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Azamar - Core

Oct 24, 2015

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Azamar RPG - Core
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Page 1: Azamar - Core

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CREDITS

Wicked North Games Acknowledgements: Wayne Alderman, Brian Allen, Alisun Armstrong, Eric Brooks, John Carioto, Lisa Ertle, Julien Féraud, Brian Fitzpatrick, Mark Gedak, Benjamin Gerber, Alan Gunhouse, Ben Hall, VaNiesha Honani, Stephen A. Jarjoura, Martin Krebs, Marcos La Ferriere, Paige McKee, Joseph Mizerek, Marc Myslivy, Barb O’Connell, Sarah Smith, Aaron Wong, Travis A. Wooten.

Producers: Adrith Bicchieri, Joseph Bicchieri, Raymond Biondi, Garrett Ertle, Lara Keenan, Victor J. Pisinski, Andrew J. Rash, Jim Reader, Aaron Spiller, ?Stan.

AZAMAR THE ROLEPLAYING GAME

© 2009-2011, Azamar, the Cinema6 Role Playing Game Framework, c6, Cinema6 Games, and d6Unleashed, Wicked North Games, L.L.C., All Rights Reserved.

Created By Brett M. Pisinski

Written by Brett M. Pisinski & J. Elliot Streeter

Edited by Brett M. Pisinski, J. Elliot Streeter & Jenifer Dexter

Graphic Design & Layout by Brett M. Pisinski, J. Elliot Streeter & Rich Woodall

Art Director: Rich Woodall

Azamar Cover Layout & Design: Rich Woodall

Azamar Cover Art: Tyler Walpole

Interior Artwork by Alexander Gustafson, Jared Tuveson, Joshua Andrew Belanger, Khairul Hisham, Nikki O’Shea, Rich Woodall & Shane Tyree

Azamar Cartography: Herwin Wielink, & Joshua Bennett.

Interior Border Artist: Nikki O’Shea

Primary Game Testing by Brett M. Pisinski, J. Elliot Streeter, Jamey Barone, Jared King, Nikki O’Shea, Raymond Biondi, Richard Bean & J. Majik

Preface:The AZAMAR setting is a developing universe created by Wicked North Games, L.L.C. for the Cinema6 RPG Framework. The ideas, characters and backgrounds contained within this document were developed and play tested. If you feel we should go ahead and make any modifications or changes, please go ahead and let us know! Thank you for taking the time to review this product, we hope you enjoy it and if you have any feedback you would like to leave us, we would be happy to hear from you. Contact us at http://aboutus.cinema6games.com

- Wicked North Games, L.L.C. © 2011

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J. Elliot: This book is dedicated to my wonderful family, my wife and three children. Your love, enthusiasm, and support through this process are only some of the reasons the book of Azamar is a reality.

Thank you to those who have given your ideas, time, and imaginations. We hope our love and passion for gaming reflects off this first book created by WNG. Thank you again to all of our pledgers on Kickstarter - without you this would have taken considerably longer. Also a special thank you to Eric Gibson, West End Games, and Purgatory Publishing for releasing the OpenD6 OGL and making all this possible.

Thank you to all my friends who inspired me through the years to continue gaming, Reed Alex, Adrith and Joe Bicchieri, Ray Biondi, Brent Bourgoine, Ben Goodheart, Jason Grass, Phaedra Hall, Mike Hash, Vaniesha Honani, Matt Mayne, Matt Mayner, Paige McKee, Alyssa Morrison, Andre Morrow, Marc Myslivy, Tom Oakley, Rock Peterson, Brett M. Pisinski, Brain Ranzoni, Matt Ruszkowski, Darian Sale, Fay Smith, Mike Smullen, Aaron Spiller, Mark Spyrison, Salvador Sumaria, Jared Tuveson, Josh Valdez, Karen Vittek, and Alex Wong.

Brett M. Pisinski: This body of work is dedicated to the memory of Jonathan P. “Big Wyrm” Leahy (1976-2007) R.I.P. man, you are missed down here and until our paths cross again…

Many thanks and blessings go out to those people in my life who continue to push my boundaries, skills and abilities as a human being, my parents, family and friends who support our mission and goals as a young company – we can’t do this without your support! Without that necessary foundation, this manifestation would not have been possible. I would especially like to personally thank each and every one of our Backers on Kickstarter for being so patient with us! It’s because of you we are able to move forward.

My main inspiration: West End Games – thank you for keeping d6 alive! Those of you who pick up the dice and answer the call of adventure belong to a very special group of gamers.

Keep on rolling, keep on imagining, and never forget to keep dreaming… Anything is possible.

DEDICATIONS

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INTRODUCTION .................................................. 8Providence Beckons ................................................... 8A Recorded History ................................................. 10First Millennia ......................................................... 10Second Millennia .................................................... 10 Third Millennia ....................................................... 10Fourth Millennia ..................................................... 11Fifth Millennia ........................................................ 11Exploring Azamar .................................................... 11The Axiom .............................................................. 12The New War .......................................................... 12 THE GAME ..........................................................13The Basics ...............................................................13Game Play ...............................................................13Difficulty Ratings ....................................................14The Wild Die ..........................................................14Cinema Points .........................................................14Earning Cinema Points ...........................................14Spending Cinema Points .........................................15 ABOUT ATTRIBUTES ........................................ 15The Five Attributes .................................................. 15 Dexterity Skills ........................................................ 15About Skills ............................................................ 16 Skill Specializations ................................................. 16 Dexterity Skill Specializations .................................. 16 Strength Skills Specializations .................................. 17Persona Skills Specializations ................................... 17Intellect Skills Specializations .................................. 18Aptitude Skills Specializations ................................. 18 Dexterity Skill Definitions ...................................... 19 Strength Skill Definitions ........................................ 19Persona Skill Definitions ........................................ 21 Intellect Skill Definitions ........................................ 21 Aptitude Skill Definitions ....................................... 22 RACES .................................................................. 23 The People of Azamar ............................................. 23 Enfri ....................................................................... 24 Immyr .................................................................... 25Tre’uoall ................................................................. 27

Wyvine ................................................................... 28Shrave .................................................................... 30Humans (Full Blooded) .......................................... 31Humans (Urbane) .................................................. 33Humans (Bu’Col) ................................................... 34

A FLIGHT OF DRAGONS .................................. 36

CHARACTERS ..................................................... 37The Basics .............................................................. 37 The Blur Touched ................................................... 38 Corruption Events .................................................. 38 Character Development ......................................... 38 Random Backgrounds ............................................ 39 Veteran Characters ................................................. 39 CHARACTER FEATURES .................................. 40Creation Only ........................................................ 40Magic Across Azamar ............................................. 59Tyro Spells .............................................................. 59 Journeyman Spells .................................................. 62 Mastery Spells ........................................................ 65The Factions ........................................................... 66Path of the Asceromancers ...................................... 66The Elemental League ............................................ 67Crux of Zamaranth ................................................ 68The Tatuaxe ............................................................ 69Guild of Spell Weavers ........................................... 72Order of the Veil .................................................... 73

VALE’S END......................................................... 76

THE WORLD OF AZAMAR ............................... 77 The Pantheon ......................................................... 77 Mo ......................................................................... 77Shilutozen .............................................................. 78Sychorax ................................................................. 78Xaraxamarath ......................................................... 79Xujof ...................................................................... 79Ash Lord ................................................................ 80Nooks and Crannies ............................................... 81Syndia of the Cliffs ................................................. 81

TABLE OF CONTENTS

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Balmaricth ................................................................ 83Calendar ................................................................. 84 Holidays of Azamar .................................................. 84 Nobility .................................................................... 85

THE GEOGRAPHY OF AZAMAR ....................... 85Toponymies .............................................................. 85Abalos ...................................................................... 86Enfri ......................................................................... 86Clay ......................................................................... 87Orb .......................................................................... 87Remell ...................................................................... 88Clay Lake ................................................................. 88 Orb Lake .................................................................. 88Enfri Lake ................................................................ 89 Remell Lake ............................................................. 89Azamar ..................................................................... 90Azamar City ............................................................. 91Krane ....................................................................... 91Dorissit .................................................................... 94 Vor ........................................................................... 94 Wild Lands .............................................................. 94The Forest of Azamar................................................ 95 Uncharted Territories ............................................... 95 The Crag .................................................................. 95 The Wastes ............................................................... 95The Wizards Bay ...................................................... 96 Evercrow .................................................................. 96Adrya Orth .............................................................. 97 Guradiin Ithural ....................................................... 98 High Tundra ............................................................ 98Lake Loragaarn ......................................................... 99Sea of Black Water .................................................. 102 Obsalos .................................................................. 103 Grazen.................................................................... 103Anathema ............................................................... 103Olm ....................................................................... 104 Throng ................................................................... 105Thiff ....................................................................... 105 Keldor .................................................................... 105 Antern .................................................................... 106 Krom ..................................................................... 107 The Old Highway................................................... 108Proving Grounds .................................................... 108 Hall of Memories ................................................... 108Wyvine Grasslands ................................................. 108 The Dama Plains .................................................... 109

The Olm Jungle ...................................................... 109Bay of the Kraken ................................................... 109 Black Lake .............................................................. 110Inerth ..................................................................... 110 Dragon Home ........................................................ 110Adrya Ampais ......................................................... 111The Northern Ocean .............................................. 112Sea of Olm ............................................................. 113The Southern Ocean .............................................. 113Sea of Abalos .......................................................... 113Evercrow Ocean ..................................................... 113Sea of Obsalos ........................................................ 114Sea of Caverns ........................................................ 114Hoarfrost Strait ...................................................... 114

BESTIARY ............................................................ 115Asazis ..................................................................... 115Bearsloth ................................................................ 115Choruan ................................................................. 116Foragers .................................................................. 117Frost Hulk .............................................................. 117Gaunt ..................................................................... 118Gyet ....................................................................... 118Harrier ................................................................... 119Hazel ...................................................................... 119High Dragons ........................................................ 120Hydreans ................................................................ 121Kraken ................................................................... 122Kongamato............................................................. 122Korac ..................................................................... 123Lurker .................................................................... 123Nauvowl ................................................................. 124Orcs ....................................................................... 124Sentinels ................................................................. 126Shangilar ................................................................ 127Slane Worms .......................................................... 127Spindlers ................................................................ 128Swinders ................................................................. 128Sycoveen ................................................................ 129Therian ................................................................... 130Troll ....................................................................... 130Uumul ................................................................... 131Weth ...................................................................... 131Wind Stalkers ......................................................... 132Zull ........................................................................ 133Zurn Warbler ......................................................... 134

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FIENDS ................................................................ 136Agmai .................................................................... 136Rakshai .................................................................. 136Revenants ............................................................... 137Saturians ................................................................ 138Syetans ................................................................... 139Xur ......................................................................... 140 COMBAT .............................................................. 142 Initiative ................................................................. 142Initiative Leveraging ............................................... 142 Taking Action ......................................................... 143 Multiple Actions..................................................... 143Movement .............................................................. 143 Running ................................................................. 143Sneaking ................................................................. 143Executions .............................................................. 144 Damage & Healing ................................................ 144 Natural Healing .................................................... 144Scale ....................................................................... 145 Flexible Spell Casting ............................................. 145

PROPS .................................................................. 146Money .................................................................... 146Travel Provisions..................................................... 146 Baggage .................................................................. 146 Climbing ............................................................... 147 Portable Lighting .................................................... 147 Sundries ................................................................. 148 Liquids .................................................................. 148 Apparel ................................................................... 149 Arms, Melee ........................................................... 149 Arms, Ranged ......................................................... 149 Magical Foci ........................................................... 150 Amulets .................................................................. 151 Rings ...................................................................... 151 Wands .................................................................... 151 Staffs ...................................................................... 151 Apparel & Armor ................................................... 151 Boots ...................................................................... 152 Helms .................................................................... 152 Shields .................................................................... 152 Robes ..................................................................... 153 Mails ...................................................................... 153 Flora ....................................................................... 153 Vehicles .................................................................. 155

GAME MASTER CHARACTERS ...................... 155 Zintar .................................................................... 156Zamaranth ............................................................ 157Lord Nickolas Bowen ............................................ 158Bowen’s Agents ..................................................... 159Vraacch ................................................................. 159The Witch ............................................................. 159Divawd Edgot ....................................................... 160 THE ROAD TO AZAMAR................................... 163Introduction ........................................................... 163Quick Start Outline ............................................... 163Episode One: Audience With Vraacch .................... 163Episode Two: The Investigation Begins ................... 164Episode Three: Rescuing The Captive ..................... 165 After The Battle ...................................................... 166Potential Story Arcs ................................................ 166Let Your Imagination Go Wild! .............................. 167

GLOSSARY ........................................................... 168

CHARACTER TEMPLATES .............................. 170Bu’Col Priest Bu’Col Shea’Ahk Warrior Enfri Aeronaut Enfri Shadow Human Asceromancer Human Swashbuckler Human Wizard Immyr Fusilier Immyr Soldier Immyr War Priest Shrave Archer Shrave Dragoneer Shrave Monk Tre’uoall Archon Tre’uoall Defiler Tre’uoall Sword Chanter Urbane Assassin Urbane Noble Wyvine Strider Wyvine War Scholar

BLANK CHARACTER SHEET .......................... 190

D6 OGL LICENSE .............................................. 191

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positions, the field explodes before them.

Waves of heat throw the three companions onto their backs with tremendous force. Only Beren recovers quickly, crouching and posed to strike with his Wyvine Lance, a double-ended Trident. His eyes, piercing the smoke and dust, look for anything, something.

“Ho there!” A small man standing across the field yells, waving an arm with an axe in his hand.

Beren cautiously stands; Mogi and Dav also stand up, dusting off. Charred grass stains their faces, their ears ringing from the blast. Across the field, the small man approaches, hands still up in the air.

“Immyr.” Beren states. Mogi and Dav’s faces seem assuming as the Immyr approaches. Immyr are shorter stout people who live primarily in the great underground; this Immyr is unusually tall.

“Sorry about that. You stumbled onto my proving grounds!” The Immyr, still shouting even though close to Beren, gestures back at the large field with a massive crater in it, “Guess I used too much?”

A pause of silence fills the air while Beren peers angrily at the Immyr. Their eyes meet a moment later and the Immyr apologizes more, realizing that Beren is a Wyvine; worse, an angry Wyvine. Beren’s anger subsides as the Immyr pulls some strong spirits out from his pack, and offers it for peace. Beren silently accepts the small barrel and puts it aside.

“What are you doing here, Immyr?” Dav steps forward, less forgiving, with a weapon drawn.

“Garn.”

“What?” Dav replies.

“My name is Garn.” Garn establishes. He pulls corks from his ears, now shouting only a little less. This brings a smile to Mogi’s face.

“Okay. What are you doing here, Garn?” A little irritated, Dav restates himself. Mogi walks around the field a little to his left, looking carefully at the crater.

“I’m testing,” Garn suspiciously eyes Mogi, “my new invention. It is a boom-barrel, it explodes when disturbed. I made it a little too sensitivious, I guess, since the wind set it off.”

IntroductIon“The sting of defeat is never easy to swallow as it weighs

heavy on the pride. Such is the fate of the once noble race of Tre’uoall who are now despised by the others. I watch, as I pray that one day a Champion will rise and unite their clans into one. Then, only then, will Azamar be at peace,

and order will be restored to the Blur.”

- Torrace Holn Enfri, Master Elemental

“Are you joking?! Do those overgrown oafs even realize they’re sitting on a wealth of precious information that

could help us all make Azamar a better place?”

- Vandar C. Scot, Human, Scholar/Historian (Reacting to his denied entrance of the Hall of Memories)

ProvIdence BeckonsA cool breeze brushed across the dew covered grass in waves; the scent of it hit Dav and he squeezed his eyes shut. Pulling on the reins to his horse with a left hand, he put his right in the air as a fist. Dav held a moment, his horse swaying gently on the old dirt road. Behind him were Mogi and Beren, his friends and traveling companions. They knew Dav well, stopping their mounts at seeing his fist.

He brought his horse around to face his friends. Mogi wore very loose clothes to conceal a small bow and quarrel of arrows, as well as a sash to hide his pointed ears and Tre’uoall tattoos. Beren was a warrior scholar, adorned with practical armor and long white hair braided back, traditional for Wyvine travelers.

“There’s something wrong.” Dav, an Asceromancer, a wizard dedicated to the protection of the defenseless, spoke softly on the wind, his blue-green robes whipping a little in the zephyr. His voice seemed to carry only his companion’s ears.

They all dismounted and brought their horses back to a small cluster of trees. After tying off the horses, each walked back to the grassy field, the wind still whipping against the ground.

There was a faint smell of smoke and rot on the wind; the three companions crouched as they entered the tall grass. They hid, sensing danger nearby. Just as they took

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“Apparently.” Mogi chimes in, sarcastically, but still intent on the far edge of the clearing.

Garn glares spitefully at Mogi. Dav sheathes his sword. Beren gets up a new barrel of drink from his horse. Mogi continues walking the perimeter, his bow drawn, an arrow knocked.

“He is Tre’uoall?” Garn asks, gesturing with his bearded chin at Mogi.

“He is.” Beren replies, his voice rough and brash, tapping the barrel bindings with thick fingers, “Is this a problem?”

“No. Not at all. I mean, you do not see them much here. Tre’uoall do not get out much, is all.” The Immyr steps backwards, slowly, from Beren. Intimidated by the massive Wyvine, he averts his eyes glancing toward Mogi.

“What is it, Mogi?” Dav calls over, Mogi begins crouching along the field and road. Dav watches Mogi intently, waiting and waiting. A gesture occurs as Mogi signals with a hand on his back. Dav slaps Beren’s shoulder and

nods his head at Mogi, as they trade glances.

Seeing Mogi’s hand, Beren drops the barrel on the ground, and rushes off to the field on the right and woods beyond. The last they see of Beren is as he disappears into the trees, drawing his lance. Dav draws his sword again, mumbling and scowling, crouches down and reaches for Garn to push his shoulder downward, too.

Garn goes to a knee, “What’s going on?”

“Orcs. Two or three.” Dav whispers, “We have a signal we use. Mogi’s a war scout for the Council.” Dav puts his blade in the dirt, whispers some words and the dirt rises and falls to the ground around them. A shimmer surrounds Garn and Dav.

“You’re a Wizard!” Garn exclaims.

“Yes. Stay silent.” Dav, still kneeling, makes gestures with his left hand, readying the sword in his right, “They’re close.”

Garn turns around and pulls at the tethers holding his axe in place, loosening it into his hands. The axe drops

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It was also within the First Millennia when the Wyvine, at the height of their power, chose to attack the kingdom of Azamar with their naval fleet. The Order of Wizardry easily repelled the invasion and orchestrated a treaty. Accounts exist of the famous Wizard, Ofvgar, living during this millennium. Ofvgar was integral in the research directly connecting Dragons with the strength of Magic across Azamar. No account exists of Ofvgar’s death, but a legend discusses his disappearance through the Fabric without return.

Second Millennia [Era of Peaceful Songs]

The Second Millennia brought peace to the land of Azamar. Dragons roamed freely throughout the land, and the Fabric held stable by the Order of Wizardry. All people throughout Azamar saw prosperity as all disputes settled and alliances established under the continued arbitration of the Order of Wizardry. Within the many realms, the Order of Wizardry established Lyceums, to both dispatch Wizards to oversee disputes, as well as recruit new magic users from the far-reaching lands.

By way of a Lyceum established in the Northern realm of Evercrow, a promising young Tre’uoall enters service as a Wizard; his name is Zintar. Near the end of the Second Millennia, this peace ends when Zintar emerges as a powerful Defiler. His presence alone, tears the very Fabric between Azamar and the Blur, allowing the Fiends to flood into Azamar. The Fiend invasion begins the Great War and ends the Second Millennia.

Third Millennia

The Order of Wizardry collapses into chaos, unprepared as the dreaded Fiends rise up to hunt the Dragons of Azamar. Under Zintar’s influence and power, the Fiends spread rapidly throughout the world, forcing the Dragons of Azamar to return to Dragon Home. Through sheer force of magic and great numbers, the Dragons fend off the invading Fiends. Never again do the Dragons trust the people of Azamar as they once did, now betrayed by Zintar and the Fiends he unleashed on the world.

The legendary Moonstaff, created for Zintar, near the beginning of the Third Millennia by a Fiend Lord, enables Zintar to unite the Fiends. Through this unified army of Fiends and the power of the Moonstaff, further damage to the Fabric becomes inevitable. The Fiends

soundlessly and Garn catches it. Without warning, he bursts forward shouting a war cry, rushing straight ahead across the field and consequently, the crater he created earlier.

Dav tries to stop him unsuccessfully, pulls back and moves quietly towards Mogi who has not moved since earlier. The stench of rot haunts the wind where Dav joins Mogi, making them both cringe

“Come, my friend. Providence beckons,” speaks Mogi to Dav as they move together. As they move into the woods, they go left along the grass line disappearing beneath the forest canopy.

Game Master NoteThe records that exist within the Wyvine’s Hall of Memories predate the commonly known and accepted history of the First Millennia, recorded by the Humans for quite some time. Not everyone has access to the Hall of Memories; any Non-Wyvine visitors to the Hall must first prove themselves worthy to the Wyvine cause before receiving access.

Players adventuring in Azamar will be set either in the fourth of fifth millennia depending on the nature of your campaign. Lord Nikolas Bowen at the height of his power, ruled the Kingdom of Azamar late into the fourth, and at the beginning of the fifth millennia. He is the current King of Azamar.

A recorded HIstory

First Millennia

Full-Blooded Humans once prevailed over much of the world of Azamar. An order mostly comprised of Full-Blooded Human Monks, first began recording history within their monastery located southwest of Dorissit, along its rocky shoreline. Travelers adventuring between Krane and Dorissit stopped at the monastery for shelter and the Monks recorded the travelers’ fantastic stories. While many territorial skirmishes occurred throughout Azamar, most ended quickly through mediation by the Order of Wizardry. A great deal of research occurred throughout this period on powerful Magic as the earliest magic users explored the source and limitations of Magic.

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Fifth Millennia [Return of the Dragons]

As the Order of Wizardry heals the Fabric, they also appeal to the Dragons who apprehensively return to Azamar, helping magic to slowly regain its potency. Lord Bowen tours the world hoping to ease tensions while the remaining Orc militants continue to pose a threat to established trade routes.

The Wyvine and the Immyr unite in an effort to wage war against the remaining Orcs. The Enfri conscript their nation to aid the Order of Wizardry. The Shrave return to the surface, after Millennia away, to answer the call to fulfill their obligations to the Wyvine.

During this turmoil and unrest, the once powerful and proud Tre’uoall keep to themselves. Secret factions and cults, still fanatically devoted to Zintar’s teachings, do not give up on their search and seek clues to resurrect their fallen leader.

“The best lesson to learn is that the more we know, the more

we realize how little we do.”

- Pull Vhangratin, Human, Head Master, Academy of Science and Sorcery

exPlorIng AzAmAr

Azamar is a world where many worlds touch and overlap through Magic.

Each world separated by a barrier the people of Azamar call a Fabric. The Fabric is not something most people can touch or understand. Most commonly used for referring to the Fabric between Azamar and the Blur, a world overlapped with Azamar where the inhabitants are immensely powerful and deadly magical beings known as Fiends. The Fiends serve a council of some kind referred to as the Fiend Lords. At any given time, ten Fiend Lords direct and govern the other Fiends in the Blur.

While the Fabric is not tangible, the Blur-Touched or those who can perceive Magic may concentrate and see where damage exists or holes are open. When damage comes to the Fabric, it reverberates and releases Magical energies, if uncontrolled, have physical or otherwise powerful repercussions capable of damaging the breadth of Azamar. Under controlled circumstances, some users of Magic are capable of manipulating the Fabric and

wage the deadliest war Azamar has ever seen.

Many people across Azamar begin to fear that Zintar is immortal and cannot die. However, during the Battle of Evercrow, Zintar finally meets his defeat thanks to the bravery of a young Wyvine warrior and the Alliances formed across the world, involving the Enfri, Human, Immyr, Shrave, Tre’uoall, and Wyvine nations. The details of Zintar’s defeat remain obscured by historical records. After the defeat of Zintar, the Fiends become despondent and easier to banish back to Blur. The rest of the Third Millennia traveling Wizards explore the world repairing tears in the Fabric, imprisoning Zintar’s disciples, and banishing loose Fiends.

Fourth Millennia [Era of Infinite Sadness]

With the Great War ended and the surviving Fiends banished, the remnants of the Order of Wizardry continues repair of the damage done to the Fabric. Amid mistrust and anger, the major races blame each other for the Great War and the near extinction of the Full-Blooded Human race. Orcs, sensing the weakness and conflict, take advantage of an opportunity to return to the surface and begin a campaign across the surface of Azamar. The war with the Orcs is enough to fracture the Order of Wizardry into factions, now each centered on different methods of using magic.

In the midst of the Orcish War, a Full-Blooded Human arises to power, claiming nobility as a Prince of Azamar. Under the Prince’s direction and leadership, the Orc armies are defeated and scattered.

The Prince, Lord Nikolas Bowen, is crowned King of Azamar towards the end of the Fourth Millennia. The King is a strong, intelligent leader who is able to unite most of the nations across the breadth of Azamar. However, with a heavy disdain remaining towards the Tre’uoall, who endures most of the blame for the Great War, because Zintar was once one of them, Lord Bowen is unable to offer their kind protection. The King establishes various Tre’uoall camps on the outskirts of Azamar territory to reduce interracial conflicts.

Lord Bowen also re-establishes the Order of Wizardry under the royal seal, while most of the now fractured Wizard factions refuse official membership; most of them send emissaries to participate as a show of good faith to the crown.

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play in the destiny of the world, but they feel powerless beneath the looming threats of the war. Th e only true hope lies with the Blur Touched, those who have realized their potential through the Axiom.

tHe AxIom

Becoming a magic user involves a realization. Th e realization is an understanding of the relationship between Azamar and the Blur, and their relationship with magic. Th is understanding known to magic users and Supernatural beings is the Axiom. Th e old myths discuss the Axiom with reserved reverence, noting that this unifying truth is both a great boon to the people of Azamar, as well as a curse.

Many seek to abuse the power that rises from knowledge of the Axiom for their own benefi t and repress the people of Azamar. Conversely, others seek to ameliorate the lives of all those on Azamar. Th is divide and disagreement in the way to use the Axiom long ago forced the earliest magic users into a war. From the Great War, came powerful magic now long since forgotten, though many seek to uncover those ancient secrets. Th is ancient knowledge, called Anteprofi dian, thought to represent the means to overcoming the opposing side.

tHe neW WAr

While the tide of the Great War fell with a victorious defeat over Zintar, his followers remained and dispersed.

drawing upon released Magical energies to fuel their own spells.

Th e next closest, over-lapping world to Azamar is the Slip Realm. Th e only known creatures natively living in the Slip Realm are vile, winged beasts known as Gaunts. Th ey serve a greater master, known as the Ash Lord. Many old religions in Azamar depict the Ash Lord as an underworld God. Th ose few who are capable of stepping in and out of the Slip Realm do so cautiously, as Gaunts are powerful and unforgiving creatures not worth confronting.

A rarely visited world, Amonde, is a world essentially on the opposite side of the Blur. Many people in Azamar believe Amonde is the world of the Gods, where they wait for those powerful enough to traverse the Blur to ascend among them. Regardless of the myths surrounding Amonde, no known Wizards returned from the Blur, so no solid information exists of Amonde beyond speculation.

In Azamar, there are many divides to cross. Azamar is a world separated by oceans and lands, rivers and mountains. Th e people of Azamar live apart in fear of war; they live apart because of race and station. Th e intricacies of living in Azamar are delicate lines, and you may one day cross those lines, perhaps all of those that divide. For the tyro to the old hand of experience, Azamar off ers natural wonders and unspeakable horrors to explore, learn, and overcome.

Th e remaining Humans inhabiting the main continent of Azamar live in distinct groups known as the Urbane and the Bu’Col. Th e Urbane believe they are more refi ned and sophisticated than the Bu’Col, who live in the country in smaller, closer-knit villages and townships. Neither the Urbane nor the Bu’Col are Full-Blooded Humans, now divergent bloodlines who dispute their purity.

Th ere are also several monasteries scattered around the world belonging to the Reticent Order of Ascetics, sworn to silence, they observe the world waiting and watching for the day when the Fiends return. No one understands why the Ascetics wait, but the belief is that they are the army that will push the Fiends back across the Fabric should they ever again invade Azamar.

Despite the convenience of the large cities in Azamar, the Urbane are such sycophants that they believe they deserve sparing should the Fiends ever invade the whole of the world. Th e Bu’Col are less naïve of the roles they

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The followers of Zintar suffered punishment across the breadth of Azamar. Persecuted and castigated anywhere they traveled, labeled as Derisians; many were tattooed and imprisoned. Over time, the prisons emptied and decayed due to abandonment. Zintar and the Derisians, eventually forgotten to time, as it became bad practice or bad luck in decorum to speak of them. The many prisons that housed these horrible offenders, left with little in the way of upkeep, slowly crumbled. Of Zintar’s followers, Zamaranth rose up from the ashes, swearing to avenge Zintar’s legacy and return him to Azamar in mind and body. For this, Zamaranth needed a plan.

Over the centuries, Zamaranth grew in power. She discovered the location of an Anteprofidian library, and used every resource to gain access. Unable to open the library, in frustration, she exposed her presence to a nearby Asceromancer Lyceum. A battle broke out, marking the beginning of the new war between good and evil across Azamar. Defeated in that battle, Zamaranth retreated and hid. Ashamed of this defeat, she swore vengeance, and started a conspiracy to return Zintar from his imprisonment. The difficulty in this task was not in releasing him. The difficulty lies in finding him. Zintar’s prison, woven of Anteprofidian magic, moves and is nearly impossible to locate. Zamaranth waits for her plan to unfold. Across Azamar, the various nations wait, as well. War threatening each day as news returns of the dark endeavors that unfold. Bracing at the brink of this Great War, Azamar seems quieter now. As the divides between race and station distort, the people of Azamar wait in the quiet before the storm.

tHe gAme “Rules only matter when there is a need to describe the order of the world around us. It’s the best way for us to converse

with the other people of the world.”

- Pull Vhangratin, Human, Head Master, Academy of Science and Sorcery

tHe BAsIcs

Azamar uses the Cinema6 RPG Framework, (c6), for rules. C6 uses only standard, six-sided dice and a simple set of rules for adding up the dice to determine success or failure.

How it works:

Players roll dice when their Characters use Skills to accomplish something and there is a chance of failing. The Game Master, (GM), provides Players with the required Skill to roll; they roll some dice, add up the values and provide the sum to the GM.

The sum of the rolled dice then compares against a Difficulty Rating, (DR). Each DR has a Target Number (TN). The TN provides the sum needed for a successful roll.

A player does not roll when doing an effortless task, such as walking down the road.

Target Number Difficulty Rating

Easy 6Moderate 13Difficult 21Very Difficult 31Heroic 46Epic 60

gAme PlAy

Azamar uses game play that breaks up the role-playing experience into Seasons, Episodes, Settings, Scenes, and Rounds. Seasons are a group of Episodes, or Sessions. An Episode is a period where Players get together to play Azamar, typically four or more hours. A Setting is a specific environment or greater climate for a game; in this case, the setting is Azamar. Scenes are places where Characters are located currently within Azamar. A scene can involve watching other Characters in combat. If the Characters enter Combat, they begin a Round, which is a measure of the sequences within a Combat Scene. Once in a Round, Characters may only take a specific number of actions due to the dangerous and extreme conditions inherent to combat.

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results in a one to five (1-5), the failure is marginal, if the roll results in a six (6), the failure is significant. The GM determines the outcome of the failure.

cInemA PoInts

As a Player plays through games, they earn Cinema Points to represent experience, perseverance, and personal growth. Cinema Points are the most important aspect of a Character’s development and survival. Players spend Cinema Points during Game Sessions, as well as to improve every aspect of a Character between Episodes. Cinema Points provide the raw material for improving a Character.

Earning Cinema PointsDuring an Episode, a GM may reward a Cinema Point to a Player for a successful and dramatic Roll or just for thinking outside the box, solving a puzzle, or otherwise creative thinking. A GM may reward a Cinema Point to a Player for Role Playing extremely well during the Episode.

Whenever a Character overcomes an enemy, a GM rewards Cinema Points based upon the Experience Value of the defeated opponent. The Experience Value of an opponent relates directly to the difficulty of prevailing over that Character in combat. After a defeat, a GM rewards Cinema Points to all Characters in the party. Below is a chart that assists in assigning Cinema Points for defeated opponents based on the methods used for defeat.

Method of Defeat Estimated ValueKilled (Slain) x 1Outwitted (Deceived) x 2Converted (Persuasion) x 3

Obviated (Tactics) x 2Captured x 3

At the end of every Episode, a GM rewards Cinema Points to all Players for their progress in the story, staying in Character, teamwork, and generally for surviving.

The typical Cinema Point reward for an Episode is three to eight (3 - 8) Cinema Points per Player; normally the number is a blanket amount unless one Player does

dIffIculty rAtIngs

Easy: Most Characters can accomplish this action without significant difficulties, but can still fail.Moderate: Most Characters must concentrate and have some degree of natural talent or some training to accomplish this action successfully.Difficult: Characters must concentrate, exert significant effort, and experience training or practice in accomplishing this action successfully.Very Difficult: Characters must own a level of expertise, concentrate, and exert some effort in accomplishing this action successfully.Heroic: Characters must expend significant effort and concentration; have a modicum of luck, and a significant experiential background in accomplishing this action successfully.Epic: Characters must experience lots of luck, exert significant effort and concentration, and own complete mastery in an area to successfully accomplish this action.

tHe WIld dIe

An Optional Feature to c6 is the concept of the Wild Die. Using a Wild Die provides the potential for Cinema Point spending reduction during game play by creating an avenue for re-rolling. Using a Wild Die in game play dramatically changes the dice mechanic and game play experience. When choosing not to use the Wild Die, the GM should reward more Cinema Points during game play. The concept of a Wild Die derives from the basic principles of a Wild Card in a card game. Every time a roll occurs, select one die different from the others, differentiating it by size, design, and or color. This die is your Wild Die.

How it works:

Whenever a Wild Die results in a six (6) on the first roll, the Player rolls again, as well as any following time a six (6) occurs. Each six (6) adds to the total sum of a roll.

Whenever a Wild Die results in a one (1) on the first roll, this is a failed roll. The GM may ask for a second roll to determine the degree of the failure. If the second roll

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Attributes.

An Average roll during game play revolves around a Character succeeding with a three to four dice score (3d - 4d) in a given Skill. At no time should an Attribute roll occur absent of an attached Skill intent. For example, a Player with three dice (3d) in Strength wants a Character to Climb a wall, but has no dice score in the Climb Skill. The GM instructs the Player to roll the three dice (3d) from Strength, since it is the parent Attribute however, the attached Skill intent is Climb. The Character Record for Azamar uses dots to represent dice. If you need help with interpreting the dots on the Character Record, please see the below chart.

Dot Representation Number of Dice

)! 1d or one die

!! !! 2d or two dice

!! !! !!! 3d or three dice

!! !! !! !! 4d or four dice

!!! !! !! !! !!!!! 5d or five dice

!!!!!!!! !! !! !! !! !! 6d or five dice

tHe fIve AttrIButes

Dexterity

This Attribute dictates your base Initiative, the speed of your physical prowess, including tasks that involve hand-eye coordination, motor skills and situations that call for grace under pressure. Dexterity is the Parent Attribute for the Skills: Initiative, Athletics, Brawl, Dodge, Heavy Weapons, Melee, Pick Pocket, Ranged, Riding, Sneak, and Throw.

Strength

This Attribute dictates your Hit Points and Move. Whether you crash through a wall or square off against your arch nemesis, this is when Strength becomes vital to your longevity. Strength is the Parent Attribute for the Skills: Vitality, Climb, Grapple, Jump, Lift, Push-Pull, Stamina, and Swim.

Persona

This Attribute determines whether your Character is likeable, how one is received by others, if one is easily

something extraordinary during an Episode. A GM may also create special rewards for completing a group of Episodes, as a Season, or for completing a major quest or story premise.

Spending Cinema PointsIf a Player chooses to spend a Cinema Point during an Episode, they lose one (1) Cinema Point and one of two things can happen, you get to roll at least one (1d6, this is always a “Wild Die”) die and add the result to the current roll, or activate a Character Feature. The bonus applied by a Character Feature typically involves rolling two or more dice (2d6, at least one of the dice rolled is always a “Wild Die”). In some cases, activating a Character Feature provides a magical effect or a body weapon, and these have specific rules and guidelines associated with them. If a Player chooses to spend Cinema Points between Episodes, it is for Improving a Character. Improving a Character involves increasing Skills & Attributes, buying new Features, and modifying other stats. See the Characters Development Section for more information.

oPPosed rolls

When a Character takes action against another, both Players make Opposed Rolls. The higher roll wins. A tie requires a re-roll. A GM may set Advantages for one of the Players in the Opposed Roll given the context of the situation as needed.

Situation Opposing Modifier

Small Advantage +1dGood advantage +2d Strong Advantage +3d

ABout AttrIButes

Attributes are the core elements of how a Character interacts with a story. An Average Attribute is three dice (3d), a dice score below three dice (<3d) is a Below Average Attribute, a dice score above three dice (>3d) is an Above Average Attribute. Characters begin the game with one die (1d) in every Attribute and ten dice (10d) to distribute among the five (5) Attributes, which if distributed evenly creates an Average Character. Skills provide a more unique and detailed way to better customize each Character than

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Vitality: Used to absorb and resist damage when hit.•

ABout skIlls

The list of Skills included with the basic Character in Azamar is comprehensive and covers the breadth of Character actions available to players. Development of more general Skills with Azamar is intentional. The following Skills cover the majority of actions any Player may desire taking with a Character while in Azamar.

skIll sPecIAlIzAtIons

Many Skills have Skills Specializations representing a focused area. Below is a quick list of Skills and possible Specializations.

Dexterity Skills

Athletics• - Use to do complex physical maneuvers.

Specializations• : Acrobatics, Balance, Finesse

Brawl• - Use it to kick, punch, and utilize some martial arts.

Specializations• : Boxing, Martial Arts, Claws

Dodge• - Use for avoiding any attack.

Specializations• : Feigning Arrows, Thrown Weapons, Fencing

Heavy• Weapons - Use for ballistae, trebuchets and other heavy weapons.

Specializations• : Ballista, Catapult, Scorpion Dart Thrower

Melee• - Use for swinging or parrying with a weapon.

Specializations• : Axe, Dagger, Improvised Weapon, Long Sword, Two-Weapon

Pick• Pocket - Use for personal theft.

Specializations• : Bump and grab, Swipe and Run

Ranged• - Use for firing bows or other ranged

trusted, (whether genuine or not), or whether an effective leader. Persona also determines how well a Character interacts on a Magical level. Persona is the Parent Attribute for the Skills: Artisan, Command, Deception, Empathy, Gambling, Intimidation, Languages, Persuasion, and Willpower.

Intellect

This Attribute measures the academic and mental capacity of a Character. How well were they schooled? Do they have a sharp wit that allows survival? Intellect reflects how quickly a Character’s mind processes information during critical moments of stress. Intellect is a Parent Attribute for the Skills: Academics, Business, Culture, Law, Medicine, Politics, Search, Streetwise, Survival, and Tactics.

Aptitude

This Attribute represents a knack in operating, understanding, and performing often more mechanical or technical tasks with technology and the surrounding world. Typically, a high score in Aptitude reflects that a Character comfortably and naturally understands what others normally require training to understand. Aptitude is the Parent Attribute for the Skills: Communication, Demolitions, Engineering, First Aid, Navigation, Operate, Piloting, Security, and Vehicle Weapons.

derIved stAts

The derived stats for characters are Hit Points, Initiative, Move, and Vitality. Players should only calculate these four character stats at Character Creation. After Character Creation Hit Points, Initiative, Move, and Vitality increase independent of any Attributes. Initiative and Vitality increase like Skills, Move increases like Skill Specializations, and Hit Points increase using a constant cost.

Derived Stats

Hit Points: How much damage a Character may suffer •before death.

Initiative: How quickly you or your group react in •combat.

Move: The number of spaces a Character can move •in a Round.

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Specializations• : Drinking, Hold Breath, Poison

Swim• - Use to swim through water.

Specializations• : Cold water, Deep water, Diving, Strong Current

Persona Skills

Artisan• - Use to interpret ancient and modern artwork, or create art including acting, dance and music.

Specializations• : Acting, Dance, Drawing, Sculpting

Command• - Use to direct and inspire others through the tide of battle.

Specializations• : Inspire, Objective

Deception• - Use for coercing, lying, subterfuge, and trickery of others.

Specializations• : Forgery, Impersonation, Long Con

Empathy• - Use for identifying the motives of others.

Specializations• : Diplomacy, Mediation, Psychology

Gambling• - Use for games of chance.

Specializations• : Cards, Dice, Sword hand

Intimidation• - Use to appear menacing to others.

Specializations• : Frighten, Threaten

Languages• - How well one learns other languages and how many languages are already known.

Specializations• : Angwis (Dragon), Anteprofidian (Ancient), Chel’Ehtram (Ancient Tre’uoall), Enfri, Forleen (Wyvine), Immyrian, Infernox (Inferium Trade Language), Orchisian, Shrave, Traditional (Trade Language), Tre’uoall

Persuasion• - Use to charm or convince others to see a point of view.

weapons.

Specializations• : Crossbow, Long Bow, Short Bow, Sniping

Riding• - Use for riding on flying, aquatic, or land-based mounts.

Specializations• : Azamarien Horse, Gyet, Weth

Sneak• - Use for avoiding detection by others.

Specializations• : Silence, Darkness, Holding Still

Throw• - Use for throwing any object

Specializations• : Dagger, Improvised Weapon, Short Sword

Strength Skills

Climb• - Use to scale a vertical surface.

Specializations• : Cliffhanging, Ice, Rock

Jump• - Use to jump, horizontally, vertically or a combination of both.

Specializations• : Long Leaping, High Jumping

Lift• - Use to lift objects much heavier than is comfortable or normal.

Specializations• : Levers, Strapping

Push-Pull• - Use to push or pull an object and apply momentum and torque.

Specializations• : Improvised Wheels

Grapple• - Use for wrestling and subduing an opponent.

Specializations• : Restraint, Martial Art

Stamina• - Use to act longer, resist certain poisons or diseases, and increase tolerance to ales and wines.

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Survival• - Use to change, adapt and live in the wilderness.

Specializations• : Desert, Forest, Mountain, Tundra

Tactics• - Use to identify bonuses against enemies in combat or understand the enemy better.

Specializations• : Close Quarters, Dungeoneering, Military, Mounted, Vehicle

Aptitude Skills

Communications• - Use to communicate effectively at long range.

Specializations• : Hooded lantern, Smoke signal, Symbology

Demolitions• - Use for creating, placing, recognizing, and detonating explosives.

Specializations• : Arrange, Defuse, Manufacture

Engineering• - Use to design, manufacture, and repair complex devices or mechanisms with lots of moving parts.

Specializations• : Fix, Improvised Repair, Schematics,

First Aid• - Use for stabilizing someone in an emergency.

Specializations• : Bandaging, Stabilizing, Tourniquet, Triage

Navigation• - Use for applying and understanding charts and maps, identifying location, and determining routes.

Specializations• : Cartography, Orienteering

Operate• - Use to operate a device or complex machine without an understanding of its innards.

Specializations• : Enfri Gadgets, Magic Devices, Pulley Systems

Specializations• : Pressure, Seduce

Willpower• - Use to activate for magic foci weapons and resist another’s will.

Specializations• : Amulet, Staff, Resist Fear, Resist Manipulation, Ring, Wand

Intellect Skills

Academics• - Use for conducting research or recalling specific knowledge.

Specializations• : Alchemy, Ancient History, Logic, Mathematics History, Science

Business• - Use for bargaining and conducting business.

Specializations• : Appraisal, Bargain, Bartering

Culture• - Use for understanding other cultures.

Specializations• : Enfri, Immyr, Orc, Tre’uoall, Wyvine

Law• - Use for understanding local laws and customs.

Specializations• : Azamar City, Grazen, Throng

Medicine• - Use for applying advanced medicinal practices.

Specializations• : Herbalism, Triage, Surgery

Politics• - Use for understanding local politics.

Specializations• : Aristocracy, Autocracy, Democratics, Espionage

Search• - Use Search against Pick Pocket, Sneak, and generally when searching for anything.

Specializations• : Investigate, Listen, Spy, Tracking

Streetwise• - Use for interacting with criminals and navigating the underworld of crime.

Specializations• : Networking, Rogue’s Guild

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From the ballista to the trebuchet, to more personal large weapons, all of them demand fast hands and hard work to maneuver, aim, and fire. Most Heavy Weapons are complex machines and may need quick repairs; familiarity with a Heavy Weapon will only help in this cause.

Melee

When you have run out of arrows and all you have on you is a trusty blade, or are creeping through the darkness only armed with a dagger, Melee is the skill to use. Melee covers attacks and parrying, as well as a range of hand-wielded weapons, simple, improvised, and complex.

Pick Pocket

Stealing, agree with it or not, sometimes we have to do it. However, it justifies the Pick Pocket skill that covers most actions involving any sleight of hand.

Ranged

Whether you prefer up close and personal, direct shots with a hand bow, or shooting your opponents from a distance with a longbow, your method of choice uses this skill.

Riding

Whether flying, aquatic, or land-based, the Riding skill dictates your control over riding creatures. No matter what the difficulty, sometimes the creatures will have ideas of their own, and that is when the best Riders can maintain control.

Sneak

The art of stealth is essential to survival. Sneak allows you to move without detection or conceal an item so it remains hidden. This skill helps overall in avoiding detection by others.

Throw

The ability to throw an object uses this skill. Clever throwing involves understanding how an object will bounce and where it will go afterwards, which is especially useful with explosives.

strengtH skIlls

Vitality

Used to determine how much damage, punishment, and

Piloting• - Use to drive just about anything that flies, floats, or moves on the ground, that is not a mount.

Specializations• : Air Ship, Galleon, Wagon, Wyvine Clipper

Security• - Use for understanding and applying security, and when avoiding sentries or similar countermeasures.

Specializations• : Escapism, Evasion, Lockpicking, Traps

Vehicle Weapons• - Use for firing weapons from a ship or vehicle.

Specializations• : Cannon, Mounted Ballista, Mounted Heavy Crossbow

dexterIty skIlls

Initiative

This is how quickly you react, whether you are rolling for yourself or for a group, it is sometimes vital to go first in order to survive potential casualties.

Athletics

Whether diving through the air with grace or are able to pull off death-defying physical feats, then you are using the skill of Athletics. Using Athletics will help your Character get in and escape from situations no ordinary person could conceive, do complex physical maneuvers, run at great speeds, and add a little flavor when swinging a sword.

Brawl

The act of brawling covers a lot more than just punching; it involves blocking, kicking and some martial arts. When in a situation and unarmed it is time to put up your dukes and make sure you are the last one standing.

Dodge

You dive for cover! When the action gets intense this skill is critical in staying alive. Dodging an attempt to attack will help avoid harm.

Heavy Weapons

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suffering a Character can absorb before losing Hit Points. As well, Vitality determines how long a Character can stay conscious due to pain, torture, or similar effects.

Climb

Used when your Character scales a vertical surface that requires a bit of skill or when under stress.

Jump

This determines the distance a Character can clear in a jump, horizontally, vertically or a combination of both. Whether you are jumping from vehicle to vehicle, rooftop to rooftop or sprinting through some hazardous terrain, Jump will often determine the difference between life, death, or serious bodily harm.

Lift

While brute strength alone is a good thing to have, the instinct that guides you through lifting an object so you will not hurt yourself is a better idea. This skill allows you to lift objects much heavier than is comfortable or normal.

Push-Pull

The raw skill behind pushing or pulling an object to get it moving, and understanding the basics behind momentum and torque to aid in this task allows you to push or pull a normally stationary object to some advantage, such as pushing open a door that is stuck.

Grapple

Being able to bring your opponent into a submissive hold can always help prevent an undesired action. Unlike brawling, the art of Grappling may come in handy when the situation calls for it.

Stamina

Your endurance is essential. A high stamina allows you to act longer as well as resist certain poisons or diseases, including an increased tolerance to ale and wine.

Swim

If you are battling a raging rapid or swimming a long distance, Swim determines how long the Character can survive before succumbing to fatigue or cramping.

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Languages

Knowing more than one language can help especially on a large world like Azamar. Language barriers often hinder encounters between people, but the well traveled often know how to recognize mannerisms and dialects. Languages, determines the number of fluent languages your Character understands. Everyone starts with at least one native language.

Persuasion

When you wish to charm or convince someone to see a point of view, use Persuasion.

Willpower

Resisting another’s will to dominate you or pressing yourself to move on is a trait vital to survival. Exert supernatural abilities, such as using Magic through Willpower. Under strenuous conditions, the mind and physical body are at risk of reaching a breaking point. Willpower is a measure of your ability to resist that breaking point. Use Willpower when resisting con, persuasion, and intimidation, or when using supernatural abilities.

Intellect skIlls

Academics

A background rich in Academics will benefit any Character. Did you attend school? How far did your Character advance? Depending on a situation and the resources and time at your disposal, the use of Academics may act as a bonus to another skill.

Business

The art of business and understanding the local economy uses this skill. Being able to decipher good Business decisions from bad and using your Business shrewdness, depends on your familiarity with the particular field.

Culture

What is the difference between our cultures? Those with a high rating in Culture know what to look for to find those differences. Culture indicates your awareness and study of a culture’s preference with art, etiquette, history, literature and religion. Culture may also aid you in negotiations where if the situation were sensitive, you would not want to offend your guest due to ignorance.

PersonA skIlls

Artisan

An artistic flare or a well-trained eye can help interpret ancient works of art as well as modern ones. This skill governs artistic areas such as acting, dance and music.

Command

Inspiring a legion of troops just before battle is no easy feat; those gifted with Command seem to pull off amazing inspirational speeches. Whether it is a platoon of rag-tag militiamen, or a squadron of experienced mercenaries, those with Command can often influence the tide of battle.

Deception

The act of subterfuge or tricking those around you is a trait possessed by many. Those who make a living by deceiving others to obtain information often find employment as mercenaries. Use Deception when a Character wishes to conceal their own motives, lie to others, impersonate another, blend into a crowd, or fast-talk their way out of a situation.

Empathy

The need to recognize the truth in others is imperative and any good interrogator will use it to navigate around the Deceptions of others. Use Empathy when a Character wishes to reveal the truth from others, recognize emotional reactions, or just understand and identify small white lies.

Gambling

Betting a small fortune requires using the Gambling skill as well as a lot of luck. Those who whisper that fortune favors the bold may be onto something and taking risks can be rewarding or devastating. Whether professional, fun, or addictive, you use Gambling; role-playing during the scenario is encouraged.

Intimidation

Sometimes in order to get your way you have to make those around you feel uncomfortable. Intimidation occurs when you wish to appear menacing to the point where it breaks the will of opponents.

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Communications

The ability to Communicate effectively is essential during hikes into the jungle or when venturing into dangerous mountains plagued by ogres. Long-range communications often involve smoke signals, hooded lanterns, or magic.

Demolitions

Knowing how to place explosives and time detonations is a craft not easily mastered but highly sought after. Regardless of intent, those experts in the field of Demolitions have little trouble finding employment. The better you are in Demolitions, the more complex the explosives you can pull off.

