Beruflich Dokumente
Kultur Dokumente
W ELCOME
TO SARLONA
ADAR
val l eys can be tr opi cal , though usual l y mi ld in humi d
ity, and the flora and fauna in such pl aces ar e abundant.
Tr ees can gr ow tall her e, and some bear succul ent fr ui t.
On the hi gh peaks, nothi ng li ves asi de from super natur al
"No magic exists that cannot befound in the mortal soul. Those who traffic cr eatur es. In these pl aces, the cold, cl ouds, and wi nd
with forces outside themselvescelestial, draconic, or fiendishare fools. ar e constant.
The mortal soul holds within it all potential. As mortals we are the masters A sti ff br eeze is al ways bl owi ng in Adar , so the wi nd is
of creation, notjust actors on its stage." conti nuously moder ate or str onger (DMG 95). When roll
Chanaakar , Speaker of the Word i ng for weather in the l and of r efuge, use the Temper ate
col umn of Table 3- 23 (DMG 93) and roll d% twi ce. Take
Adar is as a land pl ucked from some other r eal m. Among the hi gher r oll. In wi ndy Adar , it is never foggy, though
the mountai ns that spr i ng from souther n Sar lona, mani r olli ng clouds mi ght make it seem so at hi gher el evati ons.
festati ons of other wor l ds and the natur al r esul ts of such Pr eci pi tati on is al ways r ai n, snow, sl eet, or hai l of t en
i nter fer ence conspi r e to pr oduce a for bi ddi ng envi r on mor e than one ki nd at a ti me. Power f ul stor ms ar e
ment. Yet, ami d unf or gi vi ng peaks and between ter r i ble common, as ar e aval anches, ear t hquakes, f l ash f l oods,
stor ms, life thr i ves and evol ves. and mudsl i des.
T he wor d Adar means " r efuge" i n an anci ent Ri e- Most of Adar is tr ackl ess mountai ns or hi l l s. Al ti tude
dr an di al ect; thi s etymol ogy shows that Adar was named si ckness can be a pr obl em, but many of Adar ' s i nhabi t
from wi thout. Its people have never been uni fi edcl ashes ants ar e accl i mated to the hi gh peaks. The mountai ns are
among its mountai nf ol k conti nue i nter mi ttentl y, and also twi sti ng and tr eacher ous, r educi ng spotti ng di stance
r ancor ous debates ar i se among i ts mysti cs. Sti l l , Adar (DMG 90) mor e often than i ncr easi ng it.
has l ong been a pl ace of peace and i ntr ospecti on on a Pl an ar El emen t s: Adar has many mani f est zones
conti nent known for i ts ter r i bl e war s. O nl y when Adar to L aman n i a and K ythr i . I n a few of these pl aces, such
accepted the str angest r efugees of al l r enegade quor i as Ahdr yat mi n ( Mount ai nsoul ) , cr ossi ng the pl anar
di d it become a r eal m beset on al l si des by i mmor t al boundar y is possi bl e. The Shr oud often i nter fer es wi th
enemi es. Adar an s must now wor k together or become such passage, but mani f est zones ar e al so pl aces wher e
i nstr ument of the I nspi r ed. the Shr oud' s power can weaken (see Shr oud Bubbl es,
page 35). El emental s ar e common in Adar . T he l and is
home to str ange cr eatur es fr om L amanni a and K ythr i ,
LAND OF EARTH- SKY i ncl udi ng PC r aces.
T he ear l i est tr i besf ol k who made a home i n the deep
mountai ns and val l eys cal l ed thei r l and Sthanadiv (Land GETTING THERE
of Ear th- Sky). To thi s day, Adar is a l and of extr emes. Getti ng to Adar is not easy. If one sur vi ves the fur y of the
K or r andar is one of Eber r on' s tallest peaks, measur i ng Sea of Rage or the cal m of the Bar r en Sea, deadly stor ms
32,495 feet at i ts stor m- shr ouded peak. Near by gor ges swi r l ar ound Adar ' s bor der s and over its peaks r egul ar l y,
pl unge to bel ow sea level, fi lled wi th the r agi ng water s of maki ng any sort of ai r or water tr avel tr eacher ous at best.
gl aci al and stor m r unoff. The ocean off Adar ' s souther n The mountai ns seem to shoot r i ght out of the sea floor.
hor n is extr emel y deep, and the whol e coast has none Smal l er peaks hi de under the waves, r eady to tear open a
of the nor mal shel f found ar ound most other l ands. hul l . No l andi ng spot can be found for a shi p on al most
I nstead, the sea floor is toothy wi th mountai ns. any poi nt of Adar ' s coast. Fr eezi ng temper atur es and
Less than hal f of Adar ' s l and is bel ow 12,000 feet, mi sts at hi gh al ti tudes ar e fatal for ai r shi ps, and spots
and much of that is forested wi th stout, tough ever gr eens. in Adar seem to unl eash el emental s. People fr om l ands
T he r egi ons above the tr ee l i ne ar e ar i d and wi ndswept, acr oss the sea who want to vi si t Adar usual l y l and in
useless for f ar mi ng or her di ng. Gl aci er s cr eep acr oss the Ar dhmen in Syr kar n and tr ek over l and, but that path is
hi gh passes. As the mountai ns gi ve way to Adar ' s pl ateau, fr aught wi th per i l . Dvaar nava has a secr et por t, but few
al l uvi al hi l l s and str etches of gr een val l ey appear , maki ng know of it and fewer have access.
ADAR AT A GLANCE
Est i mat es based on casual psi oni c census, 1,800 AT Cl i mat e: Temper ate wi th war m l owl ands and cold
(998 YK ) . hi ghl ands.
Popul at i on: 320,000 (51% human, 45% kal ashtar , H i ghest Poi nt: K or r andar , el evati on 32,495 feet.
4% other ). H er al dr y: The closest to a nati onal symbol in Adar
Ar ea: 745,000 squar e mi l es. is the symbol of the Path of Li ght (ECS 71).
Sover ei gn : Chan aakar , Speaker of the Wor d Founder : Unknown.
(unoffi ci al). N at i on al Motto: " T he stor m cannot move the
Capi tal : K asshta K eep (unoffi ci al). mountai n."
Maj or Ci ti es: Dvaar nava, H aztar atai n Monaster y,
Mal shashar , Tashal ator a, Xephanan, Zi ' ti l ' natek.
Tr avel is di ffi cult at best in the mountai ns; the locals Ri edr an patr ol and followed them thr ough the low pass.
dear ly love thei r smal l hor ses and poni es for thei r sur e- Found tr oll si gn. Found the patr ol after the tr ol l s. Tr olls
footedness. Al so, if a tr ai l r emai ns along a r i dge for long, lost. Ri edr ans suffer ed casual ti essti l l too many for me.
gentl e cr eatur es aren't l i kel y to be the only ones usi ng it. Cur sed shi fter s. Found tr acks of another gr oup after
Adar has no tr ue r oads. snow star ted. Smal l squad, movi ng fast and l i ght. Noted
Some people in Adar have a speci al r elati onshi p wi th the path of the Ri edr ans. Followed the new gr oup. Four
a br eed of magi cal beasts cal l ed asper i s (MM2 25). These for ei gner s accompani ed by a dr omi te gui de. Chal l enged
i ntel l i gent and gentl e hor sel i ke cr eatur es ri de the wi nds them. T he leader speaks Ri edr an. K al ashtar but pal e.
of Adar easi l y, and they j ust as easi l y bear r i der s acr oss Seems honest, str ong. Looks at me str angel y. Hi s com
the tr ackl ess peaks. K al ashtar have a speci al bond wi th pany has a pale and ti ny man (Sebadoh, sor cer er ), a cr ea
asper i s, si nce both r aces ar e tel epathi c, and asper i s vi si t tur e encased in metal ( Ar senal , war r i or ), and another
or li ve as al l i es or ci ti zens i n Adar ' s l ar ger settl ements pale and ver y stout woman (Lor ni , pr i estess). Must watch
and monaster y- for tr esses. Sebadoh. Too smooth. Say they passed fr om the deser t
Reasons abound to face the r i sks of getti ng to and two days ago wi t h Mur ephan. K el ki , the dr omi t e, l ed
ar ound Adar . Legends say Adar was as flat as much of the them i nto the mountai nsnot to Shal quar . Mur ephan
rest of Sar lona in the Age of Demonsthe dr agons and back to Ar dhmen. I asked for hel p. T hey agr eed. Camp
couatls dr ove the mountai ns up and sti r r ed the wi nds to ing in a hi gh medi tati on cave now. K al ashtar (Voshakash)
hi de a gr eat evi l . So, many come to gai n ar ti facts of dr a and I watch. No fi r e. Snowi ng. Li ght wi nd. Ri edr ans have
coni c power they thi nk must be hi dden among the val l eys smal l fire. We take them in the mor ni ng, if the yeti s don't
or i n the mi ghty, mi st- shr ouded K or r andar . O ther s dur i ng ni ght. Per haps I'll see you tomor r ow, my love. If
come seeki ng the esoter i c knowl edge of the mysti cs i n I have been unwi se, see you sooner .
the mountai ns, such as the K eeper s of the Wor d or the
Tashal ator a. A few make the j our ney to lear n the psi oni c
teachi ngs of the kal ashtar master s of the Path of Li ght. THE ADARANS
Most Adar ans ar e human or kal ashtar , r ugged mountai n-
folk who r espect wi sdom and acti on. A handful of half-
A DAY IN THE LIFE gi ant fami li es called the pathadr i k (dr i fti ng gi ants) wander
Excer pt fr om the di ar y of Bhi maani : gypsyl i ke among the settlements and monaster i es.
Adar ans ar e r esi li ent and i ndustr i ous, r eser ved and
Voi d of T ar at ai , Day 1 i nci si ve. T hey car e about the sensi ble and the mysti cal ,
Awoke under gl oomy ski es. Li ght wi nd (nor th). Snow and the har shness of li fe among the peaks has not made
today by after noon. Medi tated and pai d homage to Tar a them gr i m or fatali sti c. Typi cal Adar ans are guar ded wi th
tai . Remember ed you, Assi m, my love. Planted pi nah tree str anger s but openl y emoti onal among thei r fr i ends and
seeds for you and Tar atai . Ran down the mountai n fr om fami ly. Li fe is too shor t to waste ti me wi th pr etensi on,
the cave. Assessed the near bor der . Di scover ed tr acks of a and the Path of Li ght teaches i ntegr i ty and honesty.
WH AT D O YO U K N O W?
K nowl edge ( ar cana)
DC 15: Adar is a place full of strange magi c. The greatest DC 25: Adar ans are a mi xed bunch. Some of them are
custodi ans of lore in the mountai ns are known as the mountai nfol k, whi l e other s are monks, magi ci ans,
K eeper s of the Wor d. and exi les. Many of these str ange folk came to
DC 20: The leader of the Keepers of the Word is called the Adar dur i ng Sar l ona' s war - tor n past. Most of
Speaker of the Word, and this person holds great sway them li ve in one of Adar ' s ei ght maj or settl ements
in Adar. But Adar has many other magical traditions. all of whi ch are monasti c for tr esses car ved i nto
DC 25: Adar ans beli eve dr agons created their land, and the mountai ns.
the great mountains there harbor dragons and dragon
r ui ns. The greatest among these are the legendar y K nowl edge (the pl anes)
Storm Guardians who guard the mountain Korrandar. DC 20: Some great magi c pr events all di mensi onal travel
into and wi thi n Adar .
K nowl edge (geogr aphy) DC 25: Thi s "magic" is actually a psionic shroud that
DC 10: K alashtar come fr om the i nsular nati on of Adar , envelops the country and or i gi nates from the temple-
whi ch is in souther n Sar lona. fortresses of Adar .
DC 15: Adar is a mountainous region troubled by terrible DC 30: Adar has many mani fest zones connected to
storms. It has been under siege by Riedra for centuries. Lamanni a, explai ni ng its super natur ally wi ld
DC 20: Climate in Adar vari es by altitudevalleys can be ter r i tor i es. It also has some mani fest zones to
tropical and extremely fertile while peaks are blasted by Kythri . The i nteracti on of these forces mi ght
glacial wi nds. Adar 's storms aren't altogether natural. explai n some of the stor ms that rage in the land.
Its mightiest mountains, the highest of which is called
K or r andar , are blanketed in constant storm clouds.
Adar ans ar e gener al ly di str ustful . Mor e than a thou Aar akti (Ar awai ), the goddess of abundance and stor ms.
sand year s of si ege has taught them to be that way. Most Many people also r espect the spi r i ts of natur e and those
Adar ans tend to reject the novel and the str ange, pr efer of thei r ancestor s. T he Path of Li ght, the domi nant r eli
r i ng the known and the tr ustwor thy. If someone man gi on in Adar , has all but ecl i psed these other spi r i tual
ages to ear n an Adar an s gr ati tude or tr ust, the r esultant pr acti ces. Its message has pr oven pr efer able to the r ule
loyalty is deep. of r emote gods and a cold and meani ngl ess end to life in
Nor mal Adar ans li ve si mpl y compar ed to the people Dol ur r h. It is a path of choosi ng one's own desti ny and
of tamer l ands. T hat is not to say they li ve wi thout j oy or possi bly even tr anscendi ng death.
comfor t, but that they have access to fewer di ver si ons and Pr acti ti oner s on the Path of Li ght hope to change
l uxur i es. Gi ven thi s, an Adar an takes gr eat j oy in wor k the Quor Tarai fr om its cur r ent ni ghtmar e mani festati on
and lei sur e, and si mi l ar pr i de in str ong r el ati onshi ps. To of il- Lashtavar, the Dr eami ng Dar k, to a tr anqui l dr eam
an Adar an, r eal l uxur y is found in a stur dy house, loose center i ng on il- Yannah, the Gr eat Li ght. Tr adi ti onal l y,
and comfor table cl othi ng, and another ' s war m ar ms to contemplati on of peace and ki ndness coupled wi th si mi l ar
curl up in befor e sleep. An Adar an toi ls in the fi elds, acti ons in the world are thought to be enough to eventuall y
dr i ves ani mal s in smal l pastur es, or hunts in the moun change the Quor Tarai. The l i ghtbr i nger s (yannahsur) among
tai ns, then gather s wi th fr i ends at ni ght to tell stor i es, the Path' s devotees do j ust that.
make beer and br ead, and enjoy a smoke. Di r ect acti on agai nst evi l is secondar y, and opposi
Adar ans val ue the spi r i tual because they know mate ti on is someti mes seen as r ei nfor ci ng mal evol ence by
r i al exi stence is fleeti ng. T hey r espect the spi r i ts al ong i nvesti ng ener gy in it. It is necessar y, however , to have
wi th thei r ancestor s, el der s, and those who show good those fai thful who ar e pr epar ed to take acti on. T hese
j udgment. Spi r i tual i ty has its place in ever ythi ng, from bel i ever s ar e cal l ed shadow watcher s (sheshantol). Younger
patter ns of weavi ng to actual medi tati on. kal ashtar , and those of K hor vai r e (under the i nfluence
Ar cani sts, mar ti al ar ti sts, and psychi cs who pr otect of undi sci pl i ned mi nds or human ur ges, say some elder s)
Adar seek per f ecti on in body and mi nd. T hey have to. have taken a str onger stand agai nst the Dr eami ng Dar k.
At any moment, they mi ght be r equi r ed to offer body T hese spi r i tual war r i or s poi nt to the acti ons of Tar atai ,
and soul to hol d Adar agai nst the I nspi r ed. Even the the Path of Li ght' s gr eatest sai nt, and have begun to take
commoner s know that medi tati on on the Path of Li ght is the war to the I nspi r ed.
i mpor tant wor k, not lazi ness or i nacti on. In fact, i nacti on Pr i ests of Path of Li ght can be ei ther l i ghtbr i nger s
can be consi der ed evi l . or shadow watcher s, but all such cl er gy have duti es to
Real evi l l i ves in Adar , though. Al t hough the vast thei r communi ti es that pr ecl ude constant medi tati on.
maj or i ty of folk ar e concer ned wi t h the wel f ar e of at Such pr i ests ar e cal l ed l i ghtspeaker s (yannahilath). T hey
l east thei r l ocal f r i ends and f ami l i es, a few of Adar ' s ar e expected to be shi ni ng exampl es of the Path of Li ght.
r esi dents ar e descendants of those who came to the l and Adar an l i ghtspeaker s can be of any r ace, but most ar e
of r efuge to escape per secuti on or pr osecuti on r i ghtl y human or kal ashtar .
deser ved. Even so, wi cked Adar ans tr y to mai nt ai n a
veneer of pr opr i etyacti ng honest and assi duous so they ADARAN STYLE
can better sur vi ve. Adar an people li ve modestly. Mountai nf ol k and monks
al i ke see cr aft as a l ei sur e acti vi ty, and the pr ecepts of
ADARAN RELIGION the Path of Li ght have r ei nfor ced thi s custom for over a
Tr adi ti onal Adar an pr ayer s call on Br aahyn (Bal i nor ), mi l l enni um. Adar an cr afts ar e usual l y functi onal , and
the god of the wi l ds and the movi ng ear th, and hi s spouse they ar e al ways pr oducts of car e.
ADARAN DEFENDERS
In Adar , ar mor ed sol di er s car r yi n g hal ber ds ar e not ar mor . For the t ypi cal Adar an monast er y guar d, use
the nor mal def ender s of monaster i es and templ e- f or 2nd- or 3r d- l evel monks fr om Tabl e 4 17, DMG 119.
tr esses. Even in the vi l l ages of the mount ai ns, a town' s About a thi r d of these guar ds ar e kal asht ar mor e i n
def ender i s mor e l i kel y to be ski l l ed i n un ar med Shal quar , Mal shashar , and T ashal at or aand most ar e
combat t han to be r el i ant on heavy weapon s and l awf ul neutr al .
Many of the Road' s member s and sympathi zer s ar e for the wor st, but tr avel li ght" is a maxi m for those on the
knowl edgeabl e and capable i nfor mati on br oker s. When Summi t Road. Stealth means goi ng only wher e you have to,
needed, a PC gui de can make a successful DC 15 Diplomacy and doi ng so unnoti ced. Speak wi th whom you must, but
check (modified ci r cumstanti ally by status wi thi n the orga r eveal only that whi ch must be told. Speed means getti ng
nization) to locate an NPC affiliate who iswi l l i ng to attempt whatever you came for and getti ng out. If you must engage
a desi r ed K nowl edge or Gather I nfor mati on check at a +5 an enemy, ki ll qui ckly, letti ng that be a form of mer cy to
bonus. For ever y poi nt mor e than 10 by whi ch the check those doi ng thei r duty for the I nspi r ed. If you want to send
result beats the DC of the r equi r ed Di pl omacy check, the a message wi th your vi olence, send it di r ectly to the Chosen
NPC has an addi ti onal +1 bonus wi th the desi r ed ski l l . or the I nspi r edthe soldiers and common folk of Ri edr a
Access: As Summi t Road gui des, char act er s have ar e sl aves, and they don't deser ve fur ther pai n.
access to a wi de var i et y of tr avel modes and r outes, as Advan cemen t : T he Summi t Road r ecr ui ted you
well as known safe houses and hi di ng spots. Secr et r outes because you showed the ability to do what needs to be done.
thr ough under gr ound passages and psi oni c por tal s ar e You exemplify some combination of stealth, fighting prow
all avai l abl e. NPCs sympatheti c to the cause mi ght also ess, and resistance to mi nd control. You also showed a wi ll
pr ovi de ai d. Access to all such benefi ts is gi ven on a need i ngness to do thankless work in nerve- rattling conditions.
basi si mpor tant and sensi ti ve i nfor mati on and locati ons New r ecr ui ts face i ntense scr uti ny and danger ous
are r eser ved for tr usted gui des. mi ssi ons. Gr een gui des are gi ven i nfor mati on and shelter
as needed and no mor e. As you show dependabi l i ty and
PLAYING A SUMMIT ROAD GUIDE good per f or mance, al ong wi th a wi l l i ngness to under go
You are the pathfinder on away to safety and hope from a land r egul ar and r i gor ous testi ng to guar d agai nst mind seed and
that has lost all freedom. Someti mes you are a chirurgeon's other sor ts of i nfi l tr ati on, you can be i nducted fur ther
knife, infiltrating diseased territory to lead someone in need i nto the Road's i nter nal str uctur e, and you become pr i vy
from Riedra to Adar . Other ti mes you are the watchman's to mor e sensi ti ve i nfor mati on.
eyes, obser vi ng to di scer n tr uth and useful knowl edge Rank isn't formal on the Summi t Roadrespect must be
about the enemy. And when need be, you are the merciful earned and kept through merit. If leadership is for you, the
arm of death that removes those who cannot be saved. cur r ent leader s, called tr ai lblazer s, must make sure you're
Tr ust is vi tal to you and your team member s, and to not an infiltrator. Once you do get in, you can assi gn teams
those who di r ect you. Mi spl aced fai th is death or wor se. to speci al oper ati ons and over see i nfor mati on- gather i ng.
Without one another, Summi t Road gui des can't sur vi ve Stayi ng in the field is always an option, but doing so means
each pr ovi des essenti al ski l l s. Your team is only as str ong never bei ng tr ul y on the i nsi de.
as its weakest member , and when fai li ng can cost you your Mi ssi ons: Wor ki ng the Summi t Road is har d but
mind, nobody wants to be the chi nk in the group's armor. si mple. You get mi ssi ons from tr ai l bl azer s and you per
You do much of your wor k i ncogni to. Whether you're for m them.
actual l y masked or di sgui sed depends on the wor k and A Summi t Road gui de mi ght be asked to do any
the ti mi ng, but l etti ng someone see your face who doesn't number of tasks. H el pi ng a di ssi dent cr oss i nto Adar is
need to do so is a mi stake. Many per sons you ai d never usual , but gui des mi ght be assi gned to take out a gr oup of
learn your name or what you look l i ke. monster s that have moved i nto one of the or gani zati on' s
When you j oi ned the Summi t Road, you di d it secr et passages thr ough or under Adar ' s mount ai ns.
because you thought it was r i ght or because you had Scouti ng enemy posi ti ons and r emovi ng obstacl es for
nowher e el se to go. Regar dl ess of your i ni ti al moti va another team's mi ssi on, or even pr ovi di ng a di str acti on,
ti ons, the r i sks you take in i nfi l tr ati ng Ri edr an ter r i tor y can be par t of a gui de' s duti es.
or the Syr k fr onti er aren't par t of some r omanti c fantasy. Someti mes a Summi t Road gui de is taken pr i soner .
Worst of al l , people back home in Adar mi ght r espect Other gui des ar e di spatched to help the pr i soner escape
what you do, but they' r e al ways wonder i ng if the per son or, if they must, end the unfor tunate' s li fe.
who comes home is r eal l y you. Respon si bi l i t i es: T he Summi t Road expects you
Sti l l , you ar e a her o. You can see it in the eyes of the to devote your ti me to the or gani zati on's needs, taki ng
Ri edr an defector you smuggl e thr ough Zi ' ti l ' natek and mi ssi ons whenever they are avai l abl e. You can engage in
into centr al Adar . He has seen hor r or s, you know, and now other acti vi ti es as long as they don't endanger the Road,
he'll have a har d li fe, but he'll be fr ee. Sur e, the monks and finding and pl anni ng your own mi ssi ons is looked
wi ll watch hi m, but he'll mar r y a plump val l ey woman and upon favor ably when such under taki ngs pr ove successful
r ai se hi s chi l dr en to be whatever they want to be. And he and meani ngful . However , long absences rai se suspi ci ons,
won't have to ser ve bei ngs he has come to know as evi l and especi al l y when they'r e not pr ear r anged. Such a hi atus
ali en. You created that life for hi m, and, the Light wi l l i ng, can lose a member some standi ng and mi ght r equi r e her
you'll sur vi ve long enough to do it for many other s. to under go i nter r ogati on and a fresh mind probe.
One day, the I nspi r ed wi l l ki ll you if you're lucky, or
captur e you if you're not. Between now and then is the THE SUMMIT ROAD IN THE W ORLD
ti me to make them pay and take fr om them what they "Thoseguides, they'rehard and strange. Not normal, you know? Why anyone
never deser ved to own. Maybe you' l l l i ve to see the would do what theydo isbeyond me. Still, ifanycomehereneedingaroofor some
I nspi r ed f al l . Unti l then, your homage to the Path of food, my house isopen to them. My wife'sgrandfather was Riedran. ..."
Li ght is wal ki ng the Summi t Road. Deepak Ruudr aksh, Adar an herder
Combat: You evade enemi es unti l you must engage,
usi ng thr ee "weapons" taught to ever y Summi t Road gui de: As Summi t Road gui des, the PCs ar e r evol uti onar i es
information, stealth, and speed. First off, know your enemy and sol di er sper haps in an unwi nnabl e war . The Road
and your path as well as you can before you set out. "Prepar e r equi r es a stoic r esolve and unswer vi ng commi tment. It
Summi t Road gui des call thei r leaders tr ai l bl azer s
those who find new ways. New, pr obati onar y, and r egular
member s have always been called gui des, and most Road
agents are gui des for year s before bei ng named tr ai lblazer s.
Gui des have di ffer i ng levels of esteem in the or gani zati on,
but no official r ank di ffer enti ates them. Those wi th less
exper i ence usually defer to those wi th mor e. Advancement
is based pur ely on merit and is totally opti onalunder
the control of exi sti ng leader s. No gui de is ever forced to
become a tr ai lblazer , whi ch can be a sedentar y j ob.
Master s of the temple- keeps in Adar are nomi nally in
contr ol of the Summi t Road. It is they who often ask the
tr ai l bl azer s to under take some task for the good of Adar .
T he tr ai l bl azer s in tur n assi gn gui des to a task, or even
oversee a mission directly. Most tr ai lblazers r emai n in Adar
however , so it is har der for the Road to be subver ted.
T he Road is hi ghl y decentr al i zed, l i ke Adar ' s enti r e
defense i nf r astr uctur e. Gui des must speak or l ear n Ri e-
dr an, and they l ear n speci al phr ases and si gn l anguage
that help them i denti fy one another and communi cate
secr etly. Few outsi de the Summi t Road know its under
gr ound l anguage, and unauthor i zed per sons who show
such knowl edge ar e often met wi th hosti li ty.
Cel l s of the Road oper ate i ndependentl y. A gr oup of
gui des is a hi ghl y speci al i zed team composed of four to
si x member s. Each member has ski l l s that compl ement
those of the other s in the gr oup. In thi s way, each Summi t
Road squad is a str ong suppor t system for its member s.
Su mmi t Road H eadqu ar t er s: L i ke Adar , the
Life as a Summit Road guide is never boring Summi t Road has no centr al oper ati ons center . Gui des
wor k from Dvaar nava, K asshta K eep, Shal quar Mon
aster y, Mal shashar , and even Zi ' ti l ' natektr ai l bl azer s
collect i ntel l i gence and r un mi ssi ons fr om these pl aces
also offers a gr eat deal of fr eedom. Gui des can plan and among many other s. Some Summi t Road agents ar e
execute thei r own mi ssi ons, gai ni ng that much more glor y stati oned per manent l y outsi de Adar i n wi l der Syr k
when the under taki ng wor ks in favor of Adar . Fur ther , the settl ementsespeci al l y Ar dhmen. I nfor mati on is shar ed
char acter s can rest assur ed that if they'r e captur ed, thei r between gr oups by psi oni c, magi cal , and mundane means,
alli es in the Road won't sit i dle. Member s of the Summi t and teams change oper ati ons center s as needs di ctate.
Road are li ke a str ange fami l y wher e i nter dependence is Al l teams ar e expected to take ci r cui tous r outes fr om
as i mpor tant as good steel and the ri ght spell. thei r star ti ng poi nts to pr event those poi nts fr om bei ng
O r gani zat i on: When Adar shut its bor der s after located by Ri edr an patr ol s.
r epelli ng the i ni ti al attacks of the I nspi r ed, the early focus N PC React i ons: Adar ans admi r e the cour age and
was on for ti fyi ng all poi nts of entry. Dur i ng that ti me the ski l l s of Summi t Road gui des, and those who r ecogni ze
Shroud was bui lt. The master s of the monaster y- for tr esses, a gui de ar e often fr i endly. Onl y in the smal l est Adar an
especi al l y K asshta K eep, Mal shashar , and Shal quar , thor p mi ght a gr oup of gui des find no ai d. However , most
qui ckly found they needed away to get into and out of Adar . Summi t Road gui des keep thei r affi li ati on secr et, and few
T hi s need was the genesi s of the Summi t Road. people can tell a gui de on the Summi t Road fr om other
Mal shashar has always had fri endly contact wi th the har dened folk who tr avel the wi l ds of Adar .
dr omi tes of Zi 'ti l'natek. Zi 'ti l'natek's i nhabi tants had no Many of the Road's member s are outsiders in Adar an
love for Riedra's new leader s. Pr el i mi nar y cr ossi ngs wer e society. Some are known cr i mi nals. Other s are member s of
thr ough Zi 'ti l'natek and under gr ound ways constructed for races that rarely work on Adar 's surface but that also di sli ke
the pur pose. In thi s ti me, many would- be Ri edr ans still the I nspi r ed, such as dr omi tes. Because of thi s unusual
opposed the I nspi r ed and sought escape. Adar an war r i or s member shi p, a few inside Adar fear Summi t Road gui des.
also took the fight to the I nspi r ed on a small scale. One sli p, these people say, could open the door to the
Condi ti ons on both si des of the mountai ns soon sta I nspi r ed or wor se. Such per sons mi ght be unfr i endl y.
bi l i zed, mor e Ri edr ans becomi ng l oyal i sts and Adar ans Agent s of Dvaar nava, Shal quar , Mal shashar , and
becomi ng more defensi ve and i nsular . The Summi t Road K assht a K eep cl osel y watch member s of the Summi t
evolved. Fai led mi ssi ons and subver ted gui des pr oved the Road, but they ar e usual l y i ndi f f er ent. T hei r j ob i s to
need for str ong wi l l among Road member s. Super natur al catch any unusual behavi or among the gui des, not to help
defenses wer e essenti al par ts of any team, so the r emai n or hi nder .
i ng leader s began to favor mysti cal r ecr ui ts. Dur i ng thi s Loyal Ri edr ans have no love for Summi t Road
gr owth phase, the Road also put for th tendr i l s, establi sh gui des, bel i evi ng they are ki dnapper s and assassi ns in the
i ng bases in dr omi te ci ty- hi ves under Ri edr a and even in ser vi ce of fiendish magi ci ans. Such Ri edr ans who di scer n
the Syr k por t of Ar dhmen. a gui de' s tr ue connecti ons ar e i nvar i abl y hosti l e.
SUMMIT ROAD LORE EL 8: Mur ephan and hi s si deki ck K el ki ar e in Ar dh-
Characters who have ranks in Knowledge (local) can research men in Syr kar n l ooki ng for the PCs, havi ng hear d of
the Summi t Road to learn more about it. When a char acter them thr ough i nter medi ar i es. T he r ogue elan wants to
makes a ski ll check, the followi ng lore is r evealed, i nclud si ze up the for ei gner s and see why they're in Sar lona. If he
ing the i nfor mati on from lower DCs. K nowledge (geogr a li kes what he sees, he offers the char acter s thei r first test
phy) can also be used, but the DCs all i ncr ease by 5. r un for the Summi t Road. Al ter nati vel y, Mur ephan and
DC 15: The Summi t Road, or "the Road" as we call K elki are about to put some i nexper i enced Adar an gui des
it, is a bunch of spi es, war r i or s, and mysti cs who ai d those to the test by pr etendi ng to be a couple of questi onabl e
in need of passage i nto Adar . Its agents are called Summi t wander er s in Adar ' s wi l der ness.
Road gui des.
DC 20 : Despi te what some thi nk, the Road and its
gui des actual l y take the fight to the I nspi r ed. I've hear d PLACES OF INTEREST
tell they str i ke wi thi n Ri edr a and other I nspi r ed- con Adar is wi del y var i ed in its featur es. T he r i ngi ng moun
trolled ar eas. T hei r l eader s ar e called tr ai l bl azer s. tai ns that sur r ound it ar e a defensi ve wal l i nto whi ch
DC 25: If you want to oper ate i nsi de and outsi de ei ght monaster i es ar e bui lt. Anci ent and l i vi ng places dot
Adar wi th ease, the Road is your best bet. Gui des have the l andscape. Rui ns of str uctur es abandoned in bygone
a lot of fr eedom and get r espect ar ound her e. Many ar e ages ar e evi dence of the l egacy of the dr aconi c i nfluence
outcasts in Adar an soci ety. over thi s magi cal l and.
Meeti ng a gui de outsi de Adar requi res a DC 25 or hi gher COUATL AND DRAGON RUINS
Gather I nfor mati on check. In thi s si tuati on, the gui de An ci en t Dr aconi c Si tes
always acts unfr i endl y, tr yi ng to test the PCs' temper a Among the hi lls and val l eys of Adar , the anci ent past
ment. H i s al l i es ar e i nvar i abl y near by should vi ol ence sleeps over gr own by lowland for ests, par ti al l y bur i ed by
ensue. I nsi de Adar (assumi ng favor able condi ti ons), a l andsl i des, or gr ound away by the ti r eless i ner ti a of a
successful DC 15 Gather I nfor mati on check locates a passi ng glaci er . Massi ve or str angel y si zed for humanl i ke
gr oup of Summi t gui des. cr eatur es, these places hold clues to the battle fought here
dur i ng the Age of Demons. Most Adar ans shun r ui ns
near thei r homes, fear i ng the ire of the Stor m Guar di ans.
SUMMIT ROAD GUIDES Li ttle do they know that feather ed shul assakar sti ll li ve
IN THE GAME among or bel ow some of the r ui ns, wor ki ng to keep Adar
Summi t Road gui des ar e faci li tator s, spi es, soldi er s, and, safe. Di sappear ances near such occupi ed sites are often
well, gui des. If somebody needs to get i nto Adar from the due to the shul assakar finding a new and wi l l i ng ally.
outsi de, it's l i kel y that the Summi t Road is goi ng to be
i nvolved somehow. Gui des ar e meant to be a "first con DVAARNAVA
tact" poi nt between for ei gner s and the land of r efuge, but H i dden Por t; Smal l Ci ty; Popul at i on 6, 730
they al so ser ve as foi ls for Ri edr an patr i ots and a way for The souther nmost of Adar ' s temple- keeps, Dvaar nava
Adar an char acter s to move i nto the wi der wor ld. is the only place in Adar wher e shi ps can still actually land.
From r escue mi ssi ons, to str i kes agai nst Ri edr an Danger ous spires of under water rock form a maze that leads
f or ti f i cati ons, to expedi ti ons to uncover potenti al l y to a natur al caver n in the shar p cli ffs on the ti p of Adar ' s
useful ar ti facts from Sar lona' s bygone ages, the Summi t hor n. Only those who know how can even appr oach the
Road can be a moti vati ng force behi nd an enti r e cam caver n, and a fur ther test awai ts thema si si utl (20 H D;
pai gn. Outsi der s and for ei gner s can ear n the r espect of Stormwrack 159) guar ds the cave mouth as part of an ages- old
Adar ans by ser vi ng the Road, so for ei gn char acter s could pact. Only sailors who gi ve the correct answer s to the crea
do wor se than to have the Road as an al l y or a patr on. ture's challenges can pass wi thi n. The protectors of Dvaar
Player s who li ke acti on and i ntr i gue mi xed wi th a good nava can watch the sea passage and the grotto from galler i es
dose of par anoi a should find the Summi t Road to be a in the cliffs above, and some leaders in the monaster y can
fine home for thei r PCs. gr ant access to those that do not meet the sisiutl's r equi r e
Adapt at i on: T he Summi t Road seems di sti nctl y ments. If necessar y, watcher s in the gal l er i es can assault
Adar ani t ser ves Adar ' s needs. However , it's also a cover t unwanted vi si tor s wi th bal l i stae, ar r ows, and magi c.
or gani zati on that's desi gned to r un a for mi dabl e bor der Dvaar nava' s popul ace li ves by fishing and col l ecti ng
and to make str i kes i nto hosti le ter r i tor y. In Sar l ona, pl ants in the sea caves near by, and it enjoys the sunl i ght
somethi ng li ke thi s gr oup al so fits for the Aki ak dwar ves that comes from the nar r ow fissures in the caver n cei li ng.
and thei r oper ati ons agai nst Ri edr a. L hazaar pi r ates Stor ms ar e sti ll common her e, though, and habi table
could have such a gr oup to make sur gi cal r ai ds i nto the spaces are placed wel l above the water .
Mr or Hol ds. Wi th some modi fi cati ons, the Road could The for tr ess is located far from any other settlement,
j ust as easi ly be a monstr ous facti on of spi es wor ki ng and the mountai ns ar ound it ar e for bi ddi ng. Sti l l , the
acr oss the bor der s of Dar guun or Dr oaam. Summi t Road and xeph mer chants al so wor k in the city,
Encount er s: The Summi t Road has the potenti al maki ng passage to and from Ar dhmen in shi ps under
to be a gr oup of al l i es or foes, or even a patr on. I ni ti al pr i vateer flags.
encounter s wi th gui des are al ways edgy as they get to know Dvaar nava is the gate by whi ch many Adar ans leave
for ei gn char acter s or r aw r ecr ui ts. Ever ythi ng is a test Adar for good. Vessel s from the por t car r y goods and
at that stage. If pushed, Summi t Road gui des don't take people thr ough tr eacher ous water s and Ri edr an l i nes,
chancesthey str i ke wi th deadl y effi ci ency agai nst those thei r cr ews knowi ng full wel l that any attempt to r etur n
they see as r i sks to the Summi t Road. to Dvaar nava could mean thei r deaths.
Nearing the secret port of Dvaarnava
GHOZA Car ved into a mountai nsi de, the monaster y rests on
H i dden For t r ess; L ar ge Town; Popul at i on 3, 250 an escar pment above a fertile valley. From the watchtower s
South of a wi de poi nt in the water way Adar ans call chi seled into the li vi ng r ock of the hi gh coastal peaks, the
Jathar a Soundthe wi de ar ea known as K asshta' s Bel l y guar di ans can look onto the coast of Ri edr a less than 50
si ts the hi dden for tr ess of Ghoza. Al though Ghoza is miles away. (Ri edr ans avoid this stretch of water, known for
bui lt hi gh on the cli ffs near the sound, it has r ooms that its sudden squalls and di sdai ned for its nearness to Adar.)
occupy caver ns to the water l i ne. T hese natur al cham Adar an settlements are also wi thi n a day's j our ney of the
ber s lead to flooded gr ottos that eventual l y open i nto fortress. Vi llager s in these places regularly supply the Haz
K asshta' s Belly. Ghoza's war r i or s ar e exper t swi mmer s tar atai n Monaster y's i nhabi tants wi th goods and ser vi ces,
and mor e free spi r i ted than many of Adar ' s monks. The counti ng themselves lucky to live so near the sacred site.
magi c of local el emental bi nder s (some affi li ated wi th the
K eeper s of the Wor d) allowed Ghozan speci al i sts to bui ld KASSHTA KEEP
a few vessel s that per mi t l i mi ted under water oper ati ons. Renowned For t r ess; L ar ge Ci ty; Popul at i on 17, 690
However , most mi ssi ons r ely on people i nstead of cr aft. Thousands of feet above the blue- gr een K asshta River,
For centur i es, Ghozans have caused tr ouble for Ri e- wi sps of vapor dance ar ound spi res of reddi sh rock, mai n
dr an shi ppi ngpr obl ems easi ly bl amed on weather , the tai ni ng themsel ves eter nal l y and i ncr edi bl y in the wi nd
cr eatur es that i nhabi t the sound, or the mongr el ogr es that bl ows her e. Occasi onal l y el ectr i ci ty ar cs between
(eneko) of Syr kar n. Ri edr a' s acti vi ti es on the sound ar e them. Dar k flags flutter atop four tower s of natur al stone
l i mi ted now, and much of its suppli es pass over l and. car ved li ke anci ent watcher s wi th four heads, each look
i ng in a di ffer ent di r ecti on. What seems li ke a sheer cliff,
HAZTARATAIN MONASTERY car ved her e and ther e wi th open pathways, pl atfor ms,
H i dden For t r ess; Smal l Ci ty; Popul at i on 9, 950 and wi ndows, is the anci ent K asshta K eep.
H aztar atai n Monaster y is famous among Adar ans K asshta K eep is the only monaster y for tr ess in Adar
for its role in the bi r th of the kal ashtar r acei t was her e whose locati on is accur atel y known to the Ri edr ans and
that Tar atai and her follower s first found r espi te fr om even f or ei gner s. Founded by the l egendar y ar cani st
thei r fli ght. From her e, Tar atai made her pi l gr i mage K asshta, first Speaker of the Wor d, the keep was bui lt
acr oss Adar . Many adher ents of the Path of Li ght see thousands of year s ago, mostly car ved i nto and under the
H aztar atai n Monaster y as a holy si te, and some even make mountai ns by human magi c and hands. K asshta is the
the tr eacher ous j our ney to the pl ace. For some, thi s is a seat of the K eeper s of the Wor d and thei r potent magi cal
r el i gi ous pi l gr i mage; for other s, it's a step on the path to legacy. It is al so the tr adi ti onal home of thei r leader , the
becomi ng a H aztar atai n (see page 122). Speaker of the Wor d.
The ci tadel is vi si ble from the water s of the K asshta of these elder s actual l y over see the keep's functi ons as
River below it from a di stance of sever al mi les when the ai r a settl ement. Chanaakar li ves in the hi ghest r ooms of
is clear. Storms enshr oud the Keep at unpredictable inter K asshta K eep not desi gned solely for mi l i tar y pur poses.
vals, however , maki ng si ghti ng the place difficult at best. A Di r ectl y beneath hi s l i vi ng quar ter s ar e the Counci l
broad beach, dock, and stai r s to the keep wer e once located Chamber s and the Counci l H al l .
on the river. Only the slightest si gns of the stairs to K asshta Demogr aphi cs: 65% humans, 32% kalashtar, 3% others
Keep r emai n, the rest havi ng been erased by war and magi c (dr omi tes, xephs, for ei gner s, and extr apl anar r aces).
long ago. The r emoval of the docks and the exi stence of the Economi cs: 40,000 gp l i mi t (many excepti ons for
strange hangi ng mi sts are the legacy of the Taratai li neage magi c i tems); much tr ade occur s in bar ter . Asset li mi t
members' passi ng at the Ri edr an siege of K asshta K eep. appr oxi matel y 27,000,000 gp.
No roads enter K asshta K eep. A wor n trail does appear
near wher e over l and r outes conver ge to appr oach the Not abl e Feat ur es
fortress's mai n gates. The ci tadel also has magi c wi nches In near l y all ar eas of K asshta K eep, water , heat, venti l a
to lift boats out of the river or lower them down agai n. As ti on, and li ght ar e suppli ed by el emental magi c.
a result, the keep's "port" is some 5,000 feet off the water . Coun ci l Chamber s: In the hi ghest secti ons of
Most of the people in the keep li ve in subter r anean K asshta K eep, i mpor tant el der s and mysti cs l i ve and
chamber s. T he K eeper s of the Wor d cr eated magi c l i ghts wor k. Not ever y elder takes a chamber in these hal l owed
that provide nour i shment as sunli ght does, keepi ng people hal l smany choose to r emai n among thei r f ami l i es
and pl ants heal thy in the cool dar k of the mountai n. (or l i neage gr oups, if kal ashtar ) . So, about hal f of the
Unli ke Shal quar , K asshta has a var i ety of vegetabl es and Counci l Chamber s ar e occupi ed by per sons i mpor tant to
fr ui ts avai l abl e. the functi oni ng of K asshta K eep. Al l these r ooms have
L eader shi p: Chanaakar , the cur r ent Speaker of the extensi ve passi ve magi cal defenses.
Wor d, li ves and wor ks in K asshta K eep. He r ar ely leaves. The most open and publi c r oom at thi s level is the
The K eeper s' Counci l of the Wi se advi ses hi m, and some Counci l H al l . A hemi spher i cal chamber , it is set up as an
THE SHROUD
The first line of defense for the exi les of Adar , the Shroud is not possi ble. It is feasible, however , that some devi ce could
an ener gy field gener ated by a set of massi ve cr ystals, one in be fashi oned to functi on as a beacon to allow travel into a
each of the eight monaster y- for tr esses hi dden throughout Shroud bubble from outside Adar . Adar ans haven't created
the mountai ns. As long as all eight shroud resonators (see page such devi ces, and for tunately for them, if the ar ea wher e a
141) are acti ve, the Shroud pr ovi des two effectsa dimensional bubble exi sts is not "very fami li ar " to someone usi ng teleport,
lock that pr events all forms of extr adi mensi onal movement the effect functi ons as if the user had a false desti nati on.
i nto, wi thi n, or out of Adar , and a nondetection effect that The ar r i val point in such a case is never wi thi n Adar .
hampers all scr yi ng attempts wi thi n Adar . The lock does not Each monaster y- for tr ess has a lesser resonator, whi ch
prevent summoni ng spells, nor does it hamper spells that al l ows its i nhabi tants to r ehear se psychopor tati on power s
send creatures back to their home planes, such as dismissal. or spel l s that r equi r e extr adi mensi onal tr avel or el e
The resonators r equi r e constant psi oni c power . Should ments, or to conduct emer gency tr anspor t. Lesser resonators
a cr ystal fai l to r ecei ve any psi oni c power for 1 hour , it ar e kept in speci al ar eas of a monaster y, heavi l y guar ded.
shuts down and the Shr oud is weakened. T he dimensional Such ar eas ar e too smal l for any gr oup l ar ger than a
lock and nondetection effects become less r eli able. If one shroud couple dozen humans to cr owd i nto.
resonator is i nacti ve, any effect the Shr oud nor mal l y blocks A char acter power i ng a shroud resonator can sense
has a 20% chance of penetr ati ng it i nstead. If two shroud shr oud bubbles wi thi n a mi le of the devi ce and shut them
resonators ar e i nacti ve, the chance r i ses to 50%. When thr ee down at wi l l .
or more r esonator s are i nacti ve, the Shr oud shuts down. The Shr oud r eaches less than a mi le beneath Adar at
Each of the ei ght mai n monaster y- f or tr esses in sea level. Far ther under gr ound is one bi g Shr oud bubble.
