Environment entry. tures up to 3 HD, + 1 CR for base creatures of 4 HD to
Darkvision (Ex) : Exemplar creatures gain 7 HD, and +2 CR for base creatures of 8 HD or higher.
darkvision to 60 feet. Treasure: Same as base creature.
Detect Chaos (Sp): Exemplar creatures gain the Alignment: Always lawful neutral.
ability to detect chaos at will as a spell-like ability. This Advancement Range: Same as base creature.
ability duplicates the effect of the spell detect chaos. Level Adjustment: Same (ifany)asbase creature +2.
;,pv!

lgnan Creatures
Ignan creatures are summoned from a plane of
elemental fire sometimes referred to as the Great
Inferno, and appear as flaming versions of the base
creatures.
C:reatjngan lgnan
“Ignan” is a template that can be added t o
any aberration, animal, fey, giant, humanoid,
magical beast, monstrous humanoid, plant or
vermin (hereafter referred to as the “base crea-
ture”). T h e creature’s type changes to Elemental
(Fire). Those encountered outside of their
n a t i v e p l a n e also g a i n t h e
Extraplanar subtype. A n Ignan
uses all the base creature’s statis-
tics and special abilities except as
noted here.
Hit Dice: The creature’s base hit dice
changes to d8.
Speed: Normal speed or 50 ft.
whichever is greater. Ignan creatures keep
any other previous forms of movement.
Special Attacks: A n Ignan creature retains
all the special attacks of the base creature and 9
also gains the following.
STRANGE LANDS: LOST T R I B E S OF T H E SCARRED LANDS

Burn (Ex): An Ignan creature’s attack deals base Damage Reduction (Ex) :Ignancreatures gaindam-
damage plus fire damage from the creature’sflamingbody. age reduction based on their Hit Dice:
Those hit by an Ignan creature’s attack also must succeed
on a Reflex save or catch on fire. The flame bums for ld4
rounds. A burning creaturecan take a move action to put
out the flame. The save Dc is Constitution-based.
Creatures hitting an Ignan creature with natu-
ral weapons or unarmed attacks take fire damage as
I 8-15 51-
I
though hit by an Ignan creature’s attack, and also
catch on fire unless they succeed on a Reflex save. Saves: Same as base creature.
Special Qualities: An Ignan retains all the Abilities: Same as base creature.
special qualities of the base creature and also gains Skills: Same as base creature. If the creature has an
the fiollowing. Intelligence of 4 or higher, it gains the Ignan language.
Elemental Type: Darkvision out to 60 feet. Feats: Same as base creature.
Immunity to poison, sleep effects, paralysis and Climatemerrain: Any land and underground.
stunning. Not subject to critical hits or flanking. Environment: Great Inferno (Elemental Plane of
Cannot be restored to life through raise dead or Fire).
resurrect spells. Does not eat, sleep or breathe. Organization: Same as base creature.
Fire Subtype: A creature with the fire subtype has Challenge Rating: U p to 3 HD, same as the base
immunityto fire. It has vulnerabilityto cold, which means creature. 4 HD to 15 HD, same as the base creature +1.
it taktshalf againasmuch (+50%)damage asnormal from 16 HD+, same as the base creature +2.
cold, regardless of whether a saving throw is allowed or if
Treasure: Same as base creature.
the save is a success or failure.
Alignment: Usually neutral.
Extraplanar Subtype: A subtype applied to any
Advancement Range: Same as base creature.
creature when it is on a plane other than its native
plane, i.e., other than listed in Environment entry. Level Adjustment: Same ( ifany) as base creature+2.

Pandemoniac Creatures
Pandemoniac creatures are beings of the cha- all of the base creature’s statis-
oticplanes and appear just about anywhere without tics and special abilities except
apparent cause. They look like rather garish and as noted below.
strange variations of the base creature, with Special Attacks: A
oddly colored skin/fur/scales, etc, eerie glowing Pandemoniac creature retains all
eyes (often of different colors) and the occa- the special attacks of the base creature
sional anatomical abnormality. N o two and also gains the following.
creatures in a group will look the same.
Smite Law (Su): Once per day
Creatinga the creature can make a normal at-
Pandemoniac tack to deal additional damage
Creature equal to its HD total (+20 maxi-
mum) against a foe of lawful
“Pandemoniac” is a
template t h a t c a n be
Special Qualities: A
added to any corporeal
Pandemoniac creature
creature of non-lawful
retains all the special
alignment (referred to herea
qualities of t h e base
ter as t h e “base creatu
creature and also gains the fol-
Animals with this template
come magical beasts with
the Chaotic subtype, while ChaoticSubtype:Asubtype
other creatures gain the usually applied only to outsid-
Augmented and Chaotic ers native to the
subtypes. Those encoun- chaotic-aligned planes. Most
tered outside of their native creatures that have this sub-
plane gain the Extraplanar sub- type also have chaotic
type. A Pandemoniac creature uses alignments; if their align-
APPENDIX: GATHERED LORE

ments change, however, they still retain the subtype.


