Sie sind auf Seite 1von 61

In Knights of Everest, you take on the role of a squire, knight, or noble of the realm.

Armed
and armored, you overcome life-and-death struggles, impossible frustration, and ruthless
enemies to join the knighthood. As a knight, you uphold the chivalric ideals of fair play,
courage, honesty, and justice. Smite bloodthirsty giants and crush treacherous invaders for
the glory of the realm. Awaken passionate love, hate, and loyalty; experience acts of mercy,
cruelty, lust, piety, valor, and cowardice.

Knights of Everest

is a campaign setting for the DUNGEONS &


DRAGONS fantasy role-playing game. It uses v.3.5 core rules:
Players Handbook, Dungeon Masters Guide, and Monster Manual.

Knights of EverestAt a Glace


Core Classes: Barbarian, Cleric, Druid, Fighter, Rogue, Sorcerer.
Clerics are defined by race. Sorcerers lose familiar, gain metamagic specialist class feature (as seen in PHBII).
Prestige Classes (optional): As DMG plus Prestige Bard, Paladin, and Ranger (as seen in Unearthed Arcana).
Expanded Classes (supplemental): Hexblade, Knight, Scout, Spirit Shaman, Swashbuckler, Warlock.
Unavailable Classes: Monk, Wizard.
Available Races: (Common) Human, Dwarf, Elf, Half-orc, Mul; (Uncommon) Gnome, Half-elf.
'Half-elves' are more accurately reflavored humans or elves (players choice), with a 'dual-heritage' backround.
Unavailable Races: Halfling.

The following D&D supplements are recommended: Complete Adventurer, Complete Arcane, Complete Divine, Complete
Warrior, Players Handbook II, Races of Destiny, Races of Stone, Races of the Wild, Tome of Magic. Several additional
classes, feats, and spells have been ported from these books, expanding the setting beyond the core rules. They are
recommended but these books remain entirely optional; if you choose not to use them, or dont have access to them,
simply ignore any references.

Arcane Magic is not a science. It is not a complex formula, not a phrase or a number, nor a symbol written in dragons
blood. Many magicians train under the guidance of an older, experienced mentor. These mentors dont instruct their
apprentices in facts and theories.
Rather, the apprentice is taught to focus on the essence, until the budding magician is able to both sense and control
the arcane energy. (Think of how Jedi apprentices are trained to sense and control the Force in the original Star Wars
movies).

The physical manifestation of essence is essentia, a fine, glittering dust. This dust is typically stored in small silk
pouches. An arcane spellcaster with such a pouch is assumed to have all the material components and focuses needed
for spellcasting except for those components that have a specific cost, focuses, and focuses that wouldnt fit in a pouch.
This is the spell component pouch (described on page 130 of the PHB) reflavored for magicians of Everest. Since arcane
magic in this setting is based on sense and control rather than study and learn its more appropriate. Nothing
destroys that feel quicker than having a magician worry about bat poop and sulfur when casting a fireball. On the
downside, this is essentially faerie dust .

CLASSES
Most of the information in the Players Handbook applies to the character classes in Knights of Everest. The most notable
changes are to the Bard, Paladin, and Ranger; they are now prestige classes. Also, the Monk and Wizard are unavailable.
Barbarian
Beyond the walls of cities and towns, and well beyond the bounds of civilization, dwell the barbarians. From windy
steppes to mountain tops, from deep jungles to arid plains, barbarians live in freedom a part of their environment
rather than a slave to it.
Bard
The bard is a jack-of-all trades, but master of none. She travels widely, telling tales, singing songs, and entertaining
others.
In Knights of Everest, the bard is a prestige class. See the Prestige Bard for details.
Cleric
The cleric serves the Church of Romula, the dominant religion among the
humans of Alphere. The church is neutral good and a cleric may be of
lawful good, neutral good, or chaotic good alignment. A cleric may select
his domains from among the following: Good, Healing, Protection, and
Strength. The favored weapon of the church is the heavy mace.
Human clerics are not secretive about their religious practices. Unlike
demihumans, they have no reluctance in showing clerical vestments or
powers.
Demihumans are very private about their religious practices. Each
races religious beliefs and practices are mostly hidden from outsiders.
Very little is known about a particular races religion by outsiders. For
instance, a dwarven cleric will almost never reveal to a non-dwarf that
he is a servant of the Soulforger. He would have to have been a longtime
friend of the non-dwarf, and there would need to be some pressing
reason for him to make this admission. A dwarven cleric would likewise
only use healing magic on a non-dwarf if the other were a close friend
and/or if matters were extremely dire. For more on demihuman clerics,
see the individual race descriptions.
Druid
Druids serve the forces of Nature and its inherent cycles as, such birth, growth, death, and rebirth. The processes of
Nature generate divine power that its servants can tap into. Druids themselves often refer to druidism as the Old Faith
or even more simply, the Faith.
Fighter
The fighter is a champion, a swordsman, and a soldier. He lives or dies by his knowledge of weapons and tactics.
Monk
The monk is a mystic warrior hailing from a distant land of ancient sorcerer kings and serpentine dragons. Monks are
unheard of on the continent of Alphere.

Paladin
The paladin is a warrior bold and pure. In Alphere, a paladin belongs
to the Order of the Knights Romulas, holy warriors who act as the
military branch of the Church of Romula. Not every knight of the order
is a paladin of course, but by his very nature, a paladin is always called
into service with the knighthood.
In Knights of Everest, the paladin is a prestige class. See the Prestige
Paladin for details.
Race: Human paladins are described here. With its close ties to the
Church of Romula, it is unheard of for a member of another race to join
the order.
Demihuman paladins use the same rules as their human counterparts.
See the individual race descriptions.
Good and Evil
Knights of Everest is a heroic setting. Good and evil are more than
mirror images of each other. This is a dynamic world where the forces
of light are few and elite, while the forces of darkness are of greater
number but generally of lesser quality.
DMs and players may
experiment with any type of character they like, however the use of
anti-paladins is discouraged for the above reasoning.

Ranger
The ranger is a skilled wilderness fighter and tracker. Among the elves,
rangers are an elite order of warriors akin to knights in human culture.
In Knights of Everest, the ranger is a prestige class. See the Prestige Ranger
for details.
Race: Elf or human (star-friend only). The path of the ranger is an elven
tradition that has been shared exclusively with humans who have proven
themselves as star-friends. The elves refuse to train any other race in the
path of the ranger.
It should be noted that while humans often train other humans as potential
rangers, humans never train elves without the supervision of another elf. The
first rangers were, and always will be, the elves.

Rogue
Rogues share little in common with each other. Some are stealthy thieves. Others are silver-tongued tricksters. Still
others are scouts, infiltrators, spies, diplomats, or thugs.
Sorcerer
Magic is the lifeblood of the world, a vast ocean cradling and saturating
every stone and every living being. Among sorcerers, this arcane power
is known as the essence. [In-world] Sorcerers are called magicians.
In Knights of Everest, sorcerers gain the metamagic specialist class
feature at 1st level:
Metamagic specialist (Ex): You can apply metamagic feats you know to
sorcerer spells without increasing the casting time. This benefit even lets
you quicken your sorcerer spells with the Quicken Spell feat.
You can use this class feature a number of times per day equal to 3 +
your Int modifier (minimum 1). This replaces the summon familiar class
feature.

Wizard
There are no wizards in Knights of Everest. In order to sense and control arcane energy, a spellcaster must have inherent
talent with it; intellect and study have no effect on the essence.

EXPANDED CLASSES
Expanded classes appear in sourcebooks other than the Player's Handbook. Like prestige classes, they are entirely
optional in Knights of Everest. If you choose not to use these classes, or don't have access to the supplements they
appear in, just ignore this section.
Hexblade
Combining the dynamic powers of martial prowess and arcane might, the hexblade presents a deadly challenge to
opponents unused to such a foe.
Knight
A knight is a proud, skilled combatant who fights in the name of honor and chivalry.
Scout
Any force on the move, whether an army or adventuring party, needs information about what's ahead and what's
behind, and most important, time to prepare for battle. The scout excels at such missions.
Spirit Shaman
Master of the spirit world, the spirit shaman's world is filled with powerful, living spirits, some helpful and some malign.
Spirit shamans practice the old faith, the same as druids.
Swashbuckler
The swashbuckler is daring, swift and agile. Favoring wit over brute force, the swashbuckler excels both in combat and
in social situations.
Warlock
Born of a supernatural bloodline, the warlock seeks to master the perilous magic that infuses his soul. Unlike a sorcerer,
who approaches magic through the medium of spells, a warlock invokes powerful magic through nothing more than an
effort of will.
PRESTIGE CLASSES
Prestige classes are entirely optional in Knights of Everest. I use em in an effort to present a holistic view of the setting.
Assassin
This variant assassin's spellcasting abilities have been replaced with additional class abilities:
Fast Movement (Ex): At 3rd level. As the barbarian ability.
Skill Mastery (Ex): At 7th level. As the rogue special ability.
This prestige class is presented in d20 War of the Lance (page 275).

Ported Feats
The following feats are ported to the Knights of Everest setting:

From Complete Warrior: Extend Rage, Extra Rage, Intimidating Rage


From Complete Divine: Empower Turning, Extra Wild Shape, Fast Wild Shape
From Complete Arcane: Extra Slot, Extra Spell, Obtain Familiar
From Complete Adventurer: Open Minded
From Complete Scoundrel: Savvy Rogue
From Players Handbook II: Melee Weapon Mastery, Ranged Weapon Mastery, Shield Specialization, Weapon
Supremacy

Ported Spells

From Spell Compendium: Absorption, Energy Immunity, Enhance Wild-Shape, Indomitability, Low-Light Vision.

From Players Handbook II: Channeled Divine Health, Mark of Judgment.

From Complete Mage: Arcane Fusion, Greater Arcane Fusion.

Humans are the most common people in Alphere but they live and work alongside Dwarves, Elves, and other fantastic
species. Your character belongs lo one of these peoples. Humans, Dwarves, Elves, Half-orcs and Muls are common
races.
There are also uncommon races, available at the DM's discretion, such as: Gnomes, Goliaths, Half-elves, Raptorians,
and Warforged. Uncommon races are less widespread for a variety of reasons. For instance, Gnomes are shy and
isolationist, while Warforged are bloodthirsty and have a mindset alien to fleshbound races. Also, Half-elves are more
accurately, reflavored humans/elves (player's choice), with a 'dual-heritage' backround. Having them be an uncommon
choice helps reinforce the idea that elves are an insular people.
Unavailable Races: There are no Halflings in Knights of Everest.
New Races: Muls are a dual-heritage race combining the best (and worst) of humans and dwarves. Muls were first
seen in Dark Sun, a setting for AD&D 2nd Edition.
Dual-Heritage Races: In Knights of Everest, Half-elves, Half-orcs, and Muls are referred to as dual-heritage races.
This is my way of glossing over the gory details of their backrounds; players can decide for themselves if they want to
go into more detail. Also, in this setting, dual-heritage races breed true; so, a half-orc may be the result of violence
but just as likely, he might have two half-orc parents.
Favored Class Revision: Each character begins play with a single favored class of his choosingtypically, this is the
same class as the one he chooses at 1st level. Whenever a character gains a level in his favored class, he receives either
+ 1 hit point or + 1 skill point. The choice of favored class cannot be changed once the character is created, and the
choice of gaining a hit point or a skill rank each time a character gains a level (including his first level) cannot be changed
once made for a particular level. Prestige classes can never be a favored class.

Most humans are the descendants of pioneers, conquerors, traders, travelers, refugees, and other people on the
move. As a result, human lands are home to a mix of peoplephysically, culturally, religiously, and politically different.
Hardy or fine, light-skinned or dark, showy or austere, primitive or civilized, devout or impious, humans run the gamut.

In the wild frontiers, tribes of human and orc barbarians live in uneasy balance,
fighting in times of war and trading in times of peace.

Half-orcs who are born

in the frontier may live with either humans or orcs, but they are invariably exposed
to both cultures. Some, for whatever reason, leave their homeland and travel to
civilized lands, bringing with them the tenacity, courage, and combat prowess that
they developed in the wilds.
Half-orcs are a dual-heritage race combining the best (and worst) aspects of
humans and orcs.
Go away!
Get lost!
--Commonly heard from half-orcs, upon meeting just about anyone

Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their knowledge
of the earths secrets, their hard work, and their capacity for drinking ale. Their mysterious kingdoms, carved out from
the insides of mountains, are renowned for the marvelous treasures that they produce as gifts or for trade.
The following best describes dwarves in this setting: Dwarves are not easily spurred to violence but when conflict is
inevitable, they only understand a concept of "total war." They do not believe in skirmishes or small-scale battles; they
use superior tactics to defeat an adversary so completely that they remove any threat of having to fight the same
opponent more than once. They do not exterminate their enemy, but so completely devastate their military that the
enemy has no choice but to subjugate themselves to the Citadel (the dwarven military).
Dwarves who deal with other races (both on and off the battlefield) are quick to capitalize upon any weakness they
perceive.

Elves are not native to Alphere. Ages ago, they traveled widely throughout many distant worlds. They originate from a
realm far beyond the seas, known as Arvanaith. Arriving on the shores of Alphere millennia ago, the travelers brought
with them a talent for magic, which the elves called the essence. Far from their homeland however, the magic that once
ran so freely through the elves veins inexorably wanes. Magic now comes no more easily to elves than any other race.
With the decline of their natural magical power, elves embrace their martial heritage with even more determination.
Elves mingle freely in human lands, always welcome yet never at home there. They are well known for their poetry,
dance, song, lore, and magical arts. Elves favor things of natural and simple beauty. When danger threatens their
woodland homes, however, elves reveal a more martial side, demonstrating skill with sword, bow, and battle strategy.
That very first line (from the description in the PHB) best describes elves in this setting: Elves mingle freely in human
lands, always welcome yet never at home there.

RACIAL TRAITS
Elves in Knights of Everest have the following racial traits from the Players Handbook:

+2 Dexterity, -2 Constitution.
Medium size.
An elfs base land speed is 30 feet.
Low-Light Vision.
Weapon Proficiency: Elves are automatically proficient with the longsword, rapier (more commonly known as
the elven sword), longbow, composite longbow, shortbow, and composite shortbow.
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or
concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Languages as listed in the PHB with the following clarification: Elven is divided into two varieties: High Elven
and Low Elven. High Elven is used mostly for ceremonial events and formal communications. High Elven is never
taught to a non-elf, although Low Elven (a less formal version) may be taught in rare circumstance, such as to
a star-friend.
Bonus Languages as listed in the PHB with the following exceptions: Orc and Goblin. Elves refuse to learn or
speak these corrupted tongues.
An elf of Everest must reverie for 8 hours a day rather than 4 hours as listed in the PHB.

Elves also have the following racial traits:

Weapon Focus: Elves receive the Weapon focus feat in one melee and one ranged weapon. These weapon
choices must come from the weapons elves receive free Martial Weapon Proficiency in (longsword, rapier,
longbow, shortbow). The rapier is better known as the elven sword.

