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Report, edit, etc...Posted by Moogle on 2006-09-11 at 12:12:07
Basic Character Classes

FIGHTER - Warrior
The warrior has apprenticed to men at arms from early childhood. Generally from skivvying to preparing meals they have built up both stamina and certain tolerance for taking orders. Heavy armour is a way of life for these professionals although the heaviest armour does weigh them down in combat. They are generally good with all weapons although up until their adventuring career they have not had any real experience.

Subclasses:

1. Peasant
Tending chickens and baling hay is a fairly miserable lot for anybody. It is hardly surprising that the village tavern throngs with young would-be heroes or destitutes whose farms have been burnt down in the last orc raid. Being born a peasent is unlucky as is taking up with adventurers and their dreams of slaying dragons often get little further than a drunken brawl in the first city they visit. These poor souls are often backward, have no formal training beyond the use of pitch forks and spears and are invariably in the wrong place at the wrong time. They are hopeless in armour, prefering a light leather jerkin.


2. Footman
Foot troops are selected from those that have shown an aptitude for standing their ground and fighting in close quarters. From an early age they have been drilled in melee weapons and the wearing of heavy armours needed to withstand the constant pummelling of weapons. All this sparring in the training yards has meant that they have no particular proficiency for missile weapons of any description.


3. Gladiator
Trained for the arena fight, these have managed to get out before dying. This is important as all gladiators have sworn their souls to Sundonak, to be taken when they die. For this reason they can never be resurrected. They have remarkable agility with melee weapons. This comes from hours of training in the art of the swift kill. They rely on speed and are hampered by heavy armour so should avoid it if possible.


4. Berserker
Having grown up in the wild mountains or the deepest forests, these people are nearly savage. They have been given little if any formal training in the use of weapons. What they lack in training, they more than make up for in aggression. Sprinting into battle, they generally outdistance their fellow adventurers. Their tremendous battle lust means that they will hack and slay with weapons when others have difficulty penetrating armour. Their lack of experience in armour, added to their near death-wish means that they perform poorly when encased in anything more cumbersome than a light vest. In fact anything more than a loincloth is considered winter garb. All berserkers have given their soul over to the keeping of strange nature spirits so that when they die their soul is taken. A consequence of this is that they can never be resurrected.


5. Archer
From an early age they have had a natural talent for missile weapons such as the bow or crossbow. They have developed the art of firing faster than common warriors. Their skill has been honed to such a point that their early life training has neglected some of the harder work such as regular sparring that is the lot of other fighters. Their apprenticeship has never included the long term use of heavy armour and as such they are heavily restricted by its use, prefering the lighter leather armours.


6. Brawler
Brawlers are little better than peasants. They have discovered a natural talent for fighting. This has been proved in village fete wrestling matches. Their career has been little more than bouncers in rowdy taverns or maybe debt collectors for the local money lender. Whatever their background, brawlers have decided that they are ready for the life as an adventurer. While they have no official training, many have developed the art of fighting dirty. They fight best using hand to hand, gouging eyes and spitting. The best are lethal weapons in their own right. As a consequence of their background they are severely hampered by armour and have no special skill with weapons.


7. Knight
Knights are trained to fight and this they do better than any others. They will insist that any party that wishes to recruit them is not cowardly. Thus they will only join parties that are not 'NA' Status, nor will they join a party with a Flee Factor of less than 60%. They detest thieves and will never adventure in their company. Only the elite of society ever rise to the lofty heights of knighthood. It is therefore hardly surprising that they need a servant to fetch, carry and cook and clean their weapons for them. As such any party that would recruit a knight must make certain that a peasant is also present. Should your knight's servant meet an untimely end and is lost or buried, your next new recruit must be a peasant to replace him. While only three knights will ever band together, a single peasant will be enough to cater for all their needs. Long years of training means that even the heaviest of armours are little bother to them while their skill at arms allows them to strike lethal strikes with precision.

MAGE - Wizard
Wizards are wandering mages that have invariably become bored with long studies and stuffy towers. They have a certain talent with the basics of magic and are able to shape the natural forces in the world through chanting and the use of special compounds. They have however sacrificed power for versatility and while some of their spells are devastating, they lack the finesse of the specialist mages. Long years of book work and the wearing of little more than fancy robes has meant that they have never developed a taste for the wearing of armour. Even after many adventures on the road, they are still heavily slowed by all but the lightest armours.

Subclasses:

1. Warrior Mage
Not all pupils sit to attention and hang on every word of their master. There are a few that would rather sneak away after dark to the local tavern and drink and dance and brawl. It is hardly surprising that they never achieve the level of magical competence that is required for higher levels of spell casting. However they can handle themselves in a fight and are fairly comfortable in the heavier armours.

PRIEST - Cleric
Clerics are trained in the worship of the entire pantheon. Many clerics will tend to favour a single god for a short time in order to cury favour or power but invariably they will drift between the various deities. As such they will never achieve the spiritual oneness that is needed to enter the temple of a specific god as an initiate. Due to the rigours of the faithful they have learnt to use some of the more common armours such as chain mail without overly slowing themselves down.

Subclasses:

1. Paladin
Those that worship the gods of war are known throughout the lands as paladins and should be feared for their violent nature. Having sworn their soul to Sundonak, they cannot be resurrected although they are privy to a number of miracles that should sustain them during the inevitable conflict. They wield weapons and use armour nearly as well as a warrior but due to their long hours praying will never be as good as a dedicated fighter. Those that would recruit a paladin must follow the paths laid out by the gods of war and as such will find that their alignment is permanently war. Further though, they cannot have peaceful attitudes or a flee factor less than 60% nor be of the No Attack persuasion. mcphee's note: Paladins will refuse to join your party unless you have a hostile alignment.

THIEF - Rogue
A life of poverty has turned many of nimbler build into rogues. Rogues are opportunists by nature. They have fairly good skills at breaking and entering and even thieving from other groups but have also developed a skill for fighting as well. Living by their wits and often fleeing fast through cities after a surprise attack has meant that they have never had time for heavy armour and as such are encumbered by it.

Subclasses:

1. Pickpocket
Pickpockets live by their wits, having usually spent a lifetime stealing and avoiding capture. Due to the dexterity required to carry out their trade they avoid most armours, many preferring to wear nothing more than cloth armour. They are not very good in combat and most run away from it at the first sign of danger. Their own friends tend to distrust them as their opportunistic nature annoys others too much. Even priests refuse to resurrect pickpockets. All this is offset by their amazing skill at robbing, which is why many parties choose to recruit them.


2. Scout
Not all those blessed with quick wits and keen eyes turn to a life of crime. Whilst scouts cannot rob like normal thieves, they are invaluable for wilderness adventures. The scout uses all the skills of the thief to sneak through the undergrowth and hide in shadows in order to spy on monsters and other adventuring groups close to the party. This will reveal what types of monsters are present in the monster group. Recruiting more scouts will increase the number of groups reconnoitred. The best scout in the party will also attempt to search for signs of monsters that do not normally show up on the map such as elementals. The higher the skill of the scout, the greater the chance that the monster's spoor will be found.



BASIC SPELL LIST

ACID BLAST (529)
As this spell is cast a deluge of corrosive fluid smites the chosen target causing unpleasant burns. Although the spell causes less damage to creatures than some of the other magical attacks it also causes extensive damage to weapons, armour and other equipment. Due to the disfiguring effects of this spell it is favoured by those mages with a warped sense of humour. Most cities can boast a few cripples courtesy of this spell. The target for this spell is the monster type, monster group, or player party to be affected.

AWAKEN
An effective spell against most kinds of magical or drug induced slumber. If cast successfully any characters affected will immediately wake up. The spell target is the monster type, monster group, character, or player party to be affected.

BALL OF FIRE
With this spell a mage can summon a searing ball of flames to scorch his enemies. Although summoned by magic the flames are ordinary in other respects and will therefore not affect creatures immune to ordinary fire. The flames will cause damage to any wooden or flammable material carried by the target. The target for this spell is the monster type, monster group, or player party to be affected.

BATTLE LUST
A powerful but risky spell. When cast the mage's own party will fight with berserk disregard for danger, injury or pain. Their combat strength will be higher than usual and their obvious insanity may well cause timid enemy groups to flee in terror. The spell causes your party to ignore your own retreat factors and there is a good chance of serious losses if the battle goes against you. The target for this spell is '99'.

BLACK VOID
A deadly offensive spell against creatures of all kinds. When the spell is cast a magical gate is opened into another plane. Anyone, or anything, close to the gate is sucked towards it and will be lost for ever in the void. The pull is fortunately not too powerful and most creatures will be strong enough to resist it unless they are unlucky or very close. The target for this spell is the monster type, monster group, or player party to be affected.

CHOKING GAS
With this spell a mage summons a dense cloud of gas to plague his enemies. Weak opponents will find it almost impossible to breathe and their speed will be reduced. More powerful opponents will be affected less and undead creatures not at all. The target for this spell is the monster type, monster group, or player party to be affected.

CONFUSION I,II
Although they cause no physical damage these are very effective combat spells against all creature types. The target is confused and unable to think straight which makes fighting very difficult. CONFUSION I affects just weak creatures whereas CONFUSION II will affect most things. The spell target is the monster type, monster group, or player party to be affected.

CURE DISEASE
A useful spell for the cring of all diseases. The spell target is the character number of the ill character.

DEFLECT MAGIC I, II, III
The three Deflect Magic spells provide useful protection against attacks by enemy mages. They reduce the effectiveness of any magical spells cast against the user's party. Deflect Magic I is the weakest of these spells and Deflect Magic III the most powerful.
The spell target is '99'.

DESTROY UNDEAD I,II
The DESTROY UNDEAD spells are the most cost effecTive method for mages wishing to remove undead creatures from a combat. Only the weakest undead creatures will be destroyed outright but others will suffer considerable damage. The spells affect up to two or three undead creatures in the targeted group, starting with the toughest.
The target for the spell is the type or group number of the monsters to be affected.

DETECT TREASURE I, II, III
Information spells which provide the location of any nearby buried treasure. The spells only work in the wilderness. Detect Treasure I has a range of just a few sectors. The higher level spells have progressively greater ranges.
The spell target is '0'.

DISINTEGRATE
A powerful offensive spell. The main effect is the destruction of non-living material, ie weapons and armour. As such this spell is not very effective against creatures relying on claws, teeth or other natural weaponry. The target for this spell is the monster type, monster group, or player party to be affected.

DISPEL I,II
Useful spells for dispelling creatures or items. The target will disappear from the mage's location and reappear further away. DISPEL I works on a single creature or item, whereas DISPEL II will affect any number of creatures of the specified type or group. The target for these spells is the monster type, monster group, player party, item, or item type to be affected. (If DISPEL I is used against a monster group then the target will be chosen at random from within the group.)

DRAIN LIFE
A spell to strike fear into the bravest of foes. When cast the spell sucks the vitality from the target creature. Weaker creatures will be killed outright but even the strongest of foes will be greatly weakened. Undead creatures are obviously unaffected by this spell. The spell target is the monster type, monster group, or player party to be affected.

ENCHANT WEAPONS I, II, III
The Enchant Weapon spells are eagerly sought after by all warlike parties. Using these spells a mage can temporarily enhance the performance of any weapon type. Enchant Weapons I provides just a minor improvement. Enchant Weapons II is more potent, whereas Enchant Weapons III provides a strong enchantment.
The target for the spell is the character carrying the weapon or '99' for the whole party.

ENGULFING GLOBE
A black sphere of nothingness appears at the mage's command. It then moves randomly, sucking up anything that gets in the way. Once sucked into the globe nothing is ever seen again. The globe is unpredictable and often floats away from the target after sucking up just a few enemies. Due to the unpredictable nature of the spell, it takes a long time to put into place necessary precautions to prevent the globe from appearing too close to the caster. This makes this a slow spell to cast. The target for this spell is the monster type, monster group, or player party to be affected.

EXIT DUNGEON
Escape is often high on the list of a party's priorities. With this simple spell a party can teleport from any dungeon location to the wilderness just outside the dungeon entrance. The spell target is '0'.

FEAR I,II
The fear spells cause no physical damage but instead fill the target with terror. FEAR I only affects weak willed opponents causing them to flee. FEAR II affects most opponents, and weak willed opponents may even be struck dead on the spot out of pure terror! The target for these spells is the monster type, monster group, or player party to be affected.

FLESH ROT
A spell which most mages save for use against their worst enemies. The spell causes a dreadful rotting disease to afflict one character, or thing, in the target group. Wounds suffered by an afflicted character will fester and rot making healing, even by magical means, impossible until the disease is cured. The target for this spell is the monster type, monster group, or player party to be affected.

HEALING I, II, III, IV
The healing spells are very useful for restoring the health of injured party members. Healing I and II affect just a single character, but III and IV affect all members of the target party. Healing II and IV heal more damage than I and III.
The target for I and II is the character to be affected. For III and IV write '99' for your own party.

IDENTIFY ITEM
The ideal spell for finding out what an item is, or what it does. It will reveal all magical properties of an item (and its history, purpose, and true name if appropriate). The spell target is the item to be identified.

INVISIBILITY
One of the most potent defensive spells. Although it only lasts for a short while the mage's party will be totally invisible for the spell's duration. Most enemy creatures or parties will not even realise they exist while the spell is working. The spell target is '99'.

JAUNT I,II
The JAUNT spells are a specialised form of teleportation devised for use in dungeons. (The presence of so much solid rock makes ordinary teleportation suicidal!) JAUNT I enables a mage to move his party up or down a single dungeon level. JAUNT II enables a mage to move his party to any level within the current dungeon. N.B. You must have been to that level of the dungeon before you can jaunt there. The spell target is the level you wish to move to. To JAUNT out of a dungeon write a target of '0'.

LIGHTNING BLAST
A bolt of electrical energy will strike wherever the mage directs causing burns and shock to any creatures unfortunate to be stood in the way. It is especially effective against opponents clad in metal armour. A few rare creatures will be immune to the effects of this spell. The target for this spell is the monster type, monster group, or player party to be affected.

LOCATE
A very powerful information spell which reveals information about the location of a particular item, monster or player party. The information may be a direction, a distance, the name of a town, or some other clue. The spell target is the monster group, player party, or item number to located.

MAGIC BLAST
This is a general purpose magical attack, useful against all kinds of foe. A burst of magical energy will strike without fail causing serious damage. This spell can take many forms when cast. At times, strange clouds of multicoloured smoke can wrap around the target blistering them or effects similar to lightning are quite common. There has even been reports that strange entities are summoned with the spell and attack with sharp claws and teeth. The spell target is the monster group, monster type, or player party to be affected.

MAGIC DART
A small dart of magical energy shoots from the mage's hand towards the target. The damage inflicted is small but all creature types are affected and the dart will always strike true. This is a very effective combat spell as it is fast to cast and in many cases can blast an enemy when they are still advancing.
The target for this spell is the monster type, monster group, or player party to be affected.

MAKE FOOD
Essential for any party lost in the wilderness without food. This spell will provide sufficient food to prevent starvation. The spell target is '0'.

MAP DUNGEON LEVEL
A useful information spell to save time exploring dungeons. The spell provides a complete map of the dungeon level on which it is cast. The spell target is '0'.

MAP WILDERNESS I, II
These spells can only be used by a party travelling through the wilderness. They will provide mapping information around the sector in which your turn ends. The spell target is '0'.

PETRIFY
A powerful spell but effective against just one person or creature who will be turned instantly to stone. The unfortunate individual will be chosen at random from the target group. The target for this spell is the monster type, monster group, or player party to be affected.

PLAGUE WIND
As this spell is cast a foul pestilence gusts towards the mage's foe. Any creature inhaling the foul air will be infected by a terminal disease which saps toughness and health. Death usually results within several weeks unless a cure can be found. The target for this spell is the monster type, monster group, or player party to be affected.

POISON CLOUD
A poisonous gas cloud will engulf the target, causing damage and reducing the combat strength of all creatures affected. Small or very weak creatures may be killed outright by this spell but undead creatures will suffer no effect at all. The target for this spell is the monster type, monster group, or player party to be affected.

REVEAL MONSTERS
Usable only in dungeons, this spell will reveal the locations of all monsters on the current dungeon level, irrespective of whether you have yet to visit the room. The spell target is '0'.

REVEAL TRAPS
An essential spell for any party hurrying through a dungeon. Cast this spell at the beginning of your turn and you will be able to detect and avoid most traps along your route. (The location of the traps will be reported for future reference.) The spell will also show up trapped items in the rooms you pass through during the turn. The spell target is '0'.

REVEAL TREASURE
Very useful when your group is fed up with straining their eyes searching for clues in a dark dingy dungeon. This spell will reveal the location of most of the rooms which contain treasure on the level where your group is located. (This spell only works in dungeons.) No target is required. Skill required is 70.

SHIELD I, II, III
These spells are guaranteed to make a mage popular with the fighters in his party. When the spell is cast the recipient's armour is magically enhanced, thus reducing the damage taken in combat. Shield I has a fairly minor effect, with shield II and Shield III being progressively stronger. These spells only affect characters with armour.

Target: 99
Cost: 9 power points.
XP: 10-13 experience points.
Notes: Does not stack.


SLEEP I, II
Useful spells against the weaker monster types and against other parties. Sleep I will only affect the weakest monster types, sending them into a deep slumber. Sleep II works in the same way but will affect more powerful creatures.
When cast in combat the effects of the spell are generally quite short lived due to the chaos and noise. Attacks against those that have been affected immediately cancel the effects of the spell.
The spell target should be the monster type, monster group or player party to be affected.

SLOW POISON
This will not cure a poisoned character but it will prevent any poison damage for the duration of the turn. The poison remains and will be fully effective on the following turn unless the spell is cast again.
The target for this spell is the character number of the poisoned character.

STOP POISON
Any poison present in the target character will be completely neutralised. This effects all types of poison, but obviously only while the target is alive. The target for the spell is the character number of the poisoned character.

TARGET ILLUSION
A shimmering haze surrounds the mage's party making it hard for the enemy to strike them in combat. This is quite a powerful spell as even the best warriors are effected. This can make all the difference between a clash between two very powerful groups of adventurers. The spell target is '99'.

TELEPORT I,II,III
The teleport spells have two main uses. Getting TO somewhere fast and getting OUT of trouble. The distance covered is a little unpredictable but direction is at the mage's control. TELEPORT I will move the party between 1 and 5 sectors, TELEPORT II about 6 to 10, and TELEPORT III about 11 to 15. (Mapping information gained prior to teleportation will be lost. You will only receive a map of movement made after the teleport.) The spell target is the direction in which you wish to move, eg '1' for north, '2'for north-east, etc.
[Does not work when inside a settlement! - Inge]

TOTAL DEATH
A spell guaranteed to strike fear into any living creature. When cast in combat one member of the target group, chosen at random, will be killed instantly. Only powerful magical protection can prevent this. The spell does not affect the undead. The spell target is the monster type, monster group, or player party to be attacked.