Any effect that depends on alignment affects a crea-
ture with this subtype as if the creature has a chaotic
alignment, no matter what its alignment actually is.
The creature also suffers effects according to its actual
alignment. A creature with the chaotic subtype over-
comes damage reduction as if its natural weapons and
any weapons it wields were chaotic-aligned. Abilities: Same as base creature.
Extraplanar Subtype: A subtype applied to any Skills: Same as base creature.
creature when it is on a plane other than its native Feats: Same as base creature.
plane, i.e., other than listed in Environment entry.
Climatenerrain: Same as base creature.
Darkvision (Ex) : Pandemoniac creatures gain
Environment: Any chaotic-aligned plane.
darkvision to 60 feet.
Organization: Same as base creature.
Detect Law (Sp) : Pandemoniac creatures gain
Challenge Rating: Same as base creature for
the ability to detect law at will as a spell-like ability.
creatures up to 3 HD, + 1 CR for base creatures of 4
This ability duplicates the effect of the spell detect
HD to 7 HD, and +2 CR for base creatures of 8 HD
law.
or higher.
Damage Reduction ( E x ) : See table below. If the
Treasure: Same as base creature.
base creature already had damage reduction, use the
higher of the two scores, that from the table or the Alignment: Always chaotic neutral.
base creature’s. Advancement Range: Same as base creature.
Saves: +4 bonus to Reflex saves, otherwise Level Adjustment: Same (if any) as base creature
same as base creature. +2.

Terran Creatures
Terran creatures are from a plane of elemental Speed: Normal speed or 20 feet, whichever is less.
earth, sometimes referred to as Endless Core. Com- Terran creatures lose all other movement types-
posed entirely of elemental earth, they appear as Armor Class: Terran creatures gain natural ar-
blocky versions of the base creatures constructed mor based on the following table. This replaces any
from dirt, clay or stone. Some powerful Terran natural armor bonuses the base creature
creatures may have metallic features as well. may have.
Eyes usually appear as shiny pebbles or larger
stones, and the creatures’ teeth look like f
jagged rock.
Creating a Terran Creature.
“Terran” is a template
that can be added to any
aberration, a n i -
mal, fey, giant,
- .
humanoid,
magical beast,
monstrous h u -
*
manoid, plant or
vermin (hereafter re-
ferred to as the “base : \
creature”). T h e creature’s type
changes to Elemental (Earth).
Those encountered outside of
their native plane also gain
- the
Extraplanar subtype. A Terran Y
uses all the base creature’s statistics
and special abilities except as noted here.
Hit Dice: The creature’s base hit dice
change to d8.
STRANGE LANDS: LOST T R I B E S O F T H E SCARRED LANDS

surface. It cannot swim, however, and must either


walk around a body of water or go through the
1-3 +! ground under it. A Terran creature can move along
4-7 +Q the bottom of a body of water but prefers not to.
Extraplanar Subtype: A subtype applied to any
creature when it is o n a plane other than its native
plane, i.e., other than listed in Environment entry.
24+ +15
Damage Reduction ( E x ) : Terran creatures gain
damage reduction based on their Hit Dice:
Attacks: Same as base creature.
Damage: Same as base creature.
Special Attacks: A Terran creature retains all
the special attacks of the base creature and also
gains the following.
Earth Mastery (Ex):A Terran creature gains a
+ 1 bonus on attack and damage rolls if both it and
its foe are touching the ground. If an opponent is Saves: Same as base creature, modified as per
airborne or waterborne, the elemental takes a -4 changes to Abilities.
penalty on attack and damage rolls. Abilities: Str +8, Dex -8, Con +4, otherwise as
Push (Ex): A terran creature can start a bull base creature.
rush maneuver without provoking an attack of Skills: As base creature. Terrancreatures with Int
opportunity. T h e combat modifiers given in Earth 4or higher gain Terran as a language.
Mastery, above, also apply to the Terran creature’s Feats: As base creature.
opposed Strength checks. Climatenerrain: Any land or underground.
Special Qualities: A Terran creature retains Environment: Endless Core (Elemental Plane of
all the special qualities of the base creature and also Earth).
gains the following. Organization:As base creature.
Elemental Type: Darkvision out to 60 feet. Challenge Rating: Up to 3 HD, same as the base
Immunity to poison, sleep effects, paralysis and creature. 4 HD to 15 HD, same as the base creature + 1.
stunning. Not subject to critical hits or flanking. 16 HD+, same as the base creature +2.
Cannot be restored t o life through raise dead or
Treasure: As base creature.
resurrect spells. Does not eat, sleep or breathe.
Alignment: Usually neutral.
Earth Subtype: A Terran creature can travel
through solid ground and rock (with the exception Advancement Range: Same as base creature.
of metal) as easily as humans walk o n the Earth’s Level Adjustment: Same (ifany)asbase creature+2.
APPENDIX: CATHERED LORE