Elves lose the following racial traits from the PHB:

Immunity to sleep effects.


Racial bonus to saves against enchantment spells or effects.

Design Note: According to setting lore, elves are not native to Alphere; they are close enough however. Elves of
Everest do not have the extraplanar subtype nor are they outsiders. Their distant origins are more accurately
represented by the alternate racial traits described above. [Inspired by the article Silicon Sorcery: Racial
Transformations, presented in Dragon Magazine #320.]
Subraces: There are no subraces of elf in Knights of Everest (no aquatic elves for instance). There is a subculture of
evil elves known as dark elves.
An elf always lands on her feet.
--A common adage
A dwarf always lands on his head.
--Punchline to a popular joke, particularly among elves

Elven Paladins: Elven paladins are more properly known as Sword Knights of the Seldarine (Aelavellin Seldarine in
high elven). There's more to elven battle prowess than their mastery of bow and arrow. Clad in shinning elven mail,
elven paladins are paragons of elven swordsmanship. Relying on quickness and agility over brute power, the elven
paladin is able to stand up to any human or orc warrior.
Elves follow the code of chivalry to the letter, except when it comes to battle. Elven life is too precious to be squandered
needlessly against lost causes. When they do sacrifice themselves, it is only for the greatest good of elven lands or in
defense of their companions. In short, elves as a people avoid war whenever possible. They prefer to depend on politics
to settle disputes, and are far less aggressive than most of the other races.
Elven paladins place a high regard for the ceremonial aspect of chivalry, as well as respecting their peers and superiors.
However, they are quick to the point of snobbery in showing contempt of those beneath their station and those of
ignoble ideals. To their credit, elven paladins place no weight on class differences in such judgments, just on personal
character and reputation.
Elven paladins almost never wear plate armors, but prefer more lightweight, flexible armoring made of fine chain. As
elves prefer battle within forested environments where they can rely on their natural adeptness in such surroundings to
give them an added edge, they consider plate armor too noisy and bulky for such maneuvering. Elven paladins that
choose to wear plate armor (very rare) always make them look like they were made from mithral. A highly polished
coating of the shiny silver metal is applied almost like paint to the armor, and the suit then gleams and shines in even
the most indirect lighting. In fact, the greatest of kings or the richest of paladins often take their armor to the elves for
such detailing once it has been purchased.
Elven knights take the honorific sel before their name (much like human knights do sir).
Dwarven Paladins: Dwarves take their warring very seriously indeed, and their views on war and honor would make
any visiting Oan warrior proud. Dwarves, in stark contrast to the elves, would rather die in glorious battle than any
other way. Dwarves take the ceremonial aspects of their idea of chivalry very seriously but keep such things rather
private.
Dwarves like to make their armor heavy, plated, and black. Almost without exception, all dwarven-sized armor is actually
made from dwarven forged iron. A dwarf will not wear armor forged by any other race, for their pride is quite strong
and their codes of honor very exacting on such points. While elven armors require constant repair if they are to remain
attractive, dwarves place less value on appearance and more value on defense.
Dwarves dwell extensively on their own version of heraldry, based on the personal histories and family genealogies of
the entire dwarven race. Dwarves are remarkable at remembering long list of names, and spend a great deal of their
lives memorizing details about everyone they ever see, meet, or hear about.

Muls
Muls are a dual-heritage race combining the best (and worst)
aspects of humans and dwarves. They are incredibly tough,
renowned for their great stamina.
Personality: Muls often have blunt, standoffish personalities.
Most are wary of strangers and anyone who hasnt proven their
trustworthiness.
Physical Description: A mul is broad and muscular, with very
little body fat. He has the height and adaptability of his human
heritage and the raw strength and durability of his dwarf side.
Adult muls stand between 6 to 6 feet tall and tall and weigh as
much as 300 pounds. Were it not for their pronounced brow ridges
and slightly pointed ears, muls could pass for humans. Dwarven
heritage aside, muls rarely sport beards, preferring instead to
remain clean-shaven.
Relations: Muls are somewhat antisocial and endure the same
social and emotional hardships common to all dual-heritage races
when dealing with others. They have no problems dealing with any
particular race.
Alignment: Muls tend toward the lawful bent of their dwarven
heritage, but like humans, they tend toward both good and evil in
equal proportion.
Mul Lands: Muls have no culture of their own. They find what
place they can.
Religion: Depending on where they live, whether among dwarves
or humans, muls might worship the Soul Forger or follow the
teachings of the Church of Romula.
WHY ARE THEY CALLED MULS?
The word mul is derived from the Dwarven term mulzhennedar, which means strength. Pronunciation varies
throughout Alphere; the word can be pronounced as mool, mull, or mule, although this last variation is considered
derogatory and might start a fight. Given the derivation of the name, sages who care about such matters regard mull
as the most accurate pronunciation.

RACIAL TRAITS

+2 Constitution, -2 Charisma. Muls are exceptionally durable but are often blunt and standoffish.

Medium size.

Mul base land speed is 30 feet.

Darkvision: Muls can see in the dark up to 30 feet. Darkvision is black and white only, but is otherwise like
normal sight, and muls can function just fine with no light at all.

Tireless: Muls get a +2 racial bonus to checks for performing a physical action that extends over a period of
time (running, swimming, holding breath, and so on). This bonus stacks with the Endurance feat. This bonus
may also be applied to savings throws against spells and magical effects that cause weakness, fatigue,
exhaustion or enfeeblement.

Hardy: Muls need only half as much rest to eliminate the effects of fatigue and exhaustion.

Dwarven Blood: For all effects related to race, a mul is considered a dwarf.

Automatic Languages: Common and Dwarven. Bonus Language: Any (other than secret languages, such as
Druidic).
Random Starting Age: 15 years (adulthood), +1d6 (all classes)
Aging Effects: 40 years (middle age), 53 years (old), 80 years (venerable), +1d10 years (maximum age)
Random Height and Weight:
Height 52 + 2d10 (males), 50 + 2d10 (females)
Weight 200 lbs x2d4 (males), 185 lbs x2d4 (females)

Outward appearances sometimes confuse onlookers but there are no


such race as 'half-elves'. Humans and elves are sufficiently similar to
have children together. The product of such a union however, is always
either fully human or elf [players choice].
Although many people have never seen a half-elf, virtually everyone
knows they exist. A half-elf strangers arrival is followed by gossip
behind the half-elf's back and stolen glances across the common room,
rather than any confrontation or open curiosity.
Half-elves are uncommon in Knights of Everest.

Romula is a feudal society. The lower class is comprised primarily of


tenant farmers who work on lands owned by their lord. Free farmers,
most merchants, artisans, and the military make up the middle class.
The upper class is comprised of wealthy landowners and the most
successful merchants. The peasants pay fealty to a local lord, who
in turn pays fealty to a high noble. All high nobles of course, owe
their loyalty to the king.
HISTORY
From the outside looking in, the kingdom of Romula appears to be a
strong, stable kingdom, with a reputation for honesty and integrity.
In reality, Romula is fully engaged in so-called Infernal Wars,
battling against the depredations of otherworldly fiends. The church
has uncovered evidence of demonic possession and sinister fiendish
cults are thriving. As a result, Romula is a realm that is hesitant to
place its trust in others; the people realize they must be self-reliant
and depend on their own strengths to survive, for all too often, the
clasped hand of a generous friend has proven to be the clutching
talon of a grinning fiend.
There has been some good to come out of the conflict: Centuries
ago, at the height of the Infernal War, Romula was blessed by the
gods (during the Day of Grace). The kingdom has been free of plague
ever since. This blessing is a source of great pride for its citizens and
the envy of other lands. This is the source of the moniker, the Shield
Kingdom.
GOVERNMENT
The throne of Romula is hereditary; the king names his successor before he dies, usually a son or daughter.
The monarchy and the Church of Romula share the burden of law enforcement and administrative duties within the
kingdom. The church is a sovereign entity; clerics have the right to church trial and cannot be tried by secular authorities
for any crime or trespass.
Surrounding the monarch and making everything work on a daily basis are several councils and offices of government:
Chancellor of State, Chancellor of War, Chancellor of Trade, the Royal Magician, and the Royal Treasury.
RACES
Humans are the most numerous race encountered within Romula. Dwarves, half-orcs and muls can be found in larger
cities (theyre uncommon in smaller towns and villages however). Elves may pass through on business and trade but
rarely take up permanent residence in human communities (instead they have their own havens). The largest elven
settlement in Romula is Moondeep, a small city of five thousand souls.

KNIGHTHOOD
Knights adhere to the Code Romulas, the list of ethics set down by Lord Piergon
Ismane, founder of the Knights Romulas.
Becoming a knight: The process of training for knighthood begins before
adolescence, inside the prospective knights home, where he learns courtesy and
manners. A knight usually belongs to a noble family. Around the age of 7 years, he
is sent away to train and serve at a grander household as a page. Here, he serves
as a kind of waiter and personal servant to his elders. For at least seven years a page
is cared for by the women of the house, who instruct him in manners, courtesy,
cleanliness, and religion. He learns basic hunting and falconry, and also valuable
battle skills such as the use of weapons and armor and the carrying, readying, and
riding of horses.
A page becomes a squire when he turns 14 years of age, being assigned or picked
by a knight to become his personal aide. This allowes the squire to observe his master
while he is in battle, in order to learn from his techniques. He also acts as a personal
servant to the knight, taking care of his masters equipment and horse. This is to
uphold the Code Romulas that promotes generosity, courtesy, compassion, and most
importantly, loyalty. The knight acts as a tutor and teaches the squire all he needs
to know to become a knight. As the squire grows older, he is expected to follow his
master into battle, and attend to his master if the knight falls in battle. Some squires
become knights for performing an outstanding deed on the battlefield, but most are
knighted by their lord when their training was judged to be complete.
A squire can hope to become a knight when he is about 17 to 18 years old. Once the squire has established sufficient
mastery of the required skills, he is dubbed a knight. The procedure begins with the squire praying into the night, known
as vigil. He is then bathed, and in the morning he is dressed in a white shirt, gold tunic, purple cloak, and is knighted
by his king or lord. The squire is made to vow that he will obey the regulations of the Code Romulas and never flee from
battle. A squire can also be knighted on the battlefield, in which a lord simply performs the accolade, i.e. strikes him on
the shoulder saying Be thou a knight.
The night before his knighting ceremony, the squire takes a cleansing bath, fasts and prays all night in the chapel,
readying himself for his life as a knight. Then he goes through the knighting ceremony the following day. Knights follow
the Code Romulas, which promotes honor, honesty, respect to the Creator, and other knightly virtues. Knights serve
their lords and are most often paid in land.
Squireage: An esquire is a junior member of the knightly class, a gentleman (or lady) who has not been officially
knighted. The PC is allowed to add the title esquire after his name and display his coat of arms. People tip their hats
to him in the street. Hes invited into the social life of the local gentry and is considered a militia and community leader.
Note that this is different from the type of squire who is a knights assistant.
PLAYING A KNIGHT
Entry into the ranks of knighthood is a mark of honor and distinction. Anyone can be made a knight, but such an honor
is usually bestowed upon those of noble birth.
Knights are considered nobles and thus may demand shelter. While traveling within Romula, a knight can demand
shelter from anyone of lower status than nobility. Most nobles will also offer shelter if asked.
Knights are enflamed by passions: Loyalty (to their lord), Love (of family), Hospitality, Honor, and (possibly) Hate.
Choice of Weapons: Weapons that deal out damage at a distance (slings and bows for instance) call into question the
knights personal bravery, and as such are avoided by all except the most powerful of knights.
Armor: To the knight, armor is a much as badge of station as it is a means of protection. Thus, a knight character will
always seek to possess the very best and finest-quality armor the knight is able to own. In this endeavor, appearance
is as important as function, so engraving, inlaying, and decoration of the armor will always be sought.

Coat of Arms: As a member of the social upper classes, the cavalier has a coat of arms and armorial bearing. This
bearing is the device worn upon the knights shield to identify himself on the battlefield and in tournament. (In
tournament, the shield may be covered with dark hide to keep the users identity unknown, hence a black knight.)
The armorial bearing may be kept covered while traveling, but is always revealed when an encounter occurs with
creatures that might understand the import of such a device. (Your local library will likely contain books on heraldry for
those who wish to design their own armorial bearings for their characters.)
Forms of Address: When addressing a knight, tradition holds that accompanying the title is the given name, and
optionally the surname. So, Isaac Strongarm may be called Sir Isaac or Sir Isaac Strongarm, but never Sir Strongarm.
Wives of knights are entitled to the honorific "Lady" before their husband's surname. Thus Sir Isaac Strongarm's wife is
styled Lady Strongarm, rather than Lady Isaac Strongarm or Lady Heather Strongarm. The style Dame Heather
Strongarm could be used; however, this style is largely archaic and is only used in the most formal of situations.
Sir derives from the draconic honorific surr (as in the Purple Dragon, Dalagh Surr).
Respect: Knights of Everest is a realm in which people treat each other with respect almost always. This is especially
easy to notice in the interactions between nobles and the common folk. Nobles whether, hereditary or based on wealth
and reputation, receive deference and respect (and perhaps even affection) from other people. In turn, they work to
uphold the ideals of nobility and do what they can to deserve their positions.
Maintaining an atmosphere of generally healthy respect for good authority in your campaign may prove difficult however,
since some players may think of themselves as "rebels". They don't like taking orders or even suggestionseven from
characters notably wiser and more powerful than themselves. These players go out of their way to make it clear that
they are in control of their actions.
The best way to keep such rebelliousness under control is to discuss it with the players in advance. Before the campaign
begins, make sure the players understand this concept of respectfulness in the game. Players with characters in positions
of obedience or deference should appropriately obey or defer in most situations.
They should realizethrough common sense and dramatic cueswhen the time comes to break the rules, but their
default behavior should follow the general pattern. If a player can't (more likely won't) comply, you (as DM) should
work to show the character the error of his ways within the game. Those that act rudely toward others who deserve
better are sure to be shunned by respectable society. Many doors may be slammed in the face of the character (both
figuratively and literally). Meanwhile, those that are kindly are sure to be shown respect in return (at least by good
people). This can certainly turn out to be a reward all its own.
Finally, obeying your "betters" is just fine when they deserve it but blind obedience is not heroic. Servants of an evil
warlord may be obedient to his will but unwavering servitude can only end badly. Until someone is willing and able stand
up for what's right, things won't get much better.

The Code Romulas

You
You
You
You
You
You
You
You
You
You

shall
shall
shall
shall
shall
shall
shall
shall
shall
shall

believe all that the Church of Romula teaches, and shall observe all its directions.
defend the Church.
respect all weaknesses, and shall constitute thyself the defender of them.
love the country in which you were born.
not recoil before thine enemy.
make war against the Evil-Hearted without cessation, and without mercy.
perform scrupulously thy feudal duties, if they be not contrary to the laws of Heaven.
never lie, and shall remain faithful to thy pledged word.
be generous and give willingly to those in need.
be everywhere and always the champion of the Right and the Good against Injustice and Evil.