Adar has a chamber in whi ch a shroud resonator is set. Al l T hi s weakness is har d to exploi t, however . Danger ous
monaster i es have a r otati ng gr oup of psi ons that mai n cr eatur es dwel l i n the deeps of K hyber , and the dr omi tes
tai ns and power s the r esonator . Most r esonator s ar e that li ve bel ow Adar ar e hosti l e to Ri edr ans and suspi
placed in ar eas that ar e di ffi cult to get to even if the sur ci ous of str anger s.
r oundi ng ci tadel is br eached. Al l shroud resonator chamber s Other Shr oud bubbl es occur in mani fest zones,
ar e bui lt for defense. especi al l y those ti ed to K ythr i . Such bubbles are wi l dl y
unr el i abl e in thei r locati on and l ength of exi stence.
SHROUD BUBBLES Those who power shroud resonators can do li ttle about these
Small ar eas of Adar r emai n unpr otected by the Shr ouda bubbles, si nce the bubbles often reopen i mmedi ately after
fact Adar ' s defenders are awar e of and the I nspi r ed could bei ng closed. Natur al Shr oud bubbles could pr ove to be
exploit. One who knows exactly wher e two of these bubbles a weak spot in Adar ' s defenses if Ri edr an forces wer e to
are can travel between them usi ng teleport or si mi l ar effects. di scover one they could use consi stently. They' d sti ll have
Si nce tr avel wi thi n the Shr oud is only possi ble between to devi se a means of cr ossi ng the Shr oud to the bubble,
bubbles; psychopor tati on or teleportati on into Adar is still however , and most wi l d bubbles ar e deep wi thi n Adar .
amphi theater wi th a centr al r ai sed dai s for speaker s. T he matter s i n the str onghol d. Suppor ted by kal ashtar psi ons
Counci l of the Wi se meets her e. Par t of the hal l is often and mar ti al ar ti sts, a few of the human monks of Mal
set asi de for ci ti zens of K asshta K eep to ai r gr i evances or shashar li ve as they have for ages, some not over tl y par
watch the pr oceedi ngs. ti ci pati ng in the ongoi ng str uggl e. The kal ashtar val ue
Unknown to many in K asshta K eep, the centr al plat the medi tati ons of these paci fi st monks nonethel ess.
for m is a magi c i tem. Some of the elder s, i ncl udi ng the
Speaker , can command the dai s to produce calmemotions, deep RUUKOSI
slumber, dimensional anchor (more useful before the Shr oud), H i dden For t r ess; L ar ge Town; Popul at i on 4, 780
hold monster, tongues, and zone of truth up to thr ee ti mes per day. Ruukosi guar ds the mouth of the Ruukosi Ri ver
The ar ea ar ound the dai s is also a complex magi cal di a wher e that water way spi l l s under a natur al ar ch and i nto
gr am useful for many spells such as magic circle against evil. the wi de Jathar a Sound below. T he str onghold occupi es
Asper i Rooker i es: K asshta has long had little asperi the cli ffs on both si des of the r i ver , and the wondr ous
" nei ghbor hoods." The asper i s who li ve in these places are ar ch that br i dges the r i ver has been hol l owed by muscle
consi der ed ci ti zens. T hough asper i s ar e wi l d and fr ee i n and mi nd to ser ve as a tower i ng over look. Monks her e can
Adar , the guar di ans of K asshta watch over these rookeries to see i nto Syr kar n when weather per mi ts. Far ther upr i ver ,
protect them from har m. Gi ven thei r openness, the rook the Ruukosi wi dens and sl ows. T her e, the smal l Adar an
eries form one of the few potenti al poi nts of i nfi ltr ati on. town of K hada thr i ves not only on the abundant fish, but
Duj ong: Below the Counci l Chamber s is the Dujong, al so on the far m goods gr own on the nar r ow flood pl ai n
the ar ea wher e many of K asshta K eep's war r i or s li ve and and hi l l s near the r i ver . K hada suppli es the monks, and
tr ai n. Rooms si mi l ar in layout to the Counci l H al l pr o the monks in tur n guar d the town agai nst the danger s of
vi de wi de tr ai ni ng gr ounds, and ample venti l ati on keeps the mountai ns. Many K hadan youths ar e educated at the
the ar ea pl easant. monaster y, and some j oi n the monks for good. Si nce it
T he H at t a: On the lowest level of K asshta is an open is the for tr ess closest to Xephanan, Ruukosi al so enjoys
cour tyar d filled wi th orderly bui l di ngs and stalls, a wi de a si zable popul ati on of xephs.
lane passi ng thr ough the mi ddle. The whole ar r angement
r esembles a ti ny vi l l age. Her e, mer chants sell common SHALQUAR
goods and ar r ange deals. The Hatta, as K asshtans call it, is H i dden For t r ess; L ar ge Town; Popul at i on 3,50 0
li ke the open mar kets in vi l l ages el sewher e in Adar , but it Only 22 mi l es fr om the near est Ri edr an settl ement
is unusual in the eight monaster y- for tr esses that guar d the in the foothi l l s of the Ahnadi v Mountai ns, Shal quar is
land of r efuge. Only Dvaar nava has anythi ng si mi lar . the si ster ci tadel of Mal shashar and al so on the front
In K asshta K eep, and Adar as a whole, the goods l i nes of the ongoi ng confli ct wi th Ri edr a. It ser ves as a
avai lable are hi ghly var i abl e and the pr i ces fluctuate based base for Adar ' s defender s and a gate to Adar ' s i nter i or .
on thi s r eali ty. Much of what is avai lable are basi cs needed Shal quar is car ved between and under two mountai ns,
for comfortable li vi ng or engagi ng in cr aftsmanshi p. Fur and i nhospi tabl e peaks sur r ound it. T hi s gateway to Adar
ther, whi l e Adar ans do use money, that too is hi ghl y var i is detai l ed fur ther i n Explorer's Handbook.
able, and mer chants often wei gh coi ns. Bar ter is common.
Assume any magi c item or r eagent is avai lable in K asshta TASHALATORA
K eep, up to the gold piece li mi t, and deci de on its pri ce H i dden For t r ess; Smal l Ci ty; Popul at i on 10 , 350
based on how you want it to appear in your campai gn. T he thi r d and final templ e- for tr ess that guar ds
passage i nto Adar di r ectl y fr om Ri edr a, Tashal ator a
MALSHASHAR is home to monks r enowned even in K hor vai r e. A few
H i dden For t r ess; Smal l Ci ty; Popul at i on 6,500 K hor vai r i ans even seek thi s monaster y as a place to per
Set among the tal l est peaks of the Ahnadi v Moun fect thei r tr ai ni ng. Tashal ator a' s fighters ar e among the
t ai ns, M al shashar guar ds a maj or poi nt i n Adar ' s most power ful in Adar , bl endi ng psi oni c or magi cal ski l l
defenses. Mal shashar isn't as close to the foothi l ls as wi th fighting pr owess in unor thodox ways.
Shal quar , but the for tr ess is named after a monaster y that Vener able T hatar i (LG female kal ashtar telepath 18)
once was. Even so, it has mor e to wor r y about in the form is an aged psi oni c pr eceptor associ ated wi th the elder s
of Ri edr an patr ol s and potenti al spi es than many other of Tashal ator a, to whom she usual l y speaks by usi ng her
str onghol ds. It faces Ri edr a pr oper and not the smal l power s. She is one of the few psi ons in Adar who can
settl ements on the fr onti er of the Andnemun Deser t and mani fest psychic chirurgy (EPH 126) and reality revision (EPH 128),
Syr kar n. T he for tr ess is mai nl y under one mountai n, and thus she mi ght be the only one who can save a PC from
but it spr awl s under two other peaks and connects to the a mind seed (EPH 119) or si mi l ar nasti ness. Unfor tunatel y
dr omi te ci ty- hi ve of Zi ' ti l ' natek thr ough psi oni c por tal s for seeker s who want to speak wi th her, Thatar i li ves in the
that functi on wi thi n Shr oud bubbl es. mountai ns many mi les from Tashal ator a, alone wi thi n a
Life is har sh in Mal shashar , wher e even the food must cave car ved i nto a cli ff face. Getti ng to her r equi r es find
be gr own under gr ound. Regul ar stor ms and l andsl i des i ng out wher e she is and tr aver si ng tr eacher ous ter r ai n
make the sur r oundi ng ter r i tor y hosti l e and i mpen i nhabi ted by unfr i endl y cr eatur es. What she mi ght ask of
etr able. Ar ti f i ci al wal l s have sealed passes for centur i es, those seeki ng her aid is unknown, but such a r equest wi l l
but magi c and psi oni cs make these wal l s look natur al. A sur ely have little to do wi th weal th.
par ti cul ar l y di scer ni ng dwar f mi ght be able to see thei r Tashal ator a br eeds str ong fighters because many
real natur e, but the dwar ves of Sar lona li ve far away. wi thi n the for tr ess and in Adar fear the Ri edr ans wi l l one
K al ashtar outnumber humans in Mal shashar . Feel day cr oss i nto the land of r efuge by way of Vul pana Falls,
i ng it is thei r duty to defend the l and of r efuge in a war whi ch the ci tadel over looks. For the hundr eds of mi l es
for whi ch they ar e r esponsi bl e, they handl e al l mi l i tar y between Tashal ator a and the H aztar atai n Monaster y no
other land is passabl e. Sti l l , an ar my woul d have to pass Road operates thr ough Zi 'ti l'natek and many goods reach
thr ough or ar ound the Shanj ueed Jungl e and its Mabar Adar that would other wi se be impossible to get. The city isa
mani fest zone, cl i mb all the way up the hi l l s and moun center of trade, but it is only accessible through psionic por
tai ns to the fal l s, and then cr oss the falls. Fur ther mor e, tals or the deep caver ns under Malshashar . Should Ri edra
the I nspi r ed have few si gni fi cant settl ements near by to ever threaten Malshashar, the dromi tes of Zi'til'natek would
suppor t such an under taki ng. As a r esult, the Ri edr ans provide a considerable reserve force. Even so, some dromites
have yet to tr y the passage. wi thi n the city- hive har bor thei r race's tr adi ti onal gr udge
agai nst surface dweller s.
UUTKLEZA
K yt hr i Mani f est Zone
Although Adar has more than a few Kythri manifest ADVENTURE SITES
zones, Uutkleza is a par ti cular ly dark scar on the moun Wi thi n Adar ar e mani fest zones, dr aconi c r ui ns, si gns of
tains near whi ch only bedlam dwells. Getti ng to Uutkleza anci ent gi ant expl or er s, among other wonder s. Her e ar e
requires a treacherous cli mb from 4,000 to 10,000 feet, a couple of possi ble adventur e si tes in Adar .
then a descent into a crater like that of an inactive volcano.
No volcano sleeps here, though. Wi thi n the r i ngi ng peaks, AHDRYATMIN
Uutkleza's landscape roils and shi fts, someti mes even wi th Mani f est Zone; T emper ate For est, Dense; T emper at e
the thoughts of a traveler. Openi ngs to Kythri pop in and H i l l s, Rugged; T emper ate Moun t ai n s, Rugged
out at random i nter vals, defying the Shroud and sometimes A valley of fertile soil and abundant life exi sts at the
trapping deni zens from the Chur ni ng Chaos in Adar . Chaos heart of Adar , covering about 400 square miles. Adar ans call
pools (see page 142) also dot the landscape. this place Ahdr yatmi n or "Mountai nsoul." A huge manifest
Uutkl eza is home to any cr eatur e found on K ythr i , zone tied to Lamanni a (all drui d spells are extended wi thi n
and wi thi n it at least one chaos roc (MM2 45) is known to Ahdr yatmi n' s boundar i es), Ahdr yatmi n is an anci ent holy
r esi de. The entr opi c atmospher e of Uutkl eza shar es all of site to most Adar ans. Few live ther e despite the land's rich
K ythr i ' s tr ai ts, except that it is only mi l dl y chaos- al i gned ness, for danger s lurk among its lushness.
and gr avi ty is nor mal . In the expanse of Uutkl eza, a few Al l for ms of life known to Lamanni a can be found
outcast or lost ner aphi m (Planar Handbook 12) hunt and a in Mountai nsoul ' s tr ees, hi l l s, and water ways. T hese
smal l or der of gi thzer ai (MM 129) have an encl ave they cr eatur es attack anyone who wantonl y abuses the l and.
call Sudakha. T hough they know and admi r e some of the Rar e and potent her bs and el ements can be found as
val ues expr essed wi thi n Adar , the gi thzer ai i nter act li ttle wel l , al ong wi th exoti c foes and myster i ous her mi ts. T he
wi th those outsi de Uutkl eza, spendi ng much of thei r secr ets of Mountai nsoul ar e many.
ti me honi ng thei r ski l l s by keepi ng whatever comes fr om Woul d- be H aztar atai ns must vi si t Mountai nsoul as
K ythr i wi thi n Uutkl eza. Recently, an Endseeker sect has H aztar atai did in the kal ashtar ' s ear ly days. T hey seek
moved near the cr ater , appar entl y havi ng desi gns on the the center of Ahdr yat mi n, wher ei n dwel l s a cr eatur e
gi thzer ai monaster y and the chaos pools. fr om whi ch the place dr aws its name. T hi s el emental fey,
a spi r i t of the l and (60 H D; MM2 189), is usual l y found
XEPHANAN only on Lamanni a or T hel ani s. T he spi r i t Ahdr yat mi n
Xeph Capi t al Ci ty; L ar ge Ci ty; Popul at i on 15, 440 is as old as Adar , and many bel i eve it to be close to the
Deep i n the awe- i nspi r i n g canyons wher e the dr aconi c Pr ophecy. It often tests those who vi si t it, i nvi s
i mpassabl e Xar yai Ri ver f l ows, a for est occupi es the ibly contr ol l i ng the weather and the gr ound, and sendi ng
chasm' s floor. The r i ver has cut a wi der openi ng thr ough deni zens of the mani fest zone to meet and foil tr avel er s.
softer stone, cr eati ng a shaded val l ey and r eveal i ng l umi T hose H aztar atai ns who leave Mountai nsoul ali ve ar e
nescent cr ystal that bathes the ar ea in al most eter nal seen as the chosen of Ahdr yat mi n.
twi l i ght. In thi s wei r d j ungl e of cr ystal and tr ees li ve the
xephs. Xephs have long been accepted among Adar ans. Lore
The l ar gest concentr ati on of xephs i n the Xar yai Coul ee, Char acter s who have r anks in K nowl edge (local) mi ght
as the xephs name the valley, is in a settl ement of gr aceful know somethi ng about Ahdr yat mi n, as mi ght those who
bui l di ngs mel di ng stone, tr ee, and cr ystal . Xephs call it have r anks in K nowl edge (geogr aphy). When a char ac
Xephanan. From Xephanan, xephs tr avel all over Adar ; ter makes a ski ll check, the fol l owi ng lore is r eveal ed,
many ar e i ntegr ated i nto Adar an soci ety and i nvolved in i ncl udi ng the i nfor mati on from lower DCs.
the war agai nst the I nspi r ed. A few bold xeph mer chants DC 10 : Ahdr yatmi n is a valley full of natur al wonder
r un tr adi ng vessel s fr om the por t at Dvaar nava, wher e in the hear t of Adar .
they also wor k wi th the Summi t Road. DC 15: It is a place ti ed to Lamanni a, the Twi l i ght
For est, and mostly wi l d cr eatur es i nhabi t it. Ani mal s
ZI'TIL'NATEK r oam ther e, but so do fi erce el emental s and full- blooded
Dr omi t e Ci t y- H i ve, L ar ge Ci ty, Popul at i on 13, 980 l ycanthr opes. Br ave and r eclusi ve dr ui ds al so make thei r
Under Malshashar , dromi tes have lived for mi llenni a homes in the val l ey.
their ancient city- hive Zi'til'natek is often thought to be the DC 20 : Mountai nsoul gets its name from an anci ent
cradle of dr omi te ci vi li zati on in Sar lona. Deep in its hal l s, spi r i t that i nhabi ts the center of the val l ey. It is as old as
the dr omi tes hide from the I nspi r ed and aid the Adar ans, Adar , and it knows many for gotten tr uths.
though it was not always so. Dromi tes have battled humans
for much of Sarlona's tumultuous history, and it was only Encounters
thr ough the i nterventi on of the kalashtar that the dr omi tes Ahdr yatmi n is a huge, wi l d place. No matter what the PCs
of Zi'til'natek came to work wi th Adar ans. Now the Summi t do, they'r e li kely to r un acr oss exoti c beasts and hor r or s
from Lamanni a. Most people cr oss Ahdr yatmi n to get to Adapt at i on
somewher e else, but a few have reason to go to the center of Ahdr yatmi n can ser ve as a str ange valley in Xen' dr i k. On a
the place. The spi r i t in the center of Mountai nsoul mi ght smaller scale, Mountai nsoul is not unli ke Greenheart in the
have essenti al i nfor mati on about an object the char acter s Eldeen Reaches. Encounters in the Tower i ng Wood should
must acqui r e or a quest the PCs need to complete. emphasi ze dr ui ds more, felldr akes and lycanthr opes less.
Char acter s on the move have a 30% chance of r un
ni ng acr oss an encounter ever y hour they spend in SPHERES Of KORRANDAR
Mountai nsoul . T hose who ar e r esti ng have a 10% chance Dr aconi c Si te; T emper ate Moun t ai n , For bi ddi ng
of an encounter each hour . In addi ti on to what appear s K or r andar is a frigid and mer ci less mountai n covered
on the Ahdr yat mi n Encounter s table, feel free to cr eate by stor ms and i nhabi ted by dr agons. A set of anci ent and
encounter s i nvol vi ng any sort of ani mal and ver mi n hidden hal l sr ound, domed chamber s bui lt accor di ng to
nor mal , di r e, cel esti al , or fi endi sh. Al so, l ycanthr opes the dr aconi c Pr ophecyli e under the mountai n's clouds,
often tr avel wi th nor mal ani mal s of thei r type. glaci er s, and r ocks. The Storm Guar di ans call these halls
"spheres." Unobser vant explor er s are often fooled i nto
AHDRYATMI N ENCOUNTERS enter i ng caver ns under the spher es i nstead of the spher es
themselves. Wi thi n the spheres are tr i als of wor thi ness, and
d% Encounter EL anci ent cr eatur es bound to enfor ce these tests. Each test
01 Spirit of the air (Fiend Folio 160) 11 is ti ed to the natur e of a dr agon god, and ar t on the wal l s
02 Bebilith (demon) 10 and/ or cei l i ng of each chamber shows the constel l ati on
03-07 1d2 legendary ani mals (MM2 136) 6- 12 r epr esenti ng the appropri ate deity and the symbol of that
08- 10 Huge air or ear th elemental 8 enti ty (K nowl edge [ reli gi on] DC 20). No passages exi st
11- 12 Dust wi ght (MM3 47) 7 between the r oomsbound ear th elementals open the wal l s
13- 15 1d2 wer eti ger s 5- 7 between tests once they are passed. These wal l s are at least 5
16- 20 1d3+1 wereboars and 1d4 boars 5-9 feet of magi cally treated hewn stone (DMG 60), and br each
21- 25 Belker 6 i ng them dr aws the ire of power ful ear th el emental s.
26- 36 1d3+1 air, dust, earth, or salt mephits 5- 7 Per sonal i ze these tests so it seems as if the PCs wer e
37- 40 Xorn 6 pr edesti ned to come to the spher es. The Encounter Level
41- 43 1d2 avalanchers (MM3 13) 5- 7 of most encounter s her e should be 2 or mor e hi gher than
44 Djinni 5 the par ty level.
45- 55 Large earth or air elemental 5 Test of the Messenger : A key found in a rui ned dragon
56- 59 Ni ghtmare 5 hold elsewhere in Adar fits into a stand shaped like a dragon
60- 63 1d3+2 spitting felldrakes (MM2 97) 5- 7 head made of br ass and set wi th tur quoi se. The keyhole is
64- 67 1d2 horned felldrakes (MM2 97) 3- 5 set inside a golden star. Thi s is the test of Aaster i ni an, Mes
68- 72 1d2 yeth hounds 3- 5 senger of Io. If the key is placed in the stand, a secret door
73- 79 1d3+2 crested felldrakes (MM2 97) 3- 5 on the far side of the caver n opens i mmedi ately. Wi thout
80- 83 1d3 wi zened elders (MM4 180) 2- 5 the key, the secret door must be found (Sear ch DC 35) and
84- 90 1d2 +3 3rd- level dr ui ds (human) 7- 8 opened by force or other wi se br eached. Regar dless, the
91- 93 1d3+1 werebears 7-9 door is 20 feet up the far wal l , acr oss a 20- foot- deep pit
94 Abominable yeti (Frostburn 163) 7 leadi ng into caves beneath the hal l s.
95- 96 1d4+2 wood woads (MM3 196) 7-9 Test of Fate: Her e, thr ough a gossamer wal l of vi olet
97- 98 1d4+1 blood apes (MM2 32) 8- 11 ener gy, is the test of Chr onepsi s. A shades effect cal l s forth
99 Avoral guar di nal 9 dupli cates of the PCs as they mi ght have been if they
100 Leonal guar di nal 12 had chosen dar ker life paths and wor l dvi ews. Under the
unbl i nki ng eye of Chr onepsi s in the cei l i ng, the char
Devel opmen t acter s must face thei r si ni ster sel ves.
Ahdr yatmi n' s i nhabi tants aren't or gani zed, so the PCs Test of Weal th: Set in the center of thi s place is a pool
often have a chance to hi de and rest between encounter s, shaped li ke a sun and swi r l i ng wi th purple energy. K nowl
but the wonder and danger of Mountai nsoul can r i se up edgeable explor er s mi ght r ecogni ze the pool as a symbol
at any ti me. Punctuate a few hosti le encounter s wi th the of Asti l abor , the Hoar d Mi str ess (K nowl edge [ reli gi on]
r eser ved fer oci ty of a gr oup of fel l dr akes or the i nher DC 20). Ei ght golden statues of noble and wi nged kobolds
ent goodness of wer ebear s. K eep the good cr eatur es in pour vi ol et str eams into the pool, and somethi ng spar kles
mi nd as the par ty faces evi l or hosti le neutr al ones. An deep wi thi n. Those who gi ve gener ousl y by casti ng weal th
avor al guar di nal ser ves well as a dr amati c r escuer than a i nto the pool mi ght find thei r weal th i ncr eased tenfold
set pi ece. Of cour se, you can al ways have the char acter s in the form of a desi r ed magi c i tem. Those who steal are
encounter a battle of good agai nst evi l . puni shed when the statues ani mate.
Test of the Nor th Wi nd: T hi s room's domed cei l i ng
T r easur e sparkles as a night sky, the constellation of Bahamut shi ni ng
I tems that are scarce in the outside world can be found in most brightly. Those who look into the stars see the depreda
relative abundance in Ahdr yatmi n by those who know where tions of an evi l dragon or some spawn of Ti amat, and those
to look. Rewar d adventur ous PCs wi th rare elements, exotic who want to do so can be car r i ed as if by a cold wi nd to the
her bs, and unusual spell components. Many such objects wi cked wyr m' s lair. Slayi ng the beast r etur ns the quester s
might be valuable in the var i ous keeps of Adar . The intelli here and the evi l one's hoar d to the Teeth of the Three.
gent i nhabi tants of Mountai nsoul won't have coins, but they Test of Death: The massi ve skul l of a bl ack dr agon
should have gems, ar t objects, and even magi c i tems. r ests in the center of thi s chamber , si gni f yi ng the baleful
The great mountain
Kor r andar
i nto the shaft. Acr oss the tube is a platfor m that appar
ently allows access to another par t of the complexbut thi s
pl atfor m is hi gher in the shaft than the entr y poi nt and
obscur ed by the spi r e. Fur ther , a decoy cave opens in the
nor ther n wal l near the l ava.
T he moment anyone enter s the vol cani c tube, it
spr i ngs to life as if er upti ng, forci ng the char acter s to make
a mad dash for the other side. Run thi s event as if each par ty
member faced some danger each round from flying debri s,
danger ous gases, or hot magma. Add fire el emental s and
other fire cr eatur es if you prefer combat to a furi ous r ush
or car eful l y plotted escape. The fires settle down as the
char acter s exit the shaft, almost as if it wer e all an i llusi on.
Monster s do not pur sue those who make it to the platfor m,
but they mi ght follow those who enter the caver ns.
Test of L i f e: Beneath a bl ack cei l i ng etched wi th a
si lver seven- poi nted star, the skeleton of a couatl is r ever
ently coiled in a funer ar y basi n, poli shed bones and bri ght
feathers showi ng thr ough or naments of gold and pr eci ous
stone. Those who r etur n thi s cr eatur e to life pass the test of
Tamar a and gai n the ai d of a power ful nati ve outsi der for
a whi l e. The couatl war ns those who r etur n it to life of the
test of power . Cr eatur es si tti ng in the basi n are affected as
if by a regenerate spell once per day. Any cor pse lai d in it is
gr anted a constant gentle repose spell (time spent in the basi n
doesn't count agai nst the ti me limi t of raisedead). At the same
ti me, the basi n reduces the body to skeletal r emai ns.
Test of Power : A gr and idol of T i amat stands in the
center of thi s chamber, and the evil one suffers none to pass
thi s chamber . The idol becomes an aspect of Ti amata red
dr agon that has a Chal l enge Rati ng at least 3 hi gher than
the i ntr uder s' aver age level, except that it can br eathe the
br eath weapon of any evi l dr agon i nstead of j ust fire. It still
majesty of Fal azur e. Its eyes flash r ed as anyone enter s, uses its br eath only once ever y 1d4 r ounds, and it does not
cal l i ng for th hei nous undead to har r y good folk. Evi l chase those who flee back to the test of life. If you want, you
bei ngs mi ght find a boon her e i nstead, such as the secr et can i nstead use the aspect of Ti amat (Miniatures Handbook 54)
of becomi ng one of the fr ee- wi l l ed undead, if they ar e as agui de to cr eati ng a more power ful aspect to ser ve in thi s
wi l l i ng to r i sk death to acqui r e it. r oom. T hose who best Ti amat' s aspect ar e r ewar ded wi th
Test of T al es: The ghost of a ver y old copper dr agon passage to the Teeth of the Three, and possi bl y mor e.
sleeps her e upon a golden book (the symbol of H l al ), Chamber of the T eeth. T hi s gr eat, r ound chamber
wai ti ng for someone who can spin a tale to rouse her hear t r epr esents Io the Concor dant, Cr eator of Dr agonki nd,
and free her fr om her duty. A Per for m check r esult of and in its center is set the Teeth of the Three (page 142). T he
30 or hi gher is enough to sati sfy her, but a cl ever bluffer r oom gl ows in eer i e col or sthe li ght of the Teeth r eflected
or a ski l l ed di plomat can al so r ouse the j aded spi r i t. She off pol i shed sur f aces. Whi l e anyone who r et ur ned
then i mpar ts some i mpor tant knowl edge in the for m of a thr ough K or r andar ' s hal l s woul d have to face many of
long- wi nded tale befor e sendi ng the adventur er s on thei r its tests agai n, the Chamber of the Teeth al l ows egr ess
way. T hose who want to can r ead the golden book for a thr ough its cei li ng. T hi s way passes thr ough the l ai r s of
speci al boon. Of cour se, the spi r i t can also be sl ai n. sever al mi ghty Stor m Guar di ans, but the dr agons show
Test of Just i ce: A magi c golden longswor d stands in those who have passed the tests thr ough the wi ndi ng cav
the center of thi s room, balanced on a tiny plati num needle er ns, l etti ng them leave after havi ng a shor t conver sati on
and flanked by stone dr agons (two dr akestone gol ems, and pr esenti ng a smal l token of r emembr ance.
Draconomicon 164, or mar ut i nevi tables, MM 159). Thi s is the
test of Lendys. Spi ri ts wi thi n the dr agonsj udge each passer L or e
for some mi sdeed, possi bly causi ng the guar di ans to attack Rel evant lore about the Teeth of the Three (and thi s site) is
if the defense is i nadequate. Vi ctori ous char acter s are puri i ncluded in the descr i pti on of that ar ti fact (page 142).
fied thr ough thi s tr i al by or deal . Death cl ai ms the gui lty.
A par agon of law mi ght be able to take the swor d and the En coun t er s
needle fr om thi s r oom. K or r andar ' s stor ms often pr event flight, and the Teeth of
Test of the Fi r el or d: Those who manage to make it the Three and the Shr oud thwar t di mensi onal tr avel. The
thr ough the pr evi ous halls come to avolcani c shaft that has elusi ve Stor m Guar di ans ar e usual l y seen only if they
cool lava at the bottom. A wi de spi re of r ock stands in the have busi ness wi th i ntr uder s (that i s, i f you want them
mi ddle, red and gli steni ng. An obser vant char acter mi ght to be seen). O ther wi se, the mountai n is a wi l der ness of
noti ce (Spot DC 25) r oughl y car ved symbol s of Gar yx, the most unf or gi vi ng type. Dr aconi c cr eatur es ar e more
the Al l - Destr oyer , on the outsi de of the ar chway l eadi ng common her e than el sewher e in Adar .
For adventur es under K or r andar ' s cl oud cover ,
RIEDRA
use all the wor st a mountai n has to offer (DMG 8990).
Dependi ng on the season, thr ow i n a thunder stor m or
snowstor m, and i nter mi ttent bl i zzar d or tor nado condi
tions (DMG 94). Much of the ti me, vi si on is i mpai r ed due
to dr i vi ng wi nds and pr eci pi tati on, and/ or thi ck clouds The fish does not seek to fly, and the raptor does not swim. Each life isa
obscur i ng li ght. Sever e cold (DMG 302) is a par ti cul ar lesson, and you must live the life you have been given if you hope to rise in
problem in the wi nter and at ni ght, but K or r andar is cov the next. Follow thepath, and do not stray. Help your neighbors, and call
ered wi th gl aci er s and snow all year . If you have access to on them when you are in need. And above all, trust the Inspired, whose
Frostburn, use the Fr ostfell Mountai n Ter r ai n char t (page wisdom guides us all.
22). You mi ght al so use r ul es for cr evasses, snowfi el ds, The Path of Inspiration
and whi teout. T he super natur al ener gy sur r oundi ng the
mountai n could al so r esult in sudden squal l s of blood Once Sar lona was a land of many nati ons. T hese ki ng
snow, death hai l , and howl of the nor th, as wel l as ebony doms had thei r her oes and godsa host of pr oud and
ice and r ar e pools and r i vul ets of coldfi r e. uni que tr adi ti ons. Fi fteen hundr ed year s ago, a force
r eached out of ni ghtmar e to cl ai m Sar l ona. Over the
Devel opmen t cour se of two centur i es, a dozen nati ons wer e shatter ed by
Another of Adar ' s holy si tes, K or r andar is a place few war and psychi c subver si on. The I nspi r ed rose among the
people vi si t. T hose who do come al ways have a pur pose. r ui ns and for ged a new ki ngdom from the wr eckagethe
The most l i kel y r eason is ei ther to i nvesti gate the mys vast empi r e known as Ri edr a.
ter y of the Teeth of the Three and possi bl y to use it to for ti fy
Adar ' s Shr oud, or to thwar t the pl ans of some evi l doer
who has desi gns on the mountai n' s contents. The Stor m LAND OF UNITY
Guar di ans ar en' t l i kel y to i nter f er e, especi al l y if some Befi tti ng a nati on that extends acr oss a conti nent, Ri edr a
el ement of the dr aconi c Pr ophecy is unf ol di ng befor e featur es a vast ar r ay of l andscapes and cl i mes. Al l the
thei r eyes. I nspi r ed' s teachi ngs about uni ty cannot er ase geogr aphy.
A char acter who wants to ti e the Shr oud to the As such, the cur r ent Ri edr an pr ovi nces map closely to
Teeth of the Three must have seen each of Adar ' s ei ght shroud some of Sar lona's for mer nati ons. T hus, to get a pr oper
resonators. By contacti ng the ar ti fact, vi sual i zi ng a speci fi c over vi ew of the l ands of Ri edr a, it is helpful to speak in
shroud resonator, maki ng a successful DC 35 Concentr ati on ter ms of its pr ovi nces.
check, and taki ng 1d4 poi nts of Consti tuti on dr ai n,
such a char acter can ti e the vi sual i zed shroud resonator to BORUNAN
the Teeth. Fai lur e on the check deacti vates the vi sual i zed Bor unan is homel and to ogr es. It's a bar r en and hosti le
shroud resonator for a day, so taki ng 20 is i mpossi ble. Wi l l i ng r egi on, spr ead acr oss the Andnemun Deser t and the
par ti ci pants wi thi n 60 feet of a char acter per for mi ng thi s K el shak Mountai ns. Before the Sunder i ng, the ogr es had
pr ocess can pr ovi de ai d by taki ng the same Consti tuti on a br utal and aggr essi ve cul tur e, domi nated by power ful
dr ai n. Each char acter who does so al so gr ants the char ogr e mage lor ds. Despi te thei r mar ti al mi ght, the ogr es
acter in contact wi th the Teeth a +2 bonus on hi s Concen r ar ely thr eatened the other ki ngdoms; the Bor unan clans
tr ati on check. T hose who di e in thi s pr ocess vani sh in a consi der ed humans to be unwor thy foes and devoted
flash of si l ver y li ght and cannot be r ai sed wi th magi c less thei r ener gy to i nter nal str uggl es.
than true resurrection coupled wi th a wish or miracle. Over the course of the Sunder i ng and the Unification,
A shroud resonator ti ed to the Teeth of the Three no l onger the ogr es wer e br ought under Ri edr an r ule and for ci bly
needs power i ng but other wi se functi ons as nor mal . If conver ted to the Path of I nspi r ati on. Those who r esi sted
all of Adar ' s shroud resonators ar e ti ed to the Teeth, all must wer e ki l l ed or dr i ven i nto Syr kar n, wher e they spawned
be shut down or destr oyed for the Shr oud to cease func the eneko. Today the ogres are a sur pr i si ngly peaceful folk,
ti oni ng. It is possi ble that shor i ng up the Shr oud thi s way thei r war l i ke cultur e expunged by the I nspi r ed. Al though
r eleases the spi r i t of Tar atai fr om the shroud resonators. ogr es for m the bul k of the popul ati on in Bor unan, all
vi l l ages have Chosen over seer s, and human and shi fter
T r easur e tr oops ar e found in the basti on ci ti es.
Free to pass wi thi n thei r own hal l s, the Stor m Guar di ans The people of Bor unan tend to be cheer ful and
have placed r i ches wi thi n the mountai n, gather ed over str ai ghtf or war d. Feats of str ength ar e admi r ed; a human
mi l l enni a as the people near K or r andar and pi l gr i ms to isn't expected to match an ogr e but sti ll ear ns r espect for
the mountai n made offer i ngs at shr i nes near the peak' s pr ovi ng hi s pr owess. Athl eti c events typi cal l y i nclude
base. Those who sur vi ve K or r andar and thei r quest for wei ghtl i f ti ng and thr owi ng contests.
the Teeth of the Three ar e unl i kel y to be r obbed of whatever Popul at i on: 96,000 (80% ogr es, 8% humans, 4%
they take fr om under the mountai nat l east by the ogr e mages, 3% shi fter s, 2% Chosen/ I nspi r ed, 2% half-
dr agons of K or r andar . The same cannot be sai d for those gi ants, 1% other ).
who bur gle from one of the Stor m Guar di ans. Envi r onment s: War m deser t, temper ate mountai ns.
Pl an ar El ement s: Hi gh concentr ati on of wi l d zones
Adapt at i on l i nked to Fer ni a and Shavar ath.
K or r andar ' s hal l s could be r el ocated to Xen' dr i k or,
r adi cally, to Ar gonessen. T hi s compl ex could i nstead be CORVAGURA
placed under the I cehor n Mountai ns between the Eldeen A land of lush j ungl es and fertile plai ns, Cor vagur a is in
Reaches and the Demon Wastes in K hor vai r e. many ways the heart of Ri edra; it has the highest population
The streets of a bastion city
are full of life
density of any region in Sarlona, and both the capital city of the humans and shi fter s of the r egi on wer e absor bed i nto
Durat Tal and the pr i mar y por t, Dar Ji n, are located her e. the Ri edr an al l i ance, but the dwar f populati on was vi r tu
The people of Cor vagur a once ser ved a tyr anni cal dynasty ally exter mi nated in the Ni ght of Razor Dr eams.
of sor cer er - ki ngs, but the I nspi red helped over thr ow these Dor Mal eer is the Ri edr an fr onti er , and its people
di ctator s. In addi ti on to havi ng the hi ghest populati on ar e not as fanati cal as thei r counter par ts in many of the
of the eight pr ovi nces, Cor vagur a also has the gr eatest souther n pr ovi nces. Mal eer i ar e mor e toler ant of non-
number of monoli ths (hanbalani), a fact that undoubtedly humans than most Ri edr ans, though dwar ves typi cal l y
contr i butes to the fanati cal loyalty of the i nhabi tants. r ecei ve an unfr i endl y r eacti on. Al though they per for m
Many br anches of the Uni ty are based in the basti ons what agr i cul tur e they can in the har sh envi r onment, the
of Cor vagur a. A few of the other basti ons are dedi cated to Mal eer i ar e pr i mar i l y hunter s, and they r espect such
r esear ch; notewor thy subj ects i nclude behavi or modi fi ski l l s. Tr adi ti onally, anyone who br i ngs meat to a Maleer i
cati on, eugeni cs (speci fi cally, the br eedi ng of i mpr oved vi l l age is i nvi ted to stay and j oi n in the meal .
vessel s for the I nspi r ed), and pl anar theor y. Popul at i on: 390,000 (73% humans, 15% shi fter s,
Pol i ti cal l y and in ter ms of popul ati on, Cor vagur a is 3% Chosen/ I nspi r ed, 2% changel i ngs, 3% ogr es/ ogr e
the cr own pr ovi nce of Ri edr a. The i nhabi tants are deeply mages, 2% dwar ves, 2% other ).
devoted to the I nspi r ed, and the bul k of Ri edr ans who Envi r onments: Cold deserts, mountai ns, and plai ns.
ar e al l owed to i nter act wi th f or ei gner si ncl udi ng most Pl an ar El ement s: Wi l d zones l i nked to Dol ur r h,
sai lor s and mer chantsar e Cor vagur an. Lamanni a, and Ri si a.
Popul at i on: 5,400,000 (91% humans, 3% shi fter s,
2% changel i ngs, 2% Chosen/ I nspi r ed, 1% ogr es/ ogr e KHALESH
mages, 1% other ). K hal esh was once a theocr ati c nati on dedi cated to the
Envi r onment s: War m plai ns, mar shes, and forests. wor shi p of the couatl , wi th a long hi stor y of cr usades.
Pl an ar El emen t s: Wi l d zones l i nked to Mabar , Dur i ng the Sunder i ng, it was r evealed that many of the
L amanni a, and T hel ani s. noble fami l i es of K hal esh wer e actual l y shul assakar . The
I nspi r ed combi ned the gener al di sdai n for K hal esh wi th
DOR MALEER fear of these ali en cr eatur es, and the K hal eshi tes wer e
Dor Mal eer shar es a bor der wi th the Tashana Tundr aa l ar gel y exter mi nated over centur i es of war . T he humans
bor der that has been slowly shi fti ng north over the centu i nhabi ti ng the r egi on today are mostly descended from
r i es. Pr i or to the Sunder i ng, Dor Mal eer was a loose fed r esettled people of the west.
er ati on of cl ans of many r aces, i ncl udi ng Aki ak dwar ves, T he K hal esh r egi on i ncludes a number of couatl
Qi ku shi fter s, and hal f- gi ants. Dur i ng the Uni fi cati on, r ui ns from the Age of Demons. T he I nspi r ed wor k to
suppr ess knowl edge of these r ui ns, whi ch ar e hi dden in O hr K al u u n
wi ld zones and pr otected by the Edgewal ker s. T he pr e- Uni ty people of Ohr K al uun wer e dr i ven by a
T he peopl e of K hal esh know that demons (the thi r st for magi cal knowl edge and a deep par anoi a that
shul assakar ) once r ul ed thei r l and. As a r esul t, they ar e spr ead thr ough ever y level of soci ety. The i slands' wi zar ds
especi ally devoted to the Path of I nspi r ati on, bel i evi ng and pr i ests sought power at any cost, and thei r pur sui t of
that gr eat fai th is r equi r ed to r esi st the temptati ons of the dar k magi c often set them at odds wi th K hal eshi te cr u
altavars. They shun the anci ent r ui ns and don't assi st those sader s and Pyr i nean schol ar s. T he K al uuni tes devoted
who want to explor e them. vast r esour ces to for ti fi cati on and secur i ty, cr eati ng
Popul at i on : 260,000 (90% humans, 3% shi f ter s, l abyr i nt hs r ei nf or ced wi t h steel , stone, and magi c.
2% changel i ngs, 2% Chosen/ I nspi r ed, 2% ogr es/ ogr e Unf or tunatel y for them, however , these stati c def enses
mages, 1% other ). could not pr otect them fr om the quor i , who used dr eam
En vi r on men t s: Temper ate pl ai ns and deser t. mani pul ati on to tur n K al uuni t e f acti ons agai nst one
Pl an ar El ement s: Couatl shr i nes and r ui ns, wi l d another . Today the mazes of Ohr K al uun ar e vast r ui ns,
zones l i nked to I r i an, Shavar ath, and Syr ani a. shunned by loyal Ri edr ans.
The I nspi r ed wi el d consi der able i nfluence on Ohr
NULAKESH K el , the l ar gest i sl and of the chai n, whi l e many of the
The Nulakesh Empi re domi nated central Sarlona for cen smal l er i sl ands ar e unci vi l i zed by the standar ds of the
turies before the Sunderi ng. Nulakesh lacked the magi cal I nspi r ed. T hese pl aces ar e home to smuggl er s, mon
or philosophical sophistication of many of the smaller ki ng ster s, and the di ssi dent gr oup known as the Hei r s of Ohr
doms, but it had a lar ge, dedi cated popul ati on and exten K al uun. Adventur er s seeki ng to enter Ri edr a by stealth
sive natur al r esour ces, al ong wi th a super bly di sci pl i ned mi ght be able to find assi stance at a smuggl er ' s por t.
army. Nul akesh went thr ough many per i ods of expansi on However , the Ri edr an mi l i tar y is al ways hunti ng for these
and decl i ne over the centur i es, and it was fadi ng when cr i mi nal s, and safe havens fr equentl y move about.
the quor i came to Sar l ona. Dr eam mani pul ati on helped Popul at i on: 72,000 (67% humans, 12% skul ks,
i nspi r e the Nul akesh war l eader s to r ecl ai m thei r ances 8% changel i ngs, 5% shi fter s, 3% Chosen/ I nspi r ed, 2%
tral glor y and, later , to conver t the di sgr untl ed popul ace ogr es/ ogr e mages, 2% dwar ves, 1% other ).
to the Path of I nspi r ati on. T he str ong mar ti al tr adi ti on En vi r on men t s: Temper ate pl ai ns and hi l l s.
conti nues to the pr esent day, and much of the H ar moni Pl an ar El emen t s: Wi l d zones l i nked to Mabar ,
ous Shi eld is r ecr ui ted fr om thi s pr ovi nce. Xor i at, and K ythr i .
T he Nul akeshi despi se nonhumans; as a r esul t,
shi fter s and ogr es ar e r ar ely deployed in thi s pr ovi nce. PYRINE
The Nul akeshi ar e deeply devoted to the I nspi r ed, and Wor shi p of the Sover ei gn Host takes many for ms in
the dai l y exer ci ses of the peasants often have a mar ti al di ffer ent cul tur es, but the r el i gi on as pr acti ced by most
theme. Many people who woul d be commoner s in other of the humans of K hor vai r e can be tr aced back to the
pr ovi nces ar e tr ai ned as war r i or s. ki ngdom of Pyr i ne. T he Pyr i neans placed gr eat val ue
Popul at i on: 4,100,000 (93% humans, 3% Chosen/ on wi sdom and phi losophy, and Pyr i nean tutor s and
I nspi r ed, 2% changel i ngs, 2% other ). pr i ests ser ved in cour ts acr oss Sar l ona. However , fai th
En vi r on men t s: Temper ate and cold pl ai ns, for ests, fai led to pr otect the Pyr i neans fr om the quor i . Dur i ng
and mountai ns. the Sunder i ng, the Pyr i nean chur ch was tor n apar t by
Pl an ar El emen t s: Wi l d zones l i nked to Daanvi , schi sms and her esi es, and Pyr i ne was cr ushed by the
Dol ur r h, and Shavar ath. for ces of Nul akesh and Ohr K al uun. Al though most of
RIEDRA AT A GLANCE
Data based on psi oni c census, 1300 Uni ty (998 YK ) .
Popul at i on : 13,878,000 (see r egi onal descr i pti ons for r aci al
br eakdowns).
Ar ea: 6,800,000 squar e mi l es.
Sover ei gn: T he I nspi r ed Lor ds of the Uni ty.