Prodim
Most arcane casters work to improve their ClassSkjus
knowledge of the arcane to cast ever more potent The prodigalist class skills (and the key ability for
The Prodigalist, On the Other hand, strives to each) are Concentration (Con), Craft (Int), Decipher
understand the magics that link master and famil-
script (lnt), ~ ~ ~~~~~l~ (Cha),d ~l ~ ~ ~ ~
iar*With mastery, (arcana) (Int), Knowledge (nature) (Int), Profession
the prodigalist to strengthen this bond, twist it and (wiS), Spellcraft(Int) and Survival(Int).
even split it into multiple channels. Though not as
Skill Points at Each Level: 4 + Int modifier.
skilled at casting spells as their fellow mages,
prodigalists show a mastery of their familiars sec- Class Features
ond to none, and their companions All the following are class features of the
are far more potent than those of prodigalist prestige class.
other mages. Weapons and Armor Proficiency: The
The prodigalist’s pursuits have prodigalist gains no proficiency with any weapons or
caused some debate among arcane armor. Armor of any type interferes with the
circles, particularly among those who prodigalist’s arcane gestures, which can cause her
believe that a caster bonds with a single spells to fail (if those spells have somatic compo-
soul that inhabits each familiar he has nents). Being a channeler, a prodigalkt does not suffer
throughout his career. If the caster from arcane heat if one of her familiars is within 5
bonds with but a single soul, feet, and therefore does not suffer the additional
how can a prodigalist summon spell-failurechance common to other arcane
multiple familiars? Prodigalists casters in the Scarred Lands.
who also subscribe to this theory Spells per Day: At 2nd and 4th level,
observe that they merely split the prodigalist gains news spells per day
the single soul into multiple fa- (and new spells known, if applicable) as if
miliars’ bodies. she had also gained a level in an arcane
Use in Other Campaigns: spellcasting class she belonged to before
The prodigalist works well in other adding the prestige class. She does not
campaign settings. Perhaps casters gain any other benefit for a character
and familiars in other worlds share of that class other than an increased
some distant ancestry of dragon- effective level of spellcasting and
blooded lineage t h a t permits any benefits noted below. If a char-
multiple bonds. Perhaps the notion acter had more than one arcane
of reincarnated souls is true in this spellcasting class before becoming
world. Whatever the case, it’s asimple a prodigalist, she must decide to
matter to peel away Scarred Lands, which class she adds the new
specific details and you have a prestige level for purposes of deter-
class that offers an interesting charac- mining spells per day. She
ter development path in any high-magi may not choose to devote
campaign. these extra spells to a di-
Hit Die: d4 vine spellcasting class.
Requjrements Familiar Improve-
ment: Every level of the
T o qualify to become a n
prodigalist class stacks
prodigalist, a character must fulfill all
with sorcerer or wizard
the following criteria:
levels for determining
Feats: Any four feats with the the effective class
“channeler” prerequisite level of the
Skills: Knowledge (arcana) character’s primary
8 ranks, Knowledge (nature) familiar. Thus, a
2 ranks Wiz7/Prd3 has a
Special: Character familiar with
must be a channeler; abilities equal to
character must have those of a 10th-
a living familiar. level wizard’s
familiar.
STRANGE LANDS: LOST T R I B E S OF T H E SCARRED LANDS

TableA1-3: Prodjgalist (Pr


Base
Class Attack Fort Ref Will Spells

Bonus Feats: T h e prodigalist gains a bonus Share Spells: The prodigalist’s share spells ability
familiar feat at every level. These feats must be works on all her familiars at once, if she chooses it to
cl~os~en from the familiar feats listed above, and the do so. Each can deliver a touch attack (or other spells,
prodigalist must meet all the prerequisites as nor- if she has the Spell Carrier feat), though she still has
mal. the same number of total charges-as if she were a
Multiple Familiars: A t lst, 3rd and 5th level, the standard caster. Further, any spell she casts on one
prodigalist gains the ability to call additional familiars. familiar -such as shieldfamiliar -she may choose to
These familiars are identical to “normal” familiars in affect all of them, at no extra cost.
all respects, except as described below. They grant all Channeling: Each time the prodigalist gains a new
the standard abilities for their effective level, they cost familiar,shemust choose adifferentspellschoolin which
experience points if they are slain, and it requires a togainher +1bonus;shecannotstacktwosucheffectson
year and a day to replace one of them. a single school. While she loses that +1 bonus if the
Lower Effective Level: Subtract from the familiar that grants it is more than 100feet away or killed,
familiar’s total effective level the prodigalist class she suffers the -1 penalty to all schools if $1her familiars
level at which the character gained the familiar. are more than 100 feet away or killed. She still loses
For instance, a 10th-level character has one famil- double the normal experience for each familiar slain.
iar (her very first, gained when she became a wizard) The Effect of Feats: A n y feat with t h e
at 10th level of ability and function. She has a “channeler” prerequisite affects all the character’s
second familiar at 9th level of ability (the one familiars, no matter when she called them. Any
gained as a 1st-levelprodigalist),and a third at 7th other familiar-related feat affects only those famil-
level of ability (the one gained as a 3rd-level iars she had at the time she purchased the feat.
prodigalist). This impacts such details as the Thus, if a character purchased the Improved Scent
familiar’s natural armor bonus, its Intelligence and feat before becoming a prodigalist, only her origi-
which familiar abilities it grants. nal familiar has Improved Scent. All her familiars
If a familiar is slain, the status of the other still benefit from her channeling feats.
familiars does not change. Rather, the new one the Exception: If the prodigalist wants more than
prodigalist can summon in a year and a day takes one “improved” familiar, she must buy the Im-
the slain familiar’s “rank” in terms of level. proved Familiar feat for each one individually.
APPENDIX: CATHERED LORE