Engineering

A high skill rating in Engineering will allow a Character to perform basic maintenance and repairs to major overhauls to any device or mechanism with lots of moving parts. Having a team of engineers at your disposal will help lower the overall difficulty.

First Aid

While Medicine covers the knowledge of drugs and surgery techniques, First Aid covers the intense concentration and the hand-eye coordination involved when carrying out the task of stabilizing someone in an emergency.

Navigation

The ability to get from Point A to Point B is not a feat for the timid. The art of Navigation allows you an adequate knowledge of charts and understanding of magnetic north. Depending on your Navigation, you are able to predict the distance and time, and food consumption, and have an understanding of what lies along the destined route.

Operate

Sometimes you can just walk up and comfortably Operate a device or complex machine without an understanding of its innards. You are using Operate to easily identify and control a machine without the worry of understanding every little aspect of how it works; from a simple pulley system used to raise and lower a drawbridge, to a complex machine created for producing light without fire.

Piloting

Those gifted with a high Piloting skill are able to control a ship or vehicle as if it were an extension of their will.

Law

Styles of law enforcement vary from place to place. Using Law, you know what to look out for and have a basic to complex understanding of local laws.

Medicine

From applying medicinal herbs to performing surgery, the knowledge of Medicine and using it properly can spell the difference between life and death.

Politics

Politics allows you knowledge of local people in office and key figures in more regionalized Politics. Politics can influence your dealings with local authority figures that are giving you a hard time or knowing the proper people to bribe when a situation gets sticky.

Search

Use Search to counter Pick Pocket, Sneak, Deception, (when used for impersonating others), and generally from when perceiving clues, identifying details, spotting danger, and observing changes.

Streetwise

Criminals come in all shapes, sizes, and species. While the preferred methods vary, their upbringings typically start on the street. Tricks of the trade learned here come through their knowledge and networks. The more attuned the criminal the more informed they would become when the word gets out. Rumors also emerge from every corner, and the chances of you hearing it first will be determined by Streetwise.

Survival

Deep down in every being’s core is the essence of survival. Survival is the ability to live in the harshest of terrains. Survival is the ability to change, adapt and live off your surroundings.

Tactics

Gaining the upper edge over your opponent is a trait practiced by many, but mastered by few. Use Tactics against your opponents to add a bonus to Initiative or other Skills, as the GM deems appropriate.

APtItude skIlls

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ten course supper. They boast an open-minded nation where all are welcome, though their homes are smaller than is suitable for most guests.

The Humans are a scattered race. The Bu’Col are of those Humans whose bloodlines directly involve Tre’uoall. The Urbane are of those Humans who believe they are Full-Blooded, but truly know they are not.

Full-Blooded Humans are rare, and can trace a long lineage back, as well as pass a magically executed test. Full-Blooded Humans hold an especially strong connection with magic and the Blur.

The Immyr are a race of rugged, somewhat fool hearted folk, who dwell primarily in the Inferium, claiming birthrights to an especially large region beneath the surface. Their claims go unverified. The Shrave live in the molten depths of the Inferium, far below any other race. Their kind remains elusive and ancient, directly connected to and descended from the High Dragons. The Shrave population is massive and they outnumber most other civilizations in Azamar by about three to one, but most prefer to remain in the safety and comfort of their homes deep in the Inferium.

The Tre’uoall live dispersed by hate, more than any wars afflicting Azamar’s past. Their kind live in small communities far from most cities, and those that live in cities do so in groups or in special areas to segregate them from the rest of the population.

The Wyvine are a race of warriors and scholars, who above all else value courage, compassion, honor, humility, and tradition. The Wyvine society is seafaring at its heart, as their race has its roots on the Western coast of Olm. Many Wyvine travel great distances to experience the finest in smoking weeds.

Pilots can find employment easily everywhere and often love their chosen trade for the rush and the freedom of traveling. Piloting is the ability to drive just about anything that flies or moves on the ground. Those who wish to dodge enemy fire while Piloting a vehicle use their Piloting skill. If a ship or vehicle has a Maneuverability rating, that value augments the Pilot’s roll.

Security

The security of information, individuals and items is highly sought after everywhere. Security patrols and sentries are often found in every corner and can be dangerous. Yet they apply very different techniques in eliminating potential threats. Those understanding how security works are able to slip by undetected and possess unique talents. Use Security when a Character intends to avoid Sentry patrols or similar countermeasures.

Vehicle Weapons

Firing guns on a ship or vehicle takes a lot of coordination and training. Those proficient in using Vehicle Weapons are able to fire a vessel’s weapons accurately. A ship’s weapons may contain a Fire Control rating which augments your Vehicle Weapons.

rAces“It is in variety that Azamar knows true strength. If we do

not recognize what each of us offers, we shall fall.”

- Zee’Get Wazzle, Enfri, Ambassador to Olm

tHe PeoPle of AzAmAr

Across the lands of Azamar live many creatures. Amongst these creatures are the Humanoid races. The various races represent the thinking, peace-loving people who populate most of Azamar.

These races include the Enfri, the Humans (who are divided into three groups: the Bu’Col, the Full Bloods, and the Urbane), the Immyr, the Shrave, the Tre’uoall, and the Wyvine.

While Orcs are also humanoid, the other races do not consider them equals due to their territorial nature and inability to negotiate for peace when approached.

The Enfri are a race of inventive, high appetite, short folk, who value adventure and experience as much as a good

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as such. Enfri prefer peaceful existences, avoiding politics and war. The Enfri enjoy the finest foods and beverages, savoring them with unusually large appetites. Most Enfri will go the extra mile in acquiring unique food and wines, especially those of the Tre’uoall or Wyvine, which they prize above all others.

Each year, many Enfri make a pilgrimage to the Hall of Memories where they do research and on the archives of the experiences chronicled by the Wyvine across many centuries. Enfri apply their communal knowledge towards the development of innovative and new machines, as well as towards inventions to make daily living easier for all the people of Azamar. It is because of an Enfri invention that the Azamar capital city has running hot and cold water in the royal palace without the aid of Magic. The Enfri move all the races of Azamar forward in thinking, but there are misconceptions about their machines as Magical due to ignorance, so Enfri are cautious when introducing them.

Most Enfri make capable engineers and researchers, however, some have taken up becoming thieves, due to their knack with locks and complex devices. Enfri wear light clothes, made from wools and cottons, layered for colder climates and wearing less for warmer. They often use small pack animals as mounts, and do little traveling in cold weather, keeping their explorations and vacations to warmer seasons. Enfri scarcely commit to a war, however when they have done so, they are extremely effective and proficient. Enfri have darker, black or brown, hair, gray or brown eyes, and darker shades of skin. They stand on average from a third to a half of Human average height and weigh-in near Human children. The Enfri export small traveling devices, Enfrin Stout Ale, and raw materials such as lumber and unrefined ores.

Outlook:Full-Blooded Humans: “While an endangered people, the last of the Humans are the reason Azamar remains safe

today. It is by their sacrifice that we survive them.”

- Carridol Fenn, Enfri, Engineer

Bu’Col: “These distant relatives to the Tre’uoall struggle between the world of the Humans, the Urbane, and finding

an identity among the Tre’uoall people. They cannot embrace an identity until they embrace themselves.”

enfrI

Homeland: Abalos

Main Attribute: Aptitude

Senescent Age: ~300 years

Restriction: Due to their small size, Sneak Attacks are DR Difficult, and Executions are DR Heroic.

Background: The Enfri are a peaceful race originating from the continent of Abalos. Known for their love of festivals and wacky inventions such as flying machines, steed less carriages, and weaponry, they are encouraged to explore their imagination. Enfri choose to explore the world around them, leaving home to seek wealth, fame and adventure. Farmers, Engineers, Scientists, and Archivists, the Enfri people live carefree lives in and amongst the other races. They live in small townships, preferring them to large cities, enjoying both the privacy and freedom. Abalos, homeland of the Enfri, contains many rolling hills and small mountain ranges as well as lakes, rivers, and extensive caverns. The Enfri are non-judgmental towards the other races on Azamar, and keep amiable relationships,

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Immyr

Homeland: Loragaarn

Main Attribute: Strength

Senescent Age: ~500 years

Restriction: Immyr are just not quiet folk, they tend to speak when nervous, and they tend to channel their nerves through a war cry. All Sneaking difficulties are one higher than normal (DR +1).

Background: Miners, Smiths, Soldiers, and Explorers, the Immyr [im-meer] Dwarves primarily work and live beneath the ground, rarely taking time to go to the surface. Hailing from the Inferium (the cavernous underground) the Immyr have major cities under every continent. The newest city, Traggart, is under construction below the North Eastern mountains on the continent of Azamar, just south of Dorissit. The Immyr are very secretive about Traggart since the main goal of this Immyr Stronghold is to rid the Wild Lands of the Orcish threat. The Immyr are a strong people known for their endurance, architecture, magical weapons,

- Heth Vinch, Enfri, Archivist and Researcher

Urbane: “I wouldn’t trust an Urbane diplomat as far as I could throw ‘em. And ya know its not too far, eh?”

- Filligree Risth, Smoke Weed Farmer

Shrave: “Yeah. I remember seeing one of them at some official estate ceremony a long time ago. Definitely got

the Dragon in them. Its for certain.”

- Cullighan Wuld, Enfri, Diplomat

Immyr: “These guys build some really, really neat underground cities! Worth befriending, if you meet an Immyr within your travels. Just be sure that when they

are grumpy, you remain within their good graces.”

- Uridoom Riltton, Enfri, Explorer

Tre’uoall: “Most of what is said about the Tre’uoall is not true. They are a noble race who have fallen under negative scrutiny only because Zintar was once one of

them. I feel sorry for them and help out whenever I am able.”

- Dit Somdark, Enfri, Seamstress

Wyvine: “I met a Wyvine once. She was part of a heavily armed group of mercenaries who were traveling north through Krane on their way to Dorissit. She was a

fantastic storyteller, who recounted many acts of heroic deeds in battle. Truly a fearless race.”

- Kraat Silvershaker, Enfri Wizard, Path of the Asceromancers

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- Oberhon Hewn, Immyr, Prince to Crown of Loragaarn

Shrave: “These creatures lurk in the dark, in numbers by the thousands.

They are dangerous and should only be attacked when we have numbers; else, they escape and return for vengeance

in the night.

- Kamehen Rockbiter, Immyr, Elemental

Enfri: “These little people have the biggest hearts in all of Azamar. Most can be trusted but do not take them for granted; only a handful are concerned about their own well-being. Keep in mind the Enfri can get into places

most cannot.”

- Ragen Stoneshaper, Immyr, Stoneshaper Clan

Tre’uoall: “Thieves and liars, these cowards prefer to hide in their forests and refuse to accept responsibility for one of the greatest tragedies in Azamar’s history, the near-

extinction of the human race.”

- Nerin Doomhammer, Immyr, Warrior

Wyvine: (While intoxicated) “Wyvine’s are a lot like us, a proud race of great warriors. Most are reasonable

within a small group; a large number of Wyvine gathered together can often turn… *hic!* chaotic without any

warning. Often having trouble dealing with non-Wyvine, they seclude themselves back in their strongholds amongst their own kind after having complete their Urikuak…-

whatever they call It.”

- Rex Jewelcrusher, Immyr, Stonecutting Apprentice

and strong ales. The Immyr live in parallel with the Blur, while they do not make good wizards, they are all capable of utilizing their closeness with Magic to infuse objects with Magical effects. The Immyr are a long-lived, extremely tough people, some of whom even remember the Fracturing. While the Immyr do not dispute the claims of the Humans about the Tre’uoall, the Immyr do not hold the entire race accountable for the event. Immyr rarely visit the mainland of Azamar, preferring to live beneath it in the Inferium.

An old Immyr tradition is designing small, extremely complex puzzles for their children and then presenting them with these items when returning from long digs. In some cases these puzzles were ornate and magical and always held a prize. Immyr often wear fine jewelry and expensive clothes. Their civilization, despite its location in the Inferium, is rich, and they live lavishly with food, clothes, and other luxuries. Immyr prefer comfort to vanity, so when traveling they go with sensible options, wearing arms and armor in times of war or when performing guard duties.

Immyr are about one-half to three-quarters the height of average Human, but similar in weight. They tend to be heartier than Humans and more rugged. Their eye and hair color ranges are just as diverse. Immyr speak an old dialect called Immyrian. Many of those who do not understand Immyrian call it “Rock Biter”, as spoken it sounds like a mouthful of gravel. Besides the export of jewels, ore, and stone from the mines, the Immyr also export their Ale, a highly intoxicating drink.

Outlook:Full Blooded Humans: “These folk survive by little more

than the hair on their chins. I do not look forward to the day there remains only one.”

- Kalhzar Renderalimb, Immyr, Ale Smith

Bu’Col: “They struggle for the very nature of their souls. I say we toast them to their struggle, and toast them again to

ease the pain along the way. Ha!”

- Stern Stonefury, Immyr, Zurn Cutter

Urbane: “Liars and braggards, they play at foul games to survive the impending doom of the future… while the true

Humans go extinct, they do nothing.”

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tre’uoAll

Homeland: Nomadic

Main Attribute: Persona

Senescent Age: ~1,800 years

Restriction: Tre’uoall are naturally empathetic beings, close to nature, and close to animals. When a Corruption Event occurs, or when many lives are taken at once, a Tre’uoall feels it and must survive the experience, Willpower DR Moderate, or suffer Damage: 1d + 36.

Background: Considered primitives and untrustworthy by other races, especially the full-blooded humans of Azamar, the Tre’uoall bear the blame for starting the war against Zintar and his army of Fiends. Modern Tre’uoall possess no main city, instead dwelling throughout the land of Azamar amongst any race willing to tolerate them. Some live in the forests and establish small communities, but do not trust others, even their own “cousins” who choose to live in the cities. They view them as domesticated by the other races and therefore no longer true Tre’uoall. Hunters, Scouts, Assassins, Thieves, and Mystics, the

Tre’uoall live in harmony with all things, thus are closer to the Blur. Despite their spiritual closeness and long lives, the Tre’uoall are not trusted or considered wise. Tre’uoall often move in small to moderately-sized nomadic groups, rarely traveling en masse, fearing that Humans will one day attempt genocide on the Tre’uoall. They do find refuge in the Immyr lands of Loragaarn, the poverty stricken districts of various Human cities, and rumors even exist of a far away realm where the Tre’uoall still have a nation, though this was never confirmed. A Tre’uoall always hides magical talent of any kind due to the existing prejudices towards them as well as those who generally fear magic. Tre’uoall are pervasively excellent at hiding and remaining quiet while moving in the wilderness as most of them are at least sensitive to the vibrations of the Blur, which is always affected by any use of Magic. Even the youngest of the Tre’uoall can instinctually detect very powerful magical events at great distances. A Tre’uoall prefers lighter clothes and natural fabrics. While they wear clothes made from plant life, a handful there are some Tre’uoall metalworkers, considered the best at binding magic with metal. While though they rarely adorn their fare, they choose to sell it for high prices. A Tre’uoall tends to have skin shades similar to Humans, some bear tattoos. Most Tre’uoall have little body hair, primarily having hair for eyebrows and head hair which they grow long and often braid. They are similar in height to Humans, however much thinner on average. Tre’uoall normally have blue or green eyes. They rarely have silver or golden eyes, which is considered a great blessing for one of their kind since such a feature is considered magical in nature. Tre’uoall export Wine, Bowyer and Fletcher wares, as well as alchemical brews.

Outlook:Full Blooded Human: “Our long lost cousins do not see the role they play in things to come. If the last of the Full Bloods

passes, so shall we all.”

- Fischelt Preysce, Tre’uoall, Swordchanter

Bu’Col: “They cling so hard to their roots, but do not understand that at one time we were all but a single people;

only we remember now.”

- Nu’ern Pahl, Tre’uoall, Nauvowl Trainer and High Archon

Urbane: “It seems they wish they were something else, which

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WyvIne

Homeland: Olm

Main Attribute: Dexterity

Senescent Age: ~300 years

Restriction: Wyvine cannot innately use Magic; and must spend five (5) Cinema points at Character Creation to be Blur Touched; otherwise, the cost is forty (40) Cinema Points for becoming Blur Touched at a later point.

Background: This proud race of warriors was once able to amass a large naval fleet and conquer new territories. At first they raided small coastal villages but then began expanding their borders beyond Olm. The massive Wyvine fleet set its sights on the kingdom of Azamar. The battle for Azamar was quick and in the end, the Wyvine fleet decimated. Since then, the Wyvine remained in Olm and its people have learned to be more cautious when planning military strategies instead of relying on sheer numbers. An entire wing within the Hall of Memories exists, dedicated to perfecting Wyvine Military Theory. Now the Wyvine send their young warriors to visit the land of Azamar when

they can never change; I pity their failed existence; they could do so much good, but fail to see their own potential.”

- Asna Qilles, Tre’uoall, Dragonrider (unconfirmed)

Shrave: “Their motives are unclear and their kindness brings trust, but they serve the heart of the ancient Dragons,

and in that heart is nothing, but hate and fear and the suffering of magic. Their burden is not one I would choose

to carry.”

- Elreen Leafthurn, Tre’uoall, Order of the Veil

Enfri: “However kind they may be, if you listen to them you will never have a turn to speak. Do not lend them all of

your trust, but respect their views and the peaceful lives they have crafted for themselves amongst all this turmoil and

unrest.”

- Blasdgig Krah, Tre’uoall, Weaver

Immyr: “I traveled with a group of seven Immyr mercenaries once. The quest took us all over Azamar.

As warriors, they are fearsome in battle but as traveling companions, you will never meet a more loyal folk. I have

the honor now of calling them friends.”

- Quadorrn Plexnoft, Tre’uoall, Priestess

Wyvine: “A rather brutish lot. They dedicate themselves to war and battle is everything to them, as they obey a strict

code of honor. Without this code, the set of rules they live by would cause the Wyvine society to dissolve into chaos. This

is the only thing that separates them from the Orcs.”

- Aaranown Dre’vissit, Tre’uoall, Sword Chanter

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Urbane: “Their words are sleek and bring warmth to the soul. They shall have a day in the light, but many years in

the darkness.”

- Nihithal Brey, Wyvine, Emissary to Grazen

Shrave: “They kept their word for helping the great war. We keep our word now. Without honoring the trust given,

we cannot honor ourselves.”

- Exavh Annik, Wyvine, Elemental

Enfri: “While they can talk a lot, there seems to be very little rhyme to their reasoning. Yes, they are capable of

crafting many strange machines but for the most part the Enfri live undisciplined lives while avoiding focus.”

- Lillist Ocomptram, Wyvine, Scholar and protector of the Hall of Memories

Immyr: “Our brothers in arms, Immyr warriors are not to be underestimated. They are determined in battle and are quick to answer the call. They help provide our military with the strongest of weapons in all of Azamar and in

return, we help them whenever possible.”

- Maxxard Traiton, Wyvine, Master Armorsmith

Tre’uoall: “The Tre’uoall I meet never live to tell their side of the story.”

- Zorrans Kelltar, Wyvine, Mercenary of the Crimson Scales

embarking on their Urikuarik. After this completion of the ritual of inner growth, the warrior returns to Olm, recording the lessons learned from their adventures within the Hall of Memories. Sailors, Warriors, and Explorers by trade, the Wyvine (near Human) people live a life governed by a constant state of turmoil and change. Their people are proud and loyal, believing in life debts and honor above all else. If a warrior disgraces him or herself, the warrior leaves in search of a life long journey to make amends for the disgracing action. The Wyvine nations have waged war consistently for the past five centuries, whether with other people or their own. They officially avoid the land of Azamar, at the least en masse, due to the massacre of their fleet. When each Wyvine journeys from their homeland on their Urikuarik, the inner exploration involved provides a means to self-discovery to expand both the inner person, as well as the knowledge of the Wyvine. Each Wyvine feels obligated to chronicle the journey in writing and return the tome to the great annals of the Wyvine.

Most Wyvine use the best armor and weapons available to them. They often choose to don the armor and weapons created by the metals of the Dwarven land of Loragaarn, specifically those forged in the deep mine city of Guradiin Ithural. They tend to travel light yet use heavier armor and weapons when they expect battle. Wyvine have gray or red eyes, very pale skin, completely white or silver hair (which they tend to braid to stay combat ready), and typically stand one to two heads taller than do most Humans. Wyvine speak in a deep dialect called Forleen. Wyvine export arms and armor, mount barding, and sea going vessels of superior quality.

Outlook: Full Blooded Human: “Once they were a people who we could not conquer. Now they are a people struggling to

keep their lives intact. We honor our oath to them, despite the few who remain.”

- Durhafrell Eastreader, Wyvine, Lance Prime

Bu’Col: “They are formidable warriors. Despite any other words of them, for this alone we honor their people, and respect their word. One cannot become a true warrior as

they do without having honor in their blood.”

- Mitteran Slace, Wyvine, Old Highway Guardian

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tend to attack Shrave prematurely, mistaking their kind for Fiend servants or Orcs. Enfri have a similar alliance with the Shrave as the Wyvine, however many of the Enfri who remember the Shrave alliance have long since passed on. This leaves the remaining Enfri to their prejudices with the Shrave, which tend towards similar reactions as the Humans and Tre’uoall. The Shrave are an extremely communal race, using a strict caste system that provides political and social structure, somehow avoiding poverty and unfair treatment. Each Shrave attends local councils that send representatives who carry local decisions on larger matters to the central Shrave city of Mammon, where casting of each communal decision occurs. The Shrave population is massive, as most Shrave live two to three centuries, and their youth only takes place over two to three decades. Shrave are cold-blooded humanoids who share a great deal in common with reptilians. They tend to go without apparel due to the comfort and warmth of the molten depths, though they wear clothes when dealing with outsiders. Shrave appear a cross between an Orc, lizard, and Tre’uoall. Shrave don magical amulets to travel to the surface of Azamar to stay warm while away from the molten depths. They have a natural affinity with magic, like the Tre’uoall, but treat it with reverence and caution. Many Shrave have a strong relationship with wild animals, sharing the similarly instinctual bond that Orcish-kind still use. Shrave occasionally develop powerful immunities to very high temperatures, though this gift takes many decades of training. Shrave are patient and coarse, a trait they have in common with the Wyvine. Most Shrave speak the many Azamar surface languages. Shrave have ashen skin tones, though on closer examination their skin is a tight weave of small iridescent scales. Shrave have yellow, green, black, and blue eyes, a handful have eyes that glow in low light, (similar to many nocturnal animals). They have scaled brows and large ears.

Outlook:Full Blooded Human: “This ancient and endangered race is the last hope in the final war. They gave their lives for our brethren and ancestors, we will not forget though they may

have.”

- Newnyen Ogra, Shrave, Warrior Caste

Bu’Col: “While they fear our kind, they intrigue us. They are perhaps the only other hope for the people above, though

sHrAve

Homeland: Inferium

Main Attribute: Intellect

Senescent Age: ~1,200 years

Restriction: Shrave cannot see well in bright light, and suffer blindness in sunlight, Search difficulties are extremely difficult in light (Search DR+1 in light, DR+2 in sunlight).

Special: All Shrave have Claws that deal Strength + 1d (3) Damage through Brawl. They have small tusks but do not use them in combat.

Background: In the depths of the Inferium, the Shrave survived across centuries as the only race capable of feeling at home near the molten depths. Seen as a threat by the Immyr, the Shrave strictly avoided the upper Inferium for centuries. In recent years, Shrave sought to reignite their ancient alliance formed with the Wyvine Millennia ago. The Wyvine honored their alliance with the Shrave, allowing them to pass into Olm. Shrave travel safely, only when accompanied by a Wyvine. Humans and Tre’uoall

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HumAns, full Blooded

Homeland: Azamar

Main Attribute: Intellect

Senescent Age: ~400 years

Restriction: Humans have no specific restriction other than the fact that they are endangered. At the GM’s discretion, only one (1) Full Blooded Human should exist per game, due to the extreme rarity of Full-Blooded Humans.

Background: Before the Great War, the full-blooded humans of Azamar were plentiful, their culture rich and flourishing. They were a race that dedicated themselves and contributed to Azamar’s culture and development as a learning center. At one point, before the Fracturing, Humans represented the largest population of any race on Azamar. In fact, the University of Azamar, established in the second Millennia, went on to become one the most well known schools of thought for magical practice throughout the world. Towards the end of the Second Millennia when the threat of the Great War first started to gain momentum, the Humans aligned themselves with

they must first pass the great trials ahead.”

- Toorch, Shrave, Wizard Caste

Urbane: “These people are confused about the reality about them and mistake it for the freedom they so desire through

pure blood. Fools...”

- Hurn Ept, Shrave, Wyvine Emissary

Enfri: “They are a strange people who do not acknowledge normal limitations placed on the rules of magic. We are

apprehensive about our alliance with them, but continue to honor our agreement.”

- Feth, Shrave, Warrior Caste

Immyr: “While we respect the Immyr for their resilience and desire to defeat the Orcs, they do not respect us. We give them wide berth at all costs to avoid a war that may lead to

their demise.”

- Kalum, Shrave, Sentinel Caste

Tre’uoall: “These people are tied to the beginnings of the world, and to the end of it. Their fortune is tied to ours,

and we seek an Alliance with these creatures.”

- Schimt, Shrave, Deep Song Priest Caste

Wyvine: “They honor us with ceremony and celebration, but are cautious to call us friend. While it is obvious, their own fate lies intertwined with the rest of Azamar, even though

they fail to see it.”

- Cherrax, Shrave, Earth-Elemental Caste

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- Xvonne Lordischmidt, Human-Fullblood, Monk

Shrave: “They are mysterious beings that lurk in the shadows, spoken of only as legend. Nevertheless, I have

witnessed a handful of Shrave warriors working alongside a group of Wyvine mercenaries. When approached, the

Wyvine made no mention of their existence.” - Sadie Rhizznor, Human-Fullblood, Wizard of The Order

Enfri: “They are a silly folk, but from such nonsense emerges fantastic inventions! Perhaps this is their greatest strength.

This will forever perplex me.”

- Karande Stilton, Human-Fullblood, Mercenary

Immyr: “The only trait that matches their courage is their stubborn nature. These hardworking peoples do not get the

credit they deserve for keeping Azamar safe. Within the walls of the Inferium, far from our eyes, they have been on the front lines fending off the threat of the Orcs for untold

centuries.”

- Ryill Verot, Human-Fullblood, Apprentice Brewer

Tre’uoall: “The Tre’uoall was our strongest ally during the Great War. I have sworn an oath to protect them, as they once did for us. I have foreseen that one day, a Hero shall rise and repair the damage inflicted upon the Blur. Once the fabric has been restored, Azamar will move into a new

age of prosperity.”

- Lord Nikolas Bowen, Human-Fullblood, King of Azamar

Wyvine: “Strength is not everything and even these brutish savages can see that. They have created themselves a strict code of honor and have perfected their fighting techniques

over the centuries. They wage war like no other. Sadly, this is all they know.”

- Zimm Krhistor, Human-Fullblood, Harbor Master

the Tre’uoall and took up arms to fight against Zintar and his legion of followers, the Derisians. Suddenly, the unthinkable happened and Zintar, aided by the Moonstaff, which was crafted for him by a powerful fiend lord, succeeded in wiping out most of the Full-Blooded Humans through the act of the Fracturing. Only a handful of survivors foresaw a prophecy unfolding before them and received warning to take what they could and flee far from the Great War. As they did, Zintar’s forces brutally hunted and slaughtered those they could find. The Full Blooded population today remains at near one hundred people, who remain scattered throughout the land. Some choose to remain close to the city of Azamar and its university, believing it a beacon of hope. The Lord of Azamar, Nikolas Bowen, is himself a Full Blooded Human and preaches unity and toleration for all the races. Speculation remains as to why the Fracturing took so many Human lives at once, but it is likely due to the closeness they possessed to magic. It was only through the curiosity and research of the Full Blooded Human civilization that Anteprofidian magic was discovered long ago, allowing the Order of Wizardry to effect true change across the world.

Humans today try to appear as other races, avoiding attention to their heritage, and often altogether denying their bloodline in the face of political schemes and pandering by diplomats who seek the favor of the these rare descendants. Full Blooded Humans often possess rare and powerful magical talents that carry with them a great burden of destiny.

Outlook:

Bu’Col: “Good friends and allies to have on your side. However, despite their confidence being recently shaken by

the departure of the Urbane, they stand unified and are one of the only species other than us who openly welcome the

return of the Tre’uoall. It is imperative that the others learn from their example.”

- Sol Walker, Human-Fullblood, Keeper of the Wizard’s Bay

Urbane: “A curious, recent phenomenon whose true intentions are still unknown. Was it because they felt more human than Tre’uoall? Why did they suddenly choose to separate themselves from the Bu’Col? While they number only in the thousands, they must realize the actions these

people took may have dire consequences.”

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home and started practicing their Blood Magic in seclusion. Being that they reside within the upper levels of the Inferium, their presence has not gone entirely unnoticed, the Shrave continue to spy and keep a close eye on these new “intruders” to their world. The Bu’Col and Urbane are difficult to tell apart to the untrained eye. Your typical Bu’Col tend to have more Tre’uoall features while the Urbane bloodline appears more human. The only noticeable difference is the majority of “true” Urbane have a pale complexion and striking blue eyes. Even though their presence continues to create controversy, the Urbane who chose to remain in the kingdom of Azamar continue to practice their art of magic within the University of Azamar’s curriculum. There is a wing dedicated to spell structure, the understanding of the Blur and the rituals performed when concocting potions.

Urbane are quick to pass judgment on the other people of Azamar, and are spiteful for the perception formed of their people. Most Urbane remain isolationists, avoiding the rest of the world while plotting to return to power by the blood of their ancestors. Urbane enjoy fine apparel, food, and wine, but will rarely deal with the producers of such fine sundries, instead choosing to use intermediary Urbane merchants who do all the “dirty” work of trade. Urbane merchants suffer the disgust and disgrace of the rest of the Urbane people, considered a lower class that deals with outside races. Most of the Urbane who become merchants are far more tolerable to the outside races, however they still possess prejudices as taught to them as children.

Outlook:

Full Blooded Humans: “What makes them better than us? A little blood if you ask anyone else. We are the same, but they refuse to accept our hands of assistance. They have our

respect, but not our love.”

- Thraze Dulainguid, Urbane, Dorissit Captain of the Guard

Bu’Col: “These foul and dirty cousins accept the betrayal of the Treasehan fools who think the pure bloods can help them survive the coming war. At least they choose to live aloft in

the wylds, away from where they can do us more harm.”

- Poom Foraswit, Urbane, Emissary at Krane

Shrave: “These beasts deserve no more respect or kindness

HumAns (urBAne)

Homeland: Azamar

Main Attribute: Persona

Senescent Age: ~110 years

Restriction: The Urbane may be resourceful and silver-tongued, they are still not trusted. Whenever using Persona for social interactions, the difficulty is higher (Persona DR+1).

Background: The wealthy and resourceful Urbane family broke off from the Bu’Col two centuries ago after a bitter dispute over territories and acceptance of their Tre’uoall heritage.

Once they all were Bu’Col, but after the separation, the Urbane retreated and became isolationists as they constructed a fortress deep within Evercrow. Halfway between the center of the High Tundra and the Sea of Black Water, Urbane Scouts unearthed a series of chasms and decided it would be a great retreat to settle.

Most of the Urbane moved from Azamar to their new

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HumAns (Bu’col)

Homeland: Azamar

Main Attribute: Strength

Senescent Age: ~100 years

Restrictions: Since the Bu’Col are the products of interbreeding between the Tre’uoall and Full Blooded Humans they are in a constant struggle between their heritage and finding themselves. DR+3 when interacting with Tre’uoall and Full Blooded Humans.

Background: The Bu’Col tend to resemble Tre’uoall more than Fullblooded humans with a slender to lean build. Depending on the Bu’Col, they may even have an olive colored skin tone. The Bu’Col are a reliable, passionate people who feel entitled to an enormous debt by the other races for the role they played in the Great War, something often regarded as arrogance. Bu’Col warriors earned a reputation, known for their cunning and contributions to many campaigns in the fight against Zintar and his army of Fiends. The Bu’Col align themselves with the remaining full-blooded humans and Tre’uoall even as they

than the bile coughed up from the wastes and uncharted territories. What few I have seen, do any pleasure on the

eyes. Avoid, or kill, any you may encounter.”

- Olef Erthicksson, Urbane, Weaver

Enfri: “About as useful as far as they can be thrown, which is actually pretty far... Even farther if you use one of their

machines. Hehehehe…”

- Trenc’ge Obeouring, Urbane, Grazen Merchant

Immyr: “They make excellent ales, blades, and can hew stone like it was butter. Else they are louder than a

Weth, and smellier the Shrave. Good for the occasional bodyguard…”

- Werenthdhal Phraghis, Urbane, Diplomat to Loragaarn

Tre’uoall: “These dirt loving Sprytes ought to stay where they belong. Dead and in a hole.”

- Varren Bluegray, Urbane, Vor Captain of the Guard

Wyvine: “While they are dangerous opponents and demand respect while in their presence, we give them none

behind their backs. These Shrave-loving, grass eating, Spryte huggers are the worst of all the people of Azamar. They demand respect and loyalty, and give nothing in

return but words and the honor of fools.”

- Faeless Umquamadidi, Urbane, Fire-Elemental

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likely the servants of our Urbane cousins.”

- Isolina Keil, Bu’Col, Emissary at Azamar City

Enfri: “These “Littlefolk” create the most wondrous inventions. Their contributions to the world of Azamar largely go unnoticed by the others nations since they are

more focused on waging war.”

Eoveen Flintburn, Bu’Col, Tatuaxe

Immyr: “While the Wyvine study the craft of warfare, the Immyr have perfected the deadly tools used in battle. They

pride themselves on smithing the best of the best. While their skills are highly sought after, most fail to realize the

Immyr are also a very caring and noble race.”

- Juhbair Thast, Bu’Col, Asceromancer

Tre’uoall: “Mother looks the other way as she is saddened by the treatment she received. It makes me angry because she

does not deserve such ridicule.”

- Rilt Saind, Bu’Col, Priest

Wyvine: “A race bent on crafting War, they encompass all of its teachings while they study, initiate and wage it. They

embody it as a spirit and as a culture.”

- Unsank Tenvleng, Bu’Col, Emissary to Olm

fall from grace. They refer to the Fullbloods as “Father” and the Tre’uoall as “Mother.”

The Bu’Col live scattered across the world on just about every continent, except Dragon Home and some parts of Evercrow. They prefer to live in the wilderness, where they form small village communities that function independently from any major city state or particular nation. Some Bu’Col began living nomadically about a century ago, traveling around regions in search of food.

There is a well-known group of Bu’Col warriors, who live in the Dama Plains of Olm, assisting the Wyvine council in eradicating the dangerous Harrier population that infest the region. Many Bu’Col work along the Old highway in Olm, serving as patrols to keep the region free of more dangerous creatures, such as Trolls and Therians.

Bu’Col wear loose clothing, avoiding the harder types of armor for those using more organic materials, such as woods or leathers. A historic Bu’Col started the warrior art around a weapon called a Shea’Ahk, which is now the traditional weapon of the Bu’Col people. A blade and heavy ball on the ends of a long reaching chain, used for precise and powerful strikes. Many Bu’Col are recruited into various Wizard factions, as they learn magic quickly perhaps due to their close relationship with the Full Blooded Humans, and their acceptance of their Tre’uoall ancestry.

Outlook:Full Blooded Human: “To have been fathered by the

Fullbloods is both an honor and privilege. While never forgetting our heritage, their true destiny will certainly affect ours. That is why we must continue to help them

whenever possible.”

- Eamian Dade, Bu’Col, Order of the Veil

Urbane: “They actively chose to abandon us, our family and our way of life! For that act of treachery, they have since vanished and choose to practice their dark arts in

secret. What are they so afraid of?”

- Mireah Tremast, Bu’Col, Shea’Ahk High Warrior

Shrave: “What are you talking about? You cannot be serious! Yes, the Inferium hides many secrets but you seem to be fond of spinning tall tales. If they do exist they are

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Wyvine war scholars, stood before the council, summoned with his companions. The task given the group was in seeking the help of the Dragons and the Dragon Riders, an ancient group possessing the gift to speak with Dragons. This assistance has come at a dire time for Olm, where the North lies besieged by Therians working for a powerful Derisian Defiler, called Seibrin.

Agreeing to the charge, the small group was to follow the path of another Wyvine who had recorded a journal and brought it to the Hall of Memories long ago. Following the same path as he, the party journeyed to Evercrow to seek several scrolls and books from the remnants of an ancient Lyceum. Within the tomes were clues to the entrance to Adrya Ampais, as long ago the Keep was intended as a point of travel for the Enfri and several Wizard scholars. This path to Adrya Ampais was lost to the annals of time, until now.

Beren walked from the woods, swearing under his breath as a small branch caught his cheek. Then something caught his eye.

“Down.” Beren dropped as fast as the wind allowed him.

Dav and Mogi stopped and held a signal for Garn, who fumbled for the reins of the mule to halt. The mule bucked, throwing Garn nearly on Dav’s heels.

A flIgHt of drAgonsBeren stepped carefully twenty paces ahead as Dav and Mogi crept quietly along. Garn rode a small mule far behind the others, drinking from a mug and tearing bits of meat from a leg of some fowl.

They moved through the woods, approaching a crest on one side of a large valley. Beyond the valley lies a massive mountain range which the Keep of Aetern sits atop. The Keep is an uninhabited prison once used for holding Derisians. Within the Keep is a fabled treasure called the Feldspar: a powerful relic rumored to possess the power to transport people to and from the abandoned city of Adrya Ampais on Dragon Home.

Their journey was not specific to the Keep, but was actually a means to another end. The charge: to infiltrate the inner sanctum of Adrya Ampais and secure the aid of the fabled Dragon Riders. Following ancient scrolls and enclosed clues across the breadth of Azamar, the small band journeyed in a race against time. Dav, most of all, knew the dire situation as it had been presented to them months ago by the Wyvine Council.

The massive council chamber room housed the hundreds of Wyvine council members who oversaw the governance of Olm. Beren, who was from a long line of respected

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cHArActers“It is on the shoulders of the young the world rests. May the

dragons look kindly upon them.”

- Fesper Dhal, Wyvine, Proving Grounds Trainer

There are two main types of Characters in Azamar, beginning Characters, also called Tyros, and Veteran Characters. Some Characters in Azamar are Blur-Touched. The Blur-Touched represents a Character’s ability to use magic, access supernatural powers, and how a Corruption Event affects the Character.

tHe BAsIcsHow it works:

Create the Character’s Name, Race, Gender, Height, 1. Weight, Trade, Level (Optional), Chronicle, and Description.

Distribute ten dice (10d) to the five (5) Attributes 2. (Dexterity, Strength, Persona, Intellect, and Aptitude). An Attribute with three dice (3d) is an average Attribute score.

Calculate the Derived Stats: Hit Points, Initiative, 3. Move, and Vitality. Distribute seven dice (7d) to the Character’s Skills. Each Skill inherits the score of the parent Attribute, thus if Dexterity is at four dice (4d), then all the Skills belonging to Dexterity begin at four dice (4d), so adding one die (1d) to Dodge increases the Dodge Skill to five dice (5d).

Hit Points equals The Number of Strength Dice 4. multiplied by three, (Hit Points= Strength x3).

Move equals Strength plus three, (Move = Strength 5. + 3).

Vitality equals Strength, (Vitality = Strength).6.

Initiative equals Dexterity, (Initiative = Dexterity).7.

Save or spend the seven (7) starting Cinema Points for 8. raising Skills or purchasing Character Features.

Get starting Equipment, Money, and Weapons.9.

“Damn mule!” Garn spoke, and then was quickly hushed by his friends. Mogi gestured at them to remain and he stood, bent over, and rushed forward to kneel just behind Beren while remaining in the tree cover.

Before them at the top of the hill, was a massive ironbark tree with the Keep looming in the distance. Along the horizon a troll visibly hurried along the opposite cliffside, moving as if fleeing from something. Then they noticed the strange flock of creatures flying towards Obsalos from the distant sea to the South East.

“Where a troll hides, so should we.” Beren spoke calmly to Mogi, who gestured for the others to move forward slowly. The taint of Obaslos was distant today on the wind, replaced by a stranger scent, one of brimstone and ash, the smell of clothes after a night around the campfire.

Dav pulled a spyglass from a pouch and assembled it, bringing it to his eye. He gasped audibly, shaking, he handed it to Beren. They took turns looking through the glass at the spectacle, in turn awe and fear came over them. As Garn finished looking through the spyglass, the first of the Dragons were upon them. They stayed hidden for a time.

There were so many Dragons, the four had no idea how to react, let alone do anything. No one had seen that many Dragons at once in millennia and the vision of it was beautiful and terrifying. Dragons were known for their impossibly long vision and also their keen sense of hearing and smell. The four knew they were seen and likely smelled long before the Dragons were near and they awaited their fate.

The Dragons just flew past.

In a moment of awe, Beren and Mogi stood and walked to the great tree at the top of the hill in front of them, staring at the magnificence of the Dragons. It was a good day to be there.

The Flight of the Dragons had begun.

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“More and more people lately seem Blur Touched… I think it is a sign of things to come.”

- Puhctek Der, Urbane-Human, Lord, Krane Defense Minister

tHe Blur toucHed Some are born Blur Touched, others develop it later in life. Blur Touched Characters have many benefits, such as the emergence of supernatural abilities, access to using magic, and the ability to sense and interact with the Fabric between worlds. Characters may begin as Blur Touched at Character Creation for free, or the may choose to become Blur Touched later, by spending twenty (20) Cinema Points to activate the inner Emergence of becoming Blur Touched. Once a Character is Blur Touched, they can remove it permanently through the Purging: a painful day-long ritual. The Purging, aside from being painful and time-consuming to the Character, permanently reduces the Character’s Total Hit Points by twelve (-12 Hit Points, if this drops below zero (0) Hit Points, the Character dies), and it requires the Character to remove all but one (1) Cinema Point. Those who are Blur Touched are subject to detrimental effects when near a Corruption Event.

corruPtIon events

A Corruption Event is when the Fabric between Azamar and any other world is disrupted. This sends ripples through the World of Azamar and affects any Characters who are Blur-Touched and are more sensitive to changes in the Fabric. The long-term effects of a Corruption Event are localized and permanent damage to the Fabric that makes accessing Magic by most individuals completely impossible in the area of such a tear. The short-term effects of a Corruption Event is a disruptive force that can knock a Blur-Touched person out of Azamar and through the Fabric. As well, a Corruption Event can deal damage to those extremely close to the epicenter, permanently alter Attributes, and the very physical nature of the world.

How it works:

Each Blur-Touched Character rolls one die (1d) and compares to the following results.

cHArActer develoPment

“Everyone is different. Its why I started teaching long ago; to meet all the fine people of the world.”

- Pull Vhangratin, Human-FullBlood, Head Master of the Academy of Science and Sorcery

Development of Characters is the process of customizing and improving the various Traits and Features. Traits are any part of a Character that are not Character Features. There are standard costs to Character Development for Traits, but Features vary widely. Features also often have prerequisites that effect cost, including possessing other Features or holding certain dice pools in specific Traits, specific Races, or specific Trades.

How it works:

Improving Traits costs the number of Cinema Points outlined below.

Trait CostAttribute Current Rating x 10 Skill, Initiative, or Vitality Current Rating x 3

Skill Specialization Current Rating

Hit Points 2Move Current RatingNew Skill 6

Roll Close (<20 distance) Near (<50 distance)

1 Vanish into the Blur Take 1d+21 Damage

2 Lose 1d Persona (Min. 1d) Take 1d+18 Damage

3 Lose 1d Persona (Min. 1d) Take 1d+15 Damage

4 Lose 1d Intellect (Min. 1d) Take 1d+12 Damage

5 Lose All Cinema Points Take 1d+9 Damage

6 Take 1d+30 Damage Take 1d+6 Damage

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11With the comfort of a stable family, you learned to get your way: Persuasion +2d.

12 Raised by siblings, you learned the art of avoidance: Sneak +2d.

13 Condemned and abused, you persisted despite the odds: Streetwise +2d.

14 Raised by in the wilderness, you lived off the land: Survival +2d.

15Life in a monastery taught you to improve the self: Brawl +1d, Grapple +1d, Dodge +1d.

16 Instructed in secret and given the tools for survival: Cinema Points +5.

17Rigorous military training and focused academics gave an edge: Any Skills +4d.

18

Your master gave you everything, the rest is up to you; Any Attributes +2d, Any Skills +2d, Multiply money by two (x2).

veterAn cHArActers

Sometimes, GMs create games specifically for more experienced Characters. These are Veteran Characters. Veteran Characters use the basic Character Creation process, but they receive an extra number of Cinema Points based on how the GM desires to distribute them. The following table provides guidance to distribute Cinema Points to Veteran Characters.

Echelon Suggested Cinema PointsJourneyman 30Adept 50Professional 90Veteran 120Prime 200

New Skill Specialization 4

“The world needs more Heroes. They keep jumping in the way of arrows to save other people.”

- Lord Ajran of Krane, Urbane-Human, Defense Minister

rAndom BAckgrounds (oPtIonAl)

An optional method of adding some flavor to new Characters is by rolling for a random background. We produced a random background chart that really adds a bit more to a Character and gives them a little more uniqueness and personality. Take it or leave it, it is an excellent way to spice up any new Character!

How it works:

Roll three dice (3d), add them up, and compare to the chart below.

Roll Background

3

Born into extreme poverty, you struggled with finding basic needs and got good at saving for later: Multiply money by three (x3)

4 You worked as an apprentice to learn to surpass others: +3 Cinema Points.

5Raised in a modest household, you dreamt of adventure and trained yourself into shape, Move +3.

6Adopted by a wealthy tycoon, you received superior academics throughout childhood: Academics+2d.

7 You survived your family, persevering into a stronger person: Hit Points +12.

8 Criminals carved out your childhood: Pickpocket +2d.

9 A Rival forced you to fight whenever possible: Dodge +1d.

10Your early life was about saving everything: Multiply money by two (x2).

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(Permanent, Replace Willpower for Search as desired)

Adrenaline Junkie, Cost: 5, Creation Only.

Description: Your Character enjoys being a dare devil and doing things that others would never try. Every time you spend at least one (1) Cinema Point, if you succeed in a roll with an Epic DR or better, you get one (1) Cinema Point back immediately. This is always a gamble, but an Adrenaline Junkie is always willing to take the risk. Once the spent Cinema Point returns, more Cinema Points cannot be gained in this manner.

Adverflammian, Cost: 3, Creation Only, Race Only: Shrave.

Description: The Character was born with a natural resistance against flames and fire, and the heat associated with them.

(Armor +20 against Heat and Fire)

Afflicted, Cost: 7, Creation Only.

Description: Your family was in the line of fire on Evercrow, when the Fracturing occurred. Since then, each subsequent generation has carried the Affliction, a magical condition that manifests through physical changes, providing a boon and a curse simultaneously.

(Permanent, +5d distribute to any starting Attributes except Persona. Persona can never increase. Persona skills can never increase, including Willpower. Persona drops by 1d every decade of the Character’s life until hitting 1d. If the Player chooses to begin at 2d and the Character is 20-29 years old, the Character actually begins with 1d in Persona. If the Player chooses to begin with 1d Persona, the Character is horribly disfigured from birth and is likely cast out from normal society)

Ambidextrous, Cost: 5, Creation Only.

Description: Your Character is Ambidextrous, and can use both hands equally well. Ambidexterity keeps the DR equal for the off-hand when using Dexterity rolls. Without this Special Ability, the DR increases by one.

(No DR change for offhand, without the DR level increases by one level)

Ascendant, Cost 7, Creation Only, Blur-Touched.

Description: The character ignores all detrimental corruption event effects, forever.

cHArActer feAturesTo assist in Character Development, Character Features provide options for Creation Only and Veteran Characters to spend Cinema Points for detailed Character Customization. The World of Azamar uses Character Feature types, Creation Only, General, and Magic, to provide improved Character Customization. Character Features that are Trade or Race Specific, are the cost specified, unless the Race and Trade does not match, then the cost is doubled (cost x2). If a Character Feature is Race or Trade Only, the named Trade or Race may take that Character Feature. When a Character Feature permanently increases Attributes or Skills, they may never exceed six dice (6d).

Creation OnlyAbnormal Size, Cost: 5, Creation Only.

Description: Your Character is either very large or very small for her species, lending to it the advantages of such. Being very small gives a bonus to do things involving Dexterity (+2d) to all Dexterity based rolls, however the Character is not nearly as strong and has difficulty with things involving Strength (Strength can never be increased above 2d). Being very large has the opposite effect, the Character can do things easily involving Strength (+2d) to all Strength based rolls, however the Character is not nearly as quick and has difficulty with things involving Dexterity (Dexterity can never be increased above 2d). The bonus temporarily provided Strength or Dexterity benefits is considered a surge in an Attribute, and is not permanent.

(+2d to Dexterity or Strength, 2d Max Attribute on Opposite Attribute Dexterity or Strength)

Achromatic, Cost: 3, Creation Only, Race Only: Shrave.

Description: The Character was born with the ability to camouflage through skin color changing.

(Sneak +15 when not moving, Sneak +9 while moving, Activation: Immediate)

Acumen, Cost: 3, Creation Only, Race Only: Shrave.

Description: The Character was born with the ability to perceive supernatural elements of nature, able to sight details of Reality; you have a unique, Sixth Sense.

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doors and ripping gates from mortar.

(Push-Pull +12, Lift +12)

Burst of Speed, Cost 3, Creation Only.

Description: The character ignores obstacles and moves briefly at great speeds.

(Athletics +12 to traverse over obstacles, DR based on terrain, if successful: Move +10, this does not provide extra actions)

Bury, Cost: 3, Creation Only, Race Specific: Enfri.

Description: With Bury, an Enfri can hide just about any object out of view, particularly awkwardly, however difficult to spot.

(+3d Sneak, Activation: Immediate)

Cat Burglar, Cost 3, Creation Only.

Description: The character belongs to a long line of master thieves, raised amongst a syndicate, and taught the ways of the criminal underground.

(Security +9, Sneak +9, Athletics +9, Business: Appraisal +9, Streetwise +9)

Chink in the Armor, Cost: 3, Creation Only, Race Specific: Enfri.

Description: Many Enfri learn technical affinities, making them able to quickly spot details, and can do so through concentration in combat to expose fatal flaws in an enemy.

(With a successful Tactics, DR Moderate, an Enfri may immediately strike an enemy and deal Sneak Damage, Activation: Immediate)

Chiromancer, Cost: 7, Creation Only.

Description: Your Character learned to fight in hand-to-hand combat from the earliest age possible, taught by the Reticent Order, the monks brought many lessons each day. While you have more to learn, your studying provided a foundation for early mastery.

(Permanent, +2d Athletics, +2d Brawl, +2d Grapple, +2d Melee, +2d Dodge)

Chitonous, Cost: 3, Creation Only, Race Only: Shrave.

Description: The Character was born with the ability to

(Permanent, Ignore Corruption Event Effects)

Auroran, Cost: 7, Blur-Touched, Creation Only, Race Only: Full Blooded Human.

Description: Aurorans are those Humans destined for greatness who have an innate and supernatural ability to influence and lead others, for better or worse. They appear to glow blue slightly in light and appear as a beacon of hope in the worst of times.