TURN UNDEAD I, II (14/143)
These necromantic spells allow a mage to protect his party from attacks by undead creatures. The spells have been created using the laws of contagion, thus they have sacrificed adaptability of power. In this case the spells will blast undead with greater force than an elemental spell of similar power, but against the living are useless.
These spells will damage all types of undead and can even reduce the weaker ones to dust and bones. While there is no control over which undead are affected, the more powerful version of the spell will target more undead and do greater amounts of damage.
The target for these spells must be the type number or group number of the undead you wish to affect.

Basic Spell Powder List

Acidgrip
Acidgrip is obtained from a rare species of plant which has an unusual defence mechanism. The species has highly acidic sap which burns the mouth of any creature foolish enough to try eating it. If the sap is collected and then boiled it will leave a powdery yellow residue useful in many different kinds of magic. The residue is still quite acidic and should be treated with care to avoid burns especially around broken skin.

Acidpaste
Acidpaste is extracted from the gut of the Jackata (a rare species of lizard). Jackatas are notoriously difficult to catch, and this added to their rarity makes Acidpaste quite expensive. The Acidpaste lines the Jackata's stomach and must be carefully scraped off, then dried in the sun. It can then be used as a magical component in many different spells. As an added bonus the flesh of the Jackata is succulent and delicious when cooked over an open fire.

Blacklotus
The blacklotus is the rarest of the lotus plants and the most valuable. The pollen from its large black blooms has magical properties and can be used in the casting of several different spells. The blacklotus requires dead flesh to feed upon and anyone digging up the roots of one will find the bones of numerous small animals buried around it. How the plant persuades so many creatures to die in its presence is a mystery.

Brindledust
This rare mineral can be found all over Kharne but only in minute quantities. It looks exactly like dry soil which would make it impossible to identify were it not for the mint scented lichen which can usually be found growing in it. The lichen itself is valueless, but brindledust is a component vital in the casting of many magical spells. It is also claimed to have aphrodisiac properties but this has never been proven.

Crushednuts
A delicacy enjoyed only by the wealthiest of gourmets is the Midas nut. Not only is the plant on which the nut grows very rare but the nut itself has unusual properties which make it useful in certain kinds of spell casting. To prepare the nut as a magical component it should be carefully dried and then ground to a fine dust. Most mages then mix the dust with a mild poison or with chalk. This has no effect on the nuts magical properties but it does ensure that anyone with more money than sense will think twice before attempting to eat it!

Dryvenom
The Deathshead spider is greatly feared throughout Kharne but is in fact no threat to any creature larger than a mouse or small bird. It is about three inches long with poisonous fangs but the poison is far too weak to affect bigger animals. A bee sting would cause more discomfort. The poison can be converted to a powder by slowly drying it on a hot metal plate. Once this is done it is useful in a variety of magical spells. The Deathshead spider gets its name from the skull-like white markings on its back.

Dyingbreath
When a creature dies, its life force escapes from the body with the last exhalation of air from its lungs. There are certain rare kinds of soil which can capture this essence. If a mage can collect this soil from around the carcass of a dead animal it can be used in a variety of magical preparations. (Some scholars believe that if a creature's last breath is trapped within the body the creature will return as undead.)

Maidenseye
The petals of this rare flower are the source of a magical component valued by all mages. Each petal is eye-shaped, white in colour with a black spot surrounded by a blue or gold ring. On a misty morning the dew on the petals looks like the tears in a young girl's eyes. The petals must be dried and then ground to a dust to be useful. The ground leaves must be looked after carefully, for any exposure to excessive heat or cold will render them useless. The normal practise is to carry them in a soft pouch worn inside a mage's clothing.

Slicedeye
Slicedeye is a rare variety of the optica-petulus species. The flowers of the species are recognisable by their oval petals with eyelike markings and colouration. The petals of Slicedeye are pale blue with a purple iris and black pupil. A jagged red line runs through the middle of each one. The ash produced by burning an unopened bud in a hot fire can be used as a component in many spells. The petals lose all potency if the bud has already opened.


Basic Shop info and stuff

WEAPON SMITH
On Kharne weapon smith is a general term which includes weapon makers with no smith skills such as bowyers. In addition to selling the items shown, weapon smiths will usually be willing to buy weapons or armour of any kind. To sell equipment to a weaponsmith, use the 'H' order. Shops selling weapons, especially expensive ones, tend to be quite wealthy and make good targets for skillful thieves.




TEMPLES
Temples are amongst the most important buildings of any major town or city. The priests who reside there can provide a range of valuable services. Temples will also accept tithes from worshippers. If you party prays to a god while in town they will do so at that gods temple if there is one in the neighbourhood. Temples will sometimes refuse entry to parties whose alignment is strongly opposed to that of the temple. Some temples can provide special training for your characters. To gain full benefit from this training a character should have at least 100 experience points. Temples will pay a fair price for any treasure items which you wish to sell. Most temples are well guarded and they are not recommended as targets for the light-fingered members of your party.

STABLES
Found in towns and cities, stables are the place to go for all types of horses, plus they offer a service of taming wild horses. Wild horses cannot be used until broken so bring them here. If you wish to exchange horses for cash, bring them to your local stables. As stables don't carry cash, you won't be given any, but instead a chit which can be exchanged at any Blacksmiths or stables for replacement horses. You can also exchange chits ofr cash at any bank. Just go to the withdraw shop and hand the chit over.



LIBRARY
Most libraries are privately owned by wealthy merchants who charge a hefty fee to permit adventurers to study there. After all, books and scrolls are rare, valuable items. Most texts relate to the local history of the region and a library is therefore an excellent source of information on nearby dungeons or ruins.

INNS
Most towns and cities have at least one inn or lodging house where weary adventurers may rest and recover from their injuries. The cost of a nights rest includes food and a character at an inn will not need to consume rations during that turn. inns are also a good place to catch up on the local gossip and some provide opportunities for professional gamblers to indulge in games of chance. Although gambling is common, games are usually played for pennies. the stakes at professional gambling dens can be up to 1000 gold pieces!

GENERAL STORE
After food stores and inns these are amongst the commonest shops found. None of the items on sale are essential for successful adventuring but all are useful in certain circumstances. Even if you can't think of a use for them now, buy some in case you need them later. General stores are also willing to buy low value treasure items.

FOOD SHOPS
Rations can be bought in even the smallest villages. The type varies depending upon location. In villages your group will usually buy food direct from a farm, whereas in a town or city, rations are usually bought from a market stall. There will seldom be anything of real value kept by the owner and these places are not worth robbing. Rations are essential for any group not staying in an inn. Each character will consume one ration per turn

BLACKSMITH
Your local friendly Blacksmith is the man to see if you want to buy or sell a mount. Most villages have a Blacksmith. In no time, your party will be galloping over hill and dale, leaving all others far behind.

ARMOURER
There are a wide variety of shops selling armour. Some are owned by leather workers, some by blacksmiths, and some can provide the skills of both crafts. As well as selling the armour shown, they are also prepared to buy used armour of any kind. They will also buy used weapons. To sell a piece of armour or a weapon use the 'H' order. Armour is often in great demand and armourers do a brisk trade. Shop defences are variable and they are often a target for enterprising thieves.

ALCHEMIST
Alchemists specialise in the study and preparation of unusual compounds. A few of them waste their time trying to change lead into gold but those with any sense make a highly profitable living selling spell components to mages. Some powders will be a lot rarer than others and this will be reflected in the prices which an alchemist charges. Spell components are always sold in small leather pouches, eahc of which holds five 'doses', ie enough for five spells.

ADDITION:
Weapon Prefix Basic List
(On the weapon list check below for what each thing means)

AXE
This short shafted weapon can also be used as a general purpose tool. It can be used to chop wood, break locks, etc. They do less damage than most weapons but they are cheap, fairly light, but require the character to be close to the target during a fight.
Dwarves often favour this weapon but other characters will probably find a dagger better in most situations. Villagers all over Kharne will use axes in their daily toils and therefore have some skill with their use as weapons.

Subclasses:
1. Ancient (+4)
2. Blue Steel (+3)
3. Dwarven Lord's (+8)
4. Fabulous (+4)
5. Gold Inlaid (+3)
6. Legendary (+3)
7. Master Crafted (+4)

BATTLE AXE
Battle axes measure about three feet in length with a sturdy wooden handle and a weighty metal blade. Strength and endurance are more important than accuracy with this weapon making it a natural choice for characters with good strength but poor awareness. Unfortunately it is not very effective against well armoured characters. It is slower than an axe, something that can be offset by strong characters, while its longer haft means that it can be used at greater ranges. Dwarves often favour this weapon as do followers of Sundonak. The weapon is similar in some respects to a woodcutter's axe and woodcutters or foresters will be skilled with the weapon. Alternative uses for this weapon are smashing doors or breaking into chests.

Subclasses:

1. Ancient (+4)
2. Blue Steel (+3)
3. Dwarven Lord's (+8)
4. Fabulous (+4)
5. Gold Inlaid (+3)
6. Legendary (+3)
7. Master Crafted (+4)

CLUB
A club is a cheap and easy to use bashing weapon. Anyone with any skill at wielding a mace will be able to use a club effectively. Clubs vary from truncheon-like batons to crudely shaped tree branches. They do less damage than other mace-like weapons and are not very effective against heavily armoured opponents.
They are commonly used by the many primitive tribes of humanoids occupying Kharne, including kobolds, orcs and gnolls. Wielding a club is more a matter of brute force than any kind of skill so elves will be less effective with this weapon than other character races.

DAGGER
Daggers come in a wide variety of shapes and sizes. In general they are bladed weapons of between nine and eighteen inches in length. They do less damage than most weapons but they are inexpensive and easy to use. Their lightness can be a big advatage in close quarters combat allowing rapid attacks. They can also be used as a general pupose tool, for cutting rope or cloth, carving wood, forcing locks, etc.
Daggers are often favoured weapons of thieves and halfbloods. Larger weapons will hinder any attempts to break into buildings, move quietly, but mainly allow them to use their superior dexterity to greater effect.

Subclasses:

1. Jewel Encrusted (?)

GREAT AXE
This is a deadly weapon requiring two hands, considerable strength, and quite a bit of skill to use effectively. It is heavier than a great sword but usually much shorter which does mean that dwarves are able to use it. It does enormous amounts of damage when in the hands of a skilled character and cuts through most armour with ease. It needs a lot of space to use and is not recommended for confined spaces or horseback. Dwarves and champions of Sundonak are the most likely to be found with this weapon.

Subclasses:

1. Ancient (+4)
2. Blue Steel (+3)
3. Dwarven Lord's (+8)
4. Fabulous (+4)
5. Gold Inlaid (+3)
6. Legendary (+3)
7. Master Crafted (+4)
8. Shiny (+1)

GREAT SWORD
This fearsome weapon measures up to six feet in length and requires two hands to wield effectively. They do enormous amounts of damage but require considerable space to use properly. Because of its size and weight the great sword is a clumsy weapon and worse than useless in confined spaces, eg in a dungeon or jungle. They are also slow requiring great strength to wield faster effectively. Against slow moving or heavily armoured opponents they are ideal.
Dwarves are unable to wield great swords and elves seldom have the strength to gain any benefit from them. High toughness is important for any character with this weapon.

Subclasses:

1. Assassin's (+3)
2. Gilt Finished (+2)
3. Swan Hilted (+3)

HALBERT - two handed weapon.
Comprising of a staff generally made of wood with a metal head attached at one end. The head is usually a spike with side blades, but many versions exist depending on the local custom or weapon smith. Metal strips can be used to strengthen and protect the staffs of these weapons, but often this incurs an unwanted extra expense.
City and town militia are often armed with these weapons as the extra reach can be enough to calm a crowd before they consider rushing the guards. The extra reach is also effective for initial combat strikes but, after the opponent closes the gap, the halbert can prove a hindrance.

HEAVY CROSSBOW
The heavy crossbow is the most powerful of all the missile weapons. Bolts from this weapon will pass through most armour as though it were paper. The weapon is not as easy to use as other crossbows and takes a long time to load although strong characters will be faster. It can not be used from horseback and is very heavy. The bolts are easy to make and all characters with this weapon will carry plenty of spares. Dwarves often favour this weapon as it allows their superior strength to be put to use when spanning the device. It is also favoured by groups moving through dungeons or jungle terrain where a long bow is difficult to use.

Subclasses:

1. High Steel (+2)
2. Rune etched (+4)


LIGHT CROSSBOW
This weapon is easy to use, compact and very accurate, but more expensive than an ordinary bow and takes longer to load. The quarrels used with this weapon are easy to make and all characters with a light crossbow are assumed to carry plenty of spares. The quarrels are short but strong, able to puncture armour more effectively than arrows.
The light crossbow is faster to load than the heavier version, which can be an advantage in fast and deadly combats. Strong characters generally take less time to span the crossbow, making this a favourite of dwarves. Few self-respecting elves, on the other hand, will consider this ugly weapon as more than firewood.

Subclasses:

1. High Steel (+2)
2. Powerful (+1)
3. Rune etched (+4)

LONG BOW
The long bow is one of the most deadly missile weapons available. It has considerable range and power and is much faster to use than a crossbow. It requires more skill to use effectively than does a short bow and it is almost useless in confined spaces, for example dense jungle or dungeons. Arrows are easy to make and characters with a bow are always assumed to keep plenty in reserve. The long bow is too large for a dwarf to use properly although they usually shun all bows anyway, preferring crossbows. Elves have perfected this weapon and rare elven fighters of renown are said to fire it faster than some dwarves can swing an axe. This is rarely said aloud.

Subclasses:

1. Archer's (+2)
2. Crafted (+3)
3. Dragon bone (+8)
4. Recurve (?)
5. Steel (?)
6. Tourney (+3)

LONG SWORD
Most long swords are about three feet in length with straight, double edged blades. They do considerably more damgae than a short sword but require greater space to use to full effect. The long sword is a useful general purpose weapon but is not very effective against heavy armour.
Elves seem to have a natural skill with the long sword. Its slender grace suits their combination of swift reflexes and natural co-ordination perfectly. Dwarves on the other hand generally consider all swords as ephemeral and rarely demean themselves to wield one.

Subclasses:

1. Assassin's (+3)
2. Gilt Finished (+2)
3. Gem encrusted (+3)


MACE
The mace is one of the most effective weapons against heavily armoured opponents. Although it does less damage than some of the heavy weapon types, it can be used anywhere and armour does little to protect an opponent from its crushing blows. A mace is especially potent in the hands of a skilled character with a high toughness.
The mace is not particularly effective against fast moving or agile opponents and other weapon types are usually more effective against unarmoured foes.

Subclasses:

1. Demon Bound (+7)

MORNING STAR
This is a handy weapon comprising of a short length of wood ending with a ball and chain. There are many different types available, some with rope replacing the chain or others with steel spikes attached to the ball for that extra bit of damage. The weapon is particularly effective against shields, able to swing over the top striking the opponent behind it.

Subclasses:

1. Cold Iron (+1)
2. Extra Headed (?)
3. Spiked (+1)

QUARTER STAFF
Cut from a tree in any wood, these are common to all rural areas. They vary in length depending on the stature of the wielder. The do relatively little damage to armoured opponents, but the two handed grip and method used in fighting means that even in dense woods it is only slightly restricted. The art is to block the opponents attack with the wood on the staff away from where it is being held. This weapon is favoured by villagers due to the ease with which it can be made. An angry mob armed with these can be quite a threat to even a well armed party.

SHORT BOW
Short bows are easier to use than other bows and can be used in many places where a long bow is useless. They can be used from horseback or in confined spaces but like other missile weapons they are of little use in a melee. This said, within the hands of a skilled fighter, they can rain many arrows down on opponents while they are still seeking to close the gap with the archer. Arrows are easy to make and a character with a bow is always assumed to keep plenty in reserve.
Characters with high awareness will find that this aids them greatly when using a bow and as a result elves and halfbloods are often skilled with this weapon.

Subclasses:

1. Archer's (+2)
2. Crafted (+3)
3. Recurve (?)
4. Steel (?)
5. Tourney (+3)

SHORT SPEAR
This weapon is cheap and easy to use but less effective than most melee weapons, especially against well armoured opponents. It consists of a short pole with a sharp, fire hardened tip, or occassionally a metal blade. Because it is so easy to make it is often favoured by the primitive tribes which inhabit the wilderness. This weapon has the advantage of being excellent in cramped spaces where the foe finds it difficult to move such as down dungeons. This allows the natural thrusting motion of the spear to skewer the foe more effectively than normally superior weapons.
Although inexperienced, or poor, adventurers will sometimes use this weapon, other weapons will almost always be fare more effective.

SHORT SWORD
The short sword is the smallest and fastest of the sword type weapons requiring close proximity to the intended target. They measure up to two feet in length. Although they do less damage than other sword types they can be useful in confined spaces, eg underground tunnels and dense foliage.
Temple guards and town militia are often equipped with short swords and most townsfolk are able to use them should the need arise. Short swords are most effective against unprotected or lightly armoured foes, but a fast thief can make short work of a heavily armoured foe.

Subclasses:

1. Assassin's (+3)
2. Elf Slaying (+5)

SLING
Easy to use and very cheap, the sling is probably one of the oldest forms of missile weapon. It is less effective than most other missile weapons, especially against armoured opponents and also has a very short range. Unlike other missile weapons it can be used with a shield and shorter versions can be used effectively in cramped spaces. Ordinary stones can be used for missiles so characters with this weapon will never run out of ammunition.
The sling is obviously very light and often favoured by weak characters. This is one of the few weapons which followers of phyloqure can carry without losing favour.

Subclasses:

1. Treated Fibre (+2)

SPEAR
Spears are commonly used weapons by town militia. They consist of a wooden pole, about six feet in length, tipped with a metal blade. It is a very versatile weapon and by using the shaft or butt end the militia can strike heavy blows without risking any bloodshed. The sharp end is generally only used in emergencies. The weapon's length is also useful in keeping dangerous foes at bay. This is put to great effect down dungeons allowing the wielder to cause terrible damage to the foe long before they close for melee. The spear inflicts average damage in melee. It is cheaper than most other melee weapons but a little bit unwieldy and is often poorly made.

WAR HAMMER
The warhammer is constructed from a long wooden shaft with a metal head. Generally the shaft is wrapped in metal such as bronze strips for both protection and strength. The result is a weapon that punishes enemies in armour such as chain, driving rivets into the flesh. Padded armours such as cloth go some way to soften the blow. This is the favoured weapon of dwarves. Long years at the forge and anvil means that many dwarves wield these as extensions of their arms.

Subclasses:

1. Dwarven Lord's (+8)
2. Gold Inlaid (+3)
3. Living (+7)
4. Smith's (+2)

WAR FLAIL
A flail consists of a wooden handle to which several lengths of heavy chain are attached. The chains are often studded with lumps of metal or spikes. This though only covers the general profile and all manner of flails can be found depending on the local culture. When used in combat the swinging chains are extremely hard to parry and even a shield can not block them effectively, but require two hands to control the motion for fear of maiming oneself. War flails inflict more damage than virtually all other weapons but they are not very useful in confined spaces needing lots of space to effectively swing them. The chains and spikes are remarkably good at finding the small joints of even the best armour, wounding the occupant within.
Only humans tend to favour this weapon type. Other races can use them but are more likely to benefit from another weapon type. They are moderately difficult to use and a good toughness is needed.