Organization of an order
The organization of an established order of knights usually consists of the following: a grandmaster, a seneschal (the
grandmasters deputy), a marshal (responsible for direction of military affairs), a group of high officers (responsible for
the orders castles and troops), and a main body of knights.
While there are several orders of knighthood within the kingdom, the two most prominent and prestigious orders are:

Order of the Knights Romulas


This sovereign order of knights serves as the military branch of the
Church of Romula. Knights Romulas swear fealty to the Church and
promise to uphold the ideals of the Code Romulas. Membership is
extended to those demonstrating exemplary courage in defense of
religious principles or church property. The orders motto is: Our light
shines bright.
A grandmaster, elected by a vote of the knighthood, leads the order. To
acknowledge his position, the grandmaster wears a gold sash around his
neck bearing the emblem of the Knights Romulas. The grandmaster
answers directly to the council of patriarchs. Knights of the order wear
golden stars (badges) to denote their order.
Like clerics, knights of the Order Romulas have the right to a church trial
and cannot be tried by secular authorities for any crime or trespass.
Knight Romulas (Prestige Class): If the optional rules for prestige
classes are used, then the Prestige Paladin is, in essence, the prestige
class of the order.
Race: Human only. With close ties to the Church of Romula, it is unheard of for a member of another race to join the
Knights Romulas.

Royal Order of the Purple Dragon


More secular than the Knights Romulas, this order honors exceptional service and loyalty to the kingdom. Its knights
are regarded across the kingdom as exemplars of disciplined, skilled, loyal soldiers. Purple Dragon Knights swear fealty
to the lord regent and promise to uphold the Code Romulas. The orders motto is: Courage of the dragon.
The king traditionally holds the title of grand master. The grand master wears a silver dragon badge, to acknowledge
his position. Purple Dragon knights wear silver rings to denote their order.
Purple Dragon Knight (Prestige Class): If the optional rules for prestige classes are used, then the Purple Dragon
Knight is available. Use the rules for the prestige class of the same name (presented in Complete Warrior).

Hearken now to one of the deepest secrets of the realm . . . aye, lean close
and listen low, for some slay to learn this, and others to keep it secret.
Youve heard, I doubt not, that somewhere in Romula, skulking in the
Stoneland or along the Bay of Storms or the green forest deeps, theres
always one Purple Dragon.
Aye, a dark wyrm, so ancient that its scales are purple. Its said the mighty
creature can hide in the semblance of a human, though its eyes burn like
purple flames. None know all the powers of the Purple Dragon, but it hates
too much tree-felling and too many laws and grasping greed, and loves wild
things and the beauty of the land. It wants its folk to be free and daring in
their dreams and deeds.
The Purple Dragon walks alone and stands apart, and none know its mind.
It can be kind and caring, or fell and deadly, rescuing a lost child one
moment and tearing proud and cruel knights out of their armor bone by
bloody bone the next.
It is said that when the last Purple Dragon dies, then so too will Romula.
Some there are who say that day is not so far off now. Othersenemies of
the crownseek the Purple Dragon, meaning to slay it and so bring about
the end of the Shield Kingdom. For my own part, I hope they find what
they seek. Its a hard thing to kill a dragon, after all, and that would be one
less Alpharian or haughty high lord to worry about. An old forester

Dalagh Surr

(CG) is an ancient black dragon, namesake and patron of the Knights of the Purple Dragon. As a

wyrmling, his mother placed him into the care of human warriors. Like his mother, Dalagh Surrs scales become so dark
over the centuries that they took on a purplish sheen in the right light. The warriors were inspired to name their order
after the coloration of these scales.
Dalagh Surr is very reclusive in his old age. He now serves as protector and adviser to the order.
Surr is an honorific reserved for ancient dragons (like Dalagh). Human knights have corrupted this into sir.

OTHER ORDERS OF KNIGHTHOOD

Order of St. Cuthbert


Founded in the name of a sainted leader of the Church of Romula, this order of knights now
welcomes warriors of any faith or nationality, so long as they are willing to follow the ideals
of chivalry. These knights roam the land, aiding those in need, and defending civilized lands
from orcs, dragons, and other monsters. The symbol of the order is a cudgel and its knights
typically wear simple brown or yellow tunics.
Knight of St. Cuthbert (Prestige Class): If the optional rules for prestige classes are used,
then the Knight Protector (presented in Complete Warrior) is available for knights of this
order.
The Legend of St. Cuthbert: In the default D&D setting, St. Cuthbert is an actual deity.
In Knights of Everest, he is a powerful figure of legend, whose weapon (seeming to be
nothing more than a simple, well-used cudgel) was almost as famous as he.
Tales say that within his lifetime, St. Cuthbert traveled the length and breadth of Alphere. When he did, he used his
mace to strike against the infidels and evil beings he encountered. Although wholly unremarkable in appearance, this
weapon was rumored to hold great power. The cudgel has become the symbol of the order, and in fact, many of its
knights favor simple bludgeoning weapons (such as maces and clubs) over slashing weapons (such as swords and axes),
although this is not a strict rule.

Righteous Order of the Chalice


The Chalice is an elite organization dedicated to fighting evil outworlders, such as demons
and devils. An order ostensibly based in Romula, many knights of this order are lone
crusaders, maintaining only loose connections to their order. The symbol of the order is a
ruby chalice with crossed ivory lightning bolts on the cup. Its knights typically wear red and
white tunics.
Knight of the Chalice (Prestige Class): If the optional rules for prestige classes are used,
then the Knight of the Chalice (presented in Complete Warrior) is available for knights of
this order.

LIFE AND SOCIETY


Entertainment: Many people entertain themselves at festivals, community-wide celebrations of holidays and royal
birthdays. The sights and sounds of a festival are many. The aroma of baked bread and steaming vegetables wafts
through the air. Mothers gossip and children play, while merchants peddle cornhusk dolls while bards tell fanciful stories
of knights and dragons.
Tournaments are also very popular. A tournament is a series of formal games that gives knights and other warriors the
chance to practice combat skills and impress the citizenry. The d20 sourcebook Relics & Rituals: Excalibur has an
excellent section on tournaments (Appendix I).
NAMES
Male First Names: Alastair, Ambrose, Andrew, Avery, Barnaby, Bartholomew, David, Edward, Geoffrey, Hugh,
Humphrey, John, Julian, Milton, Myles, Nathaniel, Oliver, Roger, Solomon, Thomas, Timothy, Wyatt, Zachary.
Female First Names: Agnes, Blanche, Bridget, Clemence, Dolores, Edith, Eleanor, Emma, Ethel, Florence, Isabel,
Joyce, Margery, Marion, Mildred, Molly, Pricilla, Rose, Ruth, Susanna, Sybil, Ursula, Valorie, Winifred.
Surnames: Andrews, Ashenhurst, Barlow, Battle, Beadows, Berkhead, Blackwood, Blake, Bishop, Bloom, Blunt, Bright,
Carpenter, Cartwell, Castledon, Collingford, Crane, Crook, Cunley, Dawnthorpe, Downer, Dragonwell, Dunfield, Elkhorn,
Everett, Fitzgeoffrey, Fletcher, Francis, Fray, Gladdish, Goldworth, Gossingham, Grimmer, Hadley, Hale, Hammersfield,
Hargreave, Hawkins, Humphrey, Hunter, Hyde, Ives, Jenkins, Jollybad, Keast, King, Kottlegrey, Lestrange, Leventhorpe,
Langford, Lloyd, Mansfield, Merriwether, Mortimer, Motts, Moxley, Narbridge, Northam, Noyes, Olver, Pallcraft, Payne,
Penhale, Polkinghorn, Pummel, Quail, Quillmaker, Ratley, Reeve, Ringer, Rosserford, Rowley, Russell, Sawford,
Shivington, Silcox, Smythe, Snell, Stargrave, Stokes, Strangways, Teague, Tellam, Throckmorton, Thurman, Torrington,
Trowbridge, Unger, Uxbridge, Vaughan, Vawdrey, Whitaker, White, Winkle, Wyndham, Yates, Yesterman.
Characters often have descriptive titles or epithets as well as a given name. Often, these titles describe a physical
distinction (e.g. the Strong); a place of origin (such as de Ganis or of the Orkneys), so you might be of Salisbury;
or a family link, such as son of Gauter. Titles such as the Bold are also possible, and may be self-given or earned in
play.
COINAGE
The gold piece is known as the royal, the silver piece is the shield, and the
copper piece is the penny.

Romulas political capital started out as a humble timbering village known as Norwold. The village grew and eventually
sprawled. Today, a 20-foot high wall of brick and stone surrounds the city. There are four gates in the wallone inland
and three facing the wharf-front. The city itself is divided by interior walls into four districts or quarters, one quarter
for each cardinal point on the compass. In order to cut the crime rate, travel between city quarters is often restricted
at night. Only those with passes from the quarter watch commander may pass the gates. Many of the citys buildings
are made of wood, although a few buildings made of stone can be found, mostly in North Quarter. The nearby Kingswood
provides Prominence with an abundant supply of timber.
GOVERNMENT
A mayor, who is appointed by the king, rules Prominence. The current mayor is a former city militia member named
Lord Brosen Entheim (human, Warrior 8, LN). Entheim often runs the city as if it were a military post rather than a
civilian city. The mayors hard-bitten approach to leadership is tempered somewhat by Lady Angela Amansre (human,
Cleric 15, NG), a matriarch of the church. Angela spends much of her time away from Romulas Cathedral in North
Quarter, and moves throughout the other quarters, dispensing blessings, and hearing grievances. While Entheim often
criticizes this, Angela is allowed her eccentricities because of her long service to the church and because she is well
loved by the people.
POPULATION AND RACE
Prominence is a large city whose population can easily double during times of busy trade. Dwarves can be found here,
but in lesser proportion to humans. Half-orcs and muls can also be seen, mostly working as general laborers or
mercenaries in the poorer South Quarter. Elves often pass through on business or trade, but almost never take up
residence within the city.
LOCAL HISTORY
A decade ago, a major crime wave instigated by the Red Knives thieves' guild (described in DMGII, pages 219-223). In
the years since, the city watch has gained enormous power to do its job, sometimes even to the point of fascism.
LAW AND ORDER
Law enforcement is handled by two agencies within Prominence: the city militia and the city watch.
The city militia normally guards the city gates, patrols the roads outside the city, and serves as garrisons for Rundvall
Castle. The militia also serves as bodyguards for the royal family and as honor guards for visiting diplomats. The city
gates are manned by both the militia, who control access to the city, and by watch patrols, who are ready to aid the
militia in case of trouble, or to escort visitors, so that the militia need to abandon their posts.
The city militia commonly wears chain shirts covered by red tabards emblazoned with the citys coat of arms. They are
typically armed with longswords and clubs.
The city watch, seen far more often by most citizens and visitors, are the citys daily domestic police. A watch patrol
usually consists of four members, afoot, one being an officer. All wear distinctive red cloaks. They are typically armed
with short swords and clubs; they dont normally wear armor unless a situation calls for it. Reinforcements rushing to
the scene of a dispute may be on horse and may wear any manner of armor and bear all manner of arms, as required
by the situation. The most heavily patrolled area of the city is North Quarter (home to many buildings of state and noble
estates), while the poorer south quarter (the docks) is by tradition, lightly patrolled.
Commanding the city watch is Captain Liam Hedrick (human, Warrior 12, LG), a twenty-year veteran of the force.
Local Weather: The region has the four seasons in their extremes, with sometimes unbearably hot and humid summer
days (although, mild in comparison to some parts of the south) to sub-zero days in winter. With the expansive hardwood
forest in the Druidwood, "fall colors" are found throughout the area in early to mid-autumn. When the spring rains come,
many roads and bridges become impassable due to flooding or mud. Prevailing westerly winds off of the Druidwash
means snowfall can vary throughout the region; north of Prominence, average yearly snowfall can exceed 12 feet; to
the south, it might not reach 6 feet.

Long ago, Alphari was a great empire, spanning nearly the entire continent (known as Alphere). Ancient books mention
the empire as the center of the known world. Over time, the empire waned and shrank. Some vassal states were granted
freedom while others earned their independence through rebellion.
Alphari has stabilized and today holds steady, not fading any further into obscurity. Natives know the days of the empire
are gone however and accept that fact. Every few generations, an ambitious leader (or two) seems to emerge on the
stage, anxious for a return of days of glory. Alphari then (again) enters a brief stage of conquest and expansion but
usually burns itself out after a few years of pointless warfare. The cycle starts over again when the next generation of
hotheads decides to reclaim its lost legacy.
Alphari is the home to a number of powerful master magicians, as well as numerous powerful artifacts. Even the most
powerful enemy will think twice before attacking such a land, with all its magical ability. Many of Alpharis ancient places
are protected by mighty artifices of epic magic known as mythals.
Mythals are some of the most powerful magic in the world, constructs that bind and shape the Essence in a particular
location, sometimes so powerfully that the rules of magic or even reality can be bent or rewritten.
A mythal is a permanent field of overlapping magical wards and effects tied to a specific location. Most mythals are
defensive in nature, designed to restrict the kinds of magic that can be employed in the area they govern, and the most
common restrictions are concerned with teleportation and conjuration magic.
In many ways, a mythal is less like a spell or a magic item than a living creation of magic, capable of growing stronger
or weaker, absorbing damage, or dying. In rare cases, mythals can even heal themselves. Each active mythal has one
or more beings attuned to its effects, who can ignore any restrictions on spellcasting, can direct targetable effects of
the mythal, and can teach others of appropriate s kill how to access its secrets.
Adventurers are most likely to encounter damaged or failing mythals in ruined locations where magic once had great
influence. Although an identify spell might reveal some of the simplest effects of a mythal, active restrictions on
spellcasting can be discovered only by trying (and failing) to cast a prohibited spell. A powerful spellcaster might learn
how to access or repair a mythal without assistance, but such feats are legendary, and rarely attempted by even the
most renowned of magicians.
GOVERNMENT
Alphari is governed by a group of magicians known as the Council of Alphari, which is presided over by the emperor.
The Council is divided into an upper chamber (whose members may cast votes) and a lower chamber (whose members
cannot cast votes but who may participate in all debates). Members of the upper chamber receive the added title of
Master. Members of the lower chamber receive the honorific title Chancellor.
Alpharian society is divided into over fifty high houses. Each house controls a portion of land and the people who live
within its borders. Every house has the right to send one representative to the higher chamber [they must be a master
magician, level 14+]. Although every house has the right to a place on this Council body, not all can exercise this right;
a few houses have no master magicians among their numbers and thus cannot send a representative to the voting
chamber. Furthermore, some houses have regents who are of the required rank but choose not to attend the Council
meetings unless they have a compelling reason to do so. And some houses simply refuse to participate in the voting
process.
The lower chamber meanwhile, is open to all magicians of rank throughout the realm. In many cases, a houses official
representative to the Council is a non-voting magician of lesser rank.
The Council is presided over by the emperor, who moderates all debates, monitors the fulfillment of Council decisions.
The emperor has staff to keep detailed records of all proceedings, and to oversee upkeep of the Council Chamber itself.