(Permanent, The Character emanates an aura of power, inherently Magical in nature, Starting Persona +3d (Cannot exceed 6d), any allies within a fifteen (15) unit distance of this Character gain +1d on all rolls during Combat)

Avatar, Cost: 6, Blur-Touched, Creation Only, Race Specific: Humans.

Description: A character who becomes an Avatar is a conduit of Anteprofidian Magic and can naturally tap into Magic regardless of location, inherently able to drawn upon the true Source.

(Permanent, Regardless of Corruption Events or issues in the Blur this Character can tap into and use Magic where others may not)

Beast of Burden, Cost 2, Creation Only.

Description: The character can carry a lot of stuff over long distances that would make others collapse in exhaustion.

(Lift +12, Stamina +12)

Blood Ties, Cost: 7, Creation Only, Race Only: Urbane.

Description: Urbane have a long legacy behind a secret society, called the Glow. By digging deeper into the Character’s history and uncovering old family records, the Character learns of belongings to the Glow. By taking the first step, the Character is now a member of the Glow, a secret society of assassins, bent on preventing another Fracturing, no matter the cost.

(Now highly trained in using Daggers, the Character gains +2d Throw, +2d Melee, with Daggers, and underwent the painful initiation rites of the Glow, (Permanent) +6 Hit Points)

Brute Force, Cost: 3, Creation Only.

Description: The character is an expert at breaking down

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new languages quickly.

(Language +15)

Destined, Cost: 6, Creation Only.

Description: Your Character has a Destiny, you get to decide on how it turns out.

(Once per Game Episode (or Session), Select any single roll and gain a +12d (+36) bonus)

Devian, Cost: 3, Creation Only.

Description: With long established ties in the criminal community, the Character may easily access just about every bit of information about anything illegal, underhanded, or subversive.

(Streetwise +12)

Didactic, Cost: 5, Creation Only.

Description: With your Character’s tutelage, another Character learns more quickly and easily.

(Academics, DR Difficult for 3d or less, Very Difficult for 4d-6d level Intellect Skill, lowers cost of increasing an Intellect Skill by one half the cost (rounded down) in Intellect Skills your Character is trained in, Duration: Immediate)

Dragonscendant, Cost: 4, Creation Only, Race Only: Shrave.

Description: The Character was born with direct lineage to a Dragon, borne of magic, is able to produce a small breath weapon.

(Permanent, Gain a directed breath weapon of the selected type: Acid, Fire, Frost, Lightning, or Quintessence. Range: 5/8/15, Damage: Willpower +21/+18/+15, the Character’s glands re-charge after three (3) Rounds, Duration: Immediate, Activation: 3 Rounds)

Dragoon, Cost 2, Creation Only.

Description: The character is an expert at directing and riding a mount.

(Riding +15)

Effigy, Cost: 4, Creation Only.

Description: Some people are capable of remaining ridiculously still, such that they are also ridiculously

harden areas of the skin and use it as Armor.

(Armor +12, Activation: Immediate)

Claws, Cost: 3, Blur-Touched, Creation Only.

Description: Your Character produces large sharp claws that deal excessive damage if used as a weapon.

(The Claws deal Damage Strength+9 on a successful Brawl attack, Retracting the Claws deals Damage 9 to the Character using them, Activation: 1d Rounds, Duration: As Desired)

Combat Medic, Cost 2, Creation Only.

Description: The character does very well with first aid under stressful conditions.

(First Aid +15)

Concentration, Cost: 5, Creation Only.

Description: Your Character is better at putting effort behind things when concentrating. If you declare you are Concentrating ahead of time, after 1 round of Concentrating you receive a +4d on the next roll. This is especially helpful if a Character is waiting to ambush an enemy or has time to focus on a task. This bonus does not work during Combat, (after an Initiative roll).

Crack Pilot, Cost 2, Creation Only.

Description: The character is a crack pilot with all ships and vehicles)

(Piloting +15) Curiosity, Cost 2, Creation Only.

Description: The character has an unnatural ability to use completely unfamiliar mechanisms and devices.

(Operate +15)

Deftness, Cost: 5, Creation Only, Race Only: Enfri.

Description: Using their smaller size to an advantage some Enfri have heightened their reflexes and are exceptional at avoiding strikes.

(Permanent, +3d Dodge)

Deriver, Cost 2, Creation Only.

Description: The character speaks, reads, and writes many languages effortlessly, often able to understand completely

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your face, but might remember blurry details, like a rough age or height, male or female, color of clothes. The difficulty to remember any details about your Character is Epic regardless of how recent the person made contact with you.

(+4d Deception)

Free Diver, Cost 3, Creation Only.

Description: The character can swim and stay under water while active on one breath for long periods.

(Stamina +12, Swim +12)

Gifted, Cost 6, Creation Only.

Description: The character has a natural affinity with most fine motor skills.

(Aptitude +9)

Healer, Cost 3, Creation Only.

Description: The character is a natural healer.

(First Aid +12, Medicine +12)

Inner Radiance, Cost: 6, Blur Touched, Creation Only.

Description: Through the trials of childhood, your Character unknowingly drew on the Axiom for survival. Your Character, as an adult, effortlessly uses it to shield you with supernatural tenacity.

(Permanent, Willpower replaces Vitality for absorbing Damage)

Intrinsic, Cost: 6, Blur-Touched, Creation Only.

Description: Born magical in nature, your Character innately formed the ability to shape shift shortly after birth. An Intrinsic is able to later expand and improve the natural shape shifting abilities.

(The Character is able to shape shift for limited periods, (including all personally held belongings and clothes), into a raven, domestic cat, catfish, or sewer rat, during this period the Character is able to communicate normally, when the period ends the Character immediately reverts to normal form, Activation: Immediate, Duration: 1d Minutes)

Leap of Faith, Cost 2, Creation Only.

Description: The character can leap with amazing distance.

difficult to detect without some form of Magic.

(+6d Sneak to stay hidden without moving, Activation: Immediate)

Enervation, Cost: 7, Blur-Touched, Creation Only, Race Only: Full Blooded Human.

Description: The very presence of the Character weakens and damages enemies.

(Permanent, The Character emanates an aura of resilience. Any enemies within a twenty (20) unit distance of this Character takes Damage: Willpower at the beginning of each Round, Duration: During combat, Activation: Instantaneous)

Entrepreneur, Cost 2, Creation Only.

Description: The character was born to buy and sell for profit.

(Business +15)

Façade, Cost: 3, Creation Only.

Description: The Character can almost perfectly mimic another person down to the very last detail including voice and mannerisms effortlessly.

(Deception +12 for impersonation and disguise)

Fawn, Cost: 4, Creation Only.

Description: Your Character is excellent at flattery and laying on praise in ways that lower others social barriers, making them feel more comfortable.

(+3d Deception, Empathy, and Persuasion)

Fifth Rite, Cost: 6, Blur-Touched, Creation-Only.

Description: The Character sends forth a wave of lightning in a massive burst which damages and stuns anyone nearby.

(Anyone within a ten (10) unit distance of the Character is immediately Stunned for 1d Rounds, and may suffer Damage: Willpower+6, Duration: Immediate, Activation: Spontaneous)

Forgettable, Cost: 5, Blur-Touched, Creation Only, Cannot take Fame.

Description: Your Character is hard to remember. Most Characters have a difficult time remembering your name,

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Blooded Human.

Description: The Character now belongs to a unique subrace of Humans, called the Nightbreed. They can spontaneously discover this infusion late in life, and are capable of supernatural feats under the glow of the moons of Azamar.

(Permanent, Under the glow of the moons, the Character gains the following augments: +3d Strength, +3d Vitality, +3d Dexterity, +3d Initiative, (Cannot exceed 6d), and the Characters eyes glow blue-green with Magic when open, this power does not activate underground or indoors)

Nimble, Cost: 5, Creation Only.

Description: Your Character has a unique gracefulness and ability to move smoothly, sometimes leaving visual echoes behind as a wake.

(+2d Athletics, Sneak, and Persuasion)

Noble, Cost 5, Creation Only.

Description: The character belongs to a Noble family and was raised within it, and is heir to a noble position of authority and power.

(Politics: Noble +9, culture +9, law +9, language +9)

Observant, Cost: 5, Creation Only.

Description: Your Character has a keen sense of Perception, and is able to notice things more easily others just do not.

(+4d Search)

Oculis, Cost: 3, Creation Only, Race Only: Any but Shrave.

Description: Born with enhanced vision, the Character can see perfectly in utter darkness,

(Permanent, The Character can see clearly as other Humans do during the day in Low-Light and No-Light environments, but is partly blind in bright light, increase the difficulty of (+2 DR) Search in bright light. A common fix for this are Enfri Sun Goggles.)

Pathfinder, Cost: 3, Creation Only.

Description: The character is capable of always finding normally trafficked pathways through the wilderness, despite their lack of exploration.

(Jump +15)

Lightbeam, Cost: 4, Blur-Touched, Creation Only.

Description: Your Character produces a directed beam of light as desired, unconsciously capable of focusing magic into a desired hand and emit the beam.

(Permanent, The beam of light activates or deactivates as desired, it will illuminate up to a five thousand (5,000) unit distance away, the light bright enough to temporarily blind a target for 1d Rounds, but never permanently, Activation: Immediate, Duration: As Desired)

Litigious, Cost 2, Creation Only.

Description: The character interprets and understands the inner workings of laws.

(Law +15)

Martyr, Cost: 7. Creation Only.

Description: Born with the will to persevere, this Character is capable of focusing both passion and will in such a way that it makes them more capable of pushing through regardless of the outcome, like all great things it is not without sacrifice.

(Permanent, The Player may at will take Damage and surrender one (1) Hit Point and in return get one (1) Cinema Point)

Masterworker, Cost 2, Creation Only.

Description: The character can create masterpieces effortlessly, including crafting of weapons and armor.

(Artisan +15)

Mnemonics, Cost: 6, Blur-Touched, Creation Only.

Description: Through intense training in youth, your Character holds a complete memory of an Anteprofidian Codex. This knowledge makes the Character highly desirable as a Docent for the Hall of Memories.

(Permanent, +3d Academics: Anteprofidian Knowledge, +3d Languages: Anteprofidian Linguistics)

Natural Leader, Cost 2, Creation Only.

Description: The character can inspire and raise the morale of allies in the worst of times. (Command +15)

Nightbreed, Cost: 7, Blur-Touched, Race Only: Full

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Description: The character has natural tendencies in knowing how to properly create, use, and detonate explosives.

(Demolitions +15)

Scout, Cost 4, Creation Only.

Description: The character can traverse the wilderness easily, able to live off the land and survive for long periods.

(Communication +12, Navigation: Land +9, Survival +9)

Serpent Tongue, Cost: 5, Creation Only.

Description: Your Character is able to smooth talk others by voice alone. You can decide on a phrase to plant into another Character’s mind, and the Character can attempt to resist. If they are able to resist, they are unaffected, if they are not, the target Character will hear your Character’s voice in her head for 2-3 days. This ability manifests mostly as an annoyance, however if a target Character decides to lose inhibitions through chemicals or otherwise the phrase may affect the target strongly. This is not a supernatural ability, simply practiced mentalism.

(+5d Persuasion)

Shadow League Initiate, Cost: 3, Creation Only, Race Specific: Enfri.

Description: Enfri have a small, secret community made up of those who uphold Enfri laws as well as provide investigation into malicious crimes, particularly murder. A Shadow works with the expectation that sometimes combat is inevitable.

(+2d Throw, Damage +6 with a thrown weapon)

Shrill, Cost: 5, Creation Only.

Description: The Character can hear sounds of various ranges as desired, including ultrasound and infrasound.

(Search +16 for listening or locating objects by sound)

Siege Specialist, Cost 2, Creation Only.

Description: The character can set, arm, and fire a siege or heavy weapon effortlessly. (Heavy Weapons +15)

Snuffler, Cost: 5, Creation Only.

Description: The Character has a nearly perfect sense of

(+3d Search for discovering hidden paths and roads, Activation: Immediate)

Photographic Memory, Cost: 5, Creation Only.

Description: Your Character remembers everything seen.

(+2d to Intellect to recall anything; previously viewed places, objects, etc. even details not previously noticed)

Purse Snatch, Cost 3, Creation Only.

Description: The character has a natural talent for criminal pursuits.

(Pick Pocket +12, Streetwise +12)

Pyromancer, Cost: 6, Blur-Touched, Creation Only.

Description: Your Character can create fire from nothing and manipulate its movement.

(The Character can produce a small flame, and direct any flames, (as well as growing them ten times (10x) their original size), a Distance of five (5) units per Rounds, Activation: Immediate, Duration, As Desired)

Quiet, Cost: 7, Blur-Touched, Creation Only.

Description: No sound occurs, regardless of what the Character does physically.

(Permanent, The Character automatically succeeds when Sneaking for sound alone, even clapping, sneezing, coughing, etc., remains muffled completely for this Character)

Refined, Cost: 5, Creation Only.

Description: You have a natural grace to your movement, making physical feats look easy, you also blend in well with the social elite.

(Dexterity +6, Culture +6)

Rite of Blood, Cost: 4, Blur-Touched, Creation Only.

Description: a Fiend blessed Your Character at birth by a Rite of Blood, imbuing the Character with the ability to slip easily into the Blur across the Fabric.

(Your Character moves into the Blur over a short period and does so without tearing the Fabric, stepping back into Azamar delivers Damage 9, Activation: 1d Rounds, Duration: Permanent until the Character returns)

Saboteur, Cost 2, Creation Only.

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Time Sense, Cost: 3, Creation Only.

Description: Your Character knows what time it is, exactly, all the time, and can sense alterations in space-time, such as getting when getting closer to heavy gravity objects like a star.

(Permanent, No roll required)

Tumbler, Cost 1, Creation Only.

Description: The character is an expert at opening locks.

(Security: Lockpicking +15)

Ventrillo, Cost: 5, Blur-Touched, Creation Only, Race Specific: Urbane.

Description: Through a little Magic and prestidigitation, the Character can perfectly throw a voice, mimicking any other voice, up to a rather long distance.

(Deception +16, The Character can mimic and throw sounds and voices perfectly up to a one hundred (100) unit distance)

Well Traveled, Cost 4, Creation Only.

Description: The character was raised while traveling the world, as developed specific advantages in moving between cultures and societies.

(culture +9, law +9, politics +9, language +9)

GeneralApprentice Sword Chanter, Cost: 5, Race Specific: Tre’uoall.

Description: With minor training and the beginnings of understanding, an Apprentice Sword Chanter may effectually imbue a small amount of Magic into oneself to improve melee with a specifically bound sword.

(Choose a single sword and it is bound to the user Magically, Melee +3d, Damage +9 when using that single, specific weapon)

Archon, Cost: 5, Race Only: Tre’uoall.

Description: As an Archon, the Tre’uoall gains distinct advantages when using a Ranged Weapons. (Ranged +4d)

Ascendancy, Cost: 30, Blur-Touched, Race Only: Urbane.

smell and taste, better than many animals and can track by scent alone.

(Search +16 for Smell and Taste)

Spellborne, Cost: 7, Blur Touched, Creation Only.

Description: Raised by Wizards, your Character touched the magical liquid, Spellfire, and survived. Through this joining of Magic and your Character’s life energy, the Character learns exponentially faster.

(Permanent, add two (+2) all Cinema Points earned forever)

Spider Monkey, Cost 2, Creation Only.

Description: The character can climb as if born with hands for feet.

(Climb +15)

Steamworks, Cost: 6, Creation Only.

The Character has a strong understanding of Engineering and is capable of applying technically advanced knowledge in a constrained period.

(+4d Engineering)

Steel Will, Cost: 7, Creation Only.

Description: Your Character has a mental barrier that is unbreakable, even by the most powerful of mental attacks. Your Character is immune to all mind-altering attacks or telepathic abilities.

(Permanent, Automatic success for any roll normally involving Willpower to resist)

Stones, Cost: 6, Blur-Touched, Creation Only.

Description: Your Character can innately levitate, move, and manipulate rocks and stones.

(The Character can levitate, move, and manipulate rocks and stones up to five(5) metric tons in weight, a distance of three (3) units per Round, Activation: Immediate, Duration: As Desired)

Thurian, Cost: 4, Creation Only, Race Specific: Shrave.

Description: The Character develops an affinity with beasts.

(Persona +16 with creatures Intellect 2d or less)

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stress. (Heal 1d Hit Points)

Bounce, Cost 5, Tether.

Description: The character forms a magical web with other characters, providing them with an area of magical force that allows them to bounce anyone or thing inside into the air.

(At least three blur-touched characters must activate this feature, when activated they create a field of invisible force that they use to throw any objects or people within that field into straight up the air up to 3d Units high, and then drops them dealing Damage: 1d+9, a natural six (6) on the damage roll stuns any living beings within the field for one (1) Round, Duration: Immediate, Activation: Instantaneous)

Boundless, Cost: 5, Race Specific: Bu’Col.

Description: Bu’Col are born warriors and practice a specific course of fighting as soon as they can lift a Shea’Ahk (a Bu’Col weighted chain whip), their drive and raw technique is unmatched, and deserves respect.

(Shea’Ahks Only, Melee +6, Damage +3 )

Brutal, Cost: 5, Race Specific: Wyvine.

Description: With Brutal, deal extra damage in a Melee or Brawling attack.

(Brawl and Melee Damage +6)

Capital, Cost: 5.

Description: Your Character has come into a source of money, whether legal or illegal, which provides a source of continuous income. While this money is constant, the amount is variable. One thing is for certain, it is always more than you need to survive.

Cardshark, Cost 5.

Description: Your Character has perfected the art of playing games of chance and skill. (+4d Gambling)

Cats Eye, Cost: 5, Race Only: All except Shrave.

Description: Due to a long lineage and closeness with Magical creatures, some characters are capable of seeing in the dark similarly to that of cats, capable to see in darkness, even Magical darkness, where others simply cannot.

Description: The Character may take a nearly incorporeal form, temporarily becoming a form of pure magic.

(Can Teleport to any location in Azamar, Initiative +9, Vitality +9, Duration: Immediate, Activation: Spontaneous)

Aterum, Cost: 5, Shadow League Initiate.

Description: Some of the Shadow League learned the ability to manipulate darkness around them to conceal them from sight, making them extremely difficult to see.

(+2d Sneak in daylight, +4d Sneak in shadows, Activation: Immediate, Duration: 1d Rounds)

Battle Intuition, Cost: 3, Creation Only, Race Specific: Shrave.

Description: The Character was born with the ability to excel in combat.

(Permanent, +3d to the selected Skill: Brawl, Dodge, Grapple, Melee, Ranged. or Willpower, Cannot exceed the 6d Maximum)

Blade Novice , Cost: 5, Race Specific: Bu’Col.

Description: Bu’Col are born warriors and practice a specific course of fighting as soon as they can lift a sword, their drive and raw technique is unmatched, and deserves respect.

(Swords Only, Melee +6, Damage +3)

Blade Warrior, Cost: 10, Blade Novice.

Description: Now a seasoned and experienced combatant, the Bu’Col claims the status as Blade Warrior, now capable of incredible and unmatched assaults with a sword.

(Swords Only, Melee +16, Damage +6 , these bonuses replace those of Blade Novice)

Bloodlust, Cost: 25, Raze & Vociferate.

Description: With Bloodlust, the Wyvine gains advantages to Movement, Damage, and Attack, for a short period.

(Move +5, Damage +9, Melee or Brawl +9 for one (1) Round)

Blurred, Cost: 10, Resilience.

Description: With Blurred, the character is capable of recuperating and healing minor wounds while not under

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Description: Raised in a society where war is life, the Wyvine has learned sharpened instincts in Combat, reacting earlier than most opponents do.

(Initiative +6)

Confliction, Cost: 10, The Ties That Bind.

Description: In a single devastating attack, a special technique focuses a strike on an opponent from a distance using a Shea’ahk weapon with exceptional accuracy.

(Permanent, This gives any Shea’ahk weapon a Range: 5/10/15, Damage augmented: +9/6/3, but maintains the use of Melee for striking)

Corruptor, Cost: 25.

Description: Using arcane and evil rituals, any use of Magic Effects deals damage to any nearby life to fuel the Magic, Corruptors often employ Defilers as guards and soldiers.

(Permanent, Willpower +9, within a ten (10) unit distance any plants wilt, any other life suffers Damage: Willpower, take this Feature up to five (5x) times, each time the bonuses and distance it affects stacks and increases)

Creedulient, Cost: 15, Blood Ties.

Description: The Character has sworn to the Creedulience, the sacred book of the secret society of the Glow. In doing so, the Character receives further training in the way of the assassins of the Glow and their ultimate goals. As well, the Character is now subject to selecting assignments from the Glow, instead of only taking orders.

(Through further training in use of throwing weapons, the Character gains +2d Throw with any weapon, +1d Damage on a successful Thrown strike, (this stacks with Blood Ties when using Daggers), and again underwent another painful initiation rite of the Glow, (Permanent) +6 Hit Points)

Crematory, Cost: 10.

Description: Using an ancient rune, the character may strike an opponent with a chance of igniting the target in flames.

(On a successful Melee attack, substitute Willpower for Strength in determining Damage, if the target suffers any damage it ignites into flames)

(Can see in darkness without a light source, to adjust between bright and dark attempt a successful Search, DR Moderate)

Changeling, Cost: 5, Race Only: Humans.

Description: After a binding with a Changeling Spirit, the Character appears as a person very familiar to all others; only those who were previously familiar with the Character see the “true” identity. For whatever reason, Changeling Spirits only bind with Humans.

(Permanent, Persona +2d with all strangers)

Cleaver, Cost: 5.

Description: With Cleaver, harness Axe weapons with distinct prowess and deftness of hand, better at striking with greater precision.

(+2d Melee, Damage +3 with Axe weapons)

Cleft, Cost: 10.

Description: On a successful Melee, the character delivers a single, mighty swing with a perfect cut, dismembering the opponent in some cases.

(Damage +6 with an Axe, an arm, leg, or head is cut clean off if the Wild Die is a natural six (6 on the initial roll), the second roll of the Wild Die determines the body part dismembered with this attack: Results: six or five (6-5): Head, four or three (4-3): Arm, and two or one (2-1): Leg)

Cloak, Cost 5, Synergist, Blur-Touched.

Description: The character forms a magical field which conceals themselves and anyone within it from view for a period.

(At least three blur-touched characters must activate this feature, when activated they create a field that cloaks themselves and anyone between them from view by anyone of anything outside of the field for the duration, the field extends up to ten (10) units high and may at most be an area of fifty (50) square units, add one (1) unit of height and fifteen (15) units of area for each additional character activating Cloak, anyone inside the field is completing invisible from outside view, the field does not obscure sound, Duration: 1d Hours, Activation: Instantaneous)

Combat Instincts, Cost 5, Prereqsuite: Race Specific: Wyvine.

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Dead-Aim, Cost: 5.

Description: Through excessive practice, your Character can throw or fire a missile with deadly accuracy within a certain distance.

(Apply Sneak Damage to a fired or thrown weapon, (using Ranged or Throw), within a five (5) unit distance of a target, whether detected or not, only applicable to weapons intended as missiles)

Defiance, Cost: 40, Warlock.

Description: Besides their Magical Aura from Warlock, no true Magical Effects may occur within an area of the Wyvine, who now is capable of nullifying Magic through sheer will.

(All Magical Effects negate or fail within a twenty (20) unit distance of the character, there is no way to detect Defiance once activated as it is an innate Wyvine ability)

Defiler, Cost: 5, Apprentice Sword Chanter.

Description: Using arcane and evil rituals, an Apprentice quickly gains powerful abilities and becomes cursed with possession, Defilers often seek employment with Corruptors.

(Gains all the Sovereign Sword Chanter abilities except the character may not bind an Apprentice to a Sword, these bonuses replace those of the Apprentice Sword Chanter, now highly susceptible to possession as a conduit, to resist requires a successful Willpower, DR Heroic)

Detect Magic, Cost: 3, Race Only: Tre’uoall.

Description: With little effort, a Tre’uoall can feel and somewhat perceive the very Magic essence around them, if any exists.

(Permanent, Search, DR Easy, the Tre’uoall can see a glow to Magical objects, wards, scripts, or otherwise, the brighter the glow, the greater the Magical essence that exists)

Door, Cost 5, Synergist, Blur-Touched.

Description: The character may instantly teleport beside the physical location of another character.

(At least two blur-touched characters must activate this feature, when activated they may choose to instantly teleport to the location of the other for the duration and

Consumption, Cost: 5, Race Only: Immyr.

Description: As a Guardian of the Immyr, Consumption provides the ability to completely absorb Magical Effects in progress, nullifying the outcome of damage or otherwise.

(Counters all Magical Effects in progress, must beat the Willpower roll of the Magic User)

Correspondence, Cost 5, Synergist, Blur-Touched.

Description: The character can form direct communication links with other characters, controlling when they communicate and when they do not.

(At least two blur-touched characters must activate this feature, they may freely exchange thoughts and ideas at any distance with one another, when activated, Correspondence, lasts for the duration, and then must be re-activated, distance and location do not matter, a recipient may freely refuse to use Correspondence, as desired, no powers affecting mental influence may be used to coerce another character through Correspondence, Duration: 1d Minutes, Activation: Instantaneous)

Criminal Contacts, Cost: 5.

Description: Your Character has a number of discrete contacts in the Criminal Underworld and may call upon them for information.

(+3d Streetwise to contact Criminal Underworld)

Custodian, Cost: 15, Principal.

Description: Few Immyr reach the esteemed recognition bestowed upon a Custodian, given highest authority in the Immyr world to keep order, investigate all matters of politics, and state as well as all others. They are masters of wielding an Axe in combat, capable of imbuing Magical essence into each strike.

(+3d Melee, Damage +9 and additionally Damage +9 as Elemental Effects with Axe weapons, these bonuses replace those of Principal)

Danger Sense, Cost: 50.

Description: The ability to avoid Sneak attacks and associated damage, surprises and Executions.

(Permanent, the Character never suffers Sneak damage, always rolls Initiative, and is Immune to Sneak-related Executions)

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arrive within three (3) units of the destination character, there is no limitation on the distance, however the destination character must have enough room nearby to reasonable fit the other character or this fails, the nearby location does not guarantee safety, Duration: 1d Hours, Activation: Instantaneous)

Dzhigitovka, Cost: 6.

Description: You have trained thoroughly with horses, confident enough to perform tricks and stunts while on a galloping horse.

(+3d Ride, +3d Athletics and Dodge: While Riding)

Eavesdrop, Cost: 5.

Description: Through training and inherited senses, a character can heighten and sharpen the ability to listen for sounds.

(Search +9 for listening only)

Empath, Cost: 10.

Description: The ability to sense the motives of other people passively

(+4d Empathy)

Ersatz, Cost 5.

Description: Your Character deceives others on a near-professional level.

(+3d Deception)

Evasion, Cost: 15, Race Specific: Bu’Col.

Description: As a highly trained Bu’Col warrior the Character perfects the process of avoiding damage.

(Permanent, Dodge replaces Vitality for soaking Damage, demonstrating that the Character is so good at Dodging, this essentially gives the Character a chance to Dodge the attack, and Dodge the damage)

Expose Fault, Cost: 5.

A Character can quickly analyze an opponent and expose a weakness if any, to deal that opponent additional damage.

(With a successful Tactics roll, DR Moderate and immediately following up with a successful attack, the Character deals +3d extra damage)

Fame, Cost: 5, Cannot take Forgettable.

Description: Your Character has either purchased or otherwise earned some kind of Fame. Known everywhere, some love you and some hate you. The Fame defines your Character and not by the actions committed unless publicized. Other Character’s reactions will differ accordingly.

(+4d Persuasion when recognized)

Favor, Cost: 5.

Description: Your Character has earned a single favor from someone; a favor that comes without any strings or questions, and completes unconditionally, after that, it is gone. Use it wisely. This Favor manifests itself as something done by another Character, and is for use while Role Playing. A Favor is agreed upon by the GM and Player before committing this Special Ability to a Character.

Fearless, Cost: 5, Race Specific: Immyr.

Description: A character is immune to Fear, and never suffers penalties due to it.

(Never suffers penalties due to Fear Effects, Magical or otherwise)

Fearsome, Cost: 10, Brutal.

Description: With Fearsome, simply through presence, one can inspire allies and intimidate enemies, affecting how they fight.

(Allies gain a bonus of +6 to all Attack types, Damage, and Dodge for the Duration, Duration: 1d Rounds)

Fellowship Member, Cost: 5.

Description: Your Character belongs to a fellowship of some kind, an organization with likeminded goals of the Character, and it provides things such as money, supplies, information, but their reach is limited. The GM determines the limitation of this organization’s power and influence.

Flurry, Cost: 10, Blade Warrior.

Description: Through the use of a sword, a warrior is able to attack in a combination of devastating swings.

(Initiative +9 and raises the limit for multiple actions in a round, by adding three (+3) actions per round)

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Description: Your Character has come into possession of an artifact that acts as a massive information store that is wildly vast. You get a bonus to any Intellect rolls made when your Character has time to reference her information store. This is not usable during combat.

(+4d Academics)

Interdiction, Cost: 5, Grounding.

Description: Capable of absorbing and dispersing both Magic and Elemental Effects, an Immyr of this ability tends to hold a perception as unstoppable against Magic Users.

(Willpower +4d, Counters and Absorbs all Elemental and Magical Effects in progress, must beat the Willpower roll of the Magic User or Damage of the Elemental Effect)

Killing Blow, Cost: 20, Race Only: Wyvine.

Description: With Killing Blow, each time a Wyvine deals a Killing Blow to a target, all effort exerted on the target reinvigorates the Wyvine.

(Permanent, any Cinema Points spent in the effort of specifically attacking this target return to this Character if the Wyvine Character delivers the final blow)

Laconic, Cost: 3.

Description: You have learned the Silent language, known only to the Reticent Order of Ascetics. Unlike other languages, Laconic requires a special understanding of body language and the subtle changes in walk and movement. Those trained in this may both understand and communicate nearly perfectly in silence as long as they can see one another.

(Permanent, perfect understanding and communication with Laconic)

Lance Adept, Cost: 15, Lance Reaper.

Description: A Lance Adept represents the elite of the Wyvine Lancers, now understanding the Wyvine fighting form behind the Lancers called Thrax.

(Melee and Ranged +9 (to Throw), Damage: +9, Double (x2) the Throwing Distance with the Wyvine Lance, Range: 5/10/20, Melee: Str+42, Thrown: Str+36/33/30, these bonuses replace those of Lance Reaper)

Lance Inept, Cost: 5, Race Specific: Wyvine.

Fulminate, Cost: 10.

Description: Your Character can cause enemies to falter or flee simply through a loud and intimidating rush to attack.

(Intimidation, DR Moderate, this compels enemies to resists, Willpower, DR Moderate, if successful they still take a step back, faltering, or if they fail, they run in fear, Duration: Immediate)

Grounding, Cost: 10, Consumption.

Description: Rather than completely absorbing all the Magical essence of a Magical Effect, the Immyr channels the essence into the surrounding world to absorb and disperse the Magic.

(Willpower +2d, Counters all Magical Effects in progress, must beat the Willpower roll of the Magic User)

High Archon, Cost: 15, Warrior Archon.

Description: With High Archon, gain the ability to use a Long Bow as a melee weapon.

(A Long Bow now works as a Melee Weapon using Ranged, dealing a base Melee Damage as Str +12, the Character may now nock up to two (2) arrows in a bow simultaneously without penalty, each arrow deals independent damage)

Holes, Cost: 15, Blur-Touched, Pilfer.

Description: The Character imbues Magic into stealing by creating micro chasms of space where just about any object may fit.

(Pick Pocket +6 (stacks with and works like Pilfer), Sneak +18 (for hiding stolen objects), while the stolen object must simply fit into the opening of the personal storage location, there is no other requirement)

Immolation, Cost: 20, Raze.

Description: Through extensive training, a Wyvine discerns an opponent’s weakness and exploit it to deal extraordinary damage.

(Tactics, DR Difficult, gain +15 to distribute as desired between Melee or Brawl and Damage to the following attack)

Information Store, Cost: 5.

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Moderate the Immyr can Magically summon an Immyr War Mount as desired)

Master Archon, Cost: 20, High Archon.

Description: Through practice, time, and an affinity with a bow, a Master Archon is unequalled in the lethality, precision, and speed as an Archer.

(Ranged +16, Damage +16 with Ranged weapons, May now nock up to three (3) arrows in a bow simultaneously without penalty (each arrow deals independent damage), these bonuses stack with Archon and Warrior Archon)

Meditation, Cost: 5.

Description: The ability to put one’s body into a state of stasis and peace, able to live in extremely harsh environments for long periods without the aid of equipment.

(+4d Stamina)

Merge, Cost 5, Synergist, Blur-Touched, Trade Only: Wizard.

Description: The character briefly shares and uses the feature of another character with permission.

(At least two blur-touched characters must activate this feature, where they may each share one (1) Feature with each other, for the duration, Duration: 1d Rounds, Activation: Instantaneous)

Missile Catch, Cost: 10, Weapon Catch.

Description: The Character may catch fired missiles as an alternative to dodging.

(Use Throw as an alternative to Dodge for missile weapons such as arrows)

Natural, Cost: 10, Note: Available one time, affects one Skill.

Description: A Character maintains a natural affinity for the selected Skill.

(Permanent, Half the cost to raise a Skill forever)

Oath of Embers, Cost: 30, Creedulient.

Description: The Character is now an officer of the Glow, taking the Oath of Embers and swearing oneself to the entirety of the cause behind the Glow. By taking the oath, the Character is given complete training in the ways

Description: The character has joined the ranks of the Wyvine Lancers, a military regimen designed to bring about a strong affinity with the Wyvine Lance (a large trident-tipped, dual-ended weapon).

(Melee +6 and Ranged +6 (to Throw) with the Wyvine Lance, Range: 5/10/20, Melee: Str+42, Thrown: Str+36/33/30)

Lance Prime, Cost: 20, Lance Adept.

Description: Lance Primes are feared and respected warriors, considered masters of Thrax, the Wyvine Lancer fighting form.

(Melee and Ranged +16 (to Throw), Damage: +12, triple (x3) the throwing distance with the Wyvine Lance, Range: 5/10/20, Melee: Strength +42, Thrown: Strength +36/33/30, these bonuses replace those of Lance Adept)

Lance Reaper, Cost: 10, Lance Inept.

Description: A Lance Reaper undergoes significant practice and training, capable of wielding the Wyvine Lance with great precision and tremendous force.

(Melee and Ranged +9 (to Throw), Damage +6 with the Wyvine Lance, Range: 5/10/20, Melee: Str+42, Thrown: Str+36/33/30, these bonuses replace those of Lance Inept)

Leap, Cost: 3, Creation Only, Race Specific: Shrave.

Description: The Character was born with the ability to jump; very far.

(Jump +12, Able to jump double (2x) the character’s Move, Activation: Immediate)

Magic Affinity, Cost: 5, Race Specific: Tre’uoall, Blur-Touched.

Description: With Magic Affinity, the character is very good with using a specific Magic.(Willpower +6)

Manifestation, Cost: 20, Obelisk, Custodian, and Interdiction, Race Specific: Immyr.

Description: Through the ages, few have become a Manifestation, inheriting the abilities and powers of an Immyr Champion from another life.

(Permanent, Add four Attribute Dice (+4d) to any Attributes in any manner, add four Skill Dice (+4d) to any Skills in any manner, on a successful Willpower, DR

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of the Glow assassins.

(The Character now understands every intricacy in attacking a target, gaining an additional +2d Throw, +2d Melee with any weapon, and additional Damage: +3, all successful strikes now automatically bypass armor, and now went through the final rite of the Glow, (Permanent) +12 Hit Points)

Obelisk, Cost: 15, Blurred.

Description, With Obelisk, resisting poison, sickness, toxins, and Magical Effects are increased.

(+3d Willpower or Stamina, as needed)

Old Hand, Cost: 30, Blade Warrior.

Description: After years and years of fighting, a Blade Warrior earns a place amongst the most honored of sword-wielding fighters, now considered an honorary Sword Chanter. The Blade Warrior learns a devastating series of techniques from the secret Sword Chantry and may employ them at will.

(Sword Only, Melee +18, Damage +9 , these bonuses replace those of Blade Warrior)

Onslaught, Cost: 5, Race Only: Wyvine.

Description: The Wyvine can cross a great distance to slam into an opponent with great force.

(Move up to four times normal (x4), Slamming into a target deals Damage: Strength +6, the target is immediately Stunned for 1d Rounds, No other actions are possible while using Onslaught)

Organization Leader, Cost: 20, Fellowship Member.

Description: Your Character now considered a leader or the leader within the Fellowship organization receives many privileges, such as requesting financial, militaristic, or other support from the organization that you previously did not rank high enough to receive. It is possible to, (temporarily), lose your status for major mistakes however, through this Special Ability you will always regain your status.

Paramount, Cost: 75, Old Hand and Severance.

Description: Through hardships and practice, lots of practice, the Character holds recognition as the Paramount, a leader among the Bu’Col people, bestowed

with not only great honor and respect, but also the most coveted magical ritual the Bu’Col utilize.

(Permanent, The Character gains the following from the Paramount magical ritual: Vitality +3d , +24 Hit Points, Move +3, Initiative +1d , Damage +6 to any successful strikes on an opponent)

Phalanx, Cost 5, Synergist.

Description: Characters in close proximity provide extra armor and protection for one another to increase survivability.

(At least two characters must activate this feature, and while in adjacent spaces and bracing to absorb an attack together using Phalanx, they each successfully gain a bonus in Armor: +8 per character, any choosing to Dodge the attack lose this bonus, if only two characters are in the Phalanx and one of them Dodges, the other loses the bonus as well)

Pilfer, Cost: 5.

Description: Through trial and error, arrest and avoidance, conviction and dismissal, the Character has perfected the art of stealing from others by hand, but can only grab things that will easily fit into personal pockets.

(Pick Pocket +16, +Sneak +6 (for hiding stolen objects), the object taken is never chosen, instead this means of Pick Pocketing is untargeted and used for taking objects at random from others)

Pivot, Cost: 5, Race Only: Enfri and Immyr.

Description: With Pivot, using small height as an advantage with a lower center of gravity, extra damage is committed when using a two handed melee weapons or pole arms.

(Damage +9, only for use with two handed melee weapons or pole arms)

Pluck and Tuck, Cost: 5.

Description: Your Character has practiced larceny to a point of making it an art form.

(+2d Pick Pocket, Sneak)

Pospeshnos, Cost: 7, Race Only: Wyvine.

Description: Wyvine can train to fight not only with great strength and ferocity, but also with great speed.

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may be good or bad, you decide where your alliances reside. Chances are good a Reputation will make you friends and enemies.

(+4d Persuasion with allies)

Resilience, Cost: 5, Race Specific: Immyr.

Description: With Resilience, tougher than most, the characters suffers less damage.

(Armor +8)

Rite of Blending, Cost: 5, Rite of Stone.

Description: Each Immyr may go through a Rite of Blending, where they fuse an Immyr metal-woven lattice to their skin, discretely providing additional protection.

(Permanent, +2d Armor)

Rite of Force, Cost: 10, Race Only: Immyr.

Description: Each Immyr may go through the Rite of Force, where an ancient Magical spirit provides enhanced Magical protection and abilities. An Immyr who undergoes the Rite of Force, now radiates a pulsing, deep blue glow.

(Permanent, +3d Magical Armor; once a day, (1/day), on a successful Willpower, DR Moderate the Immyr can evoke a magical wave of force in all directions, Range: 15/30/60, dealing Damage : Willpower+24)

Rite of Stone, Cost: 5, Race Only: Immyr.

Description: Each Immyr may go through a Rite of Stone, which forms the bone structure into a hard-as-stone substance, allowing the Immyr a one-time increase to the amount of Damage they can suffer.

(Permanent, +12 Maximum Hit Points)

Rite of the Mountain, Cost: 5, Rite of Stone.

Description: Each Immyr may go through a Rite of Zenith, which bonds an Immyr life force to a small stone, allowing them to inherit the strength of stone, however when they die, the Immyr soul enters the small stone, and the Immyr cannot be resurrected or revived via any method.

(Permanent, +1D Strength, NOTE: this does not provide a bonus beyond the 6d Attribute Maximum, once dead the Character cannot be resurrected by any means)

(Permanent, No die loss for second combat action in a round, all subsequent actions incur the normal die loss)

Principal, Cost: 5, Cleaver, Race Specific: Immyr.

Description: Acknowledged as a true warrior, a Principal has refined skills in combat, specifically with the use of Axes.

(+3d Melee, Damage +6 with Axe weapons, these bonuses replace those of Cleaver)

Quick Draw, Cost: 5.

Description: Your Character has practiced and practiced and finally can draw a weapon so fast it takes no time to do so. Draw the weapon before Combat Initiative to counteract an attack on you before Combat Initiative.

(+2d Melee, May freely exchange Melee Weapons as a free action once a Round)

Rally, Cost: 5.

Description: With Rally, nearby allies utilize specialized tactics under the character’s commands.

(+2d to Attacks, Damage +3, to all Allies within five (5) unit distance, one (1) round)

Raze, Cost: 15, Fearsome.

Description: With Raze, a successful melee or brawl attack ignores an opponent’s armor.

(Ignores enemy armor for damage from an attack, melee or brawl only)

Reflection, Cost: 5, Race Specific: Wyvine.

Description: With a deep meditative state, a character remains aware of surroundings and achieves greater restfulness than sleeping.

(Each one (1) hour spent in Reflection counts as four (4) hours of normal sleep in calculating healing, as well, while a character is in Reflection, they remain very aware and notice changes and sounds around them easily on a successful Search, DR Easy)

Reputation, Cost: 10.

Description: Similar to Fame, your Character has earned respect and recognition, but unlike Fame is not well recognized everywhere. Your Character’s name is recognizable within certain circles, and the Reputation

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it for a cloak of darkness.

(Throw Shadow Blades, Range 4/6/8, Damage: Str+9/+6/+3, Shadow Armor +3d)

Sovereign Sword Chanter, Cost: 15, Sword Chanter.

Description: The Character is now recognized as a master and capable of teaching Apprentice Sword Chanters as well as binding them to a sword of their choosing.

(Must use bound Magically bound sword, Melee +12, Damage +16 when using that single specific weapon, these bonuses replace those of Sword Chanter, May bind an Apprentice to a Sword on a successful Willpower, DR Moderate)

Squint, Cost: 3, Creation Only, Race Only: Shrave.

Description: The Character was born with the ability to see normally in bright light.

(Permanent, in sudden, bright light this Character instantly shifts vision to remain seeing, without the Character must wear protective hoods or Enfri Eye lenses to see normally in bright light or suffer penalties)

Surgeon, Cost 5.

Description: The character has developed expert skills in healing.

(First Aid +12, Medicine +12, these bonuses stack with the features: Healer or Combat Medic)

Sustained, Cost 5, Synergist, Blur-Touched.

Description: The character forms a bond with other characters, providing them with a sustaining life force.

(At least two characters must activate this feature, they may activate Sustained and create a link that heals damage based on a pool of points, determine the number of points upon activation of Sustained as 2d points per character, once activated any character may use the points in the pool in any number desired to heal themselves until the pool of points becomes exhausted, at which point Sustained ends and must be restarted, if Sustained still has points in the pool when the duration expires any characters with wounds automatically heals the number of remaining points in the pool, unless deceased, Duration: 1d Hours, Activation: Instantaneous)

Sweep, Cost: 5, Race Specific: Wyvine.

Scholar of Zurn, Cost: 30, Avatar.

Description: The Character has studied the Zurn stones and the relationship between them and the flow of time. Now after all that time, the work has paid off and the Character is able to use the Zurn stones to manipulate time momentarily to an advantage.

(Willpower, DR Moderate, The Character is able to personally step out of and rewind time up to 3d Minutes and retain a memory of the previously future experiences)

Scout, Cost: 10.

Description: Scouts are trained in tracking in hunting prey for hundreds of miles.

(Search +12 and Survival +6 for tracking and hunting a target)

Seafarer, Cost: 5, Race Only: Wyvine.

Description: Through natural affinity and experience, the Wyvine are unmatched in the skills needed for traveling the open seas.

(Navigation +12, Vehicle Weapons +12)

Severance, Cost: 50, Unfettered.

Description: A master of the Shea’ahk reaches a point where they are hailed as a champion of the Bu’Col, and they must make a journey to protect and guide their civilizations into a new era.

(Shea’ahk Only, Melee +12, Damage +15 , these bonuses replace those of Unfettered)

Shadow League Agent, Cost: 10, Shadow League Initiate.

Description: Now a recognized Shadow League Agent, provided with credentials of authority, and extra training to perfect their skills.

(+2d Intimidation, +3d Throw, +3d Damage with a thrown weapon, these bonuses replace those of Shadow League Initiate)

Shadow League Magister, Cost: 15, Aterum, Shadow League Agent.

Description: The Shadow Magister is enabled the ability to use Shadows as weapons and armor in addition to using

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(At least two blur-touched characters must activate this feature, they may activate Tether and prevent sudden falls through the magical force that binds them into safety, so long as they are within a twenty (20) unit distance of one another, this will prevent accidents such as falling into pits, losing a handhold while climbing, etc., and does not cause the other characters using tether to experience any issues, instead it simply uses the magical tether to keep the fallen character suspended in mid-air until the duration ends, another character can pull the character to safety or if the character can reach a handhold, they can move themselves. Unconscious characters may be tethered, however both characters must spend the Cinema Point to activate. Duration: 1d Hours, Activation: Instantaneous)

The Ties That Bind, Cost: 10, Boundless.

Description: In time a Bu’Col has become a true warrior with the she’ahk, learning and adapting the weapon to nearly every type of combat situation.

(Shea’Ahks Only, Melee +12, Damage +6, , these bonuses replace those of Boundless)

Thorn, Cost: 30, Sovereign Sword Chanter, Master Archon, Transference, Cat’s Eye, Detect Magic, and Magic Affinity.

Description: In Tre’uoall society, Thorns are champions. Thorns command great power, having earned a place in history, capable of defeating the most powerful of Fiends and infamous of Corruptors.

(+24 to any roll three times (3x) per day)

Tracer, Cost: 6.

Description: Your Character learned to overcome any obstacle within the path of movement, able to move freely over normally prohibitive surfaces where others become stuck.

(+4d Climb, Jump, +2 Move over normal terrain)

Transference, Cost: 5, Race Only: Tre’uoall.

Description: With Transference, a Tre’uoall moves life force from oneself to another, for Healing the other person.

(Heal another by touch, Hit Points 1d+6, Undead or Demonic creatures suffer Damage: 1d +6)

Treasure Hunter, Cost: 3, Race Only: Enfri.

Description: The Wyvine uses a Sweeping maneuver that both outflanks and trips an opponent, rendering them stunned.

(On a successful Melee attack, regardless of damage dealt, the Wyvine trips and stuns a target for the following round)

Sword Chanter, Cost: 10, Apprentice Sword Chanter.

Description: Conscripted as a Sword Chanter and now comfortable with the Magical binding of the sword, a Sword Chanter gains significant bonuses when using their designated weapon.

(Must use a Magically bound sword, replace Dodge with Melee when wielding this sword to avoid hits, Melee +9, Damage +12 when using that single specific weapon, these bonuses replace those of Apprentice Sword Chanter)

Synchronized Attack, Cost 5, Synergist.

Description: The character coordinates an attack with other characters with devastating results and increases in damage.

(At least two characters must activate this feature, and when attacking via brawl or melee together, using Synchronized Attack, if they all successfully hit they deal additional Damage: +9 per character)

Synergist, Cost 7.

Description: The character may contribute any amount of experience into a pool via a magical amulet.

(Permanent, The player may opt to deposit or withdraw any amount of Cinema Points from a pool, along with any other players who share this feature, making it possible for players to fund other players with Cinema Points)

Tempo Fighting, Cost: 20.

Description: Your Character is capable of maintaining a rhythm while fighting in combat, instead getting the upper hand with each successful attack.

(+2d to each Attack roll following a successful attack)

Tether, Cost 5, Synergist, Blur-Touched.

Description: The character forms a magical tether with other characters, preventing long falls and sudden drops through a magically binding force.

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Description: Many learn the ability to spot the most valuable trinkets in a pile of treasure, capable of discerning even amongst piles of gold and jewels.

(+6d Search for finding the most valuable items amongst many items)

Tributaries, Cost: 5, Blur Touched.

Description: With Tributaries, a character can innately detect the smallest and most subtle Magical changes, and within a certain distance determine its source; at a greater distance, only the direction of the source is discernible.

(Permanent, Search, DR Easy, The character senses and identifies the source and strength of a Magical effect, (this cannot identify the Magical effect), through a “sixth sense” within a three hundred (300) unit distance, outside of which only the direction is detected.

Unfettered, Cost: 30, The Ties That Bind.

Description: The Bu’Col has completely shed all assumptions of the world, and found complete harmony in their traditions and the shea’ahk chain weapons, which the Bu’Col invented thousands of years ago. Through this understanding arrives a harmony allowing a Bu’Col to effortlessly delivery a barrage of attacks on an enemy.

(Shea’ahks Only, Melee +18, Damage +9, , these bonuses replace those of The Ties That Bind)

Vault, Cost: 10, Onslaught.

Description: With Vault, it is possible to bound high over enemies, landing a short distance away, sometimes dealing extra damage on impact.

(On a Jump, the character leaps up to the maximum Move, if the character lands on a target successfully, deals Damage: Strength +6)

Victor, Cost: 50.

Description: Through trials and struggle, the Character may succeed at what matters most.

(Permanent, A Character automatically succeeds at a single attempt at anything, once per Episode)

Vociferate, Cost: 15, Fearsome.

Description: With Vociferate, the Wyvine roars so loudly that it can stun nearby enemies into submission.

(Intimidate, DR Moderate, all Enemies within a fifteen (15) unit distance are stunned for the Duration, Duration: 1d Rounds, Activation: Instantaneous)

Volley, Cost 5, Synergist.

Description: The character coordinates a ranged attack with other characters raining down a volley of ranged attacks on a single target simultaneously.

(At least two characters must activate this feature, and when attacking via ranged, throw, or willpower (with a magic foci weapon) together, using Volley, if they all successfully hit they deal additional Damage: +6 per character)

Warlock, Cost: 30, Bloodlust.

Description: So experienced in battle and as a veteran of many wars, a Warlock is immune to Execution and other effects. Few Wyvine have established themselves as Warlocks, but those few remain feared and respected as champions.

(Magical Aura (Armor +16), Immune to Execution, Immune to mental and illusionary Effects, Immune to fear)

Warrior Archon, Cost: 10, Archon.

Description: With Warrior Archon, gain the ability to deal more damage with Ranged Weapons.

(Damage +6 with Ranged weapons, stacks with Archon)

Weapon Affinity, Cost: 5.

The Character holds an affinity for using a specific weapon type such as Daggers, Bows, or Long Swords.

(+2d to Attack with any weapon of the specific type)

Weapon Catch, Cost: 5.

The Character may catch thrown weapons as an alternative to dodging.

(Permanent, Use Throw as an alternative to Dodge for thrown weapons. This does not work for catching missile weapons such as arrows.)

Weapon Mastery, Cost: 15, Quick Draw, Weapon Affinity: Specific Weapon Type.

The Character mastered the use of a specific weapon type as such as Short Swords or Bows.

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mAgIc Across AzAmAr

Magic in Azamar draws from the interconnection of the world and the things just outside of the world, something the users of Magic refer to as the Fabric. On the other side of the Fabric is the Blur, a place named as such due its arcane nature and confusing, maze-like affect on the mind.