Subclasses:

1. Cold Iron (+1)
2. Extra Headed (?)
3. Spiked (+1)
4. Soul Stealing (+8)


ACCURATE (+2)
The use of cross wires and sighting guides allows this Weapon to be fired with greater proficiency than normal crossbows. The guide has to be fitted and adjusted to each crossbow. For this reason, it can only be done by a competent bowyer. The buyer more than pays for this extra gadget although in a time of combat this could be money well spent.

ALLOY FACED OAK (+3)
A steel facing on oak can make it too heavy, so most dwarven armourers use an alloy that is lighter. This allows the Shield to make the most of both the hard oak and the metal facing.

ALLOY HAFTED (+2)
While wood is the most common haft, it does have the basic problem of being wood. Weather and time as well as repeated hits whittle it away. An alloy haft is one that is nearly as strong as the head of the weapon, but is made out of a lightweight alloy. How the alloy is made is a trade secret of the alchemist and smith guilds.

ANCIENT (+4)
Cities rise and cities fall. In time little is left of them beyond a tumbled pile of stones and and a few legends. At the height of their power though, some of these cities controlled vast areas which were regularly patrolled by knights dressed in armour and bearing weapons that could not be matched. Indeed it is thought that much common knowledge has slipped away. This is shown in the delicate traceries that decorate ancient weapons and armour that although being countless years old still look like they were forged yesterday.

ARCHER'S (+2)
An archer of some proficiency is able to determine the quality of a bow. These weapons are always superior to common bows. More often than not, the bow has been made with the exact measurements of the archer taken into consideration. The power, length and draw of the bow are suited to the archer.

ARCH MAGI'S ROBES (+8)
While the hair and beards of wizards are known to contain powerful magic, the skin of one contains much more power. So much so that the skin of a powerful magician is known to burst into flames during the first enchantments. Only the greatest mages have both enough power to defeat other wizards and enough skill to work the skin of one. It is hardly surprising that wizards' guilds died out long ago.

ARMOUR PIERCING (+3)
The designers of these bows has generally sacrificed speed and accuracy for damage. The bows comes with a set of quarrel heads that have been specially designed to penetrate all forms of armour. High grade steel with only a very small tip, the quarrel with puncture even plate mail.

ASSASSIN'S (+3)
These weapons tend to be shorter than is normally typical. They invariably have matt black blades and soft leather covering the pommel. Even the blade has a soft leather sheath to prevent any noise should it be inadvertently dropped. The blades are thin and more often than not there are small holes in the blade for the placement of poisons.

BLACKENED (+1)
Impurities in the iron has produced a metal that remains dull no matter how much polishing. While not truly black, the metal is difficult to see in all but broad daylight. This may be the difference needed in a tight corner.

BLOOD QUENCHED (+2)
It is believed that the soul resides in the blood. This rather dubious technique quenches the newly forged weapon with the life blood of a creature famous for its strength and prowess in combat. The process must work, or else the weapons are already superior to most, as these weapons strike true. Certain cultures with their nefarious inclinations may well substitute dwarven blood for animal blood.

BLUE STEEL (+3)
The finest quality steel has a faint blue sheen in broad daylight. How this is made is one of the closest guarded secrets of the alchemist and smithguilds. Each has their own formula which, if any would believe their boasts, require temperatures higher than the most powerful fire ball spells. Some brag about the inclusion of dragon bones for added strangth. The best of these alloys are able to bend without breaking and return to their true shape with no imperfections.

BROTHERHOOD (+6)
The dark and mysterious brotherhood is a league of thieves and assassins of which all that is known is that they produce a suit of black armour made from soft sable fur, such as that of a mole. This armour is magical leading many to believe that they are in league with magicians or much worse. The armour is quite awesome, giving protection that belies its almost cloth-like appearance.

CITY GUARD'S (+3)
Often emblazoned with the mark of the city it was made in, the armour can often be found hundreds of leagues away. The armour while generally ill-fitting, more than makes up for it by being sturdy and durable. The reason for this is that the materials that are used in their construction are taxed from the various city guilds and woe betide any guild that was found scrimping. It is surprising how unobservant city guards become should one of their own die due to shoddy armour.

CLERICS (+2)
The mace has always been a symbol of priesthood, the reason lost in antiquity, but it may be the modern equivalent of the ancient walking staffs that the pilgrims carried during their long travels. Whatever the connection, the Cleric's mace is decked in symbolism although this means little to the person on the receiving end.

COLD FORGED (+4)
The dwarves long ago perfected the art of cold forging. They, however, did not invent this technique despite what they may say to the contrary. It is popularly believed to have been used by the sea-folk for their forging of tridents and spears in their watery caverns deep within the seas. This art favours light metals with razor sharp edges allowing them to be wielded underwater with nearly as much ease as on land.

COLD IRON (+1)
Many smelting pots produce iron, but only a few of the best city smiths are able to burn off all the unwanted impurities that make common iron brittle. Weapons forged from cold iron tend to keep their edge a little longer and are priced above the run of the mill swords and daggers.

CRAFTED (+3)
Only guild masters are able to produce items of this quality. Each piece is cunningly forged and tooled to the best of the smith's ability. Many techniques are used in the production of the work so that, while it may be little to look at, it is as good as is likely to be purchased.

DAWN BLADE (+5)
The Dawn weapons are legendary, once wielded by knights of renown in a time when empires and kings were commonplace. These weapons are imbued with the blood and souls of those long dead warriors. They are all crafted with a silver blade the colour of pre dawn twilight. Traceries of dragons drawn in gold run the entire length, drawn in gold. If held to catch the first pale rays of the morning light, the entire blade turns a fiery red and the dragons can be seen to coil and twist, spitting images of flames along the steel blade.

DEMON BOUND (+7)
The entire set of principles needed to bind a demon to an item is known to nobody. At best three or four of the many score are known to any one individual. The reason for this is that the very act of learning one draws life out of the student while using the rituals to bind a demon sells a fragment of the soul to one of the dark gods. Even so, the fee for these weapons is indescribable, encouraging a gifted few to keep up this trade despite the risks. The runes are very powerful making the invested item invulnerable to all but powerful magic. Demons are bound for both destruction and protection.

DEMON HIDE (+7)
Having the skin of a demon is not nearly enough. The hide must be cured using rituals to prevent it bubbling away or turning on the owner. This requires dark rituals in which the soul of a virgin is used to snare the evil within. The pure blood is slowly dripped over demon hide, flowing from a wound that cannot be seen. For this reason, few of these items are ever made, and those that are, by special demand from the followers of the dark gods.

DIVINE (+8)
Forged by the servants of the gods, these weapons have a will of their own. They have been known to talk to the wielder if they have a common patron deity, but more often sing only in the heat of battle. They are always ornamented with designs of an unearthly nature and quickly show their divine heritage.

DRAGON (+8)
Dragon scales have to be of an exact size to be used as armour. The reason for this is that cutting one tends to split it along natural flaws rather than the intended line. Before even this can be achieved, the armour has to be warded against the evil manifestation of the dragon. Those that are not, are cursed such that the wearer can suddenly find that even the unlikeliest of strikes somehow managed to slide between scales bringing death with it. Once warded and finished, these suits of armour are virtually impregnable turning away strikes that would sheer through lesser armours as though they were cotton. The wearer cannot help looking like an avenging god.

DRAGON BONE (+8)
Only one bone of just the right size can be used to make a dragon bow. Unfortunately the size of the bone is only tenuously related to the size of the dragon so that maybe as many as ten dragons have to be killed in order to find a suitable bone. With a further year or two in the making, it is hardly surprising that these weapons are rare to the point of being unique. Once strung though, they can punch an arrow though plate mail as though it was a thin silk vest.

DWARVEN LORD'S (+8)
The proud fathers of the dwarven hosts each wields a mighty hammer embedded with the greatest runes and forged with the most secret arts. These fantastic weapons are rare beyond belief but over the long years, one or two have been lost to dragon hoards. No dwarf would ever stand by and allow one to be wielded by a none dwarf without losing face.

Note: This prefix is only ever used on warhammers and axes. When you receive the blurb for a Dwarven Lord's item, it will say 'Dwarven Lord's Warhammer', even on axe items.

EMBOSSED (+3)
Rosettes in gold and silver adorn the steel revealing its superior quality and obvious value. These can be a simple a pattern of silver studs or as fancy as a leaping stag of pure gold. While serving no defensive purpose, the exorbitant cost means that the item is always of the highest quality.

ELF SLAYING (+5)
Elves have never had vast kingdoms like men and dwarves and for this reason few have ever envied their possessions. Despite this though there have been those that would see every last one of them dead. Even fewer are those that have the power to make weapons that will carry out this desire. Over the eaons however a few rare items have been crafted and now lie at the bottom of dungeons awaiting somebody willing to put them to use. They are reputed to slay those with close ties to elven blood such as sprites and fairies.

ETCHED STEEL (+3)
A steel faced shield is often etched with a coat of arms of the sigil of a city. While this technique loses none of the protection of the shield, it often means that the shield cannot be polished as brightly. The shield offers excellent protection against attacks that would often penetrate a normal wooden shield.

EVENING BLADE (+5)
The Evening weapons were made in the twilight days of a kingdom whose name is known only to lore masters. The are believed to hold the souls of slaves bound in eternal torment. Despite these powerful weapons the kingdom still failed. These weapons appear plain except during the setting of the sun. At this time they are marked by etches of hundreds of interwoven naked bodies of humans and elves all in agony. The images seem to twist and writhe in the fading light.

EXOTIC FIBRE (+3)
Hair sheared from the hides of strange beasts is sometimes woven into armour. The tough but flexible armour is enough to turn many blades and arrows as well as cushion mace blows. This armour is quite rare as many of the beasts that provide the hair do not do so willingly.

EXOTIC HAIR (+2)
Stronger hair that has been properly oiled produces fine quality slings. They are strong and light and can be spun at very fast speeds due to little drag. Stones hurled from these weapons deliver substantially more damage than common ones.

EXOTIC WOOD (+3)
Any old piece of wood is of no use when it comes to making shields. Armourers scour the world looking for new materials to use. The heart wood of those trees found in the deepest, darkest forests is often superior to the more common oak and this is reflected in the cost of such shields.

EXTRA HEADED (?)
Extra heads are rarely added to articulated weapons as they can make the weapon unbalanced and impossible to use. Weapon smiths of consummate skill though, from time to time do produce the occasional one. The extra head allows the weapon to inflict even more damage, but this is nothing compared to the fear that just seeing the weapon in motion inspires.

FABULOUS (+4)
Forged for kings and princes, these fabulous items look and feel worth every last gold piece. Gold and electrum swirls of rare beauty decorate them while engravings of nymphs and fawns or ancient battle scenes have obviously been made by a renowned craftsman. Despite all this ostentation they are still an excellent piece of wor
Report, edit, etc...Posted by Moogle on 2006-09-11 at 12:15:29
Basic Monster List

AIR ELEMENTALS
The air elementals are powerful spirits with power over the wind. They can cause storms, whirlwinds or total calm depending upon their mood. Certain spells can summon and control them but this makes them very angry and they will break free and attack their summoner if at all possible. They have no physical body and can not be harmed by ordinary means.

Subclasses:

1. Air Elementals
The spirits of storms can sometimes be heard in the howling gales, laughing as everything before them is uprooted and destroyed. They are mindless forces of pure strength and emotion, understanding nothing but the power of the storm as they smash small villages like tinder. Their desire for the open without constraint makes them incredibly hostile to any means of confinement, especially magical means such as summoning spells.


2. Dust Devil
These can be seen by a swirling pile of leaves on a calm day or the flickering of a torch in a room with all doors closed. They are mischievous, taking great delight in sending people sprawling, or whipping up small items and hurling them at people. As they have no concept of hurt and death, they continue their game until all those playing are little more than bloody rags.


3. Djinni
These spirits are trapped within our world, bound to a location. While here they have a certain task to complete and cannot leave without completing it. The task has almost always been designed by an ancient and powerful magician in such a way that it cannot be completed by the djinni. While in this state, the djinni must therefore obey the master. The djinni cannot be slain, but aiding it in completing its task will free it. This can sometimes result in the gift of a suitable item.


4. Wind Wardens
The wind wardens of the mountains are rarely found in any but the most inaccessible places. These beings while not evil, are rarely benign, taking pleasure solely in solitude. Even so, many sages will seek them out risking their wrath in order to speak with them. The reason for this apparent death wish is that the effrete have the peculiar talent to hear at once all those conversations that were carried on the wind. Being immortal means that over the years they have been privy to many tales.Adventurers sometimes seek these creatures out as they have been known to haveheard the last cries of legendary warriors as they fell in battle, taking with themtheir arms and armour.


ANIMATES
One of the greatest quests of sages and magicians is to rival the gods and create life. So far though they have only formed twisted parodies of life, often mindless or even insane. These abominations live to serve their masters wishes in all ways. Not all animates are the product of wizards as the sorcery is known to demons and other dark spirits. These tend to be cruel, inherently evil and seeking to cause harm by malicious acts.

Subclasses:

1. Manikin
The simplest golem to create is the manikin. It is generally a grotesque assembly of a child's arms, legs and a body, but with an adult head. The horrible little creature is easy to create as the young flesh is not set in its ways and is therefore easier to manipulate. Even though it has the body of a child it is still the product of necromancy and as such has a supernatural strength that is frightening.


2. Juggernaut
The juggernaut is an animated metal statue created by magical means. It has no mind of its own and exists only to carry out its creators wishes. It will continue to follow its masters instructions long after his death. There are rumours that it is possible for another mage to take control of the juggernaut but the means to do so have never been discovered. The juggernaut is immensely strong and almost invulnerable.


3. Golem
Golems are an artificial life form constructed from dismembered bodies and animated by an evil spirit. They are believed to have been created by the sect of Ythcal many centuries ago but knowledge of the secrets involved has now been lost. Golems are of about human size but immensely strong and they must be literally hacked to pieces before they will stop fighting. They have no mind and only act to obey the instructions given to them by their creator.


4. Stone Golem
If the dark rituals of old are to be believed then this is a life size stone statue in the likeness of a young woman. This is then bathed in the blood of many victims, all young women with their maidenhood intact. The creations, able to stand centuries without even twitching are used to guard whatever the creator demands while appearing unobtrusive, in fact often overlooked until they are required to act.


5. Iron Golem
The fiery heart of a wayward woman becomes the very embodiment of lust that drives this monster. Insane even from the time of awakening this animate is still bound to the letter of commands given by its master. Despite this, many a magician swiftly falls to an unforeseen accident that curiously involves the iron golem. Once free from the binds and ties of the magician, they will wander the world with a purpose known only to their insane minds gradually rusting away.


ANKLET
Anklets are small doglike creatures with brightly coloured furs, usually blue, but occasionally red. They live on a diet of roots, insects, and small mammals. Their homes are underground burrows which they will defend ferociously. Although they are not strong enough to threaten a man in the open in the confined spaces of their burrows they are deadly opponents. Anklets are fascinated by bright shiny objects and destructive adventurers sometimes dig up the burrows to see what the anklets have collected.

Subclasses:

1. Pups
The anklet pups rarely venture above ground level, staying close to their mother for many months after being born. They are not really capable of defending themselves and will flee once their mother has been killed. Even so, they can give a nasty bite in defence of their burrow.


2. Anklet
Where these creatures find their treasures is a mystery, a gold coin left in the dust, a few coppers fallen from a loosely tied purse. An old burrow could have the accumulated wealth of many generations of anklets.


3. Dominant Male
Unlike many creatures, the dominant male is not the largest or even the brightest, it is the one that has the best items. Many anklets steal from each other, digging sly entrances into others burrows. The dominant male may even have a few treasures stolen in the middle of the night from a sleeping adventurer.


APE
The ape tends to be a communal creature that bears an uncannily human like face. This strange appearance is either some joke of ancient gods or they are descended from a decadent tribe of cavemen. Whatever their origin, they are often hunted by trappers where possible for their hides.

Subclasses:

1. White Ape
This beast is actually a stony grey colour but usually hunts at night when reflected moonlight gives it a ghostly white appearance. It moves silently and swiftly often managing to surprise its victims. It is immensely strong, has sharp claws and teeth, and is highly intelligent. It is usually found in mountain terrain.


2. Devil Ape
The dark heart of the jungle is primarily the home to these dreadful creatures. Rarely glimpsed they attack by throwing trees or smashing with their huge hammer like hands. Rearing over eight feet tall an enraged devil ape can easily tear limbs from bodies. Luckily they are solitary in nature.


3. Giant Ape
Normally found in forest or jungle terrain this monster is a herbivore but very territorial. It will attack any creature which it considers to be an intruder in its doamin. The giant ape's main weapon is its enormous strength. It can rend a man limb from limb or crush him to a paste with equal ease. They are brave but not stupid and will not usually fight to the death.


ARABIAN HORSES
Built for speed but double encumbrance allowance if not ridden. In all terrain except jungle, mountains, swamp and towns, these speed up movement when all party members ar e so mounted. Not as common as draft horses or mules, these can be found in small packs and are worth hunting. If bought at a blacksmiths, these cost an average of 2,500 gold.

Subclasses:

1. Arabian Horse
Most equestrian animals run wild throughout the lands of Kharne. For those with enough time, some easy money can be made by rounding them up. Purchasing them from a stable is faster, but can be expensive.


BALDOR'S SERVANTS
The sphere of healing and altruism is the realm of these beings. They serve Baldor by doing good deeds. This should not be mistaken with peaceful acts though as they are more than capable of killing in the name of good. Unfortunately for these servants, they are rarely capable of perceiving deceit in others and their mercy has also been used to their own detriment.

Subclasses:

1. Life Bringer
Each of the gods has spiritual servants to do his bidding and those who aid Baldor are known as the Life Bringers. They are powerful spirits able to cure any injury, disease or poison. They are even capable of restoring life to the dead. They can also protect Baldor's worshippers from harm by putting their enemies to sleep or creating a spiritual shield, impervious to magical and physical attacks. They will sometimes appear in answer to the prayers of a devout priest who worships Baldor.


2. Breath Of Life
This being appears as an average sized humanoid made of light. The Breath of Life is quite peaceful and is often carrying out a task of mercy for Baldor. Not particularly powerful by the standards of other servants the Breath of Life plays an important role in the land of Kharne and therefore should be considered no less important.


BANDIT
Kharne's wilderness is populated by monsters, adventurers, and bandits. These groups of society's outcasts include humans, dwarves, elves and half-bloods. These brigands have found lives raiding small communities and ambushing travellers and adventurers. They steal and kill to survive, but are cowardly and will run if faced with a serious threat. Most bandits are poor, unskilled warriors, relying on their numbers in combat, and are no threat to most parties.