When the Council of Alphari is in session, the emperors word is law. Typically, he casts a vote only if a matter before
the council ends in a tie. Should such a situation arise, the emperor is mandated to cast the deciding vote. The emperor
is elected from among the grand masters by a vote of the High Council and serves for life. The current emperor is the
white dragon Celmynthesius (or Celsius).
SOCIETY
The magicians of Alphari are chaotic, free, and individual. They believe in freedom of thought and choice . . . but only
for those few privileged enough to wield magic. Those who cannot utilize magic are destined to serve in one fashion or
another.
The Alpharian mind-set leads to the great beauty of their cities and arts, and to the great power possessed by individual
magicians. It also means that the Alpharians have little strength in unitythey prefer to be off conducting their own
magical exercises rather than ruling an empire.
Magic has shaped Alpharian society; in this land, arcane spellcasting ability brings money and status. There is no
middle-class in Alphari. Those who do not belong to the upper class are farmer, common laborers, rural craftsmen,
low-level merchants, and such.
Slavery is uncommon but it is permitted within Alphari. Most individuals are servants, technically free, but possessing
few rights. A servant does not possess magical ability and works for another, sometimes for nothing more than room
and board, but sometimes with a salary in addition. A servant owns no land and belongs to the household of someone
of the aristocracy. A servant can own personal properties, and can move from one household (even if it displeases the
owner) to another (with the others permission, of course).
ENTERTAINMENT
Alphari has an active and skilled theater system, supported by the aristocracywho comprise most of the actors. Nearly
every city has some sort of theater. Unlike theater troops in other lands, Alpharian theater companies do not tour. They
are associated with one theater and only there.
Alpharians also commonly use magic to entertain. Such displays often include fireworks, phantasms cast upon canvas,
upon mirrors, inside bottles, or other mediums. Moving, posing, apparently breathing portraits are sometimes made
this way.
ALPHARIAAN NAMES
Alpharians have only one name and identify themselves further by citing birthplace, fathers name, etc. Alpharians
choose childrens names for beauty and singularity. Few name their children after others. An Alpharian name will have
two or more syllables, and is chosen in the hopes that the child will grow into it. For instance, Arkelos or Esterkan,
names that can be boomed across a room, might be given to a child whom (it is hoped) will grow into strong leaders.
Shearel or Thelona, for example, might be given to a child who are hoped to grow up cunning and beautiful.
RELIGION
For countless centuries, the Alpharians worshipped only power. In the relentless pursuit of arcane mastery, they gave
very little time to thoughts of faith and religion.
Since the white dragon Celmythesius (Celsius) became emperor almost a century ago however, there has been a
steady increase in organized religion throughout the empire. One of the fastest growing religions is the dualistic religion
known as the Scales of Io. The central opposition in this dualistic system is between good, embodied by a deity known
as Bahamut, and evil, represented by Tiamat.
There are many reasons that may explain the phenomenal growth of the Scales of Io. For one, the emperor is himself
grand patriarch of the faith.
COINAGE
Alpharian coins are minted in all varieties including electrum and platinum (rare in other lands). The coins are universally
known as dragons, regardless of the metal used in their minting. Each coin bears the seal of the house that mints it.

The Immensea is a loosely allied group of city-states controlled by merchant princes, sea barons, and sometimes outright
pirate lords. These cities are all located along the coastline of Alphere's largest inland sea, the Immensea, from which
the region takes its name. The largest, most prominent, and influential of these is the city of Immensea itself.
Islands large and small dot the Immensea, and many villages and minor settlements can be found there. Populated
mostly by a native tribal people known as the nuri, who have dwelt along the shores of the Immensea since before the
rise of the Citadel. The cities of Immense are cosmopolitan; the islands are not.
As might be expected, life in the Immensea region revolves around the sea. It seems most everyone provides support
(in some manner, big or small) for the sea vessels and those who sail them.

A Merchant Power
Thanks to their trading power, the cities of Immensea wield great influence throughout Alphere. They take great pride
in being a center for trade and banking. Ships and caravans travel from the region the trade lanes to the far corners of
the world. Other nations depend on Immensea for luxury items, metals, and spices.
This prosperity means the citizens of Immensea (from the lowest social class to the top) are better off than their
counterparts in other parts of the world. The nations coffers are bursting with gold, the nobles are content, and even
peasants enjoy unusual prosperity. The downside is that such wealth sometimes draws envious attention from other
lands.
Different tribes, clans, and cultures inhabit the Immensea region. Its a mixed bag however; these diverse cultural and
ethnic groups do not always get along well with one another. Feuding amongst this mixed population has given
Immensea something of a bad reputation as a nation.

Religion
Religion in the Immensea region is as varied and diverse as its people themselves. The Church of the Silver Flame
predominates among humans here (as it does most everywhere), although as a whole, gold is pursued more avidly than
any faith or spiritual enlightenment. The eclectic cosmopolitan nature of the cities extends to faiths as well;
representatives and followers of almost every religion and faith can be found here.
A few of the more violent and dangerous cults have forged hiding places within the region. One of the most active cells
of the Blood operates quietly and secretly in the region. A number of separate groups devoted to the Dark Six have long
held positions of power and influence within the region, though they rarely reveal their true natures or intentions.
Races
All races are represented within the cities, and all are welcome. Interestingly enough, elves are especially numerous
here; more than anywhere else outside of the elven havens themselves.

The Citadel (dwarven military) is famed for its discipline, tactics, and organization. It
has made advancements in technology that gives it a distinct edge over other kingdoms.
It holds the secret of smokepowder for instance (a magical version of real world
gunpowder).
Engineering and Constructs:
Siege engines, constructs, and great feats of
engineering exemplify the dwarven obsession with craft. Mighty feats of engineering
set dwarven culture apart and lend flavor to exploring their abandoned cities or mining
sites. These creations might be purely mechanical, such as great lifts, doors, and other
dungeon trappings, or magical, including enhanced siege engines and constructs.
The Citadel holds the most authority within the dwarven homeland but its influence can
be felt throughout Alphere. The Citadel extends its influence throughout the continent
via four citadels: the Citadel (proper), Bazzakrak (located in the Kingdom of Romula),
a citadel in Immensea, and another in Alpharia. Governing each citadel are three
dwarves, two hands and a head. Citadel power isnt centralized, rather each citadels
trio of leaders vote on matters locally.
Lords of Battle: Whenever there is a war to be fought, legions of dwarf soldiers lead
the charge. The greatest generals of the world are dwarves, and they apply themselves
to taking the fight to all who oppose them. Despite the dangers inherent in organized
warfare from spells and similar area attacks, dwarves are the foremost military race.
Theyre typically good and honorable, leading allies against monstrous humanoids and
other threats. On rare occasions, they can be tyrants who use organization and superior
weaponry to crush the armies of others.
When conflict is inevitable, dwarves only understand a concept of "total war." The Citadel does not believe in skirmishes
or small-scale battles; it defeats an adversary so completely that any threat of having to fight the same opponent more
than once is removed. The Citadel does not exterminate the enemy, but so completely devastates their military that
the enemy has no choice but to subjugate themselves to the Citadel.

The Sons of Kagyar

are the ultimate authority within the Citadel. Once they were mortal, but now their voices ring
throughout the halls of the Citadel while their bodies lie entombed deep within the earth. Within the walls of their
sanctuary, they can manifest as solid, if translucent figures. In the outside world however, they are intangible, ghostlike. Despite their disturbing appearance however, the Sons of Kagyar are not ghosts, not undead; they simply have a
different shape and appearance from most other living creatures.
The Sons of Kagyar rose to power prior to the Time of Darkness. At a time when the arrogance of the elves and the
folly of the humans proved their undoing, the Sons of Kagyar achieved their greatest desire: immortality. For over two
centuries, they have fiercely held the reins of power within the Citadel.
The Legend of Kagyar: One of the mightiest warriors in the history of Alphere, Kagyars exploits are the stuff of myth
and legend. One such legend tells that in act of supreme arrogance, Kagyar challenged the Soulforger himself to a duel.
He inevitably lost, although Kagyars bold move gained him a glimmer of respect in his deitys eyes. Kagyar became the
Chosen of the Soulforger (even though this was, for the most part, a self-proclaimed title).
For all his posturing however, Kagyar was still merely a mortal. As the legend goes, the All-Father soon regretted the
small favor it had shown Kagyar. The unthinkable happened when Kagyar was challenged by his offspring. Twelve
members of Clan Kagyar gained immortality when they bled their father's soul of incredible power.

Myth, magic, and the unexplained cloak the realm of Erilene from the outside world. Most
think of Alpheres elven sanctuary as an enlightened realm. Other than the elves
themselves however, no one knows exactly what goes on here.

Population and Race: A quarter million elves call Erilene, its surrounding forests and islands home. While smaller
elven communities in other lands may include some humans, Erilene is exclusively a sanctuary for elves no other
races are allowed to live or even travel through here. On occasion, humans whom the elves deem responsible may be
invited to visit. Dwarves, half-orcs, and muls are almost always barred from entering [to be clear: life can be unfair].
Money: The standard of exchange in Erilene is the luna. Better known to outsiders as the silver moon, it is a large silver
coin worth 1 standard gold piece. Also, the elves are the only people to use a durable paper money, known as the leaf
(printed in various denominations). It has no value outside of Erilene (except as perhaps a curiosity).
Closing the Border: The border of Erilene isnt only a political boundary; its a physical one as well. Usually the border
is open and indistinguishable to the average traveler. At a moments notice however, the Desh'miriai may close the
border (acting collectively or individually), preventing any traveler from entering or leaving. While the border is sealed,
anyone attempting to walk into or out of the dense forests of Erilene finds herself hopelessly lost, with all routes leading
back to where she started. Strange occurrences near the border mean most people avoid settling too close (on either
side).
The Desh'miriai, a small but powerful group of protectors, watch over Erilene. Legends say that these mysterious beings
are world-walkers, wanderers among many different worlds. Whether they are elves --or something else, no one knows.

Aphere is home to numerous religions, ranging from widespread, organized churches that build towering cathedrals to
honor their faith to skulking, nocturnal cults that perform their sacrifices in hidden catacombs. Unlike the real world
however, where countless crusades have been launched in the name of religion, very few religious wars have ever been
waged in Alphere. This is not to imply that religion is unimportant (far from it), it simply means that things are different
here.
Deities here are incredibly distant, all-powerful entities; there are no game statistics for these omnipotent beings. The
gods lack conventional humanoid forms that might be recognized by mortals. When asked to describe a deitys
appearance, followers might say the god looks like inspiration, serenity, or some other abstract concept. Groups of
gods are also worshiped, such as the Seldarine pantheon of the elves, although monotheism is more common than
polytheism.
Deities typically have conceptual (rather than specific) names. For instance, dwarves refer to their deity as the
Soulforger, while the gnomes refer to their deity as the Protector.
Playing a demihuman cleric
In Knights of Everest, demihumans are very private about their religious practices. Except for humans, each races
religious beliefs and practices are mostly hidden from outsiders. Very little is known about a particular races religion by
outsiders.
For instance, a dwarven cleric will almost never reveal to a non-dwarf that he is a servant of the Soulforger. He would
have to have been a longtime friend of the non-dwarf, and there would need to be some pressing reason for him to
make this admission. A dwarven cleric would likewise only use healing magic on a non-dwarf if the other were a close
friend and/or if matters were extremely dire.

This means it can be challenging to play a demihuman cleric. The intention however, is to provide roleplaying
opportunities, not to create hindrances. There are no hard and fast rules for how the secret should be kept, or for how
and when it should be revealed. In our home games, the reveal was a mid-campaign event.
To downplay the differences between human and demihuman clerics, you might simply say that the PCs are longtime
friends (from the start of the campaign). There are no secrets between the adventurers and healing magic is used freely
and openly. If this is the case, then the whole party should be in on the secret, not just certain individuals.
Raising the Dead
The special nature of religion in Alphere means that if a character dies, she cannot be raised by a cleric of a different
race (unless a miracle or wish spell is expended, symbolizing intervention by that races deity). Human clerics are able
to raise a character of any race.

Core Beliefs

The Church of Romula is an organized, modern incarnation of the many primitive fireworshipping faiths long ago practiced by tribes of humans scattered throughout the
continent. The church is the dominant religion among the humans of Alphere.
Beyond the kingdom, the faith is more commonly referred to as the Church of the Silver Flame (most prominently in
the Immensea region). It is a faith of strength against adversity and hope against darkness. For many centuries, the
church was recognized as peaceful and benign. With the outbreak of the Infernal Wars however, it has become more
aggressive and proactive, bringing the forces of light to bear against evil and corruption where it may seek to hide.
THE BASICS
The Church of Romula is a neutral good faith. Clerics normally wear white or blue clothing adorned with a stylized silver
(or more rarely golden) flame serving as the universal symbol of the faith. Ceremonies and holy days call for a thick
blue silver or gold-trimmed sash in addition to the clerics traditional vestments.
The portfolio of the Shinning Faith is fire and light, strength and protection. Its domains are Good, Healing, Protection,
and Strength. The favored weapon is the heavy mace (a bloodless weapon), an early symbol when the faith was more
benign and peaceful.
The teachings of the Church of Romula are:

Destroy evil in all its forms. Fiends are particularly abhorrent to the church.
Bring relief to those who suffer.
Protect those who cannot protect themselves. Offer aid to those who can.

THE SILVER FLAME


The most important symbol of the Church of Romula is the Silver Flame (known more properly as the
Flame Imperishable), a brilliant silvery white fire set within the highest ramparts of Romulas Cathedral.
The Flame Imperishable is eternal. Legends say that it has burned from the creation of the world and will
burn until the very breaking of the world.