When crossing the Fabric between Azamar and the Blur, Magic users can traverse, mentally and spiritually, as well as physically. Physically crossing the Fabric between Azamar and the Blur is dangerous, and often forbidden. Those users of Magic powerful enough to physically cross into the Blur, typically do so under very controlled circumstances, careful to not allow anything to cross back over behind them. Those whose minds and spirits cross into the Blur are in as much danger as those who cross over physically of dying, however there is significantly less risk in allowing a Fiend loose on Azamar.

Drawing Magical power from the connection to the Blur is a rare and powerful gift; as few ever realize their potential in harnessing the full extent of such connections. Moreover, some forms of Magic are fueled by the life force of others, either draining them of life or using a significant amount of life force to fuel it all at once, often killing a subject to cause dramatically powerful effects.

Tyro SpellsArrow, Cost: 5, Blur Touched, Trade Specific: Wizard.

Description: Your Character can emit an arrow, shaped of energy, which soars out seeking a target and striking with immense force, capable of piercing metal armor and shattering rocks and trees.

(To Hit: Willpower +1d, Range: 10/20/30, Damage: Willpower +6/+3/0, Duration: Immediate)

Blades, Cost: 5, Blur-Touched, Trade Specific: Wizard.

Description: Your Character summons several magical blades and they impale a target with deadly force.

(To Hit: Willpower, Range: 3/5/10, Damage: Willpower +18/15/12

Blast, Cost: 5, Arrow, Blur Touched, Trade Specific: Wizard.

(+2d to Attack with any weapon of the specific type, stacks with Weapon Affinity and Quick Draw)

Weapon Redirect, Cost: 10, Weapon Catch.

The Character may now automatically redirect a thrown weapon as a single smooth action, previously caught via the Weapon Catch special ability.

(Use Throw to catch and redirect a thrown weapon, requiring no secondary roll)

Wrench Turner, Cost: 3, Race Only: Enfri.

Description: An Enfri has the potential for greatness with building inventions, armor, weapons, or otherwise similar Aptitudes.

(Permanent, +3d with Demolitions or Engineering, May not exceed 6d Maximum, May be taken multiple times to apply once to each Skill)

Wyldborne, Cost: 5.

Description: With Wyldborne, never be lost or incapable of surviving in the Wilderness.

(Survival +12, Search +6 for discerning direction)

Zeal, Cost: 20.

The ability to apply one’s passion and zeal to overcome a situation or ignore pain

(+2d to any roll, May be combined with any other bonus)

Zenith, Cost: 50, Avatar.

Description: The Character calls upon the essence of Magic, appearing as a beam of energy that shoots into the sky, and then may direct it at any single target.

(Willpower+18 to Hit, Range: 1000/3000/5000, Damage: Willpower+36/33/30)

“Magic takes practice. Believing it can do anything is for

fools; knowing it can do anything, also takes practice.”

- Ofvgar, Human, Anteprofidian Wizard, Governor of Adrya Ampais

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(Willpower, DR Moderate, Create a small campfire, up to three small tents, and a small meal for up to three people, Duration: 10 Hours, Activation: 2 Minutes)

Conjure Element, Cost: 5, Blur Touched, Trade Specific: Wizard.

Description: Your Character can create something from nothing, water, earth, air, fire, or lightning, all come when called providing their elemental services as beckoned. While a practical display of power, the elements in question return to the Elemental realms within six rounds after summoning, except the water element, which may be stored or consumed.

(Willpower DR Easy, Creates 1 gallon of distilled water, a small flame, a bucket of dirt, a spark of lightning, or a small bubble of air, Duration: 1d6 rounds, except water which is Permanent)

Elemental Union, Cost: 5, Blur Touched, Trade Specific: Wizard.

Description: Your Character can weave an elemental effect

Description: Your Character is able to send forth a concussive force in any direction, which not only deals immense damage, but also bludgeons anything in its path. Blast can both stun and deafen nearby people, as it conjures magical forces to push with unchallenged force.

(To Hit: Willpower +5d, Range: 5/10/15, Damage: Willpower +12/9/6, Duration: Immediate)

Breach, Cost: 5, Blur Touched, Trade Specific: Wizard.

Description: Your Character can bridge the divide between realms and pluck a creature from another realm, bringing it to the present realm. The creature summoned is not Spellbound or controlled and may outright attack or otherwise when summoned. Most creatures do not take kindly to summoning.

(Willpower DR Moderate, Summons a random creature, Duration: Permanent)

Camp, Cost: 5, Blur-Touched, Trade Specific: Wizard.

Description: Your Character can create a small camp via conjuration and summoning.

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Inure, Cost: 5, Blur Touched, Trade Specific: Wizard.

Description: This ability causes a selected target or group to become complacent, making it easier to Sneak near them.

(Willpower, DR Moderate, +4d Sneak while outside a ten (10) unit distance of the target or group, Duration: 1d Minutes)

Levitate, Cost: 5, Blur Touched, Trade Specific: Wizard.

Description: Your Character is able to levitate and float or cause a target to levitate or float a significant distance above the ground. This is a good way to get over a tall wall or distract guards with a rock.

(Willpower DR Easy, Levitate: Move Self or Target Up (up to 100kg) +15, Duration: 1 round)

Ofvgar’s Crimson Glow, Cost: 5, Blur-Touched, Trade Specific: Wizard.

Description: A red glow emanates without a distinguishable source, bathing anyone nearby with warmth and red light.

(This provides the heat of a roaring campfire through a red glowing area which provides enough warmth to keep travelers warm despite below-freezing conditions, it also casts very little light and is only visible within a one hundred (100) unit distance, Activation: 1d Rounds, Duration: 4d Hours)

Purify, Cost: 5, Blur Touched, Trade Specific: Wizard.

Description: Your Character can both Purify a living being, removing any Spellbinding on another Character or creature, as well as Purify food and water to make it edible and free of disease.

(Willpower DR Easy, Removes all Spellbinding, Purifies Food and Water, Duration: Immediate)

Shield, Cost: 5, Blur Touched, Trade Specific: Wizard.

Description: Your Character forms an impenetrable and invisible field around a small area, protecting the Character from missile weapon, such as Arrows. Shield does not protect against Melee attacks.

(Willpower DR Easy, Armor +3d vs. Missile Weapons, Duration: 1d6 rounds)

Speed, Cost: 5, Blur Touched, Trade Specific: Wizard.

(fire, water, earth, air, or lightning) into a magical effect, which either resists or deals damage based upon that elemental type. Assign this to a specific Magic effect and use with that single effect, such as Elemental Union only works as Lightning with Shield. Elemental Union may be taken multiple times to use it with multiple magical effects, i.e. once for Arrow, once for Shield, once for Spell Storm, etc.

(Weave an elemental effect into a magical effect, Duration: Immediate)

Garrulous, Cost: 5, Blur Touched, Trade Specific: Wizard.

Description: A selected target is compelled to talk incessantly and pointlessly for a period, babbling incoherently at times.

(Willpower, DR Target’s Willpower, Range: Within a twenty (20) distance, Duration: 1d rounds)

Heal, Cost: 5, Blur Touched, Trade Specific: Wizard.

Description: The Character touches a willing target and heals wounds and pain, removes disease, poison, plague, and magical illness, and on rare occasions grow back severed limbs.

(Willpower DR based on the following chart, Duration: Immediate, Activation: Instantaneous)

Difficulty ResultEasy +3 Hit PointsModerate +6 Hit Points, Cure Disease

Difficult 1d+6 Hit Points, Remove Poison and Plague

Very Difficult 2d+6 Hit Points, Cure Magical Illness

Heroic +4d Hit Points, Regenerate body parts

Epic Resurrection

Illuminate, Cost: 5, Blur Touched, Trade Specific: Wizard.

Description: Your Character can illuminate a darkened area despite the available light for a limited period.

(Willpower DR Easy, Causes light, 50m radius, Duration: 3d6 rounds)

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Journeyman SpellsBarrier, Cost: 10, Shield Blur Touched, Trade Specific: Wizard.

Description: Similar to the Shield magic, the Barrier allows your Character to form a more formidable field, this time shimmering with energy and force, capable of protecting from all damage types including elemental attacks and the massive force of a weapon like a ballista.

(Willpower DR Moderate, Armor +5d vs. All Damage, Duration: 1d6 rounds)

Chary, Cost: 10, Blur Touched, Trade Specific: Wizard.

Description: With Chary active, the magic user instantly moves out of the way of danger one time.

(Willpower, DR Moderate, While Chary is active, the magic user may avoid falling into pits, getting hit by a trap, etc., for a single use, unless re-activated again, Duration: 1d Hours)

Darken, Cost: 10, Illuminate, Blur Touched, Trade Specific: Wizard.

Description: Your Character can darken the brightest of areas despite the even the sunlight for a limited period.

(Willpower DR Moderate, Causes darkness, 50m radius, Duration: 3d6 rounds)

Dilettante, Cost: 10, Blur Touched, Trade Specific: Wizard.

Description: Your Character can glean basic and superficial knowledge of unknown topics easily.

(+3d to any Intellect Skill currently not trained or owned, if an Intellect Skill is known then this bonus does not apply, even if only 1d)

Fly, Cost: 10, Levitate, Blur Touched, Trade Specific: Wizard.

Description: Your Character can fly or cause a target to fly in any direction at great speeds. This is the best way to travel when trying to avoid roads and ambushes by an enemy.

(Willpower DR Moderate, Fly: Move Self or Target (up to 100kg) +50, Duration: 1d6 rounds)

Hubrous, Cost: 10, Blur Touched, Trade Specific:

Description: Your Character, or a target, may take double the normal actions in a combat round.

(Willpower DR Easy, Doubles Number of Actions, Duration: 1 round)

Spell Expansion, Cost: 5, Blur Touched, Trade Specific: Wizard.

Description: Your Character can expand a magic effect from 1 person or target up to 6 people or targets. This must be assigned to a specific Magic effect and can only be used with that single effect, such as Spell Expansion only works with Blast. Spell Expansion may be taken multiple times to use it with multiple magical effects, i.e. once for levitation, once for fly, once for shield, etc.

(Expands a single magical effect from one person up to 6 people, Duration: Immediate)

Spell Extension, Cost: 5, Blur Touched, Trade Specific: Wizard.

Description: Your Character can extend the length of a magic effect by doubling the period. This must be assigned to a specific Magic effect and can only be used with that single effect, such as Spell Extension only works with Shield. Spell Extension may be taken multiple times to use it with multiple magical effects, i.e. once for Levitation, once for Fly, once for Spell Storm, etc.

(Doubles a single time period or duration of a magical effect, Duration: Doubled)

Spell Triggering, Cost: 5, Blur Touched, Trade Specific: Wizard.

Description: Your Character can create a conditional trigger for a magic effect to occur that will stay in place for up to six days or until the Character removes it. This must be assigned to a specific Magic effect and can only be used with that single effect, such as Spell Trigger only works with Blast. Spell Triggering may be taken multiple times to use it with multiple magical effects, i.e. once for arrow, once for blast, once for shield, etc. If not removed, the Spell Trigger automatically releases the magic effect at the end of the duration.

(Creates a spell trigger for a single magical effect, Duration: Trigger lasts 1d6 days)

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(Willpower DR Heroic, Rips open a gate to another realm, Duration: Permanent)

Side Step, Cost: 10, Blur Touched, Trade Specific: Wizard.

The Character can temporarily step out of Reality and into the Slip Realm for a short period. The Character cannot interact with Reality from the Slip Realm during this time, but during time in the Slip Realm, the Character’s Move is effectively increased. When a Character enters the Slip Realm, they appear to disappear into ashes. When the Character returns to Reality, they are temporarily disoriented and must Search to reorient to the new location.

(Willpower DR Easy, Instantly step into the Slip Realm for 2d6 rounds, x2 Move while in Slip Realm, returning to Reality forces a Search roll, DR Moderate to reorient or be stunned for a round)

Slow, Cost: 10, Speed, Blur Touched, Trade Specific: Wizard.

Description: Your Character or a target may take half the normal actions in a combat round.

(Willpower DR Easy, Halves Number of Actions, Duration: 1 round)

Spellbind, Cost: 10, Purify, Blur Touched, Trade Specific: Wizard.

Description: Your Character can enthrall and Spellbind a target into service, causing that target to do the bidding of your Character as you see fit.

(Willpower DR Target’s Resist, Inflicts a Spellbinding on a target, Target’s Willpower to resist, Duration: Permanent until Purified)

Stricken, Cost: 10, Heal, Blur Touched, Trade Specific: Wizard.

Description: On a successful Brawl or Grapple, the Character inflicts pain and injuries, poison, disease, plague, or magical illness on a target.

(Willpower DR after touch, bypasses non-magical Armor (Brawl or Grapple): Effortless: +1 Damage, Easy: +3 Damage, Moderate: +1d6 Damage or Inflict a Disease, Hard: +2d6 Damage or Inflict a Poison or Plague, Very Difficult: +3d6 Damage or Inflict an Incurable or Magical

Wizard.

Description: A selected target feels great confidence and arrogance on the battlefield, temporarily increasing their fighting technique.

(Willpower, DR Difficult, a single, willing target receives +2d to 1 attack per round for the duration of the combat, Duration: total length of combat)

Mercurial, Cost: 10, Blur Touched, Trade Specific: Wizard.

Description: You can bestow great awareness on a target, significantly increasing their reaction time in Combat.

(Willpower, DR Moderate, +4d Initiative to a single, willing target, Duration 1d Rounds)

Mollify, Cost: 10, Blur Touched, Trade Specific: Wizard.

Description: Even in the most harsh or dramatic conditions, you can calm anyone nearby through a magical aura.

(Willpower, DR Moderate, Any Characters within a ten (10) unit distance of the Character receive a +2d bonus to a single roll due to magic included calm they receive from Mollify, the magic user does not get this bonus, Duration: Immediate)

Ofvgar’s Confoundabulator, Cost: 10, Blur-Touched, Trade Specific: Wizard.

Description: Through an intensely bright and quickly blinking light emanating from the eyes of magic user, onlookers may experience temporary bewilderment, sometimes resulting in short term memory loss.

(A bright flashing light emanates from the magic user’s eyes, any onlookers experience nausea, and are instantly stunned for 1d Rounds, resisting this effect requires Willpower, DR Difficult, any onlookers who fail the resist roll with a DR Easy or less experience memory loss of 1d hours, Activation: Immediate, Duration: 1 Round)

Rupture, Cost: 10, Breach, Blur Touched, Trade Specific: Wizard.

Description: Your Character can open and keep open a gateway between realms for an indeterminate amount of time. This magic is very old and powerful and attracts the attention of the most powerful of beings, careful when using it.

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(Willpower DR Difficult, +2d to all Allies rolls, 500m radius, Duration: 1d6 rounds)

Reality Peak, Cost: 15, Side Step, Blur Touched, Trade Specific: Wizard.

While a Character is in the Slip Realm, the Character may peer through into Reality before re-entering it, thus avoiding disorientation.

(Permanent, With a successful Search roll, DR Difficult, the Character may effectively peak into Reality before re-entry to avoid surprises)

Repel, Cost: 15, Spellbind, Blur Touched, Trade Specific: Wizard.

Description: Your Character can create a field that causes most creatures and undead to avoid the Character for a period.

(Willpower DR Moderate, Repels most creatures and undead, 500m radius, Duration: 1d6 days)

Sanguine, Cost: 15, Blur Touched, Trade Specific: Wizard.

Description: A target or group of targets suddenly experience an uncontrollable sense of cheer and laughter, distracting them temporarily.

(Willpower, DR Very Difficult, 1d determines maximum targets, the targets are effectively sent into a temporary euphoria, requiring a Willpower, DR Difficult, to take any actions, including defending themselves or dodging, Duration: 1d Rounds)

Spell Bleed, Cost: 15, Blur Touched, Trade Specific: Wizard.

Description: Your Character causes magic to bleed into the surrounding world, which causes random magical effects to occur nearby the Character each time any magical effect is used. If a Character can immediately capture that magical bleed, by making at least a Very Difficult DR roll as part of the desired magic effect, up to one (1) Cinema Point returns to the Character following the initial magical effect. The random magical effect that follows, typically is blatant, such as every chair in a tavern suddenly levitating except where the caster is sitting, etc.

(Spells cause a blatant aftereffect both drawing attention to and rejuvenating the caster, Duration: Permanent)

Illness, Epic: +4d6 Damage, Duration: Immediate)

Summon, Cost: 10, Conjure Element, Blur Touched, Trade Specific: Wizard.

Description: Your Character can bridge the divide between this realm and the Elemental realms, capable of bringing forth a powerful Elemental being whose very nature and incarnation is destructive and chaotic. An Elemental cannot be controlled by any means and is treated as a neutral character in combat, typically striking out at whoever is closest. The Elementals return to the Elemental realms within eighteen rounds after summoning, or if significantly damaged. See the Elementals in the Flora and Fauna section for stats.

(Willpower DR Moderate, Summons an Elemental being, Duration: 3d6 rounds)

Adept Spells

Alchemical Conjuration, Cost: 15, Summon, Blur Touched, Trade Specific: Wizard.

Description: Capable of focusing on conjuring water, and imbuing it with a magical effect, your Character can create potions for storing magical properties. This is a simple way to create large numbers of Healing potions, each Healing potion has the effect of the Healing roll made when creating the potion. Potions can become very complex quickly, sometimes imbuing archaic and amazing powers on a drinker.

(Willpower DR Difficult, Conjure a potion magically with imbued effects, Duration: Permanent until consumed)

Desiccate, Cost: 15, Blur Touched, Trade Specific: Wizard.

Description: This ability quickly dehydrates a target, causing extreme pain in the process.

(Willpower to Hit, Damage: Willpower + 15, Range: Within a five (5) unit distance, after the initial attack, the target is completely dehydrated and has lost all water in 2d Rounds, Duration: 2d Rounds or until the target exits from the five (5) unit range)

Inspire, Cost: 15, Spellbind, Blur Touched, Trade Specific: Wizard.

Description: Your Character can Inspire all allies in an area, providing a great advantage with a battle.

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Description: Your Character can bridge the divide between realms, summon a creature to the present realm, and instantly spellbind it in one foul swoop. The creature summoned is capable of resisting the Spellbinding after summoning.

(Willpower DR Difficult, Summons and Spellbinds a random creature, Willpower DR Difficult to resist, , Duration: Summoning Permanent, Spellbinding Permanent until Purified)

Dust Lord, Cost: 20, Reality Peak, Blur Touched, Trade Specific: Wizard.

While a Character is in the Slip Realm, the Character can move with fantastic speed and strength, thus when they re-appear in Reality it appears they have crossed vast distances in the blink of an eye.

(Willpower DR Moderate, While in the Slip Realm: x10 Move, x5 Move for Climbing, Jumping, and Swimming)

Effusive, Cost: 45, Blur Touched, Trade Specific: Wizard.

Description: A single target, will begin bleeding profusely, and without medical attention or immediate healing, will die.

(Willpower, DR Heroic, Range: 100/200/300, the target begins bleeding, suffering 3d direct damage to Hit Points (no soak), each round until dead or Heal or Medicine is used, DR Very Difficult, to stop it, Duration: Immediate)

Inimical, Cost: 40, Blur Touched, Trade Specific: Wizard.

Description: By devastating the Fabric locally around a target, the disruption between Azamar and the Blur delivers immense damage. (Willpower to Hit, Tear Damage: Willpower+24/21/18, Tear Radius: 1/2/3, Range: 5/10/15, Duration: Immediate)

Revulsion, Cost: 20, Inspire, Blur Touched, Trade Specific: Wizard.

Description: Your Character can cause all Allies in a given area to invoke fear in their enemies, making them appear overwhelming and difficult opponents, dramatically affecting the morale of the enemy.

(Willpower DR Difficult, +4d to all Allies Intimidation

Traverse, Cost: 15, Fly, Blur Touched, Trade Specific: Wizard.

Description: Your Character can employ the most powerful of traveling magic, providing the capability to teleport vast distances in the blink of an eye. There is no greater luxury than teleporting from one place to the next.

(Willpower DR Difficult, Teleport: Limited to line of sight of extremely familiar locations, Move Self or Target (up to 100kg) +500,000, Duration: Immediate)

Vapidity, Cost: 15, Blur Touched, Trade Specific: Wizard.

Description: Through a tear in the Fabric, the Magic User can slow time the passage of time and perception in a small area for a period, causing the surrounding world to pass by more quickly. This is especially useful when little air is available, etc.

(Willpower, DR Difficult, Time is slowed for a designated period by creating a slight tear in the Fabric. It lasts as long as the magic user desires however, the longer left open, the larger the tear grows. For each month the tear remains open, the tear grows by 2 (x2); in six months, the tear is large enough for most Fiends to come through it. Time passes at one-hundredth (1/100) the speed of time outside the bubble. Area of effect: ten by ten (10 x 10) unit distance, Duration: Immediate)

Mastery SpellsCogent, Cost: 30, Blur Touched, Trade Specific: Wizard.

Description: Through magic alone, a target or small group of targets, mental force imposes them to believe whatever words spoken by the magic user, though it does not last long.

(Willpower, DR Very Difficult, 1d maximum number of Targets, whatever the magic says for the duration is completely believed and acted upon, including self-injury, Willpower, DR Very Difficult to resist self-injury or injuring others in the case where it would not normally occur (close friends and family, etc.), Duration: 3d Seconds)

Detain, Cost: 25, Breach & Spellbind, Blur Touched, Trade Specific: Wizard.

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Path of the AsceromancersThe Asceromancers are a group of wizards dedicated to the art of maintaining peace and order throughout Azamar. The Asceromancers view themselves as keepers of good, and go to great lengths and endure significant hardships to counter forces they view as evil.

Asceromancer FeaturesInitiate, Cost: 5, Willpower Minimum (Attribute + Skill) of 4d, Trade Specific: Wizard.

Description: Through the right of passing, an Initiate declares the right to the long held tradition of reclamation. In performing the ritual of reclamation, the Initiate begins on the path of the Asceromancers, Wizards who swear to defend the righteous using both Magic and their affinity with it in an effort to defend the helpless and survive the darkest of times, to hold to triumph in the face of empirical defeat, and the abilities attributed to the Asceromancers.

(No bonuses for an Initiate, this opens the possibility of taking further Asceromancer Features)

Purge, Cost: 10, Initiate.

Description: Able to focus and meditate on edge of the Blur, an Asceromancer learns to draw directly from the Magical essences between worlds and utilize them to an advantage. (+12 Willpower)

Requiem, Cost: 10, Initiate.

Description: Learning to refocus Magic into fighting as an art form, the Asceromancer is able to perceive the smallest of changes in the Blur and react to them as if a master warrior.

(Permanent, Willpower Skill replaces Melee, Brawl, Grapple, or Dodge Skill, May be taken multiple times, once for each Skill listed to replace with Willpower for rolling)

Manifest, Cost: 10, Initiate.

Description: Asceromancers are capable of exposing a moment in time and space where all nearby can perceive the Blur as they do, this typically causes most to stand and stare blankly at the Asceromancer, stunned temporarily in awe of the event. A rare few are unaffected and typically taken off guard by the effect it has on so many others.

Skill, 500m radius, Duration: 1d6 rounds)

Spell Storm, Cost: 25, Blast & Summon, Blur Touched, Trade Specific: Wizard.

Description: Your Character produces a whirlwind of magic that seeks out all nearby enemies and punishes them with concussive forces, burning and biting at them, trying to rip them apart.

(Willpower DR Moderate, Hits all enemies in Range: 10/15/25, Damage: Willpower +9/+6/+3, Duration: 1 round)

“While mystery and reality come from the same source, magic is an understanding of how to stand between the

two.”

- Kinrop Dul, Tre’uoall, High Wizard to the King of Azamar

tHe fActIons

Choosing the Course

The users of Magic in Azamar are versatile and expansive, but the ways they use Magic tend to fall into various categories, typically aligning themselves with groups to garner strength or avoid persecution. The largest of these groups include the Asceromancers, the Elementals, the Zamaranth, the Tatuaxe, the Weavers, and the Order. Each of these groups uses Magic in unique and potent ways, each of them powerful in their own right.

The Asceromancers swear their lives to fighting evil through an affinity with Magic.

The Elementals seek to push the bounds of the Fabric between Azamar and the Blur.

The Zamaranth draw their power from the life force of others, making their magic both potent and devastating.

The Tatuaxe use glyphs and markings to form connections with their Magic and the Blur.

The Weavers master Magic through the weaving of sounds and words, seeming to call on the Blur itself, for power.

The Order, the oldest and largest group of Magic users, works to maintain the stability between the Blur and Azamar, dedicated to bringing order in the chaos.

Which course will you choose?

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Elemental FeaturesExtinguish, Cost: 5, Trade Specific: Wizard.

Description: The Elemental is capable of extinguishing a normal fire of any size, including massive structure or forest fires.

(Willpower, DR Moderate, Completely extinguishes a bonfire or smaller, Willpower, DR Difficult, Completely extinguishes a large fire, i.e. a single building fire, Willpower, DR Very Difficult, Completely extinguishes a massive fire, i.e. a forest or multiple building fire, Duration: Immediate)

Air Blast, Cost: 5, Trade Specific: Wizard.

Description: The Elemental is capable of forcing a massive blast of wind, strong enough to knock large creatures down.

(Willpower, DR Moderate, This fires a massive blast of wind, with a Push-Pull equivalent to 10d, Range: 4/8/12, Duration: Immediate)

Change Water, Cost: 5, Trade Specific: Wizard.

Description: The Elemental can change the state of existing water through magic, either to gas, liquid, or solid form.

(Willpower, DR Easy, Changes the state (Gas, Liquid, or Frozen) of up to one thousand (1,000) gallons of water, +1DR per additional thousand (+1,000) gallons of water, Duration: Permanent until the water naturally changes state due to environment)

Obstruction, Cost: 5, Trade Specific: Wizard.

Description: The Elemental can pull up the earth into a wall or mound large enough to provide direct and complete cover in a specific direction.

(Willpower, DR Easy, A wall of stone or mound of sand or dirt ruptures upward and provides an Obstruction as wide and tall as the Elemental, providing as much protection as any natural Obstruction. +1DR for each additional Obstruction erected simultaneously, Duration: Permanent)

Density, Cost: 5, Trade Specific: Wizard.

Description: The Elemental can cause the air to thicken before them, invisibly reducing the damage of projectiles passing through the field.

(Once activated any other Characters, friend or foe, within a fifty (50) unit distance are stunned for two (2) rounds, to resist requires a Willpower, DR Very Difficult)

One Foot In, Cost: 10, Initiate.

Description: Through a refocus of Magic into surrounding world of Azamar, an Asceromancer can perform fantastic athletic feats.

(Permanent, Willpower Skill replaces Acrobat, Climb, Jump, Lift, Push-Pull, or Swim, May be taken multiple times, once for each Skill listed to replace with Willpower for rolling)

Asylum, Cost: 10, Initiate.

Description: An Asceromancer is physically capable of passing into the Blur and bringing others nearby for safety or escape, the time spent on the other side of the Blur can be dangerous as powerful Fiends reside in the Blur.

(With a successful Willpower, DR Moderate, the Asceromancer can travel into the Blur and bring up to 1d companions along, the same roll must occur again to return to Azamar)

Ephermal, Cost: 10, Initiate.

Description: A rare Asceromancer masters the qualities of an Ephermal, capable of brilliant Magical feats other Wizards only dream of accomplishing; this is not without a cost. (Character loses half of total Hit Points, use any known Magical Effects and get +48 Willpower for one time.)

The Elemental LeagueThe Elemental League is a powerful group of wizards formed together to perfect the art of wielding Magic to bend the Fabric as far as possible, capable of commanding awesome and devastating effects of nature such as controlling the base elements of fire, earth, air, and water. While they do not tear the Fabric, they tend to push the limits of what Magic can do within Azamar, stretching the Elements well beyond the imagination.

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following round, target is unaware of the source of the heat, Duration: Immediate or until outside range)

Extract, Cost: 20, Trade Specific: Wizard.

Description: The Elemental is capable of ripping iron from the surrounding ground and forming a metal, magnetic barrier or shape with it.

(Willpower, DR Moderate, An Elemental rips the iron out of the ground and nearby objects and forms them into an iron barrier, box, or other shelter. The barrier has 3d Armor and 48 Structure Points, providing concealment for the Elemental as desire, any metal objects that come within a four (4) unit distance most resist a Grapple+3d or the object is pulled to and sticks to the magnetic barrier, Duration: Permanent until destroyed)

Archaminari, Cost: 25, Trade Specific: Wizard.

Description: The Elemental points at a target and lightning ejects from the finger to the target dealing massive damage.

(Willpower+1d to Hit, Range: 10/20/40, Damage: Willpower+21/18/15, Duration: Immediate)

Crux of ZamaranthThe Crux is an ancient and powerful faction of wizards, devoted to using Magic in the rawest forms possible, typically referred to as Crude Magic. The Crux is capable of drawing upon the very essence in those around them and using it to fuel violent and mordant effects. The Crux is considered a secretive organization in which few of their members are outspoken and powerful enough to combat entire groups of wizards alone. The few, feared members of the Crux publicly known for their shear ferocity and cruelty, live as vagrants.

Zamaranth FeaturesCorruption, Cost: 5, Ritual of Zamaranth , Trade Specific: Wizard.

Description: An acolyte of the Crux pulls the life force from nearby plant life to fuel some Magic, funneling the life force into a Crux Magic Conduit, a Zamaranth Pendant.

(Willpower, DR Easy, all the plant life within a ten (1) unit distance dies, add +2d to the Zamaranth Pendant

(Willpower, DR Moderate, A field surrounds the Elemental, automatically reducing all projectile damage by 3d, Duration: 1d rounds)

Golem, Cost: 5, Trade Specific: Wizard.

Description: The Elemental can surround itself in an armor of dirt, sand, and rock, capable of using it also to enhance Brawling damage.

(Willpower, DR Moderate, Vitality +20, +3d to Brawl Damage, Duration: 1d Rounds)

Crush Depth, Cost: 10, Trade Specific: Wizard.

Description: The Elemental can manipulate air or water pressure in an area, which can cause significant damage, as well as impede the movement of anyone within the area.

(Willpower, DR Moderate, A ten by ten by ten (10x10x10) unit volume of air or water can be made to sustain a significant force of density and weight on anyone caught inside, this deals Damage: Willpower+15 per round while in the field, and causes Move to half (1/2), resist with Strength, DR Moderate, Duration: 1d Rounds)

Fire Burst, Cost: 10, Trade Specific: Wizard.

Description: The Elemental emits a wave of hot blue flames along the ground in a specific direction.

(Willpower to Hit, Range: 5/10/15, Damage: Willpower +12, the wave is three (3) units wide, two (2) units tall, Duration: Immediate)

Stone Barrage, Cost: 10, Trade Specific: Wizard.

Description: The Elemental pulls up nearby stones and uses them as projectiles.

(Willpower roll determines number of stones pulled up, Willpower to Hit, Range: 10/20/30, Damage: Willpower+9/6/3 per stone, Duration: Immediate)

Flay, Cost: 15, Trade Specific: Wizard.

Description: The Elemental may attack a target by focusing intense heat; this is initially uncomfortable quickly resulting in a single target burning from the inside out.

(Willpower, DR Moderate, A chosen target must remain at a thirty (30) unit distance from the Elemental for the heating process to continue, if the target exits this range it cools down, +1DR if the target is Moving, roll Willpower for Damage in first round, Damage +3 each

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Description: An acolyte of the Crux, on an opponent, deals damage directly to the life force of the target.

(On a successful Brawl, Touch, or Grapple, an acolyte deals Damage: Willpower +3 in addition to normal Damage, bypassing magical and non-magical armor, Duration: Immediate)

Subsidy, Cost: 15, Ritual of Zamaranth, Trade Specific: Wizard.

Description: An acolyte is capable of creating a permanent link to a target to power the Zamaranth Pendant until the target dies.

(Willpower, DR Very Difficult, a target must be asleep or stunned and touched directly, the acolyte creates a permanent link to the worn conduit, draining 12 Hit Points a day, adding +5d to the Zamaranth Pendant per day, until the target dies. This link can be broken only through Magical Healing once established; multiple targets can link to the Zamaranth Pendant, Duration: Permanent until broken via Magic)

Marionette, Cost: 20, Ritual of Zamaranth, Trade Specific: Wizard.

Description: An acolyte is capable of temporarily possessing a target already linked to a Zamaranth Pendant through Subsidy. The acolyte remains aware and in control of their own body while possessing the target.

(Willpower, DR Target’s Willpower roll, if successful gains complete control of target’s body, speech, however none of the target’s innate abilities or otherwise, Duration: 1d minutes)

Grim, Cost: 25, Ritual of Zamaranth, Trade Specific: Wizard.

Description: An acolyte emits a massive wave of disruptive energy in all directions, disrupting anything it strikes.

(Willpower, DR Very Difficult, Strikes all targets in range bypassing non-magical armor, Range: 10/20/30, Damage: Willpower+9/+6/+3, Duration: Immediate)

The TatuaxeThe Tatuaxe are wizards who use imagery or markings such as glyphs and tattoos, to fuel the connection for a specific Magical effect. This renders their Magic often very powerful, though sometimes less permanent than

Conduit strength, Duration: Immediate)

Drain Life, Cost: 5, Ritual of Zamaranth, Trade Specific: Wizard.

Description: An acolyte of the Crux uses a target’s life force to fuel some Magic, funneling the life force into a Crux Magic Conduit, a Zamaranth Pendant.

(Willpower, DR target’s Willpower roll, the target must remain in a ten (10) unit distance, if successful deal Willpower+2d damage to the target, for every two (2) Hit Points in damage (after soak), add +1d to the Zamaranth Pendant Conduit strength, Duration: Immediate)

Disrupt, Cost: 5, Ritual of Zamaranth, Trade Specific: Wizard.

Description: An acolyte of the Crux attempts to separate the life force and spirit of a target from the physical body, thus dealing extraneous damage. An emblazoned black orb fires at the target to disrupt their spirit.

(Willpower to hit, Range: 5/10/20, Damage: Willpower+9/+6/+3, bypasses non-magical armor, Duration: Immediate)

Haze, Cost: 5, Ritual of Zamaranth, Trade Specific: Wizard.

Description: An acolyte of the Crux is capable of placing a target into a state of confusion making it easier to draw upon their life force.

(Willpower, DR target’s Willpower roll, if successful, the acolyte gains Willpower +2d for draining the targets life, Duration: 1d Rounds)

Ritual of Zamaranth, Cost: 5, Ritual of Zamaranth, Trade Specific: Wizard.

Description: The acolyte undergoes the ritual of passage, binding their spirit to a Zamaranth Pendant, which must permanently remain on their neck. If removing the pendant, an acolyte dies instantly and the pendant explodes with all the Magic energy contained within.

(The acolyte now wears a Zamaranth Pendant, which has no maximum Magical limit for storing or expelling essence to fuel Willpower rolls, if removed it deals Damage 1d+36, ignoring all armor, Duration: Permanent)

Expunge, Cost: 10, Ritual of Zamaranth, Trade Specific: Wizard.

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Keystone, Cost: 10, Trade Specific: Wizard.

Description: A Keystone marking causes a temporary magical barrier to appear in midair, blocking anyone who attempts passage.

(Willpower, DR Moderate, This places the magical mark in place, the barrier that appears beside the marking stops all objects from passing through it, however magic can still traverse the barrier, the barrier will expand up to a five by five (5x5) unit distance in height and width, Duration: 1d rounds)

Mark of the Nemesis, Cost: 10, Trade Specific: Wizard.

Description: This places a mark on a target person, marking them as an enemy to all Tatuaxe, who will attack this person on sight.

(Willpower, DR Moderate, This places the magical mark on the target person, Duration: Permanent)

Rote of Binding, Cost: 10, Trade Specific: Wizard.

Description: This places a mark on a target person, providing life long bond of magical essence, where the Tatuaxe and the target may freely draw upon one another for strength and healing.

(Willpower, DR Difficult, This places the magical mark on the target person, the target and Tatuaxe are always aware of the other’s condition and healthy, and may choose to transfer 1d Hit Points to Heal the other, Duration: Permanent)

Rote of Breathing, Cost: 10, Trade Specific: Wizard.

Description: This places a mark on a target person, giving them the ability to breathe in a vacuum or under water effortlessly.

(Willpower, DR Difficult, This places the magical mark on the target person, the target now may breathe with a complete absence of air comfortably, Duration: 1d days)

Rote of Cold, Cost: 10, Trade Specific: Wizard.

Description: This places a mark on a target person, giving them the ability to ignore the coldest of conditions.

(Willpower, DR Difficult, This places the magical mark on the target person, the target now ignores the coldest of weather and conditions, as if at room temperature, suffering now damage or other effects from the cold while

desired. Famous for using as a ward against Fiends where the Fabric between Azamar and the Blur is thin or weak, the Tatuaxe often heralded for their ability to use glyph magic for healing.

Tatuaxe FeaturesAffliction of Stains, Cost: 5, Trade Specific: Wizard.

Description: The Tatuaxe can mark an object, person, or location with this Glyph, only visible to other Tatuaxe, indicating someone or something involved in a betrayal or corruption. This marking provides warning for other Tatuaxe to avoid the marked thing.

(Willpower, DR Easy, This places the magical mark on the target, Duration: Permanent)

Fealty, Cost: 5, Trade Specific: Wizard.

Description: With this mark, the Tatuaxe imbues trust and loyalty to a person, and this mark indicates this trust and loyalty to all other Tatuaxe who come upon marking.

(Willpower, DR Easy, This places the magical mark on the target, Duration: Permanent)

Polarize, Cost: 5, Trade Specific: Wizard.

Description: A marking, placed on the ground and imbued with Magic, and left in waiting. Anyone who steps on the mark is stunned for a short duration, which causes the marking to disappear.

(Willpower, DR Moderate, This places the magical mark on the ground, anyone who steps on the mark is stunned for 1d Hours, Duration: 1d Days)

Shaper Tyro, Cost: 5, Trade Specific: Wizard.

Description: The Tatuaxe learn to use their glyphs as powerful weapons, imbuing allies and enemies with magical markings that evoke powerful results.

(+3d Willpower for Tatuaxe Features)

Eviction, Cost: 10, Trade Specific: Wizard.

Description: The Tatuaxe can place a mark that deals spiritual damage to a target until the mark fades.

(Willpower, DR Moderate, This places the magical mark on a target, the target suffers Damage 1d+15 each round the mark remains, Duration: 1d rounds)

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prevents any Fiend from passing nearby the ward. This is especially helpful at entrances and exits to confined areas, such as caves.

(Willpower, DR Difficult, This places the magical mark on a surface, a Fiend may not pass within a fifty (50) unit distance of the mark, Duration: Permanent)

Shaper Scholar, Cost: 10, Shaper Tyro.

Description: Now more powerful, a Shaper is capable of wielding Tatuaxe magic with ease, also now imbued with a specialized marking that helps protect the Shaper. The Shaper now glows with a faint green aura.

(Permanent: Vitality +8, Non-Permanent: +4d Willpower for Tatuaxe Features, this benefit overrides that of Shaper Tyro)

Hand of the Fiend, Cost: 15, Trade Specific: Wizard.

Description: This places a distinct hand-like mark on a target, protecting the target completely from possession by a Fiend.

(Willpower, DR Very Difficult, Immune to Fiend Possession, Duration: Permanent)

Shaper Adroit, Cost: 15, Shaper Scholar.

Description: A Shaper with this level of experience and study is capable of very powerful rotes with the greatest of ease. An additional specialized marking applies to the Shaper, which provides additional ability.

(Permanent: Vitality +4, Non-Permanent: +5d Willpower for Tatuaxe Features, this benefit overrides that of Shaper Scholar)

Shaper Majestic, Cost: 20, Shaper Adroit.

Description: A Shaper Majestic wields potent and powerful glyph making abilities, able to leverage powerful and long lasting markings.

(Permanent: Vitality +4, Immune to Mind Affecting Magic, May now apply Permanency to Non-Permanent markings at +2DR or double the Duration or Effect for +1DR)

Maw of Ofvgar, Cost: 35, Trade Specific: Wizard.

Description: This places a powerful and ancient mark on a target, temporarily providing protection from Damage.

the mark remains, Duration: 1d hours)

Rote of Daggers, Cost: 10, Trade Specific: Wizard.

Description: This places a mark on a target person, allowing that person to suffer no Sneak damage.

(Willpower, DR Difficult, This places the magical mark on the target person, the target now does not suffer Sneak damage while the mark remains, Duration: 1d rounds)

Rote of Dust, Cost: 10, Trade Specific: Wizard.

Description: This places a mark on a target person, allowing that person to fall as if a speck of dust.

(Willpower, DR Difficult, This places the magical mark on the target person, the target now has the wind resistance of a speck of dust, now not capable of being knocked back or falling at great speeds, the target can move easily however of their own power while the mark remains, Duration: 1d minutes)

Rote of Flight, Cost: 10, Trade Specific: Wizard.

Description: This places a mark on a target person, allowing them to fly for a period.

(Willpower, DR Difficult, This places the magical mark on the target person, the target may now fly at will at Move x4 while the mark remains, Duration: 1d hours)

Rote of Flames, Cost: 10, Trade Specific: Wizard.

Description: This places a mark on a target person, allowing them to ignore fire and heat completely.

(Willpower, DR Difficult, This places the magical mark on the target person, the target now completely ignores all damage and difficulties with heat and flames, as if at room temperature, and suffers no ill effects as such while the mark remains, Duration: 1d hours)

Rote of Healing, Cost: 10, Trade Specific: Wizard.

Description: This places a mark on a target person, allowing them to heal quickly wounds.

(Willpower, DR Difficult, This places the magical mark on the target person, the target now instantly heals up to 3d Hit Points and the mark disappears, Duration: Immediate)

Rote of Warding, Cost: 10, Trade Specific: Wizard.

Description: This places a mark on a surface, which

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+3, Ignores non-magical armor, Duration: Immediate)

Slumber, Cost: 5, Trade Specific: Wizard.

Description: The Weaver creates a specific tune of words and rhythm and cause a target to fall to sleep.

(Willpower to Hit, Range: 10/20/40, If struck the target must resist, Willpower, DR Moderate, or fall asleep for 1d rounds, Duration: Immediate)

Contrast, Cost: 10, Trade Specific: Wizard.

Description: A Weaver can influence a target to act outside their normal behavior, perhaps making them hurt a friend or themselves, way, when the contrasting act occurs the target immediately reverts to normal.

(Willpower, DR Moderate, Persuasion +5d, Duration: Immediate)

Incite, Cost: 10, Trade Specific: Wizard.

Description: Weavers use this unique magic to cause others to act on already prevalent violent tendencies, typically useful for inciting riots or bar fights, where the presence of lessened Willpower makes this easier.

(Willpower, DR Difficult, Causes random Characters in a crowd to attack one another)

Inspire, Cost: 10, Trade Specific: Wizard.

Description: On the occasion that a Weaver is in amiable company, they can Inspire their allies with a few words, magically enhancing their fighting abilities.

(Willpower, DR Moderate, +2d to Ally attacks and dodges, Duration: 1d rounds)

Phase Bearer, Cost: 10, Phase Initiate.

Description: Trained in the ability to temporarily step away from time, a Phase Bearer begins to see the true strength behind the Phase Nadir faction.

(Willpower, DR Difficult, the Weaver steps out of time, which causes everything else to seem frozen, during this time period the Weaver may take normal actions outside a round, and return to normal time within the same round, Duration: Immediate)

Shatter, Cost: 10, Trade Specific: Wizard.

Description: A Weaver exerts a specific pattern of words and whistles a shrill tone briefly. Nearby hardened objects

(Willpower, DR Very Difficult, This places the magical mark on a target, the target is now immune to Damage, Duration: 2d rounds)

Guild of Spell WeaversFor centuries, Magic was accessible through words, but the Guild of Spell Weavers perfected the art of using Magic through music and words. The Guild’s Magic referred to as Bardic Magic, referring to the idea of the Bardic storytellers of the lands who use music and singing to tell stories, are these types of wizards. Spell Weavers typically utilize their Magic to augment their natural personalities, though many are particularly good at very quiet and subtle Spell Weaving.

Weaver FeaturesFortification, Cost: 5, Trade Specific: Wizard.

Description: With a few well placed sounds and phrases, the Weaver can create and wear a Magical form of Armor.

(Willpower, DR Moderate, Vitality +16, Duration: 1d rounds)

Influence, Cost: 5, Trade Specific: Wizard.

Description: With some pre-emption, a Weaver can cause others to believe their words, whether lying or misleading, however cannot force them to act outside their Character.

(Willpower, DR Moderate, +5d Persuasion, Duration: Immediate)

Phase Initiate, Cost: 5, Trade Specific: Wizard.

Description: Long ago, the Weavers discovered ways of changing the flow of Time, they called this inner faction the Phase Nadir. Over time the Phase Nadir trained new Initiates into the faction, so they could too, learn the secrets of manipulating the flow of Time.

(Willpower, DR Moderate, Can slow time where the Phase Initiate receives double actions, Duration: 1 round)

Rupture, Cost: 5, Trade Specific: Wizard.

Description: The Weaver can utter a few words and cause a target immense pain and damage.

(Willpower to Hit, Range: 20/40/80, Damage: Willpower

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Interference, Cost: 20, Trade Specific: Wizard.

Description: A powerful mantra quietly spoken causes any nearby who wish the Weaver harm to fall writhing in pain.

(Willpower, DR Very Difficult, any who wish to attack the Weaver within a twenty (20) unit distance suffer Damage: Willpower +3, if any Hit Points are lost to any target, they are immediately overtaken with searing pain and remain Stunned for the duration, ignores magical and non-magical armor, Duration: 1d rounds)

Resonance, Cost: 20, Trade Specific: Wizard.

Description: A specific resonance focuses on a point and breaks apart anything at that point, causing it to explode with violence.

(Willpower to Hit, Range: 50/100/200, Blast radius: 5/10/20, Damage as the explosion: 1d+27/24/21, Duration: Immediate)

Phase Nadir, Cost: 20, Phase Harbinger.

Description: The Phase Nadir tend to stay out of the thick of things, but are capable of manipulating time in such extreme manners that they are unequalled in their prowess with an understanding of the flow between time and its relationship with the Fabric, Azamar, and the Blur.

(Willpower, DR Heroic, a Weaver may step from time and move backward or forward as far as 1d days, bring 1d companions with them on this step through time, and imbue 1d companions with the benefits they enjoy from their training as a Phase Harbinger)

Order of the VeilThe Order of the Veil is the largest organization of wizards, sworn to using Magic within a specific set of guidelines to protect from damaging or disrupting the Fabric between Azamar and the Blur. The Order focuses a great deal of effort around Magic centered in alchemy and using the essence of the Blur in its free form, which manifests in the form of blue and orange light emanating warmth on the Azamar-side of the Fabric.

become brittle and can easily shatter, such as metal or wood.

(Willpower, DR Moderate, affects one (1) object within a ten (10) unit distance, +1DR for each additional object, each object becomes extremely brittle and shatters upon striking for a period of time, Duration: 1d rounds)

Dilation, Cost: 15, Trade Specific: Wizard.

Description: Many Weavers learn to impress changes in time, few can wield it well, for those not belonging to the Phase Nadir, and Dilation is their primary means of manipulating time.

(Willpower, DR Moderate, +3d Initiative)

Enthrall, Cost: 15, Trade Specific: Wizard.

Description: Using words and sounds, a Weaver can instill a potent whisper to the subconscious of a target, making them loyal to a fault, willing to give their lives for the Weaver.

(Willpower, DR Very Difficult, Persuasion +6d, Duration: Immediate)

Phase Harbinger, Cost: 15, Phase Bearer.

Description: As the primary force behind the majority of the Phase Nadir, the Phase Harbingers train with a unique and powerful understanding and ability to manipulate time.

(Willpower, DR Very Difficult, the Weaver can now stop, shift, and even slightly move backward, the flow of time, this causes the Weaver the following benefits: +4d Initiative, an additional two Actions per round where the Harbinger appears to be acting at the same time in each action, the ability to perceive the events of a round, and correct them during the same round with one of the other two Actions taken, Duration: Immediate)

Fissure, Cost: 20, Trade Specific: Wizard.

Description: An ancient song combined with a short chant opens a fissure in the Fabric at the exact spot where an enemy stands, dealing tremendous pain and suffering to the target.

(Willpower to Hit, Range: 10/20/40, Damage: Willpower+18, ignores non-magical armor, Duration: Immediate)

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and the Blur, Duration: Immediate)

The Fold, Cost: 5, Trade Specific: Wizard.

Description: A vicar of the Order realizes that the interconnections of the Blur and Azamar present an opportunity to fold the Fabric and cross vast distances, riding upon the folded Threads of magic, a vicar may appear to teleport.

(Willpower, DR Moderate, the vicar may Move up to a thousand times (Move 1,000x) normal Move instantly, Duration: Immediate)

Vigilance, Cost: 5, Trade Specific: Wizard.

Description: A vicar of the Order may create a field, which delivers a lessened amount of damage whenever anyone strikes the vicar.

(Willpower, DR Moderate, any attackers within a ten (10) unit distance of the vicar that successfully strike the vicar suffer half of any damage they deal (rounded down) while in the field, Duration: 1d rounds)

Ablex Tenant, Cost: 10, Ablex Student.

Description: A vicar of the Order may now close much larger tears in the Fabric, as well as maintain protection against possession by Fiends.

(Willpower, DR Moderate, closes moderate or medium tears in the Fabric and immune to Fiend Possession, Duration: Immediate)

Detonate, Cost: 10, Trade Specific: Wizard.

Description: A vicar of the Order causes a large explosion at a distance without any visible projectile.

(Willpower to Hit, Range: 50/100/200, Blast Radius: 20/30/60, Damage as explosion: Willpower+15/+12/+9, Duration: Immediate)

Fiend Binding, Cost: 10, Trade Specific: Wizard.

Description: A vicar of the Order may temporarily paralyze even the most powerful of Fiends.

(Willpower, DR Moderate, paralyzes a Fiend up to a fifty (50) unit distance for the duration, Duration: 2d rounds)

Frame, Cost: 10, Trade Specific: Wizard.

Description: A vicar of the Order may create a magical

Order FeaturesAblex Student, Cost: 5, Trade Specific: Wizard.

Description: A vicar of the Order may close minor tears in the Fabric, having begun on the path of Ablex.

(Willpower, DR Easy, closes minor or small tears in the Fabric, Duration: Immediate)

Blast Wave, Cost: 5, Trade Specific: Wizard.

Description: A vicar of the Order emits a concussive force blast that explodes when it contacts a target.

(Willpower to Hit, Range: 20/40/80, Blast Radius: 3/6/12, Damage as explosion: Willpower +9/+6/+3, Duration: Immediate)

Dementia, Cost: 5, Trade Specific: Wizard.

Description: A vicar of the Order can confuse an opponent, warping their perception of reality.

(Willpower, DR Target’s Willpower, Causes the target to see powerful and swaying illusions, often used for interrogation of a subject, Duration: 1d hours)

Exploit, Cost: 5, Trade Specific: Wizard.

Description: A vicar of the Order may discern where the Fabric is disturbed, disrupted, or torn.

(Willpower, DR Easy, The vicar can discern the closest tear or weak spot in the Fabric, knowing the exact distance and direction, Duration: Immediate)

Perceive, Cost: 5, Trade Specific: Wizard.