Capi t al : Dur at Tal .
Maj or Ci t i es: Dar Ji n, Dar Ul atesh, Dul Catun, Dul Jhaar ,
Dul Zeer .
Cl i mat e: Var i ed.
H i ghest Poi nt: T he Cr i mson Peak, el evati on 15,565 feet.
H er al dr y: T he cr ystal seed of the Path of I nspi r ati on contai ned
in a red r i ng, set agai nst a bl ack field.
Founder : T he I nspi r ed.
Nat i onal Motto: " Follow the path."
Seal of Riedra
the l i br ar i es and chur ches have been destr oyed, expl or mi l i tar y forces are deployed her e. The Thousand Eyes ar e
er s mi ght be able to fi nd hi dden vaul ts of knowl edge or especi al l y acti ve i n thi s r egi on.
anci ent shr i nes pr ovi di ng new i nsi ght i nto the wor shi p T he pr ovi nce of Rhi avhaar i ncl udes the Aventus
of the Sover ei gn Host. I sl ands, whi ch ser ve as a stagi ng ar ea for the H ar moni ous
T he Pyr i nean love of phi l osophy has made them Sai l. T hese i sl ands hold r ui ns of the lost aventi nati on,
devoted to the Path of I nspi r ati onalthough not as aggr es but the Ri edr ans shun these ar eas.
si vely fanati cal to the doctr i ne as the people of Cor vagur a Al though the pr ovi nce seems to be under the thumb
or Nul akesh. Many Ri edr an cl er i cs come fr om thi s of the I nspi r ed, havi ng a hi gh concentr ati on of spi es and
pr ovi nce. Pyr i ne is one of the most peaceful pr ovi nces secr et poli ce, the Rhi avhaar i ans aren't as devoted as the
of Ri edr a, and the T housand Eyes and the H ar moni ous Cor vagur ans. A var i ety of di ssi dents hi de her e.
Shield have a reduced pr esence in thi s regi on. Even though Popul at i on: 1,660,000 (85% humans, 5% shi fter s,
they ar e dedi cated to the I nspi r ed, Pyr i neans ar e not as 3% Chosen/ I nspi r ed, 3% changel i ngs, 2% ogr es/ ogr e
hosti l e towar d f or ei gner s as other Ri edr ans ar e; many mages, 2% other ).
Pyr i neans enjoy havi ng the oppor tuni ty to pr oselyti ze and En vi r on men t s: Temper ate pl ai ns and mar sh.
di scuss thei r faith wi th outlander s. Pl an ar El ement s: Wi ld zones l i nked to Lamanni a,
Popul at i on: 1,900,000 (92% humans, 3% Chosen/ Shavar ath, and Thel ani s.
I nspi r ed, 2% shi fter s, 1% changel i ngs, 2% other ).
Envi r onment s: War m and temper ate pl ai ns, forests, GETTING THERE
and mar shes. T he bor der s of Ri edr a have been cl osed for a thousand
Pl an ar El ement s: Wi l d zones ti ed to Daanvi , I r i an, year s. H owever , the I nspi r ed have r ecentl y softened
and Syr ani a. thi s poli cy of i solati on. T he for ei gn quar ter s of Dar Ji n
and Dar Ul atesh wer e establ i shed to ser ve as center s for
Rh i avh aar i nter nati onal commer ce. A few schol ar l y expedi ti ons
T he coastal nati on of Rhi avhaar was the homel and of have been al l owed to ventur e i nto the hear t of the l and.
Lhazaar , the " explor er " who paved the way for the human Wi th thi s pr ecedent, it is possi ble for outsi der s to tr avel
settl ement of K hor vai r e. T he sai lor s of Rhi avhaar often i nto Ri edr a legally, but it's not easy.
took to sl avi ng and pi r acy, and Rhi avhaar i an shi ps wer e In or der to expl or e Ri edr a, a tr avel er must acqui r e
feared thr oughout the Sea of Rage. Today thi s region is the a tr ansi t vi sa fr om the I r on Gate, the for ei gn r el ati ons
wester nmost outpost of Ri edr a, and author i zed tr ade wi th offi ce, in Dar Ji n or Dar Ul atesh. T hi s scr ol l pr ovi des
Q' bar r a and the Lhazaar Pr i nci pal i ti es passes thr ough a descr i pti on of the tr avel er s, states the natur e of thei r
the old Rhi avhaar por t of Dar Ul atesh. Rhi avhaar is an busi ness, and del i neates any r estr i cti ons on tr avel . A
i mpor tant hub for the Ri edr an navyknown as the H ar bear er mi ght be l i mi ted to tr avel i ng in speci fi c pr ovi nces
moni ous Sai l and a gateway to K hor vai r e, so si gni fi cant or spher es, and the vi sa usual l y has a set expi r ati on date.
WH AT D O YO U K N O W?
Nati ve Ri edr ans know some of thi s i nf or mat i on, such K nowl edge ( l ocal )
as the K nowl edge ( r el i gi on) and K nowl edge (l ocal ) DC 15: The I nspi red enforce strict laws wi th har sh
entr i es. penalti es. Fr eedom is li mi ted, but cr i me is rare.
DC 20: Most reli gi ons are outlawed in Ri edr a. Laws
K nowl edge (geogr aphy) are enforced by a secret poli ce force called the
DC 10: Ri edr a is a spr awli ng r ealm that has all types of Thousand Eyes.
ter r ai n. It i s the lar gest nati on on the conti nent
of Sar l ona, K nowl edge (the pl anes)
DC 15: Ri edr ans ar e xenophobes who avoid contact wi th DC 25: The I nspi red have a str ong tie to Dal Quor .
the outsi de wor l d. Ri edr a r ecently sent ambassa Some beli eve that they deal regularly wi th quor i
dor s to K hor vai r e, but for ei gner s ar e sti ll unwel spi r i tsor possi bly that they allow these spirits to
come ther e. possess their bodi es in exchange for power .
DC 20: T he r uler s of Ri edr a ar e the I nspi r ed. They DC 30: The "divine spi ri ts" gui di ng the I nspi red mi ght
are tr eated as li vi ng gods and sai d to be gui ded by actually be quor i .
di vi ne power s.
K nowl edge ( r el i gi on)
K nowl edge ( hi stor y) DC 15: The people of Ri edra follow a reli gi on called
DC 20: Sarlona was once home to many ki ngdoms, often the Path of I nspi r ati on. I t'sbased on the concept of
war r i ng wi th one another . Thi r teen hundr ed year s spi ri tual evoluti on over the cour se of many li feti mes
ago, the I nspi r ed uni ted the bul k of these nati ons and requi res strict obedi ence to the I nspi r ed.
and for med Ri edr a. DC 20: Ri edr ans believe that the I nspi red are gui ded
by enli ghted spirits called il- altas. They clai m that
all other gods and outsi der s are actually evil spi ri ts
called altavars.
The document is notar i zed wi th a sentira seal, a psi oni c si gi l the si mplest way to get along in Ri edr a, al l owi ng tr aveler s
that car r i es the thought- si gnatur e of the I nspi r ed. Ever y to li ve off the l and.
patr ol chal l enges for ei gner s abr oad in Ri edr a, and ever y Travel is safe along the mai n roads of Ri edr a. Soldi er s
vi l l age over seer asks to see thei r vi sas. patrol r egular ly, and most monster s wer e wi ped out long
T he I r on Gate does not char ge for tr ansi t vi sas, but ago. Danger r i ses when one str ays too far from the r oads.
it r ar el y gr ants them. Ri edr a isn't for tour i sts. Tr avel er s
must pr ovi de a val i d r eason for entr y and show that they
have no cr i mi nal tendenci es or i ntent, as wel l as enough A DAY IN THE LIFE
knowl edge to avoi d acci dental l y br eaki ng Ri edr an l aws. K hel aar dr eams of secur i ty. T hese vi si ons hi ghl i ght the
A successful DC 30 Di pl omacy check is suffi ci ent to get vi r tues of the path that she fol l ows, the bl essi ngs of Ri e
an entr y r equest consi der ed, but even then the r eason dr an soci ety and the r ewar ds that wi l l be her s in her next
must stand on its own. Fi nally, mind probe (EPH 119) is often li fe. Occasi onal ly she dr eams of war , ei ther the long si ege
br ought i nto play to ensur e that the tr avel er s have no of Adar or battles wi th the vi le dr omi tes. As fr i ghteni ng as
hi dden moti ves. If the r equest is especi al l y i ntr i gui ng or these dr eams ar e, they hi ghl i ght the nobi li ty and str ength
ri sky, the I ron Gate mi ght allow tr avel but send a member of the I nspi r ed and leave her comfor ted, knowi ng that she
of the T housand Eyes along as a chaper one and obser ver . is pr otected by so gr eat a power .
Unl ess the par ty is deemed a ser i ous r i sk, thi s obser ver A new day has begun.
is a Chosen; the contr ol l i ng spi r i t only takes possessi on T he Voi ce flows thr ough her mi nd as the l i ghts r i se
of the vessel ever y few hour s to check on the si tuati on. in the chamber , pul l i ng K hel aar from her sl eep. Other s
Tr aveler s who have shady connecti ons and talents can sti r in the bunks ar ound her as the Voi ce conti nues its
acqui r e a notar i zed par chment fr om the Dr eam Mer tel epathi c br oadcast.
chants for 200 gp. Once they have the sentira seal, tr avel er s You have done well, people of Thornden. Lord Murakhal watches
can ei ther for ge the vi sa or pay another 50 gp to have one from above and ispleased with your work. The caravan arrives at midday
for ged by the mer chants. In thi s latter case, someone togather the shipment. Soon the smiths of Suras will transform the ore
exami ni ng the document must make a successful DC 20 you have mined into weapons and armor to protect the noble soldiers of
For ger y check to di scer n the falsi ty of the vi sa. the Harmonious Shield.
Once out i nto wi der Ri edr a, for ei gner s face other K hel aar bathes i n the war m gl ow of the Voi ce' s
pr obl ems. Most of the people speak only Ri edr an and are appr oval as she dr esses. Her br own cl othes ar e di r ty, so
i l l i ter ate. T hey possess the ski l l s the I nspi r ed deem nec she wear s the bl ack.
essar y. Mi l i tar y offi cer s, over seer s, pr i ests, and member s Youths chosen for military service should be prepared to depart at
of the I ron Gate are all li ter ate, and some speak Common midday. Because many of the youths have been working in the mines, the
or Quori . Ri edr ans avoi d all contact wi th for ei gner s, and workshift of miners will be lengthened to ensure that upcoming quotas are
they ar e typi cal l y unfr i endl y. met. The day begins. Follow the path.
Suppli es pose another chal l enge. No i nns exi st in K hel aar ' s day star ts wi th cal i stheni cs in the open
Ri edr a. Ever y vi l l age has a dor mi tor y r eser ved for Ri e field. T he exer ci se leaves her i nvi gor ated and happy. As
dr an tr aveler s and tr oops, and a tr ansi t vi sa mi ght speci fy she wal ks to mor ni ng meal , Danan catches up wi th her.
that the bear er s shoul d be gi ven access to such shelter . He wants to know if they can speak after eveni ng meal ;
O ther wi se, tr avel er s must conver t the unfr i endl y atti the l engthened wor kday wi l l make thi s di ffi cult, but ther e
tude of a local over seer to fr i endly or better (a successful mi ght be ti me ar ound the pr ayer ser vi ce. Danan seems
DC 25 Di pl omacy check). Food is pr ovi ded al ong wi th ner vous, and when K hel aar asks what he wants to di s
shelter , but tr avel er s can't buy goods, si nce money is an cuss, he says only that it has to do wi th dr eams. K hel aar
ali en concept to Ri edr an vi l l ager s. T he Sur vi val ski ll is smi l es as she makes her way to mor ni ng meal . It is only
two months unti l her pai r i ng, and she suspects that thi s she feels at ease. She knows she wi l l never see Danan agai n,
is what Danan wants to di scuss. Whi l e he is a har vester j ust as she wi l l never see Tul. But she knows the I nspi r ed
i nstead of a mi ner , K hel aar has al ways enjoyed Danan' s wi l l do what is best for both of themthat Lor d Mur akhal
company and thi nks he woul d be a pl easant mate. wi ll cl eanse Danan if it is possi ble, and if not, he wi l l set
At mor ni ng meal , K hel aar eats gr uel seasoned wi th Danan' s soul free to begi n agai n.
ci nnamon and bi ds far ewel l to the depar ti ng youths at Fol l owi ng the pr ayer ser vi ce, K hel aar r etur ns to her
her table. She wi l l mi ss Tul, who wor ked wi th her in the dor mi tor y and cl i mbs i nto her bunk. T he li ght in the
mi nes, but she is happy for hi msol di er is an honor ed cr ystal s fades. Dar kness fills the r oom.
pr ofessi on, and br ave ser vi ce is cer tai n to br i ng advance You have done well, people of Thornden. Rest now. Follow the path.
ment in the li fe to come. K hel aar dr eams of secur i ty.
Fol l owi ng her meal , she descends to the mi ne to
begi ns the extended shi ft. It is ar duous labor, and now and
agai n she envi es the car egi ver s and even the har vester s. THE RIEDRANS
But she knows that thi s is the path lai d out for her that The hallmar k of all Ri edr ans is devoti on, unswer vi ng ded
she must master the ski l l s of the mi ner if she is to r i se ication to countr y, compani ons, and work. Each Ri edran's
above, to someday move beyond the flesh and j oi n the path has been lai d out by those wi ser than she i s, and it
world of spi r i ts. A moment of doubt ends in r enewed zeal, is a road that leads to eter nal sal vati on. Her chal l enge is
and she r etur ns to her task wi th vi gor . to r esi st the temptati ons the cunni ng altavars pl ace in her
The work shift is done. waytemptati ons such as the wor ds of for ei gner s, who
At the Voice's announcement, K hel aar r eti r es for could attempt to tur n her agai nst the glor i ous I nspi r ed.
eveni ng meal. Tul is gone, as ar e the other new soldi er s. At its hear t, Ri edr a is a cul t. Its people have been
When she goes to pr ayer ser vi ce, she is sur pr i sed to find br ai nwashed from bi r th; the hanbalani shape the dr eams of
that Danan is mi ssi ng as well. The pr i est, Tulac, tells them chi l dr en befor e they can even speak. Anyone who woul d
that ther e has been a ter r i ble tr agedyDanan was touched chal l enge the I nspi r ed swi ftl y vani shes, so most people
by an altavar and tur ned from the Path of I nspi r ati on. The never hear opposi ng vi ews. Even if they di d, they woul d
car avan has taken hi m away, and Lor d Mur akhal hi msel f fear such wor ds as deadl y bl asphemy.
wi l l be tendi ng to Danan and wor ki ng to cl eanse hi s soul. The people of Ri edr a tr ul y love the I nspi r ed, and
K helaar j oi ns in the ritual of sorrow, concentr ati ng on the they love thei r li ves. Most Ri edr ans don't want to be r es
crystal seed in the chamber . She lets all her gr i ef and feel cued from the I nspi r ed; they consi der the " fr eedom" so
i ngs for Danan flow out of her and i nto the cr ystal , and tr easur ed by for ei gner s to be a weakness that thr eatens
she takes comfor t in the shar ed exper i ence. Af ter war d, the evoluti on of the soul . A Ri edr an far mer has a r oof
EVERYDAY PSIONICS
In K hor vai r e, magi c is par t of ever yday l i fe; adepts and hor r or s that lurk outsi de the bor der s of Ri edr a. Al though
magewr i ght s ar e f ound i n most vi l l ages. I n Ri edr a, i nsuffi ci ent to change the vi ews of a PC over a shor t ti me,
both magi c and psi oni c power ar e ti ghtl y contr ol l ed the dr eams ser ve to constantl y r ei nfor ce a Ri edr ans
and l ar gel y conf i ned to the I nspi r ed and the Chosen. i ndoctr i nati on. Al though a savi ng thr ow is al l owed, Ri e
H owever , a few psi oni c effects have an i mpact on dai l y dr ans vol untar i l y fai l it. A Ri edr an takes comfor t in her
li fe. These ar e essenti al l y wondr ous locati ons (ECS 272) stable dr eams and looks for war d to r esti ng and bathi ng
cr eated and contr ol l ed by the quor i . For the people of in the love of the I nspi r ed. T he wi despr ead knowl edge
Ri edr a, such wonder s ar e pr oof of the mi r acul ous power that Ri edr ans suffer fr om chaoti c, unpr edi ctabl e dr eams
of thei r benevol ent over l or ds. when in for ei gn l ands is one mor e r eason they hate to
Al l of these functi ons dr aw power fr om the hanbalani leave thei r homel and.
altas, the massi ve monol i ths spr ead acr oss the nati on. I f a Monol i th dr eamshapi ng i s a backgr ound ef f ect,
monoli th is shut down or destr oyed, any communi ty ti ed and t ar get ed use of dream, nightmare, or a si mi l ar abi l i ty
to it loses access to these functi ons. takes pr ecedence over the br oadcast s. Fur t her mor e,
T hese ar e the most common ef f ect s, but the anyone who has the Dr eam Sci on feat is i mmune to
I nspi r ed can devel op new t echni ques, and you shoul d dr eamshapi ng.
feel free to i nvent effects uni que to a speci fi c basti on or T he content of dr eams is contr ol l ed fr om Dal
vi l l age. A basti on mi ght have an i nner sanctum shi el ded Quor , and it can be made mor e speci f i c (for exampl e,
by an i mpenetr abl e wal l of ectopl asm; the only way to get br oadcast i ng the i mage of a want ed cr i mi nal ) . A par
past thi s field is to shut down the local monol i th. ti cul ar dr eam can be tar geted at a vi l l age, a spher e, or
Cl i mat e Contr ol : I nspi r ed ar chi tects have devel the enti r e nati on. T he quor i can al so choose to use the
oped cr ystal pl ati ng that, thr ough ki neti c mani pul ati on, dr eamshaper s to pr oj ect ni ghtmar es acr oss a r egi on.
can be heated or cooled and can even dr aw moi stur e out In thi s case, any sl eeper who f ai l s the savi ng t hr ow is
of the ai r . T hi s effect uses consi der abl e power , and it's f at i gued, and the di st ur bed sl eep i s i nsuf f i ci ent for
r ar ely seen outsi de the pal aces of the I nspi r ed or the r egai ni ng i nf usi ons, power poi nt s, and spel l s. T hese
Chosen. Nonethel ess, in the tr opi cal cl i mate of Cor - ni ght mar e at t acks ar e usual l y bl amed on kal asht ar ,
vagur a, enter i ng a cool, dr y pal ace can have a consi der dr omi tes, or altavars.
able i mpact on a tr aveler . Scr y Shi el di ng: T he I nspi r ed have long shi el ded
Cr yst al I l l umi n at i on : Ri edr an ar chi tectur e often thei r r eal m fr om pr yi ng eyes. Al though the monol i ths
i ncor por ates a for m of cr ysteel . When pr oper l y tr eated are not as power ful as the Shr oud of Adar , each one pr oj
and char ged wi th ener gy fr om a monol i th, a str uctur e ects a nondetection effect (DC 31) that bl ocks all attempts to
contai ni ng that mater i al sheds color ful l i ght. A basti on scr y i nto Ri edr a. T he Ri edr an shi el d bl ocks scr yi ng only
ci ty can be a r emar kabl y beauti ful si ght at ni ght. In a vi l from outsi de sour ces; once someone penetr ates the bor
l age, bui l di ngs ar e not actual l y constr ucted of cr ysteel , der s, all power s and spells functi on nor mally. Di sr upti ng
but beacons ar e set at key poi nts to pr ovi de i l l umi nati on. thi s field woul d r equi r e the destr ucti on of a substanti al
Ri edr an communi ti es have two gr i ds of li ghtkey r egi ons number of monol i ths, and even doi ng thi s woul d only
r emai n lit at all ti mes, but other ar eas (such as l i vi ng dr op a segment of the shi el d.
quar ter s) ar e shut off after cur few. Li ght is a gi ft of the T el epor t at i on : T he l ar gest basti on ci ti es and
I nspi r ed; they pr ovi de it, and they take it away. ki nt ams (for tr esses) ar e l i nked by a networ k of per ma
D r eamshapi n g: One of the pr i mar y pur poses nent psionic teleportation circles. Whi l e these ar e cr eated by
of the hanbalani is to shape the dr eams of the Ri edr ans, the most power f ul I nspi r ed nomads, they dr aw on the
pr oj ecti ng soothi ng dr eams acr oss the nati on. T hi s is hanbalani for power . Shut t i ng down a monol i th coul d
a del i cate ar t; unl i ke charm or dominate, a dr eam does not pr event the I nspi r ed fr om summoni ng r ei nf or cements
force the tar get to take any acti on. It si mpl y pl ants an or escapi ng.
i dea; if the subject acts, he does so of hi s own free wi l l . T he Soot hi ng Voi ce: T he hanbalani networ k al l ows
In l i mi ted ci r cumstances, noctur nal mani pul ati on the quor i to br oadcast tel epathi c messages acr oss wi de
i nvolves tar geted dr eams, vi si ons cr afted for a par ti cul ar ar eas. T hi s for m of communi cati on is si mi l ar to mass
subject. By thi s means, the quor i spar ked the Sunder i ng missive (EPH 121), but no li mi t is placed on the number of
and conti nue to under mi ne thei r enemi es. wor ds that can be br oadcast. The effect can be nar r owed
A far mor e i nsi di ous dr eam condi ti oni ng occur s to a si ngle vi l l age or l i nked to br oadcast acr oss an enti r e
over a wi de ar ea. Effecti vely, the networ k of monol i ths spher e, but it cannot pi npoi nt i ndi vi dual s. T he Voi ce
pr ojects a constant, low- level dream effect acr oss Ri edr a. addr esses the popul ace thr oughout the day, pr ovi di ng
Anyone who falls asl eep must attempt a DC 17 Wi l l save. news, encour agement, and i nstr ucti on to the peopl e.
T hose who fai l have the dr eam that is cur r entl y bei ng T hi s system is contr olled and moni tor ed fr om Dal Quor.
pr oj ected. The typi cal Ri edr an dr eam is soothi ng and T hose who want to do so can cut off a vi l l age fr om the
vague, bl endi ng i mages to pr oject the wonder of Ri edr a, Soot hi ng Voi ce by deacti vati ng a near by monol i th, but
the j oys of bei ng par t of a gr eater whol e, and the celes they cannot tr ansmi t messages of thei r own wi thout goi ng
ti al benevol ence of the I nspi r ed. Ever y so often, these to Dal Quor.
soothi ng vi si ons ar e i nter sper sed wi th flashes of the dar k
over hi s head, food on the table, and clothes on hi s back. i nstr ucti on. They ar e al l owed a br i ef amount of unstr uc
He mi ght not be able to li ve wher ever he wants, choose tur ed ti me each day, ostensi bly for medi tati on on the day's
his food, or even pi ck the color of hi s cl othes, but in hi s events; however , many pr efer to r emai n among fr i ends
eyes, he has a good li fe, secur e and stable. He doesn't need even dur i ng thi s pr i vate ti me. Pr i vacy is not somethi ng
luxur i es in thi s wor ld. Such thi ngs ar e cer tai nl y tempt the Ri edr ans tr easur esol i tude can be a pai nful and
ing, but it is by r esi sti ng that temptati on that he ensur es di stur bi ng exper i ence for a Ri edr an.
his advancement in the next li fe. Young Ri edr ans ar e r ai sed communal l y. T hey ar e
Ri edr ans place hi gh val ue on honesty and commu often tr anspor ted to new vi l l ages as soon as they are old
nity; the Path of I nspi r ati on says, "A liar sells hi s soul wi th enough to travel, to prevent bi r th par ents from for mi ng an
every wor d." A follower of the Path str i ves to be honest and unheal thy bond wi th the chi l d. Youths li ve in segr egated
to be a good nei ghbor , contr i buti ng to both her vi l l age dor mi tor i es, tended by dedi cated car egi ver s (par t of the
and her nati on. A Ri edr an al ways helps out a fellow ci ti zen Gui di ng Path; see page 55). As they grow, chi ldr en ser ve as
unless that per son advocates a cour se of acti on that goes appr enti ces to other member s of the communi ty, al l owi ng
agai nst the Path of I nspi r ati on. the car egi ver s and pri est to deter mi ne thei r apti tudes. A
Wor k means ever ythi ng to Ri edr ans. Each vocati on youth is usuall y set on hi s path in hi s thi r teenth year and
and task is a lesson to be master ed for for war d movement moves i nto an adult dor mi tor y at thi s ti me.
on the Path. Ri edr ans wor k long hour s wi thout complai nt, At ei ghteen, a Ri edr an is " pai r ed" wi th another . T hi s
and they often r egr et havi ng to leave wor k to par ti ci pate is the Ri edr an equi valent of mar r i age, and the pai r occu
in communi ty acti vi ti es. T hi s devoti on often means that pies the same dor mi tor y. Those in contr ol of thi s pr ocess,
Ri edr ans ar e sur pr i si ngl y ski l l ed at thei r pr ofessi ons, but the pathfi nder s, pr efer for people to be pleased wi th thei r
they lack ver sati l i ty. bondi ng, and thus they accept mutual r equests. Sti ll, pai r
Ti me away fr om wor k is usual l y spent wi th other i ng is done for the sake of pr oduci ng chi l dr en, and if two
member s of the communi ty. Ri edr ans di ne together in people ar e geneti cal l y i ncompati bl e, thei r pai r i ng isn't
centr al hal l s, par ti ci pate in gr oup athl eti c exer ci ses, al l owed. Ri edr ans ar e expected to be monogamous, and
and gather in the eveni ngs for stor ytel l i ng and r el i gi ous sex outsi de of a pai r i ng r el ati onshi p is puni shed.
RIEDRAN STYLE
The common folk of Ri edr a li ve asceti c l i ves. A Ri edr an
must focus ever y moment on master i ng hi s assi gned pr o
fessi on, gi vi ng no thought to l uxur y, vani ty, or comfor t.
On the other hand, the Chosen and the I nspi r ed li ve in
a di ffer ent wor l d, a wor ld touched by the ali en aestheti cs
of Dal Quor.
The I nspi r ed have sought to cr eate a uni fi ed cul tur e,
but fai nt echoes of the old ki ngdoms r emai n. Accent and
manner often pr ovi de hi nts to nati onal or i gi n. Fur
ther mor e, the var yi ng cl i mates of the pr ovi nces call for
di ffer ent cl othi ng and have led to di ffer ences in style.
Ar t
The most wondr ous works of art produced in Riedra are sen-
tira sculptures. Senti ra is a product of psi oni csi n essence,
emoti on gi ven for m. Shaper s cr eate mosai cs of senti r a
shards; the patterns are often di zzyi ng and str ange, but each
piece carries a powerful emotional char ge. Sentira works are
solely produced by the Inspired and the Chosen. Al l bastions
have emoti onal par ks, wher e people medi tate ar ound the
senti r a patter ns to pur ge thei r own emoti ons.
Cr eati vi ty is di scour aged among the commoner s,
and cr afts emphasi ze functi on over for m. One excepti on A Riedran peasant weaves an altsen pattern
is a pr acti ce known as al tsen (spi r i t wr i ti ng) . T hi s takes
the for m of embr oi der y or engr avi ng, featur i ng complex bent, and str uctur es are magni fi centl y i l l umi nated from
patter ns of l i nes si mi l ar to a maze or l abyr i nth. Al tsen wi thi n. The senti r a wal l s r esonate wi th thoughts; i nhab
desi gns ar e often used as a focus for medi tati on or placed i tants are often str uck by tr aces of tr apped and reflected
on the hem of cl othi ng; common bel i ef holds that evi l i deas or dr eams. Usuall y these echoes are faint and i nco
spi r i ts can be tr apped in the patter ns, pr otecti ng the her ent, but occasi onally a clear i mage comes thr ough.
wear er fr om temptati on. Al tsen car pets and tapestr i es
are br eathtaki ng, and mer chants in Stor mr each have Cui si n e
been tr adi ng in Sar l onan texti l es for centur i es. T he peopl e of Rhi avhaar , Pyr i ne, and O hr K al uun eat
Another common ar ti sti c effort in Ri edr a is cr ystal f i sh. T hose of Dor Mal eer ar e hunter s by tr adi ti on.
and gl asswar e. Al though such cr eati ons ar e pr i mar i l y Few other Ri edr ans eat meat, and many consi der the
functi onal , the smooth contour s of Ri edr an gl asswor k pr acti ce bar bar i c.
are notewor thy. Many people appr eci ate the novelty of a The mai nstay of the Ri edr an diet is the pomow plant.
cr ysteel gl ass that won't shatter when it is dr opped. T hi s fr ui t was developed by the Bounti ful Horn (see page
Stor ytel l i ng and song ar e an i mpor tant par t of the 54) dur i ng the first few centur i es of the Ri edr an uni fi ca
dai l y li fe of most Ri edr ans. H owever , both ar ts ar e for ti on. I ts or i gi n r emai ns a myster y, but common bel i ef is
mulai c and mi r ed in tr adi ti on, and al ways r evolve ar ound that it i nvolved metacr eati on techni ques and wi l d zones
tales of the Uni fi cati on, the glor y of the I nspi r ed, or the bound to L ammani a. Pomow is a har dy cr op that can
Path of I nspi r ati on. For ei gner s usual l y find them tedi ous gr ow in a r ange of cl i mates, and ever y par t of the plant
and r epeti ti ve. has a use. T he meat, r oot, and seeds can all be eaten, and
ar e r emar kabl y hi gh in pr otei n; the core is filled wi th
Ar chi t ect ur e j ui ce; the bushy fibers ar ound the stal k can be wor ked
Ri edr an vi l l ages ar e si mple and functi onal . Bui l di ngs i nto thr ead, much l i ke cotton; and str i ps of the tough
are for med from wood or stone, whi chever is most con r i nd ar e shar p enough to shave wi th. A pomow is a dar k
veni ent in the r egi on. Str uctur es ar e typi cal l y smooth pur ple spher oi d, r angi ng from one foot to two feet acr oss.
and r ounded. Cr ystal shar ds ar e embedded i nto wal l s to Pomow pl ants ar e r emar kabl y fecund, and a stal k begi ns
pr ovi de li ght; these ar e ti ed to the local hanbalan and fade gr owi ng new frui t as soon as the spher e is plucked.
if pr i ed loose fr om thei r housi ngs. Door s in Ri edr an Ri edr ans use a wi de r ange of spi ces to add f l avor
vi l l ages r ar el y have l ocks or bar s. Gi ven the hi gh level of and var i ety to thei r common meal of pomow gr uel . They
i lli ter acy, i coni c i mager y is used to i denti fy the functi on abstai n fr om any sort of i ntoxi cants.
of bui l di ngs i nstead of pr i nted si gns.
Compar ed to the vi l l ages, Ri edr an basti on ci ti es are Fashi on
dazzl i ng and str ange. They are bui lt from stone, cr ysteel, The aver age Ri edr an dr esses in bl ack, whi te, or br own
and senti r a. T he sur faces of bui l di ngs ar e cur ved and cl othi ng. Whi l e si mple and functi onal , these gar ments
ar e often ador ned wi th i ntr i cate al tsen patter ns. Color s on demoni c i nfluence. Other s flee, seeki ng the Summi t
car r y soci al i mpl i cati ons. Gr een cl oth is r eser ved for Road to Adar , br avi ng the Andnemun deser t in hopes of
agents of the T housand Eyes. Or ange and yel l ow ar e set r eachi ng Syr kar n, or stowi ng away on a vessel bound for
asi de for eli te soldi er s of the H ar moni ous Shi el d. Pur pl e K hor vai r e. The li fe of such a fugi ti ve is a har d one, even
is r eser ved for the Chosen (or the I nspi r ed). Blue and red after the j our ney to fr eedom is over. For ei gn customs ar e
ar e the color s of the I nspi r ed. str ange, people ar e cr uel , food and shelter ar e no longer
Ri edr an commoner s do not wear j ewel r y or use fr ee. The ni ght is full of chaoti c thoughtster r i bl e after
cosmeti cs; people ar e encour aged not to stand out fr om year s of soothi ng dr eams. Many feel lost and al one,
the cr owd. Commoner s often wear vei l s and head cl oths, year ni ng for the i nnocence that has been torn away. Some
both to pr ovi de pr otecti on fr om the sun dur i ng l ong channel that angst i nto fur y, becomi ng bi tter mer cenar
days in the fi elds and to deemphasi ze the i mpor tance of ies or cr i mi nal s. Other s fill the voi d wi th fanati cal devo
per sonal appear ance. ti on to a new cause. Ei ther way, the loss is al ways ther e,
The Chosen and the I nspi r ed are expected to dr ess in and PCs who ar e Ri edr an r ebel s should consi der what
a manner that honors thei r elevati on from the masses; they dr ove them away and what pr i ce they' ve pai d.
wear elaborate gowns and robes covered wi th colorful altsen
patter ns traced in shi ni ng thr ead. The I nspi r ed often wear NONHUMAN RIEDRANS
senti r a accessor i es, especi al l y ar mor and headdr esses. T he popul ati on of Ri edr a is over whel mi ngl y human.
These cur ved cover i ngs and hor ned cr owns of glass often Sti l l , a few nonhuman r aces have been i ncor por ated i nto
add to the str ange, ali en beauty of the I nspi r ed. Ri edr an soci ety over the cour se of centur i es. Member s of
these r aces can be seen in most basti on ci ti es.
REBELLION IN PARADISE Constant i ndoctr i nati on and psi oni c r ei nfor cement
The I nspi r ed aren't omni sci ent. T he Ri edr ans mi ght have dr i l l ed the concept of spi r i tual evoluti on i nto the
bel i eve that the il- altas ar e al l - seei ng, but the quor i ar e Ri edr an consci ousness. As a r esul t, the typi cal Ri edr an
not. I n a nati on of near ly four teen mi l l i on peopl e, the ogr e tr ul y bel i eves that he is i nfer i or to the aver age
T housand Eyes can't watch ever yone all the ti me. T hi s human, but that he was bor n an ogr e to fulfi ll a speci fi c
is especi al l y tr ue in the outer vi l l ages. I ndoctr i nati on pi ece of hi s desti ny. As str ange as it often seems to tr av
keeps most people fr om tur ni ng agai nst the I nspi r ed, eler s from K hor vai r e, many member s of these " lower
and vi l l ager s r epor t any str ange behavi or to the over seer r aces" ar e the most loyal ser vants of the I nspi r ed. T hey
or pr i est (for the " vi cti m' s" own good, of cour se). But a bel i eve they have far ther to go in thei r spi r i tual j our ney
cauti ous di ssi dent who takes car e in hi s choi ce of confi and must wor k that much har der .
dants can cer tai nl y sur vi ve in a bor der vi l l age. Changel i ngs: Accor di ng to the Path of I nspi r ati on,
Di ssi dence ar i ses fr om many sour ces. The first path the changel i ng stands between humans and the Chosen.
is si mple human natur e. The Path of I nspi r ati on r estr i cts Her abi li ty to assume di ffer ent i denti ti es is a tool to help
emoti on, choi ce, even the abi l i ty to dr eam. Per haps a her escape the pr i son of her self. She is pr epar i ng for
vi l l ager hates the j ob he has been assi gned. Maybe he has the selfless ser vi ce that is r equi r ed of the I nspi r ed, and
been pai r ed wi th someone he doesn't l i ke. Regar dl ess of eventual l y to abandon the body compl etel y and become
hi s devoti on to the Path, fr ustr ati on can gr ow and fester, pur e spi r i t. Changel i ngs ar e r ai sed in the ser vi ce of the
unti l it finally expl odes. Thousand Eyes, and they spend most of thei r ti me hi dden
Another possi bi li ty is that a chi ld develops forbidden wi thi n the popul ace, assumi ng whatever i denti ty ser ves
power s. A youth di scover s a gi ft for sor cer y or talent as a the needs of the I nspi r ed. It is an auster e, asceti c li fe. A
wi l der . He knows it onl y as the touch of an altavar. Does changel i ng shoul d have as few attachments as possi ble
he r eveal hi s cur se to the pr i est l i kel y di sappear i ng and be r eady to sacr i fi ce ever yt hi ngname, i denti ty,
f or ever or expl or e thi s bi r thr i ght in secr et, knowi ng possessi onsat a moment' s noti ce.
that he places hi s soul in j eopar dy? A changel i ng in her natur al form is treated wi th both
Some come to doubt the Path due to life exper i ences. A respect and a slight degree of awed fear by the common folk.
friend is hauled away by the Thousand Eyes, a chi ld is taken She mi ght not be one of the Chosen, but she is a super i or
to another vi l l age, a r equest for pai r i ng is tur ned down. bei ng and, most li kely, a member of the secr et pol i ce.
Per haps a vi l l ager sees somethi ng she can't expl ai nan T hi s atti tude ser ves to keep the changel i ngs fr om
inexplicable act of cruelty from an I nspired lord. Maybe she usi ng thei r abi li ti es agai nst the I nspi r ed. T he typi cal
di scover s a magni fi cent anci ent relic, and she can't under changel i ng bel i eves that she is a her oi ne on the ver ge of
stand why these ki ngdoms needed to be destr oyed. Such apotheosi s. Shoul d she i nstead use her power s for per
exper i ences can be exacer bated by peaceful contact wi th sonal gai n, she is sur e to fall back i nto the spi r i tual mi r e.
forei gnersjolly Syrk tr ader s, str ange sai lors from the Five Some manage to avoi d or over come thi s i ndoctr i nati on,
Nati ons, Adar ans or dr omi tes who swear that the Ri edr an but a changel i ng caught wor ki ng agai nst the I nspi r ed
is bei ng led astray. These seeds of doubt take year s to grow, r ecei ves no mer cy.
but slowly, a Ri edr an could r eali ze j ust how oppr essi ve her Changel i ngs ar e usual l y exper ts, r ogues, or monks,
homeland is. At that point, the prison wal l s become vi si ble. occasi onal l y master i ng the ar ts of the assassi n. A r ar e
If she speaks to anyone about her true feeli ngs, she's li kely few ar e tr ai ned in psi oni cs ar ts, typi cal l y as tel epaths or
to be r epor ted. Even if she doesn't, the T housand Eyes soul kni ves.
mi ght pluck the tr uth fr om her dr eams. El an s: So few in number that most Ri edr ans don't
Some manage to hi de thei r her esi es and r emai n in even know they exi st, el ans hold the essence of quori spi r
thei r homel and, possi bl y even spr eadi ng thei r beli efs to its condemned to eter nal i mpotence for cr i mes agai nst
other s. A few collapse under the str ai n, suffer i ng vi olent the quor i , often i nvol vi ng endanger i ng the stabi li ty of
emoti onal br eakdowns that pr i ests ar e qui ck to bl ame Ri edr a. El ans under go the same i ndoctr i nati on as other
nonhumans, bel i evi ng that they can r eclai m the evi l spiri t exper ts, fi ghter s, or monks. T he most ski l l ed ser ve the
wi thi n thr ough noble acti ona tr ue i ndi gni ty for the pow Taskaan Legi on and the T housand Eyes, whi l e other s
erless quor i , who can only watch as the elan dr aws on its help to coor di nate the ci vi l labor s of thei r less i ntel l i gent
power . Some el ans, whether by force of wi l l or r emnants ogr e cousi ns.
of a r ebelli ous natur e, i gnor e the Path and flee. Those who
r emai n ar e most often assi gned to the Edgewal ker s, wher e
thei r dur abi l i ty is vi tal . STATE OF THE NATION
Shi f ter s: The Path of I nspi r ati on teaches that savage Ri edr a' s pr ovi nces ar e di vi ded i nto ter r i tor i es known
and simple souls are i ncarnated as beasts. The shifter stands as spher es. A spher e is a ci r cul ar r egi on center ed on a
at the thr eshold of humani ty; he has ear ned the shape of for tr ess- ci ty called a basti on, whi ch is r ul ed by a par ti cu
a human, but he must pr ove hi msel f lest he r egr ess to an lar I nspi r ed lor d. T he ter r i tor y takes its name fr om its
ani mal form in hi s next li fe. Al most all Ri edr an shi fter s master the ci ty of Dur at Tal is in the Spher e of Sur asek,
are par t of the Taskaan Legi on (also known as the Savage in the pr ovi nce of Cor vagur a. Al l I nspi r ed hold the ti tle
Legion), the r uthless shock troops and household guar ds of of Lor d or Lady; the ul ti mate leader of a basti on car r i es
the I nspired. Each shifter line is tied to a par ti cular il- altas the ti tle of Ei dolon.
and ser ves the I nspi r ed lord that cur r entl y channel s that The typi cal basti on is a metr opoli s, and many of them
spirit. The Taskaan uni form includes a leather collar bear r i val Shar n in populati on. They are center s of i ndustr i al
ing the sigil of the lord of the line. Life for a Taskaan shifter pr oducti on, suppor ti ng the bul k of a spher e's tr oops.
centers on war, and the greatest desire of the Taskaan soldier Sur r oundi ng a basti on is a networ k of vi l l ages,
is to die in direct ser vi ce to his master. Such a death is the spr ead out i n as or der ly a manner as possi bl e, taki ng
surest path to spi r i tual advancement in the next li fe. envi r onmental factor s and r esour ces i nto account. A
The br eedi ng and tr ai ni ng pr ogr ams of the Tas spher e contai ns dozens of vi l l ages. Most vi l l ages focus
kaan shi fter s focus on physi cal attr i butes. Member s of on agr i cul tur e and si mpl e i ndustr y. Al t hough some
the Savage Legi on ar e typi cal l y fi ghter s and bar bar i ans, var i ance in styles and customs exi sts from pr ovi nce to
though some of the I nspi r ed tr ai n thei r " hounds" to be pr ovi nce, vi l l ages wi thi n a spher e ar e vi r tual l y i denti
r anger s and scouts. cal . No thor ps, haml ets, or towns can be foundwhen a
Consi der ed subhuman, a T askaan shi f ter acti ng popul ati ons r i ses to a suffi ci ent level, the I nspi r ed dr aw
in the name of hi s I nspi r ed lord nonethel ess gai ns the off the excess to cr eate a new vi l l age.
author i ty to chal l enge even one of the Chosen. T hi s is Ri edr an vi l l ages ar e f unct i onal and asceti c i n
a sour ce of gr eat pr i de for the T askaan. T hey ar e sl aves. desi gn. T he communi ty is center ed ar ound a bui l di ng
Li ke the other i nhabi tants of Ri edr a, however , they r evel that ser ves as a di ni ng hall and a publi c assembly, wher e
in thei r chai ns and pi ty thei r " fr ee" cousi ns. people gather to li sten to the ser mons of the local pr i est
O gr es: Over the cour se of many centur i es, the ogr es or to hear stor i es of the glor i ous deeds of the I nspi r ed.
of Bor unan have been condi ti oned to abhor vi olence. The Vi l l ager s li ve in communal dor mi tor i es, wi th separ ate
str ength of an ogr e is a gi ft to be used in the ser vi ce of the houses for chi l dr en.
nation, not squander ed in br awl i ng and battle. Most ogr es Whi l e Ri edr a has no l i ghtni ng r ai l, vi l l ages and
are devoted to heavy labor, and they are often found ser v spher es ar e l i nked by a compr ehensi ve networ k of mai n
ing as mi ner s, l umber j acks, masons, and in other roles tai ned r oads. T he I nspi r ed al so have a secr et system of
r equi r i ng str ength, endur ance, and pati ence. psionic teleportation circles at thei r di sposal , passi ng thr ough
Taskaan ogr es ar e usual l y war r i or s or bar bar i ans; the centr al hub of Dur at Tal . T he number of gates is
they lack the sophi sti cati on r equi r ed to master mor e l i mi ted. The I nspi r ed can telepor t car go di r ectl y fr om
complex vocati ons. T he peaceful ogr es ar e pr i mar i l y Dar Ji n to Dur at Tal, but getti ng those goods to the vi l
commoner s, wi th a few excepti onal exper ts. lage of K eloor r equi r es a car avan.
Enekothe mongr el ogr esar e left to thei r own
devi ces in Syr kar n. T hey ar e r ar el y al l owed to exi st i n W HO RULES RIEDRA
Ri edr a except as member s of the Savage Legi on. The r ul er s of Ri edr a ar e the quor i . Al l i mpor tant deci
O gr e Mages: T he Path of I nspi r ati on teaches that si ons concer ni ng the fate of the nati on ar e made in Dal
the ogr e mage is a vessel for a l esser altavar. T hat fact Quor. T he basti on lor ds don't gather in Ri edr a to debate
expl ai ns the ogr e mage' s mysti cal power s and f i endi sh poli cy, because such counci l s ar e held in Dal Quor. To
appear ance. Accor di ng to the doctr i ne, the ogr e mage a for ei gner , it seems that the basti on lor ds and gener al s
has been cr af ted as a pr i son for the altavar; if the ogr e of the H ar moni ous Shi eld oper ate uni l ater al l y; however ,
mage li ves a noble li fe of ser vi ce to the I nspi r ed, he can they all act in per fect accor d wi th the pl ans for mul ated
actual l y r edeem the evi l spi r i t tr apped wi thi n hi m. Such in the Regi on of Dr eams.
a tr emendous vi ctor y sur el y ear ns the ogr e mage gr eat Whi l e the destiny of Ri edra is set in dr eams, a complex
advancement in hi s next li fe. Of cour se, the evi l spi r i t bur eaucr acy manages its dai ly affai r s. The I nspi r ed hold
tempts the ogr e mage, encour agi ng hi m to use hi s power the top tier. A power ful I nspi r ed noble r ules each basti on
for per sonal gai n or even tr yi ng to get hi m to tur n agai nst city, and I nspi r ed ser ve as gener al s, ambassador s, i nqui si
the I nspi r ed. To do so mi ght br i ng power in thi s li fe, but tor s, and hi gh mi ni ster s. Al though mi ghty I nspi r ed are
it for ever dooms hi s soul. Regar dl ess of condi ti oni ng, r ar e, lesser I nspi r ed ser ve thr oughout society, in posi ti ons
ogr e mages are constantl y watched by the Thousand Eyes, wher e tr ust or psi oni c power ar e r equi r ed.
the I nspi r ed, and by thei r own ki nd. Beholden to the I nspi r ed, the Chosen dedi cate them
Combi ni ng i ntel l i gence and power , ogr e mages fill sel ves to bei ng wor thy of i nhabi tati on by an il- altas. T hey
many roles. Sti ll, the I nspi r ed are unwi l l i ng to tr ust them manage the bul k of the admi ni str ati on of Ri edr a, al so
wi th tr ue author i ty. Ogr e mages ar e usual l y tr ai ned as ser vi ng as officers in the mi li tar y. Chosen overseers gover n
most vi l l ages. The most i mpor tant posi ti ons are gr anted to St ur dy Wal l : T hi s gr oup tends to the i nfr astr uctur e
Chosen who ser ved as I nspi r ed befor e thei r quor i spi r i ts of the nati on, constr ucti on, vi l l ages, basti ons, r oads, and
moved on to other hosts; after decades of possessi on, the the monol i ths. It is based in the basti on of Dul Bor i n
mi nds of these i ndi vi duals have been molded by the quori , under the l eader shi p of Lor d Laneth (LE mal e hashal aq
and they ar e fully tr usted by the over lor ds. I nspi r ed shaper 14).