HOLY TEXTS
Codex of the Silver Flame: Written by disciples who received a vision from a triumvirate of archangels, this book
provides guidelines for proper behavior. The book covers the origin and tenets of the faith and provides letters and
guidance from early members of the religion. Every cleric is expected to have a copy of this book and many are very
old, decorated with gilt lettering, calligraphy, and illuminations; few, if any, copies are simple or plain.
Copies of the codex have a unique special property: They can be read normally in any light short of complete darkness.
The reader simply sees the text as if reading it under the best possible lighting conditions. [The books aren't actually
magical (rules-wise); this is merely a bit of flavor.]
With the outbreak of the Infernal War, another holy book has begun appearing in many shrines and temples:
The Journal of Heironeous: Written by several unnamed members of the Order
of the Chalice, this holy book is filled with heroic tales and adventurous exploits of
the eponymous Heironeous. 'Heironeous' is a collective pseudonym for the authors.
Over time, the Journal of Heironeous has become an important reference, giving
names to and providing details on, the powerful fiends and other insidious threats
to the church (a task the Codex of the Silver Flame often falls short on). It has
never been accepted as canonical by the clergy, but for anyone seeking to be truly
knowledgeable about the faith, this book is required reading.
It is the Journal for instance, that reveals the re-emergence of the Disciples of
Darkness, an ancient human religion devoted to an elder evil known as the Lord of
Darkness.
Heironeous, The Invincible, The Archpaladin, is the champion of rightful combat and chivalrous deeds. He is the
patron of those who fight for honor, and the fair and good order of things. Beloved of heavens, he is gifted with
many powers to fight evil, especially against his half-brother, Hextor.
CHURCH HIERARCHY
The leaders of the church are known as Keepers of the Flame. They are organized into small councils, by region. A
grand council meets in Prominence.
DUTIES OF THE CHURCH
The Church of Romula is the official faith of the kingdom. It has the right of coronation, and in specific circumstances
can even deny someone the right to take the throne. The church exercises such power with care however.
The church demands a small tithe of the faithful. It is used for upkeep of the churches buildings and temples, purchase
of supplies and equipment for priests and such.
A CLERIC'S ROLE
Clerics of the Church of Romula belong to their own caste that is, being a cleric is their principal occupation. Most
clerics live in the temple or in properties owned by the faith. When on church duty, they are expected to wear clerical
vestments and display church regalia prominently.
Clerics belong to a sovereign order, which means they have the right to a church trial and cannot be tried by secular
authorities for any crime or trespass.
Clerics are usually quiet and kindly, with the courage and resolve of a dragon. They are primarily nurturers and
protectors but when time comes to bear arms they do not hesitate to do so. They use their powers to heal, nourish and
otherwise aid the needy, while practicing the skills necessary to protect their charges should the need arise.
Clerics pray at dawn, with eyes open and heads raised upwards. This posture symbolizes the cleric's acknowledgment
of light and defiance of and vigilance against darkness.

THE ROLE OF PALADINS


A paladin belongs to the Order of the Knights Romulas, holy warriors who act as the military branch of the Church of
Romula. Not every knight of the order is a paladin of course, but by his very nature, a paladin is always called into
service with the knighthood.
THE INQUISITION
The Inquisition is tasked with eradicating heretics and destroying fiendish cults, which threaten the law and order of the
kingdom. Agents of the Inquisition are typically suspicious of everyone, with no qualms about killing innocents, as long
as they also manage to slay the guilty. Needless to say, their appearance elicits dread in other folk.
Even before the Infernal Wars, the church was suppressing heresy. It was ad hoc however. The suppressions were
generally slow and without pattern. Eventually, a sovereign order of inquisitors was established. These witch hunters
(as they are sometimes known) are few but act in the name and full authority of the Keepers of the Flame. They alone
judge heresy, using local authorities to put a tribunal and prosecute heretics.
Church Inquisitor (Prestige Class): If the optional rules for prestige classes are used, then the Church Inquisitor is
available (presented in Complete Divine).
RELATIONS WITH OTHER RELIGIONS
The Church of Romula has very good relations with any good religion. It is friendly towards the good-aligned deities of
the elves. It is cautiously respectful of the militant teachings of the Soulforger, the deity of the dwarves.
Recently more active, the Disciples of Darkness are an ancient human cult devoted to an elder entity known as the Lord
of Darkness (a.k.a. Eberus). There are several stark contrasts to be made between the two faiths: One is devoted to
good, the other to evil; one symbolizes light, the other darkness; one is a young religion, the other is very ancient.
The church opposes all evil and its most pernicious enemies are the fiends of the Underworld, whose vile cults spring
up like weeds among the wicked hearted. It is the responsibility of the Inquisition to root these heretical groups out, as
threats to proper worship.
HISTORY
The Church of Romula launched a crusade against lycanthropes lasting decades. This brought lycanthropes to the verge
of extinction in Alphere.
APHORISMS
The everyday sayings and adages of the faithful tell a great deal about their beliefs and morals.
Bring strength to the weak; destroy the works of darkness and evil. For many generations this phrase contained only
the first part. During the tumultuous Infernal Wars, the latter was added to show the church's change of heart. The first
part is one of the key elements of the faith, and by modifying this aphorism rather than separating the two, the second
part shows how important this new idea is to the faith as a whole.
Fire brings truth to light. This phrase gained popularity during the Infernal Wars. It is a denial of the corrupting influence
of the fiends. Put more simply: What's right is right.
MYTHS OF THE FAITH
The following myths and parables are frequently told by the clergy to teach valuable lesions to the lay folk.
The Gift of Eternal Light: This lengthy myth tells of a kingdom set upon by mortal, undead, and demonic enemies.
Years of battles damaged the land and killed many, but the kingdoms faith remained strong despite these loses.
Although their enemies besieged them every night, each morning the sun rose as a divine gift to the people of the world
and promise that even in the darkest hour light will always return to drive it away. The myth finishes with a great battle
that outlasted the night, and the suns rays blasted the undead and broke the backs of demons, giving victory to the
faithful and allowing them to live in peace thereafter. This myth is unusual in that it says the first rays of dawn sunlight
are the righteous spirits of the dead returning to the world to give comfort to the livinga statement found in no other
part of the faith. Some claim it might be a late addition (originating during the Infernal Wars perhaps) or a fragment of
a revelation to the author.

Cuthbert is a traveling priest of the Church of Romula. He is of common


appearance, an elderly man, white haired with a long mustache, wearing a
crumpled green hat and russet clothing. He carries what appears to be a plain
wooden cudgel; according to popular rumor however, this simple weapon is
anything but. His most decorative item is a medallion overlaid in silver and a
starburst of rubies set within. The medallion is not so much a display of wealth
as is is a way for the cleric to carry wealth that can be easily distributed when
necessary, such as by donating a few gems to a struggling community.
Cuthbert of the Cudgel (as he is often known) is a curmudgeon of an old man
--set in his ways, certain he knows best, and quick to gripe about the
shortcomings of others. Despite this, he is benign, holding an unwavering
dedication to goodness and lawfulness. His no-nonsense attitude appeals to the
commoners and frontier folk whose hard lives he touches in his many travels
throughout the land. Plainspoken and intolerant of backsliding, he is a stern
disciplinarian in a world where evil lurks just out of sight. Common sense and
honesty are the basis of good character, and if these virtues were more common,
everyone would be better off. He is a practical man who gets the job done, for
nothing is worth doing if not done well, whether that means raising a barn or
crushing an orc's skull.
Cuthbert travels widely throughout the many rural communities of Alphere,
espousing the virtues of common sense, zeal, honesty and truth. A simple
shepherd, accepting of all races and creeds, he teaches by example that hard
work, truth, forthrightness, and discipline are the keys to just rewards in this life and the next. Lies, sloth, and moral
weakness lead to wickedness and failure. He is a stern paternal figure, stingy in praise and quick to lecture but doing
so out of love and concern for his friends.
Some obscure holy texts mention that Cuthbert is actually a fallen angel. He took on mortal form, eventually finding
redemption (and was granted sainthood by the church).
SAINTS
There are literally thousands of saints recognized by the church, and many more that the church doesn't recognize.
Saints are the spirits of men and women who led extraordinarily holy lives, and now reside in heaven, while retaining
the ability to act upon the prayers of the living. Many saints were martyrs who lost their lives in the service to the
church. All saints performed miracles, through divine grace, while alive; they can do so even more effectively from
heaven. Their power, however, is never their own, but is derived directly from the Silver Flame.
Almost every profession, nation, city, guild, church, or monastic order has a patron saint. Children, as part of their
confirmation, are given a saint's name that saint becomes a sort of guardian angel to his namesake. Even specific
animals, illnesses or situations have a saint assigned to them. Which saint one prays to depends upon what the worshiper
desires.
Only the church may canonize a deceased individual, thus making that person a saint. The worship of unapproved saints
is forbidden a restriction that is frequently ignored. Because of magic, the church is very careful about separating
miracles acts of divine nature from mundane sorcery.

Erebus
Lord of Darkness
Erebus is an ancient beingolder perhaps even than the gods themselves. It
is known that his realm was the Material Plane when it was nothing but a vast
emptiness, a realm of endless void that he exulted in. When the gods fashioned
the worlds, Erebus took offense, as they decided to use his realm as their
foundation, effectively ruining his empty paradise with their creations.
Relocating in disgust to the newly formed Plane of Shadow, Erebus watched
the creations of the gods grow and flourish, spreading their taint of existence
to all corners of the universe. Hateful of the gods as much as their works, he
aspires to bring about the fall of all gods and every mortal race and world,
returning the planes to the emptiness he once reveled in.
Erebus is a selfish and uncaring being who hates the light and desires to see
all worlds returned to the lifelessness of a never-ending night. From his temple
palace on the Plane of Shadow, he makes grand and wild schemes to fulfill his
improbable goal, expending legions of servants on even the most impossible
plots. Although his decadence and pride make it unlikely that he will ever see
his dreams fulfilled, his cultists, known as the Disciples of Darkness, are
zealous fanatics, and his power upon the Plane of Shadow (the entirety of
which he considers his domain) is nearly unmatched.
Erebus has few worshipers on the Material Plane. Those who serve him there congregate in secretive cults, usually in
places of primeval darkness, such as the Everdarks deepest depths. From there, they seek way to gain their patrons
favor, such as attacking the worshippers of gods of light, destroying races that delight in the daylight, and even plotting
ways to extinguish the sun. Since the outbreak of the Infernal Wars, the Disciples of Erebus have operated more openly
on the surface world, coming into direct conflict with the Church of Romula, a human religion devoted to good.

Erebus is also known as the Devourer of Light, King of Shadows, and the Void Between the Stars. His ancient symbol is
a horned arch and the favored weapon among his disciples is the Shadow Lash (whip). The Lord of Darkness cannot
grant spells to clerics. Instead, he acts as patrons for clerics who devote themselves to abstract sources of divine power.
Erebus has worshipers who perform sacrifices in his name, but he doesnt run organized religions the way gods do.
Erebus is introduced in Dragon Magazine #322.

The myriad societies and cultures of Alphere face an insidious threat, an unseen menace:

Fiends of the Underworld


Fiends are not gods but their inhuman power means they are often worshiped as such
by the malevolent. Where gods are distant, fiends are very active within the mortal
world. Where angels tend to hold back, fiends have no compunction about using the
full extent of their power and influence in the earthly realm. These incredibly evil
beings are like the gods in that they have a keen interested in the affairs of mortals;
some for no other reason than to prey upon and exploit them, while others find
pleasure in the destruction and madness they bring to the world of men.
The mortal servants of the fiends are often organized into cults, and are very nearly
as dangerous as the fiends themselves. Although unable to provide divine prayers to
their followers, the fiends are powerful patrons and inspire fanatical devotion.
Over countless millennia, innumerable fiends have taken an active interest in Alphere.
While the gods often have only conceptual names, the fiends are usually specifically
named. The Church of Romula recognizes a group of fiends that it calls the Dark Six
as the most prominently involved in mortal affairs. Listed in the Journal of Hieroneous
(a holy book of the faith), their names are: Erebus, Orcus, Pazuzu, Mephistopholes,
Tiamat, and Vecna. Other names are sometimes substituted, one for another, this is
but a typical listing. The Inquisition was formed to combat the insidious threat posed
by fiends such as these.

In Alphere, only the most pedantic of sages makes a distinction between demons and devils; both are referred to
indiscriminately as fiends. These beings, while different in their outlooks (demons being chaotic and devils lawful),
remain wholly evil. They may have originated in different planes, but once they find themselves stuck in this world,
those distinctions mean little.
Even "fiend" is used loosely, especially when it comes to the Dark Six. For instance, Vecna and Erebus arent strictly
fiends; that is, they are neither demon nor devil, nor even figures of the Underworld. Unlike how he appears in the
core setting, the Arch Lich is not a deity. Likewise, the Lord of Darkness is more accurately an 'elder evil' (a term
described elsewhere). Their power levels and activities are fiendish enough however. Also, Tiamat is not a deity in
Knights of Everest (as she is in the core setting). The evil Queen of the Dragons, she rules Avernus, the first circle
of Hell [a nod to 1st edition, see Tiamat's entry in the MM].

History Check

The Secret History of Vecna


Vecna is the Arch Lich of Alphere, yet very little is known for certain
about his time as a mortal. The most frequent stories say that before
he became a lich, Vecna was an emperor of Ancient Alpharia. Many
sages believe Vecna was a human warlock (perhaps the first)
infamous for trafficking with an archfiend referred to (in the most
obscure of texts) as the Serpent.
According to legend, it was the Emperor who made first contact,
drawing the archfiends attention to the mortal realm. Had the
Emperor not actively sought it out, the theory is that the archfiend
might have been content to overlook Alphere altogether, thus sparing
the land and its people from centuries of unrelenting strife and
outright destruction at the hands of the fiends of the Underworld.
As emperor, sitting upon the Spidered Throne, the man that would
become known as Vecna is believed to have committed horrible evils,
exploited the lives of anyone unfortunate enough to live under his
rule. That vicious rule ended however, when Vecnas fiendish patron
decided it was time to collect payment for the dark powers it had
bestowed upon him. When Vecna refused to submit, the archfiend
called upon the vampire assassin known as

Kas. Its pact with Vecna

was only one of many that the archfiend maintained in the mortal
realm; Kas was another. Realizing that the vampire was vastly more
powerful, Vecna wisely decided to flee.
A ruthless warrior of unparalleled prowess and cruelty, sometimes
known as the Bloody-Handed, Kas was set upon the trail of Vecna by
the archfiend. Kas pursued him for many years, and it was during this
trying time that Vecna learned the importance of knowledge, and even
more, the lure of secret knowledge. If he should discover the right
secret about his pursuer, Vecna knew that it would give him a muchneeded advantage over Kas. Secrets have power, if only because they
are lost or a person deliberately did not want them to be found. Vecna
became obsessed with the power of secrets.
Decades passed and Vecna continued on with Kas still in relentless pursuit. Many times, in countless lands, the assassin
came close to acquiring his target, but was never able to close in completely. As an unaging vampire, Kas did not feel
the passing of years, but Vecna was still mortal, and so inevitably, he began to slow. He had never given up his own
relentless pursuit of secrets however and eventually Vecna discovered the process that would transform him into a lich,
giving him a definite edge in the inescapable battle to come. As an undead magic-user, Vecna would no longer need to
be concerned with the frailty of his body. By this time however, Kas had finally caught up with him.
Legends tell that the resulting battle raged for days, with Vecna employing dark magics the world had never known and
Kas severing the lich's left hand and eye. Earlier it was mentioned that if Vecna should discover the right secret about
Kas that it would give him a much-needed advantage. Vecna had indeed learned just such a secret: Kas' sword
possessed actual sentience. Using forgotten magic, the lich whispered privately into its thoughts, effectively driving the
inhuman intelligence within the sword insane. Fighting against his own sword in addition to Vecna, Kas was unable to
bring the battle to a swift conclusion. When the smoke and magic-storms cleared, all that remained of the evil
combatants were three terrible artifacts, the Hand and Eye of Vecna and the Sword of Kas. After the battle, the villains
were thought destroyed; as of this writing however, final death is not to be had in either case. In fact, Vecna continues

to be pursued to this very day, although it is not Kas on his tail at the moment. The archfiend, the Serpent himself, will
make sure Vecna is held accountable. Unlike Kas however, the archfiend is much more covert in the pursuit. It is due
in large part to his unearthing of dark knowledge and long-buried secrets, that Vecna is even aware of his fiendish
pursuer and manages to stay one step ahead of him.
Centuries have passed, and the artifacts have traveled from land
to and, sowing evil wherever they go. Although his mortal realm
was long broken, Vecna's name still carries a dread weight, and
cults of fear grow about him. Some seek his artifacts for their
power, others think they are the keys to finding Vecna himself,
and a few even wish to worship his greatness in hopes that he
will teach them. Vecna's cults are incredibly secret, often with
no more than a handful of individuals meeting over the course
of a year. They remain quiet, communicating in codes and
symbols drawn on doors or muttered in dark alleys. While some
join the cult willingly, many who join do so because another
cultist knows some damning secret about them and the only way
to mitigate it is through service or by learning a similar secret
about their tormentor.