dow-w d k
Deep in the shadows of the Scarred Lands, a Class Skills
hidden war rages. Silent and unseen, it is a crusade The shadow-walker’s class skills (and the key
born in darkness where the shadows themselves are ability for each) are Balance (Dex), Bluff (Cha),
the most potent weapon. A war of vengeance, it is Concentration (Con), Disguise (Cha), Gather In-
a bitter and unrelenting campaign that pits the formation (Cha), Hide (Dex), Knowledge (arcana)
most faithful servants of the goddess Drendari, the (Int), Knowledge (local) (Int), Knowledge (reli-
shadow-walkers, against Drendari’s most hated gion) (Int), Listen (Wis), Move Silently (Dex),
enemies - the penumbral lords. Open Lock (Dex), Profession (Wis), Search (Int),
The shadow-walkers’ greatest weapons in the Sense Motive (Wis), Spellcraft (Int), Spot (Wis)
war against the penumbral lords have long been and Use Magic Device (Cha).
stealth, cunning and subterfuge. As potent as these Skill Points at Each Level: 6 + Int modifier.
tools are, they are not always enough when battling
a cabal of mages who command the shadows them- Class Features
selves. Realizing this, the pragmatic goddess All of the following are class features of the
Drendari has taught some of her most devout fol- shadow-walker prestige
lowers the powers that the penumbral lords and the
slarecians failed to steal from her so long ago. To Weapon and Ar-
some, Drendari teaches t h e secret of t h e mor Proficiency: A
shadowdance; these become her shadowdancers. shadow-walker gains
T o a few others, however, Drendari reveals deeper n o additional weapon
secrets. These become her true Walkers-in+Shadow, or armor proficiency. If
lieutenants in the secret war against the hated the shadow-walker casts
penumbral lords. spells as a n a r c a n e
Use in Other Campaigns: This class could spellcaster, then armor of
be used to represent the specialized priesthood of any type interferes with
any deity whose sphere of influence is darkness, the shadow-walker’s
illusions, shadows or thievery. By changing the
class requirements, it could similarly be used to
represent a specialized guild of spies or thieves with
a mystical bent. It would also be a good choice in
any campaign that prominently features an evil
deity associated with darkness to represent the c o m p o -
order diametrically opposed to that deity.
H i t Die: d6
Requjremen ts
To qualify to become a shadow-
walker, a character must fulfill all the
following criteria:
Alignment: Any chaotic
Deity: Drendari (or any chaotic de-
ity)
Feats: Skill Focus (Bluff, Disguise, Hide
or Move Silently)
Skill: Bluff or Disguise 7 ra
7 ranks, Knowledge (religion) 4
ranks, Move Silently 7 ranks
Spellcasting: T h e ability to
cast darkness and at least one
other spell with either the [dark-
ness] descriptor or belonging
to the Shadow subschool
STRANGE LANDS: LOST T R I B E S OF T H E SCARRED LANDS