Subclasses:

1. Bandit
Bandits are always poor. They are only worth killing as a good deed or for the amusement value. Their equipment is often second grade, complete with a hole in the armour where the last wearer was stabbed.


2. Bandit Thief
A Bandit who prefers the more cowardly approach to fighting tends to avoid getting stuck in with their comrades, but their tactics doesn't usually help them much as their poor training and equipment gives them little chance against even the most basic adventuring party or soldier.


3. Outlaw
Whilst Bandits are considered by most soldiers of Kharne to be a joke, the same soldiers are not so dismissive of Outlaws. These are seasoned Bandits, and as such they can be dangerous, especially to the ill-prepared.


4. Bandit Chief
Quite a few Outlaws who have survived longer than most declare themselves a Bandit Chief. Most other Bandits go along with this, since they usually already respect the Chief and follow them anyway. Many Bandit Chiefs are all talk though and they don't tend to live to long.


BANSHEE
The banshee is a deadly beast capable of causing death by the power of its voice. In combat it emits a high pitched screech which shatters the eardrums and destroys the brain. The banshee itself is practically deaf and therefore immune to these effects. Banshees look like bedraggled witches with long stringy hair and tatty robes. Their deafness makes them easy to surprise and apart from their screech they have no particularly effective attacks.

Subclasses:

1. Banshee
This should not be mistaken for the fey spirit that lurks in the moors. This creature may look almost human but is not particularly intelligent. It may be that these are the insane creations of a lunatic magician or a curse of some sort.


BARBARIAN
The barbarian is considered by most city folk to be a brigand and little better than an orc. Still, they quickly shut up when one pays over the odds for a bright sword and gives gold without even haggling. They are a rare sight in cities, preferring the wilderness. There are many tribes of barbarians roaming the lands some are more civilized than others. The most advanced are able to forge iron while others are little better than cavemen, still preferring raw meat and drinking out of skulls.

Subclasses:

1. Young Barbarian
When old enough to swing a sword or fire a bow, around the age of six, they are expected to hunt for food and defend the tribe. From this point onwards, it is a daily task to hunt first for rabbits and then as they grow bigger and stronger, larger game. By the age of twelve they will be tackling deer and even monsters such as orcs and gnolls.


2. Barbarian
The barbarian rarely has an education beyond that given to him by the tribal elders. This consists of mysticism which invariably involves the spirits of mountain ranges and rivers. Many of the more primitive tribes believe that sacrifice is necessary to appease these spirits. As almost everyday sees raids by monsters and evil adventurers, it is easy to see how they can be driven to this way of thinking.


BAT
While most bats are nothing more than small creatures that feed on insects and fruit during the twilight hours, a few can prove troublesome to adventurers. These are often attracted to the light of camp fires and torches or find adventurers by some darker means.

Subclasses:

1. Giant Moth
More a hazard than a threat. Attracted to bright lights they are stupid enough to crash into torches instantly exploding. Why they would do this is beyond understanding, but the effect can be quite amazing as moth, and torch wielder are consumed in a fireball.


2. Giant Bat
Most bats are too small to be a threat to adventurers. The giant variety is the exception. Not only can it cause great damage with its claws and teeth but it is also a carrier of many kinds of disease. Many characters have walked away from battle with nothing more than a few bat scratches, and then died several weeks later, frothing at the mouth and writhing in agony. Giant bats are nocturnal and often attack sleeping groups.


3. Sting Bat
This subterranean flyer is well adapted to its environment. It can fly in total darkness and its dark coloration makes it almost invisible in poor lighting. The sting bat's teeth are coated with a sleep venom but its main attack form is the poisonous stinger at the end of its whip like tail. This strikes with deadly accuracy and the poison is invariably fatal unless neutralised quickly.


4. Demon Bat
Straight from the vaults of the dark gods, these escape through cracks and vents into this world and seek dark places. From here they scheme and plot, seeking those of valiant and good character. To these the full horror is revealed, striking mercilessly in complete silence. Their demonic nature means that dark enchantments are invested in these creatures.


5. Vampire Bat
The vampire bat is not particularly large or fierce but is dangerous nonetheless. It attacks at night when its victims are asleep and the saliva on its teeth numbs pain and prevents its attack being noticed. It usually flaps away with a belly full of blood before anyone notices it. The effects are obvious the following morning. The bat's victim will be pale and weak from loss of blood. The bat often infects its victim with disease which will result in death within several months unless a cure is found. The vampire bat resides in jungle terrain or underground.


6. Shade
The shade is not really a bat at all. It is in fact nothing more than a shadow that resembles a bat. Growing from the cold and evil that dwells in dark vaults these manifestations of sorrow and dark thoughts gather awaiting anything living to venture close. Their bite, virtually painless will freeze the victim to the core, all colour and life draining from them until they collapse and die, their skin shrinking and decaying until even their bones turn to dust.


BEAR
Most bears are herbivores but they are short tempered and aggressive. Intelligent adventurers will give them a wide berth. They can be killed by a competent group but there is little point and the risk of serious injury is too great. They are especially dangerous if protecting a mate or offspring.

Subclasses:

1. Cub
Should an adventurer find a cub, the wisest thing to do is get far away as soon as possible for should it start howling an angry parent will return with a rage that it is best to avoid. The cub itself is no match for even a poorly equipped fighter, but attacking one would be considered as foolhardy by anyone with a modicum of sense.


2. Brown Bear
The smallest of the bears, the brown bear can appear rather cute with its thick hide of glistening hair. Despite this rather appealing appearance, once angered they have a considerable rage. Even though a fair price is offered for their skins, few would consider attacking one for it to be an investment.


3. Cave Bear
Similar to an ordinary bear in all respects but size and diet. The gigantic cave bear is about twice the size of an ordinary bear and is a carnivore. They are very strong and well equipped with claws and teeth. Their thick coats and skin protect them from harm and also manage to block most poisons. Cave bears are ferocious beasts and will seldom run away from combat even if seriously injured.


4. Rabid Bear
The few bears that fall to sickness are to be avoided at all costs. Easily identified by a thick clot of saliva around their snouts, they swing from one paw to the other or claw trees and howl in agony. Once they gain a sniff of another animal, they will charge. Their minds are often so far gone that they do not even eat that which they kill, moving on once nothing is moving.


BEASTMEN
These creatures are a mixture of humans and herd animals, mainly the goat and cow. They stand at just over 6 foot and their muscular frame is covered in thick hair. The most striking feature about them is their cloven feet and their animal heads. Many ponder as to whether Beastmen are related to Centaurs and Minotaurs, but no evidence to confirm or deny this theory exists. A common idea that is debated is whether Beastmen are mutated humans, twisted by Molwanh to serve as her servants. Evidence supporting this theory is the high regard they give Molwanh. Beastmen live simply, in strongly social groups, as hunter-gatherers that travel the lands of Kharne, occasionally raiding villages.

Subclasses:

1. Beastman Kid
Until a Beastman has successfully protected the tribe from enemies they are considered Kids by the rest of the tribe. Their lack of combat experience shows, and as does the fact that most of them are quite young, although many a foolhardy adventurer has mistakenly underestimated a few Kids and paid for it with their lives.


2. Beastman
The regular Beastman is reasonably intelligent, probably just below average human intelligence. They are quite cunning though and inherit a herd-like social attitude from their animal origins. They are about equal in battle to the typical human footman or Orc.


3. Veteran Beastman
These Beastmen have lived long enough to be considered special by the majority of their community. They are dangerous in combat due to their experience and generally tougher physique, and can be considered equal to many experienced adventurers.


4. Beastman Archer
Beastmen generally have more of an affinity with close in fighting, preferring to use their slightly bigger frames. A few Beastmen, generally the smaller ones, ignore their instincts and learn to use missile weapons. They are generally treated okay by the rest of the group, since the Beastmen Archers prove their worth time and again.


5. Beastman Shaman
Being such a social society has led to elaborate rituals that are normally carried out to curry favour with Molwanh. Due to this ritualistic aspect of their society Beastmen Shaman are important parts of the community, and the leaders nearly always check their opinions first before making any decisions.


6. Beastman Champion
A few veteran Beastmen eventually become elevated to the staus of hampions. They are the chosen warriors of the tribe leaders and, as a lot of decisions are decided by combat, a strong champion is vital to enforce a leader's choice.


7. Beastman Wizard
Some Shamans turn their attentions to magic to better the tribe. These Beastmen are quite a threat to any that oppose the tribe. Their understanding of magic is by no means as advanced as that of the four civilised races, but nonetheless they are quite dangerous.


8. Beastman Leader
The leaders of a tribe usually come from the ranks of either Shaman, Wizard or Champion, as only these tend to have the skill and intelligence necessary to successfully lead a tribe of Beastmen. The leaders hold a precarious position as many others in the tribe believe themselves more suited to lead.


9. Beastman Lord
These Beastmen are very rare. They are Leaders who have managed to unite two, or more, tribes together and rule them. No easy task. Academics who have been able to get some insights into Beastmen society argue that most Lords only rule multiple tribes for a short duration and as such they should not be classified as Lords, other academics argue that achieving that much alone is worthy of respect.


BLOOD WEED
Sometimes called Vampire Grass this plant supplements its diet of sunshine and soil with a large measure of blood. The grass grows about two feet long and is sensitive to heat and movement. If anyone passes through or next to the grass it will wrap around their legs and try to pull them down. The grass is razor sharp. Blood from wounded victims soaks into the ground and is sucked up by the roots. The blood turns the grass a dark red colour after feeding so well fed grass is easy to avoid.

Subclasses:

1. Blood Weed
Plants can be more dangerous than monsters for the simple reason that they blend in so well with their surroundings. This makes them hard to avoid. The first that an adventurer may know of the attack could be the killing blow.


BOG DEMON
Swamps and other dark, dank places appear to be natural links to the underworld. They seem to attract unearthly creatures. These first appear as shapeless fogs of dark green and brown. They are easily identified as the ethereal mass contorts at random to form human-like faces that cry soundlessly in agonized pain. As they approach for combat however they slowly form into the shape of the thing that they attack. It is thought that should they kill without being disturbed they will inhabit the body of the victim, possessing it and perpetrating evil deeds.

Subclasses:

1. Bog Demon
These creatures are full of loathing for anything alive. They materialize out of the murk forming limbs from insubstantial mists. Weapons slowly form into something real in their grasp before they advance. Their weapons are slime coated and can lead to disease for any struck by them.


CAVEMEN
The primitive race from which humanity descended still survives in areas away from the centres of population. They have a stone age technology and live by hunting and gathering. The race is rapidly dying out as they are unable to protect themselves from attacks by the goblin races with whom they must compete for food. They are ferocious fighters but few in number and poorly equipped.

Subclasses:

1. Child
The children of the cavemen learn from an early age to gut and skin the carcasses that the hunters return with. They are just as savage as their parents, able to inflict vicious cuts with stone knives and uncut nails.


2. Cavemen
Strength is the major talent of these people, the men are capable of snapping the neck of an ox with only their bare hands. Luckily for most though they are still apprehensive of armed warriors and an attack by them rarely involves more than a few strikes before fleeing.


3. Leader
The strongest male dominates the cavemen tribes and he alone has access to the women. For this reason many of the cavemen will challenge him or at least sneak into the deepest chambers when he is hunting. The leader will always speak for his people although grunts and gestures are often the limit of a caveman's vocabulary.


CENTAUR
The centaur is an intelligent and usually friendly denizen of rough or woodland terrain. They live by hunting and growing simple crops. They can use their hooves to good effect in combat but most prefer to fight with bows or spears. Centaurs are a conscientious folk and good to their environment and for this Molwanh looks on them with favour. For the centaurs she is regarded as a god of peace and harmony rather than evil.

Subclasses:

1. Centaur
Both male and female can fight but for the most part, it is the role of the males to hunt and defend the tribe. Even from an early age there is training in running, jumping and launching frenzied attacks. Unfortunately for the centaurs, their fondness for strong drink means that many of them prove to be less capable in battle than they should be.


2. Foal
Foals are born in a cluster of mares such that nobody can witness their birth. Why this is kept a secret when couplings occur publicly is a mystery. A mystery jealously guarded by all centaurs to the permanent cost of a few would-be peeping Toms. From what little is known for fact, foals can walk and even run hours after being born. From an early age, merely months after walking, foals are taught the use of bow and spear and when only a few years old will rival many human archers.


3. Centaur Archer
The ability to shoot while at full gallop is something that is revered amongst the centaur people. Those that can fire while vaulting fallen trees or when turning are given much acclaim. Those that are proficient with bows beyond average generally have a following of mares. This can make them proud and often arrogant. It is best to treat these people with deference as any slight against either their herd or themselves can lead to violence.


4. Centaur Herdsman
These rare centaurs are veterans of a herd. Having long proved their prowess in every area, they will normally have a following of loyal mares. Attaining this lofty rank is only achieved through years of combat with other centaurs, so it is hardly surprising that these are superior to the average centaur with both bow and spear. To provoke one of these is to beg for a swift death.


5. Stallion Lord
Amongst a large herd comprising many stallions and mares, one will always command. This is the stallion lord. The lord is virtually worshipped as a god by all alike. This exalted rank allows the lord to couple with any mare no matter who they follow not that any other centaur would dream of preventing the act. The lord is always faster, stronger and more skilled with weapons than any other centaur in the herd.


6. Armoured Centaur
While most centaurs shun the use of armour, preferring the mobility gifted them bytheir four strong legs, there are a few, possibly wiser ones that swear by the stuff.These are often older and wiser than the more reckless youths. This makes them doublydangerous as the armour in no way impedes their strength. They always wield melee weapons,generally the spear that they use like a lance, punching through the thickest plate armour at full gallop.


CHAOS MANIFESTATION
There is no definitive description for Chaos Manifestations since the things are always changing form. Several types of Chaos Manifestations have been decided upon by the authorities of Kharne, although many debate as to whether they are actually separate types as one popular theory is that they are just different stages of the creatures and that they have some structure to them after all. The different classifications have common features, size and characteristics, but they are all mutating and have an unknown appearance range. All are capable of intelligent conversation, but most are unlikely to utilise this ability.

Subclasses:

1. Manifestation
The most common form is that of a chaotic blob of every appendage imaginable, and some unimaginable ones. The creature wobbles, slithers and generally moves in a strange way.


2. Turmoil Crux
This form's skin is nearly always translucent giving the onlooker a disturbing view of its organs as they writhe around inside it. Occasionally the onlooker can see some sort of sphere inside the creature that gives off a faint glow; this sphere seems to be the centre of the creature.


3. Pandemonium Fiend
Titanic monsters, they are simply best to avoid.


4. Gibbering Mouth
A mass of mouths, some fanged, some with humanoid teeth and some with strange crystal or otherwise odd teeth. Quite a lot of the mouths are muttering something that is indistinguishable at any one time, the noise of all this muttering is quite disconcerting as the muttering sounds like it is coming from all directions.


5. Bedlam Beast
This form is somewhat like that of a huge cat, but the extra features, tentacles and strange noises stop any one from being fooled into thinking it is some mutated cat.


DEMIFOLK
So called as they combine some of the features of humans with those of creatures. Legend has it that they are descended from magical wars. Those of a more religious persuasion believe that they are the result of bestial intimacies of a kind only found in the more obscure rituals of Molwanh. If the latter is to be believed it would explain why demifolk are often lustful followers of the fertility god even when their looks are against them.

Subclasses:

1. Satyr
Although these are often found innocently frolicking in wooded glades, all is not what it seems. All adventurers have heard tales of those that would listen to these lustful beings. Drinking their wines and eating their foods is considered permission for the satyrs to have their wicked way with the unsuspecting reveller. While they appear to have the upper torso of a man and the lower torso and back legs of a male goat, they make quite free with their lust. Stumbling into one of these feasts and refusing to take part generally stirs them to anger although they will quickly flee when they espy naked steel rather than naked flesh.


2. Harpies
The foul harpy is recognised as one of the most disgusting creatures of the world. They have the upper body of a hag and the wings and legs of a bird. They live underground or in mountain caves and prey upon anything which moves. Their nests are filthy and even orcs complain about the smell when a harpy passes downwind. Harpies attack with their sharp claws and the powerful talons on their legs. The accumulated filth on the claws acts as a paralysing poison, the downfall of many adventurers.
[Ed: Can poison & disease your characters].


DRAFT HORSES
Magnificently big creatures built for hauling power, not speed. These can carry massive amounts of equipment. They don't speed up party movement if ridden, but can be led at party speed, ie if every character is on an Arabian leading a Draft horse, the whole party can move fast and carry lots. Draft horses cost about 1000 Gold each. They are rarely found in the wild.

Subclasses:

1. Draft Horse
Most equestrian animals run wild throughout the lands of Kharne. For those with enough time, some easy money can be made by rounding them up. Purchasing them from a stable is faster, but can be expensive.


DRAGON
One of the oldest races on Kharne and certainly the deadliest but fortunately now very rare. Dragons are solitary creatures and avoid even their own kind (one of the reasons for the current low population). To call a dragon a large winged lizard is an insult of the worst kind but it is roughly what they look like. They are highly intelligent but arrogant, cruel, selfish, and devious. Their weaponry is impressive. They have razor sharp claws and teeth, and a tail which could stun an elephant. They have an incredible aura of age and power which can panic their foes in combat. Their long lives have made them cautious and at the first sign of a battle going against them they will usually fly away to fight another day.

Subclasses:

1. Wyrm
The wyrm is the oldest of the dragons, possibly even a relic of the first dragons as contrary to popular belief they were once ground crawling beasts that emitted blasts of choking smog. Less cunning than their winged cousins, they are no less a match in physical strength and malice. Their lack of flight means that they are less prone to be found above ground, preferring ancient mines and natural caves.


2. Whelp
The dragon whelp are small and vicious, hatching with the ability to speak and a cold cunning that would shame the most heartless of thieves. It is a mistake to believe that because this creature is only a fraction of an adult's size it is harmless. Its teeth are still capable of tearing a limb from its socket and its claws will rent even magical armour. Beware the cute little lizard with smoke escaping from its nostrils.


3. Storm Dragon
Why it is that dark thunder heads surround this monster's mountain lair is a mystery but one that it would be wise never to seek to answer. Whatever the reason, more than one adventurer has been blasted from the mountain trail leading to the cave entrance before even catching a glimpse of the dragon. Only the most powerful of swords and magic will have even the slightest effect. It has been centuries since the last one was killed.


4. Ice Dragon
Arctic wastes and the tops of mountains, permanently capped with snow and ice are the domain of this species of dragons. Their scales are like frosted jewels, white but flickering with rainbow patterns. They are reputed to take a perverse pleasure in surrounding themselves with the frozen bodies of those that would seek to slay them.