While legions of fiends are perhaps mankinds most pernicious enemy, angels are without doubt, their staunchest allies.
The Heavenly Hierarchy are those angels who are tasked with dealing directly with the mortal world. There is another,
strictly militaristic division known as the Heavenly Host.

The Heavenly Hierarchy


Seven archangels lead the Heavenly Hierarchy: Barachiel the Messenger, Domiel the Mercy-Bringer, Erathaol the Seer,
Pistis Sophia the Ascetic, Raziel, the Crusader, Sealtiel, the Defender, and Zaphkiel the Watcher. Ever mindful of the
vast power at their command and the responsibility it brings with it (especially within the confines of a mortal realm),
only a few of these paragons of Heaven have openly revealed themselves to the world. The Church of Romula recognizes
three of the seven, a triumvirate of archangels who nspired the writings in the Codex of the Silver Flame, a holy book
of the faith.

The Old Faith


Druidism is an ancient religion whose depth in both history and culture remains largely unrevealed and unexplored,
even to the most wizened sages and learned philosophers. None can honestly claim to know the how, when, and where
of its genesis (nor do they try). Rather, most consider that it always has been and always will be. In some ways, the
Faith (as it is so often simply called) appears almost sentient, revealing itself in time of greatest need, waiting to be
discovered by its worshippers.
The druidic faith is a federation of regional priesthoods that form a loosely organized worldwide faith, all of whose
members worship Nature and follow a similar ethical philosophy. Druids divide their world into regions, here called
domains. A domain is a well-defined geographic area bounded by mountain ranges, rivers, seas, or desertsdruids
have divided the continent of Alphere into four domains. Druidic regions do not rely on political borders, or on racial or
ethnic groups; a domain can encompass several countries, races, and peoples.
Druid Circles
All druids dwelling within a domain are organized into circles. Circles typically are named for the geographic area their
domain occupies, but sometimes they bear other names, harking back to their foundation. For instance, druids in Alphere
have formed the Sovereign Sea Circle and the Circle of Amaru.
The members of a circle hold themselves responsible for the well being of the wilderness and the continuations of the
orderly cycles of Nature within their domains. Circles operate within a very loose structure. They use no large temples
or abbeys, for rarely do more than a few druids live together. All druids within a circle acknowledge a single greater
druid as their leader and recognize this figures moral authority.
Life After Death
Since they see the universe as a cycle or series of cycles, druids believe the life force of a person (especially one who
follows the old faith), is reborn again and again. A beings reincarnation will not remember a former life but may possess
a similar personality.
Druids believe a persons soul may be reincarnated into an animal instead of a sentient beingyet another reason they
revere all the worlds animals. This reverence for the eternal cycle of life may also explain the unique unifying effect
druidism has upon the races of Everest (see below). According to the faith, it is entirely possible for instance, that a
dwarf and an elf, meeting for the first time today, are actually related in another life, whether from long ago or even
into the future.
The People
The Old Faith teaches that all people are interconnected. Far flung as they may be, all people are your kin, as if you
were a member of a great tribe that includes members of all races across the world. Another element of druidism that
apparently has a unifying effect upon the races is the secret language of the druids themselves.
Druidic - The Secret Language
As mentioned earlier, the Old Faith appears almost sentient, revealing itself in times of greatest need, waiting for just
the right moment to be discovered by worshipers. This is most evident in Druidic, the secret language of the faith.
Druidic is far from just another mundane language. For druids (only), it acts as a universal translator (think Star Trek).
This secret language is a gift of the Faith itself; its magical nature means its impossible to learned by (or taught to)
non-druids. To speak druidic, a druid speaks in his or her native tongue and the words are heard in the listeners native
tongue. The intent to communicate is what activates the magic of the language.
For example: Two druids (a dwarf and an elf) want to talk but have no language in common (other than druidic of
course). The dwarf hears the elf speaking in dwarven and the elf hears the dwarf speaking in elven. Only the druids

understand the conversation, everyone else hears what can only be described as gibberish (niether dwarven or elven,
it should be noted).
Demihuman Traditions
Unlike religion in most of Alphere, druidism is not divided along racial lines. Each race has its unique traditions and
services but the core beliefs of the Old Faith remains very similar among all races, whether human, dwarf, or elf.
The Dwarves: Prior to their emergence from the underground onto the surface world, the dwarves thought very little
about the place and power of Nature. Once beyond their lightless underground strongholds however, the dwarves felt
exposed and vulnerable (an intolerable feeling for any dwarf). The dwarves eventually realized however, that the
connection they felt within the deep earth did not need to be diminished in the World Above. Through druidism, the
dwarves could achieve full strength, on the surface as below.
The Elves: When the elves first arrived on Alphere many thousands years ago, their clerics were out of contact with
the Seldarine for a time. It was during this tumultuous period that the elves discovered druidism. It was during these
early years that the Rangers first came into prominence among their people, gaining prestige and respect as an elite
order of holy warriors that has been carried into the present day.

The Hierophants
The heirophants are one of the most ancient religious orders imaginable, having existed on Everest, in one form or
another, for thousands of years. They wield power beyond the ken of most mortals. Heirophants are a unique part of
the old faith. Some go so far as to say they are the faith.
Hierophants typically respect the great druids (the leaders of the circles), but need not obey their mandates nor operate
within the borders of any circle.
Unlike many lesser druids, hierophants always have a global perspective and agenda. They concern themselves with
the rise and fall of empires, the migrations of peoples, or the growth or extinction of a species. Hierophants are notorious
behind-the-scenes manipulators. Their life spans extended through divine magic, many hierophants weave subtle
schemes with far-reaching plots that might take many decades to hatch.
Hierophants are epic characters and use the rules found in Chapter 6 of the Dungeon Masters Guide and Epic Level
Handbook.
Recommended Reading: Ancient PCs: Playing Elders in D&D by Hal MacLean (presented in Dragon Magazine #354).
Even if these rules are not used, hierophants are considered to have the Endless special ability: A creature with this
special quality ceases to age once it achieves a certain point in its life cycle. These creatures exist in a special kind of
physiological stasis, counteracting all the consequences of advancing years that usually lead to frailty and eventually
death.
Everlore: In a time now forgotten by all but the most ancient of beings, a terrible war erupted between two families of
sorcerersone good and one evil that controlled great empires. Sorcerers on both sides vowed to fight until they were
utterly triumphant, seeking to purge their rivals from the earth. With fearsome magic and dragon armies they battled
for centuries, neither side winning final victory
.
In the course of the warfare, the sorcerers wrought vast destruction on the worldforests blazed up, islands sank into
the sea, entire races became extinct [bye, bye, hobbits]. During the centuries long war, a small number of druids
amassed a great and vast power, the likes of which had never been seen on Everest (then or now). Finally, the
hierophants (as these druids called themselves) decided to intervene in the destructive war.
Calling upon the power of the gods themselves (or so it seemed), the hierophants caused a star to fall from the very
sky, into the midst of the two warring armies. Known as the Starfall, the death toll was massive, the destruction
unimaginable. The loss of human life, though incalculable, would eventually replenish itself. The damage to Nature was
much more devastating. To this very day, the Starfall is a wound to Nature that has never healed. The hierophants had
to make a tough decision: If the war were allowed to continue, then the damage to Nature would be much worse than
even that of the Starfall. So, the hierophants decided to act.
The hierophants demanded peace talks begin immediately. Despite the devastation, the two empires continued to fight.
They felt certain the powerful druids wouldnt attempt such a destructive act again. They were wrong. Within a matter
of months, another Starfall was called down by the hierophants. This time, the warring armies listened, their vast
numbers nearly decimated by the incredible destruction.
The hierophants have bitter enemies in the ancient remnants of the warring sorcerersthose who escaped the fate of
their fellowsthose who would become known as the magi. The animosity between the hierophants and the magi
continues even to the present day.
The Starfall was (of course) a true dweomer (a.k.a. epic magic). The secret of true dweomers is the ace-in-the-hole
of the hierophants; over countless millennia, no others have ever discovered such magic. It is a power that the magi
and high priests, in all their many centuries of existence, have never contemplated, never realized is within their gasp.
That is bound to change of course; in a world of heroes and villains, anything is possible.

The elves worship a pantheon of deities known as the Seldarine, a complex term
that can be roughly translated as "the fellowship of brothers and sisters of the
wood". They act independently of one another, but the elven powers are drawn
together by love, curiosity, and friendship to combine their strengths, to
accomplish a task, or in the face of outside threats.
Corellon Larethian, the acknowledged ruler of the Seldarine - sometimes joined
by his consort, who is either identified as Sehanine or Angharradh. Such
ambiguity serves to reinforce the fact that the Seldarine are free and that none
are compelled to perform any task. Instead, the gods of the Sad People seem to
sense when something needs doing, and they simply gather when necessary.
With the exception of some, most members of the Seldarine reside in the
Heavenly realm of Arvandor - a term that means "The High Forest" in high elvish.
The Seldarine is a chaotic good pantheon and elven clerics may be of chaotic
good, chaotic neutral, or neutral good alignment. They may choose their favored
weapon from any weapon they are racially proficient with. They may choose their
domain spells from any domain. This represents the elven clerics ability to appease many different gods rather than
just one. They must make a Knowledge (religion) check (DC 15 + spell level) for each domain spell, failure indicating
that they have offended one of the gods and may not receive that spell for the day. As potent as this is, elven clerics
do not receive any domain abilities. Otherwise, they are handled as normal clerics.

The Silverstars are an offshoot of the Seldarine faith. According to their beliefs,
the Seldarine never intended elves insulate themselves from the wider world.
Silverstars often travel extensively outside elven lands, and it is not uncommon
to find them residing in human controlled lands.
Silverstars believe the forlorn nature of many other elves is a sin. In their view,
it is a refusal to enjoy the goodness of the Seldarine and the world the elves
now live in. It is a spiritual apathy that discourages the faithful from their
religious work. Silverstar elves strive to be satisfied and content in their
circumstances. To do otherwise causes unhappiness.
The most commonly seen symbol among the Silverstars is a ring of stars, silver,
white or (rarely) blue, most always seven in number.
The Silverstar faith is made up of autonomous sects; there is no universal
'church', no central authority that oversees all practitioners. Thus, a sect of
Silverstars in one community is differentat least in the details, and frequently
in major practicesfrom any other. It also means that Silverstars aren't
necessarily in agreement on religious matters.
For instance, a few more radical Silverstars believe that other elves are slothful, failing to love the Seldarine with all
their hearts and minds. In their eyes, the proverbial 'sadness' of other elves is an insufficiency or even an absence of
love. A more moderate take is that other elves fail to use their talents and gifts; it is merely a sin of laziness, an
unwillingness to act or care, rather than a failure to love the Seldarine and their works. The latter view is more widely
publicized than the former. This is one reason why Silverstars are accepted by most elves as an offshoot of Seldarine
worship, rather than outright heretics of the faith.
Many adventurers (i.e. PCs) are Silverstars (especially young elves, who have yet to proclaim adulthood). Unlike the
core Seldarine faith, not all Silverstars are elves. A few extraordinary individuals have proven themselves as star-friends.
They may be of any race but are most likely to be human. It is rare but not unheard of that an elf-friend finds him or
herself drawn to the Silverstar faith. The Silverstar faith is unique among demihuman faiths, in that shrines and even
the rare temple devoted to the Seldarine can be found in human communities where Silverstar elves reside. As always
however, worship remains private, rarely shared with non-elves.
Like traditional elven clerics, Silverstar clerics may be of chaotic good, chaotic neutral, or neutral good alignment. They
can choose from among the following domains: Good, Chaos, Magic, and Travel. Silverstar clerics gain domain abilities
as normal. They may choose their favored weapon from any weapon they are racially proficient with.

An elf ranger speaking with her human friend:


Angela, the care and love you have shown my people can never be repaid. Through many years, you have nurtured a
deep understanding and appreciation for the elven way of life. You, can I truly call friend. There is much yet to learn of
my people however. Listen carefully then and I will share with you things that few outsiders ever know.
From your time spent among the elves, you know us to be reserved and solitary. You have heard us called the Sad
People; indeed, for we yearn to return to the land of our birth, a bright realm known as Arvanaith, which lies far beyond
the seas. We cannot presently return to our homeland however; the pathway has been lost to us. As a people, elves
live by a simple dictum: We were strangers when we arrived here and so we must remain if we are to one day return
to Arvanaith; this is the command of the Seldarine to their children who have lost their way.
Who are the Seldarine, you ask? They are the gods of my people. Faith in the gods is what binds the elves together.
You see, although all other pathways to our homeland are lost in the Time of Darkness, there is one connection which
can never be severed and that is our faith in the Seldarine; that is our eternal link with Arvanaith.
You might have noticed that elves appear almost ageless. Such longevity is a gift of the gods, and is perhaps the closest
held secret of my people. The gods have a covenant with their children that no elf should die in earthly realms. Elves
do not age, wither and die as men do; rather, old elves who have fulfilled lifes promise are called to undertake one
final, fateful journey. Completion of this journey leads the elf to Arvanaith. Blessed and guided by the gods, it is as
much a journey of the spirit as of the body, and is the only lasting way for an elf to return home.
Now Angela, commit these things to your heart and you will forever welcomed as a friend among the elves.
===
Elves restrict their emotions to a narrow range, showing little joy and less grief. For all their disinclination for emotional
displays however, elves are a people of deep feeling. When alone or among a trusted few, they give in to their happiness
and sorrow with surprising intensity.
Elves value their privacy and guard their lands from trespassers. During private moments, they reflect on their nature,
their peoples history, and the plans the Seldarine have for them. They see the natural world as a prison, albeit a
beautiful one, and pine for the fabulous cities and verdant lands of Arvanaith that they abandoned long ago.
Those who shrug off this melancholy sometimes leave their hidden communities to see what the world has to offer.
Adventuring is a common pastime for these bold souls, and they prove constant, though detached, comrades. However,
elves are sometimes sensitive about their reputations and might go overboard to prove their loyalty.