Description: A vicar of the Order may see the threads connecting the Fabric to Azamar, as well as those representative of existing Magical essence.

(Willpower, DR Easy, The vicar can discern the Azamar as if glowing threads composed everything, able to see the interconnections between Azamar, the Fabric, and the Blur.

Sever, Cost: 5, Trade Specific: Wizard.

Description: A vicar of the Order may sever a thread interconnecting the Blur to Azamar from the Fabric through an ancient incantation.

(Willpower, DR Moderate, The vicar severs an existing thread between the something or someone in Azamar,

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Description: A vicar of the Order can now banish and return Fiends to the Blur as well as repair massive holes in the Fabric.

(Willpower, DR Heroic, banishment of a Fiend occurs, sending them back to the Blur while simultaneously closing the tear through which they entered Azamar, Duration: Immediate)

Conflagration, Cost: 20, Trade Specific: Wizard.

Description: A vicar of the Order can create and produce a massive fire at a set point and up to a certain distance.

(Willpower, DR Heroic, the vicar creates a massive fire, blast radius: 10/15/30, damage of initial blaze: 10d/9d/8d, Duration: Immediate)

Disentanglement, Cost: 20, Trade Specific: Wizard.

Description: A vicar of the Order may disengage Azamar, the Fabric, and the Blur in a small area, completely nullifying all magical effects in that area until the area is entangled again.

(Willpower, DR Heroic, the vicar disentangles Azamar, the Fabric, and the Blur in a fifty by fifty by fifty (50x50x50) unit volume region, magic no longer works at all in this area until entangled again, Duration: Permanent)

Divide, Cost: 20, Trade Specific: Wizard.

Description: A vicar of the Order may remove a Fiend from a Possessed body in Azamar, completely dividing it from the mortal soul and returning it to the Blur.

(Willpower, DR Heroic, the vicar removes the Fiend Possession from a single target, Duration: Immediate)

Entanglement, Cost: 20, Trade Specific: Wizard.

Description: A vicar of the Order may choose to entangle an area that has been disentangled, however this is only a temporary entanglement, the disentanglement process is far too powerful and permanent.

(Willpower, DR Heroic, the vicar entangles a disentangled area in Azamar, temporarily enabling magic in that area for the duration, Duration: 1d minutes)

frame, which protects them from melee strikes to some degree.

(Willpower, DR Moderate, Vitality +16 versus Melee or Brawl attacks, Duration: 1d rounds)

Moniker, Cost: 10, Trade Specific: Wizard.

Description: A vicar of the Order may locate anyone by name as long as the name is known.

(Willpower, DR Moderate, locates the exact distance and direction of a particular person, Duration: 1d rounds)

Ablex Colleague, Cost: 15, Ablex Tenant.

Description: A vicar of the Order now retains protection against possession all the time, as well as some other magical tools with which to deal with Fiends.

(Permanent, Immune to Fiend Possession, Non-Permanent, Flay Fiend, Range: 3/6/12, Damage: Willpower +12/+9/+6, bypasses Fiend armors, Can now close large tears in the Fabric, Duration: Immediate)

Inferno, Cost: 15, Trade Specific: Wizard.

Description: A vicar of the Order can invoke a massive flame from an existing fire, causing it streak out through the air at an intended target. The vicar cannot create the fire from nothing however.

(Willpower to direct an existing flame and Hit, Range: 4/8/16, Damage: Willpower +9/+6/+3, Duration: Immediate)

Macerate, Cost: 15, Trade Specific: Wizard.

Description: A vicar of the Order may use magic to strike opponents at a distance with their fists.

(Willpower to Hit, Range: 5/10/20, Damage: Willpower, Duration: 1d rounds)

Weighted Soul, Cost: 15, Trade Specific: Wizard.

Description: A vicar of the Order is capable of preventing a Fiend from escaping the possession of another body, weighting it into place until such time as it’s body can be destroyed.

(Willpower, DR Very Difficult, the Fiend is trapped in the target mortal body for the duration, Duration: 1d days)

Ablex Master, Cost: 20, Ablex Colleague, Trade Specific: Wizard.

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also holds the name Dragon’s Gate, as the door for Vale End is large enough to allow a Dragon through it.

Dav, Mogi, Beren, and Garn came upon Vale End accidentally, crashing on an island following a storm while crossing the Sea of Abalos. They barely survived the storm, and when they awoke, they found themselves imprisoned by Orcs within the outer sanctum, able to see the great door of Vale End from a distance.

The four remained imprisoned for several days until another small band of adventurers intentionally arrived on Vale End. This other group included Azelea, a Tre’uoall Swordchanter, Medric, an Enfri Shadow, and Rahk’nur, a Shrave delegate and warrior, accompanied by a small infiltration force conscripted by the high King Bowen. These three held tasked with similarly seeking the aid of the Dragon Riders for the Kingdom of Azamar, as Beren was by the Wyvine Council of Olm.

With nothing greater than luck, Azelea and her companions raided the Orc encampment, freeing the four prisoners. In this act, they formed an alliance of sorts to seek out the council of the Dragon Riders for the greater good of all of Azamar.

In crossing through Vale End, Mogi revealed the darkness he held within when he plotted to attack and unleash the power of the Defilers on Azelea and Medric while they slept. Dav discovered his friend and confronted him, where an argument and then battle followed. Dav, with years of experience in fighting Defilers, easily overcame Mogi, who defeated and disgraced took flight into the vast darkness of the Inferium.

With apologies and sorrow, Dav and Azelea led their newly combined group through the Inferium. After weeks and as they ran short on supplies they were ambushed by a Fon’dich.

A Fon’dich is an ancient and powerful creature, native to the depths of the Inferium, considered a myth by most of the people in Azamar. This Fon’dich attacked the party without remorse, leaving only Dav and Azalea to stand against it. Just as the Fon’dich was attacking again, Mogi appeared and flanked the beast.

“Run! Go now!” shouted Mogi, striking at the Fon’dich with an arrow.

This gave Dav and Azalea time to gather the party and

vAle endThe unlikely companions stood in a circle in silence. Atop a great hill, Dav placed the last of the stones on the burial place of his oldest friend, holding back tears. In the loss of one friend and ally, he gained many others amidst a struggle of survival, in the face of betrayal.

For months Mogi secretly studied the path of the Defilers in reaction to the death of his family, who were brutally attacked and murdered by a mob of Humans in the city of Krane. Mogi, who was slowly turning to the darkness within himself, secretly devised a plan for claiming magical power for himself to seek revenge.

Despite the path he traveled, his loyalty for Dav and Beren was true, and he remained at their side until they passed into the gates of Vale End, a massive entrance to the Inferium under the control of the Orcs. Only after a great many years since the companions, including their Immyr friend, Garn, traveled around the world in search of safe passage to Adrya Ampais, did they stumble on Vale End. Vale End is a long lost entrance to the Inferium that

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do this, which is the main reason the Gods are Gods. The primary Gods of Azamar include Mo, Shilutozenon, Sychorax, Xaraxamarath, and Xujof. The Ash Lord was once a member of the order of Gods, but was banished into the Slip Realm, an oblivion-like world. A debate exists about whether Zintar was a God since he was obviously powerful enough to disrupt the Fabric completely, even into the world of the Gods, Amonde.

Benefits of Worship

Each deity in the Pantheon of Azamar provides benefits to their worshippers. So long as the worshipper is faithful, and stays on a path of some kind, and is generally within the bounds of actions prescribed by a deity, then the benefits work. It is ultimately the GM, who decides whether a benefit correctly activates for a Character when called. These work like Character Features, activated by a Cinema Point, but automatically exist for the faithful without a need of purchase.

Mo

flee. Dav hesitated and looked at his life long friend who looked back.

“I am sorry. Forgive me. Now, run!” Mogi apologized, just as the Fon’dich swung at him and he narrowly dodged. He ran in the opposite direction, deeper into the Inferium.When and Dav and Azalea stopped, they we at the Crimson Gates, leading out onto Dragon Home. Dav dropped to his knees and began ruffling through a sack and finally came to an old charm and waved his hand over it. There was a cracking sound in the air like a whip, and Mogi’s body appeared before them, war torn and bloody. He was barely recognizeable.

The great hill where Mogi’s remains lie, is in the outer reaches of Vale End, on the approach to Adrya Ampais.

“This journey better come of something.” Dav spoke, placing his hand on the last stone of Mogi’s grave.

“It will. It must.” Azalea bowed her head, standing beside Dav, putting her arm over his shoulder.

“Come, my friend. Providence beckons.” Azalea began walking forward down the hill.

Dav stood there a moment longer, watching and smiling.

“Goodbye old friend.” A whisper on the wind answered his farewell.

tHe World of AzAmAr“As I stand here atop this peak, I understand that of this

world, I truly know nothing.” - Ofvgar, Human, Anteprofidian Wizard, as collected from

Ofvgar’s last journal

tHe PAntHeon

Understanding the Gods of Azamar is difficult since many early Anteprofidian Wizards declared themselves Gods or Demi-Gods. This outcropping of powerful beings confused many people in Azamar, but ultimately the Gods in Azamar are limited in number, and are powerful beyond imagination. There are legends and tales about other powerful beings also discussed here, as the Pantheon of Azamar includes many of the strange and powerful spirits that plague the world.

The Gods are capable of crossing through the Fabric between worlds with general ease. Most beings cannot

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Tre’uoall. Shilutozenon does make attempts to repair and restore the natural order of Azamar, but the damage dealt by the Fracturing is far too extensive, even for a God. Shilutozenon provides the followers of the path of nature, also called Auspians, with some limited abilities to bestow healing and other minor magical abilities, even when not Blur Touched. Shilutozenon is probably the most active God in the world of Azamar, often concerned with tasks of stopping another Fracturing.

Disciple Benefits

Reparations

Description: A targeted Character bathes in blue-green wisps of light, and receives instant minor healing. (Heal Another’s Hit Points +6)

Suffering

Description: The disciple feels invigorated briefly, able to with stand a little more pain or damage. (Vitality or Heal Hit Points +4)

Sychorax

Mo is the deity of laughter, change, and trickery. Mo most rarely manifests, but does so normally in the form of a jester with a dazzling outfit of ever-changing colors. Mo rarely travels into Azamar, and never answers the few followers committed to practicing what they believe the path of Mo. Instead Mo randomly visits the world of Azamar, changes something, and leaves, making Mo the most unpredictable and difficult God in the lot.

Disciple Benefits

Illusions

Description: Surrounded by blurs and mirrored images to all onlookers, the character becomes incredibly difficult to spot even in broad daylight. (Sneak +6)

The Traveler

Description: The character moves suddenly in a blur of speed. (Move +4)

Shilutozen

Shilutozenon is the deity of nature and of the natural order. Shilutozenon manifests as an animated tree, typically visiting the largest center of followers, the

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Conjurers, who devote themselves to understanding the magic of creation and destruction within Azamar. Xaraxamarath normally manifests as a dragon, a form that many believe is the original and true form of the God before ascending to the world of Amonde. While many myths surround Xaraxamarath, many believe the God had some part in the creation of Azamar as a home for the race of dragons. The followers of Xaraxamarath often receive powerful artifacts as gifts, though the artifacts always seem to have a limited time in Azamar, which only gives the powers of the artifact for a brief period to the wielder.

Disciple Benefits

Precipice

Description: The disciple concentrates and creates some water from nothing. (Create 1 gallon of water)

Cascade

Description: The disciple concentrates and creates some fire from nothing. (Create enough sudden heat and flame to ignite a campfire)

Xujof

Sychorax is the deity of beauty, compassion, desire, and persuasion. Sychorax manifests typically as a blazing ball of light, often misinterpreted as a Revenant Fiend; most who lay eyes upon Sychorax run in fear and ignorance. Sychorax is a particularly powerful, and misunderstood God, particularly in the area of misinterpretations of the path and following of passion and desire. Many large communities of followers formed in the Second Millennia who started a completely perverse religion; eventually turning to cannibalism as a way of demonstrating devotion. Sychorax avoids traveling to Azamar as a rule, and few fully understand the God or the path of achieving enlightenment provided as lessons by Sychorax ages ago.

Disciple Benefits

Brilliance

Description: The disciple may sway the opinion of others to the favor of Sychorax. (Deception or Persuasion, +12)

Xaraxamarath

Xaraxamarath is the deity of creation and destruction. Xaraxamarath is a dangerous and potent God, often worshipped by a small faction of wizards known as

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Ash Lord

The Ash Lord was once the deity of the elements, is now banished to the Slip Realm and considered the deity of deceit, vengeance, and false bargains. The Ash Lord, is also known as the Eater of Souls, sends dark beings who manifest as Humans, who make deals to grant the wishes of others, who soon bargain to relinquish their souls in trade for these deals. In return the Ash Lord gathers and harvests the souls of the people of Azamar, using them to gain enough power to escape the Slip Realm permanently, and return to Amonde where the Ash Lord seeks to wreak vengeance on the other Gods.

Disciple Benefits

Contract

Description: The disciple binds a target, by agreement, granting the target’s wish.

(The target receives their wish, via a magically binding, written contract, where one year later a pack of Gaunts harvests their soul by force, often painfully)

Xujof is a deity also known as the grim, a deity of death, life, and the delicate balance between them, often referred to as the equilibrium. Xujof normally manifests as an elderly Human, typically wearing contemporary apparel, mingling quietly within the various societies of Azamar. While Xujof is a powerful being, it is not entirely clear whether the being is a God or simply a being of ancient power. Regardless, Xujof predates all the other Gods, where records exist at the Hall of memories, of various individuals interacting with the deity before the first Millennia. Where the deity is concerned, the followers of the path of the equilibrium receive minor abilities to heal and harm, as well as the ability to communicate briefly with the agents of the equilibrium, called the Collectors. The Collectors exist in Azamar as ethereal beings believed by the followers of the equilibrium to do the bidding of Xujof by collecting the souls of those who die, taking them to Amonde for the afterlife.

Disciple Benefits

Culling

Description: This calls on a Collector, who may or may not answer, to briefly assist the disciple.

(Collectors manifest on a roll of six (6) on 1d, where they work as direct agents of Xujof. For all intensive purposes, they may choose to enact the will of Xujof, whether death or life, on any nearby who have some relation, good or bad, with the disciple)

Disruption

Description: As if by command, the disciple can surround an Undead creatures in red and black wisps of light, causing it to suffer damage.

(A targeted Undead suffers 1d+21/21/21 Damage, Range: 3/6/9)

Fabrication

Description: The disciple instantly returns to full health and purged of all poisons and disease.

(On a roll of six (6) on 1d, the disciple is completely and unequivocally healed, an attempt at this more than once a year by any one disciple irritates Xujof, and he may no longer give favor if abused)

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to the Nooks and Crannies.

Disciple Benefits

Madness

Description: By touching a target, a disciple incites insantiy in the target.

(On a roll of six (6) using 1d a target must resist with Willpower, DR Moderate or sustain Madness. Madness: On all rolls involving Intellect or Persona, the target may roll no more than two dice (2d), until cured)

“Knowing when and where, is always more important than knowing where alone. If we do not concede to time, time is

without impatience, it will wait, and it will win.”

- Erachis Finn, Tre’uoall, Guild of Spell Weavers, Founder of the Guild

Syndia of the Cliffs

As told by the Minstrel Marleo Inarus,

‘Lo you seek the blessing of the Mistress of the Cliffs, but do you know her story? She is known many names; Syndia, Goddess of the Moon, the Shining Lady, the

Visage

Description: The disciple temporarily possesses the abilities of a Gaunt.

(All stats are raised, unless already higher, to those of a Gaunt. The disciple changes shape to briefly mimic that of a Gaunt, allowing flight. Lasts 1d hours)

Nooks and Crannies

Nooks and Crannies are powerful beings from another world who travel to Azamar through the Fabric. On the world of the Nooks and Crannies, they were a single people united in magic and reveling in the glory of their power. Then they went to war and in that war they almost wiped themselves out, dividing their unified people into two factions, the Nooks and the Crannies. Soon there were very few of their people left to continue the war, but the world was left devastated, and they used their vast magical powers to begin traveling to other worlds. In time they traveled to Azamar, and occasionally still do, wreaking havoc and posing as Gods, demanding sacrifices and other tributes, until they are defeated or banished. It is a commonly held phrase in Azamar to lose something

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through the world. Xaraxamarath, angry with Archalos chained him to the cliffs to watch the fall of man. He sent griffin-vultures, as a punishment, to rend the flesh of the new god. Only Syndia was there to protect her love from the ravenous beaks of the griffin-vultures.

With nothing left, Archalos told Syndia how to use the Ancestral Torc and beseeched his love to endure where he had failed. As the Mephistopheles descended upon the last sanctuary of man, Syndia abandoned her lover’s side. Archalos was left to his fate as the griffin-vultures descended upon him. Chained and defenseless, the griffin-vultures rent Archalos’ body into a thousand pieces and carried it to the abyss.

Syndia rushed to the Ancestral Torc of the North Winds and used its power to withhold the torrential horde. But Syndia was never meant to wield the Ancestral Torc of the North Winds and she had not the favor of Xaraxamarath. As Syndia lay helpless, the last of her divinity being leached out by the artifact, Mo appeared and gloated over his masterful mischief. This too angered Xaraxamarath and he plucked Syndia from Mo and placed her on the Cliff where Archalos once stood. Xaraxamarath appointed Syndia as the protector of man, for man could no longer be trusted to protect himself.

If you look up to the cliff as the moon rises, you can see her silhouette against the moon. She is resolute in her watching of man, but is constantly reminded of her loss. The children of the night feel the pain of their mistress and howl on the nights when her sorrow is greatest to help ease her pain. So be respectful when you seek her blessing, for she has loss much more than we.’

Syndia of the Cliffs

The moon goddess often appears as either a young maiden with silvery white hair or as a larger white winter wolf. In either case, Syndia vigilantly protects her charges from other worldly threats. She pays no heed to the politics of man, but will intervene if she finds that man has been influenced by outer being. She favors those that protect others selflessly, and grants boons to those that knowingly risk themselves for others.

The moon goddess also recognized the Enlightened One. She believes that man can better protect himself by learning, and thus she seeks to protect the institute of learning. Sages and Lore Keepers across Azamar use her

Enlightened one. But did you know that when the world was young, Syndia was a mortal, a mere human like you or I? She was the love of Archalos, the hero of Xaraxamarath. Archalos was charged with guarding the Ancestral Torc of the North Winds. Bestowed to man by Xaraxamarath, every generation the chosen of Xaraxamarath was revealed. It was foretold that the chosen would wield the Ancestral Torc in defense of mankind.

But Archalos had more ambition than to be mere hero; he wanted to become a god. He beseeched Xaraxamarath to reward his servant, but in the end he could not wait for his deity’s blessing, and the Ash Lord was the one who heard Archalos’ pleas. In his schemes, the Ash Lord found Mo by a fast flowing river, the Ash Lord inquired as to what might happen if the hero Archalos received his wish and became a God. Mo, knowing the Ash Lord could not be trusted, merely laughed and vanished in the wind. But Mo did not dismiss the banished god’s words, instead he pondered, and wondered, and schemed himself. It would be great fun to play a trick on Xaraxamarath, and thus appeared before Archalos to grant his wish.

Archalos knew of Mo’s deceitfulness and crafted his deal with great care. Against her wishes, Archalos coerced Syndia to join him in the heavens. And because she only wanted to be with her love, she accepted Mo’s offer. Archalos granted them both their wish, but Mo tricked Syndia. He placed her in the heavens as she asked, but not next to Archalos as she had hoped. Archalos was made the herald of the Sun, forever crossing the sky in a flaming chariot, but he was bound from crossing into the night. In turn, Mo placed Syndia in the night sky, forever chasing the Sun to be with her love.

And thus it went, Syndia endlessly chased Archalos across the heavens, until the day they could be together. And the Ash Lord plotted; He made a deal with Angaresh, a demon-lord of the slip. He convinced the Demon-lord to amass his forces and wait. The day came when Syndia caught her love and they could finally be together. It was the day of the Midnight Sun, when the Moon and Sun were one in the sky. It was on this day that Angaresh assaulted the kingdom of man. Having been without his love, Archalos ignored his duty to his fellow man, and without Archalos there, the Ancestral Torc of the North Winds could not be used; the hordes of Angaresh swept

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Balmaricth

Balmaricth is the deity of truth behind illusion and crosses the Fabric whenever it feels that showing someone the truth might serve the greater Truth of the world at large. In its most common guise, it manifests to the warrior/hero who dreams of glory and wealth as the one-eyed and crippled veteran of far too many campaigns, Vankoln, his equipment and armor worn and patched, possessing nothing but the burning desire to go home and never venture forth again. To the blushing bride it manifests as the near-toothless crone Hanath, bent and gnarled from a lifetime of toil and child-rearing, dugs hanging low and empty upon her chest. To the greedy merchant it manifests as Marvanock the Miser, thin and wizened, lonely and miserable for all his wealth, just as Marvanock is depicted in the stories told to children. To the aspiring sorcerer, it appears as Naalateth, the magician whose deals with the spirits left her possessed and made to act as a puppet for forces beyond her imagining. To the eager and sly young rogue it manifests as Parkoxina, the one-handed thief, body covered with scars from whippings and brandings.

symbol to ward off possible harm to written texts. She is known as the light in the darkness, and even thieves avoid stealing from places under her protection.

Syndia thwarts Mo’s mischief whenever possible. She sees the trickster as a petty god that agitates the denizens of Azamar for his own amusement. She show great respect to Xaraxamarath, but is aloof from most of the other Gods. Her greatest adversary is the Ash Lord, who has brought this fate upon her. She toils endlessly to rid Azamar of his threat. Some say that she has bestowed gifts to the children of the moon to fight the Ashlord’s minions.

Disciple Benefits

Ambient

Description: The disciple can see as if a full moon was high over head, despite any lighting conditions for a short period.

(See in the dark for the disciple only, this is a magical effect, Duration: 1 hour)

Moongates

Description: Under the moonlight of the moon of Syndia, a disciple can pass between one of many fixed locations where moongates appear, known only to the disciples of Syndia.

(On a successful Willpower, DR Moderate, a disciple can divine the location of the closest open moongate while it is active, which are invisible to non-disciples of Syndia. The disciple may pass through the moongate and choose the location of any other moongate location in Azamar. A disciple may bring up to 1d companions through the gate, despite their inability to see it)

Penitence

Description: The disciple is briefly protected by the light of Syndia’s glow.

(Permanent, When the moon of Syndia is full each month, the disciple automatically gains a benefit to resist damage, Vitality +24)

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Holidays of AzamarThere are a number of holidays recognized across the world of Azamar, whether celebrated locally or not, most of the nations are sensitive to and remain aware of these various celebrations. Many of the shared holidays involve the specific events in ancient history where all the people of Azamar participated.

The Holidays in Order:

Day of the Fracturing (Illium:21)•

Day of the Lance (Darvis:2)•

Merryworth (Darvis:17)•

Day of Ferell (Wench:20)•

Fall of Zintar (Effrem:27)•

High Dragons Day (Callofex:1)•

Dragon Rider Festival (Callofex:3)•

Day of Ofvgar (Callofex:24)•

Day of the Nooks (Adannis:2)•

All Wizards Day (Adannis:7)•

Ambla’s Eve (Adannis:28)•

Ambla Day (Ithirium:1)•

Wisperrain (Malloy:5)•

Day of the Crannies (Malloy:16)•

Relldelfeld (Sychorium:10)•

Evenstar (Sychorium:22)•

Day of Graven (Sychorium:27)•

High Mark (Parvis:3)•

Reckoning (Xujovium:25)•

Yet Balmaricth is revered by many, as it also shows itself to encourage those who labor under the delusion they cannot succeed, and can grant its followers the ability to pierce illusions no matter how strong they might be.

Disciple Benefits

Breadcrumbs

Description: The disciple may perceive previously made footsteps as glowing prints anywhere a step was taken.

(On a Search, DR Moderate, the disciple sees footsteps on the ground that glow, showing the path the disciple walked. This is especially useful for finding the way back out of caverns and dungeons where there is little light)

Corners

Description: The disciple may briefly perceive reality in a wider view, preventing danger and sometimes finding clues.

(Immune to Sneak Attack and Execution while active, Search +24, Duration: 1d Rounds)

Prescience

Description: A disciple can automatically know whether the spoken words are truth or falsehood.

(On an Empathy, DR Easy, a disciple of Balmaricth automatically determines whether something spoken is the truth or falsehood, even when the speaker believes the words they speak, Duration: 1d Minutes)

cAlendAr

Each year in Azamar includes thirteen (13) Months, each twenty-eight (28) days long, equaling three hundred sixty four (364) days a year.

The Month Names in order: Illium, Darvis, Wench, Ethrum, Effrem, Callofex, Adannis, Ithirium, Denjer, Malloy, Sychorium, Parvis, and Xujovium.

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geogrAPHyAzamar’s surface is covered by oceans, lakes, rivers, and the six major continents; Abalos, Azamar, Evercrow, Obsalos, Olm, and Dragon Home. Each region of the world has unique features, from the High Tundra of Evercrow where large Ice Striders remain the dominant beast, to the Dama Plains of Olm where the Harriers seem the perfect predator. Without doubt, Azamar always seems infused with strange adventures and wild tales of lands and seas across its breadth.

To best familiarize yourself with Azamar, we recommend spending several months there traveling around to see the sights. Azamar’s Inferium is a massive world of caverns, carved catacombs, and sculpted cities whose size is breathtaking. The Inferium is home to the Immyr, the Shrave, and the Orcish races, as well as many other creatures that prefer darkness over light. Regardless of the unique geology and residents of each place in Azamar, the Geography of Azamar serves to provide a rudimentary guide across the many lands and seas. There will always be more mysteries to uncover in a land filled with as much Magic as Azamar.

“When a place changes, so does its name. However, all these places will remain long after their names become forgotten. The wisdom is not in knowing its name, but in knowing all

its names..”

- Alcor Escade, Wyvine, Hall of Memories, Inferium Docent

ToponymiesThe history of why places have names is as important as understanding what their names represent. Each location in Azamar includes a Toponymy section discussing the history of the names of each place. In some situations, the name a place holds never changes, though unusual.

Anteprofidian Wizards believe that the true name of a thing gives them power over it. It is for that reason some of the true names of places have never changed since they were learned, in order to protect the Azamar from the darkness within.

The great world of Azamar is vast and offers many opportunities to the wayward adventurer. It is a place of many wonders and explored regions, the map of Azamar, is but a single interpretation of this world, and only seeks

“To honor the blood of nobility is to honor the blood of ourselves. It is in nobles we see the best in what we see in ourselves, without them we may only to the absent Gods

and their followers.”

- Orisin Frostburn, Human, Cartographer and Keeper of Lineage to the Crown

noBIlIty

The various Nobles throughout Azamar cling to their stations and titles. The people of Azmar have long used traditional titles to address and refer to people of various stations and nobility.

King and Queen occurs primarily when speaking of the two nobles who sit at the throne of Azamar City. The Enfri and Wyvine people have Councils who directly interact with the King and Queen of Azamar. The Immyr sometimes refer to their ruler as King, but the official title they typically use is Attriarch. The Shrave do not claim any leadership, instead basing their government on council alone, but do not hold a dialogue with the King and Queen. Tre’uoall leaders hold the title Thorn, but they do not appear to answer to any one individual Thorn. The Urbane and Bu’Col use the common Human references for nobility and cling to no others.

The nobles who govern smaller provinces and city-states are the Arune (male) and Arine (female) governors. Religious and spiritual leaders possess the title Issop, with a second who normally uses the title Holythe.

The children or descendants who are heirs to inherit positions of nobility or religious status all use the title Dax (male) or Dane (female), those who are not in direct heir of a position, possess the title Rook (ambiguous between males and females).

“As we aim at the stars, we must keep our feet on the ground. So, you see... We must always make sure we look

down, before we look up.”

- Terse Daan, Human, Elemental Emissary to the Crown, Founder of the Elemental Lyceum

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the continent remains temperate. Few storms make the trip over the high mountains that wall most of the small continent, so the majority of the rain Abalos experiences is light and typically passes through at night. Orb Lake occasionally freezes, but Enfri assume this is due to magic and less due to weather. The majority of the animals that live on Abalos are harmless, though it is home to Gaunts and Choruans, two vicious families of creatures best avoided.

ToponymyAbalos was originally the Eastern portion of a larger continent, once shared the similarly sized continent Obsalos. Before the continents separated due to the great fracturing, Abalos represented Eastern or Ab Alos. Alos changed hands many times, eventually landing in the hands of the Enfri. When the fracturing occurred, the majority of the Enfri population lived in Ab Alos, Obsalos is considered a dangerous place to venture and thus the Enfri people who survived on Obsalos traveled across the sea to their new home. Alos was originally a Southern peninsula of the major continent of Evercrow, and a kingdom of the ancient Tre’uoall. Before Alos broke from the main continent, the Tre’uoall allowed the Enfri to settle there in peace, and there they remain.

EnfriThe largest of the Enfri city-states and named after their people, Enfri is the only city built into a plateau. Surrounded by lush farmlands and rolling hills, the approach to the city of Enfri is a long one due to large winding roads and several checkpoints that provide information for a fee. A faster approach is available through a heavy toll, but it remains primarily in use for those of royalty or the guests of the Enfri Assemblage. Atop the plateau lie the convening chambers for the Enfri Assemblage, as well as a lookup from where any point in Abalos is visible. The city of Enfri boasts a four level market, specializing in the trade and exchange of Zurn stones and Enfrin Stout.

Within Enfri lie three Lyceums, one for the Asceromancers, another for the Elementals, and another for the Order of the Veil. The three Lyceums serve as embassies to the Enfri people as well as training and recruitment centers for those magic users interested in association with the various factions. The city of Enfri is the only city-state

to aid you on your explorations.

“The worst thing about Abalos is not being there.”

- Zathiter Ge Dumarm, Enfri, Emissary to Olm

AbalosRich with deep green forests and fertile lowlands, Abalos is a small continent fortunate in almost every resource. It is the only place in Azamar where the coveted Zurn stone forms. Surrounded with massive plateaus and highland regions that loom against the lakes, rivers, rolling hills, and forests that make up the Abalos lowlands, it forms natural protection from major storms, as well as from sea faring raiders. Those who visit Abalos do so with respect to the picturesque setting, as the Enfri people who dwell there are proud of the natural beauty that surrounds them each day.

Abalos enjoys fair weather almost year round; even in the winter when snow dusts, the mountain peaks most of

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ToponymyClay is a city named after an Enfri war hero considered integral in the defeat of Zintar centuries ago. Before Zintar’s defeat, Clay was named Frajorn, a name derived from the Tre’uoall-Enfri treaty established long ago. After Zintar overwhelmed the Tre’uoall Kingdom and defeated their military, the Frajorn became nullified, and it made sense to change the name. Before the city held the name of Frajorn, it was comprised of many small Enfri townships. The region of Abalos was primarily a series of farming communities who occasionally produced wild and imaginative feats of engineering. The Enfri who live in this area of Abalos apparently develop a strong knack for devices and gadgetry.

OrbThe small city-state of Orb is the magical center of Abalos. It provides a large magic market as well as Lyceums for all the magical Factions, except the Crux of Zamaranth. Orb is small in comparison to any other city-state in Abalos, but many travelers believe that the city is magical unto itself, appearing larger on the inside than the outside. Near the approachable, Eastern coast of Abalos, Orb is visible from the sea on a clear day, though a fair ride of a ferry or along the riverside highway. Orb straddles the side of a mountain and the water line of Orb Lake where it provides interesting access to the native wildlife in some safety. At a distance, it appears more a large tower with four rip spires well known as feats of Enfri engineering mastery. While the smallest in size, Orb provides a lavish

on Abalos designed for comfortably accommodating non-Enfri people in large numbers, as it regularly hosts emissaries from other nations.

ToponymyOnce a location exclusively used for central commerce, the city-state of Enfri keeps the name given, since established, centuries ago. Enfri is rich in heritage, but has a name yet to change despite the change within.

ClayThe military center of the Enfri nation, Clay is a city-state comprised almost entirely of Zurn stones. Considered rich by any standards, the Enfri military uses Clay as a training ground, as well as a location for conducting research and development on projects considered dangerous in nature. At a distance, Clay is a large dome surrounded by a descending hill in every direction, seeming to continue the dome-shape a great distance. The road leading to Clay winds around hills and rocks until it approaches the massive, foreboding gates. While usually left open, Clay remains mostly inaccessible to outsiders, providing bare minimums for trade and rations. Outsiders allowed into a small courtyard area that provides stables, an inn, a tavern, and a small provisions shop that focuses in the sale of sundries. The governing council at Clay permits two Lyceums nearby in the forest, along the road approaching the city. The Lyceums are for the Asceromancers and the Elementals, who have proven their loyalties to the Enfri people repeatedly.

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is the basis for the current name of the city-state. For a short period, Remell was the Enfri capital city when their nation first established and inhabited the Ab Alos peninsula. Other names Remell held are Urm, Redrit, (the name held while it was the Enfri capital city), and Upell. After Remell was involved in the failed diplomatic attempts at negotiating peace with the Derisian followers of Zintar, and subsequently ransacked, once recovered, the name changed to Remell in respect of its original and latest names, and all those who had fallen in service to peace.

Clay LakeBustling with a submerged Enfri research and development facility, Clay Lake is remarkably clean. The Enfri facility processes the water in the lake and intentionally processes it for cleaning purposes, as well as pumps the water to the various townships and city-states. Polluted water returns as sewage from the various locations throughout Abalos and the facility under Clay Lake does all of the cleaning to return the water cleaner than before. It is a deep lake, which runs down through interconnecting underwater caves and rivers, which all help to keep the lake full of water year round. The river fed by Clay Lake, aptly named Clay River, has a long run widen dramatically as it passes through the center of Abalos. While some consider this region, an extension of Clay Lake, the depth never falls below that of a large river and it demonstrates a strong current. At the end of the widened region of the river, lies a series of massive cataracts that pour all that water down into the rapids leading out to the sea.

ToponymyClay Lake has only held one other name, the Amotavan Lake. The name, Amotavan Lake, is still widely used within the Enfri population, meaning a large, gaping yawn, due the Lake’s vast underground network of maze-like tunnels and caverns, rumored to stretch out deep into the Inferium. Clay Lake has, though largely interconnected to the Inferium, experienced little invasive wildlife from the deep; likely the water makes it difficult to traverse the distance between the areas where the water is accessible in the Inferium below and where it meets the surface. Some Enfri attempted to create craft capable of traversing the depths into Clay Lake, but none ever returned.

amount of recreation activities for those wish to briefly visit Abalos without traveling deeper into the continent yet still seeing the wonder of the continent’s natural geography.

ToponymyOrb has experienced a number of interesting name changes throughout its existence. The list is long, as the structure itself changed hands many times between various magic Factions and political emissaries who seized it as some kind of military stronghold. Notably, Orb was last named Carus and fell under the rule of some Zamaranth followers, who fell within the ensuing months by Wizards local to Abalos. The earliest name for Orb is Zurn, as the inner core of the structure consists of Zurn Stones. Consequently, Orb now dons a massive crystalline orb on the roof, which produces an external light quite some distance when ignited magically.

RemellServing as a diplomatic and ambassadorial inlet for Abalos, Remell offers limited, but luxurious accommodations for those travelers passing to and from the city of Enfri. A nearby Zurn stone mine provides a rich wealth of Zurn stones in the local markets, which surround the modestly sized city-state. A reasonable hike from shore, Remell also provides hot air balloon rides, to reduce the travel time to Enfri, though few trust the engineering of these machines enough to use them commonly. Remell holds a large archive, which provides travelers excellent information on the native wildlife, flora, agricultural, and geographic features of Abalos collected through the ages. Remell sits against a river and offers convenient travel to the other side via a large bridge, capable of moving for sea-going vessels traveling by way of the river father inland to Enfri. Remell serves as the first in a series of river dike stations that provide ship thoroughfare up and down the river. Despite all the technologies of Remell, it directs all magic users to Orb to prevent visitors from assuming Remell uses magic to activate and operate their devices and machines, thus no Lyceum was ever established there or nearby.

ToponymyRemell is a city-state that played a strong role in diplomatic struggles between the Tre’uoall, Enfri, and Wyvine throughout history. Its original name, Rem,

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place, despite its magical foundation. The lake is the native home of the lightning bugs also known as Wisps, which create spectacular visuals against the water in the evenings. The Enfri nation sees Orb Lake as a treasure, but with cautionary reverence given its long history of magical inclinations. The lake, fed by several mountain streams, remains steadily deep almost year round.

ToponymyOrb Lake carries a string of names, similar to the city-state Orb; however, when Orb started and went by Zurn, Orb Lake knew the name Portal Lake, indicative of the fact that the founders of the nearby city knew of the magical properties before establishing their home nearby. Orb Lake only carried the same name as Orb at one other time in history, when the Zamaranth followers overtook Orb and named it Carus; they also declared the name of the lake as Carus.

Remell LakeRemell Lake is a historical landmark for the Enfri nation. The lake played a vital role in the early Enfri settlements of Abalos when it was just a peninsula of Evercrow, providing the settlers with water and food in relative safety. The lake, deeply entrenched as an Enfri cultural and historical site, and is protected and preserved, as few allow outsiders to approach it. At the height of the Great War, the Enfri established a large number of townships and villages that surround Remell Lake. This ring of townships and villages formed an alliance and trade dominion, establishing Remell Lake as the founding location for the now greater Enfri nation. The lake, now patrolled by guards, is where the Enfri constructed a large flotilla which acts as a refuge for the Enfri people in case another event like the Fracturing occurs. The flotilla within Remell Lake is capable of submersion as well as limited flight. Remell Lake also has several tramways they lead to the various city-states through Abalos in case of emergency evacuations.

ToponymyNamed after the city-state of Remell most recently, Remell Lake has only held one other name in Enfri history, Aclesia Lake. Before the Enfri inhabited the whole of the Abalos continent, the lake is a closely held secret as the small river it provides to the sea is difficult to follow and in places

Enfri LakeUsed a recreational body of water, Enfri Lake is patrolled by Enfri engineer and military to prevent unwelcome inhabitants, such as the amphibious creatures called Choruans. Enfri Lake is a large body of water that is the result of the series of dams and aqueducts placed by the Enfri, and until more recently did not exist. For all intensive purposes, the valley where Enfri Lake now sits was infertile grasslands where little more than a handful of villagers once inhabited. When the lake formed, the villagers that lived in the valley moved upward and now many of them own the property lakeside. Enfri Lake is shallow by normal standards; however, it does provide an excellent means for residents and visitors to enjoy the water well inland of the sea. Due to the shallow water, Enfri Lake stays quite warm and hospitable for swimming, where some industrious Enfri manufactured an Eastern shore line structure that includes a hot bath.

ToponymyEnfri Lake has no discernable history in terms of nomenclature; however, the valley that preceded the lake, called Blauthaer Valley, was host to many battles and countless lives taken in the name of territory between two large Enfri families. To this day, some Enfri believe the lake haunted and the Fabric thin due to the bloodshed so many centuries again though no magical analysis done remains on record.

Orb LakeInfested with Gaunts, Orb Lake is constantly under surveillance by the Orb patrols to maintain that the ashen Gaunts living in and around the lake do not threaten any locals or visitors. Orb often activates a magical security system that indeed freezes the surface of the lake, causing the entirety of Orb Lake to freeze solid for several days on end. This precautionary measure ensures the safety of passing diplomats and avoids unneeded conflicts with the Gaunts who inhabit the depths of the lake. Orb Lake has historically had many problems as a doorway to the Slip Realm, from where the Gaunts originate. Orb Lake appears exclusively tied to the Slip Realm used by rogues and similarly aligned organizations, and it attracts those who can pass into and out of the Slip Realm like a moth to a flame. Orb Lake, most days, is a beautiful and peaceful

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falls beneath the surface. Tracking the river from the bay to Remell Lake serves as extremely difficult given these conditions. Before the Enfri lived on Ab Alos portion of the peninsula, the Tre’uoall called it Fasc Lake, after a once well-known Tre’uoall general.

“I know two things. One of them is that Azamar will shape the course of the world. The other is that I really do

not know anything at all.”

- Tchoshur Vill, Enfri, Luminary and Elemental Wizard, Advisor to the Enfri Council

AzamarThe lands of the continent of Azamar, rich with beautiful forests, mountains, lakes and lush farmland, perfect for growing crops, is where modern civilization first began in the world over five millennia ago before the dawn of recorded history. The first settlers who arrived were comprised of traders, farmers and warriors who protected the small colony they established. Skirmishes between Orcs and the settlers led to border disputes between the Tre’uoall natives and the Orcs. While the Orcish threat was easily repelled, the Orcish leadership became frustrated with hiding in the Wild Lands, sent their scouts to explore the underworld. The Orc scouts discovered a series of caves within the upper tip of the Wild Lands and started constructing their own stronghold on the upper levels of the Inferium.

After the threat of the Orcs diminished, Azamar entered a new era of prosperity and it was not until the start of the Great War when its people had to face real hardship. Home to the famed Order of Wizardry established by Ofvgar the Wise and the University of Azamar. Azamar taught tolerance to its citizens, of other races, and of magic, to better understand, know, and study the nature of the Blur.

The nation of Azamar is one of the safest places to live because of a present and strong military and wizardry presence across the continent, keeping the more unpleasant creatures at bay.

ToponymyThe Tre’uoall view Azamar as their holy land, since it is where the earliest Tre’uoall tribes existed. They called Azamar by the name Oza’moora, a name handed down

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Azamar City, and remains viewed as a fun story to tell those travelers passing through the region.

KraneThe second largest city on the continent of Azamar borders the Uncharted Territories. Established shortly after a declaration of Azamar City as the capital, Krane first dealt with the nasty, nightmarish creatures that would regularly assault the region at night. The creatures would often attack swiftly, dragging their victims into the darkness, showing no mercy in their hunger. It was not until the Great Wall completed construction that the city finally began to flourish and find relief from attacks at night. The tents that most of its citizens lived in went down and many new buildings erected. The new quality of living finally allowed the population to relax and expand safely. Though every once in a great while, the people were reminded of the horrors the previous generations endured as twisted, vile creatures came from the darkness and attempted attacks on the Great Wall. To this day, no creatures or forces of darkness have penetrated the Great Wall. Modern Krane is a sprawling city of trade. Haggled goods often flow between Azamar and Dorissit and allow weary travelers a night (or two) of rest. Many races make up its population and even small groups of Tre’uoall thrive here as they pass their knowledge and services along to the people willing to pay the price. Every year, towards the end of summer the citizens of Krane throw a festival on the anniversary of the Fire that allowed them to rebuild their lives for the better. The festival, called Goden’Tesk or “The Festival of New Beginnings.” is a term derived from the Tre’uoall, Immyr, Enfri and Wyvine languages. It is a Festival that encourages survival through union.

ToponymyKrane had the roughest start out of all the cities on the continent of Azamar. Krane started out as a colony called Kranesstte, named after Dorsheen Kranesstte who founded it, the very first Sword Chanter of the Tre’uoall. At first it was mostly made up of tents dotted by a few standing structures, used mostly as a Sword Chanter training ground. The city experienced the horrors of the Uncharted Territories most of the First Millennia and was burnt to the ground at the beginning of the second due to attacks by Orc Raiders. After the city rebuilt itself, they erected the Great Wall, to better defend themselves

to them by their gods and a name the first foreign settlers had trouble pronouncing properly. As the Tre’uoall began losing more and more territory to the settlers, the name of the continent was first shortened to Ozamoor, then after the first great expansion and the Full-blooded Humans established the University, the continent was renamed Azamar. Sadly, most of the remaining Tre’uoall departed into the Wild Lands or fled to join their nation at Evercrow as their land usurped for farmland.

The Tre’uoall people had already been at war against the Orcs for centuries and were quite familiar with Orc tactics. The warriors who protected the settlers and the early colony often employed the services of Tre’uoall warriors when the Orcish threat was at its worst. The modern Tre’uoall tribes occupy the Forests of Azamar in small communities. They view their cousins who settled in the cities as domesticated by the other races, so therefore no longer are they “True” Tre’uoall.

Azamar CityKnown as the “Jewel” or central hub of modern civilization, Azamar City is an elaborate kingdom and sprawling trade port that stakes its claim as the first settlement on the continent. Its docks always host a fury of activity as ships arrive to load and unload their cargo. All sorts of goods arrive from every corner of the world. Through open trading policies, many species arrive to trade, haggle, make a profit or even sightsee, further increasing the nation of Azamar’s economic stance in the world. The rulers of Azamar City always preached tolerance with everything to lay the foundation of a strong community. This practice works in theory, but many people hold strong opinions against the Tre’uoall and other races less familiar to the Urbane and Full-Blooded Humans, making tolerance more of a catchphrase than an instituted practice. The city is diverse, despite its shortcomings, and boasts the largest and most densely populated city in the world.

ToponymyAzamar City settled originally as the first Human colony, originally named Xarguth, after the first Human explorer who originally discovered the land mass. There is a belief that the earliest Human explorers and settlers originated in the land of Olm and that they are a divergent tribe from the main Wyvine people. Despite any myths and rumors, there is no historical evidence to these claims in

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Vor was the first tower erected to look over the bay, but made far more massive than any other tower. The original structure stands almost as high as nearby mountains and has wide base that resides deep in the Inferium. Vor sits as an intricate set of many towers, each interconnected by retractable bridges, all with individually scoured moats and pits. The many towers that make up Vor vary in size, but none as massive as the original watchtower. Vor has many notable features, but the most prominent is the Archon training ground permitting Tre’uoall and any who dare undertake the Archon initiation rites, to train in the oldest of the Tre’uoall warrior paths of archery. The Tre’uoall people are the finest of archers on the surface of Azamar, second in the world only to the Shrave, who mastered archery long before the Tre’uoall.

ToponymyKnown originally as Hargin Vor, a name given to it by the leading Enfri engineers commissioned to design and construct it, the tower and its many children towers are a magnificent sight at a distance, as many of them reach high against the surrounding horizon, standing defiant to protect the future people of Azamar. In time, the Hargin portion of the name, dropped off as far greater structures erected around in the world, but the feat of engineering never went forgotten. At several points within the main tower of Vor, massive pendulums hang allowing the great height of the super structure and making it incredibly well balanced even in the highest winds.

Wild LandsThe Wild Lands are the rough and mainly uninhabited region in the North of the continent of Azamar. While a few tribes of Tre’uoall have small villages on the edges of the heavily forested area, there are not paths and the terrain is difficult to cross without a scout or guide. The main creatures native to the Wild Lands are the reclusive Spindlers, Plant-based creatures, and an aggressive race of creatures called the Kongamato, a small dragon-like creature known as territorial. The Wild Lands also offer many highly coveted herbs and fruits used for medicinal cures and similar treatments, so while uninhabited it remains well traveled by apothecary owners and their hired guards. Two significant Orc tribes once resided in the Wild Lands, and many people believe that their descendants remain. Regardless of these rumors, there

and protect the many new inhabitants who flocked to the region to learn the ways of Sword Chanting, an elusive art rarely taught to non-Tre’uoall. The ruling council wishing for a new beginning after the Great Wall completed, shortened the name of the city to Krane.

DorissitAs the northern most cities on the continent, Dorissit holds a long history as a trade port and is home to several Lyceums, leading to the world’s first Certamen, a series of matches between the various elected champions of the Lyceums. Aside from games of magic, the Certamen eventually grew to include sailing contests and specific types of weapon dueling. In time, Dorissit grew to rival Azamar City in acreage, but not in populace due to the difficult terrain. Dorissit sits atop a cliff side overlooking the Northern Ocean, a stoic reminder to any ships that enter the waters nearby of the accomplishment Dorissit and the many cities of the continent represent. Sitting on stone, Dorissit made an excellent place for the early Elementals to establish an intricate network of catacombs, which stretch out in many directions as well as down into the depths of the Inferium. The Prefects at Dorissit regularly makes use of this network of passages since they remain hewed in the stone long after their creation several Millennia ago. The city remains a fortress for the continent and helps to protect the many citizens who rely on steadfastness of the King and the many governing Prefects.

ToponymyAs the birth place of the first Sword Chanter, Dorsheen Kranesstte, Dorissit literally means that, “Birthplace of Dor” in Tre’uoall. The greatest of the Tre’uoall Sword Chanters gather each year to celebrate and honor Dorsheen in the catacombs of Dorissit. Aside from the historical importance of Dorissit to the Tre’uoall, it played a pivotal role in the defeat of Zintar during the Great War as a strategic location. While many died in Dorissit during the Fracturing, it remained as an important gap overlooked by Zintar’s forces, considered conquered and often went overlooked.

VorVor was originally a watchtower constructed for overlooking the Wizard’s Bay, which became something of a citadel.

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stories of magical items misbehaving or just acting oddly. Creatures such as the dreaded Slane Worms thrive here. A mysterious group of cannibals worship and practice their Dark Arts within these lands and there are even recent accounts of Orcs using the Territories to move their war machines and equipment.

ToponymyThe Uncharted Territories have gone by many names, even before the first settlers arrived on the continent. The native Tre’uoall referred to it as Klixxsikrux, which means “The Accursed Land, of The Damned.” Documentation exists within the Wyvine Hall of Memories that a group of Wyvine explorers made landfall here after their ship made an emergency stop. The group of explorers remained stranded, pummeled by a mysterious storm. One week after the storm, the weather finally broke allowing the group to scavenge the land for the materials they needed to make repairs. The party suffered an attacked by something so deadly that only two survivors out of the original two hundred escaped, eventually rescued by Tre’uoall scouts.

The CragNestled between the lake and the Sea of Olm, evidence suggests that the Crag was once an ancient road connecting the Azamar City to where the settlers first landed their ships. Within the mountains, several networked caves link together to form a complex maze that Smugglers use to hide stolen goods. For the right price it is possible to hire a group of Scouts to navigate the Crag. Within caves of the Crag, rumors exist of an ancient entrance to the Inferium.

ToponymyThe Crag received its name from the first wave of settlers who nicknamed the passage the Crawl. Its jagged features and chiseled rocky surfaces also give travelers the feeling of vulnerability. Especially since Orcish Marauders use the tactically advantageous features for ambushing travelers seeking passage to Vor.

The WastesThe vast emptiness of the wastes does little to inspire. Its terrain is barren and rocky and its surface is not flat and almost impossible to cross on foot. During the day, the

are no accounts of any people encountering Orcs in the region for at least a century.

ToponymyThe Wild Lands once referred to a much larger region on the continent, but slowly shrank due to the increase of the civilized populations. While still considered very dangerous, people often venture into the Wild Lands without return. Folklore long surrounds the Wild Lands as a home to an ancient evil, whether the legends are true remains with the brave souls who venture deep within the region.

The Forest of AzamarThe most prevalent Tre’uoall communities inhabit the Forest of Azamar, where they follow long traditions and continue to ride the traditional Tre’uoall steed, the Nauvowl, also known as the riding rat. While the Nauvowl is native to the Forest of Azamar, there are non-native creatures that entered into the region after Humans first landed on the continent. The region, often frequented by caravans making the trip between Vor and Azamar City, contains many winding and narrow roads carved through the forest. While travel through the Forest of Azamar is safe due to patrols by soldiers of the King, it is not unheard of for caravans to come under attack by bandits or Orcs looking to gather supplies or steal goods.

ToponymyThe Forest of Azamar, once considered a region belonging to the Wild Lands, has in recent centuries increased population and the exploration by prospectors changed that. More clashes between Humans and the Tre’uoall tribes are the result of an increase in the number of settlers with independent farms with hopes of encouraging trade in the region.