Spells per Day: Beginning at 2nd level, and additional bonus domain spells). Drendari’s do-
then again at every even level thereafter, a shadow- mains are Entrancement and Shadow. A cleric of
walker gains new spells per day (and spells known, Drendari, because she already has access to both of
if applicable) as if he had also gained a level in these domains, gains the ability to spontaneously
whatever spellcasting class was used to meet the cast spells of one of these two domains (player’s
prestige classes prerequisites. He does not, how- choice). T h e cleric can thereafter “lose” any pre-
ever, gain any other benefit a character of that class pared spell that is not a domain spell in order to cast
would have gained (improved chance of control- a spell of this granted domain provided the spell
ling or rebuking undead, metamagic or item creation being cast is of the same spell level or lower.
feats, and so on). Levels in this class do stack for the Shadow Defense (Ex):Beginning at 2nd level,
purposes of familiar advancement. Shadow-walker the shadow-walker gains a bonus on saving throws
class levels do, however, stack with bard levels against spells with the [darkness] descriptor, as well
when determining the number of times per day a as all spells from the Shadow subschool. This bonus
character can use bardic music abilities, though starts at +1 and increases by an additional +1 at
not with regard to which bardic music abilities the each even level.
character gains. Improved darkvision (Ex): A t 4th level, a
If a character had more than one applicable shadow-walker’s darkvision becomes more potent.
spellcasting class before h e became a shadow-walker, Now she may see even in magical darkness and she
he must decide to which class h e adds each level of cannot be blinded by magical light.
shadow-walker for purposes of determining spells ExShadow-walkers: A shadow-walker who
per day. becomes non-chaotic cannot gain new levels as a
Darkvision (Ex): A shadow-walker can see in shadow-walker but retains all class abilities. Those
the dark as though she were permanently under the who drift too far from Drendari’s own outlook soon
effects of a darkvision spell. If a shadow-walker lose her favor.
already has darkvision (because of a previous class Shadow-walk (Ex): T h e shadow-walker gains
feature or racial ability, for example), the range of a sacred bonus on all Hide and Move Silently skill
the shadow-walker’s darkvision is doubled. checks equal to his class level.
Gifts of Drendari: Beginning at 1st level, and Shadowcall (Sp): The shadow-walker can cast
at each odd-numbered level thereafter, the shadow- deeper darkness a number of times per day equal t o
walker may choose a Gift of Drendari (see Table his class level.
A1-4: The Gifts of Drendari). Add the character’s Shadowsong (Sp): Some shadow-walkers learn
shadow-walker levels to her spellcasting ability to mimic the haunting voice of their patron. Once
modifier (Intelligence for wizards, Wisdom for cler- per day per class level a shadow-walker with this
ics, etc.) to determine which gift she may choose. gift may sing a charming song. This song acts as a
She may not choose a gift whose number is greater charm person spell cast at the shadow-walker’s caster
than the sum of her levels in this prestige class and level (Save DC = caster level + Cha bonus), except
spellcasting ability modifier. Note that only the that it affects everyone who can hear it.
character’s base spellcasting ability is used to deter-
Shadowdance (Ex): T h e shadow-walker gains
mine blessings; bonuses gained from magic items
his choice of one class feature of the shadowdancer
and the like do not count toward this ability.
prestige class (see DMG, Chapter 6, Prestige
Classes), though he may not choose any ability
gained at a shadowdancer level higher than his
Level + levels in the shadow-walker prestige class. The
Ability shadow-walker gains all the benefits of this class
feature as if he were a shadowdancer of the same
class level. For example, a 6th-level shadow,walker
who has chosen to take shadow jump as a class
feature may use his shadow jump ability to range of
40 feet. This gift may be taken multiple times.
Shudowblude (Sp): Once per day per class
level, a shadow-walker with this gift can summon a
shadowblade as the spell (see Relics 6z Rituals).
Shadowspell (Su):A shadow-walker with this
Granted Domain (Su): At 2nd level, the gift can channel the power of shadow itself into
shadow-walker is given access to one of Drendari’s spells the shadow-walker did not prepare ahead of
domains, gaining the bonus domain spells for each time. T h e shadow-walker can “lose” any prepared
spell level known (clerics do not, however, gain
~ ~ ~~~~

APPENDIX: GATHERED LORE

%r ” ” q

TableA1-5: Shadow-wake
Base
Class Attack Fort Ref Will Spells
Per Day

+3 Granted domain. shadow defense +1


ift of Drenda
4th +3 +1 +4 +4
.. I.. . . ..
Improved darkvision, shadow defense +2 +1 level ot existing spellcastinq class

madow de
Gift of Dre
10th +7 +3 +7 +7 Shadowdefense+5 +1 level of existing spellcasting class