Whether I nspi r ed, Chosen, or commoner , Ri edr ans H eal i ng H and: Over seei ng the health of the people,
ser ve in one of four gr oups: the Unity, the Thousand Eyes, ser vants of the H and rely l ar gel y on the Heal ski l l to car e
the H ar moni ous Shi el d, or the Dr eami ng Dar k. for thei r char ges. Basti ons i nclude multi ple hal l s of the
Hand. Most people r ecei ve mundane heal i ng, but basti on
T he U n i t y hal l s mi ght have access to mor e power ful tool s, such as a
T he Uni ty for ms the foundati on of Ri edr a, and the cradle of healing (page 139) .
major i ty of the popul ati on ser ves one of its br anches. Al though the Heali ng Hand is gener ally benevolent,
Whi l e each br anch of the Uni ty has its own mi ni ster s, it has its dar ker si de. Euthanasi a is per fectly acceptable in
the seven ar ms wor k together in the ser vi ce of the nati on Ri edr an soci ety, and the needs of the nati on al ways come
and answer to the local basti on lor ds. T hi s ar r angement before those of the i ndi vi dual. If someone who has a geneti c
separ ates the Uni ty from the Thousand Eyes and H ar mo condition, agr i evous injury, or a serious contagi ous di sease
ni ous Shi eld, whi ch follow di ffer ent chai ns of command. cannot be easi ly cur ed, he is ki lled. The Heali ng Hand also
Al l br anch hi gh mi ni ster s ar e psi ons (EPH 19). di sposes of the dead, typi cal l y thr ough cr emati on.
Bount i f ul H or n: T hi s br anch over sees agr i cul tur e. Lady Xushi l a (LE f emal e usvapna I nspi r ed egoi st
Far mer s ar e ser vants of the Hor n, whi l e Chosen admi n 15) leads the H eal i ng Hand from the basti on of Dar Hash
i str ator s tend to stor age, di str i buti on, and pl anni ng. Dul (usvapna quori are also known as dr eam master s, see Magic
Maar is the seat of the Hor n, and its hi gh mi ni ster is Lady of Eberron 148).
Tantashar (LE femal e hashal aq I nspi r ed nomad 14). Shel t er i n g H ear t h: T he duti es of the H ear t h
I ndust r i ous For ge: T he For ge manages i ndustr y, r ange fr om sani tati on to di saster reli ef. Leader s of the
fr om the acqui si ti on of raw suppl i es to the pr oducti on or gani zati on ser ve as l i ai sons wi th the other br anches of
and di str i buti on of fi ni shed goods. Lor d Mal ukath (LE gover nment; if a pl ague br eaks out, the H ear th wor ks
mal e hashal aq I nspi r ed shaper 15) gui des thi s br anch wi th the H eal i ng H and and the T housand Eyes to i solate
from the massi ve basti on of Dul K al ent. and ki ll those i nfected befor e the di sease can spr ead.
The H ear th can r equest the ai d of the T housand Eyes ar e connected by per manent teleportation circles, whi ch allow
but cannot demand it. Lor d Dul ateth (LE male hashal aq swi ft tr anspor tati on of tr oops and suppli es. K i ntams can
I nspi r ed nomad 13) di r ects the H ear th from the basti on be the size of ci ti es, and new r ecr ui ts are usually di spatched
of Dar Ul dane. to a ki ntam to l ear n thei r tr ade.
Gui di n g Pat h: T hi s br anch over sees educati on and Year s of psychi c i ndoctr i nati on teach soldi er s that
r eli gi on. It is r esponsi bl e for r ai si ng chi l dr en, a task that honorable death in battle is the sur est path to advancement
i nvolves equal par ts educati on and i ndoctr i nati on. When in the next li fe. Di sci pli ne wi thi n the r anks is str i ct, and
a youth becomes an adul t, the pathfi nder s choose hi s l ooti ng and r api ne ar e ser i ous offenses. A soldi er needs
tr ade and hi s pai r i ng. The Gui di ng Path is led by Lor d nothi ng that isn't gi ven to hi m by the I nspi r ed. The same
Sur asek (LE mal e kal ar aq I nspi r ed seer 20) from the ci ty tr ai ni ng bur ns mer cy and empathy fr om the mi nds of
of Dur at Tal. Ri edr an soldi er s, so a ser vant of the Shi eld feels nothi ng
I r on Gat e: T he Gate deal s wi th for ei gn af f ai r s, for the people he ki l l s. T hi s condi ti oni ng doesn't al ways
i ncl udi ng tr ade and di pl omacy. It over sees al l tr affi c take hold, however , and a few r ecr ui ts find themsel ves
between Ri edr a and other nati ons; any Ri edr an who hor r i fi ed by the br utal acti ons they must per for m. Such a
could come i nto contact wi t h f or ei gner sf r om sai l or s war r i or must ei ther suppr ess these emoti ons or find a way
to ser vantsi s car ef ul l y vetted. Lady Tur eya (LE femal e to escape befor e hi s " weakness" is di scover ed.
usvapna I nspi r ed tel epath 15) over sees the I r on Gate Ri edr an war r i or s bel i eve they ar e fighting for a holy
fr om the por t of Dar Ji n. cause agai nst monster s and those cor r upted by evi l spi r
i ts. Fi er cely devoted to thei r nati on, they are no more evi l
T he H ar mon i ou s Shi el d than the typi cal Br el i sh conscr i pt or kni ght of T hr ane.
The H ar moni ous Shi eld is the ar my that stands between The Har moni ous Shi eld tr ai ns and equi ps tr oops for
Ri edr a and the countl ess danger s of the outsi de wor l d. a var i ety of r oles; most soldi er s ar e 2nd- level war r i or s.
Whether they' r e fighting the tr eacher ous kal ashtar on Stone Sol di er s: T hese war r i or s usual l y have two
the Adar an fr ont, combati ng dr omi te for ays, hunti ng feats from among Toughness, Power Attack, and Shi eld
dwar ves in Dor Maleer , or battl i ng skul ks in the r ui ns Wal l . Most ar e equi pped wi th chai nmai l , l ongswor ds,
of Ohr K al uun, the soldi er s of the H ar moni ous Shi eld and lar ge shi elds, supplemented by tr oops wi el di ng r each
ser ve the I nspi r ed on the field of battl e. pol ear ms. Eli te stone soldi er s have fighter l evel s, and
The H ar moni ous Shi eld mai ntai ns gar r i sons in the they' r e equi pped wi th banded mai l and tower shi el ds.
basti on ci ti es, and it has i ndependent for tr esses spr ead Stone soldi er s are typi call y assi gned to defend for tr esses
along the bor der s and in ar eas deemed to be especi al l y or to battle the Aki ak dwar ves or dr omi te hi vessi tuati ons
danger ous. The lar gest fortresses are called ki ntams. They wher e dur abi l i ty is mor e i mpor tant than speed.
Ai r Sol di er s: T hese tr oops gener al l y have Poi nt H ar mon i ous Sai l : The Ri edr an navy tr anspor ts
Bl ank Shot and ei ther Far Shot, Pr eci se Shot, Rapi d soldi er s and patr ol s the coasts in sear ch of smuggl er s and
Shot, or Ready Shot (Heroes of Battle 99). They are equi pped woul d- be i nfi l tr ator s.
wi th l ongbows and studded l eather ar mor , and they' r e H or ned Guar d: T hi s eli te force is a cor ps of ogr e
expected to stay di stant from the enemy. Eli te ai r soldi er s mages, i ndoctr i nated i nto ser vi ce as one of the most
are fi ghter s, taki ng Weapon Focus or Weapon Speci al i za power ful weapons at the I nspi r ed' s di sposal .
ti on in addi ti on to the feats gi ven above. Such soldi er s Savage L egi on: Al so known as the Taskaan Legi on,
have master wor k composi te l ongbows. Ai r soldi er s can thi s gr oup of shock tr oops is composed of nonhumans
be found on most fr onts. pr i mar i l y shi fter s, but i ncl udi ng ogr es, hal f - gi ants, and
Fi r e Sol di er s: Wear i n g a few eneko. Each basti on
chai n shi r ts and car r yi ng l or d has hi s own T askaan
shor tbows and gr eat guar ds, r ai sed f r om
swor ds, these soldiers bi r th to ser ve thei r
take Weapon Focus, I nspi r ed master .
Weapon Speci al i za Sl eepi ng Swor d:
ti on, Power Attack, Made up enti r el y
and Cl eave. Physi of Chosen an d
cal ski l l ssuch as I nspi r ed (tsor eva
Cl i mbar e al so quor i under the
i mpor t ant . Fi r e co m m an d of
soldi er s ar e often du'ulora spirits),
used i n r ai ds thi s elite force is
on Adar , when val ued both for
speed and the its power and its
abi l i t y to hi t unquest i oned
har d and fast l oyal t y. I t i s
ar e vi tal . assi gn ed mi s
Wat er Sol si ons r equi r i ng
di er s: The spe psi oni c power
cial forces of the and utter r uth-
H ar moni ous lessness. Members
Shi el d, most of the Sl eepi ng
wat er sol di er s Swor d ar e typi cal l y
have l evel s i n soul kni ves, psychi c
r anger , scout, or war r i or s, or di vi ne
monk. St eal t h mi nds; a f ew ar e
an d per cep mon ks, empl oyi n g
tion are criti t he Tashalatora t ech
cal, along wi th ni ques al so used by
the abi l i ty to the kal ashtar .
move and react O ther s: The Shi eld
swi f t l y. A also hasaccessto a small
water soldier's corps of clerics of the
gear depends on Path of I nspi r ati on.
the soldier's spe These holy war r i or s are
ci al ti es and the r eser ved for the most
assi gnment. Water danger ous and cr uci al
soldi er s wor k i nde operati ons.
pendent of the other Comman d: H ar
uni ts, in small squads. moni ous Shi el d tr oops
Although they're occa ar e commanded by Chosen
si onally sent i nto Adar , The Thousand Eyes defends and I nspi r ed, who ar e typi cal l y psychi c
wat er sol di er s ar e t ypi cal l y used i n Ri edr a from within war r i or s, soul kni fes, nomads, or ki neti -
str i kes agai nst di ssi dent gr oups. ci sts. The Hi gh Mi ni ster is the l egendar y
Basti on Guar d: These soldi er s wor k wi th the Thou Lord Zor atesh (LE male kal ar aq I nspi r ed ki neti ci st 20).
sand Eyes to mai ntai n or der in Ri edr an ci ti es. T hi s is
consi der ed the wor st duty wi thi n the Shi eld, si nce basti on T he T housan d Eyes
guar ds rarely see combat. Guar ds who embrace thei r duties To a Ri edr an, no one in hi s r i ght mi nd tur ns agai nst the
often take r anks i n Gather I nf or mati on, K nowl edge I nspi r ed. Those who do are clear ly vi cti ms of altavar influ
(local), and Sense Moti ve. ence. Someone has to help these vi cti ms if possi ble, or do
Edgewal ker s: These sur vi val i sts patrol the bor der s of whatever is necessar y to ensur e that they do not thr eaten
the wi l d zones and other danger ous r egi ons, keepi ng the i nnocent soul s. Those tasks fall to the T housand Eyes.
horrors wi thi n from escapi ng to har m i nnocent Ri edr ans. T he T housan d Eyes admi ni st er s j ust i ce acr oss
T he Edgewal ker s ar e di scussed in detai l on page 68. Ri edr a and mai ntai ns the r ecl amati on center s. Publ i c
agents of the T housand Eyeseasi l y i denti fi ed by thei r Chosen fami l i es call themsel ves the shadow l i nes. T hey
gr een uni f or ms and gol den badges of offi cecan be ar e awar e of the power they ser ve, and they bel i eve that
found thr oughout any basti on, and people take comfor t thr ough thei r ser vi ce they'r e desti ned to become quor i
in knowi ng that these guar di ans ar e watchi ng. Far mor e after death.
danger ous, however , ar e the secr et member s of the Eyes. Agent s of the Dr eami ng Dar k follow one of thr ee
Nearly anyone in Ri edr a could be an agent. Fur ther paths. T houghtsteal er s ar e the spi es of the Dar k, gener
more, even when no one is ar ound, remote viewing (EPH 129) al l y tr ai ned as seer s or tel epath/ r ogues. T hey' r e often
allows the Eyes to see the deeds of mal efactor s. gui ded by tsucor a spi r i ts. Domi nator s twi st the thoughts
Agents of the T housand Eyes ar e typi cal l y human, of other s, and they' r e usual l y tel epaths ti ed to hashal aq
Chosen, or changel i ng. T he bul k ar e si mpl y obser ver s, and usvapna quor i . Last ar e the dr eambl ades, the
1st- or 2nd- level exper ts who have maxi mum r anks in assassi ns of the Dr eami ng Dar k. T hey combi ne l evel s
Di sgui se, H i de, Li sten, Gather I nfor mati on, K nowl i n monk, r ogue, assassi n, or soul kni f e wi t h a psi oni c
edge (local), Move Si lently, Sense Moti ve, or Spot, al ong cl ass, typi cal l y nomad, ki neti ci st, or psychi c war r i or .
wi th a Cr aft or Pr ofessi on ski l l used as a cover . Mor e Dr eambl ade monks take the Asceti c Psi on feat (see page
capable agents tend to be r ogues or monks, speci al i zi ng in 115). Most dr eambl ade I nspi r ed ar e bound to tsucor a
obser vati on and stealth. Chosen and especi ally honor ed spi r i ts, but a few ar e ti ed to du' ul or a or usvapna. T he
changel i ngs are tr ai ned in the psi oni c ar tsseer , nomad, Dar k has an eli te cor ps of dr eambl ades tr ai ned to fight
telepath, and lurk (Complete Psionic 13) are the most common psi oni c foes. T hi s uni t i ncl udes psi ons who use power s
paths wi thi n the Thousand Eyes. When force is r equi r ed, such as dispel psionics (EPH 94) and null psionics field (EPH 122).
the Thousand Eyes calls on basti on guar ds or the Sleepi ng Such speci al i st s ar e depl oyed agai nst kal asht ar and
Swor d, but it al so mai ntai ns a cover t cor ps of changel i ng r ogue shadows ( mi nd seeds who have t ur ned agai nst
masquer s (see page 68), psychi c war r i or / monks, and soul t hei r I nspi r ed cr eator s) .
kni fe assassi ns. T he Dr eami ng Dar k has no offi ci al pr es
The ci ty of Dul Zeer is the T housand Eyes' ence i n Ri edr a. It's hi ghl y decentr al
gr eatest str onghol d. H er e, a networ k of remote i zed. Nonethel ess, Dar Ji n contai ns
viewing cr ystal s al l ows agents to scr y acr oss faci li ti es that functi on as headquar
the conti nent, and teleportation circles let ter s for the Dar k, especi al l y for
them di spatch for ces to any basti on those agents movi ng between
or ki nt am. Agent s i n vi l l ages can for ei gn assi gnments. Dul
be al er ted t hr ough dr eams. In Catun, Dar Ul atesh, and
an emer gency, nomads can Dul Mi r n ar e center s of
telepor t for ces to the si te of the shadow l i nes.
a di stur bance. The Devour er of Dr eams
T he hi gh mi ni st er of i s the over l or d of the Dr eami n g
the Thousand Eyes is Lady Shar adhuna (LE Dar k. Between hi s many duti es and
female kal ar aq I nspi r ed tel epath 20). Symbol of the the r i skhowever sl i ghtthat some
Dreaming Dark one on Eber r on could bi nd hi m, the
T h e D r eam i n g D ar k Devour er r ar ely leaves Dal Quor. In
Offi ci ally, the Dr eami ng Dar k holds no power in Ri edr a. hi s absence, the most i nfl uenti al member of the Ci r cle
Most Ri edr ans have never hear d of it, and they woul d of Ni ght is the domi nator T i r ashana (LE female usvapna
reject any attempt to l i nk it to the I nspi r ed as kal ashtar I nspi r ed telepath 18), a r uthl ess and deadly spi r i t who has
pr opaganda. Even if pr esented wi th cl ear evi dence of spr ead a networ k of mi nd seeds acr oss Eber r on.
an I nspi r ed wor ki ng for the Dr eami ng Dar k, a Ri edr an
would l i kel y di smi ss it as a tr agi c case in whi ch one of the FOREIGN RELATIONS
noble Chosen fell pr ey to an altavar, not an i ndi cati on of Most Ri edr ans never leave thei r vi l l ages, let alone tr avel
dupli ci ty on the par t of hi s gover nment. to for ei gn l ands. However , the I nspi r ed know of and have
Nonethel ess, the Dr eami ng Dar k wi el ds gr eat i nflu pl ans for the l ands beyond Ri edr a.
ence in Ri edr a. Al l quor i bow to the author i ty of the
Dr eami ng Dar k, and all I nspi r ed pr ovi de the agents of Adar
the Dar k wi th whatever they r equi r e. Many quor i that Once Adar was a l and of r efuge, a sanctuar y for those
ser ve the Dr eami ng Dar k have Chosen vessel s spr ead who could find no place in the twelve ki ngdoms of centr al
thr oughout the Uni ty, the T housand Eyes, and the Sar l ona. Today, it is the one l and most Ri edr ans uni
H ar moni ous Shi el d. T hi s i nfl uence al l ows agents of f or ml y despi se. I nspi r ed have dr i l l ed f anati cal hatr ed
the Dr eami ng Dar k to take di r ect acti on wi thi n Ri edr a of the kal asht ar i nto Ri edr ans. T he typi cal f ar mer
whenever it sui ts thei r needs. bel i eves that i f the H ar moni ous Shi el d let down i ts
T he Dr eami ng Dar k has li ttle need to act wi thi n guar d, the kal asht ar coul d destr oy the I nspi r ed and
Ri edr a, however . It seeks to destr oy the kal ashtar and to l ay wast e to Ri edr a.
spr ead the i nfluence of the I nspi r ed. Agents of the Dar k Al though they woul d li ke nothi ng better than to
can be found in Sar l ona, K hor vai r e, and Xen' dr i k. destr oy the kal ashtar , the I nspi r ed sti ll r emember the
Agents of the Dr eami ng Dar k ar e l ar gel y Chosen, losses suffer ed at K asshta K eep. T hey bel i eve that the
al though the quor i have used mind seed (EPH 119) to sub hanbalani wi l l gi ve them the power they need to pr eser ve
ver t member s of other r aces. Most Chosen who ser ve the the Dr eami ng Dar k. The conti nued si ege of and per i odi c
Dark ar e gr oomed for thi s ser vi ce fr om bi r th, ensur i ng str i kes i nto Adar keep the kal ashtar tr apped and on the
that they possess the ski l l s and devoti on r equi r ed. T hese defensi ve. For now, that's all the I nspi r ed need to do.
Syr kar n Most Ri edr an commoner s know nothi ng of the
Few Ri edr an commoner s have any i nter est in the people nor th. The humans of Dor Mal eer occasi onally tr ade wi th
of Syr kar n. T hose who li ve on the bor der s occasi onal l y shi fter s, but bi tter ness exi sts between Tashana' s shi fter s
see Syr k mer chants. T he common folk do not i nter act and those of the Savage Legi on. Any encounter between
wi th str anger s, but a vi l l age over seer mi ght engage in the two i nvar i abl y r esul ts in bl oodshed.
tr ade. H uman Syr ks ar en't tr usted or al l owed to move
deep wi thi n Ri edr a, but if they appr oach in peace, they're Aer en al an d Ar gon essen
usual l y gr eeted hospi tably. To date, the I nspi r ed have kept thei r di stance fr om the
Ri edr a mai nt ai ns a number of f or tr esses al ong l ands of the dr agons and the Undyi ng Cour t. I nter ac
the K asshta Ri ver and Jat har a Sound between Syr kar n ti ons gener al l y occur on for ei gn soi l, ei ther in the cour ts
and Adar . T hese ser ve as f ocal poi nts for I nspi r ed of K hor vai r e or in Stor mr each on Xen' dr i k. No hosti li ty
oper ati ons wi t hi n Adar . T he I nspi r ed have no i nter is appar ent between these power s, but the anci ent elves
est in conquer i ng Syr kar n. T he ter r i tor y is too l ar ge, and mi ghty dr agons watch the I nspi r ed wi th gr eat i nter
the popul ati on too low, and they ar e sti l l concer ned est. Per haps thei r i nacti on means that they'r e unawar e
about the l i nger i ng thr eat of the r akshasa r ajah bur i ed of the quor i agenda, or per haps they feel that they have
beneath the r eal m. H owever , the Dr eami ng Dar k takes nothi ng to fear fr om the outsi der s.
whatever acti ons it deems necessar y to pr event Syr kar n
fr om becomi ng a thr eat to Ri edr a. T houghtsteal er s and K hor vai r e
domi nator s foment di ssensi on between the tr i bes, and The first contact between K hor vai r e and Ri edr a occur r ed
dr eambl ades mi ght be sent to deal wi t h tr ul y danger on the neutr al gr ound of Xen' dr i k, and much tr ade has
ous l eader s or anyone del vi ng too deepl y i nto the dar k passed thr ough thi s gateway. Dur i ng the Last War , Ri edr a
magi cs of the past. pr ovi ded nonmi l i tar y assi stance to many of the war
r i ng nati ons. I nspi r ed ambassador s came to the cour ts
T ashan a T un dr a of the Fi ve Nati ons, occasi onal l y ser vi ng as medi ator s
Ri edr a has li ttle use for the Tundr a. Li ke Syr kar n, the between opposi ng for ces. Seen as i mpar ti al outsi der s,
land is l ar ge, har sh, and spar sel y popul ated. Few people they're r espected for thei r appar ent wi sdom and empathy.
exi st to mani pul ate and dr aw power fr om. The I nspi r ed Dur i ng thi s ti me, the Dr eami ng Dar k gai ned a foothold
do mai ntai n a few for tr esses in the nor th, both as stag in K hor vai r e. For the last centur y its agents have been
i ng ar eas to deal wi th the Aki ak dwar ves and as bases spr eadi ng acr oss the conti nent, sowi ng di ssensi on and
for mi ni ng oper ati ons. T he conti nued constr ucti on of subver ti ng agents for futur e use.
hanbalani r equi r es a constant flow of deep cr ystal , and the Today I nspi r ed ambassador s can be found in ever y
Tundr a holds many r i ch vei ns of that mater i al . T hese metr opol i s and many of the l ar ge ci ti es of K hor vai r e.
mi nes ar e a fr equent tar get of Aki ak attacks, and the Most por ts have smal l Ri edr an communi ti es. Ri edr an
soldi er s of the nor th must al ways be on guar d. goods are becomi ng more common. On the sordi d side of
DETECT EVIL?
Mi ght an Edgewal ker spel l caster who has access to detect is the cr i ti cal factor . I f an I nspi r ed i s gi ven to publ i c
evil l ear n that the I nspi r ed ar e evi l ? Per haps. T hat di spl ays of needl ess cr uel ty, the Edgewal ker mi ght
spel l caster woul d have to have not onl y the i mpetus, but become convi nced that thi s par t i cul ar l or d has f al l en
al so the temer i t y to use detect evil on one of the Chosen to cor r upti on. But typi cal l y, the deeds of the I nspi r ed,
or I nspi r ed. Even i n so doi ng, however , after decades of benef i ci al as they ar e to mai nt ai ni ng the safety and sta
i ndoctr i nati on, a Ri edr an is mor e l i kel y to questi on the bi l i ty of Ri edr an soci ety, over come any doubts r ai sed by
ver aci ty of hi s spel l , whi ch coul d have been tai nted by an the use of magi c. It takes mor e than one spel l to shake
altavar, than to i nstantl y tur n agai nst hi s l or d. Behavi or a Ri edr ans fai th.
DC 15: Edgewal ker s ar e tr ai ned tof i gh tall for ms of or der , i ncl udi ng the dael kyr , the Lor ds of Dust, the
super natur al evi l. They are not si mply bor der guar ds; they Chamber , and the Undyi ng Cour t. Such Edgewal ker s
often ventur e wi thi n the zones and mi ght be called in by shoul d i ncl ude changel i ngs, r ogues, l ur ks (Complete
the Har moni ous Shi eld wher ever unnatur al evi l is found. Psionic), and other char acter types sui ted to cover t oper a
DC 20 : Many of the cr eatur es the Edgewal ker s fight ti on and obser vati on.
cannot be har med by steel or cr ystal . Edgewal ker s ar e Encount er s: A first encounter wi th an Edgewal ker
blessed by the I nspi r ed, and often have magi cal or mental is l i kel y to be tense. PCs mi ght assume the wor st about a
power s that they use to battle such evi l spi r i ts. Ri edr an soldi er , whi l e the Edgewal ker mi ght j ump to the
conclusi on that the PCs ar e doi ng the bi ddi ng of altavars.
A char acter who has r anks in K nowl edge (hi stor y) can However , if level heads pr evai l , an Edgewal ker can be a
make a successful check to l ear n the fol l owi ng fact. val uabl e ally in any envi r onment.
DC 25: T he wi l d zones pr edate the comi ng of the EL 7: The Edgewal ker K her n (LG male Chosen r anger
Inspired, and have posed a threat throughout history. Many 3/psychic war r i or 3) is a gi fted inquisitor. He has been sent
of the Edgewal ker techni ques are der i ved from the Or der to i nvesti gate the recent developments in the dar k j ungle of
of the Si l ver Blade, a l eague of K hal eshi te kni ghts wi ped Shanjueed, a quest that happens to coi nci de wi th the PCs'
out when that ki ngdom was tar geted in the Sunder i ng. ar r i val in the wi l d zone. K her n is ver y suspi ci ous of the
for ei gner s and thei r moti ves, and he acts to pr event them
Edgewal ker s can be found near any danger ous wi l d zone. fr om for mi ng an al l i ance wi th the altavar of the j ungl e.
Dependi ng on the thr eat pr esented by the zone, ther e However , hi s pr i mar y i nter est is gather i ng i nfor mati on,
mi ght be a full for tr ess or si mply a squad of Edgewal ker s and if the adventur er s are di plomati c, K her n's knowl edge
l i vi ng off the l and. Mor e often than not, adventur er s of the wi l d zone could help them all get out al i ve.
won't have to seek out Edgewal ker si f PCs attempt to
enter a zone, there's a good chance Edgewal ker s wi l l come
to war n them away. PLACES OF INTEREST
T he networ ks of Ri edr an basti ons and vi l l ages ar e
EDGEW ALKERS IN THE GAME i ntenti onal l y uni for m in desi gn. Over the cour se of a
Edgewal ker s can ser ve as al l i es, enemi es, or sour ces of thousand year s, the H ar moni ous Shi eld has el i mi nated
i nfor mati on. I f PCs ar e wander i ng thr ough the Ri edr an most danger ous monster s and other thr eats fr om the
wi l ds, an Edgewal ker patr ol mi ght war n them of the dan ar eas ar ound Ri edr an vi l l ages. Li fe in a vi l l age is stable,
ger s that lie ahead. Shoul d the ti de of battle tur n agai nst secur e, and qui te si mi l ar to life in any other Ri edr an
adventur er s, Edgewal ker s coul d show up to pr ovi de vi l l age a hundr ed mi l es away.
assi stance. Al ter nati vel y, PCs could encounter embattled A few of these places of i nter est are descr i bed below.
Edgewal ker s and deci de whet her to ai d them. Such
encounter s ar e most l i kel y to occur in Ri edr a, but could BASTION CITIES
occur i n Xen' dr i k, the Fr ostfel l , or even K hor vai r e. Ci ti es of the I nspi r ed
The Edgewal ker s pr esent a chance for PCs to deal The centr al ter r i tor i es of Ri edr a ar e domi nated by
wi th Ri edr ans who ar e not dr ones or ser vants of the the massi ve basti on ci ti es, whi ch ser ve both as mi l i tar y
Dr eami ng Dark agenda. Edgewal ker s mi ght be enemi es or gar r i sons and i ndustr i al center s. Ri edr an communi ti es
alli es, but they show PCs that ther e ar e noble Ri edr ans can be i denti fi ed by pr efi x. Near ly all basti ons use one of
even among those who wi l l i ngl y ser ve the I nspi r ed. thr ee pr efi xes: Dul (an i nl and metr opol i s), Tol (i nl and
Adapt at i on: As pr esented her e, the Edgewal ker s ar e ci ty), or Dar (a por t, r egar dl ess of si ze).
str ongl y focused on the wi l d zones of Ri edr a. H owever , Basti on ci ti es ar e bui lt usi ng spher i cal war ds. A Tol
they coul d be a mor e acti ve cover t str i ke for ce that has mi ght be contai ned in a si ngle spher e, whi l e Dul and Dar
been engaged in i nter nati onal oper ati ons for centur i es. basti ons are typi cal l y composed of multi ple l i nked war ds.
In thi s scenar i o, the Edgewal ker s woul d seek to cur tai l These war ds ar e di vi ded i nto di str i cts based on i ndustr y.
any super natur al for ce the I nspi r ed see as a thr eat to Each di str i ct i ncl udes a major wor khouse or factor y,
SH A N JU EED JU N G L E EN C O U N T ERS
d% Cr eatur es EL
01 Necronaut (MM3 108) 14
02-03 5d4 gambols (MM2 108) 10- 14
04- 10 1d4+1 blood apes (MM2 32) 8- 11
11- 18 1d4+3 dire apes 7- 9
19- 35 1d4+2 barghests 7- 9
36- 37 Bodak 8
38- 40 Mudmaw (MM2 153) 7
41- 47 1d4+1 shadows (night only) 6- 8
48- 58 Vasuthant (MM3 182) 2
59- 70 1d2 shadow masti ffs 5- 7
71- 75 Succubus 7
76- 80 Trilloch (MM3 176) 8
81- 85 Dire tiger 8
86- 91 1d4 gi r allons 5- 10
92- 97 2d4 megaraptor (10 HD) skeletons 7- 11
98- 99 Crimson death (MM2 53) 11
100 Hullathoin (Fiend Folio 96) 15
D evel opmen t
Secr et C h amber : Al t hough t he hut appear s T he namel ess dr ui d attr acted the attenti on of the
si mpl e and has a gr ass pal l et for sl eepi ng, under neat h Edgewal ker s one day when she appr oached the wal l .
a gr ass r ug i n the center is a hi dden tr ap door ( Sear ch T hi n ki n g she was an altavar come to fr ee the for est fr om
DC 20). Beyond the door is the namel ess dr ui d' s tr ue the bonds of the wal l , the sol di er s on the wal l attacked
l i vi ng space car ved out of l i vi ng r ock. T he pl ace i s her . T he br avest among them, a mi ghty shi f ter r anger
cool and dr y, except for a smal l pool of pur e wat er named Br uus, went i nto the Shanj ueed wi th sever al
that wel l s up fr om deep under gr ound. A comf or tabl e hand- pi cked war r i or s to find and sl ay the evi l spi r i t.
bed of fur s occupi es a smal l pl ace on the floor , whi ch is T hey never r etur ned. Si nce then, l i ght ni ng stor ms,
other wi se empty. T he whol e cave is pai nted wi th scenes unnat ur al hai l , swar ms of i nsects, and even fire have
of li fe and death i n the Shanj ueed, i mages l ayer ed one assaul ted the wal l at unpr edi ctabl e moments. A few of
over another . the fal l en have r i sen as zombi es and ghoul s. Cl ear l y the
A smal l si de cave contai ns pai nts, br ushes, and the altavar sti l l l i ves, and it must be put down for the good
tools for maki ng them. It al so holds the bl ackened and of Cor vagur a.
pol i shed skul l s of thr ee humans and two shi fter s (one of News of the altavar of Shanj ueed has r eached the
these is all that r emai ns of Br uussee Devel opment). elder s of Tashalator a. They suspect thi s spi r i t isn't a spi ri t
A woven vi ne cur tai n hangs over a por ti on of the at al l , but the cr eatur e that was once Wyndur gha. If she
easter n wal l , bar el y hi di ng a passage ther e. could be secur ed as an al l y for Adar . . .
H i deaway: A natur al r ock seal s thi s hi dden ar ea
(Sear ch DC 25). T he elan hi des her e when she needs to, T r easur e
but the sealed wal l woul d make it danger ous to sleep her e Legend speaks of a Cor vagur an necr omancer who li ved
or stay her e long. in the center of the Shanjueed Jungle in Sarlona's anci ent
H i dden St ump: A passage from the secr et chamber past. He is sai d to have had gr eat power . Some who know
r uns near ly 300 feet to a stump. Actual l y a door way i nto the tal e, such as the K eeper s of the Wor d in Tashal ator a,
the dr ui d' s abode, the entr ance is near ly i mpossi ble to say it i ndi cates he found a r eli c left by gi ant expl or er s in
detect fr om the sur face (Sear ch DC 30). anci ent ti mes. Who knows what other magi c li es hi dden
wi thi n the Shanj ueed.
En coun t er s
Get t i ng i nto Shanj ueed means passi ng the wal l and Adapt at i on
the Edgewal ker guar di ans. Edgewal ker s3r d l evel or T hi s forest doesn't need to be in Cor vagur a. It can be
hi gher attack first and ask questi ons later . Sti l l , they'r e placed anywher e in Ri edr a, Xen' dr i k, Aer enal , or even
the easy par t. Navi gati ng the ni ghtmar e that is the Shan the Gl oami ng in the El deen Reaches. Outsi de Sar l ona,
j ueed is far mor e di ffi cul t. the namel ess one is a power ful and l egendar y dr ow dr ui d
Whi l e char acter s tr avel thr ough the Mabar par t of the 13/ r ogue 7, Aer eni elf dr ui d 13/ necr omancer 7, or half-
j ungl e, they have a 10% chance each hour of a si gni fi cant orc Chi ld of Wi nter dr ui d 15/ bar bar i an 5 r especti vely.
SYRKARN
"What do you mean, you don't intend to stay? Where are you bound,
traveler? Riedra? Without the rare permission of its lords, you enter the
land of the Inspired at your peril. The Tundra ? If the shifter hordes don't
get you first, its weather will slay you outright, friend. Adar? Passing its
mountain walls will as likely get you killed by the monks who hide there
as the Riedrans who hunt them. But if you seek Sarlona, traveler, you
have already found it. Welcome to Syrkarn."
Opi lano, human sahar of Ar dhmen
stor ms whose for ce bor der s on the unnat ur al , and A DAY IN THE LIFE
pl anar di stur bances flare and flood acr oss the steppes Batukuam si ts alone beneath the endl ess dar keni ng sky,
l i ke unnatur al wel l spr i ngs. Sti l l , these r i fts ar e sel dom the bonf i r es of the ni ght- r evel s j ust vi si bl e i n di stant
as haunti ng or destr ucti ve as the r eal i ty stor ms of the Maszani . T he vi l l age is a spr awl i ng mass of f ar mst eads
Tundr a. T he pr omi nent pl anar connecti on in Syr kar n and stone bui l di ngs f l anked by r ai sed ber ms of r ock
is the Whi t ewat er , the cr ystal - cl ear l ake bel i eved to and ear t h. T her e have been settl er s her e si nce bef or e
mar k a mani f est zone l i nked to L amanni a. T he r ocky memor y, bui l di ng al ongsi de the low hi l l s that catch the
l and sur r oundi ng the ar ea r emai ns wet and cool year - spr i ng r ai ns and slow the ever - pr esent wi nd.
r ound, even as the sands that gi ve the l ake its name bur n T hi s ni ght, the wi nd bl ows war m. Batukuam can
whi te beneath the equator i al sun. smell the sweet tang of the dr y gr assl ands, al r eady dar k to
the east. He feels a thousand memor i es wr apped in that
GETTING THERE scent, of boyhood on the steppes and year s tr avel i ng the
As wi t h any other dest i nat i on i n Sar l ona, tr avel to tr ade r oads. At the end of thi s har vest, hi s two- year ter m
Syr kar n is never under taken li ghtly. T he di r ect sea r oute as sahar of Maszani is up, and Batukuam wi l l be glad to
fr om east er n K hor vai r e cover s the enti r e l engt h of get back to those r oads. He takes pr i de in what the settl e
the Sea of Rage. Shi ps embar ki ng fr om K hor vai r e' s ment has accompl i shed under hi s l eader shi p, but he
SYRKARN AT A GLANCE
Esti mates based on and extr apol ated fr om the Var manc Cl i mat e: Temper ate to tr opi cal thr oughout; equa
expedi ti on. tor i al heat temper ed by pr oxi mi ty to the Sea of Rage.
Popul at i on : 260,000 (44% human, 42% eneko, H i ghest Poi nt : Mount At hay i n the K usht uar
12% hal f - gi ant, 1% kal ashtar , 1% other ). H i l l s, elevati on 4,408.
Ar ea: 1,320,000 squar e mi l es. H er al dr y: None.
Sover ei gn: None. Founder : Unknown.
Capi tal : Nder i tese (unoffi ci al). Nat i onal Motto: None.
Maj or Set t l ement s: Per, Gji tha, Maszani .
knows that both pr i de and accompl i shment ar e fleeting L aur endi had come to hi s t hought s that mor n
in the end. T he beauty of the steppes and the sensati on i ng, her voi ce ar r i vi ng unexpect edl y as it al ways di d.
of wei ghtl essness as the gr ound falls away beneath the Wher e she was, he di dn' t know. She had been bound
wi nged steed you r i dethese thi ngs ar e eter nal . for the cl ans of the hi l l folk cl ose by the seaway and the
As i n any Syr k set t l ement , l i fe i n Maszani i s equal Ri edr an f or ts when he' d hear d f r om her l ast, but that
par ts toi l and r ewar d. T he cr op of sepse and f l ax has had been mont hs ago. T he message had been br i ef as
been good thi s year , but bounty does not pi ck and dr y al ways, but even now, Batukuam felt the dar kness in hi s
i tsel f. T he over f l owi ng sun r acks spr ead behi nd the fr i end' s voi ce.
wi n dwal l s. T he woodcut t er s and car pent er s of Huaj a Thoughtstealers have crossed thesound. Word of thealliances and the
Cor ner wor k day and ni ght to bui l d the cr ates that wi l l Concord of Maszani has reached them. They will kill you if they can.
seal and pack the har vest once dr i ed. It is a good har Batukuam is pr oud of what he has done.
vest, mor e than enough for the wi nt er and the spr i ng He loves thi s l and and its peopl e, but even after the
beyond. T he weaver s' output wi l l be sent to the tr ade bounty of the last two year s and the gr assl ands tur ni ng
r oads, bar ter ed for sal t bi son and cheese. T hi s season, gold now under the late summer sun, he sees the better
they have enough of the f i ner cl oth to send to Ar dh- futur e that he has seen si nce he was a chi l d. For hi m,
men, wher e the pal e sai l or s come to tr ade fr om acr oss the i nfi ghti ng and bi cker i ng of the Mar r ah Pl ai ns tr i bes
the Ragi ng Sea. has al ways car r i ed a gr eater cost. A dr ai n on pr eci ous
As he has done ever y day si nce mi dsummer , Batu- r esour ces, a dr ai n on l i ves thr own away to br avado and
kuam ar r i ved i n the fi elds befor e dawn and wor ked petty r ai di ng. Al ong the tr ade r oad, he has hear d dar k
al ongsi de hi s people to the sound of l aughter and song. r umor s that place the cults of K ar r ak behi nd the r ecent
Today is done, tomor r ow woul d come, toni ght i s her e r i se i n aggr essi on that has seen Maszani post sentr i es for
now. T he bonfi r es ar e bur ni ng. Sti l l , he is tr oubl ed. the first ti me in memor y.
Ky KEYED AREAS
N f emal e eneko cl er i c 4 Rui n ed Bui l di n gs: T he r ui ned f oundat i ons of a
A for mer member of the K ar r ak cul ts, Ky is one mi dsi zed town spr ead t hr ough the wi nd- swept gr ass.
of the best sour ces of i nf or mati on on cult acti vi tyshe T he shatter ed wal l s var y fr om 3 to 5 feet i n hei ght,
r emai ns one of the few people to flee thei r r anks and li ve though hi gher wal l s appear at i nt er val s. Wher e mul ti
to tell about i t. T hough she pr efer s the cr owds of Ar dh- stor y bui l di ngs have col l apsed, ti me and weat her have
men and Nder i tese to the open pl ai ns wher e ambush is r educed thei r stones to l i ttl e mor e t han gr avel . Pl ace
easy, Ky is a loner . She r emai ns a di sci pl e of K ar r ak, speci f i c r ui ns ( apar t ment s, stabl es, war ehouses) and
and the scythe she car r i es has never seen a wheat field. encount er s as desi r ed.
T hose seeki ng i nf or mati on on the cul ts i nevi tabl y find Guar d Post s: T he 20- foot- hi gh standi ng stones
themsel ves poi nted in her di r ecti on, but seeker s must mar ki ng off the ar ea ar e the r emai ns of a gr eat wal l that
spend ti me and money (mostl y at the ustah taver ns) to once sur r ounded thi s settl ement. Cl i mbi ng to the top
wi n her tr ust. of a guar d post stone r eveal s holes in the top wher e a
wooden pl atfor m was once attached. Each standi ng stone
L addi n T ho has a 5% cumul ati ve chance to collapse for each char acter
L G mal e h u man wi zar d 7/ l or emast er 5 who cl i mbs it (Reflex DC 20 to avoi d 2d6 poi nts of fal l i ng
A wander i ng hi stor i an, Laddi n T ho is the best damage and ld6 poi nts of bl udgeoni ng damage).
sour ce of gener al and hi stor i cal knowl edge on the pl ai ns. Fr om the top of any guar d post, a successf ul DC
T he pr obl em for most of those who seek hi s knowl edge is 20 Spot check enabl es a char acter to noti ce the hi dden
pul l i ng the useful detai l s fr om hi s endl essl y meander i ng campsi te.
tal es. T ho is near l y as tall as the eneko labor er s he dr i nks Wel l : Any ani mal s wi th the par ty catch the scent of
wi th constantl y, but hi s gaunt f r ame gi ves hi m the look water in thi s ar ea. A low mass of r ubble cover s a capstone
of an oddl y mustached i nsect. Hi s apar tments in Ndter - l eadi ng to a long di sused wel l . At the bottom of a 15- foot
i se ar e r umor ed to hold one of the l ar gest col l ecti ons shaft, a natur al spr i ng flows slowly but is fr esh and clear .
of ar cane scr ol l s outsi de the encl aves of the K eeper s of Al ter nati vel y, ice mephi ts fr om the wi l d zone in ar ea 5
the Wor d, but Tho' s days as a hi r ed spel l sl i nger (whi ch have settled her e, and PCs seeki ng pr eci ous water find
he happi l y r ecounts i n excr uci at i ng detai l ) ar e l ong themsel ves led i nto an i cy tr ap.
behi nd hi m. Spel l T ur r et T r ap: An aur a of magi c fills thi s ar ea,
center ed on a si ngle bl ack pi l l ar . T hi s spot once mar ked
the entr ance to a secr et chamber , its r oof and wal l s fallen
A DVENTURE SITE: long ago. The pi llar ' s magi c pr otected it fr om the r avages
of ti me.
SARLONAN RUINS Any cr eatur e touchi ng the pi l l ar acti vates a spell
T hi r ty centur i es after its fall, the r ui ns of an ol d- Sar - tur r et trap of appr opr i ate Chal l enge Rati ng for the par ty.
lonan settl ement r i se li ke bl eached bones in the mi ddl e See Dungeon Master's Guide II for mor e i nfor mati on on spell
of the empty steppes. T hey ar e a star k l andmar k, avoi ded tur r et tr aps, or r eplace it wi th any appr opr i ate magi c tr ap
by the her d ani mal s in the ar ea. fr om Chapter T hr ee of the Dungeon Master's Guide.