5. Fire Dragon
Capable of melting even stone, these creatures are truly terrifying. Armour and weapons become molten, their wielders nothing more than a pile of ashes. That the world has not been overrun by these monsters is only on account of their need to sleep for centuries at a time, refilling themselves with the infernos of destruction. Once awakened from this slumber, they will cause desolation to everything within hundreds of miles.To wake one before it can be killed is to die.


6. Mountain Dragon
Blasted heaths and rocky peaks are the dwelling of these magnificent beasts. Sweeping down from rocky plateaux they are more than capable of destroying an entire village in a series of fiery blasts. As many of their mountain residences were once the home of dwarves it comes as no surprise to discover that they are filled with treasures and wonders forged over centuries.


7. Dark Dragon
The wise say that this is not a dragon at all but the evil essence of a dark god from a forgotten time cruel and twisted in the form of a dragon. Whatever the truth, these creatures are only ever encountered at the dead of a moonless night or in the pits of the deepest dungeons. Their powers are dark sorceries which they weave about themselves like a black veil, shrouding their form repelling magic and attacks until their enemies know they are powerless. At this point they strike killing all and drinking their souls.


8. Elder Dragon
The ancient and powerful Dragons are a terrifying sight to behold. They are even bigger and stronger than their lesser cousins, and thankfully they are rare, even by Dragon standards. They have recently returned to the world of Kharne, leading many to fear for the future of civilisation, since the last time they were recorded was over 3000 years ago, before civilisation as we know it began.


DRAKE
Drakes are huge lizards found underground and in forest terrain. Although they are herbivorous, they have sharp claws and teeth to protect them against predators and to attack anyone, or thing, invading their territory. They are not intelligent and are apparently fearless in battle.

Subclasses:

1. Ground Crawler
The smallest of the drakes are those that come from the mating of a drake and a giant lizard. While smaller than the drakes, they tend to be more vicious feasting as happily on meat as they are on vegetation. They are rarely active during the night or early morning, needing the warmth of the sun before doing anything more than basking.


2. Drake
The average drake is around ten feet long with many scales that overlap, but looks very different to dragons. Their eyes are small and virtually useless. Their reptile heritage is easily evident in the way that they taste the air, but unlike other lizards are not effected by the cold.


3. Large Drake
Reaching lengths of over twenty five feet, they use this extra weight to bring down entire trees in order to feed on the foliage. Suddenly coming across one as it smashes its way through a forest will invariably have everybody reaching for weapons fearing that a beast is about to attack. This mistake may well have many dead before the beast is slain.


4. Huge Drake
The prospect of easy food sometimes brings the largest of the drakes into direct confrontation with farmers. Attaining lengths of forty feet and more, thick hedges and fences become tinder before their steady crawl. Pitch forks and axes having little effect on the thick scales, the farmers are often forced to seek the aid of passing adventurers should they wish to see the winter through with any provisions at all.


DRAOGRE
These beings are from a realm other than the Naralia. This is the only public knowledge.



DWARVES
Dwarves are known throughout the world for their love of gold and their tough, no- nonsense approach to life. As a general rule, poor dwarves want to get rich, and rich dwarves want to get richer. Anything else, even a good brawl, has to take second place. Dwarves are determined, stubborn and argumentative but prepared to work very hard for good money. They feel most at home in hilly or mountainous terrain but can be found all over the world. Most dwarves worship the gods of war and good, mainly Garthrana. Their weapon and armour smiths are amongst the best in the world.

Subclasses:

1. Dwarf
The most common dwarves are those of the Iron tribe. They are of course the eldest of all the dwarven tribes and swear that they were actually forged by the gods from iron. This they also say explains their gift for working this metal.


2. Dwarven Mosher
The Mosher is a Warhammer expert. They thump, bash and crash their way through a combat using a combination of brute strength and ancient Dwarven Moshpit training where dozens of potential Moshers are forced to battle it out until only one is left standing and thus becomes a Mosher. Heavy armour and blunt weapons are the mainstay of these experts.


3. Dwarven Stubbler
The young dwarves have a hard youth as they try to earn respect in a society that measures status by the thickness of its beard. They are forced to shave until they come of age or have killed an enemy in combat. A stubbler will always be the lowest of the low until the elders of the clan deem them worthy enough to be regarded as clan citizen rather than a civilian.

4. Dwarven Trasher
The Thrasher is a dwarven warrior armed with a large double headed Battle Axe. They are champions of the Axe and can smash their way through most foes using an aggressive and brutal whirling slashing style of Axe attacks. Their love of battle is legendary. They are regarded as strange, even by dwarven standards, due to the attention they lavish upon both their Battle Axe and their hair that is often spiked with pig grease.

5. Dwarven Crossbow Maiden
All Dwarves consider missile fire to be rather tame. But a Dwarven Crossbowmaiden will soon teach anyone that you can't laugh at them. While some of the more elite castes of melee weapons are closed to females, the practitioners of the Crossbow tend to be an exclusively feminine caste. Able to shoot incredible distances with tremendous accuracy for massive amounts of damage makes them well respected.

6. Dwarven Warpriest
A cultist of the wargods is often seen in a band of dwarves. They live for the scent of blood and the call to arms. Blessing their comrades in battle with stirring battle sermons and war hymns, all the while getting stuck into the thick of fighting with the weapon of choice for the Warpriest, the Warflail.

7. Dwarven Battlemage
Although many state the Dwarfs make poor Mages, all agree that a Dwarven Battlemage can be very effective. Their ability to enhance themselves, their brethren and then beat their opponents to a pulp should not be overlooked. Although not as combat savvy as the Mosher or Thrasher they are sill considered part of the Dwarven fighting elite.

8. Dwarven Leader
Fierce, proud and arrogant and usually annoyed by being interrupted whilst eating, Dwarven Leaders are quite dangerous. Decades of fighting have made them amongst the most combat savvy people in the world. Well that's what they claim. They are usually equipped with at least one magical item as well, as befits someone who has proven their capabilities.

9. Dwarven Noble
Fierce, proud and arrogant and usually annoyed by being interrupted whilst eating, Dwarven Nobles are quite dangerous. Decades of fighting have made them amongst the most combat savvy people in the world. Well that's what they claim. They are usually equipped with at least one magical item as well, as befits a noble.


EARTH ELEMENTAL
Earth elementals are believed to live deep within the earth. No-one knows their purpose but they can be summoned and directed by powerful magic. They have control over the earth and rock of which the world is composed and amongst other things can cause earthquakes and volcanoes. They have no physical body and can not be harmed by any ordinary means but certain kinds of magic can hold them at bay.

Subclasses:

1. Mountain Sprite
Small pebbles and tumbled boulders sometimes have what appears to be strange faces such as those of small deformed children. These are the mountain sprites. Their purpose is a mystery, but it is thought that they were once true elementals but their mountains have worn away and with it their power. Whatever the reason, they are able to uncurl their pebbles into a manikin shape in order to move around. Their shape appears to be their key as smashing them destroys them. They do not appear to be intelligent, and will either ignore adventurers or attack on a whim. It is known that the heart of all mountain sprites is a fabulous gem.


2. Earth Elemental
Seemingly able to shape the very rocks as well as flow through them as though they were water, the earth elemental is one of the hardest spirits to vanquish. Able to open pits in the rock, then close them of any that would threaten them, or sending stone arms to pound and smash anyone that would provoke is enough to deal with most enemies. Underground is the worst place to discover an angry earth elemental and it means near certain death as the entire roof collapses.


ELVES
Elves have the longest lifespan of the humanoid races and this makes them feel superior to other races, whom they tend to look down upon. Apart from this they are usually decent, honest folk. Although jewellery or valuable gems are precious to them most also enjoy the simple things in life and are content to live in peace and harmony. Despite this they are ready to fight if necessary and do so with devastating effect especially in all kinds of woodland terrain where they are able to move virtually undetected. Although most elves worship the gods of peace or good a few have turned to evil.

Subclasses:

1. Elven Greenleaf
These youthful Elves are weak and timid, they are pathetically weak in melee but even at an early age they could still teach a lot of adventurers how to fire a bow.


2. Elf
Forest elves are by far the most common. Armed with knives and light armour, they look easy prey. Do not be fooled though as their bows can cut a man down long before he has reached twenty paces from them. Despite this though, they would rather sing and indulge in making merry, although an elven party bears little resemblance to a night in a rowdy tavern.


3. Elven Soldier
These noble Elves are trained form an early age in the art of warfare. They are often masters in multiple weapons, and are able to outfight a stronger opponent through sheer perfection of technique. To watch an Elf Soldier fight is awe inspiring, even if it is yourself.


4. Elven Enchanter
Gifted with the arcane rites, the Enchanter can use their skills to manipulate magic to aid them in Combat. They tend to be poorly armed; often only a short sword or long knife are the only real weapon they own.

5. Elven Priest
Touched by the Gods the Elven Priest combines the martial prowess of the Elf with the blessings of the Gods. A Priest is required at most Elven gatherings as their culture has many rituals that only a Priest can be trusted to perform.

6. Elven Marksman
Everyone knows of the Elf affinity for the bow, and all treat the Elven Marksmen with respect, because to call a race of bow experts a Marksman means that the Elf must be a real expert. Elven Marksmen, and women are more than capable of taking on anyone in a bow competition and outclassing them. In combat they like to find the nearest cover and then fire death upon their enemies.

7. Elven Noble
Although all Elves consider themselves to be noble there is a noticeable difference between the standard Elf and a Noble Elf. Noble Elfs have a magical air to them, as all are touched by magic.


8. Elven Prince
Fantastically rare, an Elven Prince demands respect, not only for their abilities but their royal equipment. They move with a grace that is beyond style itself. They skip through battles with a ruthless purpose and play with attacks, dancing like a beautiful visage of death. They are also often amazingly arrogant, dismissing lesser races and treating them as scum. Most non-Elves are also quick to point out that the typical Elf community is quite inbred allowing almost any Elf to rise in power and claim to be a Prince.


9. Elven Leader
Although all Elves consider themselves to be noble there is a noticeable difference between the standard Elf and an Elven Leader. Elven Leaders have a magical air to them, as all are touched by magic.


10. Elven Master
Fantastically rare, an Elven Master demands respect, not only for their abilities but their amazing equipment. They move with a grace that is beyond style itself. They skip through battles with a ruthless purpose and play with attacks, dancing like a beautiful visage of death. They are also often amazingly arrogant, dismissing lesser races and treating them as scum. Most non-Elves are also quick to point out that the typical Elf community is quite inbred allowing almost any Elf to eventually rise in power and claim to be a Master.


FAIRY FOLK
While related to each other, the fairy folk often look very different. Their common trait is an innate ability to use magic. They can be found almost anywhere where civilisation has not reached preferring lonely mountains or quiet glades. The tend to be fairly reclusive, keeping their own council, but will converse with travellers that mean them no harm. Some of the fairy folk seem related to elves while others appear more like dwarves. It may be that there is more to the similarity than appearance alone.

Subclasses:

1. Fairy
These can appear as a buzzing twinkle of light that dazzles the eyes or a fair person of similar stature to an elf, but perceptibly different although it is hard to define why. Slow to anger and possessed of a wisdom they rarely share. These are truly the nobles of the woodlands but take care as slow to anger does not mean impotent. Their slender blades and delicate bows will cut through armour as though it was not there. Should the enemy prove too strong they will change into a ball of light and disappear in a twinkling of colour.


2. Pixie
These small sprites are often small enough to rest in the hand. They take great delight in playing pranks or calling names, but will otherwise remain harmless unless threatened. Should this happen, then their tiny bows come into play. Firing tiny barbs that sting but cause no permanent damage may not seem much of an attack until the target falls into a deep and troubled sleep, often waking long after the pixies have fled, often taking a small item of worth from the pockets of the sleeper.


3. Gnomes
Gnomes are related to dwarves but are of lighter build and generally more pleasant to get on with. They are less stubborn and opinionated and have an active sense of humour. Like dwarves, gnomes are highly skilled smiths but they specialise in jewellery and clever mechanical devices (locks for example), rather than in armour and weaponry. They can be found all over the world but usually make their homes in hilly or mountainous terrain.


4. Sprites
Beautiful winged ladies smaller than an outstretched hand glide from flower to branch. Theirs is a life of joy and song, drinking nectar and morning dew, their gossamer wings sparkling in a rainbow haze as they scatter the dawn sun. Their delicate bodies are often clothed in a gauze of fine spider webs that enhance rather than conceal their lithe curves. Many a traveller has fallen in love with these fair beings to their cost. Beware though as they are fickle and once bored may use charms to lose your mind, waking hours later alone and abandoned and often naked. Those awakening all tell tales of laying intimately with a maiden whose eyes were at once enchanting and cold like a priceless jewel.


5. Fairy Dragon
These strange creatures are not really Dragons but the similarities in their appearance are quite striking. At first glance many mistake them for baby Dragons. There are several obvious signs that these creatures are not true Dragons. One is that they are very small, even when compared to a baby Dragon. Another major sign is their butterfly like wings, which is a good indication as to their ties to Fairies. The last is their flamboyant skin colouring. Many adventurers have a method of telling what type of creature they meet; Kill it. If it dies easily it wasn't a real Dragon.


6. Fairy Queen
Blessed are those that would gaze upon the countenance of the fairy queen. Her face more enchanting than any mortal, but with a wisdom greater than any sage or wizard. The fairy queen has existed since the dawn of time and will endure until the end of the world. While her physical form may well be struck, her essence will slowly depart back to the fairy realm. That she can be found in more than a single location at once is something that mortals have always wondered about, but like her name, only the fairy know the answer and they are not telling.


FARMER
Farmers are often found in the fields of Kharne, tending their crops or looking after their livestock. They frequently get angry with adventuring parties who stroll through their land, destroying the crops and startling the herds. Such irate farmers have been known to chase parties through the countryside for several miles, hurling abuse and threats, such as 'Get off my land!' and 'Stop interfering with my sheep!'.

Subclasses:

1. Farmer
Farmers can be an excellent source of information if you want to know how to grow vegetables, but otherwise they generally have a poor grasp of current affairs. They are not really interested in what is happening in the world as long as it does not interfere with them. Anyone who lives beyond the next rise is treated with suspicion and labelled a 'ferriner'. They are known for their rowdy appreciation of beer and can often be found in taverns around market days.


2. Ploughboy
Ploughboys seem to spend most of the time leaning against fences and dreaming of either the local wench or of defeating Dragons. Some leave their farm lives behind and join adventuring parties as Dragon Hunters(known to the rest of the party as peasants) but the majority continue to spend their time in ideal speculation.


3. Lumberjack
A sturdy bunch, Lumber Jacks sleep all night and work all day. Everyone normally calls their fashion sense into question but they claim it protects them from the vile creatures that stalk the wilderness.


FIRE ELEMENTAL
Fire elementals are powerful and destructive spirits with the ability to control and direct fire or all kinds. Although they can be summoned by powerful magic this activity is outlawed in most towns because of the dreadful consequences should the elemental break free. The elementals resent being enslaved and on breaking free they burn anything and everything in their path.

Subclasses:

1. Effrete
Effrete are intelligent elementals of fire, and are quite sadistic. Throughout the history of Kharne power obsessed people have tried to trick Effretes into furthering their goals: All failed, most died. The creature generally appears as a 10 foot plus humanoid with demonic features.


FLEYSHUR'S SERVANTS
The vaults of Fleyshur are filled with terrible and cruel creatures. Their only desire is to visit pain and suffering on the living until death becomes a blessed relief. Even then it is thought that the souls are dragged back to the infernal pits to be tortured for eternity.

Subclasses:

1. Fire Imp
The twisted souls of the damned gather form in the dark vaults of Fleyshur slowly over passing years. Fear and loathing gives them strength and the fires of the pit burn in their eyes giving them their name. Crawling out of cracks in the dark places, their bodies twisted and deformed they will seek to attack the unwary. They do not use weapons as the memories of torture are still too painful for them. For this reason they will quickly retreat from combat. Their cowardice is believed to be a constant irritation to Fleyshur.


2. Balrog
Also known as the Fangs of Fleyshur these fearsome creatures are demons of death and destruction. They stand at about ten feet tall. With their bat wings, forked tails, great claws and teeth and the demonic flames which constantly flicker around them they can strike fear into the bravest of foes. In combat the flames grow in heat and intensity and anyone fighting them at close quarters will be severely burned. Although they sometimes fight with their natural weaponry most balrogs prefer to use huge flaming swords or whips.


3. Balrog Fiend
Whilst Balrogs are often called the Fangs of Fleyshur, Balrog Fiends are often called the Canines of Fleyshur. Larger and more powerful versions of Balrogs, Balrog Fiends are basically older and more experienced versions of Balrogs. Fleyshur often sends them on quests that must be completed, when Balrogs just might not be enough to assure success.


4. Balrog Lord
The true fearsome majesty of these demons will have even the greatest warrior praying for salvation. Standing over fourteen feet tall and with a wingspan nearly twice as wide, they are lit by a dull red glow from their deep red and black skin. Laying about them with whip and sword they are more than capable of killing an entire army by themselves. Tales of the earth shaking when the walk and temples crashing down at their gaze are common even if whispered to small children to make them sleep. The only thing good that can be said about these foul entities is that they rarely leave Fleyshur's side.


GARMYK
The garmyk is a large amphibious creature. It looks vaguely like a huge black frog with glowing red eyes. The garmyk hunts at night when it is almost impossible to see in the darkness. Its red eyes are hypnotic and anyone gazing into them will be entranced. The garmyk then creeps forwards and slowly feeds by licking the flesh from its victim with its long acid coated tongue. Although in agony the victim is totally unable to move or cry out. Several parties of adventurers tell of the times they have risen in the morning to discover their watchman a bloody corpse.

Subclasses:

1. Garmyk
Cities often sell small charms against this creature. They are small pouches that hang around the neck and are meant to repel the creature. According to the peddlers, the herbs within taste horrible and cause the garmyk to blink, thus freeing the victim. They are of course completely useless as the garmyk invariably licks the face first killing the target.



GARTHRANA'S SERVANTS
While the followers of Sundonak seek pleasure in battle, Garthrana's followers are pledged to the destruction of evil. In many ways this makes them more dangerous as honour may be neglected in their desire to attain their objective. Once summoned they will almost always seek out the most powerful source of evil and destroy it or be slain in the process.

Subclasses:

1. Valkyrie
The Valkyries serve the goddess Garthrana. They are powerful spirits able to take physical shape and usually appear as beautiful female warriors, the image of Garthrana herself. They are stronger than any mortal fighter and move with a speed and skill impossible to imitate. Their armour can not be pierced by any ordinary means and their weapons can cleave through the strongest defences. Pure hearted priests who worship Garthrana can sometimes summon a Valkyrie to aid them in times of need.


2. Storm Lord
The greatest of Garthrana's followers are raised after death to the status of storm lord. It is said that these are Garthrana's lovers, certainly worth paying the price of death if she is as passionate in love as she is in destroying evil. Whatever may be true, storm lords are fearless in their pursuit of all evil.