spell that is not a domain spell i n order to cast any subschool or a spell with the [darkness] descriptor,
spell from the Shadow subschool or any spell with this ability acts as a greater dispel magic spell cast at
the [darkness] descriptor provided that spell is of the shadow-walker’s caster level. Second, if used
the same spell level or lower. against a creature with the darkness or shadow
Shadowbane (Sp): Drendari grants her fa- subtype, such a creature is affected as if it were an
vored servants mastery over shadows and shadow evil creature targeted by adispel evil spell cast at the
magic unknown to even the penumbral lords. shadow-walker’scaster level. A shadow-walker may
Shadowbane has a range of touch and two effects. use this ability a number of times per day equal to
First, if used to counter a spell of the Shadow her class level.
STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS
APPENDIX: GATHERED LORE
**e
Requjrements Suleiman’s Will (Su):At 2nd level, the binder
To qualify to become a Zathiskan binder, a char- gains an inborn resistance to the spells and spell-
acter must fulfill all the following criteria: like abilities of all genies. Against such powers, the
binder is treated as having spell resistance equal to
Feat: Spell Focus (Conjuration)
10 + character level + Charisma modifier. The
Skill: Concentration 8 ranks, Knowledge (the character also receives a +2 bonus to all skill and
planes) 4 ranks
ability checks with genies.
Spells: The character must be able to cast 1st- When the Zathiskan binder reaches 7th level,
level spells of any kind. this unique spell resistance increases by 10 and the
ClassSkills skill/ability bonuses regarding genies increase to
The Zathiskan binder’s class skills (and the key +4.
abilityforeach) are Bluff (Cha),Concentration (Con), Binding Finesse: At 4th level, a Zathiskan
Diplomacy (Cha),Gather Information (Cha),Intimi- binder receives a free Summoning feat of his choice.
date (Cha), Knowledge (arcana) (Int), Knowledge He may apply this feat to any genie he summons of
(the planes) (Int ) , Knowledge (religion) (Int), Sense his own accord. In addition, any spells he casts are
Motive (Wis) and Spellcraft (Int). treated as having the Spell Focus feat (granting
Skill Points at Each Level: 2 + Int modifier. them a +1 to the save DC), but only where genies
are concerned. This ability stacks with the actual
Class Features Spell Focus feat and applies to genie summonings
All of the following are class features of the as well (whether gained through this class or via
Zathiskan binder prestige class. other means).
Weapon and Armor Proficiency: Zathiskan bind- When the character reaches 9th level, his
ers gain no extra weapon or armor proficiencies. mastery of genie summoning and binding is nearly
Genie Magic: At lst, 3rd, 6th and 9th level, a complete. He gains another free Summoning feat,
Zathiskan binder gains the ability to call upon servitor and all spells he casts are now treated as having the
genie-kin from a different elemental plane. This ability Greater Spell Focus feat (granting a total of + 2 to
effectively grants the character one additional spell slot of the save DC) where genies are concerned. Thus, if
each level per day, but these extra spells take the form of a a 9th-level binder who actually possesses Greater
summoned minor genie, who arrives in a puff of smoke to Spell Focus is using a spell of his selected school
instantly deliver the desired spell on behalf of the caster. against a genie, the genie’s DC to resist would be
This spell must come from the lists associated with the made at +4.
binder’sselected elements(seeTableAl-6: GenieMagic), Summon Genie (Su):By the time a binder reaches
meaning he may call upon but a single spell of each level 5th level,he has learned the secrets of summoningtrue
until he c h m his second element at 3rd level. For all genies to do his bidding. Even if the binder does not
intents and purposes, a genie spell is treated as though cast know any traditional summoning spells or have a copy
directly by the caster, with the exception of alignment;in of the Code with him, he may conduct a ritual that
this regard, the spell is treated as being the alignment of involves speaking from memory the secret names of
whatever genie kind granted it (chaoticgood for air, lawful binding in conjunction with select verses of power
evil for fire, etc.). Calling such a servitor to one’s side is a from the Code. At the end of this rite (which takes a
free action, whereupon the creature immediately releases full minute), a genie of the desired type -dao, djinn,
any spell it can grant (of a level the character can cast), at efreet or marid -will appear before the binder. The
the binder’s command. Each time this class feature is binder can summon any genie of equal or fewer hit dice
gained, thecharactermay chooseadifferentelement,until than himself without need for a roll. Attempting to
all four are acquired upon reaching 9th level.

TableN-6: Genje Magic


Level Air Earth Fire Water

4th solidfo wall of fire wall o f ice

8th
9th
whirlwind
wish
repel metal or stone
wish
incendiary cloud
wish
horrid wiltinq
wish
-
.-

STRANGE LANDS: LOST TRIBES O F T H E SCARRED LANDS


-* - I

Table Al-7: Zathjskan Binder (Zbr)