In addi ti on to the danger s of the spell tur r et tr ap,
APPROACH thi s potent defensi ve magi c mi ght br i ng one or mor e
The tracks you've been following suddenly break and scatter around a low essence r eaver s (see page 147) to the ar ea.
rise of hill. Rising above the waist- high plain ofgolden grass, distant stand Wi l d Zone: T wi sti ng t hr ough the r ui ns, a pl anar
ingstones mark off the edge of a field of rubble and low walls. gat eway to Ri si a sur ges fr om ti me to ti me. At ti mes of
connecti on, wi de vents cr ack open among the r ubbl e
No si gn of cur r ent or pr evi ous habi tati on can be seen and bl ast the ar ea wi th el emental col d. Such an occur
fr om outsi de the r ui ns. A successf ul DC 15 K nowl edge r ence is what dr ove the r ecent i nhabi t ants of the secr et
(l ocal ) or K nowl edge ( ar chi tectur e and engi neer i ng) campsi te away.
check notes mor e dest r uct i on her e t han woul d be A pl anar shi ft occur s about an hour after the PCs
expected of the endur i ng r ui ns of old Sar l ona. A suc ar r i ve. A sudden chi l l f i l l s the ar ea, f ol l owed by a low
cessful DC 25 Sur vi val check anywher e ar ound the rubble r umbl i ng that mi ght be mi st aken for an ear t hquake.
deter mi nes that the gr ass shows si gns of r ai n mor e r ecent T hen the gr ound is tor n t hr ough by f r eezi ng wi n ds
than has occur r ed in the ar ea (a pr oduct of the el emental and bol ts of el ement al i ce. Tr eat the i ce bol ts as a
effects fr om ar ea 5). 5th- l evel call lightning or 9th- l evel call lightning storm effect
SARL O N AN RU I N S EN C O U N T ERS bones poi nts to r ecent occupati on of thi s si te. A success
ful DC 15 Sur vi val check deter mi nes that it has been
d% Encounter EL appr oxi matel y two weeks si nce anyone was her e.
01 1 ice devil 13 Shal l ow Gr ave: I f the PCs i nvesti gate the hi dden
02- 05 1d4 essence r eavers (page 147) 9- 13 campsi te, a successful DC 22 Sear ch check shows that
06- 15 1 eneko 8th- level ranger sahar and 8- 10 mor e stones have been r emoved fr om the si te than can be
1d6 eneko/ human 4th- level warri ors accounted for in the constr ucti on of the fire pi t. A shor t
16- 20 1d6 rejkars (MM3 140) 5- 11 di stance away, a makeshi f t cai r n has been placed over a
21- 25 1 eneko 7th- level cleric of Karrak and shal l ow gr ave. I f the par ty is pur sui ng K ar r ak cul ti sts,
2d4 eneko 2nd- level warrior cultists 7- 9 thi s could be the r emai ns of a vi cti m r i tual l y sacr i fi ced
26- 35 2d4 hi ppogr i ffs 4- 8 and bur i ed. I f they ar e i nvolved wi th I nspi r ed acti vi ty in
36- 40 1d4+1 quorbred cheetahs (page 151) 6- 9 Syr kar n, the body could be that of a Ri edr an exi le tr acked
41- 50 1d6 ice mephits 3- 8 down and ki l l ed by the T housand Eyesor the r emai ns
51- 55 1d3 phrenic lions (EPH 205) 4- 6 of a Ri edr an agent mur der ed by those he pur sued.
56- 65 1d2 dire lions 5- 7
66- 75 1 half- giant 4th- level nomad 5 REWARDS
76- 80 1 snowflake ooze (MM3 161) 5 Tr easur e appr opr i ate to the par ty' s level can be found
81- 90 1d3 half- giant 3rd- level psychic warriors 3- 6 pr otected by the spell tur r et tr ap or i nadver tentl y bur i ed
91- 100 1d3 quorbound wolves (page 150) 3- 6 wi th the vi cti m in the shal l ow gr ave. As wel l , the r ui ns
mi ght hold magi cal l y pr otected lore of old Sar lona that
( dependi ng on par t y l evel ) that deal s cold damage could dr i ve fur ther adventur es.
i nstead of el ectr i ci t y damage. Tr eat the ar eas wi t hi n
30 feet of each br each as sever e cold or ext r eme col d, DEVELOPMENT
dependi ng on par t y l evel . T he r ui ns ar e sui tabl e as the begi nni ng of an adventur e
Once the pl anar acti vi ty di mi ni shes, the gr ound ar c, wi th the PCs ei ther stumbl i ng upon the r ui ns r an
closes up agai n, but cr eatur es escapi ng from the mani fest doml y or seeki ng them out. Evi dence of mur der ther e
zone mi ght r emai n in the ar ea. Any i nvesti gati on con can dr i ve the par ty to seek fur ther i nfor mati on of plots
cl udes that much of the destr ucti on her e has been caused among the K ar r ak cul ti sts or the I nspi r ed. Al ter nati vel y,
by pr evi ous pl anar events. thi s scenar i o can mar k the end of a campai gn ar c, wi th
H i dden Campsi t e: Shelter ed behi nd a mostly i ntact the par ty pur sui ng some anci ent tr easur e or lore pr o
stone wal l , a bl ackened fi re pit and a pi le of wel l - char r ed tected by the spell tur r et tr ap.
LAND OF MANY W ATERS
THE Tashana means "many water s" in an anci ent, nearly exti nct
shi fter di al ect. T he pl ai ns ar e dotted wi th hundr eds,
if not thousands, of smal l gl aci al l akes. Many of these
r emai n fr ozen year - r ound, but the souther n water s thaw
TUNDRA
Remnants, pr esumably, of an earli er glaci al age, these rock
mounds have a str ange and other wor ldl y beauty.
T he major i ty of the Tundr a is cover ed wi th fr osty
gr assl ands. To the nor th the Eska Mountai ns r i se, and
the nor ther n foothi l l s of the Paqaa Mountai ns encr oach
This isTashana, our home. It island and sky, empty and endless. upon the souther n bor der . In the far nor th, the dr eam
Tel- Marq, Saar tuk shi fter r anger li ke and ghostl y T ashyvar I sl ands r each i nto the Sea of
Rage. Fi nal l y, the myster i ous K r er tok Peni nsul a extends
Yes, yes. Big and cold. Now let'sfind the village, shall we? nor theast of the Eska Spi nes.
Clovi s Forlaine, Whi tetooth mer chant T he cl i mate is mai nl y subar cti c, wi th tr ue ar cti c con
di ti ons in the nor ther n pl ai ns and mountai ns, and shor t
T he T ashana Tundr a is a land of vast, open spaces and summer months of near- temperate conditions in the south.
endl ess sky. H ome to the gr eat shi fter nati on of Sar l ona, If anythi ng definitive can be said of the Tundra as awhole, it
the Tundr a consi sts mai nl y of gr assy, tr eel ess pl ai ns that isthisit is a land of strange weather. Bli zzards, snow squalls,
str etch wi thout i nter r upti on fr om hor i zon to hor i zon. and whi teouts someti mes descend in an i nstant, but also
For many thousands of year s, these semi nomadi c tr i bes common are str ange heat waves, downpour s of i nexpli cably
have r oamed the gr assl ands, i solated fr om the r est of the war m r ai n, and savage l i ghtni ng str i kes.
wor ld and left in r el ati ve peace to contempl ate the cold, Pl an ar El emen t s: T he souther n bor der of the
pur e spi r i t of thei r ancestr al homel and. T ashana r egi on is mar ked by a gr adual el evati on shi ft
FOREIGN RELATIONS
Among the var i ous peopl es of the Tundr a, r el ati ons ar e
gener al l y peaceful. The shifter nations keep to themselves,
havi ng successfully averted large- scale war for hundr eds of
year s. I solated tr i bal ski r mi shes sti ll occur r egular ly when
resources become scar ce, par ti cular l y i nvol vi ng the war l i ke
Chuni i gi tr i bes of the nor th.
In r ecent year s, the r efugee people of the Aki ak and
the tr i bal leader s of the Qi ku shi fter nati on have j oi ned
in al l i ance. T hi s al l i ance has hi stor i cal r oots: When the ment, and all i ndi cati ons are that the I nspi red consider the
Aki ak spli t fr om thei r Dor ann for efather s hundr eds of shi fter nati ons har ml ess pr i mi ti ves. Sever al passes br eak
year s ago, the shi fter s of the Qi ku nati on hel ped the thr ough the str ange planar - i nfluenced bor der between
dwar ves in thei r mi gr ati on fr om the Eska Mountai ns the lands of Tashana and Ri edr a, and li mi ted trade exi sts
acr oss the T ashana Tundr a. Af ter the Aki ak establ i shed between i ndi vi dual shi fter tr i bes of the souther n Tundr a
thei r new cl anhol ds i n the Paqaa Mountai ns, the two and nor ther n Ri edr an settl ementspr oxi mi ty tr umps
gr oups r emai ned fr i endl y and engaged in si gni fi cant poli ti cs in these cases. The upper r eaches of the Paqaa
tr ade. Af ter the betr ayal of the I nspi r ed, the Qiku shi ft Mountai ns represents a si gni fi cant excepti on, due to direct
er s pr ovi ded r efuge and shel ter to the desper ate Aki ak hosti li ti es between the r efugee Aki ak fighters and Ri edr an
r efugees in the nor ther n foothi l l s of the mountai ns, occupi er s. Al though there exi sts no state of war between
wher e they r emai n to thi s day. Whi l e ther e is no for mal Ri edr a and the Qi ku, it is common knowledge that the
mi l i tar y al l i ance, the Qi ku pr ovi de Aki ak guer r i l l a r ai d shi fters support the Aki ak in thei r str uggle to r eclai m thei r
ers wi th suppli es and mer cenar y war r i or s to assi st in thei r homeland. Tashana tr i bes and Ri edr an mi li tar y shi fter s
campai gn to r etake cl anhol ds in the Paqaa r ange. harbor a deep enmi ty toward one another. Extr emely bloody
Al ong the wester n coast of the Tashana, the Saar tuk i nci dents in the past have led the leaders of both Ri edr a
nati on coexi sts wi th coloni es establi shed by and the Tundr a
the I nana maenads of the Tashyvar I slands. nati ons to avoid
Ther e is cer tai nl y no shor tage of space di rect confli ct.
or r esour ces along that shor el i ne.
The port communi ti es of Wi nter Syr kar n
stead and Whi t et oot h ar e an an d Ad ar
i ntr i gui ng mi x of maenad and T ashanans ar e, for the
shi fter cul tur e, al ong wi th a most par t, unawar e of the
smatter i ng of var i ous Khor- di stant nati ons of Syr kar n
var i an influences brought by and Adar . It's pr obabl e, how
i ncr easi ng sea trade. ever , that leader s of the shi fter
In the far nor th, low- nati ons have some knowl edge
l yi ng Dor ann cl ans have of these l ands. I n fact, ther e
a t r adi t i on of t r adi n g ar e those who suspect that
worked metal and weapons emi ssar i es have been di s
wi th the Chuni i gi , typi patched in both di r ecti ons,
cal l y for pr epar ed meats and that secret talks are under
and an i mal pr oduct s. way to assess a possible alli ance
H owever , r el ati ons have agai nst Ri edr a.
sour ed i n r ecent year s.
The Chuni i gi ar e endur O t her N at i on s
i ng r el entl ess r ai ds by the It's a fact known to only a select
savage K al aak bar bar i ans, few, but Tashanan coastal com
and these ar e desper ate ti mes munities and pirates of the Lhazaar
for the nor ther nmost shi fter Pr i nci pal i t i es have mai nt ai ned
nati on. Chuni i gi now r egul ar l y secret tr adi ng and smuggli ng routes
r ai d Dor ann dwar f settl ements, across the Lhazaar Sea for many year s.
and even nor ther n r oami ng Qiku I ni ti al tr ade was pr obabl y in cer tai n
and Saar tuk tr i bes when necessar y. exoti c spi ces nati ve to the Tashana coast,
T he nomadi c I cebi nder hal f- but much of the commer ce now r evolves
gi ants gener al l y have good r el ati ons Naar- Esqa, ar ound tr affi cki ng of medi ci nal and mag
wi th all thr ee shi fter nati ons, in that Qiku leader i cal l i chens, especi al l y i cewi l d. O ther
they leave one another alone. The scat commodi ti es i nclude nati ve Tashanan ar t,
ter ed and self- suffi ci ent human bar bar and mi ner al and cr ystal expor ts from the Eskas.
i an and Neander thal tr i bes of the Tundr a have
no over ar chi ng or gani zati on, and confli ct ar i ses
only when competi ti on for r esour ces heats up. NOTABLE TASHANANS
T he human bar bar i ans known as the K al aak ar e an Her e ar e a couple of T ashanan l eader s who mi ght have
enti r el y di ffer ent matter . Of these ter r i ble r ai der s, li ttle pr omi nence in a campai gn that featur es thi s r egi on.
is knownand of that, li ttle is spoken. Some say the sav
ager y of the K al aak has ear ned them a r eputati on enti r ely NA A R- ESQA , q iKu SKY TELLER
out of pr opor ti on to thei r actual power and number s. NG mal e shi f t er dr ui d 8
T her e is no doubt, however , that the K al aak r epr esent a Bor n i nto the l ar ge, semi nomadi c Naar toq tr i be of
gr ave thr eat to all peoples of the Tashana. the Qi ku nati on, Naar - Esqa chose the path of the shaman
after hi s first hunt. H i s affi ni ty for the l and and com
Ri edr a mand of power ful spi r i tual magi c led hi m to become the
Ri edr a and Tashana have long had a mutually benefi ci al tr i be's shaman leader at a r el ati vel y young age. But it was
policy of i gnor i ng one another's exi stence. It's unclear to Naar - Esqa' s uncommon wi sdom and for esi ght that led to
what extent the shi fter leaders know of the Ri edr an gover n hi s desti ny as Qi ku Sky Teller .
Al ong wi t h emer gi ng l eader s fr om other tr i bes, encounter s wi th the unpr edi ctable aukaraks. Sti ll, ther e are
Naar - Esqa has been i nst r ument al i n mai nt ai ni ng the stor y beyond mer e sur vi val to be told in the Tundr a.
cur r ent peace among the shi fter nati ons. He establ i shed
a system of r egul ar communi cati on, di spatchi ng pi per s KALAAK RAIDERS
and l or ekeeper s to constantly ci r culate in Qi ku, Saar tuk, A new and for mi dabl e thr eat to the Tashana, the savage
and Chuni i gi ter r i tor i es, settl i ng local di sputes befor e human bar bar i ans of the K al aak swar med fr om the ar ea
they wor sened. of the Eska Mountai ns and l ai d waste to ever yt hi ng in
Naar - Esqa was elected to hi s cur r ent post at the last thei r path. Undi scr i mi nat i ng i n thei r wanton destr uc
Summi t of Nati ons, j oi ni ng r epr esentati ves from the other ti on, the r ai ds tar get shi f ter , human, hal f - gi ant , and
two nati ons in an unoffi ci al tr i umvi r ate leader shi p. Si nce even Neander thal tr i bes. The few sur vi vor s of these r ai ds
then, he has been able to rally the tr i bes to common causes. descr i be r etur ni ng to camps that ar e not j ust pi l l aged,
The Qi ku Sky Teller has di spatched scouts and r anger s to but utter ly savaged and desecr ated, wi th dar k r efer ences
i nvesti gate the thr eat of the K al aak bar bar i ans, and has to tor tur e and canni bal i sm. Some capti ves ar e cr uel l y
met wi th other Tashana gr oups to assess the si tuati on, injured and r eleased; those who can sti ll speak tell of self-
i ncl udi ng the half- gi ant I cebi nder s and human bar bar i an muti l ati ng bar bar i ans usi ng hooks and kni ves to sculpt
tr i bes. In the south, Naar - Esqa fears open war far e wi th the thei r own flesh i nto ni ghtmar e vi sages.
Ri edr ans should Qiku i nvolvement wi th the Aki ak prog The K al aak ar e r el entl ess in thei r i nsane ki l l i ng.
r ess, and he has forbi dden shi fter war r i or s from di r ectly Enti r e her ds of car i bou ar e found sl aughter ed and muti
par ti ci pati ng in the confli ct. l ated, left to rot on the tai ga. T hi s ter r i bl e waste goes
Naar - Esqa has no per manent r esi dence and tends agai nst the ver y natur e of the Tashanan people, especi ally
to tr avel const ant l y and secr et l yei t her al one or wi t h the shi fter tr i bes. Recently, the Saar tuk and Qi ku tr i bes
a smal l r eti nue. He r el i es on hi s networ k of scouts, have or gani zed scouts and sentr i es as the K al aak r ai ds
r unner s, and pi per s to keep hi m i nf or med. I n per son, tr avel far ther south i nto the hear t of the Tashana. But it
Naar - Esqa is r emar kabl y r eser ved and di pl omati c, whi l e is the nor ther n Chuni i gi who have bor ne the br unt of the
pr oj ecti ng at all ti mes a steely r esolve. Tufts of si lver y hai r K al aak aggr essi on. Desper ate, the Chuni i gi have in tur n
cover hi s wi r y, muscul ar fr ame. He is al ways i nter ested begun r ai di ng Dor ann dwar f cl anhol ds and even other
in for gi ng new al l i ances, wi th the good of the Tashana souther n tr i bes, br i ngi ng a danger ous i nstabi l i ty to the
shi fter nati ons for emost in hi s mi nd. natur al or der of the Tundr a.
Getti ng PCs I nvol ved: The K al aak r ai der s r epr esent
JADE- LIN, AKIAK RESISTANCE LEADER a gr ave thr eat to the or der and bal ance of the Tundr a,
CN f emal e duer gar soul kni f e 8
Char i smati c and wi l l f ul , the duer gar Aki ak leader
known as Jade- Li n has pr oven to be an effecti ve mi l i tar y
l eader and a si gni fi cant pr oblem for the Ri edr ans. She
has become an al most l egendar y fi gur e among the Aki ak
commoner s, who vi ew her as a savi or of the peopl e. Jade-
Li n has led sever al r ecent guer r i l l a r ai ds i nto the Paqaa
A Kalaak
Mountai ns, defeati ng the Ri edr an bor der gar r i sons and
raider
fr eei ng capti ve Aki ak wor ki ng in mi ni ng faci li ti es or
occupi ed cl anhomes. She has al so managed to tar get and
destr oy at least one monol i th.
Jade- Li n del i ber atel y keeps her i denti ty, i ntenti ons,
and per sonal hi stor y shr ouded i n myster y. Act i vel y
hunted by Ri edr an death squads, she must constantl y stay
on the move. T he Aki ak commander tr avel s wi th a smal l
gr oup of able comr ades, and when she settles down for a
shor t ti me, she is sur r ounded by loyal Aki ak dwar ves.
On occasi on, Jade- Li n does recrui t mer cenar i es for
specific mi ssi ons, usi ng trusted lieutenant and go- betweens
for added security. She pays extr emely well for these danger
ous assi gnments, and it's r umor ed she has access to much of
the old Aki ak wealth, through private sponsors and personal
stockpi les. Outsi der s who wor k for Jade- Li n are wi se to be
car eful, for the Aki ak leader isn't above sacr i fi ci ng mer
cenar i es for the good of her people.
PLOTS
The vast lands of the Tundr a offer a di ffer ent flavor for an
ongoi ng campai gn. Li fe mi ght be si mpler in the Tundr a,
but it cer tai nl y is not easi er . Resour ces ar e scar ce, and
even the most wi l der ness- savvy PCs could find themsel ves
chal l enged by the cr uel weather and savage natur al pr eda
tor s. T r ekki ng these bar r en l ands al so means chanci ng
A Saar t uk shifter and a Tashyvar maenad
haggle at the Winterstead market
and a good oppor tuni ty to pr esent tr ul y ter r i fyi ng vi l about the gr avi ty of the situation. Aki ak emi ssar i es are bei ng
l ai n for PCs. T he PCs mi ght need to cr oss the vast wi l ds sent abr oad to di ssemi nate thi s i nfor mati on.
of the Tundr a to r each a par ti cul ar desti nati on. Per haps The Aki ak l ack the str ength to attack the Ri edr ans
they have been hi r ed by K hor vai r i an agents to find and in for ce, so they i nstead rely on a str ategy of i nfi ltr ati on
contact a r emote shi fter tr i be in or der to bar ter for the and sabotage. Aki ak guer r i l l a bands, smal l and mobi le,
T ashanan goods so val ued in cer tai n ci r cl es of K hor - ar e di spatched i nto the mountai ns in sear ch of hanbalani
vai r e. Si mply maki ng the j our ney is hazar dous enough, i nst al l at i ons. T he hanbalani ar e bui l t atop the pr ot o-
but upon ar r i val , the PCs find the shi fter s under attack monoli ths the Aki ak bui lt themsel ves as psi oni c power
or al r eady destr oyed. pl ants. Destr oyi ng hanbalani is not over ly di ffi cult (see
Or the PCs mi ght take up the cause of the bel ea Explorer's Handbook 134); sur vi vi ng the j our ney ther e and
guer ed shi fter tr i bes di r ectl y. T he Sky Teller s ar e deeply back i s. T he few Aki ak bands that have the knowl edge
concer ned about the pr esence of the K al aak i n the and i ncl i nati on to channel thei r r evenge i nto monoli th-
Tashana. T hey mi ght hi r e or other wi se compel the PCs busti ng play a deadly game of cat and mouse wi th the
to j our ney to the K r er tok Peni nsul a, wher e the K al aak T housand Eyes and the Sl eepi ng Swor d.
appear to be based. T her e the char acter s find a str ange Get t i ng the PCs I nvol ved: Aki ak emi ssar i es in the
and ter r i ble r eli c fr om the Age of Demonsa gar gan por t towns of Wi nter stead and Whi tetooth ar e acti vel y
tuan statue of an anci ent r akshasa r ajah, the physi cal r ecr ui ti ng adventur er s to help them in thei r str uggl e
r emai ns of a demon long ago di spatched and bound. The agai nst the I nspi r ed. T he Aki ak ar e desper ate and
K al aak wor shi p thi s anci ent evi l , whose vague sti r r i ngs hunted, but they ar e not wi thout r esour ces. Pr evi ous to
of mal evol ent consci ousness power thei r ter r i ble sav the Ni ght of Razor Dr eams, the dwar ves wer e one of the
ager y. Her e PCs mi ght uncover the tr ue di r ector s of the r i chest peoples in all of Sar l ona, and a good por ti on of
K al aak ter r or Sar l onan r akshasas, whose machi nati ons that weal th was spi r i ted out of the Paqaa Mountai ns. PCs
endeavor to free the fiends of ages past. mi ght ear n thi s Aki ak gold by al l yi ng wi th the dwar ves
agai nst thei r shadowy Ri edr an oppr essor s.
THE AKIAK Ver y recently, Qiku war r i or s have begun defyi ng thei r
A select circle of Aki ak leaders has knowledge of the metal Sky Teller's dictates and j oi ni ng the Aki ak guer r i lla rai ds.
lurgical and alchemical technology that underlies the mono PCs allied wi th or in debt to the Qiku might find themselves
liths. Whi l e the Aki ak do not understand all the par ti cular s, dr awn into battle. Alter nati vely, Ri edr ans see the Aki ak as
they r ecently di scover ed that the I nspi r ed are usi ng the savage rai ders attacki ng from the nor th. The Ri edr an gov
monoliths to br i ng about some ki nd of planar ali gnment. er nment pays a handsome bounty to for ei gn adventur er s
They suspect that the fate of all of Eberron might hang in the who hunt down and ki ll Aki ak fighters. In short, mer cenar y
bal ance. So far, only the shi fters of the Qi ku seem to agr ee work is to be had on both sides of thi s conflict.
W h iTETo o Th AND W INTERSTEAD conducts busi ness on vessel s anchor ed in the water s west
Escal ati ng tr ade has br ought bustl i ng commer ce and of Whi tetooth. Clovis's tr ue i denti ty is a car efully guar ded
gr owth in the unl i kel i est of pl acesthe wi l d and r ugged secr et, and he " offi ci ally" pr esents hi msel f as a sl i ckly
coastl i ne of the T ashana Tundr a. T he por t communi ti es dr essed male human of conspi cuousl y Lhazaar or i gi n.
of Whi tetooth and Wi nter stead ar e two of the str ang
est settl ements in all of Eber r on, a mi x of shi fter and KUNIGAAL THE DESECRATOR
maenad, wi th pi r ates, smuggl er s, and other unsavor y A fearsome war chief among the K alaak, and some say leader
el ements fr om K hor vai r e added to the mi x. of that depr aved people, K uni gaal is the embodi ment of
Whi tetooth, at the mouth of the T i i ki Ri ver , has K al aak i deals. He is pi ti less, r uthless, fear less, and utterly
been a per manent shi fter vi l l age for ti me out of mi nd. blasphemous. Hi s pale, hai r less body, par ti cular ly hi s face,
T he tr i bes have l ong held the spot communal l y as a is cr i sscr ossed wi th ter r i ble scar s; some have meani ngful
place to faci li tate tr ade fr om the coast and i nwar d al ong patter ns, but other s are telltale si gns of wounds sur vi ved.
the r i ver . When Lhazaar sea mer chants di scover ed the K uni gaal can cow even fr enzi ed K al aak r ai der s wi th hi s
medi ci nal and magi cal pr oper ti es of the var i ous Tashana unyi el di ng gaze. Metal spi kes ador n hi s face and the ski n
l i chensespeci al l y the potent i cewi l di nter conti nental of hi s body, and hi s fingers have been magi cally altered so
tr ade found a new foothold on the conti nent of Sar l ona. that wi cked bone and i r on cl aws r eplace the ends of them.
In r ecent year s, a smal l but ver y l ucr ati ve demand for K uni gaal never goes alone i nto battl esuper sti ti ous and
authenti c shi fter ar t has opened new avenues of com war y of hi s own follower s, he sur r ounds hi msel f wi th evi l
mer ce for the eli te tr easur e hunter . spel l caster s and a pr i vate stable of eli te, fanati cal l y loyal
To a lesser degr ee, the pr edomi nantl y maenad vi l female K al aak bar bar i ans that ar e al so hi s wi ves.
lage of Wi nter stead on the shor e of the Qonama r i ver has
seen si mi l ar gr owth. KUNIGAAL THE DESECRATOR (RAGING) CR 13
Get t i n g t he PCs I nvol ved: Mer chant s i n both Male human barbarian 11/fighter 2
Whi tetooth and Wi nter stead ar e acti vel y r ecr ui ti ng for CE Medium humanoid
hel p in acqui r i ng and tr anspor ti ng T ashanan l i chen I ni t +2; Senses Listen +9, Spot +2
har vests. Some expedi ti ons ar e si mply l ooki ng for pr o Languages Riedran
tecti on as they move i nl and to bar ter wi th the shi fter AC 18, touch 10, flat- footed 18; improved uncanny dodge
tr i bes. Other s mi ght be l ooki ng for a smal l team to make (+2 Dex, +8 armor, 2 rage)
contact wi th r emote tr i bes and di scover new sour ces and hp 153 (13 HD); DR 2/ -
suppl i er s. H i gh- end ar t deal er s ar e al so oper ati ng in Fort +18, Ref +8, Wi l l +8
both settl ements, payi ng handsomel y for any authenti c
shi fter ar t that can be acqui r edno questi ons asked. Speed 40 ft. (8 squares); normal speed on snow and slip
pery ice
Melee +2 vicious halberd +21/+16/+11 (1d10+11/X3 plus 2d6 plus
ENCOUNTERS 1d6 to Kuni gaal) or
Melee claw +18/+13/+8 (ld6+6)
A few of the people PCs mi ght r un into whi le pur sui ng one Ranged mwk composite longbow +16/+11/+6 (1d8+3/X3)
of the plots in the Tashana Tundr a are descr i bed her e. Base Atk +13; Grp +19
CHOK- PALLA, CHUNIIGI CHIEF Atk Opti ons Cleave, Great Cleave, greater rage 3/day (8
rounds), Power Attack
CN mal e shi f t er bar bar i an 3/ r anger 3
Combat Gear 3 potions of cure serious wounds
A chi eftai n of the Chuni i gi Chok tr i be, Chok- Palla
is desper ate to find help battl i ng the K al aak r ai der s. One Abi l i ti es Str 22, Dex 14, Con 21, Int 10, Wis 8, Cha 12
of the few tr i bal l eader s sti ll tr yi ng to uni te the str ug SQ trap sense +3
gl i ng nati on, he despai r s that the confli ct is wear i ng at Feats CleaveB, Deformity (clawed hands)*, Diehard, Endur
the ver y soul of the peopl etur ni ng tr i be agai nst tr i be ance, Deformity (face)*, Great CleaveB, Power Attack,
as r esour ces dwi ndl e. Chok- Pall a is acti vel y seeki ng al l i Wi lli ng Deformity*
ances wi th the souther n shi fter nati ons, the I cebi nder * Feats f r om Book of Vile Darkness
hal f - gi ants, and the l owl and cl ans of the Dor ann Hol ds. Ski l l s Climb +15, Intimidate +22, Jump +19, Listen +9, Ride
He al so vi si ts Whi tetooth and Wi nter stead r egul ar l y, +10, Spot +2, Survi val +9, Swim +10
seeki ng smal l bands of adventur er s wi l l i ng to scout the Possessi ons combat gear plus +3 mithral breastplate, +2 vicious
K al aak homel and in the K r er tok Peni nsul a. halberd, masterwork composite longbow (+3 Str bonus) with
20 ar r ows, cloak of resistance +3, boots of the winterlands
CLOVIS FORLAINE, When not raging, Kunigaal has the following changed statistics:
W HITETOOTH FENCE AC 20, touch 12, flat- footed 20
CN mal e chan gel i n g r ogue 7 hp decrease by 39
Clovi s For lai ne, pi r ate and fence, r uns var i ous gr ay- Fort +15, Wi l l +5
mar ket oper ati ons in Whi tetooth, acqui r i ng T ashanan Melee +2 vicious halberd +18/+13/+8 (1d10+6/x3 plus 2d6 plus
l i chens, ar t, and other val uabl e r esour ces of the Tundr a. 1d6 to K uni gaal) or
O r i gi nal l y a pr i vateer fr om the Lhazaar Pr i nci pal i ti es, Melee claw +16/+11/+6 (1d6+3)
Cl ovi s has oper ated out of Whi tetooth for mor e than a Gr p +16
decade now. He has a hand i n, or an eye on, ever y si gni fi Abi l i ti es Str 16, Con 15
cant tr ansacti on that takes place i n Whi tetooth. Clovi s Ski l l s Climb +12, Diplomacy +1 (+3 against evil nonhuman-
keeps sever al di ffer ent safe houses in town and often oids), Jump +16, Swim +7
CHAPTER TWO
SARLONAN
CHARACTERS
T
RACES
hi s chapter pr esents a host of opti ons for
char acter s from Sar lona. A PC could lear n
Tashalator a or the techni ques of the Asceti c
Psion from the kalashtar of Shar n or another
conveni ent sour ce.
CHOSEN (EMPTY VESSELS)
Set above the r abbl e of the wor ker s and commoner s of
Ri edr a, the Chosen have been touched by the di vi ne
force of the nati on. Or so they' r e told. T he tr uth of the
matter is much mor e si ni ster . The Chosen ar e in actu
al i ty " empty vessel s" desi gnated as host bodi es for the
extr apl anar spi r i ts of Dal Quor (the ter ms Chosen and
empty vessels can be used i nter changeably, but the for mer
Sar l ona is tr ul y the r eal m of humani tyi t is home to far is pr efer r ed in Ri edr a because it r epr esents the esteem
fewer i ntel l i gent speci es than K hor vai r e i s. Nonhumans wi th whi ch these bei ngs ar e hel d). T he r esult of gener a
wer e r ar e on the conti nent to begi n wi th, and many wer e ti ons of contr olled br eedi ng and psi oni c mani pul ati on,
used as scapegoats dur i ng the Sunder i ng. T he r aces that the Chosen enjoy a life of pr i vi l ege in Ri edr a . . . all in
have a notewor thy pr esence in Sar lona ar e descr i bed in pr epar ati on for i nhabi tati on by a quor i .
thi s secti on. Although the Chosen are granted luxur i es unknown to
most Ri edr ans, they do not lead lives of i ndolence. Chosen
AVENTI hold i mpor tant posi ti onseven those who are never pos
Under the Sea of Rage l i ve the aventi (Stormwrack 34), sessed become mi l i tar y offi cer s, vi l l age over seer s, and
sur vi vor s of a magi cal catacl ysm that sank the anci ent admi ni str ator s in the ar ms of the Uni ty. A Chosen who
Sar l onan i sl and r eal m of Aventus. T hat di saster mi ght has the potenti al to be a pr i mar y host under goes espe
expl ai n the tur moi l in the Sea of Rage. Apar t of Aventus ci ally i ntense tr ai ni ng, ensur i ng that she has ski l l s useful
r emai ns above the waves in the for m of a hor seshoe- to the quor i who cl ai ms her.
shaped i sl and and a smal l er i sland to the nor th. Ri edr a Ever y Chosen f ami l y is bound to a speci f i c quor i
contr ols those i sles, and the aventi have li ttle love for the spi r i t. T hat spi r i t can possess any Chosen of i ts l i ne at
nati on of Sar l ona. wi l l . T her e is no war ni ng, no savi ng thr ow, no chance
Avent i L an ds: Aventi have smal l settl ements acr oss to r esi st. Most quor i choose one par t i cul ar vessel of
the Sea of Rage and ar e someti mes seen in the Syr k por t thei r li ne to ser ve as pr i mar y host, and thi s is the bei ng
of Ar dhmen. Ri edr ans come to thi nk of as the I nspi r ed ti ed to that
spi r i t. H owever , thi s ar r angement pl aces no l i mi tati ons
CHANGELINGS on the quor i ; he can leave hi s host at any ti me to i nhabi t
The I nspi r ed have embr aced the changel i ngs of Ri edr a, another of hi s Chosen. I mpor tant quor i often spr ead
and these shapeshi fter s ar e tr eated wi th far mor e r espect thei r vessel s acr oss Ri edr a, al l owi ng them to qui ckl y
than thei r cousi ns i n K hor vai r e ar e. T hi s acceptance mani fest in di ffer ent ci ti es. Li kewi se, a vai n quor i often
comes at the pr i ce of i ndi vi dual i ty, however . Ri edr an abandons a host who becomes old or suffer s si gni fi cant
changel i ngs ar e taught to set asi de per sonal i denti ty, in i nj ur i es, but he can al ways r etur n when he want s. Most
or der to ful l y ser ve the I nspi r ed. T hi s phi l osophy takes Chosen ar e eager par ti ci pants in the possessi ng pr ocess,
the place of the thr ee common paths among the change and as such, a par t i cul ar f ami l y mi ght be used as hosts
l i ngs of K hor vai r e. by mul ti pl e quor i ; however , only one has the i r r esi sti bl e
Ri edr an chan gel i n gs ar e i nvar i abl y dr awn i nto bond to hi s vessel s.
the ser vi ce of the T housan d Eyes or the I r on Gate, The Chosen ar e br ed to be i deal hosts in a complex
and most ar e deepl y l oyal . As a r esul t, changel i ngs pr ocess i nvol vi ng mi ngl i ng of bl oodl i nes, and meta-
ar e often f ear ed and di st r ust ed i n the other l ands of cr eati ve and tel epathi c mani pul ati on. Super fi ci al l y, the
Sar l ona. T he r ole of chan gel i n gs in Ri edr a pr esents Chosen ar e ver y si mi l ar in appear ance to the kal ashtar ,
many oppor tuni ti es for for ei gn shapeshi f ter s, who can di splayi ng a beauty so unnatur al that some find it di stur b
bl end i n wi t h thei r ki n. T he dr agons of Ar gonnessen ing. They also have an i nnate bond to Dal Quor, whi ch
use chan gel i n g agents as obser ver s in Ri edr a, and mani fests i tself as natur al psi oni c talent and a gr owi ng
other nati ons mi ght fi nd chan gel i n g agents i deal for pool of power poi nts.
Ri edr a oper at i ons. It is ext r emel y di f f i cul t to dr i ve a quor i fr om a
Chan gel i n g L an ds: T he changel i ngs have no l ands Chosen host (see the r esi st exor ci sm abi li ty, ECS 291). I n
of thei r own; they can be found thr oughout Ri edr a. addi ti on, the quor i bound to a Chosen li ne can possess
one of its vessel s r egar dl ess of the Char i sma of the host ensl avement as " di plomati c" tools. So, most dr omi tes are
(under the nor mal r ul es of possessi on, the Char i sma content to li ve and tr ade among thei r ki nd.
of the host must equal or exceed that of the possessi ng I n some ar eas, however , the gener al dr omi te r ecl u-
spi r i t). Many of the mor e power f ul quor i si mpl y can' t si veness i s not the nor m. T he kal asht ar made di pl o
possess nor mal humans, because ther e ar e no mundane mati c i nr oads wi t h them mor e than a mi l l enni um ago.
humans who can contai n them; the Chosen can. Zi ' ti l ' natek, a ci ty- hi ve under Adar , is l oosel y al l i ed
When a quor i fi r st takes a pr i mar y host, it spends wi th the defender s of that l and. Under the tundr a, the
a consi der abl e amount of ti me dr i l l i ng i ts bel i ef s and few dr omi tes hi ves have had decent r el ati ons wi th some
per sonal i t y i nto the vessel . T he Chosen ar e taught to dwar f cl ans.
embr ace t hi s, sur r ender i ng thei r per sonal i t y to the Some dr omi te hi ves have taken a mi l i tant stance
di vi ne spi r i t. T he net r esul t is somewhat si mi l ar to mind agai nst al l " sur f acer s. " T hese ext r emi st ci ty- hi ves ar e
seedthe vessel does not act ual l y gai n the knowl edge few and number , and thei r ci ti zens too few to engage in
of the quor i , but af ter a month of the quor i t hi n ki n g outr i ght war f ar e, but dr omi tes fr om these hi ves employ
wi t h her br ai n, she behaves much l i ke the quor i even sabotage and guer r i l l a str i kes agai nst thr eats they can
i n i ts absence. Di scar ded hosts, who have ser ved as manage, fr om unl ucky ogr e nomads to Ri edr an Edge-
I nspi r ed for decades, ar e often i ndi st i ngui shabl e fr om wal ker s. Dr omi tes of the ci ty- hi ve of Nar ' zi x in Syr kar n
the quor i patr on; all tr aces of thei r human per sonal i ty ar e mor e i nsi di oust hey have begun t r adi ng tai nted
ar e l ong l ost. K hyber shar ds thr ough mer chants in Ar dhmen and
It is i mpor tant to bear in mi nd that whi l e the quor i other settl ements.
gai ns access to the memor i es of the Chosen, the r ever se D r omi t e L an ds: Dr omi te set t l ement s, l ar ge and
is not tr ue. Chosen that ser ve in admi ni str ati ve posi ti ons smal l , exi st al l acr oss Sar l ona, hi dden fr om sur f acer s
mi ght know ver y li ttle of the gr and goal s of the Dr eami ng and often r emoved fr om one another .
Dar k; they onl y know that the I nspi r ed seek to cr eate a
stable and stagnant soci ety, and they do not questi on thi s DWARVES AND DUERGAR
goal . T he cr i ti cal excepti on to thi s r ule ar e the " shadow T he dwar ves of Sar l ona' s Dor ann H ol ds r esembl e thei r
l i nes "those Chosen dedi cated from bi r th to ser vi ng the K hor var i an cousi ns i n many r espects. T he Aki ak, how
tr ue quor i agenda. These Chosen ar e taught the natur e of ever , ar e an i ntegr ated peopl e made up of dwar ves and
i l- Lashtavar and thei r quori master s, and they are loyal to duer gar (EPH 8).
the Dar k as opposed to Ri edr a. T he shadow l i nes pr ovi de Dwar f L an ds: The dwar f homel ands of Sar l ona ar e
the I nspi r ed wi th agents who can be tr usted wi th cover t the Dor ann H ol ds, a l oose f eder ati on of cl ans i n the
and di stur bi ng assi gnments. nor ther n Eska Mountai ns. The scatter ed r emnants of the
As most of the Chosen ar e utter l y dedi cated to r efugee Aki ak people li ve in mobi le camps in the foot
Ri edr a and the I nspi r edthey ar e best sui ted for use as hi l l s of the nor ther n Paqaa Mountai ns, and many mor e
NPCs. However , the life of a vessel who has tur ned on her cl ans ar e har bor ed by the Qiku shi fter s of the souther n
master s has many i nter esti ng hooks. T ashana. T he ancestr al cl anhomes of the Aki ak in the
Whi l e the Chosen possess dual spi r i ts onl y when Paqaas ar e cur r entl y under occupati on by the Ri edr ans,
acti vel y possessed by a quor i , the t r ai ni ng of a Chosen and many guer r i l l a bands of Aki ak fi ghter s r emai n in the
and her i nnate bond to Dal Quor enabl es her to take centr al mountai ns.
host f eats. Many Aki ak dwar ves and duer gar have been i mpr i s
Chosen L an ds: T he Chosen ar e ti ed to the l and oned in Ri edr an mi nes and wor k camps for gener ati ons,
of Ri edr a, and it i s r ar e to fi nd them el sewher e save as si nce the i ni ti al downf al l of thei r nati on. T hey ar e
emi ssar i es of the I nspi r ed. T hose f ew who escape the essent i al l y an under gr ound sl ave r ace expl oi ted by the
quor i yoke t ypi cal l y pose as kal asht ar , seeki ng to avoi d I nspi r ed, and few but the fr ee Aki ak i nsur gent s even
undue attenti on. know of thei r exi stence.
Some smal l i ndependent dwar f cl ans can be found
DROM1TES in the mountai nous r egi ons of Syr kar n and Adar . T hese
Sarlona has a secret ci vi li zati on deep beneath its sur face gr oups have been separ ated for gener at i ons fr om the
that of the dr omi tes and thei r ci ty- hi ves (EPH 6). T he Dor ann and Aki ak cl ans.
dr omi tes of Sar l ona ar e not a uni f i ed nati on; they ar e
i nsul ar at best and xenophobi c at wor st. T hei r i nter ELANS
acti ons wi th sur face- dwel l er s have r ar el y been good; the When a quor i commi ts a hei nous cr i me agai nst its own
I nspi r ed have dealt wi th dr omi tes usi ng only mur der and ki nd, it r ecei ves a ter r i bl e puni shment : It is bound
CHOSEN AS CHARACTERS
Chosen r aci al tr ai ts ar e det ai l ed i n the Empt y Vessel s l anguages (i nstead of Quor i and Common) . T hei r
as Char act er s secti on of the EBERRON Campaign Setting bonus l anguages ar e Common, Dr aconi c, Dwar ven ,
(page 290). Chosen ar e of the humanoi d t ype and the and Gi ant .
human and psi oni c subt ypes. Fur t her mor e, Chosen K al ashtar r aci al feats ar e avai l abl e to any Chosen
r ai sed i n Ri edr a gai n Quor i and Ri edr an as automati c and I nspi r ed char acter .
i nto a human vessel agai nst its wi l l . Unl i ke in the nor mal T hese " mongr el s pr oved to be r emar kabl y wel l sui ted to
pr ocess of I nspi r ati on, the bound spi r i t has no power the envi r onment.
or i nf l uence over i ts host. Condemned to eter nal pow- En eko L an ds: Al t hough a few eneko have made
er l essness, the quor i ' s ener gy sustai ns and empower s thei r way to Adar and the T ashana, Syr kar n is the r eal m
the host, t r ansf or mi ng it i nto an el an (EPH 9). No el an of the mongr el ogr es, and the vast maj or i ty of the r ace
counci l exi sts on Eber r on, and no one under goes the is settl ed ther e.
pr ocess vol untar i l y.
El ans ar e exceedi ngl y r ar e. Most ar e f ound i n HALF- GIANTS
Ri edr a, ser vi ng in the H ar moni ous Shi el d. El ans know Per haps the most baf f l i ng of al l the r aces on the conti
what they ar el i vi n g pr i sons for evi l spi r i t s. An el an nent, the nomadi c hal f - gi ants (EPH 12) of Sar l ona ar e
has been gr ant ed gr eat power wi t h whi ch to ser ve the descendants of anci ent gi ant expl or er s fr om Xen' dr i k.