GATHERER
This creature looks like a large human brain, as big as a medium-sized dog, which moves using a number of tentacles. Most gatherers have between eight and twelve of these. The soft-looking surface of the 'brain' is in fact a hard chitinous carapace. Attached to the front of the brain by slender stalks are two floating eyes. Despite its unpleasant appearance, this creature is in fact a friendly, peaceful being, whose only concern is to gather as much knowledge as possible, hence its name.

Subclasses:

1. Gatherer
It is said that they were put in the world by Phyloqure to gather and spread knowledge around Kharne. It is believed that killing one of these creatures will bring bad luck and will anger Phyloqure. The gatherer is a creature which most characters would rather talk to than fight, anyway, since it is very likely that it has some interesting information of the geography and other features of the area where it is found.
[Ed. Will flee]



GAZE BEASTS
Where these strange creatures originated from is a mystery, possibly the evil concoction of a mad alchemist, or the joke of a rather malicious and forgotten god. Whatever the reason, to stare one of these beasts in the eye is to risk madness or death. While their reflections are harmless, in many cases turning your back would be folly, claws and teeth are often lethal.

Subclasses:

1. Basilisk
Mistaking this deadly creature for a large lizard is often the last mistake of foolhardy adventurers. The Basilisk is about nine feet long with a scaly hide, six short legs, a tail, a large mouth full of very sharp pointy teeth and a look which can kill. Anyone unfortunate enough to meet the gaze of an angry basilisk will be turned instantly to stone. Fortunately the Basilisk is quite rare and only ever found underground.


2. Cockatrice
Comprising a strange mixture of a serpent's body, but the head similar to that of a cockerel, the cockatrice is a deadly enemy. Maybe its strange, almost comical looks accounts for its vicious temper. It likes nothing more than to squawk and fly at the intended victim, clasping their shoulders in two powerful claws driving them to the ground. Once there it will use its gaze to petrify the victim.


3. Dragon Newt
Distant cousins to the dragons, these may well have been progeny of couplings between dragons and a ground crawling lizard. If this was the case though, they have diminished in size as they are only a few feet long. They are rightly feared for they can jet corrosive blood from tiny openings just above their scaled snout. The poison will burn flesh from bones in seconds and even survivors are said to have evil dreams in their later years driving them to hurl themselves to their death into deep lakes.



GHOULS
Sometimes known as the Slaves of Ythcal, ghouls are humanoid creatures which feed upon the bodies of the dead. Graveyards all over the world have to be protected to prevent ghouls from digging up the buried coffins and breaking them open to feast upon the rotting corpses within. The filth upon a ghouls teeth and claws acts a paralysing poison making them deadly foes in combat. They are of low intelligence but have an animal cunning.

Subclasses:

1. Ghoul
Time and dark sorcery has turned the corpse into a beast of claw and fang, feeding on decomposing bodies. Tales abound of the ghouls actually killing people and burying the bodies only to dig them up in a few weeks in order to eat them. Even though they are consi
Report, edit, etc...Posted by Moogle on 2006-09-11 at 12:17:39
GRAWK
The grawk appears to be humanoid but instead of hair has a fine coat of feathers. These cover the entire body. The faces of these creatures is similar to that of a bird, with a large beak that is capable of rending flesh. They have fearsome claws that can tear through most armours with relative ease. They communicate with loud squawks that have a guttural sound giving them their name. Despite their fearsome appearance they only attack if they are hungry, which unfortunately is quite often.

Subclasses:

1. Grawkling
Hatching from leather eggs, these beasts swiftly grow to adulthood fed on a diet of fresh flesh, still bloody. After only a few months, they are capable of hunting for themselves and can be found far from a parent. Even when young they have cruel beaks that will tear chunks out of armour.


2. Grawk
An adult grawk is a conservative hunter. While fearsome, they only attack for food and if the fight is not going well they will retreat. They almost never fight until death. This sense of self preservation can seem quite bizarre as a parent abandons its obvious offspring in a middle of a fight. Maybe egg laying instills a low empathy between parent and child.



GREAT CAT
The great cat is a relative of the small mousers found in every farm and town house. They tend to be shy forced back into dense jungles and remote landscapes far from civilisation. Solitary creatures they guard their domain from others of their kind jealously. Even so these elusive creatures may well watch while remaining unseen a band of adventures pass unmolested.

Subclasses:

1. Panther
Stalking the dark forests after night has fallen, these animals will rarely attack unless cornered preferring to hunt smaller creatures. Even so, confrontation is quite common as trappers and hunters pursue them for their luxurious black fur. Adventurers on the other hand will rarely go to the trouble of attacking one of these creatures.


2. Tiger
Tigers are the main predator in forest and jungle terrain. They are powerful, fast and cunning. Although they are territorial creatures they do not regard adventurers as a threat and will usually ignore them. Tigers which have been wounded are sometimes much more dangerous as they are unable to catch their normal prey and become man-eaters instead. There is little to be gained from battling an angry tiger so characters with any sense will avoid them. Fanatical worshippers of Sundonak can take the easy route to warrior heaven by attacking them bare handed.



GRIFFON
Griffons are powerful creatures that combine the back body of a lion with the head, wings and front body of a golden eagle. While not outright hostile, these creatures are quite aggressive, particularly when hungry. They nest high in the hills and mountains of Kharne from which they swoop down onto their prey. Many adventurers have tried to tame Griffons to use as mounts; all attempts have proven fatal. Griffons will rarely associate with others of their kind, except when mating, although cases of small flights of Griffons have been recorded. Subclasses:

1. Griffon
A fully mature Griffon is an awesome sight to behold. They can grow as long as 7 or even 8 foot and they can have wingspans of over 20 feet. The will defend their territory with their lives, and have even be known to harass Dragons, albeit mostly unsuccessfully. The creature's powerful beak and claws can make short work of all but the most hardy of armour.



GUZZARD
The guzzard is an eight legged lizard with an unusual, and dangerous, method of feeding. Its mouth is a funnel shaped snout. From this snout it shoots out a spray of digestive juices. The snout can control the spray to cover a wide area, or to produce a narrow jet capable of striking at up to twenty yards. The juices are very strong and will kill most small creatures immediately. The guzzard then sucks up the pre-digested goo that remains of its victims body.

Subclasses:

1. Guzzard
The typical guzzard is over ten feet long and capable of standing up on its hind four legs in order to increase the range of its jet of acid. The feet of the beast appear to be immune to the effects of the acid, but as yet they have not been used to make a shield covering.



HALF-BLOODS
A generic term which includes half-orc, half-goblin, half-gnoll, etc. Their human heritage (usually on the mothers side) permits them to enter towns and cities but they are seldom treated with respect and are excluded from all but low class inns and hostelries. As a result of ancestry and social deprivation they are generally mean, cowardly scum. Even those few who cultivate more virtuous habits are constantly sneered at and humiliated by those of purer blood.

Subclasses:

1. Halfblood Scrote
Scrote is the name given to a young Halfbloodor a particularly weak adult Halfblood. They lack the athletic power to back-up their fighting abilities, which also tend to be lacking. The act as general dog-bodies for the rest of the Half-bloods, or any other who would give them shelter and food.


2. Half-Blood
Despite receiving little respect, these are still a more than capable race and much interbreeding has meant that their numbers are slowly growing. Having few of the ethical and moral standards of the 'noble' races, that they are accepted in cities means that with time they are likely to become the dominant race. Those that bear the closest resemblance to humans have already started to achieve high ranks in cities as rewards for more dubious behaviour.


3. Halfblood Slinger
The Halfbloodsense of self-preservation has given them a liking of missile weapons, but unfortunately most can't afford anything other than a sling. They are quite accurate with the weapon though, and several working in teams can be lethal. Once in melee they not as effective, but are able to hold their own.


4. Dark Halfblood
These twisted halfbloods are naturally adept at spellcasting, usually wildly impressive but insubstantial pyrotechnics that let them garner power in the cut-throat tribes of Half-bloods. Some have been known to cast spells with a more lasting effect on their victims.


5. Halfblood Veteran
A veteran Halfbloodis skilled in the use of most weapons and is quite an able warrior.


6. Halfblood Champion
In the chaotic world of the Halfbloodcaste a few warriors rise to the top due to a combination of skill, brutality and fortitude. These Champions are arrogant and bully anything they perceive as weak.


7. Half-Ogre
These creatures are very potent possessing huge strength and also quick wits. They quickly rise to power in a group through a combination of outright brutality and a mental conviction to achieve. They are strong enough to wield large weapons one handed and often resort to using a patchwork of different armour types as protection.


8. Halfblood Chief
The rare Halfblood to gain enough experience to achieve this level of power is a dangerous foe. They often have access to magical items and are usually only met with a small entourage of other Half-bloods.




HIPPOGRIFFON
Hippogriffons are a spectacular combination of horse and eagle, the main body is that of a horse, the wings, tail and feet that of an eagle, whilst the face is an amalgamation of the two. They are reasonably solitary creatures, except when mating, with their young and the rare meeting of two families. They tend to nest high in the hills and mountains of Kharne with plateaus nearby allowing them to graze or swoop down onto any prey. Many adventurers have tried to tame Hippogriffons to use as mounts; all attempts have proven fatal.

Subclasses:

1. Adolescent Hippogriffon
Gaining a lot more confidence in itself the Hippogriffon often leaves its parents behind and
ventures off by itself. Somewhat lacking in experience they can often end up in dangerous situations as they attack or approach the wrong creatures. By this age a Hippogriffon is the same size as a mature horse with a powerful 15 foot wing span.



HOBGOBLIN
The largest of the Goblin races are known as Hobgoblins. Like their smaller brethren they are dark skinned, ugly and savage. They are less well equipped than most goblins and even more primitive but their size and strength make them dangerous in combat. They are not very intelligent and have no formal religious beliefs.

Subclasses:

1. Imp
If folk lore is to be believed these small horrors tear themselves from the bellies of their pregnant mothers and consume her flesh while she screams in agony. This would go some distance to explain their abhorrent behaviour. Even from an early age they enjoy mindless violence causing destruction wherever they happen to have been left.


2. Hobgoblin
Once fully grown, taking only a matter of a few years, these foul beings seek only to feed their dark desires. Murder and violence of a primitive nature are the primary delights and only pack instinct prevents them from setting on their own. Even this is forgotten should a wounded member of the tribe prove to be an easy meal. They are often seen fleeing a fight dragging their companions in what naively can appear to be an act of loyalty.


3. Black Goblin
Certain small goblins appear to be revered amongst their primitive brethren. These small black grotesques are the black goblins. Some believe that they are actually demons cast out from the pits of evil gods. They seem to be more intelligent and have been known to use sorceries, or at least these are the legends.


4. Hobgoblin Spearmen
Spears used by hobgoblins are primitive affairs formed from fire hardened wood. With these the hobgoblins are able to strike from a greater range than with claws. Due to the necessary skill needed to wield one of these weapons, they are quite rare.


5. Hobgoblin Archer
Bows used by hobgoblins are primitive affairs formed from fire hardened wood. With these the hobgoblins are able to strike from far away. Due to the necessary skill needed to wield one of these weapons, they are quite rare.


6. Hobgoblin Commander
The term commander when applied to hobgoblin could be termed as misnomer. Indeed, the commanders are only recognised as they shout louder than the other hobgoblins and often strike others without retaliation. They are always the largest of the hobgoblins, rivalling the size of a stout human. Of all the hobgoblins, these are to be feared the most as they have great strength if not much intelligence and are more than capable of smashing skulls with only their fists.



HYDRA
One of the few things deadlier than a large fire breathing lizard is a large fire breathing lizard with several heads. The older the Hydra the more heads it has. Each capable of breathing flame, or biting through anything which doesn't burn well. The Hydra lives in subterranean locations and is especially comfortable in deep dungeons. The Hydra is a stubborn beast and seldom flees from combat even if fighting against overwhelming odds.

Subclasses:

1. Six Headed Hydra
This is a fearsome beast. Glistening scales cover its body while the flexibility of its heads allows it to strike out at anyone no matter where they may hide. This monster is one that has grown to full length and will not grow any more but has attained the scary length of over fifty feet. From this point onwards it will only grow more heads.



KATRIM
Katrims are humanoids of cat-like appearance. Brown and yellow fur covers their bodies. They are slightly larger and stronger than humans, and possess great speed and dexterity. Katrims regard all other creatures as inferior and most of them as a source of food. These masters of sneak attacks fight with natural claws, teeth or long iron claws strapped to their hands. They have incredible stealth and can be in the middle of a party of adventurers, killing, before anyone has even seen them. Their natural habitat is jungle but larger tribes have been seen in the open.

Subclasses:

1. Katrim
All katrim are natural predators. They are taught from an early age how to hunt and kill alone although they will attack in groups if the target is large or numerous. They use a few weapons although as often as not, they will dip their claws in poison. The toxins they use often only paralyse and wear off after a while. This is so that the meat remains tender.



KNIGHT-LORE
The warrior god favours few magics in preference to weapons. Likewise his servants rely only on their skill at arms. They fight for the sheer joy of combat and the test of arms. Even followers of Sundonak will often be attacked by these servants as the battle lust overcomes them at the sight of worthy opponents. By the same token though, they have no interest in slaughter so a timid or weak potential target will often be ignored.

Subclasses:

1. Knight-Lore
Knight-lores are believed to be fanatical followers of Sundonak who roam the land searching for anyone, or anything, to do battle with. They are masters of combat, and appear as heavily armoured knights who fight with great, two-handed swords. They live only to serve Sundonak by fighting all they can. They strive to prove their superiority at combat, and fight honourably and fairly to this end. Sundonak has shown his appreciation of these warriors by granting them an incredible resistance to magic, forcing opponents to fight them in 'fair' melee combat.



KOBOLD
Kobolds are small goblin like creatures. They are primitive and brutal and not particularly intelligent. They live by raiding farms and small groups of travellers for food and equipment. They are nocturnal and are rarely seen during the day. They usually live in caves or underground lairs close to centres of population. Without the presence of farms nearby they would soon starve as they are poor hunters. Most kobold tribes worship Molwanh and they will treat other followers of Molwanh with respect.

Subclasses:

1. Kob
Small broods of kobs roam the caves of a kobold lair picking bones, but despite the reputation given to the goblin races they do not feud with others of their kind. From an early age they are taught the basics of co-operation. Their low intelligence may well be the reason for this communal attitude as they do not appear clever enough to outwit others. Unlike other goblin races it takes over a decade to reach adulthood. .


2. Kobold
The kobold spends its time hunting for food or caring for its young. The former is fairly basic, just pick a farm and wait till dark. Kobold raids are noisy affairs, as they run around often in circles attempting to catch and kill anything that moves. A sight all too common on outlying farms is a moonlit yard filled with panicking cows running around with tiny demonic bodies clutching to them while others clasping legs and tails are being dragged along and more pursue waving small sticks.


3. Mighty Kobold
A contradiction in terms, these are still no match for a competent warrior, but they can certainly scare children. Wet nurses often use stories of the mighty kobolds that would drag naughty children from their beds in the dead of night. This is in fact almost true although they will quite happily drag any child, naughty or nice.

4. Kobold King
If you consider a small cave and a few square miles of scrub land on the edge of farmland to be a kingdom, then these rulers are kings. They are slightly cleverer than the average kobold and often have a rather pompous bearing due to their belief that the world is only as big as they can see. Even so they can be quite adept at fighting and would prove to be a match for many warriors.



KREOURSE
The kreourse is a deadly hunter with a taste for horse flesh. In appearance they look like a large powerful horse but with jaws like a mantrap and razor sharp teeth. They prefer not to fight and can usually avoid it easily. Their loud roar is very distinctive and horses are terrified by it. Their favoured tactic is to charge towards a group roaring loudly. Unless securely tied the group's horses will scatter in panic. The kreourse then stops its charge and picks off the scattered horses at its leisure. The group, now on foot, seldom manage to catch up with it but can usually recapture most of their horses if they stay in the area. Kreourse usually reside in open, barren or rough terrain.

Subclasses:

1. Kreourse
Legends speak of a time when the kreourse was actually ridden by knights. The natural ferocity of the beast was such that it would charge a shield wall. The strength of the creature allowed the knight to wear bulky armour freely and could easily ride for much of the day before the battle. Unfortunately the art of training them has been lost long ago.



KRESH
Similar to a wolf but larger, more intelligent and more powerful. Like wolves, kresh will hunt in a pack and it is the growing number of them that has driven most wolves to dwell in forest terrain. Kresh now rule the open and rough terrain where wolves once held supreme. The innate savagery of the kresh makes it partially resistant to most spells affecting the mind (e.g. Sleep). They are easily recognised by their bristly yellow fur and long scrawny bodies.

Subclasses:

1. Cub
The pack take care of their young, some guarding them while others hunt. The cubs are weak but may still give a nasty bite if threatened. Their whining howls can often call the rest of the pack back as they are rarely far away.


2. Kresh
As only a few cubs are ever born, the vast majority of the pack is comprised of fully grown kresh. These are incredibly strong and swift, able to take down a mountain lion when working as a team.


3. Pack Lord
Every pack is led by a strong female. This strength often appears to be intelligence and will rather than physical prowess. The glance of these bright yellow eyes will have all but the most self willed mesmerized while the pack slowly close in to tear out throats.



LEPER
In a world of miracles, why is it that the diseased are allowed to wander the roads begging for money. Simple really, as they have no gold, they cannot afford the fee to be healed. The followers of Baldor have better things to do to bring them closer to their god. As it is these poor souls have lost all faith and probably a limb or two. On a lighter note however their suffering is rarely long as they are easy prey for the many monsters that roam the wilderness.

Subclasses:

1. Leper Child
The sadness that is easily seen within the eyes of children struck down with disease is often overlooked as the lepers are given a wide berth. There are those that kill these wretched creatures out of hand, disguising a vicious streak with a pretty speech about saving them years of misery or just laughing as the defenseless cripple is hacked to pieces.


2. Leper
Death is slow for the leper, stealing parts of the body at a time. Wild animals can smell the decay and avoid these people leaving them well alone. Some think that they have been abandoned by the gods and are suffering because of it. If this is the case, then even Baldor has a selfish streak.



LEPERCHAUN
These harmless looking little Irish speaking fellas sit innocently on toadstools in most large forests of Kharne but too many people make the mistake of thinking these malicious little sprites are leprechauns. Hence, off the party struts with visions of gold, only to find themselves facing a very hostile, disease-ridden menace. Their faces are covered in sores, their little felt waistcoats are full of holes, and they are constantly followed by swarms of repulsive-looking dung flies. Beware...

Subclasses:

1. Leperchaun
These are only distantly related to the fairy folk. They may well have been closer at one point but are now closer to humans. This may have occurred when cities started to be built in sites that were traditionally fairy dwellings. Time and avarice as well as poor sewage drainage has corrupted them beyond all redemption.