Uncharted TerritoriesThe origin of the strangeness in the Uncharted Territories remains an unsolved mystery. The Fabric somehow collapsed in the Uncharted Territories; rumors include its destruction by a powerful Fiend Lord or a secret sect hid a piece of the legendary Moonstaff after Zintar’s demise. Magic does not behave appropriately here as the Blur-Touched find it exceedingly difficult to use. There are even

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they constructed a series of Lookout Towers on the edge of the Forest of Azamar. It was here, towards the end of the First Millennia that lookouts spotted the approaching Wyvine armada. Channeling their energies, the Order of Wizardry gathered their concentrated powers together to meet this unexpected threat. The battle was short and in the end the Wyvine fleet lay decimated by the Wizards. A young Wizard by the name of Ofvgar, who had participated in the battle helped restore the area back to its natural beauty. After completing the task, the small group of Wizards renamed the territory Wizard’s Bay. In modern times the Towers remain actively used by the Kingdom of Azamar, the lookouts patiently wait, watching the seas for any signs of trouble.

ToponymyThe beautiful pristine waters of The Wizard’s Bay, referred to as Sholkaholm by the native Tre’uoall, meaning, a gift from the gods, is some of the clearest water in the world. Young Apprentice Tre’uoall Sword Chanters often make a pilgrimage to its waters to perform a ritual to bless their weapons, bonding it to the Blur. The elder Tre’uoall believe that the waters connect to the Blur. The legend goes that Dorsheen Kranesstte, the first Sword Chanter unlocked the power of Sholkaholm after receiving a vision. This bonded his blade to the bay and allowed him to wield a great magic. Depending on the nature of the modern Tre’uoall, some still practice this ritual although most consider it antiquated or perform it in other bodies of water.

“A place filled by the accursed, only foolish travelers venture to this corrupt and poisoned land. Best avoid it all

together.”

- Pic Datchel, (Speaking on Evercrow), Urbane Human, Master Scout in service to the Crown of Azamar

EvercrowEvercrow was once the heart of the Tre’uoall nation, millions of people strong and with a large military, enough to rival the forces of the Wyvine nation at present. It was the center of world commerce in magic and wine, and the Tre’uoall boasted the massive city, crafted-magically by the Anteprofidians, Adrya Orth.

Amidst their many achievements and at the height of their political strength, the Tre’uoall fell from within, betrayed

temperature reaches excruciating levels and rarely, if ever do the Wastes have rain. At night, the temperature drops below freezing. All travelers avoid the wastes for these many reasons, despite the fact that it is the home of the Hazel, a creature known for speed and cunning.

ToponymyThe Wastes, always known as a vast, desolate corridor best avoided when traveling, however many Wizards still visit the region in search of dragon bones. Thousands of years before recorded history, a pair of dragons broke out into an all-out battle. The destruction unleashed by the warring pair of dragons is the source believed to have wreaked havoc on the region, also leaving behind their massive skeletons scattered throughout.

The Wizards Bay

When The Fullblooded Human’s of Azamar established the University, the Order of Wizardry was at the height of its power and influence. Working with the royal family,

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by Zintar, who ripped open the Fabric. Evercrow was the epicenter of the Fracturing, when Zintar tore the Fabric, he simultaneously murdered millions of the Tre’uoall people. As well, massive waves tore across the ocean and enveloped much of the Azamar continent, killing millions of full-blooded Humans as well. This surge of magical energy ripped apart the continent of Evercrow, leaving it broken and crippled. Remnants of torn Fabric remain around Evercrow, which is still shifting geologically. The scattered shards of Evercrow are either poisoned and tainted by Fiend-magic or lurking with creatures twisted by the Fracturing, which turned them into beasts beyond imagination. Devastated each year by harsh winters and magical storms, the High Tundra of Evercrow is a barren waste fraught with danger.

ToponymyEvercrow’s name has not changed since Zintar unraveled it. By exposing the name of that land, he forever shattered its power, and drew upon the magical energies held inside the very dirt.

Before Evercrow’s name was exposed, it was Opulaan, the land of the Tre’uoall nation. Opulaan held that name for as far back as any record exists, though the Wyvine Hall of Memories may have information that predates Opulaan.

Adrya OrthAdrya Orth is a husk of a once core city-state, created magically by the Order of Wizardry, hewed by magic and chisel, it was torn apart by the Fracturing. The ruins of the original city-state sit atop a mountain peak. Getting to these ruins is something of a feat, as the mountain upon which Adrya Orth sits, torn from its base during the Fracturing, and floats directly above, a fair distance from its original rocky cradle. The mountain also contains the Adrya Orth vaults and Order of Wizardry’s archives, which contains a wealth of knowledge and treasures. Getting to these places within the mountain means scaling the face of this floating mountain, getting to the ruins of Adrya Orth on top, and finding a way inside the city-state’s catacomb network. No records exist of anyone successfully accomplishing this task.

Whispers and rumors exist of other treasures and trinkets left behind by the conquered inhabitants still sitting in the ruins of Adrya Orth. To complicate the situation of

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The surface capital of the Immyr, Guradiin Ithural is a work of stone crafting mastery. The entrance to the city, inlaid deep within the southern mountains of Evercrow, is a magnificent sight. The city gates sit at the top of several shelves of walls, which cross back and forth in approach to prevent direct assaults. Tactically, Guradiin Ithural is impenetrable, located at the back end of a trench cut into the mountainside, which funnels any approaching army considerably enough to cut them down effortlessly. Within the mountain, the city-state falls deep into the Inferium and rises within to the peak of the mountain from where an overlook provides visage of any approaching the city. Carved with massive chambers, Guradiin Ithural demonstrates mastery in carving where colossal effigies of famous Immyr hold up the roof of the mountain. Massive columns, archways, and buttresses ornament the outer approach to the city, also providing tactically useful locations for Immyr guards and lookouts. Unlike any other city-state in Azamar, the outer sanctum of the approach to Guradiin Ithural presents a moat of sorts, including a deep chasm, which glows from its depth with molten rock. A single, stone-inlaid bridge crosses the divide, dotted with several towers along its path for guard posts. The Immyr are paranoid, if not thorough.

ToponymyGuradiin Ithural is an ancient city whose place in the Southern mountains of Evercrow dates long before the Tre’uoall nation ruled the continent. The Immyr built Guradiin as a place to establish commerce and trade with the people of Azamar who reside on the surface. As early as the construction of the Hall of Memories, records exist of the construction and carving of Guradiin Ithural. In that way, Guradiin Ithural has never changed names, as timeless as the stone in which it is set.

High TundraThe High Tundra is the majority of the continent of Evercrow. The High Tundra exists in a state of constant change as magical storms ebb and flow across the frozen wastes, and the land itself remains barren. Despite the inclement conditions, the Crux of Zamaranth claims a seat in the middle of the wastes. Protected by destructive and chaotic magic, the Zamaranth Lyceum is visible from the Western coast of Evercrow. While seemingly approachable, few dare this journey due to the harsh

pilfering from the floating mountain

with a ruined city on top, Adrya Orth was once and likely remains a prison for a being called the Gray Lord. Little knowledge exists about the Gray Lord’s imprisonment. The ruins of Adrya Orth also provide a home to a High Dragon, who appears to have nested in the central towers

ToponymyAdrya Orth, constructed in the Second Millennia and commissioned by the Tre’uoall nation, and before was simply the Orthag Mountain. The finest Immyr stone crafters carved Adrya Orth, working in unison with a committee of Anteprofidian Wizards elected by the Order hew the stone. The city-state of Adrya Orth was a work of quality whose existence cut short from within when Zintar deciphered the name of the continent, and consequently, discovered how to release the energy of that name across Azamar. Zintar used an ancient and powerful Anteprofidian crystal which protected the city from external attacks, but amplified the magic inside. Zintar infiltrated the city, seizing advantage over the city, and unleashing a Fiend Lord upon the Adrya Orth’s grounds. Together, Zintar and the Fiend Lord caused the Fracturing, a magical event never forgotten.

Guradiin Ithural

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an ample volume of regular and clean water. Th e Immyr patrol the shores of Lake Loragaarn regularly to prevent contamination by outsiders, and they attack fi rst and ask questions later when anyone approaches.

Lake Loragaarn’s primary water source involves several mountain streams and rivers, somehow remaining clean despite the taint left in many places across Evercrow by the Fracturing. Th e Immyr use Lake Loragaarn as a forward training ground for their military units and erected several forts about the region. Without permission, Lake Loragaarn is a place best avoided. Even though the Immyr keep a close eye on the lake, it does have some nearby native creatures, called Lurkers. Th ough these creatures are merely pests to the Immyr forces nearby, the mountains surrounding the lake are teaming with Trolls, a far more formidable creature that prospered after the Fracturing.

ToponymyLake Loragaarn carried the name Lake Orthag for several Millennia, however after the Fracturing the Immyr quickly claimed the surface around the Lake and changed the name after their nation in the Inferium. Before the lake held the name Orthag, it was called Lake Opulaan, as the only major fresh water source on the continent. Th e lake name changed when the Tre’uoall established their nation

weather and magical conditions, and the large creatures known only as Frost Hulks. Between the Frost Hulks, the Zamaranthian wizards, and the dangerous magical storms and below freezing weather conditions, the High Tundra has little comfort to off er.

ToponymyTh e High Tundra has kept the same name across the Fracturing, originally a safe traveling haven from thieves and rogues due to the long fl at approaches, preventing most ambushes. While cold before the Fracturing, magic served to protect and warm travelers, which now as all but negated under the conditions of the magical storms, which quickly tear apart all but the most powerful of spell eff ects. Th e High Tundra exists on an expansive plateau of ice and snow, a fair elevation above sea level. When the Fracturing occurred, this massive sheet of ice and snow probably protected the land below from greater damage.

Lake LoragaarnLake Loragaarn is a massive body of water supplied by and fed into the entirety of the Inferium. Th e Immyr use Lake Loragaarn as a central causeway for feeding supplies quickly between the surface and the Inferium. It also consequently supplies the molten deep of the Inferium, inadvertently supplying the Shrave nation with

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ObsalosObsalos is a land with dangerous terrain and dangerous inhabitants. Many criminals and pirates take refuge in various townships throughout the rocky and mountainous landscape. Obsalos also is home to several creatures, both vicious and hungry. Few travelers, criminal or not, travel the countryside of Obsalos at night without a great deal of military might. Obsalos is a home to illegal mining of Zurn stone, used in manufacturing non-sanctioned airships that often end up in the hands of pirates.

Obsalos’ native more aggressive and dangerous beings include Asazis, Therians, Trolls, and Zurn Warblers. Obsalos offers many riches since the exodus of the Enfri nation left behind many inventions and hidden townships still undiscovered by pillagers. While most of these creatures existed with the Enfri nation, the Enfri people established strong defenses and took great measures to prevent encounters. Therians, an especially dangerous race, are creatures capable of shape shifting into various forms making them difficult to spot. Rumors exist about the Therians that speculates that the origin of the Therians was in early failed Anteprofidian magic gone wrong. Now the remaining Therians appear mindless and apt to attack any who pass nearby.

The mountains and rocky hills that cover the majority of Obsalos provide an appealing location for many of the wizard’s factions to establish Lyceums. There are many defensible locations throughout Obsalos and wizards recently began exploring the coasts to establish forward

on the continent and felt the name of should match the name of the mountain range that fed it.

Sea of Black WaterThe Sea of Black Water is a small body of water connected to the oceans of Azamar through the fractured portion of Evercrow. All the water in the sea is tainted, and over time the creatures were tainted as well. Sailing of any kind in the Sea of Black Water is treacherous at best. A massive creature lives in the sea, known as the great Creep, it is a single massive being made of a thick, flat, viscous globule. The Creep is jet black in color, and large enough to consume any ship. The sea is considered a place riddled with lost treasures and sunken ships that fell prey to the Creep, which continues to attract more treasure hunters in search of riches and wealth. Few return from the Sea of Black Water, none go back again.

ToponymyOnce the Bay of Opulaan, the Sea of Black Water, more recently named after the Creep, is a body of water now tainted with horrible poisons and a strange gray sludge on the surface, making it nearly impossible to predict the location of the Creep.. The Sea of Black Water is an empty promise to those seeking wealth and riches, long abandoned by those who once lived on its shores.

“A land of corruption and deceit, there is nothing good remaining in the mountains of Obsalos. We abandoned it

for good reason.” - Ulien Merredor, Enfri, Captain of the Enfri Fleet,

Reconnaissance Air Ship Dasherglem

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After the Fracturing, the remnants of Grazen were a flat land covered in short brush. With a mild climate and easily traveled terrain, Grazen quickly became a center for commerce between the Wyvine and Immyr, which soon extended to the other nations. Grazen remained as a center for commerce throughout, and now merchants’ guilds and other organizations readily cover the isle. While no official city-states or townships exist, most of the isle is a cityscape of buildings from one end to the other. A few tall towers dot the cityscape, as a handful of small Lyceums work to establish themselves under various wizards’ factions. Despite a handful of attempts on the part of some criminal groups to gain a foothold on Grazen, it remains a neutral ground between nations and many diplomatic negotiations occur in a central structure known as the Oculus. Aside from Grazen functioning as a trade and diplomatic center, it also serves as a home for some several thousand people who established permanent residence. Grazen has a regular militia that serves as a guard service to enact local laws and help enforce merchant and other trade agreements and treaties. As a neutral ground, law enforcement is difficult and often caters to those with more money.

ToponymyPreviously Grazen was a much larger peninsula extending from North West Olm, but in the Fracturing, it separated and moved off the coast, much of it leveled and submerged. Grazen’s previous name was a word in Forleen, Shur-Shor, or hoof hook, addressing the shape of the peninsula, which Grazen now slightly represents. Grazen is not known to have other previous names, though many Wyvine still use Shur-Shor in reference to Graven.

“Anathema is sacred to the Northern Wyvine tribes. It is our rite of passage as warriors. A remaining wilderness

untouched by magic and people, Wyvine children go there by boat and camp on the beaches at night. If they survive

the night, they return the next day as warriors.”

- Feo Ojuran, Wyvine, Grasslands Perambulation Master

AnathemaA rugged and heavily forested island whose interior is unexplored, few people venture to Anathema willingly due to the creatures known as Shangilar, but the island presents a peaceful and beautiful picture to behold.

outposts. So far, the only factions with successful outposts are the Asceromancers and Tatuaxe. Zurn stone is also an attractive commodity to the wizards. Despite the criminal and pirate presence in Obsalos, various wizard factions remain persistent to establish further outposts and eventually full-fledged Lyceums.

ToponymyObsalos, previously known as Obs Alos, or Western Alos is a land filled with rich history. Before the Fracturing, Obsalos was home to the Enfri nation. When the peninsula separated from Evercrow and Abalos was clearly more fortified, the Enfri naturally migrated from Obsalos, leaving it mostly barren. This allowed a significant increase in the population of the more dangerous and aggressive creatures inhabiting the mountains.

“Never have I been to a place so busy outside of Grazen. The entire isle is riddled with merchants. It is a sight to

behold.”

- Amvers Solch of Charn, Immyr, Merchant and Trade Commissioner for Guradiin Ithural

Grazen

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OlmA massive continent, Olm is home to some of the most exotic and most dangerous creatures of Azamar. Olm is also home to the Wyvine Nation and hundreds of Wyvine tribes belonging to the greater nation. Olm has the longest river in Azamar, a massive jungle and the largest desert. The continent has expansive grasslands and the unique orb lands, as well as the longest road in Azamar, the Old Highway. Olm also boasts the Hall of Memories, the center of information and record keeping on Azamar, second to none. Olm has many unique creatures, such as the riding beasts used by the Wyvine, the Gyets, and the bizarre Harriers of the Dama Plains. In the Proving Grounds, there is an ancient race of flying creatures called Weth who the Wyvine occasionally use a flying mounts, though Weth are very aggressive and extremely carnivorous, making them a dangerous and difficult mount to tame. Despite all these hardships, Olm offers many treasures; the Dama Fruit, which causes invisibility on those who consume it, or Gloom Rock, which appears as a shadow, but is as hard as metal and as light as wood. Olm is a country of with a long history that demonstrates the tenacity of the Wyvine, as well as their tolerance and compassion. While brash, they are also thoughtful as a people, and the span of Olm reflects the Wyvine with undertones not fully understood. The whole of Olm remains in a military-state, where the Wyvine enforce a curfew within cities and patrols roam the countryside regularly for criminals. Traveling along the major roads means paying tolls and sticking to the designated paths and lanes; allowing Wyvine patrols to pass quickly on approach and giving way to larger merchant caravans. All the guidelines for traveling within Olm provide particularly safe travels on their major routes, where dangerous creatures only approach in the regions distant from cities.

ToponymyOlm held one other name in its long history, Deggoss. Before the Wyvine tribes united Millennia ago, they waged bloody wars. Deggoss was the name given to a battleground, and the name they associated with the land on which they fought. When the tribes finally joined, they designated their country as Olm, a word used to describe their tactical cohesion in war. Later, Olm became associated with the idea of how the collective

Shangilar are ravenous creatures that live nocturnally, which the Wyvine who survive their childhood rite of passage on Anathema, describe as perfect predators.

Anathema has a lush and green forest and a small mountain range, which dusts over with snow in the winter, as well as a coastline comprised mainly of sandy beaches. The Wyvine established Anathema as a wilderness sanctuary of Olm long ago, however rumors exist that the Derisians violated the established treaties and inhabited the island. While no formal investigation occurred, the Wyvine nation suspects the rumors true and appears ready to send hunting parties to Anathema and eliminate the Derisians who live deep within.

Anathema functions as well, as a staging ground for Wyvine ships who moor to a rocky cliff along the Western coastline, where a small flotilla of rafts provides strategic repair and resupplying to ships journeying from the far South of Olm. The entirety of the beach coastline of Anathema holds large stone columns, which the Wyvine used to prevent usage within and protect the island from magic. This is the only sign of civilization on the beaches of Anathema aside from the campfire remnants from Wyvine rite of passages.

ToponymyAnathema was once called Olmvark, or little Olm. The earliest name used for Anathema appears associated with the Shangilar, as the Northern tribes called the island Shangilar Ebn, or island of the Shangilar. The Shangilar’s reputation is rich with historical references and many pictures exist in the Hall of Memories. A Shangilar is a brutal and violent creature. In pictures, the creature’s depiction involves a large beast with the head of a wolf, large teeth and lower jaw tusks, a mix of quills and hair along its legs, neck, back, and tail. Its feet include large claws, with its belly and underside lined by some kind of armor, either scales or a soft-shell. It appears to have six eyes and two retractable large ears.

“Few but Wyvine can flourish in a land as Olm. This is why we live here and the great Shilutozenon gave to us

this place. If we squander it, we deserve our foolishness.” (Translated from Forleen)

- Osrin Vurrel, Wyvine, Head Minister of the Wyvine Nation Ascendant Council

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escorts to those seeking duty-free travel within the borders of Olm. Thiff is a city surrounded by sandy grasslands, at the edge of the Wyvine Grasslands and a peninsula; sandy and filled with wetlands and prone to flooding. The city sits atop a short, wide plateau of rock, many speculate as the largest single deposit of Zurn stone in existence. Despite the Zurn stone, the Wyvine forbid the use of magic within Thiff, and prosecute to the extent of their laws, normally involving eviction from Olm.

Built from a plant called Reed Wood, Thiff is a city designed to function as a large flotilla should flooding ever persist to such heights. A ramp provides a single entry and exit point to Thiff, which is regularly closed, only open for those identified as welcome. Thiff also contends with the occasional Troll or Therian hunting party, who normally retreat north, realizing the mistake of entering Wyvine territory.

ToponymyThiff, like Throng is a newer city-state. The Wyvine did not, prior to the Great War, congregate in large numbers nor outwardly socialize with the other people of Azamar openly or acceptingly. Thiff, despite is nascent state, is a city that changed hands a few times before settling into place. After the Great War, the Therians established a foothold of the northern portion of Olm since many Wyvine warriors were far off at the end of the Great War. The Therians retreated hastily upon the open return of the Wyvine military, though in that time they named the city Cheld, and left a foul taint on the peninsula to the North. After the Wyvine forces returned, the council debated about keeping the region and the city under Wyvine control, and several slavers took refuge in the grasslands amid the disputes. During this period, Thiff became Blorhaal. This prompted the Wyvine nation to act harshly and eradicate the slavers from Wyvine territories, an act that prompted negative reactions from Azamar and the Immyr, who feel that some innocent slaves died in the process. Since then, Thiff resolved to enforce sanctions on the slave markets, and openly condemn the slave trade tolerated by the people inhabiting Obsalos.

KeldorOriginally, a fishing village, Keldor grew into the Wyvine nations northern most city-states, invested in the naval fleet and keeping the waters patrolled around Olm. Keldor

tribes functioned cooperatively after the Great War.

ThrongThe great capital city of Olm, Throng stands against the backdrop of the orb lands. The city towers high above the low lands, and matches the height of the greatest orbs on the horizon. The very tip of the capital city’s highest tower is visible from the Western and Eastern coasts. Much of Throng involves large towers, where the bottom half of each tower is a thin column, making them akin to massive tree houses. Each tower in Throng connects to adjacent towers, where only a handful provides egress to the ground below via stairs or strange platforms involving ropes, chains, and wheels. The outer border of Throng involves a deep trench filled with large pikes; a tunnel crosses under the trench only where the major roads meet the city. Inside the trench, large Gloom Rock boulders form a wall, completely obscuring the view of the base of the city. Throng’s floor is deceptive, in that the Wyvine erected a basement level below the ground where the majority of the military forces sleep, eat, and drill. Within this massive basement level are several buildings, mainly barracks, a feasting hall, and an armory. There is a few places where entrance to the surface level leads up and allows travelers to the pinnacles above. The Wyvine permit few outsiders to the main city-state of Throng, where the governing councils convene and many thousands of families live. An underground river feeds Throng from below, providing them with all they need to survive prolonged winters on Olm.

ToponymyEstablished as a unified capital after the Wyvine tribes unified under a single council, Throng did not did not previously exist. The region in the orb lands, once called Chulreturef, a region of Olm revered as sacred and a place no Wyvine would fight with another Wyvine. Subsequently this reason for sacrosanct observation made it the perfect location for Throng’s founding and formation.

ThiffThe principal trade city for Olm, Thiff provides mercantile and raw goods to the Azamar, Loragaarn, and Abalos nations. Treaties in place make Thiff an excellent Wyvine-distribution point for sharing goods with the merchants who frequent Grazen, as well as for supplying military

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remains a fishing community, centered on maintaining the vast Wyvine fleet; it also serves as harbor for the majority of those ships needing repair. The best seafaring Wyvine hail from Keldor, where for centuries they compete in the water through various nautical challenges, including competitions to improve ship design and nautical warfare, to techniques for Wyvine to sustain long periods at sea, such as basket gardening.

Keldor grew quickly in the wake of the Great War, as the Wyvine moved quickly to reinforce their borders and more than ever, demonstrate their military might. Through Keldor, the Wyvine established new shipping lanes through the world of Azamar, leading to a foray of new routes and trading partners. Known for progressive seafaring knowledge, the Wyvine also created and constructed a nautical academy open to anyone in Azamar. It is renowned for its challenging and engaging curriculum, but it carries heavy fees and is prohibitively difficult to gain entry.

ToponymyKeldor, once named Arjwarket, the Wyvine name for the wood used for most ships, has never seen conquest or pillaging. The city center rests inland slightly, and on high ground, from the sea and nearby bay, suffering little surprise from approach. The city, structured around several hills, link together with large bridges and scaffolding, leaving the city to look like it is always under a state of repair. Instead, the city-state sees continual and excited expansion over the past few centuries, which continues to date.

AnternIn the shadow of the Gloom Rock Mountains, Antern appears as if a mirage cityscape on the horizon. The city-state is small, when compared to the surrounding mountain range, but is still massive in size. Antern involves a series of traditional fortress walls that function as an outer sanctum to the city. The city center involves buildings all built with Gloom Room as exteriors, obscuring the city as a massive shadow against the mountains behind. Fires beset the walls and some obscured structures within the city, used for signaling and long distance argot between lookouts. Antern is a city-state the Wyvine use for anti-magic and scout training.

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would otherwise see the tip of a lance without hesitation.

ToponymyKrom, before its population boost, was long ago a small farming village center, whose crops revolved around specific strange vegetables and fruits the Wyvine use as a staple in daily eating. Most of the diets for Wyvine involve eating grain-based bread called Frargh, which is hard, tasteless, and not particularly palatable. However, a loaf of Frargh contains enough nutrients to maintain most individuals for a month. Aside from the unappetizing revulsion caused in the lack of flavor, most of the Wyvine in Olm grow up eating very little else. Krom was consequently, once named Frargh, due to the high production of the crops needed to produce it.

The Old Highway

They also use it as a location to demonstrate their military might to outlanders, who might believe the Wyvine are unprepared for another war. The governing council marked Antern as the official military training ground, though graduates often travel to the Proving Grounds in the South to test their mettle. Antern connects to an ancient Immyr mine, now abandoned, which allows Wyvine to train in close quarters combat, scouting, and working against magical wards. Several wizard factions work with the Wyvine regularly supplying them with new wards and dilemmas to further train.

ToponymyAntern inherits its name from the Immyr mine, and stronghold, previously present there. After the Great War, the Immyr agreed to abandon the mine and withdraw from Olm as part of an alliance with the Wyvine high council. In return, the Immyr enjoy many freedoms in Olm that other outlanders do not. Antern, consequently involves a great deal of Immyr architecture and framing upon which the Wyvine built to further enforce the military fortress.

KromNamed for the sheen of light reflected by the low lands into the clouds, Krom is more of a settlement or large fort, than it is a true city-state. However, it attracted the attention of the Asceromancer faction, who established a route through the region and an alliance with the Wyvine council, allowing them to build a Lyceum in Krom. In this position, Krom attracted many Wyvine interested in wizardry, though few in number, it quickly grew in size and considered the magical center for Olm. The Wyvine funded a research facility and worked with the Asceromancers to build additional Lyceums for the Elementals and the Order of the Veil. Given the significant patronage towards magic in Krom, it is the safest city-state in Olm for magic use and for wizards to roam. Few other city-states tolerate any use of magic in Olm.

Krom has a healthy population of Shrave who work with the Wyvine in developing various tactics. The Wyvine and Shrave often conduct combat practices together, where a great number of Shrave go toe-to-toe with Wyvine and hold their ground, weaponless. For this reason, the Shrave are highly respected in Wyvine society, despite their particular origin. Krom is the most diverse in population of all cities in Olm, welcoming those who

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ToponymyThe Proving Grounds once held the namesake of Corb Zull, or the Zull Gate. The structure and city-state has changed little in the past few centuries, and formed by hollowing our portions of a large boulder, large enough to protect the inhabitants from wandering Zulls. As well, the large rock sits atop a large underground void that touched an underground river, not too deep in the Inferium. The Wyvine were able to tap into this river and use it as a well in a place where little water sits on the surface.

Hall of MemoriesMore ancient than almost any other location in Azamar, the Hall of Memories resides in the floor of the Olm Jungle. Resting partially in an underground maze, the ceiling of the Hall of Memories comprises of the roots and wood of the trees above. The Hall used those same trees to form the basis for the massive structure that forms it. The Hall of Memories separates by a massive chamber that falls five floors deep. Adjacent to the main chamber, hundreds of corridors lead to many other rooms and chambers. The structure extends out in many directions, and few people if any, are privy to the entire structure and layout of the Hall.

Within the annals of the Hall of Memories, lie innumerable sums of knowledge. A place is available for studying and learning more on any subject known to Azamar. Not only does the Hall of Memories hold the record of every Urikaurik, it also is the collectively knowledge of five Millennia of information gathered from every corner of Azamar. Every treaty, alliance, or otherwise formed agreements and contracts remain in the Hall of Memories.

ToponymyThe Hall of Memories remains holding the same name since its inception. Few know its absolute location, and even fewer have entered.

Wyvine GrasslandsThe Wyvine Grasslands is a long unchanged region of Azamar. The Wyvine believe their people originated in the Grasslands, as early hunter tribes of the Tre’uoall, who learned greater strength and community, eventually

The longest road, paved or otherwise, in Azamar, the Old Highway marks one of the great engineering achievements accomplished by the Wyvine nation. The Old Highway is a heavily patrolled road, wide enough for four wagons and often used as a central route for moving large military forces between Throng and Thiff. It boosted the Wyvine nation’s economy considerably in the last several centuries, and they maintain and continue to patrol the Old Highway regularly .

ToponymyThe Old Highway was a traditional route used by the ancient Wyvine tribes when traveling to the Grasslands, and was given the name Old Highway when it was conditioned and paved in sections, namely to commemorate their ancient traditions, but also to demonstrate its great length and width.

Proving GroundsThe Proving Grounds is more than just a city-state for the Wyvine. It is a region of Olm where warriors go after training to further their knowledge, patience, and humility with the world. The Proving Grounds provides a center for resting, studying, and interacting with other potentials who through selection, become eligible to enter into the sacred deserts east of the city-state, also considered part of the Proving Grounds.

The city-state is a sanctuary and oasis of sorts, giving safety and comfort for the days following to any initiates who seek to enter the Proving Grounds more deeply. Within the sands of the desert, live large creatures called Zulls. Zulls are massive lumbering beasts, armored from head to toe in scales, almost as large as a Wyvine is tall.

The task given to most Wyvine is to acquire one of these scales. In some cases, the Wyvines refuse, believing the task below them or too simple. Zulls do not shed their scales, and thus manual removal of a scale is required. Zulls also are the largest creature in Azamar, about the length of four High Dragons, and the width of three. Zulls are as tall as the wall of Krane, and can burrow beneath the large sand dunes in the Proving Grounds. The task to acquire a scale is truly a pursuit accomplished by few, and seen as source of pride for those who undertake it, whether they succeed or not.

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The Olm JungleThe Olm Jungle is home to some of the deadliest creatures in Azamar as well as the largest plants and trees. The jungle is vast and covers a massive landscape of hills and valleys, small streams and waterways wind through the forest in search of the ocean. The Olm Jungle grows in size each year by about one percent, and the Wyvine worry about it over taking much of the Southern portion of Olm.

Many of the plants and animals in the Olm Jungle are highly aggressive, and the Wyvine tend to avoid most of the wild life native to the jungle. Few people in Azamar can successful navigate the Olm Jungle without getting lost, as the few paths are treacherous and seething with the life of the jungle. Despite these facts, or perhaps because of them, the Wyvine built the Hall of Memories in the Olm Jungle long ago. The jungle holds ancient secrets the Wyvine believe are the key to the very survival of every race on Azamar. Only time will tell.

ToponymyThe Olm Jungle was once nothing more than a small patch of forest, but it so quickly over grew the region, the Wyvine changed its name from Darch to Olm Jungle very early in their history. Of the native creatures in the jungle, the Uumul is amongst the most dangerous and venomous. The Uumul is a type of giant spider, as large as a person is and long lived, many Wyvine believe the Uumul live for centuries.

Bay of the KrakenThe Bay of the Kraken is large trade region for the Wyvine nation and Southern Olm. The bay is home to a plethora of sea creatures, including a massive beast known as the Kraken. The Kraken surfaces once or twice a year,

becoming a distinct people. The Grasslands offer a solidarity to the Wyvine, and all Wyvine visit the Grassland early in life as part of understanding their lineage, and understanding their future. Aside from the long history of the Wyvine people, the Grasslands offer a lush vegetation, which for many centuries the Wyvine lived on exclusively.

ToponymyThe Grasslands always went by the given name, though under Forleen, the Grasslands was called Keatotetot.

The Dama PlainsThe Dama Plains is a dangerous region of Olm. The land looks barren and empty, but is home to the Harriers, a dangerous and cunning predator, and the Dama Fruit, a fruit that grows on trees in the Dama Plains. Eating the fruit makes an individual invisible for a period; the Harriers ate the Dama Fruit, and learned to hunt invisible prey. For centuries, the Wyvine journeyed to the Dama Plains to endure a test of cunning and hunting, but the Harriers grew to such large numbers, the Dama Plains became too dangerous even for large war parties. The safest way to gather Dama Fruit is by teleportation, though few wizards attempt such an endeavor. Harriers are vicious beasts that live in small groups. Many travelers attempt to gather Dama Fruits each year, but few are successful.

ToponymyBefore the Harriers overran the Dama Plains it was a more peaceful region the Wyvine called Weiprion, or “sea breeze”. In ancient times, the Wyvine gathered the Dama Fruit at harvest and used it for tactical warfare with one another. It defined their earliest rivalries, and they seem determined to reacquire the Dama Plains again.

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conjecture that Inerth is the region in the world anchoring the Fabric, and subsequently all other nearby realities, in close proximity to Azamar.

The land itself is readily unexplored and uncharted, as the isle is home to particularly dangerous beings. Many tales tell of the Grim, a being as old as Azamar, whose very presence strikes those nearby with an incurable disease, ending in a gruesome and painful death. Other stories tell of other such beings, all ending in terrible and ghastly deaths. Despite such cautionary tales, many who travel to Inerth return, though they report a sense of despair while on the island. Many visitors of Inerth fall ill and die within weeks of returning. Regardless of the truth to rumors and tales, many adventurers still hazard the journey to Inerth in search of famous treasures or rumored implements of power. Few return successfully.

ToponymyInerth gets its name from the neutralizing nature of the island towards most magic users. The Tre’uoall originally named Inerth when they discovered that most magic did not operate correctly there, and soon departed in search of less difficult locations. Inerth started with the name Inerth, but a time held the name, Inadrya, a word derived from the Anteprofidian movement, meaning “against magic”. Ofvgar eventually disputed the name return to Inerth, since the Tre’uoall who discovered the island’s properties should remain credited in naming.

Eventually, Inerth reverted in name, but remained the same deadly place to travel. A great many people in Azamar see Inerth as a portent to something sinister, but Ofvgar disputed that the island was a place of quiet where the Gods could slip in and out of Azamar undetected by all the magic users in the world. His theory remains undisputed, since no one can refute his claims.

“There are no Dragon Riders left in Azamar.Stay far from Dragon Home, unless you wish a short life.”

- Tereb Rildresh, Human, Vice Council to the Order of Wizardry, Anteprofidian Researcher

Dragon HomeDragon Home is a magnificent sight and is visible from the horizon, where the skies dance with dragons in

and appears on the surface as an enormous floating hill. From a simple perspective, the Kraken is giant shellfish, something along the lines of an oversized Clam. The Wyvine see the Kraken as a reverential beast, worthy of many ages of respect, a beast that outlives any Wyvine or other being on Azamar.

ToponymyThe Wyvine have watched and named the Bay since first recording encounters with the Kraken before the First Millennia. It remains unchanged in name.

Black LakeThe Black Lake is fed from the Gloom Rock mountains, where it gets its distinct coloration. While the water is safe to drink, long-term exposure to the water will cause a person to undergo a transformation into a Shade, a person perpetually stuck in shadow. Short-term exposure to the water provides temporary supernatural effects from the Gloom Rock. The Black Lake appears as if a large void, yet a void with substance. To those who visit the lake, few are willing to trust the appearance, and most Wyvine give the lake and its water a wide berth.

ToponymyBestowed with the effects of the Gloom Rock, the Black Lake held the name Gloom Rock Lake for several Millennia, eventually changing in name when the Wyvine people formed a structured nation.

“Accursed is the isle of Inerth. There, lurk the foulest and darkest beings in Azamar. Only visit if you seek

dismemberment, disemboweling, and eventually death. If you are lucky, it will be in the opposite order.”

- Arregett Urrcy, Bu’Col, Archivist at the Hall of Memories

InerthMagic does not work on Inerth like other places in Azamar. From the moment an individual steps onto the beach until leaving, magic will not function. This makes Inerth an extremely dangerous place for magic users. The only magic that works properly on Inerth, is Anteprofidian magic, likely because it does not draw on the Fabric. Inerth is a statically held place where the Fabric and Azamar tie together. Many scholars

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High Dragons and their Dragon Riders, who served as liaisons in brokering the treaty. Pyrrewn played a crucial role in the negotiations as well as the eventual founding of Adrya Ampais. Pyrrewn died in the Great War at the

hands of a Zamaranth.

Adrya AmpaisNo city on Azamar is as vast and visually stunning as Adrya Ampais. The city accommodates the presence of people as well as High Dragons, so many buildings and roads are larger than normal, massive doorways and paths throughout the city evidence the strong ties the occupants held with the High Dragons. Constructed in magic, Adrya Ampais runs deep into the side of the mountains of Dragon Home, where the High Dragons gave open access to their inner sanctums to presiding wizards and city council members.

Much of Adrya Ampais is made from a stone unique to Dragon Home, often referred to as Ash Stone, due the

flight. Red, orange, and blue often illuminates the sky around Dragon Home, where the Dragons spew forth flame and magic, igniting the horizon. The large island is mountainous and rocky. Adrya Ampais sits abandoned

on the South Western coast of Dragon Home, once a great city full of people, now an empty shell awaiting the return of peace in Azamar. Dragon Home is a simple place, a landscape of mountains where High Dragons live and play, a place that they use for safety and as a fortress. The caverns in which they live are vast and spread deep within the massive island, likely down into the Inferium and below in the Molten Deep.

ToponymyDragon Home, originally named Pyrrewn after a Tre’uoall Princess recognized as the first Dragon Rider, eventually became Dragon Home in conjunction with a treaty established between the five major surface nations, Azamar, Abalos, Evercrow, Loragaarn, and Olm, and the

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“The oceans of Azamar are vast and filled with adventure and peril. Little else in Azamar is as beautiful.”

- Ilya Medritros, Tre’uoall, Keeper of Knowledge and High Archon

The Northern OceanMore affected by the Fracturing than any other body of water in Azamar, the Northern Ocean presents a perilous journey to any seafarers due to large icebergs and treacherous storms that seem to cling to the coast of Evercrow. Merchants who seek faster profits at the hazard of losing their lives often traverse much of the Northern Ocean. On calm winter day, it is possible to safely cross certain regions of the Northern Ocean on foot or horseback, but dangerous by any measure.

white color often associated with white-hot ashes. The city appears a bright reflective spot on the horizon compared to the rest of Dragon Home. The city-state comprises of four levels, as if a giant coliseum or arena, where the outer structures are the highest, the inner structures the lowest, some of them below the surface. The city-state’s shape is

a three quarter circle, jutting out from the mountainside in which it resides, where along the outer walls, massive effigies of dragons act as buttresses, holding up the tallest buildings, which tower as high as the mountain itself. The city emanates magic, giving it a slight bluish glow.

ToponymyAdrya Ampais is a relatively new city in the scheme of time for Azamar, it was created and finished only a half century before the Fracturing, and was amiably abandoned by its inhabitants following guidance by the last of the Dragon Riders. No one has since resided in Adrya Ampais, and its name never changed.

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for crossing to Dragon Home. Now no one goes to Dragon Home or the magically fashioned city of Adrya Ampais unless seeking death or worse.

Sea of AbalosThe largest ocean in Azamar, the Sea of Abalos boasts the largest fishing economy in the world. The Enfri Nation, Kingdom of Azamar, and Wyvine Nation all travel into the Sea of Abalos regularly for fishing and the commerce it produces. This also attracts the greatest fish in Azamar, the Cetacean, which are massive fish that sometimes grow to the size of a ship.

ToponymyBefore the formation of the continent of Abalos the sea was called the Western Ocean, in relation to the continent of Azamar, though the Wyvine disputed the name as the Great Ocean. Because of the disputed name between nations, the Enfri negotiated that the ocean be renamed a to the Sea of Abalos as a sign of the peace between the various new sovereignties. This solution took time and effort, but eventually stuck as the agreed upon name for the massive body of water.

Evercrow OceanThe Evercrow Ocean remains typically afflicted with arctic weather, though it sees some relief from this condition for a few short months each year. As the first of the two moons of Azamar comes to full shine, the ice and snow melt and the warmed ocean waters allow for strong tides to pound the Western coast of Evercrow and the Northern coast of Abalos. Many icebergs float off into the Northern Ocean as well during these few warmer months, making the traversing the North Ocean even more treacherous than normal. Few ships travel into the Evercrow Ocean unless they are intentionally trying to avoid detection on more official routes.

ToponymyThe Evercrow Ocean once belonged to the Western Ocean disputed between the Wyvine and Kingdom of Azamar, but as the continent of Abalos formed Millennia ago, it received the namesake of Evercrow, given the equally horrible weather conditions and apparent curses laid across the region.

ToponymyThe Northern Ocean was once the Bay of Evercrow, long ago when the island continents of Abalos and Obsalos were but a massive peninsula. It has been a long time since the Northern Ocean went by any other name.

Sea of OlmThe most traveled body of water in Azamar, the Sea of Olm offers mainly safe travel between Olm and Azamar. While typically calm, it occasionally experiences storms that stray from the Northern Ocean. The Sea of Olm rarely sees cold weather so icebergs and snow rarely occur on the open sea. Aside from the milder climate in the Sea of Olm is home to some more aggressive sea creatures, specifically a race of creatures known as the Foragers. Foragers are rare and extremely dangerous, but attack in small raiding parties, brandishing weapons, they are amphibious and tactical in nature. Little remains known about the Foragers except the few killed and they always take their dead with them, so most information relies on survivor personal accounts.

ToponymyFor many centuries, the Wyvine called the Sea of Olm, Emdrethiva, meaning the Great Void. When the Wyvine was comfortable with the oceans and attacking the many nations beyond, they realized that the oceans are no void, and revised their understanding of the world.

The Southern OceanThe Southern Ocean is a frigid place, always wrapped in ice and snow and often treacherous to cross by ship or otherwise. The Wyvine and Enfri collaborated and devised a strange air and sea ship specifically for traveling around colder regions, used early on for crossing into the Southern Ocean. Aside from occasional dragon sightings, few creatures roam the Southern Ocean safely, most do not do so for long. There are not native creatures in the Southern Ocean apart from the dragon population at Dragon Home.

ToponymyFor a short period in Third Millennia, the Southern Ocean held the name Adrya Alaze, considered the primary path

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Hoarfrost Strait

The Hoarfrost Strait is a short and narrow sailing route between Olm and Evercrow where hundreds of ships pass through every month seeking to expand trade. The region is so heavily sailed that most pirates and some vile creatures shy away from the region since many ships frequently include military escorts.

ToponymyThe Hoarfrost Strait originally held a longer and more dangerous channel, stretching from the most Northern point of Olm to the most Southern point in Evercrow, now a small narrow channel only a shadow of the former waterway.

Sea of ObsalosWhile dangerous and sometimes frigid, the Sea of Obsalos is a common trade route for the Wyvine traveling to sell and buy goods with the Immyr. This area of Azamar is plagued with pirate ships, who typically avoid Wyvine vessels due to past-experiences in losing to ships completed sailed by Wyvine patrols. Aside from the danger of pirate attacks in these waters, raiding parties particularly enjoyed using siege weapons from the Obsalos shoreline, firing out into the ocean great distances to sink passing ships. This is also the home of a race of sea creatures known as Swinders, large fast moving, serpent-like creatures.

ToponymyBefore the continent of Obsalos formed, the Wyvine considered this area of water a part of the Hoarfrost Strait, a long narrow channel between Evercrow and Olm. Despite the change, the under currents in the Sea of Obsalos remain some of the most dangerous in the world.

Sea of CavernsThe Sea of Caverns is an area of the ocean where hundreds of caverns are visible from the surface of the ocean leading down into the Inferium. Few nations have traveled this route into the Inferium, but many people believe that it is possible to reach almost any area in the Inferium from the Sea of Caverns. A few Enfri Nation submarines, given permission and Wyvine escorts, explore and begin mapping this extensive network of tunnels, though this process will likely take several decades of work. Several wizard factions have established Lyceums on the coastline of Olm to assist in the efforts and making the work safer for the explorers.

ToponymyThe Sea of Caverns has kept the same name since before the Great War, and there are no other recorded names in the records at the Hall of Memories predating this given name. It is likely that this region went unchanged for Millennia and the wonder of it appeals to even the oldest of people in Azamar.

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them to rely on their natural dexterity and spider-inherited web spinning abilities.

Hit Points: 36 Initiative: 4d Move: 6 Vitality: 3d (+4 Natural Armor) Cinema Points: 3 Experience Value: 2 Dexterity 4d, Strength 3d, Persona 1d, Intellect 2d, Aptitude 1d

Features Web Slinger, Ranged to Hit, Range: 5/10/15, Damage: None, Stuns a target for one (1) Round

Asazi Toxic Bite, Brawl to Hit, Damage: Strength +6, Target must make Stamina, DR Moderate or take additional 12 Damage per Round

Bearsloth

The Bear Sloths are long range roaming creatures, but typically a creature that frequents several forests of Azamar. The Bear Sloth tends to live solitarily, only finding a mate once every ten years. They tend to find a home in small caves or hollowed trees, preferring to feed primarily on small prey, since they do not move especially quickly. Bear Sloths are territorial and attack anyone entering into their territory, while they will also not venture far from their home. They tend to avoid humanoids since most Bear Sloths livelong lives and quickly learn that the people of Azamar are very dangerous.

BestIAryThe world of Azamar is full of creatures, and the bestiary touches on a handful of the more notable creatures more commonly encountered or seen throughout. Like many worlds, there are still many forms of life to discover, and Azamar is a vast world filled with many strange creatures.

The bestiary provided, comes in alphabetical order for easier browsing. Please note that the creatures described in the bestiary are average creature templates, and deriving more finely tuned creatures from these templates is a simple process. As such, none of these creatures contained herein, hold skill stats. This makes it easier throw a blanket creature at a group and handle the rolling as a GM. As well, it allows for easier customization later.

Read on for the summary guide to the bestiary of Azamar.

Asazis

The Asazis are an ancient and dangerous race of creatures, decidedly native to Azamar. They prefer warm and temperate environments and normally travel in groups, spending a great deal of time foraging for food by hunting smaller animals. Asazis are aggressive, however intelligent, and will not attack travelers unless they believe they can succeed in defeating them. The Asazis use guerilla tactics and attack normally by surprise from multiple directions, taking flanking positions and coordinating attacks through ultrasonic chirps. While Asazis use rudimentary tools, their appendages do not allow for complex manipulation of objects, instead forcing

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ChoruanChoruans are primitive amphibious creatures who live in normally cold waters. They often find refuge in icy underwater caverns carved inside of icebergs. While unable to use anything more than primitive tools, they are an extremely dangerous and aggressive creature. They live in small family groups, attacking virtually any other creature whether they know it or not. They are competent swimmers and travel records indicate they will swim great distances for food in the extreme winter months.

Hit Points: 60 Initiative: 3d Move: 8 Vitality: 5d

Hit Points: 100 Initiative: 1d Move: 9 Vitality: 6d (+1d Tough Hide) Cinema Points: 1 Experience Value: 2 Dexterity 1d, Strength 6d, Persona 1d, Intellect 1d, Aptitude 1d

Features

Tracker, Permanent, +6d Search to find a scent and follow it for food.

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Dexterity 3d, Strength 4d, Persona 2d, Intellect 3d, Aptitude 3d

Features

Furtive Ascent, the Forager quickly and quietly rises from and ejects from water as if jumping from a platform, +3d Jump (from water)

Frost Hulk

The Frost Hulk is native to the High Tundra. Once a large majestic beast, the entire race of Frost Hulks mutated and twisted due to the devastation in the wake of the Fracturing. No two Frost Hulks look alike, but they all have common features such as multiple mouths, a massive shell, a slug-like tail, and huge, hulking feet. Wizards typically avoid Frost Hulks as the creatures are attracted to and enjoy eating them over other people, probably because of the connection to the Fracturing and their strange mutations. While the creatures tend to move slowly and lumber, they can charge and quickly overtake most creatures effortlessly.

Hit Points: 96 Initiative: 3d Move: 9 Vitality 5d (+16 Armor) Cinema Points: 10 Experience Value: 4

Dexterity 3d, Strength 5d, Persona 1d, Intellect 1d, Aptitude 1d

Cinema Points: 2 Experience Value: 2 Dexterity 3d, Strength 5d, Persona 1d, Intellect 1d, Aptitude 1d

Features

Aquatic Vision, Permanent, Choruans can see in water as well as they can out of water.

Gills, Permanent, Choruans can breathe comfortably in and out of water.

Foragers

Foragers are a race from the depths of oceans. Their race belongs to ancient civilization of deep-sea life, which changed across millennia, eventually developing bipedal limbs and the ability to surface for short periods. Many accounts depict the Foragers as living in the depths of the Sea of Olm where they often attack seafarers who venture nearby. Little other information remains available about this unique and ancient race. Some wizards believe that the council should form an expedition to establish trade and peaceful relations with these people, while many others oppose the idea altogether.

Hit Points: 50 Initiative: 3d Move: 7 (Swim: 10) Vitality: 4d Cinema Points: 3 Experience Value: 3

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These beings are servants to the Ash Lord and enter into the world of Azamar primarily in the land of Enfri. Enslaved to abduct people from Azamar, Gaunts drag these people back to the Slip Realm where the Ash Lord changes them into Gaunts as well. Most people kill Gaunts on sight.

Hit Points: 50 Initiative: 4d Move: 7 (Fly: 20) Vitality: 4d (Armor +8) Cinema Points: 5 Experience Value: 2

Dexterity 4d, Strength 4d, Persona 1d, Intellect 4d, Aptitude 4d

Features

Paralyzing Sting, on a Successful Brawl with the tail, the victim must succeed with Stamina, DR Moderate, or fall into a comatose state immediately for the duration, Duration: 1d Days, Activation: Immediate.

Gyet

Gyets are the faithful and sturdy riding steeds primarily used in Olm by the Wyvine people. While the Wyvine do have pack animals for pulling wagons and carts, the Wyvine only use Gyets for riding. They move in a hop with great agility, able to navigate easily in small mountain paths and dense jungles. They eat very little, but primarily enjoy grass and root plants that grow abundantly in the

Initiative 3d, Vitality 5d, (+16 Armor), Move 9

Features

Spitwad, Ranged to Hit, Range: 20/40/50, Damage: None, Immobilizes a target for 1d Rounds with a slime substance.

Bitter Breath, Ranged to Hit +1d, Range: 3/6/10, Damage (Corrosive): 1d+12/9/6, Also stuns a target for one (1) Round with a foul smelling breath.

Summoning, a Frost Hulk emits a low growling whine that travels for miles, calling any other nearby Frost Hulks to come running. This normally brings 1d other Frost Hulks running towards the Frost Hulk who called within three (3) Rounds. It is best to escape as soon as possible if this occurs.

Gaunt

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importance, as they seek to eliminate these creatures from expanding further.

Hit Points: 36 Move: 10 Initiative: 3d (Invisible +1d) Vitality: 3d

Cinema Points: 5 Experience Value: 3

Dexterity 3d, Strength 3d, Persona 1d, Intellect 3d, Aptitude 1d

Features

Mangler, the Harrier leaps onto a prey, entangling them with tentacles while biting them multiple times to deal lots of damage, on a successful Brawl, Damage 1d+12.

Hazel

Hazels are bizarre and magical beasts that live in the wastes. They fly with great speed and travel in packs. While not particularly large, about half an Enfri, they use their quick reflexes and sharp teeth to overwhelm and swarm on prey. They are also somewhat clever in their attack, however they do not discriminate between creatures and will even attack far more powerful creatures without hesitation.