I nspi r ed, and the potenti al to r edeem the il- altas i mpr i s Some say the hal f- gi ants ar e degener ate offspr i ng of the
oned i n i ts body. Many el ans r i se to thi s chal l enge, Xen' dr i k ti tans, whi l e other s contend they have a mi xed
becomi ng champi ons of the Path of I nspi r ati on. Other s human ancestr y.
str ay fr om the path. Some hear messages fr om the spi r i t What can be said is that the tr ue- br eedi ng half- gi ants
wi t hi n or at least bel i eve that they do; the li fe of an el an are r aci ally i ncli ned towar d psi oni c abi li ty, and thi s r aci al
often ends i n madness. O t her s l ear n the tr uth about tr ai t bi nds them i nto ti ght- kni t but i ndi vi dual l y i solated
the I nspi r edwi th a potenti al li fe span of centur i es, an bands. H al f - gi ants r efer to thei r gr oups as f ami l i es,
el an has a gr eat deal of ti me to put together the pi eces r ather than tr i bes or cl ans, al though few member s of a
of the puzzl e. fami l y ar e actual l y bl ood- r el ated. In fact, many fami l i es
El an L an ds: El ans ar e few in number and hold no adopt i ndi vi dual s of other r aces, par ti cul ar ly psi oni c ones
l and. T hose who leave Ri edr a ar e scatter ed acr oss the such as el ans, dr omi tes, duer gar , and maenads.
wor l d, and could be found in Xen' dr i k, K hor vai r e, or H al f - Gi an t L an ds: H al f - gi ant f ami l i es wander
even Ar gonnessen. A handful have settled in Adar , wher e endl essl y all over Sar l ona, al though they r ar ely str ay i nto
they ar e tr eated wi th suspi ci on and li ve as eter nal par i Ri edr an ter r i tor y. Ther e, they are often " assi mi lated" a
ahs. Nonethel ess, a few have become Adar ' s staunchest pr ocess begi nni ng as slaver y. What is r emar kabl e is the
defender si f only to l ash out at the I nspi r ed. degr ee to whi ch they tend to coexi st peaceably wi th deni
zens of all other r egi ons. In Tashana, wher e fami l i es ar e
ENEKO known col l ecti vely as the I cebi nder s, hal f- gi ants have a
T he eneko ar e the tr ue chi l dr en of Syr kar n. T hey wer e long tr adi ti on of tr ade and cooper ati on wi th the shi fter
bor n i n the wake of the Sunder i ng, as ogr e r ef ugees and human tr i bes. T he Sandstr i der fami l i es of Syr kar n
mi ngl ed thei r blood wi th that of the nomadi c hal f- gi ants. keep mor e to themsel ves, wi th occasi onal but mi ni mal
ENEKO AS CHARACTERS
Descendants of r efugees fr om Sar lona' s anci ent ogr e so is advantageous to them. Eneko ar e al so consi der ed to
ki ngdom of Bor unan, the eneko ar e an ogr e/ hal f - gi ant be one si ze l ar ger when deter mi ni ng whether a cr eatur e' s
hybr i d that now br eeds tr ue. Eneko ar e sl i ghtl y shor ter speci al attacks based on si ze (such as i mpr oved gr ab or
than thei r hal f- gi ant ki n. T hei r ski n car r i es a gr een ti nt swal l ow whol e) can affect them. Eneko can use weapons
that i nspi r es thei r bel i ef in an ogr e mage ancestr y, and desi gned for cr eatur es one si ze l ar ger wi thout penal ty.
some eneko spor t vesti gi al hor ns and pr omi nent cani ne However , thei r space and r each r emai n those of cr ea
teeth. Eneko char acter s have the fol l owi ng r aci al tr ai ts. tur es of thei r actual si ze. T he benefi ts of thi s r aci al tr ai t
Gi ant type. stack wi th the effects of power s, abi l i ti es, and spel l s that
Medi um si ze. change a subject's si ze categor y.
+2 Consti tuti on, +2 Str ength, 2 Dexter i ty, 2 Spel l - Li ke Abi l i ti es: 1/ dayendure elements, pass with
Char i sma. Eneko ar e as tough and str ong as thei r half- out trace. Caster level is equal to 1/2 Hi t Di ce (mi ni mum
gi ant ki n, but tend to be war y and r eser ved. 1st). T he save DC is Char i sma- based.
Base l and speed 30 feet. Aut omat i c L an guage: Common or Ri edr an.
Dar kvi si on 60 feet. Bonus L anguages: Common, Dwar ven, Gi ant, Quor i ,
Low- l i ght vi si on. Ri edr an.
+2 r aci al bonus on savi ng thr ows agai nst poi son. St ar t i ng Age: 30 year s + 3d6 (bar bar i an, r ogue,
Eneko ar e har dy and r esi stant to toxi ns. sor cer er , soul kni fe, wi lder ) + 2d6 (bar d, fighter, pal adi n,
Bonus Feats: Eneko r ecei ve Mar ti al Weapon Pr o r anger , psychi c war r i or ) + 4d6 (cler i c, dr ui d, monk,
ficiency (longbow) as a bonus feat. psi on, wi zar d) .
Power f ul Bui l d ( Ex) : T he physi cal statur e of Agi ng Effects: 60 year s (mi ddl e age)/ 80 year s
eneko lets them functi on in many ways as if they wer e one (old)/ 120 year s (vener able)/ +4d% year s (max age).
si ze categor y l ar ger . Whenever eneko ar e subject to a si ze - H ei ght and Wei ght: mal e (5'4" + 2d10/ 180 X 2d6
modi fi er or speci al si ze modi fi er for an opposed check lb.), female (4' 10" + 2d10/ 120 X 2d6 lb.)
(such as dur i ng gr appl e checks, bul l r ush attempts, and Favor ed Cl ass: Ranger .
tr i p attempts), they ar e tr eated as one si ze l ar ger if doi ng Level Adj ustment: +1.
Adar . Amon g the r i ngi ng peaks, the
kal asht ar ar e pr otected fr om thei r
mor tal enemi es who r ul e Ri edr a.
Even so, they ar e few i n number .
Fewer sti l l ar e the adventur esome
kal asht ar who can be f ound i n
r emote par ts of Sar l ona, spr ead
i ng the Path of Li ght and fighting
the I nspi r ed. No tr ue kal asht ar
settl ements exi st i n Sar l ona out
si de Adar , but one coul d meet
a kal asht ar as cl ose to Adar as
Syr kar n or as far away as a Q i ku
vi l l age in the tundr a.
MAENADS
Myster i ous and r emote, the mae
nads of Sar lona are bei ngs of tempes
tuous emoti ons held in check by r i gi d
self- contr ol. Because of an anci ent
tr agedy that befell thei r r ace, they
har bor a deep spi r i tual tur moi l . T he
The humans of Sarlona are a diverse lot maenads know l i ttl e about t hei r or i gi n. T hei r
l egends, suppor ted by br i ef and i nt er mi t t ent
confli ct wi th the humans and eneko of the r egi on. I n contact wi th aventi expl or er s, cl ai m that a gr eat human
Adar , a handf ul of hal f- gi ant fami l i es cal l ed the pathadrik ci vi li zati on once exi sted among the i slands of the Lhazaar
wander among the settl ements and monaster i es. Pr i nci pal i ti es, and that it sank beneath the waves some
two thousand year s ago in a magi cal catacl ysm. Those who
HUMANS wer e at sea when the catacl ysm occur r ed sai led east to find
As in K hor vai r e, Sar l onan humans ar e a study in di ver a new home, comi ng ashor e on the T ashyvar I sl ands of
sity. Fr om the tr i bal bar bar i ans of the Tashana Tundr a nor thwest Sar l ona. T her e the sur vi vor s under went some
to the asceti c monks of Adar , fr om the i ndustr i ous ci ty- f undamental physi cal and spi r i tual tr ansfor mati on, and
dwel l er s of Ri edr a to the pr oud agr ar i ans of Syr kar n, a new race was bor n.
humans domi nate the conti nent. Physi cal l y, maen ads cl osel y r esembl e human s,
al though they tend to be tal l er and heavi er . Most di sti nc
KALASHTAR ti vely, maenads' ski n is dusted wi th bi ts of l i vi ng cr ystal ,
Beauti ful and ki nd, yet emoti onally char ged and myster i gi vi ng them an odd and ghostl y luster in cer tai n ki nds
ous, kal ashtar look much li ke Chosen and I nspi r ed do. of l i ght. Maenads al so have a r aci al pr opensi t y towar d
Most kal ashtar are acti ve in roles that oppose the overlords psi oni cs, wi t h vi r t ual l y ever y i ndi vi dual mani f est i ng
of Ri edr a. T hei r number s ar e too few, however , to tr ul y wi l der abi l i ti es in puber ty.
oppose the mi ght of the I nspi r ed on the Mater i al Plane. M aen ad L an ds: T he maenads of T ashyvar have
Sti l l , they wor k ceaselessly to change the consci ousness bui l t thei r soci ety i n the i sl ands and shor es of nor th
that makes Dal Quor what it is todaya ni ghtmar e. wester n Sar l ona, col oni zi ng as far south as Wi nter stead
K al ash t ar L an ds: Most kal asht ar on Sar l ona at the mouth of the Q onama r i ver . Maenads in Sar l ona
l i ve wi t hi n the hi gh mount ai ns and r i ch val l eys of ar e gover ned by a st r ange seasonal r hyt hm, al most
SHIFTERS
As the secr ets of Sar l ona have r eveal ed themsel ves to
the K hor var i an schol ar s over the l ast few year s, one of
the most st ar t l i ng r evel ati ons was the di scover y of a
vast shi f ter popul ati on in nor ther n T ashana. It has
become appar ent that, l i ke humans and ogr es, the
shi fter r ace actual l y or i gi nated in Sar l ona.
T he thr ee T ashana shi f ter gr oups, each con
si sti ng of hundr eds if not t housands of i ndi vi dual ,
semi nomadi c t r i bes, ar e not nat i ons i n the t ypi cal
nati on- state sense. Rather , they ar e peopl e bound
together by common tr adi ti on and l oose ter r i tor i al
boundar i es.
i nl and ter r i tor i es west of the T i i ki r i ver and nor th to Ri edr ansbut when ther e ar e no Ri edr ans about, they
the Eska Mount ai ns. But the Chuni i gi popul ace is soon tur n on each other .
spar se r el ati ve to thei r ter r i tor i es, and they shar e the Al though most skul ks ar e content wi th thei r savage
wi l d nor t her n l ands wi t h many human and Neander li fe ami d the r ui ns, a few seek somethi ng mor e. Some of
thal tr i bes (Frostburn 36). I n r ecent year s, the nor ther n these skul ks end up wor ki ng wi th the Dr eam Mer chants,
Tashana has been r avaged by the ter r i ble K al aak bar bar whi l e other s si mpl y wander . A few seek to atone for the
i ans, and these i ncur si ons have r educed the Chuni i gi ' s dar k deeds of thei r ancestor s; it's sai d that a handf ul
number s f ur ther sti l l . of skul k gui des have been seen on the Summi t Road i n
Pr evi ous to the r i se of the I nspi r ed i n Ri edr a, r ecent year s.
a br anch of the Q i ku nati on r oamed far south i nto Skul k L an ds: Skul ks ar e scatter ed acr oss Sar l ona,
the l ands that ar e now the Dor Mal eer r egi on. As the but they ar e found i n si gni f i cant number s onl y on the
I nspi r ed came to power , they ensl aved these sout her n i sl ands of Ohr K al uun. H er e skul k tr i bes hi de i n the
tr i bes, who have si nce evol ved i nto an eli te war r i or caste anci ent war mazes, pl ayi ng cat and mouse wi th the for ces
ser vi ng in Ri edr a' s Savage Legi on. of the H ar moni ous Shi eld.
Some i ndi vi dual shi fter s and smal l packs have al so
made homes in the wi l ds of Syr kar n. XEPHS
Xephs (EPH 15) ar e a str ange br eed nati ve to Adar and
SKULKS possi bl y a pr oduct of the pecul i ar pl anar for ces that exi st
Legend says that at the concl usi on of the Sunder i ng, the i n the l and of r ef uge. Agi l e and psychi cal l y abl e, xephs
people of Nul akesh, Cor vagur a, and Pyr i ne j oi ned forces ar e r enowned for thei r fine cr af ts. Adar an xephs seem
to battl e Ohr K al uun. T hi s dar k ki ngdom was al r eady extr emel y l i ghthear ted compar ed to the typi cal Adar an,
weakened by ci vi l war , and the for ces of the I nspi r ed but the xeph homel and has never known war or si gni fi
took down the ci ty- states of O hr K al uun one by one. cant i nter nal str i fe. Al l xephs consi der themsel ves sol
I n what seemed to be an act of char i ty, a Shadow Lor d di er s in the defense of Adar , however , and they' r e wor thy
named Kul Uul an opened hi s war maze to the r efugees of par tner s in thi s role.
fallen ci ti es, suggesti ng that they mi ght sti ll find vi ctor y Xeph L an ds: Xephs or i gi nated and sti ll li ve in rift
thr ough uni ty. T he tr uth was far mor e macabr e. Uul an val l eys in the southwester n por ti on of Adar . T hei r home
sacr i fi ced thousands of r efugees in a ghastly r i tual cal l i ng is a peaceful and conceal ed one in a caver nous canyon on
for the bl essi ng and pr otecti on of the Dar k Si x. When the a r i ver they name the Xar yai . Xephanan, thei r l ar gest
soldi er s of the Ri edr an Al l i ance came to Uulan' s maze, city, is deep wi thi n the canyon.
they f ound no tr ace of hi s peopl e; even cl ai r sent i ence
pr oved usel ess. Sol di er s wer e ki l l ed, and wor d spr ead YUAN-TI
of evi l spi r i ts haunt i ng the br oken mazes. I n ti me, the Once the yuan- ti r ul ed ki ngdoms, but the I nspi r ed
tr uth came to l i ght. Uul an' s peopl e hadn' t vani shed: tur ned the human popul ati on of centr al Sar lona agai nst
they' d been t r ansf or med. T hr ough the bl ood sacr i f i ce them dur i ng the Sunder i ng. T he race was al most er adi
of thousands of i nnocents, Uul an had gai ned a ter r i bl e cated, and many yuan- ti fled, first to Ar gonnessen and
power for hi s own people. T hey had become the skul ks ul ti matel y to Xen' dr i k. T hose who r emai n ar e for ced to
(Fiend Folio 154). cl i ng to the shadows, conceal i ng thei r tr ue natur e fr om
T he skul ks of Ri edr a bel i eve that they ar e the the people ar ound them.
chosen people of the Dar k Si x, bl essed and shi elded by For the most par t , the yuan- t i appear to want
the dei ti es other s fear . Al t hough the skul ks r ever e al l nothi ng mor e than soli tude, but the I nspi r ed teach thei r
of the Si x, they typi cal l y select one as a per sonal patr on subj ects to fear the schemi ng ser pent peopl eand these
and seek to emul ate that force in all ways. T he Mocker y fear s mi ght be j usti f i ed. It is possi bl e that some yuan- ti
i nspi r es the most f ol l ower s, and the skul ks who i dol i ze sti l l seek to r ecl ai m the gl or y of thei r past, and to over
the flayed god ar e ter r i f yi ng i ndeed. T hose skul ks who thr ow those who l ai d them low . . . both the I nspi r ed
fol l ow the Shadow often pur sue ar cane knowl edge; the and humani ty.
most danger ous member s of the Hei r s of Ohr K al uun are Sar lona is home to two di sti nct br eeds of yuan- ti .
often skul k wi zar ds. Nonethel ess, the skul ks have never The ser pent people of Syr kar n are tr adi ti onal yuan- ti (MM
posed a ser i ous thr eat to the I nspi r ed. T hey ar e par anoi d 262), but few are evi l . The shul assakar yuan- ti shar e tr ai ts
cr eatur es who r ever e madness, tr eacher y, and destr uc wi th feather ed ser pents and ar e devoted to the couatl ,
ti on. T hey have tr oubl e f or mi ng l ar ge communi ti es, as fol l owi ng a r el i gi on ver y si mi l ar to the Si lver Fl ame.
r i val r i es and feuds qui ckl y ar i se. The skul ks love to ki l l Other wi se identical to standard yuan- ti , the shulassakar are
WINTERHIDE SHIFTERS
Sar l onan shi fter s shar e the same r aci al tr ai ts as K hor var - ar mor bonus to AC, and r esi stance to cold 5. In addi ti on,
i an shi fter s (ECS 19). In addi ti on, Tashana shi fter s can a wi nter hi de shi fter has a +2 r aci al bonus on For ti tude
choose to adopt the fol l owi ng speci al shi f ti ng tr ai t. savi ng thr ows to r esi st the envi r onmental effects of
Wi n t er hi de ( Su) : Whi l e shi f ti ng, a wi nter hi de extr eme cold.
shi fter gai ns a +2 bonus to Consti tuti on, a +1 natur al
cover ed wi th r ai nbow pl umage. T hey al so have di ffer ent 2ndanimal affinity, clairvoyant sense, cloud mind, concealing
spell- li ke abi l i ti es: darkness and deeper darkness ar e r eplaced amorpha, constrictor's touch, dream lock, psionic knock, psionic levitate,
by light and daylight, r especti vel y; cause fear is r epl aced by thought shield
remove fear. 3r ddanger sense, greater concealing amorpha, escape detection,
Yuan- Ti L ands: The yuan- ti are a race in hi di ng, and evade burst, psionic darkvision, touchsight
they have no open settlements. Most yuan- ti are found in 4thaura sight, psionic dimension door, psionic freedom of move
thei r ancestr al l and of Syr kar n. The shul assakar ar e far ment, psionic modify memory, steadfast perception, trace teleport
fewer in number . T hey once r esi ded in the ki ngdom of
K hal esh, now a pr ovi nce of Ri edr a. Today, they ar e gen T ABL E 2- 1: T H E PSI O N I C ASSASSI N
er ally found in couatl r ui nspr otecti ng these si tes from
explor er s whi l e r el yi ng on the locales' defensi ve magi c to Power
shi eld them fr om the eyes of the I nspi r ed. Poi nts/ Power s Maxi mum Power
Level Day K nown Level K nown
PLANAR RACES 1st 0* 1 1st
The many mani fest zones and pl anar for ces in Sar lona 2nd 1 2 1st
pr esent a multi tude of possi bi l i ti es for str ange offspr i ng, 3r d 3 3 1st
nati ve or extr apl anar . I f Sar l ona is taken as a whol e, the 4th 5 4 2nd
opti ons ar e endl essespeci al l y in wi l der par ts of the 5th 7 5 2nd
conti nent. Adar , Syr kar n, and the Tashana Tundr a have 6th 11 6 2nd
fi endi sh i nfl uences, gi vi ng r i se to ti efl i ngs and other 7th 15 7 3r d
evi l - al i gned cr eatur es. T he Tundr a's aukaraks tai nt some 8th 19 8 3r d
chi l dr en wi th pl anar ener gy. Lamanni a and K ythr i com 9th 23 9 4th
monly i nfluence Adar . As such, a few bar i aur s, meph- 10th 27 10 4th
l i ngs, stonechi l dr en, wi l dr en, and even some aasi mar s * A psionic assassin gai ns no power points at 1st level. How
descended fr om guar di nal s make homes in the l and of ever, he does add power points from a high Intelligence
r efuge. Choands and ner aphi m ar e al so found in Adar , score, his race, and feats or other sources to his reserve.
and a few gi thzer ai have bui l t a monaster y in Adar ' s
Uutkl eza mani fest zone.
Pl an ar Races' L an ds: Pl anar r aces have no domi NEW FEATS
nance in any por ti on of Sar l ona. T hey li ve among the T hough many of the feats bel ow r emai n uni que to Sar
mundane r aces wher e they can, or alone or in smal l lona, a few have begun to appear on mai nl and K hor vai r e,
gr oups wher e they ar e shunned. br ought over by kal ashtar and Sar l onan tr ader s.
Member s of the psi oni c r aces of Sar l ona, i nclud
i ng the I nspi r ed and kal ashtar , make use of all the feats
ALTERNATIVE CLASS FEATURE: found in Expanded Psionics Handbook. Char acter s who oppose
the I nspi r ed often take feats desi gned to thwar t the use
THE PSIONIC ASSASSIN of psi oni cs, such as Hosti l e Mi nd (EPH 47).
Both the Dr eami ng Dar k and the T housand Eyes have
use for assassi ns; the quor i pr efer the kni fe in the dar k DREAMTOUCHED FEATS
to swor ds at dawn. T hose who oppose the I nspi r ed mi ght Dr eamtouched feats al l ow a char acter to touch and dr aw
also tur n to the assassi n' s path in thei r quest for fr eedom power from the other wor l dly dr eamspace (see page 18)a
fr om r epr essi on. But the ar cane magi c of the assassi n myster i ous ener gy that per meates the Mater i al Pl ane.
doesn't sui t the quor i bent for psi oni c power , nor the The Dr eam Scion feat is a pr er equi si te for all other dr eam-
dear th of ar cane knowl edge i n the wake of I nspi r ed touched feats.
pogr oms. T hi s al ter nati ve cl ass featur e al l ows for the
cr eati on of uni quel y Sar lonan assassi ns, whether they ar e HOST FEATS
dr eambl ades of the quor i or Aki ak avenger s. Host f eats, i ntr oduced in Complete Psionic, r epr esent the
L evel : Assassi n 1st. power s of bei ngs that possess shar ed spi r i ts. Host feats
Repl aces: I f you select thi s featur e, you do not gai n can be taken onl y by a cr eatur e who ser ves as a physi cal
any spel l casti ng abi l i ti es. vessel for a psi oni c enti ty. In the EBERRON campai gn
Benef i t: A psi oni c assassi n has the abi li ty to mani fest setti ng, Chosen, I nspi r ed, and kal asht ar qual i f y for
psi oni c power s as if he was a psi on. To l ear n or mani fest a host f eats.
power , the assassi n must have an I ntel l i gence scor e of at
least 10 + the power's level. Hi s mani fester level is equal to TACTICAL FEATS
hi s assassi n l evel . T he Di ffi cul ty Cl ass for savi ng thr ows T acti cal feats wer e i ntr oduced in Complete Warrior. T hey
agai nst psi oni c assassi n power s is 10 + the power ' s level + al l ow char act er s to per f or m a number of power f ul
the assassi n' s I nt modi fi er . attacks by first t aki ng pr escr i bed acti ons to set up the
A psi oni c assassi n chooses power s from the followi ng maneuver . It is up to you to keep tr ack of those acti ons
l i st. Descr i pti ons ar e in Expanded Psionics Handbook, unl ess and to i nfor m the DM that you ar e pr epar i ng to execute
other wi se noted. a tacti cal maneuver .
1st adrenaline boost (Complete Psionic), burst, catfall,
chameleon, control light, dimensional pocket (Complete Psionic), W EAPON STYLE FEATS
mighty spring (Complete Psionic), offensive prescience, sensory gloom Di st i nct i ve f i ght i ng styl es ar e the stuf f of l egends.
(Complete Psionic) Weapon styl e f eats gi ve a char act er f l ai r as wel l as
T ABL E 2 - 2 : N E W FEA T S
speci al i zed r ewar ds. T he monks and mount ai nf ol k of of al ti tude t han the categor y you ar e act ual l y i n. Af t er
Adar have a few such styl es. you spend a week at a speci f i c al t i t ude, you become
accl i mat ed to that al ti tude and al l l ower al t i t udes, and
ALTITUDE ADAPTATION no l onger have to make For t i t ude saves for each 6-
Your body adapts qui ckl y to changes in al ti tude, pr event hour per i od to avoi d al ti tude si ckness. I f you tr avel to
i ng you fr om suf f er i ng as much fr om al ti tude si ckness. a l ower al ti tude and r emai n ther e for a week, you lose
Pr er equi si t e: Base For ti tude save bonus +2. your accl i mati on to the hi gher al ti tude and must r eac-
Ben ef i t : You gai n a +4 bonus on For ti tude savi ng cl i mat i ze, al though you al ways r etai n the other benef i ts
t hr ows to avoi d the ef f ects of al t i t ude (DMG 90). Addi gr ant ed by thi s feat.
ti onal l y, when you deter mi ne what effect the al ti tude has Speci al : T hi s feat gr ant s a +2 bonus on Sur vi val
on you, you appl y the effect for the next l ower categor y checks made in hi gh al ti tude (above 5,000 feet) ar eas.
H ost Feat s Pr er equi si t es Ben ef i t
Gestal t Mi ght Spend psi oni c f ocus for adr enal boost
Psychi c War f ar e Concentr ati on 6 r anks, Gai n mi nd- af f ecti ng power bonuses and def enses
base Wi l l save bonus +4
ASCETIC PSION i nvol vi ng br eathi ng, i ncl udi ng suf f ocati on, al ti tude
You ar e a pr acti ti oner of one of the many styles compr i s si ckness, and gas attacks (such as smoke or stinking cloud),
i ng the kal ashtar path of shadows, such as the Tashal a- you r ecei ve a +4 bonus.
tor a. Mi xi ng medi tati on, di sci pl i ne, and movement have
taught you to become psi oni cal l y focused mor e easi l y COLD ENDURANCE
whi l e di str acted. Either because of gr owi ng up in a cold environment or train-
Pr er equi si t es: Wi s 13, I mpr oved Unar med Str i ke, i ng your body and mi nd to i gnore the bi ti ng effect of cold,
Nar r ow Mi nd E PH , mani fester level 1st. you can exist wi th ease in low- temperature envi r onments.
Ben ef i t : You can become psi oni cal l y f ocused Pr er equi si t e: Base For ti tude save bonus +2.
as a st andar d acti on that doesn' t pr ovoke at t acks of Benef i t: You can exi st comfor tabl y in temper atur e
oppor t uni t y. condi ti ons of 0 F and hi gher wi thout havi ng to make
If you have levels in psi on and monk, those levels For ti tude saves (MM 302). You al so gai n a +2 bonus on
stack for the pur pose of deter mi ni ng your AC bonus. For savi ng thr ows agai nst cold effects.
exampl e, a kal ashtar 4th- level psi on/ 1st- level monk woul d Cold Endur ance doesn't pr ovi de any level of r esi s
have a +1 bonus to AC as if he wer e a 5th- level monk. If tance to cold damage.
you woul d be al l owed to add your Wi sdom bonus to AC
(such as for an unar mor ed/ unencumber ed monk), you
can i nstead add your I ntel l i gence bonus to your AC.
DREAM Of CONTACT
In addi ti on, you can mul ti cl ass fr eely between the [DREAMTOUCHED]
psi on and monk cl asses. T he dr eamspace thr eads thr ough you and those you
know, al l owi ng your thoughts to touch in dr eams.
BREATH CONTROL Pr er equi si t e: Dr eam Sci on, one other dr eam-
You have master ed your body' s need for ai r . touched feat.
Pr er equi si t es: Con 13, Wi s 13 Benef i t: You exper i ence dr eams that focus on those
Benef i t: You can hold your br eath twi ce as long as you know. Once per day, you can attempt to touch the
nor mal . When you must make a savi ng thr ow or check mi nd of a cr eatur e whi l e you sl eep, r est, or medi tate wi th
the i ntent of r estor i ng your abi l i ty to enter a dr eam- Pr er equi si t es: Dr eam Sci on, one other dr eam
touched state. You send a shor t message of twenty- f i ve touched feat.
wor ds or l ess to a subj ect you have pr evi ousl y met and Ben ef i t : Whi l e i n a dr eamt ouched st at e, you
spoken to i n the waki ng wor l d. T he subj ect r ecei ves and gai n l ow- l i ght vi si on, dar kvi si on out to 60 feet, and
under st ands the message whet her awake or sl eepi ng, bl i ndsense.
but not if unconsci ous. T hi s abi l i ty does not al l ow the Al so, whi l e i n a dr eamt ouched state, you can use
subject to r espond, but the subject knows the message is augury as a spel l - l i ke or psi - l i ke abi l i ty (your choi ce,
fr om you. caster / mani fester level 1st). T hi s is a full- r ound acti on
T hi s abi li ty functi ons r egar dl ess of the di stance to that pr ovokes attacks of oppor tuni ty. Usi ng augury i mme
the subj ect, but only if you and the subject ar e on the di ately ends your dr eamtouched state.
Mater i al Pl ane. Sendi ng your message (whether success Speci al : Taki ng thi s feat i ncr eases the dur ati on of
fully or not) expends one use of your dr eamtouched state your dr eamtouched state by 1 r ound.
for the fol l owi ng day.
Speci al : T aki ng thi s feat i ncr eases the dur ati on of
your dr eamtouched state by 1 r ound.
DREAM OF STRENGTH
[DREAMTOUCHED]
DREAM Of INSIGHT Your connecti on to the dr eamspace floods you wi th gr i m
i ntensi ty and deter mi nati on.
[DREAMTOUCHED] Pr er equi si t es: Dr eam Sci on.
Your connecti on to the dr eamspace gr ants you i nsi ght Benef i t: Whi l e in a dr eamtouched state, you gai n a
ful vi si ons. + 1 i nsi ght bonus on damage r olls and a +1 i nsi ght bonus
Pr er equi si t e: Dr eam Sci on, one other dr eam on For ti tude saves.
touched feat. You al so gai n a +5 i nsi ght bonus on any si ngl e
Benef i t : You exper i ence vi vi d and l uci d dr eams. damage roll or For ti tude save you make whi l e in a dr eam
Once per day, you can make a si ngl e K nowl edge check touched state. Usi ng thi s bonus i mmedi atel y ends your
(any fi eld) whi l e you sl eep, r est, or medi tate wi t h the dr eamtouched state.
i ntent of r estor i ng your abi l i ty to enter a dr eamtouched Speci al : T aki ng thi s feat i ncr eases the dur ati on of
state. You gai n a +10 i nsi ght bonus in addi ti on to your your dr eamtouched state by 1 r ound.
usual modi fi er s on the check, and can make a check for
uncommon knowl edge (DC 11 or hi gher ) even if you have
no r anks in the appr opr i ate K nowl edge ski l l. Maki ng thi s
DREAM OF THE MOMENT
K nowl edge check expends one use of your dr eamtouched [DREAMTOUCHED]
state for the fol l owi ng day. The voi ces of the dr eamspace gi ve you whi sper ed gl i mpses
If appr opr i ate, DMs and pl ayer s can choose to r ole- of the acti ons unfol di ng ar ound you.
pl ay a scenar i o that pr ovi des the i nf or mati on sought Pr er equi si t es: Dr eam Sci on.
t hr ough Dr eam of I nsi ght. A char act er mi ght have a Benef i t : Whi l e in a dr eamtouched state, you gai n a
vi si on of anci ent r ui ns that r eveal s some aspect of thei r + 1 i nsi ght bonus on attack r olls and Reflex saves.
hi stor y, or could dr eam of a r i ddle contest wi th a sphi nx You al so gai n a +5 i nsi ght bonus on any si ngle attack
whose outcome di scl oses a magi c i tem command wor d. roll or Reflex save you make whi l e in a dr eamtouched
Speci al : T aki ng thi s feat i ncr eases the dur ati on of state. Usi ng thi s bonus i mmedi atel y ends your dr eam
your dr eamtouched state by 1 r ound. touched state.
Speci al : T aki ng thi s feat i ncr eases the dur ati on of
your dr eamtouched state by 1 r ound.
DREAM OF INSTINCT
[DREAMTOUCHED] DREAM SCION [DREAMTOUCHED]
T he aur as of the dr eamspace help to shar pen your tr ai n Your knowl edge and study al l ows you to tap i nto an other
i ng and r esolve. wor l dl y sour ce of mysti cal ener gythe dr eamspace.
Pr er equi si t es: Dr eam Sci on. Pr er equ i si t es: K n owl edge ( ar can a) 3 r an ks,
Benef i t : Whi l e in a dr eamtouched state, you gai n K nowl edge (the pl anes) 3 r anks, K nowl edge (psi oni cs)
a +1 i nsi ght bonus on ski l l checks and Wi l l saves. These 3 r anks.
bonuses stack wi t h the effect of the abi l i ty bonuses Benef i t: By tappi ng i nto the latent essence of dr eams
gr anted by the Dr eam Sci on feat. that satur ates all Eber r on, you ar e able to dr aw power
Fur ther mor e, you gai n a +10 i nsi ght bonus on any fr om the other wor l dl y dr eamspace (see page 18).
si ngle ski l l check or Wi l l save you make whi l e in a dr eam As a full- r ound acti on, you enter a dr eamtouched
touched state. Usi ng thi s abi li ty i mmedi atel y ends your statea condi ti on of consci ous dr eami ng that f ocuses
dr eamtouched state. the wor l d ar ound you even as it r eveal s your own i nner
Speci al : T aki ng thi s feat i ncr eases the dur ati on of self. You can enter a dr eamtouched state once per day for
your dr eamtouched state by 1 r ound. ever y si x char acter level s you have.
Whi l e in a dr eamtouched state, you gai n a +2 bonus
to your I nt el l i gence, Wi sdom, and Char i sma scor es.
DREAM OF PERCEPTION T hi s gr ants you the usual benef i ts to ski l l checks based
[DREAMTOUCHED] on those abi l i ti es and on other uses of your I ntel l i
Your senses are shar pened wher e the dr eamspace unfolds gence, Wi sdom, and Char i sma modi f i er s. Spel l cast
ar ound you. er s and mani f est er s i n a dr eamt ouched state do not
gai n any addi t i onal spel l s or power poi nt s, but they GESTALT MIGHT [HOST, PSIONIC]
i ncr ease the save DCs for those spel l s and power s. Your call on your i nner spi r i t to pr ovi de you wi th a bur st
Your i ncr ease i n I nt el l i gence does not gr ant you any of adr enal i ne.
addi t i onal ski l l poi nt s. Benef i t : As a swi ft acti on, you can expend your
Each dr eamt ouched state l asts for a number of psi oni c focus to gai n a +2 i nsi ght bonus to Str ength and
r ounds equal to 3 + your ( newl y i mpr oved) Wi sdom Dexter i ty for 1 r ound.
modi fi er . I f you ar e in the last r ound of a dr eamtouched
state, you can opt to conti nuousl y extend that state i nto HAZING STRIKE
another dr eamtouched state (a swi ft acti on) as long as you Your successful stunni ng attack clouds the mi nd as it
have uses left for the day. hamper s the body.
In addi ti on to the above effects, char acter s who have Pr er equi si t es: Dex 13, Wi s 13, I mpr oved Unar med
the Dr eam Sci on feat ar e i mmune to the dr eamshapi ng Str i ke, Stunni ng Fi st, base attack bonus +2.
effects of the hanbalani (see page 48). Ben ef i t : Vi ct i ms of your successf ul st un n i n g
Speci al : Char act er s nor mal l y unabl e to dr eam at t ack can' t mai n t ai n n on magi cal al t er ed ment al
(i ncl udi ng kal ashtar , el ves, and war f or ged) can take thi s states, i ncl udi ng combat f ocus, dr eamtouched, fr enzy,
feat in or der to tap i nto the latent power of the dr eam- psi oni c focus, and r age. Af f ected cr eatur es can't r egai n
space. Such char acter s do not gai n the abi l i ty to dr eam these states for 1 r ound f ol l owi ng the r ound when they
or the abi li ty or need to sleep as a r esult. However , taki ng ar e stunned.
thi s feat makes such char acter s suscepti bl e to spel l s and Speci al : A fi ghter can select H azi ng Str i ke as one of
effects not nor mal l y effecti ve on char acter s who do not hi s fi ghter bonus feats. Cr eatur es i mmune to stunni ng
dr eam, i ncl udi ng nightmare. attacks ar e i mmune to the effect of thi s feat.
A char act er must have sl ept for a mi n i mum of
4 hour s i n the pr evi ous 24 hour s to put hi msel f or
her sel f i nto a dr eamt ouched state. Char act er s who
INSIDIOUS TERROR
do not sl eep (such as el ves and war f or ged) must have [PSIONIC, RACIAL]
spent a mi ni mum of 4 hour s i n uni nt er r upt ed r est or Your i ntui ti ve sense of your vi cti m' s fear s enhances the
medi tati on. T i me spent in sl eep or r est to pr epar e for a effecti veness of your psi oni c power s.
dr eamtouched state al so counts as nor mal towar d heal Pr er equi si t es: Chosen, kal ashtar , or I nspi r ed,
i ng, r egai ni ng spel l s and power s, and other effects that Quori Dr ead.
r equi r e r est. Benef i t: When you use a mi nd- affecti ng psi oni c
Char acter s who ar e fati gued or exhausted cannot power agai nst a tar get demor al i zed by your Quori Dr ead,
enter a dr eamtouched state. you can expend your psi oni c focus to i ncr ease the DC of
the Wi l l save by 1. I f the power is a fear effect, the DC
EDGEW ALKER SENTINEL is i ncr eased by 3.
T he techni ques and tr ai ni ng of the Edgewal ker r anger s
help you battle cr eatur es fr om other wor l ds.
Pr er equi si t es: Favor ed enemy (any outsi der ).
KALASHTAR MINDLINK
Benef i t : Add K nowl edge (the planes) to your li st of [PSIONIC, RACIAL]
r anger or scout cl ass ski l l s. You ar e i nnatel y tal ented wi t h your r aci al mindlink psi -
When you select thi s feat, gai n a +1 bonus agai nst one l i ke abi l i ty.
of your pr eexi sti ng outsi der favor ed enemi es. Pr er equi si t es: K al ashtar , mindlink psi - li ke abi li ty.
In addi ti on, you can cast the fol l owi ng spel l s as if Benef i t : You can use the mindlink psi - l i ke abi l i ty
they wer e on the r anger spell list at the i ndi cated level. gr anted by your kal ashtar her i tage thr ee ti mes per day.
1stprotection from chaos/evil/good/law. Your mani fester level for your mindlink abi li ty equal s your
3r dmagic circle against chaos/evil/good/law. char acter level.
4thdismissal. Nor mal : A kalashtar 's mi ndl i nk can be used once per
Speci al : You can take thi s feat multi ple ti mes. Each day, and its mani fester level is 1/2 the kal ashtar ' s H D.
ti me you take the feat, it appli es to a di ffer ent ki nd of
outsi der favor ed enemy you have. MIND MASK [PSIONIC]
Your mi nd conceal s some of your tr ai ts.
FLYING TIGER [STYLE] Benef i t: Effects that detect al i gnment r eveal that
You have master ed the style of fi ghti ng wi th two hook you ar e neutr al , and detect magic and detect psionics r eveal you
swor ds at the same ti me, and you can per for m astoundi ng to be nonmagi cal and nonpsi oni c, r egar dl ess of your tr ue
maneuver s wi th them. natur e. You also get a +1 bonus on savi ng thr ows agai nst
Pr er equi si t es: Dex 15, Exoti c Weapon Pr ofi ci ency mi nd- affecti ng spel l s, power s, and abi l i ti es. I f you wi sh,
(hook swor d), Two- Weapon Fi ghti ng or the abi l i ty to you can suppr ess the benefi t of thi s feat to r eveal your
tr eat the hook swor d as a speci al monk weapon, Weapon actual char acter i sti cs and for go the save bonus.
Focus (hook swor d), base attack bonus +1 N or mal : A cr eatur e' s aur a r eveal s its al i gnment and
Benef i t: When taki ng a full attack acti on wi th your psi oni c natur e.
hook swor ds, you can hook the long ends of the weapons Speci al : T hi s feat does not mask the aur a of effects
together or unhook them as a fr ee acti on. Whi l e the you cr eate or i tems in your possessi on, i ncl udi ng ongo
swor ds ar e hooked together , they deal only the l ower of i ng spel l s and power s, as wel l as i mbedded magi c or
thei r two damage di ce but they al so act as a r each weapon psi soni c i tems.
that can be used to attack adjacent foes.
Benef i t : You can tr eat a hafted r each weapon as a
MONK'S SPADE MIND BLADE speci al monk weapon, al l owi ng you to per for m flur r y
[PSIONIC] of bl ows wi th it. Exampl es of such weapons i nclude the
When you r eshape your mi nd bl ade, you can change it gl ai ve, l ongspear , r anseur , and Tal enta shar r ash.
i nto an exoti c weapon: a monk' s spade (see page 136).
Pr er equi si t es: Abi l i ty to gener ate a mi nd bl ade, PSYCHIC WARFARE [HOST, TACTICAL]
shape mi nd bl ade cl ass featur e. You have studi ed the tel epathi c combat techni ques of the
Benef i t : Any ti me you want to r eshape your mi nd I nspi r ed and the kal ashtar , and can dr aw on your i nner
blade usi ng your shape mi nd blade cl ass featur e, you can spi r i t to str engthen your attacks.
add the monk' s spade to your shape r eper toi r e. You ar e Pr er equi si t es: Concentr ati on 6 r anks, base Wi l l
pr ofi ci ent wi th your monk' s spade mi nd bl adeyou ar e save bonus +4.
tr eated as if you had the feat Exoti c Weapon Pr ofi ci ency Benef i t: The Psychi c War f ar e feat enables the use of
(monk' s spade mi nd bl ade). The weapon is si zed appr o thr ee techni ques. You can benefi t fr om only one of these
pr i atel y for you and deal s damage as a monk' s spade. tacti cs in any gi ven r ound.
Active Defense: To use thi s techni que, you must fi ght
MOUNTAIN STANCE defensi vel y or per for m a full defense acti on. Dur i ng a
You know how to stabi l i ze your sel f agai nst unbal anc r ound in whi ch you fight defensi vely, you r ecei ve a +1
i ng at t acks. i nsi ght bonus on savi ng thr ows agai nst mi nd- affecti ng
Pr er equi si t es: Wi s 13, Bal ance 5 r anks, Concentr a spel l s, power s, and abi l i ti es. I f you take a full def ense
ti on 2 r anks. acti on, thi s bonus is i ncr eased to +2.
Ben ef i t : You gai n a +2 bonus on checks and r ol l s Probing Thoughts: To use thi s techni que, you must per
to r esi st bul l r ush, di sar m, gr appl e, over r un, and tr i p for m a full defense acti on for 1 r ound. If you mani fest a
attempts made agai nst you. mi nd- affecti ng power agai nst a tar get wi thi n 60 feet on the
followi ng r ound, the savi ng thr ow DC is i ncr eased by 1.
POLE MASTER Psychic Riposte: To use thi s techni que, you must spend 1
Your monasti c tr ai ni ng i ncl uded extensi ve wor k wi th acti on poi nt to i mpr ove your savi ng thr ow when you ar e
pole ar ms. tar geted by a mi nd- affecti ng spel l , power , or abi li ty. Add
Pr er equi si t es: Pr of i ci ency wi t h a speci f i c haf ted hal f of the r esult of the acti on poi nt roll (r ounded down)
r each weapon, Weapon Focus (same speci f i c haf ted to the savi ng thr ow DC of any mi nd- affecti ng power you
r each weapon) , base attack bonus +1, f l ur r y of bl ows mani fest agai nst the aggr essor in the fol l owi ng r ound.
cl ass f eatur e.
QUORI DREAD [PSIONIC, RACIAL]
You can unsettl e an enemy, filling hi s mi nd wi th whi s
per s of ni ghtmar e dr awn fr om Dal Quor.
Pr er equi si t es: Chosen, kal ashtar , or I nspi r ed.
Benef i t: You have the abi l i ty to demor al i ze a si ngle
opponent wi thi n 120 feet of you. T hi s is a move acti on
that does not pr ovoke attacks of oppor tuni ty. Your vi cti m
takes a 1 mor ale penal ty on attack r olls and damage r olls
when he tar gets you. The effect lasts unti l you select a new
tar get or unti l your vi cti m moves out of r ange.
T hi s is a mi nd- affecti ng fear effect.
Speci al : A Chosen, I nspi r ed, or kal ashtar fighter can
select Quor i Dr ead as one of her fighter bonus feats.
REPEL OUTSIDERS
Your study of Sar l ona' s mani f est zones and pl anar
br eaches gi ves you a measur e of contr ol over the outsi d
ers that lur k ther e.
Pr er equi si t e: Edgewal ker Senti nel , r anger 3rd.
Benef i t: You can war d off cr eatur es of the outsi der
type. You make a Char i sma check and consult the Tur n
i ng Undead table (PH 159), usi ng your r anger level to
deter mi ne the most power ful outsi der s you can affect.
T hi s abi li ty wor ks only agai nst outsi der s wi thi n 60 feet of
you. You then roll 2d6 and add your r anger level + your
Char i sma modi fi er to deter mi ne your tur ni ng damage.
T hi s feat other wi se acts as the Repel Aber r ati on feat
(ECS 58).
PLAYING A HAZTARATAIN
As a H azt ar at ai n, you ar e a f i er ce guar di an of Adar .
Af t er t aki ng ti me to bl end body and spi r i t, you have
honed your sel f i nto a weapon to destr oy i nvader s. Li ke
many f or ces i n Adar , you and your f el l ows ar e i r r egu
l ar s, each abl e to tr avel f r eel y as per sonal desi r es and
the needs of the l and of r ef uge di ctate. Abl e to endur e
wher e the weat her t akes the weak, you tr avel t hr ough
what other s f i nd i mpassabl e and f i ght i n ways no one
spi r i t, mi nd, and body to the auster e tr ai ni ng r equi r ed equi nox. Led by the eldest H aztar atai n in the monaster y,
of a tr ue mar t i al ar ti st. When your teacher s thought K ei dr i i (LG female human monk 2/egoist 3/ H aztar atai n
you wer e r eady, or when you consi der ed your sel f so, 10), thi s gr oupi ng is fanci ful ly cal l ed the Gather i ng of
you tr avel ed to the H aztar atai n Monaster y and then to Stor ms. At the meeti ng, H aztar atai ns exchange news and
Ahdr yat mi n. T her e, the spi r i ts of Adar appr oved your collect i nfor mati on on thr eats. Some form new gr oups,
guar di anshi p, and thei r appr oval ear ned you tr ai ni ng whi l e other s leave compani ons behi nd to go it al one.
as a H aztar atai n.
Now you'r e a parahdri, behol den only to your sense of NPC Reacti ons
duty to Adar and your mor al i ty. You wander wher e the In Adar , a H aztar atai n can expect a fr i endly r ecepti on
wi nds beckon, deal i ng wi th those you meet as you see fit. from those who r ecogni ze her and her occupati on. That
Si nce you're al ways wel come in the H aztar atai n Monas sai d, a few r enegade H azt ar at ai ns have done enough
ter y, you can r etur n ther e to tr ai n. Other monaster i es evi l that some pl aces har bor gr udges agai nst speci f i c
al so r espect your ski l l , and ar e usual l y open to you. summi t senti nel s. Resi dents of such ar eas ar e l i abl e to
As you advance, consi der what type of war r i or you be unfr i endl y or even hosti l e.
want to become. Gai ni ng mor e spel l casti ng or psi oni c Ri edr ans hate and f ear H azt ar at ai ns. Of cour se,
pr owess mi ght seem desi r able, but you can never outlear n few Ri edr ans woul d r ecogni ze a H azt ar at ai n on si ght.
those who have such vocati ons as thei r sole focus. Develop An d Ri edr an mi l i t ar y per sonnel i n Adar ar e al ways
only those power s that enhance your effecti veness, such unfr i endl y or wor se to Adar ans.
as ar ea spel l s or psychometabol i sm power s. As for feats,
Whi r l wi nd Attack mi ght be a good goal if you want to be HAZTARATAIN LORE
the hi t- and- r un type. Psi oni c Fi st is a must for psi oni c Char act er s who have r anks i n K nowl edge (l ocal ) can
H aztar atai ns, and Bli nd- Fi ght is an assetdar kvi si on or r esear ch H aztar atai ns to lear n more about them. When a
no dar kvi si on. Consi der Tr ack if you want to stal k your char acter succeeds on a ski l l check, the fol l owi ng lore is
foes or your al l i es need such hel p. r eveal ed, i ncl udi ng the i nfor mati on fr om l ower DCs.