Base
Class Attack Fort Ref Will Spells

summon more powerful genies requires an opposed Genie Mastery: Upon reaching 10th level, a
Charisma check. If the binder attempts to summon a Zathiskan binder has become a true master of the
specific genie, that genie still receives a Will save. ancient secrets of summoning and binding genies. He
Unlike standard summoning rites, genies sum- can effectivelytake 20 on any skill checks involving or
moned through the power of a Zathiskan binder’s call pertaining to genies. In addition, a binder this power-
cannot resist his request nor demand payment for ful can bind a genie to a place or item permanently.
servic,es rendered (although the wise binder will offer Once a genie is bound permanently, the binder is free
something in return, just the same). Otherwise, all to summon or otherwise bind another genie. A given
aspects of the summoned genie’s period of service binder cannot have more genies bound permanently
apply as normal. A Zathiskan binder may only have at any one time than his Charisma modifier. If he
one genie bound into his service at a time. reaches this limit and wishes to bind another genie
permanently, he must first release one of the others.
This edition of Strange Lands: Lost Tribes of the sunred L a d is already OGC by virtue of appearing there. The above Product Identity
produced under version 1.&, 4.0 and/or draft versions of the Open Game is not Open Game Content.
License, the d20 System Trademark License, d2O SystemTrademaikLogo Designationof0penGameContent:SubjecttotheProductIdentity
Guide and the SystemReference Document by permission from Wllardsof designation above, the followingportionsof Strmge Lands: Lost Tribes ofthe
theCoast. Subsequentversionsofthisproductwill incorpotatelaterversions S m e d Lands are designatedas Open Game Content: all creature and NFC
of the license, guide and document. statistic templates, (i.e.,from SieType (e.g., Small Undead) down to the
Designation of Product 1dentity:Thefollowingitems are hereby italicizedtext immediately beforethe ”Description”header); all skills, feats,
designated as Product Identity in accordance with Section l(e) of the specialattacks(SA)andspecialqualities(SQ);prestigeclasses;alltextunder
Open Game License, version 1.0: Any and all Sword and Sorcery the “Powers” section of magic items or artifacts; all text under the ‘Spell
Studio logos and identifying marks and tradedress, including all Sword Effect”sectionof spells and true rituals;all text under the ‘Combat‘section
and Sorcery Studio Product and Product Line names including but not ofacreature’slisting;andanythlngelsecontainedherein that is alreadyOpm
limited to Strange Lands: Lost Tribes of the Scarred Lands, Creature Game Content by virtue of appearing in the System Reference Document
Collection Revised, Creature Collection 2: Dark Menagerie, Creature or some other OGC source.
Collection 3: Savage Bestiary, Relics and Rituals and Relics and Some portions of this book that are delineated OGC originate from
Rituals 2: Lost Lore, the Scarred Lands and the Scarred Lands logo; all the SystemReferenceDocument andareO1999-2004 Wizardsofthe Coast,
text under the “Description”header of any creature, spell, m e ritual, Inc. The remainder of these OGC portions of thiibook is hereby added to
magic itern,artifactorNPC‘s1isting;anyelementsoftheScarredLands Open Game Content, and if so used, should bear the COPYRIGHT
setting, including but not limited to capitalized names, names of NOTICE “Strange Lands: Lost Tribes of the Scarred Lands Copyright
artifacts, characters, countries, creatures, geographic locations, gods, 2004, White Wolf Publishing, Inc.”
historic events, magic items, organizations, spells or titans; any and all All contents of this book,regardless of designation, are copyn’ghted
stories, storylines, plots, thematic elements and dialogue; all artwork, year 2004 by White Wolf Publishing,Inc. All rights reserved. Reproduction
symbols, designs,depictions, illustrations, maps and cartography, like- or use without the wittenpermgion of the publisher is expressly forbidden,
nesses, poses, logos, symbols or graphic designs, except such elements except for the purpose of review or use of OGC consistent with the CGL.
that already appear in the d20 $item Reference Document and are