Hit Points: 24 Initiative: 5d Move: 5 (Fly: 15) Vitality 2d (+4 Armored Shell)

land of Olm.

Hit Points: 48 Initiative: 5d Move: 14 Vitality: 4d Cinema Points: 2 Experience Value: 1

Dexterity 5d, Strength 4d, Persona 2d, Intellect 1d, Aptitude 1d

Features

Dash, Permanent, the Gyet Moves at 50 for one (1) Round.

Harrier

Harriers are an aggressive and intelligent predator that infests the Dama Plains. After consistently hunting down and devouring anyone who ventured near the Dama Fruit trees, the Harriers discovered an advantage in eating the Dama Fruit lying on the ground with their prey. Dama Fruit makes those who eat it, invisible for several days. The majority of the Harriers in the Dama Plains regularly eat of the Dama Fruit, maintaining the predator-prey advantage, making them nearly impossible to hunt for all practical purposes. The Wyvine council currently treats the Harrier infestation in the Dama Plains with great

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Home. They have interacted little with the many races of Azamar. There is much speculation as to why the Dragons remain distant from the other races, but some believe they are waiting until the races of Azamar have resolved their issues before returning. Regardless, approaching any Dragons currently results in the High Dragons immediately attacking the encroaching pursuer. Most give the High Dragons the wide berth they apparently desire. Only time will tell what the High Dragons intend, but they magnificent and powerful creatures worthy of the reverence most give them. Without the High Dragons, many Wizards believe the war with the Fiends was lost, and only through their blessing were the Fiends and Zintar defeated.

Hit Points: 200 Initiative: 6d

Move: 25 (Fly: 50) Vitality: 6d (+24 Armor, Immune to non-

magical attacks) Cinema Points: 50 Experience Value: 30

Dexterity 6d, Strength 6d, Persona 6d, Intellect 6d,

Aptitude 6d

Features

Breath Weapon, Ranged to Hit +6d, Range: 30/50/100, Damage: 1d+48/45/42 (Dragon’s Choice: Erosion, Flame, Ice, Lightning, Wind, or Magic)

Dread Gaze, Permanent, Invoke complete fear

on any who stare into the eyes of the Dragon, Willpower, DR Epic to resist or flee as quickly as possible.

Stormwind, cast out a massive gale force of wind in all directions, throwing any creatures nearby with a force equivalent to the Dragon’s Strength +36.

Cinema Points: 1 Experience Value 1

Dexterity 5d, Strength 2d, Persona 1d, Intellect 1d, Aptitude 1d

Features

Shrill, a Hazel can emit a deafening shriek that sometimes stuns prey, resist with a successful Stamina, DR Easy, or the target stands stunned for one (1) Round.

High DragonsHigh Dragons are the most revered and honored of all creatures on Azamar. Their lives span millennia, and their memories run centuries. The High Dragons live on the South Western isles long ago dubbed as Dragon Home. Ancient Wizards established a treaty with the High Dragons, given permission to establish the massive and magical city of Adrya Ampais. The High Dragons purged the city of its populace when the betrayal of Zintar occurred; none since returned. The High Dragons spend only twenty years as an adolescent compared to the centuries they will spend as adults. In this way, the High Dragons remember every betrayal and promise made by the Wizards of Azamar. There are unique differences between High Dragon families, mainly that each family represents each major elemental force of Nature: Fire, Ice, Lightning, Wind, Quintessence (Magic), and Erosion, (called Earth). The High Dragons prefer privacy and do not involve themselves in Humanoid politics nor will they weigh in on disputes over land or sea. In recent years, the Dragons have returned to other continents, exploring again beyond Dragon

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exponentially after their kind passes around a tear. They are also curious creatures and tend to approach living beings who venture to close. Aside from very powerful magic or well-sealed physical barriers, very little is able to protect an individual from touching a Hydrean in close proximity. Hydreans can suffer physical damage by attack, though doing so goes against recommendations. Many magic users believe that attacking and killing Hydreans upsets the balance of magic on Azamar. Fiends distinctly fear Hydreans, who will always aggressively swarm a nearby Fiend over any other creature. While Fiends appear immune to the affects of the Hydrean poison, they appear to suffer great damage from the Hydreans feeding on their Fiend life forces, consequently tied to the magical energies that are similar to the tears in the Fabric. The only Fiends who appear completely unaffected by the Hydreans are Revenants, who do not normally use physical forms in Azamar. Hydreans are extremely rare creatures to run across, considered lucky to encounter in the wilderness even at a distance. Wyvine treat the Hydreans with reverence, often taking that time to meditate in their presence. Whether a race honors or fears the Hydreans, they appear as an integral piece of the puzzle that is Azamar.

Hit Points: 12 Initiative: 1d Move: -- (Fly: 10) Vitality: 1d (Immune to non magical attacks) Cinema Points: 1 Experience Value: 1

Dexterity 1d, Strength 1d, Persona 1d, Intellect 1d, Aptitude 1d

Features

Swarm Cloud, all Hydreans move as group, making their overwhelming numbers completely impossible to resist if caught in them, such that anyone entering a cloud is instantly subject to Damage: 1d+120.

Teleport, the Dragon can teleport instantly to any location in Azamar where it previously traveled, Duration: Instantaneous, Activation: Immediate.

Beckoning, any Dragon can summon other Dragons to its aid, the beckoning magically summons 2d Dragons to itself, they appear by Teleport within 1d Rounds.

Hydreans

Of the strange creatures that roam the skies of Azamar, the Hydreans are the least understood and the most feared. They are a creature formed entirely of magic. Some elder magic users theorize that the Hydreans are a breed of creature whose sole purpose is the repair of the Fabric. When the Hydrean pass through an area, any tears in the Fabric are almost certainly and completely sealed and repaired. The Hydrean never move alone, though if one were separated from the others they are similar looking to small, albeit flying, jellyfish. Most Hydrean are small creatures, never much larger than a coin. They tend to have shifting iridescent and translucent bodies adorned by five or more tentacles. The largest Hydrean recorded was roughly the size of a small building and was solitary, though there are disputes to the account. Touching a Hydrean is dangerous as like their sea-faring brethren, the jellyfish, they dispense a deadly poison by touch. Most Hydreans also emanate a dim light, which generates a fair amount of light at night. The Hydreans tend to move gently with the wind, though as a cloud, they appear to move as desired. They appear to feed on the magical tears in the Fabric to some degree, as the clouds often grow in size

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KongamatoOften mistaken for a small Dragon, the Kongamato is a creature that lives in the Wild Lands of the land of Azamar. The Kongamato is highly territorial however it tends to attack natural prey, and avoids most of the travelers who frequent the Wild Lands. The creature is large enough to swoop in and lift a wagon, however does not have the strength needed to lift it. In most recorded encounters, a Kongamato will take pack animals or food stores quietly in the night.

Hit Points: 48 Initiative: 3d Move: 7 (Fly: 18) Vitality: 4d Cinema Points: 2 Experience Value: 3

Dexterity 3d, Strength 4d, Persona 1d, Intellect 2d, Aptitude 1d

Features

KrakenWhile the Kraken lives in the Bay of the Kraken, this massive and ancient shellfish regularly stays surfaced, happy to expose itself to the world. There is no creature in all of Azamar as large as the Kraken, and no other Kraken exists, so far as anyone knows. The Kraken is a simple creature, peaceful and relatively quiet. No one has ever managed to get it angry to find out what it would do.

Hit Points: 500 Initiative: 1d Move: -- (Swim: 30) Vitality: 6d (+48 Armor)

Cinema Points: 100 Expierence Value: 75

Dexterity 1d, Strength 6d, Persona 1d, Intellect 6d, Aptitude 1d

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Experience Value: 8

Dexterity 4d, Strength 5d, Persona 1d, Intellect 2d, Aptitude 1d

Features

Snatch, on a successful Grapple, it may swallow a humanoid victim (or smaller) whole without any further rolling.

LurkerLurkers are small creatures that emerged only after the Fracturing. They are reptilian in appearance, but are humanoid in shape and capable of using weapons and tools. Typically, they travel in small groups and seem drawn to living near Lake Loragaarn. While the Lurkers are a nuisance, the Immyr keep their kind

Impale, with a specialized thrust a Kongamato can impale a single victim, Brawl, Damage 1d+12

KoracThe Korac is an extremely aggressive and dangerous sea creature, as well as one of the fastest swimming creatures in the seas of Azamar. They have attacked seafaring vessels, quickly emerging from the ocean and grabbing a hapless victim on deck, only to drag them underwater where it swallows them whole. The Korac’s skin is coveted for the strength and nearly seamless runs between its scales. They are incredibly difficult to kill and those few who have bested a Korac take great pride in that success.

Hit Points: 100 Initiative: 4d Move: -- (Swim: 40) Vitality: 5d (+24 Chitonous Armor) Cinema Points: 3

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in check for now. Lurkers communicate with clicks and pops, and previous encounters demonstrate their limited ability in organizing coordinated attacks. While they are a primitive race, the potential for them to become a greater threat for the people of Azamar looms in the future. The Immyr stay vigilant of this race of bizarre and dangerous creatures known as the Lurkers.

Hit Points: 24 Initiative: 4d Move: 5 Vitality: 2d Cinema Points: 2 Experience Value: 1

Dexterity 4d, Strength 2d, Persona 2d, Intellect 2d, Aptitude 2d

Features

Animal Senses, Lurkers are extremely perceptive and difficult to sneak up on, Search +4d.

Long Breath, a Lurker can hold its breath for 1d hours underwater.

Shifty, Lurkers easily hide from sight, Sneak +1d

NauvowlNauvowl are the loyal, fierce, and native riding animals of the Tre’uoall. An untamed Nauvowl is a cunning creature, capable of devastating attacks and moves swiftly when hunting through even the

most difficult of terrain. Nauvowl, often referred to as riding rats by many of the people across Azamar, have magical roots that intertwine deeply with the Tre’uoall. From historical records, the Nauvowl underwent binding by Anteprofidian magic to the Tre’uoall people, several Millennia ago. This binding causes devout loyalty between the two, in some cases making it possible for a Tre’uoall to share senses with a Nauvowl.

Hit Points: 48 Initiative 4d Move: 7 (Sprint: 15) Vitality: 4d

Dexterity 4d, Strength 4d, Persona 2d, Intellect 2d, Aptitude 1d

Features

Danger Senses, Nauvowl can sense danger prematurely, they never suffer Sneak Damage and have a bonus to Search +3d

Scratch, Nauvowl are ferocious fighters and gain Brawl +2d, Damage 1d+9 to all attacks

Orcs

Orcs are ugly monsters bred specifically for warfare and are truly the stuff nightmares are made from. These humanoids thrive off hate and suffering and

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Hit Points: 50 Initiative: 3d Move: 7 Vitality: 4d Cinema Points: 3 Experience Value: 4 Dexterity 3d, Strength 4d, Persona 2d, Intellect 3d, Aptitude: 4d

Equipment: Armor (+12 Vitality), Long Sword (Str+18/x2d), Broad Axe (Str+36/x2)

Shamans

The Shaman are the Elders that serve the Circle of Detriment in Orc society. They have survived numerous campaigns and have grown old by Orc standards, which is a rare occurrence. They then are taught to hone their abilities and study the world of Magic, learning to manipulate it to serve the Gods of Orcish kind.

Hit Points: 36 Initiative: 2d Move: 6 Vitality: 3d Cinema Points: 5 Experience Value: 4

have been the natural enemies of the Dwarven race for generations.

Warriors

Warriors are the fodder of Orc culture. Expendable, these ranks are continually replenished in Orc infested strongholds.

Hit Points: 36 Initiative: 3d Move: 7 Vitality: 3d Cinema Points: 2 Experience Value: 2

Dexterity 3d, Strength 3d, Persona 2d, Intellect 2d, Aptitude 4d

Equipment: Armor (+6 Vitality), Short Sword (Str+12/x2), Dagger (Str+6/x2).

Shock Troopers

Life expectancy for Orcs is rather low given the violent nature of their culture. Those Orcs that survive a number of successful campaigns go on to be trained as Shock Troopers by the Elders. These Orcs are rewarded with better equipment and are often in charge of protecting the Shaman in major battles.

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Attacks:

(Primary) Bolt Rifle (Damage: 1d+21/+18/+15, Range: 25/50/100 Ammo Cartridge: 5 Conceal: Hard)(Secondary) Dagger (STR+12/x2,)

Features

Activation, A powerful curse Wizards that can place on both Humanoids and Creatures. Even a creature, long forgotten will still conduct their former Master’s bidding. They will remain dormant for long periods of time, until careless adventurers who stumble into the trap reactivate them. In order to spot a Sentinel, players need to successfully Search, DR Moderate. If successful, the Sentinel is spotted by the player. Once the player gets within 15 squares of the Sentinel, it will reanimate and attack the players.

Arrow of Corruption, The Sentinel can imbue a bolt

Dexterity 2d, Strength 3d, Persona 3d, Intellect 4d, Aptitude 4d

Features

Magic

Dark Shield, the Shaman raises a shield of impenetrable darkness that moves with the Shaman, making them nearly impossible to hit with ranged attacks for the duration, providing Dodge +4d, Duration: 1d Rounds, Activation: Instantaneous

Rite of Healing, when an Orc Shaman blood lets, the Shaman may heal another’s Hit Points +15, Duration: Immediate, Activation: Instantaneous

Mauling Strike, at a distance an Orc Shaman may swing a weapon and project that swing at a target through Magic, Willpower replaces Melee to hit, Damage: Willpower+6, Duration: Immediate, Activation: Instantaneous

Rite of Concession, an Orc Shaman may trade one (1) Hit Point for one (1) Cinema Point as desired, suffering Damage immediately

SentinelsSentinels are animated Skeletons who are placed in a strategic position and who’s sole purpose is to guard either a location or items of magical importance. While only a select few Wizards understand the procedure of how to create Sentinels, the practice itself isn’t sanctioned by the Order of Wizardry, most consider the practice cruel and evil. Sentinels can be created from any of the major races. It is preferred that the victim is still alive was the curse is performed.

Hit Points: 34 Initiative: 2d Move: 6 Vitality: 3d Cinema Points: 2 Experience Value: 2

Dexterity 4d, Strength 3d, Persona 3d, Intellect 2d, Aptitude 3d

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Experience Value: 15

Dexterity 6d, Strength 5d, Persona 1d, Intellect 3d, Aptitude 1d

Features

Specialized Attacks

Bite, (Brawl), Damage: Strength +48

Claw, (Brawl), Strength +24

Shadow Move, the Shangilar moves with intense speed while maintaining stealth, +6d Sneak

Echolocation, the Shangilar can “see” with sounds and motion, +6d Search

Seize, the Shangilar often grabs and pins a target before attacking them prone, +6d Grapple

Slane WormsThese ancient and massive creatures and tunnel through all but the strongest of soil and rock, capable of sensing prey on the surface and surprising them with deadly accuracy.

Hit Points: 60 Initiative: 4d Move: 10 Vitality 5d Cinema Points: 4 Experience Value: 5

Dexterity 4d, Strength 5d, Persona 1d, Intellect 3d, Aptitude 2d

Features

Specialized Attacks

Brawl, Bite, Damage: Strength +9 Brawl, Horn, Damage: Strength +6 Brawl, Spiked Tail, Damage: Strength +3

Burrowing: Slane Worms are efficient burrowers and can

with a curse, causing excruciating pain and suffering on a target, Add extra Damage: +6, also, every new round until the Bolt is removed, the target suffers more Damage: 1d+6.

Doom Shell, The Sentinel can temporarily form an nearly impervious shell of magic, Immune to all non-magical damage for Duration or until the Sentinel moves, Duration: 1d Rounds, Activation: Immediate

Shangilar

A Shangilar is a unique and ferocious creature that lives only on the island of Anathema. Few warriors face a Shangilar and survive to tell of it. The Shangilar employs an active camouflage, strategic distractions, and hunts by scent, motion, vision, and sound. Only a single Shangilar fell in defeat, bested by a renowned Wyvine warrior who went on to great accomplishments. Descriptions of Shangilars come in a variety of conditions, in most depictions they are a blurry image. The remains of the only defeated Shangilar lie in the Hall of Memories, where intense studies of it occurred before it fully decomposed. Its skeleton is still there on display to commemorate the accomplishments and successes of the Wyvine people as warriors.

Hit Points: 80 Initiative: 6d Move 8 (Charge 20) Vitality: 5d (+36 Armor) Cinema Points: 25

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insatiable with their only thought as hunger. They emit a sweet and bewildering scent, attracting nearby travelers, and snag them with tentacles barbed with poisonous thorns and spikes. It slowly devours paralyzed victims, relishing the fear and pain in their eyes with each excruciating bite it takes.

Hit Points: 60 Initiative: 3d Move: 3 Vitality: 4d Cinema Points: 5 Experience Value: 4

Dexterity 3d, Strength 4d, Persona 1d, Intellect 4d, Aptitude 1d

Features

Intoxication, through special smells, the Spindler lures in prey to where it wants them, Sneak +5d

Petrifix, with a potent toxin, the Spindler paralyzes a victim to allow it to slowly move to them before eating, Brawl to hit, on a successful hit, a target with a successful Stamina, DR Difficult, is able to resist the fast moving toxin and escape the Spindler

SwindersSwinders are the aquatic and distant relative to the Slane Worm, long ago both creatures was borne from the Northern Ocean. Eventually the beasts went

tunnel up to Move 30.

Camouflage: In order to trick potential prey, Slane Worms can change their skin color to match its surroundings. While its primary color is green, Slane Worms encountered in the wild have turned brown, gray, orange and yellow. When appropriately camouflaged, a Slane Worm receives a Sneak +2d.

Breath Weapon: Slane Worms have the ability to “cough” up either Fire or in some isolated cases, an Acidic Spray, Ranged to hit, Range: 15/15/30, Damage: 1d+24/21/18)

Spindlers

Spindlers are ancient, reclusive, and dangerous beings whose roots run deep with magic. The Spindlers were once a benevolent race of creatures, the Fracturing twisted them into foul and corrupt beings, now

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Despite their avoidance of regular soldiers for direct combat, Sycoveen serve as vicious and sometimes deadly combatants. Most Sycoveen train in various weapons and many are excellent at using magic foci weapons. Sycoveen often employ advanced tactics when forced into direct combat, or when ordered, employing tactics like overwhelming numbers, flanking, and ambushes.

Hit Points: 36 Initiative: 3d Move: 6 Vitality 3d (+6 Armor) Cinema Points: 5 Experience Value: 2

Dexterity 3d, Strength 3d, Persona 3d, Intellect 3d, Aptitude 3d

Features

Signal, Sycoveens can raise an alarm when surprised

different paths and the Swinders grew smaller and sleeker, making them more streamlined for moving quickly through water.

Hit Points: 60 Initiative: 4d Move: -- (Swim: 20) Vitality: 4d (+24 Armor) Cinema Points: 3 Experience Value: 1

Dexterity 4d, Strength 4d, Persona 1d, Intellect 1d, Aptitude 1d

Features

Mutilation, a biting attack that leaves behind teeth in a victim, Brawl +3d, Damage: Strength +42

SycoveenSycoveen are minions of the Fiends, a race of creatures whose live to serve the dark goals of the Fiend Lords. Most Sycoveen live in the darkest corners of Azamar, preferring remote caverns or unused portions of the Inferium. Sycoveen hunt and kill Immyr, Orcs, and Shrave, specifically considering them impediments to the goals of the Fiend Lords. Sycoveen innately use Magic, borne from a corruption ritual which twists the children of Azamar into their own young. For this reason, they must steal the infants of the people of Azamar, and so their regular contact occurs normally in remote regions where their presence either goes unnoticed or they can avoid major military patrols.

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Features

Shapeshift, a Therian may shapeshift into any of the last five (5) things it touched, from a bucket to a creature, and takes on all the physical properties of that object. If the object does not have eyes, then the Therian cannot see, etc., the Therian’s Attributes and Hit Points adjust to match those of the creature or object it is mimicking, Duration: Until changed again, Activation: 1 Round.

Troll

through a series of quick incantations, alerting nearby allies to their exact location, (including any Fiends), Duration: Immediate, Activation: Instantaneous. Infernal, Sycoveen can quickly produce and throw a small ball of fire with a particularly good range, Willpower +6 to hit, Range: 10/20/40, Damage: Willpower +15/12/9.

Therian

Originally a faction of Wizards, the Therians abused magic and eventually forgot their identities, trading long life and innate shape changing. Therians are feared as powerful magical beings, capable of taking the shape and size of any other creature they contact touch. The caveat to this rule, is that the Therians cannot mimic Dragons. For whatever reason, the Dragons naturally prevent the Therians corrupted powers, countering them completely. Therians will threaten and attack just about any other creature, and often employ tactics many argue as evidence that the Therians have not completely lost their identities.

Regardless of the history or effectiveness in combat, the Therians are a dangerous race of magical beings, and anyone of sound mind should fear and avoid them at all costs.

Hit Points: 72 Initiative: 4d Move: 10 Vitality: 4d Cinema Points: 10 Experience Value: 10

Dexterity 4d, Strength 4d, Persona 3d, Intellect 4d Aptitude 4d

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and wait patiently for months on a new meal source. They are uncomplaining and move with lightning fast reflexes when they believe their next meal is at hand. While incredibly fast, they are not strong and must rely on sharp reflexes and fast acting venom to subdue their victims. Uumul use a series of web strings to the ground to alert them of anyone nearby who may disturb their nest. When large groups of travelers pass by they are cautious in attacking, often waiting for the last in a line, or will follow them carefully until they make camp.

Hit Points: 36 Initiative: 5d Move: 10 Vitality: 3d Cinema Points: 3 Experience Value: 5

Dexterity 5d, Strength 3d, Persona 1d, Intellect 3d, Aptitude 1d

Features

Specialized Attack

Venomous Bite, Brawl +3d, Damage: +9, with a successful Stamina, DR Difficult, a character may resist the venom, or become paralyzed for 1d Days.

WethLong used as the flying steed of the Wyvine, the Weth are a vicious creature originally introduced to

Trolls are an ancient race of giant creatures who for centuries lurked in forests and mountain caves. More recently, these giant creatures wander closer and closer to civilization, developing courage enough to steal people from bed in the still of night for food. Trolls are aggressive and long lived, as well as capable opponents in combat even against small brigades of soldiers. Most trolls stand three to four stories tall and use their massive arms to reach down and snag enemies.

Hit Points: 100 Initiative: 4d Move: 12 Vitality 6d (Tough Hide +8) Cinema Points: 3 Experience Point Value: 8

Dexterity 3d, Strength 6d, Persona 1d, Intellect 2d, Aptitude 2d

Features

Growler, the troll rumbles a low guttural growl that makes the ground tremble, sending all riding animals into frenzies for the duration, Duration: 1d Rounds, Activation: Immediate.

Heave, trolls can toss large boulders with deadly accuracy, Ranged +6d, Range: 20/40/60, Damage: 1d+48/45/42

UumulAccustomed to high humidity and jungle environments, Uumuls make homes in the treetops

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glide effortlessly on the wind higher up in the sky. A Wind Stalker rarely shares the sky with a Dragon, but recorded accounts note that Wind Stalkers move faster and with more grace. Wind Stalkers are the only known, natural predator to Hydreans, making them a revered and honored beast. Those whose accounts include touching a Wind Stalker note that its skin is a deep iridescent black similar to a whale. No accounts exist of anyone killing a Wind Stalker, though there are those whom tried. Some legends include vague references to an order that learned to

befriend and ride the Wind Stalkers, long before the Great War. Such knowledge remains lost to time.

Hit Points: 144 Initiative: 6d Move: 30 (Fly), (Gliding: 15), (Dive: 90), (Swim: 20) Vitality: 6d Cinema Points: 12 Experience Value: 20

Dexterity 6d, Strength 6d, Persona 1d, Intellect 3d, Aptitude 1d

Features:

Regeneration: +36 Hit Points, (Instantly regenerates damage, Activation: Immediate)

the Wyvine by the Shrave, who also use the Weth as riding animals in the Inferium. Weth are excellent burrowers, as well as capable of long distance flight, though blind, they navigate using sound and do not distinguish well between friend or foe. Most Wyvine riders place bits or mouth guards on Weth when using them for riding, which somehow calms the creature’s normally more erratic and aggressive behaviors.

Hit Points: 55 Initiative: 4d Move: 8 (Fly: 30, Burrow: 20) Vitality 4d Cinema Points: 3 Experience Value: 2

Dexterity 3d, Strength 4d, Persona 1d, Intellect 1d, Aptitude 1d

Features

Tunneling, Weths enjoy tunneling and can do so with ease even with a mount in place.

Echolocation, Weths use sound to find and “see”, Search +40

Wind StalkersThe largest creature to share the skies in Azamar with the Dragons is a Wind Stalker. These exotic and magical beasts have unknown origins. They follow the winds in the sky, and while they can fly without the wind, they appear to prefer it. Wind Stalkers are massive creatures, capable of moving in and out of water and the skies above with ease. To Humanoids, Wind Stalkers are passive creatures who tend to avoid most civilizations and populated areas. While extremely rare, many accounts of Wind Stalkers take place on the high seas between the continents and realms of Azamar.

Wind Stalkers are as long as three to four war ships, serpentine like when seen at a distance. They have six glowing green eyes, large forward wings and two large spinal fins for maneuvering. A Wind Stalker’s tail is massive and flat, which they use to

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Hit Points: 200 Initiative: 6d Move: 20 Vitality: 6d (+96 Armor) Cinema Points: 100 Experience Value: 100

Dexterity 2d, Strength 6d, Persona 1d, Intellect 1d, Aptitude 1d

Features

Vibrations, a Zull can sense movement and the location of any movement on the ground nearby within a two hundred (200) unit distance, which it automatically considers a threat and will attack.

ZullThe largest known land creature in the world, myths surround these inconceivably mammoth beings since the earliest written records. They are slow moving and prefer the warm sand dunes of the Wyvine Proving Grounds, so they rarely venture elsewhere. They bare thick, rock like armor that grows in jagged and crystalline sheets. Some scholars speculate that Zulls are the source of the Zurn stone prevalent throughout the world of Azamar, as the Zull scales strongly resemble the Zurn stone.

Aside from their fantastic size, the Zulls are relatively serene creatures unless disturbed. They have no known predators, and no records exist of anyone ever killing a Zull. The only creature on record larger than a Zull is the Kraken, itself a legend.

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Damage: Strength +12)

Flame Burst, the Zurn Warbler uses a fiery breath weapon, shooting a fireball-encased substance at a target,(Ranged to Hit, Damage: 1d+15, Range:12/8/4, Once struck the substance sticks to the target and stays lit for the duration or until immersed in water, Duration: 1d Rounds)

Glow, the Zurn Warbler is capable of emitting a faint light from its feathers, enabling vision in darkness and to attract prey, (The glow produced has the following visible range: 100/75/50, at the shortest range the Zurn Warbler is identifiable in the darkness)

Zurn Warbler

Zurn Warblers are native to Obsalos, so they were once rare on other landmasses. In recent decades, many pirates and smugglers and have set to capturing and selling these the Zurn Warblers as guard animals or for prize fighting, as they are extremely territorial with one another.

They are brightly colored flightless birds that can spit flames and evoke some minor magical effects it uses for intimidating opponents.

Hit Points: 40 Initiative: 3d Move: 5 (Sprint: 12) Vitality: 3d Cinema Point: 5 Experience Value: 1

Dexterity 3d, Strength 2d, Persona 1d, Intellect 1d, Aptitude 1d

Features

Specialized Attacks:

Bite/Peck, (Brawl), Damage: Strength +6

Claw, (Brawl), Damage: Strength +3

Vorenter, the Zurn Warbler has a voracious appetite, and as such it quickly pecks, bites, and claws an opponent in a flurry of attacks, (Flurry of attacks all count as a single overwhelming attack, Brawl to Hit,

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insatiable appetites, eating rocks, plants, and meat; and they are large enough to devour a Human whole.

Hit Points: 98

Initiative: 2d

Move: 9

Cinema Points: 5

Experience Value: 6

Dexterity: 2d, Brawl: 4d, Dodge: 2d, Throw: 1d

Intellect: 1d

Strength: 6d, Grapple: 4d

Aptitude: 1d

Persona: 1d

Features

Squeeze, Grapple, DR beat opponent’s Grapple by

6, deal Strength+4d Damage to opponent, the Agmai can

employ its massive size to squeeze and opponent to death while Grappling, Duration: Immediate.

Excrete Acid Bile, Throw to Hit, Range: 3/6/9, Damage:

7d/6d/5d, deals same damage for the Duration, the Agmai vomits a massive wave of Bile at opponents in hopes of digesting them to make

eating them easier, Duration: 1d rounds.

RakshaiThe Rakshai are concise, meticulous, and paranoid Fiends, whose physical form is that of a large cat-like creature. They brandish many weapons and are masters with all of them, often lying in wait for weeks to ambush random travelers.

fIends“Only through the greatest of sacrifice shall we know true

victory against the Fiends.”

- Quirren Slace, Wyvine, Hall of Memories, Military and Tactical Docent, Former Wyvine General

There are many Fiends that reside in the Blur, who wait for when they can rip through a tear in the Fabric and break into Azamar to wreak havoc and destruction. Of those many Fiends, a handful are more well known than others due to their determination in attempting to step into Azamar. It is believed that the Fiends wage a war among themselves, using the Blur as the magic users on Azamar do, a passage way and place from which to draw upon for magic. Unfortunately, the magic users of Azamar are not nearly as inherently natural at using the Blur as the Fiends, and as such often fall at their hands when they step out of the Blur. Among those known Fiends are the Agmai, the Rakshai, the Revenants, the Saturians, the Syetans, and the Xur.

All Fiends are at Creature (Step 2) Scale for rules purposes, (Creatures gain +2d Strength versus Character, Characters gain +2d Dexterity versus Creature).

Fiend Lords

Fiend Lords come in many forms, possessing the ability to shapeshift into any form they please. They surround themselves with Fiend servants to carry out such bidding as they so desire.

AgmaiThe Agmai are a self-involved, arrogant, and clever type of Fiend, capable of moving swiftly in Azamar. They have

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Features

Scent trace, +3d Search, the Rakshai uses a keen sense of smell to locate a target, Duration: Immediate.

Cat’s Eye, same as the Tre’uoall Character Feature, Duration: Immediate.

Concealment, +2d Sneak, the Rakshai uses a supernatural cloak to hide itself in plain sight, Duration: 1d rounds.

Revenants

The Revenants are patient, fierce, and considered the strongest and most violent of the Fiends. These beings take on whatever form they choose in Azamar, extremely intelligent and highly cunning, Revenants hold a reputation for deceiving those around them for years.

Hit Points: 48

Initiative: 4d

Move: 5

Cinema Points: 5

Experience Value: 8

Dexterity: 4d, Archery: 5d, Brawl: 2d, Dodge: 3d, Melee: 5d, Throw: 5d

Intellect: 3d, Search: 4d, Survival: 2d, Tactics: 2d

Strength: 2d, Grapple: 1d

Aptitude: 2d

Persona: 2d, Intimidation: 4d, Willpower: 3d

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Damage:Willpower+3d/2d/1d, the Revenant magically rips apart a victim from a distance, dealing massive damage, Duration: Immediate.

Doppler, By touch only, Willpower, DR Willpower of target, the Revenant appears and sounds like a victim of their choosing permanently, whose life instantly extinguishes in the process, Duration: Immediate.

Summoning, Willpower, DR Heroic, the Revenant is the only Fiend capable of actively tearing holes in the Fabric between Azamar and the Blur, specifically capable of summoning 1d minion Fiends to fight for them, Duration: Immediate.

SaturiansThe Saturians use persuasion and the seduction of power to lure the people of Azamar to their side so they may control them and use them as soldiers for their purposes. They can bestow great magic to a person, which always comes at a great price.

Hit Points: 36

Initiative: 3d

Move: 6

Cinema Points: 3

Experience Value: 5

Hit Points: 120

Initiative: 4d

Move: 12

Cinema Points: 10

Experience Value: 20

Dexterity: 4d, Archery: 2d, Brawl: 4d, Dodge: 4d, Melee: 4d, Sneak: 3d

Intellect: 4d, Search: 3d

Strength: 4d, Grapple: 3d

Aptitude: 4d

Persona: 5d, Con: 4d, Disguise: 4d, Intimidation: 5d, Languages: 4d, Persuasion: 4d, Willpower: 4d

Features

Taint, Permanent and Passive, Any who strike a Revenant must roll, Willpower, DR Moderate, or soak 6d Damage, all Revenants are cursed and tainted beings who emanate a violent, dark force to any who lay hands upon or strike them, Duration: Immediate.

Desecrate, Willpower, DR Heroic, the Revenant causes the very ground in Azamar to bleed a black fluid, the air to go rancid and fill with sulfur, and the plants to die, any in the twenty by twenty by ten (20x20x10) high region (as designated by the Revenant), suffer Willpower Damage until they leave that area, Duration: 1d rounds.

Shred, Willpower to Hit, Range: 2/3/6,

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Persona: 1d, Artisan: 4d

Features

Observant, Search, DR Difficult, if successful, the Syetan gains +2d Archery to hit a target if detected, Duration: Immediate.

Lure, Artisan, DR Moderate, if successful travelers will hear a distant flute playing and follow it to the Syetan, the music can be heard up to a one thousand (1,000) unit distance, Duration: 1d days.

Statuette, the Syetan can change their form from flesh to Stone and vice versa as desired, they remain aware while in a Statuette-stone form, Duration: Immediate.

Dexterity: 3d, Sneak: 1d

Intellect: 2d, Search: 3d

Strength: 2d

Aptitude: 1d

Persona: 5d, Con: 3d, Gambling: 4d, Intimidation: 3d, Languages: 3d, Persuasion: 4d, Willpower: 1d

Features

Inveigle, +3d Persuasion, the Saturian can magically entice a target into doing things they may not otherwise do, Duration: Immediate.

Scam, +3d Gambling, the Saturian can magically cheat while Gambling, able to winning hands without trying, Duration: Immediate.

Hypnotize, Willpower, DR Target’s Willpower, if successful the target is stunner, Duration: 1d rounds.

SyetansThe Syetans have a specific physical form in Azamar, always being half the height of Humans, with heads donned by horns, long white teeth, huge nails on the fingers, and huge powerful legs whose feet are hooves. Their skin is often deep ash in color, and they move in numbers, never coming through the Fabric without a squad of brethren to aid them.

Hit Points: 24

Initiative: 2d

Move: 5

Cinema Points: 2

Experience Value: 3

Dexterity: 3d, Archery: 4d, Dodge: 2d, Melee: 1d

Intellect: 2d, Search: 3d, Tactics: 4d

Strength: 2d

Aptitude: 1d

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Persona: 1d

Features

Slog, on a successful Grapple, the Xur may automatically attempt to grab a target and throw it into its mouth, Mouth: Strength+2d Damage, Duration: Immediate.

Groan, anyone within a twenty (20) unit distance of the Xur must succeed, Willpower, DR Moderate, or stand stunned for the Duration, the Xur emits low rumbling tones, which stun nearby enemies, Duration: 1d rounds.

Husk, Vitality +12, the Xur quickly retracts its body into a massive shell-like husk, protecting itself from attack, Duration: Immediate.

Bombard, Throw to Hit, Range: 3/6/12, Damage: Strength+4d/3d/2d, the Xur ejects a barrage of quills at an enemy.

XurThe Xur are massive creatures, good at destroying and devouring everything around them, they use a number of tentacles, arms, and legs, of various shapes and sizes to both move and grab things to put into the massive mouth on the top of its body. Considered mindless, though appearing to respond to the commands of other Fiends, the Xur are almost perfect soldiers

Hit Points: 144

Initiative: 1d

Move: 6

Cinema Points: 3

Experience Value: 8

Dexterity: 1d, Brawl: 4d, Throw: 4d

Intellect: 1d

Strength: 5d, Climb: 4d, Grapple: 4d, Lift: 4d

Aptitude: 1d

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Initiative Leveraging

Initiative advantage leveraged against an opposing Initiative in a successive round reduces rolling. If a GM or group of Players wins an Initiative roll, they may opt to leverage their last Initiative roll and not roll in the new round, keeping their last Initiative. Only the winner of an Initiative may leverage the roll to the next Round.

How it works:

A group of Players face Combat with a group of enemies and the GM, Fred, asks them to roll Group Initiative. Kyle rolls Initiative for his group of Player Characters, including Alicia and Terry, as Kyle has the highest Initiative among the; a 3d. Fred rolls 2d for the enemy party. Kyle’s Initiative roll totals fifteen (15) and Fred’s Initiative roll totals seven (7). All the Characters take their actions and get to the next Combat Round. Fred asks them to roll Group Initiative again, and Kyle asks to leverage their last Initiative roll total against the new Initiative and Fred concedes. This time Kyle does not roll, but Fred does. Fred’s new Initiative roll total is a nine (9), and Kyle’s last Initiative roll automatically wins the Initiative.

comBAtCombat uses specific rules to provide order and encourage action-packed and cinematic experiences. The dice rolling involved with Combat is described in this section and outlines many options available for combat. The Combat section includes examples that draw upon cinematic scenes to help with visualization of the rules.

Combat is when at least one Character wants to attack at least one other Character. Combat runs under the basic premise of a Round, which loosely represents about six (6) seconds of time. Combat normally uses a square grid to maintain a sense of scale and allow players to apply tactics. An integral part of Combat game play is in understanding that combat rolls are primarily Opposed Rolls.

InItIAtIve

Initiative is a tool for determining which Characters act more quickly in a Combat Round. There are two basic methods in determining Initiative. The first method is using Group Initiative, the Player with the highest Initiative rolls for the group of Characters, and the GM uses the highest Initiative of the Extras opposing the Characters. The second method is having each individual Character roll Initiative independently, and sequence through the rolls in order of each Initiative roll, highest to lowest. The first method tends to be faster, the second method tends to be more comprehensive.

How it works:

1. The Character with the highest Initiative in each opposing group rolls and adds them up like any other. The highest number wins the Initiative.

2. The group whose side won Initiative declares and takes actions first, with the choice to use or hold the actions individually.

3. The group whose side lost Initiative now declares and takes their action.

4. The individuals who chose to hold their actions now take their turn.

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again. The Goblin Captain also subtracts one die and rolls to parry. Derek beats the GM’s roll so Ruk hits! They add up the Damage, and the devastating blow drops the Goblin Captain to the ground, dead.

If the Goblin Captain had not died in the attack, Derek could subtract another die and attack again. This time he would have only three dice (3d) to use against his opponent.

movement Understanding Character Move is very important in terms of Combat. Each Character has a Move. A Move of four (4) indicates the Character can Move four (4) Squares in any direction, during a Combat Round without rolling or taking Multiple Actions. Climbing and Swimming half the Character’s Move. With a successful Sneak, DR Search of the opponent, Sneak is possible at a normal Move, otherwise it is half the Character’s Move.

RunningRunning multiplies the character’s Move by two (Move x2), with a successful Athletics, DR Moderate. Running multiplies the character’s Move by three (x3), with a successful Athletics, DR Difficult. On a successful Stamina, DR Moderate, if a character chooses to continue running into the next Round.

How it works:

Daryl’s character Niv is running across a jagged, hazardous terrain. To make matters worse for Niv a small band of mercenaries follow him on mounts. After dodging some ranged attacks, the GM makes Daryl roll Athletics, DR Difficult because of the terrain. Niv has an Athletics of 4d, (2d Dexterity + 2d Athletics). Niv’s normal Move is seven (7). Daryl rolls his dice and gets a fifteen (15), missing the DR Difficult. Daryl spends a Cinema Point, rolls a die and gets a six (6)! This brings his total to 21, and Niv moves fourteen (14) squares away towards more cover from the mercenaries. In order to continue Niv running another round, Daryl must succeed on a Stamina, DR Moderate.

sneAkIng When Sneaking and attacking, if the roll is Moderate

tAkIng ActIon

Combat normally involves physically attacking (brawling, grappling, hitting, spell casting, or shooting), dodging and moving, sneaking, and taking cover. Sometimes characters can use intimidation or other tactics to change the morale of enemies and overcome them without force, but this is more difficult.

There are many options in Combat when Attacking. The three primary forms of Attacking are Brawl, Grapple, and Melee. The three primary forms of Attacking at a range are Ranged, Throw, and Willpower (when using a Magic Weapon or Power). When using Willpower with a Magic Focus Weapon, it works the same way as Ranged does with a Bow.

With combat, if a Character attacks and another is dodges and their rolls tie, the Character who dodges does so successfully. If a Characters attacks and another defends by parrying and their rolls tie, the Character who parries does so successfully. If two Characters grapple and one attempts an aggressive move on the other and their rolls tie, the Character who was resisting does so successfully.

The rule of thumb in Combat is, “The tie goes to the Defender.”

Multiple Actions In a round, characters may take as many actions as they have dice in Initiative. If a Character has an Initiative of three dice (3d), no more than three (3) actions may occur in a Round. If a critical roll occurs, one (1) on the Wild Die followed by a six (6), no more actions may occur for that Character in the Round.

For each action during a round, a player subtracts one die (-1d) for each following roll because of the previous action(s) taken. Each following roll removes one die (-1d) and so on.

How it works:

Derek is determined to end the existence of a Goblin Captain that has given his character Ruk a very difficult time. With his broadsword ready, Derek declares that Ruk will take Multiple Actions and Ruk’s Melee die pool is five dice (5d); (Dexterity 3d + Melee 2d). At the end of the action, Derek subtracts a die and rolls four dice (4d) to strike at the Goblin Captain with his broadsword,

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a Character can counter with Dodge, Grapple, or Melee, (if already holding a Melee weapon).

Weapon Grapples

When Grappling, to gain control over a weapon, the highest roll causes a Reversal and keeps the weapon. While Grappling, to gain control over a weapon, if either roll exceeds another by twelve (12+), a Reversal and Execution may occur on the loser of the roll.

Prone and Stunned Enemies

Enemies who are prone (unable to move), unconscious, or stunned, may not Dodge an attack. If an attack is DR Very Difficult or higher, the enemy is Executed.

dAmAge & HeAlIng There is always the threat of injury, pain, and the inevitability of death looming in Azamar. These threats come in many forms and eventually your Character will take damage as a result. There are a few ways to heal an injury in Azamar. Healing is dependent primarily on the availability of medical treatment. Characters are still fragile creatures and die quickly from even minor injuries if untreated.

When taking damage, a Character suffers mental and physical pain and injury, represented by losing Hit Points. Whenever taking damage a player rolls to “Absorb” damage by rolling Vitality and any additional protection provided by Armor or other Character Features.

Damage through Combat usually occurs by a weapon.

Falling Damage follows a basic rule of falling five (5) units deals a base Damage: 1d+5, adding five (Damage: +5) for each additional five (5) units fallen.

Drowning or suffocation damage occurs after a failed Stamina roll, with the difficulty determined by the amount of time under water or otherwise asphyxiated, dealing a base Damage: 1d+24 per Round, (or roughly every six (6) seconds).

Fire Damage deals a base Damage: 1d+14 the first Round, adding seven (Damage: +7) each following round until dead or extinguished.

Natural healing

or better; a Melee Weapon does an additional amount of Sneak Damage based upon a melee weapon’s Sneak multiplier. This multiplier is in the weapon chart for melee weapons; typically x2 or x3. A Sneak multiplier does not affect ranged weapons; as ranged weapon damage is gauged on distance and that ranged weapons are typically more lethal at close range. The difficulty of Sneaking depends on environment, lighting conditions, and actions taken.

To counter a Sneak roll, roll a higher Search roll. A tie means the Sneak fails.

executIons

While Sneaking

When Sneaking and attacking roll to hit a target. If the roll result is DR Very Difficult or better, an Execution occurs. No Dodge roll occurs, as this is a Sneak attack.

During normal combat

If an attacker makes a non-ranged attack roll and exceeds the defending roll by eighteen (18+), the attack automatically causes an Execution. During any attack,

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Very Difficult 2d+6 Hit Points, Cure Magical Illness

Heroic +4d Hit Points, Regenerate body parts

Epic Resurrection

scAle Not everything in Azamar is the same size, so we have developed a Scaling system. If a Character or ship is trying to hit or damage something across the Scale, then we add more dice to a roll. See the chart below on how to add dice to a roll when crossing different Scales.

Scale Modifier for Character Modifier for Challenger

Small Damage +8 Dexterity +8Character Dexterity +8 Damage +8Large Dexterity +12 Damage +12Very Large Dexterity +18 Damage +18Dragon Dexterity +21 Damage +21

flexIBle sPell cAstIng (oPtIonAl rule)

Some GMs may want to employ flexible spell casting. To cast a spell, a Character in Azamar must possess Blur-Touched and spend a Cinema Point. After that, the Player describes the intent and desired effect and the GM assigns a DR to the intended spell. A magic foci, (such as an amulet, ring, staff, or wand), may provide bonuses to casting spells, at the GM’s discretion.

The following table provides loose guidance:

Example Spells DRLight or Levitate Small Object Easy

Create Fire or Water ModerateElemental Attack DifficultTeleport (sight distance) Very DifficultTeleport (anywhere) HeroicResurrection Epic

How It Works

Dave wants his character, Remmy, to cast a spell and declares this, spending a Cinema Point. Dave explains

Characters healing naturally do so at a rate of one (1) Hit Point per hour while at rest. Characters healing naturally under the aid of a healer via First Aid or Medicine, do so at a rate of two (2) Hit Points per hour while at rest.

Magical Healing

Sometimes a Character has a magical ability to heal by touching another Character. This can range from simple injuries to curing diseases and otherwise incurable ailments. The basics of this are simple principals, and run off the Willpower Skill.

How it Works:

(Willpower DR based on the following chart, Duration: Immediate, Activation: Instantaneous)

Difficulty ResultEasy +3 Hit PointsModerate +6 Hit Points, Cure Disease

Difficult 1d+6 Hit Points, Remove Poison and Plague

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BaggageBackpack, Hemp, Cost: 20c

Backpack, Leather, Cost: 30c

Chest, Enfri Walking, Cost: 500c

An Enfri Walking Chest is a miracle of modern technological innovation. Created by the Enfri, the only magical component behind the Walking Chest is the power source, which causes the chest to follow the holder of a specifically tuned crystal on its four rugged legs. The four legs of the walking chest can also neatly fold into the body of the chest making it compact and easy to store when not in use.

Chest, Large Cost: 100c

Chest, Medium, Cost: 60c

Chest, Small Cost: 50c

Satchel, Hemp, Cost: 3c

Satchel, Leather, Cost: 5c

Satchel, Enfri Waterproof, Cost: 12c

Sack, Large, Hemp, Cost: 7c

Sack, Large, Leather, Cost: 10c

Sack, Small, Hemp, Cost: 13c

Sack, Small, Leather, Cost: 16c

Saddlebag, Hemp, Cost: 25c

Saddlebag, Leather, Cost: 40c

Liquid Containers

Barrel, Cost: 50c

Barrel, Large, Cost: 70c

Bottle, Wine 6c

Bucket, Large, Cost: 12c

Bucket, Small, Cost: 6c

Clay Jug, Cost: 15c

Flask, Cost: 17c

Glass Vial, Cost: 5c

Glass Bottle, Cost: 10c

that his character, Remmy, wants to conjure clean drinking water for the party into a large bucket. The GM, Michael, assigns DR Moderate to Dave’s spell. Dave rolls using Willpower for casting the spell, with five dice, (5d = 3d Intellect + 2d Willpower), resulting in a total of fifteen (15), making DR Moderate. Michael tells Dave that his character casts the spell successfully and the water appears in mid-air, sloshing and splashing into the bucket below dramatically.

ProPs

money The people of Azamar use three major forms of currency, Commons, Jems, and Zurns. All

coins bear the mark of the mint, whether forged or etched, the mark of the mint if only official and recognized producer of currency in the world of Azamar. Commons are metal coins, cast from a variety of indiscriminate metals, widely varying their weight. Jems, worth about 500 Commons (this varies by region and economy), are craft from various gemstones. Zurns, worth about 5,000 Commons (this varies wildly by region and economy), are craft from Zurn Stones, and volatile ore with roots in the very essence of magic. Only wizards and master stone shapers can craft a coin from Zurn Stone, so they are considered a highly rare and valuable form of currency.

Most prices on goods in Azamar are set in terms of Commons, typically annotated as 200c or 1,000c instead of using the Jem or Zurn notations, such as 2j or 1z.

trAvel ProvIsIons

Azamarian Steed, Cost: 500c

Bed Roll, Cost: 15c

Firewood, Bundle, 40c

Gyet, (Olm), Cost: 1000c

Hammock, Cost: 50c

Knife Sheath, Cost: 32c

Sword Scabbard, Cost: 43c

Tent, Small, Cost: 70c

Tent, Medium, Cost: 100c

Tent, Large, Cost: 140c

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Wood Jug, Cost: 30c

Waterskin, Cost: 20c

ClimbingRope, Hemp, per fifty (50) Unit, Cost: 50c

Rope, Enfri, per fifty (50) Unit, Cost: 125c

Rope, Magic, per fifty (50) Unit, Cost: 300c

Enfri Harness, Cost: 35c

Climbing Claw, Cost: 15c

Enfri Carabiner, Cost: 5c

Crampons, Cost: 30c

Portable LightingCandle, Cost: 2c

Enfri Carbide, Cost: 9c

Enfri Carbide Head Lamp, Cost: 20c

Enfri Carbide Torch, Cost: 100c

Enfri Carbide is a feat of modern science, as the Enfri invented a long, bright, slow burning material that is thick yet works great as a long-term fuel, often used in specialized torches and helmet lamps.

Enfri Fire Starter, Cost: 5c

An Enfri Fire Starter is a small canister that produces fire on the go, thousands of times before it expends its fuel. Any well-stocked Enfri merchant can trade an empty canister for a new one, with a slight offset in cost.

Flint and Steel, Cost: 2c

Lamp Oil, Cost: 4c

Lantern, Oil, Cost: 10c

Lantern, Hooded, Cost: 25c

Light Orb, Cost: 600c

These naturally occurring baubles are found deep within the Inferium, mined specifically for their unique light production, the Immyr sell them at premium prices.

Torch, Cost: 8c

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Soup, Cost: 1c

Spices, Cost: 20c

LiquidsAbsynth, Urbane, Cost: 100c

Ale, Common, Cost: 8c

Ale, Immyr, Cost: 15cMead, Wyvine, Cost: 25c

Cream, Cost: 2c

Juice, Berry, Cost: 6c

Milk, Cost: 2c

Thurm Essence, Heals anything short of resurrection, restores full health, Cost: 1000c

Water, Flasked, Cost: 3c

Wine, Common, Cost: 12c

Wine, Fine, Cost: 200c

Wine, Tre’uoall, Cost: 500c

sundrIes

Foods

Bread, Cost: 1c

Butter, Cost: 2c

Cheese, Cost: 2c

Eggs, Cost: 1c

Honey, Cost: 5c

Meat, Cost: 5c

Nuts, Assorted, Cost: 1c

Rations, One Day, Cost: 15c

Rations, Military, One Day, Cost: 30c

Travelers Banquet, One Meal, Cost: 20c

Rice, Cost: 2c

Salt, Cost: 3c

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Great Sword, Damage: Strength +45/x3, Cost: 500cTel’Veth Blade (scimitar), Damage: Strength +42/x2, Cost: 700c

Description: Each Tel’Veth blade is specifically forged by a master sword smith for a specific Sword Chanter. No Tel’Veth blade is created without a specific person in mind. Each Tel’Veth blade is slightly different, but most are curved blades of varying lengths.Shea’Ahk (Chain Blade): Reach: 1/2/3, Damage: Strength +27/24/21/x2, Cost: 200c

Description: The Shea-Ahk is the native weapon of the Bu’Col people. It is a chain whip, with a weight on one end and a deadly blade on another. A trained Shea’Ahk warrior is a fierce some and deadly foe.Flail, Damage: Strength +21/x2, Cost: 70cMace, Damage: Strength +24/x2, Cost: 130cWar Hammer, Damage: Strength +32/x2, Cost: 250cMorning star, Damage: Strength +35/x2, Cost: 325cBattle Axe, Damage: Strength +42/x2, Cost: 400cGreat Axe, Damage: Strength +51/x2, Cost: 600cStaff, Damage: Strength +18/0, Cost: 40cSpear, Damage: Strength +21/x2, Cost: 50cHalberd, Reach: 1/2 Damage: Strength +39/x2, Cost: 300cWyvine Lance, Damage: +48/x2, Thrown Range and Damage, Range: 5/10/20 Damage: 1d+24/21/18, Cost: 700c

Description: A Wyvine Lance is a double-ended spear with three prongs on each end. They are specifically created for those trained in fighting with a Wyvine Lance, though they sometimes are found in various markets as souvenirs of old wars.