DC 10 : H aztar atai ns ar e Adar an monks who have
Resour ces mysti cal power s r el ated to the ear th and sky. T hey ar e
H azt ar at ai ns have the r espect of many in Adar . A wan guer r i l l a war r i or s who have some mysti cal abi li ty.
der i ng war r i or such as you can expect shel ter fr om a DC 15: Al l H aztar atai ns ar e tr ai ned at H aztar atai n
monaster y or a bi t of food (i f you need it) fr om a val l ey Monaster y on the east side of Adar , but many come fr om
far mer . You ar e ti ed to no or gani zati on, however , unl ess di ffer ent monasti c tr adi ti ons. Each of them is r equi r ed
you j oi n the Summi t Road, and wi th that fr eedom comes to go on a pi l gr i mage i nto the wi l ds before bei ng accepted
li ttle suppor t. Li ve by your r eputati on and your abi l i ty to for tr ai ni ng. H azt ar at ai , an anci ent kal asht ar master ,
take what you need fr om your enemi es. li ved in the H aztar atai n Monaster y.
DC 20 : T he pi l gr i mage all H aztar atai ns under take
HAZTARATAINS IN THE W ORLD actual l y r equi r es them to gai n the appr oval of the spi r i ts
"The wind came howling down the valley, and it was dumping buckets of Adar ' s wi l d pl aces. It is the first step in gai ni ng thei r
of rain before they appeared. Four of them came against over forty of power s, whi ch i nclude heal i ng by sl eepi ng on the ear th,
us. I don't know why or how I survived, my lord. I do know that you are i mmuni ty to the weather , gr eat j umpi ng ski l l , and goi ng
rightthe people of Adar are monsters." wi thout food and water .
Ri edr an sergeant's report DC 30 : H azt ar at ai , al so known as H azgaal , was
human and became one of the first kal ashtar . H i s mon
H azt ar at ai ns ar e for mar t i al ar t i st s who want a l i ttl e aster y houses many t r adi t i ons, and a woman named
spel l or psi oni c f l avor mi xed i nto thei r r eper t oi r e. K i edr i i l eads the H azt ar at ai n sect ther e. It is sai d that
T hi s cl ass f ocuses on the t hemat i c el ement s r el at i ng she can wal k t hr ough mount ai nsi des and contr ol the
the monk to Adar r ather t han on spel l cast i ng abi l i ty stor ms of Adar .
( sacr ed f i st, Complete Divine 59) or psi oni c power (fi st
of Zuoken, EPH 144). T hese monks ar e f er oci ous, but HAZTARATAINS IN THE GAME
they' r e al so di sti nctl y Adar an. H aztar atai ns make gr eat I ncl udi ng H aztar atai ns in the game al l ows the par ty to
guer r i l l as and guar di ans, but an evi l one can be a ter r or meet myster i ous parahdri in the wi l ds of Adar , and gi ves
acr oss Adar . a player who l i kes di ffer ent monk ar chetypes somethi ng
else to choose fr om. H aztar atai ns ar e per fect for smal l
Or gani zati on uni ts such as adventur i ng par ti es. A wi cked H aztar atai n
A H azt ar at ai n is a l oner , but she al so wor ks wel l in a can be a fear some foe in the unf or gi vi ng wi l der ness of
smal l squad of other ski l l ed folk, such as Adar an r ang the land of r efuge.
er s and spel l caster s. Some H azt ar at ai ns wor k wi th such
par ti es i n the Summi t Road. When the gr oup is made Adaptati on
up of i ndi vi dual s who have di ver se but compl ement ar y H aztar atai ns don't have to be Adar an. Si mply by r enam
abi l i ti es, the H azt ar at ai n is a good suppor t f i ghter and i ng them, they could be myster i ous asceti cs fr om among
shock tr ooper . When she wor ks wi t h other s of her i l k, the dr ui ds, spi r i t shamans, and wu j en of the nor ther n
she and the other s choose i ndi vi dual modes of attack El deen Reaches near Sci on's sound. Dr ow or l i zar df ol k
that syner gi ze. who li ve near the myster i ous Ri ng of Stor ms in Xen' dr i k
Many H aztar atai ns have a nostal gi c fondness for could pr acti ce a si mi l ar for m of mysti cal fighting. Even
H aztar atai n Monaster y, and it is nor mal for such i ndi the Ser en could have such tr adi ti ons, r efer r i ng to thei r
vi dual s to tr avel ther e to congr egate dur i ng the spr i ng stor m- power ed monks as "dr agons of ear th and sky."
Sampl e En coun t er
H azt ar at ai ns ar e guar di ans and r ovi ng hunt er sand NEW SPELLS
ki l l er s. T hey seek danger ous cr eatur es and foes of Adar , T he magi cal lor e of Sar l ona' s f or mer ki ngdoms was
er adi cati ng such thr eats befor e they ter r or i ze the weak or l ar gel y destr oyed by the I nspi r ed, but the K eeper s of
menace the secr ets of Adar . Gr oup sneaki ng i nto Adar the Wor d and the Hei r s of Ohr K al uun both mai ntai n a
wi thout per mi ssi on or al l i ed wi th the I nspi r ed ar e l i kel y li feli ne to the power of that lost age.
to r un afoul of one or mor e H aztar atai ns. A few H azta
r atai ns wer e cor r upt befor e they became parahdri, whi l e NEW BARD SPELL
other s became heady wi t h thei r power and thr ew away
thei r honor on petty desi r es. T hese few ar e often leader s 2nd L evel
among lesser br i gands. Fl exf or m: Target's form shi fts and deforms, gr ants +10 on
EL 8: Bhi maani is tr avel i ng al ong the bor der of Escape Ar ti st and Tumble.
Adar , t r acki ng a par ty of el i te Ri edr an tr oops. She has
watched them engage a few tr ol l s and knows she can't NEW CLERIC SPELLS
handl e them al one. When she r uns acr oss the PCs, she
wonder s if her si l ent desi r es have been met. Bhi maani 2nd L evel
asks them for hel p. If the PCs r efuse, she questi ons them For ti fy Metal or Stone: Stone or metal objects have hard
about why they'r e i n Adar , then lets them go on thei r way. ness and hi t poi nts doubled; weapons gai n damage
She then leads the Ri edr ans r i ght to them. Af ter watch bonus; armor gr ants DR.
i ng the battl e from afar to gauge the PCs' str ength and
sensi bi l i ti es, she ei ther ai ds them or attacks them. 5t h L evel
Stone Stor m: Rai n of bullet- si zed stones pounds down,
deali ng bludgeoni ng and slashi ng damage.
BHIMAANI CR 6
Female human monk 2/druid 3/Haztaratain 1 6t h L evel
LN Medium humanoid Fl eshbound: Possessi ng spi ri t is locked to host cr eatur e,
I ni t +3; Senses Listen +5, Spot +5 takes damage if attacked.
Languages Riedran
AC 16, touch 15, flat- footed 13 7t h L evel
(+3 Dex, +2 Wi s, +1 armor) Li febound: Possessi ng spirit is locked to host creature and
hp 36 (6 HD) is destroyed if host is slai n.
Resi st evasion
Fort +7, Ref +8, Wi l l +10 NEW DRUID SPELL
Speed 40 ft. (10 squares); woodland stride 4 t h L evel
Melee +1 quarterstaff +7 (1d6+2) or
Melee unarmed strike +6 (1d6+1) or Raptor Cloud: Avi an shadows gr ant cover, deal damage to
Melee 2 +1 quarterstaff +5 each (1d6+2) or attacker s, grant bonuses on Jump and Tumble checks.
Melee 2 unarmed strikes +4 each (1d6+1) or NEW SORCERER/ W IZARD SPELLS
Ranged mwk light crossbow +7 (1d8/1920)
Base Atk +3; Gr p +4 2nd L evel
Atk Opti ons Combat Reflexes, Hazing Strike, Stunning Fist
3/day, ki strike (magic) Ench Dr eam Lock: Target creature cannot differenti
Speci al Acti ons spontaneous summon nature's ally spells ate dream from reality, and is dazed or shaken.
Combat Gear scroll of barkskin (3 castings), wand of cure light Tr ans For ti fy Metal or Stone: Stone or metal objects
wounds (25 charges) have har dness and hit points doubled; weapons
Dr ui d Spells Pr epar ed (CL 3rd): gai n damage bonus; armor gr ants DR.
2ndflaming sphere (DC 14), soften earth and stone 3r d L evel
1stendure elements, longstrider, magic fang
Conj Dr eam Spi r i t: I ncorporeal mani festati on attacks
0createwater, detect magic, detect poison, resistance
your opponents.
Abi l i ti es Str 12, Dex 16, Con 13, Int 10, Wis 14, Cha 8 Evoc Ar cane Maul : Aur a of pure force can be wi elded
SQ link with companion, nature sense, share spells, trackless as melee weapon or hurled as area attack.
step, wild empathy +2 (2 magical beasts) T r ans Fl exf or m: Tar get's form shi fts and defor ms,
B
Feats Al ti tude Adaptati on, Combat Reflexes , Hazi ng gr ants +10 on Escape Ar ti st and Tumble.
Strike, Improved Unar med Str i ke , Stunni ng Fi st B,
B
ARCANE MAUL Your foe stops short as a nimbus of glowing light surrounds it. Where
Evocati on [ Force] it fought you a moment before, it stands transfixed now, caught up in a
L evel : Sor cer er / wi zar d 3 waking dream.
Components: V, S, M
Cast i ng T i me: 1 standar d acti on When you cast thi s spel l , you wr ap the subj ect cr eatur e
Ran ge: See text in the other wor l dl y ener gy of the dr eamspace, al ter
Ar ea/ Ef f ect : See text i ng its per cepti ons and behavi or . T he cr eatur e enter s
Dur at i on: I nstantaneous, 1 r ound/ l evel (D); see text a state of waki n g dr eami ng, and is dazed for 1 r ound.
Savi ng T hr ow: For ti tude half; see text T her eaf t er , unti l the spel l ' s dur ati on expi r es, the
Spel l Resi st ance: Yes tar get is tr apped i n a waki ng dr eam, unabl e to di f f er
enti ate the r andom vi si ons of the dr eam fr om r eal i ty.
As you crush the clay hammer in your fist, you feel aforce wrap about your T he cr eatur e is tr eated as shaken, and all i ts opponents
hand. The shimmering shape of a warhammer appears before you, ready gai n conceal ment.
to be swung. Cr eatur es that do not dr eam ar e subject to the effect
of thi s spell unl ess they ar e al so i mmune to enchant
T hi s spell cr eates a power ful aur a of pur e force that can ments or mi nd- affecti ng spel l s, power s, and abi l i ti es.
be wi el ded as a melee weapon or hur led as an ar ea attack. Speci al : I f you cast thi s spel l whi l e i n a dr eam-
When the spell is cast, you choose whi ch ver si on of the touched state, you can par ti al l y di r ect the r andom vi si ons
arcane maul to employ and in whi ch hand to wi el d the melee that pl ague the tar get cr eatur e. T hi s al l ows you to i nflu
ver si on. An arcane maul cannot be first used in melee and ence the acti ons of the tar get as if usi ng a suggestion spel l .
then hur led, nor can the melee ver si on be swi tched from T he suggested cour se of acti vi ty conti nues for the enti r e
hand to hand. dur ati on of the spel l .
When used as a melee weapon, an arcane maul acts as a
+4 warhammer (1d8 +4/ x3) for 1 r ound per level, and it can DREAM LOCK, MASS
be wi elded r egar dl ess of pr ofi ci ency wi th the war hammer . Enchantment (Char m) [ Mi nd- Affecti ng]
Used empty- handed, an arcane maul appear s as a shi m L evel : Sor cer er / wi zar d 4
mer i ng, hammer - shaped force field. When it is used in T ar get: One or mor e l i vi ng cr eatur es, no two of whi ch
a hand al r eady hol di ng a weapon, the shi mmer i ng force can be mor e than 30 ft. apar t
field wr aps ar ound both hand and weapon, but all effects T hi s spell functi ons l i ke dream lock, except that mass dream
of the mater i al weapon (mundane or magi c, i ncl udi ng lock affects multi ple cr eatur es.
damage, bonuses, thr eat r ange, and speci al abi li ti es) Speci al : If you cast thi s spell whi l e in a dr eam-
are lost for the dur ati on of the spel l . An arcane maul can touched state, all cr eatur es wi thi n the ar ea ar e subject
be used wi th a weapon in your off hand, but the r egul ar to your i nfluence. Any suggested cour se of acti vi ty wi l l
penal ti es for two- weapon fighting apply. be di r ected to all cr eatur es si mul taneousl y, and wi l l be
If hur led, an arcane maul shoots out fr om your fist as i gnor ed if i nappl i cabl e.
a li ne 50 feet long, then fills a 20- foot- radi us bur st at
the end of its r ange. Cr eatur es wi thi n the ar ea of the DREAM SPIRIT
li ne and bur st take ld6 poi nts of force damage per two Conjur ati on (Cr eati on)
levels (maxi mum 10d6) and ar e stunned for 1 r ound. A L evel : Sor cer er / wi zar d 3
successful For ti tude save hal ves damage and negates the Components: V, S
stun effect. Cast i ng T i me: 1 r ound
A hur l ed arcane maul damages obj ects in its ar ea. It Ran ge: Medi um (100 ft. + 10 ft./ level)
destr oys nonmagi cal cr ystal , gl ass, cer ami c, or por ce Ef f ect: One cr eated dr eam spi r i t
l ai n, smashi ng those substances i nto dozens of pi eces. Dur at i on: 1 r ound/ l evel (D)
Savi ng T hr ow: None the host body as a free acti on. If it chooses not to abandon
Spel l Resi st ance: No the host, the possessi ng spi r i t r emai ns bound.
An y attack that deal s hi t poi nt damage or abi l i ty
A shimmering aura takes the shape of a multilegged creature from night damage to the host cr eatur e deal s the same damage to
mare, instantly leaping into battle against your foes. the possessi ng spi r i t. T he possessi ng spi r i t cannot be
ki l l ed in thi s way, but if it or the host cr eatur e i s t aken t o
T hi s spel l cr eates a mani f estati on of the dr eamspace 0 or fewer hi t poi nts, the possessi ng spi r i t is forced fr om
that attacks your enemi es. A dream spirit is tr eated as an the body as if subj ect to a dismissal spell. Al so, i ts psychi c
i ncor por eal cr eatur e that has your hi t poi nts and the wounds pr event it fr om possessi ng any other host for
AC you woul d have if you wer e i ncor por eal (it l oses any a number of days (as r eckoned on the Mat er i al Pl ane)
ar mor bonus or natur al ar mor bonus you have but gai ns equal to the amount of hi t poi nt damage and abi l i ty
a deflecti on bonus equal to your Char i sma modi fi er or damage deal t to i t.
+1, whi chever is gr eater ). Material Component: A spher e of vol cani c gl ass, whi ch is
The dream spirit appear s wher e you desi gnate and acts shatter ed as the spell is cast.
i mmedi atel y, on your tur n. It attacks your opponents to
the best of its abi li ty. A dream spirit has a si ngle i ncor por eal FLEXFORM
touch attack that uses your base attack bonus plus Dexter Tr ansmutati on
ity modi fi er and deal s ld6 poi nts of damage, plus 1 per L evel : Bar d 2, sor cer er / wi zar d 3
two level s ( maxi mum 1d6 + 10). Component s: V, S, M
As a free acti on, you can mental l y di r ect a dream spirit Cast i ng T i me: 1 standar d acti on
not to attack, to attack par ti cul ar enemi es, or to per for m Ran ge: Touch
other acti ons. T he dream spirit acts nor mal l y on the last T ar get: Li vi ng cr eatur e touched
r ound of the spel l ' s dur ati on and di ssi pates at the end of Dur at i on: 1 mi nute/ l evel
its tur n. Savi n g T hr ow: None
I f a dream spirit is r educed to 0 hit poi nts, thi s spell Spel l Resi st ance: Yes (har ml ess)
ends. If the di stance between you and the dream spirit ever
exceeds the spel l ' s r ange, the dream spirit wi nks out and the A shimmering light traces its way across the body of the creature you
spell ends. touch. As the light fades, the target's limbs and torso begin toflex and
Dream spirits ar e mater i al in natur e, and so ar e not compress elastically.
affected by dismissal and si mi l ar effects. T hey ar e not sub
j ect to effects that affect outsi der s. When you touch a cr eatur e, its form (i ncl udi ng any gear ,
ar mor , and weapons) shi fts and defor ms accor di ng to its
FLESHBOUND sur r oundi ngs. T hi s effect gr ants a +10 bonus on Escape
Abj ur ati on Ar ti st and Tumble checks, and al l ows Tumble checks to
L evel : Cler i c 6, sor cer er / wi zar d 6 be made untr ai ned. As wel l , the subject can squeeze i nto
Component s: V, S, M a space hal f as wi de as its nor mal space (PH 148) wi th no
Cast i n gT i me: 1 standar d acti on penal ti es to movement, attack r olls, and AC. The subject
Ran ge: Close (25 ft. + 5 ft./ 2 levels) is able to move fr eely thr ough squar es occupi ed by cr ea
T ar get: One possessed cr eatur e tur es only one si ze categor y l ar ger than it, r ather than
Dur at i on: I nstantaneous thr ee si ze categor i es l ar ger (PH 148).
Savi ng T hr ow: Wi ll negates; see text Material Component: A smal l glob of gum r esi n.
Spel l Resi st ance: Yes
FORTIFY METAL OR STONE
A field of magical energy surrounds your opponent, which shrieks as the Tr ansmutati on
spirit possessing it isforcibly locked to its body. As you prepare your next L evel : Cler i c 2, sor cer er / wi zar d 2
attack, you know that thepossessing spirit will remember this fight. Component s: V, S, M
Cast i n gT i me: 1 standar d acti on
When thi s spell is cast on a possessed cr eatur e, the pos Ran ge: Touch
sessi ng spi r i t is tempor ar i l y bound wi thi n its host and T ar get: One object touched
i nextr i cabl y l ocked to that host's li fe for ce. I f the flesh- Dur at i on: 1 hour / l evel
bound cr eatur e takes damage, the possessi ng spi r i t feels Savi ng T hr ow: None
its pai n. Spel l Resi st ance: Yes (object; see text)
Whi l e under the effect of thi s spell, the host cr eatur e
automati cal l y falls under the complete control of the pos The object you touch glows momentarily with aheatless light. In your hand,
sessi ng spi r i t (ECS 101). For the pur pose of combat, the you feel a subtle change in the item's heft, and itssurface gleams with new
fleshbound cr eatur e uses its own attacks and speci al abi li strength.
ti es, but does not gai n any addi ti onal abi li ti es not al r eady
gr anted by bei ng possessed. Fortify metal or stone alter s the i nter nal str uctur e of stone or
Each r ound as a ful l - r ound acti on, a fleshbound cr ea metal in or der to str engthen it. Any si ngle object of up
tur e can make a speci al Wi l l save (DC equal to spell' s save to 10 feet on a side (weapons, ar mor , chests, sar cophagi ,
DC mi nus possessi ng spi r i t's H D + your caster level). A door s, and so on) has its har dness and hit poi nts doubled,
quori spi r i t possessi ng an I nspi r ed host can add the levels and has its br eak DC i ncr eased by 10.
of the host body to its Hit Dice for the pur pose of r esi sti ng If cast on weapons, fortify metal or stone bestows an enhance
thi s spell. If the spi rit succeeds on the save, it can abandon ment bonus of +1 on damage rolls. Ar mor or shields affected
by thi s spell gr ant thei r wear er damage reduction 1/ magic. i nextr i cabl y l ocked to that host' s l i fe for ce. If the life-
Sui ts of ar mor ar e consi der ed si ngle objects for the pur bound cr eatur e is sl ai n, both the host and the possessi ng
pose of bei ng affected by thi s spell, but ar mor and shi el ds spi r i t di e.
must be tar geted wi th separ ate casti ngs. Whi l e under the effect of thi s spell, the host cr eatur e
You can usefortify metal or stone on master wor k weapons automati cal l y falls under the complete control of the pos
and ar mor , but magi c i tems have an effecti ve spell r esi s sessi ng spi r i t (ECS 101). For the pur pose of combat, the
tance of 20 + caster level. Ar ti f acts cannot be affected by lifebound cr eatur e uses its own attacks and speci al abi li ti es
thi s spel l . (wi th any enhancements pr ovi ded by the possessi on), but
Metal or stone cannot be enhanced mor e than once can make use of any of the possessi ng spi ri t's spel l - l i ke,
by thi s spel l . psi - l i ke, or super natur al abi l i ti es, even if the possess
Material Component: A mi xtur e of coal dust and l i me. i ng spi r i t nor mal l y does not have use of those abi li ti es
whi l e possessi ng the host cr eatur e. T he lifebound cr eatur e
LIFEBOUND makes use of the possessi ng spi ri t's abi li ti es in ways that
Tr ansmutati on make sense for its own for m. For exampl e, an I nspi r ed
L evel : Cler i c 7, sor cer er / wi zar d 7 that has a tsucor a quor i spi r i t woul d gai n that cr eatur e' s
Component s: V, S, M ter r i fyi ng sti ng super natur al abi li ty, but woul d use the
Cast i ng T i me: 1 standar d acti on abi li ty thr ough its natur al attacks or weapon attacks (the
Ran ge: Touch I nspi r ed' s choi ce).
T ar get: One possessed cr eatur e T he possessi ng spi r i t takes no damage fr om attacks
Dur at i on: 1d6 r ounds di r ected at the host cr eatur e. H owever , if a lifebound host
Savi ng T hr ow: Wi l l negates; see text is sl ai n (taken to 10 hi t poi nts), the possessi ng spi r i t is
Spel l Resi st ance: No i nstantl y destr oyed. The host cr eatur e can then be r ai sed
or r esur r ected if such magi c is avai l abl e.
Tendrils of magical energy spread from your hand to wrap your foe, which Many outsi der s ar e ti ed to the ener gy of thei r pl ane,
screams asthespirit possessing it isforcibly locked to itsbody. Then the light and so ar e never per manentl y destr oyed. For exampl e,
of a malevolent evil flares in the host's eyes as it rushes to attack, and you thi s spel l coul d destr oy the per sonal i ty and memor i es of
know you have only one chance. a par ti cul ar quor i spi r i t, but that spi ri t's ener gy r etur ns
to Dal Quor to eventual l y for m a new quor i of the same
When thi s spel l is cast on a possessed cr eatur e, the pos ki nd. However , a spi r i t destr oyed by thi s spell cannot r e
sessi ng spi r i t is tempor ar i l y bound wi t hi n its host and for m for a number of weeks (as r eckoned on the Mater i al
Plane) equal to its Hit Di ce.
T he magi c needed to bi nd a possessi ng spi r i t to a
host body is both power ful and unstabl e. As a r esul t,
nei ther the caster of thi s spell nor the possessi ng spi r i t or
host cr eatur e knows the spell' s dur ati on, whi ch is r olled
in secr et by the DM. Each r ound as a ful l - r ound acti on,
the lifebound cr eatur e can make a speci al Wi l l save (DC
equal to spel l ' s save DC mi nus possessi ng spi ri t's H D +
your caster l evel ). A quor i spi r i t possessi ng an I nspi r ed
host can add the level s of the host body to its Hi t Di ce for
the pur pose of r esi sti ng thi s spel l . If the spi r i t succeeds
on the save, it can abandon the host body as a free acti on.
I f it chooses not to abandon the host, the possessi ng spi r i t
r emai ns bound.
Material Component: A whi t e di amond of at l east 500
gp val ue for ever y Hi t Di e possessed by the possessi ng
spi r i t. I f the gem i s not val uabl e enough, it shatter s
when the bi ndi ng is attempted. T he gem is dest r oyed
i f the lifebound host is sl ai n, but can be r eused i f the
possessi ng spi r i t escapes destr ucti on. ( Al though cr ea
tur es have no concept of l evel or H i t Di ce as such, the
val ue of the gem needed to bi nd an i ndi vi dual spi r i t
can be r esear ched. )
RAPTOR CLOUD
Conjur ati on
L evel : Dr ui d 4, sor cer er / wi zar d 4
Components: V, S, M
Cast i ng T i me: 1 standar d acti on
Ran ge: 0 ft.
Ef f ect: Swi r l i ng cloud of hawkl i ke shadows
Dur at i on: 1 r ound/ l evel (D)
Savi ng T hr ow: Reflex half; see text
Spel l Resi st ance: Yes
Agray auraflares around you, reshaping itself into adark cloud of hawklike damages obj ects, j ust as a nor mal lightning bolt. If the
shadows. Youfeel a lightness in your limbs, and asurge ofprotective energy stor age sur face is an unbr oken wal l , damage extends in
as the cloud shrieks and wheels around you. a semi ci r cl e fr om the wal l . H owever , the bl ast passes or
bur ns thr ough door ways and other por tal s i nto ar eas on
When you cast thi s spell , a mass of avi an shadows sur the other si de of a wal l , and wr aps ar ound fr ee- standi ng
r ounds you, pr otecti ng you fr om attacks even as it gr ants sur f aces such as col umns.
you buoyant dexter i ty. The swi r l i ng shadows gr ant you If the sur face is touched by any cr eatur e befor e the
conceal ment and soft cover (+4 to AC, but you gai n no del ay ti me is up, the stor ed bolt is di schar ged automati
bonus on Reflex saves and cannot use your cover to make cally, wi th the touchi ng cr eatur e taki ng double the stored
H i de checks) . Fur t her mor e, any cr eatur es at t empt i ng damage and all other cr eatur es in the blast ar ea taki ng
mel ee attacks agai nst you take 1d8 poi nts of sl ashi ng hal f damage.
damage fr om the raptor cloud. Cr eatur es get no save agai nst Al l vi cti ms of both the i ni ti al and the stor ed str i kes
thi s damage, but spell r esi stance (if any) appl i es. take hal f damage on a successful Reflex save.
Cr eatur es wi el di ng r each weapons can attack you I f a cr eatur e is al r eady touchi ng the stor age sur face
wi thout taki ng damage, but cr eatur es that have natur al when the spell is cast, any stor ed por ti on of the bolt di s
r each take damage as above. char ges i mmedi atel y, wi th damage cal cul ated as above. If
T hough a raptor cloud moves wi th you, you cannot deal two or mor e cr eatur es ar e al r eady touchi ng the stor age
damage wi th it by pushi ng it agai nst cr eatur es or objects. sur face, the spell di schar ges i mmedi atel y but the touch
Onl y cr eatur es that make melee attacks agai nst you ar e i ng cr eatur es and all other s in the ar ea take nor mal
subject to the cloud' s defensi ve damage. However , you damage, as above.
can elect to expend the spel l ' s ener gy at any poi nt by tar Material Component: A smal l vi al of aci d set i nto a lead
geti ng the raptor cloud agai nst a si ngl e adjacent cr eatur e or r i ng.
object as a standar d acti on. T hi s attack deal s 6d8 poi nts
of damage (Reflex hal f) and ends the spel l . STONE STORM
A raptor cloud gi ves you a cer tai n amount of li ft as it Evocati on
swi r l s ar ound you, gr ant i ng you a +5 bonus on Jump and Level : Cleric 5, sor cer er / wi zar d 5
Tumble checks as you roll and weave thr ough mel ee. Components: V, S, M
Material Component: T he shed claw of a falcon or hawk. Cast i ngT i me: 1 standar d action
Range: Long (400 ft. + 40 ft./ level)
STORED LIGHTNING BOLT Ar ea: Cyli nder (20- ft. radi us, 40 ft. hi gh), 10- ft. radius;
Evocati on [ Electr i ci ty] see text
L evel : Sor cer er / wi zar d 7 Dur at i on: 1 r ound
Component s: V, S, M Savi ng T hr ow: None
Cast i n g T i me: 1 standar d acti on Spel l Resi st ance: No
Ran ge: 120 ft.
Ar ea: See text Thunderous grinding splits the air. A pounding storm of stones slams
Dur at i on: See text down, pulverizing all beneath it as razor- sharp fragments ricochet out in
Savi n g T hr ow: Reflex hal f all directions.
Spel l Resi st ance: Yes
A bl i ndi ng stor m of bullet- si zed stones pounds down
A bolt of lightning slams through the mass offoes spread out before you. for 1 r ound. Al l cr eatur es in the ar ea take 3d6 poi nts of
Those that manage to avoid the bolt's path have only a moment to savor bl udgeoni ng damage and 3d6 poi nts of sl ashi ng damage
their apparent good fortune, however, asthe stored bolt explodes from the as the stones sl am down, then shatter to r azor - shar p
wall it struck just a moment before. shar ds (no save for ei ther , but a cr eatur e' s damage r educ
ti on appli es to thi s damage, whi ch is tr eated as magi c and
T hi s mor e power f ul var i ati on of lightning bolt deal s 1d6 bl udgeoni ng and magi c and sl ashi ng, r especti vel y) . A
poi nts of el ectr i ci ty damage per caster level ( maxi mum 4 penal ty appli es to Li sten checks made wi thi n the stone
20d6) to each cr eatur e wi t hi n its ar ea. You can choose storm's effect, and all land movement wi thi n its ar ea is at
whether the bolt is cast all at once or par ti al l y stor ed in one- quar ter speed.
a 5- foot- squar e metal or stone sur face wi t hi n r ange. Material Component: A handful of obsi di an pebbles.
When casti ng, in addi ti on to sel ecti ng the path of the
bolt, you deci de how many di ce to al l ocate to the i ni ti al
l i ght ni ng st r i ke, how many to send i nto the stor age NEW POW ERS
sur f ace, and how l ong (to a maxi mum of 5 r ounds) Psi oni c lore and teachi ngs have long spr ead from Sar -
bef or e the stor ed l i ght ni ng di schar ges. I f all damage lona, car r i ed acr oss the seas by the K al ashtar and the
is al l ocated to the i ni ti al str i ke, no ener gy is stor ed; if other psi oni c emi gr ants of that l and. Not all of Sarlona's
all damage is al l ocated to be stor ed, the bolt appear s to secr ets have left its bor der s, however , and a number of
mi ss any tar gets in its path and str i ke the stone or metal pr evi ousl y unknown power s can be found ther e.
sur face har ml essl y.
T he i ni ti al str i ke does damage to al l cr eat ur es PSION/ W ILDER POWERS
wi t hi n i ts ar ea, as a lightning bolt spel l . When r el eased,
the stor ed bol t deal s damage to al l cr eat ur es wi t hi n 1st L evel
a 60- foot- r adi us spr ead center ed on the poi nt wher e Stone Mi nd A: Gain bonuses on Search checks whi le stand
the bolt str uck. T he bolt sets fi r e to combusti bl es and ing on stone or ear th.
2nd Level An involuntary spasm shakes you asgreen light flares in your eyes. Then
Constr i ctor ' s Touch: Target's clothi ng or ar mor bi nds it, the creature that threatened you a moment before begins to clutch at its
deali ng damage, penali zi ng attacks, i ncr easi ng chance clothing, fighting to breathe.
of spell fai lur e.
Dr eam Lock, Psi oni c: Target creature cannot differentiate When you mani fest thi s power , you cause the cl othi ng
dr eam from reality, and is dazed or shaken. or ar mor of affected cr eatur es to constr i ct and bi nd
Ear t h Wal kA : Move easily in all directions whi le on earthen them. Each r ound, an affected cr eatur e takes 1d4 poi nts
sur faces. of damage and a cumul ati ve 1 penal ty on attack r ol l s.
Psychi c Whi p A : Ectoplasmi c whi p makes touch attacks Addi ti onal l y, ar cane spells that have somati c components
wi thi n r ange. have a cumul ati ve 5% chance of spell fai lur e per r ound
if cast by an affected cr eatur e (thi s stacks wi th any exi st
3r d Level i ng chance of spell fai lur e). A successful For ti tude save
Dr eam Spi r i t, Psi oni c: I ncorporeal mani festati on attacks negates the damage, the penal ty on attack r ol l s, and the
your opponents. chance of spell fai lur e for that r ound.
Affected cr eatur es can attempt to doff thei r cl othi ng
4th Level or ar mor , but must make a successful DC 18 Str ength
Dr eam Lock, Psi oni c Mass: As psionic dream lock, but mul check or a DC 18 Escape Ar ti st check to do so. Remov
tiple tar gets. i ng nor mal cl othi ng r equi r es two full- r ound acti ons; for
r emovi ng ar mor , see Donni ng Ar mor (PH 123).
5th Level Cl ot hi ng and ar mor i s not damaged by constrictor's
Suppr ess Schi sm A : Block dual mind powers and counter touch. However , if successful l y r emoved, ar mor and cloth
telepathy power s. i ng cannot be put on agai n unti l the power ' s dur ati on
has expi r ed.
6th Level
Ener gy Tr apA: Explosion of energy deals 5d6 damage, cr e DREAM LOCK, PSIONIC
ates li nger i ng effect in ar ea. T el epat hy ( C h ar m) [ M i n d- Af f ect i n g]
L evel : Psi on / wi l der 2, psychi c war r i or 2
PSYCHIC W ARRIOR POWERS D i spl ay: Vi sual
Power Poi n t s: 3
1st Level
Psychi c Whi p A : Ectoplasmi c whi p makes touch attacks T hi s power f uncti ons as the dream lock spel l (page 126),
wi thi n r ange. except as noted her e.
Stone Mi ndA: Gain bonuses on Search checks whi le stand
ing on stone or ear th. DREAM LOCK, PSIONIC MASS
Tel epathy (Char m) [ Mi nd- Affecti ng]
2nd Level L evel : Psi on/ wi l der 4
Constr i ctor ' s Touch: Target's clothi ng or armor binds it, Power Poi nts: 7
deali ng damage, penali zi ng attacks, i ncr easi ng chance
of spell fai lure. Thi s power functi ons as the massdream lock spell (page 126),
Dr eam Lock, Psi oni c: Target creature cannot differentiate except as noted her e.
dr eam from reality, and is dazed or shaken.
Ear t h Wal kA : Move easily in all di recti ons whi le on earthen DREAM SPIRIT, PSIONIC
sur faces. Metacr eati vi ty (Cr eati on)
Tai l of the Dr agon A: Gai n tail slap attack for ld8 damage. L evel : Psi on/ wi l der 3
Di spl ay: Vi sual
Power Poi nts: 5
POW ER DESCRIPTIONS
T he f ol l owi ng psi oni c power s suppl ement those found T hi s power f uncti ons as the dream spirit spel l (page 126),
i n Expanded Psionics Handbook and Complete Psionic. Many except as noted her e.
of them ar e t hemat i cal l y connect ed to or associ at ed
wi t h Sar l ona. EARTH WALK
Psychometabol i sm
CONSTRICTORS TOUCH L evel : Psi on/ wi l der 2, psychi c war r i or 2
Psychometaboli sm Di spl ay: Vi sual
Level : Psi on/ wi lder 2, psychi c war r i or 2 Man i f est i n g T i me: 1 standar d acti on
Di spl ay: Vi sual Ran ge: Per sonal
Mani f esti ng Ti me: 1 standar d action T ar get: You
Range: Medium (100 ft. + 10 ft./ level) Dur at i on: 1 mi nute/ l evel (D)
Tar gets: One cr eatur e/ level, no two of whi ch are more than Power Poi nts: 3
30 ft. apart
Dur ati on: 1 r ound/ level You ascend the wall as if it were level ground.
Savi ng Thr ow: Fortitude par ti al
Power Resi stance: No You cr eate a per fect mental bond wi th stone, al l owi ng
Power Poi nts: 3 you to move over it wi th uncanny ease. Whi l e thi s power
is i n ef f ect, you can cl i mb stone and ear t hen sur f aces For each extr a two di ce of damage, thi s power 's save DC
at your cur r ent l and speed. You can move acr oss cei l i ncr eases by 1.
i ngs, over hangs, and other sl anted or ver t i cal sur f aces
wi t hout maki ng Cl i mb checks. Whi l e cl i mbi ng i n thi s PSYCHIC W HIP
manner , you do not have to make a Cl i mb check to avoi d Psychometabol i sm
l osi ng your gr i p when you take damage. In addi ti on, you L evel : Psi on/ wi l der 2, psychi c war r i or 1
can cl i ng to a stone sur f ace easi l y wi t h j ust one l i mb, Di spl ay: Vi sual
al l owi ng you to attack wi t hout r est r i ct i on, mani f est Man i f est i n g T i me: 1 standar d acti on
power s nor mal l y, and r etai n your Dexter i ty bonus to AC Ran ge: Close (25 ft. + 5 ft./ 2 levels)
whi l e cl i mbi ng. Ef f ect: Ectopl asmi c whi p in your hand
Augmen t : I f you spend 6 addi ti onal power poi nts, Dur at i on: 1 r ound/ l evel (D)
you can mani fest thi s power as a swi ft acti on. Savi ng T hr ow: Wi l l par ti al , Reflex half; see text
Power Resi st ance: No
ENERGY TRAP Power Poi nts: Psi on/ wi l der 3, psychi c war r i or 1
Psychoki nesi s [see text]
L evel : Psi on/ wi l der 6 Aglowing ectoplasmic whip suddenly dances and crackles in your hand.
Di spl ay: Vi sual
M an i f est i n g T i me: 1 standar d acti on The ectoplasmi c whi p you mani fest automati cally extends
Ran ge: Medi um (100 ft. + 10 ft./ l evel) to any l ength wi thi n its r ange, and can be di r ected at any
Ar ea: 20- ft.- radius bur st tar get you choose. You use a psychic whip to make r anged
Dur at i on: I nstantaneous, 1 r ound/ l evel (D)?; see text touch attacks that deal 1d6 poi nts of damage. Any cr ea
Savi ng T hr ow: See text tur e you successf ul l y hi t must make a successf ul Wi l l
Power Resi st ance: Yes save or be stunned for 1 r ound. T hi s is a mi nd- affecti ng
Power Poi nt s: 11 effect. You must have one hand free to use a psychic whip,
but can use it in your off hand whi l e wi el di ng a weapon
A blast of raw energy slams through the area, razing the foes caught in your pr i mar y hand.
there. Even after the blast fades, an energy field lingers to harry your You can make tr i p attacks wi t h a psychic whip as wi t h
opponents. a nor mal whi p, but your opponent gets no automati c
chance to tr i p you if your attack f ai l s. A psychic whip al so
Upon mani f esti ng thi s power , you choose cold, el ectr i c gr ant s you a nor mal whi p' s +2 bonus on opposed attack
ity, fire, or soni c. You cr eate an expl osi on of ener gy of
the chosen type that deal s 5d6 poi nts of damage to ever y
cr eatur e or object wi thi n the ar ea. T he expl osi on cr eates
al most no pr essur e.
After the explosi on, a l i nger i ng ener gy field r emai ns
behi nd, affecti ng cr eatur es in the ar ea or ones that pass
thr ough it. T he effect of energy trap depends on what type
of ener gy you choose.
Cold: T hi s tr ap deal s +1 poi nt of damage per di e. The
savi ng thr ow to r educe damage is a For ti tude save i nstead
of a Reflex save. Af ter the i ni ti al bl ast, the ar ea affected
by the power is unnatur al l y icy. Cr eatur es movi ng wi thi n
or thr ough the ar ea must make successf ul DC 20 Bal
ance checks or fall pr one. Cr eatur es r unni ng wi t hi n or
thr ough the ar ea must make DC 25 Bal ance checks or
fall pr one.
Electricity: T hi s tr ap i mposes a +2 bonus to the save DC
and pr ovi des a +2 bonus on mani f ester l evel checks for
the pur pose of over comi ng power r esi stance. Af t er the
i ni ti al blast, cr eatur es wi thi n or movi ng thr ough the ar ea
in metal ar mor or wi el di ng metal weapons must make a
For ti tude save or be stunned for 1 r ound.
Fire: T hi s tr ap deal s +1 poi nt of damage per di e.
Af t er the i ni ti al bl ast, cr eat ur es wi t hi n or movi ng
t hr ough the ar ea t ake 1d6 poi nts of nonl et hal damage
per r ound.
Sonic: T hi s tr ap deal s 1 poi nt of damage per di e
but i gnor es an object's har dness. Af ter the i ni ti al bl ast,
cr eatur es wi thi n or movi ng thr ough the ar ea must make
a For ti tude save or be nauseated for 1 r ound.
Thi s power 's subtype is the same as the type of ener gy
you mani fest.
Augmen t : For ever y addi ti onal power poi nt you
spend, thi s power ' s damage i ncr eases by one di e (d6).
r ol l s to di sar m an opponent, but the opponent gets no STONE MIND
automati c attempt to di sar m you if your attack fai l s. You Psychometabol i sm
can use a psychic whip i n thi s manner even if you ar e not L evel : Psi on/ wi l der 1, psychi c war r i or 1
pr ofi ci ent wi th the whi p. Di spl ay: Vi sual
Augmen t : I f you spend 2 addi ti onal power poi nts, Man i f est i n g T i me: 1 standar d acti on
you can mani fest thi s power as a swi ft acti on i nstead of a Ran ge: Per sonal
standar d acti on. T ar get: You
I f you spend 4 addi ti onal power poi nts, you can use a Dur at i on: 1 mi nute/ l evel (D)?
psychic whip to make a si ngl e ar ea attack at any ti me dur i ng Power Poi nts: 1
the power ' s dur ati on. As a ful l - r ound acti on, you sweep
the whi p ar ound you, deal i ng 1d6 poi nts of damage to Tour eyes take on the hue of boulders and your skin gains the dusty texture
ever y cr eatur e in the ar ea (Reflex hal f). Cr eatur es that of a creature of the deep earth, signifying your enhanced knowledge of the
fai l thei r Reflex saves must then make a successful Wi l l world below the ground.
save or be knocked pr one and stunned for 1 r ound. T hi s
use of the psychic whip i mmedi atel y ends the power . When you mani fest thi s power , your mi nd is enhanced
by contact wi th the ear th. You gai n a +4 bonus on Sear ch
SUPPRESS SCHISM checks whi l e standi ng on a stone (i ncl udi ng a wor ked
Psychoki nesi s stone floor) or an ear then sur face. In addi ti on, you gai n
L evel : Psi on/ wi l der 5 a fur ther +2 bonus on Sear ch checks to noti ce unusual
Di spl ay: Audi tor y and vi sual stonewor k. Thi s bonus stacks wi th both the r egul ar bonus
Man i f est i n g T i me: 1 standar d acti on that thi s power gr ants and wi th the +2 bonus on checks to
Ran ge: Close (25 ft. + 5 ft./ 2 levels) noti ce unusual stonewor k gai ned fr om the stonecunni ng
T ar get: One cr eatur e r aci al abi li ty.
Dur at i on: I nstantaneous, 1 r ound/ l evel ; see text Augmen t : I f you spend 6 addi ti onal power poi nts,
Savi ng T hr ow: Wi l l par ti al you can mani fest thi s power as a swi ft acti on.
Power Resi st ance: Yes
Power Poi nts: 9 TAIL OF THE DRAGON
Psychometabol i sm
Your eyes flash and turn white, and with ahissing buzz, your power reaches L evel : Psychi c war r i or 2
out to unify separated minds. Di spl ay: Vi sual
Man i f est i n g T i me: 1 standar d acti on
The kal ashtar psi ons of Adar have master ed a power that Ran ge: Per sonal
di sr upts tel epathi c communi cati on. T hey di scover ed T ar get: You
in pr acti ce that it could be used as a weapon agai nst the Dur at i on: 1 hour / l evel (D)?
quor i spi r i ts that hunt them. Power Poi nts: 3
Suppress schism i nter fer es wi th power s and effects fr om
the tel epathy di sci pl i ne. When you mani fest thi s power , Aflare of light quickly spreads across your body. You grow a lashing tail,
you make a di spel check (1d20 + your mani fester level , ready to strike.
maxi mum +15) agai nst each ongoi ng tel epathy power
in effect on the tar get cr eatur e. T he DC for thi s di spel You summon up the st r engt h of the gr eat dr agons to
check is 11 + the power ' s mani fester level. If you succeed change your f or m, mani f est i ng a tai l that t hr ashes
on a par ti cul ar check, that power is di spel l ed; if you fai l, wi t h power . You can use a st andar d acti on to attack
that power r emai ns in effect. wi th a tai l sl ap natur al weapon that deal s 1d8 poi nts of
In addi ti on, if the tar get fai ls a Wi l l save, any form damage. You can choose to deal nonl ethal damage wi th
of dual mi nd in effect is di sr upted for the dur ati on of the your tai l sl ap, t aki ng the standar d 4 penal ty on your
power , i ncl udi ng the effect of the schism power (EPH 130), attack r oll .
an I nspi r ed' s dual mi nd abi li ty, a kal ashtar ' s +2 bonus on If you tai l slap as your only attack, you use your hi gh
savi ng thr ows agai nst mi nd- affecti ng spel l s, power s, and est base attack bonus on the attack r oll, and apply 1- 1/2
abi l i ti es, and host feats. ti mes your Str ength bonus on damage r olls. If you tai l
If the tar get is a possessed cr eatur e, the possessi ng slap in addi ti on to maki ng other attacks, the tai l slap is a
mi nd must succeed on the save or become suppr essed for secondar y attack.
the power ' s dur ati on, in whi ch case the tar get cr eatur e Augmen t : For ever y 4 addi ti onal power poi nts
can act nor mal l y. Because the I nspi r ed ar e possessed you spend, your tai l sl ap deal s an extr a 1d8 poi nts of
cr eat ur es, usi ng thi s power agai nst them r equi r es the damage.
quor i spi r i t to first save agai nst begi n suppr essed. On a If you spend 6 addi ti onal power poi nts (not i nclud
successful save, the I nspi r ed must then save agai nst the i ng poi nts spent to i ncr ease your tai l slap damage), thi s
di sr upti on of the dual mi nd abi li ty. power gr ants you a tai l sweep attack in addi ti on to a tai l
On a fai led save, if the tar get cr eatur e attempts to sl ap attack. T he tai l sweep af f ects a hal f - ci r cl e wi t h a
mani fest a tel epathy power whi l e suppress schism is in effect, r adi us of 20 feet. Cr eatur es of your si ze or smal l er ar e
it must make a successful mani fester level check (DC 11 affected, automati cal l y taki ng 2d6 poi nts of damage plus
+ your mani fester level ) or fai l to mani fest the power . 1- 1/2 ti mes your Str ength bonus. Affected cr eatur es can
Augmen t : For ever y 2 addi ti onal power poi nts you attempt Reflex saves for hal f damage. The save DC equal s
spend, thi s power 's save DC i ncr ease by 1. the DC the power woul d have if it al l owed a save.