Deities & Demigods

Like her servants the drow, the Dark Queen is an outcast; she was once a member of the Seldarine. The Dark Faith, as
it is sometimes called, is one of betrayal and revenge. The faith has a webbed hierarchy, with cells connected by a single
linking thread. A cell could be an individual or a small group.
Due to their subversive nature, drow typically dont wear any form of unique clothing, carry any item, or bear any
physical mark to identify themselves. There are several code signals they use to recognize one another however. One
common signal is for a drow to spread the fingers on each hand apart, then touch the fingers of each hand together,
creating an image of a spider. The counter-signal is for the other drow to clasp his hands together, fingers entwined,
palms down, then turn them up, signifying the inevitable ascending of the Dark Queen and her followers. Drow know
only other operatives with whom they have direct contact.
THE BASICS
The Dark Queen is a chaotic evil deity and drow clerics may be chaotic neutral, chaotic evil, or neutral evil alignment.
While her followers may be any of these alignments, most drow clerics are neutral evil. The portfolio of the faith is evil,
darkness, betrayal, and to a lesser extent, spiders. Drow clerics may choose their domains from Chaos, Destruction,
Evil, and Trickery. The favored weapon of a drow cleric is a dagger, a weapon which can be hid easily and which
symbolizes the secretive nature of the faith.
Due to the clandestine nature of the faith, drow clerics only wear clerical vestments when there is no chance of being
observed by outsiders. In private ceremonies, they favor long, concealing black robes, often embroidered with red
thread in spider-web designs. Silver thread is used only rarelysince silver is a color usually associated with the
Seldarine.
The symbol of the Dark Queen is a spider-webbed star. Drow operatives often leave spider or webbed images as
reminders of their continued presence in elven society. Drow abhor images of the moon, which is the symbol of the
Seldarine; they typically deface such imagery whenever possible, sometimes corrupting the moon by covering it with
blood.
The Spider takes hold with her hands and is in royal palaces.
HOLY TEXTS
Keeping secret is all encompassing, thus few texts are openly available. The following text has significant status within
the faith however.
Teachings of Lloth was written by a venerable elven cleric who was supposedly retreating to Arvanaith. On the fateful
journey, he received a powerful vision of the Champion (progenitor of the other gods and creator of the elves) being
torn into two separate entities (Soldeus and Lunadea). He discovered how the Dark Queen embraced betrayal by the
other gods (subsumed it into her very nature, in fact) and learned of how the Dark Queen will inevitably regain her
place among the Seldarine.
The Seldarine cleric who received this vision eventually made his way back to the mortal realm and become an early
patriarch of the Dark Faith.
Teachings of Lloth is essentially an 'expanded and clarified' Seldarine Bible. Many scholars take this as proof that the
Champion does indeed have two aspects (since neither holy book is 'complete' in itself). Most copies of Teachings of
Lloth can pass as Seldarine Bibles at a glance (they are similar in size). A common tactic (which serves the subversive

drow well) is to leave Teachings of Lloth out in the open (rather than hide it).
A CLERICS ROLE
The Dark Queen expects her followers to be shrewd, calculating and aware of the dangers and opportunities around
them. Drow clerics are the epitome of this philosophy, seeing it as their duty to learn as much about their current
communities as they can, which makes them better clandestine operatives.
A few might pass themselves off as Seldarine clerics (or at least attempt to) but most drow clerics live within regular
society, earning a day-to-day living, just like most other elves. There is no special education required to become a drow
cleric; all that is required is a desire and willingness to follow the edicts of the Dark Queen. Drow seldom retain any ties
to former friends or family and this is especially true for clerics.
The daily tasks of a drow cleric change based on the needs of the cell. One day, he might be called upon to officiate a
ceremony inducting new members into the faith, while the next he could be required to disguise himself as a minstrel,
infiltrate and covertly disrupt, a wedding between two important nobles.
Drow clerics pray only at night, their prayers taking the form of whispered chants that fill the darkness.
RELATIONS WITH OTHER RELIGIONS
The Dark Queen is of course, a bitter enemy of the Seldarine. She stands in opposition to all good faiths however, and
drow can be found operating anywhere the Dark Queens interests might be served; attempting to destabilize church
hierarchies, and seeking to undermine the faith of their followers.

When an elf embraces evil, elven society moves quickly to punish the guilty. The elven respect for life does not permit
them to execute these individuals. Instead those elves deemed dangerous are cast out and named dark elves.
An elf that is accused of evil acts is brought before a council of her peers, where the elf may present a case. If the
council unanimously votes the elf guilty, then her crimes are presented before the Seldarine and the elf is given a chance
to repent. If she does not sincerely and honestly repent, then she is declared a dark elf, and her name is stricken from
the hearts of the elves, and no elf is permitted to speak her name.
Only through forgiveness can a dark elf be welcomed once again into the realms of the elven people, but redemption
can often prove to be a difficult and dangerous trial. Most do not survive the struggle, though on rare occasions it is the
very fact of self-sacrifice that redeems the dark elf.
Appearance: Physically, dark elves appear no different from other elves. They are a subculture, rather than a subrace
of elf.
Depending on their beliefs, dark elves can typically be categorized into two groups:
Drow
Most elves that embrace evil have been corrupted through servitude to a demonic deity known as the Dark Queen.
These elves are known as drow, a low elven word meaning under or beneath; some elves even translate this literally,
to mean contempt. It is rare for elves to even admit that drow exist; to outsiders, elves insist drow are nothing more
than glorified bogymen.
True to their name, the drow are subversives group living with elven society. They attempt to pass themselves off as
typical elves whenever possible. Drow meet in shadows and make secret plans, relying on subterfuge and cunning to
accomplish their unholy work. Drow are not above using acts of terror against other elves. Their ultimate goal is to
restore their Dark Queen to her rightful place among the Seldarine.
Drow who are caught are exiled from elven society.
Faithless
Not all dark elves are evil, although most are. More than anything else, belief in their gods unites the elves as a people.
There are rare individuals who, for whatever reason, lose faith in the Seldarine. These elves might continue to exist in
elven society normally, were it not for the unbearable personal shame and conflict within their hearts, which hinders
healthy interaction with other elves. It is no surprise then that most such elves choose to live in voluntary exile. They
roam the world alone, knowing they will never again see their home or people again.

Known as Dwarf-father or All-Father, the Soulforger is the god of the dwarf people as a whole, as well as the god of
creation, "dwarf-crafts" (smithing and stonework), and protection.
The Soulforger is a lawful neutral deity. Dwarf clerics may be of lawful good, lawful
neutral, or lawful evil alignment. They may choose their domains from among the
following: Earth, Law, Protection, War. The favored weapon of the Soulforger is the
battleaxe.
Dogma
The Soulforger is an adamant defender of the dwarves he created and of the
principles of law. He teaches the value of making goods that last, of loyalty to clan,
leader, and people, and of meeting adversity with stoicism and tenacity. It is the
Soulforgers influence that leads the dwarves toward excellence in craftwork and
staunch defense of what is theirs.
Clergy and Temples
Clerics of the Soulforger are charged with maintaining and advancing the dwarven
race in all walks of life. They perform a wide range of public ceremonies (marriages, blessing, and the like). They also
educate the young, arrange communal defenses, and sponsor civilian expeditions to settle new lands. They also keep
detailed genealogies and historical archives.
Every temple or shrine of the Soulforger includes an anvil and a forge that the clerics keep perpetually burning. The
anvil can be a simple decoration or part of a working smithy, but it often serves as the temple altar.

Gods of the North

Most races keep their religions hidden away from the outsiders, but this does not hold true in the frozen Northern
Reaches. Here, barbarian tribes of humans, goblins, and orcs share a common faith. For many years these warriors
have traded with each other in more than gold; they have traded ideas.
Upon the meeting of the humans and the orcs, the warrior of each traded blows and found each other well matched.
Fighting to stalemate, the tribes were made to join forces as the cold and bitter winds increased in speed and menace.
Traveling together as the winds died down, they met the goblins, small hunters with a knack for catching small prey
quickly and easily. Between the three tribes they forged a survival in the bleak wilderness.
As the tribes commingled and grew comfortable with one another, they began to discuss religion. In this way, the gods
of the humans met the gods of the orcs and the gods of the goblins. The tribes would soon split, but would continue to
trade with one another, and with each exchange, the blessings of each clans respective deity was wished. The trade
relationship grew, and all three tribes grew to respect and pay homage to each others gods. They now share a common
pantheon, a common faith. Tall tales concerning the exploits of the gods are spread from tribe to tribe, and vary
according to culture and custom.
Unlike deities worshiped in most other parts of Alphere, the Gods of the North have conventional anthropomorphic forms
easy recognized by mortals. The Gods of the North all have multiple aspects; different faces or personae, depending
on whom you ask. Each deity in the pantheon influences a particular area of life but has different aspects depending on
race (and alignment). For instance, humans view the gods as they appear in real world Norse Mythology; non-humans
however view them very differently. For instance, to his human worshipers, Odin appears as a massive one-eyed man,

while to the orcs, he appears as a massive one-eyed orc (not to be confused with Gruumsh from other settings). One
deity, two very different aspects.
Odin: Wisdom, Magic, Death, and the Dead
Odin is, perhaps the oldest of the gods. As such, he is the wisest and most learned of the gods. He is spreader of
ideas; and with his twin ravens Thought and Memory, he has brought wisdom to the North. He knows the ways of
magic, and through Thought and Memory this knowledge has been passed to the peoples of the North. But as is
known, the raven is a symbol of death, and Odin also rules the dead. It is he who escorts the souls of the departed to
their eternal rest.
Thor: Thunder, Strength, Protection, and War
Thor may be the single most powerful of the gods. He is a benevolent figure, offering protection. Thor values strength
and virtue above all other qualities. He is the god of warfare and storms, and such may be symbols of strength. Thor
disapproves of war for wars sake, but to war against an invader, to stand strong side by side with your brother
against a common foe is a war blessed by Thor. A thunderstorm is seen as an omen that Thor is pleased.
Loki: Trickery, Fire, and Change
Loki is a tricky god. He is a shapechanger, and fun loving, but at times very destructive. Loki has been known to solve
problems, but he has also been known to cause them. It is said that he, shapechanged, birthed terrible creatures. He
is a fickle and treacherous god. His symbol is fire. Such events are deemed as Lokis will working when he has grown
bored of the endless snow. Such fires cause terrible destruction, yet they also give way to new life. Such is Lokis dual
nature.
Skadi: Winter, the Hunt, Vengeance
As cold as the winter itself is Skadi, the Ice Queen. The bitterest winds are said to be caused by her when she is in a
temper. She is the goddess of retribution, of vengeance. She sees that those who wrong be justly righted. She has
dominion over justice and law. She has many tools to exact justice; she has the winds, the snow and ice, she has the
wolves. She is mistress of the hunt, and her wolves hunt those who do injustice.
Freya: Love, Beauty, Life, and Future
Freya is sister to Freyr. She is goddess of all that is deemed womanly. Love and beauty is her domain. Girls and
young women in love or seeking it turn to Freya for guidance, and those who have found it, who have wed find
motherly wisdom in Freya.
Freyr: Fertility, Daybreak, Light
Freyr is brother to Freya. He is the god of that which is deemed manly. He is god of fertility and virility, those most
masculine of traits. He is said to carry the seed of light and life, bringing a new day.
Thanks to Seraphine Harmonium, who originally posted this in my Knights of Everest thread.

The Calendar
Humans use the Alpharian Calendar, invented over a thousand years ago by a small conclave of magicians (a precursor
to the Council of Alpharia).
The calendar is divided into twelve months: Newyear, Birth, Wind, Rain, Bloom, Sun, Growth, Blessing, Toil, Harvest,
Moon, and Yearsend. These are equivalent to the months of the real-world Gregorian Calendar. For instance, Newyear
is January, Yearsend is December. The two calendars are also alike in length. For instance, December has 31 days, as
does Yearsend. A year is 365 days long.
Alpharians mark the years from the founding of the original Council of Alphere (current year 1020 AY, Alpharian Year).
The people of Romula mark the passing of years since the crowning of Rynold Aullance I (current year 846 AC, After
Crowning).

Lunar calendars
Both the druids and the elves follow a lunar calendar based on cycles of the moon phase. Unlike the druidic calendar
however, the elven calendar follows the cycles of Lunadea, a moon that only elves are able to see. Druids mark time
from the raising of the Standing Stones over eight thousand years ago (think real world Stonehenge). The Elves mark
the passing of years from their arrival on Alphere over five thousand years ago.
Day and Night: Everests days are 24 hours long, divided into night and day by the rising and setting of the sun. Seven
days comprise a week: Godsday, Moonday, Waterday, Earthday, Starday, Sunday, Freeday. Godsday is commonly
associated with worship, and Freeday with rest. The remaining days are considered "work days."

MONSTER MANUAL -

Knights of Everest Appendix

The following monsters are ported into the Knights of Everest setting and mechanically modified (and/or reflavored) as
follows:
Banshee
Many elves lost their lives during the long journey from Arvanaith to Alphere. Their spirits sometimes manifest as
banshees. The banshee is described in Monster Manual II (updated in the v.3.5 Update Booklet).
Dragon
A dragons alignment is only fixed along law-chaos axis, while the good-evil axis is variable. Dragons choose which of
their kind to associate with based on shared philosophies of good and evil (so a chromatic dragon may befriend a
metallic dragon).
Dragons of Everest have special abilities based on alignment (rather than on color, as in the MM).
Eoshee
Eoshee is an elven word meaning faerie nightingale. An eoshee has the body of a golden eagle and the upper torso
and head of a very attractive elven woman. Eoshee possess the same singing and charming abilities as harpies. Eoshee
do not have the usual harpy stench however. They have small fangs, visible whenever they smile broadly. Eoshee are
native to Arvanaith and very rare on Everest. Most are goodly aligned. They are otherwise as described under Harpy
in the Monster Manual.
Everlore: In reality, the eoshee are a mythical race, existing only in bardic tales. A harpy named Melody is the only
'eoshee'. Her appearance has been magically altered by an elven bard named Varian. Some years ago, he found himself
aboard a merchant ship that ran afoul of a flock of harpies. In the aftermath of battle, while privately mourning the fact
that voices of such beauty should be wasted as the lure of such foul creatures, Varian discovered an egg in the harpy
nest. On a whim, he took it with him. So began the story of Melody. For more details, see the AD&D adventure Melody
by Leonard and Ann Wilson, presented in Dungeon Magazine #48.
Hobgoblin
The conflicts between the fiends of the Underworld sometimes erupt, unpredictably into the world of Everest. When they
do, the hobgoblins are among the first called upon to fill the fiendish armies.
Also, check out Dragon Magazine #309 for Paragons of War, an article on the Ecology of the Hobgoblin.
Troll (Everest)
Use the rules for the fensir presented in Fiend Folio (updated in the v.3.5 Update Booklet). They are native to Alphere
and lose the extraplanar subtype.
An Everest troll casts arcane spells as a 5th level sorcerer (6/7/4; save DC 11 + spell level). An Everest troll has the
normal arcane spell failure chance for the armor it wears (10% in the case of leather armor). Typical spells known
include: 0- detect magic, ghost sound, mending, open/close, ray of frost, read magic; 1st- color spray, magic missile,
obscuring mist, protection from law; 2nd- bulls strength, darkness. This supplants the Spells listing under Combat on
page 70 of Fiend Folio.
Trolls as described in the Monster Manual do not exist.