RangedThrowing Dagger, Range: 2/4/8, Damage: Strength+6/3/1, Cost: 30c

ApparelBelt, Cost: 3c

Boots, Cost: 20c

Clothes, Arid, Cost: 29c

Cloak, Common, Cost: 8c

Cloak, Enfri, Cost: 250c

Clothes, Traveling, Cost: 20c

Clothes, Winter, Cost: 27c

Clothes, Jungle, Cost: 29c

Coat, Winter, Cost: 50c

Dress, Long, Cost: 30c

Dress, Short, Cost: 22c

Gloves, Cloth, Cost: 1c

Gown, Cost: 75c

Jacket, Dress, Cost: 200c

Pants, Cost: 25c

Robe, Cost: 23c

Sandals, Cost: 13c

Shirt, Cost: 37c

Shoes, Cost: 26c

Stockings, Cost: 4c

Tunic, Cost: 16c

Vest, Cost: 11c

Arms

Melee

Dagger, Damage: Strength +6/x2, Cost: 50cCombat Clawed Gauntlets, Damage Strength +12/x3, Cost: 300cShort sword, Damage: Strength +15/x2, Cost: 150cLong sword, Damage: Strength +27/x2, Cost: 300c

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Magical FociMagical Foci provide a little help in focusing Magic, making it easier to access the channels between Azamar and the Blur. Most Magic Foci are assigned, though sometimes wizards make a business of fashioning and selling them. Typically, the cost of Magic Foci are cheap when compared with most other weaponry, since only a very select group can use them.

When using a Magic Focus, a wizard simply activates a simply burst of magical energy through sheer will. By rolling Willpower, the Magic Focus fires this burst at a target. Without a Magic Focus, a wizard must spend a Cinema Point to fire a magical burst attack at a target, which has Range: 3/6/9, Damage: Willpower.

There are four basic types of Magic Foci, Amulets, Rings, Wands, and Staffs. Amulets and Rings are considered portable and very concealable, but they do not pack as much of a punch. Wands are the standard Magic Focus, while Staffs are used for those wizards looking for all out

Throwing Axe, Range: 2/4/8, Damage: Strength +9/6/3, Cost: 50cShort Bow, Range: 50/100/135, Damage: 1d +24/21/18, Cost: 300cLong Bow, Range: 70/150/300, Damage: 1d +30/27/24, Cost: 500cHand Crossbow, Range: 10/30/50, Damage: 1d +24/21/18, Cost: 300cHeavy Crossbow, Range: 30/60/120, Damage: 1d +33/30/27, Cost: 700cEnfri Quarreler, Range: 20/30/60, Damage: 1d +18/15/12, Fire Control: 2d/1d/0, Cost: 850c

Description: An Enfri Quarreler is a medium size crossbow capable of throwing many bolts in a very short period before needing to reload. It uses a number of Enfri mechanical inventions, therefore a distinct knowledge of their engineering is needed to maintain and repair it if broken.

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combat.

Only one Magic Focus is usable at a single time, for instance accessing multiple rings at once will invoke a Corruption Event on a roll of one (1), otherwise the use of multiple Magic Foci will overload and feedback the total of the Willpower roll as damage to the wizard.

AmuletsAmulets are semi-powerful conduits, capable of providing the needed help when desired. Amulets tend to be a merge of metal and crystals, and often the crystal variation can determine varying degrees in ability as well as the metal.

MakesCommon Metals, Range: 5/7/10, Damage: Willpower +3/2/1, Cost: 100cEludanium, Range: 6/9/12 , Damage: Willpower +4/2/1, Cost: 200cIthurine, Range: 7/10/15, Damage: Willpower +5/3/1, Cost: 300cDragon’s Bone, Range: 10/15/20, Damage: Willpower +9/6/3 , Cost: 500cAzurite, Range 12/16/22, Damage: Willpower +12/9/6 , Cost: 600cChimeranite, Range: 15/20/30, Damage: Willpower +9/6/3, Cost: 700cZurn, Range: 15/20/30, Damage: Willpower +12/9/6, Cost: 800c

RingsRings are the easiest to conceal, tiny, and typically great because you can have more than one at once, just in case. They are far more limited than wands in their ability, however.

MakesCommon Metal, Range: 3/6/9, Damage: Willpower +4/3/2, Cost: 50cEludanium, Range: 5/7/10, Damage: Willpower +5/4/3, Cost: 100cIthurine, Range: 6/9/12, Damage: Willpower +9/6/3, Cost: 200c

Dragon’s Bone, Range: 9/12/15, Damage: Willpower +12/9/6, Cost: 300c

WandsWands are powerful conduits and easy to conceal, though they can be easily lost or broken. While most wands are made from wood, a rare few are made from the bones of powerful beings such as dragons, and lauded for their greater abilities.

MakesCommon Wood, Range: 12/20/30, Damage: Willpower +12/9/6, Cost: 200cStone Wood, Range: 15/30/40, Damage: Willpower +18/15/12, Cost: 300cWizard’s Bone, Range: 20/40/60, Damage: Willpower +21/18/15, Cost: 500c Dragon’s Bone, Range: 40/80/120, Damage: Willpower +27/24/21, Cost: 700c

StaffsStaffs are the most powerful of conduits, which also easily duel as weapons, though they tend to mark a Magic user as such. Staffs being large and difficult to construct, rarely are made of anything other than large pieces of wood, though those few made of rarer materials exert much greater capabilities.

Common Wood, Range: 20/40/60, Damage: Willpower +18/15/12, Cost: 350cStone Wood, Range: 40/60/100, Damage: Willpower +21/18/15, Cost: 500cIthurine, Range 60/100/200, Damage: Willpower +27/24/21, Cost: 700cDragon’s Bone, Range: 100/200/300, Damage: Willpower +33/30/27, Cost: 850c

APPArel And Armor

Bracers

Makes

Leather, Vitality +1, Cost: 10c

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Ithurine, Vitality +6, Cost: 400c

HelmsWooden, Vitality +1, Cost: 50c

Iron Vitality +2, Cost: 80c

Steel, Vitality +3, Cost: 200c

Ithurine, Vitality +6, Cost: 500c

ShieldsBuckler, Wooden, Vitality +1, Cost: 40c

Buckler, Steel, Vitality +2, Cost: 70c

Buckler, Ithurine, Vitality +4, Cost: 200c

Heater, Wooden, Vitality +2, Cost: 70c

Heater, Steel, Vitality +3, Cost: 150c

Heater, Ithurine, Vitality +6, Cost: 400c

Iron, Vitality +2, Cost: 30c

Steel, Vitality +3, Cost: 100c

Ithurine, Vitality +5, Cost: 200c

Gauntlets

Makes

Iron, Vitality +1, Cost: 100c

Steel, Vitality +2, Cost: 200c

Ithurine, Vitality +4, Cost: 500c

Boots Leather, Vitality +1, Cost: 25c

Studded, Vitality +2, Cost: 40c

Iron, Vitality +3, Cost: 60c

Steel, Vitality +4, Cost: 150c

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Chain, Vitality +8, Cost: 400c

Scale, Vitality +12, Cost: 750c

Field, Vitality +16, Cost: 900c

Plate, Vitality +20, Cost: 1250c

Magic, Vitality +30, Cost: 2500c

florA

Th e fl ora of Azamar is wide and full of variety. A number of plants are sold in markets based on utility.

Aurascar is a simple fruit that provides enough nutrients and sustenance in a single fruit to last the heartiest of warriors a full day. Th e only downside is the taste. It’s horrible.

Cost: 3c

Dama fruit are sweet and delectable, but they are not sold for this quality. When an individual eats a Dama

Kite, Wooden, Vitality +3, Cost: 80c

Kite, Steel, Vitality +4, Cost: 160c

Kite, Ithurine, Vitality +7, Cost: 450c

Scutum, Wooden, Vitality +5, Cost: 150c

Scutum, Steel, Vitality +6, Cost: 400c

Scutum, Ithurine, Vitality +10, Cost: 700c

RobesCommon, Vitality +1, Cost: 10c

Illusionist’s Cloak, Vitality +2, Sneak +6, Cost: 35c

Studded, Vitality +4, Cost: 40c

Woven Ithurine, Vitality +8, Cost: 600c

Magic, Vitality +10, Cost: 900c

Mails

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holes, or when there is a need to entangle those who might cross it. The sap from Flinge makes a common wine.

Strength DR Difficult, or crossing Flinge is a maximum of Move 2, Cost: 25c

Quepids are a volatile root plant that is not edible. When introducing a Quepid to salt water, it explodes violently. As hard as steel, the Quepid shell claimed many lives throughout the ages as a weapon used in ambushes. Those seeking to use Quepids as explosives must treat the plant with caution, as even the slightest bit of salt water will cause the plant to explode, including sweat.

Explosion Range: 5/10/20, Damage: 1d+54/51/48, Cost: 60c

Reed Wood is highly sought after for the ability to float regardless of time spent wet. Reed Wood comes from a tree that only grows on Obsalos, Northern Olm, and Eastern Evercrow, a region dangerous with vile creatures.

fruit, it causes the individual to emit a magical field that completely shrouds the individual in invisibility for a period. It is difficult to get due to some creatures called Harriers who prey on those who wander nearby the Dama Plains. Luckily, some seeds and a little magic allowed the farming of the Dama Fruit in small quantities under the supervision of the Wyvine Council.

Invisibility Duration: 2d Hours, While invisible Sneak +21, Cost: 50c

Daggis Weed causes those who, willing to eat it, to levitate slightly for a period. Those who eat the Daggis Weed leave no trace behind and no footsteps, however can move freely as if still on the ground. The phenomenon of the Daggis Weed is still under research.

Levitation Duration: 1d Hours, Cost: 20c

Flinge is a vine plant that grows very quickly, so quickly in fact that it often finds employment in setting traps over

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Galleons are massive ships that ride on the wind designed for steady travel with large cargos and crew, capable of carrying two hundred passengers and operate with at least fifty crew or more.

Galleon, Cost: 100000c

Frigates are dedicated war ships that ride on the wind and also use large oars for steady or fast travel, with moderate cargos and crew, capable of carrying thirty passengers and operate under at least twenty to thirty crew, at most.

Frigate, Cost: 150000c

AirEnfri Airships are a pinnacle of Enfri technology, capable of soaring anywhere in Azamar. These ships are massive, as a large as Dragons and they cross the sky with ease. They fly using mechanisms that push wind by, as well as with large wings that help produce draft and steer. Enfri Airships can carry five hundred passengers and operate under at least two hundred crew or more.

Enfri Airship, Cost: 1000z

gAme mAster cHArActersGame Master Characters are all of those characters that make up all the big and small roles the Game Master must fill to give a game world depth and interaction. Game Master Characters, sometimes referred to as GMCs, also fill out the story a GM tells to players. Some GMCs go on to fill major roles as antagonists and protagonists, while others may exist briefly to fill small roles as barkeeps, merchants, and tavern owners.

The bigger the role a GMC plays, the more a GM should take the time to add details about that character. Minor characters do not need character sheets or lots of assigned stats and background details. In this context, the creation of a character depends primarily on the importance of the role a GM wishes that character to play; the bigger the role, the more depth the character required in character creation. In this section are examples of major characters, which possess long backgrounds and play pivotal roles in the world of Azamar. As minor characters play such small roles, we opted to leave out character templates for such temporary characters from the Azamar core rules.

Danger aside, many still make the journey to gather the super light wood for the many purposes it provides.

Cost: 15c

Thurm is an exotic and difficult plant to grow, but highly coveted for its healing abilities. Thurm produces a small amount of fluid per four to five plants, about a vials amount, that will cure any known disease or affliction, including magically produced diseases. It is a native plant to the Olm Jungle, and the difficulty in acquiring Thurm is very high as it is deep in unexplored areas within.

Thurm, eaten: Heal 50 Hit Points instantly, Cost: 300c

Vehicles

GroundCarts are medium two wheeled vehicles pulled by one or two pack animals, made mainly of wood.

Cart, Cost: 1000c

Wagons are large four wheeled vehicles pulled by two to ten pack animals, made mainly of wood. A wagon sometimes includes extra features, such as a cover, which increases the price.

Wagon, Cost: 4000c

Enfri Steedless Wagons are a remarkable six wheeled vehicle that uses a series of pendulums and mechanisms for momentum, made mainly of wood. It can move as fast as a standard wagon pulled by ten pack animals.

Enfri Steedless Wagon, Cost: 10000c

Sleds vary in size and ability, but most are similar in size to wagons, only they made for carrying passengers and supplies across ice and snow, pulled by four to ten pack animals. Most sleds will float briefly if they break through ice, but the pack animals pulling them will not making it a dangerous affair.

Sled, Cost: 4500c

SeaSloofs are sleek and sheer wind riding ships designed for fast travel with little cargo and crew, capable of carrying ten passengers and operate under only three to five crew.

Sloof, Cost: 10000c

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major races amassed the largest fighting force they could and set off to meet Zintar. This army consisted over every soldier capable of wielding a weapon and volunteers from every race joined in on the march. The two armies met and a ferocious battle raged for three days, the united races of Azamar fought bravely against Zintar and his seemingly invincible army of Fiends. During the more intense moments of fighting, the continent itself was cracked and separated from the continental shelf. Witnesses whisper that Zintar tapped into the full destructive power of his

Moonstaff.

Towards the end of the third day of fighting, under an ominous blood-red sky that was turning into

dusk, a young Wyvine warrior and a squadron of foot-soldiers closed in on Zintar’s position.

A dramatic series of events unfolded which allowed the Wyvine warrior an

opportunity for attack. It is said that on that moment, time stood still. The warrior’s double-sided lance hit Zintar

and instantly killed the Warlord. Upon witnessing their leader fall, the ranks among the Fiends quickly began to deteriorate as the allied armies pushed them back. Victory was theirs. After the fighting, the young Wyvine

warrior who dealt the killing blow to Zintar was never found, many

believe that warrior perished in the aftermath.

Zintar’s presence over Azamar can still be felt today. Cults that worship his dark deeds

have sprung up throughout the land. Although most were hunted

down and either executed or imprisoned, a few still operate under a veil of secrecy, plotting to resurrect their fallen leader.

Character Type: Defiler Species: Tre’uoall, Male

Hit Points: 80 Initiative: 5d Move: 8 Vitality: 5d Cinema Points: 12

zIntAr An accursed fire rages deep within the pit of a soul of all Defilers. However, Zintar’s soul seemed to burn brighter, and spew forth a hatred that tore at the very fabric of Azamar. How can one being have such an impact upon their environment? Zintar, a promising Sword Chanter showed much strength, courage and constantly impressed his superiors at any challenge thrown his way. However, whether it was his secretive goal or happened by chance, history has not recorded how he fell from grace. All that is known is that his elders asked Zintar to perform a task that would take him deep into the uncharted territory of Azamar. What happens next will change the course of history.

Zintar emerges from his most recent quest, a powerful Defiler, corrupted by a demon within his very own soul. Because of his transformation, he has only one goal in mind: complete and total destruction of Azamar. Zintar begins to attract followers while preaching openly about the crimes of his elders and the evils of the Order of Wizardry. During these times, skirmishes break out and Zintar’s power grows. This causes further damage to the Blur and sensing no other option, the Dragons become involved in the fight. Zintar waits for the appropriate moment and just as when it looks as if he will meet his demise, he calls forth the very demon that stirs within him. It emits a powerful energy, darker than any have seen. Some say the ground quaked as chasms opened up. Powerful, dark forms emerged from the darkness and the Fiends stepped into the battle.

The deadliest war Azamar had ever experienced reached its catalyst. Fueled by a sense of urgency, the races of Azamar pooled their resources together in a desperate attempt to locate Zintar and after a frantic search, the scouts tracked him and his army just north of Adrya Orth. Quickly the

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she is erratic and unpredictable in behavior. She may be as willing to talk to an enemy as kill them outright. She typically weighs her decisions with negotiation heavily on her current mood, though she enjoys the company of Humans dearly since she was raised by two Humans. She despises Enfri and Immyr, normally killing them on sight. Her hair is a pearly white, her eyes are a striking gold and silver. She carries a wand carved from the bone of a High Dragon and soaked in Fiend, Human, Tre’uoall, Immyr, Enfri, and Wyvine blood. She typically wears a very loose cloak a little else beneath, typical of the Derisians who follow the Anteprofidian magic Zintar taught.

Zamaranth took the remnants of the Derisians, once all-powerful wizards, now crippled by Anteprofidian restraints on their magic. Zamaranth saw an opportunity to see Zintar’s legacy come to pass, and she knew that the world would forget his true power and devastation over the centuries. As the world forgets about Zintar, Zamaranth plotted for his return and sought out an army for power. She opened the Crux of Zamaranth Lyceum in Evercrow, and has since been recruiting any who come to her as servants. They are loyal until they die, which is normally sooner than later.

Character Type: Anteprofidian Wizard Species: Tre’uoall, Female Age: 3,486 years Hit Points: 266 Initiative: 5d Move: 9 Vitality: 6d Cinema Points: 48 Experience Value: 30

Dexterity: 5d Acrobat 5d, Brawl 4d, Dodge 6d, Hide 5d, Melee 2d, Riding 6d, Running 3d, Sneak 6d, Pick Pocket 6d, Throw 4d

Strength: 6d Climb 3d, Jump 2d, Lift 3d, Grapple 4d, Push-Pull 2d, Stamina 3d, Swim 2d

Persona: 6d Artisan 4d, Command 5d, Con 5d, Disguise 6d, Intimidation 6d, Languages 6d, Persuasion 6d, Willpower 4d, Intellect: 5d Academics 4d, Business 2d, Creatures

Experience Value: 15

Dexterity: 3d Athletics, 6d, Brawl 6d, Dodge 6d, Melee 6d, Ranged 6d, Riding 6d, Sneak 6d, Throw 6d

Persona: 3d Command 6d, Intimidation 6d, Languages 6d, Persuasion 6d, Willpower 6d

Intellect: 2d Academics 6d, Cultures 6d, Healing 4d, Politics 6d, Search 4d, Survival 5d, Tactics 6d

Strength: 5d Climb 6d, Jump 6d, Lift 6d, Grapple 6d, Push-Pull 6d, Stamina 6d, Swim 6d

Aptitude: 2d Armor Smithing 6d, Engineering 6d, First Aid 6d, Navigation 6d, Security 6d

Equipment: Moonstaff, Unique Two-Handed Sword (Str+24/x3), Unique set of Full Plate Armor (Vitality +30), Unique One Handed Hand-Axe (Str+18/x2).

Character Features

Abilities: Apprentice Sword Chanter (5), Cat’s Eyes (5), Danger Sense (50), Detect Magic (5), Expose Fault (5), Magic Affinity (5), Martyr (5-Creation Only.), Quick Draw (5), Refined (15), Reputation (10), Sword Chanter (10), Tempo Fighting (20), Tributaries (5), Weapon Affinity (5), Weapon Mastery (15), Wyldborne (5).

Spells: Arrow (5), Barrier (10), Blast (10), Breach (5), Conjure Element (5), Detain (25), Dust Lord (20), Elemental Union (5), Heal (5), Inspire (15), Purify (5), Reality Peak (15), Revulsion (20), Rupture (10), Shield (5), Side Step (10), Spellbind (10), Spell Expansion (5), Stricken (10),

zAmArAntH

Zamaranth is a defiantly beautiful Tre’uoall who maintains her beauty through magic. Standing 5’6”, weighing approximately 132 lbs, she draws on the life forces of her followers, aging them faster than normally, stealing their years for hers. The trade is that ability to draw upon Zamaranth’s Anteprofidian magic through the various amulets she distributes. She has adopted certain dementias over the long centuries she remained alive, so

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to hold, skepticism of Bowen’s true intent still runs amok. The threat of conflict occurs every day. In response, the Agent’s of Bowen have redoubled their efforts in holding his rule together when Bowen is unable to be physically present.

Bowen stands 5’8” tall and weighs roughly 200 lbs. He has a pale complexion, chiseled features, short, brown hair and wears a neatly kept five o’clock shadow. The facial hair obscures a scar on the left side of his cheek. He has deep grey eyes that captivate those who look upon him. He prefers to wear an elegant, well-tailored shirt with collar. His breeches are half cloth, half animal hide and scream the notion “rock star.” He walks with a slight limp so in order to correct this he uses the assistance of a walking cane. Rumor has it that the cane contains the spirits of vanquished political foes. No one can confirm or deny the rumor, but then again, no one really wants to find out.

Character Type: Ruler of Azamar Species: Human-Fullblood, Male Hit Points: 35 Initiative: 3d Move: 5 Vitality: 3d Cinema Points: 20 Experience Value: 12

Dexterity: 3d Brawl 5d, Dodge 6d, Melee 6d.

Persona: 4d Command 6d, Intimidation 5d, Languages 4d, Willpower 6d.

Intellect: 3d Academics 4d, Creatures 4d, Culture 3d, Healing 3d, Law 5d, Politics 5d, Search 4d, Survival 4d, Tactics 6d.

Strength: 3d Jump 2d, Lift 2d, Grapple 2d, Push-Pull 3d, Stamina 3d.

Aptitude: 2d Weapon Smithing 3d.

Equipment: Handcrafted Walking Cane (Str+18).

Character Features

Abilities: Auroran (7-Creation Only), Empath (10), Quick

3d, Culture 3d, Healing 6d, Politics 4d, Search 4d, Streetwise 2d, Survival 5d, Tactics 3d,

Aptitude: 3d Argot 2d, Demolitions 3d, First Aid 5d, Navigation: 6d, Piloting: 3d Weapon Smithing 2d

Character Features • Languages: All •AllElementalFeatures,(WaspreviouslyanElemental) •AllZamaranthFeatures •KnowsmostSpells,CannotuseOfvgar’sSpells •NoaccesstootherFactionFeatures

Equipment:

Robe of Shadows (+3d (+9) Sneak, Permanent when worn), Ring of Conveyance (+2d (+6) Persuasion: Seduction, Permanent when worn), Amulet of Evercrow (Absorbs life energy of followers, day by day, if this Amulet is removed all of Zamaranth’s followers will fall dead instantly delivering all their life energies to Zamaranth. She added this special touch to the Amulet in case someone attempts to remove it. If this occurs, she temporarily gains +500 Hit Points and +5d (+15) to all Rolls, Duration of this Effect: 1d Hours)

Armor: Ring of Stones (Vitality +20, Permanent when worn)

Weapons:

Dragonbone Wand, Range: 250/500/1,000, Damage: Willpower+6d/7d/8d (18/21/24), All Damage is Elemental Lightning

lord nIckolAs BoWen Referred to as either Lord, or the Champion of Azamar by his subjects. Lord Nikolas Bowen is credited with establishing treaties that helped push the peace-process along. Alliances between the major races have been reestablished with the exception of the Tre’uoall who seclude themselves from active involvement. Among Bowen’s talents, he is a skilled warrior and a cunning leader often leading his troops to victory no matter what the odds.

While the fragile treaties among the major races continue

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tribal style tattoos cover his left arm and he is always wearing black. He stands 6’ 5” and weighs close to 280 pounds. He is a massive force to be reckoned with on the battlefield and his cold, calculating mind is always analyzing the situation for the most efficient strategy.

Character Type: Leader of the Agents Species: Human-Urbane, Male Hit Points: 48 Initiative: 3d Move: 7 Vitality: 4d Cinema Points: 9 Experience Value: 8

Dexterity: 3d Acrobat 3d, Archery 3d, Brawl 5d, Dodge 4d, Hide 3d, Melee 6d, Riding 4d, Running 3d, Sneak 3d.

Persona: 2d Command 6d, Con 4d, Disguise 4d, Intimidation 5d, Willpower 4d.

Intellect: 3d Academics 3d, Creatures 4d, Law 3d, Search 5d, Streetwise 3d, Survival 2d, Tactics 4d.

Strength: 4d Climb 2d, Jump 2d, Lift 2d, Grapple 3d, Push-Pull 2d, Stamina 4d, Swim 2d.

Aptitude: 3d First Aid 3d, Sentry Evasion 3d, Weapon Smithing 3d.

Equipment: Unique Two-Handed Sword (Str+30/x2), Dagger (Str+12/x2), Banded Leather Armor (Vitality +12)

Character Features:

Abilities: Blood Ties (7-Creation Only), Creedulient (15), Expose Fault (5), Quick Draw (5), Weapon Affinity (5), Weapon Mastery (15), Tempo Fighting (20).

tHe WItcH

She does her best to hide her true heritage being a Tre’uoall and does not wish to draw attention to herself. She stands at 5’ 4” tall with a medium build, she prefers to dress in a variety of grays and keeps a dark green cloth tied

Draw (5), Weapon Affinity (5), Weapon Mastery (15)

Spells: Arrow (5), Blast (10), Breach (5), Conjure Element (5), Detain (25), Purify (5), Rupture (10), Spellbind (10), Spell Storm (35), Summon (10)

BOWEN’S AGENTS The Agents of Bowen act as enforcers to the Kingdom’s rule, they carry out Lord Bowen’s bidding when he is unable to. Most of these agents are loyal, but some do have their own hidden agendas.

vrAAccHVraacch is the only Urbane who holds rank among Bowen’s agents. To the public, Vraacch is the newer face of Azamar, he does infrequently addresses the subjects only when the situation requires it, or when Bowen is touring Azamar keeping the treaties between the races alive. From his office within Bowen’s fortress, he assigns the missions to the Agents, keeps track of movement and reports his findings to Bowen. While not as charismatic as the Lord, Vraacch is well respected with the troops and the other agents know well enough not to refuse their assignments. Upon entering Vraacch’s private quarters, most are taken back by the luxurious setting but those, who even posses the slightest bit of observation notice the presence of the woman only known as “the Witch.” She is a mysterious presence who only speaks when casting a spell and rumors of her true alignment with Vraacch run amok all over the city. Agents that report to Vraacch have reported strange occult and rituals performed on them just before setting out on assignment. The Witch has even demonstrated the ability to teleport Agents from Vraacch’s office to their assigned locations. Although many dismiss these claims as ludicrous, as only told by drunken patrons at the local tavern fond of spinning tall tales. Whatever her motives may be, she appears to remain loyal to Vraacch and her powerful magic’s help aid the Agents in the field at all times.

Vraacch always makes his best effort to keep his body in its optimal shape. Most are quick to notice his chiseled features, his neatly kept appearance and finally his no-nonsense approach to just about anything. Most say after encountering him for the first time that the man is devoid of humor. Vraacch has an olive toned skin complexion,

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Character Features

Abilities: Cat’s Eyes (5), Inner Radiance (6-Creation Only), Laconic (3)

Spells: Arrow (5), Blast (5), Conjure Element (5), Darken (10), Elemental Union (5), Fly (10), Illuminate (5), Inure (5), Levitate (5), Ofvgar’s Crimson Glow (5), Spell Expansion (5), Traverse (15).

dIvAWd edgot

A Wyvine War Scholar, who was long ago enslaved against his will by a Necromancer through transformation into an undead known as a Ghoul, so he could outlive his

normal lifespan and be easier to control through magic, using him for centuries as a means to an end. On an attempt to get a powerful relic,

the Wyvine slave came upon another relic in some

ruins, an ancient and powerful Wyvine Lance. When touched, it broke the control over the

Wyvine by the Wizard, freeing him from centuries of slavery and

carrying out heinous acts. He also retrieved the relic he was sent to take, but instead of returning it, he threw it into

the Sea of Olm while crossing the ocean to return. This is, some

scholars speculate, the source of the race of people known as the Foragers. The ancient and

powerful relic may sit at the bottom of the ocean, inspiring changes in life

and inducing magic into it.

When the Wyvine returned to the Wizard they waged an epic battle, and that Wyvine War Scholar became the first known act of Defiance, the Wyvine ability to nullify magic. It is believed that his enslavement gave him a unique perspective into the workings of magic, making

it possible for him to not only learn Defiance,

around her head to hide her ears. Her white hair is long, straight and her eye color is a shocking silver, which gives off a creepy impression to those who encounter her for the first time. What most beings fail to realize is that the Witch is actually much younger than she lets on due to her ability to disguise herself. She hardly ever speaks to anyone, this only enhances her mysterious presence. However, those fluent in secret languages may have a chance at communicating with her.

Character Type: Enslaved magic-user Species: Tre’uoall, Female Hit Points: 24 Initiative: 2d Move: 5 Vitality: 2d Cinema Points: 9 Experience Value: 6

Dexterity: 2d Archery 3d, Dodge 2d, Melee 2d.

Persona: 5d Artisan 3d, Disguise 3d, Intimidation 4d, Languages 4d, Persuasion 3d, Willpower 5d.

Intellect: 4d Academics 3d, Creatures 3d, Cultures 4d, Healing 4d, Search 4d, Survival 2d.

Strength: 2d Push-Pull 2d, Stamina 2d.

Aptitude: 2d Engineering 2d, First Aid 3d.

Equipment: Ceremonial Dagger (Str+6/x2), Old-Worn Robes, an assortment of magical spell books and components that are kept in Vraacch’s quarters, and a shrunken head that dangles from her belt.

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curse and is considered Undead. The Undead cannot die unless the brain is destroyed.

(Undead Characters are no longer under the Player’s control once the curse or infection completes, there are no known natural cures. (Magic may cure the Undead on a series of complex Healing checks, DR Heroic, GM’s Discretion)

but also to activate and use it. The Wyvine unlives on to this day, having committed many great feats of valor, seeking to redeem the wrongs that he carried out on behalf of the foul Necromancer.

Centuries later, the Wyvine teaches the use of the Lance to other Wyvine and serves to protect the Hall of Memories, where he resides today, looking for knowledge of how to end his curse.The council named him the Guardian of Olm several decades ago, a title bestowed on only one other at the Great War. It is through his service to the people of Azamar that he truly seeks forgiveness for acts long forgotten by all, but him.

Character Type: War Scholar Species: Undead-Wyvine, Male Hit Points: 80 Initiative: 3d Move: 7 Vitality: 4d Cinema Points: 7 Experience Value: 5

Dexterity: 3d Athletics 3d, Brawl 5d, Dodge 5d, Melee 6d, Ranged 3d, Riding 3d, Sneak 3d, Throw 2d. Persona: 3d Command 4d, Deception 3d, Empathy 3d, Intimidation 3d, Languages 4d, Willpower 5d. Intellect: 3d Medicine 2d, Search 4d, Survival 4d, Tactics 3d. Strength: 4d Climb 2d, Jump 2d, Grapple 4d, Push-Pull 3d, Stamina 4d. Aptitude: 2d First Aid 2d, Piloting 2d, Security 5d. Equipment:

Wyvine Lance (Damage: Str+48/x2, Thrown Range and Damage, Range: 5/10/20 Damage: 1d+24/21/18), Short Sword (Damage: Str+15/x2), Throwing Dagger (Range: 2/4/8, Damage: Str+6/3/1), Studded Field Armor (Vitality+16), key to the Hall of Memories.

Character Features Abilities: Fame (5), Lance Inept (5), Lance Reaper (10), Lance Prime (20), Photographic Memory (5-Creation Only).

Undead: Divawd has been placed under a powerful, evil

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Episode One The characters are assigned by Vraacch to travel to the last known whereabouts of a party of three adventurers’ that have failed to check in. Last known contact was in the city of Krane where an Agent assigned them to travel to Azamar to undertake a very important assignment. The characters are given descriptions of the party and the proper equipment and are asked by Vraacch to leave at the first sign of daylight.

Episode TwoThree-quarters of the way to Krane have the characters make a Search check, DR Moderate. Those that pass will find a wicked-looking arrow stuck deep in a tree. Upon further investigation, signs of a struggle took place. This is the area, where the party was camping, when they were suddenly ambushed. One of the players catches the smells of something cooking in the wind. If they choose to locate the source of the smell, they will stumble into an Orc camp.

Episode ThreeThere are five Orcs total, three warriors, one Shocktrooper and one Shaman who appears to be conducting some sort of ritual. The Shaman leads the group while it is the Shocktrooper’s job to keep the warriors in line. Then they will notice a survivor, a female Tre’uoall who matches the description of one of the missing party members. She is tied to a tree being guarded by the Shocktrooper. Whatever ritual the Shaman is preparing, it looks as if it will be performed on the surviving Tre’uoall. Her fate lies in the hands of your players!

Episode One: Audience with Vraacch.Vraacch is one big imposing figure. His presence often demands your full attention, no matter where the location, the characters are approached by Vraacch while his bodyguards lurk in the shadows. This is a good role-playing opportunity to give a little insight into the world

tHe roAd to AzAmAr“In the heart of every rogue, is the spark of potential. We are fools to overlook those willing to brave the darkness

before them for coin.”

- Lady Invac of Evercrow, Tre’uoall, Sword Chanter Praescentian

A roAd to Adventure

IntroductionThe characters, which have worked together on a previous quest, have been hired by an Agent of Bowen to conduct a search. A party consisting of three adventurers traveling from Krane to Azamar failed to check in and have been missing for two days now. The characters primary goal is to investigate their last known location and to bring them back to Azamar. Vraacch, leader of the agents contacted the characters himself, which is rare for those who deal with the agents.

gettIng stArted This adventure is best suited for 3 to 5 players in addition to the Game Master. It takes approximately five hours of game play to run The Road To Azamar.

Helpful Hint: Game Masters, don’t be afraid to give your Player Characters a run for their Cinema Points! If you have a group of five or more Players, change the number of adversaries they have to face. Perhaps in the Orc’s camp there are two Shock Troopers? One specializing in ranged combat as the other fights along side the Soldiers in the Melee. Or you can always tweak the stats, and make the Shaman even more deadly. Being creative often leads to the most memorable encounters!

Quick Start Outline

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came from a rather large custom-made crossbow. The arrows themselves are covered with Orcish handwriting. A Languages check, DR Easy will allow a character to decipher some of the writing.

If the players pass another Search check, DR Moderate they will notice the smell of something cooking in the air. The source of the smell is located deeper into the woods off the trail. If the characters are being cautious, allow them a few moments to observe the Orc’s camp. The Shaman is conducting a ritual and is “cleansing” their captive, an unconscious Tre’uoall who fits Janrise’s description. She is tied up against the tree while being guarded by the Shocktrooper. The three Orc Warriors are scattered throughout the camp. One sticks close to the Shocktrooper while the other two guard the camp’s entrance close to the Shaman.

JANRISE

Character Type: Smuggler Species: Tre’uoall, Female Hit Points: 24 Initiative: 3d Move: 5 Vitality: 2d Cinema Points: 5 Experience Value: 2

Dexterity: 3d Dodge 1d, Melee 2d. Intellect: 3d Survival 1d. Strength: 2d Aptitude: 3d Argot 1d. Persona: 4d Con 1d, Languages 1d, Persuasion 1d.

Character Features:

Abilities: Apprentice Sword Chanter (5): +3d attack/+2d damage when using Janrise’s Scimitar.

Equipment: Banded Leather Armor (+6 Vitality), Dagger (Str+6/x2), Scimitar (Str+24/x2).

Description: She is a young Tre’uoall, appearing to be coming out of the adolescence stage. She has fair, pale skin and golden blond hair. Most striking are her deep calculating, steel blue eyes. She travels light compared to her companions and is always ready to take on any challenge at a moment’s notice. Her most prized

of Azamar. The other party was on its way from Krane. If none of the characters have been there, you the Game Master can bring up current events, for example:

“Two weeks ago, the city was attacked by something in that came from the Uncharted Territories. Thankfully it was never able to make it past the Great Wall and the brave soldiers of Krane were able to defeat it.”

The missing party that the characters are searching for is made up of:

•Kronk(Wyvine,MaleBarbarian/Thug)

•Janrise(Tre’uoall,FemaleWarrior/Smuggler)

•MyssaLevhrehl(Tre’uoall,FemaleWarrior/Bodyguard)

After that incident at Krane, the party departed the city. Three days later, Ajran, the Lord of Krane restricted travel due to fears of any other creatures wandering the land around Krane. There have been reports by travelers of Orc sightings and one instance that involved a direct confrontation, but the Orcs for the most part stay away from the city itself.

The characters have that evening to gather their equipment before they are set to leave Azamar at first light. They are provided with fast, healthy horses if they do not already have horses of their own.

Episode Two: The Investigation Begins The journey to the scene takes about a day’s worth of travel on horseback. Thanks to the connecting road, traveling between Azamar and Krane is relatively quick. However, recent Orc sightings have become increasingly more frequent prompting the rulers of Azamar and Krane to warn travelers of the potential danger. It is not uncommon to encounter travelers being escorted by mercenaries. Those who are encountered may be questioned for information or bartered with.

After any encounters with travelers have, the characters make Search checks, DR Moderate. Those who succeed will notice a wicked-looking arrow lodged into a nearby tree just beyond the road. If the characters choose to investigate further, they will see signs of a struggle and they will find two more arrows. Those well-versed in projectile firing weapons will determine that the arrows

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Cinema Points: 1-3 (Varies) Experience Value: 3 Dexterity: 3d Athletics 2d, Brawl: Bite 3d, Dodge 2d, Sneak 2d. Intellect: 3d Search 4d. Strength: 5d Climb 2d, Jump 2d, Stamina 3d. Aptitude: 1d Persona: 2d Willpower 2d. Attacks: Front Claws (+6 to Climb, Damage: Str+12), Bite (Str+18).

Creature Features Tracking: Owogs posse an almost supernatural talent when tracking their prey. (Permanent Owogs receive +9 to Search when tracking by listening or by sent)

Owogs are native to the Inferium and have been domesticated by the Orcs for the purposes of tracking prey and hunting. Owogs often carry saddlebags, strapped with the Orc’s equipment and are decorated in fearsome war paints.

Shock Troopers, Orcs Hit Points: 50 Initiative: 3d Move: 7 Vitality: 4d Cinema Points: 4

Experience Value: 3 (Shock Troopers)

Dexterity: 3d Brawl 3d, Dodge 3d, Melee 4d, Ranged 3d, Running 2d. Intellect: 3d Creatures 1d, Survival 1d. Strength: 4d Lift 1d, Grapple 3d, Push-Pull 1d, Stamina 3d. Aptitude: 4d Engineering 1d, Armor Smithing 2d, Weapon Smithing 2d. Persona: 2d Command 2d, Intimidation 2d, Willpower 3d.

Equipment: Armor (+12 Vitality), Long Sword (Str+18/x2d), Broad Axe (Str+36/x2), Heavy Cross Bow (Damage: 1d+27/24/21, Range: 100/200/300, Ammo: 6* Conceal: Difficult)

* The Shocktrooper’s Crossbow Bolts are magically imbued

possession is a map of the land of Azamar that is almost complete. She is very well traveled.

Episode Three: Rescuing The Captive Upon closer inspection, have the Players make several Sneak checks, DR Moderate to Difficult depending on the circumstance. It looks as if the Shaman is done with his ritual, having placed some sort of magical effect on a ceremonial dagger. He is now approaching Janrise, who is still tied up to the tree.

After the players decide on their actions, the Orcs will detect their presence. Have them roll for initiative. The Shocktrooper will bark commands at the Warriors while he draws a heavy looking crossbow. Those players who are more observant will recognize the crossbow as the weapon that fired the bolt they found lodged in the nearby tree.

Complication: A pair of Owogs stand guard near the camp, tied to a tree far enough away to avoid detection by the Player Character’s unless those actively searching make a Difficult Search check. If the fighting in the Orc’s camp starts and the Owog’s haven’t been detected, your Player’s could be in for a nasty surprise if a clever Orc sets them loose on the Player Characters!

OwogsCreature Type: Tracking Animals, Domesticated Species: Owogs (Canine’s, native to the Inferium) Hit Points: 30 Initiative: 3d Move: 8 Vitality: 5d

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Intellect: 2d Survival 1d. Strength: 3d Lift 1d, Grapple 2d, Push-Pull 1d, Stamina 2d. Aptitude: 4d Armor Smithing 1d, Weapon Smithing 1d. Persona: 2d Intimidation 1d, Willpower 1d.

Equipment: Armor (+12 Vitality), Short Sword (Str+12/x2), Dagger (Str+6/x2).

Warriors are the fodder of Orc culture. Expendable, these ranks are continually replenished in Orc infested strongholds.

The Shocktrooper will use his ranged weapon to his advantage. He will send his Warriors into melee range while they engage the Players, he will attempt to pick them off one by one with his Heavy Crossbow. The Shaman will use his spells to his full advantage and stay close to the captive. He suspects the players are out to rescue her.

Players will always be Players! Keep in mind as you run this scenario it probably will not go as you anticipated. One of your crafty players may throw you a huge curve but do not panic, it may lead to a more memorable encounter and unlock potential story arcs. Make sure, as a Game master you are flexible and if your players come up with a really cool strategy, give them a chance to make it work. Remember, it is only a game!

After the BattleReward creative players with Cinema Points and give them a moment to rest up. Janrise is unconscious and the players when they search the Orc’s camp will come across the remains of Kronk and Myssa. Searching the Orcs, they will also find a scroll on the Shaman, written in a language they do not recognize.

Potential Story ArcsThe Scroll of Command: A group of fractioned, Tre’uoall Isolationists have written the orders in their own dialect, looking at the orders the players do not even recognize the language its written in. Finding a translator - through either magic or a physical being should be the next priority.

Do they bring the Scroll of Command back to the agents

by the Shaman. They give the Shocktrooper +1d to his Ranged skill. Cost 1 Cinema Point to activate.

Life expectancy for Orcs is rather low given the violent nature of their culture. Those Orcs that survive a number of successful campaigns go on to be trained as Shock Troopers by the Elders. These Orcs are rewarded with better equipment and are often in charge of protecting the Shaman in major battles

Shaman, Orcs Hit Points: 36 Initiative: 2d Move: 6 Vitality: 3d Cinema Points: 5 Experience Value: 4 (Shaman)

Dexterity: 2d Brawl 2d, Dodge 2d, Melee 2d. Intellect: 4d Creatures 4d, Culture 3d, Healing 6d, Search 4d, Survival 4d. Strength: 3d Stamina 3d. Aptitude: 4d Argot 1d, Engineering 3d, First Aid 4d, Piloting 2d. Persona: 3d Command 4d, Intimidation 3d, Languages 3d, Willpower 4d.

Spells: Shield (5), Heal (5), Stricken (10), Martyr (5).

Equipment: Misc Magical Trinkets, Magical Staff (usually imbued with 1 Magical Power), Ceremonial Dagger (Str+12/x3).

The Shaman are the Elders that serve the Circle of Detriment in Orc society. They have survived numerous campaigns and have grown old by Orc standards, which is a rare occurrence. They then are taught to hone their abilities and study the world of Magic, learning to manipulate it to serve the Gods of Orcish kind.

Warriors, Orcs Hit Points: 36 Initiative: 3d Move: 7 Vitality: 3d Cinema Points: 2 Experience Value: 2 (Warriors)

Dexterity: 3d Brawl 2d, Dodge 2d, Melee 3d, Running 1d.

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the agents really concerned about their disappearance?

Let your Imagination go Wild! You may come up with Story Arcs of your own when running this scenario. Write them down so you can flesh out the details. When running its best to keep an open mind, listen to your players and do not forget to have fun! While Game Mastering (or GMing) is a lot of hard work, the real reward is hearing your players tell you, “thanks for running, we had a lot of fun tonight!”

Good luck! Remember, you can always email us or post on our Blog with any questions or comments you may have. We are always happy to help.

of Bowen or do they take it upon themselves to find a way to translate it?

The Tre’uoall Captive: Her name is Janrise and she is the last survivor of a group of adventurers who were hired to take a job in Azamar by the agents of Bowen. When they failed to arrive, Vraacch approached the players since they have worked before to track down the missing party. Her main weapon is a custom Scimitar and she makes a living smuggling both purchased goods (legal and otherwise) and information. She is well traveled and knows just about every corner of the land of Azamar.

Since her party has been defeated by the Orcs, she, at first is reluctant to attach herself to another adventuring party. Through persistence though, she may change her mind although initially she will wish to part ways at the nearest city after their Adventure is complete.

What is this job that Janrise was hired to do? Why were

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Humans who remain, able to trace lineage back to the Anteprofidian wizards and ages before the Fracturing.

Guradiin - The Immyrian word for “Good” Gyets - The native riding animal of the Wyvine, a creature native to the plains of Olm.

Immyr - The name of a proud people, who dwell in the upper Inferium, constantly at war with the Orc people for their underground territories.

Inferium - The vast underground network of caverns beneath the surface of Azamar. It is believed that a person may travel from one end of Azamar to the other in the Inferium.

Ithural - The Immyrian word for “Place of the Mines”

Ithurine - The hardest known metal in Azamar, commonly used for weapons, armor and magic foci as it takes magic to shape it.

Lichdom - An undead being who has overcome the mindlessness of undeath. These beings are rare and often powerful. They are typically hunted until defeated due to their volatile nature.

Moonstaff - The ancient staff of power used by Zintar, constructed by the Fiends, forged from Dragonbone and Fiend bone woven together. This object is utterly corrupting and powerful. It was shattered after Fracturing, broken into small pieces and scattered throughout the world, as the Wizards were unable to destroy it permanently.

Nauvowl - The legendary riding rats of the Tre’uoall people.

Ofvgar - The most accomplished and famous Anteprofidian wizard to date

Orc - The name of a people, a race whose long history of foul deeds earns them the hate and anger of all the other races of Azamar

Orth - An ancient word meaning “of the sky”

Shrave - The name of a people, who dwell in the Molten Deep of the Inferium, where they possess a mighty empire and inhabit the many reaches of the lower Inferium. Many Shrave can claim direct descent from Dragons.

Slane - An ancient word meaning “corrupt”

Therians - A rogue band of wizards who dared research

GLOSSARYAdrya - An ancient word meaning “great city”

Amonde - World of the gods

Ampais - An ancient word meaning “of the mountains”

Anteprofidian - A term used for describing the ancient and powerful techniques of wizards from the first Millennia

Azurite - A blue-tinted metal that occurs in the mountains of Evercrow, likely due to some magical properties of the region. It is prized for the use of constructing magical foci.

Bu’Col - The descendants of the Fullblooded Human and Tre’uoall people from the third Millennia. They are the primary inhabitants of most of the forests of Azamar.

Chimeranite - An interesting material that holds the property of metal and stone, but is also extremely light and durable. Without magic, when it gets too hot, it simply burns instead of melting.

Chitonous – Armored

Derisian - The title of any of the ancient followers and supporters of the infamous villain, Zintar.

Dragonbone - Dragonbone is a literal meaning for the material used as a rare source of magic foci, made from the very bones of a Dragon.

Dragonscendant - One who can directly trace lineage to a specific Dragon.

Eludanium - A porous material capable of simple and powerful shaping for use as a magic foci. It is sold by the Immyr, as they get it from within the Inferium.

Enfri - The name of a people, their capital city, language, and nation. They are a short stalky people who have demonstrated historical resilience against the odds.

Forleen - The native language of the Wyvine people.

Fracturing - This pivotal event was the moment when the world of Azamar was torn in half by magic, a moment that killed millions of people instantly, almost making extinct all Humans. It also opened a gaping hole in reality, allowing the Fiends to pass into Azamar and storm across the world in conquest.

Fullblood - This term is used in reference to those

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shapechange in the extreme, not only changing size and shape, but also taking on the more innate properties of the targets of their change. Eventually they became corrupt shape changers.

Toponymy - The history of the names of a place.

Tre’uoall - The name of an ancient people, who claim closest relation to the Fullblooded Humans of old, aside from those direct descendants.

Urbane - The name of a people who live in the very upper reaches of the Inferium, who claim strong ties with the Fullblooded Humans of ancient times. They are clever and deceitful as a people, and prize the ability to betray others for self-improvement.

Urikuarik - The long and solemn journey a Wyvine takes to find the self, sometimes-lasting decades.

Wizard’s Bone - This is a rare and extremely valued type of tree, which got its name long ago. The myth of the Wizard’s Bone tree, is that an ancient wizard challenged another, and the outcome was transformation into a tree. Wizard’s Bone wood possesses great potential for use as magic foci.

Wyldborne - Those Bu’Col and Tre’uoall who are born in the wilderness, inheriting some of the basic idealisms of their ancestors. These few are closer to nature and magic than others.

Wyvine - The name of a people native to the continent of Olm. They are larger by a head or more than all other races in Azamar, and they have a unique ability to negate magic, dispersing it as if it did not exist.

Zamaranthian - The followers of Zamaranth, the most infamous of the Derisians. The Zamaranthians operate primarily out of Evercrow, swearing their lives to her cause of returning Zintar to power.

Zintar - A powerful and destructive Tre’uoall wizard who caused the Fracturing to occur long ago, unleashing thousands of Fiends onto the surface of Azamar, wreaking havoc and killing millions.

Zurn - A type of stone, light in weight, and nearly impenetrable, it casts a darkness on anything that touches it in its raw form. Zurn stone is also used to forge priceless armor and weapons, and the most treasured form of Currency in Azamar.

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OGL

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10. Copy of this License: You must include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICE

Azamar (the Role Playing Game) Player’s Guide and Role Playing Game Core Rules, Copyright 2011, Wicked North Games, L.L.C.

Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

Cinema6 RPG Framework, Copyright 2011, Wicked North Games, L.L.C.

West End Games, WEG, and D6 System are trademarks and properties of Purgatory Publishing Inc.

Cinema6 RPG Framework, d6 Unleashed, WNG, and Azamar are trademarks and properties of Wicked North Games L.L.C.

PRODUCT IDENTIFICATION:

Product Identity: The D6 System; the D6 trademark, the D6 and related logos; and OpenD6 and any derivative trademarks hold designation as Product Identity (PI) and are properties of Purgatory Publishing Inc. Azamar the Role Playing Game, and derivative characters and character names: (Lord Bowen, Divawd Edgot, Vraacch, Zamaranth, and Zintar), and world character races: (Bu’Col, Enfri, Immyr, Shrave, Tre’uoall, Urbane, and Wyvine); the Cinema6 RPG Framework, the c6 trademark, the c6 and related logos; d6 Unleashed and any derivative trademarks; and all cover and interior art and trade dress hold designation as Product Identity (PI) and are properties of Wicked North Games L.L.C. Use of this PI is subject to the terms set forth in the D6 System/OpenD6 System Trademark License (D6STL).

Open Game Content: All game mechanics and materials not covered under Product Identity (PI) above.

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