OPEN GAMEUCENSEVersjon 1.0 ment with the owner of each element of that product Identity. You agree not to indicate
compatibility or co-adaptabilitywithany Trademark inconjunction with a workcontaining
ThefollowlngtextithepropertyofWlrardsoftheCnast,t.nc.andisCopyright2000 Open Game Content except as e x p d y licensed in another, independentAgreementwith
Wizards of the Coast, Inc (“Wizards“).All Rights Reserved. theownerofsuchTrademarkTheuseofanyPNductldentity inOpenGameContentdoes
1.Definitions:(a)”Conmbuton”meansthecopyightand/~nademarkownerswho not constituteachallengetotheownershipofthat Product Identity.Theowner ofany PNduct
have contnbuted OpenGame Content; (bYDerivativeMaterial” meanscopycightedmate- Identity uxd in Open Game Content shall retain all rights, title and interest in and to that
rial including derivative works and translations (includinginto other computer languages), Product Identity.
potation,modification,correction,addition,extension,upgrade,improvement,compilation, 8. Identification: If you distribute Open Game Content you must clearly indicate
abridgment or other form in which an existing work may be recast, uansfomed or adapted; which portions of the work that you are distributing are Open Game Content.
(c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display,
9. Updating the Licenx: Wizards or its designated Agents may publish updated
transmit or otherwise distrihute; (d)”Open Game Content” means the game mechanic and
versions of this License. You may w any authorid version ofthis License to wpy, modify
includesthemeth~,procedures,processesandroutinestotheextentsuchcontentdoesnot
and distribute any Open Game Content originally distributed under any version of this
emhody the Pnxiuct Identity and is an enhancement over the prior art and any additional
License.
content clearly identified as Open Game Content by the Contributor, and means any work
covered by thislicense, including translations andderivativeworksunder apyTight law, hut 10.Copy of this License: You MUST include a copy of this Licenx with every copy
specificallyexcludesProduct Identity. (e)“Product Identity”means product and product line of the Open Game Content You Distribute.
names,logsand identifyingmarksincludingtradedress;artifacts;c r e a m characters;stories, 11. Use of contributor Credits: You may not market or advertise the Open Game
stotyllnes,plots,thematic elements,dialwe, incidents,language,amvork, symbols,designs, Content using the name of any Contributor unless you have written permission from the
depictions, liken-, formats,p”.concepts,themes and graphic,photographicand other Contributor to do so.
visual or audio rrpresentations;names and descriptions of characters, spells, enchantments, 12. Inability tocOmply: Ifit is i m p i b l e for You tocomply with any ofthe termsof
penonalities,teams,personas, likenessesandspecialabilities;places,locations,environments, this License with respect to some or all of the Open Game Content due to statute,judicial
creatures, equipment,magical or supemaml abilities M effects, logm, symbls, or graphic order,orgovemmentalreegulationthenYoumaynotU~any~Game Materialsoaffected.
designs;and any other trademarkor registered trademarkclearly identifiedas Roduct identity 13.Termination:ThisLicenxwillterminateautomaticaIlyifYoufailtocomplywith
by the owner of the Product Identity, and which specifically excludes the Open Game all t e r n hereinandfaiItocutt:suchhRachwichin30daysofbecomingawareofthebreach.
Content; (0 ‘Trademark”means the l o p , names,mark, sign, motto, designs that are used All sublicenses shall survive the termination of this License.
byaConrributortoidentifyitielforitsproductsorthe~iatedpmiuctscontributedtothe
14. Reformation: If any provision of this License is held to be unenforceable, such
OpenGame Licenx by the Contributodg) ‘Use”,“Used”or’Using”meanstoux, Distribute,
provision shall be reformed only to the extent n e c q to make it enforceable.
copy, edit,fozmat,modify, rranslateandotherwisecreateDerivativeMaterialofOpenGame
Content. (h) “You”or “Ywi‘means the licensee in terms of this ageement. 15. COPYRIGHTNOTICE
2. The License: This License applies to any Open Game Content that contains a Open Game License v 1.0 Copyright 2o00,W h d s of the Cast, Inc.
n o t i c e i n d i c a t i n g t h a t t h e O p e n G a m e C o n t e n t m a y o n l y b d internofthis System Reference Document copyright 2000-2004, W b d s of the Coast, Inc.;
License. You must affixsuch a noticetoany Open Game Content that youuse.No terms may Authors Jonathan Tweet, Monte Cmk, Skip Williams, BNC~R. Cordell, basedon original
beadded toorsuhtractedfromthisLicenseexceptasdesctibedhy theLicenseitxlf.Noother material by E. Gary Gygax and Dave Amson.
terms or conditionsmaybeappliedtoanyCpenGameContentdistributedusingthislicetx. O r i g i ~SpeU
I Name Compendium Copyright 2002 Necromancer Games, Inc.;
3. Offer and Acceptance: By using the Open Game Content you indicate your based on spells from the Playr’s Hrmdbook that were renamed in the System Reference
acceptanceof the t e r n of thls Licenw. Document,foundon the legal page of u ~ w w . n e ~ . c o m .
4. Grant and Consideration: In consideration for agreeing to we this License, the Relics and Rituals copyright 2001, Clark Petenon
Gmtnhutors grant You a perpetual, worldwide,royalty-frre, non-exclusive license with the Creature Collection 2: Dark Menagerie Copyight 2001, White Wolf Publishing,
exact terms of this License to Use, the Open Game Content. Inc.
5. RepnsentationofAuthoriritytoChrribute:IfYoumcontributingoriginalmatenal The Divine and the Defeated Copyright 2001, White Wolf Publishing, Inc.
as Open Game Content, You represent that Your Contributionsare Your original creation Relics and Rituals 2: Lost Lore Copyright 2002, White Wolf Publishing, Inc.
and/or You have sufficientrights to p n t the rights conveyed by thii License.
Creature Collection Revised Copyright 2003,White Wolf Publishing, Inc.
6. Notice of License Copynght: You must update the COPYRIGHT NOTICE
Player’sGuide to Clerics and Druids Copyright 2003, White Wolf Publishing,Inc.
portionofthisLicnwtoincludetheexacttextoftheCOPYRlGHTNOnCEofany Cpen
Game Content You are copying, rnodiilng or distributing, and You must add the title, the Creature collection 111: Savage Bestiary copyright 2003,White Wolf Publishing,
copyight date, and the copynght holder‘s name to the COPYRIGHT NOTICE of any Inc.
original Open Game Content you Distribute. Strange Lands: Lost Tribes of the Sand Lands copyright 2004, White Wolf
7. UseofProduct Identity: Youagreenot touseany Product Identity, including as an Publishing,Inc.
indicationas to compatibility, except as expressly licensed in another, independentAgree-

You might also like