LIZARD MEN
They walk on two hind legs with a long tail to aid balance. The tail also helps them to swim at great speed. The average height is about six foot but specimens as tall as seven foot are not uncommon. They are quite primitive and many tribes are extremely warlike. The large bounty offered on lizard man heads by some towns may help to explain this. It is thought that many of these have fallen into disfavour with the gods and now crawl along the ground, mindless lizards.

Subclasses:

1. Newt
The eggs of the lizard people are stored in strange pouches inside the mouth, and even when hatched the small newts will in times of stress return to the nearest adult's mouth. This strange phenomena may well be the basis for an intense animosity between humanity and the lizard folk. The belief that the lizard folk eat their young so would be more than inclined to guzzle a few human babies. Newts though will attack if need be, springing from the mouths of the adult to bite deeply into any attacker.


2. Lizard Man
The lizard folk are an ancient folk, even those still alive that are approached in an open and friendly fashion can tell tales of times long before races such as humans and dwarves wandered the lands. These though tend to be rather dull, referring only to the warmth of the sun, sandy beaches and cool shade under big boulders. They speak also of the fallen, those lizards that now crawl on all fours though deserts, now lost to the noble heritage of the lizard people.


3. Squamatal Shaman
Whether they worship ancient gods that have long since disappeared or whether they refer to the gods by strange names is difficult to tell due to the secrecy of their religion. What few rituals that can be observed appear to be the burying of strange ghost like skins that have been shed from the lizard folk. Plots of sacred land are set aside for the burial of these skins over which the shaman presides ensuring that they are never disturbed.


MERCHANT
Trade between settlements is the lifeblood of merchants. They ply their trade across the entire continent always seeking to make a profit. In a world where monsters abound though their merchandise is rarely easy pickings. A number of stout mercenaries guard the wagons during the dangerous trek 'cross country. Should an adventurer turn to banditry, a quick profit can be turned if he is willing to risk a fight.

Subclasses:

1. Mercenary
Merchants generally hire a few stout fighting men to guard their wagons during the perilous journey between cities. These men though are often little better than bandits themselves. They may appear intimidating to a new adventurer, but all it takes is a little courage and a few nicks to send these would-be guards fleeing for their lives.


2. Merchant
While a poor fighter, many of these carry their wealth with them, slowly accumulating it during their meandering travels, trading wherever there is profit. For this reason, many will fight to the death in order to save their possessions or flee with their money pouch as fast as possible. As the items they trade in are rarely of use to adventurers, the escaping merchant invariably means a lost haul.



MIST REAVER
The undead are almost certainly the manifestations of evil. Even those that would warn the living, can't help but be drawn to and suck life from those they would save. Those that deal with the dead are themselves at risk, although the power that necromancy holds can be more than enough incentive despite the risks.

Subclasses:

1. Mist Reaver
Mist reavers are soulless entities of the night. They appear at sundown and wander the lands of Kharne in search of victims on which to feed. Mist reavers are powerful undead monsters, and as such they require living beings from which they can drain precious life-energy, which often results in the death of the victim. They are also drawn to the magical energy inherent in mages and priests alike, and they have been known to attack adventuring parties, feeding on those killed by their lethal touch.



MOLWANH'S SERVANTS
While farmers may pray to Molwanh it is generally to appease her rather than through any real devotion. That her worship is found through most rural places is testimony to her power. Much of her work though is carried out by her servants. These strange creatures are opposed to order such as cities and town. The lesser spirits tend to be more relaxed in their fanaticism and abide happily on farm land. The most powerful though are only found in the darkest woods that have resisted change for thousands of years.

Subclasses:

1. Crop Spirit
Appearing as little more than a breeze whispering through a grassy field, the crop spirits are cherished by farmers for their benevolence. Where a crop spirit passes a bountiful harvest is certain. Even though they may be a blessing, it is often a mixed one as should the farmer build too many walls or the spirit perceive the farmer as a threat to the natural order of things, then blights and famines will be brought instead. In these cases the farmer will be desperate for the spirit to leave.


2. Heart Of The Wood
The oldest woods are the natural temples to Molwanh. Within these hallowed places the heart of the wood sings its dark prayers. Any intrusion into these places except by the most devout followers will provoke the heart to savagery. All will become quiet, it will be as cold as a winter's day. Then suddenly the whole land will be alive with tangles and whipping branches. Those that survive will invariably look with suspicion on all trees except the most spindly of samplings.


3. Dark Oak
Dark oaks are trees possessed by the malevolent spirit servants of Molwanh. Not only can the trees move but they can control the other trees and plantlife for miles around. Like their mistress they hate all civilised life and will try to kill any humanoid creature passing through their area of control. The spirit creates paths which lead travellers closer to its centre of influence and then removes the paths behind them to prevent them turning back. As they get closer brambles will lash out at them, heavy branches fall from above and finally the trees close in to crush frail bodies between them.



MONK
The lay monk wanders the roads preaching to all that would follow.
These should not be mistaken with church monks as they do not preach the teachings of any god. They teach the wrongs of worshipping gods and the selfish narrow minded tenets of faith. For this reason they are generally mistrusted by those of a religious leaning. They are banned from all cities and live on the charity of those they meet along their travels.

Subclasses:

1. Monk
They are easily identified by their rags and long scraggly beards and general malnourished appearance. They almost never have anything of value and listening to their whining about the inherent wrongness in following a deity is enough to upset the lunch of even the most worldly of people. Still, farmers, whose lot is not much better than the pigs they keep, seem to have soft spot for them as they do not appear to have died of starvation.


2. Bell Boy
These small children are probably orphans who are learning the teachings of their masters. They are often sent ahead to find food or take messages from one monk to another. They are easily recognized as they carry a little bell that they use to announce their presence and their poverty. This has saved their lives on many occasions.



MONK OF BALDOR
A monk is a human follower of one of the eight gods of Kharne, who is on some religious pilgrimage or quest. Monks are often found travelling on roads, journeying from temple to temple. All the monks in a group encountered by a party will be aligned to the same god. A monk's behaviour depends on his alignment. Monks of Garthrana, Sundonak or Fleyshur are usually hostile, while monks of Phyloqure are peaceful and might even be communicative. As a reward for their devotion, monks are given considerable protection by their patron god, making them dangerous in combat. It is rumoured that monks of Sundonak are among the best warriors in the land. Monks are often targets of assassination attempts by followers of opposing religions, since this is known to please the opposing god.

Subclasses:

1. Novice Of Baldor
A young and inexperienced monk starts his path of devotion as a novice. At this stage of a monks' training they learn to defend themselves, their faith and the followers of their faith, but with their time split between learning the ways of combat and rituals they are not normally good fighters.


2. Monk Of Baldor
The monk has completed his initiation into the mysteries and no longer wears the robes of a novice. From this point onwards, the monk has to learn and understand various works to achieve the robes of the higher ranks. Even as a monk great powers are awarded to those that have chosen this path.


3. Disciple Of Baldor
A Monk who has completed the second stage of priesthood becomes a Disciple. This third stage is for those monks that have proven themselves in their duties and they are often sent on Quests with normal monks to help guide their brethren.


4. Adept Of Baldor
The fourth stage priest is the Adept. They are very experienced in the ways of the world and their God and are greatly respected for their capability. They are usually trusted with important tasks.


MONK OF FLEYSHUR
A monk is a human follower of one of the eight gods of Kharne, who is on some religious pilgrimage or quest. Monks are often found travelling on roads, journeying from temple to temple. All the monks in a group encountered by a party will be aligned to the same god. A monk's behaviour depends on his alignment. Monks of Garthrana, Sundonak or Fleyshur are usually hostile, while monks of Phyloqure are peaceful and might even be communicative. As a reward for their devotion, monks are given considerable protection by their patron god, making them dangerous in combat. It is rumoured that monks of Sundonak are among the best warriors in the land. Monks are often targets of assassination attempts by followers of opposing religions, since this is known to please the opposing god.

Subclasses:

1. Novice Of Fleyshur
A young and inexperienced monk starts his path of devotion as a novice. At this stage of a monks' training they learn to defend themselves, their faith and the followers of their faith, but with their time split between learning the ways of combat and rituals they are not normally good fighters.


2. Monk Of Fleyshur
The monk has completed his initiation into the mysteries and no longer wears the robes of a novice. From this point onwards, the monk has to learn and understand various works to achieve the robes of the higher ranks. Even as a monk great powers are awarded to those that have chosen this path.


3. Disciple Of Fleyshur
A Monk who has completed the second stage of priesthood becomes a Disciple. This third stage is for those monks that have proven themselves in their duties and they are often sent on Quests with normal monks to help guide their brethren.


4. Adept Of Fleyshur
The fourth stage priest is the Adept. They are very experienced in the ways of the world and their God and are greatly respected for their capability. They are usually trusted with important tasks.



MONK OF GARTHRANA
A monk is a human follower of one of the eight gods of Kharne, who is on some religious pilgrimage or quest. Monks are often found travelling on roads, journeying from temple to temple. All the monks in a group encountered by a party will be aligned to the same god. A monk's behaviour depends on his alignment. Monks of Garthrana, Sundonak or Fleyshur are usually hostile, while monks of Phyloqure are peaceful and might even be communicative. As a reward for their devotion, monks are given considerable protection by their patron god, making them dangerous in combat. It is rumoured that monks of Sundonak are among the best warriors in the land. Monks are often targets of assassination attempts by followers of opposing religions, since this is known to please the opposing god.

Subclasses:

1. Novice Of Garthrana
A young and inexperienced monk starts his path of devotion as a novice. At this stage of a monks' training they learn to defend themselves, their faith and the followers of their faith, but with their time split between learning the ways of combat and rituals they are not normally good fighters.


2. Monk Of Garthrana
The monk has completed his initiation into the mysteries and no longer wears the robes of a novice. From this point onwards, the monk has to learn and understand various works to achieve the robes of the higher ranks. Even as a monk great powers are awarded to those that have chosen this path.


3. Disciple of Garthrana
A Monk who has completed the second stage of priesthood becomes a Disciple. This third stage is for those monks that have proven themselves in their duties and they are often sent on Quests with normal monks to help guide their brethren.


4. Adept of Garthrana
The fourth stage priest is the Adept. They are very experienced in the ways of the world and their God and are greatly respected for their capability. They are usually trusted with important tasks.



MONK OF MOLWANH
A monk is a human follower of one of the eight gods of Kharne, who is on some religious pilgrimage or quest. Monks are often found travelling on roads, journeying from temple to temple. All the monks in a group encountered by a party will be aligned to the same god. A monk's behaviour depends on his alignment. Monks of Garthrana, Sundonak or Fleyshur are usually hostile, while monks of Phyloqure are peaceful and might even be communicative. As a reward for their devotion, monks are given considerable protection by their patron god, making them dangerous in combat. It is rumoured that monks of Sundonak are among the best warriors in the land. Monks are often targets of assassination attempts by followers of opposing religions, since this is known to please the opposing god.

Subclasses:

1. Novice Of Molwanh
A young and inexperienced monk starts his path of devotion as a novice. At this stage of a monks' training they learn to defend themselves, their faith and the followers of their faith, but with their time split between learning the ways of combat and rituals they are not normally good fighters.


2. Monk Of Molwanh
The monk has completed his initiation into the mysteries and no longer wears the robes of a novice. From this point onwards, the monk has to learn and understand various works to achieve the robes of the higher ranks. Even as a monk great powers are awarded to those that have chosen this path.


3. Disciple Of Molwanh
A Monk who has completed the second stage of priesthood becomes a Disciple. This third stage is for those monks that have proven themselves in their duties and they are often sent on Quests with normal monks to help guide their brethren.


4. Adept Of Molwanh
The fourth stage priest is the Adept. They are very experienced in the ways of the world and their God and are greatly respected for their capability. They are usually trusted with important tasks.



MONK OF PHYLOQURE
A monk is a human follower of one of the eight gods of Kharne, who is on some religious pilgrimage or quest. Monks are often found travelling on roads, journeying from temple to temple. All the monks in a group encountered by a party will be aligned to the same god. A monk's behaviour depends on his alignment. Monks of Garthrana, Sundonak or Fleyshur are usually hostile, while monks of Phyloqure are peaceful and might even be communicative. As a reward for their devotion, monks are given considerable protection by their patron god, making them dangerous in combat. It is rumoured that monks of Sundonak are among the best warriors in the land. Monks are often targets of assassination attempts by followers of opposing religions, since this is known to please the opposing god.

Subclasses:

1. Novice Of Phyloqure
A young and inexperienced monk starts his path of devotion as a novice. At this stage of a monks' training they learn to defend themselves, their faith and the followers of their faith, but with their time split between learning the ways of combat and rituals they are not normally good fighters.


2. Monk Of Phyloqure
The monk has completed his initiation into the mysteries and no longer wears the robes of a novice. From this point onwards, the monk has to learn and understand various works to achieve the robes of the higher ranks. Even as a monk great powers are awarded to those that have chosen this path.


3. Disciple Of Phyloqure
A Monk who has completed the second stage of priesthood becomes a Disciple. This third stage is for those monks that have proven themselves in their duties and they are often sent on Quests with normal monks to help guide their brethren.


4. Adept Of Phyloqure
The fourth stage priest is the Adept. They are very experienced in the ways of the world and their God and are greatly respected for their capability. They are usually trusted with important tasks.



MONK OF SUNDONAK
A monk is a human follower of one of the eight gods of Kharne, who is on some religious pilgrimage or quest. Monks are often found travelling on roads, journeying from temple to temple. All the monks in a group encountered by a party will be aligned to the same god. A monk's behaviour depends on his alignment. Monks of Garthrana, Sundonak or Fleyshur are usually hostile, while monks of Phyloqure are peaceful and might even be communicative. As a reward for their devotion, monks are given considerable protection by their patron god, making them dangerous in combat. It is rumoured that monks of Sundonak are among the best warriors in the land. Monks are often targets of assassination attempts by followers of opposing religions, since this is known to please the opposing god.

Subclasses:

1. Novice Of Sundonak
A young and inexperienced monk starts his path of devotion as a novice. At this stage of a monks' training they learn to defend themselves, their faith and the followers of their faith, but with their time split between learning the ways of combat and rituals they are not normally good fighters.


2. Monk Of Sundonak
The monk has completed his initiation into the mysteries and no longer wears the robes of a novice. From this point onwards, the monk has to learn and understand various works to achieve the robes of the higher ranks. Even as a monk great powers are awarded to those that have chosen this path.


3. Disciple Of Sundonak
A Monk who has completed the second stage of priesthood becomes a Disciple. This third stage is for those monks that have proven themselves in their duties and they are often sent on Quests with normal monks to help guide their brethren.


4. Adept Of Sundonak
The fourth stage priest is the Adept. They are very experienced in the ways of the world and their God and are greatly respected for their capability. They are usually trusted with important tasks.



MONK OF YTHCAL
A monk is a human follower of one of the eight gods of Kharne, who is on some religious pilgrimage or quest. Monks are often found travelling on roads, journeying from temple to temple. All the monks in a group encountered by a party will be aligned to the same god. A monk's behaviour depends on his alignment. Monks of Garthrana, Sundonak or Fleyshur are usually hostile, while monks of Phyloqure are peaceful and might even be communicative. As a reward for their devotion, monks are given considerable protection by their patron god, making them dangerous in combat. It is rumoured that monks of Sundonak are among the best warriors in the land. Monks are often targets of assassination attempts by followers of opposing religions, since this is known to please the opposing god.

Subclasses:

1. Novice Of Ythcal
A young and inexperienced monk starts his path of devotion as a novice. At this stage of a monks' training they learn to defend themselves, their faith and the followers of their faith, but with their time split between learning the ways of combat and rituals they are not normally good fighters.


2. Monk Of Ythcal
The monk has completed his initiation into the mysteries and no longer wears the robes of a novice. From this point onwards, the monk has to learn and understand various works to achieve the robes of the higher ranks. Even as a monk great powers are awarded to those that have chosen this path.


3. Disciple Of Ythcal
A Monk who has completed the second stage of priesthood becomes a Disciple. This third stage is for those monks that have proven themselves in their duties and they are often sent on Quests with normal monks to help guide their brethren.


4. Adept Of Ythcal
The fourth stage priest is the Adept. They are very experienced in the ways of the world and their God and are greatly respected for their capability. They are usually trusted with important tasks.



MORIDRAKE
Moridrakes resemble dragons in all aspects except size. These little creatures rarely achieve lengths more than a few feet and if it wasn't for their sly, almost evil faces they could even be considered cute. They are vicious and mean just like dragons but are not as intelligent and with an overinflated ego. This drives them to confront adventurers that are obviously going to kill them. It is hardly surprising that they are a dying species.

Subclasses:

1. Drakling
Little more than the size of a lizard, at best 4 feet long, these squeaking little bundles of spite will still charge headlong into a heavily armoured warrior. Attempts to capture them and train them have always ended in pain and misery for either the moridrake or the owner, generally with terminal consequences.


2. Moridrake
Like their larger relatives these creatures can actually breathe fire. This generally comes as quite a surprise as the ball of fire is vastly larger than the tiny beast. Despite reaching maturity, their aggression is not dissipated with wisdom. They are still aggressive to the point of stupidity.



MOULDS AND FUNGI
Many of the things that grow in dark place are not fit to eat. Some though are not even fit to be near. Strange clouds of spores and sticky goo can be as dangerous as a scimitar wielding orc. It is best to keep an eye on the things that don't move as well as those that do. Clinging to ceilings as often as floors, these strange growths may well be unobtrusive if no less lethal.

Subclasses:

1. Green Fungi
Most fungi are fairly harmless to adventurers but green fungi is one of the exceptions. In appearance they look like large mushrooms with a pale green coloration. If the fungi is struck or detects sudden noises nearby it will explode releasing a cloud of dark green spores. The spores are poisonous and cause wound rot if they land on an injured character. Infected wounds will not heal (even with magical assistance) unless the wound rot is cured first.


2. Purple Fungi
Purple fungi or Stone Cap is a deadly mushroom like growth. It feeds upon the nutrients found in dead flesh and has an effective method of capturing sustenance. Special organs on its dome shaped top are sensitive to heat. When it is detected the organs open up and release deadly rays similar to those used by the medusa. When these rays meet flesh it turns into lifeless stone usually killing the victim. The fungi then slithers towards the corpse and sucks the nutrients from the unpetrified portions of the body.


3. Slime Mould
A mindless but deadly creature of the underworld. Scholars are unable to agree whether this strange being is a plant or an animal. It moves slowly across stone surfaces devouring any organic material in its path. It can climb up walls and across ceilings without difficulty and will sometimes drop onto a living creature from above. The slime is very persistent. Once it has infected living flesh it is almost impossible to remove. The unfortunate victim will slowly be transformed into slime.



MULES
Mules are stubborn creatures which allow faster passage through hilly or mountainous terrain but double encumbrance allowances if not ridden. They are quite common and can be found in the wild (and need taming) or bought for about 500 gold.

Subclasses:

1. Mule
Most equestrian animals run wild throughout the lands of Kharne. For those with enough time, some easy money can be made by rounding them up. Purchasing them from a stable is faster, but can be expensive.