COMMON POW ERS OF SARLONA
T hi s chapter pr esents a number of new power s gear ed aur a of l eader shi p. Some (those that par al l el alarm and
towar d adventur i ng PCs, but life in a psionic soci ety creates zone of silence) wer e cr eated by or gani zati ons such as the
more uti li tar i an powers aswell. A number of low- level spells Unchai ned as an ai d to l i vi ng under the I nspi r ed, whi l e
from the Player'sHandbook (and one from Spell Compendi um) power s such as psionic endure elements and psionic pass without trace
have par allel psionic ver si ons not commonly found outside or i gi nated in the tr adi ti ons of the hal f - gi ants, duer gar ,
Sar lona. Al though all these power s mi ght find use in an and other psi oni c r aces of thi s l and.
adventur er ' s r eper toi r e, they wi l l mor e l i kel y be found Al l new power s are psi on/ wi l der power s of the i ndi
among Sar lona's r ank- and- fi le mani fester s. cated l evel , and take the name " [ spel l name] , psi oni c"
Some power s (those that par al l el prestigidation, glibness, except wher e a new name is gi ven in par entheses. Except
and discern lies) wer e devel oped by the I nspi r ed of Ri edr a for the di ffer ences noted below, all featur es of a power
in or der to mai ntai n thei r i mmacul ate appear ance and ar e i denti cal to the spell it is based on.
TREASURES
OF SARLONA
From mundane and magic items to special mate swor ds are typi cally cur ved and shar pened along a si ngle
rials and substances to mystical events and loca edge. The I nspi r ed often use a weapon cal l ed a zul aat,
ti ons, Sar lonans r egular ly encounter objects whi ch is functi onal l y i denti cal to the Val enar double
and occur r ences unusual or even unhear d of sci mi tar . T he i llustr ati on on thi s page shows a few Sar
in K hor vai r e. Thi s chapter di scusses a var i ety lonan var i ati ons on typi cal weapons, al ong wi th the new
of Sar lonan tr easur es in tur n, br i ngi ng uni que, mysti cal, weapons i ntr oduced in thi s book. Changes in the weapon's
and myster i ous facets of the conti nent to life. form have no effect on the weapon's game stati sti cs.
Other weapons common on K hor vai r e or i gi nated
wi th the humans of Sarlona. Sarlona has a long hi stor y of
SPECIAL MATERIALS oppressi ve gover nment, and many tools became weapons
The I nspi r ed and Chosen r egul ar l y use two substances thr ough populi st r esi stance. Weapons that or i gi nated in
that ar e exceedi ngl y r ar e in K hor vai r e: deep cr ystal and Sarlona include the kama, katar (punchi ng dagger), kukr i ,
senti r a. Both can be cr afted to ai d the psi oni cal ly acti ve. nunchaku, r anseur (called a monk' s fork), sai , and Sian
Deep Cr yst al : T hi s hi gh- qual i ty cr ystal is r enowned gham. When Sar l onans came to K hor vai r e more than a
for its str ength and psi oni cally r esonant natur e. A weapon mi llenni um ago, they brought thei r weapons wi th them.
made of deep cr ystal is tr eated as its nor mal counter par t, Weapons found in other D&D supplements are also
except that a psi oni c wi el der can focus psi oni c power common in Sarlona. From Arms and Equipment Guide come the
thr ough it, i ncr easi ng its damage. As a free acti on that butterfly sword, chakr am, duom, nekode, manti, and tonfa.
does not pr ovoke attacks of oppor tuni ty, the wi el der can The lajatang and mancatcher can be found in Complete Warrior.
channel 2 power poi nts i nto the weapon to deal an extr a The collapsi ng crescent fan (Sandstorm 96) and stabaxe (Planar
2d6 poi nts of damage. The weapon stays char ged for 1 Handbook 69) are common in Adar . Ner aphi m in Adar also
mi nute or unti l it scor es its next hi t. Bows, cr ossbows, use thei r annul ats (Planar Handbook 68).
and sl i ngs bestow thi s power on thei r ammuni ti on, but Cut t i ng Wheel : H andhel d weapons that sur r ound
the effect is lost if the mi ssi l e mi sses. the fist wi th a blade, cutti ng wheel s come in many var i et
Any weapon made of deep cr ystal costs 1,000 gp more ies. A solid ci r cle of metal that has one small ar ea wr apped
than its noncr ystal counter par t. Deep cr ystal has 30 hit in leather as a handl e is the basi c style. The rest of the
poi nts per i nch of thi ckness and har dness 10. wheel is bladed and featur es pr otr usi ons for pi er ci ng
Senti r a: Thi s bi zar r e mater i al is wr ought by Chosen, and tear i ng at evenl y spaced i nter val s. To pr otect the
I nspi r ed, and (r ar ely) kal ashtar who use powder ed cr ystal hand and ai d in gr i ppi ng, a bladed guar d is for ged j ust
and the power of thei r thoughts and emoti ons, also dr aw above the gr i p on the i nsi de of the wheel . T he kal ashtar
i ng on the essence of Dal Quor. Senti r a i tems ar e li ter have taken the basi c "wheel" for m and cr eated tr i angul ar
al l y gr own i nto thei r fi nal for m. T hey have an or gani c, weapons that thei r soul kni ves often mi mi c (though thei r
whor l ed appear ance, much l i ke hor n or shel l , wi th a blades have nor mal soul kni fe stati sti cs).
shi mmer i ng, opal escent sur f ace. Color var i es based on Because of its si ze and pr otected gr i p, a cutti ng wheel
the emoti on used to cr eate the par ti cul ar batch. gr ants a +2 bonus on opposed attack r olls to avoid bei ng
Senti ra is li ghtwei ght and almost unbr eakable. Because di sar med. A monk who is proficient wi th the cutti ng wheel
of its r esonant pr oper ti es, it is an ideal mater i al for emo can tr eat it as a speci al monk weapon.
ti onal ar mor . For pur poses other than those descr i bed in Cane, Monk' s: Monk' s canes ar e si mple shor t sti cks
thi s chapter , senti r a is tr eated as mi thr al . that have hooked heads and str ai ght shafts. Often ar tfully
Senti r a can be for med, scul pted, and r epai r ed only decor ated and car ved, these canes ar e cr afted to look li ke
by psi oni c cr eatur es that have the Cr aft (senti r a) ski l l . mer e wal ki ng sti cks r ather than weapons.
Such cr aftsper sons, known in Ri edr a as thoughtweav- Wi th a monk' s cane, you get a +2 bonus on opposed
er s, must expend 1 power poi nt for each day of wor k on attack r olls made to di sar m an enemy (i ncl udi ng the
a senti r a object, whether bui l di ng or r epai r i ng it. roll to avoi d bei ng di sar med if such an attempt fai ls). A
monk who is pr ofi ci ent wi th a monk' s cane can tr eat it as
a speci al monk weapon.
W EAPONS It is nearly i mpossi ble to tell that a monk's cane is a
Sar lona's people use weapons much li ke other soci eti es weapon. An observer has to study the cane's owner carefully,
doonl y the appear ance of such weapons var i es. Ri edr an maki ng a successful DC 20 Sense Motive check to di scern
Cutting wheels (1); spinning sword (2); monk's spade (3); zulaat (4); Sarlonan greatsword (5);
Sarlonan longsword (6); hook sword (7); Sarlonan handaxe (8); monk's cane (9); steel flute (10)
that the cane is danger ous in hi s hands. T he wi el der can off- hand weapon. A cr eatur e wi el di ng a monk' s spade in
make a Bluff check in opposi ti on to the obser ver ' s Sense one hand can't use it as a double weapononl y one end of
Moti ve check to avoi d gi vi ng away hi s pr ofi ci ency. the weapon can be used in any gi ven r ound.
Fl ut e, Steel : Steel flutes ar e si mpl e musi cal i nstr u A monk who is pr ofi ci ent wi th a monk' s spade can
ments, hollow shafts of metal car eful l y cr afted as bal tr eat it as a speci al monk weapon.
anced shor t staffs. The steel flute gets its name fr om the Swor d, Hook: A single piece of forged metal makes up
most common exampl e of thi s Adar an weapon, but it can the gr i p, guar d, and blade of thi s weapon, whi ch has a cr es
be made of j ust about any metal . cent blade on the outer part of the guar d and a hook on the
A steel flute istreated as a club for the purpose of weapon end of the blade. The end opposite the hooked blade forms a
profi ci ency. As wi th a monk's cane, an obser ver must study daggerli ke spike that can be used for stabbing. You can strike
a steel flute's owner to tell the flute is a weapon. wi th the cr escent blade or the long spi ke, deal i ng the lower
A steel flute can be cr eated as a master wor k i nstr u damage die for the weaponpi er ci ng damage or sl ashi ng
ment and a master wor k weapon, but both pr ocesses must damage respectively. The long, hooked blade of the weapon
be pai d for separ ately. deals the hi gher damage die as slashi ng damage.
Spade, Monk' s: Evol ved fr om a si mpl e tool, the Wi th a hook swor d, you get a +2 bonus on opposed
monk' s spade is a double weapon that has a br oad sl ashi ng attack r olls made to di sar m an enemy (i ncl udi ng the
blade on one end and a bl udgeoni ng counter wei ght on the roll to avoi d bei ng di sar med if such an attempt fai ls). A
other. You can fight wi th it as if f i ghti ng wi th two weapons, monk who is pr ofi ci ent wi th the hook swor d can tr eat it
but if you do, you i ncur all the nor mal attack penal ti es as a speci al monk weapon.
associ ated wi th fi ghti ng wi th two weapons, j ust as if you Swor d, Spi nni ng: The spi nni ng swor d, or chattaval in
wer e usi ng a one- handed weapon and a li ght weapon. You Quori, isawhi pli ke weapon desi gned by the quori and made
can use ei ther the sl ashi ng (x3 cr i ti cal multi pli er) or blunt of multiple long strands of hi ghly flexible steel. It is designed
(x2) head as the pr i mar y weapon. The other head is the to ai d a si ngle ski lled war r i or agai nst multi ple foes.
Si mpl e Weapons Cost Dmg( S) Dmg( M) Cr i ti cal Range I ncr ement Wei ght 1 Type
Light Melee Weapons
Flute, steel 15 gp 1d3 1d4 X2 10 ft. 2 1b. Bludgeoning
Exoti c Weapons Cost Dmg( S) Dmg( M) Cr i ti cal Range I ncr ement Wei ght 1 Type
Light Melee Weapons
Cane, monk's 3 gp 1d4 1d6 X2 10 ft. 1 lb. Bludgeoning
Cutting wheel 15 gp 1d4 1d6 19- 20/X2 10 ft. 1 lb. Piercing and slashi ng
One- Handed Melee Weapons
Sword, hook 40 gp 1d4 or 1d6 1d6 or 1d8 X2 4 lb. Piercing or slashing
Sword, spi nni ng 50 gp 1d4 1d6 19- 20/X2 3 1b. Slashing
Two- Handed Melee Weapons
Spade, monk's 20 gp 1d6/1d6 1d8/1d8 X2/X3 - 10 1b. Bludgeoning or slashi ng
Zulaat 80 gp 1d6/1d6 2d4/2d4 X3 12 lb. Slashing
1 Weight is for a Medium weapon. Small weapons weigh half as much, and Large weapons weigh twice as much.
A spi nni ng sword has reach, so you can strike opponents Aur a/ Mani f est er L evel : Mi nor telepathy. ML 5th.
10 feet away wi th it. In addi ti on, unli ke most other weapons Con st r uct i on : Cr aft Psi oni c Ar ms and Ar mor ,
that have r each, it can be used agai nst an adjacent foe. empty mind (EPH 99), caster must be I nspi r ed, Chosen, or
The Weapon Fi nesse feat can be used wi th a pr oper ly kal ashtar , 2,000 gp, 160 XP, 4 days.
si zed spi nni ng swor d, even though it isn't a light weapon. A Pr i ce: +4,000 gp.
spi nni ng swor d can't be wi elded in two hands to apply 1- 1/2
ti mes a char acter 's Str ength bonus on damage r olls. DREADFUL
A spi nni ng swor d can be wor n as a bel t, its gr i p Thi s speci al qual i ty al l ows the wi el der to change the form
functi oni ng as a buckl e. A successful DC 15 Sear ch check of hi s weapon.
is r equi r ed to di scer n that a spi nni ng swor d car r i ed in Descr i pt i on: T he senti r a shell of the ar mor is matte
thi s way is a weapon. If Slei ght of H and is used to conceal black. If anyone studi es it, the sur face seems to shi ft; it's
a spi nni ng swor d as a bel t, the wear er gets a +6 ci r cum as if the ar mor is for med fr om shadow, and somethi ng
stance bonus on the check. ter r i ble is hi dden j ust beneath, pr epar i ng to pul l the
Zul aat: Zulaats are Ri edr an weapons that have glai ve obser ver i nto the depths.
li ke heads at ei ther end. A zulaat is a double weapon. You Pr er equi si t e: The dr eadful pr oper ty can be appli ed
can fight wi th it as if fi ghti ng wi th two weapons, but if you only to ar mor made fr om senti r a.
do, you i ncur all the nor mal attack penalti es associ ated wi th Act i vat i on: T he power s of dreadful armor come i nto
fi ghti ng wi th two weapons, j ust as if you wer e usi ng a one- effect any ti me the wear er is attacked.
handed weapon and a li ght weapon. A cr eatur e wi el di ng a Ef f ect: Anyone maki ng a melee attack agai nst the
zulaat in one hand can't use it as a double weapononl y one wear er of dreadful armor takes a 1 mor ale penal ty on attack
end of the weapon can be used in any gi ven r ound. r olls and damage r ol l s. T hi s is a mi nd- affecti ng fear
effect. T hi s penal ty stacks wi th the penal ty i mposed by
the Quori Dr ead feat (see page 118), though not wi th any
EMOTIONAL ARMOR other mor al e penal ti es.
The senti r a ar mor used by I nspi r ed and kal ashtar is valued Aur a/ Man i f est er L evel : Mi nor telepathy. ML 5th.
for its abi li ty to hold power ful emoti ons. T hi s r esonance Con st r uct i on : Cr af t Psi oni c Ar ms and Ar mor ,
can be used to str engthen the r esolve of the wear er , or it aversion (EPH 79), caster must be Chosen, I nspi r ed, or
can be tur ned agai nst hi s enemi es. kal asht ar , cost var i es.
Pr i ce: +1 bonus.
CALMING
The emoti onal r esonance of calming armor helps its wear er VENGEFUL
to cl ear hi s mi nd and focus hi s thoughts. Vengeful armor har nesses and ampl i fi es the wear er ' s desi r e
Descr i pt i on: T he senti r a shel l of the ar mor is deep for r evenge on those who wr ong hi m.
blue in color. It has a str ange sense of depth; an obser ver Descr i pt i on: T he ar mor shell is the color of fr esh
can star e i nto the shel l , as if l ooki ng i nto the shi f ti ng blood, and it appear s wet to the touch (although it is not).
depths of an ocean. Anyone who str i kes the wear er of the ar mor in melee
Pr er equi si t e: The cal mi ng pr oper ty can be appli ed combat feels an i mmedi ate tel epathi c sur ge of anger .
only to ar mor made fr om senti r a. Pr er equi si t e: The vengeful pr oper ty can be appli ed
Act i vat i on: The power s of calming armor ar e automati only to ar mor made fr om senti r a.
cal l y acti vated when it is wor n. Act i vat i on: The power of vengeful armor is acti vated
Ef f ect: Calming armor gr ants its wear er a +5 compe whenever the wear er takes damage or is tar geted by a hos
tence bonus on Concentr ati on checks. tile spell, psi oni c power , or other aggr essi ve effect.
Darklight
Headband of pursuit Missive brooch
power i ng it to use the followi ng powers tar geti ng the sub To gai n the benefi t of a chaospool, a cr eatur e must bathe
ject of the remote viewing power : mindprobe (EPH 119), psionic modify in it for at least 1d4 rounds and be wi l l i ng to gai n the special
memory (EPH 122), psionic suggestion (EPH 133), and read thoughts (EPH ability. One chaos pool can confer its power on up to two crea
128). The character must still pay the power point cost asso tur es at a ti mei f more than two quali fi ed cr eatur es enter
ciated wi th each power, but needs to neither know the powers the pool, it affects two r andomly selected cr eatur es.
nor pay double for mani festi ng them thr ough remote viewing. A chaos pool can be forced to di sappear by a cr eatur e
Remote viewing endsj ust after one of these power s is used. that wi l l i ngl y takes damage fr om the pool for 4 r ounds
A lesser resonator can be used to create a shroud bubble (see wi thout choosi ng to gai n the speci al abi li ty.
page 35), but does not allow scr yi ng, nor does it functi on Rechar ge: Once a chaospool has confer r ed its abi li ty on
at a di stance gr eater than 500 feet fr om a shroud resonator. two cr eatur es, it di sappear s. Another pool mi ght appear
Aur a: Str ong clai r senti ence and psychopor tati on. CL near by once the r echar ge ti me has elapsed.
20th. A lesser resonator has a moder ate aur a and CL 8th. Speci al Abi l i t y ( Su) : Upon bathi ng in a chaos pool, a
qual i fi ed cr eatur e gai ns a field of luck that causes attacks
ai med at it to have a 10% mi ss chance. T hi s field doesn't
MAGICAL LOCATIONS affect a cr eatur e that is benefi ti ng fr om true seeing.
Sarlona's lands ar e r i ch in anci ent magi c and wei r d pl anar Dur at i on: T he mi ss chance l asts for 4d4 months
energy. Magi cal locations wer e i ntroduced in Dungeon Master's (roll for each cr eatur e affected).
GuideII (pages 235250), and many locations from that book Aur a: Str ong abj ur ati on and evocati on.
ar e appr opr i atel y placed in Sar lona. Par t of Ahdr yatmi n Abi l i t y Val ue: 10,000 gp (5,000 gp per cr eatur e).
contai ns agarden of nature's rage, whi le anywher e in Adar could
hold a heart ofstone or a heart of wind. A spellward of arcanemight could TEETH OF THE THREE
sur vi ve in anci ent Syr k r ui ns. Tashana cer tai nly contai ns a
heart of ice, and mi ght even hold apool of frozen souls. At least one (MAJOR ARTIFACT)
forest in Riedra holds multiple terrible cysts. Detai led here are An awe- i nspi r i ng and majesti c pi ece of dr agon ar ti fi ce,
thr ee new magi cal locati ons speci fi c to Sar lona. the Teeth of the Three could be the hope of Adar and Sar lona,
and per haps even Eber r on. The Teeth of the Three r ests above
CHAOS POOL the head of a cr eatur e of l egenda sl umber i ng r akshasa
Wher e r aw unmaki ng has scar r ed the Mater i al Pl ane, r aj ahand if destr oyed, it could spell doom for Adar ,
chaospools form li ke pustul es of entr opy. A chaospool is often Sar l ona, and the wor l d. T hi s i ncr edi ble i tem is a magi cal
the place wher e a gr eat fiend or bei ng of chaos di ed or was focus that mi ght be r esponsi ble for Adar ' s odd mi xtur e of
i mpr i soned, or it is near such a pl ace. pl anar ener gy and the physi cal mani festati ons of them. It
Lor e: Char acter s can gai n the followi ng i nfor mati on could have been why the kal ashtar wer e able to cr oss the
about a chaospool by maki ng a K nowl edge (natur e), K nowl bar r i er between dr eams and the wor l d i nto Adar . It i s a
edge (the pl anes), or bar di c knowl edge check. When a str ange combi nati on of ar ti fact and magi cal locati on.
char acter makes a check, the fol l owi ng lore is r eveal ed, Lor e: Few know about it. Fewer know wher e it i s.
i ncl udi ng the i nfor mati on fr om lower DCs. And fewer sti ll wi l l ever see it and li ve to tell the tal e.
DC 15: Thi s isa chaospool, a condensation of wild potential. Char acter s can gai n the fol l owi ng pi eces of i nfor mati on
DC 20: Cr eatur es that have an affi ni ty for chaos can about the Teeth of theThree by maki ng a K nowl edge (ar cana),
gai n power from a chaospool. Cr eatur es that have an anti pa K nowl edge (hi stor y), or bar di c knowl edge check. A
thy to chaos can destr oy a chaospool. Bathi ng in a chaospool is char acter fr om Adar can use K nowl edge (local). When a
damagi ng to the bather . char acter makes a check, the fol l owi ng lore is r eveal ed,
DC 25: Chaoti c cr eatur es that bathe in a chaos pool for i ncl udi ng the i nfor mati on fr om lower DCs.
an uncer tai n amount of ti me get the power to avoi d tell DC 20: T he cr eator s of the Shr oud ar e sai d to have
i ng blows from ti me to ti me. A cr eatur e can destr oy a chaos shar ed a vi si on dur i ng thei r medi tati ons or in thei r
pool by bathi ng in it but r efusi ng to absor b its power . dr eams in sl eep. T hi s vi si on r eveal ed a gr eat devi ce li ke
DC 30: Sever al chaos pools exi st wi thi n Uutkl eza. T he the shroud resonators. Some bel i eve that thi s devi ce exi sts.
gi thzer ai of that place guar d the pools agai nst i nterlopers. DC 25: The whole story is that the shared vision included
Descr i pti on: Chaospools are pits of flashi ng li ght, well the mi ghty peak K or r andar. Perhaps the mysteri ous device
i ng dar kness, bubbles of cacophonous sound, and spur ts of gli mpsed lies on or in the volcano. But none besides Speaker
wi nd and other mater i al s. They are easy to spot and hear. of the Word Chanaakar have braved the stor ms or the Storm
Gr ound sur r oundi ng a chaos pool is destr oyed and r emade Guar di ans to find out, and he hasn't said.
constantly, changi ng shape and even composi ti on. A chaos DC 30: It is sai d that wi thi n the shr ouded hear t of
pool hungr i l y pul l s at those near it. Bones ar e scatter ed K or r andar is set a massi ve dr aconi c ar ti fact composed of
about it. Wi sdom seems to di ctate agai nst neari ng the pool, all thr ee types of dr agonshar ds. The dr agons br ought it
whi ch whi sper s of di ssoluti on and doom. from Ar gonnessen and used it and thei r mi ghty sor cer y to
Pr er equi si t e: Onl y a senti ent chaoti c cr eatur e that cr eate the natur al for tr ess Adar is today. Under the land of
has five or mor e Hit Di ce can gai n the benefi ts of a chaos refuge they sealed the spirit of a r akshasa rajah named Ran
pool. Addi ti onal l y, a cr eatur e must not have an i nnate mi ss Iishiv. They then placed thi s item, called the Teeth of the Three,
chance to gai n a chaos pool's power . wi thi n the vol cano, and a mi ghty couatl sacr i fi ced her self
Locati on Acti vati on: A quali fi ed creature automati to power the cr ystal' s eter nal power agai nst fiends.
cally senses the ener gy in a chaospool and knows that bathi ng DC 35: Tales say the Storm Guar di ans gave Vusgaar, the
in its roiling depths can grant power. A pool deals 1d8 points sorceress of legend who was friend to dr agons, leave to see
of damage per round of a random ener gy type to a creature the halls under Korrandar's mists. In that story, Vusgaar tells
bathi ng in it. Lawful cr eatur es take double damage. that the Teeth of the Three is a j oi ni ng of three dr agonshar ds,
each ampli fyi ng the others' power. It is a nexus that vents the DC 20 + effect's level), expendi ng the r equi r ed r esour ces
rajah's wr ath into Adar 's storms, at the same ti me focusi ng but fai li ng to produce the effect if the check fails. Strangely,
eldritch power to keep Adar as the dr agons want it. wi thi n the same 7 mi les, any attempt to summon or call a
Vusgaar ' s di sci ples kept r ecor ds that i ndi cate the Teeth couatl wor ks wi thout r equi r i ng a check. Effects that hedge
of the Three is a major component of the dr aconi c Pr ophecy. out evi l outsiders, such asprotection from evil, dismissal, banishment,
Dr agons cr eated it based on thei r augur i es. The ar ti fact and dispel evil, still functi on. I ndeed, they are hei ghtened (as
seems to pull cer tai n cr eatur es near and push other s away. if they wer e one level hi gher by means of the appropri ate
It is also a massi ve psi oni c and magi c focus. I f thi s is so, it Heighten feat) and qui ckened (as if the caster or mani fester
could be possi ble to tie Adar ' s Shr oud to the Teeth of the Three, had the appropri ate Qui cken feat). Those wi thi n 7 mi les
gr eatl y r educi ng the mai ntenance the Shr oud r equi r es of the Teeth of the Three receive a +5 bonus on level checks to
and str engtheni ng its pr oper ti es. Per haps such a networ k overcome the spell resistance of evil outsiders. Creatures are
is what the dr agons sought to bui l d all along. also i mmune to possessi on wi thi n thi s smal l er ar ea, but a
Descr i pt i on: T he Teeth of the Three is a br eathtaki ng fiend can continue to possess a cr eatur e it alr eady possesses
congl omer ate cr ystal made up of thr ee dr agonshar ds of even if that creature enters the ar ea. Evil outsiders gai n only
a si ze never seen in moder n Eber r on. In the center is a i mmuni ty to possessi on fr om these latter benefi ts.
K hyber shar d. An Eber r on shar d and a Si ber ys shar d j oi n When Ran Iishiv and its mi ni ons wer e trapped beneath
the K hyber shar d at the base and emer ge from that point at Adar , the rajah's r age was so gr eat that the land ar ound its
45- degree angles. Each shar d is easily double the height of a prison boiled, hurli ng up the great volcano K orrandar. The
full- gr own human and as wi de as that person is tall. Motes Teeth of the Three was put in place, and the dr agons used thei r
of golden, vi olet, and cr i mson li ght seem to mater i al i ze most pui ssant magi c thr ough it to br i ng Lamanni a's energy
near and flow i nto the cr ystal s, and a di aphanous shaft of closer to Eber r on, though Ran I i shi v's chaoti c mi nd also
si lver r adi ance sur ges from the center of each upwar d. attracted Kythri's influence. With access to elemental forces,
T hi s flow for ms a waver i ng flame that di ssi pates at about 5 the dr agons pushed the land of Adar hi gher and a couatl
feet above the ar ti fact. j oi ned wi th the cr ystal to channel Ran I i shi v' s fur y. T he
Space around the cr ystal thr ums as if in ti me wi th the plan wor ked, as did the idea to channel Ran I i shi v's vi olent
heartbeat of the world. Thi s vi brati on is felt not heard. A passi on i nto super natur al and natur al stor ms that r age in
silence beyond silence surrounds the item, as if the gods hold Adar . Dragons foresaw they would need these storms to pro
their breath. The faint smell of bur ned metal taints the air, tect their hold in Korrandar. Strangely, this has an affect in
though, and your brow furrows wi th some forgotten anger. Adar whenever more than a few score persons act in anger
Pr er equi si t e: Only those who have passed thr ough or violence in the land of refuge, an effect like control weather
the Spher es of K or r andar (page 38) can access the power causes a terrible storm (ahurricane on the coast or a tornado-
of the ar ti fact. spawni ng thunder stor m i nland) to mani fest in the area of
Acti vati on: Contacti ng the Teeth of theThree is a standard the battle. Such a stor m is wor se for those wi thout shelter
action that requires a creature to touch the crystal and make in the mountai nsa Ri edr an si ege for ce, for exampl e.
a DC 20 Wi sdom check. Any creature of couatl descent, such A nondetection effect protects the Teeth of theThree. In addi
as a shulassakar , gets a +4 bonus on thi s check, whi le a non- ti on, a forbiddance effect agai nst evi l and a magic circle against
draconic evil creature takes a 8 penalty. Anyone who fails evil sur r ound the ar ti fact. It makes exor ci sm attempts on
the check takes 1d4 points of Wi sdom damage. Once a user anyone it has li ne of effect to that is possessed by an evi l or
has contacted the Teethof theThree, acti vati ng any power of the neutr al entity. It makes thi s check as if it had the gr anted
device is a standar d action. Br eaki ng contact is a free action, power of the Exor ci sm domai n (ECS 106) and wer e a 30th-
and a creature that has contacted the cr ystal need not make level cleri c who has a Char i sma of 30. A possessi ng cr ea
a Wi sdom check to touch it agai n for a year. ture can attempt to hi de from the Teeth of the Three (Hide DC
Rechar ge: Once a cr eatur e acqui r es the power s of 40), success i ndi cati ng the ar ti fact doesn't "see" the fiend
the Teeth of the Teeth, it cannot do so agai n for a year . T hose and attempt an exor ci sm check.
who have the Touchstone feat (Sandstorm 53) are excepti ons An exor ci zed evi l outsi der, a cr eatur e possessed by an
to thi s r ul esuch cr eatur es must si mpl y r etur n to the evi l outsi der , or any evi l outsi der that has li ne of si ght to
ar ti fact to r echar ge thei r abi l i ti es. the ar ti fact is i mmedi atel y affected as if by a sympathy spell
Effects: The couatl's gentle and lovi ng spirit wi thi n the (DC 29). Fai lur e i ndi cates an over whel mi ng ur ge to touch
Teeth calls to those who value life, freedom, and balance. Thi s the i tem. Touchi ng the cr ystal , whether by sympathy or wi l l
effect is har d to measur e, but it covers Adar and stretches ingly, subjects the evi l outsider to a trap thesoul spell (no save
beyond the land's bor der s. Far from i nsur i ng that all wi thi n or spell r esi stance). When an evi l outsi der is tr apped in
Adar are good, thi s effect has still influenced Adar 's devel thi s way, the si lver flame sur ges to double its hei ght and
opment over the mi llenni a. No doubt some Ri edrans near br i ghtness for a number of mi nutes equal to the H D the
Adar 's borders have felt a longi ng to cross into the moun evi l outsi der has, then r etur ns to nor mal .
tai ns, qui ckly di smi ssi ng the notion and r eaffi r mi ng the Whi l e in contact wi th the Teeth of the Three, a cr eatur e is
teachi ng that Adar is a land of monster s. affected as if by a mind blank spell. A char acter touchi ng the
More defi ni ti vely, the area ar ound the Teeth of the Three is arti fact can use remote viewing (EPH 129) at wi l l , except that it
bl anketed in sever al effects. A dimensional lock cover s an area takes only a standar d action to begi n the scr yi ng pr ocess.
67 mi l es ar ound the ar ti fact, and wi thi n 7 mi l es of it all Scr yi ng performed through the artifact is not blocked by the
effects that summon or call cr eatur es, or that requi re extr a Shroud's nondetection effect and over comes all si mi lar effects
pl anar mater i al s, such as ectoplasm from the Astr al Plane if it succeeds on the appropriate level check. Fur ther mor e,
or shadow stuff from the Plane of Shadow, are i mpeded. A anyone in Adar takes a10 penalty on the save agai nst remote
cr eatur e that tr i es to pr oduce such an effect must succeed viewing. The Teethof theThreealso allows the char acter touchi ng
on a Spellcr aft or Psi cr aft check to do so (as appr opr i ate, it to use the following powers and spells tar geti ng the subject
THE AUKARAKS
Ask anyone on Sar lona about the vast open spaces of the to any i ndi vi dual pl ane. Consul t the accompanyi ng table
Tundra, and you're likely to hear the same refrainit isa land for descr i pti ons and effects.
of strange weathers. The native shifter tribes can tell you more When tr avel i ng in the Tundr a, PCs have a 5% cumu
specifically: The Tundra is home to aukaraks or reality storms. lati ve chance, per day, of encounter i ng an aukarak (on the
Aukaraks ar e actual l y fr ee- floati ng pl anar br eaches, second day of tr avel , the chance is 10%; on the thi r d day,
r emnants of a l ong- ago era i n whi ch ter r i ble magi cs rent 15%, and so for th). If the roll i ndi cates an aukarak encoun
the ver y fabric of the planes. They move about the Tundr a, ter, use the table bel ow to deter mi ne when in the cour se
blowi ng in j ust as a rai nstor m mi ght, and blowi ng over agai n of the day the r eali ty stor m descends.
j ust as qui ckl y. In ter ms of game effects, aukaraks usual l y
functi on as smal l , tempor ar y mani fest zones to one of the d%
twelve planes that have coter mi nous phases wi th Eber r on 0 1- 25 D aybr eak
(see ECS 94). Aukuraks tend to be more i ntense and power ful 26- 50 Mi dday
than typi cal mani fest zones, but they are unpr edi ctable and 51- 75 Even i n g
i mper manent. Reali ty stor ms also have a chance of "port 76- 10 0 N i ght
i ng in" nati ves of a par ti cular plane, as if summonedthese
cr eatur es ar e effecti vel y unsummoned at the end of the An aukarak takes 1d10 mi nutes to fully mani fest, some
stor m's dur ati on, and r etur n to thei r nati ve pl ane. DMs ti mes si mpl y mater i al i zi ng over head, someti mes r ol l i ng
can choose to create an encounter wi th the suggested crea over the hor i zon and towar d the char acter s at the appr o
tur es l i sted, or assume a 10 per cent chance per hour of a pr i ate speed. T he dur ati on of an aukarak is 2d41 hour s,
r andom encounter . Fi nally, some aukaraks si mply pr oduce wi th excepti ons for bur st stor ms. Encounter ed aukaraks
bi zar r e, r andom effects that have an appar ent connecti on can be chosen fr om the table or r andoml y r olled.
* Extraplanar creatures encountered in a bi nar y storm are unsummoned when the storm toggles to its oppositional plane.
** For every hour spent in a time storm, 10 hours have elapsed when storm has passed.
CHAPTER FOUR
SARLONAN
MONSTERS
Sar lona'smyster i ous, war - r avaged past and Absor b Essence (Su) An essence reaver absorbs arcane
the i nter venti on of the quor i have come magical and psionic power in the form of arcane spells or
together to make the conti nent's wi l ds and powers directed against it, magic items it contacts, or the
ci vi l i zed l ands str ange and full of danger . spells and powers of arcane spellcasters or manifesters the
T hi s chapter pr esents cr eatur es uni que to creature strikes. Though it has only rudimentary intel
Sar lona or Dal Quor. Many ti mes, both r eal ms touch a ligence, an essence reaver can intuit the nature of magic
si ngle cr eatur e. and select tar gets accordi ngly (absorbing heali ng magi c
if wounded, selecti ng attack spells or defensive spells
according to its needs in combat, and so on). In gener al,
ESSENCE REAVER though, it seeks out powerful i tems, spellcaster s, and
As the creature rears upfrom a reptilian coil of tail and limbs, its passing manifesters first.
resemblance to some sort of dragon quickly fades. Bony plates ripple across If an essence reaver strikes a target wi th its tail attack, it
its emaciated wingless frame, grinding as taloned claws rend the ground. can choose to absorb the essence of the target itself (if an
A twisted spike at the end of itstail glows a dull red, and the beast's razor- arcane spellcaster or manifester) or of any magic item or
toothed maw splits wide as it screams. magic weapon the target has in hand. The tail's prehensile
qualities allow the essence reaver to automatically touch
held items with a successful tail attack against the creature
ESSENCE REAVER CR 9 holding them. It does not need to make a sunder attack
Always CE Large aberration against the item.
I ni t +7; Senses darkvision 60 ft., keen senses, scent; Listen Spellcasters struck by an essence reaver's tail attack
+12, Spot +12 must make a successful DC 22 Fortitude save or lose their
AC 22, touch 12, flat- footed 19 highest- level spell slot or the highest- level spell they have
(-1 size, +3 Dex, +10 natural) prepared. Manifesters struck by an essence reaver's tail
hp 117 (18 HD); DR 10/magic attack must make a successful DC 22 Fortitude save or lose
I mmune fear, paralysis, sleep a number of power points equal to their manifester level.
SR/ PR 20 If absorbing a prepared spell, an essence reaver is able to
Fort +10, Ref +9, Wi l l +14; +3 against spells, powers, spell use that spell on a later turn. If absorbing spell slots or
like abilities, psi- like abilities power points, an essence reaver also absorbs knowledge of
a character's highest- level spell or power known, and can
Speed 60 ft. (12 squares); Spring Attack use that spell or power on a later turn. If a character has
Melee bite +19 (2d6+6) and more than one highest- level spell or power prepared or
2 claws +17 (1d6+3) and known, an essence reaver decides which spell or power
1 tail slap +17 (1d8+3) to absorb.
Space 10 ft.; Reach 5 ft. (10 ft. with bite) Charged magic or psionic items struck by an essence
Base Atk +13; Grp +23 reaver have one of their charges permanently drained.
Atk Opti ons absorb essence, persistent wound The essence reaver is then able to use the spell, power, or
Speci al Acti ons stunni ng screech ability absorbed from the item on a later turn.
Spell- Li ke Abi l i ti es (CL 18th): Magic or psionic items without charges that are struck
1/daylocate creature, locate object by an essence reaver have their magical essence absorbed
3/daytrue seeing for 1d6 rounds. Such items used against an essence reaver
Abi l i ti es Str 22, Dex 17, Con 14, Int 6, Wis 16, Cha 16 must overcome the creature's spell and power resistance
SQ detect magic, detect psionics, magical aura, psionic aura or have thei r magi cal essence absorbed for 1d6 rounds.
Feats Aler tness, Improved I ni ti ati ve, Improved Natural Dur i ng that time, the item loses all magi cal or psionic
Attack (bite), Great Fortitude, Multiattack, Skill Focus quali ti es, and the essence reaver is able to employ those
(Survival), Spring AttackB, Track quali ti es as if usi ng the item itself. For example, an
Ski l l s Jump +18, Listen +12, Spot +12, Survival +13 (+17 fol essence reaver that absorbed the essence of a ring of invis
lowing tracks) ibility would gain the ability to become invisible at wi ll for
Advancement 1924 HD (Large) 1d6 rounds. An essence reaver absorbs the qualities of any
item, even qualities it cannot use.
Spells or powers directed against the essence reaver absorb the essence of any other magic item regardless of
(whether cast or manifested by characters or from items) what type of spell was originally used to create it.
must overcome the creature's spell or power resistance or Spells and powers absorbed by an essence reaver are
be absorbed. The essence reaver is then able to use the retained by the creature for 1 hour, and can be cast or
absorbed spell or power on a later turn. manifested during that time as a standard action.
If an essence reaver is struck by a magic or psionic Absorbed spells, powers, and abilities use all the statis
weapon, the wielder of the weapon must make a DC 22 tics of the original caster, manifester, or item (including
Fortitude save or have the weapon's essence absorbed save DCs, caster level, and level- dependent effects).
for 1d6 rounds. During that time, the weapon loses all Detect Magi c (Su) As the detect magic spell; at wi l l ; caster
magical or psionic qualities (though it is still a masterwork level 18th. If studying an area or subject for 3 rounds, an
weapon), and the essence reaver can add the weapon's essence reaver can automatically detect an aura's school of
qualities (including enhancement bonuses) to its claw magic without the need for a Spellcraft check.
attacks. Weapon special qualities unusable by an essence Detect Psi oni cs (Su) As the detectpsionicsEPH power ; at wi l l ;
reaver or not applicable to slashingweapons are suppressed mani fester level 18th. If studyi ng an area or subject for
but cannot be used, though their enhancement bonuses 3 r ounds, an essence r eaver can automati cally detect
still apply. For example, an essence reaver that absorbed an aura's psi oni c di sci pli ne wi thout the need for a
the essence of a +2 hammer of disruption or a +1 dagger of power Psi cr aft check.
storing could not use those special qualities, but would still K een Senses (Ex) An essence reaver sees four times as well
add the enhancement bonus on its claw attacks. a human in shadowy illumination.
An essence reaver can absor b the essence of magi c or Magi cal Aur a When an essence reaver absorbs the essence
psionic weapons i ndefi ni tely. Though only the hi ghest of a spell or spell- like ability, it radiates an aura of magic
absorbed enhancement bonus applies, different weapon as if that spell or spell- li ke abi li ty wer e a functi oni ng
quali ti es stack. For example, an essence reaver that spell placed on it. Even if an essence reaver has absorbed
absorbed the essence of a +2 keen longsword, a +1 bodyfeeder no spells or spell- li ke abi li ti es, it r adi ates an aura of
handaxe, and a +1 psibane mace in successi ve rounds would faint magi c.
have claw attacks equi val ent to a +2 keen bodyfeeder psibane Per si stent Wound (Ex) The damage an essence reaver
weapon (assumi ng that the durati on of each absorpti on deals doesn't heal natur ally and r esi sts heal i ng spells.
over lapped). A char acter attempti ng to cast a heali ng spell on a crea
Properties temporarily bestowed on aweapon cannot be ture damaged by an essence reaver must succeed on a
absorbed by an essence reaver. Thus, normal ammunition DC 22 caster level check, or the spell has no effect on
fired from a magic ranged weapon or mundane weapons the injured char acter .
under the effect of a magic weapon spell can be used against Psi oni c Aur a When an essence reaver absorbs the essence of a
the essence reaver wi th full normal effect. power or psi- like ability, it radiates a psionic aura as if that
An essence reaver can neither absorb power or psi- like ability were a functioning power placed
nor use the spells prepared by a divine on it. Even if an essence reaver has absorbed no powers or
spel l caster or wr i tten on di vi ne psi- like abilities, it radiates an aura of faint psionics.
scrolls. However, it can Spel l - Li ke Abi l i ti es An essence reaver's locate creature and
locate object abi li ti es can be used only agai nst cr eatur es
and objects agai nst whi ch it has used its absorb essence
abi li ty.
Stunni ng Scr eech (Su) Three times per day, an essence
reaver can emit a piercing screech. Al l creatures except
for essence reavers wi thi n 30 feet must succeed on a DC
22 Fortitude save or be stunned for 1 round. The save
DC is Charisma- based.
Ski l l s An essence reaver has a +4 racial bonus on Survi val
checks made to follow tracks.
ECOLOGY
Quor br ed cr eatur es ar e not i mmedi atel y r ecogni zabl e as
di ffer ent fr om thei r nor mal ki n.
En vi r on men t : A quor br ed cr eatur e is found wher
ever the base cr eatur e is found.
Typi cal Physi cal Char acter i sti cs: Little di fferenti
ates a quor br ed cr eatur e from other s of the base creature's
ki nd. Many ar e outsi der s or soci al outcasts.
Al i gn men t : Quor br ed cr eatur es ar e often ver y
pr acti cal and i ntellectual about mor ali ty. They tend more
towar d neutr al than is typi cal for thei r r ace.
T Y PI C A L T R E A SU R E
I f the base cr eatur e or di nar i l y possesses t r easur e, the
quor br ed cr eatur e does too, accor di ng to its Chal l enge
Rati ng. Quor br ed cr eatur es favor pr acti cal i tems over
anythi ng fanci ful or ar ti sti c.
INSPIRED
T hough Ri edr a is full of wi l l i ng humans, few have the ever si nce the bi ndi ng of U l akhun at the si ege of
spi r i tual st r engt h ( r equi r ed Char i sma) to contai n a K asshta K eep.
power ful quor i , so most of these spi r i ts can only mani fest Each other type of quor i has a number of I nspi r ed
thr ough I nspi r ed vessel s. T he pui ssant quor i pr esented based on its castel ess power ful quor i ar e mor e numer
her e have I nspi r ed vessel s, but most of these ar e concen ous i n Dal Quor and mor e numer ous amon g the
tr ated in Ri edr a. I nspi r ed. Du' ul or a I nspi r ed ser ve as commander s i n
Of the twel ve kal ar aq quor i that ar e cur r ent l y Ri edr a' s mi l i t ar y and the T housand Eyes. H ashal aq
fr ee i n Dal Quor , onl y t hr ee l eave behi nd the duti es I nspi r ed act as pl anner s, nobl es, and j udges wi t hi n
and schemes of the Regi on of Dr eams to vi si t Eber Ri edr a, and as ambassador s and spi es outsi de. T sor eva
r on of t enL or d Sur asek of the Gui di ng Path, Lor d and tsucor a I nspi r ed ar e the most numer ous, whi l e
Zor atesh of the H ar moni ous Shi el d, and Lady Sha- usvapna I nspi r ed ar e found in di spr opor ti onatel y l ar ge
r adhuna of the T housan d Eyes. Ever y other kal ar aq number s in for ei gn l ands. These latter fiends often wor k
has a vessel awai t i ng i ts use i n Ri edr a, but most come alone r ather than as par t of a Ri edr an noble's entour age
to Eber r on onl y under the most di r e ci r cumst ances or ambassador ' s staff.