System Reference Document


v3.5
SRD Home
Legal Information

Unearthed Arcana

Tools
Basics & Ability Scores
Alignment & Description
Races
Character Classes
Skills
Feats
Equipment
Special Materials
Combat
Special Abilities & Conditions
NPC Classes
Prestige Classes
Epic Levels
Magic Overview

PRESTIGIOUS CHARACTER CLASSES


A number of the standard character classes represent very
specific (if not always specialized) roles in the game. These
classes the bard, the paladin, and the ranger might require
special training to enter, training that can be mimicked by
transforming these classes into prestige classes.
With this variant, these classes become off limits for starting (1stlevel) characters. Thus, the three prestige classes presented below represent
elite character archetypes, roles that can only he achieved through training in
specific areas of knowledge and expertise. In each case, the prestige class
recreates the feel of the character class, but with slight variations. Each class
has fifteen levels, allowing a character who enters at 6th level to continue along
that path all the way up to 20th level.
If you use any of the variant classes presented here, the standard version of
the class should be unavailable. For instance, you shouldn't include both the
standard paladin character class and the paladin prestige class in the same
game.

Spell List

UNIQUE SPELLS

Magic Items

The bard, paladin, and ranger spell lists contain a number of spells that don't
appear on other classes' spell lists. In general, any character who enters one of
these prestige classes should gain access to spells unique to that class's spell
list, at the same levels indicated for the standard class. At the game master's
discretion, spells unique to that class's spell list found in other books may also
be available, but on a case by case basis. The game master may require such
spells to be researched or learned specifically by the character, rather than
simply making them freely available.

Monsters
Carrying, Movement, and
Exploration
Treasure
Wilderness, Weather, and
Environment
Traps
Planes
Psionic
Divine
Unearthed Arcana
Character
Racial Variants
Bloodlines

PRESTIGE BARD
The prestige bard is a jack-of-all-trades, master of none. She relies on wit,
agility, and no small amount of magic to see her through her daring
adventures.
Virtually all characters who become prestige bards are already multiclass
characters, usually mixing rogue and wizard or rogue and sorcerer. Some
dabble in barbarian or fighter as well, depending on their social backgrounds.
NPC prestige bards may serve as heralds, tale-tellers, spies, ne'er-do-wells, or
all of the above. Some work in troupes, others form colleges, but most share a
strong streak of independence.

Class Variants

Compared to the standard character class, the prestige bard gains her bardic
music abilities later in her career, but has a greater range of spells available.

New Classes

Hit Die: d6.

Prestigious Classes
Racial Paragon Classes
Skills Variants
Feats Variants
Combat Variants
Magic

Requirements
To qualify to become a prestige bard, a character must fulfill all the following
criteria.
Alignment: Any nonlawful.
Base Attack Bonus: +3.
Skills: Knowledge (any one) 4 ranks, Perform (any one) 8 ranks.
Special: Ability to cast at least one 1st-level arcane spell from each of the
divination, enchantment, and illusion schools.

Class Skills
The prestige bard's class skills (and the key ability for each skill) are Appraise
(Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int),
Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex),
Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken
individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession
(Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None),
Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha). Skill
Points at Each Level: 6 + Int modifier. Table: The Prestige Bard
Base
Fort Ref Will
Attack
SaveSaveSave
LevelBonus
Special
Spells per Day
Bardic music
(countersong,
1st
+0
+0 +2 +2 fascinate,

inspire courage +1),


bardic knowledge
+1 level of existing
2nd
+1
+0 +3 +3
arcane spellcasting class
3rd
+2
+1 +3 +3 Inspire competence

+1 level of existing
4th
+3
+1 +4 +4
arcane spellcasting class
+1 level of existing
5th
+3
+1 +4 +4 Inspire courage +2
arcane spellcasting class
+1 level of existing
6th
+4
+2 +5 +5
arcane spellcasting class
7th
+5
+2 +5 +5 Inspire greatness

+1 level of existing
8th
+6
+2 +6 +6
arcane spellcasting class
+1 level of existing
9th
+6
+3 +6 +6 Song of freedom
arcane spellcasting class
+1 level of existing
10th
+7
+3 +7 +7 Inspire courage +3
arcane spellcasting class
+1 level of existing
11th
+8
+3 +7 +7 Inspire heroics
arcane spellcasting class
+1 level of existing
12th
+9
+4 +8 +8
arcane spellcasting class
13th
+9
+4 +8 +8 Mass suggestion

+1 level of existing
14th
+10
+4 +9 +9
arcane spellcasting class
+1 level of existing
15th
+11
+5 +9 +9 Inspire courage +4
arcane spellcasting class

Class Features
All the following are class features of the prestige bard class.
Weapon and Armor Proficiency: As the standard bard. A prestige bard can
cast any arcane spells in light armor without the normal arcane spell failure
chance.
Spellcasting: When a new prestige bard level is gained (except at 1st, 3rd,
7th, and 13th level), the character gains new spells per day (and spells known,
if applicable) as if she had also gained a level in whatever arcane spellcasting
class she belonged to before she added the prestige class.
A prestige bard casts arcane spells from the schools of divination, enchantment,
and illusion at +2 caster level. She casts arcane spells from the schools of
evocation and necromancy at -2 caster level.
Bardic Knowledge (Ex):As the standard bard ability of the same name.
Bardic Music: As the standard bard ability of the same name, except that the
minimum number of ranks in Perform required is increased by 5 (8 ranks for
countersong, fascinate, or inspire courage; 11 ranks for inspire competence,
and so forth).

PRESTIGE PALADIN
After training in the arts of combat and the mysteries of the divine, the prestige
paladin is anointed as a holy warrior dedicated to the protection of law and
goodness.
Most prestige paladins are clerics or fighter/clerics, though rare cleric/monks
might pursue this path as well.

NPC prestige paladins usually belong to a holy order dedicated to a lawful good
deity. Some are lone wanderers, dealing out justice while walking the earth.
Compared to the standard paladin, the prestige paladin gives up a small
amount of combat prowess in exchange for a larger spell list and a higher top
end of his spellcasting powers. Also, his class features aren't quite as powerful
as the standard paladin's as a result of his reduced paladin class level.
Hit Die: d10.

Requirements
To qualify to become a prestige paladin, a character must fulfill all the following
criteria.
Alignment: Lawful good.
Base Attack Bonus: +4.
Skills: Knowledge (religion) 2 ranks, Knowledge (nobility and royalty) 2 ranks,
Ride 4 ranks.
Feats: Mounted Combat.
Spellcasting: Ability to cast protection from evil as a divine spell.
Special: Ability to turn undead.

Class Skills
The prestige paladin's class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal
(Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int),
Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points at Each Level: 2 + Int modifier.
Table: The Prestige Paladin
Base
Fort Ref Will
Attack
SaveSaveSave
LevelBonus
Special
Spells per Day
Detect evil, smite evil +1 level of existing
1st
+1
+2 +0 +0
divine spellcasting class
1/day, turn undead
Divine grace, lay on

2nd
+2
+3 +0 +0
hands, special mount
Aura of courage,
+1 level of existing
3rd
+3
+3 +1 +1
divine health
divine spellcasting class
Remove disease 1
4th
+4
+4 +1 +1

/week
+1 level of existing
5th
+5
+4 +1 +1 Smite evil 2/day
divine spellcasting class
6th
+6
+5 +2 +2

+1 level of existing
7th
+7
+5 +2 +2
divine spellcasting class
Remove disease

8th
+8
+6 +2 +2
2/week
+1 level of existing
9th
+9
+6 +3 +3
divine spellcasting class
10th
+10
+7 +3 +3 Smite evil 3/day

+1 level of existing
11th
+11
+7 +3 +3
divine spellcasting class
Remove disease
12th
+12
+8 +4 +4

3/week
+1 level of existing
13th
+13
+8 +4 +4
divine spellcasting class
14th
+14
+9 +4 +4

+1 level of existing
15th
+15
+9 +5 +5 Smite evil 4 /day
divine spellcasting class

Class Features
All the following are class features of the prestige paladin class.
Weapon and Armor Proficiency:As the standard paladin.
Spells per Day: A prestige paladin's training focuses on divine spellcasting. At
every odd numbered level reached, the prestige paladin gains new spells per
day as if he had also gained a level in whatever divine spellcasting class he
belonged to before he added the prestige class.
Detect Evil (Sp):As the standard paladin ability of the same name.
Smite Evil (Su): As the standard paladin ability of the same name.

Turn Undead (Su): For the purpose of determining his ability to turn undead,
a prestige paladin's class levels stack with his levels from all his other classes
from which he has gained the ability to turn undead. For instance, a 4th-level
fighter/1st-level cleric/2nd-level prestige paladin would turn undead as a 3rdlevel cleric.
Divine Grace (Su): As the standard paladin ability of the same name.
Lay on Hands (Su): As the standard paladin ability of the same name, except
that the total number of hit points of damage that a prestige paladin can heal
per day is equal to his Charisma modifier x (his paladin level + 3). For example,
a 3rd-level prestige paladin with a Charisma of 16 (+3 modifier) can heal 18
points of damage per day.
Special Mount (Sp): As the standard paladin ability of the same name, except
treat the prestige paladin's effective level as three higher when calculating the
mount's bonus Hit Dice, powers, and so forth.
Aura of Courage (Su): As the standard paladin ability of the same name.
Divine Health (Ex): As the standard paladin ability of the same name.
Remove Disease (Sp): As the standard paladin ability of the same name,
except that a prestige paladin gains the ability at 4th level and can use this
ability one additional time per week for every four levels gained thereafter
(twice at 8th and three times at 12th).
Code of Conduct and Associates: These restrictions are the same as those
described for the standard paladin class.

Ex-Paladins:
Same as for the standard paladin, but with no restrictions on multiclassing.

PRESTIGE RANGER
The prestige ranger navigates the dark forests, craggy mountains, or desert
wastes of her homeland with unparalleled skill. She becomes one with nature
while remaining a deadly hunter.
Most prestige rangers are former druids, though some multiclass in barbarian,
fighter, or rogue. Some replace druid levels with cleric levels, selecting the
Animal domain. If your campaign uses the wilderness rogue, that class also
provides a good starting point for a would-be prestige ranger.
NPC prestige rangers are typically loners, trusting few but themselves while on
the hunt. Some form loose affiliations of like-minded individuals, occasionally
relying on each other for assistance in dire times.
Compared to the standard ranger, the prestige ranger gives up immediate
access to some of her iconic abilities (such as favored enemy) by having to
qualify for the class, but has a much wider selection of spells.
Hit Die: d8.

Requirements
To qualify to become a prestige ranger, a character must fulfill all the following
criteria.
Base Attack Bonus: +4.
Skills: Knowledge (nature) 2 ranks, Survival 4 ranks.
Feats: Endurance, Track, and either Rapid Shot or Two-Weapon Fighting.
Spellcasting: Must be able to cast calm animals as a divine spell.

Class Skills
The prestige ranger's class skills (and the key ability for each skill) are Climb
(Str), Concentration (Con) Craft (Int), Handle Animal (Cha), Heal (Wis), Hide
(Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography)
(Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession
(Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and
Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.
Table: The Prestige Ranger
Base
Fort Ref Will
Attack
SaveSaveSave
LevelBonus
Special
Spells per Day
1st favored enemy,
1st
+1
+2 +2 +0 animal companion,

wild empathy

2nd

+2

+3

+3

3rd

+3

+3

+3

4th

+4

+4

+4

5th

+5

+4

+4

6th

+6

+5

+5

7th

+7

+5

+5

8th

+8

+6

+6

9th

+9

+6

+6

10th

+10

+7

+7

11th

+11

+7

+7

12th

+12

+8

+8

13th

+13

+8

+8

14th

+14

+9

+9

15th

+15

+9

+9

+0 Bonus feat, woodland +1 level of existing


stride
divine spellcasting class
+1 Swift tracker

+1 level of existing
+1
divine spellcasting class
+1 2nd favored enemy

+1 level of existing
+2
divine spellcasting class
+2 Bonus feat

+1 level of existing
+2
divine spellcasting class
+3 Camouflage

+1 level of existing
+3 3rd favored enemy
divine spellcasting class
+3

+1 level of existing
+4
divine spellcasting class

+4 Hide in plain sight


+1 level of existing
+4
divine spellcasting class
+5 4th favored enemy

Class Features
All the following are class features of the prestige ranger class.
Weapon and Armor Proficiency: As the standard ranger.
Animal Companion (Ex):At 1st level, a prestige ranger gains an animal
companion. This is identical to the standard druid ability of the same name.
If a prestige ranger already has an animal companion from another class, the
character's prestige ranger levels stack with those class levels for purposes of
determining the companion's abilities.
Favored Enemy (Ex): As the standard ranger ability of the same name.
Wild Empathy (Ex): As the standard ranger ability of the same name.
If a prestige ranger already has the wild empathy ability from another class, the
character's prestige ranger levels stack with those class levels when making
animal empathy checks.
Bonus Feat: At 2nd level, a prestige ranger gains either Manyshot or Improved
Two-Weapon Fighting as a bonus feat. She must have the Rapid Shot feat to
select Manyshot as a bonus feat, and she must have Two-Weapon Fighting to
select Improved Two-Weapon Fighting as a bonus feat. However, the ranger
need not have any of the other normal prerequisites for the bonus feat
selected.
At 7th level, a prestige ranger gains either Improved Precise Shot or Greater
Two-Weapon Fighting as a bonus feat. She must have the Manyshot and Rapid
Shot feats to select Improved Precise Shot as a bonus feat, and she must have
Two-Weapon Fighting and Improved Two-Weapon Fighting to select Greater
Two-Weapon Fighting as a bonus feat. However, the ranger need not have any
of the other normal prerequisites for the bonus feat selected.
Woodland Stride (Ex): As the standard ranger ability of the same name.
Camouflage (Ex): As the standard ranger ability of the same name.
Hide in Plain Sight (Ex): As the standard ranger ability of the same name.

Das könnte Ihnen auch gefallen