NOVALA'S SERVANTS
The fickle nature of Novala is often reflected in her servants. Even the most devout of her followers may find that her servant has left them in the lurch at the time when they were needed most. Beware when dealing with these spirits as all is never as it seems where they are involved.

Subclasses:

1. Jinx
These powerful and free willed spirits are the servants of Novala. They enjoy playing with mortal lives by bringing incredible good luck and then disastrous misfortune. The elation then despair of their victims and their actions and reactions are highly amusing. Novala's most devout priests can summon a jinx to help them or more often to harm a foe. The misfortune brought by a jinx can often be fatal. The jinx are immune to harm by any ordinary means.


2. Pedlar
These spirits appear as old men, sometimes pushing a cart, or wearing a backpack loaded with all kinds of paraphernalia. They will always attempt to sell what appears to be a piece of typical equipment at a vastly inflated price. This often turns out to be a piece of worthless junk, but is sometimes found to be worth a great deal. They may even tell of a possible venture that could prove to be profitable.


3. Lady of Luck
This creature is normally seen as an attractive woman of one of the main races of Kharne. The creature carries out divine quests for the Goddess of Luck, but she often takes a bit of time out to enjoy the experiences of interacting with the citizens of a settlement. Their occasional detours from their quests can lead them to uncover acts that need to be rectified, which can result in the woman showing her more divine origins, much to the misfortune of offenders.



OGRE
The race of ogres is not a true one but has its roots in giant stock and maybe human. However this union formed, they have since bred into their own distinct character. They are generally farmers with a taste for ale, but while fairly dumb are rarely malicious. Generally shunned by humans they are to be found in rocky foothills where they tend flocks of sheep. Their hospitality is famed and always like to share a sheep or three with weary travellers. This kind act is generally in order to restore the strength of the guest for after dinner wrestling matches.

Subclasses:

1. Bugbear
Decidedly hairy, these are sometimes mistaken for bears at first glance, more so as they wear furs. They can be found in the cold wastes where icy winds blow ice into the bones. Their small shacks are generally dominated by their brewery. Apparently it is rough enough to melt plate mail armour but is reputed to keep out the cold. Tales abound of trappers having a nip of the stuff hibernating through the winter suffering from nothing worse than a raging hangover.


2. Ogre
Ogres are large humanoid creatures with ugly features, swarthy skin and big muscles. Although fearsome to look upon they are generally good-natured. Unfortunately they enjoy a 'friendly' punch up from time to time, and being a bit dim witted they tend to forget their own strength. The end result is often a bloody mess on one side and an embarrassed ogre on the other. Ogres can usually be found in hilly or mountainous terrain, or underground.


3. Giantling
The largest of ogres appear closer to giants than humans, but have retained some semblance of humanity, preferring to talk to adventurers. Their size and appearance stands against them in this respect though as many fearing a giant attack first only realising their mistake when the giantling has lost its temper and stomped those about it. These rare creatures tend to be rather generous and have been known on occasion to give those of friendly disposition a gift.



ORCS
Orcs are the commonest of the goblin races. They are about five feet tall and recognisable by their sharp teeth and claws, swarthy complexion, pug noses and scraggy ears. Orcs are arrogant, vicious, mean, greedy, violent, stupid, smelly, lazy, cowardly, etc, etc. Their only good feature is the eagerness with which they kill each other when no-one else is handy. If it were not for a total lack of organisation and their inability to co-operate orcs would be a very serious threat to civilisation. Most orc tribes worship Fleyshur.

Subclasses:

1. Snagga
Orc breed by a series of challenges, the least of which is trying to mate with something that would rather tear your heart out and eat your gizzards. The progeny of these rather violent couplings are snagga, whelps who must undergo ruthless treatment by all grown orcs. Their lot is to eat what scraps they have stolen and survive their cannibalistic brethren until they have reached adulthood.


2. Orc
The common orc is kicked awake, grovels for whatever food it can get generally by fighting someone smaller. From here, the day comprises of terror as it is bullied and beaten by bigger orcs or dark humour if it finds something weaker to terrorise. The only form of companionship is when a few gang up to assault a lone target. Cruel cowards by nature, nothing is more appealing than torturing a helpless individual.


3. Veteran Orcs
Where violence is an everyday fact of life, the murdering and mutilating of anyone that gets in their way produces some remarkable orcs. These tough individuals win the right to breed with the 'harem' orcs and generally victimise any of the lesser individuals in the tribe.


4. Orc Archer
Developing real skill with weapons is something that very few orcs find time to do. Life is short and generally brutal. A few though have developed enough skill to pose a threat. These orcs tend to be a bit brighter than the average orc. They are reputed to practise on strung up victims, taking diabolical delight in sending shaft after shaft into the limply moving target.


5. Orc Shaman
Should an orc manage to survive long into adulthood, the ways of Fleyshur may finally be revealed. Shamans are invariably more filthy than the standard orc, swathed in the decaying skins of sacrifices with pockets filled with entrails and various suspicious spell components. Their power, limited though it often is, is still not something to be taken lightly.


6. Orc Warleader
Towering above other orcs, these truly fearsome creatures have only achieved this exalted position by being especially cruel and vicious. Revered, hated, envied, loathed by all other orcs in the tribe they only maintain their position by regularly hacking any potential threat to pieces in a public show of combat and torture.



PHYLOQURE'S SERVANTS
The servants of this god are those dedicated to enlightenment and the pursuit of knowledge. Despite being a god of peace, the servants are more than capable of looking after themselves. These beings are blessed with enigmatic wisdom that they are willing to share with those that are willing to listen. Unfortunately wisdom cannot be taught, only learnt.

Subclasses:

1. Seer
A seer is a powerful spirit servant of Phyloqure. It is said that all knowledge is available to them and there is nothing which they do not know or can not find out. They often act as messengers from Phyloqure to his priests and the high priests of his sect can summon them to act as oracles. Although they know everything they will often not answer questions or will answer them indirectly. Phyloqure teaches that knowledge must be earned. It has no value if given as a gift.


2. Mystic
This servant is normally carrying out some task for Phyloqure such as witnessing an event. The Mystic has excellent memory, but unfortunately it has a strange way of accessing its memories making useful conversation difficult.


3. Lesser Oracle
A powerful, but still quite peaceful creature. A Lesser Oracle earned its name by the inhabitants of Kharne for its ability to predict events and people. As with anything a Servant of Phyloqure may say it is best to think very carefully about what the creature may say as it nearly always speaks in riddles. The more cynical point out that a lot of what it says is based around the point that if you fight you risk dying, and how blindingly obvious this is and therefore stupid and proof that the creatures should be ignored.



PLANTS
Even though a glade of trees may look pleasant, a weary traveller will also look suspiciously at the trees as well as keeping an eye out for monsters and bandits. The reason is simple, even the plants can be lethal. Some may ignore travellers as long as they do not light fires while others will prey on sleepy wanderers.

Subclasses:

1. Blood Weed
Plants can be more dangerous than monsters for the simple reason that they blend in so well with their surroundings. This makes them hard to avoid. The first that an adventurer may know of the attack could be the killing blow


2. Venus Man Trap
The venus man trap is a carnivorous plant with a taste for warm flesh. It grows like a vine but along the ground instead of up walls or trees. Every few yards along its length there are large hinged leaves covered in sharp spines and soft tendrils (which look a bit like grass). The leaves blend in with the surrounding terrain until trodden upon. They then snap together trapping whatever did the treading. The spines often cause death but even if the trapped creature survives the wounds it will soon be consumed by the plant's digestive juices. Each half of the leaves measures about five feet across so they are easily capable of trapping a human body.


3. Hourn
Not all trees are as they seem. Some have dark dreams and a desire to avenge those that would hack them up. Whether they are truly intelligent or merely act on some ingrained instinct is of little importance when struck to the ground by a huge wooden branch. A blow from one of these branches can send someone over tens of feet. Their uncanny ability to appear as nothing more than a tree can surprise even the most wary of travellers.

4. Ent
Guardians of the wood from a time before cities and civilisation, these ancient beings actively protect the forests from all intruders. Plagues of orcs and goblins have hardened their wooden hearts to most of the peoples of Kharne so that they will invariably view with suspicion all adventurers that enter their domain.



QUIKADU
The quikadu is a large flightless bird found on the open plains of Kharne. It can run at great speed which keeps it out of trouble most of the time. If combat is unavoidable the male is equipped with a chitinous horn on its head. This can inflict considerable damage especially if the quikadu has a good run up. Several attempts have been made to train quikadu as mounts but without success so far. They are certainly strong enough to carry a man but they are not easy to train and react violently to anyone climbing on board.

Subclasses:

1. Quikadu
Many hunters swear by the flesh of these creatures. A few of these roasted over an open fire is more than enough to satisfy the largest appetites. Add to this a few ales and this style of eating could catch on.


2. Sylvan Quikadu
Usually found in forest terrain, the Sylvan Quikadu is much smaller than a normal Quikadu but it makes up for its lack of size with a turn of speed and outright aggressive nature that has given it the nickname of the "Forest Demon".



QUIKKEN
They are found wherever there is ambient magical energy. They are somehow able to channel this energy feeding on it like herd animals graze on grass. Being creatures of Fleyshur it is likely that their role is to drain magic from the lands locking it into their bodies until they are destroyed.

Subclasses:

1. Quikken
These can sometimes reach sizes of four feet wide with bony spikes extending further. They have no eyes or any obvious means of sensing people. This does not prove to be a problem however as they lash out with magical blasts. Their bodies are hollow with a golden mother-of-pearl lining that contains real gold. These can also contain magic items, the presence of which is a mystery.


2. Small Quikken
These appear as little more than a spiky ball that bears an uncanny resemblance to bone. Smashing one open reveals it to be hollow with a shiny mother-of-pearl interior. This feels cold to the touch like the chill of a tombstone. Within they can sometimes contain beads of gold or even enchanted items. How these come to be within the creatures is completely unknown.



RAT
As long as people have built homes rats have dwelled alongside them. They are accepted as a part of life like plague and raids. That they carry disease is also known, but even the best cats cannot catch them all.

Subclasses:

1. Rat Pack
Sometimes the trailing thoughts of the dark gods or some other malign spirit can infiltrate a pack of rats. When this happens they will swarm, attacking anything living in the vicinity. It is very difficult to attack these little creatures as they swarm over the victim, biting and clawing any exposed flesh. Killing enough will break the spell and send them scattering for cover.


2. Giant Rat
As expected rats are vicious disease carrying rodents. They can be found anywhere but they flourish in towns and cities. They will usually avoid combat but if cornered they will bite and claw anything which threatens them. The injuries themselves are seldom serious but will often become infected leading to illness and possibly death. The rats encountered as monsters are similar to ordinary rats but of gigantic size, often up to six feet in length (not including the tail). At this size the wounds they can inflict are often deadly.



ROC
Rocs are huge birds, like an eagle but many times bigger. Large specimens will grow to almost dragon size. They can pick up a horse in their enormous talons and their razor sharp beaks can cut through armour like cloth. They reside in mountainous terrain and usually avoid towns. Travellers are advised to keep well away from their nests.

Subclasses:

1. Roc
The roc is easily identified in the skies even many hundreds of feet above the ground. It has glossy black feathers and deep yellow, almost gold eyes that seem merciless to the point of being cruel. They are fearless, but not reckless and will retreat if the fight is not going well.


2. Lord Of The Air
The largest of all birds and a king among the rocs, the lord has an impressive wing- span over eighty feet. While it can carry off elephants in same way that lesser birds carry worms, it is more than capable of consuming an adventurer in a single swallow.



RURAL SPIRITS
Unlike fairies, these small spirits tend to be solitary. They are linked to the land, feeling and knowing all that it knows. They dread and hate any violence to the land for they feel it as keenly. Some are more attached to an aspect of nature, such as forests, glens or rocky wastes. They are not to be trusted as they truly do not care about anything more than their lands. They may aid those that have similar beliefs.

Subclasses:

1. Nymph
Nymphs are the spiritual servants of Molwanh. They inhabit the forests and protect the trees from harm with their special powers. They can move invisibly, cause magical confusion or sleep. Travellers who respect the forests will usually be left undisturbed but some nymphs are malicious creatures and will torment intruders for pleasure.


2. Sylph
Appearing as a maiden most fair, maybe an elf, these can be found in meadows, resting during summer hazes or dancing under thunder and lightning, their gauzy shifts clinging to their graceful curves made virtually invisible in the rain. Their attitude is similar to that of the meadow, living only for the moment, delighting in sun and rain. To this end, they may take a short and fleeting fancy to one of fair appearance. But even though they may have forgotten in the morning the previous days excesses, the blessed man will be forever changed, ensnared in the fickle charm of this sprite.


3. Ban Sidhe
Dark moors littered with broken rock and patches of heather are the domain of these spirits. They are of the same character as the wasteland, cold, uncaring and mournful. Their cry is like the wind echoing off scattered boulders. To those that hear the wail of the ban sidhe, death is calling, their scattered pale bodies being found days or weeks later, in a rictus of fear.


4. Dryad
Whether these are the spirits of ancient trees or whether they are free spirits that prefer to reside within the trunks of trees, is anybody's guess. Dressed in deep browns and greens that appear to be deceptively revealing, their graceful beauty will make all men save the blind gasp. Take care though for there is no love given by these fey folk for those that use fire. Indeed mo
Report, edit, etc...Posted by JaFF on 2006-09-11 at 12:33:32
boxed.gif It took me a minute just to scroll it down without reading...

Helpful indeed... I was thinking could Moose unite all the best ideas topics and pin them as one...
Report, edit, etc...Posted by Moogle on 2006-09-11 at 12:43:00
QUOTE(Jammed @ Sep 12 2006, 03:33 AM)
boxed.gif It took me a minute just to scroll it down without reading...

Helpful indeed... I was thinking could Moose unite all the best ideas topics and pin them as one...
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Sorry it took ya a minute to scroll down just alot of content and stuff for RPG details of stuff ^_^; i love rpgs.
Report, edit, etc...Posted by Rantent on 2006-09-11 at 13:47:36
HAWT DIGGITY DANG DONG!!!!

Mind if I use this... w00t.gif
Report, edit, etc...Posted by Desperado on 2006-09-11 at 14:26:21
Useless to SC?
Report, edit, etc...Posted by WoodenFire on 2006-09-11 at 14:56:23
Absolutely awsome.

Not amazing because we should become acustomed to Moogle doing such great archive work.
Report, edit, etc...Posted by Oo.Insane.oO on 2006-09-11 at 17:18:50
WOW!
Report, edit, etc...Posted by mayonnaise on 2006-09-11 at 17:20:01
Sweet. However, it is Halberd, not with a T. You might want to add a lance(14 feet, used for giants and horsemen and jousting, unwieldly in a scramble), a pike(16 feet or longer, used at the front line to hold back enemy forces) and a rapier(decent length sword, very skinny and light, may or may not have an edge along the side but always has a sharp tip for going in armor.)

Then again, if this list is specified one for each unit, then I am wrong. Google or wiki these weapons, though, and you can get some more information.
Report, edit, etc...Posted by Rantent on 2006-09-11 at 19:04:42
All your posts end in half written words...

And congradulations moogle, you got your very own folder in my notes section. tongue.gif
Report, edit, etc...Posted by Oo.Jamal.oO on 2006-09-11 at 19:24:56
Nice lol smile.gif How long did it take you to write all that? 3 years.. Anyway I'll probably use some of that.
Report, edit, etc...Posted by Moogle on 2006-09-11 at 21:53:03
QUOTE(Desperado @ Sep 12 2006, 05:25 AM)
Useless to SC?
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Not really, I see alot people doing weapon systems like in WoodenFire CD map the extra details for weapons are like addons or enchantments for it. Classes for players roles, monsters, shop details, food rations, spells, spell powders if someone wants make spells. Kinda useful to a RPG map maker.

QUOTE(Rantent @ Sep 12 2006, 04:47 AM)
HAWT DIGGITY DANG DONG!!!!

Mind if I use this... w00t.gif
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Isn't this what here for?

QUOTE(WoodenFire @ Sep 12 2006, 05:56 AM)
Absolutely awsome.

Not amazing because we should become acustomed to Moogle doing such great archive work.
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A custom mah, not really i just like help out community.

QUOTE(mayonnaise @ Sep 12 2006, 08:19 AM)
Sweet.  However, it is Halberd, not with a T.  You might want to add a lance(14 feet, used for giants and horsemen and jousting, unwieldly in a scramble), a pike(16 feet or longer, used at the front line to hold back enemy forces) and a rapier(decent length sword, very skinny and light, may or may not have an edge along the side but always has a sharp tip for going in armor.)

Then again, if this list is specified one for each unit, then I am wrong.  Google or wiki these weapons, though, and you can get some more information.
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I'll look into it do abit research on weaponds and see.

QUOTE(Rantent @ Sep 12 2006, 10:04 AM)
All your posts end in half written words...

And congradulations moogle, you got your very own folder in my notes section. tongue.gif
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I do have maybe a folder with notes, hehe i bet you want it eh rantent?

QUOTE(Jamals2fat @ Sep 12 2006, 10:24 AM)
Nice lol smile.gif How long did it take you to write all that? 3 years.. Anyway I'll probably use some of that.
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No, doesnt tak that long. Maybe if writting a book.
Report, edit, etc...Posted by DrgnAlchem on 2006-09-11 at 22:50:57
Wow..... this is going to be freakin awesome... it takes quite a while to read all of the stuff you posted about the map. It almost looks like you're planing to use WC3 for it.
Report, edit, etc...Posted by Moogle on 2006-09-11 at 23:43:46
QUOTE(DrgnAlchem @ Sep 12 2006, 01:50 PM)
Wow..... this is going to be freakin awesome... it takes quite a while to read all of the stuff you posted about the map. It almost looks like you're planing to use WC3 for it.
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Isn't for a map, for people use and get ideas from it.
Report, edit, etc...Posted by Lyon on 2006-09-12 at 14:35:01
Oh my good god moogle, You are offically out of your damn mind....rofl....nice listingz
Report, edit, etc...Posted by Dragoon-elf on 2006-09-12 at 18:14:11
What is up with people listing monsters and stats that they find in real rpg books? I am reading in my Elder Scrolls 4 book and half that crap is in there...what is the point of posting it if it is in books already, and what is the point of listing the add ons if people are going to change it anyways?
Report, edit, etc...Posted by Rantent on 2006-09-12 at 21:17:15
Because I can say I'm proud not to own an elder scrolls 4 book.
Report, edit, etc...Posted by PCFredZ on 2006-09-17 at 10:51:10
What a load of spam, Moogle. tongue.gif

Does Starcraft even have this many units?
Report, edit, etc...Posted by Heegu on 2006-09-20 at 10:07:40
QUOTE(PCFredZ @ Sep 17 2006, 09:50 AM)
What a load of spam, Moogle. tongue.gif

Does Starcraft even have this many units?
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Hmm.. Virtual units! That's it! lol
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